[mwm-aal-display]
Introduction
MassiveCombat provides Advanced Balancing and Essentials for PvP .
Most PvP servers have many small and awkward plugins installed. One for Minecraft 1.9 combat reverting, one for combat logging, one for pearl/gapple cooldowns, one for death effects etc. This makes the server harder to update and maintain.
MassiveCombat aims to remedy that by providing all the combat tweaks you need (and some you never know you needed) as one single and solid plugin.
Do you want to revert from Minecraft 1.9 back to Minecraft 1.7 combat ? You can do that with MassiveCombat. You can also configure a completely unique PvP experience with different weapon speed, weapon damage, armor protection and armor durability.
Everything is optional and configurable per world . All configuration can be done from ingame using commands or by editing the config file directly . No server restarts or reloads required.
Compatible Minecraft Versions
1.11.x | 1.10.x | 1.9.x
CraftBukkit, Spigot and PaperSpigot are compatible.
Cauldron and Thermos are NOT compatible.
NOTE: Only compatible with Minecraft 1.9 and above! But hey, just upgrade to Minecraft 1.9 already. With MassiveCombat you will get the experience you want anyways!
Commands
/combat
The main base command.
/combat flag,tag or /flag,cf,cflag,tag,ct,ctag
Show your current combat flag state.
/combat analyze [radius=show] or /ca [radius=show]
Set event analyzer radius.
/combat config or /mcc
Configure MassiveCombat.
/combat quickstart <quickstart>
Apply a quickstart configuration.
Features
Damage Analyzer – Inspect damage events. What plugins affected damage?
Enchanting – Use traditional level cost. Remove lapis cost.
Elytra – Disable them on worlds of your choice.
Potion Crafting – Craft potions in workbenches. No need for laggy redstone.
Potion Splitter – Automatically split potion stacks.
Potion Filter – Deny certain potion effects, such as invisibility.
God Apples – Disable them, Add Cooldowns, Add Crafting Recipe.
Chorus Fruit – Disable them, Add Cooldowns.
Ender Pearls – Disable them, Add Cooldowns, Fix Exploits.
Damage Filter – Deny certain damage types, such as fall damage.
Trashdrop – Specify worlds where items are deleted instead of dropped.
Health – Effective and fine grained health bar in % above player head.
Collisions – Disable the Minecraft 1.9 player collisions.
Projectiles – Should they go straight ahead or be a bit random?
Sweep Attack – Disable Minecraft 1.9 sword sweep attacks.
Damage Modifiers – Scale protection from blocking, armor, enchantments etc.
Attack Speed – Disable Minecraft 1.9 attack speed, or set custom speeds.
No Damage Ticks – Increase allowed attack frequency for better hit detection.
Critical – Damage, sprinting allowed and required bow force.
Fire – Lower the combustion chance or fully disable it.
Sharpness – Scale the strength of Sharpness/Arthropods/Power.
Attack Damage – Set the damage dealt on a per weapon item type.
Armor Protection – Set the armor protection given per armor item type.
Armor Durability – Set the armor durability per armor item type.
Flag – Flag players when in combat
Flag Logout – Kill players if the log out when in combat.
Flag Keep – Specify keeping armor, items and xp on death depending on flag.
Flag Commands – Deny certain commands depending on combat flag
Flag Permissions – Grant and deny certain permissions depending on flag.
Death Effects – Particles, sound and thunder. All configurable.
Spawn Effects – Particles, sound and thunder. All configurable.
Death Screen – Improve the death screen with particle effects.
Death Message – Radius limit and tweaks to player death messages.
MCMMO Runtime Config – Configure MCMMO during runtime.
Screenshots
The combat flag chat messages with tooltips.
Player collisions disabled in massive group hug.
Console config output from /mcc show.
Event analyze tooltip for armor.
Event analyze tooltip for final damage.
Event analyze tooltip for plugin stacktrace.
The screenshots are a bit small, eh? You can click to enlarge!
Quickstart
Learn More Apply a Quickstart Configuration! What would you like combat to be like on your server? Execute one of the quickstart commands below to get started! Click the learn more button to the right for more information about the different quickstart configurations.
Learn More
MassiveCraft
/combat quickstart MassiveCraft
This is the configuration we use ourselves.
Instant attacks and no sword sweeps.
Lower no damage ticks for better hit detection.
Critical hits allowed when sprinting.
Armor at 75% to avoid endless fights.
Gold works just as Iron.
Leather never breaks.
Buffed hoes and spades.
Minecraft 1.7 / 1.8
/combat quickstart Minecraft1718
This configuration reverts to 1.7 / 1.8.
The way combat was before 1.9.
Instant attacks and no sword sweeps.
Critical hits allowed when sprinting.
Tools deal low damage.
Hoes deal no damage at all.
Gold is useless.
Minecraft 1.9
/combat quickstart Minecraft19
This configuration keeps combat at 1.9.
Sweep attacks remains enabled.
Attack speed remains enabled.
Axes has really slow attack speed.
Critical hits denied when sprinting.
Fights lasts forever.
Configuration
Commands or File
There are two ways to configure MassiveCombat. You can edit the file /mstore/massivecombat_mconf/instance.json or you can use the command /combat config or /mcc (shorter alias). Either way the changes will take effect immediately. Just save the config file or execute the configuration command. The changes will be detected and loaded into the server at once.
ExceptionSets
In the configuration you will often find sections looking like {“standard”: true, “exceptions”: []}. These are so called
ExceptionSets . They can work as both blacklists and whitelists. Most of the time they are used decide what world maps a certain feature is enabled on. Please take a look at these examples:
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// Blacklist Example
// The feature "somefeature" should be enabled on all worlds but the world called "lobby".
"somefeatureWorlds" : {
"standard" : true ,
"exceptions" : [
"lobby"
]
}
// Whitelist Example
// The feature "somefeature" should be enabled on the worlds called "lobby", "epic" and "sweg" only.
"somefeatureWorlds" : {
"standard" : false ,
"exceptions" : [
"lobby" ,
"epic" ,
"sweg"
]
}
Features
Aliases
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// -------------------------------------------- //
// ALIASES
// -------------------------------------------- //
// Specify the command aliases here.
// MassiveCombat (and all MassiveCraft plugins) support changing the base command aliases.
// If you have another plugin using one of these aliases you can just change the alias into something else.
// Main base command
"aliasesCombat" : [
"combat" ,
"mcombat" ,
"massivecombat"
] ,
// Child commands
// You will find these commands under the main base command.
"aliasesCombatFlag" : [
"flag" ,
"tag"
] ,
"aliasesCombatAnalyze" : [
"analyze"
] ,
"aliasesCombatConfig" : [
"config"
] ,
"aliasesCombatQuickstart" : [
"quickstart"
] ,
"aliasesCombatVersion" : [
"version"
] ,
// Child commands as base commands
// Some times you may want child commands to be available as base commands.
// In such case you can specify the base command aliases you want here.
"aliasesAnalyze" : [
"ca"
] ,
"aliasesFlag" : [
"flag" ,
"cf" ,
"cflag" ,
"tag" ,
"ct" ,
"ctag"
] ,
"aliasesConfig" : [
"mcc"
] ,
"aliasesQuickstart" : [ ] ,
"aliasesVersion" : [ ] ,
Help
// -------------------------------------------- //
// HELP
// -------------------------------------------- //
// In this section help related features are configured.
// Should the documentation link
// https://www.massivecraft.com/massivecombat
// Be displayed at the top of the base command help output?
"helpLinkEnabled" : true ,
Analyze
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// -------------------------------------------- //
// ANALYZE
// -------------------------------------------- //
// The command /combat analyze [radius=show] or /ca [radius=show] is one of the flagship features of MassiveCombat.
// It will show you the life cycle of damage events within a certain radius of yourself.
// What was the base damage, base protection from armor etc.
// What plugins altered the event damage and in what way?
// It will even show you the exact line in the plugin source code that modified the damage.
// This is a great tool to use when balancing PvP and verify that the changes you made had effect.
// Here you can set custom analyze descriptions.
// They will take priority over the automatic ones.
// The keys are stack trace element prefixes.
// The values are the full descriptions.
"analyzeDescriptions" : {
"com.massivecraft.factions.engine.EngineMain.territoryShield" : "<aqua>Factions <pink>Shield" ,
"com.massivecraft.vampire.ListenerMain.combatStrength" : "<aqua>Vampire <pink>Strength" ,
"com.massivecraft.vampire.ListenerMain.combatVulnerability" : "<aqua>Vampire <pink>Weakness"
} ,
// Here you can set custom plugin packages.
// They will take priority over the automatic ones.
// Useful if the automatic package selection fails.
// The keys are plugin names.
// The values are package names.
// You can specify an impossible package such as "should be ignored" to ignore a plugin.
"analyzePackages" : {
"MassiveCore" : "should be ignored" ,
"MassiveLag" : "should be ignored" ,
"PerWorldPlugins" : "should be ignored"
} ,
// Should the stack traces be cut down for readability?
// The stack trace will in such case start from the actual even or trigger.
// This is what you want to see in 99% of the cases.
// We recommend leaving analyzeCut at the default true.
"analyzeCut" : true ,
Enchanting
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// -------------------------------------------- //
// ENCHANTING
// -------------------------------------------- //
// Enchanting related tweaks and behavior.
// From and including Minecraft 1.9 the enchantment level cost is 1, 2 or 3 levels.
// In Minecraft 1.8 and below the cost was equal to the level requirement such as 7, 16 and 30.
// Enabling this option enforces the traditional 1.8 way.
"enchantingTraditionalLevelsWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Just like the option above but for the lapis cost added in Minecraft 1.9.
// Enabling this option adds lapis automatically in order to revert to the traditional 1.8 way.
"enchantingTraditionalLapisWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
Elytra
// -------------------------------------------- //
// ELYTRA
// -------------------------------------------- //
// Elytra related tweaks and behaviour.
// In what worlds should using Elytra be allowed at all?
"elytraAllowedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
Potion
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// -------------------------------------------- //
// POTION
// -------------------------------------------- //
// Potion related tweaks and behavior.
// Potion brewing usually pushes players to build TPS draining and laggy redstone contraptions.
// By offering potions to be crafted directly in the workbench TPS can be improved.
// This feature adds workbench crafting recipes corresponding to all potion brewing.
// The recipes include empty glass bottles (without water) and the ingredients required.
// A basic regeneration potion is for example:
// 1x Glass Bottle
// 1x Nether Stalk
// 1x Ghast Tear
"potionCraftingWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// The potion splitter enforces that stacks of potions are spread out in the inventory.
// This feature works well together with the potion crafting feature.
// When the recipes yield potion stacks the splitter can take care of them.
"potionSplitWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Define what potion types are allowed here.
// For example many servers do wish to disable invisibility potions.
// Normal, splash and lingering potions are covered as well as tipped arrows.
"potionFilterWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
"potionFilterAllowed" : {
"standard" : true ,
"exceptions" : [
"INVISIBILITY"
]
} ,
// In Minecraft 1.9 the fuel feature was added where blaze powder is required for brewing potions.
// By turing this feature on blaze powder is no longer required.
"potionBrewingWithoutFuelWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
Breath
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// -------------------------------------------- //
// BREATH
// -------------------------------------------- //
// You may not offer access to the end world.
// Still you may want to offer access to dragons breath for potions.
// In what worlds can dragons breath be crafted?
"breathCraftingWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// The crafting recipe for a dragons breath.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
"breathCraftingRecipe" : {
"GLASS_BOTTLE" : 1 ,
"GHAST_TEAR" : 1 ,
"ENDER_PEARL" : 2 ,
"MAGMA_CREAM" : 2 ,
"BLAZE_POWDER" : 3
} ,
Apple
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// -------------------------------------------- //
// APPLE
// -------------------------------------------- //
// This section is dedicated to golden apples (not enchanted).
// In what worlds are golden apples allowed?
"appleAllowedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// In what worlds is there a golden apple cooldown?
"appleCooldownWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// How long is the golden apple cooldown?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"appleCooldownMillis" : 120000 ,
// In what worlds can golden apples be crafted?
"appleCraftingWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// The crafting recipe for a golden apple.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
"appleCraftingRecipe" : {
"APPLE" : 1 ,
"GOLD_INGOT" : 8
} ,
// In what worlds do we override effects?
"appleEffectWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// What effects should be applied from eating?
// Absorption I (2:00)
// Regeneration II (0:05)
"appleEffects" : [
{
"id" : 22 ,
"duration" : 2400
} ,
{
"id" : 10 ,
"duration" : 100 ,
"amplifier" : 1
}
] ,
Gapple
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// -------------------------------------------- //
// GAPPLE
// -------------------------------------------- //
// This section is dedicated to god apples (enchanted golden apples).
// In what worlds are god apples allowed?
"gappleAllowedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// In what worlds is there a god apple cooldown?
"gappleCooldownWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// How long is the god apple cooldown?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"gappleCooldownMillis" : 120000 ,
// In what worlds can god apples be crafted?
"gappleCraftingWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// The crafting recipe for a god apple.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
"gappleCraftingRecipe" : {
"APPLE" : 1 ,
"GOLD_BLOCK" : 8
} ,
// In what worlds do we override effects?
"gappleEffectWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// What effects should be applied from eating?
// Absorption I (2:00)
// Regeneration IV (0:30)
// Fire Resistance I (5:00)
// Resistance I (5:00)
"gappleEffects" : [
{
"id" : 22 ,
"duration" : 2400
} ,
{
"id" : 10 ,
"duration" : 600 ,
"amplifier" : 4
} ,
{
"id" : 12 ,
"duration" : 6000
} ,
{
"id" : 11 ,
"duration" : 6000
}
] ,
Chorus
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// -------------------------------------------- //
// CHORUS
// -------------------------------------------- //
// The Minecraft 1.9 chorus fruit tweaks.
// In what worlds is eating chorus fruit allowed?
// Per default we disable it everywhere.
// People might use it to bypass protections and get into forbidden areas.
"chorusAllowedWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
// In what worlds is there a chorus fruit cooldown?
// If you decide to allow chorus fruit at least you might want them to have a cooldown.
"chorusCooldownWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// How long is the chorus fruit cooldown?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"chorusCooldownMillis" : 120000 ,
Pearl
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// -------------------------------------------- //
// PEARL
// -------------------------------------------- //
// Ender pearl tweaks.
// In what worlds is throwing ender pearls allowed?
"pearlAllowedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// In what worlds is there an ender pearl cooldown?
"pearlCooldownWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// How long is the ender pearl cooldown?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"pearlCooldownMillis" : 15000 ,
// In what worlds is the ender pearl anti exploit enabled?
// This protects against glitching through doors etc.
"pearlAntiexploitWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
Damage Filter
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// -------------------------------------------- //
// DAMGE FILTER
// -------------------------------------------- //
// Define what damage types are allowed here.
// You may for example want to disable fall damage on certain maps.
"damageFilterWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
// What damage types are allowed?
// In the default example all damage types but fall damage is allowed.
// Find all the damage types here:
// https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/event/entity/EntityDamageEvent.java#280
"damageFilterAllowed" : {
"standard" : true ,
"exceptions" : [
"FALL"
]
} ,
Trashdrop
// -------------------------------------------- //
// TRASHDROP
// -------------------------------------------- //
// Specify worlds where dropped items are immediately trashed.
// This can be useful for lobby maps or certain KitPvP setups.
// If items cant be dropped they can not be traded between players and will not clutter the ground.
"trashdropWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
Scoreboard
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// -------------------------------------------- //
// SCOREBOARD
// -------------------------------------------- //
// The two features below (health and collide) uses scoreboard features.
// Compatibility can be a problem if two different plugins both makes use of the scoreboard.
// MassiveCombat tries really hard to maintain compatibility with other plugins.
// Most other plugins will however not be developed with compatibility in mind.
// In this section we offer configuration options for extra compatibility.
// NOTE: You may have to restart your server for these options to take effect.
// Setting this option to true will improve compatibility with other plugins.
// This will not be required if the other plugins are decently coded.
// Enabling extra compatibility will not reduce any functionality.
// It simply means accepting use of the main scoreboard instead of demanding a temporary scoreboard.
// The downside is that the main scoreboard is saved to disc into the file scoreboard.dat.
// MassiveCombat cleans up after itself properly on server shutdown.
// However, if your server crashes the scoreboard.dat will be filled with garbage.
"scoreboardExtraCompatibility" : false ,
// Set this option to false if you wish to fully disable all MassiveCombat scoreboard usage.
// If you don't need the scoreboard features (health and collide) this is the way to go.
// There will be zero interference with other plugins.
"scoreboardFeaturesEnabled" : true ,
Health
// -------------------------------------------- //
// HEALTH
// -------------------------------------------- //
// Should the player health be displayed in percent above the player head?
// This feature makes use of scoreboards but tries to cooperate with other plugins.
// In our opinion this is the best use for that scoreboard display slot.
"health" : true ,
Collide
// -------------------------------------------- //
// COLLIDE
// -------------------------------------------- //
// The Minecraft 1.9 player collisions.
// Should players collide with each other or not?
// This feature makes use of score boards but tries to cooperate with other plugins.
// We actually disable them per default because that's what servers want most of the time.
// You can specify exceptions if you want collisions on certain maps.
// In what worlds should players collide?
"collideWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
Projectile
// -------------------------------------------- //
// PROJECTILE
// -------------------------------------------- //
// In this section you find projectile related tweaks.
// In what worlds should projectiles be launched straight ahead without any randomness whatsoever?
"projectileStraightWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
Sweep
// -------------------------------------------- //
// SWEEP
// -------------------------------------------- //
// The Minecraft 1.9 sweep attack.
// In what worlds is the Minecraft 1.9 sweep attacks allowed?
// If you disable it the white sweep attack visual effect will still appear.
// The sweep will however not happen. Only the main target will take damage.
// Per default we disable the sweep attacks as part of restoring functional pre 1.9 combat.
"sweepAttackWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
Speed
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// -------------------------------------------- //
// SPEED
// -------------------------------------------- //
// The Minecraft 1.9 Attack speed.
// In what worlds do we modify attack speed?
"speedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Specify you specific per material here.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
"speedBase" : { } ,
// We use this "unknown" value if no match is found in the "base" above.
// By setting it to 64 we effectively disable the attack speed feature. Reverts Minecraft 1.9 foolishness.
"speedUnknown" : 64.0 ,
// The factor is applied to the base/unknown.
"speedFactor" : 1.0 ,
No Damage Ticks
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// -------------------------------------------- //
// NO DAMAGE TICKS
// -------------------------------------------- //
// This section controls the "no damage ticks" vanilla Minecraft feature.
// All living entities become immune to damage for a few ticks after taking damage.
// In Minecraft 1.7, 1.8, 1.9 and 1.10 the no damage ticks were 20 (a full second).
// This means damage can only be dealt once every second.
// All other attacks made will be ignored and that seems a bit strange.
// Players sometimes consider this a bug and claim "hit detection issues".
// In what worlds do we control no damage ticks?
"noDamageTicksWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// What should the no damage ticks for players be?
// Default: 18 - Feels better to players.
// Vanilla: 20 - May cause player irritation.
"noDamageTicksPlayer" : 18 ,
// What should the no damage ticks for mobs be?
// Default: 15 - Feels better to players.
// Vanilla: 20 - May cause player irritation.
"noDamageTicksMob" : 15 ,
Critical
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// -------------------------------------------- //
// CRITICAL
// -------------------------------------------- //
// This section covers vanilla Minecraft critical attack behavior.
// There are critical attacks in both close and ranged combat.
// In close combat we are referring to those critical hits when you jump and there are particles.
// In ranged combat we are referring to when you draw your bow fully and the arrow has particles.
// http://minecraft.gamepedia.com/Damage#Critical_hits
// In what worlds do we control close combat critical damage factor?
"criticalCloseFactorWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// What should the damage factor be?
// The default value is 1.5 (+50%). This was the case for both Minecraft 1.9 and 1.8.
// If you set it to 1.0 critical hits will deal no extra damage.
// As per normal Minecraft behavior sharpness enchantment damage is NOT scaled by critical hits.
// You can specify different min and max factors to get some randomness if you want.
"criticalCloseFactorMin" : 1.5 ,
"criticalCloseFactorMax" : 1.5 ,
// In what worlds do we allow sprinting at the same time as critical attacks?
// In Minecraft 1.8 you could sprint and land critical attacks at the same time.
// In Minecraft 1.9 you must stop sprinting mid air to land critical attacks.
"criticalCloseSprintingAllowedWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// In what worlds do we control ranged force?
"criticalRangedForceWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// The minimum bow force required for a ranged attack to turn critical.
// 1.0 means full force and is the Minecraft default.
// If you set it to 1.1 no ranged attacks will be critical.
// If you set it to 0.0 all ranged attacks will be critical.
"criticalRangedForceMin" : 1.0 ,
// In what worlds do we control ranged combat critical damage factor?
// We default to false since our min max factors below can not mimic vanilla to 100%
"criticalRangedFactorWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
// What should the damage factor be?
// In vanilla Minecraft a random factor between 1.0 and ~1.6 is chosen.
// As per normal Minecraft behavior bow/arrow enchantments damage IS scaled by critical hits.
"criticalRangedFactorMin" : 1.0 ,
"criticalRangedFactorMax" : 1.6 ,
Fire
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// -------------------------------------------- //
// FIRE
// -------------------------------------------- //
// This section covers the fire enchantments
// For close combat we are referring to the Fire Aspect enchantment.
// For ranged combat we are referring to the Flame enchantment.
// In what worlds do control the chance for close combat fire?
"fireCloseChanceWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Set the value to 1.0 (100%) for vanilla Minecraft behavior.
// Set the value to 0 (0%) to disable fire enchantment.
"fireCloseChance" : 1.0 ,
// In what worlds do control the chance for ranged combat fire?
"fireRangedChanceWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Set the value to 1.0 (100%) for vanilla Minecraft behavior.
// Set the value to 0 (0%) to disable fire enchantment.
"fireRangedChance" : 1.0 ,
Sharpness
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// -------------------------------------------- //
// SHARPNESS
// -------------------------------------------- //
// This section covers damage increasing attack enchantments.
// For close combat we are referring to Sharpness and Bane of Arthropods.
// For ranged combat we are referring to Power on bows.
// In what worlds do we scale close combat damage?
"sharpnessCloseFactorWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Scaling factor for close combat.
"sharpnessCloseFactor" : 1.0 ,
// In what worlds do we scale ranged combat damage?
"sharpnessRangedFactorWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Scaling factor for ranged combat.
"sharpnessRangedFactor" : 1.0 ,
Modifier
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// -------------------------------------------- //
// MODIFIER
// -------------------------------------------- //
// In this section we scale the damage modifiers.
// Damage modifiers such as armor and enchantments reduce the damage taken.
// By scaling their strength we can for example make armor protect less overall.
// In what worlds do we scale the damage modifiers?
"modifierWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Reduction from wearing helmet when hit by falling block.
"modifierHat" : 1.0 ,
// Reduction from player blocking.
"modifierBlocking" : 1.0 ,
// Reduction from wearing armor.
// Say you wanted to make armor half as effective.
// You would /combat config modifierArmor 0.5
"modifierArmor" : 1.0 ,
// Reduction from resistance potion.
"modifierResistance" : 1.0 ,
// Reduction from armor enchantments and witch potion resistance.
"modifierEnchantments" : 1.0 ,
// Reduction from absorption potion.
"modifierAbsorption" : 1.0 ,
// Unknown modifiers should not exist.
// A future Minecraft version might add a new modifier.
// Before MassiveCombat updates the new modifier is unknown.
// For this reason leaving this at 1.0 is a good idea.
"modifierUnknown" : 1.0 ,
Damage
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// -------------------------------------------- //
// DAMAGE
// -------------------------------------------- //
// Attack damage
// In what worlds do we modify weapon damage?
"damageWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Specify specific per material here.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
// Per default we use pre Minecraft 1.9 damages as part of restoring functional pre 1.9 combat.
// NOTE: If you specify damage for "BOW" you will modify the damage when someone hits with the actual bow in hand, not projectiles.
// NOTE: AIR can be used to specify unarmed damage.
"damageBase" : {
"DIAMOND_SWORD" : 7.0 ,
"IRON_SWORD" : 6.0 ,
"GOLD_SWORD" : 4.0 ,
"STONE_SWORD" : 5.0 ,
"WOOD_SWORD" : 4.0 ,
"DIAMOND_AXE" : 6.0 ,
"IRON_AXE" : 5.0 ,
"GOLD_AXE" : 3.0 ,
"STONE_AXE" : 4.0 ,
"WOOD_AXE" : 3.0 ,
"DIAMOND_PICKAXE" : 5.0 ,
"IRON_PICKAXE" : 4.0 ,
"GOLD_PICKAXE" : 2.0 ,
"STONE_PICKAXE" : 3.0 ,
"WOOD_PICKAXE" : 2.0 ,
"DIAMOND_SPADE" : 4.0 ,
"IRON_SPADE" : 3.0 ,
"GOLD_SPADE" : 1.0 ,
"STONE_SPADE" : 2.0 ,
"WOOD_SPADE" : 1.0 ,
"DIAMOND_HOE" : 1.0 ,
"IRON_HOE" : 1.0 ,
"GOLD_HOE" : 1.0 ,
"STONE_HOE" : 1.0 ,
"WOOD_HOE" : 1.0
} ,
// We use this "unknown" value if no match is found in the "base" above.
// Note that specifying 0 means using the vanilla default.
// Pre Minecraft 1.9 most items dealt 1 damage.
"damageUnknown" : 1.0 ,
// The factor is applied to the base/unknown.
"damageFactor" : 1.0 ,
// These options use events as opposed to the options above that sets actual base damage.
// With this in mind you should do all the configuration you can above and not using these factors.
// The "damageEventFactorRanged" does however provide means to modify all ranged damage.
"damageEventFactorClose" : 1.0 ,
"damageEventFactorRanged" : 1.0 ,
Protection
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// -------------------------------------------- //
// PROTECTION
// -------------------------------------------- //
// Armor protection.
// In what worlds do we modify armor protection?
"protectionWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Specify specific per material here.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
// Per default we use standard armor durability.
// NOTE: Say you have a block hat plugin (such as MassiveHat) and players can equip TNT. You can specify protection even for such a non armor material.
// NOTE: You can use AIR if you want. I don't know why you would. Maybe to give basic protection to players without armor?
"protectionBase" : {
"DIAMOND_HELMET" : 3.0 ,
"IRON_HELMET" : 2.0 ,
"GOLD_HELMET" : 2.0 ,
"CHAINMAIL_HELMET" : 2.0 ,
"LEATHER_HELMET" : 1.0 ,
"DIAMOND_CHESTPLATE" : 8.0 ,
"IRON_CHESTPLATE" : 6.0 ,
"GOLD_CHESTPLATE" : 5.0 ,
"CHAINMAIL_CHESTPLATE" : 5.0 ,
"LEATHER_CHESTPLATE" : 3.0 ,
"DIAMOND_LEGGINGS" : 6.0 ,
"IRON_LEGGINGS" : 5.0 ,
"GOLD_LEGGINGS" : 3.0 ,
"CHAINMAIL_LEGGINGS" : 4.0 ,
"LEATHER_LEGGINGS" : 2.0 ,
"DIAMOND_BOOTS" : 3.0 ,
"IRON_BOOTS" : 2.0 ,
"GOLD_BOOTS" : 1.0 ,
"CHAINMAIL_BOOTS" : 1.0 ,
"LEATHER_BOOTS" : 1.0 ,
"AIR" : 0.0
} ,
// We use this "unknown" value if no match is found in the "base" above.
// IMPORTANT: 0 does not mean using the Minecraft defaults here. Due to technology limits we could not implement that properly.
// IMPORTANT: The 0 below means everything not specified in the "base" above gives no armor.
"protectionUnknown" : 0.0 ,
// The factor is applied to the base/unknown.
"protectionFactor" : 1.0 ,
Durability
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// -------------------------------------------- //
// DURABILITY
// -------------------------------------------- //
// Armor durability.
// Positive values declare a specific custom durability.
// Zero values declare that the default durability should be used.
// Negative values means infinite durability. This disables damage to the item altogether.
// In what worlds do we modify armor durability?
"durabilityWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Specify specific per material here.
// All Materials: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/bukkit/browse/src/main/java/org/bukkit/Material.java#286
// NOTE: This system only covers armor durability and not weapon durability.
// NOTE: You should specify the actual max durability number. Not a percentage.
"durabilityBase" : {
"DIAMOND_HELMET" : 363.0 ,
"IRON_HELMET" : 165.0 ,
"GOLD_HELMET" : 77.0 ,
"CHAINMAIL_HELMET" : 165.0 ,
"LEATHER_HELMET" : 55.0 ,
"DIAMOND_CHESTPLATE" : 528.0 ,
"IRON_CHESTPLATE" : 240.0 ,
"GOLD_CHESTPLATE" : 112.0 ,
"CHAINMAIL_CHESTPLATE" : 240.0 ,
"LEATHER_CHESTPLATE" : 80.0 ,
"DIAMOND_LEGGINGS" : 495.0 ,
"IRON_LEGGINGS" : 225.0 ,
"GOLD_LEGGINGS" : 105.0 ,
"CHAINMAIL_LEGGINGS" : 225.0 ,
"LEATHER_LEGGINGS" : 75.0 ,
"DIAMOND_BOOTS" : 429.0 ,
"IRON_BOOTS" : 195.0 ,
"GOLD_BOOTS" : 91.0 ,
"CHAINMAIL_BOOTS" : 195.0 ,
"LEATHER_BOOTS" : 65.0
} ,
// We use this "unknown" value if no match is found in the "base" above.
// Note that specifying 0 means using the vanilla default.
"durabilityUnknown" : 0.0 ,
// The factor is applied to the base/unknown.
"durabilityFactor" : 1.0 ,
Flag
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// -------------------------------------------- //
// FLAG
// -------------------------------------------- //
// Combat flagging while in combat.
// In what worlds is combat flagging enabled?
"flagWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// In what worlds do we display the flag message on death?
"flagDeathmessageWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// For how long should flagging last?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"flagMillis" : 60000 ,
// Should the damager (agressor) be flagged?
"flagTheDamager" : true ,
// Should the damagee (victim) be flagged?
"flagTheDamagee" : true ,
// Should we flag in PvP situations (2 players in combat)?
"flagForPvp" : true ,
// Should we flag in PvE situations (1 player and 1 mob in combat)?
"flagForPve" : false ,
Flag Logout
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// -------------------------------------------- //
// FLAG > LOGOUT
// -------------------------------------------- //
// Flag aspect section for anti combat logging.
// We provide a simple solution where players quitting while flagged just dies at once.
// Aspect configuration
"flagLogout" : {
"name" : "Logout" ,
"description" : "<i>Safely log out without getting killed." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : true ,
"exceptions" : [ ]
}
} ,
// The message to display when someone was killed for combat logging?
"flagLogoutMessage" : "<h>%s <i>was killed for combat logging." ,
// The radius for the message.
"flagLogoutMessageRadius" : 100.0 ,
Flag Keep
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// -------------------------------------------- //
// FLAG > KEEP
// -------------------------------------------- //
// In Minecraft you just loose everything when you die.
// You may want to change that for your server and depending on combat flagging.
// In this section you can specify keeping armor, items and xp on death.
// Aspect configuration
"flagKeepArmor" : {
"name" : "Armor" ,
"description" : "<i>Keep your armor on death." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : false ,
"exceptions" : [ ]
}
} ,
// Aspect configuration
"flagKeepItems" : {
"name" : "Items" ,
"description" : "<i>Keep your items on death." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : false ,
"exceptions" : [ ]
}
} ,
// Aspect configuration
"flagKeepXp" : {
"name" : "XP" ,
"description" : "<i>Keep your XP on death." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : false ,
"exceptions" : [ ]
}
} ,
Flag Commands
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// -------------------------------------------- //
// FLAG > COMMANDS
// -------------------------------------------- //
// Would you like to allow or deny certain commands when flagged?
// Aspect configuration
"flagCommands" : {
"name" : "Commands" ,
"description" : "<i>Use commands such as teleport." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : true ,
"exceptions" : [ ]
}
} ,
// What commands should be allowed when commands should be allowed?
// Per default all commands.
"flagCommandsTrue" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// What commands should be allowed when commands should be denied?
// Per default we allow all commands except a few exceptions listed below.
"flagCommandsFalse" : {
"standard" : true ,
"exceptions" : [
// Factions
"f home" ,
"faction home" ,
"factions home" ,
"f sethome" ,
"faction sethome" ,
"factions sethome" ,
// MassiveBasic > Tp
"tp" ,
"basic tp" ,
"tpo" ,
"basic tpo" ,
// MassiveBasic > Trash
"trash" ,
"trashcan" ,
"disposal" ,
"garbage" ,
"basic trash" ,
"basic trashcan" ,
"basic disposal" ,
"basic garbage" ,
// MassiveVanilla > Backpack
"bp" ,
"backpack" ,
"open bp" ,
"open backpack" ,
"inv open bp" ,
"inv open backpack" ,
"inventory open bp" ,
"inventory open backpack" ,
// Essentials > Standard
"home" ,
"homes" ,
"sethome" ,
"createhome" ,
"tpahere" ,
"tpaccept" ,
"tpyes" ,
"tpa" ,
"call" ,
"tpask" ,
"warp" ,
"warps" ,
"spawn" ,
// Essentials > Alias Short
"ehome" ,
"ehomes" ,
"esethome" ,
"ecreatehome" ,
"etpahere" ,
"etpaccept" ,
"etpyes" ,
"etpa" ,
"ecall" ,
"etpask" ,
"ewarp" ,
"ewarps" ,
"espawn" ,
// Essentials > Alias Long
"essentials:home" ,
"essentials:homes" ,
"essentials:sethome" ,
"essentials:createhome" ,
"essentials:tpahere" ,
"essentials:tpaccept" ,
"essentials:tpyes" ,
"essentials:tpa" ,
"essentials:call" ,
"essentials:tpask" ,
"essentials:warp" ,
"essentials:warps" ,
"essentials:spawn"
]
} ,
Flag Permissions
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// -------------------------------------------- //
// FLAG > PERMISSONS
// -------------------------------------------- //
// In this section you can specify certain permissions to be had.
// Aspect configuration
"flagPermissions" : {
"name" : "Permissions" ,
"description" : "<i>Certain permisssions such as teleport." ,
"worldsTrue" : {
"standard" : false ,
"exceptions" : [ ]
} ,
"worldsFalse" : {
"standard" : true ,
"exceptions" : [ ]
}
} ,
// What permissions should be set when permissions should be had?
"flagPermissionsTrue" : { } ,
// What permissions should be set when permissions should be denied?
// Per default we deny some permissions.
"flagPermissionsFalse" : {
"factions.home" : false ,
"factions.sethome" : false ,
"massivebasic.tp" : false ,
"massivebasic.tpo" : false ,
"massivebasic.trash" : false ,
"massivevanilla.inv.open.backpack" : false
} ,
Effect
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// -------------------------------------------- //
// EFFECT
// -------------------------------------------- //
// Special effect section dedicated to emphasizing death and spawn.
// Death Thunder
"effectDeathThunderWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// Death Particles
"effectDeathParticlesWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
"effectDeathParticles" : {
"type" : "VILLAGER_ANGRY" ,
"amount" : 50 ,
"speed" : 0.0 ,
"offsetX" : 1.0 ,
"offsetY" : 1.0 ,
"offsetZ" : 1.0
} ,
// Death Sound
"effectDeathSoundWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
"effectDeathSound" : {
"soundId" : "WITHER_SPAWN" ,
"volume" : 0.5 ,
"pitch" : 1.0
} ,
// Spawn Thunder
"effectSpawnThunderWorlds" : {
"standard" : false ,
"exceptions" : [ ]
} ,
// Spawn Particles
"effectSpawnParticlesWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
"effectSpawnParticles" : {
"type" : "VILLAGER_HAPPY" ,
"amount" : 50 ,
"speed" : 0.0 ,
"offsetX" : 1.0 ,
"offsetY" : 1.0 ,
"offsetZ" : 1.0
} ,
// Spawn Sound
"effectSpawnSoundWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
"effectSpawnSound" : {
"soundId" : "ORB_PICKUP" ,
"volume" : 0.75 ,
"pitch" : 0.9
} ,
Death Screen
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// -------------------------------------------- //
// DEATH SCREEN
// -------------------------------------------- //
// Improve your death screen.
// In what worlds should we improve the death screen?
"deathScreenImproveWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// How often should particles be sent?
// In the config file this is milliseconds. Using /combat config you may use "2min" or "48s".
"deathScreenImproveMillis" : 125 ,
// What particles should we send?
"deathScreenImproveParticles" : {
"type" : "VILLAGER_ANGRY" ,
"amount" : 50 ,
"speed" : 0.0 ,
"offsetX" : 10.0 ,
"offsetY" : 10.0 ,
"offsetZ" : 10.0
} ,
Death Message
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// -------------------------------------------- //
// DEATH MESSAGE
// -------------------------------------------- //
// In what worlds do we tweak the death message?
"deathMessageWorlds" : {
"standard" : true ,
"exceptions" : [ ]
} ,
// We limit the death message players within this radius.
"deathMessageRadius" : 100.0 ,
// Should we improve the color and player display name?
"deathMessageTweak" : true ,
// What color should we make the message if we tweak it?
// NOTE: Only takes effect if deathMessageTweak is set to true.
"deathMessageColor" : "YELLOW" ,
MCMMO
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// -------------------------------------------- //
// MCMMO
// -------------------------------------------- //
// This sections contains our epic "Runtime Overlaying MCMMO Configuration".
// Does it bother you that you need to reload your server when changing MCMMO configuration options?
// We injected our own configuration that takes effect immediately when you change it.
// It covers the most relevant parts of the advanced.yml in MCMMO.
// Per default it makes use of the MCMMO defaults.
// Should this feature be enabled?
// You can toggle it on and off during runtime.
// If you toggle it off the advanced.yml will be reloaded.
"mcmmoEnabled" : true ,
// SWORDS
"mcmmoSwordsBleedChanceMax" : 75.0 ,
"mcmmoSwordsBleedMaxBonusLevel" : 750 ,
"mcmmoSwordsBleedDamagePlayer" : 1.0 ,
"mcmmoSwordsBleedDamageMobs" : 2.0 ,
"mcmmoSwordsBleedBaseTicks" : 2 ,
"mcmmoSwordsBleedMaxTicks" : 3 ,
"mcmmoSwordsCounterChanceMax" : 30.0 ,
"mcmmoSwordsCounterMaxBonusLevel" : 600 ,
"mcmmoSwordsCounterDamageModifier" : 2.0 ,
"mcmmoSwordsCounterRequiresBlock" : false ,
"mcmmoSwordsSerratedStrikesDamageModifier" : 4.0 ,
"mcmmoSwordsSerratedStrikesBleedTicks" : 5 ,
// AXES
"mcmmoAxesAxeMasteryMaxBonus" : 4.0 ,
"mcmmoAxesAxeMasteryMaxBonusLevel" : 200 ,
"mcmmoAxesCriticalHitChanceMax" : 37.5 ,
"mcmmoAxesCriticalHitMaxBonusLevel" : 750 ,
"mcmmoAxesCriticalHitPvpModifier" : 1.5 ,
"mcmmoAxesCriticalHitPveModifier" : 2.0 ,
"mcmmoAxesGreaterImpactChance" : 25.0 ,
"mcmmoAxesGreaterKnockbackModifier" : 1.5 ,
"mcmmoAxesGreaterBonusDamage" : 2.0 ,
"mcmmoAxesArmorImpactIncreaseLevel" : 50 ,
"mcmmoAxesArmorImpactChance" : 25.0 ,
"mcmmoAxesArmorImpactMaxPercentageDurabilityDamage" : 20.0 ,
"mcmmoAxesSkullSplitterDamageModifier" : 2.0 ,
// UNARMED
"mcmmoUnarmedDisarmChanceMax" : 33.0 ,
"mcmmoUnarmedDisarmMaxBonusLevel" : 1000 ,
"mcmmoUnarmedDisarmAntiTheft" : false ,
"mcmmoUnarmedDeflectChanceMax" : 50.0 ,
"mcmmoUnarmedDeflectMaxBonusLevel" : 1000 ,
"mcmmoUnarmedIronGripChanceMax" : 100.0 ,
"mcmmoUnarmedIronGripMaxBonusLevel" : 1000 ,
"mcmmoUnarmedIronArmBonusMin" : 3.0 ,
"mcmmoUnarmedIronArmBonusMax" : 8.0 ,
"mcmmoUnarmedIronArmIncreaseLevel" : 50 ,
"mcmmoUnarmedBerserkDamageModifier" : 1.5 ,
// ARCHERY
"mcmmoArcherySkillShotIncreaseLevel" : 50 ,
"mcmmoArcherySkillShotIncreasePercentage" : 0.1 ,
"mcmmoArcherySkillShotMaxBonus" : 2.0 ,
"mcmmoArcherySkillShotMaxDamage" : 9.0 ,
"mcmmoArcheryDazeChanceMax" : 50.0 ,
"mcmmoArcheryDazeMaxBonusLevel" : 1000.0 ,
"mcmmoArcheryDazeBonusDamage" : 4.0 ,
"mcmmoArcheryRetrieveChanceMax" : 100.0 ,
"mcmmoArcheryRetrieveMaxBonusLevel" : 1000.0 ,
"mcmmoArcheryForceMultiplier" : 2.0
Permissions
This plugin makes use of Bukkit’s standard permission node system. You can see the nodes in the plugin YAML below.
Permissions work out of the box.
You do not need an external permission manager plugin:
All permissions are granted to OP players.
The permission kit “massivecombat.kit.rank0” is granted to all players.
However if you do use an external permission manager plugin you can grant the permission kit nodes “massivecombat.kit.rank1”, “massivecombat.kit.rank2” and “massivecombat.kit.rank3” to your server moderators.
massivecombat.kit.rank1 – For your lowest rank staff members.
Grants permission to /combat analyze.
massivecombat.kit.rank2 – For your middle rank staff members.
Currently does nothing different from rank1.
massivecombat.kit.rank3 – For your highest rank staff members.
Grants permission to /combat configure.
Note that these kits “inherit” each other. If you give a staff member “massivecombat.kit.rank3” that staff member will automatically get “massivecombat.kit.rank2” and “massivecombat.kit.rank1”.
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main : com.massivecraft.massivecombat.MassiveCombat
name : MassiveCombat
version : 2.8.14
website : https ://www.massivecraft.com/massivecombat
authors : [Cayorion]
description : §eMassiveCombat privides Advanced Balancing and Essentials for PvP. §aCayorion §efrom the minecraft server §aMassiveCraft §eis the lead programmer. Feel free to visit us at §bhttps ://www.massivecraft.com
depend : [MassiveCore]
permissions :
# -------------------------------------------- #
# THE REAL NODES
# -------------------------------------------- #
# cmd
massivecombat. basecommand : { description : use the MassiveCombat base command , default : false }
massivecombat. flag : { description : show combat flag , default : false }
massivecombat. analyze : { description : set analyze radius , default : false }
massivecombat. config : { description : edit config , default : false }
massivecombat. version : { description : diplay plugin version , default : false }
# -------------------------------------------- #
# STAR NOTATION
# -------------------------------------------- #
massivecombat. *:
default : false
children :
massivecombat. basecommand : true
massivecombat. flag : true
massivecombat. analyze : true
massivecombat. config : true
massivecombat. version : true
# -------------------------------------------- #
# KITS
# -------------------------------------------- #
massivecombat. kit. operator :
default : op
children :
massivecombat. *: true
massivecombat. kit. rank3 :
default : false
children :
massivecombat. kit. rank2 : true
massivecombat. config : true
massivecombat. kit. rank2 :
default : false
children :
massivecombat. kit. rank1 : true
massivecombat. kit. rank1 :
default : false
children :
massivecombat. kit. rank0 : true
massivecombat. analyze : true
massivecombat. kit. rank0 :
default : false
children :
massivecombat. basecommand : true
massivecombat. flag : true
massivecombat. version : true
massivecombat. kit. default :
default : true
children :
massivecombat. kit. rank0 : true