####################################################
# KnockbackMaster by xDefcon <[email protected]>
# www.spigotmc.org/resources/knockbackmaster.42721/
# Configuration File
####################################################
# Should the plugin notify OPs when a new update is released? (SUGGESTED VALUE IS "true")
update-notify: false
# Toggle debug mode (leave it as false if not requested by the developer).
debug: false
#**************************************************#
# KNOCKBACK #
#**************************************************#
# Section related to the Knockback multipliers.
# 1.0 means "standard" KB, for instance 1 block.
# 1.1 means 10% more than the previous knockback.
# Please consider that the knockback is processed
# with a certain order.
#
# FOR CUSTOM KNOCKBACK (PER WORLD), PLEASE CHECK AT
# THE VERY BOTTOM OF THIS CONFIG FILE.
#**************************************************#
knockback:
# Should the knockback module (normal,sprinting,in-air,enchantment) be enabled?
# Setting this to "false" will let the Spigot server handle the hits and the related knockback.
enabled: true
# DEFAULT KNOCKBACK VALUES
# THE FOLLOWING APPLIES FOR WORLD/REGIONS SETTINGS THAT ARE NOT SPECIFIED ABOVE
# Example: If you want in worldB a different "normal.vertical" modifier, just create
# a world above and specify JUST "normal.vertical" value (or just the values you want to be different),
# all the others will be taken from the following default ones. The same applies for WorldGuard Regions
#
normal:
# Horizontal knockback, affects only X and Z coordinate values.
horizontal: 0.803
# Vertical knockback, affects only Y coordinate value.
vertical: 0.355
# Sprinting knockback values. This multipliers will be used if the damager is sprinting
# By default in Minecraft, if the damager player is sprinting, he deals more knockback to the damaged one.
# This is the reason of PvP movement-related actions like W-tapping.
sprinting:
# Select the sprinting module system. Available values: "standard" and "legacy".
# "standard" is the new module that will improve the sprinting detection (better detection)
# "legacy" is the old method (pre v2.10.0) that you may find better if you started with a version below 2.10.0.
# "legacy" is the old method (pre v2.10.0) that you may find better if you started with a version below 2.10.0.
# If you set "legacy" as method, you should set the "knockback.air.horizontal" multiplier to 1.0 to achieve the exact same
# as version 2.9 and below.
mode: "legacy"
# Horizontal sprint knockback, affects only X and Z coordinate values.
horizontal: 0.778
# Vertical sprint knockback, affects only Y coordinate value.
vertical: 0.363
# Air knockback values. Section related to the knockback that a player should receive if in air.
# Usually, if the damagd player is taking damage while he's in the air, he will receive less knockback
# both horizontally and vertically.
air:
# Air Multiplier, 1.0 means no difference, 0.8 means 20% less knockback while in air.
horizontal: 0.97
vertical: 1.0
# Enchantment section.
enchantment:
# Knockback enchantment multipliers. You can configure a specific multiplier (or value) for each knockback level (Knockback I, II, etc.)
# If you have, for instance, KnockbackIV, you can add '4' after '3'. If you set 1.10, this results in a 10% increase.
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Knockback I and II.
#
# If you do NOT want multipliers but instead you want custom values for a specific knockback enchantment level,
# you can add "horizontal" and "vertical" to the specific knockback level like following example.
#
# You can have all of the following values as multipliers, values or both, like in the example below that works like this:
# Knockback I will have a 105% increase in knockback.normal or knockback.sprinting values
# Knockback II will have a 190% increase
# Knockback III will overwrite knockback.normal values and sets them to 1.1 and 0.45 relatively.
# Please note that in the example below, the lines after '3' must have correct spacing or the config file will be invalid.
knockback-level:
'1': 2.05
'2': 2.9
'3': # Knockback III is not achievable in vanilla minecraft
horizontal: 1.1
vertical: 0.45
# If the enchantment level is none of the above, this multiplier will be used. This can only be a multiplier.
other: 3.5
# Should the knockback be the same also if the player is sprinting? (set to true for vanilla-like experience).
ignore-sprinting: true
# Section related to the knockback caused by BOW
bow:
# Toggle this to false if you want to use the Minecraft's standard method to handle the KB of a bow.
enabled: false
# Standard bow KB, horizontal and vertical
normal:
horizontal: 0.75
vertical: 0.35
# Air BOW knockback values. Section related to the knockback that a player should receive if in air.
air:
# Air Multiplier, 1.0 means no difference, 0.8 means 20% less knockback while in air.
in-air-multiplier: 0.8
# Enchantment section.
enchantment:
# Punch (Arrow Knockback) enchantment multipliers. You can configure a specific multiplier for each knockback level (Punch I, II, etc.)
# If you have, for instance, PunchIII, you can add '3' after '2'. If you set 1.10, this results in a 10% increase.
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Punch I and II.
punch-level:
'1': 2.0
'2': 2.85
# If the enchant level is none of the above, this multiplier will be used.
other: 3.0
#**************************************************#
# W-TAPPING #
#**************************************************#
w-tap:
# Should the w-tap manager be enabled and check when a player is w-tapping?
enabled: false
# Set this to true to enable debug mode. Debug mode will send a notification to OPs every tick that notify them
# when he is w-tapping or not. This is useful to check the w-tap values to see if the delays works for your pvp style.
debug: false
# How long (in ticks, 1 tick = 50ms) should the player stand still before detecting him as NOT moving?
not-moving-delay: 1
# What is the maximum delay (ms) between pressing W key twice (sprinting/not sprinting) for detecting a player as w-tapping?
# Lower value = pressing W faster for valid w-tap. Higher value = more easy to w-tap.
# (Please set values near multiples of 50 like: 150, 160, 195, 200, 455 to be more accurate as possible.)
sprinting-delay-ms: 455
# Section related to W-tap knockback modifiers. The knockback will be multiplied by this value.
# 1.05 means 5% MORE knockback while 0.98 means 2% LESS knockback (suggestion: keep this values between -10% and +10%)
knockback-modifier:
# kb modifiers for attacker player, this is the knockback (modifier) you DEAL if w-tapping:
as-damager:
horizontal: 0.9
vertical: 1.001
# kb modifiers for damaged player, this is the knockback (modifier) you RECEIVE if w-tapping:
as-damaged:
horizontal: 0.94
vertical: 0.98
#**************************************************#
# COMBO MODE #
#**************************************************#
combo-mode:
# Should the combo mode be enabled?
enabled: false
# A list of worlds where the combo mode should be disabled.
disabled-worlds:
- "exampleDisabledWorld1"
- "exampleDisabledWorld2"
# Enables the compatibility with minecraft versions above 1.9 (new combat system) and with plugins such as OldCombatMechanics
# Set this to true if you are using versions above 1.9 and you are using OldCombatMechanics or similar plugins.
# Set this to false if your server version is 1.8 or lower.
19-compatibility: false
# Select the type of the combo mode. 1 means that the combo mode will be enabled when a player eats an enchanted golden apple.
# 2 means a PERMANENT combo mode, from the login, to the logout of a player.
type: 1
# Section related for the knockback in combo mode. These values will replace the "knockback.normal" and
# "knockback.sprinting" values and will be applied only if the damaged player is in combo mode.
# Please consider that the "knockback.air.in-air-multiplier" is still valid here, and you should edit it if you
# want the players in combo to go too high when hit (some people like this behavior, some does not).
knockback:
# Standard knockback combo values. This multipliers will be used if the damaged player is in combo mode.
normal:
horizontal: 0.42
vertical: 0.32
# Sprinting knockback values. This multipliers will be used if the damager is sprinting and if the damaged player is in combo mode.
sprinting:
horizontal: 0.85
vertical: 0.37
# Combo mode air knockback values. Section related to the knockback that a player should receive if in air
# and he is in combo mode.
air:
# Air Multiplier, 1.0 means no difference, 0.6 means 40% less knockback while in air.
horizontal: 0.6
vertical: 0.6
# When enabled, height-control module will allow you to set a new vertical multiplier when the player is too high
# from the ground (configurable as height-blocks). This is useful to avoid getting players too high when in combo mode.
#
# NOTE: this module adds little computational effort to calculate the height of a player during combat, it won't hurt performance
# and it is here because you requested it. I recommend to find good combo-mode knockback values and no-damage-ticks so this
# module won't be needed as the players will naturally fall down and not exceed a certain height.
height-control:
enabled: false
# From what distance from the ground should we apply the new-vertical multiplier?
# 5.2 means that if the player is above 5.2 blocks from the ground then the new-vertical multiplier will be used.
height-blocks: 5.2
# The new vertical multiplier that has to be used ONLY when the player is above "height-blocks" from the ground,
# this will overwrite the combo-mode.knockback.air.vertical multiplier.
# 0.1 means 90% less vertical knockback, 0 means no vertical knockback.
new-vertical: 0.1
# Set this to true if you want to notify players when combo mode is enabled (after eating gapple)
# and disabled (when the time is expired). You can edit the messages in the messages.yml config file.
notify-player: true
# How long should the combo effect be active? Set this value in seconds.
gapple-duration: 30
# No damage ticks. This value represent the number of ticks (1 tick = 50ms) that should occur between 2 hits.
# The standard minecraft value of this parameter is 20
# The logic behind how this value is processed in minecraft is not as "logical" as you may think but basically
# the following is true: LOWER no-damage-ticks values means HIGHER max hits per second.
# EXAMPLE: If you set the following value to 5, the players will receive not more than 1 hit every 5 ticks (250ms);
# EXAMPLE 2: If you set the following value to 3, the players will receive not more than 1 hit every 3 ticks (150ms).
no-damage-ticks: 3
#**************************************************#
# RANDOMIZER #
#**************************************************#
randomizer:
# Set this to false if you want to DISABLE the randomize feature.
enabled: true
# Section related to random knockback modifiers. Values are in percentage.
modifier:
# Horizontal maximum percentage factor. (5 means that a maximum of 5% will be randomly added for each hit)
horizontal: 2
# Vertical maximum percentage factor.
vertical: 1
#**************************************************#
# PER-WORLD KNOCKBACK #
#**************************************************#
# Custom knockback for specific worlds. Please specify world names lower-case!
# How does it work?
# 1) KnockbackMaster will read the values above in "knockback" section and consider them as DEFAULT.
# 2) If a custom world name is specified here, the related values will overwrite the DEFAULT ones.
# 3) You have to specify ONLY the values you want to be different from the DEFAULT ones
#
# EXAMPLE:
# If you want to modify just the knockback.normal.horizontal and vertical values for world "MyCustomKbWorld1"
# you have to write just 2 values under "mycustomworld1" section (note that world names must be lower-case)
# you can follow the default example below:
custom-worlds:
# Set to TRUE to enable custom KB by specifying worlds below.
enabled: false
worlds:
# Example world 1 (you can remove or edit this)
mycustomkbworld1:
knockback:
normal:
horizontal: 0.2
vertical: 0.23
sprinting:
mode: "legacy"
bow:
air:
in-air-multiplier: 0.8
# You can add/remove as many worlds as you want
mycustomkbworld2:
knockback:
normal:
horizontal: 1.1
KAZER LEAK(2.5/5)
The Gift#2.
彼方尚有荣光在.
# KnockbackMaster by xDefcon <[email protected]>
# www.spigotmc.org/resources/knockbackmaster.42721/
# Configuration File
####################################################
# Should the plugin notify OPs when a new update is released? (SUGGESTED VALUE IS "true")
update-notify: false
# Toggle debug mode (leave it as false if not requested by the developer).
debug: false
#**************************************************#
# KNOCKBACK #
#**************************************************#
# Section related to the Knockback multipliers.
# 1.0 means "standard" KB, for instance 1 block.
# 1.1 means 10% more than the previous knockback.
# Please consider that the knockback is processed
# with a certain order.
#
# FOR CUSTOM KNOCKBACK (PER WORLD), PLEASE CHECK AT
# THE VERY BOTTOM OF THIS CONFIG FILE.
#**************************************************#
knockback:
# Should the knockback module (normal,sprinting,in-air,enchantment) be enabled?
# Setting this to "false" will let the Spigot server handle the hits and the related knockback.
enabled: true
# DEFAULT KNOCKBACK VALUES
# THE FOLLOWING APPLIES FOR WORLD/REGIONS SETTINGS THAT ARE NOT SPECIFIED ABOVE
# Example: If you want in worldB a different "normal.vertical" modifier, just create
# a world above and specify JUST "normal.vertical" value (or just the values you want to be different),
# all the others will be taken from the following default ones. The same applies for WorldGuard Regions
#
normal:
# Horizontal knockback, affects only X and Z coordinate values.
horizontal: 0.803
# Vertical knockback, affects only Y coordinate value.
vertical: 0.355
# Sprinting knockback values. This multipliers will be used if the damager is sprinting
# By default in Minecraft, if the damager player is sprinting, he deals more knockback to the damaged one.
# This is the reason of PvP movement-related actions like W-tapping.
sprinting:
# Select the sprinting module system. Available values: "standard" and "legacy".
# "standard" is the new module that will improve the sprinting detection (better detection)
# "legacy" is the old method (pre v2.10.0) that you may find better if you started with a version below 2.10.0.
# "legacy" is the old method (pre v2.10.0) that you may find better if you started with a version below 2.10.0.
# If you set "legacy" as method, you should set the "knockback.air.horizontal" multiplier to 1.0 to achieve the exact same
# as version 2.9 and below.
mode: "legacy"
# Horizontal sprint knockback, affects only X and Z coordinate values.
horizontal: 0.778
# Vertical sprint knockback, affects only Y coordinate value.
vertical: 0.363
# Air knockback values. Section related to the knockback that a player should receive if in air.
# Usually, if the damagd player is taking damage while he's in the air, he will receive less knockback
# both horizontally and vertically.
air:
# Air Multiplier, 1.0 means no difference, 0.8 means 20% less knockback while in air.
horizontal: 0.97
vertical: 1.0
# Enchantment section.
enchantment:
# Knockback enchantment multipliers. You can configure a specific multiplier (or value) for each knockback level (Knockback I, II, etc.)
# If you have, for instance, KnockbackIV, you can add '4' after '3'. If you set 1.10, this results in a 10% increase.
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Knockback I and II.
#
# If you do NOT want multipliers but instead you want custom values for a specific knockback enchantment level,
# you can add "horizontal" and "vertical" to the specific knockback level like following example.
#
# You can have all of the following values as multipliers, values or both, like in the example below that works like this:
# Knockback I will have a 105% increase in knockback.normal or knockback.sprinting values
# Knockback II will have a 190% increase
# Knockback III will overwrite knockback.normal values and sets them to 1.1 and 0.45 relatively.
# Please note that in the example below, the lines after '3' must have correct spacing or the config file will be invalid.
knockback-level:
'1': 2.05
'2': 2.9
'3': # Knockback III is not achievable in vanilla minecraft
horizontal: 1.1
vertical: 0.45
# If the enchantment level is none of the above, this multiplier will be used. This can only be a multiplier.
other: 3.5
# Should the knockback be the same also if the player is sprinting? (set to true for vanilla-like experience).
ignore-sprinting: true
# Section related to the knockback caused by BOW
bow:
# Toggle this to false if you want to use the Minecraft's standard method to handle the KB of a bow.
enabled: false
# Standard bow KB, horizontal and vertical
normal:
horizontal: 0.75
vertical: 0.35
# Air BOW knockback values. Section related to the knockback that a player should receive if in air.
air:
# Air Multiplier, 1.0 means no difference, 0.8 means 20% less knockback while in air.
in-air-multiplier: 0.8
# Enchantment section.
enchantment:
# Punch (Arrow Knockback) enchantment multipliers. You can configure a specific multiplier for each knockback level (Punch I, II, etc.)
# If you have, for instance, PunchIII, you can add '3' after '2'. If you set 1.10, this results in a 10% increase.
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Punch I and II.
punch-level:
'1': 2.0
'2': 2.85
# If the enchant level is none of the above, this multiplier will be used.
other: 3.0
#**************************************************#
# W-TAPPING #
#**************************************************#
w-tap:
# Should the w-tap manager be enabled and check when a player is w-tapping?
enabled: false
# Set this to true to enable debug mode. Debug mode will send a notification to OPs every tick that notify them
# when he is w-tapping or not. This is useful to check the w-tap values to see if the delays works for your pvp style.
debug: false
# How long (in ticks, 1 tick = 50ms) should the player stand still before detecting him as NOT moving?
not-moving-delay: 1
# What is the maximum delay (ms) between pressing W key twice (sprinting/not sprinting) for detecting a player as w-tapping?
# Lower value = pressing W faster for valid w-tap. Higher value = more easy to w-tap.
# (Please set values near multiples of 50 like: 150, 160, 195, 200, 455 to be more accurate as possible.)
sprinting-delay-ms: 455
# Section related to W-tap knockback modifiers. The knockback will be multiplied by this value.
# 1.05 means 5% MORE knockback while 0.98 means 2% LESS knockback (suggestion: keep this values between -10% and +10%)
knockback-modifier:
# kb modifiers for attacker player, this is the knockback (modifier) you DEAL if w-tapping:
as-damager:
horizontal: 0.9
vertical: 1.001
# kb modifiers for damaged player, this is the knockback (modifier) you RECEIVE if w-tapping:
as-damaged:
horizontal: 0.94
vertical: 0.98
#**************************************************#
# COMBO MODE #
#**************************************************#
combo-mode:
# Should the combo mode be enabled?
enabled: false
# A list of worlds where the combo mode should be disabled.
disabled-worlds:
- "exampleDisabledWorld1"
- "exampleDisabledWorld2"
# Enables the compatibility with minecraft versions above 1.9 (new combat system) and with plugins such as OldCombatMechanics
# Set this to true if you are using versions above 1.9 and you are using OldCombatMechanics or similar plugins.
# Set this to false if your server version is 1.8 or lower.
19-compatibility: false
# Select the type of the combo mode. 1 means that the combo mode will be enabled when a player eats an enchanted golden apple.
# 2 means a PERMANENT combo mode, from the login, to the logout of a player.
type: 1
# Section related for the knockback in combo mode. These values will replace the "knockback.normal" and
# "knockback.sprinting" values and will be applied only if the damaged player is in combo mode.
# Please consider that the "knockback.air.in-air-multiplier" is still valid here, and you should edit it if you
# want the players in combo to go too high when hit (some people like this behavior, some does not).
knockback:
# Standard knockback combo values. This multipliers will be used if the damaged player is in combo mode.
normal:
horizontal: 0.42
vertical: 0.32
# Sprinting knockback values. This multipliers will be used if the damager is sprinting and if the damaged player is in combo mode.
sprinting:
horizontal: 0.85
vertical: 0.37
# Combo mode air knockback values. Section related to the knockback that a player should receive if in air
# and he is in combo mode.
air:
# Air Multiplier, 1.0 means no difference, 0.6 means 40% less knockback while in air.
horizontal: 0.6
vertical: 0.6
# When enabled, height-control module will allow you to set a new vertical multiplier when the player is too high
# from the ground (configurable as height-blocks). This is useful to avoid getting players too high when in combo mode.
#
# NOTE: this module adds little computational effort to calculate the height of a player during combat, it won't hurt performance
# and it is here because you requested it. I recommend to find good combo-mode knockback values and no-damage-ticks so this
# module won't be needed as the players will naturally fall down and not exceed a certain height.
height-control:
enabled: false
# From what distance from the ground should we apply the new-vertical multiplier?
# 5.2 means that if the player is above 5.2 blocks from the ground then the new-vertical multiplier will be used.
height-blocks: 5.2
# The new vertical multiplier that has to be used ONLY when the player is above "height-blocks" from the ground,
# this will overwrite the combo-mode.knockback.air.vertical multiplier.
# 0.1 means 90% less vertical knockback, 0 means no vertical knockback.
new-vertical: 0.1
# Set this to true if you want to notify players when combo mode is enabled (after eating gapple)
# and disabled (when the time is expired). You can edit the messages in the messages.yml config file.
notify-player: true
# How long should the combo effect be active? Set this value in seconds.
gapple-duration: 30
# No damage ticks. This value represent the number of ticks (1 tick = 50ms) that should occur between 2 hits.
# The standard minecraft value of this parameter is 20
# The logic behind how this value is processed in minecraft is not as "logical" as you may think but basically
# the following is true: LOWER no-damage-ticks values means HIGHER max hits per second.
# EXAMPLE: If you set the following value to 5, the players will receive not more than 1 hit every 5 ticks (250ms);
# EXAMPLE 2: If you set the following value to 3, the players will receive not more than 1 hit every 3 ticks (150ms).
no-damage-ticks: 3
#**************************************************#
# RANDOMIZER #
#**************************************************#
randomizer:
# Set this to false if you want to DISABLE the randomize feature.
enabled: true
# Section related to random knockback modifiers. Values are in percentage.
modifier:
# Horizontal maximum percentage factor. (5 means that a maximum of 5% will be randomly added for each hit)
horizontal: 2
# Vertical maximum percentage factor.
vertical: 1
#**************************************************#
# PER-WORLD KNOCKBACK #
#**************************************************#
# Custom knockback for specific worlds. Please specify world names lower-case!
# How does it work?
# 1) KnockbackMaster will read the values above in "knockback" section and consider them as DEFAULT.
# 2) If a custom world name is specified here, the related values will overwrite the DEFAULT ones.
# 3) You have to specify ONLY the values you want to be different from the DEFAULT ones
#
# EXAMPLE:
# If you want to modify just the knockback.normal.horizontal and vertical values for world "MyCustomKbWorld1"
# you have to write just 2 values under "mycustomworld1" section (note that world names must be lower-case)
# you can follow the default example below:
custom-worlds:
# Set to TRUE to enable custom KB by specifying worlds below.
enabled: false
worlds:
# Example world 1 (you can remove or edit this)
mycustomkbworld1:
knockback:
normal:
horizontal: 0.2
vertical: 0.23
sprinting:
mode: "legacy"
bow:
air:
in-air-multiplier: 0.8
# You can add/remove as many worlds as you want
mycustomkbworld2:
knockback:
normal:
horizontal: 1.1
KAZER LEAK(2.5/5)
The Gift#2.
彼方尚有荣光在.