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config.yml

# ============================================================
#  RoodyLobby · config.yml · by Roody
#  Hotbar items: items.yml. Texts: lang/<language>.yml. Menus: menus/ (the modules')
#  and custom-menus/ (your own: server and lobby selectors...). Own commands: commands.yml.
#  Scoreboard, tab list, boss bar and announcements: display.yml.
#  The spawn is set in game with /roodylobby setspawn (saved in spawn.yml).
#  /roodylobby reload reloads everything.
# ============================================================

# Language of the messages: the name of a file in lang/ (en, es, or your own).
language: en
# true = each player sees the texts in their Minecraft language when lang/ has that file.
per-player-language: true
# Time zone of {date} and {time} ("" = the server's): Europe/Madrid, America/New_York, UTC...
# Their format is in lang/ (format.date, format.time).
timezone: ""

# More names for the commands. If another plugin already uses a name, that plugin keeps it.
command-aliases:
  roodylobby: [rlobby]
  spawn: []
  fly: []

# Player commands that are NOT registered, so another plugin can have the name (spawn, fly...).
# When another plugin has one of these names, RoodyLobby takes it on the lobby (theirs still
# works as /<plugin>:<name>), unless it is listed here.
disabled-commands: []

# Worlds that are lobby. Outside them RoodyLobby does nothing (no protections, items...).
# Empty = every world of the server.
lobby-worlds: []

spawn:
  # When players are taken to the spawn when they join: always, first (only the first time
  # they join) or never.
  on-join: always
  # Back to the spawn when they respawn.
  on-respawn: true
  # Falling below this height takes them to the spawn. "auto" = the bottom of the world.
  void-y: auto
  void-sound: "entity.enderman.teleport 0.6 1.2"
  # /spawn sound.
  sound: "entity.enderman.teleport 0.6 1.4"

join:
  # Game mode in the lobby: adventure, survival, creative, spectator ("" = do not change).
  gamemode: adventure
  # Full health and hunger, no fire, no arrows stuck.
  heal: true
  # Empty inventory and armour (the lobby items are given after).
  clear-inventory: true
  # Remove every potion effect (the effects below are given after).
  clear-effects: true
  # Effects while in the lobby: "speed 2" = Speed II. Removed when leaving the lobby worlds.
  effects:
    - "speed 2"
  # Sound when joining ("" = none). The title, subtitle and welcome text are in lang/ (join.*).
  sound: "entity.player.levelup 0.6 1.3"
  # Fireworks where the player appears.
  firework:
    enabled: true
    # true = only the first time they join the server.
    first-join-only: false
    # Only players with this permission ("" = everyone).
    permission: "roodylobby.firework"
    colors: ["#F5C136", "#5BC0EB", "#FF6B61"]
    # BALL, BALL_LARGE, STAR, BURST or CREEPER.
    type: BALL_LARGE
  # Level and experience bar set to 0.
  reset-experience: true

# Messages to everyone when someone joins or leaves. The first format whose permission the
# player has is used ("" = everyone); no format = no message. Texts: one for all, or one per
# language ({en: "...", es: "..."}). Placeholders: {player}, {displayname} and PlaceholderAPI.
join-messages:
  # Hide Minecraft's "X joined the game" / "X left the game".
  hide-default: true
  formats:
    staff:
      permission: roodylobby.join.staff
      join: {en: "&8[&c&lSTAFF&8] &f{player} &7joined the lobby.", es: "&8[&c&lSTAFF&8] &f{player} &7ha entrado al lobby."}
      quit: ""
    vip:
      permission: roodylobby.join.vip
      join: {en: "&8» &6{player} &ejoined the lobby!", es: "&8» &6{player} &eha entrado al lobby!"}
      quit: ""
  # The first time someone joins the server ({number} = how many different players have joined).
  first-join: {en: "&8» &fWelcome &b{player} &fto the server! &7(#{number})", es: "&8» &fBienvenido &b{player} &fal servidor! &7(#{number})"}

protection:
  # Players with roodylobby.build in build mode (/roodylobby build) skip all of this.
  break-blocks: false
  place-blocks: false
  # Using doors, trapdoors, gates, buttons, levers, chests, anvils, item frames, armour stands...
  interact: false
  # Blocks that can still be used when interact is false: names or tags ("#buttons", "OAK_DOOR").
  interact-allowed: []
  # Players trampling farmland.
  trample: false
  # Players getting hurt (and dying). Falls, the void and everything else.
  damage: false
  # Players hurting animals, armour stands, item frames, paintings...
  damage-entities: false
  hunger: false
  drop-items: false
  pickup-items: false
  # Moving items in their own inventory (the lobby items can never be moved).
  move-items: false
  # Clear weather always.
  weather: false
  # Time of day kept still ("" = let it run). 6000 = midday, 1000 = morning, 13000 = night.
  time: 6000
  # Monsters and animals spawning by themselves (spawn eggs and plugins still work).
  mob-spawning: false
  # Fire spreading and burning blocks, leaves decaying, ice and snow melting or forming.
  fire: false
  leaf-decay: false
  melt-and-form: false
  # Explosions breaking blocks.
  explosions: false
  # Making nether portals.
  portals: false
  beds: false
  # Death and advancement messages in chat.
  death-messages: false
  advancement-messages: false
  # Respawn at once after dying (no death screen).
  instant-respawn: true

movement:
  double-jump:
    enabled: true
    # Only players with this permission ("" = everyone).
    permission: ""
    # How far forward and how high.
    power: 1.4
    height: 1.0
    # Seconds before jumping again (and they have to touch the ground first).
    cooldown: 1.5
    sound: "entity.bat.takeoff 0.5 1.4"
    # A particle name ("" = none): cloud, firework, flame, happy_villager...
    particle: cloud
  # Simple launch pads: a plate on a block that throws players forward.
  # auto = on, but off when RoodyPads is installed (it does this with more options).
  launch-pads:
    enabled: auto
    plates: [LIGHT_WEIGHTED_PRESSURE_PLATE, HEAVY_WEIGHTED_PRESSURE_PLATE]
    # The block under the plate (empty = any).
    under: [REDSTONE_BLOCK]
    power: 2.5
    height: 1.0
    sound: "entity.firework_rocket.launch 0.7 1"
    particle: firework
  # /fly in the lobby (permission roodylobby.fly). Flying turns double jump off.
  fly:
    enabled: true
    # Fly is kept on when they join again (needs the permission still).
    remember: true

network:
  # How players are sent to other servers: auto (ajQueue when it is installed, else
  # straight away), direct, ajqueue, or command (send-command, run by the player).
  send-mode: auto
  send-command: "server {server}"
  # What {server} shows ("" = the proxy's name for this server, lobby-1...).
  server-name: ""
  # Seconds between player counts (and pings).
  refresh-seconds: 3
  # Servers to ping directly, as "host:port" the way this server reaches them. With an address
  # the menus know if the server is online, offline or full and its max players; without one,
  # {status:x} is "online" while the proxy lists it. The name is the proxy's name for it.
  #   survival: "127.0.0.1:25566"
  addresses: {}

# Where the player data is saved: settings, coins, time played (and, later, records and
# rewards). A change here needs a restart.
storage:
  # sqlite = a file (data.db) in this folder, for one lobby server.
  # mysql = a MySQL or MariaDB database that several lobbies share: the player's settings and
  # coins follow them from one lobby to another.
  type: sqlite
  # The start of the table names (several plugins or networks in one database).
  table-prefix: "roodylobby_"
  mysql:
    host: 127.0.0.1
    port: 3306
    database: roodylobby
    user: root
    password: ""
    options: "useSSL=false&allowPublicKeyRetrieval=true&characterEncoding=utf8"

# What players have until they change it in /settings (a change here reaches everyone who
# did not change it).
player-defaults:
  # Who they see: all, vip (only players with visibility.vip-permission) or none.
  visibility: all
  scoreboard: true
  bossbar: true
  announcements: true
  double-jump: true
  # The effects of join.effects (speed...).
  effects: true

# Hiding players: the "visibility" item of items.yml and /settings.
visibility:
  # Seconds before changing it again.
  cooldown: 3
  # With "vip", players with this permission are still seen (give it to VIPs and staff).
  vip-permission: roodylobby.vip
  sound: "entity.chicken.egg 0.6 1.4"

coins:
  # own = RoodyLobby's own lobby coins, saved with the player data (for cosmetics...).
  # vault = the server's money through Vault (needs Vault and an economy plugin).
  provider: own
  # The coins a new player starts with (own coins).
  starting: 0

# The parkours. Made in game: /roodylobby parkour create <id> and /roodylobby parkour edit <id>
# (saved in parkours.yml, where the rewards of each one are). Players: /parkour.
# Two kinds: endless (the default: an area between point 1 and point 2 where blocks appear one by
# one as the player jumps; the score is how many they reach) and course (create <id> course: a
# fixed route with a start, checkpoints and a finish, against the clock).
parkour:
  enabled: true
  # Floating texts over the start, the checkpoints and the finish (texts in lang/: parkour.labels).
  labels: true
  # Players in the floating top of each parkour and in /parkour top.
  top-size: 10
  # The lobby effects (speed...) go away while running, so every time is fair.
  remove-effects: true
  # Tell everyone when someone beats the best time of a parkour.
  announce-records: true
  # Where leaving a parkour takes the player: start, spawn or none (where they are).
  leave-to: start
  sounds:
    start: "entity.experience_orb.pickup 0.6 1.6"
    checkpoint: "entity.player.levelup 0.5 1.8"
    finish: "ui.toast.challenge_complete 0.6 1"
    fail: "entity.enderman.teleport 0.5 1.4"
    # Each block reached in an endless parkour.
    jump: "block.note_block.pling 0.5 1.8"
  # The items while running (slot 0-8, -1 = none; the item as in items.yml). An endless parkour
  # only has "leave".
  items:
    checkpoint:
      slot: 3
      material: HEAVY_WEIGHTED_PRESSURE_PLATE
      name: {en: "&#F5C136&lLast checkpoint &7(Click)", es: "&#F5C136&lÚltimo checkpoint &7(Clic)"}
    restart:
      slot: 4
      material: CLOCK
      name: {en: "&#5BC0EB&lStart again &7(Click)", es: "&#5BC0EB&lEmpezar de nuevo &7(Clic)"}
    leave:
      slot: 5
      material: RED_DYE
      name: {en: "&#FF6B61&lLeave the parkour &7(Click)", es: "&#FF6B61&lSalir del parkour &7(Clic)"}

# Cosmetics: trails, hats, gadgets and pets (the cosmetics themselves are in cosmetics.yml).
# Players: /cosmetics or the chest of the hotbar.
cosmetics:
  enabled: true
  # The hotbar slot of the gadget the player wears (0-8): keep it free in items.yml.
  gadget-slot: 6
  # Ticks between two puffs of a trail (20 = 1 second), and only while the player moves.
  trail-ticks: 2
  trail-only-moving: true
  # How fast pets follow, and how far away they jump to their owner.
  pet-speed: 1.4
  pet-teleport-distance: 12
  # Paintball: the blocks the paint can be, how far it splashes and how many seconds it stays.
  paint-blocks: [RED_CONCRETE, ORANGE_CONCRETE, YELLOW_CONCRETE, LIME_CONCRETE, LIGHT_BLUE_CONCRETE, MAGENTA_CONCRETE]
  paint-radius: 2
  paint-seconds: 6
  sounds:
    buy: "entity.player.levelup 0.6 1.6"
    equip: "item.armor.equip_leather 0.8 1.2"

# Lobby PvP: holding the PvP item (type: pvp in items.yml) puts the player in PvP with the kit;
# only players in PvP hurt each other, nobody loses anything and nobody really dies.
pvp:
  enabled: true
  # Seconds holding the PvP item to go in, and holding another slot to go out.
  enter-seconds: 3
  leave-seconds: 3
  # After a hit (given or taken), seconds before they can go out. Leaving the server in that
  # time counts as a death (and a kill for the one who hit them last).
  combat-seconds: 5
  # What each kill gives the killer: actions as in items.yml ({victim}, {streak}).
  kill-actions: ["[coins] 5"]
  # The killer gets full health back.
  heal-on-kill: true
  # Tell everyone each time someone gets this many kills in a row (0 = never).
  announce-streak: 5
  # Where the one who "dies" goes: spawn (the lobby spawn) or none (where they are).
  respawn: spawn
  # The kit: armour, the weapon (in the slot of the PvP item: letting go of it is how they
  # leave) and more items by slot (0-35). An item: IRON_HELMET, or {material, name, lore,
  # enchants: {sharpness: 1}, unbreakable}. It never wears out.
  kit:
    helmet: IRON_HELMET
    chestplate: IRON_CHESTPLATE
    leggings: IRON_LEGGINGS
    boots: IRON_BOOTS
    weapon:
      material: DIAMOND_SWORD
      enchants: {sharpness: 1}
    items: {}
  sounds:
    enter: "item.armor.equip_iron 1 1"
    leave: "item.armor.equip_leather 1 1"
    kill: "entity.player.levelup 0.6 1.6"

# Rewards players claim in /rewards (they are in rewards.yml).
rewards:
  enabled: true
  # Tell players when they join that a reward is waiting.
  join-notice: true
  sound: "entity.player.levelup 0.7 1.2"

# Tell the console and admins (permission roodylobby.update) when a new version is out
# on plugins.roody.es.
check-updates: true