baixado plugins

This commit is contained in:
iTakinn
2026-06-01 18:12:59 -03:00
parent 54e998fc87
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214 changed files with 133427 additions and 54 deletions
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Afk:
# Enable or disable auto afk system entirely
Enabled: false
# When enabled shows title message informing that player is in afk mode
TitleMessage: true
# When enabled shows random subtitle message
SubTitleMessage: true
# Prevents jumping in one place to avoid afk status
PreventJumping: true
# Prevents damage to player who is afk
PreventDamage: true
# Prevents damage to mobs from player who is afk
PreventMobDamage: true
# Defines how often in seconds plugin will check for afk players state
CheckInterval: 10
# When set to true, players playtime counter stops
# As of nature how this system works you can see +-1second jumping up and down while checking players playtime
StopPlayTime: false
# Defines how long to wait after player stops moving to set him as afk
# Player needs to have cmi.command.afk.auto permission node
# Set to 0 if you want to disable it
AutoAfkIn: 300
# Defines commands to be performed when player enters afk mode automatically while addling
# Supports specialized commands
AutoAfkCmds:
- cmi broadcast !&6[playerDisplayName] &eis now AFK
# Defines commands to be performed when player enters /cmi afk
# Supports specialized commands
ManualAfkCmds:
- cmi broadcast !&6[playerDisplayName] &eis now AFK
LeaveCmds:
# Defines commands to be performed when player leaves afk mode after he entered it manually
Manual:
- cmi broadcast !&6[playerDisplayName] &eis no longer AFK
# Defines commands to be performed when player leaves afk mode after he entered it automatically
Auto:
- cmi broadcast !&6[playerDisplayName] &eis no longer AFK
AutoKickTimes:
# Defines how long to wait after player stops moving to kick player
# This is additional timer to AutoAfkIn and in case player entered afk mode manually he will get kicked after AutoAfkIn+AutoKickIn seconds
# This can be used not only to kick but to perform repeating action every x seconds if needed
# Keep it at -1 to disable auto kick
# Can be bypassed with cmi.command.afk.kickbypass permission node
# Additionally players kick time can be changed with cmi.command.afk.kickOutIn.[seconds] permission node where bigger value takes priority
Default: -1
# Player count from which auto kick should start working
# Setting it to 0 will kick players independent of how many are online
# Recommended value: 15
FromPlayerCount: 0
# List of autoKick times based by online player count ([playerCount]-[seconds])
# This only aplies if default kick time is set to more than -1
# This will pick closest timer (in seconds) from provided list going down. For example having entries as 30-400 and 40-350 while having 35 online players we will use value of 400 seconds
# Keep in mind that kick out timer is picked at the moment player enters afk mode and isint being rechecked during afk mode even if player count changes during that time
# If we cant determine correct value then default one will be used
ByPlayerCount:
- 10-600
- 20-500
- 30-400
- 40-350
- 50-300
# This will define how long to wait before performing kick commands again
RepeatingAutoKickInterval: 300
# When set to true, kick command will be repeated each RepeatingAutoKickInterval seconds
RepeatKickCommand: false
# Defines commands to be performed when player can be kicked
# If player is not kicked then commands will be repeated every RepeatingAutoKickInterval seconds
AutoKickCmds:
- cmi kick [playerName] &eYou have been kicked for idling more than [time]
# Defines worlds where players will not be placed into afk mode after they idled for defined time
DisabledWorlds:
- oneTestWorld
- secondTestWorld
# Disables afk on interaction
DisableOnInteract: true
# Prevents player from going bypassing afk mode while continuously holding one button with particular items or on particular blocks
SmartInteractCheck: true
# Prevents from players abusing afk by constantly moving in afk machine
AntiAfkMachines: true
# Prevents players from being pooled around while player is in afk mode
PreventHook: true
# EXPERIMENTAL! Prevents players from being pushed around while player is in afk mode
# Keep in mind that player can still be moved around the same block he is in
PreventPushing: false
# Disables afk on inventory click
DisableOnInventoryClick: true
# Disables afk on item drop
DisableOnitemDrop: true
# Disables afk on command usage
DisableOnCommand: true
# Disables afk on public chat message
DisableOnPublicChat: true
# Disables afk on private chat message
DisableOnPrivateChat: true
# Disables afk on move
DisableOnMove: true
# Disables afk on camera movement
DisableOnLookAround: false
# Disables afk on fishing when you catch fish
DisableOnFishing: false
# Disables item pickup while afk
DisableItemPickup: false
PreventMobSpawning:
# When enabled we can prevent mob spawning near players who are afk
Enabled: false
# Prevents natural mob spawning
# This can be more on heavy side of the server as it will try constantly to spawn in monsters near afk players
Natural: false
# Prevent mob spawning from spawners
Spawners: true
# Usually responsible for spawning in iron golems
VillageDefence: true
# Disables exp pickup while afk
# Attention! Because of weird minecraft handling of exp orbs, best way is to set orb to 0exp and allow it to be obsorbed
# So by enabling this exp obsorbed by afk players will have no effect
DisableExpPickup: false
Disable:
# Disables shulker targeting at the player who is in afk mode
ShulkerTargeting: true
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AutoBackup:
# When enabled automatic database backup will be done if existing file is older than specified interval
Enabled: true
# Amount of auto backup files we should keep
# Auto backup files will have specific format like 2025-09-04_13-20-42_cmi.sqlite.db
Max: 10
# Do you wan't to zip database files to make them smaller
Zip: true
# Tables you want to save with auto saves
# Recommendation is to skip bigger tables and only save most important ones
# Options: usertable inventories playtime playtimereward
# UserTable is always saved to be used for player ID refference when extracting data from backup
TablesToSave:
- usertable
- playtimereward
# Inteval in hours between backups
# Keep in mind that backuping happens shortly after server startup and gets checked once every hour on regular basis
Interval: 24
ManualBackup:
# Tables you want to save when manually initiating backup
# Options: usertable inventories playtime playtimereward
# UserTable is always saved to be used for player ID refference when extracting data from backup
TablesToSave:
- usertable
- playtimereward
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Chat:
ModifyChatFormat:
# Will try to modify chat to display it in defined format
# If this is disabled and you have 3rd party plugin handling chat messages, consider disabling ClickHoverMessages section too if you notice any problems with chat formatting
Enabled: false
# Priority of public message format listener
# Changed priority will only take effect on full server restart. Possible options: LOWEST, LOW, NORMAL, HIGH, HIGHEST
# Default: NORMAL
Priority: NORMAL
# When set to true, regular and private messages (excludes clean messages) will have additional information when hovering over it (PlaceHolderAPI supported) and can be clicked for quick reply option
# To change default hover over messages seen on sent message, go to your locale file to Chat section
ClickHoverMessages: true
DiscordSRV:
# Enables support for DiscordSRV plugin
Enabled: true
# Defines name of global chat channel in discordsrv
GlobalChannel: global
# Indicator which can be used as {discord} in chat format to indicate that message came from discord and not ingame
Label: '&2[&7D&2]'
UnlinkedLabel: '&4[&cD&4]'
# When enabled and you have ranged messages enabled, we will send all of them to DiscordSRV
# When disabled, only shouts and messages sent by players with cmi.chat.rangebypass permission node will be visible in discord
RangedMessages: true
# Enables support for DynMap web chat
DynMapChat: true
# When set to false, each time you will use /r you will reply to person you previously sent message directly or to person who sent you message if there is none you have conversion before
# When this set to true, players with /r will reply to person who last sent private message. This can result in confusion when using /r while getting private messages from multiple players
ReplyToLastMessenger: false
# If ReplyToLastMessenger is set to false, then timeOut will be taken into consideration to who you should reply
# If you had conversation in last 120 seconds (default) then even receiving message from 3rd person, you will still reply to original player
# If you had conversation in longer then 120 seconds period, then you will reply to latest person who send you a message
LastMessengerTimeOut: 120
# When set to true players will need to have cmi.command.msg.[groupname].send where [groupName] is receivers main permission group
PrivateMessagesGroups: false
# When set to false, web pge links in a chat will not get shortened to default [LINK] format
TranslateLink: true
# Defines regex when replacing url in chat with short word
# Examples:
# (https?:\/\/(?:www\.|(?!www))[a-zA-Z0-9][a-zA-Z0-9-]+[a-zA-Z0-9]\.[^\s]{2,}|www\.[a-zA-Z0-9][a-zA-Z0-9-]+[a-zA-Z0-9]\.[^\s]{2,}|https?:\/\/(?:www\.|(?!www))[a-zA-Z0-9]\.[^\s]{2,}|www\.[a-zA-Z0-9]\.[^\s]{2,})
# ((http|https|ftp|ftps)\:\/\/)?[a-zA-Z0-9\-]+\.[a-zA-Z]{2,3}(\/\S*)?
# ((http|https|ftp|ftps)\:\/\/)?[a-zA-Z0-9\-]+\.[a-zA-Z]{2,3}(\/\S*)?([^\s]+)
LinkRegex: (^| )((http|https|ftp|ftps)\:\/\/)?[a-zA-Z0-9\-]+\.[a-zA-Z]{2,3}(\/\S*)?([^\s|^\)]+)
HoverItems:
# When set to true, particular variables in chat will be translated into items player are holding. List of variables belove
Enabled: true
# Defines regex when replacing item line in chat with players item in hand information. Only works when CMI hover over chat format is enabled
ItemRegex:
- (\[item\])
- (([&§]\S)+)?\[(([&§]\S)+)?i(([&§]\S)+)?t(([&§]\S)+)?e(([&§]\S)+)?m(([&§]\S)+)?\]
Bungee:
# Attention! This will require you to have CMI Bungee plugin which can be found at zrips.net
# Or direct download https://www.zrips.net/cmi/
# Do you want to enable private messaging over bungeecord
# Bungee cord support needs to be enabled for this to have any effect
Messages: true
# Do you want to enable public messaging over bungeecord
# Player needs to have cmi.bungee.publicmessages.[servername] permission node to be able to send messages to target server
PublicMessages: true
# When enabled public messages addressed to single player will be ignored and not sent across networkd
# This only applies when we have more than one player online and chat range is set to be global
PublicMessagesSingleIgnore: false
# Do you want to enable staff messaging over bungeecord
StaffMessages: true
# Used for simple chat messages. Optional variables: {displayName} {world} {prefix} {suffix} {group} {shout} {shoutcolor} {message} {nicknameprefix}. Supporting PlaceHolderAPI variables like %player_server% %cmi_user_chatcolor%
# ATTENTION! Don't use gradient colors for {message} variable, if you want to apply gradient for it, utilize GeneralMessageFormat section
GeneralFormat: '{prefix}&f{displayName}&7: &r{message}'
# Will define message format itself, this allows to have gradients in messages
# It NEEDS to contain {message} otherwise we will ignore this setup
# For 1.16+ servers you can use color gradients like '{#b3a28f>}{message}{#d7b8e6<}'
# You can have more than 2 colors in gradient. To define it repeat {message} variable. For example '{#b3a28f>}{message}{#5c6999<>}{message}{#d7b8e6<}'
# Use %cmi_user_chatcolor% to add players choosen chat color
GeneralMessageFormat: '{message}'
Ranged:
# Defines range of regular messages to travel
# Set to -1 to disable range restriction
General: -1
# Defines range of shout messages to travel
# Shout messages should start with ! and player should have cmi.chat.shout permission
# GeneralRange should be enabled
# set to 0 to shout across all worlds, -1 to disable
Shout: 200
# Color code to be used as base for the shout chat message
ShoutColor: ''
# Defines cost for each shout message
ShoutCost: 0
# List of message range limits
# Player count fallowed by range
# Player amount defines from how many we should use this range
Dynamic:
Use: false
Limits:
- 1-0
- 10-1000
- 20-500
- 30-400
- 40-300
- 50-200
# Prefix used to indicate that message should be sent to public chat instead of current players chat room
# Set it to empty field if you want this feature to be disabled
ChatRoomShout: '!'
# Time in seconds you want to keep chat rooms alive before removing them
# This only applies to empty rooms after last user leaves it
ChatRoomLife: 3600
# Defines suggested commands when you click on public, private and similar messages. [playerName], [playerDisplayName] and [playerNickName] can be used to include players name
ClickSuggestions:
pubmsg: '/msg [playerNickName] '
privmsg: '/msg [playerNickName] '
staffmsg: '/msg [playerNickName] '
helpop: '/msg [playerNickName] '
chatroom: '/msg [playerNickName] '
discord: '/msg [playerNickName] '
# Defines command (one command per type) to be performed by player when clicked on players name
# When this is defined then ClickSuggestions will be changed to shift+left click action for suggested command
# Command is performed as player, if you want to perform it from console then add asConsole! variable at the start of it
ClickCommands:
pubmsg: ''
privmsg: ''
staffmsg: ''
helpop: ''
chatroom: ''
discord: ''
# Use numeric increments to separate groups from each other. If player has more than one, then line with higher number will be used
# Add as many lines as you need too
# cmi.chatgroup.[id] permnission node to use
# Permission example: cmi.chatgroup.2
# ATTENTION! Don't use gradient colors for {message} variable, if you want to apply gradient for it, utilize GroupMessageFormat section
GroupFormat:
'1': '{prefix}&f{displayName}&f: &r{message}'
'2': '{prefix}&f{displayName}&7: &r{message}'
'3': '{prefix}&f{displayName}&8: &r{message}'
# Use numeric increments to separate groups from each other. If player has more than one, then line with higher number will be used
# Add as many lines as you need too
# cmi.chatmessagegroup.[id] permnission node to use
# Permission example: cmi.chatmessagegroup.2
GroupMessageFormat:
'1': '{message}'
'2': '{message}'
'3': '{message}'
Colors:
PublicMessage:
# If set to true then all public messages will be filtered from color codes and will allow to colorize them with appropriate permission node
# cmi.colors.publicmessage.[colorName]
# Colors: black(&0), darkblue(&1), darkgreen(&2), darkaqua(&3), darkred(&4), darkpurple(&5), gold(&6), gray(&7), darkgray(&8), blue(&9), green(&a), aqua(&b), red(&c), lightpurple(&d), yellow(&e), white(&f), magic(&k), bold(&l), strikethrough(&m), underline(&n), italic(&o), reset(&r)
Enabled: true
# Priority of public message color listener
# Changed priority will only take effect on full server restart. Possible options: LOWEST, LOW, NORMAL, HIGH, HIGHEST
# Default: NORMAL
Priority: NORMAL
PrivateMessage: true
# If set to true then /me messages will be filtered from color codes and will allow to colorize them with appropriate permission node
# cmi.colors.me.[colorName]
me: true
# If set to true, then color codes will get removed from text instead of leaving them if player don't have appropriate permission node for that color
CleanUp:
publicmessage: true
privatemessage: true
me: true
signs: false
books: true
itemname: true
itemlore: true
# List of strings to ignore when checking chat for color codes player cant use.
# This will bypass players colorcode restrictions and will allow usage of particular chat formats
# Applies only for public and private messages
WhiteList:
- '&c❤&7'
# If set to true then nickName will be filtered from color codes when player changes it
# cmi.colors.nickname.[colorName]
NickName: true
# Determines /cmi chatcolor command contents. What player can pick will be determined by cmi.colors.publicmessage.[colorCode] and will be used in %cmi_user_chatcolor% placeholder
Picker:
- '&f'
- '&2'
- '&3'
- '&7'
- '&8'
- '&a'
- '&b'
- '&c'
- '&e'
- '&6'
- '{#00e625}'
- '{#brown}'
# If set to true, players public message who is in your ignore list will not be shown
IgnorePublicMessage: true
Tag:
# Enable or not tag system. This will inform player with his name mentioning in public chat if name have @ in front of it
Enabled: true
# When this is set to true, any player mentionings in public messages will be colorized and player will get informed as usual
# This is allot more heavier on server than usual tagging with @, so enable if you know what you are doing
HardCoreMode: false
# Determines color of taged user name in chat with @ in front of name/nickname. Sender should have cmi.tag.color
Color: '&c'
# Commands to be performed when player is tagged
# Variables like [playerName] will be replaced with tagged player name
# You can use [senderName] to include player name who tagged
CommandsOnTag:
- asConsole! cmi sound BLOCK_NOTE_BLOCK_HARP:3:1 [playerName] -s
# Will performd tag commands only when player is afk
OnlyWhenAfk: false
# When set to true, @ simbol will be removed
RemoveEta: false
ChatBubble:
# Do you want to enable chat bubbles for public messages
# Each player can disable this with /options command personally
PublicMessages: true
# Priority of chat bubble listener
# Changed priority will only take effect on full server restart
# Possible options: LOWEST, LOW, NORMAL, HIGH, HIGHEST, MONITOR
# Default: MONITOR
Priority: MONITOR
# How high we should show chat bubble
Offset: 2.5
# Base time in seconds for chat bubble to be visible
ShowFor: 5
# Maximum time bubble will be shown for
MaxShowFor: 10
# Extra seconds to be added for each letter in a message
# This will allow to have shorter times for short messages and increase it for longer ones
ExtraTime: 0.02
# Scale of chat bubble, default 1
PlateScale: 1.0
# Line width before wraping text to new line
LineWidth: 255
Background:
# Default Color code, this could be overriden if text itself was colorized
# Leave it empty for default transparent color
# Example of color code: {#black}
Color: '{#black}'
# Value between 0 and 1 where 0 means no background color and 1 is fully opaque
Opacity: 0.5
# Do you want to add text shadow
Shadow: true
# Higher group will be prioritized if player has access to more than one permission node
# Colors are defined in hex format with optional alpha channel in RGBA format
Groups:
0:
BackgroundColor: '#000000DC'
Shadow: true
LineWidth: 255
Scale: 0.5
1:
BackgroundColor: '#AEC6FFDC'
Shadow: true
LineWidth: 255
Scale: 0.5
2:
BackgroundColor: '#BAFFC9DC'
Shadow: true
LineWidth: 255
Scale: 0.5
3:
BackgroundColor: '#FFFFBADC'
Shadow: true
LineWidth: 255
Scale: 0.5
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Combat:
# Defines combat timer to be used in particular features
Timer: 15
# When enabled we will allow for players to be damaged in safe zone if they are tagged for pvp
safeZoneDamage: false
Player:
# If set to true, then player who gets placed into combat mode will get its fly mode disabled
# This will disable players fly mode which will result in player dropping down and will disable option to start flying
# This can be bypassed by player performing fly command if he has access to it and commands durring combat are not blocked
# Can be bypassed with cmi.pvp.PFlyBypass permission node
DisableFlight: false
# If set to true, then attacked player will be included into combat mode even if he doesnt fight back
# If set to false then only attacker will be marked for pvp mode
IncludeVictim: true
# If set to true player whose fly mode got disabled will not suffer fall damage, once
DisableFallDamage: false
# When set to true player will see boss bar message indicating how long until combat mode ends
# This only applies for pvp type combat
ShowBossBar: false
# When enabled we will show damage numbers in a form of holograms when damaging players
ShowDamageNumbers: true
DamageNumbersFormat: '&c⚔[damage]'
# Prevents damage from players with god mode enabled
# Can be bypassed with cmi.pvp.godBypass permission node
noGodDamage: false
# Informs player that he cant damage players while in god mode
noGodDamageInform: false
# When set to true players will be only able to use commands defined in the list
# This only applies for pvp type combat
BlockCommands: false
AllowedCommands:
- cmi msg
- cmi reply
# When set to true AllowedCommands become black list which will define which commands player cant use
MakeBlackList: false
Mob:
# If set to true, then player who gets placed into combat mode will get its fly mode disabled
# Can be bypassed with cmi.pvp.MFlyBypass permission node
DisableFlight: false
# If set to true, then attacked player will be included into combat mode even if he doesnt fight back
IncludeVictim: false
# If set to true player whose fly mode got disabled will not suffer fall damage, once
DisableFallDamage: false
# When set to true player will see boss bar message indicating how long until combat mode ends
# This only applies for pve type combat
ShowBossBar: false
# When enabled we will include damage from environmental damage into mob combat timer
# This can include damage from cactus, magma blocks, suffocation, burning, fall damage and similar
IncludeEnvironment: true
# When enabled we will show damage numbers in a form of holograms when damaging mobs
ShowDamageNumbers: true
DamageNumbersFormat: '&c❤[damage]'
# Prevents damage from players with god mode enabled
# Can be bypassed with cmi.pve.godBypass permission node
noGodDamage: false
# Informs player that he cant damage mobs while in god mode
noGodDamageInform: false
# When set to true players will be only able to use commands defined in the list
# This only applies for pve type combat
BlockCommands: false
AllowedCommands:
- cmi msg
- cmi reply
# When set to true AllowedCommands become black list which will define which commands player cant use
MakeBlackList: false
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Enabled: false
# Example: - 'cmi heal:100.5:true'
# While defining command avoid using alias and use full command name
# Cost can be any positive number
# After cost you can use true/false to define if you want to inform player when money is charged after using command or not
# Second true/false will define if we confirmation from players by typing command again or clicking on a message in chat before performing it and charging for it. This will include information about command cost. By default players will be asked for confirmation
# Attention! Don't use alias command name, use full base command, for example /heal is not valid, use /cmi heal otherwise you will be risking in allowing players to perform base command without a charge
# On another hand you can use custom alias commands in here
# Keep in mind: base CMI commands will double check if command was successfully performed before charging money, while custom alias will charge money despite commands success
# So in example of /cmi warp player will not be charged if he enters incorrect warp name, while having custom alias will charge money even if command fails to be performed
Commands:
- cmi heal:100.5:true:true
- cmi feed:100.5:true:true
- cmi home :30:true:true
- cmi warp :10:true:true
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# When enabled mob heads will have bigger chance to drop when using tools with looting enchantment
# Value is in % and it will add appropriate percentage to current drop chance by using drop chance itself
# For example player who has head drop change of 1% with looting 3 which has 30% bonus will have 1.3% as end value (default values)
# This only applies for monster heads
# You can add as many levels as you want, simply duplicate line and set new number, in example
# Lvl33: 35.5
LootMobBonus:
Enabled: true
Lvl1: 5.0
Lvl2: 15.0
Lvl3: 30.0
# Defines if you want to use default head lore which will be used in case head doesnt have defined lore
useDefaultHeadLore: true
# Default lore used when head doesnt have defined head lore set
defaultHeadLore:
- '&7Killed by &6[playerName]'
PlayerHead:
# Defines if you want to use player head lore
UseLore: true
# Lore used for player head drops
# Global variables can be used for simple identification who was killed and who killed player
# Aditionally placeholders can be used too, but we will use victim as source for their translation if placeholder requires source player
Lore:
- '&7Killed by &6[playerName]'
HeadHandling:
Maintain:
# Defines if we should maintain heads custom name when head is placed and then broken
# Vanilla minecraft will remove any custom information about head when you place it, this can help out to maintain data
Name: false
Lore: false
Enchants: false
Player:
Drop: false
# Percentage from 0 to 100 for head to be dropped. Decimals are acceptable, like 0.2
# 100 will mean that head will be dropped every time player kills another player
# 1 will mean that there is 1% that player will drop head if he is killed by another player
Percentage: 1.0
# Percentage from 0 to 100 for lowering chance in getting second head of same player
# This will reset on each server restart
LowerChanceOfterDrop: 50.0
# When enabled player heads will have bigger chance to drop when using tools with looting enchantment
# Value is in % and it will add appropriate percentage to current drop chance by using drop chance itself
# For example player who has head drop change of 1% with looting 3 which has 30% bonus will have 1.3% as end value (default values)
# This only applies for player heads
# You can add as many levels as you want, simply duplicate line and set new number, in example
# Lvl33: 35.5
LootBonus:
Enabled: true
Lvl1: 5.0
Lvl2: 15.0
Lvl3: 30.0
# List of worlds where we should drop player heads. Keep it empty if you want to include all possible ones
Worlds: []
Mob:
# Enables custom mob heads dropping from mobs with particular chance
# Check CustomHeads.yml for customization by entityType
Drop: false
# List of worlds where we should drop mob heads. Keep it empty if you want to include all possible ones
Worlds: []
# Custom heads of every entity
# You can have as many custom heads as you want
# Format is [dropChance]:[texture]
# Drop chance is for that particular head
# While you have separate global drop chance for particular entity type
# Strongly recommend to have at least one head at 100% as in another case there will be a chance to not get a head even if player should
# You can find custom textures online
# If you have more then one possible head for one entity type, then it will be randomized
# Custom mob head can be defined by using format like [chance]:[HeadName]:c-[options]:lore{"[lore]"}:[texture]
# More information and some better examples can be found at www.zrips.net/cmi/extra/custom-mob-heads/
# Optionally you can shorten out texture string by removing first part which is eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUv which by itself will be added automatically if not present
EntityHeads:
allay:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YmVlYTg0NWNjMGI1OGZmNzYzZGVjZmZlMTFjZDFjODQ1YzVkMDljM2IwNGZlODBiMDY2M2RhNWM3YzY5OWViMyJ9fX0==
armadillo:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OTE2NGVkMGUwZWY2OWIwY2U3ODE1ZTQzMDBiNDQxM2E0ODI4ZmNiMDA5MjkxODU0MzU0NWE0MThhNDhlMGMzYyJ9fX0=
axolotl:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZThhOGEyZDdjY2YwYzM3NDZlMjNhYjU0OTEwNzBlMDkyM2YwNWIyMzVmOWEyZjVkNTNkMzg0MzUzODUzYmRkYyJ9fX0=
bat:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NGNmMWIzYjNmNTM5ZDJmNjNjMTcyZTk0Y2FjZmFhMzkxZThiMzg1Y2RkNjMzZjNiOTkxYzc0ZTQ0YjI4In19fQ==
bee:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OTlkYzNmMDBlY2FiMjI0OWJiNmExNmM4YzUxMTVjZWI5ZjIzMjA1YTBkNTVjYzBlOWJhYmQyNTYyZjc5NTljNCJ9fX0==
- 100:Default:ZTZiNzRlMDUyYjc0Mjg4Nzk5YmE2ZDlmMzVjNWQwMjIxY2Y4YjA0MzMxNTQ3ZWMyZjY4ZDczNTk3YWUyYzliIn19fQ==
- 100:Default:YmIxNzc3NDY2MjUxMmQ3ODdlZjc3YjFhNDZhMDRlMmM2ZmQ2Nzc5NGJmN2Y3Nzk1NjZlYjIxYzgxNDNhYWQ5ZSJ9fX0=
- 100:Default:OTQ3MzIyZjgzMWUzYzE2OGNmYmQzZTI4ZmU5MjUxNDRiMjYxZTc5ZWIzOWM3NzEzNDlmYWM1NWE4MTI2NDczIn19fQ==
blaze:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Yjc4ZWYyZTRjZjJjNDFhMmQxNGJmZGU5Y2FmZjEwMjE5ZjViMWJmNWIzNWE0OWViNTFjNjQ2Nzg4MmNiNWYwIn19fQ==
bogged:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTNiOTAwM2JhMmQwNTU2MmM3NTExOWI4YTYyMTg1YzY3MTMwZTkyODJmN2FjYmFjNGJjMjgyNGMyMWViOTVkOSJ9fX0=
breeze:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTI3NTcyOGFmN2U2YTI5Yzg4MTI1YjY3NWEzOWQ4OGFlOTkxOWJiNjFmZGMyMDAzMzdmZWQ2YWIwYzQ5ZDY1YyJ9fX0=
camel:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NzRiOGEzMzNkZmE5MmU3ZTVhOTVhZDRhZTJkODRiMWJhZmEzM2RjMjhjMDU0OTI1Mjc3ZjYwZTc5ZGFmYzhjNCJ9fX0=
camel_husk:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:M2JkN2E5MmE2ZjY3Yjc1MDBkMTZjNGUxMmYyODA1OGVjMjg1OTMxMTU1NmJhMDNiZTJkMWY1ODExNzBmMmRiNiJ9fX0=
cat:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NTg4MDNmMDI3MGY4Y2RmNGUwZmU5NzMyZDQ5NjdjY2NjMGEyZjRmY2QxMThjZDE1MDAwOTc5YjE4ODg1MTQ0ZiJ9fX0=
- 100:Default:N2M5Yjc0MDllN2I1MzgzYzE5YjM2MmIyYTBjYjQzZDUwOTNiMTNlMmIyMzRlOGExODkxNTYzZTU1ZWFlOWQ2OCJ9fX0=
cave_spider:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NDE2NDVkZmQ3N2QwOTkyMzEwN2IzNDk2ZTk0ZWViNWMzMDMyOWY5N2VmYzk2ZWQ3NmUyMjZlOTgyMjQifX19
chicken:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MTYzODQ2OWE1OTljZWVmNzIwNzUzNzYwMzI0OGE5YWIxMWZmNTkxZmQzNzhiZWE0NzM1YjM0NmE3ZmFlODkzIn19fQ==
cod:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NmY5OWI1ODBkNDVhNzg0ZTdhOTY0ZTdkM2IxZjk3Y2VjZTc0OTExMTczYmQyMWMxZDdjNTZhY2RjMzg1ZWQ1In19fQ==
copper_golem:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OTllMjRlOTRkYmU0MmUyMzBkODMyOTNhNzdkNjFmZjcxMDFhOGM2OGFiNjhiYmM2YTkzZjk2MzBmYjJmZGI0In19fQ==
- 100:Default:Y2MyYWFiOGEwZmVjM2NjMDZhNGQ0NzQ4MGUwMjRmODhmMmIwN2JjOTZlZTA5ZTUzMzFlNWY0ZGI2YjI3Mzg4NSJ9fX0=
- 100:Default:OTgyZDVjOTQ0ZjgwNzk1ZDYxM2MyMjQwNWMwMjdlZGJkMmE1NTQ0ODgyYWNiYWI5NzRhMDJmNTQ3YzE1NDY4ZCJ9fX0=
cow:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NWQ2YzZlZGE5NDJmN2Y1ZjcxYzMxNjFjNzMwNmY0YWVkMzA3ZDgyODk1ZjlkMmIwN2FiNDUyNTcxOGVkYzUifX19
- 100:Default:YzVhOWNkNThkNGM2N2JjY2M4ZmIxZjVmNzU2YTJkMzgxYzlmZmFjMjkyNGI3ZjRjYjcxYWE5ZmExM2ZiNWMifX19
creaking:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZGUzNzNmYTUzNGM3YzNmOTM0MGQzM2MzMmMyMTM0MDJhMmNmODkxN2U3NTBlYjhiYzg3MTBmY2QzZWU5YTE1ZCJ9fX0=
creeper:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZjQyNTQ4MzhjMzNlYTIyN2ZmY2EyMjNkZGRhYWJmZTBiMDIxNWY3MGRhNjQ5ZTk0NDQ3N2Y0NDM3MGNhNjk1MiJ9fX0=
- 100:Default:YTNmMTcyZDI5Y2Y5NGJjODk1NjA4YjdhNWRjMmFmMGRlNDljNzg4ZDViZWNiMTYwNWYxZjUzNDg4YTAxNzBiOCJ9fX0=
- 100:Charged Creeper:c-powered:ZjJjZWIzOWRkNGRlMjRhN2FkZmUyOTFhM2EwY2ZjN2NmNGY2NDVkZTU5YjYwM2ZjZmUwNmM2YjVhMDZlMjYifX19
dolphin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OGU5Njg4Yjk1MGQ4ODBiNTViN2FhMmNmY2Q3NmU1YTBmYTk0YWFjNmQxNmY3OGU4MzNmNzQ0M2VhMjlmZWQzIn19fQ==
donkey:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZGZiNmMzYzA1MmNmNzg3ZDIzNmEyOTE1ZjgwNzJiNzdjNTQ3NDk3NzE1ZDFkMmY4Y2JjOWQyNDFkODhhIn19fQ==
drowned:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NTZkYWY1MGVhZjc2YzNhNmQ1YWQzOWM5NjZmMjk4NzdiOTFkOTUwZGQxZTM3MTIyZTljODE5NTg1Yzg5ZDkyZSJ9fX0=
- 100:Default:YzNmN2NjZjYxZGJjM2Y5ZmU5YTYzMzNjZGUwYzBlMTQzOTllYjJlZWE3MWQzNGNmMjIzYjNhY2UyMjA1MSJ9fX0=
- 100:Default:MWY4YmFhNDhiOGY1MTE5OTBlNDdkYjk2ODMyNGMxNTJiZDExNjc3MzFkZGYwMzQ1MzAwNDQ3MzVhNmJkMmVkNCJ9fX0=
- 100:Default:YzFhNzMyNTI0MDFhNmU5NDZmNjFkYmFjMGUwMjdkMTgzZTBhY2U1ODc1MmZhMTVhNjRkMjQ0OWZjZjUwODdiNyJ9fX0=
- 100:Default:ZmIxNTMxYzA0ZTI1ZDdmYTY0NTc2OTgyNjg0OTFjYjg5NmQzMzAyZDI2ODg0ZmNmZGYxYTBiMmY5MmQ3N2M4ZiJ9fX0=
- 100:Default:Yzg0ZGY3OWM0OTEwNGIxOThjZGFkNmQ5OWZkMGQwYmNmMTUzMWM5MmQ0YWI2MjY5ZTQwYjdkM2NiYmI4ZTk4YyJ9fX0=
elder_guardian:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MWM3OTc0ODJhMTRiZmNiODc3MjU3Y2IyY2ZmMWI2ZTZhOGI4NDEzMzM2ZmZiNGMyOWE2MTM5Mjc4YjQzNmIifX19
ender_dragon:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZmZjZGFlNTg2YjUyNDAzYjkyYjE4NTdlZTQzMzFiYWM2MzZhZjA4YmFiOTJiYTU3NTBhNTRhODMzMzFhNjM1MyJ9fX0=
enderman:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:N2E1OWJiMGE3YTMyOTY1YjNkOTBkOGVhZmE4OTlkMTgzNWY0MjQ1MDllYWRkNGU2YjcwOWFkYTUwYjljZiJ9fX0=
endermite:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODRhYWZmYTRjMDllMmVhZmI4NWQzNTIyMTIyZGIwYWE0NTg3NGJlYTRlM2Y1ZTc1NjZiNGQxNjZjN2RmOCJ9fX0=
evoker:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTAwZDNmZmYxNmMyZGNhNTliOWM1OGYwOTY1MjVjODY5NzExNjZkYmFlMTMzYjFiMDUwZTVlZTcxNjQ0MyJ9fX0=
fox:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MjRhMDM0NzQzNjQzNGViMTNkNTM3YjllYjZiNDViNmVmNGM1YTc4Zjg2ZTkxODYzZWY2MWQyYjhhNTNiODIifX19
- 100:Default:YjZmZWI3NjFiMmY1OWZhYmU1Y2MzY2M4MmE5MzRiNTM0ZWE5OWVkYjkxMzJjY2RhOWY0ODRiZDU5ODZkNyJ9fX0=
- 100:Default:MTZkYjdkNTA3Mzg5YTE0YmJlYzM5ZGU2OTIyMTY1YjMyZDQzNjU3YmNiNmFhZjRiNTE4MjgyNWIyMmI0In19fQ==
frog:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZDBlZGNiODk4MzU2ZmQ0MDBjMjA1YzYxMzRlMDk4NjEwYmFmYmJjNTA0MTc3MjlhMTU1Y2U3N2Q3YmNhOThkNCJ9fX0=
ghast:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OGI2YTcyMTM4ZDY5ZmJiZDJmZWEzZmEyNTFjYWJkODcxNTJlNGYxYzk3ZTVmOTg2YmY2ODU1NzFkYjNjYzAifX19
giant:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZWM0NTViMzgzNjhkYWU3MzBlZjE0ODNjMWRmMjVjZDg3YjQxYmVlNDQxZWYzYWIxZjNjNjBmMjFiZmUwZTUxMSJ9fX0=
glow_squid:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MmVjZDBiNWViNmIzODRkYjA3NmQ4NDQ2MDY1MjAyOTU5ZGRkZmYwMTYxZTBkNzIzYjNkZjBjYzU4NmQxNmJiZCJ9fX0=
goat:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:M2E0OTg2ZmRmMDRjYzg2ZDhhZmYyMDM3YTZiNGRmNTczY2RjMWU3MDhkMDU3OTBjNzY3MjhmYWVmNzk2ZjMzYSJ9fX0=
guardian:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZGZiNjc1Y2I1YTdlM2ZkMjVlMjlkYTgyNThmMjRmYzAyMGIzZmE5NTAzNjJiOGJjOGViMjUyZTU2ZTc0In19fQ==
happy_ghast:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTFhMzZjYjkzZDAxNjc1YzQ2MjJkZDVjOGQ4NzIxMTA5MTFlYzEyYzM3MmU4OWFmYThiYTAzODYyODY3ZjZmYiJ9fX0=
- 100:Default:ZWM3OWY5MDgyZjZhYmVlZDk3NTA3NDQ0M2JlOGM4YTc5ZWExMDYwZDYxMDk0ZmY3OWEwNDk4OTM0MDQzMDYyNCJ9fX0=
- 100:Default:MjRiNWE0NzJkY2U5MzUwNWQ0YTQ0MDFhNzRjZTI5ZWNlZTg4ZTMyNjQyOGJjMTAzY2JhZDRkOTM5YWJlZDFiIn19fQ==
hoglin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OWJiOWJjMGYwMWRiZDc2MmEwOGQ5ZTc3YzA4MDY5ZWQ3Yzk1MzY0YWEzMGNhMTA3MjIwODU2MWI3MzBlOGQ3NSJ9fX0=
horse:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NjE5MDI4OTgzMDg3MzBjNDc0NzI5OWNiNWE1ZGE5YzI1ODM4YjFkMDU5ZmU0NmZjMzY4OTZmZWU2NjI3MjkifX19
husk:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Nzc3MDY4MWQxYTI1NWZiNGY3NTQ3OTNhYTA1NWIyMjA0NDFjZGFiOWUxMTQxZGZhNTIzN2I0OTkzMWQ5YjkxYyJ9fX0=
illusioner:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MmYyODgyZGQwOTcyM2U0N2MwYWI5NjYzZWFiMDgzZDZhNTk2OTI3MzcwNjExMGM4MjkxMGU2MWJmOGE4ZjA3ZSJ9fX0=
- 100:Default:NTEyNTEyZTdkMDE2YTIzNDNhN2JmZjFhNGNkMTUzNTdhYjg1MTU3OWYxMzg5YmQ0ZTNhMjRjYmViODhiIn19fQ==
iron_golem:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODkwOTFkNzllYTBmNTllZjdlZjk0ZDdiYmE2ZTVmMTdmMmY3ZDQ1NzJjNDRmOTBmNzZjNDgxOWE3MTQifX19
llama:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NGQ2N2ZkNGJmZjI5MzI2OWNiOTA4OTc0ZGNhODNjMzM0ODVlNDM1ZWQ1YThlMWRiZDY1MjFjNjE2ODcxNDAifX19
- 100:Default:ODAyNzdlNmIzZDlmNzgxOWVmYzdkYTRiNDI3NDVmN2FiOWE2M2JhOGYzNmQ2Yjg0YTdhMjUwYzZkMWEzNThlYiJ9fX0=
- 100:Default:YzJiMWVjZmY3N2ZmZTNiNTAzYzMwYTU0OGViMjNhMWEwOGZhMjZmZDY3Y2RmZjM4OTg1NWQ3NDkyMTM2OCJ9fX0=
- 100:Default:Y2YyNGU1NmZkOWZmZDcxMzNkYTZkMWYzZTJmNDU1OTUyYjFkYTQ2MjY4NmY3NTNjNTk3ZWU4MjI5OWEifX19
magma_cube:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Mzg5NTdkNTAyM2M5MzdjNGM0MWFhMjQxMmQ0MzQxMGJkYTIzY2Y3OWE5ZjZhYjM2Yjc2ZmVmMmQ3YzQyOSJ9fX0=
mannequin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads: []
mooshroom:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZDBiYzYxYjk3NTdhN2I4M2UwM2NkMjUwN2EyMTU3OTEzYzJjZjAxNmU3YzA5NmE0ZDZjZjFmZTFiOGRiIn19fQ==
mule:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTA0ODZhNzQyZTdkZGEwYmFlNjFjZTJmNTVmYTEzNTI3ZjFjM2IzMzRjNTdjMDM0YmI0Y2YxMzJmYjVmNWYifX19
nautilus:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZmIxNjQ4NDgyNzMzYTdjM2JiODRiZTQ2OGQ1NzVlM2ZiZDNmZjE5MzI4MWIwNzI3ZWFkOGRlYWRlYTYwMjM3YSJ9fX0=
- 100:Default:M2JiMzQwZGQzMzAyNjE1MzQ4ZGU1MTYyZmUxNjcwYjljNWM5YzYxNmNkOTJkMmRlOWQ4Mzk4Y2IzM2U4NDJhZSJ9fX0=
ocelot:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YWI4ODFjMzliM2FmZGNjNzlmOTFmZTVkZTNjZGQwMTViYzMzNTM4NDNmNTkxZjRkMjNjZDMwMjdkZTRlNiJ9fX0=
- 100:Default:NTY1N2NkNWMyOTg5ZmY5NzU3MGZlYzRkZGNkYzY5MjZhNjhhMzM5MzI1MGMxYmUxZjBiMTE0YTFkYjEifX19
- 100:Default:YTc1NWU3ZGYwNGQxOGIzMWQ2M2MxN2Y0YTdiNGM3MzkyNGJkNjI2NWRhNjllMTEzZWRkZDk3NTE2ZmM3In19fQ==
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panda:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZDE4OGM5ODBhYWNmYTk0Y2YzMzA4ODUxMmIxYjk1MTdiYTgyNmIxNTRkNGNhZmMyNjJhZmY2OTc3YmU4YSJ9fX0=
parched:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MjRhZWNlZmY1ZjI2ZGQ4NDEzYzVjMDM1NDdjMjM0YWMwMzEwOGQxODdhZjBiOWNkODM0YThjZTEyNTk4NTkxYyJ9fX0=
parrot:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Yjc4ZTFjNWY0OGE3ZTEyYjI2Mjg1MzU3MWVmMWY1OTdhOTJlZjU4ZGE4ZmFhZmUwN2JiN2MwZTY5ZTkzIn19fQ==
- 100:Default:ZGFjNjcwM2RlZDQ2ZDkzOWE2MjBmZTIyYzQzZTE4Njc0ZTEzZDIzYzk3NDRiZTAzNmIzNDgzYzFkMWNkZCJ9fX0=
- 100:Default:M2Q2ZjRhMjFlMGQ2MmFmODI0Zjg3MDhhYzYzNDEwZjFhMDFiYmI0MWQ3ZjRhNzAyZDk0NjljNjExMzIyMiJ9fX0=
- 100:Default:ZjBiZmE4NTBmNWRlNGIyOTgxY2NlNzhmNTJmYzJjYzdjZDdiNWM2MmNhZWZlZGRlYjljZjMxMWU4M2Q5MDk3In19fQ==
- 100:Default:ZjhhODJjOGI3NWRkMWMyY2U4MTMzYzBiYTkzOWI4YzUyZTQ3ZDNlYzM3NDk1MGY0N2RkZGJiZTM0NWUyMCJ9fX0=
- 100:Default:YTRiYThkNjZmZWNiMTk5MmU5NGI4Njg3ZDZhYjRhNTMyMGFiNzU5NGFjMTk0YTI2MTVlZDRkZjgxOGVkYmMzIn19fQ==
- 100:Default:YWI5YTM2YzU1ODlmM2EyZTU5YzFjYWE5YjNiODhmYWRhNzY3MzJiZGI0YTc5MjYzODhhOGMwODhiYmJjYiJ9fX0=
- 100:Default:YWNhNTgwYjA1MWM2M2JlMjlkYTU0NWE5YWE3ZmY3ZTEzNmRmNzdhODFjNjdkYzFlZTllNjE3MGMxNGZiMzEwIn19fQ==
- 100:Default:MmI5NGYyMzZjNGE2NDJlYjJiY2RjMzU4OWI5YzNjNGEwYjViZDVkZjljZDVkNjhmMzdmOGM4M2Y4ZTNmMSJ9fX0=
phantom:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YWQyZmE1NjE4NDQ3NzYyZTI2MTExZTA2MGRjNTkzZWE2MjJkNWRkZmMzODVkN2U0MjUzMmU0NjMyN2Y4MDdjMCJ9fX0=
- 100:Default:NDExZDI1YmNkYWJhZmFkNWZkNmUwMTBjNWIxY2Y3YTAwYzljY2E0MGM1YTQ2NzQ3ZjcwNmRjOWNiM2EifX19
pig:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YzNhYmQ0NGFlNjdkOWM5MjU0ZDE3N2U5NjU4ZGE4NDg0MzM4OWQ1ZTFmZmQyYWYxZmI1MTIxN2M3NWMyOTgifX19
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piglin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:OWYxODEwN2QyNzVmMWNiM2E5Zjk3M2U1OTI4ZDU4NzlmYTQwMzI4ZmYzMjU4MDU0ZGI2ZGQzZTdjMGNhNjMzMCJ9fX0=
piglin_brute:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:M2UzMDBlOTAyNzM0OWM0OTA3NDk3NDM4YmFjMjllM2E0Yzg3YTg0OGM1MGIzNGMyMTI0MjcyN2I1N2Y0ZTFjZiJ9fX0=
pillager:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NGFlZTZiYjM3Y2JmYzkyYjBkODZkYjVhZGE0NzkwYzY0ZmY0NDY4ZDY4Yjg0OTQyZmRlMDQ0MDVlOGVmNTMzMyJ9fX0=
polar_bear:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZDQ2ZDIzZjA0ODQ2MzY5ZmEyYTM3MDJjMTBmNzU5MTAxYWY3YmZlODQxOTk2NjQyOTUzM2NkODFhMTFkMmIifX19
pufferfish:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTk1NTkzODg5OTNmZTc4MmY2N2JkNThkOThjNGRmNTZiY2Q0MzBlZGNiMmY2NmVmNTc3N2E3M2MyN2RlMyJ9fX0=
rabbit:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Yzk3N2EzMjY2YmYzYjllYWYxN2U1YTAyZWE1ZmJiNDY4MDExNTk4NjNkZDI4OGI5M2U2YzEyYzljYiJ9fX0=
- 100:Default:NzJjNTgxMTZhMTQ3ZDFhOWEyNjI2OTIyNGE4YmUxODRmZThlNWYzZjNkZjliNjE3NTEzNjlhZDg3MzgyZWM5In19fQ==
- 100:Default:Y2I4Y2ZmNGIxNWI4Y2EzN2UyNTc1MGYzNDU3MThmMjg5Y2IyMmM1YjNhZDIyNjI3YTcxMjIzZmFjY2MifX19
ravager:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MWNiOWYxMzlmOTQ4OWQ4NmU0MTBhMDZkOGNiYzY3MGM4MDI4MTM3NTA4ZTNlNGJlZjYxMmZlMzJlZGQ2MDE5MyJ9fX0=
- 100:Default:M2I2MjUwMWNkMWI4N2IzN2Y2MjgwMTgyMTBlYzU0MDBjYjY1YTRkMWFhYjc0ZTZhM2Y3ZjYyYWE4NWRiOTdlZSJ9fX0=
salmon:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YWRmYzU3ZDA5MDU5ZTQ3OTlmYTkyYzE1ZTI4NTEyYmNmYWExMzE1NTc3ZmUzYTI3YWVkMzg5ZTRmNzUyMjg5YSJ9fX0=
sheep:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Magenta Sheep:c-magenta:MTgzNjU2NWM3ODk3ZDQ5YTcxYmMxODk4NmQxZWE2NTYxMzIxYTBiYmY3MTFkNDFhNTZjZTNiYjJjMjE3ZTdhIn19fQ==
- 100:Brown Sheep:c-brown:YTU1YWQ2ZTVkYjU2OTJkODdmNTE1MTFmNGUwOWIzOWZmOWNjYjNkZTdiNDgxOWE3Mzc4ZmNlODU1M2I4In19fQ==
- 100:Purple Sheep:c-purple:YWU1Mjg2N2FmZWYzOGJiMTRhMjZkMTQyNmM4YzBmMTE2YWQzNDc2MWFjZDkyZTdhYWUyYzgxOWEwZDU1Yjg1In19fQ==
- 100:Pink Sheep:c-pink:MmFjNzRhMmI5YjkxNDUyZTU2ZmExZGRhNWRiODEwNzc4NTZlNDlmMjdjNmUyZGUxZTg0MWU1Yzk1YTZmYzVhYiJ9fX0=
- 100:Green Sheep:c-green:YTAxNzIxNWM3ZjhkYjgyMDQwYWEyYzQ3Mjk4YjY2NTQxYzJlYjVmN2Y5MzA0MGE1ZDIzZDg4ZjA2ODdkNGIzNCJ9fX0=
- 100:Lime Sheep:c-lime:OTJhMjQ0OGY1OGE0OTEzMzI0MzRlODVjNDVkNzg2ZDg3NDM5N2U4MzBhM2E3ODk0ZTZkOTI2OTljNDJiMzAifX19
- 100:Cyan Sheep:c-cyan:MWM4YTk3YTM4ODU2NTE0YTE2NDEzZTJjOTk1MjEyODlmNGM1MzYzZGM4MmZjOWIyODM0Y2ZlZGFjNzhiODkifX19
- 100:Orange Sheep:c-orange:ZjA5ODM5N2EyNzBiNGMzZDJiMWU1NzRiOGNmZDNjYzRlYTM0MDkwNjZjZWZlMzFlYTk5MzYzM2M5ZDU3NiJ9fX0=
- 100:Blue Sheep:c-blue:ZDllYzIyODE4ZDFmYmZjODE2N2ZiZTM2NzI4YjI4MjQwZTM0ZTE2NDY5YTI5MjlkMDNmZGY1MTFiZjJjYTEifX19
- 100:Light Blue Sheeep:c-light_blue:NDZmNmM3ZTdmZDUxNGNlMGFjYzY4NTkzMjI5ZTQwZmNjNDM1MmI4NDE2NDZlNGYwZWJjY2NiMGNlMjNkMTYifX19
- 100:Yellow Sheep:c-yellow:MjZhNDExMmRmMWU0YmNlMmE1ZTI4NDE3ZjNhYWZmNzljZDY2ZTg4NWMzNzI0NTU0MTAyY2VmOGViOCJ9fX0=
- 100:Light Gray Sheep:c-light_gray:Y2UxYWM2ODM5OTNiZTM1NTEyZTFiZTMxZDFmNGY5OGU1ODNlZGIxNjU4YTllMjExOTJjOWIyM2I1Y2NjZGMzIn19fQ==
- 100:Red Sheep:c-red:ODM5YWY0NzdlYjYyNzgxNWY3MjNhNTY2MjU1NmVjOWRmY2JhYjVkNDk0ZDMzOGJkMjE0MjMyZjIzZTQ0NiJ9fX0=
- 100:Black Sheep:c-black:MzI2NTIwODNmMjhlZDFiNjFmOWI5NjVkZjFhYmYwMTBmMjM0NjgxYzIxNDM1OTUxYzY3ZDg4MzY0NzQ5ODIyIn19fQ==
- 100:Gray Sheep:c-gray:NDI4N2ViNTAxMzkxZjI3NTM4OWYxNjZlYzlmZWJlYTc1ZWM0YWU5NTFiODhiMzhjYWU4N2RmN2UyNGY0YyJ9fX0=
- 100:White Sheep:c-white:ZjMxZjljY2M2YjNlMzJlY2YxM2I4YTExYWMyOWNkMzNkMThjOTVmYzczZGI4YTY2YzVkNjU3Y2NiOGJlNzAifX19
shulker:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MWU3MzgzMmUyNzJmODg0NGM0NzY4NDZiYzQyNGEzNDMyZmI2OThjNThlNmVmMmE5ODcxYzdkMjlhZWVhNyJ9fX0=
silverfish:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZGE5MWRhYjgzOTFhZjVmZGE1NGFjZDJjMGIxOGZiZDgxOWI4NjVlMWE4ZjFkNjIzODEzZmE3NjFlOTI0NTQwIn19fQ==
skeleton:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MzAxMjY4ZTljNDkyZGExZjBkODgyNzFjYjQ5MmE0YjMwMjM5NWY1MTVhN2JiZjc3ZjRhMjBiOTVmYzAyZWIyIn19fQ==
- 100:Default:Yjk1MDc4ZDNiM2IxNzAxZDQ1NzI5ZDNhMTQyMjQ2N2IyOWRiYjJlMWE5MTI4MTMzYTJmMTYzZWJlODVkMmRiOSJ9fX0=
skeleton_horse:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NDdlZmZjZTM1MTMyYzg2ZmY3MmJjYWU3N2RmYmIxZDIyNTg3ZTk0ZGYzY2JjMjU3MGVkMTdjZjg5NzNhIn19fQ==
slime:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MTZhZDIwZmMyZDU3OWJlMjUwZDNkYjY1OWM4MzJkYTJiNDc4YTczYTY5OGI3ZWExMGQxOGM5MTYyZTRkOWI1In19fQ==
sniffer:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODdhZDkyMGE2NmUzOGNjMzQyNmE1YmZmMDg0NjY3ZTg3NzIxMTY5MTVlMjk4MDk4NTY3YzEzOWYyMjJlMmM0MiJ9fX0=
snow_golem:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MWZkZmQxZjc1MzhjMDQwMjU4YmU3YTkxNDQ2ZGE4OWVkODQ1Y2M1ZWY3MjhlYjVlNjkwNTQzMzc4ZmNmNCJ9fX0=
spider:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Y2Q1NDE1NDFkYWFmZjUwODk2Y2QyNThiZGJkZDRjZjgwYzNiYTgxNjczNTcyNjA3OGJmZTM5MzkyN2U1N2YxIn19fQ==
squid:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MDE0MzNiZTI0MjM2NmFmMTI2ZGE0MzRiODczNWRmMWViNWIzY2IyY2VkZTM5MTQ1OTc0ZTljNDgzNjA3YmFjIn19fQ==
stray:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NzhkZGY3NmU1NTVkZDVjNGFhOGEwYTVmYzU4NDUyMGNkNjNkNDg5YzI1M2RlOTY5ZjdmMjJmODVhOWEyZDU2In19fQ==
strider:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MThhOWFkZjc4MGVjN2RkNDYyNWM5YzA3NzkwNTJlNmExNWE0NTE4NjY2MjM1MTFlNGM4MmU5NjU1NzE0YjNjMSJ9fX0=
tadpole:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YjIzZWJmMjZiN2E0NDFlMTBhODZmYjVjMmE1ZjNiNTE5MjU4YTVjNWRkZGQ2YTFhNzU1NDlmNTE3MzMyODE1YiJ9fX0=
trader_llama:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODQyNDc4MGIzYzVjNTM1MWNmNDlmYjViZjQxZmNiMjg5NDkxZGY2YzQzMDY4M2M4NGQ3ODQ2MTg4ZGI0Zjg0ZCJ9fX0=
- 100:Default:YmU0ZDhhMGJjMTVmMjM5OTIxZWZkOGJlMzQ4MGJhNzdhOThlZTdkOWNlMDA3MjhjMGQ3MzNmMGEyZDYxNGQxNiJ9fX0=
- 100:Default:NzA4N2E1NTZkNGZmYTk1ZWNkMjg0NGYzNTBkYzQzZTI1NGU1ZDUzNWZhNTk2ZjU0MGQ3ZTc3ZmE2N2RmNDY5NiJ9fX0=
tropical_fish:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MzZkMTQ5ZTRkNDk5OTI5NjcyZTI3Njg5NDllNjQ3Nzk1OWMyMWU2NTI1NDYxM2IzMjdiNTM4ZGYxZTRkZiJ9fX0=
turtle:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MGE0MDUwZTdhYWNjNDUzOTIwMjY1OGZkYzMzOWRkMTgyZDdlMzIyZjlmYmNjNGQ1Zjk5YjU3MThhIn19fQ==
vex:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NWU3MzMwYzdkNWNkOGEwYTU1YWI5ZTk1MzIxNTM1YWM3YWUzMGZlODM3YzM3ZWE5ZTUzYmVhN2JhMmRlODZiIn19fQ==
villager:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODIyZDhlNzUxYzhmMmZkNGM4OTQyYzQ0YmRiMmY1Y2E0ZDhhZThlNTc1ZWQzZWIzNGMxOGE4NmU5M2IifX19
vindicator:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZGFlZWQ5ZDhlZDE3NjllNzdlM2NmZTExZGMxNzk2NjhlZDBkYjFkZTZjZTI5ZjFjOGUwZDVmZTVlNjU3M2I2MCJ9fX0=
wandering_trader:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NWYxMzc5YTgyMjkwZDdhYmUxZWZhYWJiYzcwNzEwZmYyZWMwMmRkMzRhZGUzODZiYzAwYzkzMGM0NjFjZjkzMiJ9fX0=
warden:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NmNmMzY3NGIyZGRjMGVmN2MzOWUzYjljNmI1ODY3N2RlNWNmMzc3ZDJlYjA3M2YyZjNmZTUwOTE5YjFjYTRjOSJ9fX0=
witch:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ODllOGI1ZjE1YTliMjlhMWUzODljOTUyMThmZDM3OTVmMzI4NzJlNWFlZTk0NjRhNzY0OTVjNTI3ZDIyNDUifX19
wither:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:YTQzNTE2NGMwNWNlYTI5OWEzZjAxNmJiYmVkMDU3MDZlYmI3MjBkYWM5MTJjZTQzNTFjMjI5NjYyNmFlY2Q5YSJ9fX0=
- 100:Default:M2U0ZjQ5NTM1YTI3NmFhY2M0ZGM4NDEzM2JmZTgxYmU1ZjJhNDc5OWE0YzA0ZDlhNGRkYjcyZDgxOWVjMmIyYiJ9fX0=
- 100:Default:Y2RmNzRlMzIzZWQ0MTQzNjk2NWY1YzU3ZGRmMjgxNWQ1MzMyZmU5OTllNjhmYmI5ZDZjZjVjOGJkNDEzOWYifX19
- 100:Default:OTY0ZTFjM2UzMTVjOGQ4ZmZmYzM3OTg1YjY2ODFjNWJkMTZhNmY5N2ZmZDA3MTk5ZThhMDVlZmJlZjEwMzc5MyJ9fX0=
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wither_skeleton:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:Nzk1M2I2YzY4NDQ4ZTdlNmI2YmY4ZmIyNzNkNzIwM2FjZDhlMWJlMTllODE0ODFlYWQ1MWY0NWRlNTlhOCJ9fX0=
- 100:Default:ZjVlYzk2NDY0NWE4ZWZhYzc2YmUyZjE2MGQ3Yzk5NTYzNjJmMzJiNjUxNzM5MGM1OWMzMDg1MDM0ZjA1MGNmZiJ9fX0=
- 100:Default:NDk2YmM4ZWJkNGUxM2Y0OTZkOGQ3NGM1NjVkZDU2ZTk5YTRhZjJlMmVhN2EyN2E5NmMxYWJkMjg0MTg0YiJ9fX0=
wolf:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NjlkMWQzMTEzZWM0M2FjMjk2MWRkNTlmMjgxNzVmYjQ3MTg4NzNjNmM0NDhkZmNhODcyMjMxN2Q2NyJ9fX0=
- 100:Angry Wolf:c-angry:ZTk1Y2JiNGY3NWVhODc2MTdmMmY3MTNjNmQ0OWRhYzMyMDliYTFiZDRiOTM2OTY1NGIxNDU5ZWExNTMxNyJ9fX0=
zoglin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZTY3ZTE4NjAyZTAzMDM1YWQ2ODk2N2NlMDkwMjM1ZDg5OTY2NjNmYjllYTQ3NTc4ZDNhN2ViYmM0MmE1Y2NmOSJ9fX0=
zombie:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:NTZmYzg1NGJiODRjZjRiNzY5NzI5Nzk3M2UwMmI3OWJjMTA2OTg0NjBiNTFhNjM5YzYwZTVlNDE3NzM0ZTExIn19fQ==
- 100:Default:MzExZGQ5MWVlNGQzMWRkZDU5MWQyODMyZWExZWMwODBmMmVkZWQzM2FiODllZTFkYjhiMDRiMjZhNjhhIn19fQ==
zombie_horse:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZDIyOTUwZjJkM2VmZGRiMThkZTg2ZjhmNTVhYzUxOGRjZTczZjEyYTZlMGY4NjM2ZDU1MWQ4ZWI0ODBjZWVjIn19fQ==
zombie_nautilus:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:ZmQ5YTkzMzM3NmRhNDRjMzM5MTMwN2NiOWY0Y2YwM2YxNmYzYTU0ZjQ5NWZkNWExMWJhZDhhMzczZjlkNTcyMCJ9fX0=
zombie_villager:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:MzdlODM4Y2NjMjY3NzZhMjE3YzY3ODM4NmY2YTY1NzkxZmU4Y2RhYjhjZTljYTRhYzZiMjgzOTdhNGQ4MWMyMiJ9fX0=
- 100:Default:Y2ZmMDQ4MmZkMzJmYWIyY2U5ZjVmYTJlMmQ5YjRkYzc1NjFkYTQyMjE1MmM5OWZjODA0YjkxMzljYWYyNTZiIn19fQ==
- 100:Default:OTYxZjE5ZmZkOGFlNDI1NzkyYzRiMTgxNzU2YWRmZjhkNDgxNzRhZWVmNThhMGYzMjdhMjhjNzQyYzcyNDQyIn19fQ==
- 100:Default:YTE2MTU1ZmNmMzY2Y2Y0ZTA2Y2U1ZGZmYzQ4Y2E1NGU4ZWE0OGRmZTUyNTM1OGI2MTJkYzQ0ZmQ0MzIifX19
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zombified_piglin:
DropChance: 1.0
LowerWithEachDrop: 50.0
Heads:
- 100:Default:N2VhYmFlY2M1ZmFlNWE4YTQ5Yzg4NjNmZjQ4MzFhYWEyODQxOThmMWEyMzk4ODkwYzc2NWUwYThkZTE4ZGE4YyJ9fX0=
+28
View File
@@ -0,0 +1,28 @@
storage:
# storage method, can be MySQL or sqlite
# ATTENTION! DON'T USE SAME DATABASE TABLES FOR MORE THEN ONE SERVER, YOU WILL HAVE UNEXPECTED ISSUES. EACH SERVER SHOULD HAVE ITS OWN DATABASE TABLE SETUP
method: sqlite
mysql:
# Requires Mysql.
username: root
password: ''
hostname: localhost:3306
database: minecraft
# Valid characters are a-z 0-9 and _
tablePrefix: CMI_
# If you have no clue what these values do, then keep it at default values
autoReconnect: true
useSSL: false
verifyServerCertificate: false
# Auto save interval in seconds
# This will define how often to write down data into data base
# Save operation will not be performed if there is no changes to save
# !ATTENTION! Keep it in low numbers, around 60 seconds
# Minimal interval is 10 seconds
AutoSaveInterval: 15
# Player data will be recorded straight after he logs out, without any delay
ForceSaveOnLogOut: false
# EXPERIMENTAL. This is not fully tested yet and some minor issues can happen when ussing on bungee network
# Player data will be loaded from database each time player joins server
# When its set to false then precached data will be uses which is more efficient
ForceLoadOnLogIn: false
+31
View File
@@ -0,0 +1,31 @@
# Enable or disable custom death messages
# Check DeathMessages dirrectory for message options
# Not all death situations might be included and future updates might be needed
# Report any missing death situation you encountered to github issue section with exact way to reproduce death situation
EnableCustom: false
# Defines number of players from which to automatically start hiding death messages
# Set to -1 to disable this
AutoHideFrom: -1
# Range in blocks we should broadcast players death message
# Setting this to any range will automatically exclude players in other worlds
Range: -1
# Where should we should death message
# Options: plain, actionBar
Destination: plain
# List of worlds where deaths from them are never announced
DisabledWorlds:
- ''
# List of worlds where deaths are not announced to players
MutedWorlds:
- ''
# List of player names we should ignore and not show their death messages
IgnoredPlayers:
- ''
AntiSpam:
# Time range in seconds we should check when preventing death message spam
# Set to -1 if you want to disable it
# Keep in mind that player who dies will continue to see his own death messages even if its over the limit
TimeRange: 30
# How many death messages we should broadcast from player in previously defined time frame
Count: 3
+153
View File
@@ -0,0 +1,153 @@
# Commands performed on particular event
# Full color code support and some variables
# If command starts with msg! and then player name is given, simple message will be sent to that player if he is online.
# If command starts with broadcast! then message will be sent to everyone on server in simple manear
# If command starts with actionbar! then all players will get action bar message defined after this variable
# If command starts with title! then all players will get title message defined after this variable
# If command starts with subtitle! then all players will get subtitle message defined after this variable
# If command starts with kickall! then all players will be kicked from server with defined message. Usefull before server stop.
# If command starts with perm:[permissionNode]! then command will get performed if player has permission node. This will not work when we don't know who is target player. In example: perm:cmi.announce.vip! broadcast! Hello vip guys
# [playerName] to insert target player name
# [playerDisplayName] to insert player display name
# [lvl] to insert player level
# [exp] to insert player total exp
# [hp] to insert player health
# [maxHp] to insert player max health
# [hunger] to insert player hunger level
# [gameMode] to insert player gamemode
# Keep in mind that joinServer commands will not be performd on firstJoinServer event
# ATTENTION!
# Extreme usage of heavy commands could result in increased load for your server. Try using as little of them as possible for one event
# and if possible spread them out with a delay by using "delay! 0.3" or similar variable
# This will allow server to catch up with his calculation instead of forcing him to do all of those commands at once
firstJoinServer:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
joinServer:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
quitServer:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerDeath:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
SourceCommands: []
playerKillPlayer:
# [sourceName] to insert source player name
# [sourceDisplayName] to insert player display name
# [sourceLvl] to insert player level
# [sourceExp] to insert player total exp
# [sourceHp] to insert player health
# [sourceMaxHp] to insert player max health
# [sourceHunger] to insert player hunger level
# [sourceGameMode] to insert player gamemode
# Keep in mind that in case you are using specialized commands, then Commands section will be performed on player who died and SourceCommands will be performed on player who killed
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
SourceCommands: []
playerRespawn:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerTeleport:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
bedLeave:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
bedEnter:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerWorldChange:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerPreWorldChange:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerGameModeChange:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerKick:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerBan:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
playerLevelChange:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
voidFall:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
elytraStartGlide:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
advancementDone:
# use [value] variable to insert advancements identificator
# This returns path to advancement like recipes/building_blocks/emerald_block which can be used in commands in case you want to filter out specific ones
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
elytraEndGlide:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
sneakingSwapHandItems:
Enabled: false
# Item swap event can be canceled if needed. This only works if event monitor is enabled
CancelEvent: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
swapHandItems:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
pvpstart:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
pvpend:
Enabled: false
Commands:
- cmi msg [playerName] !This is event command example!
- cmi msg [playerName] !Originates from sneakingSwapHandItems event!
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Homes:
# When enabled we will require player to click on ingame chat to confirm home location override in case home with same name already exist
# This can be dirrectly confirmed with /cmi sethome [homeName] -override
Confirmation: true
# This defines max slot number player could provide while creating home with /sethome [homeName] [slotNumber]
MaxGuiSlots: 99
Gui:
# Open gui when using /cmi home command if you have more then one home in your saved list
Use: true
# When enabled we will create more complex home UI with extra buttons and options while keeping this disabled we will simply list homes in a row
Complex: true
Options:
# When enabled we will expand area for homes from 10 to 28
Expanded: false
# Keep it empty if you want to use global infill material
Border: ''
# Material around homes when its not in expanded state
Infill: WHITE_STAINED_GLASS_PANE
InfoButton:
# Extra button to be used in case you want to provide any aditional information when clicking on it
Use: false
Slot: 1
Material: head:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNDZiYTYzMzQ0ZjQ5ZGQxYzRmNTQ4OGU5MjZiZjNkOWUyYjI5OTE2YTZjNTBkNjEwYmI0MGE1MjczZGM4YzgyIn19fQ==
Commands:
- closeinv!
CloseButton:
Use: true
Slot: 9
Material: head:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNmNjYmY5ODgzZGQzNTlmZGYyMzg1YzkwYTQ1OWQ3Mzc3NjUzODJlYzQxMTdiMDQ4OTVhYzRkYzRiNjBmYyJ9fX0=
Commands:
- closeinv!
bedButton:
Use: true
Slot: 4
Material: LIGHT_BLUE_BED
homeButton:
Use: true
Slot: 5
Material: head:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTJkN2E3NTFlYjA3MWUwOGRiYmM5NWJjNWQ5ZDY2ZTVmNTFkYzY3MTI2NDBhZDJkZmEwM2RlZmJiNjhhN2YzYSJ9fX0=
deathButton:
Use: true
Slot: 6
Material: TOTEM_OF_UNDYING
backButton:
Use: true
Slot: 7
Material: BONE
prevButton:
Slot: 46
middleButton:
Slot: 50
nextButton:
Slot: 54
# Homes groups to define max amount homes player can have. Permission: cmi.command.sethome.[groupname]
# If players home group if not find then amount will be set to 1
# To have unlimited homes use cmi.command.sethome.unlimited permission
# In addition to this you can use simple numeric permission node cmi.command.sethome.[number] which will define max number of homes player can have
Groups:
Newbie: 2
Advanced: 3
Vip: 5
Limits:
# Blocks homes usage when the limit is exceeded
# Player will not be allowed to teleport to homes if he owns more homes than his max limit
BlockExtraHomes: true
# Notifies the player on login when they exceed the limit
NotifyOnLogin: true
# Requires cmi.bedhome permission node
# When set to true by interacting with bed, regular home location will be created
# When set to false vanilla bed home location will be set
BedInteraction: true
# When set to true, you can only set home location when you shift click a bed
onlyShiftBed: false
# Removes bed location when home location was created by clicking on that bed
RemoveBedLocationOnBedBreak: true
# When enabled, plugin will check if player can break block in that area before creating new home location
# This allows to prevent setting homes in protected areas
# Can be bypassed with cmi.command.sethome.bypass
CheckBlockBreak: false
# Name for default home location. By default its "Home"
DefaultName: Home
# Name for bed location. By default its "Home"
# Different name can be used to identify home location set by interacting with a bed from home location created with command
DefaultBedName: Home
# Defines what characters you can use in your home names
ValidNameRegex: '[^a-zA-Z0-9\-\_]'
WorldLimits:
# When enabled home creation will be limited by defined criteria
# This can be bypassed if you have cmi.command.sethome.bypasslimit permission node
Use: false
Groups:
Example1:
Amount: 3
Worlds:
- testWorld
Example2:
Amount: 5
Worlds:
- testWorld2
- testWorld3
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# List of modules you can turn on and off if you don't use them to save some server resources
# This will COMPLETELY disable some of the features
# For this to take effect you will need to perform full server restart
# Disabling some of modules will disable appropriate commands, like cuffed will disable cuff command, silentChest will disable silentChest command and so on
# Disabled commands will not appear in tab complete and it will return error message that command by this name doesnt exist
#
# Handles silent chest opening actions
# Applies for servers from 1.7.x and up
silentChest: true
#
# Version check when player logs in
# Applies for servers from 1.7.x and up
versionCheck: true
#
# World limitations: fly, game mode and god mode
# Applies for servers from 1.7.x and up
worldLimits: true
#
# World limitations: elytra mode
# Applies for servers from 1.9.x and up
worldLimitsElytra: true
#
# Login, logout and death messages
# Applies for servers from 1.7.x and up
customMessages: true
#
# First join messages
# Applies for servers from 1.7.x and up
firstJoinMessages: true
#
# Handling of cuffed players
# Applies for servers from 1.7.x and up
cuffed: true
#
# Handling of elevators
# Applies for servers from 1.7.x and up
elevator: true
#
# Handling of night speedup when players sleep in beds
# Applies for servers from 1.7.x and up
nightSpeedup: true
#
# Handling of damage control
# Applies for servers from 1.7.x and up
damageControl: true
#
# Handling of portal creation
# Applies for servers from 1.7.x and up
portalCreation: true
#
# Handling of portal creation
# Applies for servers from 1.7.x and up
teleportWith: true
#
# Handling of messages appearing when item durability gets low
# Applies for servers from 1.7.x and up
durabilityLoss: true
#
# Handling of mirror feature, which checks block place and break actions
# Applies for servers from 1.7.x and up
mirror: true
#
# Spawner handling, like drop, place, egg interactions
# Applies for servers from 1.7.x and up
spawners: true
#
# Checking spawner place proximity
# Applies for servers from 1.7.x and up
spawnerProximity: true
#
# Checking spawner charges
# Applies for servers from 1.7.x and up
spawnerCharge: true
#
# Handling of command warmups
# Applies for servers from 1.7.x and up
warmup: true
#
# Handling of command cooldowns
# Applies for servers from 1.7.x and up
cooldown: true
#
# Handling of interactive commands
# Applies for servers from 1.8.x and up
interactiveCommands: true
#
# Handling of attached commands
# Applies for servers from 1.8.x and up
attachedCommands: true
#
# Handling of armor effects
# Applies for servers from 1.7.x and up
armorEffects: true
#
# Handling of player tagging in chat and tabcomplete with @
# Applies for servers from 1.7.x and up
playerChatTag: true
#
# Handling of chat bubbles
# Applies for servers from 1.20.x and up
chatBubble: true
#
# Handling of tablist
# Applies for servers from 1.7.x and up
tablist: true
#
# Handling of painting editing with shift+right click
# Applies for servers from 1.7.x and up
paintingEditor: true
#
# Handles player vanish mode
# Applies for servers from 1.21.x and up
vanish: true
#
# Handles money cheques
# Applies for servers from 1.7.x and up
moneyCheque: true
#
# Handles armor stand editor
# Applies for servers from 1.8.x and up
armorstand: true
#
# Handles dedicated CMI playtime tracker
# Applies for servers from 1.7.x and up
cmiPlaytime: true
#
# Handles hologram updates
# Applies for servers from 1.7.x and up
holograms: true
#
# Handles portals
# Applies for servers from 1.7.x and up
portals: true
#
# Handles home bed interactions and bed destroy events. Disabling this homes will still work
# Applies for servers from 1.7.x and up
homeInteractions: true
#
# Handles dynamic signs
# Applies for servers from 1.7.x and up
dynamicSigns: true
#
# Handles sign editing
# Applies for servers from 1.20.x and up
signEdit: true
#
# Handles leather armor which has dynamic colors
# Applies for servers from 1.7.x and up
coloredArmor: true
#
# Handles entity target prevention on player /cmi notarget
# Applies for servers from 1.7.x and up
noTarget: true
#
# Handles rankup system
# Applies for servers from 1.7.x and up
ranks: true
#
# Handles votifier system
# Applies for servers from 1.7.x and up
votifier: true
#
# Handles player combat system
# Applies for servers from 1.7.x and up
playerCombat: true
#
# Handles head drops system
# Applies for servers from 1.16.x and up
headDrop: true
#
# Handles kit listener, mainly to give out new player kit
# Applies for servers from 1.7.x and up
kits: true
#
# Handles schedule system
# Applies for servers from 1.7.x and up
schedule: true
#
# Handles player name plates
# Applies for servers from 1.7.x and up
namePlates: true
#
# Handles jail system
# Applies for servers from 1.7.x and up
jail: true
#
# Handles cmi flight charge system
# Applies for servers from 1.7.x and up
flightCharge: true
#
# Handles shulker box as backpacks
# Applies for servers from 1.11.x and up
shulkerBackpack: true
#
# Handles decorated pot content display
# Applies for servers from 1.20.x and up
decoratedpot: true
#
# Handles player skins
# Applies for servers from 1.8.x and up
skin: true
#
# Handles selection areas. While this is disabled, command can still be used
# Applies for servers from 1.7.x and up
selection: true
#
# Handles mob and player hp bars as boss bar
# Applies for servers from 1.9.x and up
hpBossBar: true
#
# Handling of afk feature. This will disable any checks related to afk and players will never get into afk mode
# Applies for servers from 1.9.x and up
afk: true
#
# Handling timed commands like tfly and tgod
# Applies for servers from 1.7.x and up
timedCommands: true
#
# Handling of eventCommands.yml feature
# Applies for servers from 1.12.x and up
eventCommands: true
#
# Handling of disabled enchants in inventory
# Applies for servers from 1.7.x and up
disabledEnchants: true
#
# Handling of siting on blocks
# Applies for servers from 1.8.x and up
sitAnimation: true
#
# Handling of ride suffocation detection
# Applies for servers from 1.7.x and up
rideAnimation: true
#
# Handling of boss bar compass
# Applies for servers from 1.9.x and up
bossBarCompass: true
#
# Elytra boost
# Applies for servers from 1.9.x and up
elytraBoost: true
#
# Elytra launch
# Applies for servers from 1.9.x and up
elytraLaunch: true
#
# Exploit prevention, like using trident for infinite flight or self damage with arrow
# Applies for servers from 1.15.x and up
elytraExploit: true
#
# Handling of custom totem behavior
# Applies for servers from 1.11.x and up
totemBehavior: true
#
# Handling of anvil item colorization
# Applies for servers from 1.9.x and up
anvilColor: true
#
# Handling of anvil item renaming
# Applies for servers from 1.9.x and up
anvilRename: true
#
# Handling of launch command falldamage
# Applies for servers from 1.9.x and up
launchPad: true
#
# Handling of custom death messages
# Applies for servers from 1.7.x and up
deathMessages: true
#
# Handling of server links
# Applies for servers from 1.7.x and up
serverLinks: true
#
# Handling of hats
# Applies for servers from 1.7.x and up
hat: true
#
# Handling of some dialogs UI aspects
# Applies for servers from 1.21.x and up
dialogs: true
#
# Handling of speed tracking
# Applies for servers from 1.9.x and up
speedtracking: true
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# If you want to disable particular particle entirely, set it to ""
# More information how to set up this one can be found at https://www.zrips.net/cmi/extra/particles/
Particles:
Enabled: true
TotemHalo: circle;effect:reddust;c:255,255,10;twist;part:3;offset:0,2,0;pitch:90;radius:0.3;interval:2
Healing: circle;effect:heart;dur:0.1;part:1;offset:0,1.7,0;radius:0.3
GlyphHead: circle;effect:flying_glyph;dur:5;pitchc:15;part:10;offset:0,1.7,0;radius:0.5;yawc:12;color:rs;pitch:90
tpaWarmup: circle;effect:flying_glyph;dur:5;pitchc:15;part:10;offset:0,1.7,0;radius:0.5;yawc:12;color:rs;pitch:90
GColumn: circle;c:0,255,0;twist;part:5;r:0.75;pitch:90;move:0,0.1,0;rc:-0.02
SmallBoop: circle;effect:flying_glyph;yaw:[playerName];pitch:[playerName];r:0.1;part:3;rc:0.03;mr:0.3;twist
HologramInteraction: circle;effect:flying_glyph;yaw:[playerName];pitch:[playerName];r:0.1;part:3;rc:0.03;mr:0.3;twist
HologramNewInteraction: circle;effect:reddust;r:0;part:2;rc:0.2;mr:1;color:rs;yaw:[playerName];a:90
HologramHover: circle;effect:crit;r:0;part:1;
TpUp: circle;c:200,50,210;twist;part:5;r:0.5;pitch:90;move:0,0.33,0;offset:0,-0.2,0
TpDown: circle;c:150,50,10;part:5;r:0.5;pitch:90;move:0,-0.33,0;offset:0,2.2,0
# From custom1 to custom30 are free to use particle presets which can be utilized for things like command warmups
custom1: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom2: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom3: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom4: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom5: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom6: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom7: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom8: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom9: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom10: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom11: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom12: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom13: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom14: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom15: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom16: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom17: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom18: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom19: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom20: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom21: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom22: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom23: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom24: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom25: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom26: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom27: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom28: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom29: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
custom30: circle;effect:reddust;dur:5;pitchc:5;part:10;offset:0,1,0;radius:1;yawc:4
# Defined animated particles will be shown on player teleportation on particular action from place and to destination
# if you don't want it to be shown then set it to empty field
# Animation names should be used from Particles section from above like TpUp
TeleportEffects:
Unknown:
From: ''
To: ''
Elevator:
From: ''
To: ''
SafeLogin:
From: ''
To: ''
Spawn:
From: ''
To: ''
NetherRoof:
From: ''
To: ''
BelowBedrock:
From: ''
To: ''
Back:
From: ''
To: ''
DBack:
From: ''
To: ''
Home:
From: ''
To: ''
Jump:
From: ''
To: ''
Patrol:
From: ''
To: ''
Portal:
From: ''
To: ''
WarmUp:
From: ''
To: ''
Biome:
From: ''
To: ''
FlightCharge:
From: ''
To: ''
InvEdit:
From: ''
To: ''
TimedCommand:
From: ''
To: ''
TpaAll:
From: ''
To: ''
Tp:
From: ''
To: ''
Bungee:
From: ''
To: ''
Top:
From: ''
To: ''
Down:
From: ''
To: ''
TpAll:
From: ''
To: ''
TpHere:
From: ''
To: ''
TpPos:
From: ''
To: ''
TpoPos:
From: ''
To: ''
Warp:
From: ''
To: ''
JoinSpawn:
From: ''
To: ''
Totem:
From: ''
To: ''
randomTp:
From: ''
To: ''
World:
From: ''
To: ''
HoloEdit:
From: ''
To: ''
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hourly1:
DisplayName: "&7Hourly reward"
AutoClaim: true
Description:
- "&2Get reward for every hour you are online"
- "&2Free heal and 20 bucks into your pocket"
PayEvery: 3600
Commands:
- asConsole! cmi heal [playerName] -s
- asConsole! cmi money give [playerName] 20
daily1:
DisplayName: "&7Daily reward"
AutoClaim: true
Description:
- "&2Get reward for every 24 hours of playtime"
- "&22000 bucks into your pocket!"
PayEvery: 86400
Commands:
- asConsole! cmi money give [playerName] 2000
1hour:
DisplayName: "&fOne hour reward"
AutoClaim: false
Description:
- "&2Get reward for 1 hour you have been online"
- "&2500 bucks into your pocket!"
PayFor: 3600
Commands:
- asConsole! cmi money give [playerName] 500
6hour:
DisplayName: "&f6 hour reward"
AutoClaim: false
Description:
- "&2Get reward for 6 hour's you have been online"
- "&22 000 bucks into your pocket!"
PayFor: 21600
Commands:
- asConsole! cmi money give [playerName] 2000
12hour:
DisplayName: "&f12 hour reward"
AutoClaim: false
Description:
- "&2Get reward for 12 hour's you have been online"
- "&25 000 bucks into your pocket!"
PayFor: 43200
Commands:
- asConsole! cmi money give [playerName] 5000
24hour:
DisplayName: "&f24 hour reward"
AutoClaim: false
Description:
- "&2Get reward for 24 hour's you have been online"
- "&215 000 bucks into your pocket!"
PayFor: 86400
Commands:
- asConsole! cmi money give [playerName] 15000
7days:
DisplayName: "&f7 day reward"
AutoClaim: false
Description:
- "&2Get reward for 7 days you have been online"
- "&250 000 bucks into your pocket!"
PayFor: 604800
Commands:
- asConsole! cmi money give [playerName] 50000
30days:
DisplayName: "&f30 day reward"
AutoClaim: false
Description:
- "&2Get reward for 30 days you have been online"
- "&2500 000 bucks into your pocket!"
PayFor: 2592000
Commands:
- asConsole! cmi money give [playerName] 500000
#4mU3Yma4IFR4t2SEJlYaZmNSR0VhBHSOVnUUlVaodkTMVTbX1iYhFGaLZme04mWiFGaLhFW
@@ -0,0 +1,98 @@
RandomTeleportation:
# How long force player to wait before using command again.
Cooldown: 5
# How many times to try find correct location for teleportation.
# Keep it at low number, as player always can try again after delay
MaxTries: 20
# List of biomes to exclude from random teleportation
ExcludedBiomes:
- Ocean
- Deep ocean
- Deep cold ocean
- Cold ocean
- Deep lukewarm ocean
- Lukewarm ocean
- Warm ocean
- River
# If this set to true we will generate random teleport default settings for all detected worlds
# Setting to false will no longer generate world setups, but you can add them manually if needed
AutoGenerateWorlds: true
Worlds:
world:
Enabled: true
MaxTries: 0
Cooldown: 0
Range:
Max: 1000
Min: 500
Center:
X: 0
Z: 0
Circle: false
Ignore:
Water: true
Lava: true
Leaves: true
PowderSnow: false
CrawlSpaces: false
Materials: []
Biomes: []
PreferredBiomes: []
SurfaceOnly: false
FromAnotherWorld: true
RequireWorldPermission: false
YLimits:
Min: -64
Max: 320
world_nether:
Enabled: true
MaxTries: 0
Cooldown: 0
Range:
Max: 1000
Min: 500
Center:
X: 0
Z: 0
Circle: false
Ignore:
Water: true
Lava: true
Leaves: true
PowderSnow: false
CrawlSpaces: false
Materials: []
Biomes: []
PreferredBiomes: []
SurfaceOnly: false
FromAnotherWorld: true
RequireWorldPermission: false
YLimits:
Min: 0
Max: 128
world_the_end:
Enabled: true
MaxTries: 0
Cooldown: 0
Range:
Max: 1000
Min: 500
Center:
X: 0
Z: 0
Circle: false
Ignore:
Water: true
Lava: true
Leaves: true
PowderSnow: false
CrawlSpaces: false
Materials: []
Biomes: []
PreferredBiomes: []
SurfaceOnly: false
FromAnotherWorld: true
RequireWorldPermission: false
YLimits:
Min: 0
Max: 256
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# Main server folder spigot.yml and check that stats saving prevention its set to false stats->disable-saving: false
# Player will get default rank group depending on set permission node cmi.rank.[groupName]
# Not enabled ranks will be ignored
# DisplayName section is optional and it will be used to represent rank ingame. This is NOT defining required permission node and you still need to use node name to rankup to this rank
# DefaultRank section defines if player can be assigned to this rank if he don't have any. There can be more than one default rank, and depending on permision node, first rank will be assigned to that player when needed
# PermissionRequirement section defines list of permissions player should have to rankup to that rank. Optional - For each permission node you can add its name which will be shown in /cmi rankinfo with : In example cmi.command.fly:Fly
# McMMORequirement section defines list of McMMO skills and levels player should have to rankup to that rank.
# AureliumRequirement section defines list of Aurelium skills and levels player should have to rankup to that rank.
# AuraSkillsRequirement section defines list of Aura skills and levels player should have to rankup to that rank.
# McMMO and Aurelium sections can use skill name as Power to indicate total sum of all skills
# JobsRequirement section defines list of Jobs and levels player should have to rankup to that rank.
# ItemRequirement section defines list of items player should have to rankup to that rank. Items will be taken after succesfull rankup from players inventory.
# AutoRankup section defines if player will be auto ranked to this rank if possible. Keep in mind that if there is more than one legit rankup, player will have to confirm to which rank he wants to rankup
# RankupConfirmation section defines if you want to add additional confirmation for this rankup. Usefull to avoid unintentional rankups. Keep in mind that autorankup will request confirmation for rankup to this rank even if there is only one legit rankup option
# NextRanks is list of possible next ranks from this rank. Can be one or can be dozens. Keep in mind that each rank requirements will be shown in chat and it can clutter quite allot if there is bunch of them at once
# MoneyCost defines how much player will have to pay to rankup to this rank
# ExpCost defines how much player will have to pay in exp to rankup to this rank
# Votes defines how much player will need to have votes to rankup to this rank
# Commands is list which will be performed on rankup. Can be additional actions, like message broadcast or anything alse
# Main section is StatsRequirements and it can have allot of different values in it:
# In general format goes like this [mainStat](:optionalSubStat):amount
# In example MonsterKills:100 will require from player to have 100 monster kills while MonsterKills:Zombie:100 will require to have 100 zombie kills. Both of them can be used if needed.
# List of possible requirement and basic explanations:
# Distance in blocks:
# Travel - travel in total
# Walk - has to walk
# Sneak - has to sneak
# Sprint - has to sprint
# Swim - has to swim
# Fall - has to fall
# Climb - has to climb
# Fly - has to fly
# Dive - has to swim under water
# WalkOn Water - has to walk on water
# WalkUnderWater - has to walk under water
# MinecartTravel - has to travel with minecart
# BoatTravel - has to travel with boat
# PigTravel - has to ride pig
# HorseTravel - has to ride horse
# ElytraTravel - has to fly with elytra
# GhastTravel - has to travel with ghast
# StriderTravel - has to travel with strider
# Time in sec:
# PlayTime - total play time
# FromLastDeath - from last death
# SneakTime - sneak time
# TotalWorldTime - total world time
# Amounts:
# LeaveGame - how many times player left game
# Jump - jump count
# DamageDealt - total damage made
# DamageTaken - total damage taken
# DamageDealtAbsorbed - total damage absorbed
# DamageDealtResisted - total damage resisted
# DamageBlockedByShield - total damage blocked with shield
# DamageAbsorbed - total damage absorbed
# DamageResisted - total damage resisted
# Deaths - count of deaths
# KilledBy - defines amount of deaths by monster. If specific monster is not defined, then total amount is used
# MobKills - total amount of mobs killed by player
# PlayerKills - total amount of players killed. Indirect kills don't count
# ItemEnchanted - amount of enchanted items
# AnimalsBred - animals bred
# FishCaught - fish caught
# TalkedToVillager - times talked to villager
# TradedWithVillager - traded with willager
# CakeSlicesEaten - cake slices eaten
# CauldronFilled - cauldron filled
# CouldronUsed - couldron used
# ArmorCleaned - times armor cleaned (leather armor)
# BannerCleaned - times banner cleaned
# BrewingStandInteraction - brewingstand interactions
# BeaconInteraction - beacon interactions
# CraftingTableInteraction - crafting table interactions
# FurnaceInteraction - furnace interactions
# DispenserInspected - dispenser inspected
# DropperInspected - dropper inspected
# HopperInspected - hopper inspected
# ChestOpened - chest open
# TrappedChestTriggered - trapped chest triggered
# EnderchestOpened - enderchest opened
# NoteblockPlayed - noteblock played
# NoteblockTuned - noteblock tuned
# FlowerPotted - flower potted
# RecordPlayed - record played
# SleeptInBed - sleept in bed
# ShulkerBoxOpened - shulker box opened
# CleanShulkerBox - shulker box cleaned
# Drop - defines amount of dropped items. If specific item is not defined, then total amount is used
# MineBlock - defines amount of blocks mined. If specific block is not defined, then total amount is used
# PlaceBlock - defines amount of blocks placed. If specific block is not defined, then total amount is used
# BreakItem - defines amount of broken items. If specific item is not defined, then total amount is used
# CraftItem - defines amount of crafted items. If specific item is not defined, then total amount is used
# UseItem - defines amount of item usage. like mining with pickaxe. If specific item is not defined, then total amount is used
# Pickup - defines amount of picked up items. If specific item is not defined, then total amount is used
# KillEntity - defines amount of monster kills. If specific monster is not defined, then total amount is used
# InteractWithBlastFurnace - defines amount of interactions with blast furnace.
# InteractWithSmoker - defines amount of interactions with smoker.
# InteractWithLectern - defines amount of interactions with lectern.
# InteractWithCampfire - defines amount of interactions with campfire.
# InteractWithCartographyTable - defines amount of interactions with cartography table.
# InteractWithLoom - defines amount of interactions with loom.
# InteractWithStonecutter - defines amount of interactions with stonecutter.
# InteractWithAnvil - defines amount of interactions with anvil.
# InteractWithGrindstone - defines amount of interactions with grindstone.
# InteractWithSmithingTable - defines amount of interactions with smithing table.
# BellRing - defines amount of interactions with bell.
# RaidTrigger - defines amount of interactions with raid trigger.
# RaidWin - defines amount of interactions with raid win.
# TargetHit - defines amount of interactions with target hit.
# OpenBarrel - defines amount of interactions with open barrel.
# DropCount - defines amount of interactions with drop count.
Newbie:
Enabled: true
DisplayName: '&2Newbie'
DefaultRank: true
AutoRankup: true
NextRanks:
- Branch1
- Branch2
Branch1:
Enabled: true
DisplayName: '&2Branch1'
AutoRankup: true
RankupConfirmation: true
Votes: 5
PermissionRequirement:
- cmi.command.fly:Fly
McMMORequirement:
- woodcutting:10
- power:20
JobsRequirement:
- miner:10
- totallevel:20
AuraSkillsRequirement:
- miner:10
- power:20
AureliumRequirement:
- fishing:10
- power:30
ItemRequirement:
- stone:10
- stone:1:20
- book:20
NextRanks:
- Branch1Rank1
MoneyCost: 100
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Branch1 rank!
StatsRequirements:
- PlayTime:3600
- travel:1000
- MonsterKills:zombie:10
- MonsterKills:slime:5
- MonsterKills:wolf:5
- AccountAge:1209600
Branch1Rank1:
Enabled: true
DisplayName: '&2Branch1Rank1'
DefaultRank: false
AutoRankup: true
RankupConfirmation: false
PermissionRequirement:
- cmi.command.heal:Heal
NextRanks:
- Last
MoneyCost: 300
ExpCost: 350
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Branch1Rank1 rank!
StatsRequirements:
- travel:10000
- blocksmined:3000
- blocksmined:diamond_ore:30
- MonsterKills:1000
- AccountAge:1209600
McMMORequirement:
- taming:10
- unarmed:30
Branch2:
Enabled: true
DisplayName: '&2Branch2'
AutoRankup: true
RankupConfirmation: true
MoneyCost: 150
NextRanks:
- Branch2Rank1
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Branch2 rank!
PermissionRequirement:
- cmi.command.tp:Teleport
StatsRequirements:
- PlayTime:3600
- travel:2000
- MonsterKills:zombie:15
- MonsterKills:slime:10
Branch2Rank1:
Enabled: true
DisplayName: '&2Branch2Rank1'
AutoRankup: true
RankupConfirmation: false
MoneyCost: 100
ExpCost: 150
NextRanks:
- Branch2Rank2
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Branch1Rank1 rank!
StatsRequirements:
- PlayTime:4600
- Swim:1000
- SneakTime:180
- MonsterKills:100
Branch2Rank2:
Enabled: true
DisplayName: '&2Branch2Rank2'
AutoRankup: true
RankupConfirmation: false
MoneyCost: 100
ExpCost: 150
NextRanks:
- Last
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Branch2Rank2 rank!
StatsRequirements:
- walk:15000
- HorseTravel:1000
- ItemsUsed:10000
- PlayerKills:10
Last:
Enabled: true
DisplayName: '&2Last'
AutoRankup: true
StatsRequirements:
- PlayTime:21600
- walk:30000
- MonsterKills:1000
- blocksmined:30000
Commands:
- broadcast! &6[playerDisplayName] &eleveled up to Last rank!
- cmi heal [playerName]
- money give [playerName] 100
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Scavenge:
ItemBreak:
# Defined percentage for item to break when salvaging it
# Value can be from 0 to 100, where 100 means that each time player extract enchant, item breaks
# This can allow player to extract enchantments without breaking item itself
# Set it to 100 if you want to always break item
# Keep in mind that broken item will go throw ingredient return process
# Attention! Items without enchants will have 100% break chance
Base: 8.0
# Adds extra chance to break item depending on how many enchants item has
# In example having base chance of 8% and having this set to 2 while having item with 3 enchants will result into 8+(2*3)=14% chance to break item
ForEachEnchant: 2.0
# Adds extra chance to break item depending on enchant level
# This will take into consideration enchantment max and current levels
# Having this set to 7.5 means, that enchantment at max level will have 7.5% extra chance to to break item
# But if you have sharpness 2 which has max level of 5, then only 3% fail chance will be added
ForEachEnchantLevel: 2.0
# Defines in percentage a max chance to break item when extracting enchants
# This can limit chance to particular one in case it gets to 100% and it would always break
MaxBreakChance: 100.0
# Value between 0 and 100 which defines extra fail chance when items doesnt have max durability
# Having this set to 50 will mean that item at 1 left durability will have fail chance increase by 50%
# Items which are not damaged will not experience any fail chance increase
BreakDurabilityCheck: 50.0
# When set to true, items durability will be taken into consideration when extracting ingredients
# In example if item has 100 max durability and current is at 50, then only half of ingredients will be considered for extraction
# This doesnt mean that player gets 50% of them, it only means that half of possible ingredients will go throw IngredientReturn process
DurabilityCheck: true
IngredientReturn:
# Defines in percentage a max chance to return ingredients of item if it fails extraction process
# This will apply for each ingredient that item has
# Recipe to make that item should exist in database, or it will not return any ingredients
Base: 25.0
EnchantExtractionFail:
# Adds base chance to fail enchantment extraction
# When enchantment fails, player will not get enchant book with appropriate enchantment
Base: 10.0
# Adds extra chance to fail enchantment extraction depending on enchantment level
# This will take into consideration enchantment max and current levels
# Having this set to 75 means, that enchantment at max level will have 75% chance to fail extraction process
# But if you have sharpness 2 which has max level of 5, then only 30% chance to fail will get applied
# While enchants like Aquaaffinity will always have max fail chance as you can only have it at level 1
ForEachLevel: 10.0
# Defines in percentage a max chance to fail enchantment extraction
# This can limit chance to particular one in case it gets to 100% and it would always fail
MaxFailChance: 75.0
LevelLower:
# Defines a chance lowering enchant level if it fails extraction
# This is secondary step when extraction fails and will only apply when it does
# If Enchant is at level 1 already, then player will not get enchanted book at all
# If you want to avoid lowering level of enchant when it fails extraction, set this to 100
# If you want to always lower level down when extracting enchantments, then set EnchantExtractionFail.Base to 100 and set this to 100
Base: 50.0
# Will adjust level lowering chance depending on enchant level to defined max amount at max level
# This will mean that higher levels will have higher chance to be lowered
ForEachLevel: 5.0
# Will adjust level lower chance depending on enchant level to defined max amount at max level
MaxChance: 75.0
Cost:
# Defined base cost of extraction. Set to 0 if you want to make it free
Base: 100.0
# Extra cost which depends on enchantment worth which can be defined with /cmi setenchantworth
# This value is in percentage from worth value of that each enchantment and item
# So if you have base cost of 100, extra cost of 5% and you are trying to extract sharpness 5 which worth is 1000 and item sell hand worth is 100, then you will have to pay 155 for extraction process
Extra: 5.0
# When enabled we will allow scavenging of items which doesn't have valid recipe for ingredient return process
# This only applies in cases when we can return enchants to player, otherwise it doesn't allow you to scavenge item
WithoutIngredients: false
# List of materials to block from being scavenged
BlackList:
- diamond
- ironingot
- goldingot
- coal
- IRON_NUGGET
- GOLD_NUGGET
# When set to true, balck list becomes whitelist and will allow scavanging of items defined in a blacklist only
BlackToWhiteList: false
# When set to false while player have open scavange UI they will not be able to pickup item from ground
AllowItemPickups: false
# When enabled items, likes swords, after being salvagted if they dint broke then their repair cost will be reset so players can enchant it as like its a new one instead of making it to dificult to be enchanted
ResetRepairCost: true
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# Scheduler file where you can set commands to be performed in regular intervals or in particular time
# Enabled: (true/false) only schedulers which are enabled will be included
# There can be 2 types, performed in regular time intervals (in seconds) or on particular time
# Delay: (number) defines how long to wait between each action, 600 means that actions will be performed every 10 minutes
# Randomize: (true/false) if set to true, then only one and random of defined commands will be used. Commands will not repeat untill all of them got used up. Usefull for repeating random announcements
# DuplicateRandomize: (true/false) if set to true, then only one and random of defined commands will be used. Commands might repeat. Usefull for repeating random announcements
# SingleLinear: (true/false) if set to true, then only one of defined commands will be used in a row without repeating until all of them have been executed. Usefull in cases when it needs to be shown in exact order one by one
# PerformOn: section will define particular times when perform commands. First of name should be defined and then additional time frames should be given
# It can have: Month, Day, Hour, Minute, Second sections. All of them in number format and hours uses 24 hour format
# Example
# PerformOn:
# FirstTimeFrame:
# Hour: 4
# SecondTimeFrame:
# Hour: 22
# Minute: 30
# You can use week day names to indicate at which day in a week this sheduler should be performed. Example - Day: Monday
# This will set commands to be performed on 4 a clock in morning and at 22:30. Good way to control server backups when there is less players online
# Repeat: (true/false) if set to false, action will be performed only once other wise it will be repeated all the time in intervals or on particular time
# MinPlayers: (amount) Will limit minimum player amount there should be online when command performe
# MinPlayersCommands: List of commands to be performed when online player amount is under specified limit
# MaxPlayers: (amount) Will skip scheduler if there is more than defined amount of players
# Feedback: (true/false) if set to false will not show feedback message in console in case there is not enough players to perform this schedule
# DontTranslatePlaceholders: (true/false) if set to true we will not translate placeholders inside commands before sending them to later processing
# This defaults to false and placeholders will be translated before hand
# Exception for delay! specialized command variable which always gets translated before hand
# Commands: List of commands to be performed when time is correct.
# You can multiple commands defined in single line, separate each one with ;; for example: command1;;command2;;command3
# If command starts with msg! and then player name is given, simple message will be sent to that player if he is online.
# If command starts with broadcast! then message will be sent to everyone on server in simple manear
# If command starts with actionbar! then all players will get action bar message defined after this variable
# If command starts with title! then all players will get title message defined after this variable
# If command starts with subtitle! then all players will get subtitle message defined after this variable
# If command starts with kickall! then all players will be kicked from server with defined message. Usefull before server stop.
# If command starts with perm:[permissionNode]! then command will get performed if player has permission node. This will not work when we don't know who is target player. In example: perm:cmi.announce.vip! broadcast! Hello vip guys
# If command starts with moneycost:[amount]! then command will get performed if player has enough money.
# If command starts with expcost:[amount]! then command will get performed if player has enough exp.
# If command starts with allPlayers! then command will get performed by using everyones who is online name. Command itself need to contain [allPlayers] to indicate where player name needs to be added
# Insert line with 'delay! 5' to perform rest of commands after 5 seconds from scheduler trigger. This allows to create in example counter before server stop. Check example.
# [randomPlayer] placeholder can be used to get random online player name who don't have cmi.scheduler.exclude permission node. This can be used to give rewards for random players on particular time. In example: - cmi give [randomPlayer] diamond %rand/1-5% will give rando mamount from 1 to 5 diamonds to random online player
# Supports PlaceHolderAPI variables
# More information about specialized commands can be found at https://www.zrips.net/cmi/commands/specialized/
GiveDiamonds:
Enabled: false
MinPlayers: 3
FeedBack: true
Repeat: true
PerformOn:
- Hour: 18
Commands:
- cmi give [randomPlayer] diamond %rand/1-5%
- msg! [randomPlayer] &eYou just got diamonds!
StopServer:
Enabled: false
PerformOn:
- Hour: 3
Minute: 59
Second: 30
Commands:
- actionbar! &eServer will stop in &630 &esec!
- delay! 5
- actionbar! &eServer will stop in &625 &esec!
- delay! 5
- actionbar! &eServer will stop in &620 &esec!
- delay! 5
- actionbar! &eServer will stop in &615 &esec!
- delay! 5
- actionbar! &eServer will stop in &610 &esec!
- delay! 5
- actionbar! &eServer will stop in &65 &esec!
- delay! 1
- actionbar! &eServer will stop in &64 &esec!
- delay! 1
- actionbar! &eServer will stop in &63 &esec!
- delay! 1
- actionbar! &eServer will stop in &62 &esec!
- delay! 1
- actionbar! &eServer will stop in &61 &esec!
- delay! 1
- kickall! &eServer will be back online soon!
- delay! 1
- stop
AllInOneJustExample:
Enabled: false
MinPlayers: 3
MaxPlayers: 10
FeedBack: false
Delay: 600
Repeat: true
PerformOn:
- Month: 12
Day: monday
Hour: 18
Minute: 36
Second: 15
- Hour: 18
- LastMonthDay: friday
Hour: 18
- FirstMonthDay: tuesday
Hour: 12
Minute: 30
Commands:
- cmi give [randomPlayer] diamond %rand/1-5%
- msg! [randomPlayer] &eYou just got diamonds!
- broadcast! &e[randomPlayer] just got some stuff!
- delay! 1
- actionbar! &eServer will stop in &61 &esec!
- kickall! &eServer will be back online soon!
Announcer:
Enabled: false
MinPlayers: 1
FeedBack: false
Delay: 600
Repeat: true
Randomize: true
Commands:
- broadcast! &eRules can be found at &e/rules
- broadcast! &eKits can be accesed with &e/kits
- broadcast! &eIf you need help, ask staff
- broadcast! &eAdvertisement of other servers will be punished
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# To disable tablist handling visit Modules.yml file
TabList:
# Defines if we want to run tablist updater in async mode
# While enabled it can increase overall performance but some plugins can have same issues handling async placeholder requests
Async: true
UpdateTabListNames: true
# Enable or disable grouped format tablist's
# You can save some resources by disabling this if you are not interested in grouped format tablist feature
# If disabled then this will use only default format and will skip checking for custom one to save some resources if needed
GroupedEnabled: true
Updates:
# automatically updates tab list every x seconds for ALL online players
# If you are using static Footer and Header you can disable this by setting to -1
# Consider setting this to -1 if its completely enough to update on player events
AutoInterval: 60
OnJoin: true
OnLeave: true
afkStateChange: true
OnWorldChange: true
OnDeath: false
OnTeleport: false
OnNickChange: true
# When set to false we will not add header text to tablist
addTabListHeader: true
# When set to false we will not add footer text to tablist
addTabListFooter: true
# PlaceholderAPI supported for any custom variable you want to insert into this
# In addition CMI will handle some placeholders without PlaceHolderAPI
# Full list can be checked ingame with /cmi placeholders
GeneralFormat:
# This will define how others see players name in tab list
PlayerName: '[playerDisplayName]'
Header:
'1':
- '&f------------------------------------'
- '&7Welcome'
- '&7Online &f%server_online%&7/&f%server_max_players%'
- '&f------------------------------------'
Footer:
'1':
- '&f------------------------------------'
- '&7%player_world% &f%player_x%:&7%player_y%:&f%player_z%'
- '&7Money: &f%vault_eco_balance_formatted% &7Time: &f%server_time_HH:mm:ss%'
- '&f------------------------------------'
useGeneralName: false
# When this set to true, in case you dint defined PlayerName, Header or Footer in GroupFormat, then default one from GeneralFormat will be used
useGeneralHeader: false
useGeneralFooter: false
# Defines custom formats to be used for players.
# Any player which have cmi.tablist.[number] permission node will use defined grouped format in tablist
# Id should be a number and in case player has more than one, bigger number id will be used
# You can have as many groups as you want by increasing increment
GroupFormat:
'1':
PlayerName: '&2{&r[playerDisplayName]&2}'
Header:
'1':
- '&f------------------------------------'
- '&7Online &f%server_online%&7/&f%server_max_players%'
- '&f------------------------------------'
Footer:
'1':
- '&f------------------------------------'
- '&7%player_world% &f%player_x%:&7%player_y%:&f%player_z%'
- '&7Time: &f%server_time_HH:mm:ss%'
- '&f------------------------------------'
'2':
PlayerName: '&c[&r[playerDisplayName]&c]'
Header:
'1':
- '&f------------------------------------'
- '&7Online &f%server_online%&7/&f%server_max_players%'
- '&f------------------------------------'
Footer:
'1':
- '&f------------------------------------'
- '&7Money: &f%vault_eco_balance_formatted% &7Time: &f%server_time_HH:mm:ss%'
- '&f------------------------------------'
Sorting:
# For 1.19.3+ servers only. Enable or disable tab list sorting. This will sort tablist by defined criteria
Enabled: false
# In which order should we sort players
# Potential options: Weight, Group, Name, NickName, Balance, World
# Optionally add ASC or DESC for specific order for that type of ordering, for example 'Weight-DESC'
# Weight is determined by players access to cmi.tablistweight.[value] permission node and highest value of it, for example cmi.tablistweight.5
# Sorting is updated at same time head and/or footer is
Order:
- Weight-DESC
- Group-ASC
- Name-ASC
- NickName-ASC
- Balance-ASC
- World-ASC