# ----------------------------------------------------------------------------------------# # # # GemCrush config # # # # ----------------------------------------------------------------------------------------# # this plugin depends on GameBox! It will not work without it. # name of the language file (in the folder 'language') # the default.yml file is overwritten on every server restart! This means you will have to use the other files # to customize the messages, but since i am adding messages regulary in updates # You should use the default file if you just want to have the up to date english default messages langFile: 'default' gameBox: mainButton: # define the Material and data for the button (format: 'material:data') materialData: "EMERALD" # display name of the button displayName: "&3GemCrush" # lore of the button lore: - "" - "&1It's raining gems..." gameButtons: normalGame: materialData: "EMERALD" displayName: "&1It's raining gems" lore: - "" - "&4Moves: &220" - '&4Gems: &28' - '&4Bombs: &2true' - '&4Cost: &410' - '' - '&3&lTop list is activated!' moves: 10 # number of different gems in a normal game # This number HAS TO BE equal or smaller then the number of gems defined in the section normalGems below # 8 or 7 are good numbers. 7 is easier and the game has to shuffle less but 8 is a bit more challenging differentGems: 8 # enable/disable bombs for this game bombs: true # slot of the button in the gui # be careful to not use the same twice ;) slot: 0 cost: 10 saveStats: true scoreIntervals: # all keys have to be integers otherwise they will be ignored and a warning will be printed in the console # money is only paid if economy is enabled # tokens can be used in the GameBox shop # You can add as many intervals as you want to. The order of the intervals doesn't matter # the given reward/messages/commands/broadcasts will always be used if the game is finished with a score between the key and the # next higher key. For the highest key the interval goes to infinity 0: money: 0 tokens: 0 350: money: 10 tokens: 1 450: money: 20 tokens: 2 lessMovesAndLessGemTypes: materialData: "nether_star" displayName: "&1So much &l&epling" lore: - "" - "&4Moves: &25" - '&4Gems: &27' - '&4Bombs: &2true' - '&4Cost: &410' moves: 5 differentGems: 7 bombs: true slot: 5 cost: 10 scoreIntervals: 0: money: 0 tokens: 0 200: money: 20 tokens: 1 300: money: 30 tokens: 2 400: money: 40 tokens: 2 500: money: 50 tokens: 3 materialdatatest: materialData: "nether_star" displayName: "&1Training" lore: - "" - "&4Moves: &210" - '&4Gems: &28' - '&4Bombs: &2true' - '' - '&3Free Training (no rewards)' moves: 10 differentGems: 8 bombs: true slot: 6 cost: 0 topListButtons: # use the same key as the game you want to display the top list for # for that button 'saveStats' must be true (see above) normalGame: materialData: "diamond_block" displayName: "&cTop list" lore: - "" - "&3Compare your GemCrush skills with others" slot: 9 # inventory title of the top list (%player% and %game%) inventoryTitle: " &1It's raining gems &rTop List" # Lore of the skulls in the inventory. Use %rank% for the rank and %time% for the time in 'mm:ss' skullLore: - '' - '&6Rank:&1 %rank%' - '&6Score:&1 %score%' game: # time in ticks (20 ticks = 1 second) between two gem movements # this is time each gem needs to fall down one row ticksBetweenMovement: 3 # time in ticks (20 ticks = 1 second) between switching two gems and destroying the matched ones ticksBetweenSwitchAndDestroy: 7 # customise bombs here # they are spawned if you combine gems to the following kind of forms # # x x x x x x x # x x x x x # x x x # bombs: # ticks until the bomb explodes (starts counting AFTER all gems fell down and nothing else can break) ticksTillExplosion: 15 pointsOnBreak: 20 displayName: '&cBomb' lore: - '&r' - '&4Caution: &6explosive!' playSounds: true # if you want you can change the sound volume here soundVolume: 0.4 # requires vault and an economy plugin # to pay out the rewards from section 'onGameEnd' economy.enabled AND onGameEnd.pay have to be true # if economy.enabled is true players will pay the cost when starting a game economy: enabled: false onGameEnd: pay: true restrictions: # players with bypass permission do not have to pay. Here you can set whether they also do not get any rewards. playersWithBypassDontGetRewards: true # use 'Material:data' or 'ID:data' # Some materials can not be displayed in an inventory, just test everything after changing # You are advised to use different materials. # The display names have to be different for the game to work! # Add as many gems as you want the game will choose random ones for every round normalGems: gem1: material: 'Diamond' # use & for colors displayName: "&dDiamond" # optional custom number of points per destroyed gem of this type # the default is 10 and is used if this option is not set pointsOnBreak: 10 # optional probability for this gem to be used # default is 1 and is used if this option is not set # This is NOT the probability for the gem to be used to fill an empty slot in the game # this probability is used when the game decides which normal gems to use for the game probability: 2 gem2: material: 'EMERALD' displayName: '&2Emerald' pointsOnBreak: 10 probability: 1 gem3: material: 'BLAZE_POWDER' displayName: '&eSparks' pointsOnBreak: 10 probability: 1 gem4: material: 'clay_ball' displayName: '&7Pearl' gem5: material: 'gold_block' displayName: '&6Gold' gem6: material: 'iron_block' displayName: '&fIron' gem7: material: 'bone' displayName: '&5Fossil' gem8: material: 'apple' displayName: '&cApple' gem9: material: 'anvil' displayName: '&8Anvil' gem10: material: 'structure_void' displayName: '&2Wheel' gem11: material: 'double_plant' displayName: '&6Amber'