Config.yml Tutorial
# Time when starting the game in seconds.
arena_starting_cooldown: 10
# Time when ending the game in seconds.
arena_ending_phase_cooldown: 10
# If true, players will need to empty their inventories when joining an arena.
empty_inventory_to_join: false
# The max allowed distance in blocks to select chess pieces.
select_piece_max_distance: 15
# The max allowed distance in blocks from the arena lobby. If players leave this
# limit, they will be teleported back to the arena lobby.
max_distance_from_arena_lobby: 50
# This option defines the time (in seconds) to automatically save
# player data.
player_data_save: 300
# Options that will have all new created arenas
arenas_default_values:
# Size of board's cells.
# SMALL (ONLY MineChess+): 1x1 (for models)
# MEDIUM (ONLY MineChess+): 2x2 (for models)
# LARGE: 3x3 (for blocks, models)
cell_size: LARGE
# Types of the pieces to use.
# BLOCK: Pieces are represented by blocks (can only be used with cell_size: LARGE).
# MODEL (ONLY MineChess+): Pieces are represented by custom models (requires resource-pack).
pieces_type: BLOCK
# Blocks of each cell of the board.
# All Materiales here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
board_black_cell_block: GRAY_WOOL
board_white_cell_block: WHITE_WOOL
# Game Mode of the arena
# ARENA_TIME:
# The arena has a maximum amount of time, and players must complete their turn within a specific time limit.
# PLAYER_TIME (ONLY MineChess+):
# Players have an individual total time limit. They can take as much time as they want during their turns.
# The first player to run out of time loses the game.
gamemode: ARENA_TIME
# Some values depending on the gamemode.
gamemode_values:
# If gamemode is set to ARENA_TIME:
# Maximum amount of time of the arena, in seconds.
# If gamemode is set to PLAYER_TIME
# Maximum amount of time players have during the game, in seconds.
max_time: 600
# If gamemode is set to ARENA_TIME:
# Maximum amount of time players have to play their turn, in seconds.
turn_time: 40
# Defines what should happen when the game ends because of time limit. Only
# applies if gamemode is set to ARENA_TIME.
# CHECK_POINTS:
# When the game ends because of time limit, the player with more points will win the game.
# ALWAYS_TIE:
# When the game ends because of time limit, its considered a tie.
end_time: CHECK_POINTS
# Defines whether colored armor must be equipped to the players inside the arena.
colored_armor: true
# Defines a list of commands players can use inside the arena.
commands_whitelist:
- "/minechess leave"
- "/help"
# Defines some limitations that will apply when the game lasts
# less than specified.
game_time_limitations:
# Minimum amount of time the game should last to apply the limitations below.
min_time: 60
# When enabled, if the arena lasts less than the minimum, players will not
# receive rewards specified under the actions.rewards section.
limit_rewards: true
# When enabled, if the arena lasts less than the minimum, player stats
# (win, lose, tie) will not be updated.
limit_stats: true
# Defines a per arena chat.
per_arena_chat:
# Whether this option is enabled or not.
enabled: false
# The format of the per arena chat.
# You can use %player% and %message% variables.
format: "&f<&a%player%&f> &f%message%"
# Defines properties for holograms above pieces.
pieces_holograms:
# Whether pieces should have a hologram above or not.
enabled: false
# Hologram default values for each piece.
default_values:
# Text to display.
text: "%color% %piece%"
# Height of the hologram.
offset_y: 2.5
# When enabled, hint holograms will appear above possible movement cells
# after selecting a piece.
# (ONLY MineChess+)
special_movements_holograms:
# Whether this option should be enabled or not.
enabled: false
# Height of the holograms.
offset_y: 3.5
# Text of the hologram on each case.
movements:
castling:
- "&aCastling"
promotion:
- "&aPawn Promotion"
en_passant:
- "&aEn Passant"
# Difficulties for player vs computer games.
# (ONLY MineChess+)
player_vs_computer:
# You can create your own difficulties
# max_depth:
# How many turns should the computer simulate. A greater value increases difficulty but more
# processing is necessary. Avoid to set it higher than 4.
# randomness:
# How many random options should the computer have to choose. A lower value increases difficulty but
# can lead to movements being too repetitive.
# max_delta:
# The computer uses this value to get rid of random options that are not good movements.
# A lower value increases difficulty.
# error_chance:
# Chance between 0 and 1, that the computer makes a mistake and selects a bad movement.
difficulties:
easy:
max_depth: 2
randomness: 10
max_delta: 200
error_chance: 0.4
normal:
max_depth: 2
randomness: 10
max_delta: 120
error_chance: 0.2
hard:
max_depth: 3
randomness: 8
max_delta: 80
error_chance: 0
# Defines multiple properties for the pieces of the board.
# Detailed explanation of this section on the wiki!
pieces:
pawn:
points: 1
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDdmNTc2NmQyOTI4ZGMwZGYxYjM0MDRjM2JkMDczYzk0NzZkMjZjODA1NzNiMDMzMmU3Y2NlNzNkZjE1NDgyYSJ9fX0="
- "COAL_BLOCK"
white:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTI2Yjc3MjMyOWNmMzJmODY0M2M0OTI4NjI2YjZhMzI1MjMzZmY2MWFhOWM3NzI1ODczYTRiZDY2ZGIzZDY5MiJ9fX0="
- "IRON_BLOCK"
rook:
points: 3
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZjQ1NTlkNzU0NjRiMmU0MGE1MThlNGRlOGU2Y2YzMDg1ZjBhM2NhMGIxYjcwMTI2MTRjNGNkOTZmZWQ2MDM3OCJ9fX0="
- "COAL_BLOCK"
- "COAL_BLOCK"
white:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZjQ1NTlkNzU0NjRiMmU0MGE1MThlNGRlOGU2Y2YzMDg1ZjBhM2NhMGIxYjcwMTI2MTRjNGNkOTZmZWQ2MDM3OCJ9fX0="
- "IRON_BLOCK"
- "IRON_BLOCK"
bishop:
points: 3
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDdmNTc2NmQyOTI4ZGMwZGYxYjM0MDRjM2JkMDczYzk0NzZkMjZjODA1NzNiMDMzMmU3Y2NlNzNkZjE1NDgyYSJ9fX0="
- "COAL_BLOCK"
- "COAL_BLOCK"
white:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTI2Yjc3MjMyOWNmMzJmODY0M2M0OTI4NjI2YjZhMzI1MjMzZmY2MWFhOWM3NzI1ODczYTRiZDY2ZGIzZDY5MiJ9fX0="
- "IRON_BLOCK"
- "IRON_BLOCK"
knight:
points: 3
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvN2JiNGIyODg5OTFlZmI4Y2EwNzQzYmVjY2VmMzEyNThiMzFkMzlmMjQ5NTFlZmIxYzljMThhNDE3YmE0OGY5In19fQ=="
- "COAL_BLOCK"
- "COAL_BLOCK"
white:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvN2JiNGIyODg5OTFlZmI4Y2EwNzQzYmVjY2VmMzEyNThiMzFkMzlmMjQ5NTFlZmIxYzljMThhNDE3YmE0OGY5In19fQ=="
- "IRON_BLOCK"
- "IRON_BLOCK"
queen:
points: 10
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTRiZjg5M2ZjNmRlZmFkMjE4Zjc4MzZlZmVmYmU2MzZmMWMyY2MxYmI2NTBjODJmY2NkOTlmMmMxZWU2In19fQ=="
- "COAL_BLOCK"
- "COAL_BLOCK"
- "COAL_BLOCK"
white:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTRiZjg5M2ZjNmRlZmFkMjE4Zjc4MzZlZmVmYmU2MzZmMWMyY2MxYmI2NTBjODJmY2NkOTlmMmMxZWU2In19fQ=="
- "IRON_BLOCK"
- "IRON_BLOCK"
- "IRON_BLOCK"
king:
black:
blocks:
- "DIAMOND_BLOCK"
- "COAL_BLOCK"
- "COAL_BLOCK"
- "COAL_BLOCK"
white:
blocks:
- "DIAMOND_BLOCK"
- "IRON_BLOCK"
- "IRON_BLOCK"
- "IRON_BLOCK"
# Configuration about visual interactions on pieces/cells.
piece_interactions:
interact:
# Possibles Modes:
#
# PARTICLE (particles will be displayed on the cell)
# value: <particle> (All particles here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html)
# type: CIRCLE, SQUARE (Form of the particle)
# size: <size> (Radius/size of the particle in blocks)
# offset_y: <offset_y> (Optional, height of the particle)
#
# BLOCK (ONLY MineChess+) (the cell will be replaced with certain blocks)
# value: <material> (All materials here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html)
mode: BLOCK
# Interaction to display when looking at a piece/cell.
see_cell:
value: YELLOW_WOOL
# Interaction to display when a cell/piece is selected.
selected_piece:
value: LIME_WOOL
# Interaction to display on possible movements when a cell/piece is selected.
valid_movements:
value: LIME_WOOL
# Interaction to display when looking at a valid movement cell.
see_valid_movement_cell:
value: GREEN_WOOL
# Configuration about piece animations when selecting and moving pieces.
# This option only works when arena pieces_type is set to MODEL.
# (ONLY MineChess+)
piece_animations:
# Wether this option should be enabled or not.
enabled: true
# The max height the piece will reach when selecting/moving.
offset_y: 2
# Duration of the movement when selecting a piece, in ticks.
select_duration: 5
# Duration of the movement when the piece is moving, in ticks.
move_duration: 8
# Configuration about actions to execute in different cases.
actions:
# Game Actions.
# You need to use the actions defined in the wiki:
# Use "to_all:" before an action, to execute the action to all players (including spectators)
# Use "to_opponent:" before an action, to execute the action to the opponent player to the one making the movement.
# Don't use any of the above, to execute the action to the player making the movement.
game:
# Actions to be executed when a player selects a piece.
# You can use the following variables: %player%, %piece%, %coords%
select_piece:
- "message: &6➤ &f&l%piece% &8[&f%coords%&8] &aselected!"
- "playsound: UI_BUTTON_CLICK;10;1.5"
# Actions to be executed when a player deselects a piece.
# You can use the following variables: %player%, %piece%, %coords%
deselect_piece:
- "message: &6➤ &f&l%piece% &8[&f%coords%&8] &adeselected!"
- "playsound: UI_BUTTON_CLICK;10;1.5"
# Actions to be executed when a player starts their turn.
# You can use the following variables: %player%
change_turn:
- "to_all: message: &6➤ &eIt's &a%player% &eTurn."
- "title: 10;40;10;none;&aIt's your turn to play."
# Actions to be executed when a player moves a piece to an empty cell.
# You can use the following variables: %player%, %opponent_player%, %piece%, %coords%
move_piece:
- "to_all: message: &6➤ &a%player% &emoved &a%piece% &eto &7[%coords%]&e."
- "to_all: playsound: BLOCK_STONE_STEP;10;1"
# Actions to be executed when a player moves a piece to a cell and captures a piece.
# You can use the following variables: %player%, %opponent_player%, %piece%, %opponent_player_piece%, %coords%
capture_piece:
- "to_all: message: &6➤ &a%player% &emoved &a%piece% &eto &7[%coords%] &eand captured &c%opponent_player%'s %opponent_player_piece%&e."
- "playsound: BLOCK_NOTE_BLOCK_PLING;10;2"
- "to_opponent: playsound: BLOCK_NOTE_BLOCK_PLING;10;0.1"
# Actions to be executed when a player moves a piece to a cell and captures a piece enpassant.
# You can use the following variables: %player%, %opponent_player%, %piece%, %opponent_player_piece%, %coords%
capture_piece_enpassant:
- "to_all: message: &6➤ &a%player% &emoved &a%piece% &eto &7[%coords%] &eand captured &c%opponent_player%'s %opponent_player_piece%&e. &7(En passant)"
- "playsound: BLOCK_NOTE_BLOCK_PLING;10;2"
- "to_opponent: playsound: BLOCK_NOTE_BLOCK_PLING;10;0.1"
# Actions to be executed when a player puts the opponent in check and the opponent's turn start.
# You can use the following variables: %player%, %opponent_player%
king_in_check:
- "to_all: message: &6➤ &a%opponent_player%'s &cKing is in check!"
- "to_all: message: &6➤ &eIt's &a%opponent_player% &eTurn."
- "to_all: title: 10;40;10;&e&lCHECK!;&a%opponent_player%'s &cKing is in check!"
- "to_all: playsound: ENTITY_BLAZE_DEATH;10;0.5"
# Actions to be executed when a player executes a castling move.
# You can use the following variables: %player%, %opponent_player%, %coords%
castling:
- "to_all: message: &6➤ &a%player% &ecastled his King to &7[%coords%]&e."
- "to_all: playsound: BLOCK_PISTON_EXTEND;10;1.5"
# Actions to be executed when a player promotes a pawn.
# You can use the following variables: %player%, %opponent_player%, %piece%
promotion:
- "to_all: message: &6➤ &a%player% &epromoted his Pawn to &a%piece%&e."
- "to_all: playsound: ENTITY_PLAYER_LEVELUP;10;2"
# End Game Actions.
# You need to use the actions defined in the wiki:
# Use "to_all:" before an action, to execute the action to all players (including spectators)
# Use "to_winner:" before an action, to execute the action to the winner of the game.
# It is recommended you use "to_all:" on all actions, since these actions only represent messages
# and information about the game.
end_game:
# Actions to be executed when the arena ends because of max time reached and arena End Time option
# is set to CHECK_POINTS.
# You can use the following variables: %player_winner%, %player_winner_points%, %player_loser%, %player_loser_points%
end_by_time:
- "to_all: title: 10;80;10;&e&lTIME IS UP!;&6%player_winner% &ewins the game!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lTIME IS UP!"
- "to_all: centered_message: &6%player_winner% &ewins the game with &9%player_winner_points% Points&e!"
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Actions to be executed when the arena ends because of a player running out of time and
# arena gamemode is set to PLAYER_TIME
# You can use the following variables: %player_winner%, %player_winner_points%, %player_loser%, %player_loser_points%
end_by_player_time:
- "to_all: title: 10;80;10;&e&lTIME IS UP!;&6%player_winner% &ewins the game!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lTIME IS UP!"
- "to_all: centered_message: &6%player_winner% &ewins the game since"
- "to_all: centered_message: &6%player_loser% &ehas run out of time!"
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Actions to be executed when the arena ends because of max time reached and one of these cases apply:
# 1. Arena End Time option is set to ALWAYS_TIE.
# 2. Arena End Time option is set to CHECK_POINTS, and both players have the same amount of points.
# You can use the following variables: %player_white%, %player_black%
end_by_time_tie:
- "to_all: title: 10;80;10;&e&lTIME IS UP!;&eIt's a tie!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lTIME IS UP!"
- "to_all: centered_message: &eIt's a tie!"
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Actions to be executed when the arena ends by a stalemate.
# (one of the players has no more possible movements but is not in check)
# You can use the following variables: %player_stalemate%
end_by_stalemate_tie:
- "to_all: title: 10;80;10;&e&lSTALEMATE!;&eIt's a tie!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lSTALEMATE!"
- "to_all: centered_message: &eIt's a tie! &6%player_stalemate% &edoesn't have more"
- "to_all: centered_message: &epossible moves."
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Actions to be executed when the arena ends by a checkmate.
# You can use the following variables: %player_winner%, %player_winner_points%
end_by_checkmate:
- "to_all: title: 10;80;10;&e&lCHECKMATE!;&6%player_winner% &ewins the game!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lCHECKMATE!"
- "to_all: centered_message: &6%player_winner% &ewins the game with &9%player_winner_points% Points&e!"
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Actions to be executed when a player leaves the arena granting the victory.
# You can use the following variables: %player_winner%, %player_winner_points%
end_by_leave:
- "to_all: title: 10;80;10;&e&lPLAYER LEFT!;&6%player_winner% &ewins the game!"
- "to_all: centered_message: &e&m "
- "to_all: centered_message: "
- "to_all: centered_message: &e&lPLAYER LEFT!"
- "to_all: centered_message: &6%player_winner% &ewins the game with &9%player_winner_points% Points&e!"
- "to_all: centered_message: "
- "to_all: centered_message: &e&m "
# Reward Actions.
# You need to use the actions defined in the wiki:
# Use "to_all:" before an action, to give the reward to all players (doesn't include spectators)
# Use "to_winner:" before an action, to give the reward to the winner of the game.
rewards:
# Whether the rewards must be given after teleporting the player to the main lobby.
# This allows you to give items as rewards, however it's not recommended to enable since
# players leaving the arena before the automatic teleport will lose the reward.
after_teleport: false
# Rewards to be given when the arena ends because of max time reached and arena End Time option
# is set to CHECK_POINTS.
# You can use the following variable: %player_winner%
end_by_time:
- "to_winner: console_command: eco give %player_winner% 100"
# Rewards to be given when the arena ends because of a player running out of time and
# arena gamemode is set to PLAYER_TIME
# You can use the following variable: %player_winner%
end_by_player_time:
- "to_winner: console_command: eco give %player_winner% 100"
# Rewards to be given when the arena ends because of max time reached and one of these cases apply:
# 1. Arena End Time option is set to ALWAYS_TIE.
# 2. Arena End Time option is set to CHECK_POINTS, and both players have the same amount of points.
# You can use the following variable: %player%
end_by_time_tie:
- "to_all: console_command: eco give %player% 50"
# Rewards to be given when the arena ends by a stalemate.
# (one of the players has no more possible movements but is not in check)
# You can use the following variable: %player%
end_by_stalemate_tie:
- "to_all: console_command: eco give %player% 50"
# Rewards to be given when the arena ends by a checkmate.
# You can use the following variable: %player_winner%
end_by_checkmate:
- "to_winner: console_command: eco give %player_winner% 100"
# Rewards to be given when a player leaves the arena granting the victory.
# You can use the following variable: %player_winner%
end_by_leave:
- "to_winner: console_command: eco give %player_winner% 100"
# Configuration about game items.
# Use the item properties defined in the wiki:
# https://ajneb97.gitbook.io/minechess/items-tutorial
game_items:
# Item used to leave the arena.
leave_item:
enabled: true
item:
id: IRON_DOOR
name: "&7[&c&lLeave&7]"
lore:
- "&7Right Click to leave the game."
# Item used to interact with pieces.
select_item:
item:
id: NAME_TAG
name: "&7[&b&lSelect Piece&7]"
lore:
- "&eLeft Click &7to select piece"
- "&eRight Click &7to move piece"
# Item used to join another arena after finishing the game.
play_again_item:
enabled: true
item:
id: LIME_DYE
name: "&7[&9&lPlay Again&7]"
lore:
- "&7Right Click to play again."
# MySQL support credentials.
mysql_database:
enabled: false
host: localhost
port: 3306
username: root
password: root
database: database
Pieces Structures
Each piece structure is defined under the pieces
section in the config, and have the following format.
pieces:
<piece_name>:
points: 1
black:
<properties>
white:
<properties>
Points
You don't need to set points for the king, since capturing the king means winning the game.
pieces:
rook:
points: 3
Blocks Structure
If you want to place a custom textured head use this format:
PLAYER_HEAD;<texture_value>
pieces:
pawn:
black:
blocks:
- "PLAYER_HEAD;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDdmNTc2NmQyOTI4ZGMwZGYxYjM0MDRjM2JkMDczYzk0NzZkMjZjODA1NzNiMDMzMmU3Y2NlNzNkZjE1NDgyYSJ9fX0="
- "COAL_BLOCK"
Model Structure
MineChess+ exclusive feature.
The models are spawned using an armor stand, with an item on the HEAD slot.
pieces:
queen:
black:
model:
material: BLAZE_POWDER
model: "minechess:chess_queen_black"
offset_y: 0.5
Material
Item material to use (on the head of the armor stand)
model:
material: BLAZE_POWDER
Item Model
model:
material: BLAZE_POWDER
model: "minechess:chess_queen_black"
Custom Model Data
The custom model data of the item (defined in the resource pack). Use this option instead of model
, when in 1.16.5-1.21.3.
model:
material: BLAZE_POWDER
custom_model_data: 4
Offset Y
The height of the model. Change this value if the model needs correction in the Y coordinate.
model:
offset_y: 0.5
Rotation
For some pieces like the Knight it is necessary to rotate the model depending on its color, use this property to do so. Use degrees.
Hologram
With this option you can set custom holograms for each piece when pieces_holograms
option is enabled in the config.yml
file. When using this option, default values on the pieces_holograms
option will be replaced.
pieces:
knight:
black:
hologram:
# Text of the hologram
text: "&f&lKnight"
# Height of the hologram
offset_y: 2.5
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