Destroy The Core dtc
This event is a relatively newer feature that involves players fighting a 'core' (block). 'Fighting' involves players continuously mining the block and gradually reducing its health. As the fight goes on, the core starts defenses which hinder the fighting players' abilities to break the core.
Config
reward-table
The reward table for this feature. Defines the structure of rewards, not necessarily who receives them. Each core type is responsible for defining the rewards the Nth damaging player receives.
winner-formats
Used in the fight winning message for player damage. Use this to custom color certain places.
core-settings
Section
Defines types of cores and everything about them.
This section is very complicated, so we'll use an example:
coal-core:
location: 0:75:0:core_world
name: '&0&lCoal Core'
schedule:
- 03:00
- '18:00'
hologram-lines:
- '&0&l&oCoal Core'
- ''
- '&7Current Phase: &e&l{PHASE}'
- '&7Health Remaining: &c{HEALTH}'
block-type: COAL_ORE
health: 1200
rewards:
all:
- set-1
'3':
- set-2
'2':
- set-3
'1':
- set-4
phases:
1200-300:
try-defense-every-tick: 200
defenses:
d1:
type: ACIDIC_TOUCH
damage-durability-percentage: 5.0
damage-to-hand: 5.0
do-effect: true
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &a&lACIDIC
TOUCH &e&ldefense!'
d2:
type: BLACK_POWDER
damage: 10.0
do-effect: true
scale-damage-with-distance: true
maximum-radius: 8
only-damage-attacker: false
chance: 100.0
throw-players: true
length: 100
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &0&lBLACK
POWDER &e&ldefense!'
d3:
type: POISON_GAS
damage-per-tick: 1.0
do-effect: true
radius-of-effect: 6.0
tick-speed: 2
potion-effects:
- CONFUSION:1:40
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &2&lPOISON
GAS &e&ldefense!'
effective-materials:
DIAMOND_PICKAXE: 2
300-0:
try-defense-every-tick: 300
defenses:
d1:
type: LANDMINES
damage: 15.0
chance-to-set-off: 5.0
vertical-boost: 3.0
radius-of-effects: 25
do-effect: true
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &3&lLANDMINES
&e&ldefense!'
d2:
type: SUMMON_MONSTER
entity-type: ZOMBIE
spawn-amount: 2
entity-damage: 20.0
entity-health: 50.0
entity-speed: 0.3
entity-kb-resistance: 0.0
helmet:
type: COAL_BLOCK
chestplate:
type: LEATHER_CHESTPLATE
color: '000000'
leggings:
type: LEATHER_LEGGINGS
color: '000000'
boots:
type: LEATHER_BOOTS
color: '000000'
hand:
type: COAL
do-effect: true
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &6&lSUMMON
MONSTER &e&ldefense!'
d3:
type: COLLAPSE
do-portal-effect: true
radius: 12.5
block-type: COAL_BLOCK
potion-effects:
- CONFUSION:1:150
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &5&lCOLLAPSE
&e&ldefense!'
on-change:
new-type: COAL_BLOCK
send-message-to-region: '&0&oThe air becomes heavy...'
healing:
amount: 750
over-ticks: 100
do-particles: true
particle-color: 00FFFF
do-sounds: true
throw-players-away: true
give-effects-to-region:
- BLINDNESS:1:100
effective-materials:
FLINT_AND_STEEL: 4
consistent-effects:
- SLOW:2:40
location
The location the core fight will happen.
name
The display name of this core.
schedule
Times at which this core fight automatically starts.
hologram-lines
Hologram lines to show above the core itself. This can be used to show status or other information.
block-type
The type of block the core should be.
health
The health of the core. Health works as a simple integer and is deducted when players do damage. When attacking (mining) the core block, by default, the block will take 1 damage per tick the player is mining the block. You can also define certain items to be more effective such as pickaxes.
rewards
A section defining the rewards the players will receive.
rewards:
all:
- set-1
'3':
- set-2
'2':
- set-3
'1':
- set-4
phases
Section
This section defines how the boss fight gameplay should be. Things like damage vulnerabilities and defenses are configured here.
Phases are keyed by their health ranges. In this example, 1200-300
is the first phase and exists between 1200 and 300 health.
try-defense-every-tick
How often the core should try to start a new defense.
effective-materials
This section defines the materials which the core takes more/less damage from. This section is optional. If left out, the core does not change the material damages.
on-change
Section
An optional section that defines the behavior when the core changes to this phase. This is useful for making the fight feel more dramatic and smoother.
on-change:
new-type: COAL_BLOCK
send-message-to-region: '&0&oThe air becomes heavy...'
healing:
amount: 750
over-ticks: 100
do-particles: true
particle-color: 00FFFF
do-sounds: true
throw-players-away: true
give-effects-to-region:
- BLINDNESS:1:100
new-type
The new type of block that the core becomes.
healing
Section
An optional section that heals the core over a certain amount of time.
throw-players-away
Tosses the players away from the core's location.
give-effects-to-region
These effects are given to the players within the region.
Defenses
Defenses are the primary way the core prevents damage to itself.
There are several types of defenses.
LANDMINES
A defense that causes players to take damage and get shot up into the sky.
In effect, every time a player moves blocks they have a chance-to-set-off
chance to activate a landmine.
type: LANDMINES
damage: 15.0
chance-to-set-off: 5.0
vertical-boost: 3.0
radius-of-effects: 25
do-effect: true
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &3&lLANDMINES
&e&ldefense!'
damage
The damage dealt to the players when activating a landmine.
chance-to-set-off
The chance to activate a landmine when changing blocks.
vertical-boost
The vertical velocity to give to the player.
radius-of-effects
The radius from the core's location landmines can occur.
do-effect
If visual effects should display on this defense.
length
The length of this defense.
chance
The chance for this specific attack to activate.
POISON_GAS
A defense in which a small area around the core damages the player greatly.
type: POISON_GAS
damage-per-tick: 10.0
do-effect: true
radius-of-effect: 6.0
tick-speed: 2
potion-effects:
- CONFUSION:1:40
length: 100
chance: 100.0
activation-message: '&e&lThe {CORE_NAME}&r &e&lhas used the &2&lPOISON
GAS &e&ldefense!'
damage-per-tick
The damage to deal to players per tick when in the effect cloud.
tick-speed
The tick speed controls how often players are damaged.
potion-effects
The potion effects to apply to the player when in the effect cloud.
BLACK_POWDER
An effect where players may get exploded when damaging the core.
Note
This defense damages ALL players nearby when it explodes. Therefore, a player could use it as an offensive weapon, technically.
type: BLACK_POWDER
damage: 10.0
do-effect: true
scale-damage-with-distance: true
maximum-radius: 8
only-damage-attacker: false
chance: 100.0
throw-players: true
length: 100
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &0&lBLACK
POWDER &e&ldefense!'
damage
The damage to deal to the player.
scale-damage-with-distance
If damage should scale with how far the player is from the core.
maximum-radius
The max radius of effect.
only-damage-attacker
If only the player mining the core should be damaged.
throw-players
If players should receive knockback from the explosion.
ACIDIC_TOUCH
This defense damages the player's held tool or damages the player directly if not using a durability based tool.
Note
The idea, just like black powder, is to prevent players from attacking the core and start attacking each other.
type: ACIDIC_TOUCH
damage-durability-percentage: 5.0
damage-to-hand: 5.0
do-effect: true
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &a&lACIDIC
TOUCH &e&ldefense!'
damage-durability-percentage
The percentage damage done to a tool when held. Note that this is done 4 times a second, so after 5 seconds this will break any tool.
damage-to-hand
If the player is not holding an item that can be damaged with durability, the player receives this damage.
SUMMON_MONSTER
Summons monsters that attack players to defend the core. This is VERY similar to the bosses
feature's minions defense.
type: SUMMON_MONSTER
entity-type: ZOMBIE
spawn-amount: 2
entity-damage: 20.0
entity-health: 50.0
entity-speed: 0.3
entity-kb-resistance: 0.0
helmet:
type: COAL_BLOCK
chestplate:
type: LEATHER_CHESTPLATE
color: '000000'
leggings:
type: LEATHER_LEGGINGS
color: '000000'
boots:
type: LEATHER_BOOTS
color: '000000'
hand:
type: COAL
do-effect: true
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &6&lSUMMON
MONSTER &e&ldefense!'
COLLAPSE
This is a unique type of defense. Effectively, this makes the client think that it's inside a certain type of block and inable to break/attack anything. However, they actually can be damaged and attacked while in this state.
type: COLLAPSE
do-portal-effect: true
radius: 12.5
block-type: COAL_BLOCK
potion-effects:
- CONFUSION:1:150
length: 100
chance: 100.0
activation-message: '&e&lThe &0&l&oCoal Core&r &e&lhas used the &5&lCOLLAPSE
&e&ldefense!'
do-portal-effects
If nether portal effects should be spoofed into the client.
radius
The radius from the core in which players are affected.
block-type
The type of block the player is spoof suffocated by.
potion-effects
The effects to apply to the player.
Command
/dtc start (core-type)
- Starts a core battle./dtc stop (core-type)
- Stops a core battle./dtc list
- Lists all active core battles.
Permissions
- Base Level - Nothing.
- Admin Level - Admin commands.