Core Config Sections - MisterWonderful/DivineHordes GitHub Wiki

🎛️ Core Configuration Sections

1. Event Management

events:
  interval:
    min: 8          # Minimum minutes between events
    max: 15         # Maximum minutes between events
  duration:
    max-minutes: 30 # Maximum event duration
    warning-at: 25  # When to send time warnings
  auto-end:
    enabled: true   # Enable automatic event termination
    conditions:
      - no-players-online: true    # End if no players
      - server-restart: true       # End on restart

How It Works:

  • Events are scheduled randomly within the min/max interval
  • Duration is enforced with configurable warnings
  • Auto-end prevents events from running indefinitely

2. Dynamic Difficulty System

difficulty:
  enabled: true                    # Master switch for dynamic difficulty
  base-multiplier: 1.0            # Starting difficulty level
  min-multiplier: 0.5             # Easiest possible difficulty
  max-multiplier: 3.0             # Hardest possible difficulty
  update-interval-seconds: 30     # Recalculation frequency

Advanced Difficulty Components:

  player-scaling:
    base-players: 3               # Players before scaling kicks in
    scaling-per-player: 0.15      # Difficulty increase per extra player
    weight: 0.3                   # How much this affects overall difficulty
  
  equipment-scaling:
    base-score: 20.0              # Equipment score before scaling
    scaling-per-point: 0.02       # Difficulty per equipment point
    weight: 0.25                  # Component weight in calculation
    enchantment-bonus: 1.5        # Score bonus per enchantment

How It Works:

  • Four Components: Player count, equipment quality, XP levels, time progression
  • Weighted Average: Each component has configurable weight in final calculation
  • Real-time Updates: Recalculates every 30 seconds during events
  • Bounded Results: Always stays within min/max multiplier limits

3. Intelligent Offering System

offerings:
  xp-cost:
    base-cost: 3              # XP levels for first offering change
    multiplier: 1.3           # Cost increase per subsequent change
    max-changes: 5            # Maximum changes per event
  
  difficulty-scaling:
    enabled: true             # Scale offering difficulty
    base-difficulty: 1.0      # Reference difficulty level
    scaling-factor: 0.5       # How much difficulty affects requirements
    min-scaling: 0.5          # Minimum scaling (50% of base)
    max-scaling: 2.0          # Maximum scaling (200% of base)

Tiered Offering System:

  items:
    easy:                     # Low difficulty offerings
      - "IRON_INGOT:8-15"
      - "GOLD_INGOT:4-8"
      - "DIAMOND:1-3"
    
    common:                   # Normal difficulty offerings
      - "DIAMOND:3-6"
      - "EMERALD:5-10"
      - "ENDER_PEARL:3-6"
    
    rare:                     # High difficulty offerings
      - "DIAMOND_BLOCK:1-2"
      - "SHULKER_SHELL:1-2"
      - "ANCIENT_DEBRIS:1-2"
    
    legendary:                # Expert difficulty offerings
      - "NETHERITE_SCRAP:1-2"
      - "TOTEM_OF_UNDYING:1"
      - "BEACON:1"

How It Works:

  • Dynamic Tier Selection: Plugin chooses tier based on calculated difficulty
  • Player Assessment: Analyzes equipment and progression to determine capability
  • Scaling: Item quantities scale with difficulty within defined bounds
  • Fallbacks: Safe defaults if tiers are empty or misconfigured

4. Enhanced Horde Configuration

horde:
  spawning:
    base-mob-count: 20        # Starting number of mobs
    max-mob-count: 60         # Absolute maximum mobs
    per-player-scaling: 3     # Additional mobs per player
    spawn-radius: 30          # Spawn distance from players
  
  enhancements:
    health-multiplier: 1.2    # Base health boost
    damage-multiplier: 1.1    # Base damage boost  
    speed-multiplier: 1.1     # Base speed boost
    equipment-chance: 0.5     # Chance for mob equipment
    potion-effects: true      # Enable random potion effects

Difficulty Impact Scaling:

difficulty:
  impact:
    health-per-difficulty: 0.3      # Health increase per difficulty point
    damage-per-difficulty: 0.2      # Damage increase per difficulty point
    speed-per-difficulty: 0.1       # Speed increase per difficulty point
    spawn-interval-reduction: 0.3   # Faster spawning at high difficulty

How It Works:

  • Base Values: Core enhancement multipliers applied to all mobs
  • Difficulty Scaling: Additional bonuses based on calculated difficulty
  • Spawn Rate Adaptation: Higher difficulty = faster mob spawning
  • Equipment Tier Matching: Better equipment at higher difficulties

🎨 Configuration Categories

🔧 Performance Optimization

performance:
  async-operations: true          # Use async processing
  chunk-loading: true             # Intelligent chunk management
  memory-optimization: true       # Garbage collection hints
  tps-monitoring: true            # Adaptive scaling based on TPS
  max-entities: 120               # Entity limit for performance

🔗 Integration Settings

integrations:
  zmenu:
    enabled: true                 # Enable zMenu GUI system
    auto-open: false              # Auto-open GUI on /dh command
    command-execution:
      use-console: true           # Execute commands via console
      player-permission-check: true # Verify permissions
  
  worldguard:
    enabled: true                 # Enable WorldGuard integration
    respect-regions: true         # Honor region protections
  
  citizens:
    enabled: true                 # Enable Citizens NPC integration
    god-npc: true                 # Create divine entity NPCs

🛡️ Emergency Systems

emergency:
  cooldown-seconds: 180           # 3-minute override cooldown
  broadcast-radius: 50            # Override announcement range
  confirmation-required: false    # Skip confirmation prompts
  log-usage: true                 # Log all override usage

🎯 Reward Scaling

rewards:
  difficulty-scaling:
    enabled: true                 # Scale rewards with difficulty
    base-multiplier: 1.0          # Base reward amount
    scaling-per-difficulty: 0.3   # Additional rewards per difficulty point
  
  tiers:
    common:
      chance: 0.5                 # 50% chance for common rewards
      items:
        - "IRON_BLOCK:2-4"
        - "EXPERIENCE_BOTTLE:5-10"
    
    legendary:
      chance: 0.15                # 15% chance for legendary rewards
      items:
        - "DIAMOND_BLOCK:1-2"
        - "TOTEM_OF_UNDYING:1"