claims.yml¶
Territory: claim limits, placement rules, protection, HQ and base, the /team hq and /team stuck countdowns, and the warzone.
How it plays: read the guide
Every example on this page is taken from the shipped claims.yml. Changes apply with /hcf reload. A limit of 0 means no limit.
Switch¶
# Turning this off stops all claiming and all territory protection: nobody
# claims, staff included, and every territory - player land, server land such
# as spawn, and the warzone - can be built on, broken and blown up.
#
# Who owns what is kept, so turning it back on restores every rule exactly as
# it was. PvP on safe zones is not territory protection: pvp.yml has its own
# switch for it (safe-zones.enabled).
enabled: true
enabled: false turns off every claim and every protection — player land, server land, the warzone — and keeps who owns what.
Claiming wand¶
Claims are rectangles drawn block by block with the wand — left-click one corner, right-click the other, sneak + left-click to claim, drop it to give up. See Territory.
# Claims are drawn with the claiming wand, the traditional HCF way: /team claim
# hands it over; left-click a block for the first corner, right-click one for the
# second, then sneak and left-click to claim the rectangle between them - both
# corners included, the full height of the world. Drop the wand to give up. The
# corners are shown as columns only the wand's holder sees. Staff draw server land
# with /team createsystem and /team forceclaim <team>, an event's territory with
# /events claim <id> and its zone with /events setzone <id>.
wand:
material: GOLDEN_HOE
name: "{primary}&lClaiming Wand"
lore:
- "{muted}Left-click {dark}{bullet} {secondary}first corner"
- "{muted}Right-click {dark}{bullet} {secondary}second corner"
- "{muted}Sneak + left-click {dark}{bullet} {success}claim it"
- "{muted}Drop it {dark}{bullet} {error}give up"
# The block the corner columns are shown in, and how high they rise (1 to 64).
pillar-material: GLASS
pillar-height: 12
# One block in every few is this instead, counting from the bottom: a column of
# glass alone is invisible to players using a clear-glass resource pack
# (0 = marker, 1 = pillar: 0111110111110 with pillar-marker-every: 6).
pillar-marker-material: GLOWSTONE
pillar-marker-every: 6
| Key | As shipped | What it does |
|---|---|---|
material |
GOLDEN_HOE |
The item |
name, lore |
see above | Its name and description |
pillar-material |
GLASS |
The columns shown, to the holder only, on the corners |
pillar-height |
12 |
How high they rise, 1 to 64 |
pillar-marker-material |
GLOWSTONE |
One block in every few is this instead — a column of glass alone is invisible to a player using a clear-glass resource pack |
pillar-marker-every |
6 |
Which block: 6 gives a marker, then five of pillar-material, and so on (0111110111110) |
Price¶
# What a claim costs, paid from the team bank when it is made (/team deposit).
# Money is what limits a team's land. Staff claims (/team forceclaim) and server
# land are free.
price:
# Per block of surface: a 20 x 20 claim is 400 blocks.
per-block: 0.25
# The share of what a claim cost that /team unclaim gives back, 0 to 100.
# Worked out on what was paid, never on today's price. Land converted from an
# earlier version's chunk claims was paid nothing, and refunds nothing.
refund-percent: 75
| Key | As shipped | What it does |
|---|---|---|
per-block |
0.25 |
Price of one block of surface, paid from the team bank; 0 is free |
refund-percent |
75 |
Share of what a claim cost that unclaiming it gives back |
Staff claims (/team forceclaim) and server land are free, and a staff unclaim refunds nothing.
Sizes¶
# The shape of one claim, and how much a team may hold. 0 = no limit.
sizes:
# The shortest side, in blocks: a strip one block wide around an enemy base is
# not territory.
min-side: 5
# The longest side, in blocks.
max-side: 128
# How many separate claims one team may hold.
max-claims: 0
# How many blocks of surface one team may hold in all.
max-total-area: 0
| Key | As shipped | What it does |
|---|---|---|
min-side |
5 |
Shortest side of a claim, in blocks |
max-side |
128 |
Longest side; 0 = none |
max-claims |
0 |
Separate claims one team may hold; 0 = no limit |
max-total-area |
0 |
Blocks of surface one team may hold in all; 0 = no limit |
Staff claims and server land follow none of these.
Placement¶
placement:
# A new claim must share an edge with the team's existing territory in that
# world. A team may still open a brand new territory in a world it holds
# nothing in.
require-connected: true
# Blocks of land to keep between a claim and another team's. 0 lets teams claim
# right up against each other. Server land (spawn, roads) is no neighbour.
buffer-blocks: 8
# Whether unclaiming may split a team's territory into disconnected pieces.
allow-disconnecting: false
| Key | As shipped | What it does |
|---|---|---|
require-connected |
true |
A new claim must share an edge with the team's land in that world |
buffer-blocks |
8 |
Blocks of land between two teams' claims; 0 lets them touch. Server land is no neighbour |
allow-disconnecting |
false |
Whether unclaiming may split a territory in two |
Map¶
map:
# How /team map is drawn:
# pillars - columns on the corners of every claim around you, in the world,
# sent to you alone (nothing is ever placed), one kind of block per
# team, drawn at random each time and named in the chat under it
# chat - the grid of characters, one cell per few blocks
# /team map pillars and /team map chat ask for one or the other whatever this says.
style: pillars
pillars:
# How far to look for claims, in chunks.
radius-chunks: 4
# A column runs from the ground to this layer, so it is seen from far away and
# from above. Ground already higher than it gets minimum-height blocks instead.
top-y: 128
minimum-height: 3
# How long the columns stay, in seconds. /team map again takes them away at
# once, and once more brings them back.
seconds: 20
# Whether server land - spawn, roads, event grounds - is marked too. false
# keeps the map to the teams around you.
include-system-claims: false
# The blocks the columns may be made of - ores and blocks of ore, raw ore
# blocks included, which read well from a distance. SOLID blocks only: anything without collision (a
# torch, a flower, a sign) is left out with a warning, and a slab or a pane
# reads as decoration on a corner. Each team drawn takes one at random.
materials:
- DIAMOND_BLOCK
- EMERALD_BLOCK
- GOLD_BLOCK
- IRON_BLOCK
- LAPIS_BLOCK
- REDSTONE_BLOCK
- COAL_BLOCK
- COPPER_BLOCK
- NETHERITE_BLOCK
- AMETHYST_BLOCK
- QUARTZ_BLOCK
- RAW_IRON_BLOCK
- RAW_COPPER_BLOCK
- RAW_GOLD_BLOCK
- DIAMOND_ORE
- EMERALD_ORE
- GOLD_ORE
- IRON_ORE
- LAPIS_ORE
- REDSTONE_ORE
- COAL_ORE
- COPPER_ORE
- NETHER_QUARTZ_ORE
- NETHER_GOLD_ORE
- ANCIENT_DEBRIS
chat:
# How many blocks one cell stands for (1 to 64); each cell is judged by the
# block in its middle. Then how many cells are drawn each way.
cell-blocks: 8
radius-x: 12
radius-z: 6
| Key | As shipped | What it does |
|---|---|---|
style |
pillars |
How /team map is drawn: pillars in the world, or chat. /team map pillars and /team map chat ask for one either way |
pillars.radius-chunks |
4 |
How far the pillars look for claims, 1 to 16 |
pillars.top-y |
128 |
A column runs from the ground to this layer, so it is seen from far away and from above |
pillars.minimum-height |
3 |
What a column gets instead where the ground is already above top-y, 1 to 64 |
pillars.seconds |
20 |
How long the pillars stay, 1 to 600; /team map again takes them away at once |
pillars.include-system-claims |
false |
Whether server land — spawn, roads, event grounds — is marked too |
pillars.materials |
25 ores and blocks of ore | The blocks the columns may be made of; each team drawn takes one at random. Anything without collision is left out with a warning |
chat.cell-blocks |
8 |
Blocks one character of the chat map stands for, 1 to 64; each is judged by the block in its middle |
chat.radius-x · radius-z |
12 · 6 |
How many cells the chat map draws each way, 1 to 32 |
Subclaims¶
# A container that only some of the team may open: hang a sign on it whose first
# line is the header below and whose other lines are the players allowed. A sign
# with no name is the writer's own. Other members cannot open it, break it, break
# its sign or put a hopper under it. Several signs on one container add up; a
# double chest is guarded from either half. Anybody outside the team is kept out
# by the claim itself, and a raid opens subclaims with the rest of the land.
subclaims:
enabled: true
header: "[Subclaim]"
# The lowest role that opens every subclaim of its team: leader, co-leader,
# officer, member (everybody - the signs then mean nothing), or none (only the
# names). A team may choose its own in /team settings (open-subclaims).
open-any: co-leader
# The lowest role that may write a subclaim sign. Each team may choose its own
# in /team settings (create-subclaims).
create-role: member
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
Subclaim signs at all |
header |
[Subclaim] |
The first line that makes a sign a subclaim, matched without case |
open-any |
co-leader |
The lowest role that opens every subclaim of its team: leader, co-leader, officer, member, or none for the names alone. Each team may choose its own in /team settings (open-subclaims) |
create-role |
member |
The lowest role that may write a subclaim sign. Each team may choose its own in /team settings (create-subclaims) |
Lock wall¶
The wall a locked claim shows the players it refuses — red glass on its border, sent to that player alone, like the wand's columns. Members see nothing.
# /team lockclaim, during SOTW: nobody but the team's members may enter the
# claim. The players it refuses see a wall of red glass around it - sent to them
# alone, like the claiming wand's columns, never placed in the world.
lock:
wall:
enabled: true
# A block; glass of any colour reads best. Members never see it.
material: RED_STAINED_GLASS
# It runs from the ground to this layer, like the map's pillars; ground
# already higher than it gets minimum-height blocks instead.
top-y: 128
minimum-height: 3
# How close to the claim a player must be for the wall to appear at all, in
# blocks: it shows as they come near rather than standing across the map.
show-within-blocks: 5
# How much of the border is then drawn around the player, in blocks - the rest
# is too far to be seen, and drawing it would cost for nothing.
radius-blocks: 24
# The wall is redrawn as a player walks, block by block, so it is there before
# they reach it. This timer is only the fallback that catches a lock taken or
# released, and a claim that changed shape, in seconds.
refresh-seconds: 2
| Key | As shipped | What it does |
|---|---|---|
wall.enabled |
true |
Whether a locked claim shows the wall at all |
wall.material |
RED_STAINED_GLASS |
The block it is drawn in |
wall.top-y |
128 |
The wall runs from the ground to this layer |
wall.minimum-height |
3 |
What it gets instead where the ground is already above top-y, 1 to 64 |
wall.show-within-blocks |
5 |
How close to the claim a player must be for the wall to appear at all, 0 to 128 |
wall.radius-blocks |
24 |
How much of the border is then drawn around the player, 4 to 128 |
wall.refresh-seconds |
2 |
The fallback timer, 1 to 60. The wall itself is redrawn as a player walks, block by block |
Protection¶
protection:
# Allies may build inside the team's territory.
allow-ally-build: false
# Attackers may build and break inside a RAIDABLE team's territory - the
# pillage window. Turning this off makes claims
# protected permanently, whatever the owner's DTR.
allow-raid-building: true
# Tell players when they cross a territory border.
announce-territory: true
# Explosions cannot break blocks in protected territory.
#
# Leave this on. Without it every rule above is optional: a player refused a
# block break simply throws a stick of TNT instead, and the whole protection
# is decorative.
#
# It follows the same rule as a player, asked as a stranger would ask it -
# an explosion has no team, and attributing it to whoever placed the TNT
# would be a guess. So a RAIDABLE team's territory still blows up, which is
# exactly what the pillage window is for, and a protected team's does not.
block-explosions: true
| Key | As shipped | What it does |
|---|---|---|
allow-ally-build |
false |
Allies may build and use things in the team's land |
allow-raid-building |
true |
Anyone but allies may build in a raidable team's land — the pillage window. false protects claims whatever the DTR |
announce-territory |
true |
Say when a player crosses a border |
block-explosions |
true |
Explosions do not break protected blocks. Leave it on |
HQ, base and stuck¶
homes:
# HQ and the secondary base (/team sethq, /team hq, /team setbase, /team base).
enabled: true
# A home must sit on land the team owns.
require-inside-territory: true
# Countdown before /team hq or /team base teleports; taking damage or leaving
# the block cancels it, and a combat tag refuses it at the start and again at
# the end. 0 teleports at once. 10 is a common HCF value, not a rule.
warmup-seconds: 10
stuck:
# Countdown before /team stuck moves a player to the nearest free land, with
# the same cancelling rules as above. It is the one way out of a base short of
# breaking it, so without a countdown it is a free exit from any trap - and from
# any raid. 60 is a common HCF value, not a rule.
warmup-seconds: 60
| Key | As shipped | What it does |
|---|---|---|
homes.enabled |
true |
HQ and second base at all |
homes.require-inside-territory |
true |
A home must stand on the team's land |
homes.warmup-seconds |
10 |
Countdown of /team hq and /team base; damage or moving cancels it |
stuck.warmup-seconds |
60 |
Countdown of /team stuck |
Worlds¶
# Worlds where claiming is allowed. Leave the list empty to allow every world.
# Example:
# claimable-worlds:
# - world
# - world_nether
claimable-worlds: []
An empty list allows every world.
Roles¶
# Minimum role required for each claim action. One of: leader, co-leader, officer,
# member. An unrecognised value falls back to "leader" and is reported in the
# console. A team may choose its own in /team settings (teams.yml, team-settings).
required-roles:
claim: co-leader
unclaim: leader
set-home: co-leader
# /team lockclaim: during SOTW only, nobody but members may enter the claim -
# so nobody can camp in it until SOTW ends. Allies included. Every lock lapses
# when SOTW ends, and a restart releases them (a SOTW is hours, not a map).
lock-claim: co-leader
The minimum role for each territory action: leader, co-leader, officer or member. lock-claim is /team lockclaim, during SOTW only. Each team may choose its own in /team settings (teams.yml).
Warzone¶
# Server land around each world's centre: players fight there, no player team
# can claim it, and - unless allowed below - nobody builds on it.
#
# It sits alongside server teams (/team createsystem <name> <safe|combat>),
# and the most specific rule wins: CLAIMED LAND ALWAYS FOLLOWS ITS OWNER. Spawn
# at the centre stays a safe zone, a road claimed across the warzone keeps its
# own rules, and a player team that held land here before the warzone was set
# up keeps it - ownership never changes. The warzone only governs land nobody
# owns. Inside a Mountain's region, the Mountain's own rules apply instead, so
# its resources stay minable (see resourcenodes.yml).
#
# The radius is in blocks from the centre to each edge of a square, exactly -
# block-precise, like claims.
#
# Off by default: until you list a world below, nothing is reserved.
warzone:
display-name: "{error}Warzone"
# Whether players may place and break blocks on unclaimed warzone land.
# false is the usual HCF rule. Doors, chests and buttons are not building and
# stay usable either way. Explosions follow this too, as long as
# protection.block-explosions is on: a charge cannot do what a pickaxe is
# refused. Turning block-explosions off lets explosions through everywhere,
# the warzone included - it is the one switch for every explosion rule.
allow-building: false
# One entry per world that has a warzone; a world not listed has none.
# center-x / center-z default to 0. Example:
#
# worlds:
# world:
# radius: 800
# world_nether:
# radius: 250
# center-x: 0
# center-z: 0
worlds:
| Key | As shipped | What it does |
|---|---|---|
display-name |
&cWarzone |
Its name in messages and on /team map |
allow-building |
false |
Whether players may build on unclaimed warzone land |
worlds.<world>.radius |
none | Blocks from the centre to each edge, exactly |
worlds.<world>.center-x, center-z |
0, 0 |
The centre |
No world is listed as shipped: no warzone until you add one. Kill the King needs it.
The whole shipped file¶
# ---------------------------------------------------------------------------
# HCFCore - Claim (territory) module configuration
# ---------------------------------------------------------------------------
# Every rule the claim module applies lives here; nothing below is duplicated as
# a constant in the plugin's code. Changes take
# effect on /hcf reload.
#
# As in teams.yml, a limit of 0 means "no limit".
#
# Claims are drawn block by block with the claiming wand (see "wand" below): a
# claim is a rectangle, the full height of the world.
#
# ⚠️ Reading this file, remember how protection actually works: who OWNS land is permanent, and is never changed by raiding.
# Whether that owner is currently PROTECTED is a separate, live question
# answered by their DTR. Nothing here can make a raid transfer land - a raid
# only opens the pillage window described under "protection" below.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
# Turning this off stops all claiming and all territory protection: nobody
# claims, staff included, and every territory - player land, server land such
# as spawn, and the warzone - can be built on, broken and blown up.
#
# Who owns what is kept, so turning it back on restores every rule exactly as
# it was. PvP on safe zones is not territory protection: pvp.yml has its own
# switch for it (safe-zones.enabled).
enabled: true
# Claims are drawn with the claiming wand, the traditional HCF way: /team claim
# hands it over; left-click a block for the first corner, right-click one for the
# second, then sneak and left-click to claim the rectangle between them - both
# corners included, the full height of the world. Drop the wand to give up. The
# corners are shown as columns only the wand's holder sees. Staff draw server land
# with /team createsystem and /team forceclaim <team>, an event's territory with
# /events claim <id> and its zone with /events setzone <id>.
wand:
material: GOLDEN_HOE
name: "{primary}&lClaiming Wand"
lore:
- "{muted}Left-click {dark}{bullet} {secondary}first corner"
- "{muted}Right-click {dark}{bullet} {secondary}second corner"
- "{muted}Sneak + left-click {dark}{bullet} {success}claim it"
- "{muted}Drop it {dark}{bullet} {error}give up"
# The block the corner columns are shown in, and how high they rise (1 to 64).
pillar-material: GLASS
pillar-height: 12
# One block in every few is this instead, counting from the bottom: a column of
# glass alone is invisible to players using a clear-glass resource pack
# (0 = marker, 1 = pillar: 0111110111110 with pillar-marker-every: 6).
pillar-marker-material: GLOWSTONE
pillar-marker-every: 6
# What a claim costs, paid from the team bank when it is made (/team deposit).
# Money is what limits a team's land. Staff claims (/team forceclaim) and server
# land are free.
price:
# Per block of surface: a 20 x 20 claim is 400 blocks.
per-block: 0.25
# The share of what a claim cost that /team unclaim gives back, 0 to 100.
# Worked out on what was paid, never on today's price. Land converted from an
# earlier version's chunk claims was paid nothing, and refunds nothing.
refund-percent: 75
# The shape of one claim, and how much a team may hold. 0 = no limit.
sizes:
# The shortest side, in blocks: a strip one block wide around an enemy base is
# not territory.
min-side: 5
# The longest side, in blocks.
max-side: 128
# How many separate claims one team may hold.
max-claims: 0
# How many blocks of surface one team may hold in all.
max-total-area: 0
placement:
# A new claim must share an edge with the team's existing territory in that
# world. A team may still open a brand new territory in a world it holds
# nothing in.
require-connected: true
# Blocks of land to keep between a claim and another team's. 0 lets teams claim
# right up against each other. Server land (spawn, roads) is no neighbour.
buffer-blocks: 8
# Whether unclaiming may split a team's territory into disconnected pieces.
allow-disconnecting: false
map:
# How /team map is drawn:
# pillars - columns on the corners of every claim around you, in the world,
# sent to you alone (nothing is ever placed), one kind of block per
# team, drawn at random each time and named in the chat under it
# chat - the grid of characters, one cell per few blocks
# /team map pillars and /team map chat ask for one or the other whatever this says.
style: pillars
pillars:
# How far to look for claims, in chunks.
radius-chunks: 4
# A column runs from the ground to this layer, so it is seen from far away and
# from above. Ground already higher than it gets minimum-height blocks instead.
top-y: 128
minimum-height: 3
# How long the columns stay, in seconds. /team map again takes them away at
# once, and once more brings them back.
seconds: 20
# Whether server land - spawn, roads, event grounds - is marked too. false
# keeps the map to the teams around you.
include-system-claims: false
# The blocks the columns may be made of - ores and blocks of ore, raw ore
# blocks included, which read well from a distance. SOLID blocks only: anything without collision (a
# torch, a flower, a sign) is left out with a warning, and a slab or a pane
# reads as decoration on a corner. Each team drawn takes one at random.
materials:
- DIAMOND_BLOCK
- EMERALD_BLOCK
- GOLD_BLOCK
- IRON_BLOCK
- LAPIS_BLOCK
- REDSTONE_BLOCK
- COAL_BLOCK
- COPPER_BLOCK
- NETHERITE_BLOCK
- AMETHYST_BLOCK
- QUARTZ_BLOCK
- RAW_IRON_BLOCK
- RAW_COPPER_BLOCK
- RAW_GOLD_BLOCK
- DIAMOND_ORE
- EMERALD_ORE
- GOLD_ORE
- IRON_ORE
- LAPIS_ORE
- REDSTONE_ORE
- COAL_ORE
- COPPER_ORE
- NETHER_QUARTZ_ORE
- NETHER_GOLD_ORE
- ANCIENT_DEBRIS
chat:
# How many blocks one cell stands for (1 to 64); each cell is judged by the
# block in its middle. Then how many cells are drawn each way.
cell-blocks: 8
radius-x: 12
radius-z: 6
# A container that only some of the team may open: hang a sign on it whose first
# line is the header below and whose other lines are the players allowed. A sign
# with no name is the writer's own. Other members cannot open it, break it, break
# its sign or put a hopper under it. Several signs on one container add up; a
# double chest is guarded from either half. Anybody outside the team is kept out
# by the claim itself, and a raid opens subclaims with the rest of the land.
subclaims:
enabled: true
header: "[Subclaim]"
# The lowest role that opens every subclaim of its team: leader, co-leader,
# officer, member (everybody - the signs then mean nothing), or none (only the
# names). A team may choose its own in /team settings (open-subclaims).
open-any: co-leader
# The lowest role that may write a subclaim sign. Each team may choose its own
# in /team settings (create-subclaims).
create-role: member
# /team lockclaim, during SOTW: nobody but the team's members may enter the
# claim. The players it refuses see a wall of red glass around it - sent to them
# alone, like the claiming wand's columns, never placed in the world.
lock:
wall:
enabled: true
# A block; glass of any colour reads best. Members never see it.
material: RED_STAINED_GLASS
# It runs from the ground to this layer, like the map's pillars; ground
# already higher than it gets minimum-height blocks instead.
top-y: 128
minimum-height: 3
# How close to the claim a player must be for the wall to appear at all, in
# blocks: it shows as they come near rather than standing across the map.
show-within-blocks: 5
# How much of the border is then drawn around the player, in blocks - the rest
# is too far to be seen, and drawing it would cost for nothing.
radius-blocks: 24
# The wall is redrawn as a player walks, block by block, so it is there before
# they reach it. This timer is only the fallback that catches a lock taken or
# released, and a claim that changed shape, in seconds.
refresh-seconds: 2
protection:
# Allies may build inside the team's territory.
allow-ally-build: false
# Attackers may build and break inside a RAIDABLE team's territory - the
# pillage window. Turning this off makes claims
# protected permanently, whatever the owner's DTR.
allow-raid-building: true
# Tell players when they cross a territory border.
announce-territory: true
# Explosions cannot break blocks in protected territory.
#
# Leave this on. Without it every rule above is optional: a player refused a
# block break simply throws a stick of TNT instead, and the whole protection
# is decorative.
#
# It follows the same rule as a player, asked as a stranger would ask it -
# an explosion has no team, and attributing it to whoever placed the TNT
# would be a guess. So a RAIDABLE team's territory still blows up, which is
# exactly what the pillage window is for, and a protected team's does not.
block-explosions: true
homes:
# HQ and the secondary base (/team sethq, /team hq, /team setbase, /team base).
enabled: true
# A home must sit on land the team owns.
require-inside-territory: true
# Countdown before /team hq or /team base teleports; taking damage or leaving
# the block cancels it, and a combat tag refuses it at the start and again at
# the end. 0 teleports at once. 10 is a common HCF value, not a rule.
warmup-seconds: 10
stuck:
# Countdown before /team stuck moves a player to the nearest free land, with
# the same cancelling rules as above. It is the one way out of a base short of
# breaking it, so without a countdown it is a free exit from any trap - and from
# any raid. 60 is a common HCF value, not a rule.
warmup-seconds: 60
# Worlds where claiming is allowed. Leave the list empty to allow every world.
# Example:
# claimable-worlds:
# - world
# - world_nether
claimable-worlds: []
# Minimum role required for each claim action. One of: leader, co-leader, officer,
# member. An unrecognised value falls back to "leader" and is reported in the
# console. A team may choose its own in /team settings (teams.yml, team-settings).
required-roles:
claim: co-leader
unclaim: leader
set-home: co-leader
# /team lockclaim: during SOTW only, nobody but members may enter the claim -
# so nobody can camp in it until SOTW ends. Allies included. Every lock lapses
# when SOTW ends, and a restart releases them (a SOTW is hours, not a map).
lock-claim: co-leader
# ---------------------------------------------------------------------------
# Warzone
# ---------------------------------------------------------------------------
# Server land around each world's centre: players fight there, no player team
# can claim it, and - unless allowed below - nobody builds on it.
#
# It sits alongside server teams (/team createsystem <name> <safe|combat>),
# and the most specific rule wins: CLAIMED LAND ALWAYS FOLLOWS ITS OWNER. Spawn
# at the centre stays a safe zone, a road claimed across the warzone keeps its
# own rules, and a player team that held land here before the warzone was set
# up keeps it - ownership never changes. The warzone only governs land nobody
# owns. Inside a Mountain's region, the Mountain's own rules apply instead, so
# its resources stay minable (see resourcenodes.yml).
#
# The radius is in blocks from the centre to each edge of a square, exactly -
# block-precise, like claims.
#
# Off by default: until you list a world below, nothing is reserved.
warzone:
display-name: "{error}Warzone"
# Whether players may place and break blocks on unclaimed warzone land.
# false is the usual HCF rule. Doors, chests and buttons are not building and
# stay usable either way. Explosions follow this too, as long as
# protection.block-explosions is on: a charge cannot do what a pickaxe is
# refused. Turning block-explosions off lets explosions through everywhere,
# the warzone included - it is the one switch for every explosion rule.
allow-building: false
# One entry per world that has a warzone; a world not listed has none.
# center-x / center-z default to 0. Example:
#
# worlds:
# world:
# radius: 800
# world_nether:
# radius: 250
# center-x: 0
# center-z: 0
worlds: