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advcfg.yml
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#### Reflex Advanced Configuration #####################################
#
# Welcome here! Looks like you want to change something, am
# I right? Before doing so, please note one thing: all the
# settings were tested a lot to work properly. If Reflex breaks
# after you touched anything, it's YOUR fault.
#
# For any configuration assistance please private message
# DarksideCode on Spigot, open an issue at go.reflex.rip/bug
# or write us in Discord: g.reflex.rip/discord
#
# PLEASE REFRAIN FROM TOUCHING ANYTHING WITHOUT SERIOUS REASONS TO!
#
# Also keep in mind that this is ADVANCED configuration.
# One tweak can break everything. Literally. Even your arm.
#
# Learn more about Reflex AdvCfg:
# --> https://g.reflex.rip/advcfg
#
# Useful links:
#
# 1. Report bugs/false positives/bypasses/console errors/other:
# --> https://g.reflex.rip/contributing
# --> https://g.reflex.rip/bug
#
# 2. Reflex Wiki (information about checks, lag accounting, etc):
# --> https://g.reflex.rip/wiki
#
# 3. Reflex Discord server (quick live support, bug reports, etc):
# --> https://g.reflex.rip/discord
#
# 4. Reflex on Spigot:
# --> https://g.reflex.rip/spigot
#
# With love, Reflex Development Team.
# © reflex.rip, 2016-2021.
#
########################################################################
########################################################################
# BASIC ADVCFG FILE INFORMATION (META) — its name (a very-very brief
# description), its author (provider) and its version number/string.
#
# MUST BE CHANGED BEFORE THIS ADVCFG GETS USED!
########################################################################
name: 'Default Configuration'
provider: 'Reflex Development Team'
version: '4'
########################################################################
# THE CONFIGURATION ITSELF
########################################################################
# Advanced KillAura options
ka:
# Advanced options for component ka.cbd
#
# Combines all other Killaura components and looks at general
# violation density. Used to detect "half-legit-half-blatant" hacks.
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★☆☆☆ (2/5 - useful in some cases or for some certain types of cheats)
cbd:
# How many violations* does a player need to score within
# {period} ticks in order to be flagged? This check is used to detect
# blatant cheaters that are suspected very often but not heavily.
#
# * [Each check gives 'individual' (usually dynamic) number of
# violations, which also often differs from the one shown in
# verbose, because VLs going to ka.cbd and VLs going to player
# are different. The basic rule is same, though: the more the
# check is trusted, the more violation points it gives.]
threshold: 35
# Checking period in ticks*.
# (!) NO '/REFLEX RELOAD' SUPPORT: requires full server restart to update!
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
period: 600
# Advanced options for component ka.clk
#
# Monitors players' clicking rates and detects various non-vanilla
# behavior, including fast / double-(multiple-) / consistent clicking.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★☆☆ (3/5 - efficient for certain types of cheats)
clk:
# Maximal allowed number of clicks players are allowed to
# do in one second (20 ticks). Legit jitter is usually ≤ 16
# (keep in mind that Reflex's CPS calculation is kind of "unusual" and
# therefore the CPS it shows will be different to CPS shown by CPS meter
# software/mods; 18+ CPS should be impossible for a legitimate player to
# get on **Reflex's** click rate meter)
max_cps: 18
# Minimal allowed clicking variance. Used to detect consistent click rates.
# Higher - more strict. Lower - more lenient. 0 - disable the check.
# NOTE: this check is very stable and is not known to have any false positives.
min_click_variance: 2
# Minimal delay that Reflex will enforce between clicks, in milliseconds*.
# If a player constantly clicks at delays lower than this, then they are
# very likely to be using double-/triple-/N-click cheats or AutoClicker.
# For example, clicking with delay of 20 ms is approximately equal to
# 1000/20 = 50 clicks per second, which is absolutely not legitimate.
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
min_click_delay: 25
# Advanced options for component ka.heu
#
# Uses a neural network with pre-trained (by us, the developers, with
# help of you, the community) datasets ("samples") to detect a wide
# range of combat cheats like Aimbot and Killaura/"LegitAura".
#
# (i) Settings regarding the Heuristics check do not affect the
# core (the NN and datasets) itself, but its "extra" checks
# added in release "10.9". Those parts are combined to compute
# a CP (Cheat Points) number based on neural network output.
# The number of cheat points is always shown in ka.heu verbose
# messages like "cp: N". CP is always a natural number, N∈[0..20].
# The Heuristics check takes its final decision based both on
# NN output and on the number of cheat points, among with some
# other factors like lag status and recent behavior of a player.
#
# Accuracy: ★★★☆☆ (3/5 - known to have some false positives in some cases)
# Efficiency: ★★★★★ (5/5 - awesome)
heu:
# If CP number of a player is greater than this (and the core decision
# is "cheater"), then, no matter the other factors, the player is considered
# cheating. This means that that player triggered too many "extra" checks
# at a time and, at the same moment, has been classified as a cheater
extreme_cp_threshold: 6
# If the core decision for a player is "cheater", they are not lagging
# (have a stable/"good" lag status) and have got a number of CP greater
# then this, then the final decision is going to be "cheater".
# Does not trigger on players whose lag status is considered "bad"
stable_cp_threshold: 3
# If the core decision for a player is "cheater" and moreover the NN
# is very sure about it (extremely high confidence), and the player's
# number of CP is greater then then the one set in this option, then
# the player is considered cheating. High confidence is pretty difficult
# for a legit player to achieve. When the NN is really "certain" the
# player is cheating, then most often they really do
certain_cp_threshold: 2
# Advanced options for component ka.ra
#
# Monitors many combat behavior aspects of a player and utilizes
# a variety of techniques in one to detect practically every KillAura
# that gives cheater any significant advantage in fights. Unlike many
# other checks, this one should be nearly absolutely accurate and safe.
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★★★☆ (4/5 - pretty efficient, detects many known types of cheats)
ra:
# How many hits do players have to do before their combat patterns are analyzed?
check_time: 10
# Based on many factors, this check computes average "cheating probability"
# percent for players' combat. If the computed probability (that is, the
# likelihood that a particular player has used KillAura in a particular fight)
# is greater than or equal to this number, they will be given a suspicion and
# a few violations (but never more than a few tens).
max_probability: 85.0
# After how many milliseconds* will ka.ra's suspicions be forgotten?
# See options above and below as well.
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
suspicion_lifespan: 90000
# If upon getting a new ka.ra's suspicion player's number of suspicions from this component
# within the last {suspicion_lifespan} milliseconds is greater than this {threshold}, then
# this player will be given a lot of violations (enough for an instant kick/punishment).
# Properly configured, this check will never flag legitimate players enough for a kick.
threshold: 1
# Advanced options for component ka.ray
#
# Combines hitbox (attack angle & range), block raytrace (attacking through
# non-pierceable blocks), and entity raytrace (attacking through fake client-side
# entities/bots) checks. Works by basically raycasting player's direction vector
# through the world until the cursor intersects with bounding box of a block or
# an entity or until the configured limit of steps is reached. Makes it impossible
# to use really blatant KillAura/Reach/Hitbox cheats.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★★★ (5/5 - awesome)
ray:
# Player direction vector multiplier. Smaller numbers will result in slightly more
# accurate raycasting but will make the process slower (more performance impact).
raycast_precision: 0.05
# The number of blocks Reflex should artificially expand hitboxes of entities by.
# Smaller = stricter, but more false-positives-prone.
hitbox_expansion: 0.195
# If the raycast "cursor" did not intersect with any bounding box within the following
# number of steps (iterations), then the hit will be considered invalid (out of legitimate
# attack range or player not looking at the target properly).
max_raycast_steps: 70
# How many violations should Reflex give to players when they attack
# an entity out of legitimate range or without looking at it properly?
hitbox_weight: 1
# How many violations should Reflex give to players when they attack an
# entity through a non-pierceable block (such as stone, bricks, etc.)?
# 0 = disable block raytrace checking.
block_raytrace_weight: 2
# How many violations should Reflex give to players when they attack
# an entity through artificially created invisible bots (fake players)?
# 0 = disable entity raytrace checking.
entity_raytrace_weight: 5
# The maximal number of suspicions a player is allowed to obtain in
# {suspicion_lifespan} milliseconds before being flagged for cheating.
# See excessive_violation_weight.
threshold: 11
# After how many milliseconds* will ka.ray's suspicions be forgotten?
# See excessive_violation_weight.
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
suspicion_lifespan: 20000
# If a player receives more than {threshold} suspicions on any of the ka.ray's
# subcomponents within {suspicion_lifespan} ms, they will instantly be given the
# following number of violations.
excessive_violation_weight: 16
# Advanced options for component ka.yrt
#
# Looks at players' aiming/rotation style during combat and finds
# any suspicious patterns in it, and then computes a "probability of
# hacking" using the `{suspicious_rotations} / {total_rotations} * 100
# formula. Detects some Aimbots and Killauras very quickly.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★☆☆ (3/5 - efficient for certain types of cheats)
yrt:
# How probable (in percent, %) does a player need to be cheating
# according to the ka.yrt check in order to be flagged for KillAura
max_probability: 70
# Advanced BlockActions options
#
# (i) One may want to reduce the values here a little bit in case of many
# "ultra-professional" players on the server who are "known" (trusted)
# to be able to build very quickly without any mods, autoclickers, etc.
blckact:
# Advanced options for component blckact.sfd
#
# Checks for ScaffoldWalk hacks and enforces a bridging speed limit.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★★★ (5/5 - awesome)
sfd:
# Minimal delay between placing blocks when bridging horizontally (in ticks*).
# Higher - more strict. Lower - more lenient. 0.0 - disable the check.
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
min_hor: 5.0
# Minimal delay between placing blocks when bridging diagonally (in ticks*).
# Higher - more strict. Lower - more lenient. 0.0 - disable the check.
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
min_dia: 5.0
# This option specifies whether Reflex should check players' bridging accuracy or not.
# It is impossible for most legit players to be absolutely accurate while bridging really
# quickly. However, if there are many players on your server who claim to be able to bridge
# really fast without a single mouse drag (which is really difficult), set this to false.
check_accuracy: true
# Advanced options for component blckact.tw
#
# Checks for Tower hacks and enforces a towering speed limit.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★★★ (5/5 - awesome)
tw:
# Minimal delay between placing blocks when towering up (in ticks*).
# Higher - more strict. Lower - more lenient. 0.0 - disable the check.
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
min_tw: 7.5
# Advanced InvActions options
invact:
# Advanced options for component invact.mov
#
# Prevents cheaters from walking/rotating with open inventory.
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★★★☆ (4/5 - pretty efficient, detects many known types of cheats)
mov:
# For how many milliseconds* are players allowed to move and/or
# rotate with open inventory? Reducing this number will speed
# detection of InventoryWalk hacks up, but may increase the number
# of false positives in various situations.
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
open_wait: 500
# Advanced options for component invact.fiv
#
# Restricts inventory-clicking/chest-looting rates.
# Prevents cheaters from using very blatant ChestStealer/AutoLoot hacks.
#
# NOTE: Reflex only counts clicks at items in different slots WITH SOMETHING IN THEM.
# Clicking at the same slot OR at slots without items is NOT checked.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★☆☆☆ (2/5 - useful in some cases or for some certain types of cheats)
fiv:
# Most checks in Reflex, including the main invact.fiv subcomponent, are packet-based.
# That is, instead of listening to Bukkit events which provide no proper ways for a smooth
# lag accounting system, this check only watches packets sent by players and analyzes them.
# However, due to some changes made to the game protocol in 1.9, it became impossible to
# create a proper packet-based check on new versions. That's why our nicer (packet) check
# only works on 1.8x, sadly.
#
# In order to provide some basic (though a bit worse) protection for servers running new
# Minecraft versions, there is also a "classic" (event-based) check in Reflex. This option
# specifies whether you want to use that check or not. We advise you not to run both packet
# and event checks concurrently - that's useless and may cause problems.
#
# Possible values:
#
# (a) auto - let Reflex decide for you (RECOMMENDED). The check will be automatically
# enabled on 1.9+ and disabled on 1.8x.
#
# (b) true - enable the event-based invact.fiv check.
#
# (c) false - disable the event-based invact.fiv check.
#
# Reflex will self-disable with an error if an invalid value is set here.
enable_event_check: auto
# If a player does more than one click in the number of milliseconds* specified below,
# they will be suspected and given violations. This only affects the event-check, and
# therefore also requires the event-check to be active (either with 'auto' + 1.9+ server
# or with 'true' set on the 'enable_event_check' option above).
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
min_event_click_delay: 75
# If a player does more than one click in the number of ticks* specified below,
# they will be suspected and given violations.
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
min_click_delay: 2
# If a player will receive more than {const_clicking_threshold} consistent clicking
# suspicions within {const_click_lifespan} milliseconds*, they will be given many
# violations (failing this check 2-3 times is enough to be kicked from the server by default).
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
const_click_lifespan: 2250
# If a player has clicked more than {const_clicking_threshold} times in a row
# at an approximately equal ("consistent") rate, they will be given a suspicion.
# Learn more about this option by reading comment to the one above ('const_click_lifespan').
const_clicking_threshold: 17
# Advanced AntiKnockback options
vel:
# Advanced options for component vel.act
#
# This check gives players small random velocities when they open
# any inventories (including chests, crafting tables, etc.) and makes
# sure they respond with a proper move. If a player did not move
# as expected, they are given a suspicion. Receiving more than {threshold}
# suspicions within {suspicion_lifespan} ms means that the player is very
# likely to be cheating, and therefore they are given a lot of violations
# at a time (a number that is enough for instant kick).
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★★☆☆ (3/5 - efficient for certain types of cheats)
act:
# Maximal allowed X/Z distance (in blocks) between knockback locations
# that Reflex predicts and players' actual knocknack locations
max_offset: 0.024
# The maximal number of suspicions a player is allowed to obtain in
# {suspicion_lifespan} milliseconds before being flagged for cheating
threshold: 2
# After how many milliseconds* will vel.act's suspicions be forgotten?
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
suspicion_lifespan: 30000
# How many ticks* should Reflex wait after "fatal" flags before dealing
# violations and showing the necessary verbose message(s)? For example,
# if this is set to 100, and a player scores over {threshold} suspicions
# in last {suspicion_lifespan} ms, then Reflex will wait 5 seconds before
# actually notifying about this in verbose and giving that player many
# violations (kicking them). This option is very recommended to be something
# high (100 is high enough, though it could even be higher if you wish) as
# it confuses cheaters and hardens their understanding of kick/ban reasons
# (because cheaters will be kicked "randomly", not right on their violations).
#
# (i) This does not affect "low" ("non-fatal") violations which only
# add 1 violation and exist simply to show verbose messages - these
# will always go without any delays.
#
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
flag_delay: 100
# Advanced options for component vel.adr
#
# Checks for illegal movement direction changes in midair.
# This is normally impossible for legit players but often
# happens if a player is using knockback or other movement
# cheats, including BHop/Strafe.
#
# Accuracy: ★★★★☆ (4/5 - may have a few very rare false detections)
# Efficiency: ★★★★☆ (4/5 - pretty efficient, detects many known types of cheats)
adr:
# Maximal allowed angle (in degrees) between player's current and
# their last movement direction vectors (180 degrees = full reverse;
# also, 180 degrees is the maximal possible angle (1 side: 360/2=180, just maths))
max_angle: 35.0
# The maximal number of suspicions a player is allowed to obtain in
# {suspicion_lifespan} milliseconds before being flagged for cheating
threshold: 3
# After how many milliseconds* will vel.adr's suspicions be forgotten?
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
suspicion_lifespan: 7500
# Advanced options for component vel.hrz
#
# Checks whether players are being knocked back properly after being hit
# (horizontally — there is a separate, vel.vtl, component for vertical velocity
# monitoring), and if not, teleports them where they should normally be knocked
# back. Being teleported forcefully too often indicates that a player is most
# probably cheating, so when that happens, Reflex adds them a significant number
# of violations so that they are kicked for AntiKnockback soon enough.
#
# Before deciding whether to teleport a player or not, Reflex performs several
# checks, which all add different number of "pre-vl", and then looks how many
# "pre-vls" did a player get during checking. If that number is greater than
# {prevl_threshold}, the player is considered cheating (using Velocity hacks).
# When a player is considered cheating, they are added one suspicion. If that
# player gets more than {threshold} suspicions within {suspicion_lifespan} ms,
# they will be added real AntiKnockback violations, which will later lead to
# them being teleported (forced knockback) or removed from the server.
#
# Accuracy: ★★★☆☆ (3/5 - known to have some false positives in some cases)
# Efficiency: ★★★★★ (5/5 - awesome)
hrz:
# Maximal allowed number of "pre-vls" a player is allowed to
# score during check before being flagged/teleported/kicked.
prevl_threshold: 3
# The maximal number of suspicions a player is allowed to obtain in
# {suspicion_lifespan} milliseconds before being flagged for cheating
threshold: 2
# After how many milliseconds* will vel.hrz's suspicions be forgotten?
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
suspicion_lifespan: 5000
# Reflex attempts to predict where players should land after being hit,
# and teleports them there in case they seem to be ignoring server velocity.
# If you want Reflex to simply monitor and kick, without forcing anyone to
# knock back properly, then just enable the "silent" option in config.yml.
forced_knockback:
# How strongly should Reflex teleport players horizontally?
# 0.0 - teleport to location on hit (no forced knockback).
# Higher values - higher teleport distance.
hor_multiplier: 4.0
# How strongly should Reflex teleport players vertically?
# 0.0 - teleport to location on hit (no forced knockback).
# Higher values - higher teleport distance. The overall Y
# teleport distance is limited, see {max_ver_dist} below.
ver_multiplier: 2.0
# What's the maximum distance (in blocks) Reflex can teleport players
# vertically? Teleportation is made relatively to player's position ON HIT
# (at the moment when the check started). If the Y distance between that
# location and predicted location (plus {ver_multiplier}) is greater than
# {max_ver_dist} blocks, then the player is only teleported {max_ver_dist}
# blocks vertically. This does not affect horizontal teleportation.
max_ver_dist: 1.7
# Advanced VehicleMove options
vehmv:
# Advanced options for component vehmv.boat
#
# Enfores vanilla boat movement mechanics. Checks fall
# gravity and movement speed and acceleration in order to
# detect BoatFly/BoatSpeed cheats.
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★★★★ (5/5 - awesome)
boat:
# What's the maximal allowed number of blocks a player is allowed to move
# on boat per tick* in normal conditions (still surface or in midair)?
max_normal_speed: 0.52
# What's the maximal allowed number of blocks a player is allowed to move
# on boat per tick* on flowing water (waterfalls, flowing streams)?
max_flowing_speed: 0.58
# What's the maximal allowed number of blocks a player is allowed to move
# on boat per tick* on ground (yes, it is possible to drive boat like a car
# on ground in Minecraft)? This does cover ice blocks - see options below.
max_ground_speed: 0.26
# What's the maximal allowed number of blocks a player is allowed to move
# on boat per tick* on frozen surfaces (ice, packed ice)? NOTE: it is possible
# to use boat like a sportcar on ice in Minecraft - love its physics.
max_ice_speed: 2.08
# What's the maximal allowed acceleration (in m/s^2, metres per second square)
# a player is allowed to reach on boat? NOTE: acceleration is basically same in
# any conditions - on (flowing) water, ice, ground and even in midair (partially).
max_acceleration: 0.06
# * [1 second = 20 ticks, 2.5 s = 50 ticks, etc.]
# Advanced ElytraMove options
eltr:
# Advanced options for component eltr.mv
#
# Enfores vanilla Elytra movement mechanics. Strictly
# limits the direction and speed in which players are
# allowed to move in different situations with Elytra.
# Detects Elytra+/ElytraFly/ElytraSpeed and similar.
#
# Accuracy: ★★★★★ (5/5 - awesome)
# Efficiency: ★★★★★ (5/5 - awesome)
mv:
# If a player gets teleported back for violating ElytraMove more than
# {setbacks_to_unequip} times within {setback_lifespan} milliseconds*,
# Reflex will forcefully take off their Elytra. See regular config.yml
# for details on "take off".
#
# NOTE: only takes effect if all of the following is true:
# (1) "elytramove.silent" in config.yml is disabled;
# (2) "elytramove.unequip_elytra" in config.yml is enabled (which itself also requires (1) to be true).
#
# * [1 second = 1000 milliseconds, 2.5 s = 2500 ms, etc.]
setbacks_to_unequip: 12
# See comment to the above option (`setbacks_to_unequip`).
setback_lifespan: 3000