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UHPlugin

Plugin UltraHardcore (“Kill the Patrick”), augmenté. | UHC (“KTP”) plugin, improved.

Install / Use

/learn @zDevelopers/UHPlugin
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

UltraHardcore, reloaded Build Status

C'est très la source.

Development builds available for each commit on our Jenkins server.

This plugin is available on BukkitDev.
Please note, this README reflects the last development version. Some features listed here may not be in the version published on BukkitDev.

  1. Features
    1. Teams
    2. Teleportation
    3. Scoreboards
    4. Episodes
    5. Border & wall
    6. Gameplay tweaks
    7. Death
    8. Timers
    9. Other plugins
    10. Options against lag & bugs
    11. Miscellaneous
  2. Commands & permissions
  3. Installation
  4. How to translate the plugin
    1. If you want to translate it for yourself
    2. If you want to translate it for everyone
    3. Inside the translations
  5. Metrics
  6. Thanks
    1. Translators
  7. License

Features

For available configuration, please see directly the configuration file.

  • Manages an UHC match.
  • Cancels any regeneration by food (just like /gamerule naturalRegeneration false).

Manages teams

  • Creation/deletion of colored teams, with or without name. Spaces allowed in the names.
  • You can create a team with a random color using ? as the color.
  • Players can be added to a team, or not (solo mode supported).
  • The names of the players can be colored, according to the team, in the chat.
  • The teams can be registered in the config file, in game, or both.
  • The teams are managed through commands (to allow the use of command blocks).
  • You can set a maximum size for the teams (to be able to give players command blocks to join the teams, without manual check, as example).
  • Players can join a team using /join <teamName> or a nice chat-based GUI.
    Chat-based GUI to select a team

Automatic teleportation of the players

  • Manual teleportation spots set in the config, in game, or both.
  • Automatic set of teleportation spots following various shapes: random, grid or circular.
    All these shapes come with a minimal distance between two points, and the spots can be generated with any center, in any world (default: the sender's world, centered on the spawn of this world).
  • You can remove a spawn point, or all.
  • The teams (or players, if solo) are automatically teleported to a random teleportation spot.
  • Two teleportation modes available:
    • a “direct” one, all players are teleported in the same time;
    • a “slow” one, the teams are teleported with a delay, and the game is launched after; useful for smaller servers.
  • The players state is reset when they are teleported: inventory cleaned, max food and health, no XP, no potion effects...
  • Some players can be marked as “spectators”: they are not teleported and not counted as a player.
  • Before the teleportation:
    • players can't build in the world (except with a permission/op mode);
    • the time is frozen at noon;
    • the mobs don't spawn;
    • the players can't be damaged.
  • After the teleportation:
    • 30 seconds after, the players can be damaged; before they are invulnerable.

Scoreboards

  • Displayed match info with a custom title
    • Shows the number of the episode and the number of alive players/teams.
    • Shows the time left in the current episode.
      Scoreboard
    • You can choose what is displayed in the scoreboard, or disable it.
  • The health of the players is displayed in the Tab list. This can be disabled.

Episodes management

  • Configurable duration of an episode.
  • A timer is displayed on the left of the player's screen.
  • The timer can be synchronized with a clock (enabled by default, avoid long episodes due to the lag) or simply decremented every second.
  • The end of an episode is broadcast in the chat to all players.
  • An episode can be shifted using /uh shift.
  • You can disable this feature.

Border manager and wall generator included

  • You can generate a wall around the map following the size of the map set in the config file, centered on the world' spawn point.
    • The generated wall is made of two blocks: one replaces the “air-like” blocks and the trees, and the other replaces solid blocks. This is useful to have a glass wall without light gaps in the caverns.
    • Illustrations:
      viewed from the surface
      in a cave
      (using the default configuration).
    • The generated wall can be either circular or squared.
  • The players are blocked inside the wall, even if the wall is broken or not generated, if WorldBorder is present (automatic configuration of the plugin).
  • The border can easily be set during the game with /uh border set <diameter>
  • To anticipate a new border size, a warning can be send to all players out of this future border with /uh border warning <futureDiameter> every 90 seconds (by default, you can change the delay in the config).
    • The time left to go inside the next border can be included in this message (/uh border warning <futureDiameter> [minutesBeforeReduction]).
      message broadcasted to the players outside
  • You can list the players outside a given border with /uh border check <diameter>; this command gives a very light info (list of players outside plus "far", "close" or "very close") because the administrator can play.

Gameplay tweaks

All these gameplay tweaks are optional — see the configuration file.

  • The golden melon is crafted using a gold block instead of eight gold nuggets.
    Craft golden melon
  • When a player die, his head is dropped (pvp-only flag available); this head can be used to craft a golden apple.
    • The craft is the same as the normal golden apple, with a head instead of an apple.
      You can use a player head or a wither head, and configure these two crafts independently.
      Craft golden Apple
    • You can configure the number of apples crafted, the type (normal or Notch apple), and if a lore is added (saying “Made from the fallen head of ThePlayer”).
      Lure of a golden apple crafted from a Wither
    • There is a way to remove the lore (because two golden apple with a different lore are not stackable), either in the config (lore not added) or using a craft:
      Craft - Lore removal
  • You can configure the number of half-hearts healed by a golden apple, enchanted golden apple, and the same for “golden heads”, independantely.
  • You can disable the enchanted golden apples.
  • The enderpearl damages can be removed.
  • The ghast tears can be replaced by gold, to make Regeneration potions uncraftable.
  • The level-II potions can be disabled.
  • The compass behavior can be changed.
    • New craft: an ingredient in the center; four iron ingots like in the vanilla compass recipe; bone, gunpowder, rotten flesh and spider eye in the corners.
      Craft for the special compass
    • The four loots in the corners can be in any configuration (semi-shapeless recipe).
    • There are three different ingredients in the center, for three levels of difficulty.
      • Simple: redstone dust (just like the vanilla compass).
      • Medium: ender pearl.
      • Hard: eye of ender.
    • If a player right-click with a compass, the compass shows the nearest player (team excluded).
    • This consumes a rotten flesh.
  • The Witch spawn can be disabled (either the natural one, or the spawn from a villagers struck by a lightning bolt).
  • The time can be frozen to any hour (eternal day/night), or not.
  • The “bad” weather (rain, thunder) can be disabled.

Death

  • The players can be kicked (and eventually banned) after their death, with a configurable delay.
  • The killer can receive some XP (other-team-only flag available).
  • Announcements:
    • The death messages can be more visible (format can be set in the config, including color).
    • A team-death message can be sent when an entire team is dead.
    • A death sound can be played (by default, WITHER_SPAWN), or not.
    • You can send a lightning strike (only an effect, not a “real” one) when a player die, at the location of his death point.

Timers

  • You can add arbitrary countdowns in game, displayed in the scoreboard or hidden.
  • The timers are added in one time; started in another. So you can prepare all timers before the game.

Related Skills

View on GitHub
GitHub Stars33
CategoryDevelopment
Updated13d ago
Forks23

Languages

Java

Security Score

80/100

Audited on Mar 18, 2026

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