package wtf.beatrice.limbomanager.listeners; import org.bukkit.Difficulty; import org.bukkit.GameRule; import org.bukkit.World; import org.bukkit.event.EventHandler; import org.bukkit.event.Listener; import org.bukkit.event.world.WorldLoadEvent; public class WorldLoadHandler implements Listener { @EventHandler public void onWorldLoad(WorldLoadEvent event) { World loaded = event.getWorld(); loaded.setDifficulty(Difficulty.PEACEFUL); loaded.setAutoSave(false); loaded.setFullTime(6000L); loaded.setPVP(false); loaded.setStorm(false); loaded.setHardcore(false); loaded.setGameRule(GameRule.DO_INSOMNIA, false); loaded.setGameRule(GameRule.ANNOUNCE_ADVANCEMENTS, false); loaded.setGameRule(GameRule.COMMAND_BLOCK_OUTPUT, false); loaded.setGameRule(GameRule.DISABLE_RAIDS, true); loaded.setGameRule(GameRule.DO_DAYLIGHT_CYCLE, false); loaded.setGameRule(GameRule.DO_ENTITY_DROPS, false); loaded.setGameRule(GameRule.DO_FIRE_TICK,false); loaded.setGameRule(GameRule.DO_IMMEDIATE_RESPAWN, true); loaded.setGameRule(GameRule.DO_MOB_LOOT, false); loaded.setGameRule(GameRule.DO_MOB_SPAWNING, false); loaded.setGameRule(GameRule.DO_PATROL_SPAWNING, false); loaded.setGameRule(GameRule.DO_TILE_DROPS, false); loaded.setGameRule(GameRule.DO_TRADER_SPAWNING, false); loaded.setGameRule(GameRule.DO_WEATHER_CYCLE, false); loaded.setGameRule(GameRule.DO_WARDEN_SPAWNING, false); loaded.setGameRule(GameRule.FALL_DAMAGE, false); loaded.setGameRule(GameRule.FIRE_DAMAGE, false); loaded.setGameRule(GameRule.DROWNING_DAMAGE, false); loaded.setGameRule(GameRule.FREEZE_DAMAGE, false); loaded.setGameRule(GameRule.MOB_GRIEFING, false); loaded.setGameRule(GameRule.NATURAL_REGENERATION, false); loaded.setGameRule(GameRule.SHOW_DEATH_MESSAGES, false); loaded.setGameRule(GameRule.KEEP_INVENTORY, false); } }