Links must also be respectful to our server rules. Any promotion or advertising of other servers is not allowed. The main language in global chat is English. Please also use the correct channels in their respective designation and purpose. Players knowingly benefitting from another player's exploitation or rules, exploits, glitches or hacks; will be punished equally.
Players are not allowed to take advantage of server bugs, exploits, or other technical oversights. Players are not allowed to take advantage of game bugs, exploits, such as duping, block-glitching, afk bypass or anything that isn't supposed to be possible in the base game.
Alternative accounts, otherwise known as "alts", are not allowed. You are entitled to one account per player. Alternative accounts will be suspended, and your main account will be temporarily banned if you are found breaking this rule deliberately. If you are found breaking this rule, you will be issued a 48hr ban, followed after a permanent. As the Minecraft EULA states, Unfair advantages is "in a competitive game something that, given equal skill levels, time investment, and circumstances, causes one player or group of players to perform better than another.
Intentionally causing harm to our services through DDOS, Spamming, raiding or other illegal exploitive methods is not allowed. All illegal access will be logged in detail and reported. Large mob platforms and large cactus farms, spawners are not allowed, they may cause excessive lag. Tile limitations are enabled, this means you cannot stack a ton of furnaces, hoppers, chests single or mixed into one chunk.
As this causes delays in saving, which causes excessive lag. Traditional Griefs to claimed Towns are not allowed. Refer to the following chart to determine which outfielder has a chance for the catch:. Note: If the height of the wall at the point where the fielder would try to make the catch exceeds 10 feet then ignore this rule completely.
The normal infield position is Infield Back. But there are times when it is important to reduce the batter's bunting ability and to cut down the chance of a runner scoring from third on a ground ball.
Then, the team in the field will want to bring the Infield In or, in the Super-Advanced game, bring in the corner infielders the third baseman and the first baseman while leaving the middle infielders the second baseman and the shortstop back.
With the Corners In, the team in the field cuts down on the batting team's ability to score the runner from third base on a ground ball, but also slightly diminishes its own ability to turn a double play. Meanwhile, the batter's ability to hit safely increases.
With the Infield In, the effects are much greater: Chances that the runner will score from third on a groundball are sharply reduced, but double-play possibilities are significantly diminished. This strategy is used only when the potential winning run is on third base with fewer than two outs and the game can end on a sacrifice fly. For the ultimate in strategy and realism, we recommend the Supplementary Stealing System. In this system, each baserunner is rated for the frequency with which he runs the ability to get a good lead and his success rate.
He will be working against both the catcher's throwing arm and the pitcher's ability to hold runners close to the base. Instead use the numeric rating found on the Advanced side of the batter's card, after the letter-grade rating. Here is a sample:. The numbers preceding the slash are the range when the two colored dice are rolled indicating when the runner will establish his good lead.
The numbers immediately after the slash are the range indicating when the runner will be automatically out stealing. Better base stealers have no automatic outs; you will see a hyphen - instead of a number range.
Some pitchers have Supplementary Stealing ratings. These pitchers will be listed separately on the roster sheet. So you will want to calculate his success chance first. Example: Catcher's arm is -1, pitcher's hold is Instead of a combined -6, the adjustment is Adjust the runner's success ratings accordingly. The defensive manager decides whether to hold the runner on base.
If so, there is further adjustment: -2 from the first steal success rating and -4 from the second steal success rating. The offensive manager decides whether to attempt a steal. If so, then first check to determine if the runner achieves his good lead.
If the runner rolls for his good lead and achieves it, he must steal immediately. If the runner fails to achieve a good lead, he has the option of stealing at any time, or of holding his base.
The baserunner may make only one attempt for a good lead while he occupies the same base, unless:. If a steal is attempted, use the runner's adjusted first success rating if he has his good lead, and his adjusted second success rating if he fails to achieve his good lead.
If the runner is not being held on base, his adjusted success rating may exceed 20, in which case he is automatically safe. If he is held on, then his success rate may not exceed His success rate may not be lower than 1. Roll the sided die again. Refer to the catcher's card for his "T" number s. If the second roll is within the "T" range, the catcher has committed a throwing error, allowing all baserunners to advance one additional base.
If the second roll was outside the catcher's "T" range, no error occurs. If the defensive manager decides that the risk of the throwing error is greater than the value of attempting to throw the runner out, the catcher may elect to hold the ball rather than attempt the throw. If the catcher elects to hold the ball, the runner s safely steals the base and there is no possibility of a throwing error.
Ignore the runner's asterisk on attempted steals of third base and home. He must roll within the range of his good lead in order to attempt these steals. If he fails to achieve his good lead, he may not attempt to steal.
If the roll falls within the range for his automatic outs, then he is out stealing. Instead, deduct 9 from his second steal-success rating. And if he is being held on base, deduct an additional 4. Example: The stealer above will have a success range of if stealing home while not being held, and a success range of 1 if being held.
In double or triple steals, only the lead runner's ratings will be used. The defense may attempt to throw out the lead runner only. If the lead runner has not yet rolled for the good lead when a Hit and Run result requires the runner s to steal, then do so and proceed normally, making all necessary adjustments.
If the runner has previously failed to achieve the good lead and the Hit and Run subsequently requires a steal, then proceed as you would for a runner who does not have a good lead. If the lead baserunner is on second base and he fails or has already failed to obtain a good lead, he is automatically out trying to steal third base. Additionally in Super Advanced Play, any runner may be held when the infield is playing the Corners In. Example: With a runner held at first and a lefthanded hitter at the plate, a shortstop rated 2e20 becomes 3e The maximum range rating is 5.
Instead, when a gb X to an infielder responsible for holding the runner results in a symbol followed by a " ", change that result to "SI2" single, with all runners advancing two bases. If the baserunner is not being held, add 1 to his running rating. Use this procedure:. Do not roll for the lead.
If the runner on first attempts to steal, the defensive manager chooses whether to have the catcher hold onto the ball this permits the steal of second, but prevents the runner on third from attempting to score , or to throw to second in an attempt to throw out the runner. If the defensive manager chooses to throw to second, the offensive manager has the option of having the runner on third attempt to steal home.
Calculate the safe chance by subtracting 5 from his second steal rating number in parentheses do not adjust for the pitcher's hold rating, the catcher's arm or the fact that he is held on base. If the runner on third attempts to steal home, the defensive manager has the choice: Let the throw go through to try to get the runner attempting to steal second, or cut off the ball and throw home.
With two outs, if the defense throws out the runner going to second base, the runner on third does not score. If you are using the optional system for individual balks, wild pitches and passed balls, pickoffs and balks are possible when using the Supplementary Stealing System. A more complete description of the balk-wild pitch-passed ball system is in Section If there are no remaining players rated for a position, try to use a similar player there - an infielder in the infield, an outfielder in the outfield.
When assigning a player who is rated at two outfield positions to play the third for which he is not rated , base the new rating on the first outfield position listed on his card. For example, a player is LF-1, CF Unless you know which hand the player throws with, assume that a left-handed batter throws left and a right-handed batter throws right.
Position players should be used only at the fielding positions listed on their cards. This Super Advanced system encourages realistic use of relief pitchers, emphasizing the use of pitchers in late-inning save situations who were the real big-league closers.
Whether the player should take damage when inside powder snow. The maximum length of a chain of commands that can be executed during one tick. Applies to command blocks and functions. The maximum number of pushable entities a mob or player can push, before taking 3 suffocation damage per half-second. Setting to 0 or lower disables the rule.
Damage affects survival-mode or adventure-mode players, and all mobs but bats. Pushable entities include non-spectator-mode players, any mob except bats, as well as boats and minecarts. Whether creepers , zombies , endermen , ghasts , withers , ender dragons , rabbits , sheep , villagers , silverfish , snow golems , and end crystals should be able to change blocks, and whether mobs can pick up items which disables bartering by dropping items but not by using the item on a mob.
This also affects the capability of zombie-like creatures like zombified piglins and drowned to pathfind to turtle eggs. Whether the player can regenerate health naturally if their hunger is full enough doesn't affect external healing, such as golden apples , the Regeneration effect , etc.
How often a random block tick occurs such as plant growth, leaf decay, etc. Setting to a high integer results in high speeds of decay and growth. Numbers over make plant growth or leaf decay instantaneous. Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text. Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text.
Whether death messages are put into chat when a player dies. Also affects whether a message is sent to the pet's owner when the pet dies. The number of blocks outward from the world spawn coordinates that a player spawns in when first joining a server or when dying without a personal spawnpoint.
Whether players in spectator mode can generate chunks. Makes angered neutral mobs attack any nearby player, not just the player that angered them. Works best if forgiveDeadPlayers is disabled.
Hides the "Can place on" and "Can destroy" block lists from item lore, as well as item lock indicators. Added game rule doFireTick. Added game rule mobGriefing. Added game rule keepInventory. Added game rule doMobSpawning. Added game rule doMobLoot. Added game rule doTileDrops.
0コメント