Settings
What each player chooses about their own targets — size, distance, colour, style and five toggles — what it does to their rating, and how an owner bounds it.
Every player tunes their own targets. Size and distance change how hard every drill is and move their rating with it; colour and style are looks only; five toggles take parts of the screen away. The choices are stored on the player's profile row, so they survive a restart and a statistics reset.
Where players change them
The Settings screen opens from:
/aim settings;- the main menu;
- the Your settings button of the drill list;
- the comparator in slot 6 of the hotbar during a drill, with a right click.
The screen's top item shows the difficulty the current size and distance are worth on a drill of weight 1.0, and each of the two buttons says what it is worth on its own. Every change is saved and redrawn in place.
Size and distance
Both are multipliers of the drill's own numbers, so one choice serves every drill.
| Setting | Scales | Smaller | Larger |
|---|---|---|---|
| Size | The width and height of every target. | Harder, worth more rating. | Easier, worth less. |
| Distance | Both ends of the drill's distance range. | Easier, worth less. | Harder, worth more rating. |
| Click | Does |
|---|---|
| Left click | One step up: bigger, or farther. |
| Right click | One step down. |
| Shift click | Asks for an exact value, between the range's ends. |
A value is always brought inside the range the server offers and rounded to two decimals. How much each one moves the rating is on Scoring.
settings:
size:
min: 0.1
max: 2.5
step: 0.05
default: 1.0
distance:
min: 0.25
max: 3.0
step: 0.05
default: 1.0| Key | What it does |
|---|---|
min | The smallest value anybody may choose. Never below 0.01. |
max | The largest. Never below min. |
step | How far one click moves the value. Between 0.01 and the width of the range. |
default | What a player who never changed it uses. Brought inside the range. |
A stored value outside a narrowed range is brought inside it the next time it is read, so nobody is left stranded at a value the server no longer allows. Their old records keep the size and distance they were set at.
A COMBO target walks in only as far as the drill's nearest distance times the player's distance
multiplier, while the fight keeps the game's three blocks of reach. The shipped fights start at 3 blocks, so
a distance above ×1.00 moves the fighter to the edge of reach, and a little past ×1.10 at size ×1.00 keeps it
out of reach altogether. Lower settings.distance.max, or the fights' distance.min, if that is not
wanted.
Colour and style
A target is a block display with an outline. The style picks the block, the colour dyes it and draws the outline. Left click moves to the next one, right click to the previous.
| Colour | dye | Outline |
|---|---|---|
lime | LIME | #8fffc1 |
red | RED | #ff5555 |
orange | ORANGE | #ff9500 |
yellow | YELLOW | #ffd700 |
cyan | CYAN | #59d4ff |
blue | BLUE | #59a4ff |
purple | PURPLE | #aa76de |
magenta | MAGENTA | #ff6b9d |
white | WHITE | #ffffff |
black | BLACK | #333333 |
| Style | Name | suffix | material | Block with lime |
|---|---|---|---|---|
concrete | Concrete | CONCRETE | — | LIME_CONCRETE |
wool | Wool | WOOL | — | LIME_WOOL |
glass | Glass | STAINED_GLASS | — | LIME_STAINED_GLASS |
terracotta | Glazed | GLAZED_TERRACOTTA | — | LIME_GLAZED_TERRACOTTA |
lantern | Sea lantern | — | SEA_LANTERN | SEA_LANTERN |
target | Target block | — | TARGET | TARGET |
The block is the colour's dye and the style's suffix joined by an underscore. A style with a material
of its own ignores the dye and always draws that block, but still takes the colour's outline. A
combination that is not a block — a typo, a dye with no such variant — draws LIME_CONCRETE rather than
nothing.
Some targets are drawn grey while they do not count yet: a reaction target before its light, a tracking
target while the crosshair is off it, the unlit targets of an ordered drill. That look is the same style in
grey (GRAY_WOOL, GRAY_STAINED_GLASS, …), or GRAY_CONCRETE for a style with its own material, and has
no outline.
settings:
colours:
lime:
name: Lime
dye: LIME
glow: "#8fffc1"
# … one block per colour
styles:
concrete:
name: Concrete
suffix: CONCRETE
material: ""
lantern:
name: Sea lantern
suffix: ""
material: SEA_LANTERN
# … one block per style
default-colour: lime
default-style: concrete
spawn-animation-ticks: 2| Key | What it does |
|---|---|
colours.<id>.name | What the settings screen and its messages call the colour. |
colours.<id>.dye | The Minecraft colour prefix a style is combined with. |
colours.<id>.glow | The outline colour, as #rrggbb. Anything unreadable is white. |
styles.<id>.name | What the screen calls the style. |
styles.<id>.suffix | The block name a dye is put in front of. |
styles.<id>.material | A fixed block that ignores the colour. Empty uses the suffix. |
default-colour, default-style | What a new player gets. An id that is not in its map falls back to the first entry. |
spawn-animation-ticks | Ticks a new target takes to grow in from 5% of its size. 0 pops it in at once. Clamped to 0..20. |
The key of each block is what a player's row stores. Removing a colour or a style sends every player who had
it back to the default; an empty colours or styles map brings the shipped ones back.
The toggles
Five switches, on by default, in the row below size, distance, colour and style. Each one is the player's alone.
| Toggle | Shown as | Turns off |
|---|---|---|
sidebar | Sidebar | The sidebar during a drill or a duel. |
boss_bar | Boss bar | The boss bar with the drill, the time, hits, accuracy and score. |
action_bar | Hit feedback | The action bar of the hit, miss, expired, false start, armed and rushed effects. |
hit_sounds | Hit sounds | The sound of those same effects. |
particles | Hit particles | The particles drawn where a target was hit. |
What they do not turn off: the titles and chat lines of those effects, the countdown, the session-complete,
personal-best and duel effects, the experience bar and the hotbar. Those are the server's, under feedback
and hud — see HUD. The boss bar also needs hud.boss-bar.enabled, and the
particles need a hud.hit-particle line; a player cannot turn on what the owner turned off.
The names on the screen come from messages.yml, under menu.toggles.
Every player is frozen in place from the countdown until they leave the arena: the client's own movement is dropped, so a drill measures the hands and not the legs. There is no toggle for it.
When a change applies
Settings are read when a drill starts, and again every time it is replayed. A change made during a drill or a duel — from the hotbar, for instance — is saved and answered with "Saved. It applies from your next drill."; the run already going keeps what it started with. The sidebar toggle is the exception and applies at once.
A player whose profile has not finished loading after they join plays with the defaults, and a change they make in that moment is not saved.
In a duel
A duel builds its rules once, from the player who sends the challenge, and both players play by them.
match.use-preferences: false (default) | match.use-preferences: true | |
|---|---|---|
| Size and distance | ×1.00 for both: the drill as written. | The challenger's, for both. |
| Colour and style | The challenger's, for both. | The challenger's, for both. |
| Toggles | Each player's own. | Each player's own. |
Either way both players shoot identical targets, which is what keeps two scores comparable. A rematch reuses the same rules. See Duels.
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