SomebodyMakeAConstruct/config/improvedmobs/common.toml

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#Default difficulty caps at 250
[general]
#Disable/Enables the whole difficulty scaling of this mod. Requires a mc restart
"Enable difficulty scaling" = true
#Time in ticks for which the difficulty shouldnt increase at the beginning. One full minecraft day is 24000 ticks
#Range: > 0
"Difficulty Delay" = 0
#Handles increase in difficulty regarding current difficulty.
#Format is <minimum current difficulty>-<increase every 2400 ticks>
#Example ["0-0.01","10-0.1","30-0"]
#-> So the difficulty increases by 0.01 every 2400 ticks (->0.1 per mc day since a mc day has 24000 ticks) till it reaches a difficulty of 10.
#Then it increases by 1 per mc day till it reaches 30 and then stops.
"Difficulty Increase" = ["0-0.1"]
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#Wether difficulty should only increase with at least one online players or not
"Ignore Players" = false
#If true will increase difficulty by the amount of time skipped. Else will only increase difficulty once.
"Punish Time Skip" = true
#Disable/Enable friendly fire for owned pets.
FriendlyFire = false
#Blacklist for pet you should't be able to give armor to. Pets from mods, which have custom armor already should be included here (for balancing reasons).
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"Pet Blacklist" = ["touhou_little_maid"]
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#Treat pet blacklist as whitelist
"Pet Whitelist" = false
#Increase difficulty with time
#Here untill its back as a gamerule
"Difficulty toggle" = true
#How the difficulty at a position is calculated. Supported values are:
#GLOBAL: Serverwide difficulty value
#PLAYERMAX: Maximum difficulty of players in a 256 radius around the position
#PLAYERMEAN: Average difficulty of players in a 256 radius around the position
#Allowed Values: GLOBAL, PLAYERMAX, PLAYERMEAN
"Difficulty type" = "GLOBAL"
#Black/Whitelist for various stuff
[list]
#Entities added here will be blacklisted from their assigned flags. Usage:
#<entity registry name> or <namespace> followed by any of:
#[ALL,ATTRIBUTES,ARMOR,HELDITEMS,BLOCKBREAK,USEITEM,LADDER,STEAL,GUARDIAN,PARROT,TARGETVILLAGER,NEUTRALAGGRO,REVERSE].
#Having no flags is equal to ALL. Use REVERSE to reverse all flags. Some flags do nothing for certain mobs!
#Examples (without <>):
#<minecraft:sheep> (equal to minecraft:sheep|ALL) excludes sheeps from all modifications
#<minecraft:sheep|REVERSE|ATTRIBUTES will> add sheep to attributes modification only
#<minecraft:sheep|ATTRIBUTES> will add sheep to everything except attributes
#<minecraft> blacklists all minecraft mobs from everything
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"Entity Configs" = ["minecraft:blaze|GUARDIAN", "alexsmobs|HELDITEMS|USEITEM|GUARDIAN", "minecraft:ender_dragon", "minecraft:cod", "minecraft:donkey", "minecraft:squid", "minecraft:glow_squid", "minecraft:mule", "minecraft:skeleton_horse", "touhou_little_maid:maid", "minecraft:strider", "minecraft:trader_llama", "minecraft:parrot", "minecraft:cow", "minecraft:zombie_horse", "minecraft:horse", "minecraft:bee", "minecraft:polar_bear", "minecraft:cat", "minecraft:pufferfish", "minecraft:bat", "minecraft:wandering_trader", "minecraft:salmon", "minecraft:fox", "minecraft:llama", "minecraft:pig", "minecraft:allay", "minecraft:frog", "minecraft:iron_golem", "minecraft:tropical_fish", "minecraft:turtle", "minecraft:sheep", "minecraft:snow_golem", "minecraft:mooshroom", "minecraft:villager", "minecraft:ocelot", "minecraft:tadpole", "minecraft:goat", "minecraft:dolphin", "minecraft:chicken", "minecraft:wolf", "minecraft:panda", "minecraft:rabbit", "minecraft:axolotl"]
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#Any of the following
#[ATTRIBUTES, ARMOR, HELDITEMS, BLOCKBREAK, USEITEM, LADDER, STEAL, GUARDIAN, PARROT, TARGETVILLAGER, NEUTRALAGGRO]
#added here will disable that feature completely.
#E.g. ["GUARDIAN"] will disable the guardian feature
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"Flag Blacklist" = ["NEUTRALAGGRO", "TARGETVILLAGER"]
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#Treat ATTRIBUTES flags as whitelist
"Attribute Whitelist" = false
#Treat ARMOR flags as whitelist
"Armor Equip Whitelist" = false
#Treat HELDITEMS flags as whitelist
"Held Equip Whitelist" = false
#Treat BLOCKBREAK flags as whitelist
"Breaker Whitelist" = false
#Treat USEITEM flags as whitelist
"Item Use Whitelist" = false
#Treat LADDER flags as whitelist
"Ladder Whitelist" = false
#Treat STEAL flags as whitelist
"Steal Whitelist" = false
#Treat GUARDIAN flags as whitelist
"Guardian Whitelist" = false
#Treat PARROT flags as whitelist
"Phantom Whitelist" = false
#Treat TARGETVILLAGER flags as whitelist
"Villager Whitelist" = false
#Treat NEUTRALAGGRO flags as whitelist
"Neutral Aggro Whitelist" = false
#Settings for mod integration
[integration]
#Should the scaling health mods difficulty system be used instead of this ones. (Requires scaling health mod)
"Use Scaling Health Mod" = false
#If true and playerEx is installed will use the level from playerEx as difficulty
"Use Player EX Mod" = false
#If true and LevelZ is installed will use the the total skill level from LevelZ as difficulty
"Use LevelZ Mod" = false
#Settings regarding custom ai for mobs
[ai]
#Whitelist for blocks, which can be actively broken.
#Usage: <registry name;classname;tag;namespace> put "!" infront to exclude blocks
#Note: If you include common blocks (like grass blocks) the pathfinding can have undesirable results.
"Block Break Whitelist" = ["forge:glass", "forge:glass_panes", "minecraft:fence_gates", "forge:fence_gates", "minecraft:wooden_doors"]
#Treat Block Whitelist as Blocklist
"Breaklist as Blacklist" = false
#Use the block breaking sound instead of a knocking sound
Sound = false
#Chance for a mob to be able to break blocks
#Range: 0.0 ~ 1.0
"Breaker Chance" = 0.3
#Initial cooldown for block breaking mobs
#Range: > 0
"Breaker Initial Cooldown" = 120
#Cooldown for breaking blocks
#Range: > 0
"Breaker Cooldown" = 20
#If mobs should break blocks when not chasing a target
"Idle Break" = false
#Chance for a mob to be able to steal items from inventory blocks
#Range: 0.0 ~ 1.0
"Stealer Chance" = 0.3
#Items which will be given to mobs who can break blocks. Empty list = no items. Syntax: id;weight
#Note: Mobs can only break blocks if the tool they are holding can break the blocks
"Breaking items" = ["minecraft:diamond_pickaxe;1", "minecraft:iron_axe;2"]
#Should mobs be able to break block entities? Evaluated before the break list
"Break BlockEntities" = true
#Chance for neutral mobs to be aggressive
#Range: 0.0 ~ 1.0
"Neutral Aggressive Chance" = 0.1
#List for of pairs containing which mobs auto target others. Syntax is [mob id]-[mob id] where second value is the target.
# e.g. minecraft:zombie-minecraft:skeleton makes all zombies target skeletons
"Auto Target List" = []
#Difficulty at which mobs are able to break blocks
#Range: 0.0 ~ 1.7976931348623157E308
"Difficulty Break AI" = 0.0
#Difficulty at which mobs are able to steal items
#Range: 0.0 ~ 1.7976931348623157E308
"Difficulty Steal AI" = 0.0
#Chance for mobs to be able to summon an aquatic mount
#Range: 0.0 ~ 1.0
"Guardian Chance" = 1.0
#Chance for mobs to be able to summon a flying mount
#Range: 0.0 ~ 1.0
"Phantom Chance" = 0.5
#Configs regarding mobs spawning with equipment
[equipment]
#Blacklist items from whole mods. Add modid to prevent items from that mod being equipped. (For individual items use the equipment.json)
"Item Blacklist" = []
#Use blacklist as whitelist
"Item Whitelist" = false
#Blacklist for items mobs should never be able to use.
#Use as in using the item similar to players (e.g. shooting bows)
"Item Use Blacklist" = ["bigbrain:buckler"]
#Turn the use blacklist into a whitelist
"Item Use Whitelist" = false
#Blacklist for specific mobs and items they shouldnt use (e.g. skeletons already use bows)
#<entity registry name-item>
#For different items but same entity use multiple lines
#Some special names are BOW, TRIDEN, CROSSBOW refering to every bow/trident/crossbow item (So you dont need to type e.g. every bow item)
"Entity Item Use Blacklist" = ["minecraft:drowned;TRIDENT", "minecraft:illusioner;BOW", "minecraft:piglin;CROSSBOW", "minecraft:pillager;CROSSBOW", "minecraft:skeleton;BOW", "minecraft:snow_golem;minecraft:snowball", "minecraft:stray;BOW", "minecraft:wither_skeleton;BOW"]
#Base chance that a mob can have one piece of armor
#Range: 0.0 ~ 1.0
"Equipment Chance" = 0.1
#Base chance for each additional armor pieces
#Range: 0.0 ~ 1.0
"Additional Equipment Chance" = 0.3
#Adds additional x*difficulty% to base equip chance
#Range: 0.0 ~ 1.7976931348623157E308
"Equipment Addition" = 0.3
#Chance for mobs to have a weapon
#Range: 0.0 ~ 1.0
"Weapon Chance" = 0.05
#Adds additional x*difficulty% to base weapon chance
#Range: 0.0 ~ 1.7976931348623157E308
"Weapon Chance Add" = 0.3
#Base chance for each armor pieces to get enchanted
#Range: 0.0 ~ 1.0
"Enchanting Chance" = 0.2
#Adds additional x*difficulty% to base enchanting chance
#Range: 0.0 ~ 1.7976931348623157E308
"Enchanting Addition" = 0.2
#Specify min and max enchanting levels according to difficulty. difficulty-minLevel-maxLevel
"Enchanting Calc" = ["0-5-10", "25-5-15", "50-10-17", "100-15-25", "200-20-30", "250-30-35"]
#Chance for mobs to have an item in offhand
#Range: 0.0 ~ 1.0
"Item Equip Chance" = 0.05
#Adds additional x*difficulty% to base item chance
#Range: 0.0 ~ 1.7976931348623157E308
"Item Chance add" = 0.2
#Should mobs drop the armor equipped through this mod? Will not change drops if the mob obtained the armor through other means (e.g. vanilla)
"Should drop equipment" = false
#Settings for attribute modifiers
[attributes]
#Health will be multiplied by difficulty*0.016*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Health Increase Multiplier" = 1.0
#Health will be multiplied by at maximum this. Set to 0 means no limit
#Range: 0.0 ~ 1.7976931348623157E308
"Max Health Increase" = 5.0
#Round health to the nearest x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Round HP" = 0.5
#Damage will be multiplied by difficulty*0.008*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Damage Increase Multiplier" = 1.0
#Damage will be multiplied by at maximum this. Set to 0 means no limit
#Range: 0.0 ~ 1.7976931348623157E308
"Max Damage Increase" = 3.0
#Speed will be increased by difficulty*0.0008*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Speed Increase" = 1.0
#Maximum increase in speed
#Range: 0.0 ~ 1.0
"Max Speed" = 0.1
#Knockback will be increased by difficulty*0.002*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Knockback Increase" = 1.0
#Maximum increase in knockback
#Range: 0.0 ~ 1.0
"Max Knockback" = 0.5
#Magic resistance will be increased by difficulty*0.0016*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Magic Resistance Increase" = 1.0
#Maximum increase in magic resistance. Magic reduction is percentage
#Range: 0.0 ~ 1.0
"Max Magic Resistance" = 0.4
#Projectile Damage will be multiplied by 1+difficulty*0.008*x. Set to 0 to disable
#Range: 0.0 ~ 1.7976931348623157E308
"Projectile Damage Increase" = 1.0
#Projectile damage will be multiplied by maximum of this
#Range: 0.0 ~ 1.7976931348623157E308
"Max Projectile Damage" = 2.0