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