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[pets]
#Delay (in seconds) between regen ticks for pets. Set 0 to disable.
regenDelay = 30.0
#Define the amount of hp a tamed ped will gain when right clicking with a
heart crystal.
hpGain = 5.0
[difficulty.afk]
#Multiplier for changePerSecond when the player is not moving. A
negative value will then decrease difficulty.
multiplier = 0.5
#Time in seconds before afk change kicks in
time = 120.0
#If true, a comment will appear to notify when you are considered afk
message = true
[[difficulty.mutators.byEntity]]
types = ["minecraft:villager"]
onKilled = "difficulty + 0.01"
[difficulty.multipliers]
[mob]
[mob.damage]
#The maximum extra attack damage a mob can receive
maxBoost = 10.0
#How rapidly mob attack damage rises with difficulty (0 = no damage
boost)
boostScale = 0.1
#Chance for mobs to receive a random potion effect (assuming their difficulty
is high enough)
[mob.potionChance]
hostile = 0.375
peaceful = 0.025
[mob.xp]
#Xp scaling multiplied by difficulty - xp scale of 0.1 with difficulty
10 will give about 11x more xp
Boost = 0.03
[mob.health.multiplier]
hostile = 0.375
passive = 0.375
[mob.blight]
#Chance that the mob has of becoming a blight - 0 will effectively
deactivate blight
#The equation is : chance * difficulty/maxDifficulty
#meaning at 20% of maxDiff there is chance/5 chances of the mob being
blight 1% using default value
chance = 0.05
#Xp scaling for blights, 3 will give 3 more times more xp then another
mob on the same difficulty
maxBoost = 3.0
#Notify everyone that a blight died in combat
notifyOnDeath = true
#Multiplier for blight difficulty, 2 will make blights have stats equal
to 2 * current difficulty
blightModifier = 2.0
[[mob.blight.potionEffects]]
potion = "minecraft:resistance"
minDifficulty = 0
level = 1
durationInMinutes = 5.0
[[mob.blight.potionEffects]]
potion = "minecraft:speed"
minDifficulty = 0
level = 4
durationInMinutes = 5.0
[[mob.blight.potionEffects]]
potion = "minecraft:strength"
minDifficulty = 0
level = 2
durationInMinutes = 5.0
[[mob.randomPotionEffects]]
potion = "minecraft:speed"
minDifficulty = 15
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:speed"
minDifficulty = 50
level = 2
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:strength"
minDifficulty = 30
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:invisibility"
minDifficulty = 35
level = 1
durationInMinutes = 10.0
[[mob.randomPotionEffects]]
potion = "minecraft:resistance"
minDifficulty = 40
level = 1
durationInMinutes = 10.0
[item]
[item.heart_crystal]
#The number of levels required to use a heart crystal.
levelCost = 3
#The amount of additional health restored by heart crystals.
#Heart crystals always restore the amount of health they add, this is a
bonus
healthRestored = 4.0
#How much hearts a player will gain using a heart crystal.
healthBoost = 1
[item.enchanted_heart]
#Change in difficulty when an enchanted heart is used
change = -10.0
[item.power_crystal]
#The number of levels required to use a power crystal.
levelCost = 3
#How much more damage a player deals after using a power crystal.
damageBoost = 0.5
[item.chance_heart]
#Change in difficulty when a chance heart is used
#For a value n, a chance heart has 1 in 2n + 1 chance of being cursed
#In that case, n difficulty is added (n = 10, 1 in 21 chance to get
+10)
#There's a 2 in 2n + 1 chance for 1 to n difficulty to be subtracted (n
= 3, 2 in 7 chance of getting -1, -2, or -3
change = 10.0
[item.cursed_heart]
#Change in difficulty when a cursed heart is used
change = 10.0
[[damageScaling.damageTypes]]
types = ["cactus"]
scale = 0.0
#Regen config
#enabled -- Quick toggle for regen
#initialDelay -- Time in seconds after taking damage before regen begins
#tickDelay -- Time in seconds between healing ticks
#exhaustion -- Food consumed per healing tick
#proportionalToMaxHealth -- If true, healing scales with max health.
Otherwise, heals 1 health per healing tick
#minFood -- Minimum food required for regen to be active
#maxFood -- Maximum food at which regen will be active
#minHealth -- Minimum health required for regen to be active
#maxHealth -- Maximum health at which regen will be active
[player.regen]
minFood = 10
exhaustion = 0.1
minHealth = 0
maxHealth = 2147483647
proportionalToMaxHealth = false
initialDelay = 20.0
maxFood = 2147483647
tickDelay = 5.0
enabled = true
[player.health]
#Starting player health, in half-hearts (20 = 10 hearts)
startingHealth = 20
#EvalEx expression: On death, set the player's max health to this
value. By default, there is no change.
setOnDeath = "maxHealth"
#The minimum amount of health a player can have (this can be lower than
starting health)
minHealth = 2
#The highest max health a player can reach, not considering the vanilla
# health cap and modifiers from other sources. 0 means 'unlimited'.
maxHealth = 0
[player.attackDamage]
#The highest attack damage a player can achieve, not considering the
vanilla
#cap and modifiers from other sources. 0 means 'unlimited'.
maxValue = 0