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#Settings for tamed creatures

[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

#Settings related to difficulty. Difficulty determines various things, such as how


much health mobs have.
[difficulty]
#Ignore the Y-axis in difficulty calculations
ignoreYAxis = true
#The maximum difficulty value a player can have.
maxValue = 250.0
#Distance-based area modes will multiply distance by this value to get
difficulty
distanceFactor = 0.0025
#EvalEx expression: A multiplier for area difficulty calculations, typically
based on the number of players in the search radius.
groupAreaBonus = "1 + 0.05 * (areaPlayerCount - 1)"
#Message displayed to the player when sleeping, assuming it would change
their difficulty.
#If left empty, the default message is pulled from the translation file.
sleepWarningMessage = ""
#Every second, this value is added to player and dimension difficulty.
#Enter a negative number to subtract difficulty instead.
changePerSecond = 0.0011575
#These players will not gain difficulty. Use either name or UUID.
#Note: if non-exempt players are nearby, mobs will still be stronger.
exemptPlayers = []
#The minimum difficulty value a player can have. This can be smaller from
startingValue.
minValue = 0.0
#Determines how difficulty is calculated.
#WEIGHTED_AVERAGE:
#weighted average of players difficulty based on distance - players further
away from an area will have less of an impact
#AVERAGE:
#Takes the average difficulty of nearby players
#MIN_LEVEL:
#Lowest difficulty of all nearby players
#MAX_LEVEL:
#Highest difficulty of all nearby players
#DISTANCE_FROM_SPAWN:
#Difficulty increases further away from world spawn, see distanceFactor
config above.
#DISTANCE_FROM_ORIGIN:
#Same as DISTANCE_FROM_SPAWN but from (0, 0, 0)
#DISTANCE_AND_TIME:
#Mix of WEIGHTED_AVERAGE and DISTANCE_FROM_SPAWN. Difficulty increases with
time but also with distance
#SERVER_WIDE:
#Difficulty tracked at the server level. Player difficulty is irrelevant.
areaMode = "WEIGHTED_AVERAGE"
#Distance to look for difficulty sources (players) when calculating area
difficulty.
searchRadius = 256
#The initial player difficulty value for newly spawned players.
startingValue = 0.0

[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

#Change difficulty when certain things happen


#putting in -difficulty- produces no change, putting 0 will reset difficulty
after this action
[difficulty.mutators]
#EvalEx expression: A player sleeps in a bed
onPlayerSleep = "difficulty"
#EvalEx expression: A player dies
onPlayerDeath = "difficulty"
#EvalEx expression: A normal hostile mob is killed by a player
onHostileKilled = "difficulty"
#EvalEx expression: A player killed another player
onPlayerKilled = "difficulty + 1.0"
#EvalEx expression: A boss is killed by a player
onBossKilled = "difficulty"
#EvalEx expression: A blight is killed by a player
onBlightKilled = "difficulty"
#EvalEx expression: A peaceful mob is killed by a player
onPeacefulKilled = "difficulty"

[[difficulty.mutators.byEntity]]
types = ["minecraft:villager"]
onKilled = "difficulty + 0.01"

[difficulty.multipliers]

#Allows difficulty to be changed based on the moon phase. values must


have 8 elements.
#The first is full moon, the fifth is new moon.
#'enabled' must be set to true for this to work.
[difficulty.multipliers.lunarCycles]
values = [1.5, 1.3, 1.2, 1.0, 0.8, 1.0, 1.2, 1.3]
enabled = false

#Set difficulty multipliers based on location. You can match


dimensions, biomes, or both.
#If either the biomes or dimensions array is empty, it is ignored
(matching all)
[[difficulty.multipliers.byLocation]]
biomes = ["modid:example"]
scale = 1.0
dimensions = ["overworld"]

[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 settings


[mob.health]
#This modifier affects the hp scale of mobs spawned by spawners, a
normal 100 hp boost, will be of 30 using default value
spawner = 0.3
#Determines how difficulty affects mob health.
#2 types of modes: Multiplier and additive, with 3 different
multipliers.
#MULTI: Mob hp is multiplied, mobs with higher base hp have more
increase.
#MULTI_HALF: Same as MULTI but mobs with more than 20 hp have reduced
scaling (bosses, endermen, witches, etc).
#MULTI_QUARTER: Same as MULTI_HALF but scaling is reduced further for
20hp+ mobs.
#ADD: Flat increase for all mobs, no matter their base hp.
modifierMode = "MULTI_HALF"

[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

#Set damage scaling by damage source. No scaling is done by default.


#Mod sources can be added too, you'll just need the damage type string. The number
represents how steeply the damage scales.
#0 means no scaling (vanilla), 1 means it will be proportional to difficulty/max
health (whichever you set).
#The scale can be any non-negative number, including numbers greater than one.
[damageScaling]
#Damage scaling mode
#Valid values: MAX_HEALTH, DIFFICULTY, AREA_DIFFICULTY
mode = "MAX_HEALTH"
#Scale for all damage types which does not have a specific scale defined.
#This can have unintended side effects, so it's recommended to leave this at
0.
genericScale = 0.0
#Does damage scaling affect peaceful mobs (animals)?
affectPeacefuls = false
#How sharply damage scales with difficulty.
difficultyWeight = 0.04
#give the modid of a mod to negate ALL damage scaling in the mod
blacklistMods = ["modid", "othermodid"]
#Does damage scaling affect hostile mobs?
affectHostiles = true

[[damageScaling.damageTypes]]
types = ["cactus"]
scale = 0.0

#Settings for players


[player]

#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

#settings for hp scaling by xp level


[player.health.xp]
#On hp increase, how much hp is gained
hpAmount = 1
#How many levels it takes for an hp increase
levelAmount = 3

[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

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