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update finale configs
This commit is contained in:
@@ -20,87 +20,81 @@ cleanerCombat:
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strong: false
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knockback: false
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crit: true
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knockbackLevelMultiplier: 0.6 # a constant to control the knockback sword level
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knockbackLevelMultiplier: 0.67 # a constant to control the knockback sword level
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strategy: standard
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normal:
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groundModifier: # modifies knockback in general.
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type: DIRECT # MULTIPLY or ADD or DIRECT
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x: 0.625
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y: 0.5
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z: 0.625
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type: MULTIPLY # MULTIPLY or ADD
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x: 0.57
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y: 0.95
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z: 0.57
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airModifier: # modifies knockback if the victim is in the air.
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type: DIRECT # MULTIPLY or ADD or DIRECT
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x: 0.625
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y: 0.5
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z: 0.625
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type: MULTIPLY # MULTIPLY or ADD
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x: 1.0
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y: 0.56
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z: 1.0
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waterModifier: # modifies knockback if the victim is in water.
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type: DIRECT # MULTIPLY or ADD or DIRECT
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x: 0.625
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y: 0.5
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z: 0.625
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type: MULTIPLY # MULTIPLY or ADD
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x: 1.0
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y: 1.0
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z: 1.0
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sprint: # modifies knockback if the attacker is sprinting.
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groundModifier: # modifies knockback in general.
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type: DIRECT # MULTIPLY or ADD or DIRECT
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x: 1.0
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y: 0.6
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z: 1.0
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type: MULTIPLY # MULTIPLY or ADD
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x: 0.72
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y: 0.95
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z: 0.72
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airModifier: # modifies knockback if the victim is in the air.
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type: DIRECT
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type: MULTIPLY
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x: 1.0
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y: 0.6
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z: 1.0
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waterModifier: # modifies knockback if the victim is in water.
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type: DIRECT
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type: MULTIPLY
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x: 1.0
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y: 0.6
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y: 1.0
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z: 1.0
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attackerMotion: # modifies motion of attacker upon attacking.
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x: 0.6
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x: 0.75
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y: 1.0
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z: 0.6
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z: 0.75
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victimMotion: # modifies motion of victim upon getting hit.
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x: 0.5
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y: 0.5
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z: 0.5
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x: 0.65
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y: 1.0
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z: 0.65
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maxVictimMotion: # maximum motion of victim upon getting hit.
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x: 10.0
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y: 10.0
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y: 1.1
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z: 10.0
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# gives full control over health / regen, default is full reversion to 1.8 mechanics
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foodHealthRegen:
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enabled: true
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interval: 4s
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exhaustionPerHeal: 3.0
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minimumFood: 18
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interval: 3s
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exhaustionPerHeal: 1.5
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minimumFood: 17
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healthPerCycle: 1.0
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blockFoodRegen: true
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blockSaturationRegen: true
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# alters pearl cooldown using vanilla mechanism, optionally combattags on pearl (if combattagplus is available)
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pearls:
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#Enable custom cooldown?
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#Enable custom cooldown?
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enabled: true
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#Custom pearl cooldown
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#Custom pearl cooldown
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cooldown: 16s
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#Display in sidebar as score board entry?
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useSideBar: false
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#Display in actionbar?
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useActionBar: true
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#Combat tag using CTP when pearling?
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#Combat tag using CTP when pearling?
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combatTag: true
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#Whether to set the vanilla cooldown (gray overlay) for players upon pearling. This will keep them from pearling client side,
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#but they wont be able to see a cooldown in chat anymore and sometimes it's a bit laggy
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setVanillaCooldown: false
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#Config same as above, except with only enabled and cooldown as options
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gappleCooldown:
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gapples:
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enabled: true
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cooldown: 16s
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cooldown: 15s
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enchantedCooldown: 5m
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#allows adjusting the attack damage of any item by its spigot material identifier
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weaponModification:
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netheriteAxe:
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material: NETHERITE_AXE
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damage: 6
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armourDamageMultiplier: 2
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diamondAxe:
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material: DIAMOND_AXE
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damage: 5
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@@ -134,6 +128,9 @@ weaponModification:
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woodSword:
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material: WOODEN_SWORD
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damage: 3
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trident:
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material: TRIDENT
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damage: 8
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meteoricIronSword:
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key: meteoric_iron_sword
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damage: 8
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@@ -145,134 +142,133 @@ weaponModification:
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damage: 8
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armourModification:
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diamondHelmet:
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material: DIAMOND_HELMET
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armour: 3
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toughness: 2
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extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall
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diamondChestplate:
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material: DIAMOND_CHESTPLATE
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armour: 8
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toughness: 2
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extraDurabilityHits: 1
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diamondLeggings:
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material: DIAMOND_LEGGINGS
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armour: 6
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toughness: 2
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extraDurabilityHits: 1
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diamondBoots:
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material: DIAMOND_BOOTS
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armour: 3
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toughness: 2
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extraDurabilityHits: 1
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netheriteHelmet:
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material: NETHERITE_HELMET
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armour: 4
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0 # knockback resistance is a value between 0 and 1.
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netheriteChestplate:
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material: NETHERITE_CHESTPLATE
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armour: 8
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0.1
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netheriteLeggings:
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material: NETHERITE_LEGGINGS
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armour: 6
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0.1
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netheriteBoots:
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material: NETHERITE_BOOTS
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armour: 4
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0
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meteoricIronHelmet:
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key: meteoric_iron_helmet
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armour: 4
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toughness: 2
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extraDurabilityHits: 1
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meteoricIronChestplate:
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key: meteoric_iron_chestplate
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armour: 8
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toughness: 3
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extraDurabilityHits: 1
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meteoricIronLeggings:
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key: meteoric_iron_leggings
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armour: 6
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toughness: 2
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extraDurabilityHits: 1
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meteoricIronBoots:
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key: meteoric_iron_boots
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armour: 4
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toughness: 2
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extraDurabilityHits: 1
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diamondHelmet:
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material: DIAMOND_HELMET
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armour: 3
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toughness: 2
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extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall
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diamondChestplate:
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material: DIAMOND_CHESTPLATE
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armour: 8
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toughness: 2
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extraDurabilityHits: 1
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diamondLeggings:
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material: DIAMOND_LEGGINGS
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armour: 6
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toughness: 2
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extraDurabilityHits: 1
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diamondBoots:
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material: DIAMOND_BOOTS
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armour: 3
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toughness: 2
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extraDurabilityHits: 1
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netheriteHelmet:
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material: NETHERITE_HELMET
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armour: 4
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0 # knockback resistance is a value between 0 and 1.
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netheriteChestplate:
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material: NETHERITE_CHESTPLATE
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armour: 8
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0.1
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netheriteLeggings:
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material: NETHERITE_LEGGINGS
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armour: 6
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0.1
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netheriteBoots:
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material: NETHERITE_BOOTS
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armour: 4
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toughness: 3
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extraDurabilityHits: 1
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knockbackResistance: 0
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meteoricIronHelmet:
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key: meteoric_iron_helmet
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armour: 4
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toughness: 2
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extraDurabilityHits: 1
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meteoricIronChestplate:
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key: meteoric_iron_chestplate
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armour: 8
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toughness: 3
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extraDurabilityHits: 1
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meteoricIronLeggings:
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key: meteoric_iron_leggings
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armour: 6
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toughness: 2
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extraDurabilityHits: 1
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meteoricIronBoots:
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key: meteoric_iron_boots
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armour: 4
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toughness: 2
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extraDurabilityHits: 1
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#allows disabling enchantments. Use official spigot identifiers from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html
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#This will not remove them from enchanting, but simply remove the enchant as soon as the item is touched
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disabledEnchantments:
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- MENDING
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- FROST_WALKER
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- RIPTIDE
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- MENDING
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- FROST_WALKER
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potions:
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#Allows applying a multiplier to the intensity of potions. Intensities <= 1.0 will always work fine, but intensities > 1
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#may lead to unintended results for instant effects like INSTANT_HEALTH.
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#All entries may have the following entries:
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# type:
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# A potion type (https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html)
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# upgraded:
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# Boolean to specify whether the pot is upgraded (tier 2)
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# extended:
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# Boolean to specify whether the pot is extended
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# splash:
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# Boolean to specify whether the pot is splash
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# multiplier:
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# Double value, the multiplier applied to the duration. May not be negative and defaults to 1.0
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#Allows applying a multiplier to the intensity of potions. Intensities <= 1.0 will always work fine, but intensities > 1
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#may lead to unintended results for instant effects like INSTANT_HEALTH.
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#All entries may have the following entries:
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# type:
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# A potion type (https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html)
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# upgraded:
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# Boolean to specify whether the pot is upgraded (tier 2)
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# extended:
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# Boolean to specify whether the pot is extended
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# splash:
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# Boolean to specify whether the pot is splash
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# multiplier:
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# Double value, the multiplier applied to the duration. May not be negative and defaults to 1.0
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# ---
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#All values specifying the kind of option are optional and will wildcard if not specified, for example:
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# ---
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#All values specifying the kind of option are optional and will wildcard if not specified, for example:
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#An entry applying to all extended splash potions:
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# splash:
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# splash: true
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# extended: true
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# multiplier: 0.8
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#An entry applying to all extended splash potions:
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# splash:
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# splash: true
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# extended: true
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# multiplier: 0.8
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#Or one applying only to speed 8, both splash&drinkable
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# speed8:
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# type: SPEED
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# extended: true
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# multiplier: 0.8
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#Or one applying only to speed 8, both splash&drinkable
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# speed8:
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# type: SPEED
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# extended: true
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# multiplier: 0.8
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potIntensity:
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splash:
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#All splash pots reduced
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#All splash pots reduced
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splash: true
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multiplier: 1.0
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#Except for health
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#Except for health
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health:
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type: INSTANT_HEAL
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multiplier: 1.0
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#Multiplier applied to the health gain from all health potions
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#Multiplier applied to the health gain from all health potions
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healthMultiplier: 1.5
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minIntensityCutOff: 0.3 # minimum intensity for non-thrower to steal some health effect.
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minIntensityCutOff: 0.223 # minimum intensity for non-thrower to steal some health effect.
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minIntensityImpact: 0.5 # minimum intensity for thrower to get full health effect.
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velocity:
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#In newer Minecraft versions when a player launches a projectile the players velocity will be added to the projectiles base velocity. This can lead to
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#weird behavior sometimes and reverted with this setting. Add entity types (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html)
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#of projectiles to the list to revert their behavior regarding initial velocity to 1.7
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#In newer Minecraft versions when a player launches a projectile the players velocity will be added to the projectiles base velocity. This can lead to
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#weird behavior sometimes and reverted with this setting. Add entity types (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html)
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#of projectiles to the list to revert their behavior regarding initial velocity to 1.7
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ENDER_PEARL:
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type: REVERTED
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power: 1.4
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type: REVERTED
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power: 1.4
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SPLASH_POTION:
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type: REVERTED
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power: 0.5
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vertical: 0.4
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horizontal: 0.4
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pitchOffset: -20
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type: REVERTED
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power: 0.5
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vertical: 0.4
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horizontal: 0.4
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pitchOffset: -20
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#This option allows modifying the damage dealt by/to players based on certain properties. All entries look like this:
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@@ -289,34 +285,359 @@ velocity:
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#The order in which modifiers are applied is: ALL, ARROW, POWER_ENCHANT, STRENGTH_EFFECT, SWORD, SHARPNESS_ENCHANT, CRIT
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#Note that these effects are applied after vanilla damage additions and before vanilla damage reductions
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damageModifiers:
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#Decrease all damage by 20 %
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ALL:
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multiplier: 0.8
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mode: DIRECT
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#Increase sword damage by 25 %
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SHARPNESS_ENCHANT:
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multiplier: 1.0
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multiplier: 1.23
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mode: DIRECT
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SWORD:
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mode: DIRECT
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multiplier: 1.0
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CRIT:
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mode: DIRECT
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multiplier: 1.0
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multiplier: 0.82
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STRENGTH_EFFECT:
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mode: DIRECT
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multiplier: 0.86
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ARROW:
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mode: DIRECT
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multiplier: 1.0
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POWER_ENCHANT:
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mode: DIRECT
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multiplier: 1.0
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TRIDENT:
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mode: DIRECT
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multiplier: 1.0
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IMPALE_ENCHANT:
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mode: DIRECT
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multiplier: 1.0
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FIREWORK:
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mode: DIRECT
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multiplier: 1.0
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invulTicksEnabled: false #disabled because currently it messes up invulnerability with other damage types
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invulTicksEnabled: false
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invulnerableTicks:
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FIRE: 10
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FIRE_TICK: 10
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POISON: 1
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PROJECTILE: 1
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DROWNING: 1
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ENTITY_ATTACK: 9
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||||
ENTITY_ATTACK: 10
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|
||||
# the warp fruit will roll back to 7 seconds ago
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warpFruit: # logSize * logInterval = how far back in time you go
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logSize: 35 # log queue size
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||||
logInterval: 200ms # in milliseconds
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cooldown: 180s
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||||
maxDistance: 100 # max warp distance
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spectralWhileChanneling: true
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trident:
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returnToOffhand:
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enabled: true # if you throw the trident with your offhand, should it return to your offhand?
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bypassFullInv: true # work even when player's inventory is full
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generalCooldown: 10s
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riptideCooldown: 60s
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|
||||
shield:
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bash:
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enabled: false
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||||
activationResistance:
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enabled: false
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||||
amplifier: 0
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||||
duration: 200
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||||
power:
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||||
fromGround:
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x: 1.5
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||||
y: 0.7
|
||||
z: 1.5
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||||
inAir:
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x: 0.75
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||||
y: 0.35
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z: 0.75
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||||
targetDistance: 3
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||||
damage: 1
|
||||
cooldown: 5s
|
||||
passive:
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enabled: false
|
||||
amplifier: 0
|
||||
|
||||
crossbow:
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enabled: false
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||||
radius: 2
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||||
reinforcementDamage: 1
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||||
bastionDamage: 5
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||||
cooldown: 60000ms
|
||||
antiAir:
|
||||
standardAA:
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key: standardAA
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||||
item:
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||||
name: Anti Air Missile
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||||
color:
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||||
r: 255
|
||||
g: 0
|
||||
b: 0
|
||||
power: 2
|
||||
speed: 2
|
||||
damage: 5
|
||||
damageRadius: 3
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||||
homingRadius: 10
|
||||
homingStrength: 0.2 # how sharp should homing turns be?
|
||||
activateRadius: 1
|
||||
maxRange: 500
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||||
gravity: 0.005
|
||||
|
||||
ally:
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||||
enabled: false
|
||||
seeInvis: true # should you be able to see invisible allies?
|
||||
animateLink: # settings for animating adding/removing ally
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||||
enabled: true
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||||
maxDistance: 20
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||||
storage:
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||||
file: ally.sqlite
|
||||
|
||||
enhancedArrows:
|
||||
enabled: true
|
||||
minDistance: 10 # how far should arrow travel for arrows to become area of effect?
|
||||
radius: 1
|
||||
damage: 0.25
|
||||
allyDamageReduction: 1 # how much damage to reduce against allied players? 1 = negate all damage, 0 = full friendly fire
|
||||
allyCollide: false # should arrows collide with allies?
|
||||
allyExemptArrowTypes: # which tipped arrows should apply to allies?
|
||||
- NIGHT_VISION
|
||||
- INVISIBILITY
|
||||
- JUMP
|
||||
- FIRE_RESISTANCE
|
||||
- SPEED
|
||||
- STRENGTH
|
||||
- REGEN
|
||||
- TURTLE_MASTER
|
||||
- LUCK
|
||||
- SLOW_FALLING
|
||||
|
||||
# customize tipped arrows
|
||||
tippedArrows:
|
||||
night_vision: &nightvision
|
||||
name: Arrow of Night Vision
|
||||
type: night_vision
|
||||
duration: 440
|
||||
color:
|
||||
r: 3
|
||||
g: 32
|
||||
b: 126
|
||||
long_night_vision:
|
||||
<<: *nightvision
|
||||
type: long_night_vision
|
||||
duration: 1200
|
||||
invisibility: &invisibility
|
||||
name: Arrow of Invisibility
|
||||
type: invisibility
|
||||
duration: 440
|
||||
color:
|
||||
r: 120
|
||||
g: 124
|
||||
b: 131
|
||||
long_invisibility:
|
||||
<<: *invisibility
|
||||
type: long_invisibility
|
||||
duration: 1200
|
||||
leaping: &leaping
|
||||
name: Arrow of Leaping
|
||||
type: leaping
|
||||
duration: 440
|
||||
color:
|
||||
r: 83
|
||||
g: 230
|
||||
b: 87
|
||||
long_leaping:
|
||||
<<: *leaping
|
||||
type: long_leaping
|
||||
duration: 1200
|
||||
strong_leaping:
|
||||
<<: *leaping
|
||||
type: strong_leaping
|
||||
duration: 220
|
||||
fire_resistance: &fire_resistance
|
||||
name: Arrow of Fire Resistance
|
||||
type: fire_resistance
|
||||
duration: 440
|
||||
color:
|
||||
r: 221
|
||||
g: 147
|
||||
b: 68
|
||||
long_fire_resistance:
|
||||
<<: *fire_resistance
|
||||
type: long_fire_resistance
|
||||
duration: 1200
|
||||
speed: &speed
|
||||
name: Arrow of Swiftness
|
||||
type: swiftness
|
||||
duration: 440
|
||||
color:
|
||||
r: 104
|
||||
g: 159
|
||||
b: 185
|
||||
long_speed:
|
||||
<<: *speed
|
||||
type: long_swiftness
|
||||
duration: 1200
|
||||
strong_speed:
|
||||
<<: *speed
|
||||
type: strong_swiftness
|
||||
duration: 220
|
||||
slow: &slow
|
||||
name: Arrow of Slowness
|
||||
type: slowness
|
||||
duration: 220
|
||||
color:
|
||||
r: 89
|
||||
g: 103
|
||||
b: 112
|
||||
long_slow:
|
||||
<<: *slow
|
||||
type: long_slowness
|
||||
duration: 600
|
||||
strong_slow:
|
||||
<<: *slow
|
||||
type: strong_slowness
|
||||
duration: 40
|
||||
turtle_master: &turtle_master
|
||||
name: Arrow of Turtle Master
|
||||
type: turtle_master
|
||||
duration: 40
|
||||
color:
|
||||
r: 119
|
||||
g: 89
|
||||
b: 78
|
||||
long_turtle_master:
|
||||
<<: *turtle_master
|
||||
type: long_turtle_master
|
||||
duration: 100
|
||||
strong_turtle_master:
|
||||
<<: *turtle_master
|
||||
type: strong_turtle_master
|
||||
duration: 40
|
||||
water_breathing: &water_breathing
|
||||
name: Arrow of Water Breathing
|
||||
type: water_breathing
|
||||
duration: 440
|
||||
color:
|
||||
r: 19
|
||||
g: 71
|
||||
b: 134
|
||||
long_water_breathing:
|
||||
<<: *water_breathing
|
||||
type: long_water_breathing
|
||||
duration: 1200
|
||||
poison: &poison
|
||||
name: Arrow of Poison
|
||||
type: poison
|
||||
duration: 100
|
||||
color:
|
||||
r: 94
|
||||
g: 129
|
||||
b: 43
|
||||
long_poison:
|
||||
<<: *poison
|
||||
type: long_poison
|
||||
duration: 220
|
||||
strong_poison:
|
||||
<<: *poison
|
||||
type: strong_poison
|
||||
duration: 40
|
||||
regen: ®en
|
||||
name: Arrow of Regeneration
|
||||
type: regeneration
|
||||
duration: 100
|
||||
color:
|
||||
r: 188
|
||||
g: 102
|
||||
b: 146
|
||||
long_regen:
|
||||
<<: *regen
|
||||
type: long_regeneration
|
||||
duration: 220
|
||||
strong_regen:
|
||||
<<: *regen
|
||||
type: strong_regeneration
|
||||
duration: 40
|
||||
strength: &strength
|
||||
name: Arrow of Strength
|
||||
type: strength
|
||||
duration: 440
|
||||
color:
|
||||
r: 110
|
||||
g: 28
|
||||
b: 31
|
||||
long_strength:
|
||||
<<: *strength
|
||||
type: long_strength
|
||||
duration: 1200
|
||||
strong_strength:
|
||||
<<: *strength
|
||||
type: strong_strength
|
||||
duration: 220
|
||||
weakness: &weakness
|
||||
name: Arrow of Weakness
|
||||
type: weakness
|
||||
duration: 220
|
||||
color:
|
||||
r: 110
|
||||
g: 28
|
||||
b: 31
|
||||
long_weakness:
|
||||
<<: *weakness
|
||||
type: long_weakness
|
||||
duration: 600
|
||||
luck:
|
||||
name: Arrow of Luck
|
||||
type: luck
|
||||
duration: 740
|
||||
color:
|
||||
r: 74
|
||||
g: 131
|
||||
b: 18
|
||||
slow_falling: &slow_falling
|
||||
name: Arrow of Slow Falling
|
||||
type: slow_falling
|
||||
duration: 220
|
||||
color:
|
||||
r: 254
|
||||
g: 232
|
||||
b: 198
|
||||
long_slow_falling:
|
||||
<<: *slow_falling
|
||||
type: long_slow_falling
|
||||
duration: 600
|
||||
blockPlacementRestrictions:
|
||||
enabled: false
|
||||
mode: BLACKLIST # BLACKLIST, WHITELIST, NOLIST (only cooldowns)
|
||||
reinforce: false # should players be allowed to reinforce while in combat?
|
||||
zones:
|
||||
obsidian:
|
||||
type: OBSIDIAN
|
||||
radius: 10
|
||||
cobweb:
|
||||
type: COBWEB
|
||||
radius: 5
|
||||
waterbucket:
|
||||
type: WATER_BUCKET
|
||||
radius: 5
|
||||
lavabucket:
|
||||
type: LAVA_BUCKET
|
||||
radius: 5
|
||||
blacklist:
|
||||
- COBWEB
|
||||
- OBSIDIAN
|
||||
- WATER_BUCKET
|
||||
- LAVA_BUCKET
|
||||
whitelist:
|
||||
- COBBLESTONE
|
||||
- STONE
|
||||
cooldowns:
|
||||
obsidian:
|
||||
type: OBSIDIAN
|
||||
cooldown: 1s
|
||||
|
||||
netheriteFireResistance: true
|
||||
meteoricIronSlowness: true
|
||||
|
||||
fireworkExplosions: true
|
||||
fireworkExplosions: false
|
||||
|
||||
@@ -112,7 +112,7 @@ weaponModification:
|
||||
damage: 1
|
||||
netheriteSword:
|
||||
material: NETHERITE_SWORD
|
||||
damage: 9
|
||||
damage: 8
|
||||
diamondSword:
|
||||
material: DIAMOND_SWORD
|
||||
damage: 7
|
||||
@@ -144,6 +144,7 @@ weaponModification:
|
||||
armourModification:
|
||||
diamondHelmet:
|
||||
material: DIAMOND_HELMET
|
||||
armour: 3
|
||||
toughness: 2
|
||||
extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall
|
||||
diamondChestplate:
|
||||
@@ -284,11 +285,9 @@ velocity:
|
||||
#The order in which modifiers are applied is: ALL, ARROW, POWER_ENCHANT, STRENGTH_EFFECT, SWORD, SHARPNESS_ENCHANT, CRIT
|
||||
#Note that these effects are applied after vanilla damage additions and before vanilla damage reductions
|
||||
damageModifiers:
|
||||
#Decrease all damage by 20 %
|
||||
ALL:
|
||||
multiplier: 0.8
|
||||
mode: DIRECT
|
||||
#Increase sword damage by 25 %
|
||||
SHARPNESS_ENCHANT:
|
||||
multiplier: 1.23
|
||||
mode: DIRECT
|
||||
|
||||
Reference in New Issue
Block a user