[8.0.0] Updating all mods
This commit is contained in:
494
config/dragonsurvival-server.toml
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494
config/dragonsurvival-server.toml
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[magic]
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#Max. duration (in ticks) (20 ticks = 1 second) the source of magic effect can stack up to
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# Default: 36000
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# Range: > 0
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source_of_magic_max_duration = 36000
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[magic.abilities]
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#If enabled all abilities will remain when changing dragon species
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#This does not mean that the other dragon species gains these abilities
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#It means that when turning to the previous type the abilities will have the same levels
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save_all_abilities = true
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[dragon_hunters]
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#How many experience points are gained when stealing from villagers
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# Default: 4
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# Range: > 0
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pillager_experience_gain = 4
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#Cooldown in ticks (20 ticks = 1 second) before the entity can be pillaged again
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# Default: 6000
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# Range: > -2147483648
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pillage_cooldown = 6000
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#Max. distance the pillage icon will be rendered at (0 means it will be disabled)
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# Default: 32
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# Range: > -2147483648
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max_pillage_render_distance = 32
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#Determines how long (in seconds) the trapped effect lasts
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# Default: 5.0
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# Range: 0.0 ~ 1.7976931348623157E308
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trapped_effect_duration = 5.0
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[dragon_hunters.leader]
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#Base value for the movement speed attribute
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# Default: 0.35
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# Range: 0.0 ~ 1.7976931348623157E308
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leader_movement_speed = 0.35
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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leader_armor_toughness = 0.0
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#Base value for the armor attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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leader_armor = 0.0
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#Base value for the max health attribute
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# Default: 24.0
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# Range: 1.0 ~ 1.7976931348623157E308
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leader_health = 24.0
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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leader_knockback_resistance = 0.0
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[dragon_hunters.knight]
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#Base value for the attack knockback attribute
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# Default: 0
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# Range: > 0
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knight_attack_knockback = 0
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#Base value for the movement speed attribute
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# Default: 0.3
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# Range: 0.0 ~ 1.7976931348623157E308
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knight_movement_speed = 0.3
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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knight_knockback_resistance = 0.0
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#Determines the chance (in %) of knights having a shield
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# Default: 0.1
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# Range: 0.0 ~ 1.7976931348623157E308
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knight_shield_chance = 0.1
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#Base value for the attack damage attribute
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# Default: 12
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# Range: > 0
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knight_damage = 12
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#Base value for the max health attribute
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# Default: 40.0
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# Range: 1.0 ~ 1.7976931348623157E308
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knight_health = 40.0
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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knight_armor_toughness = 0.0
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#Base value for the armor attribute
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# Default: 10.0
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# Range: 0.0 ~ 1.7976931348623157E308
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knight_armor = 10.0
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[dragon_hunters.griffin]
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#Base value for the flying speed attribute
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# Default: 0.2
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# Range: 0.0 ~ 1.7976931348623157E308
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griffin_flying_speed = 0.2
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#Base value for the max health attribute
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# Default: 10.0
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# Range: 1.0 ~ 1.7976931348623157E308
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griffin_health = 10.0
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#Base value for the attack damage attribute
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# Default: 2
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# Range: > 0
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griffin_damage = 2
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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griffin_knockback_resistance = 0.0
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#Base value for the attack knockback attribute
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# Default: 0
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# Range: > 0
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griffin_attack_knockback = 0
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#Determines the attack radius of the griffin
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# Default: 0.9
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# Range: 0.0 ~ 256.0
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griffin_range = 0.9
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#Base value for the armor attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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griffin_armor = 0.0
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#Base value for the movement speed attribute
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# Default: 0.2
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# Range: 0.0 ~ 1.7976931348623157E308
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griffin_movement_speed = 0.2
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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griffin_armor_toughness = 0.0
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[dragon_hunters.spearman]
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#Additional vertical reach for the spearman
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# Default: 2.5
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# Range: 0.0 ~ 256.0
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spearman_bonus_vertical_reach = 2.5
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#Base value for the armor attribute
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# Default: 2.0
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# Range: 0.0 ~ 1.7976931348623157E308
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spearman_armor = 2.0
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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spearman_armor_toughness = 0.0
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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spearman_knockback_resistance = 0.0
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#Base value for the attack knockback attribute
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# Default: 0
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# Range: > 0
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spearman_attack_knockback = 0
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#Additional horizontal reach for the spearman
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# Default: 0.5
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# Range: 0.0 ~ 256.0
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spearman_bonus_horizontal_reach = 0.5
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#Base value for the max health attribute
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# Default: 24.0
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# Range: 1.0 ~ 1.7976931348623157E308
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spearman_health = 24.0
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#Base value for the attack damage attribute
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# Default: 6
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# Range: > 0
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spearman_damage = 6
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#Base value for the movement speed attribute
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# Default: 0.35
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# Range: 0.0 ~ 1.7976931348623157E308
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spearman_movement_speed = 0.35
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[dragon_hunters.ambusher]
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#Base value for the attack knockback attribute
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# Default: 0
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# Range: > 0
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ambusher_attack_knockback = 0
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#Determines the amount of time (in ticks) (20 ticks = 1 second) that needs to pass before another ambusher spawn attempt is made
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# Default: 12000
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# Range: > 1
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ambusher_spawn_frequency = 12000
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#Base value for the movement speed attribute
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# Default: 0.3
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# Range: 0.0 ~ 1.7976931348623157E308
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ambusher_movement_speed = 0.3
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#Determines how many spearman reinforce the ambusher when he is attacked
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# Default: 4
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# Range: 0 ~ 256
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spearman_reinforcement_count = 4
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#Base value for the armor attribute
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# Default: 10.0
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# Range: 0.0 ~ 1.7976931348623157E308
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ambusher_armor = 10.0
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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ambusher_armor_toughness = 0.0
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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ambusher_knockback_resistance = 0.0
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#Determines the crossbow attack rate (in ticks) (20 ticks = 1 second) of the ambusher
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# Default: 65
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# Range: > 65
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ambusher_attack_interval = 65
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#Determines how many hounds reinforce the ambusher when he is attacked
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# Default: 2
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# Range: 0 ~ 256
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hound_reinforcement_count = 2
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#Determines the chance (in %) of an ambusher spawning
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#The spawn frequency will reset even if no actual spawn occurs due to this chance not being met
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# Default: 0.2
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# Range: 0.0 ~ 1.0
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amusher_spawn_chance = 0.2
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#Base value for the attack damage attribute
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# Default: 12
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# Range: > 0
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ambusher_damage = 12
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#Base value for the max health attribute
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# Default: 40.0
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# Range: 1.0 ~ 1.7976931348623157E308
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ambusher_health = 40.0
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[dragon_hunters.hound]
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#Base value for the armor toughness attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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hound_armor_toughness = 0.0
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#Base value for the attack damage attribute
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# Default: 2
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# Range: > 0
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hound_damage = 2
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#Base value for the max health attribute
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# Default: 10.0
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# Range: 1.0 ~ 1.7976931348623157E308
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hound_health = 10.0
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#Base value for the armor attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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hound_armor = 0.0
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#Base value for the attack knockback attribute
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# Default: 0
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# Range: > 0
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hound_attack_knockback = 0
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#Base value for the movement speed attribute
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# Default: 0.45
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# Range: 0.0 ~ 1.7976931348623157E308
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hound_movement_speed = 0.45
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#Determines the chance (in %) of the knight hound applying the slowness effect when they attack
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# Default: 0.5
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# Range: 0.0 ~ 1.0
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hound_slowdown_chance = 0.5
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#Base value for the knockback resistance attribute
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# Default: 0.0
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# Range: 0.0 ~ 1.7976931348623157E308
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hound_knockback_resistance = 0.0
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[effects.charged]
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#Determines the damage dealt by the charged effect
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# Default: 1.0
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# Range: 0.0 ~ 3.4028234663852886E38
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charged_effect_damage = 1.0
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#Amount of entities the charged effect can chain to at once
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# Default: 2
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# Range: > 0
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charged_effect_max_chain_targets = 2
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#Determines the max. amount of times the charged effect can chain. Set to -1 for infinite chaining
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# Default: 5
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# Range: > -1
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charged_effect_max_chain = 5
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#Determines the radius of the charged effect spread
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# Default: 3.0
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# Range: 0.0 ~ 256.0
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charged_effect_spread_radius = 3.0
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[effects.stress]
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#The amount of exhaustion applied every 20 ticks while stressed. Each amplifier level cuts the delay in half.
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# Default: 1.0
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# Range: 0.0 ~ 3.4028234663852886E38
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stress_exhaustion = 1.0
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[effects.drain]
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#Determines the damage dealt by the drain effect
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# Default: 1.0
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# Range: 0.0 ~ 3.4028234663852886E38
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drain_effect_damage = 1.0
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[effects.blast_dust]
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#A multiplier to the amplifier which determines the explosion radius of the blast dust effect
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# Default: 0.6000000238418579
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# Range: 0.0 ~ 256.0
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blast_dust_explosion_multiplier = 0.6000000238418579
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[effects.hunter]
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#If enabled other players will be fully invisible at maximum hunter stacks
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hunter_full_invisibility = false
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#Determines the damage bonus (0.5 -> 50%) per level of the effect
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#The damage bonus scales with the current stacks, max. amount being reached at max. stacks
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# Default: 0.75
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# Range: 4.9E-324 ~ 1.7976931348623157E308
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hunter_damage_per_level = 0.75
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#The current level compared to the maximum level determines how quickly stacks are gained or lost
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# Default: 4
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# Range: > -2147483648
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hunter_max_level = 4
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[drops]
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#Determines the chance (in %) of weak dragon hearts dropping from entities with a maximum health between 20 and 50
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# Default: 0.01
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# Range: 0.0 ~ 1.0
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weak_dragon_heart_chance = 0.01
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#Determines the chance (in %) of dragon heart shards dropping from entities with a maximum health between 14 and 20
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# Default: 0.03
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# Range: 0.0 ~ 1.0
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dragon_heart_shard_chance = 0.03
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#Should the entity type tag 'drops_weak_dragon_heart' be treated as a whitelist instead of a blacklist?
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weak_dragon_heart_white_list = false
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#Should the entity type tag 'drops_dragon_heart_shard' be treated as a whitelist instead of a blacklist?
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dragon_heart_white_list = false
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#Should the entity type tag 'drops_elder_dragon_heart' be treated as a whitelist instead of a blacklist?
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elder_dragon_heart_white_list = false
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#Determines the chance (in %) of elder dragon hearts dropping from entities with a maximum health above 50
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# Default: 0.01
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# Range: 0.0 ~ 1.0
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elder_dragon_heart_chance = 0.01
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[drops.ore]
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#Determines the chance (in %) of bones dropping when a dragon harvests an ore block
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# Default: 0.01
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# Range: 0.0 ~ 1.0
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dragon_ore_bone_chance = 0.01
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#Determines the chance (in %) of dust dropping when a dragon harvests an ore block
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# Default: 0.2
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# Range: 0.0 ~ 1.0
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dragon_ore_dust_chance = 0.2
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#Determines the chance (in %) of bones dropping when a human harvests an ore block
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# Default: 0.0
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# Range: 0.0 ~ 1.0
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human_ore_bone_chance = 0.0
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#Require the ore to drop experience for it to drop dragon ore items
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require_experience_drop_for_dragon_ore = true
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#Determines the chance (in %) of dust dropping when a human harvests an ore block
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# Default: 0.1
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# Range: 0.0 ~ 1.0
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human_ore_dust_chance = 0.1
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[growth]
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#If enabled the current growth will be saved for the current dragon species when changing types or reverting back to being a human
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save_growth_stage = true
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[growth.big_dragon]
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#The amount of ticks (20 ticks = 1 second) before an entity can be crushed again
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# Default: 20
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# Range: 0 ~ 20
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crushing_interval = 20
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#Determines the percentage chance that a block is removed, bypassing sound or particle effects
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#This is to avoid potential lag issues due to large amounts of sound effects or particles
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# Default: 0.96
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# Range: 0.0 ~ 1.0
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block_destruction_removal = 0.96
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#The size ratio between the entity and the crusher for crushing to occur
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# Default: 0.25
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# Range: 0.0 ~ 1.0
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crushing_size_ratio = 0.25
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[penalties]
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#If enabled dragons will be limited to riding the entities in the entity tag 'dragonsurvival:vehicle_whitelist'
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limited_riding = true
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[general]
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#If enabled the items in the claw inventory will not drop on death
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retain_claw_items = false
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#If enabled dragon claw and teeth (which indicate the currently equipped claw tools) will be synchronized to other players
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#This may be relevant for any sort of PvP content
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sync_claw_render = true
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#If enabled players will be given a choice to select a dragon species when first joining the world
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start_with_dragon_choice = true
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#If enabled dragons will not take suffocation damage
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disable_dragon_suffocation = true
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#Cooldown (in seconds) after using an altar
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# Default: 0
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# Range: > 0
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altar_cooldown = 0
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#Enables the transformation of certain blocks into dragon altars when using an elder dragon bone item on them
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transform_altar = true
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#If enabled players that have not yet chosen a dragon species will be able to do so from the vanilla inventory
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allow_dragon_choice_from_inventory = true
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#If enabled, players will start as a dragon and will never be allowed to be a human.
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no_humans_allowed = false
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[source_of_magic]
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#Source of magic that does not match the dragon species will damage the player if enabled
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damage_on_wrong_source_of_magic = true
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[wings]
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#How much does the change in horizontal speed impact the damage taken from a collision whilst flying?
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# Default: 10.0
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# Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
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collision_damage_speed_factor = 10.0
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#The amount of damage subtracted from the base damage when a collision occurs whilst flying.
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# Default: 3.0
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# Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
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collision_damage_threshold = 3.0
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#If enabled dragons will automatically stop fold their wings (i.e. stop flying) when landing
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fold_wings_on_land = false
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#If enabled hovering will behave the same as creative flight (i.e. stable flight)
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stable_hover = false
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#Flight speed multiplier
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# Default: 0.3
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# Range: 0.1 ~ 1.0
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flight_speed_multiplier = 0.3
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#Cooldown (in seconds) of the spin attack during flight
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# Default: 5
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# Range: > 0
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flight_spin_cooldown = 5
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#Determines the food values at which the dragon will stop being able to fly mid-flight
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# Default: 0
|
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# Range: 0 ~ 20
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fold_wings_threshold = 0
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#Dragons always accelerate vertically when flying, even when they aren't moving fast enough.
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no_speed_requirement_for_vertical_acceleration = false
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#Dragons will take fall damage from colliding whilst glide-flying (similar to elytra).
|
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enable_flight_fall_damage = true
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#Determines the amount of ticks (20 ticks = 1 second) it takes for one hunger point to be drained while flying
|
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# Default: 50
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# Range: > 1
|
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flight_hunger_ticks = 50
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#Dragons will take damage from colliding whilst glide-flying (similar to elytra).
|
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enable_collision_damage = true
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#Determines the required food values to be able to fly
|
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# Default: 6
|
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# Range: 0 ~ 20
|
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flight_hunger_threshold = 6
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|
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[primordial_anchor]
|
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#If enabled, the primordial anchor will give the flight grant state.
|
||||
primordial_anchor_gives_flight_grant_state = true
|
||||
#If enabled, the primordial anchor will give the spin grant state.
|
||||
primordial_anchor_gives_spin_grant_state = false
|
||||
#If enabled, the primordial anchor will become unusuable as long as the ender dragon is dead.
|
||||
anchor_has_bloody_state = true
|
||||
|
||||
[treasure]
|
||||
#The maximum amount of additional treasure that can affect the health regeneration reduction
|
||||
#Only treasures within a 16 x 9 x 16 radius are considered
|
||||
# Default: 240
|
||||
# Range: 1 ~ 2304
|
||||
max_treasure_for_rate_reduction = 240
|
||||
#Sleeping on treasure blocks will regenerate health if enabled
|
||||
treasure_health_regeneration = true
|
||||
#The time in ticks (20 ticks = 1 second) it takes to recover 1 health while sleeping on treasure
|
||||
# Default: 280
|
||||
# Range: > 0
|
||||
treasure_health_regeneration_rate = 280
|
||||
#The amount of ticks (20 ticks = 1 second) each nearby treasure reduces the health regeneration time by
|
||||
#(i.e. it increases the rate of regeneration)
|
||||
# Default: 1
|
||||
# Range: > 0
|
||||
nearby_treasure_rate_reduction = 1
|
||||
#Effects that are granted when skipping a night when sleeping on treasures
|
||||
#Format: resource/tag;duration;amplifier;duration_multiplier;amplifier_multiplier
|
||||
#The resource can also be defined using regular expressions (for both namespace and path)
|
||||
#the multipliers are applied per nearby treasure ('max_treasure_for_rate_reduction' is used as limit)
|
||||
#(amplifier is calculated with +1, the +1 is subtracted for the final result)
|
||||
effects_on_sleep = ["minecraft:regeneration;200;0;0.5;0.01"]
|
||||
|
||||
[ender_dragon]
|
||||
#If enabled, the ender dragon will curse you with an effect that prevents you from using some of your abilities when killed.
|
||||
ender_dragon_curses_you = true
|
||||
|
||||
[riding]
|
||||
#Offset the riding position per entity type
|
||||
#Format: resource/tag;x_offset;y_offset;z_offset
|
||||
#The resource can also be defined using regular expressions (for both namespace and path)
|
||||
riding_offsets = ["#c:boats;0.0;0.9;0.0"]
|
||||
|
||||
[food]
|
||||
#Dragons will need to adhere to their diets if enabled
|
||||
dragon_food_is_required = true
|
||||
#Chance of getting poisoned from eating non-dragon food
|
||||
# Default: 0.5
|
||||
# Range: 0.0 ~ 1.0
|
||||
bad_food_poison_chance = 0.5
|
||||
|
||||
[items.dragon_soul]
|
||||
#Cooldown (in ticks) (20 ticks = 1 second) that occurs after using the dragon soul
|
||||
# Default: 1200
|
||||
# Range: > 0
|
||||
dragon_soul_cooldown = 1200
|
||||
|
||||
[debug]
|
||||
#If enabled vaults will immediately update their state
|
||||
force_vault_state_updates = false
|
||||
|
||||
[abilities]
|
||||
#Determines how players are handled for the initial targeting of abilities
|
||||
#The flags can be combined, e.g. '3' combines the flags '1' and '2'
|
||||
#0: No special handling (players are allies on the same team, otherwise they count as 'neutral')
|
||||
#1: They are always considered as 'ally'
|
||||
#2: They are always considered as 'enemy' (unless they're on the same team without friendly fire enabled)
|
||||
#4: Enabled Friendly fire on a team no longer flags players as 'enemy'
|
||||
# Default: 0
|
||||
# Range: > -2147483648
|
||||
player_targeting_handling = 0
|
||||
Reference in New Issue
Block a user