[magic] #Max. duration (in ticks) (20 ticks = 1 second) the source of magic effect can stack up to # Default: 36000 # Range: > 0 source_of_magic_max_duration = 36000 [magic.abilities] #If enabled all abilities will remain when changing dragon species #This does not mean that the other dragon species gains these abilities #It means that when turning to the previous type the abilities will have the same levels save_all_abilities = true [dragon_hunters] #How many experience points are gained when stealing from villagers # Default: 4 # Range: > 0 pillager_experience_gain = 4 #Cooldown in ticks (20 ticks = 1 second) before the entity can be pillaged again # Default: 6000 # Range: > -2147483648 pillage_cooldown = 6000 #Max. distance the pillage icon will be rendered at (0 means it will be disabled) # Default: 32 # Range: > -2147483648 max_pillage_render_distance = 32 #Determines how long (in seconds) the trapped effect lasts # Default: 5.0 # Range: 0.0 ~ 1.7976931348623157E308 trapped_effect_duration = 5.0 [dragon_hunters.leader] #Base value for the movement speed attribute # Default: 0.35 # Range: 0.0 ~ 1.7976931348623157E308 leader_movement_speed = 0.35 #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 leader_armor_toughness = 0.0 #Base value for the armor attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 leader_armor = 0.0 #Base value for the max health attribute # Default: 24.0 # Range: 1.0 ~ 1.7976931348623157E308 leader_health = 24.0 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 leader_knockback_resistance = 0.0 [dragon_hunters.knight] #Base value for the attack knockback attribute # Default: 0 # Range: > 0 knight_attack_knockback = 0 #Base value for the movement speed attribute # Default: 0.3 # Range: 0.0 ~ 1.7976931348623157E308 knight_movement_speed = 0.3 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 knight_knockback_resistance = 0.0 #Determines the chance (in %) of knights having a shield # Default: 0.1 # Range: 0.0 ~ 1.7976931348623157E308 knight_shield_chance = 0.1 #Base value for the attack damage attribute # Default: 12 # Range: > 0 knight_damage = 12 #Base value for the max health attribute # Default: 40.0 # Range: 1.0 ~ 1.7976931348623157E308 knight_health = 40.0 #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 knight_armor_toughness = 0.0 #Base value for the armor attribute # Default: 10.0 # Range: 0.0 ~ 1.7976931348623157E308 knight_armor = 10.0 [dragon_hunters.griffin] #Base value for the flying speed attribute # Default: 0.2 # Range: 0.0 ~ 1.7976931348623157E308 griffin_flying_speed = 0.2 #Base value for the max health attribute # Default: 10.0 # Range: 1.0 ~ 1.7976931348623157E308 griffin_health = 10.0 #Base value for the attack damage attribute # Default: 2 # Range: > 0 griffin_damage = 2 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 griffin_knockback_resistance = 0.0 #Base value for the attack knockback attribute # Default: 0 # Range: > 0 griffin_attack_knockback = 0 #Determines the attack radius of the griffin # Default: 0.9 # Range: 0.0 ~ 256.0 griffin_range = 0.9 #Base value for the armor attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 griffin_armor = 0.0 #Base value for the movement speed attribute # Default: 0.2 # Range: 0.0 ~ 1.7976931348623157E308 griffin_movement_speed = 0.2 #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 griffin_armor_toughness = 0.0 [dragon_hunters.spearman] #Additional vertical reach for the spearman # Default: 2.5 # Range: 0.0 ~ 256.0 spearman_bonus_vertical_reach = 2.5 #Base value for the armor attribute # Default: 2.0 # Range: 0.0 ~ 1.7976931348623157E308 spearman_armor = 2.0 #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 spearman_armor_toughness = 0.0 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 spearman_knockback_resistance = 0.0 #Base value for the attack knockback attribute # Default: 0 # Range: > 0 spearman_attack_knockback = 0 #Additional horizontal reach for the spearman # Default: 0.5 # Range: 0.0 ~ 256.0 spearman_bonus_horizontal_reach = 0.5 #Base value for the max health attribute # Default: 24.0 # Range: 1.0 ~ 1.7976931348623157E308 spearman_health = 24.0 #Base value for the attack damage attribute # Default: 6 # Range: > 0 spearman_damage = 6 #Base value for the movement speed attribute # Default: 0.35 # Range: 0.0 ~ 1.7976931348623157E308 spearman_movement_speed = 0.35 [dragon_hunters.ambusher] #Base value for the attack knockback attribute # Default: 0 # Range: > 0 ambusher_attack_knockback = 0 #Determines the amount of time (in ticks) (20 ticks = 1 second) that needs to pass before another ambusher spawn attempt is made # Default: 12000 # Range: > 1 ambusher_spawn_frequency = 12000 #Base value for the movement speed attribute # Default: 0.3 # Range: 0.0 ~ 1.7976931348623157E308 ambusher_movement_speed = 0.3 #Determines how many spearman reinforce the ambusher when he is attacked # Default: 4 # Range: 0 ~ 256 spearman_reinforcement_count = 4 #Base value for the armor attribute # Default: 10.0 # Range: 0.0 ~ 1.7976931348623157E308 ambusher_armor = 10.0 #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 ambusher_armor_toughness = 0.0 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 ambusher_knockback_resistance = 0.0 #Determines the crossbow attack rate (in ticks) (20 ticks = 1 second) of the ambusher # Default: 65 # Range: > 65 ambusher_attack_interval = 65 #Determines how many hounds reinforce the ambusher when he is attacked # Default: 2 # Range: 0 ~ 256 hound_reinforcement_count = 2 #Determines the chance (in %) of an ambusher spawning #The spawn frequency will reset even if no actual spawn occurs due to this chance not being met # Default: 0.2 # Range: 0.0 ~ 1.0 amusher_spawn_chance = 0.2 #Base value for the attack damage attribute # Default: 12 # Range: > 0 ambusher_damage = 12 #Base value for the max health attribute # Default: 40.0 # Range: 1.0 ~ 1.7976931348623157E308 ambusher_health = 40.0 [dragon_hunters.hound] #Base value for the armor toughness attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 hound_armor_toughness = 0.0 #Base value for the attack damage attribute # Default: 2 # Range: > 0 hound_damage = 2 #Base value for the max health attribute # Default: 10.0 # Range: 1.0 ~ 1.7976931348623157E308 hound_health = 10.0 #Base value for the armor attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 hound_armor = 0.0 #Base value for the attack knockback attribute # Default: 0 # Range: > 0 hound_attack_knockback = 0 #Base value for the movement speed attribute # Default: 0.45 # Range: 0.0 ~ 1.7976931348623157E308 hound_movement_speed = 0.45 #Determines the chance (in %) of the knight hound applying the slowness effect when they attack # Default: 0.5 # Range: 0.0 ~ 1.0 hound_slowdown_chance = 0.5 #Base value for the knockback resistance attribute # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 hound_knockback_resistance = 0.0 [effects.charged] #Determines the damage dealt by the charged effect # Default: 1.0 # Range: 0.0 ~ 3.4028234663852886E38 charged_effect_damage = 1.0 #Amount of entities the charged effect can chain to at once # Default: 2 # Range: > 0 charged_effect_max_chain_targets = 2 #Determines the max. amount of times the charged effect can chain. Set to -1 for infinite chaining # Default: 5 # Range: > -1 charged_effect_max_chain = 5 #Determines the radius of the charged effect spread # Default: 3.0 # Range: 0.0 ~ 256.0 charged_effect_spread_radius = 3.0 [effects.stress] #The amount of exhaustion applied every 20 ticks while stressed. Each amplifier level cuts the delay in half. # Default: 1.0 # Range: 0.0 ~ 3.4028234663852886E38 stress_exhaustion = 1.0 [effects.drain] #Determines the damage dealt by the drain effect # Default: 1.0 # Range: 0.0 ~ 3.4028234663852886E38 drain_effect_damage = 1.0 [effects.blast_dust] #A multiplier to the amplifier which determines the explosion radius of the blast dust effect # Default: 0.6000000238418579 # Range: 0.0 ~ 256.0 blast_dust_explosion_multiplier = 0.6000000238418579 [effects.hunter] #If enabled other players will be fully invisible at maximum hunter stacks hunter_full_invisibility = false #Determines the damage bonus (0.5 -> 50%) per level of the effect #The damage bonus scales with the current stacks, max. amount being reached at max. stacks # Default: 0.75 # Range: 4.9E-324 ~ 1.7976931348623157E308 hunter_damage_per_level = 0.75 #The current level compared to the maximum level determines how quickly stacks are gained or lost # Default: 4 # Range: > -2147483648 hunter_max_level = 4 [drops] #Determines the chance (in %) of weak dragon hearts dropping from entities with a maximum health between 20 and 50 # Default: 0.01 # Range: 0.0 ~ 1.0 weak_dragon_heart_chance = 0.01 #Determines the chance (in %) of dragon heart shards dropping from entities with a maximum health between 14 and 20 # Default: 0.03 # Range: 0.0 ~ 1.0 dragon_heart_shard_chance = 0.03 #Should the entity type tag 'drops_weak_dragon_heart' be treated as a whitelist instead of a blacklist? weak_dragon_heart_white_list = false #Should the entity type tag 'drops_dragon_heart_shard' be treated as a whitelist instead of a blacklist? dragon_heart_white_list = false #Should the entity type tag 'drops_elder_dragon_heart' be treated as a whitelist instead of a blacklist? elder_dragon_heart_white_list = false #Determines the chance (in %) of elder dragon hearts dropping from entities with a maximum health above 50 # Default: 0.01 # Range: 0.0 ~ 1.0 elder_dragon_heart_chance = 0.01 [drops.ore] #Determines the chance (in %) of bones dropping when a dragon harvests an ore block # Default: 0.01 # Range: 0.0 ~ 1.0 dragon_ore_bone_chance = 0.01 #Determines the chance (in %) of dust dropping when a dragon harvests an ore block # Default: 0.2 # Range: 0.0 ~ 1.0 dragon_ore_dust_chance = 0.2 #Determines the chance (in %) of bones dropping when a human harvests an ore block # Default: 0.0 # Range: 0.0 ~ 1.0 human_ore_bone_chance = 0.0 #Require the ore to drop experience for it to drop dragon ore items require_experience_drop_for_dragon_ore = true #Determines the chance (in %) of dust dropping when a human harvests an ore block # Default: 0.1 # Range: 0.0 ~ 1.0 human_ore_dust_chance = 0.1 [growth] #If enabled the current growth will be saved for the current dragon species when changing types or reverting back to being a human save_growth_stage = true [growth.big_dragon] #The amount of ticks (20 ticks = 1 second) before an entity can be crushed again # Default: 20 # Range: 0 ~ 20 crushing_interval = 20 #Determines the percentage chance that a block is removed, bypassing sound or particle effects #This is to avoid potential lag issues due to large amounts of sound effects or particles # Default: 0.96 # Range: 0.0 ~ 1.0 block_destruction_removal = 0.96 #The size ratio between the entity and the crusher for crushing to occur # Default: 0.25 # Range: 0.0 ~ 1.0 crushing_size_ratio = 0.25 [penalties] #If enabled dragons will be limited to riding the entities in the entity tag 'dragonsurvival:vehicle_whitelist' limited_riding = true [general] #If enabled the items in the claw inventory will not drop on death retain_claw_items = false #If enabled dragon claw and teeth (which indicate the currently equipped claw tools) will be synchronized to other players #This may be relevant for any sort of PvP content sync_claw_render = true #If enabled players will be given a choice to select a dragon species when first joining the world start_with_dragon_choice = true #If enabled dragons will not take suffocation damage disable_dragon_suffocation = true #Cooldown (in seconds) after using an altar # Default: 0 # Range: > 0 altar_cooldown = 0 #Enables the transformation of certain blocks into dragon altars when using an elder dragon bone item on them transform_altar = true #If enabled players that have not yet chosen a dragon species will be able to do so from the vanilla inventory allow_dragon_choice_from_inventory = true #If enabled, players will start as a dragon and will never be allowed to be a human. no_humans_allowed = false [source_of_magic] #Source of magic that does not match the dragon species will damage the player if enabled damage_on_wrong_source_of_magic = true [wings] #How much does the change in horizontal speed impact the damage taken from a collision whilst flying? # Default: 10.0 # Range: 1.401298464324817E-45 ~ 3.4028234663852886E38 collision_damage_speed_factor = 10.0 #The amount of damage subtracted from the base damage when a collision occurs whilst flying. # Default: 3.0 # Range: 1.401298464324817E-45 ~ 3.4028234663852886E38 collision_damage_threshold = 3.0 #If enabled dragons will automatically stop fold their wings (i.e. stop flying) when landing fold_wings_on_land = false #If enabled hovering will behave the same as creative flight (i.e. stable flight) stable_hover = false #Flight speed multiplier # Default: 0.3 # Range: 0.1 ~ 1.0 flight_speed_multiplier = 0.3 #Cooldown (in seconds) of the spin attack during flight # Default: 5 # Range: > 0 flight_spin_cooldown = 5 #Determines the food values at which the dragon will stop being able to fly mid-flight # Default: 0 # Range: 0 ~ 20 fold_wings_threshold = 0 #Dragons always accelerate vertically when flying, even when they aren't moving fast enough. no_speed_requirement_for_vertical_acceleration = false #Dragons will take fall damage from colliding whilst glide-flying (similar to elytra). enable_flight_fall_damage = true #Determines the amount of ticks (20 ticks = 1 second) it takes for one hunger point to be drained while flying # Default: 50 # Range: > 1 flight_hunger_ticks = 50 #Dragons will take damage from colliding whilst glide-flying (similar to elytra). enable_collision_damage = true #Determines the required food values to be able to fly # Default: 6 # Range: 0 ~ 20 flight_hunger_threshold = 6 [primordial_anchor] #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