Files
Chronolock/config/dragonsurvival-server.toml
2025-10-15 18:41:26 +02:00

495 lines
18 KiB
TOML

[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