#Server to Client synced configuration settings ["Damage System"] #Max health of the Head #Range: 2 ~ 12 maxHealthHead = 4 #Max health of the Left Arm #Range: 2 ~ 12 maxHealthLeft_Arm = 4 #Max health of the Left Leg #Range: 2 ~ 12 maxHealthLeft_Leg = 4 #Max health of the Left Foot #Range: 2 ~ 12 maxHealthLeft_Foot = 4 #Max health of the Body #Range: 2 ~ 12 maxHealthBody = 6 #Max health of the Right Arm #Range: 2 ~ 12 maxHealthRight_Arm = 4 #Max health of the Right Leg #Range: 2 ~ 12 maxHealthRight_Leg = 4 #Max health of the Right Foot #Range: 2 ~ 12 maxHealthRight_Foot = 4 #True if the head can cause death if health drops to 0 causeDeathHead = true #True if the body can cause death if health drops to 0 causeDeathBody = true ["Locational Armor"] ["Locational Armor".Armor] #The multiplier for local armor for every armor of slot Head #Range: 1.0 ~ 16.0 multiplierHead = 6.0 #The multiplier for local armor for every armor of slot Chest #Range: 1.0 ~ 16.0 multiplierChest = 2.5 #The multiplier for local armor for every armor of slot Legs #Range: 1.0 ~ 16.0 multiplierLegs = 3.0 #The multiplier for local armor for every armor of slot Feet #Range: 1.0 ~ 16.0 multiplierFeet = 6.0 #The static offset applied to any armor piece with a value greater than zero of slot Head #Range: 0.0 ~ 4.0 offsetHead = 1.0 #The static offset applied to any armor piece with a value greater than zero of slot Chest #Range: 0.0 ~ 4.0 offsetChest = 0.0 #The static offset applied to any armor piece with a value greater than zero of slot Legs #Range: 0.0 ~ 4.0 offsetLegs = 0.0 #The static offset applied to any armor piece with a value greater than zero of slot Feet #Range: 0.0 ~ 4.0 offsetFeet = 0.0 ["Locational Armor".Toughness] #The multiplier for local armor for every armor of slot Head #Range: 1.0 ~ 16.0 multiplierHead = 4.0 #The multiplier for local armor for every armor of slot Chest #Range: 1.0 ~ 16.0 multiplierChest = 3.0 #The multiplier for local armor for every armor of slot Legs #Range: 1.0 ~ 16.0 multiplierLegs = 3.0 #The multiplier for local armor for every armor of slot Feet #Range: 1.0 ~ 16.0 multiplierFeet = 3.5 #The static offset applied to any armor piece with a value greater than zero of slot Head #Range: 0.0 ~ 4.0 offsetHead = 0.0 #The static offset applied to any armor piece with a value greater than zero of slot Chest #Range: 0.0 ~ 4.0 offsetChest = 0.0 #The static offset applied to any armor piece with a value greater than zero of slot Legs #Range: 0.0 ~ 4.0 offsetLegs = 0.0 #The static offset applied to any armor piece with a value greater than zero of slot Feet #Range: 0.0 ~ 4.0 offsetFeet = 0.0 ["Internal Healing"] ["Internal Healing".bandage] #The total heals this item does when applied. 1 heal = half a heart #Range: 1 ~ 127 totalsHeals = 4 #The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals #Range: 1 ~ 32767 secondsPerHeal = 2 #The time it takes in the GUI to apply the item in milliseconds #Range: 0 ~ 16000 applyTime = 500 ["Internal Healing".plaster] #The total heals this item does when applied. 1 heal = half a heart #Range: 1 ~ 127 totalsHeals = 2 #The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals #Range: 1 ~ 32767 secondsPerHeal = 1 #The time it takes in the GUI to apply the item in milliseconds #Range: 0 ~ 16000 applyTime = 0 ["External Healing"] #Allow vanilla's natural regeneration. Requires "allowOtherHealingItems" to be true #**WARNING** This sets the gamerule "naturalRegeneration" for all of your worlds internally, so it persists even if you remove the mod allowNaturalRegeneration = true #If false, healing potions and other healing items will have no effect allowOtherHealingItems = true #Specifies how much percent of the max health should be restored when sleeping #Range: 0.0 ~ 1.0 sleepHealPercentage = 0.07 #The value external regen will be multiplied with. Has no effect if "allowOtherHealingItems" is disabled #Range: 0.0 ~ 20.0 otherRegenMultiplier = 0.75 #The value vanilla's natural regeneration will be multiplied with. Has no effect if "allowNaturalRegeneration" is disabled #Range: 0.0 ~ 20.0 naturalRegenMultiplier = 0.5 #Specifies how the vanilla resistance potion effect should reduce damage. #By default, one level of resistance reduces 20% of damage. Changing this value to e.g. 10 will reduce the reduction to 10% damage reduction per level #Range: 1 ~ 40 resistanceReductionPercentPerLevel = 20 [misc] #If true, max health is scaled to your hearts, and the config entries get multiplier to match the max health scaleMaxHealth = true #If true, max health will be capped at 6 hearts and absorption at 2 hearts per limb. If false, the health cap will be much higher (64 hearts normal and 16 absorption) capMaxHealth = true #Specifies how the vanilla health is calculated. Affects the vanilla visual health bar, as well as the value other mods get to see when they query the player health. #AVERAGE_ALL simply takes all limbs and calculates the average of it. #AVERAGE_CRITICAL takes all critical limbs and calculates the average of it. #MIN_CRITICAl takes the smallest health value of all critical limb. #Does not have any effect if all critical limbs have been disabled. #Allowed Values: AVERAGE_ALL, AVERAGE_CRITICAL, MIN_CRITICAL, CRITICAL_50_PERCENT_OTHER_50_PERCENT vanillaHealthCalculation = "AVERAGE_ALL" #If enabled, the default random damage distribution will be changed to leave critical limbs at 1hp if possible. #When there is too much damage, the damage will still kill the player. Other distributions that defined are not affected by this. useFriendlyRandomDistribution = false #If set to LOCAL_ENCHANTMENTS, only the enchantments for the armor for the body part that is currently being damaged is taken into account. The strength of the armor is multiplied by 4 (default value, can be changed by enchantmentMultiplier), so it matches the vanilla default #If set to GLOBAL_ENCHANTMENTS, the enchantments of all armor pieces are taken into account for all body parts that have any kind of armor. #Allowed Values: GLOBAL_ENCHANTMENTS, LOCAL_ENCHANTMENTS armorEnchantmentMode = "LOCAL_ENCHANTMENTS" ["Enchantment Handling"] #Specifies the default modifier. This is only used if armorEnchantmentMode is LOCAL_ENCHANTMENTS, as this is used scale up the values to somewhat match what vanilla balances around (as vanilla balances around global enchantments) #Range: 1 ~ 4 enchantmentMultiplier = 4 #Specifies the overrides for the the modifier. This is only used if armorEnchantmentMode is LOCAL_ENCHANTMENTS. This can be used to set another multiplier for special enchantments #This list specifies the resource location of the enchantment. Must be fully specified and cannot use wildcard. Example: minecraft:feather_falling. First entry here will be matched to first multiplier, second entry to second multiplier and so on resourceLocations = ["minecraft:feather_falling"] #Specifies the overrides for the the modifier. This is only used if armorEnchantmentMode is LOCAL_ENCHANTMENTS. This can be used to set another multiplier for special enchantments #This list specifies the multiplier of the corresponding resource location. See resourceLocations comment. Must be between 1 and 4 overrideMultiplier = [2]