159 lines
5.8 KiB
TOML
159 lines
5.8 KiB
TOML
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[enchantments]
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[enchantments.alleviating]
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#Armor enchantment that heals the user when collecting experience
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"Enable Alleviating" = true
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#How much the experience value is multiplied by into health
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#Range: 0.0 ~ 1.7976931348623157E308
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"Healing factor" = 0.25
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[enchantments.launch]
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#Weapon enchantment that launches enemies upwards rather than away
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"Enable Launch" = true
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#How much the target is affected on the vertical axis
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#Range: 0.0 ~ 1.7976931348623157E308
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"Vertical factor" = 0.35
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[enchantments.obedience]
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#Horse armor enchantment tha prevents the horse from roaming around
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"Enable Obedience" = true
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[enchantments.reeling]
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#Crossbow enchantment that pulls targets towards the user
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"Enable Reeling" = true
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#How much the target is affected on the horizontal axis
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#Range: 0.0 ~ 1.7976931348623157E308
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"Horizontal factor" = 0.5
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#How much the target is affected on the vertical axis
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#Range: 0.0 ~ 1.7976931348623157E308
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"Vertical factor" = 0.25
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[enchantments.reforming]
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#Gear enchantment that very slowly repairs items over time
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"Enable Reforming" = true
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#How many ticks it takes a reforming item to repair
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#Range: > 0
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"Reforming tick rate" = 600
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[enchantments.shockwave]
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#Boots enchantment that creates a shockwave when taking fall damage
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"Enable Shockwave" = true
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#If Shockwave tramples farmland within the wave radius
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"Shockwave tramples farmland" = true
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[enchantments.vengeance]
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#Armor enchantment that stores incoming damage and applies it to user's next attack
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"Enable Vengeance" = true
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#How much the damage taken with vengeance is multiplied for attacks
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#Range: 0.0 ~ 1.7976931348623157E308
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"Damage factor" = 0.025
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[enchantments.spread_of_ailments]
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#Crossbow enchantment that applies the user's active effects to their arrows
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"Enable Spread of Ailments" = true
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[curses]
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[curses.ascension_curse]
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#Curse that causes the cursed item to float upwards when dropped
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"Enable Curse of Ascension" = true
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[curses.fleeting_curse]
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#Curse that causes nearby entities to repel the cursed item
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"Enable Curse of Fleeting" = true
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[tweaks]
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[tweaks.enchanting]
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#Allow enchanting power from bookshelves to transmit through any non-solid block, not just replaceable ones
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"Non-solid blocks transmit enchanting power" = true
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#Allow Chiseled Bookshelves to be usable to boost enchanting table power
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"Chiseled Bookshelf enchanting" = true
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#How many regular books are needed to increase the enchantment power by 1
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#Range: 1 ~ 6
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"Books needed" = 3
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#How many enchanted are needed to increase the enchantment power by 1
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#Range: 1 ~ 6
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"Enchanted Books needed" = 2
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[tweaks.horse_armor]
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#Allow horse armor to be enchanted
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"Enchantable horse armor" = true
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#If horse armor can appear enchanted when found in loot tables
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"Generates in loot tables" = true
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#Which loot tables horse armor can't appear enchanted in
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"Unenchanted loot tables" = ["minecraft:chests/village/village_weaponsmith", "minecraft:chests/stronghold_corridor", "minecraft:chests/nether_bridge"]
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[tweaks.bane_of_arthropods]
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#If Bane of Arthropods increases the mining speed of Cobwebs
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"Bane of Arthropods mines cobwebs faster" = true
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[tweaks.feather_falling]
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#If having Feather Falling prevents farmland from being trampled
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"Feather Falling prevents trampling" = true
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[tweaks.infinity]
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#If Infinity requires an arrow in the player's inventory in order to shoot
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"Infinity requires arrows" = false
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[tweaks.protection]
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#Remove the base Protection enchantment, requiring players to choose between the other types
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"Disable Protection" = false
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[tweaks.riptide]
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#Allow Riptide to function when in cauldrons
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"Riptide works in cauldrons" = true
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[tweaks.soul_speed]
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#Instead of losing durability as you run, Soul Speed makes incoming damage increase when on Soul Speed blocks
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"Soul Speed change" = true
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#How much damage is multiplied when hurt on Soul Speed blocks
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#Range: 0.0 ~ 1.7976931348623157E308
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"Damage factor" = 1.5
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[tweaks.experience]
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[tweaks.experience.dropped_xp]
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#If the player drops a flat percentage of their experience rather than capping at level 7
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"Drop experience percentage" = true
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#What percentage of the player's total experience is dropped
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#Range: 0.0 ~ 1.0
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"Experience percentage" = 0.75
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[tweaks.experience.level_scaling]
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#Remove the amount of experience per level increasing (experimental)
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"Remove level scaling" = false
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#The amount of experience per level, if level scaling is removed (experimental)
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#Range: > 0
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"Experience per level" = 50
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#If the level scaling should only be modified after it reaches the 'Experience per level' value (experimental)
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"Remove level scaling after cap" = true
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[tweaks.experience.ender_dragon]
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#If Ender Dragon experience dropping should be adjusted (to account for level scaling)
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"Adjust Ender Dragon experience drop" = false
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#The amount of experience (in points) that should be dropped by the Ender Dragon
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#Range: > 0
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"Ender Dragon experience drop" = 3000
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#The amount of experience (in points) that should be dropped by a respawned Ender Dragon
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#Range: > 0
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"Respawned Ender Dragon experience drop" = 750
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[tweaks.experience.anvil]
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#If renaming items should always cost 1 experience
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"Cheap item renaming" = true
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#Remove the cap of 40 on anvil repairing prices
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"Remove too expensive" = true
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#If anvils can be repaired by right clicking with an iron ingot or using a dispenser
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"Anvil ingot repairing" = true
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#The amount of tries it should take on average to repair an anvil with an ingot (1 in x chance)
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#Range: > 0
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"Ingot repair chance" = 5
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#If anvil transaction costs should be capped at a certain level
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"Cap anvil costs" = false
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#The max amount of levels an anvil transaction should be able to cost
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#Range: > 1
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"Anvil cost cap" = 30
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