162 lines
7.5 KiB
TOML
162 lines
7.5 KiB
TOML
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#Server to Client synced configuration settings
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["Damage System"]
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#Max health of the Head
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#Range: 2 ~ 12
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maxHealthHead = 4
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#Max health of the Left Arm
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#Range: 2 ~ 12
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maxHealthLeft_Arm = 4
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#Max health of the Left Leg
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#Range: 2 ~ 12
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maxHealthLeft_Leg = 4
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#Max health of the Left Foot
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#Range: 2 ~ 12
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maxHealthLeft_Foot = 4
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#Max health of the Body
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#Range: 2 ~ 12
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maxHealthBody = 6
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#Max health of the Right Arm
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#Range: 2 ~ 12
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maxHealthRight_Arm = 4
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#Max health of the Right Leg
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#Range: 2 ~ 12
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maxHealthRight_Leg = 4
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#Max health of the Right Foot
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#Range: 2 ~ 12
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maxHealthRight_Foot = 4
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#True if the head can cause death if health drops to 0
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causeDeathHead = true
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#True if the body can cause death if health drops to 0
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causeDeathBody = true
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["Locational Armor"]
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["Locational Armor".Armor]
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#The multiplier for local armor for every armor of slot Head
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#Range: 1.0 ~ 16.0
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multiplierHead = 6.0
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#The multiplier for local armor for every armor of slot Chest
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#Range: 1.0 ~ 16.0
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multiplierChest = 2.5
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#The multiplier for local armor for every armor of slot Legs
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#Range: 1.0 ~ 16.0
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multiplierLegs = 3.0
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#The multiplier for local armor for every armor of slot Feet
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#Range: 1.0 ~ 16.0
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multiplierFeet = 6.0
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#The static offset applied to any armor piece with a value greater than zero of slot Head
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#Range: 0.0 ~ 4.0
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offsetHead = 1.0
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#The static offset applied to any armor piece with a value greater than zero of slot Chest
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#Range: 0.0 ~ 4.0
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offsetChest = 0.0
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#The static offset applied to any armor piece with a value greater than zero of slot Legs
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#Range: 0.0 ~ 4.0
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offsetLegs = 0.0
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#The static offset applied to any armor piece with a value greater than zero of slot Feet
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#Range: 0.0 ~ 4.0
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offsetFeet = 0.0
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["Locational Armor".Toughness]
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#The multiplier for local armor for every armor of slot Head
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#Range: 1.0 ~ 16.0
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multiplierHead = 4.0
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#The multiplier for local armor for every armor of slot Chest
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#Range: 1.0 ~ 16.0
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multiplierChest = 3.0
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#The multiplier for local armor for every armor of slot Legs
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#Range: 1.0 ~ 16.0
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multiplierLegs = 3.0
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#The multiplier for local armor for every armor of slot Feet
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#Range: 1.0 ~ 16.0
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multiplierFeet = 3.5
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#The static offset applied to any armor piece with a value greater than zero of slot Head
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#Range: 0.0 ~ 4.0
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offsetHead = 0.0
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#The static offset applied to any armor piece with a value greater than zero of slot Chest
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#Range: 0.0 ~ 4.0
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offsetChest = 0.0
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#The static offset applied to any armor piece with a value greater than zero of slot Legs
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#Range: 0.0 ~ 4.0
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offsetLegs = 0.0
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#The static offset applied to any armor piece with a value greater than zero of slot Feet
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#Range: 0.0 ~ 4.0
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offsetFeet = 0.0
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["Internal Healing"]
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["Internal Healing".bandage]
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#The total heals this item does when applied. 1 heal = half a heart
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#Range: 1 ~ 127
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totalsHeals = 4
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#The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals
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#Range: 1 ~ 32767
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secondsPerHeal = 2
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#The time it takes in the GUI to apply the item in milliseconds
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#Range: 0 ~ 16000
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applyTime = 500
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["Internal Healing".plaster]
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#The total heals this item does when applied. 1 heal = half a heart
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#Range: 1 ~ 127
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totalsHeals = 2
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#The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals
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#Range: 1 ~ 32767
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secondsPerHeal = 1
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#The time it takes in the GUI to apply the item in milliseconds
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#Range: 0 ~ 16000
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applyTime = 0
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["External Healing"]
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#Allow vanilla's natural regeneration. Requires "allowOtherHealingItems" to be true
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#**WARNING** This sets the gamerule "naturalRegeneration" for all of your worlds internally, so it persists even if you remove the mod
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allowNaturalRegeneration = true
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#If false, healing potions and other healing items will have no effect
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allowOtherHealingItems = true
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#Specifies how much percent of the max health should be restored when sleeping
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#Range: 0.0 ~ 1.0
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sleepHealPercentage = 0.07
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#The value external regen will be multiplied with. Has no effect if "allowOtherHealingItems" is disabled
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#Range: 0.0 ~ 20.0
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otherRegenMultiplier = 0.75
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#The value vanilla's natural regeneration will be multiplied with. Has no effect if "allowNaturalRegeneration" is disabled
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#Range: 0.0 ~ 20.0
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naturalRegenMultiplier = 0.5
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#Specifies how the vanilla resistance potion effect should reduce damage.
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#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
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#Range: 1 ~ 40
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resistanceReductionPercentPerLevel = 20
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[misc]
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#If true, max health is scaled to your hearts, and the config entries get multiplier to match the max health
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scaleMaxHealth = true
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#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)
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capMaxHealth = true
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#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.
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#AVERAGE_ALL simply takes all limbs and calculates the average of it.
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#AVERAGE_CRITICAL takes all critical limbs and calculates the average of it.
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#MIN_CRITICAl takes the smallest health value of all critical limb.
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#Does not have any effect if all critical limbs have been disabled.
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#Allowed Values: AVERAGE_ALL, AVERAGE_CRITICAL, MIN_CRITICAL, CRITICAL_50_PERCENT_OTHER_50_PERCENT
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vanillaHealthCalculation = "AVERAGE_ALL"
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#If enabled, the default random damage distribution will be changed to leave critical limbs at 1hp if possible.
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#When there is too much damage, the damage will still kill the player. Other distributions that defined are not affected by this.
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useFriendlyRandomDistribution = false
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#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
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#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.
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#Allowed Values: GLOBAL_ENCHANTMENTS, LOCAL_ENCHANTMENTS
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armorEnchantmentMode = "LOCAL_ENCHANTMENTS"
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["Enchantment Handling"]
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#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)
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#Range: 1 ~ 4
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enchantmentMultiplier = 4
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#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
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#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
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resourceLocations = ["minecraft:feather_falling"]
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#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
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#This list specifies the multiplier of the corresponding resource location. See resourceLocations comment. Must be between 1 and 4
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overrideMultiplier = [2]
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