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667 lines
29 KiB
TOML
667 lines
29 KiB
TOML
9 months ago
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[Miscellaneous]
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#At what durability percentage should the xp bonus start going down from? (75 means that at 75% durability or above, the xp bonus will be max, and at 37.5%, the xp boost will be half
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#Range: 0.0 ~ 100.0
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scaleXpBoostByDurabilityEnd = 75.0
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#Should item specific config values take precedence over tag based values? (true means minecraft:oak_log would take precedence over #minecraft:logs)
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itemPriorityOverTag = true
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#Should the Welcome message come up?
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showWelcome = true
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#Should Xp Boosts be scaled by the item Durability? (Max boost at Max durability, 50% at half Durability)
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scaleXpBoostByDurability = true
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#Should your personal Donator Welcome message come up?
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showPatreonWelcome = true
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#Should Xp gains be logged in debug.log?
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logXpGainedInDebugLog = false
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#At what durability percentage should the xp bonus go away fully at and below? (25 means at 25% or below durability, there is no longer any xp boost)
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#Range: 0.0 ~ 100.0
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scaleXpBoostByDurabilityStart = 0.0
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#Should right click xp be enabled?
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rightClickXpEnabled = true
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#Should a warning come up if your Project MMO is outdated?
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warnOutdatedVersion = true
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[Party]
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#How much bonus xp a Party gains extra, per player? (5 = 1 player -> 5% xp bonus, 2 players -> 10% xp bonus
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#Range: 0.0 ~ 1.0E9
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partyXpIncreasePerPlayer = 5.0
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#How much damage you can deal to people in the same Party (0 = no damage, 100 = full damage)
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#Range: 0.0 ~ 100.0
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partyFriendlyFireAmount = 33.333333333333336
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#In what range do Party members have to be to benefit from the other members?
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#Range: 1.0 ~ 1.0E9
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partyRange = 64.0
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#Should players leave their party if they disconnect?
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autoLeavePartyOnDisconnect = false
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#How many Members can a party have?
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#Range: 1 ~ 1000000000
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partyMaxMembers = 10
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#How much bonus xp is the maximum that a Party can receive? (50 = 50% increase max. If partyXpIncreasePerPlayer is 5, and there are 20 members, the xp bonus caps at 50%, at 10 members)
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#Range: 0.0 ~ 1.0E9
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maxPartyXpBonus = 50.0
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["Anti Cheese"]
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#What is the minimum xp multiplier a player can reach by afking? (0.1 means 10% xp gained of what you'd gain while not afking at all)
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#Range: 0.0 ~ 1.0
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minimumCheeseXpMultiplier = 0.1
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#How many points of Cheese do not contribute to the Cheese Xp Penalty? (This should always be lower than cheeseMaxStorage, otherwise it'd break.)
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#Range: 1 ~ 1000000000
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freeCheese = 100
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#How often are Cheese Points Given/Taken? (5 means every 5 seconds)
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#Range: 0.1 ~ 1.0E9
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cheeseCheckFrequency = 5.0
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#How many points of Cheese are reduced when the player is no longer afk? (10 means ten times as fast as gaining while afk)
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#Range: 1 ~ 1000000000
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activityCheeseReplenishSpeed = 10
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#Should player xp rates be reduced while they afk?
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antiCheeseEnabled = true
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#How many points of Cheese is the maximum? (At maximum, the xp gain is at minimum, which is the minimumCheeseXpMultiplier value)
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#Range: 1 ~ 1000000000
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cheeseMaxStorage = 200
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#When the Cheese Multiplier falls below this value, the player will get a warning to stop afking every Cheese Check (If this value is 1, any penalty will be displayed. 0 means no warnings will be displayed)
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#Range: 0.0 ~ 1.0
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sendPlayerCheeseWarningBelowMultiplier = 1.0
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["Vein Mining"]
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#Boost in veining ability dependant on your tool's speed (5 is fairly balanced, raising this number makes tools more powerful while veining)
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#Range: 1.0E-9 ~ 1.0E9
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toolSpeedVeinScale = 5.0
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#Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of blocks, which is 2.0 Obsidian, or 33.3 Coal Ore)
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#Range: 0.01 ~ 10000.0
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levelsPerHardnessMining = 240.0
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#Should veining wood material blocks start from the highest block?
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veinWoodTopToBottom = true
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#How many blocks max can be veined?
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#Range: 1 ~ 1000000
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veinMaxBlocks = 10000
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#What is the lowest hardness for each block veined? (Crops have 0 hardness, this makes crops not infinitely veined)
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#Range: 0.0 ~ 10000.0
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minVeinHardness = 0.5
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#Every how many levels does 1 charge become worth +1 hardness? (If this is set to 16, your level is 50, and you have 64 charge, you can vein (50 / 320) * 320 = 50 hardness worth of ground, which is 100 Dirt)
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#Range: 0.01 ~ 10000.0
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levelsPerHardnessExcavation = 240.0
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#How much vein is restored for each player when the day is skipped by sleeping in bed?
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#Range: 0.0 ~ 1.0
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sleepVeinRestorePercent = 0.8477
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#How much hunger should be exhausted per block veined?
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#Range: 0.0 ~ 20.0
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exhaustionPerBlock = 0.2
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#Every how many levels does 1 charge become worth +1 hardness? (If this is set to 80, your level is 50, and you have 320 charge, you can vein (50 / 80) * 320 = 200 hardness worth of Crafting Related (Such as wool, carpet, bed) blocks, which depends on how hard they are)
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#Range: 0.1 ~ 10000.0
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levelsPerHardnessCrafting = 240.0
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#Is vein mining allowed? true = on, false = off
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veiningAllowed = true
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#How much is the lowest cost for each block veined? (1 = 1 charge, 1 charge regens per second)
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#Range: 0.01 ~ 10000.0
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minVeinCost = 0.5
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#How much vein charge can a player hold at max? (1 recharges every second)
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#Range: 0.0 ~ 100000.0
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maxVeinCharge = 320.0
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#How many blocks should be highlighted while holding the Vein key
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#Range: 0 ~ 10000
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maxVeinDisplay = 250
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#What is the maximum distance a player's vein can reach?
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#Range: 1.0 ~ 1.0E9
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veinMaxDistance = 1000.0
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#Every how many levels does 1 charge become worth +1 hardness? Plants have no hardness, but there is a minimum hardness while veining config in here, which is 0.5 by default, making it 200 plants at level 50 farming, with 320 charge, if this is set to 160
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#Range: 0.1 ~ 10000.0
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levelsPerHardnessFarming = 240.0
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#How many blocks get broken every tick?
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#Range: 1 ~ 10000
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veinSpeed = 1
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#Should players be allowed to vein blocks that they did not place?
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veiningOtherPlayerBlocksAllowed = false
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#Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of logs, which is 50 Logs)
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#Range: 0.01 ~ 10000.0
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levelsPerHardnessWoodcutting = 240.0
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#Should blocks broken by veining damage your tool?
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damageToolWhileVeining = true
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["Mob Scaling"]
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#What is the maximum amount an aggressive mob's speed will be boosted?
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#Range: 0.0 ~ 100.0
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maxMobSpeedBoost = 10.0
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#What is the maximum amount an aggressive mob's HP will be boosted?
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#Range: 0.0 ~ 1024.0
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maxMobHPBoost = 1000.0
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#Should mob xp multipliers inside of biomes be enabled? false means no multipliers
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biomeMobMultiplierEnabled = true
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#How much an aggresive mob's HP will increase per one Power Level?
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#Range: 0.0 ~ 100.0
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mobHPBoostPerPowerLevel = 5.0
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#How much an aggresive mob's speed will increase per one Power Level?
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#Range: 0.0 ~ 10.0
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mobSpeedBoostPerPowerLevel = 1.0
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#What is the maximum amount an aggressive mob's damage will be boosted?
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#Range: 0.0 ~ 1.0E9
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maxMobDamageBoost = 100.0
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#How much an aggresive mob's damage will increase per one Power Level?
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#Range: 0.0 ~ 10.0
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mobDamageBoostPerPowerLevel = 1.0
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[Requirements]
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#Should mob kill xp be enabled? false means no requirements
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killXpEnabled = true
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#When a Weapon requirement is not met, should the player be stopped from dealing any damage?
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strictReqWeapon = false
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#Is Salvaging items using the Repairing skill enabled? false = off
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salvageEnabled = true
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#When a Tool requirement is not met, should the player be stopped from breaking with it completely?
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strictReqTool = true
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#Should wear requirements be enabled? false means no requirements
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wearReqEnabled = true
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#Should weapon requirements be enabled? false means no requirements
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weaponReqEnabled = true
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#Main held items xp multiplier enabled? false = off
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heldItemXpBoostEnabled = true
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#Should fished items have a chance at being Enchanted? enabled? false = off
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fishEnchantPoolEnabled = true
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#When a Use Enchantment requirement is not met, should the item be dropped?
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strictReqUseEnchantment = false
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#Should ores be enabled? false means no extra chance
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oreEnabled = true
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#Should mob kill req be enabled? false means no requirements
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killReqEnabled = true
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#Should biome requirements be enabled? false means no requirements
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biomeReqEnabled = true
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#Should logs be enabled? false means no extra chance
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logEnabled = true
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#Should Enchantment Use requirements be enabled? false means no requirements
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enchantUseReqEnabled = true
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#When a Kill requirement is not met, should the player be stopped from dealing any damage?
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strictReqKill = true
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#Should xp multipliers be enabled? false means no multipliers
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biomeXpBonusEnabled = true
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#Should certain items be restricted from being crafted, without the level requirement?
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craftReqEnabled = true
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#Should config from default_data.json be loaded? false means only data.json is loaded
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loadDefaultConfig = true
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#Is catching items from Fish Pool while Fishing enabled? false = off
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fishPoolEnabled = true
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#Should xp values for general things be enabled? (Such as catching fish)
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xpValueGeneralEnabled = true
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#worn items xp boost enabled? false = off
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wornItemXpBoostEnabled = true
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#Should plants be enabled? false means no extra chance
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plantEnabled = true
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#Should biome negative effects be enabled? false means no negative effects
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negativeBiomeEffectEnabled = true
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#Should Enchantment Use requirements automatically scale according to previous values, provided they exist? example: level1Req = 5 agility, level2Req = 10 farming - Level 4 enchantment would require level 10 agility, and level 20 farming (highestSpecifiedLevelReqs / highestSpecifiedLevel * enchantLevel)
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enchantUseReqAutoScaleEnabled = true
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#Should biome positive effects be enabled? false means no positive effects
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positiveBiomeEffectEnabled = true
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#Should break requirements be enabled? false means no requirements
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breakReqEnabled = true
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#Should xp values for breaking things first time be enabled? false means only Hardness xp is awarded for breaking
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xpValueBreakingEnabled = true
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#Commands being fired on specific level ups enabled? false = off
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levelUpCommandEnabled = true
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#Should use requirements be enabled? false means no requirements
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useReqEnabled = true
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#Should dimensional travel requirements be enabled? false means no requirements
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dimensionTravelReqEnabled = true
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#Should mob rare drops be enabled? false means no requirements
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mobRareDropEnabled = true
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#Should tool requirements be enabled? false means no requirements
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toolReqEnabled = true
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#Should place requirements be enabled? false means no requirements
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placeReqEnabled = true
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#When a Wear requirement is not met, should the item be dropped?
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strictReqWear = false
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[Levels]
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#What is the global max level
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#Range: 1 ~ 2000000000
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maxLevel = 1523
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#Should fireworks appear on Milestone level up, to other players?
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milestoneLevelUpFirework = true
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#Should players loose Percentage of Full Levels instead of Xp above Whole Level upon death?
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deathLoosesLevels = false
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#What is the x in: x * (exponentialBase^(exponentialRate * level))
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#Range: 1.0 ~ 1000000.0
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exponentialBaseXp = 83.0
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#What is the x in: exponentialBaseXp * (x^(exponentialRate * level))
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#Range: 0.0 ~ 1000000.0
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exponentialBase = 1.104088404342588
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#What is the xp increase per level (baseXp + level * xpPerLevel)
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#Range: 1.0 ~ 1000000.0
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xpIncreasePerLevel = 50.0
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#Should a player have all their skills wiped to level 1 upon death?
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wipeAllSkillsUponDeathPermanently = false
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#Should fireworks appear on Milestone level up, from other players?
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spawnFireworksCausedByOthers = true
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#Should fireworks appear on level up?
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levelUpFirework = true
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#What is the baseXp to reach level 2 (baseXp + level * xpPerLevel)
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#Range: 1.0 ~ 1000000.0
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baseXp = 250.0
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#Every how many levels should a level up broadcast be sent to all players? (10 = every 10 levels)
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#Range: 1 ~ 1000000
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levelsPerMilestone = 10
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#Should fireworks appear on Milestone level up, to anyone, by you?
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spawnFireworksCausedByMe = true
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#Should every 10th level up be broadcast to everyone?
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broadcastMilestone = true
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#What is the x in: exponentialBaseXp * (exponentialBase^(x * level))
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#Range: 0.0 ~ 1000000.0
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exponentialRate = 1.0
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#Should levels be determined using an Exponential formula? (false = the original way)
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useExponentialFormula = true
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#Every how many levels should a total level milestone broadcast be sent to all players? (50 = every 50 levels)
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#Range: 1 ~ 1000000
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levelsPerTotalLevelMilestone = 50
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[Multipliers]
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#How much xp everyone gains on Peaceful Difficulty (1 = normal, 2 = twice as much)
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#Range: 0.0 ~ 1000.0
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peacefulMultiplier = 0.3333333333333333
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#How much xp you get in biomes you do not meet the requirements for (1 = Full xp, 0.5 = Half xp)
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#Range: 0.0 ~ 1.0
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biomePenaltyMultiplier = 0.5
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#How much xp everyone gains on Easy Difficulty (1 = normal, 2 = twice as much)
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#Range: 0.0 ~ 1000.0
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easyMultiplier = 0.6666666666666666
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#How much xp everyone gains on Hard Difficulty (1 = normal, 2 = twice as much)
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#Range: 0.0 ~ 1000.0
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hardMultiplier = 1.3333333333333333
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#How much xp everyone gains on Normal Difficulty (1 = normal, 2 = twice as much)
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#Range: 0.0 ~ 1000.0
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normalMultiplier = 1.0
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#How much xp everyone gains (1 = normal, 2 = twice as much)
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#Range: 0.0 ~ 1000.0
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globalMultiplier = 1.0
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#How much percentage of level you loose on death (Full Levels or Xp above Whole Level depends on deathLoosesLevels)
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#Range: 0.0 ~ 1.0
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deathPenaltyMultiplier = 0.5
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[GUI]
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#If Off, The skills list at the top left corner will no longer appear (You still have the GUI to show you all of your skills info)
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showSkillsListAtCorner = true
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#Should the Xp left indicator always be on? false = only appears with Show GUI key
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xpLeftDisplayAlwaysOn = false
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#Should xp drops sync up with the bar being open or closed? HIGHLY RECOMMEND TO KEEP FALSE IF YOU ARE MOVING XP DROP POSITIONS
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xpDropsAttachedToBar = true
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#Should World Xp Drops Skill appear?
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worldXpDropsShowSkill = true
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#True is the animated rainbow, False is the old, plain grey box
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xpBarTheme = true
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#How opaque (visible) can the xp drop get?
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#Range: 0.0 ~ 255.0
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xpDropMaxOpacity = 200.0
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#GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
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#Range: 0.0 ~ 1.0
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veinBarOffsetY = 0.65
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#GUI bar position X (Width)
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#Range: 0.0 ~ 1.0
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veinBarOffsetX = 0.5
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#Should Xp Drops make the Xp Bar pop up?
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xpDropsShowXpBar = true
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#When a screenshot is taken upon levelling up, should the skills list turn on automatically to be included in the screenshot?
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lvlUpScreenshotShowSkills = false
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#Value by which World Xp Drops Size is scaled (2 = twice as big)
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#Range: 0.01 ~ 100.0
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worldXpDropsSizeMultiplier = 1.0
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#If Off, xp drops will no longer stack with each other
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stackXpDrops = true
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#GUI Xp drops position X (Width)
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#Range: 0.0 ~ 1.0
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xpDropOffsetX = 0.5
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#GUI Xp drops position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
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#Range: 0.0 ~ 1.0
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xpDropOffsetY = 0.0
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#How far away does the Xp Drop spawn
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#Range: 0.0 ~ 1000.0
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xpDropSpawnDistance = 50.0
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#GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
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#Range: 0.0 ~ 1.0
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barOffsetY = 0.0
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#GUI bar position X (Width)
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#Range: 0.0 ~ 1.0
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barOffsetX = 0.5
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#If Off, xp drops will no longer appear
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showXpDrops = true
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#Should World Xp Drops appear when xp is gained?
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worldXpDropsEnabled = true
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#At what age do xp drops start to decay?
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#Range: 0.0 ~ 5000.0
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xpDropDecayAge = 350.0
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#GUI Skills List position X (Width)
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#Range: 0.0 ~ 1.0
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skillListOffsetX = 0.0
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#GUI Skills List position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
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#Range: 0.0 ~ 1.0
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skillListOffsetY = 0.0
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#Should World Xp Drops of other people show up for you?
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showOthersWorldXpDrops = false
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#How far (Max) should World Xp Drops be rotated (Degrees, either direction from flat)
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#Range: 0.0 ~ 180.0
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worldXpDropsDecaySpeedMultiplier = 1.0
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#Should a screenshot be taken everytime you level up?
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lvlUpScreenshot = false
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#Should the Xp Bar always be on? false = only appears while holding Show GUI or when you gain xp
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xpBarAlwaysOn = false
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#How much out of MaxOpacity does the Xp Drop become visible per 1 distance
|
||
|
#Range: 0.0 ~ 255.0
|
||
|
xpDropOpacityPerTime = 5.0
|
||
|
#Should you be notified by what new features you have access to on level ups?
|
||
|
showLevelUpUnlocks = true
|
||
|
#What is the minimum amount xp grows a set amount of time? (Default 0.2, increase to speed up growth)
|
||
|
#Range: 0.01 ~ 100.0
|
||
|
minXpGrow = 5.0
|
||
|
|
||
|
["Breaking Speed"]
|
||
|
#How many blocks it takes to reach 0 Break Speed (will get capped by Minimum Breaking Speed)
|
||
|
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
|
||
|
blocksToUnbreakableY = 1000.0
|
||
|
#How much your cutting speed increases per level in (1 = 1% increase per level)
|
||
|
#Range: 0.0 ~ 10.0
|
||
|
woodcuttingBonusSpeed = 1.0
|
||
|
#How much your farming speed increases per level in (1 = 1% increase per level)
|
||
|
#Range: 0.0 ~ 10.0
|
||
|
farmingBonusSpeed = 1.0
|
||
|
#How much your digging speed increases per level in (1 = 1% increase per level)
|
||
|
#Range: 0.0 ~ 10.0
|
||
|
excavationBonusSpeed = 1.0
|
||
|
#Minimum Breaking Speed (1 is Original speed, 0.5 is half)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
minBreakSpeed = 0.5
|
||
|
#How much your mining speed increases per level (1 = 1% increase per level)
|
||
|
#Range: 0.0 ~ 10.0
|
||
|
miningBonusSpeed = 1.0
|
||
|
|
||
|
[Mining]
|
||
|
#Hardest considered block (1 hardness = 1 remove xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
blockHardnessLimitForBreaking = 20.0
|
||
|
|
||
|
[Building]
|
||
|
#Every how many levels you gain an extra block of reach
|
||
|
#Range: 1.0 ~ 1.0E9
|
||
|
levelsPerOneReach = 20.0
|
||
|
#Hardest considered block (1 hardness = 1 build xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
blockHardnessLimitForPlacing = 20.0
|
||
|
#What is the maximum reach a player can have
|
||
|
#Range: 0.0 ~ 1.0E9
|
||
|
maxExtraReachBoost = 20.0
|
||
|
#Should xp values for crafting be enabled? false means the hardness value is used
|
||
|
xpValuePlacingEnabled = true
|
||
|
|
||
|
[Excavation]
|
||
|
#Do players find Treasure inside of blocks?
|
||
|
treasureEnabled = true
|
||
|
|
||
|
[Farming]
|
||
|
#Do players get xp for breeding animals?
|
||
|
breedingXpEnabled = true
|
||
|
#How much xp should be awarded in Farming for growing crops? (Json Overrides this) (Set to 0 to disable default xp)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultBreedingXp = 15.0
|
||
|
#How much faster on average should crops grow per level? (Percentage)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
growthSpeedIncreasePerLevel = 0.003333333333333333
|
||
|
|
||
|
[Agility]
|
||
|
#Every how many levels you gain an extra block of jumping height while Crouching
|
||
|
#Range: 1.0 ~ 1.0E9
|
||
|
levelsPerCrouchJumpBoost = 45.0
|
||
|
#Maximum chance to save each point of fall damage (100 = no fall damage)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
maxFallSaveChance = 64.0
|
||
|
#How much jump boost can you gain max (above 0.33 makes you take fall damage)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
maxJumpBoost = 0.33
|
||
|
#How much speed boost you can get from Agility (100 = 100% vanilla + 100% = twice as fast max)
|
||
|
#Range: 0.0 ~ 1.0E9
|
||
|
maxSpeedBoost = 100.0
|
||
|
#How much your chance to save each point of fall damage increases per level (1 = 1% increase per Level)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
saveChancePerLevel = 64.0
|
||
|
#Every how many levels you gain an extra block of jumping height while Sprinting
|
||
|
#Range: 1.0 ~ 1.0E9
|
||
|
levelsPerSprintJumpBoost = 60.0
|
||
|
#How much speed boost you get from each level (1 = 1% speed boost per level)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
speedBoostPerLevel = 0.5
|
||
|
|
||
|
[Endurance]
|
||
|
#Per how many levels you gain 1 Max Heart
|
||
|
#Range: 1.0 ~ 1.0E9
|
||
|
levelsPerHeart = 10.0
|
||
|
#Multiplier for xp gained in endurance from Regeneration
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
hpRegenXpMultiplier = 15.23
|
||
|
#Addition per level to hpRegenPerMinuteBase (if set to 0.01, every 100 Endurance levels, you regen 1 more half heart per 60 seconds, 0 means no extra regeneration)
|
||
|
#Range: 0.0 ~ 1000.0
|
||
|
hpRegenPerMinuteBoostPerLevel = 0.02
|
||
|
#How much endurance is max (100 = god mode)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
maxEndurance = 50.0
|
||
|
#How many Max Hearts you can have (20 means 10 vanilla + 20 boosted)
|
||
|
#Range: 0 ~ 1000000000
|
||
|
maxExtraHeartBoost = 100
|
||
|
#How many half hearts regenerate per minute at level 0 Endurance (at 1, and at level 0 Endurance, you regenerate half a heart every 60 seconds, 0 means no base regeneration)
|
||
|
#Range: 0.0 ~ 1000.0
|
||
|
hpRegenPerMinuteBase = 1.0
|
||
|
#How much endurance you gain per level (1 = 1% per level)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
endurancePerLevel = 0.25
|
||
|
|
||
|
[Combat]
|
||
|
#How much percentage bonus damage do you get per Combat level in Melee?
|
||
|
#Range: 0.001 ~ 1000.0
|
||
|
damageBonusPercentPerLevelMelee = 0.005
|
||
|
#How much extra damage can you get from the Combat skill max?
|
||
|
#Range: 0.0 ~ 1.0E9
|
||
|
maxExtraDamagePercentageBoostMelee = 100.0
|
||
|
|
||
|
[Archery]
|
||
|
#How much percentage bonus damage do you get per Archery level in Archery?
|
||
|
#Range: 0.001 ~ 1000.0
|
||
|
damageBonusPercentPerLevelArchery = 0.005
|
||
|
#How much extra damage can you get from the Archery skill max?
|
||
|
#Range: 0.0 ~ 1.0E9
|
||
|
maxExtraDamagePercentageBoostArchery = 100.0
|
||
|
|
||
|
[Smithing]
|
||
|
#Should PMMO anvil handling be enabled? (xp rewards for repair, and also Enchantment handling) (some mod items break, if you experience lost enchantments, set this to false)
|
||
|
anvilHandlingEnabled = true
|
||
|
#Anvil combination limits enchantments to this level
|
||
|
#Range: 0 ~ 255
|
||
|
maxEnchantLevel = 255
|
||
|
#Vanilla starts at 50, hence: (50 - [this] * level)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
anvilCostReductionPerLevel = 0.25
|
||
|
#From what level can you salvage from both hands at the same time?
|
||
|
#Range: 1 ~ 99999
|
||
|
dualSalvageSmithingLevelReq = 50
|
||
|
#Bonus repair durability per level (100 = twice as much repair per level)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
anvilFinalItemBonusRepaired = 1.0
|
||
|
#How many levels per each Enchantment Level Bypass above max level enchantment can support in vanilla
|
||
|
#Range: 1 ~ 1000000000
|
||
|
levelsPerOneEnchantBypass = 50
|
||
|
#Anvil combination limits enchantments to max level set in this config
|
||
|
bypassEnchantLimit = true
|
||
|
#Max amount of levels enchants are able to go above max vanilla level
|
||
|
#Range: 0 ~ 1000000000
|
||
|
maxEnchantmentBypass = 10
|
||
|
#Each Enchantment Save Chance per Level
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
enchantSaveChancePerLevel = 0.9
|
||
|
#Do players get xp for Smelting items in a Furnace?
|
||
|
smeltingXpEnabled = true
|
||
|
#What is the chance to Bypass a max enchant level (provided you got the skill to do so)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
upgradeChance = 50.0
|
||
|
#Vanilla caps at 50, at around 30 vanilla you can no longer anvil the item again. allows unlocking infinite Anvil uses.
|
||
|
#Range: 0 ~ 50
|
||
|
anvilFinalItemMaxCostToAnvil = 10
|
||
|
#Chance to not break anvil, 100 = twice the value, half the chance per Level.
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
extraChanceToNotBreakAnvilPerLevel = 1.0
|
||
|
#What is the chance to Reduce a level after a Upgrade chance fails (100 = everytime you fail bypass, enchant level goes down by 1)
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
failedUpgradeKeepLevelChance = 50.0
|
||
|
#Max Percentage chance to return each Enchantment Level
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
maxSalvageEnchantChance = 90.0
|
||
|
#false = Upgrade Chance if only rolled if you are trying to upgrade your item ABOVE vanilla max level. true = you ALWAYS have an upgrade chance level.
|
||
|
alwaysUseUpgradeChance = false
|
||
|
#Do Furnaces produce extra items according to Item Owner Smithing level?
|
||
|
smeltingEnabled = true
|
||
|
|
||
|
[Cooking]
|
||
|
#Do players get xp for Cooking items in Furnaces/Smokers/Fireplaces?
|
||
|
cookingXpEnabled = true
|
||
|
#Do Furnaces/Smokers/Fireplaces produce extra items according to Item Owner Cooking level?
|
||
|
cookingEnabled = true
|
||
|
|
||
|
[Alchemy]
|
||
|
#Does Brewing provide a chance to produce Extra potions?
|
||
|
brewingEnabled = true
|
||
|
#Do players get xp for Brewing potions in Brewing Stands?
|
||
|
brewingXpEnabled = true
|
||
|
|
||
|
[Swimming]
|
||
|
#Is Underwater Nightvision enabled?
|
||
|
underwaterNightVision = true
|
||
|
#Underwater Nightvision Unlock Level
|
||
|
#Range: 0 ~ 1000000
|
||
|
nightvisionUnlockLevel = 25
|
||
|
|
||
|
[Fishing]
|
||
|
#Should normal drops from Fishing be disabled?
|
||
|
disableNormalFishDrops = false
|
||
|
#What is the chance on each successful fishing attempt to access the fish_pool
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
fishPoolBaseChance = 0.0
|
||
|
#What is the increase per level to access the fish_pool
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
fishPoolChancePerLevel = 0.1523
|
||
|
#What is the max chance to access the fish_pool
|
||
|
#Range: 0.0 ~ 100.0
|
||
|
fishPoolMaxChance = 80.0
|
||
|
|
||
|
[Crafting]
|
||
|
#How much xp should be awarded in Crafting for each item crafted? (Json Overrides this) (Set to 0 to disable default xp)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultCraftingXp = 1.0
|
||
|
#Should xp values for crafting be enabled? false means the default value is used
|
||
|
xpValueCraftingEnabled = true
|
||
|
|
||
|
[Magic]
|
||
|
#How much extra damage can you get from the Magic skill max?
|
||
|
#Range: 0.0 ~ 1.0E9
|
||
|
maxExtraDamagePercentageBoostMagic = 100.0
|
||
|
#How much percentage bonus damage do you get per Magic level in Magic?
|
||
|
#Range: 0.001 ~ 1000.0
|
||
|
damageBonusPercentPerLevelMagic = 0.005
|
||
|
|
||
|
[Gunslinging]
|
||
|
#How much percentage bonus damage do you get per Gunslinging level in Gunslinging?
|
||
|
#Range: 0.001 ~ 1000.0
|
||
|
damageBonusPercentPerLevelGunslinging = 0.005
|
||
|
|
||
|
[Slayer]
|
||
|
#How much slayer xp is awarded upon killing an aggresive mob by default
|
||
|
#Range: 0.0 ~ 10000.0
|
||
|
aggresiveMobSlayerXp = 0.0
|
||
|
|
||
|
[Hunter]
|
||
|
#How much hunter xp is awarded upon killing a passive mob by default
|
||
|
#Range: 0.0 ~ 10000.0
|
||
|
passiveMobHunterXp = 0.0
|
||
|
|
||
|
[Taming]
|
||
|
#Do players get xp for growing Plants? (Different from Harvest xp)
|
||
|
growingXpEnabledXpEnabled = true
|
||
|
#How much xp should be awarded in Taming for Taming an animal? (Json Overrides this) (Set to 0 to disable default xp)
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultTamingXp = 0.0
|
||
|
#Do players get xp for taming animals?
|
||
|
tamingXpEnabled = true
|
||
|
#Should default Taming Xp go to Farming instead of Taming?
|
||
|
defaultTamingXpFarming = false
|
||
|
|
||
|
["Easter Eggs"]
|
||
|
#How much xp do you get for impersonating Jesus?
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
jesusXp = 0.075
|
||
|
|
||
|
["Auto Values"]
|
||
|
#Multiplier for the Auto Generated Crafting Xp Value, in the Crafting skill
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
autoGeneratedCraftingXpValueMultiplierCrafting = 1.0
|
||
|
#Multiplier for the Auto Generated Crafting Xp Value, in the Smithing skill
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
autoGeneratedCraftingXpValueMultiplierSmithing = 1.0
|
||
|
#Automatically assign values for Tool Requirement?
|
||
|
autoGenerateToolReqEnabled = true
|
||
|
#Automatically assign values for Cooking Extra Chance? (Works for Food)
|
||
|
autoGenerateCookingExtraChanceEnabled = true
|
||
|
#How much the Speed of the tool scales the Requirement of Mining to Use the tool
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
toolReqScaleOre = 5.0
|
||
|
#Spam the log with every Auto Value generation?
|
||
|
outputAllAutoValuesToLog = false
|
||
|
#Valued used by autoGenerateExtraChanceEnabled, for Logs
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultExtraChanceLog = 2.0
|
||
|
#How much the Attack Damage values scales the Combat Requirement for Weapons
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
attackDamageReqScale = 4.0
|
||
|
#Valued used by autoGenerateExtraChanceEnabled, for Ores
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultExtraChanceOre = 1.0
|
||
|
#How much the Armor value scales the Endurance Requirement for Armor
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
armorReqScale = 4.0
|
||
|
#How much the Speed of the tool scales the Requirement of Woodcutting to Use the tool
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
toolReqScaleLog = 5.0
|
||
|
#Automatically assign values for Extra Chance? (Works for Ores/Logs/Plants)
|
||
|
autoGenerateExtraChanceEnabled = true
|
||
|
#Automatically assign values for Weapon Requirement?
|
||
|
autoGenerateWeaponReqEnabled = true
|
||
|
#Multiplier for the Auto Generated Crafting Xp Value, in the Cooking skill
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
autoGeneratedCraftingXpValueMultiplierCooking = 1.0
|
||
|
#Automatically assign values for Tool Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
|
||
|
autoGenerateToolReqDynamicallyEnabled = true
|
||
|
#Automatically assign values for Weapon Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
|
||
|
autoGenerateWeaponReqDynamicallyEnabled = true
|
||
|
#How much the Speed of the tool scales the Requirement of Excavation to Use the tool
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
toolReqScaleDirt = 5.0
|
||
|
#If this is off, Decimal point level requirements will be assigned during Auto Value generation
|
||
|
autoGenerateRoundedValuesOnly = true
|
||
|
#How much the Armor Toughness value scales the Endurance Requirement for Armor
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
armorToughnessReqScale = 6.0
|
||
|
#Automatically assign values for Cooking Experience? (Works for Food)
|
||
|
autoGenerateCookingXpEnabled = true
|
||
|
#Valued used by autoGenerateExtraChanceEnabled, for Plants
|
||
|
#Range: 0.0 ~ 1000000.0
|
||
|
defaultExtraChancePlant = 1.5
|
||
|
#Level Offset for all auto-generated Weapon Requirements
|
||
|
#Range: -1000000.0 ~ 1000000.0
|
||
|
autoGenerateWeaponReqOffset = 0.0
|
||
|
#Automatically assign values for un-assigned items? (May be inaccurate)
|
||
|
autoGenerateValuesEnabled = true
|
||
|
#Automatically assign values for Crafting Experience? (Works for Armor/Tools/Weapons)
|
||
|
autoGenerateCraftingXpEnabled = true
|
||
|
#Level Offset for all auto-generated Tool Requirements
|
||
|
#Range: -1000000.0 ~ 1000000.0
|
||
|
autoGenerateToolReqOffset = 0.0
|
||
|
#Automatically assign values for Wear Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
|
||
|
autoGenerateWearReqDynamicallyEnabled = true
|
||
|
#Automatically assign values for Wear Requirement?
|
||
|
autoGenerateWearReqEnabled = true
|
||
|
#Should Automatically generated values for Wearing be Combat instead of Endurance? (True = Combat, False = Endurance)
|
||
|
autoGenerateWearReqAsCombat = false
|
||
|
#Level Offset for all auto-generated Wear Requirements
|
||
|
#Range: -1000000.0 ~ 1000000.0
|
||
|
autoGenerateWearReqOffset = 0.0
|
||
|
|