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[Miscellaneous]
#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
#Range: 0.0 ~ 100.0
scaleXpBoostByDurabilityEnd = 75.0
#Should item specific config values take precedence over tag based values? (true means minecraft:oak_log would take precedence over #minecraft:logs)
itemPriorityOverTag = true
#Should the Welcome message come up?
showWelcome = true
#Should Xp Boosts be scaled by the item Durability? (Max boost at Max durability, 50% at half Durability)
scaleXpBoostByDurability = true
#Should your personal Donator Welcome message come up?
showPatreonWelcome = true
#Should Xp gains be logged in debug.log?
logXpGainedInDebugLog = false
#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)
#Range: 0.0 ~ 100.0
scaleXpBoostByDurabilityStart = 0.0
#Should right click xp be enabled?
rightClickXpEnabled = true
#Should a warning come up if your Project MMO is outdated?
warnOutdatedVersion = true
[Party]
#How much bonus xp a Party gains extra, per player? (5 = 1 player -> 5% xp bonus, 2 players -> 10% xp bonus
#Range: 0.0 ~ 1.0E9
partyXpIncreasePerPlayer = 5.0
#How much damage you can deal to people in the same Party (0 = no damage, 100 = full damage)
#Range: 0.0 ~ 100.0
partyFriendlyFireAmount = 33.333333333333336
#In what range do Party members have to be to benefit from the other members?
#Range: 1.0 ~ 1.0E9
partyRange = 64.0
#Should players leave their party if they disconnect?
autoLeavePartyOnDisconnect = false
#How many Members can a party have?
#Range: 1 ~ 1000000000
partyMaxMembers = 10
#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)
#Range: 0.0 ~ 1.0E9
maxPartyXpBonus = 50.0
["Anti Cheese"]
#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)
#Range: 0.0 ~ 1.0
minimumCheeseXpMultiplier = 0.1
#How many points of Cheese do not contribute to the Cheese Xp Penalty? (This should always be lower than cheeseMaxStorage, otherwise it'd break.)
#Range: 1 ~ 1000000000
freeCheese = 100
#How often are Cheese Points Given/Taken? (5 means every 5 seconds)
#Range: 0.1 ~ 1.0E9
cheeseCheckFrequency = 5.0
#How many points of Cheese are reduced when the player is no longer afk? (10 means ten times as fast as gaining while afk)
#Range: 1 ~ 1000000000
activityCheeseReplenishSpeed = 10
#Should player xp rates be reduced while they afk?
antiCheeseEnabled = true
#How many points of Cheese is the maximum? (At maximum, the xp gain is at minimum, which is the minimumCheeseXpMultiplier value)
#Range: 1 ~ 1000000000
cheeseMaxStorage = 200
#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)
#Range: 0.0 ~ 1.0
sendPlayerCheeseWarningBelowMultiplier = 1.0
["Vein Mining"]
#Boost in veining ability dependant on your tool's speed (5 is fairly balanced, raising this number makes tools more powerful while veining)
#Range: 1.0E-9 ~ 1.0E9
toolSpeedVeinScale = 5.0
#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)
#Range: 0.01 ~ 10000.0
levelsPerHardnessMining = 240.0
#Should veining wood material blocks start from the highest block?
veinWoodTopToBottom = true
#How many blocks max can be veined?
#Range: 1 ~ 1000000
veinMaxBlocks = 10000
#What is the lowest hardness for each block veined? (Crops have 0 hardness, this makes crops not infinitely veined)
#Range: 0.0 ~ 10000.0
minVeinHardness = 0.5
#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)
#Range: 0.01 ~ 10000.0
levelsPerHardnessExcavation = 240.0
#How much vein is restored for each player when the day is skipped by sleeping in bed?
#Range: 0.0 ~ 1.0
sleepVeinRestorePercent = 0.8477
#How much hunger should be exhausted per block veined?
#Range: 0.0 ~ 20.0
exhaustionPerBlock = 0.2
#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)
#Range: 0.1 ~ 10000.0
levelsPerHardnessCrafting = 240.0
#Is vein mining allowed? true = on, false = off
veiningAllowed = true
#How much is the lowest cost for each block veined? (1 = 1 charge, 1 charge regens per second)
#Range: 0.01 ~ 10000.0
minVeinCost = 0.5
#How much vein charge can a player hold at max? (1 recharges every second)
#Range: 0.0 ~ 100000.0
maxVeinCharge = 320.0
#How many blocks should be highlighted while holding the Vein key
#Range: 0 ~ 10000
maxVeinDisplay = 250
#What is the maximum distance a player's vein can reach?
#Range: 1.0 ~ 1.0E9
veinMaxDistance = 1000.0
#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
#Range: 0.1 ~ 10000.0
levelsPerHardnessFarming = 240.0
#How many blocks get broken every tick?
#Range: 1 ~ 10000
veinSpeed = 1
#Should players be allowed to vein blocks that they did not place?
veiningOtherPlayerBlocksAllowed = false
#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)
#Range: 0.01 ~ 10000.0
levelsPerHardnessWoodcutting = 240.0
#Should blocks broken by veining damage your tool?
damageToolWhileVeining = true
["Mob Scaling"]
#What is the maximum amount an aggressive mob's speed will be boosted?
#Range: 0.0 ~ 100.0
maxMobSpeedBoost = 10.0
#What is the maximum amount an aggressive mob's HP will be boosted?
#Range: 0.0 ~ 1024.0
maxMobHPBoost = 1000.0
#Should mob xp multipliers inside of biomes be enabled? false means no multipliers
biomeMobMultiplierEnabled = true
#How much an aggresive mob's HP will increase per one Power Level?
#Range: 0.0 ~ 100.0
mobHPBoostPerPowerLevel = 5.0
#How much an aggresive mob's speed will increase per one Power Level?
#Range: 0.0 ~ 10.0
mobSpeedBoostPerPowerLevel = 1.0
#What is the maximum amount an aggressive mob's damage will be boosted?
#Range: 0.0 ~ 1.0E9
maxMobDamageBoost = 100.0
#How much an aggresive mob's damage will increase per one Power Level?
#Range: 0.0 ~ 10.0
mobDamageBoostPerPowerLevel = 1.0
[Requirements]
#Should mob kill xp be enabled? false means no requirements
killXpEnabled = true
#When a Weapon requirement is not met, should the player be stopped from dealing any damage?
strictReqWeapon = false
#Is Salvaging items using the Repairing skill enabled? false = off
salvageEnabled = true
#When a Tool requirement is not met, should the player be stopped from breaking with it completely?
strictReqTool = true
#Should wear requirements be enabled? false means no requirements
wearReqEnabled = true
#Should weapon requirements be enabled? false means no requirements
weaponReqEnabled = true
#Main held items xp multiplier enabled? false = off
heldItemXpBoostEnabled = true
#Should fished items have a chance at being Enchanted? enabled? false = off
fishEnchantPoolEnabled = true
#When a Use Enchantment requirement is not met, should the item be dropped?
strictReqUseEnchantment = false
#Should ores be enabled? false means no extra chance
oreEnabled = true
#Should mob kill req be enabled? false means no requirements
killReqEnabled = true
#Should biome requirements be enabled? false means no requirements
biomeReqEnabled = true
#Should logs be enabled? false means no extra chance
logEnabled = true
#Should Enchantment Use requirements be enabled? false means no requirements
enchantUseReqEnabled = true
#When a Kill requirement is not met, should the player be stopped from dealing any damage?
strictReqKill = true
#Should xp multipliers be enabled? false means no multipliers
biomeXpBonusEnabled = true
#Should certain items be restricted from being crafted, without the level requirement?
craftReqEnabled = true
#Should config from default_data.json be loaded? false means only data.json is loaded
loadDefaultConfig = true
#Is catching items from Fish Pool while Fishing enabled? false = off
fishPoolEnabled = true
#Should xp values for general things be enabled? (Such as catching fish)
xpValueGeneralEnabled = true
#worn items xp boost enabled? false = off
wornItemXpBoostEnabled = true
#Should plants be enabled? false means no extra chance
plantEnabled = true
#Should biome negative effects be enabled? false means no negative effects
negativeBiomeEffectEnabled = true
#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)
enchantUseReqAutoScaleEnabled = true
#Should biome positive effects be enabled? false means no positive effects
positiveBiomeEffectEnabled = true
#Should break requirements be enabled? false means no requirements
breakReqEnabled = true
#Should xp values for breaking things first time be enabled? false means only Hardness xp is awarded for breaking
xpValueBreakingEnabled = true
#Commands being fired on specific level ups enabled? false = off
levelUpCommandEnabled = true
#Should use requirements be enabled? false means no requirements
useReqEnabled = true
#Should dimensional travel requirements be enabled? false means no requirements
dimensionTravelReqEnabled = true
#Should mob rare drops be enabled? false means no requirements
mobRareDropEnabled = true
#Should tool requirements be enabled? false means no requirements
toolReqEnabled = true
#Should place requirements be enabled? false means no requirements
placeReqEnabled = true
#When a Wear requirement is not met, should the item be dropped?
strictReqWear = false
[Levels]
#What is the global max level
#Range: 1 ~ 2000000000
maxLevel = 1523
#Should fireworks appear on Milestone level up, to other players?
milestoneLevelUpFirework = true
#Should players loose Percentage of Full Levels instead of Xp above Whole Level upon death?
deathLoosesLevels = false
#What is the x in: x * (exponentialBase^(exponentialRate * level))
#Range: 1.0 ~ 1000000.0
exponentialBaseXp = 83.0
#What is the x in: exponentialBaseXp * (x^(exponentialRate * level))
#Range: 0.0 ~ 1000000.0
exponentialBase = 1.104088404342588
#What is the xp increase per level (baseXp + level * xpPerLevel)
#Range: 1.0 ~ 1000000.0
xpIncreasePerLevel = 50.0
#Should a player have all their skills wiped to level 1 upon death?
wipeAllSkillsUponDeathPermanently = false
#Should fireworks appear on Milestone level up, from other players?
spawnFireworksCausedByOthers = true
#Should fireworks appear on level up?
levelUpFirework = true
#What is the baseXp to reach level 2 (baseXp + level * xpPerLevel)
#Range: 1.0 ~ 1000000.0
baseXp = 250.0
#Every how many levels should a level up broadcast be sent to all players? (10 = every 10 levels)
#Range: 1 ~ 1000000
levelsPerMilestone = 10
#Should fireworks appear on Milestone level up, to anyone, by you?
spawnFireworksCausedByMe = true
#Should every 10th level up be broadcast to everyone?
broadcastMilestone = true
#What is the x in: exponentialBaseXp * (exponentialBase^(x * level))
#Range: 0.0 ~ 1000000.0
exponentialRate = 1.0
#Should levels be determined using an Exponential formula? (false = the original way)
useExponentialFormula = true
#Every how many levels should a total level milestone broadcast be sent to all players? (50 = every 50 levels)
#Range: 1 ~ 1000000
levelsPerTotalLevelMilestone = 50
[Multipliers]
#How much xp everyone gains on Peaceful Difficulty (1 = normal, 2 = twice as much)
#Range: 0.0 ~ 1000.0
peacefulMultiplier = 0.3333333333333333
#How much xp you get in biomes you do not meet the requirements for (1 = Full xp, 0.5 = Half xp)
#Range: 0.0 ~ 1.0
biomePenaltyMultiplier = 0.5
#How much xp everyone gains on Easy Difficulty (1 = normal, 2 = twice as much)
#Range: 0.0 ~ 1000.0
easyMultiplier = 0.6666666666666666
#How much xp everyone gains on Hard Difficulty (1 = normal, 2 = twice as much)
#Range: 0.0 ~ 1000.0
hardMultiplier = 1.3333333333333333
#How much xp everyone gains on Normal Difficulty (1 = normal, 2 = twice as much)
#Range: 0.0 ~ 1000.0
normalMultiplier = 1.0
#How much xp everyone gains (1 = normal, 2 = twice as much)
#Range: 0.0 ~ 1000.0
globalMultiplier = 1.0
#How much percentage of level you loose on death (Full Levels or Xp above Whole Level depends on deathLoosesLevels)
#Range: 0.0 ~ 1.0
deathPenaltyMultiplier = 0.5
[GUI]
#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)
showSkillsListAtCorner = true
#Should the Xp left indicator always be on? false = only appears with Show GUI key
xpLeftDisplayAlwaysOn = false
#Should xp drops sync up with the bar being open or closed? HIGHLY RECOMMEND TO KEEP FALSE IF YOU ARE MOVING XP DROP POSITIONS
xpDropsAttachedToBar = true
#Should World Xp Drops Skill appear?
worldXpDropsShowSkill = true
#True is the animated rainbow, False is the old, plain grey box
xpBarTheme = true
#How opaque (visible) can the xp drop get?
#Range: 0.0 ~ 255.0
xpDropMaxOpacity = 200.0
#GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
#Range: 0.0 ~ 1.0
veinBarOffsetY = 0.65
#GUI bar position X (Width)
#Range: 0.0 ~ 1.0
veinBarOffsetX = 0.5
#Should Xp Drops make the Xp Bar pop up?
xpDropsShowXpBar = true
#When a screenshot is taken upon levelling up, should the skills list turn on automatically to be included in the screenshot?
lvlUpScreenshotShowSkills = false
#Value by which World Xp Drops Size is scaled (2 = twice as big)
#Range: 0.01 ~ 100.0
worldXpDropsSizeMultiplier = 1.0
#If Off, xp drops will no longer stack with each other
stackXpDrops = true
#GUI Xp drops position X (Width)
#Range: 0.0 ~ 1.0
xpDropOffsetX = 0.5
#GUI Xp drops position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
#Range: 0.0 ~ 1.0
xpDropOffsetY = 0.0
#How far away does the Xp Drop spawn
#Range: 0.0 ~ 1000.0
xpDropSpawnDistance = 50.0
#GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
#Range: 0.0 ~ 1.0
barOffsetY = 0.0
#GUI bar position X (Width)
#Range: 0.0 ~ 1.0
barOffsetX = 0.5
#If Off, xp drops will no longer appear
showXpDrops = true
#Should World Xp Drops appear when xp is gained?
worldXpDropsEnabled = true
#At what age do xp drops start to decay?
#Range: 0.0 ~ 5000.0
xpDropDecayAge = 350.0
#GUI Skills List position X (Width)
#Range: 0.0 ~ 1.0
skillListOffsetX = 0.0
#GUI Skills List position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping))
#Range: 0.0 ~ 1.0
skillListOffsetY = 0.0
#Should World Xp Drops of other people show up for you?
showOthersWorldXpDrops = false
#How far (Max) should World Xp Drops be rotated (Degrees, either direction from flat)
#Range: 0.0 ~ 180.0
worldXpDropsDecaySpeedMultiplier = 1.0
#Should a screenshot be taken everytime you level up?
lvlUpScreenshot = false
#Should the Xp Bar always be on? false = only appears while holding Show GUI or when you gain xp
xpBarAlwaysOn = false
#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