blob: edb62ee577d16862d6c3cc475f486669b54aefaf (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
# Configuration file
"enemy leveling" {
# Determines the elite entity damage. The new value works like this: [(default damage) * (this value)] + (default damage) = new damage. Default 0.6D
D:eliteDamageBoost=0.6
# Determines the elite entity health. The new value works like this: [(default max health) * (this value)] + (default max health) = new max health. Default 0.6D
D:eliteMaxHealth=0.6
# Determines the hardened entity health. The new value works like this: [(default max health) * (this value)] + (default max health) = new max health. Default 0.2D
D:hardenedMaxHealth=0.2
# Determines the legendary entity damage. The new value works like this: [(default damage) * (this value)] + (default damage) = new damage. Default 0.9D
D:legendaryDamageBoost=0.9
# Determines the legendary entity health. The new value works like this: [(default max health) * (this value)] + (default max health) = new max health. Default 0.9D
D:legendaryMaxHealth=0.9
# Determines the superior entity damage. The new value works like this: [(default damage) * (this value)] + (default damage) = new damage. Default 0.4D
D:superiorDamageBoost=0.4
# Determines the superior entity health. The new value works like this: [(default max health) * (this value)] + (default max health) = new max health. Default 0.4D
D:superiorMaxHealth=0.4
# Determines the weakened entity health. The new value works like this: (default max health) - (this value) = new max health. Default -10D
D:weakendMaxHealth=-10.0
# Determines the weakened entity damage. The new value works like this: (default damage) - (this value) = new damage. Default -2D
D:weakenedDamageBoost=-2.0
}
general {
# Enable dev features. Things could go wrong; only use in test worlds. Default false
B:enableDevFeatures=false
# Enables durability. Weapons will eventually run out of durability. Default false
B:enableDurability=false
# Enables the enemy leveling system. Default true
B:enableEnemyLeveling=true
# Enables mob drops. Mobs will now randomly drop weapons and armor. Default true
B:enableMobDrops=true
# Enables the version checker. It is not recommneded to make this false. Default true
B:enableVersionChecker=true
# Enables the weapon leveling system. Default true
B:enableWeaponLeveling=true
}
leveling {
# Determines the extra amount of experience for killing an animal. Default 2
I:animalBonusExp=2
# Determines what the max level is for weapons to reach. Default 20
I:maxLevelCap=20
# Determines the extra amount of experience for killing a monster. Default 10
I:monsterBonusExp=10
}
|