config: illage and pillage
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config/illageandspillage-client.toml
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config/illageandspillage-client.toml
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["Client Settings"]
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#Setting this to false will disable camera shakes.
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cameraShakesAllowed = true
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#Setting this to false will disable the webbed screen overlay
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#Requires game restart
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webbedScreen = true
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#Setting this to false will disable the jumpscare after killing ragno
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#Requires game restart
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doJumpscare = true
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#Setting this to true will turn on Arachnophobe-Safe Mode, Ragno will become a horrifying monstrosity in a different way
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arachnophobeMode = false
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268
config/illageandspillage-common.toml
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config/illageandspillage-common.toml
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["Mob Settings"]
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["Mob Settings"."Igniter settings"]
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#How many Igniters each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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igniter_raidcount = [0, 0, 1, 2, 0, 2, 1, 4]
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#Controls if Igniter should cause block damage with its fireballs.
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#As of now its fireballs will still use the normal fire block; basically don't set this to true if you care about your world.
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#Default = false
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#Note that Igniter's block damage is still affected by the mobGriefing gamerule
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igniter_canBurnBlocks = false
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["Mob Settings"."Twittollager Settings"]
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#How many Twittollagers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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twittollager_raidcount = [0, 0, 0, 0, 1, 0, 2, 1]
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["Mob Settings"."Preserver Settings"]
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#How many Preservers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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preserver_raidcount = [0, 0, 0, 1, 2, 0, 3, 4]
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#Illagers the Preserver will ignore.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Requires game restart
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preserver_cannotProtect = ["illageandspillage:magispeller", "illageandspillage:spiritcaller", "illageandspillage:freakager"]
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["Mob Settings"."Engineer Settings"]
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#How many Engineers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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engineer_raidcount = [0, 0, 0, 1, 0, 2, 1, 2]
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#Maximum amount of machines the engineer can build
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#Set to a negative number to disable limit entirely
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#Default = 3
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engineer_machine_limit = 3
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#Raiders in this list will NOT retreat to nearby Hinders when low on health.
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#This only affects mobs that extend the "Raider" class.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Requires game restart
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hinder_excluded = ["minecraft:ravager", "illageandspillage:twittollager", "illageandspillage:absorber", "illageandspillage:crocofang", "illageandspillage:magispeller", "illageandspillage:spiritcaller", "illageandspillage:freakager", "illageandspillage:ragno"]
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["Mob Settings"."Absorber Settings"]
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#How many Absorbers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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absorber_raidcount = [0, 0, 0, 0, 1, 0, 0, 2]
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#The damage mode for Absorber.
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#On false, Absorber will always take 1 damage from anything. On true, Absorber will take a maximum of 1 damage per hit.
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#Default = false
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absorber_damageMode = false
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["Mob Settings"."Crocofang Settings"]
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#How many Crocofangs each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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crocofang_raidcount = [0, 0, 1, 0, 1, 2, 1, 3]
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#Mobs put in this list will be randomly chosen to be the mob riding a Crocofang.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Invalid entity registry names will have the Crocofang being ridden by nothing. Same goes for if this list is empty
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#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
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#Requires game restart
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crocofang_rideableMobs = ["minecraft:pillager", "illageandspillage:igniter", "minecraft:vindicator"]
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["Mob Settings"."Spiritcaller settings"]
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#Spiritcaller's max health
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#Requires game restart
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#Default: 160.0
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spiritcaller_health = 160.0
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#How many Spiritcallers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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spiritcaller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
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#Controls if Spiritcaller should despawn if it spawns in the 7th wave before the bonus wave.
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#Overrides spiritcaller_raidcount
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#Default = true
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spiritcaller_onlyOneAllowed = true
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#Should the Spiritcaller only be allowed to fight once all other raiders in the wave are killed?
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#Default = true
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spiritcaller_forcefield = true
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#Mobs put in this list have 'souls' the Spiritcaller can steal.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Requires game restart
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spiritcaller_stealableMobs = ["minecraft:villager", "minecraft:wandering_trader", "minecraft:pig", "minecraft:cow", "minecraft:sheep", "minecraft:chicken", "minecraft:cat", "minecraft:zombie", "minecraft:husk", "minecraft:skeleton", "minecraft:stray", "minecraft:creeper", "minecraft:spider", "minecraft:enderman"]
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#Mobs put in this list won't be attacked by mobs attacking the Spiritcaller, when their souls are taken.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Only actually happens if the mob is in spiritcaller_stealableMobs
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#Requires game restart
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spiritcaller_wontAttack = ["minecraft:villager", "minecraft:wandering_trader"]
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["Mob Settings"."Freakager & Ragno Settings"]
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#Freakager's max health
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#Requires game restart
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#Default: 160.0
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freakager_health = 160.0
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#Ragno's max health
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#Requires game restart
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#Default: 180.0
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ragno_health = 180.0
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#How many Freakagers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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freakager_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
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#Controls if Freakager should despawn if it spawns in the 7th wave before the bonus wave.
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#Overrides freakager_raidcount
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#Default = true
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freakager_onlyOneAllowed = true
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#Should the Freakager only be allowed to fight once all other raiders in the wave are killed?
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#Default = true
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freakager_forcefield = true
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#How many Old Freakagers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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oldfreakager_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
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["Mob Settings"."Magispeller Settings"]
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#Magispeller's max health
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#Requires game restart
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#Default: 250.0
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magispeller_health = 250.0
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#How many Magispellers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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magispeller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
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#Controls if Magispeller should despawn if it spawns in the 7th wave before the bonus wave.
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#Overrides magispeller_raidcount
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#Default = true
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magispeller_onlyOneAllowed = true
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#Should the Magispeller only be allowed to fight once all other raiders in the wave are killed?
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#Default = true
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magispeller_forcefield = true
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#Determines if Magispeller is allowed to use balloons to break his fall.
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#Default = true
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magispeller_balloonAllowed = true
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#Determines if Magispeller's death animation should distract other-team mobs. Mainly for Mob Battles.
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#Default = true
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magispeller_distractEnemies = true
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#How many Old Magispellers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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oldmagispeller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
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["Mob Settings"."Devastator Settings"]
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#Blocks the Devastator can't break.
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#Format must be like 'examplemod:block'. Example: "minecraft:bedrock"
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#You can use the /setblock command to scroll through and find the IDs for blocks you want!
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#Invalid registry names will do nothing, so if you notice the Devastator is destroying a block it shouldn't, check this list for errors
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#Requires game restart
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devastator_cantBreak = ["minecraft:obsidian", "minecraft:bedrock", "minecraft:command_block", "minecraft:chain_command_block", "minecraft:repeating_command_block", "minecraft:barrier"]
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#Controls if Devastator should leave behind ghost blocks in its destruction
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#Don't set this to true if you care about your world.
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#Default = false
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#Note that Devastator's block damage is still affected by the mobGriefing gamerule
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devastator_ghostBlocks = false
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#Time that Ghost Blocks take to repair
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#Default = 6000 (5 minutes)
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#Range: > 1
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ghostblock_repairTime = 6000
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["Mob Settings"."Boss Randomizer Settings"]
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#How many Boss Randomizers each wave
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#Requires game restart
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#Must have no more and no less than 8 integers
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#Note that Boss Randomizers on the final Raid wave will be considered the 'Final Boss'
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bossrandomizer_raidcount = [0, 0, 0, 0, 1, 0, 0, 1]
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#Mobs put in this list will be randomly selected by the Boss Randomizer.
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty
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#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
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#Requires game restart
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bossrandomizer_bosstypes = ["illageandspillage:spiritcaller", "illageandspillage:freakager"]
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#Mobs put in this list will be randomly selected by the Final Boss Randomizer. Only insanely powerful mobs like the Magispeller should go here
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty
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#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
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#Requires game restart
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bossrandomizer_finalbosstypes = ["illageandspillage:magispeller"]
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#Controls if the Boss Randomizer should despawn if it spawns in the 7th wave before the bonus wave.
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#Overrides bossrandomizer_raidcount
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#Default = true
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bossrandomizer_onlyOneAllowed = true
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#Should Boss Randomizer be allowed to spawn special bosses depending on the calendar date?
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#Default = true
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bossrandomizer_seasonalBosses = true
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#Should Boss Randomizer broadcast the spawning of a boss with a sound?
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#Default = true
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bossrandomizer_broadcastBossSpawn = true
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["Item Settings"]
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#Time in minutes that the Spellbound Book will go into cooldown for.
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#Default = 60 (1 hour)
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#Set to 0 to disable cooldown
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#Range: > 0
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spellboundbook_rechargeTime = 60
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#Time in minutes that the Spellbound Book gives Misconduction for.
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#Default = 40
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#Range: > 1
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spellboundbook_effectTime = 40
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#Mobs in this list can be banished using the Totem of Banishment
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#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
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#You can use the /summon command to scroll through and find the IDs for mobs you want!
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#Requires game restart
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banishable_mobs = ["minecraft:vex"]
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["Misc settings"]
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#Whether or not to play boss music
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#Default = true
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boss_music = true
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#Determines how to display bossbars for bosses:
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#0 = Never show
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#1 = Only show outside of raids
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#2 = Always show
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#3 = Change raid bossbar to boss name and health (NOTE: May cause issues with other mods that change the raid bossbar)
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#Requires game restart
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#Default = 3
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bossbar_type = 3
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#Whether or not the sky should darken when a boss' bossbar is displayed
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#Requires game restart
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#Default = true
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bosses_darken_sky = true
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#Determines if mobs will run away and then watch a boss while it performs its intro animation. Mainly for Mob Battles.
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#Default = true
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mobs_watchIntros = true
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["Nightmare Mode"]
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#Nightmare Mode increases damage, resistance, and revamps attacks of all bosses to make them significantly harder
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#See the "Harder Illage and Spillage" mod on Curseforge for more info about the changes
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#Requires game restart
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#THIS IS VERY UNFINISHED! ONLY THE CONFIG OPTIONS BELOW HAVE BEEN IMPLEMENTED!
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#Default = false
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nightmare_mode = false
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#ULTIMATE NIGHTMARE replaces all mobs (except the few required to beat the game) with a random I&S mob (including bosses)
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#Needless to say, don't set this to true if you care about your world
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#Default = false
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"ULTIMATE NIGHTMARE" = false
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["Nightmare Mode"."Spiritcaller settings"]
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#The Spiritcaller's damage will be multiplied by this number
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#Only applies when Nightmare Mode is enabled
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#Default: 2.5
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spiritcaller_damage_multiplier = 2.5
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["Nightmare Mode"."Freakager & Ragno settings"]
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#The Freakager's damage will be multiplied by this number
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#Only applies when Nightmare Mode is enabled
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#Default: 2.5
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freakager_damage_multiplier = 2.5
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#Ragno's damage will be multiplied by this number
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#Only applies when Nightmare Mode is enabled
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#Default: 5.0
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ragno_damage_multiplier = 5.0
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["Nightmare Mode"."Magispeller settings"]
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#The Magispeller's damage will be multiplied by this number
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#Only applies when Nightmare Mode is enabled
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#Default: 2.5
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magispeller_damage_multiplier = 2.5
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