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config.yml
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#
# ==== General info ====
#
# * You can add your own handlers in this file but don't forget to
# add they into 'handlers' list.
#
# * After editing of this file you need to check server logs to be
# sure that no errors was appeared.
#
# * It's highly recommended to check that your handler
# can modify an entity in the such way. For example, you can't
# set a drop chance for items in hands of a human.
#
#
# Show debug info. Possible values: true | false (default = false)
#
# This option can affect the performance.
#
debug: false
#
# handlers: ### List of handlers' paths.
# ### (* see description of <handler> below)
# - <handler1>
# ...
# - <handlerN>
#
# All handlers will handle a 'CreatureSpawn' event in sequence in which
# they are described in this option.
# For the players a 'PlayerRespawn' event will be used.
#
handlers:
- fat-animal
- rapid-monster
- player
- golden-zombie
- iron-zombie
- diamond-skeleton
- chainmail-zombie
- better-crossbows
- better-tridents
- secret-creeper
- cool-horse
- rabbit-killer
- better-wither
- vex-spawns-an-illusioner
- angry-vex
- insane-mansions-and-raids
- insane-mansions-and-raids-illusioners
- angry-vindicator
- piglin-spawns-a-hoglin
- angry-hoglin
# Uncomment this line to play with test handler.
# - test-handler
#
# ==== Handler ====
#
# <handler>:
# filter: <filter> ### Filter that will be applied before modifications.
# ### By default, no filters will be applied.
# ### (* see description of <filter> below)
#
# attributes: <attributes> ### Generic attributes of an entity.
# ### (* see description of <attributes> below)
#
# effects: ### List of effects which will be applied to an entity.
# ### By default, no effects will be applied.
# ###
# ### Path of each effect can be absolute from the root of the
# ### config or relative to the current handler definition.
#
# - <effect-path-rel> ### Relative path.
# - <effect-path-abs> ### Absolute path.
# ...
# - <effect-pathN>
#
# effect-path-rel: <effect> ### Effect described in handler's namespace.
# ### (* see description of <effect> below)
#
# equipment: <equipment> ### Modifications of entity's equipment.
# ### (* see description of <equipment> below)
#
# drops: ### Modifications of entity's drops.
# - <drop-path-rel> ### Relative path.
# - <drop-path-abs> ### Absolute path.
# ...
# - <drop-pathN>
#
# drop-path-rel: <item-drop> ### Item drop described in handler's namespace.
# ### (* see description of <item-drop> below)
#
# drop-exp: <int-value:0..32767> ### Modifications of entity's drop exp.
# ### https://minecraft.fandom.com/wiki/Experience
# ### Level Total XP
# ### 1 7
# ### 3 27
# ### 5 55
# ### 10 160
# ### 15 315
# ### 20 550
# ### 25 910
# ### 30 1395
#
# entity-specific-attributes: <entity-specific-attributes> ### (* see description below)
#
# spawn: <spawn> ### (* see description below)
#
# effect-path-abs: <effect> ### Effect described anywhere else.
# ### (* see description of <effect> below)
#
# drop-path-abs: <item-drop> ### Item drop described anywhere else.
# ### (* see description of <item-drop> below)
#
# #### Filter ####
#
# <filter>: ### This section has descriptions of several filtering rules.
# ### The filter will be passed only if all rules are passed.
# ### But you should define at least one rule and avoid
# ### passing all possible entities.
#
# reasons: ### Possible spawn reasons, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html
# ### By default, spawns with all reason will be processed.
# ###
# ### A spawn via "summon" command will be detected as "COMMAND".
# ### A spawn via "spawn" section will be detected as "CUSTOM".
# - <spawn-reason1>
# ...
# - <spawn-reasonN>
#
# types: ### Possible entity types, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
# ### By default, entities of all types will be processed.
# ###
# ### An entity should be a subinterface of LivingEntity, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html
# ###
# ### If an entity's type is "PLAYER", then all the handlers will
# ### be applied with delay of 1 server's tick.
# ### That's caused by tricky behaviour of PlayerRespawnEvent, see
#https://bukkit.org/threads/add-potion-effect.62082/
# - <entity-type1>
# ...
# - <entity-typeN>
#
# type-sets: ### Pre-defined sets of possible entity types.
# ### By default, entities of all types will be processed.
# ###
# ### If you define both "types" and "type-sets" filters,
# ### then entity types will be merged.
# ### So, you can define types as [ZOMBIE] and type-sets
# ### as [ANIMALS].
# ###
# - <type-set1> ### (* see description of <type-set> below)
# ...
# - <type-setN>
#
# worlds: ### A list of worlds.
# ### By default, entities of all worlds will be processed.
# - <world1>
# ...
# - <worldN>
#
# probability: <float:0..100> ### Probability in percents that this
# ### handler will be applied after all
# ### the filters.
# ### By default, the probability is 100%.
# ### (* see description of <float> below)
#
# probability-player-multiplier: ### Player-based probability modifier:
# ### probability *= min(<max>, (1 + <statistic> / <divider>))
#
# sort: closest | biggest ### "closest" - the player closest to a spawned entity
# ### "biggest" - the player with the biggest statistic value
#
# statistic: ### Possible statistic, see
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Statistic.html
#
# divider: <float-value:0.0001..?> ### Math constant
#
# max: <float-value:0.0001..?> ### Math constant
#
# #### Attributes ####
# By default, all the following attributes won't be modified.
#
# <attributes>:
# max-health-multiplier: <float-value:0.0001..?> ### A multiplier for max. health of an entity.
#
# base-armor: <float-value:0..?> ### Entity's base armor before all
# ### the other modifiers, see
# ### http://minecraft.gamepedia.com/Armor
#
# follow-range: <float-value:1..100> ### Range at which an entity
# ### will follow others.
# ### This parameter changes
# ### significantly the
# ### behaviour of projectiles,
# ### affected by gravity.
#
# knockback-resistance: <float-value:0..1> ### Resistance of an entity
# ### to knockback.
#
# max-health: <float-value:0.0001..?> ### Max. health of an entity.
#
# movement-speed-multiplier: <float-value:0.0001..?> ### Multiplier of base movement speed
# ### of an entity.
#
# remove-when-far-away: <boolean-value> ### Sets whether the living entity
# ### despawns when away from players or not.
# ###
# ### Please check https://minecraft.fandom.com/wiki/Spawn#Despawning
# ### to ensure living entity can despawn
#
# movement-speed: <float-value:0.0001..?> ### Base movement speed of an entity.
#
# scale: <float-value:0.0001..?> ### Entity scale
#
# #### Entity-specific attributes ####
# By default, all the following attributes won't be modified.
#
# Warning: <filter> MUST filter only the appropriate entity types by types or by type-sets.
#
# <entity-specific-attributes>:
# creeper:
# max-fuse-ticks: <int-value:1..?> ### The amount of time in sticks in which a creeper
# ### is allowed to be in the primed state before exploding.
# ###
# ### 0 leads to an immediate explosion, so starts from 1.
# ### Default is 30.
#
# explosion-radius: <int-value:0..16> ### Explosion radius in which explosion will affect.
# ###
# ### 17 and more doesn't work due to griefing limitation.
# ### Default is 3, 6 for powered.
#
# powered: <boolean-value> ### https://minecraft.fandom.com/wiki/Creeper#Charged_creeper
# ### Charged creepers are distinguished from normal creepers
# ### by their blue aura surrounding them.
# ### They have higher explosion radius and explosion power.
#
# horse:
# color: ### Possible colors, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/Horse.Color.html
#
# style: ### Possible styles, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/Horse.Style.html
#
# max-domestication: <int-value:1..?> ### Setting a higher max domestication
# ### will increase the amount of domesticating (feeding, riding, etc.)
# ### necessary in order to tame it,
# ### while setting a lower max value will have the opposite effect.
# ###
# ### Default is 100.
# ### Maximum domestication must be greater than zero.
#
# jump-strength: <float-value:0.0..2.0> ### https://minecraft.fandom.com/wiki/Horse#Jump_strength
# ### Horse's jump strength ranges from 0.4–1.0, with an average of 0.7.
# ###
# ### A jump strength of 0.5 is enough to clear 1 9⁄16 blocks,
# ### while 1.0 is enough to clear 5 1⁄4 blocks.
# ###
# ### You cannot set a jump strength to a value below 0 or above 2.
#
# rabbit:
# type: ### Possible types, see
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Rabbit.Type.html
#
# #### Spawn ####
#
# <spawn>:
# probability: <0..100> ### Probability in percents that this spawn will be triggered.
# ### By default, the probability is 100%.
#
# type: ### Possible entity types, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
# ### An entity should be a subinterface of LivingEntity, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html
#
# amount: <int-value:1..?>
#
# #### Type set ####
#
# A set of entity types. Some living entities do not belong to any groups:
# [PLAYER, TRADER_LLAMA, VILLAGER, WANDERING_TRADER]
#
# <type-set>: ANIMALS | GOLEMS | MONSTERS | ZOMBIES | SKELETONS | FLYING_MOBS
#
# ANIMALS: [ALLAY, ARMADILLO, AXOLOTL, BAT,
# BEE, CAMEL, CAT, CHICKEN,
# COD, COW, DOLPHIN, DONKEY, FOX,
# FROG, GLOW_SQUID, GOAT,
# HORSE, LLAMA, MOOSHROOM, MULE,
# OCELOT, PANDA, PARROT, PIG,
# POLAR_BEAR, PUFFERFISH, RABBIT, SALMON,
# SHEEP, SNIFFER, SQUID, STRIDER,
# TADPOLE, TROPICAL_FISH, TURTLE, WOLF,
# ZOMBIE_HORSE]
# GOLEMS: [IRON_GOLEM, SNOW_GOLEM]
# MONSTERS: [BLAZE, BOGGED, BREEZE, CAVE_SPIDER,
# CREAKING, CREAKING_TRANSIENT, ### Only when Winter Drop experimental data pack
# ### introduced in 1.21.2 is enabled.
# ### For more details, check https://minecraft.wiki/w/Experiments.
# CREEPER, DROWNED,
# ELDER_GUARDIAN, ENDER_DRAGON, ENDERMAN, ENDERMITE,
# EVOKER, EVOKER_FANGS, GHAST, GIANT,
# GUARDIAN, HOGLIN, HUSK, ILLUSIONER,
# MAGMA_CUBE, PHANTOM, PIGLIN, PIGLIN_BRUTE,
# PILLAGER, RAVAGER, SHULKER, SILVERFISH,
# SKELETON, SKELETON_HORSE, SLIME, SPIDER,
# STRAY, VEX, VINDICATOR, WARDEN,
# WITCH, WITHER, WITHER_SKELETON, ZOGLIN,
# ZOMBIE, ZOMBIE_VILLAGER, ZOMBIFIED_PIGLIN]
# ZOMBIES: [BOGGED, DROWNED, GIANT, HUSK,
# PIGLIN, PIGLIN_BRUTE, WITHER_SKELETON, ZOMBIE,
# ZOMBIE_VILLAGER, ZOMBIFIED_PIGLIN]
# SKELETONS: [BOGGED, SKELETON, STRAY, WITHER_SKELETON]
# FLYING_MOBS: [ALLAY, BAT, BEE, BREEZE,
# ENDER_DRAGON, GHAST, PARROT, PHANTOM,
# VEX, WITHER]
#
# #### Effect ####
#
# <effect>:
# types: ### Effect types, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
# ### Effects of all these types will be applied to an entity.
# - <effect-type1>
# ...
# - <effect-typeN>
#
# strength: <int-value:1..?> ### Strength of the effect.
# ### (* see description of <int-value> below)
# duration: <int-value:1..?> ### Duration of the effect, in seconds.
# ### Magic number '0' means 'infinite'.
# ###
# ### Please be careful with random int numbers that allow dicing '0':
# ### a randomly diced '0' also will be considered as 'infinite'.
#
# #### Equipment ####
#
# <equipment>:
# helmet: <equipment-cloth> ### Description of entity's helmet.
# ### (* see description of
# ### <equipment-cloth> below)
# boots: <equipment-cloth> ### Description of entity's boots.
# chest: <equipment-cloth> ### Description of entity's chest.
# pens: <equipment-cloth> ### Description of entity's pens.
# main-hand: <item-in-hand> ### Description of entity's
# ### main hand equipment.
# ### (* see description of
# ### <item-in-hand> below)
# off-hand: <item-in-hand> ### Description of entity's
# ### off hand equipment.
# ###
# ### Warning: off hand configuration works
# ### only with Minecraft version greater
# ### or equal 1.9.0.
#
# #### Equipment cloth ####
#
# <equipment-cloth>:
# probability: <0..100> ### Probability in percents that this cloth will
# ### be dressed on the entity.
# ### By default, the probability is 100%.
#
# material-type: <material-type> ### Material of the cloth. Values:
# ### - LEATHER
# ### - CHAINMAIL
# ### - IRON
# ### - DIAMOND
# ### - GOLDEN
# ### - NETHERITE
#
# drop-chance: <float:0..1> ### Chance that this cloth will be dropped
# ### as an award for the killer.
# ### By default, the probability is 8.5% (0.085):
# ### https://minecraft.gamepedia.com/Drops.
# ###
# ### The Looting enchantment increases
# ### this chance by 1% per level.
#
# durability: <int-value:0..100> ### Durability in percents of this cloth.
# ### By default, the durability is 100%.
#
# enchantments <enchantments>: ### List of enchantments will be applied
# ### to this cloth.
# ### By default, no enchantments will
# ### be applied.
# ### (* see description of
# ### <enchantments> below)
#
# trim: <trim> ### Armor trim, empty by default, shown only on players.
#
# #### Item in hand ####
#
# <item-in-hand>:
# probability: <double:0..100> ### Probability in percents that this item will
# ### be in hand of the entity.
# ### By default, the probability is 100%.
#
# material: <material> ### Material of the item, see:
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
#
# amount: <int-value:1..64> ### Amount of items.
#
# drop-chance: <float:0..1> ### Chance that this item will be dropped
# ### as an award for the killer.
# ### By default, the probability is 8.5% (0.085):
# ### https://minecraft.gamepedia.com/Drops.
# ###
# ### The Looting enchantment increases
# ### this chance by 1% per level.
#
# durability: <int-value:0..100> ### Durability in percents of this item.
# ### By default, the durability is 100%.
#
# enchantments <enchantments>: ### List of enchantments will be applied
# ### to this item.
# ### By default, no enchantments will
# ### be applied.
# ### (* see description of
# ### <enchantments> below)
#
# trim: <trim> ### Armor trim, empty by default, shown only on players.
#
# #### Item drop ####
#
# <item-drop>:
# probability: <double:0..100> ### Probability in percents that this item will
# ### drop after the entity death.
# ### By default, the probability is 100%.
#
# probability-per-looting-level: <double-value:0..100> ### The Looting enchantment increases
# ### probability by that percent per level.
# ### Default value is 0%.
#
# material: <material> ### Material of the item, see:
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
#
# amount: <int-value:1..64> ### Amount of items.
# ###
# ### The default value is
# ### a normally distributed int in range 1-1.
# ###
# ### The <int> value is considered as
# ### a normally distributed int in range <int>-<int>.
#
# amount-max-per-looting-level: <int-value:0..64> ### The Looting enchantment increases
# ### the max random value
# ### by that number per level.
# ### Default value is 0.
#
# durability: <int-value:0..100> ### Durability in percents of this item.
# ### By default, the durability is 100%.
#
# enchantments <enchantments>: ### List of enchantments will be applied
# ### to this item.
# ### By default, no enchantments will
# ### be applied.
# ### (* see description of
# ### <enchantments> below)
#
# trim: <trim> ### Armor trim, empty by default, shown only on players.
#
# #### Enchantments ####
#
# <relative-path>:
# <enchantments>: ### List of enchantments' paths.
# ### Path of each enchantment can be absolute from
# ### the root of the config or relative
# ### to the current <relative-path> definition.
#
# - <enchantment-path-rel> ### Relative path.
# - <enchantment-path-abs> ### Absolute path.
# ...
# - <enchantment-pathN>
#
# enchantment-path-rel: <enchantment> ### Enchantment described in
# ### <relative-path> namespace.
# ### (* see description of
# ### <enchantment> below)
#
# enchantment-path-abs: <enchantment> ### Enchantment described
# ### anywhere else.
#
# #### Enchantment ####
#
# <enchantment>:
# type: <enchantment-type> ### Enchantment type, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html
# ###
# ### Hint: common protection's enchantment
# ### is "PROTECTION".
#
# level: <int-value:0..100> ### Level of enchantment.
# ###
# ### If 0 is provided, the enchantment will be skipped:
# ### use this to randomly skip the enchantment.
#
# #### ArmorTrim ####
# <trim>:
# material: ### Possible materials, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/meta/trim/TrimMaterial.html
#
# pattern: ### Possible patterns, see
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/meta/trim/TrimPattern.html
#
# Warning: armor trim works only on players.
#
# #### Floating point value ####
# High-level restrictions:
# - Maximum number of digits after the point is 4.
# - Maximum number of digits before the point is 11.
# - The minimal float point value is 0.0001.
# - The maximal float point value is 99999999999.9999.
#
# <float-value>: <float> ### Normal floating point value.
# ||
# <float-value>:
# type: random ### Type of floating point value. Currently
# ### only 'random' type is supported.
# min: <float> ### Minimum value.
# max: <float> ### Maximum value.
# distribution: <rnd-distr> ### Type of random distribution.
# ### (* see description of <rnd-distr> below)
#
# #### Integer value ####
# High-level restrictions:
# Minimal value is -2147483648
# Maximal value is 2147483647
#
# <int-value>: <int> ### Normal integer value.
# ||
# <int-value>:
# type: random ### Random integer value. Currently
# ### only 'random' type is supported.
# min: <int> ### Minimum value.
# max: <int> ### Maximum value.
# distribution: <rnd-distr> ### Type of random distribution.
# ### (* see description of <rnd-distr> below)
# #### Boolean value ####
#
# <boolean-value>: true | false
# ||
# <boolean-value>:
# type: random ### Random boolean value. Currently
# ### only 'random' type is supported.
# distribution: <rnd-distr> ### Type of random distribution.
# ### (* see description of <rnd-distr> below)
#
# #### Random distribution ####
#
# <rnd-distr>: normal | exp_up | exp_down
# normal - normal distribution with uniform density
# from min to max, e.g. 33%, 33%, 33%.
# exp_up - exponential distribution with growing density
# from min to max, e.g. 10%, 25%, 65%.
# exp_down - exponential distribution with falling density
# from min to max, e.g. 65%, 25%, 10%.
#
# By default, a NORMAL distribution will be chosen.
#
fat-animal:
filter:
reasons:
- NATURAL
type-sets:
- ANIMALS
probability: 5
attributes:
scale:
type: random
min: 1.05
max: 1.25
distribution: exp_down
max-health-multiplier:
type: random
min: 1.0
max: 5.0
distribution: exp_down
base-armor:
type: random
min: 0.0
max: 10.0
distribution: exp_down
rapid-monster:
filter:
type-sets:
- MONSTERS
probability: 5
attributes:
movement-speed-multiplier:
type: random
min: 1.0
max: 2.0
distribution: exp_down
player:
filter:
reasons:
# According to https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html,
# DEFAULT - when an entity is missing a SpawnReason.
- DEFAULT
types:
- PLAYER
probability: 100
effects:
- _blindness
- _darkness
- _jump_and_speed_2
_blindness:
types:
- BLINDNESS
strength: 1
duration: 5
_darkness:
types:
- DARKNESS
strength: 1
duration: 15
_jump_and_speed_2:
types:
- SPEED
- JUMP_BOOST
strength: 2
duration: 60
equipment:
main-hand:
material: APPLE
golden-zombie:
filter:
type-sets:
- ZOMBIES
probability: 4
probability-player-multiplier:
sort: closest
statistic: DAMAGE_DEALT
# stored in percentages, actually means 5_000 full units
divider: 500_000
# 4% * 8 = 32%
# together with iron- and chainmail- has up to 1 - (1 - 32%) ^ 3 = 69% to harden
max: 32
effects:
- effects.jump_1
- effects.fire_resistance
equipment:
helmet:
probability: 100
material-type: GOLDEN
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_protection
- enchantments.rand_thorns
boots:
probability: 50
material-type: GOLDEN
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_protection
- enchantments.rand_thorns
chest:
probability: 50
material-type: GOLDEN
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_protection
- enchantments.rand_thorns
leggings:
probability: 50
material-type: GOLDEN
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_protection
- enchantments.rand_thorns
# Damage in "hard": 6.75(♥)
main-hand:
probability: 100
material: GOLDEN_AXE
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_efficiency
attributes:
movement-speed-multiplier: 1.2
drops:
- _gold_ingot
_gold_ingot:
material: GOLD_INGOT
amount-max-per-looting-level: 1
# 3 levels from 0
drop-exp: 27
iron-zombie:
filter:
type-sets:
- ZOMBIES
probability: 2
probability-player-multiplier:
sort: closest
statistic: DAMAGE_DEALT
# stored in percentages, actually means 5_000 full units
divider: 500_000
# 2% * 16 = 32%
# together with golden- and chainmail- has up to 1 - (1 - 32%) ^ 3 = 69% to harden
max: 16
effects:
- effects.jump_1
- effects.fire_resistance
equipment:
helmet:
probability: 100
material-type: IRON
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_protection
- enchantments.rand_thorns
boots:
probability: 50
material-type: IRON
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_protection
- enchantments.rand_thorns
chest:
probability: 50
material-type: IRON
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_protection
- enchantments.rand_thorns
leggings:
probability: 50
material-type: IRON
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_protection
- enchantments.rand_thorns
# Damage in "hard": 6.00(♥) - 8.25(♥)
main-hand:
probability: 100
material: IRON_SWORD
durability:
type: random
min: 25
max: 50
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_sword_sharpness
- enchantments.rand_sword_looting
- enchantments.rand_sword_knockback
- enchantments.rand_sword_fire_aspect
- enchantments.rand_sword_sweeping_edge
attributes:
movement-speed-multiplier: 1.2
drops:
- _iron_block
_iron_block:
material: IRON_BLOCK
amount-max-per-looting-level: 1
# 3 levels from 0
drop-exp: 27
diamond-skeleton:
filter:
type-sets:
- SKELETONS
probability: 1
probability-player-multiplier:
sort: closest
statistic: DAMAGE_DEALT
# stored in percentages, actually means 5_000 full units
divider: 500_000
# 1% * 32 = 32%
max: 32
effects:
- effects.jump_3
- effects.glowing
- effects.fire_resistance
# According to https://minecraft.fandom.com/wiki/Skeleton,
# Skeletons are unaffected by Regeneration and Poison.
# - effects.regeneration
equipment:
helmet:
probability: 100
# x0.5
drop-chance: 0.0425
material-type: DIAMOND
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_protection
- enchantments.rand_helmet_respiration
- enchantments.rand_helmet_aqua_affinity
- enchantments.rand_maybe_top_thorns
boots:
probability: 100
# x0.5
drop-chance: 0.0425
material-type: DIAMOND
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_protection
- enchantments.rand_boots_feather_falling
- enchantments.rand_boots_depth_strider
- enchantments.rand_maybe_top_thorns
chest:
probability: 100
# x0.5
drop-chance: 0.0425
material-type: DIAMOND
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_protection
- enchantments.rand_maybe_top_thorns
leggings:
probability: 100
# x0.5
drop-chance: 0.0425
material-type: DIAMOND
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_protection
- enchantments.rand_leggings_swift_sneak
- enchantments.rand_maybe_top_thorns
# Damage in "hard": 3.00(♥) - 5.25(♥)
main-hand:
probability: 100
material: BOW
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_bow_power
- enchantments.rand_maybe_top_bow_punch
- enchantments.rand_bow_flame
- enchantments.rand_bow_infinity
attributes:
follow-range: 50.0
knockback-resistance: 0.5
movement-speed-multiplier: 1.5
max-health-multiplier: 1.5
drops:
- _diamond
- _top_diamond_helmet
- _top_diamond_boots
- _top_diamond_chest
- _top_diamond_leggings
- drops.top_bow
_diamond:
material: DIAMOND
amount-max-per-looting-level: 1
_top_diamond_helmet:
probability: 0.5
probability-per-looting-level: 0.5
material: DIAMOND_HELMET
enchantments:
- enchantments.best_unbreaking
- enchantments.top_protection
- enchantments.top_helmet_respiration
- enchantments.best_helmet_aqua_affinity
- enchantments.best_mending
- enchantments.best_vanishing_curse
trim:
material: AMETHYST
pattern: SPIRE
_top_diamond_boots:
probability: 0.5
probability-per-looting-level: 0.5
material: DIAMOND_BOOTS
enchantments:
- enchantments.best_unbreaking
- enchantments.top_protection
- enchantments.best_boots_feather_falling
- enchantments.best_boots_depth_strider
- enchantments.best_mending
- enchantments.best_vanishing_curse
# No soul speed enchantments for boots, because
# according to https://minecraft.fandom.com/wiki/Soul_Speed
# it reduces durability.
trim:
material: AMETHYST
pattern: SPIRE
_top_diamond_chest:
probability: 0.5
probability-per-looting-level: 0.5
material: DIAMOND_CHESTPLATE
enchantments:
- enchantments.best_unbreaking
- enchantments.top_protection
- enchantments.best_mending
- enchantments.best_vanishing_curse
trim:
material: AMETHYST
pattern: SPIRE
_top_diamond_leggings:
probability: 0.5
probability-per-looting-level: 0.5
material: DIAMOND_LEGGINGS
enchantments:
- enchantments.best_unbreaking
- enchantments.top_protection
- enchantments.top_leggings_swift_sneak
- enchantments.best_mending
- enchantments.best_vanishing_curse
trim:
material: AMETHYST
pattern: SPIRE
# 5 levels from 0
drop-exp: 55
chainmail-zombie:
filter:
type-sets:
- ZOMBIES
probability: 0.5
probability-player-multiplier:
sort: closest
statistic: DAMAGE_DEALT
# stored in percentages, actually means 5_000 full units
divider: 500_000
# 0.5% * 64 = 32%
# together with golden- and iron- has up to 1 - (1 - 32%) ^ 3 = 69% to harden
max: 64
effects:
- effects.jump_3
- effects.glowing
- effects.fire_resistance
# According to https://minecraft.fandom.com/wiki/Zombie,
# Zombies are unaffected by Regeneration and Poison.
# - effects.regeneration
equipment:
helmet:
probability: 100
material-type: CHAINMAIL
durability:
type: random
min: 10
max: 25
enchantments:
- enchantments.rand_unbreaking
- enchantments.rand_maybe_top_protection
- enchantments.rand_helmet_respiration
- enchantments.rand_helmet_aqua_affinity
- enchantments.rand_maybe_top_thorns
boots: