[General] #Probability (0.0–1.0) that demon flesh will drop when defeating certain enemies. # #Default: 0.2 #Range: 0.0 ~ 1.0 DEMON_FLESH_DROP_RATE = 0.2 #Respawn totem spawn charges when activated. # #Default: 5 #Range: 0 ~ 200 RESPAWN_TOTEM_CHARGES = 5 #Maximum number of charges a single shade altar can store. # #Default: 20 #Range: 0 ~ 1000 SHADOW_ALTAR_MAX_CHARGES = 20 #Number of blood charges a shade altar can hold. # #Default: 4 #Range: 0 ~ 1000 SHADOW_ALTAR_BLOOD_CHARGES_AMOUNT = 4 #Whether companions are allowed to wander when neither following nor sitting. # #Default: true SHOULD_COMPANIONS_WANDER = true #The maximum distance (in blocks) at which companions will teleport to their owner (in a valid position). # #Default: 20 #Range: 0 ~ 1000 COMPANIONS_FOLLOW_OWNER_TELEPORT_DISTANCE = 20 #Should the soul furnace constantly have max charges without needing to fill it # #Default: false SOUL_FURNACE_CONSTANT_MAX_CHARGES = false [Dinamo] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks, and it will not visually render the Tesla connection rays. Keeping the chunk loaded is therefore necessary for full #functionality in this entity. # #Default: true DINAMO_KEEP_CHUNK_LOADED = true #The maximum number of tesla modules that can be connected in a chain without using a voltaic repeater, starting from a Dinamo. For #example, if set to 3, the Dinamo can connect to coil 1, which connects to coil 2, which connects to coil 3. # #Default: 7 #Range: 0 ~ 50 # #Note: Any additional tesla modules beyond this limit will not be powered. DINAMO_MAX_CHAIN_CONNECTIONS = 7 #The maximum distance a tesla module can connect to another # #Default: 13 #Range: 0 ~ 100 DINAMO_MAX_CONNECTION_DISTANCE = 13 #Max life of the Dinamo # #Default: 65.0 #Range: 0.0 ~ 5000.0 DINAMO_MAX_LIFE = 65.0 #Electricity damage from both Dinamo and tesla network blocks. # #Default: 7.5 #Range: 0.0 ~ 500.0 ELECTRICITY_DAMAGE = 7.5 [Antlion] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true ANTLION_KEEP_CHUNK_LOADED = true #Damage dealt by the Antlion in its normal phase # #Default: 7.0 #Range: 0.0 ~ 500.0 ANTLION_NORMAL_DAMAGE = 7.0 #Max life of the Antlion in its normal phase # #Default: 70.0 #Range: 0.0 ~ 1000.0 ANTLION_NORMAL_MAX_LIFE = 70.0 #Damage dealt by the Antlion in its soldier phase # #Default: 10.0 #Range: 0.0 ~ 1000.0 ANTLION_SOLDIER_DAMAGE = 10.0 #Max life of the Antlion in its soldier phase # #Default: 70.0 #Range: 0.0 ~ 2000.0 ANTLION_SOLDIER_MAX_LIFE = 70.0 #Damage dealt by the Antlion in its flying phase # #Default: 10.0 #Range: 0.0 ~ 100.0 ANTLION_FLYER_DAMAGE = 10.0 #Max life of the Antlion in its flying phase # #Default: 45.0 #Range: 0.0 ~ 1500.0 ANTLION_FLYER_MAX_LIFE = 45.0 #Damage dealt by the Antlion in its tank phase # #Default: 6.0 #Range: 0.0 ~ 200.0 ANTLION_TANK_DAMAGE = 6.0 #Max life of the Antlion in its tank phase # #Default: 120.0 #Range: 0.0 ~ 5000.0 ANTLION_TANK_MAX_LIFE = 120.0 #Damage dealt by the Antlion's sand projectile in its soldier phase # #Default: 10.0 #Range: 0.0 ~ 200.0 ANTLION_SOLDIER_PROJECTILE_DAMAGE = 10.0 [Cornelius] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true CORNELIUS_KEEP_CHUNK_LOADED = true #Ender Frog Heal Projectile heal amount # #Default: 2.5 #Range: 0.0 ~ 100.0 ENDER_FROG_HEAL_PROJECTILE_HEAL_AMOUNT = 2.5 #Max life of the Cornelius # #Default: 70.0 #Range: 0.0 ~ 5000.0 CORNELIUS_MAX_LIFE = 70.0 #Cornelius jackblack bets: [item; item; item; tag; item; ...] the order doesn't matter # #Default: companions:copper_coin; companions:nether_coin; companions:end_coin #Range: -Infinity ~ Infinity CORNELIUS_JACKBLACK_BETS = "companions:copper_coin; companions:nether_coin; companions:end_coin" ["Croissant Dragon"] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true CROISSANT_DRAGON_KEEP_CHUNK_LOADED = true #The amount of time the croissant dragon needs to hatch. # #Default: 6000 #Range: 10 ~ 100000 # #Note: The time is measured in ticks CROISSANT_EGG_LIFETIME = 6000 #Max life of the Croissant Dragon # #Default: 80.0 #Range: 0.0 ~ 5000.0 CROISSANT_DRAGON_MAX_LIFE = 80.0 [Teddy] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true TEDDY_KEEP_CHUNK_LOADED = true #Max life of the Teddy # #Default: 70.0 #Range: 0.0 ~ 5000.0 TEDDY_MAX_LIFE = 70.0 #Damage dealt by the Teddy # #Default: 7.0 #Range: 0.0 ~ 50.0 TEDDY_DAMAGE = 7.0 #Max life of the Teddy in mutant phase # #Default: 130.0 #Range: 0.0 ~ 2000.0 TEDDY_MUTANT_MAX_LIFE = 130.0 #Damage dealt by the Teddy in mutant phase # #Default: 8.5 #Range: 0.0 ~ 100.0 TEDDY_MUTANT_DAMAGE = 8.5 #Should the Teddy heal over time in its mutant form? # #Default: true TEDDY_MUTANT_HEALS_OVER_TIME = true ["Soul Mage"] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true SOUL_MAGE_KEEP_CHUNK_LOADED = true #Max life of the Soul Mage # #Default: 75.0 #Range: 0.0 ~ 5000.0 SOUL_MAGE_MAX_LIFE = 75.0 ["Shadow Sword"] #The amount of lifetime of the shadow sword # #Default: 4800 #Range: 0 ~ 100000 # #Note: The time is measured in ticks (20 ticks = 1 second) SHADOW_SWORD_LIFETIME = 4800 #Max life of the Shadow Sword # #Default: 70.0 #Range: 0.0 ~ 5000.0 SHADOW_SWORD_MAX_LIFE = 70.0 #Damage dealt by the Shadow Sword # #Default: 8.0 #Range: 0.0 ~ 500.0 SHADOW_SWORD_DAMAGE = 8.0 #Shadow Sword stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood #upgrade is active. This is only applied to Health and Attack Damage attributes. # #Default: 1.2 #Range: 0.0 ~ 10.0 SHADOW_SWORD_BLOOD_MULTIPLIER = 1.2 ["Shadow Maw"] #The amount of lifetime of the shadow maw # #Default: 4800 #Range: 0 ~ 100000 # #Note: The time is measured in ticks (20 ticks = 1 second) SHADOW_MAW_LIFETIME = 4800 #Max life of the Shadow Maw # #Default: 100.0 #Range: 0.0 ~ 5000.0 SHADOW_MAW_MAX_LIFE = 100.0 #Damage dealt by the Shadow Maw # #Default: 6.0 #Range: 0.0 ~ 500.0 SHADOW_MAW_DAMAGE = 6.0 #Shadow Maw stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood #upgrade is active. This is only applied to Health and Attack Damage attributes. # #Default: 1.2 #Range: 0.0 ~ 10.0 SHADOW_MAW_BLOOD_MULTIPLIER = 1.2 [Minion] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true MINION_KEEP_CHUNK_LOADED = true #Max life of the Minion # #Default: 70.0 #Range: 0.0 ~ 5000.0 MINION_MAX_LIFE = 70.0 [Mankh] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true MANKH_KEEP_CHUNK_LOADED = true #Max life of the Mankh # #Default: 85.0 #Range: 0.0 ~ 5000.0 MANKH_MAX_LIFE = 85.0 #Damage dealt by the Mankh # #Default: 8.5 #Range: 0.0 ~ 500.0 MANKH_DAMAGE = 8.5 [Cloak] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true CLOAK_KEEP_CHUNK_LOADED = true #Max life of the Cloak # #Default: 75.0 #Range: 0.0 ~ 5000.0 CLOAK_MAX_LIFE = 75.0 #Damage dealt by the Cloak # #Default: 8.0 #Range: 0.0 ~ 500.0 CLOAK_DAMAGE = 8.0 [Puppet] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true PUPPET_KEEP_CHUNK_LOADED = true #Max life of the Puppet # #Default: 85.0 #Range: 0.0 ~ 1000.0 PUPPET_MAX_LIFE = 85.0 #Damage dealt by the Puppet # #Default: 7.0 #Range: 0.0 ~ 100.0 PUPPET_DAMAGE = 7.0 ["Puppet Glove"] #Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded #chunks. # #Default: true PUPPET_GLOVE_KEEP_CHUNK_LOADED = true #Max life of the Puppet Glove # #Default: 35.0 #Range: 0.0 ~ 1000.0 PUPPET_GLOVE_MAX_LIFE = 35.0 #Damage dealt by the Puppet Glove # #Default: 6.5 #Range: 0.0 ~ 100.0 PUPPET_GLOVE_DAMAGE = 6.5 ["Sacred Pontiff"] #Max life of the Sacred Pontiff # #Default: 225.0 #Range: 0.0 ~ 5000.0 SACRED_PONTIFF_MAX_LIFE = 225.0 #Damage dealt by the Sacred Pontiff # #Default: 7.0 #Range: 0.0 ~ 500.0 SACRED_PONTIFF_DAMAGE = 7.0 #Max life of His Holiness # #Default: 350.0 #Range: 0.0 ~ 5000.0 HIS_HOLINESS_MAX_LIFE = 350.0 #Damage dealt by His Holiness # #Default: 9.0 #Range: 0.0 ~ 500.0 HIS_HOLINESS_DAMAGE = 9.0 ["Magic Books"] #Damage dealt by each fragment of the magic ray. # #Default: 5.5 #Range: 1.0 ~ 1000.0 MAGIC_PIECE_DAMAGE = 5.5 #Damage dealt by the ice tornado spell. # #Default: 3.0 #Range: 1.0 ~ 1000.0 ICE_TORNADO_DAMAGE = 3.0 #Damage dealt by the stone spike spell. # #Default: 4.0 #Range: 1.0 ~ 1000.0 STONE_SPIKE_DAMAGE = 4.0 #Radius (in blocks) of the Fire Mark spell's effect. # #Default: 2.5 #Range: 1.0 ~ 1000.0 FIRE_MARK_EFFECT_RADIUS = 2.5 #Amount of health restored by the healing ring spell. # #Default: 6.0 #Range: 0.0 ~ 1000.0 HEAL_RING_HEALING = 6.0 #Attraction radius (in blocks) of the black hole spell. # #Default: 12.0 #Range: 0.0 ~ 1000.0 BLACK_HOLE_ATTRACTION_RADIUS = 12.0 #Speed at which entities are pulled toward the black hole. # #Default: 1.45 #Range: 0.0 ~ 100.0 BLACK_HOLE_ATTRACTION_SPEED = 1.45 #Damage dealt by each small ice shard. # #Default: 2.5 #Range: 0.0 ~ 100.0 SMALL_ICE_SHARD_DAMAGE = 2.5 #Duration (in ticks) that a single small ice shard freezes a target # #Default: 100 #Range: 0 ~ 10000 SMALL_ICE_SHARD_FREEZE_TICKS = 100 #Cooldown (in ticks) of the black hole magic book # #Default: 160 #Range: 0 ~ 10000 BLACK_HOLE_COOLDOWN = 160 #Cooldown (in ticks) of the naginata magic book # #Default: 140 #Range: 0 ~ 10000 NAGINATA_COOLDOWN = 140 #Cooldown (in ticks) of the brace magic book # #Default: 160 #Range: 0 ~ 10000 BRACE_COOLDOWN = 160 #Cooldown (in ticks) of the fire mark magic book # #Default: 140 #Range: 0 ~ 10000 FIRE_MARK_COOLDOWN = 140 #Cooldown (in ticks) of the heal ring magic book # #Default: 200 #Range: 0 ~ 10000 HEAL_RING_COOLDOWN = 200 #Cooldown (in ticks) of the ice shard magic book # #Default: 180 #Range: 0 ~ 10000 ICE_SHARD_COOLDOWN = 180 #Cooldown (in ticks) of the ice tornado magic book # #Default: 200 #Range: 0 ~ 10000 ICE_TORNADO_COOLDOWN = 200 #Cooldown (in ticks) of the magic ray magic book # #Default: 200 #Range: 0 ~ 10000 MAGIC_RAY_COOLDOWN = 200 #Cooldown (in ticks) of the stone spikes magic book # #Default: 140 #Range: 0 ~ 10000 STONE_SPIKES_COOLDOWN = 140 [Armoury] #Crystallized Blood armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values #and stick to the format. # #Default: 3, 8, 6, 3, 2.5, 0.05, 35 #Range: -Infinity ~ Infinity CRYSTALLIZED_BLOOD_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35" #Mage armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick to the #format. # #Default: 3, 8, 6, 3, 2.5, 0.05, 35 #Range: -Infinity ~ Infinity MAGE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35" #Holy Robe armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick #to the format. # #Default: 3, 8, 6, 3, 2.5, 0.05, 35 #Range: -Infinity ~ Infinity HOLY_ROBE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35" #Netherite Dagger stats: [miningLvl, durability, miningSpeed, baseDmg, enchantability]. Don't use negative values and stick to the #format. # #Default: 4, 1300, 6, 1, 15 #Range: -Infinity ~ Infinity NETHERITE_DAGGER_STATS = "4, 1300, 6, 1, 15" #Crystallized Blood weapon stats: [miningLvl, durability, miningSpeed, baseDmg, enchant, axeDmg, scytheDmg, swordDmg, axeSpd, #scytheSpd, swordSpd]. Stick to the format. # #Default: 4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4 #Range: -Infinity ~ Infinity CRYSTALLIZED_BLOOD_WEAPON_STATS = "4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4" #Damage reduction per hit per piece of Crystallized Blood armor. # #Default: 0.1 #Range: 0.0 ~ 1.0 CRYSTALLIZED_BLOOD_SET_REDUCTION = 0.1 #Crystallized Blood Axe cooldown # #Default: 200 #Range: 0 ~ 10000 CRYSTALLIZED_BLOOD_AXE_COOLDOWN = 200 #Crystallized Blood Sword cooldown # #Default: 200 #Range: 0 ~ 10000 CRYSTALLIZED_BLOOD_SWORD_COOLDOWN = 200 #Minimum health % required to activate Crystallized Blood armor effect. # #Default: 0.5 #Range: 0.0 ~ 1.0 CRYSTALLIZED_BLOOD_SET_MIN_HEALTH = 0.5 #Magic damage reduction per hit per piece of Mage armor. # #Default: 0.1 #Range: 0.0 ~ 1.0 MAGE_SET_DAMAGE_REDUCTION = 0.1 #Cooldown reduction fraction for Mage armor when using magic books. Reduction per piece. # #Default: 0.15 #Range: 0.0 ~ 1.0 MAGE_SET_COOLDOWN_REDUCTION = 0.15 #Damage reduction per piece of Holy Robe armor. # #Default: 0.07 #Range: 0.0 ~ 1.0 HOLY_ROBE_DAMAGE_REDUCTION = 0.07 #Chance per hit to spawn a Fire Ring from Holy Robe armor. # #Default: 0.1 #Range: 0.0 ~ 1.0 HOLY_ROBE_FIRE_RING_SPAWN_CHANCE = 0.1 #Damage dealt by Naginata weapon. # #Default: 8.0 #Range: 0.0 ~ 1000.0 NAGINATA_DAMAGE = 8.0 #Damage dealt by Fire Ring ability. # #Default: 5.0 #Range: 0.0 ~ 1000.0 FIRE_RING_DAMAGE = 5.0 #Damage dealt by Needle projectile. # #Default: 5.0 #Range: 0.0 ~ 1000.0 NEEDLE_PROJECTILE_DAMAGE = 5.0 #Damage dealt by Needle item on hit (both player and target). # #Default: 2.0 #Range: 0.0 ~ 1000.0 NEEDLE_ITEM_DAMAGE = 2.0 #Damage dealt by Holiness Star when thrown. # #Default: 8.0 #Range: 0.0 ~ 1000.0 HOLINESS_STAR_DAMAGE = 8.0 #Damage dealt by Brace projectile per hit. # #Default: 4.0 #Range: 0.0 ~ 1000.0 BRACE_PROJECTILE_DAMAGE = 4.0 #Lifesteal fraction per hit for Crystallized Blood Scythe. # #Default: 0.15 #Range: 0.0 ~ 1.0 # #Note: 0.10 = heal 10% of damage dealt CRYSTALLIZED_BLOOD_SCYTHE_LIFE_STEAL = 0.15 #Damage dealt by Blood Tornado (axe ability). # #Default: 4.0 #Range: 0.0 ~ 1000.0 BLOOD_TORNADO_DAMAGE = 4.0 #Damage dealt by Blood Slash (sword ability). # #Default: 7.5 #Range: 0.0 ~ 1000.0 BLOOD_SLASH_DAMAGE = 7.5 #Travel speed of Blood Slash projectile. # #Default: 0.5225 #Range: 0.0 ~ 1000.0 BLOOD_SLASH_SPEED = 0.5225 ["Spawn Rates"] #Golden allay spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # #Default: 20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp #Range: -Infinity ~ Infinity GOLDEN_ALLAY_SPAWN = "20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp" #Cornelius spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # #Default: 15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp #Range: -Infinity ~ Infinity CORNELIUS_SPAWN = "15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp" #Wild Antlion spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # #Default: 15, 1, 1, minecraft:desert, #forge:is_desert #Range: -Infinity ~ Infinity WILD_ANTLION_SPAWN = "15, 1, 1, minecraft:desert, #forge:is_desert" [Food] #Should the mutant flesh tp the player to the opposite position when looking at a target? # #Default: true MUTANT_FLESH_SHOULD_TP = true #Should the mutant flesh hurt the player? # #Default: true MUTANT_FLESH_SHOULD_HURT = true #Should the antlion fur set the player on fire? # #Default: true ANTLION_FUR_SHOULD_FIRE = true [Bonanza] #Bonanza item reward drops from 2 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...] # #Default: minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple, #0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10, #1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10, #1-3;minecraft:nether_star, 0.005, 1 #Range: -Infinity ~ Infinity BONANZA_2_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple, 0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10, 1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10, 1-3;minecraft:nether_star, 0.005, 1" #Bonanza item reward drops from 3 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...] # #Default: minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75, #1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55, #1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1; #Range: -Infinity ~ Infinity BONANZA_3_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75, 1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55, 1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1;" #Bonanza entity spawns from 3 skull heads: [entity, amount; ...] # #Default: minecraft:warden, 1 #Range: -Infinity ~ Infinity BONANZA_3_SKULL_DROP_ENTITIES = "minecraft:warden, 1" #Bonanza curency-amount pair. The first value corresponds to the item used as currency, and the latter value indicates how many #attempts that item provides. For example: minecraft:iron_ingot, 1; minecraft:gold_ingot, 2; ... # #Default: companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5 #Range: -Infinity ~ Infinity BONANZA_CURRENCY_TYPES = "companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5"