configuration/worlds/worldname/abilities.yml
Here the world settings for MobManagers Abilities component are stored
# MobManager Config 2.5a # ####################################################################### # UseWorldSettings # ####################################################################### # If this is false then settings 'EnabledSpawnReasons' and 'MobAbilities' # will have no effect, and the global configuration for mobs will be used # # NOTE: This setting does nothing in the global config # # ####################################################################### # EnabledSpawnReasons # ####################################################################### # When a Mob spawns, it is spawned with a given 'SpawnReason' # This list defines which of those 'SpawnReasons' that MobManager # will check for. # If a mob spawns with a listed 'SpawnReason' MobManager will apply # abilities to the mob # # Hint: If you have other plugins which spawn mobs with special gear # you can remove CUSTOM from the list of enabled spawn reasons # so MobManager does not interfere with this # # Note: By default all spawn reasons are checked # # Valid spawn reasons can be found here: # http://jd.bukkit.org/apidocs/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html # # ####################################################################### # MobAbilities # ####################################################################### # Contains settings you can use to edit mob attributes. # # Mob settings in world files will override global settings # # Mob names must be acquired from here: # http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html # And should be in all upper-case # # There are currently two types of mob Attributes/Abilities: # 1) Rate: These have a single fixed chance of doing something # # rates are written as a simple number between 1.0 and 0.0 # # 2) ChanceList: These are a list of chances with values associated # with each chance. The chance of a given value being selected is # (chance) / (Sum of all chances) # # Each ChanceList has keys which can be used to customize the abilities # These keys can have numbers, strings or lists as their values. # # NOTE: Every Ability requires the key 'Chance' # # ChanceLists are written as below # <OPTION>: # - CHANCE: <Chance> # <KEY>: <Options> # # Read more about MobAbilities here: # http://dev.bukkit.org/server-mods/mobmanager/pages/explanations/mob-abilities/ # # ################ # SpawnRate (Rate) # ################ # A number between 0.0 and 1.0 # Represents the chance a mob will be allowed to spawn. # # E.G. if SpawnRate was 0.5 there would be a 50% chance that any mob # which attempts to spawn will be allowed to spawn # This setting can be used to reduce the number of certain mobs on your # server. (Possibly Freeing up space for other mobs) # # # ################ # EquipmentDropChance (Rate) # ################ # A number between 0.0 and 1.0 # Represents the chance a mob will drop held items upon death # # NOTE: This only works when using Armour or Item_Hand abilities # # ################ # BabyRate (Rate) # ################ # A number between 0.0 and 1.0 # Represents the chance a mob will be turned into a baby. # # E.G. if SpawnRate was 0.5 there would be a 50% chance that a mob # which spawns will be turned into a baby # This setting only works for Animals and Zombies # # ################ # AngryRate (Rate) # ################ # A number between 0.0 and 1.0 # Represents the chance a wolf will become angry. # # E.G. if AngryRate was 0.5 there would be a 50% chance that a wolf # which spawns will be set as angry # This setting only works for Wolves # # ################ # ChargedRate (Rate) # ################ # A number between 0.0 and 1.0 # Represents the chance a creeper will become charged. # # E.G. if ChargedRate was 0.5 there would be a 50% chance that a creeper # which spawns will become charged # This setting only works for Creepers # # ################ # Name (ChanceList) # ################ # A list of names which can be applied to the mob # # Keys: # - Name: (String) The name which will be applied to the mob # Colour can be added using and & then the colour code # you wish to use # - ShowOverhead: (true/false) Shows the mobs name above its head # # NOTE: If ShowOverhead is false # The mobs name is still shown above its head but # only when the player looks directly at the mob # # EXAMPLE: # MobAbilities: # ZOMBIE: # Name: # - Chance: 1 # Name: Steve # ShowOverhead: true # - Chance: 1 # Name: '&aSickSteve' # ShowOverhead: true # # ################ # BirthSpawn / DeathSpawn (ChanceList) # ################ # A list of mobs which will spawn on a given mob # upon Birth or Death of the given mob. # # Keys: # - MobType: The mobtype which the mob will spawn as. # Set MobType as NONE if you want to provide a chance for # no mob to spawn # - AbilitySet: The ability set which will be applied to the mob # Ignore this setting if you want Mobs to spawn with random # abilities. # - Count: The number of mobs which will be spawned upon # birth/death of the mob # - Range: The range in which bonus mobs will spawn around # the original mob # - HeightRange: The maximum height difference between # the original mob and the spawned mobs # # NOTE: You must always provide a MobType UNLESS you provide # an AbilitySet which has a default MobType set. # # ################ # PotionEffects (ChanceList) # ################ # This is a list of potion effects which will be added to an mob # These potion effects will last the duration of the entities life. # # Valid potion effects can be found here: # http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html # NOTE: You can also use NONE as a potion effect, which essentially means # no potion effect will be added to the mob if it gets this ability # # Keys: # - Effects: A list of potion effects to apply to the mob # Effects can have an additional parameter to set the potency of # the effect. <PotionType>:<Potency> # # EXAMPLE: # MobAbilities: # ZOMBIE: # PotionEffects: # - Chance: 9 # Effects: # - NONE # - Chance: 1 # Effects: # - SPEED:1 # - STRENGTH # - REGENERATION # # ################ # HealthBonus (ChanceList) # ################ # A list of chances + bonus health for the mob # Health Bonuses are added on to the mobs normal health # They can be negative (So they reduce the mobs normal health) # # Keys: # - Bonus: The bonus HP to give to a mob (Must be a whole number) # # EXAMPLE: # MobAbilities: # ZOMBIE: # HealthBonus: # - Chance: 99 # Bonus: 0 # - Chance: 1 # Bonus: 9001 # # ################ # DamageMulti (ChanceList) # ################ # A list of chances + damage multipliers for the mob # When a mob does damage it multiplies the normal damage # with the multiplier. # NOTE: Multipliers can stack with damage multipliers from AbilitySets # # Keys: # - Multi: The damage multiplier # (Must have a decimal component e.g. 1.0 NOT 1) # # EXAMPLE: # MobAbilities: # ZOMBIE: # DamageMulti: # - Chance: 9 # Multi: 2.0 # - Chance: 1 # Multi: 1.0 # # ################ # ArmourSet (ChanceList) # ################ # ArmourSet is a list of armour materials to be put on a mob # Armour is picked per position (Helmet/Chestplate/Leggings/Boots) # Armour can also have enchantments added # # Valid armour materials are: # - DIAMOND # - IRON # - CHAIN # - GOLD # - LEATHER # - NONE # - DEFAULT # # Valid Armour Positions are: # - Helmet # - Chestplate # - Leggings # - Boots # # The chosen armour is put on the mob when it spawns. # NOTE: NONE means that the mob will have NO armour. # DEFAULT will leave the mob with whatever armour it had beforehand # # Keys: # - Pieces: List of each piece of armour to give to the mob # Contains the following sub-keys: # - Position: The position to put the armour # (e.g. Helmet/Chestplate etc) # - Material: The material for the armour # - DropChance: The chance (Between 0.0 and 1.0) for the # piece of armour to drop when the mob dies # - Enchantments: A list of enchantments to be added to the armour # (In the format '<enchantment>:<level>') # # EXAMPLE: # MobAbilities: # ZOMBIE: # ArmourSet: # - Chance: 1 # Pieces: # - Position: HELMET # Material: DIAMOND # Enchantments: # - PROTECTION_FIRE # - Position: CHESTPLATE # Material: LEATHER # DropChance: 1.0 # - Position: LEGGINGS # Material: NONE # - Position: BOOTS # Material: CHAIN # DropChance: 0.0 # Enchantments: # - PROTECTION_FALL:2 # # - Chance: 4 # This would produce no change to the mobs armour # # ################ # Item_Hand (ChanceList) # ################ # This is a list of items mobs can start with. # Items are given by their ID number and are placed in the mobs hand # # Check here for item id's: http://www.minecraftwiki.net/wiki/Data_values # # For no item use the ID for Air (Which is 0) # # To not replace the item a mob spawns with use -1 # # Keys: # - ID: The ID of the item to be placed in the mobs hand # # EXAMPLE: # MobAbilities: # SKELETON-WITHER: # Item_Hand: # - Chance: 1 # ID: 276 # - Chance: 2 # ID: 261 # - Chance: 7 # ID: -1 # # ################ # Drops (ChanceList) # ################ # This is a list of chances/items that # will be dropped upon the mobs death # # Check here for item id's: # http://www.minecraftwiki.net/wiki/Data_values # For a list of enchantment names go here: # http://jd.bukkit.org/rb/apidocs/org/bukkit/enchantments/Enchantment.html # # Keys: # - Drops: List of maps which define what items are dropped # for the given chance. # Drops has additional keys: # - ID: The id of the item to be dropped # - Data: The data to be added to the item # - MinCount: The minimum number of the item to be dropped # - MaxCount: The maximum number of the item to be dropped # - Durability: The durability on the item # - Enchantments: A list of enchantments to add to the item # # - Replace: If true, vanilla drops are replaced with new drops # If false, new drops are dropped with vanilla drops # Default is false # # # EXAMPLE: # MobAbilities: # ZOMBIE: # Drops: # - Chance: 1 # Replace: true # Drops: # - ID: 367 # MinCount: 1 # MaxCount: 3 # - ID: 267 # MinCount: -1 # MaxCount: 1 # Durability: 20 # Enchantments: # - DAMAGE_ALL:2 # # <MobType> # Drops: # - Chance: 1 # Replace: <True/False> # Drops: # - ID: <Item_Id> # Data: <Item_Data> # MinCount: <Min count> # MaxCount: <Max Count> # Enchantments: # - <Enchantment_1> # - <Enchantment_2>:<Enchantment_2_Level> # # NOTE: If neither MinCount or MaxCount are provided min/maxcount is # set to 1 # NOTE: If MinCount is negative this gives the item a lesser chance # to spawn # NOTE: If MinCount is given by MaxCount is not, MaxCount is # set the same as MinCount # NOTE: Enchantments can only be added to items which support them # # # ################ # ApplySets (ChanceList) # ################ # Here you set chances and the given AbilitySets to apply to a mob # # NOTE: If an ability set is applied to a mob # no other abilities will be applied to it. # # AbilitySets are formatted like so (Using Zombie as an example) # # Keys: # - SetName: The name of the AbilitySet to be applied to the mob # # MobAbilities: # ZOMBIE: # ApplySets: # - Chance: <Chance> # SetName: <SetName> # # NOTE: Ability sets must be defined in 'AbilitySets' # in the global abilities.yml UseWorldSettings: false EnabledSpawnReasons: - NATURAL - JOCKEY - CHUNK_GEN - SPAWNER - EGG - SPAWNER_EGG - LIGHTNING - BED - BUILD_SNOWMAN - BUILD_IRONGOLEM - BUILD_WITHER - VILLAGE_DEFENSE - VILLAGE_INVASION - BREEDING - SLIME_SPLIT - CUSTOM - DEFAULT MobAbilities: {}
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