#
# ==== 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
- iron-zombie
- golden-zombie
- diamond-skeleton
- angry-ghast
# 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)
#
# effect-path-abs: <effect> ### Effect described anywhere else.
#
# #### 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.
# ###
# ### Hint: a spawn via "summon" command will be detected
# ### as "DEFAULT".
# - <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>
#
# 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)
#
# #### Attributes ####
# By default, all of the following attributes won't be modified.
#
# <attributes>:
# max-health-multiplier: <float-value:0.0001..?>
# ###
# ### A multiplier for max. health of an entity.
# ### (* see description of <float-value> below)
#
# attack-damage-multiplier: <float-value:0.0001..?>
# ### Multiplier of damage that will
# ### be dealt by entity or its projectile.
#
# 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.
#
# #### Type set ####
#
# A set of entity types. Some living entities do not belong to any groups:
# [SLIME, MAGMA_CUBE, SQUID, PLAYER]
#
# <type-set>: ANIMALS | GOLEMS | MONSTERS | CREATURES | FLYING
#
# ANIMALS: [CAT, CHICKEN, COD, COW, DOLPHIN, DONKEY, FOX, HORSE,
# LLAMA, MULE, MUSHROOM_COW, OCELOT, PANDA, PARROT, PIG, POLAR_BEAR,
# PUFFERFISH, RABBIT, SALMON, SHEEP, TROPICAL_FISH, TURTLE, WOLF, ZOMBIE_HORSE]
# GOLEMS: [IRON_GOLEM, SHULKER, SNOWMAN]
# MONSTERS: [BLAZE, CAVE_SPIDER, CREEPER, DROWNED, ELDER_GUARDIAN, ENDERMAN, ENDERMITE, EVOKER,
# EVOKER_FANGS, GIANT, GUARDIAN, HUSK, ILLUSIONER, PHANTOM, PIG_ZOMBIE, PILLAGER,
# RAVAGER, SILVERFISH, SKELETON, SKELETON_HORSE, SPIDER, STRAY, VEX, VINDICATOR,
# WITCH, WITHER, WITHER_SKELETON, ZOMBIE, ZOMBIE_VILLAGER]
# CREATURES (includes [ANIMALS, GOLEMS, MONSTERS]): [BAT, TRADER_LLAMA, VILLAGER, WANDERING_TRADER]
# FLYING: [ENDER_DRAGON, GHAST]
#
# #### 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.
#
# #### 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
#
# drop-chance: <float:0..1> ### Chance that this cloth will be dropped
# ### as an award for the killer.
# ### By default the probability is 0%.
#
# 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)
#
# #### Item in hand ####
#
# <item-in-hand>:
# probability: <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 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)
#
# #### 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_ENVIRONMENTAL".
#
# level: <int-value:1..5> ### Level of enchantment.
#
# #### 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> ### Minumum 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> ### Minumum value.
# max: <int> ### Maximum value.
# 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:
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: 3.0
distribution: exp_down
player:
filter:
reasons:
- DEFAULT
types:
- PLAYER
probability: 100
effects:
- acceleration
acceleration:
types:
- SPEED
- JUMP
strength: 1
duration: 20
equipment:
main-hand:
material: APPLE
iron-zombie:
filter:
types:
- ZOMBIE
probability: 4
effects:
- acceleration
acceleration:
types:
- JUMP
strength: 2
duration: 99999
equipment:
helmet:
probability: 100
drop-chance: 0.05
material-type: IRON
durability: 25
enchantments:
- enchantments.high_durability
- enchantments.rand_protection
boots:
probability: 50
drop-chance: 0.1
material-type: IRON
durability: 25
enchantments:
- enchantments.rand_protection
chest:
probability: 50
drop-chance: 0.1
material-type: IRON
durability: 25
enchantments:
- enchantments.rand_protection
leggings:
probability: 50
drop-chance: 0.1
material-type: IRON
durability: 25
enchantments:
- enchantments.rand_protection
main-hand:
probability: 100
drop-chance: 0.1
material: IRON_AXE
durability: 25
enchantments:
- enchantments.rand_melee_damage
- enchantments.rand_dig_speed
attributes:
movement-speed-multiplier: 1.5
golden-zombie:
filter:
types:
- ZOMBIE
probability: 2
effects:
- acceleration
- damage
- effects.fire_resistance
- effects.regeneration
acceleration:
types:
- JUMP
strength: 3
duration: 99999
damage:
types:
- INCREASE_DAMAGE
strength: 4
duration: 99999
equipment:
helmet:
probability: 100
drop-chance: 0.05
material-type: GOLDEN
durability: 50
enchantments:
- enchantments.high_durability
- enchantments.high_protection
boots:
probability: 50
drop-chance: 0.1
material-type: GOLDEN
durability: 50
enchantments:
- enchantments.high_protection
chest:
probability: 50
drop-chance: 0.05
material-type: GOLDEN
durability: 50
enchantments:
- enchantments.high_protection_fire
- enchantments.high_durability
- enchantments.rand_thorns
leggings:
probability: 50
drop-chance: 0.1
material-type: GOLDEN
durability: 50
enchantments:
- enchantments.high_protection
main-hand:
probability: 100
drop-chance: 0.05
material: GOLDEN_SWORD
durability: 50
enchantments:
- enchantments.high_durability
- enchantments.high_melee_damage
- enchantments.high_sword_knockback
- enchantments.high_sword_fire_aspect
- enchantments.high_sword_looting
attributes:
movement-speed-multiplier: 1.5
diamond-skeleton:
filter:
types:
- SKELETON
probability: 1
effects:
- jump
- glowing
- effects.fire_resistance
- effects.regeneration
jump:
types:
- JUMP
strength: 3
duration: 99999
glowing:
types:
- GLOWING
strength: 1
duration: 30
equipment:
helmet:
probability: 100
drop-chance: 0.05
material-type: DIAMOND
durability: 33
enchantments:
- enchantments.high_durability
- enchantments.high_protection
- enchantments.high_oxygen_helmet
- enchantments.water_worker_helmet
- enchantments.high_thorns
boots:
probability: 50
drop-chance: 0.05
material-type: DIAMOND
durability: 33
enchantments:
- enchantments.high_durability
- enchantments.high_protection
- enchantments.high_protection_fall_boots
- enchantments.high_depth_strider_boots
- enchantments.high_thorns
chest:
probability: 50
drop-chance: 0.05
material-type: DIAMOND
durability: 33
enchantments:
- enchantments.high_durability
- enchantments.high_protection_fire
- enchantments.high_thorns
leggings:
probability: 50
drop-chance: 0.05
material-type: DIAMOND
durability: 33
enchantments:
- enchantments.high_durability
- enchantments.high_protection
- enchantments.high_thorns
main-hand:
probability: 100
drop-chance: 0.05
material: BOW
durability: 33
enchantments:
- enchantments.high_durability
- enchantments.high_bow_damage
- enchantments.high_bow_knockback
- enchantments.bow_fire
- enchantments.bow_infinity
attributes:
follow-range: 50.0
knockback-resistance: 0.5
max-health: 30.0
movement-speed-multiplier: 2.0
angry-ghast:
filter:
types:
- GHAST
probability: 10
attributes:
attack-damage-multiplier: 2.0
# This handler isn’t listed in handlers’ list and can be used
# for experiments.
test-handler:
filter:
reason:
- DEFAULT
types:
- ZOMBIE
probability: 100
effects:
- effects.fire_resistance
# Global templates of effects
effects:
fire_resistance:
types:
- FIRE_RESISTANCE
strength: 1
duration: 99999
regeneration:
types:
- REGENERATION
strength: 1
duration: 99999
# Global templates of enchantments
enchantments:
# Mix
rand_protection:
type: PROTECTION_ENVIRONMENTAL
level:
type: random
min: 1
max: 4
distribution: exp_down
rand_melee_damage:
type: DAMAGE_ALL
level:
type: random
min: 1
max: 5
distribution: exp_down
rand_thorns:
type: THORNS
level:
type: random
min: 1
max: 3
distribution: exp_down
rand_dig_speed:
type: DIG_SPEED
level:
type: random
min: 1
max: 5
distribution: exp_down
# Cloths and weapon
high_durability:
type: DURABILITY
level: 3
# Cloths
high_protection:
type: PROTECTION_ENVIRONMENTAL
level: 4
high_protection_fire:
type: PROTECTION_FIRE
level: 4
high_protection_fall_boots:
type: PROTECTION_FALL
level: 4
high_oxygen_helmet:
type: OXYGEN
level: 3
water_worker_helmet:
type: WATER_WORKER
level: 1
high_thorns:
type: THORNS
level: 3
high_depth_strider_boots:
type: DEPTH_STRIDER
level: 3
# Sword
high_melee_damage:
type: DAMAGE_ALL
level: 5
high_sword_knockback:
type: KNOCKBACK
level: 2
high_sword_fire_aspect:
type: FIRE_ASPECT
level: 2
high_sword_looting:
type: LOOT_BONUS_MOBS
level: 3
# Bow
high_bow_damage:
type: ARROW_DAMAGE
level: 5
high_bow_knockback:
type: ARROW_KNOCKBACK
level: 2
bow_fire:
type: ARROW_FIRE
level: 1
bow_infinity:
type: ARROW_INFINITE
level: 1
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