Default Config.yml

# Uncomment arrow types below to completely remove them from your server
remove-arrows:
#    - teleport
#    - poison
#    - explosive
#    - lightning
#    - razor
#    - slow
#    - fire
#    - net
#    - piercing
#    - doombringer

# Increase or decrease total bow damage by changing this multiplier
base-damage: 1.0
# Increase or decrease crouch damage by changing this multiplier
crouch-damage: 1.2
# Turn crits on or off and set their damage multipliers here
# Note: keep crits on for best performance.
allow-crit: true
base-crit: 2.0
base-massive: 4.0
# Change the percentage chance of a critical hit or massive
# Note: role play servers may be more comfortable with 7% crit, 2% massive.
base-crit-chance: 15
base-massive-chance: 5

# Turn on or off the armor penalties
# Note: keep penalties on for best performance.
allow-penalty: true

# Turn on or off the global arrow explosion damage
allow-explosion-damage: true

# Turn on or off the block explosion damage in faction zones
allow-faction-explosion-damage: false

# Turn on or off the block fire damage in faction zones
allow-faction-fire-damage: false

# Change the special damage durations for arrow types below
poison-seconds: 10
fire-seconds: 10
slow-seconds: 10
net-seconds: 10
explosive-radius: 2
doombringer-radius: 10

# Set cooldowns in seconds below:
explosive-cooldown: 2
poison-cooldown: 2
lightning-cooldown: 2
teleport-cooldown: 2
razor-cooldown: 2
slow-cooldown: 2
fire-cooldown: 2
net-cooldown: 2
piercing-cooldown: 2
doombringer-cooldown: 100

# Add material requirements to fired arrows below
# Format: [itemtype<:subtype>]x[amount]
# For example, if you want explosive arrows to take 1 TNT and 2 blaze rods from the players inventory...
# explosive-materials: 46x1,369x2
# Another example: if you want poison arrows to take a poison II potion...
# poison-materials: 373:8228x1

# Note: The '0:0,' is no longer required before materials.
#       Including 0:0 will cause item requirement to register incorrectly.
#       Also, make sure there are no spaces between material requirements.

explosive-materials: 
poison-materials: 
lightning-materials: 
teleport-materials: 
razor-materials: 
slow-materials: 
fire-materials: 
net-materials: 
piercing-materials: 
doombringer-materials: 

# --WARNING! Do not edit below this line if you don't know what you're doing!--

# Change armor penalties below as follows:
# Usage:
#[armor type]-penalty: [total decimal penalty for set]
# The number represents what the final damage will be divided
# by with a full set of that armor on.
# For example, if you want the total bow damage dealt for a full diamond armor
# set to be divided by 1.9 instead of 2.0, do the following:
# Example: 
#diamond-penalty: 1.9

# Note: each set is further divided in the Java code.
# For all values, the head represents 20 percent of the reduction,
# the chest is 40, the legs are 30, and the boots are 10.
# This allows players wearing multiple armor types to still have
# the correct penalty applied to them.

diamond-penalty: 2.0 
gold-penalty: 1.25 
iron-penalty: 1.5 
chain-penalty: 1.0 
leather-penalty: 0.75 
naked-penalty: 0.5 

# END

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