164 lines
5.1 KiB
TOML
164 lines
5.1 KiB
TOML
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[loot]
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#Set to true to allow fake players to generate champion loot
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fakeLoot = false
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#Set the source of champion mob drops
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#Allowed Values: CONFIG, LOOT_TABLE, CONFIG_AND_LOOT_TABLE
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lootSource = "LOOT_TABLE"
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#List of loot drops from champions if sourced from config
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#Format: [tier];[modid:name];[amount];[enchant(true/false)];[weight]
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lootDrops = []
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#Set to true to scale amount of loot drops from champions to tier if sourced from config
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lootScaling = false
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[growth]
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#The percent increase in health multiplied by the growth factor
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#Range: 0.0 ~ 1.7976931348623157E308
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healthGrowth = 0.35
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#The percent increase in attack damage multiplied by the growth factor
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#Range: 0.0 ~ 1.7976931348623157E308
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attackGrowth = 0.0
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#The increase in armor multiplied by the growth factor
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#Range: 0.0 ~ 30.0
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armorGrowth = 0.0
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#The increase in armor toughness multiplied by the growth factor
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#Range: 0.0 ~ 30.0
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toughnessGrowth = 0.0
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#The increase in knockback resistance multiplied by the growth factor
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#Range: 0.0 ~ 1.0
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knockbackResistanceGrowth = 0.0
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#The increase in experience multiplied by the growth factor
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#Range: > 0
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experienceGrowth = 1
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#The increase in explosive range multiplied by the growth factor
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#Range: 0 ~ 100
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explosionGrowth = 0
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[affixes]
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#Set the maximum distance that mobs can use their targeted abilities from, 0 to disable
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#Range: 0.0 ~ 100.0
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affixTargetRange = 0.0
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[affixes.adaptable]
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#The increase in damage reduction for each consecutive attack of the same damage type
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#Range: 0.0 ~ 1.0
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adaptableDamageReductionIncrement = 0.15
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#The maximum damage reduction
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#Range: 0.0 ~ 1.0
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adaptableMaxDamageReduction = 0.9
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[affixes.arctic]
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#How often the champion will shoot projectiles (in seconds)
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#Range: 1 ~ 100
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arcticAttackInterval = 3
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[affixes.dampened]
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#The amount of damage reduction to apply to indirect attacks
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#Range: 0.0 ~ 1.0
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dampenedDamageReduction = 0.4
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[affixes.desecrating]
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#How long (in seconds) between cloud placements
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#Range: > 1
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desecratingCloudInterval = 9
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#How long (in seconds) it takes for the effect cloud to activate after being placed
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#Range: > 0
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desecratingCloudActivationTime = 1
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#The radius of the cloud effect
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#Range: 1.0 ~ 1.7976931348623157E308
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desecratingCloudRadius = 4.0
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#The duration (in seconds) of the cloud effect
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#Range: > 1
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desecratingCloudDuration = 10
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[affixes.enkindling]
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#How often the champion will shoot projectiles (in seconds)
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#Range: 1 ~ 100
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enkindlingAttackInterval = 3
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[affixes.hasty]
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#The base movement speed bonus
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#Range: 0.0 ~ 1.7976931348623157E308
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hastyMovementBonus = 0.1
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[affixes.infested]
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#The amount of parasites to spawn per interval
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#Range: 1 ~ 100
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infestedAmount = 2
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#The time (in seconds) between parasite spawns
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#Range: 1 ~ 100
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infestedInterval = 3
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#The amount of parasites to infest per health point of the champion
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#Range: 0.0 ~ 1.7976931348623157E308
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infestedPerHealth = 0.5
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#The total amount of parasites a champion can house at once
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#Range: > 1
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infestedTotal = 20
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#The mob to use as a parasite for infestation
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infestedParasite = "minecraft:silverfish"
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#The mob to use as a parasite for infestation of ender mob
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infestedEnderParasite = "minecraft:endermite"
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[affixes.paralyzing]
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#The percent chance that an attack will paralyze targets
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#Range: 0.0 ~ 1.0
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paralyzingChance = 0.1
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[affixes.knocking]
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#The multiplier to apply to the knockback strength
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#Range: 0.0 ~ 1.7976931348623157E308
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knockingMultiplier = 5.0
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[affixes.lively]
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#The amount of health per second regeneration
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#Range: 0.0 ~ 1.7976931348623157E308
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livelyHealAmount = 0.5
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#Multiplier to health regeneration when not aggressive
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#Range: 1.0 ~ 1.7976931348623157E308
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livelyPassiveMultiplier = 1.0
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#Set cooldown (in seconds) for regeneration after getting attacked
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#Range: > 1
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livelyCooldown = 10
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[affixes.molten]
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#Set to true to have Molten champions not be damaged by water
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moltenWaterResistance = false
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[affixes.plagued]
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#The effect that will be spread
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#Format:[effect];[power];[duration(secs)]
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plaguedEffect = "minecraft:weakness;5;1"
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#The range of the plagued effect
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#Range: 1 ~ 100
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plaguedRange = 2
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[affixes.reflective]
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#The minimum percent of damage to reflect back
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#Range: 0.0 ~ 1.0
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reflectiveMinPercent = 0.1
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#The maximum percent of damage to reflect back
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#Range: 0.0 ~ 1.0
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reflectiveMaxPercent = 0.35
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#The maximum amount of damage to reflect back
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#Range: > 0
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reflectiveMax = 100
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#Set to true to enable deadly reflected strikes
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reflectiveLethal = true
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[affixes.magnetic]
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#Strength of the magnetic pulling effect
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#Range: 0.0 ~ 100.0
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magneticStrength = 0.005
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[affixes.wounding]
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#The percent chance that an attack will wound targets
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#Range: 0.0 ~ 1.0
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woundingChance = 0.2
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[integrations]
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#Scaling Health
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#List of tiers with numbers to multiply spawn rates by difficulty
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#Format: [tier];[percent increase]
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scalingHealthSpawnModifiers = []
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