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fuwuduan/config/illageandspillage-common.toml

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2025-10-20 07:33:27 +00:00
["Nightmare Mode"]
#Nightmare Mode increases damage, resistance, and revamps attacks of all bosses to make them significantly harder
#See the "Harder Illage and Spillage" mod on Curseforge for more info about the changes
#Requires game restart
#THIS IS VERY UNFINISHED! ONLY THE CONFIG OPTIONS BELOW HAVE BEEN IMPLEMENTED!
#Default = false
nightmare_mode = false
["Nightmare Mode"."Spiritcaller settings"]
#Whether or not the Spiritcaller has a boss health bar
#Meant to be used with Nightmare Mode, but does not have to be
#Default: false
spiritcaller_boss_bar = false
#The Spiritcaller's damage will be multiplied by this number
#Only applies when Nightmare Mode is enabled
#Default: 2.5
spiritcaller_damage_multiplier = 2.5
["Nightmare Mode"."Freakager & Ragno settings"]
#The Freakager's damage will be multiplied by this number
#Only applies when Nightmare Mode is enabled
#Default: 2.5
freakager_damage_multiplier = 2.5
#Ragno's damage will be multiplied by this number
#Only applies when Nightmare Mode is enabled
#Default: 5.0
ragno_damage_multiplier = 5.0
#Whether or not the Freakager and Ragno have boss health bars
#Meant to be used with Nightmare Mode, but does not have to be
#Default: false
freakager_and_ragno_boss_bar = false
["Nightmare Mode"."Magispeller settings"]
#The Magispeller's damage will be multiplied by this number
#Only applies when Nightmare Mode is enabled
#Default: 2.5
magispeller_damage_multiplier = 2.5
#Whether or not the Magispeller has a boss health bar
#Meant to be used with Nightmare Mode, but does not have to be
#Default: false
magispeller_boss_bar = false
["Raid settings"]
#How many Igniters each wave
#Requires game restart
#Must have no more and no less than 8 integers
igniter_raidcount = [0, 0, 1, 2, 0, 2, 1, 4]
#Whether or not to play boss music
#Default = true
boss_music = true
#Controls if Magispeller should despawn if it spawns in the 7th wave before the bonus wave.
#Overrides magispeller_raidcount
#Default = true
magispeller_onlyOneAllowed = true
#How many Spiritcallers each wave
#Requires game restart
#Must have no more and no less than 8 integers
spiritcaller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
#Should the Spiritcaller only be allowed to fight once all other raiders in the wave are killed?
#Default = true
spiritcaller_forcefield = true
#Should the Magispeller only be allowed to fight once all other raiders in the wave are killed?
#Default = true
magispeller_forcefield = true
#How many Freakagers each wave
#Requires game restart
#Must have no more and no less than 8 integers
freakager_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
#How many Preservers each wave
#Requires game restart
#Must have no more and no less than 8 integers
preserver_raidcount = [0, 0, 0, 1, 2, 0, 3, 4]
#How many Crocofangs each wave
#Requires game restart
#Must have no more and no less than 8 integers
crocofang_raidcount = [0, 0, 1, 0, 1, 2, 1, 3]
#How many Magispellers each wave
#Requires game restart
#Must have no more and no less than 8 integers
magispeller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
#Should the Freakager only be allowed to fight once all other raiders in the wave are killed?
#Default = true
freakager_forcefield = true
#How many Old Magispellers each wave
#Requires game restart
#Must have no more and no less than 8 integers
oldmagispeller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0]
#How many Absorbers each wave
#Requires game restart
#Must have no more and no less than 8 integers
absorber_raidcount = [0, 0, 0, 0, 1, 0, 0, 2]
#How many Twittollagers each wave
#Requires game restart
#Must have no more and no less than 8 integers
twittollager_raidcount = [0, 0, 0, 0, 1, 0, 2, 1]
#Controls if Spiritcaller should despawn if it spawns in the 7th wave before the bonus wave.
#Overrides spiritcaller_raidcount
#Default = true
spiritcaller_onlyOneAllowed = true
#Controls if Freakager should despawn if it spawns in the 7th wave before the bonus wave.
#Overrides freakager_raidcount
#Default = true
freakager_onlyOneAllowed = true
["Raid settings"."Misc settings"]
#Time in minutes that the Spellbound Book gives Misconduction for.
#Default = 40
#Range: > 1
spellboundbook_effectTime = 40
#Determines if Magispeller's death animation should distract other-team mobs. Mainly for Mob Battles.
#Default = true
magispeller_distractEnemies = true
#Determines if Magispeller is allowed to use balloons to break his fall.
#Default = true
magispeller_balloonAllowed = true
#Mobs put in this list will be randomly chosen to be the mob riding a Crocofang.
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Invalid entity registry names will have the Crocofang being ridden by nothing. Same goes for if this list is empty
#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
#Requires game restart
crocofang_rideableMobs = ["minecraft:pillager", "illageandspillage:igniter", "minecraft:vindicator"]
#Determines if mobs will run away and then watch a boss while it performs its intro animation. Mainly for Mob Battles.
#Default = true
mobs_watchIntros = true
#Time that Ghost Blocks take to repair
#Default = 6000 (5 minutes)
#Range: > 1
ghostblock_repairTime = 6000
#Controls if Igniter should cause block damage with its fireballs.
#As of now its fireballs will still use the normal fire block; basically don't set this to true if you care about your world.
#Default = false
#Note that Igniter's block damage is still affected by the mobGriefing gamerule
igniter_canBurnBlocks = false
#Time in minutes that the Spellbound Book will go into cooldown for.
#Default = 60 (1 hour)
#Set to 0 to disable cooldown
#Range: > 0
spellboundbook_rechargeTime = 60
#The amount of attacks Ragno needs to use in a row before stunning.
#Default = 4
#Range: > 1
ragno_attackTimes = 4
#The damage mode for Absorber.
#On false, Absorber will always take 1 damage from anything. On true, Absorber will take a maximum of 1 damage per hit.
#Default = false
absorber_damageMode = false
#Blocks the Devastator can't break.
#Format must be like 'examplemod:block'. Example: "minecraft:bedrock"
#You can use the /setblock command to scroll through and find the IDs for blocks you want!
#Invalid registry names will do nothing, so if you notice the Devastator is destroying a block it shouldn't, check this list for errors
#Requires game restart
devastator_cantBreak = ["minecraft:obsidian", "minecraft:bedrock", "minecraft:command_block", "minecraft:chain_command_block", "minecraft:repeating_command_block", "minecraft:barrier"]
#Illagers the Preserver will ignore.
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Requires game restart
preserver_cannotProtect = ["illageandspillage:magispeller", "illageandspillage:spiritcaller", "illageandspillage:freakager"]
#Controls if Devastator should leave behind ghost blocks in its destruction
#Don't set this to true if you care about your world.
#Default = false
#Note that Devastator's block damage is still affected by the mobGriefing gamerule
devastator_ghostBlocks = false
["Raid settings"."Boss Randomizer settings"]
#Mobs put in this list will be randomly selected by the Boss Randomizer.
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty
#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
#Requires game restart
bossrandomizer_bosstypes = ["illageandspillage:spiritcaller", "illageandspillage:freakager"]
#How many Boss Randomizers each wave
#Requires game restart
#Must have no more and no less than 8 integers
#Note that Boss Randomizers on the final Raid wave will be considered the 'Final Boss'
bossrandomizer_raidcount = [0, 0, 0, 0, 1, 0, 0, 1]
#Mobs put in this list will be randomly selected by the Final Boss Randomizer. Only insanely powerful mobs like the Magispeller should go here
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty
#Only entities extending the Abstract Raider class will actually join the Raid upon spawning
#Requires game restart
bossrandomizer_finalbosstypes = ["illageandspillage:magispeller"]
#Controls if the Boss Randomizer should despawn if it spawns in the 7th wave before the bonus wave.
#Overrides bossrandomizer_raidcount
#Default = true
bossrandomizer_onlyOneAllowed = true
#Should Boss Randomizer broadcast the spawning of a boss with a sound?
#Default = true
bossrandomizer_broadcastBossSpawn = true
#Should Boss Randomizer be allowed to spawn special bosses depending on the calendar date?
#Default = true
bossrandomizer_seasonalBosses = true
["Raid settings"."Spiritcaller settings"]
#Mobs put in this list have 'souls' the Spiritcaller can steal.
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Requires game restart
spiritcaller_stealableMobs = ["minecraft:villager", "minecraft:wandering_trader", "minecraft:pig", "minecraft:cow", "minecraft:sheep", "minecraft:chicken", "minecraft:cat", "minecraft:zombie", "minecraft:husk", "minecraft:skeleton", "minecraft:stray", "minecraft:creeper", "minecraft:spider", "minecraft:enderman"]
#Mobs put in this list won't be attacked by mobs attacking the Spiritcaller, when their souls are taken.
#Format must be like 'examplemod:entity'. Example: "minecraft:zombie"
#You can use the /summon command to scroll through and find the IDs for mobs you want!
#Only actually happens if the mob is in spiritcaller_stealableMobs
#Requires game restart
spiritcaller_wontAttack = ["minecraft:villager", "minecraft:wandering_trader"]