Files
meatballcraft/config/mowziesmobs.cfg
T
sainagh 0a09116c6e 0.16
2024-08-18 18:25:41 -07:00

928 lines
33 KiB
INI

# Configuration file
general {
# Add a mob's full name here to prevent it from being frozen or taking damage from ice magic.
S:freeze_blacklist <
mowziesmobs:frostmaw
minecraft:ender_dragon
>
}
mobs {
frostmaw {
# Disable/enable frostmaws' boss health bar
B:has_boss_bar=true
# Disable/enable frostmaw healing while asleep
B:heals_out_of_battle=true
# Allow players to steal frostmaws' ice crystals (only using specific means!)
B:stealable_ice_crystal=true
##########################################################################################################
# generation_data
#--------------------------------------------------------------------------------------------------------#
# Controls for spawning mob/structure with world generation
##########################################################################################################
generation_data {
# IDs of dimensions this mob/structure can generate in
I:dimensions <
425
>
# Probability that generation succeeds.
# For example, set to 0.5 to randomly not generate half of these structures in the world.
# Set to 1 to allow all generation attempts to succeed.
# Min: 0.0
# Max: 1.0
D:generation_chance=0.800000011920929
# Smaller number causes more generation, 0 to disable spawning
# Maximum number of chunks between placements of this mob/structure
# Min: 1
# Max: 1000
I:generation_frequency=15
# Maximum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_max=100.0
# Minimum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_min=50.0
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this generation is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
SNOWY,!OCEAN,!RIVER,!BEACH
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=2.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=4.0
}
}
barako {
# Disable/enable Barako's boss health bar
B:has_boss_bar=true
# Disable/enable Barako healing while not in combat
B:heals_out_of_battle=true
##########################################################################################################
# generation_data
#--------------------------------------------------------------------------------------------------------#
# Controls for spawning mob/structure with world generation
# Generation controls for Barakoa villages
##########################################################################################################
generation_data {
# IDs of dimensions this mob/structure can generate in
I:dimensions <
0
>
# Probability that generation succeeds.
# For example, set to 0.5 to randomly not generate half of these structures in the world.
# Set to 1 to allow all generation attempts to succeed.
# Min: 0.0
# Max: 1.0
D:generation_chance=0.0
# Smaller number causes more generation, 0 to disable spawning
# Maximum number of chunks between placements of this mob/structure
# Min: 1
# Max: 1000
I:generation_frequency=15
# Maximum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_max=100.0
# Minimum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_min=50.0
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this generation is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
SAVANNA
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=100.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
}
}
ferrous_wroughtnaut {
# Disable/enable Ferrous Wroughtnauts' boss health bar
B:has_boss_bar=true
# Disable/enable Ferrous Wroughtnaut healing while not active
B:heals_out_of_battle=true
##########################################################################################################
# generation_data
#--------------------------------------------------------------------------------------------------------#
# Controls for spawning mob/structure with world generation
##########################################################################################################
generation_data {
# IDs of dimensions this mob/structure can generate in
I:dimensions <
0
>
# Probability that generation succeeds.
# For example, set to 0.5 to randomly not generate half of these structures in the world.
# Set to 1 to allow all generation attempts to succeed.
# Min: 0.0
# Max: 1.0
D:generation_chance=0.5
# Smaller number causes more generation, 0 to disable spawning
# Maximum number of chunks between placements of this mob/structure
# Min: 1
# Max: 1000
I:generation_frequency=0
# Maximum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_max=55.0
# Minimum height for generation placement. -1 to ignore
# Min: -1.0
# Max: 255.0
D:height_min=30.0
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this generation is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=1.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
}
}
grottol {
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
807
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=55.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=-1.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=1
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=true
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=2
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
}
lantern {
B:glow_effect=true
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
grass
leaves
leaves2
log
log2
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=2
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=true
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=5
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
FOREST,MAGICAL,!SNOWY
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
roofed_forest
mutated_roofed_forest
>
}
}
}
barakoa {
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
# Controls spawning for Barakoana hunting groups
# Group size controls how many elites spawn, not followers
# See Barako config for village controls
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=1
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=0
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
SAVANNA
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=1.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
}
}
naga {
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
>
# IDs of dimensions this mob can spawn in
I:dimensions <
162
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=-1.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=3
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=true
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=5
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
!SNOWY
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=1.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
}
}
foliaath {
##########################################################################################################
# spawn_data
#--------------------------------------------------------------------------------------------------------#
# Controls for vanilla-style mob spawning
##########################################################################################################
spawn_data {
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
S:allowed_blocks <
grass
leaves
leaves2
log
log2
>
# IDs of dimensions this mob can spawn in
I:dimensions <
0
809
>
# Maximum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_max=-1.0
# Minimum height for this spawn. -1 to ignore.
# Min: -1.0
# Max: 255.0
D:height_min=60.0
# Maximum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:max_group_size=3
# Minimum number of mobs that appear in a spawn group
# Min: 1
# Max: 100
I:min_group_size=1
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
B:needs_darkness=false
# Set to true to only spawn mob if it can't see the sky
B:requires_cant_see_sky=false
# Set to true to only spawn mob if it can see the sky
B:requires_see_sky=false
# Smaller number causes less spawning, 0 to disable spawning
# Min: 0
# Max: 100
I:spawn_rate=20
##########################################################################################################
# biome_data
#--------------------------------------------------------------------------------------------------------#
# Control which biomes this spawn is allowed in
##########################################################################################################
biome_data {
# Prevent spawns in these biomes regardless of the biome type settings
S:biome_blacklist <
>
# Each entry is a combination of allowed biome types.
# Separate types with commas to require biomes to have all types in an entry
# Put a '!' before a biome type to mean NOT that type
# A blank entry means all biomes. No entries means no biomes.
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
# '!MOUNTAIN' would mean all non-mountain biomes
S:biome_type <
JUNGLE
>
# Allow spawns in these biomes regardless of the biome type settings
S:biome_whitelist <
>
}
}
combat_data {
# Scale mob attack damage by this value
# Min: 0.0
# Max: 100.0
D:attack_multiplier=1.0
# Scale mob health by this value
# Min: 0.0
# Max: 100.0
D:health_multiplier=1.0
}
}
}
tools_and_abilities {
# Min: 0.0
# Max: 100.0
D:geomancy_attack_multiplier=1.0
# Min: 0.0
# Max: 100.0
D:suns_blessing_attack_multiplier=1.0
wrought_helm {
# Set to true for the Wrought Helm to have limited durability.
B:breakable=false
##########################################################################################################
# armor_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for armor
##########################################################################################################
armor_data {
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Min: 0
# Max: 10000
I:damage_reduction=2
# See official Minecraft Wiki for an explanation of how armor toughness works.
# Min: 0.0
# Max: 10000.0
D:toughness=0.0
}
}
axe_of_a_thousand_metals {
# Set to true for the Axe of a Thousand Metals to have limited durability.
B:breakable=false
##########################################################################################################
# tool_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for melee weapons and tools
##########################################################################################################
tool_data {
# Min: 0.0
# Max: 100000.0
D:attack_damage=9.0
# Min: 0.0
# Max: 100000.0
D:attack_speed=0.8999999761581421
}
}
sol_visage {
# Set to true for the Sol Visage to have limited durability.
B:breakable=false
##########################################################################################################
# armor_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for armor
##########################################################################################################
armor_data {
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Min: 0
# Max: 10000
I:damage_reduction=2
# See official Minecraft Wiki for an explanation of how armor toughness works.
# Min: 0.0
# Max: 10000.0
D:toughness=0.0
}
}
ice_crystal {
# Ice crystal durability
# Min: 1
# Max: 100000000
I:durability=600
# Multiply all damage done with the ice crystal by this amount.
# Min: 0.0
# Max: 100.0
D:ice_crystal_attack_multiplier=1.0
# Set to true for the ice crystal to have limited durability.
# Prevents regeneration in inventory.
B:ice_crystal_breakable=false
}
barakoa_mask {
##########################################################################################################
# armor_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for armor
##########################################################################################################
armor_data {
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Min: 0
# Max: 10000
I:damage_reduction=1
# See official Minecraft Wiki for an explanation of how armor toughness works.
# Min: 0.0
# Max: 10000.0
D:toughness=0.0
}
}
barakoa_spear {
##########################################################################################################
# tool_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for melee weapons and tools
##########################################################################################################
tool_data {
# Min: 0.0
# Max: 100000.0
D:attack_damage=5.0
# Min: 0.0
# Max: 100000.0
D:attack_speed=1.600000023841858
}
}
naga_fang_dagger {
# Bonus damage when attacking from behind
# Min: 0.0
# Max: 100000.0
D:bonus_damage=5.0
# Duration in ticks of the poison effect (20 ticks = 1 second).
# Min: 0
# Max: 100000
I:poison_duration=40
##########################################################################################################
# tool_data
#--------------------------------------------------------------------------------------------------------#
# Shared controls for melee weapons and tools
##########################################################################################################
tool_data {
# Min: 0.0
# Max: 100000.0
D:attack_damage=3.0
# Min: 0.0
# Max: 100000.0
D:attack_speed=2.0
}
}
blow_gun {
# Min: 0.0
# Max: 100000.0
D:attack_damage=1.0
# Duration in ticks of the poison effect (20 ticks = 1 second).
# Min: 0
# Max: 100000
I:poison_duration=40
}
}