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Configuration
The config file is generated automatically at plugins/RPGLoot/config.yml on the first server start. Edit it and restart the server (or /reload confirm) to apply changes.
# Master switch for combat stats and set bonuses.
# When false, RPGLoot items keep their rarity name, color, and lore tag but
# grant NO attribute bonuses, bonus stats, or set bonuses — pure cosmetic
# rarity system layered on top of unmodified vanilla combat.
stats-enabled: true
# Chance that a hostile mob drops a rarity item on death (0.0 - 1.0)
drop-chance: 0.08
# How bonus stats are displayed in item lore
# Options: percentage | absolute | mixed
stat-display: percentage
# Show floating damage numbers in combat (true/false)
damage-numbers: true
# Drop chance per rarity (%) — auto-normalized if they don't sum to 100
rarity-weights:
common: 50
uncommon: 30
rare: 13
hero: 5
legendary: 2
# Items injected into vanilla structure chests on first generation
structure-loot:
enabled: true
# Probability that a recognized structure chest receives an RPGLoot item (0.0 - 1.0)
inject-chance: 0.25
# Boss drops — guaranteed RPGLoot weapon on death
# min-rarity and max-rarity define the rarity range (inclusive)
boss-drops:
enabled: true
warden:
chance: 1.0
min-rarity: RARE
max-rarity: LEGENDARY
wither:
chance: 1.0
min-rarity: RARE
max-rarity: LEGENDARY
elder-guardian:
chance: 0.8
min-rarity: RARE
max-rarity: HERO
ender-dragon:
chance: 1.0
min-rarity: RARE
max-rarity: LEGENDARY
# ══════════════════════════════════════════════════════════════════════
# ADVANCED BALANCE TUNING — see the "Advanced balance tuning" section below
# ══════════════════════════════════════════════════════════════════════
rarity-multipliers:
COMMON: { damage: [1.05, 1.05], speed: [1.00, 1.00] }
UNCOMMON: { damage: [1.05, 1.10], speed: [1.00, 1.05] }
RARE: { damage: [1.10, 1.20], speed: [1.00, 1.10] }
HERO: { damage: [1.20, 1.30], speed: [1.05, 1.15] }
LEGENDARY: { damage: [1.30, 1.40], speed: [1.10, 1.20] }
bonus-stat-ranges:
LIFESTEAL: { uncommon: [1,3], rare: [3,6], hero: [6,10], legendary: [8,12] }
# ...one entry per BonusStat — see full list in the shipped config.yml| Type | Default |
|---|---|
| Boolean | true |
Master switch for RPGLoot's mechanical effects. This is the key setting for servers that want a vanilla-first experience:
-
true(default) — Items get combat stat bonuses, bonus stats, and set bonuses as documented across the wiki. -
false— Items keep their generated name, rarity color, and rarity tag in the lore, but no attribute modifiers, no bonus stats, and no set bonuses are applied. RPGLoot becomes a pure cosmetic/loot-flavor layer — a "Shadowfang Blade [Legendary]" behaves exactly like a vanilla Diamond Sword in combat.
Use this if you want RPGLoot's flavor (names, rarity colors, boss/structure loot variety) without touching PvP or PvE balance at all.
Changing this setting only affects newly generated items — items already in player inventories keep whatever stats they were generated with. Existing items are unaffected by a live toggle.
| Type | Default | Range |
|---|---|---|
| Decimal | 0.08 |
0.0 – 1.0
|
The probability that a hostile mob drops a rarity item when killed by a player.
-
0.0— never drops -
0.08— 8% chance per kill (default) -
1.0— always drops
| Type | Default | Options |
|---|---|---|
| String | percentage |
percentage · absolute · mixed
|
Controls how attack damage, speed, and defense bonuses are shown in the item lore.
| Option | Example output |
|---|---|
percentage |
Attack Damage: +20% |
absolute |
Attack Damage: +1.40 |
mixed |
Attack Damage: +1.40 (+20%) |
Bows and crossbows always show
Projectile weaponsince they have noATTACK_DAMAGEattribute.
| Type | Default |
|---|---|
| Boolean | true |
Toggles floating damage numbers in combat. When enabled, a number appears above the target on every hit, color-coded by type (normal, crit, bleed, heal, smash).
| Type | Default total |
|---|---|
| Integer map | Recommended to sum to 100
|
Sets the relative drop chance of each rarity tier when a drop occurs. If the values don't sum to 100, the plugin auto-normalizes them and logs a warning:
[RPGLoot] WARNING: rarity-weights sum to 95 instead of 100 — weights have been normalized automatically.
Controls injection of RPGLoot items into vanilla structure chests.
| Key | Type | Default | Description |
|---|---|---|---|
enabled |
Boolean | true |
Enable/disable structure loot entirely |
inject-chance |
Decimal | 0.25 |
Probability a recognized chest receives an item |
Set inject-chance: 0.0 to disable injection while keeping the feature enabled for future use.
Structure loot never contains Netherite. Max rarity per structure type is fixed (see Drop System).
Controls the guaranteed boss drop behavior.
| Key | Type | Default | Description |
|---|---|---|---|
enabled |
Boolean | true |
Enable/disable all boss drops |
<boss>.chance |
Decimal | varies | Probability the boss triggers a drop on death |
<boss>.min-rarity |
String | RARE |
Minimum rarity for the rolled drop |
<boss>.max-rarity |
String | varies | Maximum rarity for the rolled drop |
Valid boss keys: warden · wither · elder-guardian · ender-dragon
Valid rarity values: COMMON · UNCOMMON · RARE · HERO · LEGENDARY
If an invalid rarity string is supplied, a warning is logged and the default value is used.
Example — make Warden always drop Legendary:
boss-drops:
warden:
chance: 1.0
min-rarity: LEGENDARY
max-rarity: LEGENDARYTwo additional sections at the bottom of config.yml let you tune exactly how powerful RPGLoot items are, without recompiling the plugin. The shipped defaults are the tested, vanilla-friendly values — only edit these if you want a different power level.
Controls the damage/speed multiplier rolled for each rarity tier, applied over the item's vanilla base stat.
rarity-multipliers:
COMMON: { damage: [1.05, 1.05], speed: [1.00, 1.00] }
UNCOMMON: { damage: [1.05, 1.10], speed: [1.00, 1.05] }
RARE: { damage: [1.10, 1.20], speed: [1.00, 1.10] }
HERO: { damage: [1.20, 1.30], speed: [1.05, 1.15] }
LEGENDARY: { damage: [1.30, 1.40], speed: [1.10, 1.20] }Each value is [min, max] — a random multiplier is rolled in that range when the item is generated. Example: LEGENDARY damage: [1.30, 1.40] means a Legendary weapon deals between 30% and 40% more damage than the vanilla base.
Want a more subtle experience? Lower the max values, e.g. LEGENDARY: { damage: [1.10, 1.15], speed: [1.00, 1.05] } for a barely-noticeable power bump.
Want a more powerful experience? Raise them — but be mindful this is exactly the kind of change that can break PvP balance on populated servers.
Controls the value range rolled for every bonus stat, per rarity tier (uncommon / rare / hero / legendary — Common items never roll a bonus stat). Full list of ~24 stats ships pre-populated with the default values documented on the Bonus Stats page.
bonus-stat-ranges:
CRIT_CHANCE: { uncommon: [2,5], rare: [5,10], hero: [10,15], legendary: [15,20] }
BLEEDING: { uncommon: [20,30], rare: [30,45], hero: [45,60], legendary: [60,75] }
# ...Some stats have hard caps applied at runtime regardless of what you configure here, to prevent stacking exploits across multiple items/set bonuses: Dodge Chance (50%), Damage Reduction (60%), Fall Reduction (80%), Crit Chance (35%), Bleeding (60%). See Bonus Stats for details. Raising ranges above these caps has no additional effect.
If a stat or rarity key is missing or malformed, the plugin logs a warning and falls back to the compiled-in default for that entry only — a typo won't break the whole config.