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config.yml
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# StackMob ${project.version} Configuration file - by antiPerson and contributors.
# If the comments have been removed, you can find a version with comments at https://github.com/Nathat23/StackMob-5/tree/master/src/main/resources
#
# Most options can be customised for specific entity types, for details about this, see the end of this file.
# Asterisk meaning:
# (*) This option cannot be overridden in the 'custom' section at the end of this file.
# (**) The following option requires the use of Paper (https://papermc.io) because the API needed is not in Spigot.
# (***) You can use group names for entities. These are: HOSTILE, ANIMALS, WATER, RAIDER, BOSS
# Spigot JavaDoc Reference:
# (1) https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html
# (2) https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html
# (3) https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
# (4) https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
# (5) https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/EntityKnockbackEvent.KnockbackCause.html
stack:
# The maximum size that a stack can have.
max-size: 30
# How often entities should be checked for stacking (in ticks. 20 ticks = 1 second) (*)
interval: 100
# The area around an entity for which applicable stacks should be found.
# Format: [(x cord),(y cord),(z cord)]
merge-range: [10,10,10]
# Only begin to stack entities when this amount of entities are nearby.
threshold:
enabled: true
amount: 5
# Only find matches for this mob if it has moved from the last time nearby mobs were checked. (*)
# This may have unintended effects, so you should do some testing when modifying this section.
check-location:
enabled: true
# The distance threshold for the check
distance: 1.0
# Even if the entity hasn't moved, after (x) attempts then attempt a merge.
timeout: 20
# Stack entities when they spawn. (*)
on-spawn: false
# Only stack when two stacks can directly see each other
line-of-sight: true
# What should be done if a nametagged entity is removed when stacking?
# DROP - drop a nametag
# JOIN - make it so that the value of the nametag is added to the remaining entity
# NOTE: this will only work if display-name.mode is NEARBY amd display-name.nearby.use-armorstand is enabled!
# IGNORE - do nothing
# Also see events.nametag where you can define what happens when stacks are nametagged
nametag-mode: JOIN
# Names of worlds where there should be no stacking
worlds-blacklist: []
worlds-blacklist-invert: false
# Types of entity which should not stack (3) (***)
types-blacklist: [VILLAGER, WATER, RAIDER]
types-blacklist-invert: false
# If the entity's spawn reason is listed below, do not stack. (2)
reason-blacklist:
- SHOULDER_ENTITY
- NATURAL
reason-blacklist-invert: false
display-name:
# The formatting of the name tag which is shown when the stack size is above the threshold.
# Both legacy and RGB hex color codes are supported, these need to be prefixed by the '&' symbol.
# Placeholders:
# %type% - the entity's type
# %size% - the size of the stack
format: 'B2AA%type% 򾊓(%size%)'
# Whether the display tag can only be seen when the player targets the entity.
# Mode:
# ALWAYS - The tag will always be visible as long as the entity is loaded.
# HOVER - The tag will only be visible when the player hovers their crosshair on the entity.
# NEARBY - The tag will only be visible when the player is in range of the entity. (more resource intensive)
visibility: NEARBY
# Options for when 'NEARBY' is used above. (*)
nearby:
# The range from which the tag should be visible.
# Format: [(x cord),(y cord),(z cord)]
range: [12,6,12]
# How often (in ticks) the tag visibility status of an entity should be updated. (20 ticks = 1 second)
interval: 50
# Perform a ray trace, meaning that the tag is only visible if there are no occluding blocks.
ray-trace: true
# Use an armor stand (using packets) to display the tag, rather than renaming the entity.
# This allows the entity to be renamed using name tags
armorstand:
enabled: true
# Whether the armor stand should be spawned at a fixed offset from the head location.
# This is useful when other plugins use packets for entity name tags. If the value is 0.0 then this is disabled.
offset: 0.0
# Don't show the tag if the stack size of this entity if it is equal to or below the value specified.
threshold: 1
# Whether entity specific traits (eg. profession, colour) should be segregated (*)
traits:
allay-owner: true
frog-variant: true
sheep-color: true
sheep-sheared: true
slime-size: true
horse-color: true
llama-color: true
parrot-variant: true
drowned-hand-item: true
age: true
breed-mode: true
love-mode: true
cat-type: true
mooshroom-variant: true
fox-type: true
bee-nectar: true
bee-stung: true
zoglin-baby: true
piglin-baby: true
leashed: true
villager-profession: true
potion-effect: true
# Prevent pregnant turtles from stacking. (**)
has-egg: true
# Prevent stacked mobs from targeting players.
# Similar to no-ai, but allows for movement of entities.
disable-targeting:
enabled: false
# If the entity's type is listed below, do not disable targeting. (3) (***)
type-blacklist: []
type-blacklist-invert: false
# If the entity's spawns reason is listed below, do not disable targeting (**) (2)
reason-blacklist: []
reason-blacklist-invert: false
# Prevent stacked mobs from taking knockback.
# Stacked mobs will still be able to move, but will stay still if knockback occurs
disable-knockback:
enabled: false
# If the entity's type is listed below, do not disable knockback. (3) (***)
type-blacklist: []
type-blacklist-invert: false
# If the entity's spawns reason is listed below, do not disable knockback (**) (2)
reason-blacklist: []
reason-blacklist-invert: false
# If the cause of knockback is listed below, do not disable knockback (**) (5)
cause-blacklist: []
cause-blacklist-invert: false
# What should be done when these entity actions occur. (*)
events:
# When a nametag is used to rename a mob (see nametag)
nametag:
enabled: true
# SLICE - slice off an entity so that a single entity is named and becomes unstackable
# PREVENT - prevent nametags from working with stacked mobs
mode: SLICE
# When an entity picks up armor or other equipment
equip:
enabled: true
# IGNORE - do not take picked up equipment into consideration when stacking
# DROP_ITEMS - drop picked up items when about to stack
# PREVENT_STACK - do not stack this entity.
mode: IGNORE
# When an entity is feed its food.
breed:
enabled: true
# MULTIPLY - spawn as many baby entities possible providing there is enough food fed.
# SPLIT - slice off an entity to that it can be bred normally.
mode: MULTIPLY
# Limit the amount of baby entities spawned when using MULTIPLY mode. -1 = disabled.
limit: -1
# When an entity is dyed.
dye:
enabled: true
# MULTIPLY - dye as many entities possible providing there is enough dye.
# SPLIT - slice off an entity to that it can be dyed normally.
mode: MULTIPLY
# Limit the amount of sheep dyed when using MULTIPLY mode. -1 = disabled.
limit: -1
# When an entity is sheared.
shear:
enabled: true
# MULTIPLY - shear as many entities possible providing the shears have enough durability.
# SPLIT - slice off an entity to that it can be sheared normally.
mode: MULTIPLY
# Limit the amount of sheep sheared when using MULTIPLY mode. -1 = disabled.
limit: -1
# When an entity explodes.
explosion:
enabled: true
# MULTIPLY - increase the damage done by the explosion for each entity in the stack.
# SPLIT - slice off an entity so that only one entity explodes.
mode: MULTIPLY
# Limit the amount of damage dealt when using MULTIPLY mode. -1 = disabled.
limit: -1
multiply:
# Chicken eggs and turtle scutes.
drops: true
slime-split: true
divide:
tame: true
# Only bees currently.
enter-block: true
# Only fish currently.
bucket-fill: true
# How entities should die
death:
# Rather than spawn a new entity in place of the killed entity, just decrease the stack size instead. (**)
skip-animation: false
# Death amount options:
# SINGLE - Only one entity dies.
# ALL - Every entity dies.
# STEP - A random amount dies.
# STEP_DAMAGE - An amount that depends on the damage done dies.
#
# Each death option has its own blacklist for entity traits:
# reason-blacklist - the last damage cause of the entity, which results in is death. (1)
# spawn-reason-blacklist - the spawn reason of the entity. (**) (2)
# type-blacklist - entity type. (***) (3)
#
# The priority 1 is highest and 4 is lowest.
# If the killed entity is blacklisted, either by type, spawn reason or death reasons (the last damage cause),
# by the highest priority method, then we will attempt to use the next highest priority death method.
SINGLE:
priority: 2
reason-blacklist: []
reason-blacklist-invert: false
spawn-reason-blacklist: []
spawn-reason-blacklist-invert: false
type-blacklist: []
type-blacklist-invert: false
ALL:
priority: 3
reason-blacklist: []
reason-blacklist-invert: false
spawn-reason-blacklist: [ ]
spawn-reason-blacklist-invert: false
type-blacklist: []
type-blacklist-invert: false
STEP:
priority: 1
reason-blacklist: []
reason-blacklist-invert: false
spawn-reason-blacklist: [ ]
spawn-reason-blacklist-invert: false
type-blacklist: []
type-blacklist-invert: false
max-step: 5
min-step: 1
# This mode is kind of buggy, especially when custom mob plugins are used.
STEP_DAMAGE:
priority: 4
reason-blacklist: []
reason-blacklist-invert: false
spawn-reason-blacklist: [ ]
spawn-reason-blacklist-invert: false
type-blacklist: []
type-blacklist-invert: false
# Multiply entity drops on entity death.
drops:
enabled: true
use-loot-tables: true
# If each mob should only drop one of the items in the list. (4)
one-per-stack: []
one-per-stack-invert: false
# Items that should not be dropped. (4)
item-blacklist: []
item-blacklist-invert: false
# Death reasons that should not mean that drops are multiplied. (1)
reason-blacklist: []
reason-blacklist-invert: false
# Types of entity for which drops should not be dropped for. (3) (***)
type-blacklist: []
type-blacklist-invert: false
# Multiply entity experience on entity death.
experience:
enabled: true
# The bounds that should be used for the random multiplier.
multiplier-min: 0.5
multiplier-max: 0.8
# Types of entity for which exp should not be dropped for. (3)
type-blacklist: []
type-blacklist-invert: false
# Multiply the player stats which can be seen by the player from the game menu.
player-stats: true
# If specific entities should have a waiting time before their first stack.
# Designed for monster grinders etc.
wait-to-stack:
enabled: true
# For (x) times the stack task fires after spawn, don't stack this entity.
wait-time: 5
# Entity types that this should work for. (3) (***)
types-whitelist:
- ZOMBIE
- SKELETON
- ZOMBIFIED_PIGLIN
- CREEPER
- ENDERMAN
types-whitelist-invert: false
# Spawn reasons that this should work for. (2)
reasons-whitelist:
- SPAWNER
reasons-whitelist-invert: false
# Enable/disable integration with other plugins. (*)
hooks:
# Allows the custom 'entity-stacking' flag to be used in worldguard regions.
worldguard: true
mythicmobs:
stack: false
# Blacklist of MythicMob types (uses the internal name)
# This blacklist does not take effect if the prevent-stack option is enabled below.
stack-blacklist: [ ]
stack-blacklist-invert: false
# When this option is enabled, MythicMobs will not stack.
prevent-stack: true
# Prevent citizens npcs from stacking.
citizens: true
# Prevent stacked entities from giving mcmmo experience.
mcmmo: true
# Options relating to the Jobs Reborn plugin
jobs:
enabled: true
# Modes:
# PREVENT - Do not give Jobs rewards for stacked mobs.
# IGNORE - Make it so StackMob doesn't touch Jobs.
# MULTIPLY - Multiply rewards for stacked mobs.
mode: PREVENT
# Allows the use of ProtocolLib, which is used when the server version is not the native one of the plugin.
protocollib: true
# Make it so that ClearLagg removes stacked entities.
clearlagg: false
# Make it so that MyPet pets do not stack.
mypet: true
## Some options can be modified for specific entity types. An example is shown below. Remove comments to see this in action.
## Options and sections with a (*) in the comment preceding cannot be overridden.
#custom:
# # The entity type
# CREEPER:
# # The option to override. This should be the same as it appears above.
# stack:
# max-size: 30
# SKELETON:
# # Entities can also inherit options from other entities, using the 'clone' option preceded by the entity type to clone.
# clone: CREEPER
# # The cloned custom options can still be overridden.
# stack:
# max-size: 5