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config-documentation.json5
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config-documentation.json5
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{
/* Reroll item. Pair an armor piece with Spoorn Armor Attributes on it with this item (vanilla or modded)
in an Anvil to reroll attributes [default = minecraft:lapis_lazuli]
*/
"rerollItem": "minecraft:lapis_lazuli",
// Reroll level cost [default = 0]
"rerollLevelCost": 0,
/* Upgrade item. Pair an armor piece with this item in an Anvil to roll bonus attributes and only adds
stats onto the armor if it is an upgrade [default = minecraft:diamond]
*/
"upgradeItem": "minecraft:diamond",
// Upgrade level cost [default = 1]
"upgradeLevelCost": 1,
// Bonus Max Health attribute config
"maxHealthConfig": {
// Chance for an armor item to add bonus max health [0 = never, 1 = always] [default = 0.05]
"attributeChance": 0.05,
/* Set to true to round bonus health to a whole number, so hearts are filled up nicely on the HUD [default = true]
This means bonus health of +2.3 would round to just +2, or bonus health of +2.7 would round to +3
*/
"roundBonusHealth": true,
// Minimum bonus health [default = 1]
"minHealth": 1.0,
// Maximum bonus health [2 health is 1 heart] [default = 20.0]
"maxHealth": 20.0,
/* True if bonus health should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minHealth and maxHealth [default = true]
*/
"useGaussian": true,
// Average bonus health [default = 2]
"mean": 2,
// Standard deviation for the distribution [default = 2.5]
"standardDeviation": 2.5
},
// Damage Reduction attribute config
"dmgReductionConfig": {
/* Chance for an armor item to have damage reduction [0 = never, 1 = always] [default = 0.05]
This applies damage reduction to the FINAL damage taken, which means after all other effects such as enchantments have applied.
Note: damage reduction does not stack linearly, but rather exponential. For example, if you
have one armor at 50% dmg reduction, and another at 50% dmg reduction, you don't have 100% dmg reduction.
Instead, it would reduce the final damage you take by 50% once, then 50% again effectively giving 75% dmg reduction.
*/
"attributeChance": 0.05,
// Minimum damage percentage [default = 2.5]
"minDmgReduction": 2.5,
// Maximum damage percentage] [default = 90]
"maxDmgReduction": 90.0,
/* True if damage reduction should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDmgReduction and maxDmgReduction [default = true]
*/
"useGaussian": true,
// Average damage reduction rate [default = 5]
"mean": 5.0,
// Standard deviation for the distribution [default = 10]
"standardDeviation": 10.0
},
// Movement Speed boost attribute config
"movementSpeedConfig": {
/* Chance for an armor item to have movement speed boost [0 = never, 1 = always] [default = 0.05]
Bonus movement speed is a percentage applied linearly, meaning each armor item adds a flat % movement speed
from the original movement speed. So if you have 4 armor items each 25%, you ultimately get 100% bonus movement speed.
Note: The tooltip will show movementSpeed * 10, so it looks like a nicer integer value.
*/
"attributeChance": 0.05,
// Minimum movement speed boost percentage [default = 1]
"minSpeed": 1.0,
// Maximum movement speed boost percentage [default = 100]
"maxSpeed": 100.0,
/* True if movement speed boost should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minSpeed and maxSpeed [default = true]
*/
"useGaussian": true,
// Average movement speed boost [default = 5]
"mean": 5.0,
// Standard deviation for the distribution [default = 15]
"standardDeviation": 15.0
},
// Knockback Resistance attribute config
"knockbackResistanceConfig": {
/* Chance for an armor item to have knockback resistance [0 = never, 1 = always] [default = 0.05]
Knockback Resistance is a rate from 0 to 1, where 1 means 100% knockback resistance, 0.5 means 50%.
Note: The tooltip will show knockbackResistance * 100, so it looks like a nicer integer value.
*/
"attributeChance": 0.05,
// Minimum knockback resistance (this is a rate from 0 to 1) [default = 0.01]
"minKnockbackResistance": 0.01,
// Maximum knockback resistance (this is a rate from 0 to 1) [default = 0.25]
"maxKnockbackResistance": 0.25,
/* True if knockback resistance should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minKnockbackResistance and maxKnockbackResistance [default = true]
*/
"useGaussian": true,
// Average knockback resistance [default = 0.05]
"mean": 0.05,
// Standard deviation for the distribution [default = 0.1]
"standardDeviation": 0.1
},
// Thorns attribute config
"thornsConfig": {
/* Chance for an armor item to have thorns attribute. [0 = never, 1 = always] [default = 0.05]
Thorns returns damage back to the attacker.
*/
"attributeChance": 0.05,
// Minimum thorns return damage percentage [default = 1]
"minReturnDmg": 1.0,
// Maximum thorns return damage percentage [default = 1000]
"maxReturnDmg": 1000.0,
/* True if thorns return damage percentage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minReturnDmg and maxReturnDmg [default = true]
*/
"useGaussian": true,
// Average thorns return damage percentage [default = 5]
"mean": 5.0,
// Standard deviation for the distribution [default = 20]
"standardDeviation": 25.0
}
}