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config-documentation.json5
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config-documentation.json5
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{
/* Reroll item. Pair a weapon with Spoorn Weapon 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 a weapon with this item in an Anvil to roll bonus attributes and only adds
stats onto the weapon if it is an upgrade [default = minecraft:diamond]
*/
"upgradeItem": "minecraft:diamond",
// Upgrade level cost [default = 1]
"upgradeLevelCost": 1,
// Critical Hit attribute config
"critConfig": {
// Chance for a weapon to have critical hit property [0 = never, 1 = always] [default = 0.1]
"attributeChance": 0.1,
// Damage multiplier when critical hit [default = 2.5]
"critMultiplier": 2.5,
// Minimum crit chance [min = 0, max = 100] [default = 20]
"minCritChance": 20,
// Maximum crit chance [min = 0, max = 100] [default = 100]
"maxCritChance": 100,
/* True if crit chance should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minCritChance and maxCritChance [default = true]
*/
"useGaussian": true,
// Average crit chance [min = 0, max = 100] [default = 25]
"mean": 25,
// Standard deviation for the distribution [default = 20]
"standardDeviation": 20
},
// Fire attribute config
"fireConfig": {
// Chance for a weapon to have fire damage [0 = never, 1 = always] [default = 0.05]
"attributeChance": 0.05,
/* Expression for duration in seconds to set target on fire for based on damage
(can just be a scalar value such as '5' for 5 seconds) [0 = don't set on fire] [default = (damage+7)/2]
*/
"fireDuration": "(damage+7)/2",
// Minimum bonus damage [default = 1.0]
"minDamage": 1.0,
// Maximum bonus damage [default = 30.0]
"maxDamage": 30.0,
/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDamage and maxDamage [default = true]
*/
"useGaussian": true,
// Average damage [default = 1]
"mean": 1,
// Standard deviation for the distribution [default = 2.5]
"standardDeviation": 2.5
},
// Cold attribute config
"coldConfig": {
// Chance for a weapon to have cold damage [0 = never, 1 = always] [default = 0.05]
"attributeChance": 0.05,
// Expression for duration in seconds to slow target [0 = don't slow] [default = (damage+7)/2]
"slowDuration": "(damage+7)/2",
// Expression for duration in seconds to add frozen effect to target (deals damage over time) [0 = don't freeze] [default = (damage+7)/2]
"freezeDuration": "(damage+7)/2",
// Minimum bonus damage [default = 1.0]
"minDamage": 1.0,
// Maximum bonus damage [default = 30.0]
"maxDamage": 30.0,
/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDamage and maxDamage [default = true]
*/
"useGaussian": true,
// Average damage [default = 1]
"mean": 1,
// Standard deviation for the distribution [default = 2.5]
"standardDeviation": 2.5
},
// Lightning attribute config
"lightningConfig": {
// Chance for a weapon to have lightning damage [0 = never, 1 = always] [default = 0.03]
"attributeChance": 0.03,
// Chance to strike the target with lightning [0 = no lightning strikes] [default = 0.5]
"lightningStrikeChance": 0.5,
// Minimum bonus damage [default = 1.0]
"minDamage": 1.0,
// Maximum bonus damage [default = 30.0]
"maxDamage": 30.0,
/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDamage and maxDamage [default = true]
*/
"useGaussian": true,
// Average damage [default = 1]
"mean": 1,
// Standard deviation for the distribution [default = 2.5]
"standardDeviation": 2.5
},
// Poison attribute config
"poisonConfig": {
// Chance for a weapon to have poison damage [0 = never, 1 = always] [default = 0.05]
"attributeChance": 0.05,
// Expression for duration in seconds to poison target [0 = don't poison] [default = (damage+17)/2]
"poisonDuration": "(damage+17)/2",
// Minimum bonus damage [default = 1.0]
"minDamage": 1.0,
// Maximum bonus damage [default = 30.0]
"maxDamage": 30.0,
/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDamage and maxDamage [default = true]
*/
"useGaussian": true,
// Average damage [default = 1]
"mean": 1,
// Standard deviation for the distribution [default = 2.5]
"standardDeviation": 2.5
},
// Lifesteal attribute config
"lifestealConfig": {
// Chance for a weapon to have lifesteal [0 = never, 1 = always] [default = 0.02]
"attributeChance": 0.02,
// Minimum lifesteal percentage [default = 1]
"minLifesteal": 1,
// Maximum lifesteal percentage [default = 100]
"maxLifesteal": 100,
/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
value between the minDamage and maxDamage [default = true]
*/
"useGaussian": true,
// Average lifesteal [default = 5]
"mean": 5,
// Standard deviation for the distribution [default = 10]
"standardDeviation": 10
},
// Explosive attribute config
"explosiveConfig": {
/* Chance for a weapon to be Explosive [0 = never, 1 = always] [default = 0.02]
The explosion by default does not hurt other players.
*/
"attributeChance": 0.02,
// Chance for each attack to cause an explosion [0 = never, 1 = always] [default = 1.0]
"explosionChance": 1.0,
// Power of explosion, affects the radius of explosion [default = 2.0]
"explosionPower": 2.0,
// True if explosions should cause fires, else false [default = false]
"causeFires": false,
// True if explosions should break blocks [default = false]
"breakBlocks": false
}
}