Guest User

Untitled

a guest
Jan 14th, 2014
239
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.08 KB | None | 0 0
  1. # Configuration file
  2.  
  3. ####################
  4. # _general
  5. #===================
  6. # Spawn rates for each mob type and miscellaneous options.
  7. ####################
  8.  
  9. _general {
  10. I:_creepers=10
  11. I:_endermen=10
  12. I:_ghasts=10
  13. I:_jockeys=10
  14. I:_skeletons=10
  15. I:_spiders=10
  16. I:_zombiePigmen=10
  17. I:_zombies=10
  18.  
  19. # If false, vanilla mobs will not technically exist. Setting this to true will disable ancient status, special AI, and configured equipment for vanilla-type mobs.
  20. B:allow_vanilla=true
  21.  
  22. # (0 <= x <= 1) Chance that a mob will spawn as an ancient mob.
  23. D:ancient_chance=0
  24.  
  25. # (0 <= x <= 1) Chance that a skeleton will spawn as a baby.
  26. D:baby_skeleton_chance=0.05
  27.  
  28. # If false, explosions from this mod will not damage blocks. (Setting mobGriefing to false also works.)
  29. B:block_damage=true
  30.  
  31. # (0 <= x <= 1) Chance that a namable mob will recieve a randomized name.
  32. D:mob_name_chance=0
  33.  
  34. # If false, only ancient mobs can recieve a name.
  35. B:name_all=false
  36.  
  37. # The maximum magnitude for random size scaling (scaling * 50% = max difference %). Setting this to 0 disables size scaling.
  38. D:random_scaling=0
  39.  
  40. # (0 <= x <= 1) Chance that a creeper will be a screamer (calls for help when hit).
  41. D:screamer_creeper=0.2
  42.  
  43. # (0 <= x <= 1) Chance that a skeleton will be a screamer (calls for help when hit).
  44. D:screamer_skeleton=0
  45.  
  46. # (0 <= x <= 1) Chance that a villager will be infected when killed by a zombie.
  47. D:villager_infection=1.0
  48. }
  49.  
  50.  
  51. ####################
  52. # _jockeys
  53. #===================
  54. # Weighted chances for each jockey-only mob when a jockey is spawned.
  55. ####################
  56.  
  57. _jockeys {
  58. # If false, creepers will not spawn as jockeys.
  59. B:_mounted_creepers=true
  60. I:armorSpider=10
  61. I:miniGhast=10
  62. B:non-suspicious_property=false
  63. I:pig=10
  64. I:spitfireSkeleton=10
  65. }
  66.  
  67.  
  68. ####################
  69. # _loot
  70. #===================
  71. # Rates controlling the equipment mobs spawn with. Values must be between 0 and 1 inclusive; 0 represents a 0% rate, 1 represents a 100% rate.
  72. ####################
  73.  
  74. _loot {
  75. # (0 <= x <= 1) Chance that a skeleton will spawn wielding a bow.
  76. D:_skeleton_bow=0.9
  77.  
  78. # (0 <= x <= 1) Chance that a wither skeleton will spawn wielding a bow.
  79. D:_witherSkeleton_bow=0.1
  80.  
  81. # (0 <= x <= 1) Chance that a zombie pigman will spawn wielding a bow.
  82. D:_zombiePigman_bow=0.4
  83.  
  84. # (0 <= x <= 1) Chance that a zombie will spawn wielding a bow.
  85. D:_zombie_bow=0.1
  86.  
  87. # (0 <= x <= 1) Chance that a mob will spawn wearing armor.
  88. D:armor_chance=0
  89.  
  90. # (0 <= x <= 1) Chance that a mob will drop worn armor.
  91. D:armor_drop=0
  92.  
  93. # (0 <= x <= 1) Chance that leather armor will be dyed.
  94. D:armor_dye=0.25
  95.  
  96. # (0 <= x <= 1) Chance for each piece of a mob's armor to be enchanted.
  97. D:armor_enchantment=0
  98.  
  99. # (0 <= x <= 1) Chance to stop equipping armor. Rolled after each piece of armor is equipped. (The lower this is, the more likely a mob will spawn with a full set of armor.)
  100. D:armor_factor=1
  101.  
  102. # (0 <= x <= 1) Chance to upgrade a mob's armor material. Rolled three times. Base 50/50 chance to start at leather or gold. (gold -> leather -> chainmail -> iron -> diamond)
  103. D:armor_level=0
  104.  
  105. # (5 <= x <= 30) Max enchanting level. Mob enchantment level will be between 5 and this, inclusive.
  106. I:enchantment_level=5
  107.  
  108. # (0 <= x <= 1) Chance that an enchanted drop will recieve a randomized name.
  109. D:name_chance=0.25
  110.  
  111. # (0 <= x <= 1) Chance that a mob will spawn wielding a weapon.
  112. D:weapon_chance=0.2
  113.  
  114. # (0 <= x <= 1) Chance that a mob will drop its wielded weapon.
  115. D:weapon_drop=0.085
  116.  
  117. # (0 <= x <= 1) Chance for a mob's weapon to be enchanted.
  118. D:weapon_enchantment=0.1
  119.  
  120. # (0 <= x <= 1) Chance to upgrade a mob's weapon material. Rolled three times. Base 50/50 chance to start at gold or wood. (gold -> wood -> stone -> iron -> diamond)
  121. D:weapon_level=0.07
  122. }
  123.  
  124.  
  125. ####################
  126. # _mob_griefing
  127. ####################
  128.  
  129. _mob_griefing {
  130. # If true, zombies will passively destroy nearby light sources and farmland.
  131. B:passive_griefing=true
  132.  
  133. # The lower this number is, the more frequently zombies will search for things to grief.
  134. I:passive_griefing_delay=100
  135.  
  136. # If true, griefed blocks will leave item drops.
  137. B:passive_griefing_drops=true
  138. }
  139.  
  140.  
  141. ####################
  142. # _special_ai
  143. #===================
  144. # Weighted chances for each ai pattern.
  145. ####################
  146.  
  147. _special_ai {
  148. I:_none=95
  149. I:charge=0
  150. I:jump=0
  151. I:leap=0
  152. I:ninja=0
  153. I:shaman=0
  154. I:sprint=0
  155. I:throw=5
  156. }
  157.  
  158.  
  159. ####################
  160. # creeper rates
  161. #===================
  162. # Weighted chances for each mob subtype when a vanilla creeper is spawned.
  163. ####################
  164.  
  165. "creeper rates" {
  166. B:_special_creepers=true
  167. I:_vanilla=10
  168. I:armor=10
  169. I:death=10
  170. I:dirt=10
  171. I:doom=10
  172. I:ender=5
  173. I:fire=10
  174. I:jumping=10
  175. I:lightning=10
  176. }
  177.  
  178.  
  179. ####################
  180. # enderman rates
  181. #===================
  182. # Weighted chances for each mob subtype when a vanilla enderman is spawned.
  183. ####################
  184.  
  185. "enderman rates" {
  186. B:_special_endermen=true
  187. I:_vanilla=10
  188. I:ancient=1
  189. I:blinding=10
  190. I:confusing=10
  191. I:cursed=10
  192. I:icy=10
  193. I:lightning=10
  194. I:mirage=10
  195. I:strike=10
  196. }
  197.  
  198.  
  199. ####################
  200. # ghast rates
  201. #===================
  202. # Weighted chances for each mob subtype when a vanilla ghast is spawned.
  203. ####################
  204.  
  205. "ghast rates" {
  206. B:_special_ghasts=true
  207. I:_vanilla=10
  208. I:baby=10
  209. I:fighter=10
  210. I:king=1
  211. I:queen=1
  212. }
  213.  
  214.  
  215. ####################
  216. # skeleton rates
  217. #===================
  218. # Weighted chances for each mob subtype when a vanilla skeleton is spawned.
  219. ####################
  220.  
  221. "skeleton rates" {
  222. B:_special_skeletons=true
  223. I:_vanilla=10
  224. I:fire=5
  225. I:gatling=10
  226. I:giant=10
  227. I:poison=0
  228. I:quick=10
  229. I:thief=10
  230. }
  231.  
  232.  
  233. ####################
  234. # spider rates
  235. #===================
  236. # Weighted chances for each mob subtype when a vanilla spider is spawned.
  237. ####################
  238.  
  239. "spider rates" {
  240. B:_special_spiders=true
  241. I:_vanilla=10
  242. I:angry=10
  243. I:baby=10
  244. I:desert=10
  245. I:flying=10
  246. I:giant=10
  247. I:mother=5
  248. I:pale=10
  249. I:poison=1
  250. I:small=10
  251. I:speedy=10
  252. I:tough=10
  253. I:witch=5
  254. }
  255.  
  256.  
  257. ####################
  258. # zombie rates
  259. #===================
  260. # Weighted chances for each mob subtype when a vanilla zombie is spawned.
  261. ####################
  262.  
  263. "zombie rates" {
  264. B:_special_zombies=true
  265. I:_vanilla=10
  266. I:fire=5
  267. I:fishing=0
  268. I:giant=10
  269. I:hungry=10
  270. I:plague=5
  271. }
  272.  
  273.  
  274. ####################
  275. # zombiepigman rates
  276. #===================
  277. # Weighted chances for each mob subtype when a vanilla zombiePigman is spawned.
  278. ####################
  279.  
  280. "zombiepigman rates" {
  281. B:_special_zombiePigmen=true
  282. I:_vanilla=10
  283. I:angry=10
  284. I:charging=10
  285. I:fishing=0
  286. I:giant=10
  287. I:hungry=10
  288. I:jumping=10
  289. I:plague=5
  290. }
Advertisement
Add Comment
Please, Sign In to add comment