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custom.cfg

Nov 17th, 2013
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  1. # MCDungeon configuration file
  2. #
  3. # Remember that Minecraft measures coordinates like this:
  4. # (X, Y, Z)
  5. # X = North-South (positive X is South)
  6. # Y = Down-Up (0=bottom of the world, 255=limit of the sky)
  7. # Z = East-West (positive Z is West)
  8.  
  9. [dungeon]
  10. # This is the percentage of loops in the dungeon. At 0%, each level of
  11. # the dungeon will be nearly linear, with a few branches, but never
  12. # any loops. At 100% you will basically get a grid with every room connected
  13. # all of its neighbors. For best results, keep this < 30%.
  14. # Note that certain room types (rooms larger than 1 tile) will also affect
  15. # the number of possible loops in a level.
  16. loops: 40
  17.  
  18. # Minimum distance (in chunks) from the spawn chunk for the automatic
  19. # placement algorithm.
  20. min_dist: 1
  21.  
  22. # Maximum distance (in chunks) from the spawn chunk. The actual max distance
  23. # will be the minimum of this value or the edge of the world.
  24. max_dist: 20000
  25.  
  26. # This will attempt to place multiple dungeons as far away from each other as
  27. # possible given the min/max values above. Setting this to False will ignore
  28. # distances between dungeons when selecting a location, and give a higher
  29. # probability of two dungeons appearing right next to each other.
  30. maximize_distance: True
  31.  
  32. # World coordinates of the NW corner of the most NW room (x,y,z)
  33. # This overrides the placement algorithm, and places a corner of the dungeon
  34. # at this spot.
  35. #
  36. # This is NOT the location of the entrance.
  37. # The entrance position will be chosen from a random room location, unless
  38. # you use the --entrance option.
  39. #
  40. # This does not currently check the bounds of the world to make sure the
  41. # dungeon will fit. If you make the dungeon too deep, or too large
  42. # it will error out.
  43. #
  44. # Set force_bury to True to have MCDungeon calculate how far down to
  45. # bury the dungeon. With force_bury: False, the dungeon will be placed exactly
  46. # at the coords you specify, even in mid air.
  47. #
  48. # Example: offset: (-72,55,158)
  49. offset:
  50. force_bury: False
  51.  
  52. # Tower height factor. Some entry towers will be scaled by this amount.
  53. # This should be a positive number. 1.0 = the height of a single floor.
  54. # Make the tower taller so it's easier to find.
  55. tower: 2.0
  56.  
  57. # Setting this to False will turn off any attempt to ruin towers and surface
  58. # buildings. Useful if you want to run a tool like Commander Keen's Teeth
  59. # of Time tool.
  60. # http://www.minecraftforum.net/topic/269176-
  61. ruin_ruins: False
  62.  
  63. # Percentage of doors to be placed. 0=none, 100=all
  64. doors: 25
  65.  
  66. # Percentage of portcullises to be placed, and percentage that are closed.
  67. portcullises: 25
  68. portcullis_closed: 0
  69. # Percentage of placed portcullises that are webs instead.
  70. portcullis_web: 0
  71.  
  72. # Percentage of torches to be placed on a level. The frequency of torches will
  73. # be scaled between these two values from the top of the dungeon to the bottom.
  74. torches_top: 100
  75. torches_bottom: 10
  76. # Position of torches on the walls. 1=low, 2=middle, 3=high
  77. torches_position: 2
  78.  
  79. # This is the density of chests per 10 rooms per level, rounded up.
  80. # For example, a value of 2 will place five chests per level in a 5x5 dungeon.
  81. # (25 rooms, 2 chests per 10 = 5 chests)
  82. # 1 would place three chests per level in a 5x5 dungeon.
  83. chests: 10
  84.  
  85. # When set to True, places two max tier chests in treasure rooms, instead
  86. # of one. Good for harder dungeons being raided by a group of adventurers.
  87. double_treasure: True
  88.  
  89. # The enchant system decides which kind of enchantments can appear on which
  90. # kind of items. (magic_items.txt excluded.)
  91. # Possible values are:
  92. # * table+book: All legal enchants achieved with an enchanting table or
  93. # an anvil with enchanted books.
  94. # * table: Only enchants that can be achieved with an enchanting table.
  95. # * extended: As table+book, but weapon enchantments (Sharpness, Smite,
  96. # Bane of Arthropods, Knockback, Fire Aspect, Looting) can
  97. # also appear on pickaxes, shovels and axes.
  98. # * zistonian: As Extended, but weapon enchantments can appear on any item
  99. # that is not normally enchantable. e.g. Signs.
  100. # This allows the creation of "Zistonian Battle Sign" type
  101. # items. WARNING: Because these do not lose durability when
  102. # you attack, this is considered extremely overpowered.
  103. # * anything: Complete madness: any enchantment can appear on any
  104. # item. You probably don't want to use this value.
  105. enchant_system: anything
  106.  
  107. # Density of random monster spawners placed per level.
  108. spawners: 1.0
  109.  
  110. # Hide spawners behind walls. This will not affect any extra spawners placed
  111. # by room features or treasure rooms.
  112. hidden_spawners: false
  113.  
  114. # Custom spawner settings. These values will be used for all spawners
  115. # but can be overridden by values in the NBT file, if provided.
  116. # The example settings are the defaults. (Uncomment to change.) For more
  117. # information see: http://www.minecraftwiki.net/wiki/Mob_spawner#Spawning_behavior
  118. #
  119. # SpawnCount: 4
  120. # SpawnMaxNearbyEntities: 6
  121. # SpawnMinDelay: 200
  122. # SpawnMaxDelay: 799
  123. # SpawnRequiredPlayerRange: 16
  124. #
  125. # Treasure Room spawner settings. As above, but only applies to spawners
  126. # in the final treasure room. Uncomment for a more challenging end game!
  127. # treasure_SpawnCount: 6
  128. # treasure_SpawnMaxNearbyEntities: 10
  129. # treasure_SpawnMinDelay: 200
  130. # treasure_SpawnMaxDelay: 600
  131. # treasure_SpawnRequiredPlayerRange: 20
  132.  
  133. # Fill caves will fill in caves under and around the dungeon in an
  134. # attempt to concentrate random monster spawns inside the dungeon. In
  135. # most cases this will result in many more mobs in the dungeon during
  136. # the daytime, and fewer dungeons being placed.
  137. fill_caves: false
  138.  
  139. # Exit portal.
  140. # Setting this to true will create a teleporter in the treasure room that
  141. # will teleport a player to the surface. Works in vanilla Minecraft with
  142. # command blocks.
  143. #
  144. # NOTE: You must have command blocks turned on for this to work!
  145. exit_portal: true
  146.  
  147. # Player structure detection
  148. # This is a list of blocks that are considered to be player structures.
  149. # Any chunks that contain these types of blocks will be excluded from the
  150. # location algorithm. By default, these are essentially light sources. The
  151. # thought being that any structures you care about will be lit.
  152. #
  153. # This list will shortcut at the first match, (ie: once a block matches, we
  154. # won't bother checking the rest) so for maximum efficiency, order this by
  155. # most common blocks first. The more blocks you list here the slower the
  156. # initial terrain pass will be.
  157. #
  158. # These names should match the names in items.txt. To disable this feature,
  159. # just leave this blank.
  160. #
  161. # NOTE: If you change this, you probably want to delete the chunk cache.
  162. # delete the "mcdungeon_cache" in your world folder if it exists.
  163. structures: Torch, Glass, Wooden Door, Redstone Torch On, Redstone Torch Off, Glowstone, Nether Portal
  164.  
  165. # Restricted biomes
  166. # These control whether or not a chunk is excluded from dungeons placement
  167. # due to its biome content. River_biomes will exclude a chunk if it is more
  168. # than 20% composed of a listed biome ID. ocean_biomes will exclude the chunk
  169. # if the most common biome in the chunk is one of the listed biome IDs.
  170. # By default, rivers include river and frozen river. Oceans include ocean,
  171. # deep oceon, and frozen ocean. If you want to turn this feature off just
  172. # make these -1.
  173. #
  174. # WARNING: If you change this, you MUST delete the mcdungeon_cache directory
  175. # in your map folder. Otherwise you will get unexpected results!
  176. #
  177. river_biomes: 7, 11
  178. ocean_biomes: 0, 10, 24
  179.  
  180. # Secret rooms. Secret rooms have quite a few restrictions, so set this high
  181. # if you want to see them. In general they will only appear in 1x1x1 rooms
  182. # that have one hallway connected. If you set loops high, you'll get fewer
  183. # secret rooms because you will have fewer rooms with only one hallway.
  184. secret_rooms: 100
  185.  
  186. # Maps. This is the percent chance a map will be generated for a level. The
  187. # map will be placed in a random chest on an upper level (if one exists)
  188. maps: 100
  189. # mapstore will provide an alternate world in which to store your dungeon
  190. # maps. If you're playing vanilla, don't worry about this. If you're using
  191. # Bukkit with multiple worlds (like multiverse) set this to the name of your
  192. # primary world. This can also be set on the command line, or in interactive
  193. # mode.
  194. mapstore:
  195.  
  196. ### Materials
  197. #
  198. # Set the materials to use for walls, secret doors, ceilings, floors and
  199. # subfloors here. You can choose most block names in items.txt.
  200. # You can also choose from a variety of "meta materials" that change
  201. # according to position and depth.
  202. #
  203. # meta_mossycobble: Cobblestone with veins of moss.
  204. #
  205. # meta_mossystonebrick: Stone bricks with random cracks and veins of moss.
  206. #
  207. # meta_stonedungeon: Changes as you go deeper. Starts as something like mossy
  208. # stone bricks and turns to cobble and mossy cobble as
  209. # levels get deeper.
  210. #
  211. # meta_decoratedsandstone: Mostly regular sandstone with random smooth stones
  212. # and horizontal bands of "chiseled" sandstone.
  213. #
  214. ###############################################################################
  215.  
  216. # Material to use for the walls
  217. wall: meta_stonedungeon
  218.  
  219. # Material to use for the secret doors
  220. secret_door: meta_stonedungeon
  221.  
  222. # Material to use for the ceiling
  223. ceiling: meta_mossycobble
  224.  
  225. # Material to use for the default floor
  226. floor: stone
  227.  
  228. # Material to use for the default subfloor
  229. subfloor: bedrock
  230.  
  231. ### Trap settings
  232. #
  233. ###############################################################################
  234.  
  235. # Chance of arrow traps. The is the percent chance a hallway will contain
  236. # an arrow trap. Defects adjusts the frequency of exploding arrow traps.
  237. arrow_traps: 100
  238. arrow_trap_defects: 0
  239.  
  240. # Percent chance chest will be trapped.
  241. chest_traps: 0
  242.  
  243. # Hallway piston traps. Percent chance that certain halls will contain piston
  244. # traps. To qualify, a hall must be 1-2 blocks wide, at least 8 blocks long,
  245. # and be offset from the edge of the tile by a certain amount, depending on
  246. # the width of the hall. This is fairly rare, so a high value here is
  247. # recommended for best results.
  248. hall_piston_traps: 25
  249. # This makes hall piston traps reset themselves.
  250. resetting_hall_pistons: True
  251.  
  252. # Skeleton balconies. Skeleton balconies appear in tall circular pit rooms.
  253. # This is the percent chance a balcony will appear if the conditions are right.
  254. # These only appear in pit rooms that are >= 3 deep and have exactly two adjacent
  255. # halls. If your dungeon is less than FOUR levels, you will not see these.
  256. skeleton_balconies: 100
  257.  
  258. # This is the chance certain pit rooms will be rigged with falling sand traps.
  259. # There are a number of restrictions on which rooms can contain these, so
  260. # setting this fairly high will still result in relatively few rooms depending
  261. # on your config file.
  262. # To contain a sand trap a pit room must be > 1 level high, and
  263. # only the top most level in a pit can contain a sand trap.
  264. sand_traps: 60
  265.  
  266. # Silverfish. This is the percent chance any stone, cobblestone, or stone
  267. # brick block will be replaced with a silverfish equivalent. You can use this
  268. # to discourage tunneling through walls and floors (if your walls and floors
  269. # are mode of stone, cobblestone, or brick)
  270. silverfish: 0
  271.  
  272. ### Feature Lists
  273. #
  274. ###############################################################################
  275.  
  276. # The following sections control the probability of a particular
  277. # feature showing up in the algorithm. Each name is followed by a
  278. # weight that determines the probability that feature will be chosen
  279. # relative to the others in the list. These numbers do NOT need to
  280. # add up to 100. They are only relative to each other. For example,
  281. # a weight of 40 is twice as likely to be chosen as a weight of 20.
  282. # These numbers are also not hard, they simply weight the probability
  283. # of the randomizer. A very low weight may still occasionally be chosen
  284. # more than a high weight, it's just unlikely. A weight of zero means
  285. # that feature will never be chosen.
  286.  
  287. # Room types. Basic room shape.
  288. [rooms]
  289. Basic: 240
  290. Basic2x2: 80
  291. Corridor: 240
  292. Circular: 240
  293. Pit: 40
  294. CircularPit: 40
  295. SandstoneCavern: 0
  296. SandstoneCavernLarge: 10
  297. NaturalCavern: 0
  298. NaturalCavernLarge: 10
  299. Cavern: 0
  300. CavernLarge: 10
  301. CellBlock: 40
  302. GreatHallNS: 30
  303. GreatHallEW: 30
  304.  
  305. # Hall types. Halls connect rooms.
  306. [halls]
  307. Single: 20
  308. Double: 20
  309. Triple: 10
  310. Four: 10
  311. Ten: 10
  312.  
  313. # Floor types. Floors modify the flooring of a room.
  314. # Blank leaves the floor as the floor block.
  315. [floors]
  316. Blank: 20
  317. Cobble: 10
  318. BrokenCobble: 30
  319. WoodTile: 10
  320. MixedWoodTile: 10
  321. CheckerRug: 2
  322. RadialRug: 3
  323. BrokenCheckerRug: 6
  324. BrokenRadialRug: 9
  325. CheckerClay: 2
  326. RadialClay: 3
  327. BrokenCheckerClay: 6
  328. BrokenRadialClay: 9
  329. DoubleSlab: 10
  330. BrokenDoubleSlab: 30
  331. Mud: 30
  332. Sand: 30
  333. StoneBrick: 10
  334. BrokenStoneBrick: 30
  335.  
  336. # Feature types. Features fill or modify a room.
  337. # Blank is an empty room.
  338. [features]
  339. Arcane: 10
  340. Blank: 10
  341. Cell: 10
  342. Chapel: 10
  343. CircleOfSkulls: 5
  344. ConstructionArea: 10
  345. Columns: 30
  346. Chasm: 10
  347. Dais: 10
  348. Farm: 10
  349. Forge: 10
  350. LavaChasm: 10
  351. Mushrooms: 10
  352. Pool: 10
  353. River: 10
  354. MessHall: 10
  355. WildGrowth: 10
  356. WildGarden: 10
  357.  
  358. # Stairwells. Stairwells connect floors.
  359. [stairwells]
  360. Scaffolding: 10
  361. Stairwell: 10
  362. TripleStairs: 10
  363. TowerWithLadder: 10
  364.  
  365. # Secret room types. Secret rooms are hidden rooms with awesome stuff.
  366. [secret rooms]
  367. SecretAlchemyLab: 10
  368. SecretArmory: 10
  369. SecretEnchantingLibrary: 10
  370. SecretSepulchure: 10
  371. SecretStudy: 10
  372.  
  373. # Ruin types. Ruins are created on the surface. To disable ruins, just make
  374. # "Blank" 1 and the rest zero.
  375. [ruins]
  376. Blank: 40
  377. HouseFrame: 10
  378. CircularTower: 20
  379. SquareTower: 20
  380. Arches: 10
  381.  
  382. # Entrances. These are placed on the surface over the entrance room.
  383. # This first block is the deafult set. If no biome specific version
  384. # exists below, this is the list that is used. You can find the biome
  385. # numbers here:
  386. # http://www.minecraftwiki.net/wiki/Biome#Biome_numbers
  387. [entrances]
  388. SquareTowerEntrance: 20
  389. RuinedSquareTowerEntrance: 20
  390. RoundTowerEntrance: 20
  391. RuinedRoundTowerEntrance: 20
  392. StepPyramid: 10
  393. EvilRunestones: 21
  394. RuinedFane: 10
  395. Barrow: 15
  396. MazeEntrance: 15
  397. # Desert
  398. [entrances.2,130]
  399. SquareTowerEntrance: 10
  400. RuinedSquareTowerEntrance: 10
  401. RoundTowerEntrance: 10
  402. RuinedRoundTowerEntrance: 10
  403. StepPyramid: 30
  404. EvilRunestones: 5
  405. RuinedFane: 20
  406. Barrow: 20
  407. Oasis: 30
  408. MazeEntrance: 5
  409. # Jungle
  410. [entrances.21,149,23,151]
  411. SquareTowerEntrance: 10
  412. RuinedSquareTowerEntrance: 10
  413. RoundTowerEntrance: 10
  414. RuinedRoundTowerEntrance: 10
  415. StepPyramid: 30
  416. EvilRunestones: 10
  417. MazeEntrance: 15
  418. # Mesas
  419. [entrances.37,165,38,166,39,167]
  420. SquareTowerEntrance: 10
  421. RuinedSquareTowerEntrance: 10
  422. RoundTowerEntrance: 10
  423. RuinedRoundTowerEntrance: 10
  424. EvilRunestones: 1
  425. StepPyramid: 10
  426. RuinedFane: 10
  427. MazeEntrance: 10
  428. # "Hills" biomes
  429. [entrances.3,131,17,18,19,22,28,156,34,162,36,164]
  430. SquareTowerEntrance: 10
  431. RuinedSquareTowerEntrance: 10
  432. RoundTowerEntrance: 10
  433. RuinedRoundTowerEntrance: 10
  434. EvilRunestones: 1
  435. MazeEntrance: 3
  436.  
  437. # Treasure rooms. A unique room at the bottom of the dungeon, usually
  438. # containing the top tier treasure.
  439. [treasure rooms]
  440. Arena: 10
  441. Crypt: 30
  442. PitWithArchers: 10
  443. ThroneRoom: 30
  444. SpiderLair: 10
  445. EndPortal: 20
  446.  
  447. # Mobs for monster spawners.
  448. #
  449. # These work like look tiers (see below). [mobs.0] are for spawners
  450. # above ground (like inside the pyramid). The highest numbered mob tier is
  451. # reserved for treasure rooms. Note, some treasure rooms have hard coded
  452. # mobs. The rest will be chosen as the level go deeper.
  453. #
  454. # There are some non-standard choices here. Choose these at your own
  455. # risk. They may disappear from Minecraft in the future and who knows
  456. # what that will do to old maps containing these entities.
  457. #
  458. # "Slime" doesn't work well, because they have special depth and chunk
  459. # location requirements. Often, you won't get any slimes at all.
  460. # However, "LavaSlime" (Magma Cubes) seems to work okay as they don't
  461. # have any special spawning requirements.
  462. #
  463. # "PigZombie" works, but they don't care about light level and are mostly
  464. # docile. They will fill up the mob queue quickly and you'll end up with
  465. # few hostile mobs.
  466. #
  467. # "Wolf" doesn't break, but doesn't usually spawn wolves either. Like
  468. # slimes, wolves have special spawn requirements.
  469. #
  470. # "Ghast" works, but they need a lot of room to move around. The standard
  471. # rooms and corridors are usually too small.
  472. #
  473. # "WitherBoss" works, but they don't often have enough room to spawn and
  474. # when they do it causes a lot of destruction. Not recommended.
  475. #
  476. # Other mob names may also work. See the minecraft wiki for mob names.
  477. #
  478. # Also supplied are some custom spawners. "AngryPig" will give you non
  479. # docile Pigmen. "ChargedCreeper" creepers charged as if struck by
  480. # lightning. If you're handy with an NBT editor you can make
  481. # your own custom spawners and place them in the spawners directory.
  482. # "CustomKnight" is a zombie with full weapons, armour and a steve
  483. # mask. They are tough.
  484. #
  485. # See: http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
  486. #
  487. # This does not affect what critters will spawn naturally within
  488. # dark areas of the dungeon.
  489. [mobs.0]
  490. Bat: 10
  491. Spider: 10
  492. Zombie: 10
  493.  
  494. [mobs.1]
  495. Skeleton: 10
  496. Spider: 10
  497. Zombie: 10
  498.  
  499. [mobs.2]
  500. Skeleton: 30
  501. Spider: 30
  502. Zombie: 30
  503. Creeper: 10
  504. CaveSpider: 10
  505.  
  506. [mobs.3]
  507. Creeper: 20
  508. Silverfish: 1
  509. Skeleton: 40
  510. Spider: 40
  511. CaveSpider: 20
  512. LavaSlime: 20
  513. WitherSkeleton: 10
  514. Zombie_Strong: 10
  515. Zombie_Fast: 10
  516. Zombie_Villager: 10
  517. Chargedcreeper: 1
  518. Zombie: 40
  519. Skeleton_Armored_Axe_Iron: 10
  520. Skeleton_Armored_Sword_Iron: 10
  521. Skeleton_Armored_Sword_Leather: 10
  522.  
  523. [mobs.4]
  524. Zombie_Strong: 10
  525. Zombie_Fast: 10
  526. WitherSkeleton: 10
  527. CustomKnight: 10
  528. Chargedcreeper: 1
  529. Angrypig: 10
  530. Skeleton: 10
  531. Blaze: 10
  532. Silverfish: 10
  533. Skeleton_Armored_Axe_Iron: 10
  534. Skeleton_Armored_Sword_Iron: 10
  535. Skeleton_Armored_Sword_Leather: 10
  536.  
  537. # Ammo for dispenser traps.
  538. # Format is:
  539. # Item: weight, number
  540. #
  541. # Item = The item name from items.txt.
  542. # Weight = Probablity this item will be chosen.
  543. # Number = The number of this item to place in a single dispenser.
  544. [dispensers]
  545. Arrow: 20,576
  546. Fire Charge: 20,576
  547. Spawn Blaze: 1,567
  548. Splash Potion of Poison: 5,567
  549. Splash Potion of Poison II:1,567
  550. Splash Potion of Weakness:5,567
  551. Splash Potion of Weakness II:1,567
  552. Splash Potion of Slowness:5,567
  553. Splash Potion of Slowness II:1,567
  554. Splash Potion of Harming:5,567
  555. Splash Potion of Harming II:1,567
  556.  
  557. # Ammo for chest traps
  558. # Format is as above
  559. [chest_traps]
  560. TNT: 10, 1
  561. Spawn Blaze: 1,1
  562. Splash Potion of Poison II:1,1
  563. Splash Potion of Weakness II:1,1
  564. Splash Potion of Slowness II:1,1
  565. Splash Potion of Harming II:1,1
  566.  
  567. ### Loot Tables
  568. #
  569. ###############################################################################
  570.  
  571. # There are an arbitrary number of loot "tiers"
  572. # Tier zero is used for any chests located above the ceiling of the topmost
  573. # dungeon level. (like the tower) The highest numbered tier is used for a
  574. # single chest located at the bottom of the dungeon. All other chests are
  575. # picked from tier 1 to (n-1) depending on the level depth. Item names are
  576. # taken from items.txt file.
  577. #
  578. # Lines are:
  579. # Item Name(s): (chance to appear),(min-max),(enchantment)
  580. #
  581. # Where:
  582. # (chance to appear) = Percent chance to appear. ie: 1-100
  583. # (min-max) = number, or range. ie: 4 or 10-20
  584. # (enchant) = Enchant level for items.
  585. # Can be a number, range, or level*number to scale with levels.
  586. #
  587. # Examples:
  588. #
  589. # 100% chance of 5-20 torches:
  590. # Torch: 100,5-20
  591. #
  592. # 50% chance of an iron, gold, or diamond level 20 sword:
  593. # Iron Sword,Gold Sword,Diamond Sword: 50,1,20
  594. #
  595. # 20% chance of a stone pickaxe with a level*3.5 enchantment.
  596. # (Level 1 = level 3 enchant, level 9 = level 31 enchant.)
  597. # Stone Pickaxe: 20,1,level*3.5
  598.  
  599. [tier0]
  600. Torch: 100,5-20,0
  601. Arrow: 100,5-30,0
  602. Compass: 25,1-1,0
  603. Bowl: 90,1-2,0
  604. Wheat: 20,3-9,0
  605. Brown Mushroom: 50,1-3,0
  606. Red Mushroom: 50,1-3,0
  607. Bread: 100,1-3,0
  608. Bow: 35,1,0
  609. Stone Sword: 90,1-2,0
  610. Stone Shovel: 50,1,0
  611. Stone Pickaxe: 80,1,0
  612. Stone Axe: 50,1,0
  613. Leather Helmet: 50,1-2,0
  614. Leather Chestplate: 50,1-2,0
  615. Leather Leggings: 50,1-2,0
  616. Leather Boots: 50,1-2,0
  617. Bow,Wooden Sword,Stone Sword,Wooden Axe,Stone Axe,Wooden Pickaxe,Stone Pickaxe: 20,1,1-5
  618. Leather Helmet,Leather Chestplate,Leather Leggings,Leather Boots: 20,1,1-5
  619.  
  620. [tier1]
  621. Torch: 100,5-20,0
  622. Arrow: 100,5-30,0
  623. Compass: 20,1-1,0
  624. Wheat: 50,3-9,0
  625. Brown Mushroom: 50,1-3,0
  626. Red Mushroom: 50,1-3,0
  627. Cooked Fish: 20,1-2,0
  628. Bow: 10,1-1,0
  629. Bread: 25,1-1,0
  630. Apple: 25,1-2,0
  631. Pumpkin Pie: 10,1-1,0
  632. Stone Sword: 50,1-1,0
  633. Stone Shovel: 50,1-1,0
  634. Stone Pickaxe: 50,1-1,0
  635. Stone Axe: 50,1-1,0
  636. Leather Helmet: 50,1-1,0
  637. Leather Chestplate: 50,1-1,0
  638. Leather Leggings: 50,1-1,0
  639. Leather Boots: 50,1-1,0
  640. Bottle o' Enchanting: 10,1-5,0
  641.  
  642. [tier2]
  643. Torch: 100,15-40,0
  644. Arrow: 100,15-40,0
  645. Wheat: 50,3-9,0
  646. Brown Mushroom: 50,1-3,0
  647. Red Mushroom: 50,1-3,0
  648. Cooked Fish: 20,1-2,0
  649. Apple: 25,1-1,0
  650. Pumpkin Pie: 10,1-1,0
  651. String: 30,1-10,0
  652. Feather: 30,1-10,0
  653. Gunpowder: 20,1-10,0
  654. Fishing Rod: 20,1-1,0
  655. Bow: 10,1-1,0
  656. Iron Ingot: 30,1-10,0
  657. Flint: 30,1-10,0
  658. Rose Red: 10,1-5,0
  659. Cactus Green: 10,1-5,0
  660. Pink Dye: 10,1-5,0
  661. Lime Dye: 10,1-5,0
  662. Dandelion Yellow: 10,1-5,0
  663. Bone Meal: 10,1-5,0
  664. Chainmail Helmet: 30,1-1,0
  665. Chainmail Chestplate: 30,1-1,0
  666. Chainmail Leggings: 30,1-1,0
  667. Chainmail Boots: 30,1-1,0
  668. Bottle o' Enchanting: 20,1-5,0
  669. Emerald: 10,1-5,0
  670.  
  671. [tier3]
  672. Torch: 100,15-40,0
  673. Arrow: 100,15-40,0
  674. Wheat: 50,3-9,0
  675. Brown Mushroom: 50,1-3,0
  676. Red Mushroom: 50,1-3,0
  677. Cooked Fish: 20,1-2,0
  678. Apple: 25,1-1,0
  679. Pumpkin Pie: 10,1-1,0
  680. Golden Apple: 5,1-1,0
  681. String: 30,1-10,0
  682. Feather: 30,1-10,0
  683. Pumpkin Seeds: 15,1-1,0
  684. Melon Seeds: 15,1-1,0
  685. Carrot: 10,1-2,0
  686. Potato: 10,1-2,0
  687. Gunpowder: 20,1-10,0
  688. Bow: 10,1-1,0
  689. Fishing Rod: 20,1-1,0
  690. Iron Ingot: 30,1-10,0
  691. Flint: 30,1-10,0
  692. Ink Sac: 10,1-5,0
  693. Rose Red: 10,1-5,0
  694. Cactus Green: 10,1-5,0
  695. Light Gray Dye: 10,1-5,0
  696. Gray Dye: 10,1-5,0
  697. Pink Dye: 10,1-5,0
  698. Lime Dye: 10,1-5,0
  699. Dandelion Yellow: 10,1-5,0
  700. Magenta Dye: 10,1-5,0
  701. Orange Dye: 10,1-5,0
  702. Bone Meal: 10,1-5,0
  703. Iron Sword: 10,1-1,0
  704. Iron Shovel: 10,1-1,0
  705. Iron Pickaxe: 10,1-1,0
  706. Iron Axe: 10,1-1,0
  707. Iron Helmet: 10,1-1,0
  708. Iron Chestplate: 10,1-1,0
  709. Iron Leggings: 10,1-1,0
  710. Iron Boots: 10,1-1,0
  711. Bottle o' Enchanting: 25,1-5,0
  712. Emerald: 20,1-5,0
  713. Potion of Regeneration,Potion of Swiftness,Splash Potion of Swiftness,Potion of Fire Resistance,Splash Potion of Fire Resistance,Potion of Healing,Splash Potion of Healing,Potion of Strength,Splash Potion of Strength,Potion of Night Vision,Potion of Invisibility,Potion of Water Breathing: 25,1,0
  714. Iron Horse Armor,Gold Horse Armor: 10, 1-1,0
  715. Name Tag: 10, 1-2,0
  716.  
  717. [tier4]
  718. Music Disc 13,Music Disc cat,Music Disc blocks,Music Disc chrip,Music Disc far,Music Disc mall,Music Disc mellohi,Music Disc stal,Music Disc strad,Music Disc ward,Music Disc 11,Music Disc wait: 10,1-1,0
  719. Music Disc cat,Music Disc blocks,Music Disc chrip,Music Disc far,Music Disc mall,Music Disc mellohi,Music Disc stal,Music Disc strad,Music Disc ward,Music Disc 11,Music Disc wait,Music Disc 13: 10,1-1,0
  720. Golden Apple: 25,1-2,0
  721. Enchanted Golden Apple: 5,1-1,0
  722. Glistering Melon,Golden Carrot: 10,1-5,0
  723. Diamond: 40,1-10,0
  724. Pumpkin Seeds: 15,1-1,0
  725. Melon Seeds: 15,1-1,0
  726. Carrot: 20,1-5,0
  727. Potato: 20,1-5,0
  728. Gold Ingot: 40,1-10,0
  729. Iron Ingot: 40,1-10,0
  730. Clay Brick: 40,1-20,0
  731. Saddle: 25,1-1,0
  732. Clock: 25,1-1,0
  733. Ink Sac: 10,1-10,0
  734. Rose Red: 10,1-10,0
  735. Cactus Green: 10,1-10,0
  736. Cocoa Beans: 10,1-10,0
  737. Lapis Lazuli: 10,1-10,0
  738. Purple Dye: 10,1-10,0
  739. Cyan Dye: 10,1-10,0
  740. Light Gray Dye: 10,1-10,0
  741. Gray Dye: 10,1-10,0
  742. Pink Dye: 10,1-10,0
  743. Lime Dye: 10,1-10,0
  744. Dandelion Yellow: 10,1-10,0
  745. Light Blue Dye: 10,1-10,0
  746. Magenta Dye: 10,1-10,0
  747. Orange Dye: 10,1-10,0
  748. Bone Meal: 10,1-10,0
  749. Ender Pearl: 25,1-2,0
  750. Diamond Sword: 25,1-1,0
  751. Diamond Shovel: 25,1-1,0
  752. Diamond Pickaxe: 25,1-1,0
  753. Diamond Axe: 25,1-1,0
  754. Diamond Helmet: 25,1-1,0
  755. Diamond Chestplate: 25,1-1,0
  756. Diamond Leggings: 25,1-1,0
  757. Diamond Boots: 25,1-1,0
  758. Enchanted Book,Bow,Iron Sword,Diamond Sword,Gold Sword,Iron Axe,Diamond Axe,Gold Axe,Iron Pickaxe,Diamond Pickaxe,Gold Pickaxe,Iron Shovel,Diamond Shovel,Gold Shovel: 75,1,level*4
  759. Iron Helmet,Diamond Helmet,Gold Helmet,Iron Chestplate,Diamond Chestplate,Gold Chestplate,Iron Leggings,Diamond Leggings,Gold Leggings,Iron Boots,Diamond Boots,Gold Boots: 75,1,level*4
  760. Spawn Bat: 10,1-2,0
  761. Spawn Blaze: 10,1-2,0
  762. Spawn Cave Spider: 10,1-2,0
  763. Spawn Chicken: 10,1-2,0
  764. Spawn Cow: 10,1-2,0
  765. Spawn Creeper: 10,1-2,0
  766. Spawn Enderman: 10,1-2,0
  767. Spawn Ghast: 10,1-2,0
  768. Spawn Magma Cube: 10,1-2,0
  769. Spawn Mooshroom: 10,1-2,0
  770. Spawn Pig Zombie: 10,1-2,0
  771. Spawn Ocelot: 10,1-2,0
  772. Spawn Pig: 10,1-2,0
  773. Spawn Skeleton: 10,1-2,0
  774. Spawn Sheep: 10,1-2,0
  775. Spawn Silverfish: 10,1-2,0
  776. Spawn Slime: 10,1-2,0
  777. Spawn Spider: 10,1-2,0
  778. Spawn Squid: 10,1-2,0
  779. Spawn Villager: 10,1-2,0
  780. Spawn Witch: 10,1-2,0
  781. Spawn Wolf: 10,1-2,0
  782. Spawn Zombie: 10,1-2,0
  783. Bottle o' Enchanting: 30,1-5,0
  784. Emerald: 30,1-5,0
  785. Fortune Cookie:10,1-2,0
  786. magic_Smitten,magic_Ulfberht,magic_Durendal,magic_Caladbolg,magic_Dyrnwyn,magic_Excalibur,magic_Fragarach,magic_Gram,magic_Harpe,magic_Kusanagi,magic_Skofnung,magic_Tyrfing: 20,1,0
  787. magic_Marlin Saber:1,1,0
  788. magic_Flame Armour:1,1,0
  789. Potion of Regeneration II,Splash Potion of Regeneration II,Potion of Swiftness II,Splash Potion of Swiftness II,Potion of Healing II,Splash Potion of Healing II,Potion of Strength II,Splash Potion of Strength II,Extended Potion of Night Vision,Extended Potion of Invisibility,Extended Potion of Water Breathing: 50,1,0
  790. Written Book: 30,1-2,0
  791. magic_Book of The High Priestess,magic_Book of The Fool,magic_Book of The Chariot,magic_Book of The Fates,magic_Book of Temperance,magic_Book of The Empress,magic_Book of The Emperor,magic_Book of Justice,magic_Book of Death,magic_Book of The Hierophant,magic_Book of The Moon,magic_Book of Strength,magic_Book of The Devil,magic_Book of The Hanged Man,magic_Book of The Hermit,magic_Book of The Lovers,magic_Book of The Star,magic_Book of The Sun,magic_Book of The Tower,magic_Book of Judgement,magic_Book of The Magician,magic_Book of The World,magic_Book of Fish Stories Vol 1,magic_Book of Fish Stories Vol 2:35,1,0
  792. file_firework_classic,file_firework_creeper,file_firework_festive,file_firework_golden,file_firework_patriot,file_firework_pineapple,file_firework_princess,file_firework_shower,file_firework_smoke: 25,5-15,0
  793. Custom Painting:10,1,0
  794. Iron Horse Armor,Gold Horse Armor: 25, 1-1,0
  795. Diamond Horse Armor: 10, 1-1,0
  796. Name Tag: 25, 1-2,0
  797. file_head_blaze,file_head_block_cactus,file_head_block_chest,file_head_block_melon,file_head_block_oaklog,file_head_block_pumpkin,file_head_block_tnt,file_head_cavespider,file_head_chicken,file_head_cow,file_head_enderman,file_head_ghast,file_head_irongolem,file_head_magmacube,file_head_mooshroom,file_head_ocelot,file_head_pig,file_head_sheep,file_head_sign_arrowdown,file_head_sign_arrowleft,file_head_sign_arrowright,file_head_sign_arrowup,file_head_sign_exclamation,file_head_sign_question,file_head_slime,file_head_spider,file_head_squid,file_head_villager,file_head_zombiepigman:10,1,0
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