Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # Sentinel plugin configuration file
- # Default settings for a new NPC
- # Generally these should be edited per-NPC via command, unless you really want this apply to every NPC ever
- sentinel defaults:
- # Whether 'close quarters' NPCs should chase targets.
- close chase target: true
- # Whether 'ranged attack' NPCs should chase targets.
- ranged chase target: false
- # How much damage to do. -1 for calculated values.
- damage: -1
- # How much armor to have (percentage). -1 for calculated values.
- armor: -1
- # How much health to have.
- health: 20
- # Whether this NPC is invincible.
- invincible: false
- # Attack rate, in ticks.
- attack rate: 30
- # Heal rate, in ticks.
- heal rate: 100
- # Whether the NPC should be protected from damage by ignore targets.
- protected: true
- # Whether this NPC fights back.
- fightback: true
- # Whether this NPC needs ammo to fight with.
- needs ammo: false
- # Whether this NPC will avoid damaging non-targets.
- safe shot: true
- # Default respawn time, in ticks.
- respawn time: 100
- # Whether enemy mobs killed by this NPC should drop items.
- enemy drops: false
- # How long to target temporary enemies for, in ticks. 0 means never-forget. Default 6000 = 5 minutes.
- enemy target time: 6000
- # What movement (chase) speed should be used, as a multiple of the default speed.
- speed: 1.5
- # Whether to automatically switch to the most appropriate available weapon. (Bow at range, or sword up close).
- autoswitch: false
- # Accuracy offset, 0 means perfectly accurate, 5 means pretty inaccurate.
- accuracy: 0
- # "Realistic" logic, don't attack targets we can't see, if enabled.
- realistic: false
- # How far the NPC can reach.
- reach: 4.5
- # How far the NPC is willing to fire projectiles.
- projectile range: 100
- # How far the NPC should stay away from threats (listed by 'addavoid' command).
- avoid range: 10
- # Whether the NPC should run away when attacked.
- runaway: false
- # How far away the NPC will greet or warn players from.
- greet range: 10
- # How fast the NPC will greet or warn players, in ticks.
- greet rate: 100
- # How long (in ticks) it takes an NPC to react to sighting a new target. 0 = no delay.
- reaction slowdown: 0
- # Whether the NPC can be knocked back when hit. If set false, will try to force the NPC to remain in place after receiving damage.
- allow knockback: true
- # How much XP to drop when the NPC dies.
- death xp: 0
- random:
- # How long (in ticks) NPCs should run away for (when hit or told to avoid threats).
- run away time: 1200
- # What sound to play when the "spectral" attack is used.
- spectral sound: ENTITY_VILLAGER_YES
- # Whether to use 'workaround' mode of melee damage.
- # If enabled, this can cause unwanted side effects, like mobs not aggroing or some armor effects not applying.
- workaround damage: false
- # If set 'true', native (Spigot or NMS) driven attack handlers will be used for melee attacks from some NPC entity types when that NPC's damage value is -1.
- # If the damage value is manually specified, or the NPC is not a supported type, or this config key is set to 'false', a direct damage induction will be used instead.
- # If 'workaround damage' is enabled, neither native nor direct damage will be used, and the workaround hack will apply instead.
- do native attacks: true
- # Whether to enforce drops even when 'keepInventory' or similar are enabled.
- workaround drops: false
- # Whether to block some Bukkit events related to Sentinel NPCs from ever running. Will cause weirdness with basic functionality.
- # Recommended to use this alongside other workaround options.
- workaround bukkit events: false
- # Whether to use Sentinel's entity chase pathfinder.
- # If set to 'false', will use the Citizens built-in one instead.
- workaround entity chase pathfinder: true
- # Whether to permit death messages to show for Sentinel NPC deaths.
- death messages: false
- # How fast to try to shoot things (EG arrows).
- shoot speed minimum: 20
- # Whether to force damage through (particularly for ranged attacks).
- # If enabled, this can cause unwanted side effects, like mobs not aggroing or some armor effects not applying.
- enforce damage: false
- # Whether skull attack, evoker fang, or shulker bullets are allowed.
- skull allowed: true
- # How many calculation cycles before an NPC will give up on a good target.
- clever ticks: 10
- # Whether to ignore targets that are invisible.
- ignore invisible targets: true
- # Whether to prevent players from damaging NPCs that are guarding them.
- no guard damage: true
- # If false: checks from NPC eye to target eye. If true: checks from NPC eye to multiple points on target body.
- # 'true' is smarter at checking, at the cost of performance.
- enhance los traces: true
- # Distances used for NPCs following their guarded player
- guard follow distance:
- # Maximum possible distance of point to choose (relative to the guarded player)
- selection range: 4
- # Minimum distance before choosing a new point (relative to guarded player)
- minimum: 7
- # How long (in ticks) before Sentinel-fired arrows in the ground are cleaned up. Set to 0 to disable cleanup.
- arrow cleanup time: 200
- # Whether to protect Sentinel NPCs from being burned by the sun.
- block sunburn: true
- # Whether to retain the existing target even when a better one exists.
- # This will persist per individual NPC, but is not user configurable per-NPC at the moment (API configurable only).
- retain target: false
- # Whether to prevent block damage caused by Sentinel weapons.
- prevent explosion block damage: true
- # (Experimental) If enabled, will automatically change the NPC's pathfinding mode if the NPC appears to be getting stuck.
- auto correct pathfinder mode: true
- # If true, armor stands can be targeted. Unexpected behavior may result.
- allow armor stand targets: false
- # How fast to recalculate, in ticks.
- update rate: 10
Advertisement
Add Comment
Please, Sign In to add comment