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  1. # Sentinel plugin configuration file
  2.  
  3. # Default settings for a new NPC
  4. # Generally these should be edited per-NPC via command, unless you really want this apply to every NPC ever
  5. sentinel defaults:
  6. # Whether 'close quarters' NPCs should chase targets.
  7. close chase target: true
  8. # Whether 'ranged attack' NPCs should chase targets.
  9. ranged chase target: false
  10. # How much damage to do. -1 for calculated values.
  11. damage: -1
  12. # How much armor to have (percentage). -1 for calculated values.
  13. armor: -1
  14. # How much health to have.
  15. health: 20
  16. # Whether this NPC is invincible.
  17. invincible: false
  18. # Attack rate, in ticks.
  19. attack rate: 30
  20. # Heal rate, in ticks.
  21. heal rate: 100
  22. # Whether the NPC should be protected from damage by ignore targets.
  23. protected: true
  24. # Whether this NPC fights back.
  25. fightback: true
  26. # Whether this NPC needs ammo to fight with.
  27. needs ammo: false
  28. # Whether this NPC will avoid damaging non-targets.
  29. safe shot: true
  30. # Default respawn time, in ticks.
  31. respawn time: 100
  32. # Whether enemy mobs killed by this NPC should drop items.
  33. enemy drops: false
  34. # How long to target temporary enemies for, in ticks. 0 means never-forget. Default 6000 = 5 minutes.
  35. enemy target time: 6000
  36. # What movement (chase) speed should be used, as a multiple of the default speed.
  37. speed: 1.5
  38. # Whether to automatically switch to the most appropriate available weapon. (Bow at range, or sword up close).
  39. autoswitch: false
  40. # Accuracy offset, 0 means perfectly accurate, 5 means pretty inaccurate.
  41. accuracy: 0
  42. # "Realistic" logic, don't attack targets we can't see, if enabled.
  43. realistic: false
  44. # How far the NPC can reach.
  45. reach: 4.5
  46. # How far the NPC is willing to fire projectiles.
  47. projectile range: 100
  48. # How far the NPC should stay away from threats (listed by 'addavoid' command).
  49. avoid range: 10
  50. # Whether the NPC should run away when attacked.
  51. runaway: false
  52. # How far away the NPC will greet or warn players from.
  53. greet range: 10
  54. # How fast the NPC will greet or warn players, in ticks.
  55. greet rate: 100
  56. # How long (in ticks) it takes an NPC to react to sighting a new target. 0 = no delay.
  57. reaction slowdown: 0
  58. # 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.
  59. allow knockback: true
  60. # How much XP to drop when the NPC dies.
  61. death xp: 0
  62.  
  63. random:
  64. # How long (in ticks) NPCs should run away for (when hit or told to avoid threats).
  65. run away time: 1200
  66. # What sound to play when the "spectral" attack is used.
  67. spectral sound: ENTITY_VILLAGER_YES
  68. # Whether to use 'workaround' mode of melee damage.
  69. # If enabled, this can cause unwanted side effects, like mobs not aggroing or some armor effects not applying.
  70. workaround damage: false
  71. # 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.
  72. # 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.
  73. # If 'workaround damage' is enabled, neither native nor direct damage will be used, and the workaround hack will apply instead.
  74. do native attacks: true
  75. # Whether to enforce drops even when 'keepInventory' or similar are enabled.
  76. workaround drops: false
  77. # Whether to block some Bukkit events related to Sentinel NPCs from ever running. Will cause weirdness with basic functionality.
  78. # Recommended to use this alongside other workaround options.
  79. workaround bukkit events: false
  80. # Whether to use Sentinel's entity chase pathfinder.
  81. # If set to 'false', will use the Citizens built-in one instead.
  82. workaround entity chase pathfinder: true
  83. # Whether to permit death messages to show for Sentinel NPC deaths.
  84. death messages: false
  85. # How fast to try to shoot things (EG arrows).
  86. shoot speed minimum: 20
  87. # Whether to force damage through (particularly for ranged attacks).
  88. # If enabled, this can cause unwanted side effects, like mobs not aggroing or some armor effects not applying.
  89. enforce damage: false
  90. # Whether skull attack, evoker fang, or shulker bullets are allowed.
  91. skull allowed: true
  92. # How many calculation cycles before an NPC will give up on a good target.
  93. clever ticks: 10
  94. # Whether to ignore targets that are invisible.
  95. ignore invisible targets: true
  96. # Whether to prevent players from damaging NPCs that are guarding them.
  97. no guard damage: true
  98. # If false: checks from NPC eye to target eye. If true: checks from NPC eye to multiple points on target body.
  99. # 'true' is smarter at checking, at the cost of performance.
  100. enhance los traces: true
  101. # Distances used for NPCs following their guarded player
  102. guard follow distance:
  103. # Maximum possible distance of point to choose (relative to the guarded player)
  104. selection range: 4
  105. # Minimum distance before choosing a new point (relative to guarded player)
  106. minimum: 7
  107. # How long (in ticks) before Sentinel-fired arrows in the ground are cleaned up. Set to 0 to disable cleanup.
  108. arrow cleanup time: 200
  109. # Whether to protect Sentinel NPCs from being burned by the sun.
  110. block sunburn: true
  111. # Whether to retain the existing target even when a better one exists.
  112. # This will persist per individual NPC, but is not user configurable per-NPC at the moment (API configurable only).
  113. retain target: false
  114. # Whether to prevent block damage caused by Sentinel weapons.
  115. prevent explosion block damage: true
  116. # (Experimental) If enabled, will automatically change the NPC's pathfinding mode if the NPC appears to be getting stuck.
  117. auto correct pathfinder mode: true
  118. # If true, armor stands can be targeted. Unexpected behavior may result.
  119. allow armor stand targets: false
  120.  
  121. # How fast to recalculate, in ticks.
  122. update rate: 10
  123.  
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