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  1. # Configuration file
  2.  
  3. general {
  4.  
  5. "client settings" {
  6. # Whether or not to show set bonus information in discovered set item tooltips
  7. B:"1. Enable Tooltips"=true
  8. }
  9.  
  10. "server settings" {
  11. # FILLSCREEN Each item you want to include in a set needs to be defined here first
  12. #
  13. # Layout is...
  14. # Equipment id, domain:item:meta > nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2...
  15. # The equipment id must be unique, and is only used to refer to the item in the equipment set config
  16. #
  17. # eg...
  18. #
  19. # SSword, stone_sword
  20. # DSword, diamond_sword
  21. #
  22. # DDagger, backstab:diamond_dagger
  23. #
  24. # TetraSickleSingle, tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material
  25. #
  26. # WirtsLeggings, diamond_leggings > display:Name = "Wirt's Leggings" & ench: = minecraft:protection ; lvl:4s
  27. #
  28. S:"1. Equipment" <
  29. SGIronSword, silentgear:sword > ToolCore_Data : Construction : Parts : : Key = "silentgear:main_iron"
  30. SGWoodChest, silentgear:chestplate > ToolCore_Data : Construction : Parts : : Key = "silentgear:main_wood"
  31. >
  32.  
  33. # FILLSCREEN Each equipment set is defined here
  34. # Each equip id must be defined in the Equipment list first
  35. #
  36. # Layout is...
  37. # Set id, set name, slot | slot = equip id | equip id, slot | slot = equip id | equip id, etc.
  38. #
  39. # - Vanilla slots: mainhand, offhand, head, chest, legs, feet, hotbar, inventory
  40. # - Baubles slots: bauble_amulet, bauble_ring, bauble_belt, bauble_head, bauble_body, bauble_charm, bauble_trinket
  41. # - You can also refer to slots by their slot number, eg. the top-left slot of the inventory is 9
  42. #
  43. # eg...
  44. #
  45. # SnD, Sword and Dagger, mainhand | offhand = WSword | SSword | ISword | GSword | DSword, mainhand | offhand = WDagger | SDagger | IDagger | GDagger | DDagger
  46. #
  47. # DArmor, Diamond Armor, head = DHelm, chest = DChest, legs = DLegs, feet = DBoots
  48. #
  49. S:"2. Equipment Sets" <
  50. TestSet, Test Set, chest = SGWoodChest
  51. >
  52.  
  53. # FILLSCREEN Each bonus is defined here
  54. #
  55. # Layout is...
  56. # Bonus id, bonus name, discovery mode, requirement, requirement, requirement, etc.
  57. #
  58. # Discovery mode is a number:
  59. # 0 = hidden until the player has activated the bonus at least once
  60. # 1 = always visible
  61. #
  62. # Each requirement is one of these:
  63. # A set; just put in the set id. For a partial set, add a period and the number of set items required
  64. # an attribute total; put in the attribute name followed by a sign and a number, eg.
  65. # generic.armor > 7
  66. #
  67. # eg...
  68. #
  69. # DualWieldSnD, Dual Wield, 0, SnD, generic.armor <= 5
  70. #
  71. S:"2f. Bonuses" <
  72. TestBonus, Test Bonus, 0, TestSet
  73. >
  74.  
  75. # FILLSCREEN Attribute modifiers you receive as part of a bonus
  76. #
  77. # Layout is...
  78. # Bonus id, attribute = amount @ operation, attribute = amount @ operation, etc.
  79. #
  80. # eg...
  81. #
  82. # This makes the Dual Wield bonus from the bonus example give a 50% attack damage bonus
  83. # DualWieldSnD, generic.attackDamage = 0.5 @ 1
  84. #
  85. S:"3. Attribute Modifiers" <
  86. >
  87.  
  88. # FILLSCREEN Constant potion effects received as part of a bonus
  89. #
  90. # Layout is...
  91. # Bonus id, potion.level.duration.interval, potion.level.duration.interval, etc.
  92. #
  93. # eg...
  94. #
  95. # This makes the Dual Wield bonus from the bonus example give haste 2
  96. # DualWieldSnD, haste.2
  97. #
  98. # And this does the same thing, but the potion effect is only active for 5 seconds, every 10 seconds (5 on, 5 off, repeat)
  99. # DualWieldSnD, haste.2.100.200
  100. #
  101. S:"4. Potion Effects" <
  102. TestBonus, invisibility
  103. >
  104. }
  105.  
  106. }
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