Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # Configuration file
- general {
- "client settings" {
- # Whether or not to show set bonus information in discovered set item tooltips
- B:"1. Enable Tooltips"=true
- }
- "server settings" {
- # FILLSCREEN Each item you want to include in a set needs to be defined here first
- #
- # Layout is...
- # Equipment id, domain:item:meta > nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2...
- # The equipment id must be unique, and is only used to refer to the item in the equipment set config
- #
- # eg...
- #
- # SSword, stone_sword
- # DSword, diamond_sword
- #
- # DDagger, backstab:diamond_dagger
- #
- # TetraSickleSingle, tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material
- #
- # WirtsLeggings, diamond_leggings > display:Name = "Wirt's Leggings" & ench: = minecraft:protection ; lvl:4s
- #
- S:"1. Equipment" <
- SGIronSword, silentgear:sword > ToolCore_Data : Construction : Parts : : Key = "silentgear:main_iron"
- SGWoodChest, silentgear:chestplate > ToolCore_Data : Construction : Parts : : Key = "silentgear:main_wood"
- >
- # FILLSCREEN Each equipment set is defined here
- # Each equip id must be defined in the Equipment list first
- #
- # Layout is...
- # Set id, set name, slot | slot = equip id | equip id, slot | slot = equip id | equip id, etc.
- #
- # - Vanilla slots: mainhand, offhand, head, chest, legs, feet, hotbar, inventory
- # - Baubles slots: bauble_amulet, bauble_ring, bauble_belt, bauble_head, bauble_body, bauble_charm, bauble_trinket
- # - You can also refer to slots by their slot number, eg. the top-left slot of the inventory is 9
- #
- # eg...
- #
- # SnD, Sword and Dagger, mainhand | offhand = WSword | SSword | ISword | GSword | DSword, mainhand | offhand = WDagger | SDagger | IDagger | GDagger | DDagger
- #
- # DArmor, Diamond Armor, head = DHelm, chest = DChest, legs = DLegs, feet = DBoots
- #
- S:"2. Equipment Sets" <
- TestSet, Test Set, chest = SGWoodChest
- >
- # FILLSCREEN Each bonus is defined here
- #
- # Layout is...
- # Bonus id, bonus name, discovery mode, requirement, requirement, requirement, etc.
- #
- # Discovery mode is a number:
- # 0 = hidden until the player has activated the bonus at least once
- # 1 = always visible
- #
- # Each requirement is one of these:
- # A set; just put in the set id. For a partial set, add a period and the number of set items required
- # an attribute total; put in the attribute name followed by a sign and a number, eg.
- # generic.armor > 7
- #
- # eg...
- #
- # DualWieldSnD, Dual Wield, 0, SnD, generic.armor <= 5
- #
- S:"2f. Bonuses" <
- TestBonus, Test Bonus, 0, TestSet
- >
- # FILLSCREEN Attribute modifiers you receive as part of a bonus
- #
- # Layout is...
- # Bonus id, attribute = amount @ operation, attribute = amount @ operation, etc.
- #
- # eg...
- #
- # This makes the Dual Wield bonus from the bonus example give a 50% attack damage bonus
- # DualWieldSnD, generic.attackDamage = 0.5 @ 1
- #
- S:"3. Attribute Modifiers" <
- >
- # FILLSCREEN Constant potion effects received as part of a bonus
- #
- # Layout is...
- # Bonus id, potion.level.duration.interval, potion.level.duration.interval, etc.
- #
- # eg...
- #
- # This makes the Dual Wield bonus from the bonus example give haste 2
- # DualWieldSnD, haste.2
- #
- # And this does the same thing, but the potion effect is only active for 5 seconds, every 10 seconds (5 on, 5 off, repeat)
- # DualWieldSnD, haste.2.100.200
- #
- S:"4. Potion Effects" <
- TestBonus, invisibility
- >
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement