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- # Sentinel plugin configuration file
- # Default settings for a new NPC
- 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: 30
- # 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: true
- # How long to target temporary enemies for, in ticks. 0 means never-forget.
- enemy target time: 300
- # What movement (chase) speed should be used, as a multiple of the default speed.
- speed: 2
- # Whether to automatically switch to the most appropriate available weapon. (Bow at range, or sword up close).
- autoswitch: true
- # 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: True
- # How far the NPC can reach.
- reach: 3
- # 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
- 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 fist damage.
- workaround damage: false
- # 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 workaround potential issues with entity-follow pathfinding.
- workaround entity chase pathfinder: false
- # Whether to permit death messages to show for Sentinel NPC deaths.
- death messages: true
- # How fast to try to shoot things (EG arrows).
- shoot speed minimum: 20
- # Whether to force damage through (particularly for ranged attacks).
- enforce damage: false
- # Whether NPCs are protected from damage by ignore targets.
- protected: false
- # Whether skull attack is allowed.
- skull allowed: true
- # How many calculation cycles before an NPC will give up on a good target.
- clever ticks: 10
- # The maximum health value for any given Sentinel NPC.
- max health: 2000
- # Whether to ignore targets that are invisible.
- ignore invisible targets: 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
- # Maximum distance an NPC must reach before being done walking (relative to the chosen point)
- margin: 2
- # How fast to recalculate, in ticks.
- update rate: 10
- # Do not touch! (Unless you know what you're doing!)
- config version: 11
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