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jland-packwiz-pack/config/progressivebosses-common.toml
2023-11-02 12:32:44 -05:00

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TOML

"Enable Wither" = true
"Enable Ender Dragon" = true
"Enable Elder Guardian" = true
[Wither]
#Handles the Damage Resistances and Vulnerabilities
"Enable Resistances & Vulnerabilities" = true
#How difficulty is handled for the Wither.
"Enable Difficulty Settings" = true
#Wither will spawn deadly Minions
"Enable Minions" = true
#Makes the Wither smarter (will no longer try to stand on the player's head ...), attack faster and hit harder
"Enable Attack" = true
#Bonus Health and Bonus regeneration. The feature even fixes the Wither health bar not updating on spawn.
"Enable Health" = true
#Bonus Experience and Drops
"Enable Rewards" = true
#Handles various small features, such as the explosion
"Enable Misc" = true
#Handles the Damage Resistances and Vulnerabilities
[Wither."Resistances & Vulnerabilities"]
#Percentage Melee Damage Reduction (at max difficulty) while the Wither is above half health.
#Range: 0.0 ~ 1.0
"Melee Damage reduction above half health" = 0.24
#Cap for 'Melee Damage reduction above half health'
#Range: 0.0 ~ 1.0
"Max Melee Damage reduction before half health" = 0.24
#Percentage Melee Damage Reduction (at max difficulty) as the Wither drops below half health.
#Range: 0.0 ~ 1.0
"Melee Damage reduction below half health" = 0.48
#Cap for 'Melee Damage Reduction below half health'
#Range: 0.0 ~ 1.0
"Max Melee Damage reduction below half health" = 0.48
#Bonus magic damage based off missing health. 250 means that every 250 missing health the damage will be amplified by 100%. E.g. The first Wither (with 300 max health) is at 50 health (so it's missing 250hp), on magic damage he will receive 'magic_damage * (missing_health / magic_damage_bonus + 1)' = 'magic_damage * (250 / 250 + 1)' = 'magic_damage * 2'.
#Range: 0.0 ~ 1024.0
"Magic Damage Bonus" = 250.0
#How difficulty is handled for the Wither.
[Wither."Difficulty Settings"]
#The Maximum difficulty (times spawned) reachable by Wither.
#Range: > 1
"Max Difficulty" = 8
#How much difficulty will players start with when joining a world? Note that this will apply when the first Wither is spawned so if the player has already spawned one this will not apply.
#Range: > 0
"Starting Difficulty" = 0
#How much blocks from wither will be scanned for players to check for difficulty
#Range: > 16
"Spawn Radius Player Check" = 128
#If false and there's more than 1 player around the Wither, difficulty will be the average of all the players' difficulty instead of summing them.
"Sum Spawned Wither Difficulty" = false
#Percentage bonus difficulty added to the Wither when more than one player is present. Each player past the first one will add this percentage to the difficulty.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Difficulty per Player" = 0.25
#Set to false to disable the first Wither summoned message.
"Show First Summoned Wither Message" = true
#Entities that extend the vanilla Wither but shouldn't be taken into account by the mod (e.g. Botania's Pink Wither).
[Wither."Difficulty Settings"."Entity Blacklist"]
Blacklist = ["botania:pink_wither"]
#If true the list will be treated as a whitelist instead of blacklist
"List as Whitelist" = false
#Wither will spawn deadly Minions
[Wither.Minions]
#At which difficulty the Wither starts spawning Minions
#Range: > 0
"Minion at Difficulty" = 1
#As the Wither starts spawning Minions, every how much difficulty the Wither will spawn one more Minion
#Range: > 0
"Bonus Minion Every Difficulty" = 1
#Maximum Minions spawned by the Wither
#Range: > 0
"Max Minions Spawned" = 6
#Maximum amount of Minions that can be around the Wither in a 16 block radius. After this number is reached the Wither will stop spawning minions. Set to 0 to disable this check
#Range: > 0
"Max Minions Around" = 18
#Minimum ticks (20 ticks = 1 seconds) after Minions can spawn.
#Range: > 0
"Minimum Cooldown" = 400
#Maximum ticks (20 ticks = 1 seconds) after Minions can spawn.
#Range: > 0
"Maximum Cooldown" = 800
#Min and Max cooldowns are multiplied by this value when the Wither drops below half health. Set to 1 to not change the cooldown when the wither's health drops below half.
#Range: 0.0 ~ 1.7976931348623157E308
"Cooldown Multiplier Below Half Health" = 0.5
#Percentage bonus speed at max difficulty.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Movement Speed Per Difficulty" = 0.25
#Wither Minions will take magic damage multiplied by this value.
#Range: 0.0 ~ 1.7976931348623157E308
"Magic Damage Taken Multiplier" = 3.0
#Wither Minions will die when the Wither that summoned them dies.
"Kill Minions on Wither Death" = true
[Wither.Minions.Equipment]
#Chance for the Wither Minion to spawn with a bow instead of a Stone Sword when Wither's above Half Health.
#Range: 0.0 ~ 1.0
"Bow Chance Above Half Health" = 0.6
#Chance for the Wither Minion to spawn with a bow instead of a Stone Sword when Wither's below Half Health.
#Range: 0.0 ~ 1.0
"Bow Chance Below Half Health" = 0.08
[Wither.Minions.Equipment.Enchantments]
#Chance (at max difficulty) for the Wither Minion's Sword to be enchanted with Sharpness. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining dictates the chance to add on more level.
#Range: 0.0 ~ 127.0
"Sharpness Chance" = 2.4
#Chance (at max difficulty) for the Wither Minion's Sword to be enchanted with Knockback. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining dictates the chance to add on more level.
#Range: 0.0 ~ 127.0
"Knockback Chance" = 2.4
#Chance (at max difficulty) for the Wither Minion's Bow to be enchanted with Power. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining dictates the chance to add on more level.
#Range: 0.0 ~ 127.0
"Power Chance" = 3.2
#Chance (at max difficulty) for the Wither Minion's Bow to be enchanted with Punch. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining dictates the chance to add on more level.
#Range: 0.0 ~ 127.0
"Punch Chance" = 1.5
#Makes the Wither smarter (will no longer try to stand on the player's head ...), attack faster and hit harder
[Wither.Attack]
#How much experience will an Elder Guardian drop. -1 will make the Elder Guardian drop vanilla experience.
#Range: 0.0 ~ 1.7976931348623157E308
"Increased Damage" = 0.96
#Wither Skull Projectiles speed will be multiplied by this value. Set to 1 to not change the speed.
#Range: 1.0 ~ 1.7976931348623157E308
"Skull Velocity Multiplier" = 2.5
[Wither.Attack."Charge attack"]
#Chance every time the Wither takes damage to start a charge attack. Lower health and more damage taken increases the chance.
#This value is the chance at 0% health and when taking 10 damage.
#Range: 0.0 ~ 1.0
Chance = 0.06
#Base damage of the charge attack. Increased by 'Increased Damage' config option.
#Range: 0.0 ~ 50.0
"Base Damage" = 16.0
[Wither.Attack."Barrage Attack"]
#Chance (at max difficulty) every time the Wither takes damage to start a barrage attack. More damage taken increases the chance.
#This value is the chance when taking 10 damage.
#Range: 0.0 ~ 1.0
Chance = 0.075
#Min time (in ticks) for the duration of the barrage attack. Less health = longer barrage.
#Range: > 0
"Min Duration" = 20
#Max time (in ticks) for the duration of the barrage attack. Less health = longer barrage
#Range: > 0
"Max Duration" = 150
[Wither.Attack."Attack Speed"]
#Every how many ticks (20 ticks = 1 seconds) the middle head will fire a projectile to the target.
#Range: > 1
Interval = 35
#The middle head will attack faster (up to this bonus percentage) the nearer the target is to the Wither.
#Range: 0.0 ~ 1.0
"Bonus when near" = 0.6
#Bonus Health and Bonus regeneration. The feature even fixes the Wither health bar not updating on spawn.
[Wither.Health]
#Increase Wither's Health by this value at max difficulty (scales accordingly at lower difficulties)
#Range: 0.0 ~ 1.7976931348623157E308
"Health Bonus per Difficulty" = 720.0
#Maximum bonus regeneration per second given by "Bonus Regeneration".
#Set to 0 to disable bonus health regeneration. This doesn't affect the natural regeneration of the Wither (1 Health per Second).
#Note that this bonus health regen is disabled when Wither's health is between 49% and 50% to prevent making it impossible to approach when reaches half health.
#Range: 0.0 ~ 1.7976931348623157E308
"Maximum Bonus Regeneration" = 2.0
#How many half hearts will the Wither regen at max difficulty. This is added to the natural regeneration of the Wither (1 Health per Second).
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Regeneration" = 2.4
#Bonus regeneration will be multiplied by this ratio when the Wither has been hit in the last 3 seconds.
#Range: 0.0 ~ 2.0
"Bonus Regeneration Ratio When Hit" = 0.6
#Bonus Experience and Drops
[Wither.Rewards]
#How much more experience (percentage, 60 means +6000%) will Wither drop at max Difficulty.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Experience" = 60.0
#If true default mod drops are added to the Wither.
#Note that replacing the Wither loot table (e.g. via DataPack) will automatically remove the Injected loot.
"Inject Default Loot" = true
#Handles various small features, such as the explosion
[Wither.Misc]
#How much explosion power (after the invulnerability) will the Wither have at max difficulty. Explosion Radius is capped to 13. Base Wither Explosion Power is 7.0. Setting this to 0 will not increase the Wither Explosion Power
#Range: 0.0 ~ 8.0
"Explosion Power Bonus" = 8.0
#At this difficulty the Wither Explosion will cause fire. Set to -1 to disable.
#Range: > -1
"Explosion Causes Fire at Difficulty" = -1
#The Wither will no longer wait 1.0 seconds before breaking blocks when he's hit, instead just 0.5s
"Faster Breaking Blocks" = true
#The Wither will break even blocks below him when hit.
"Bigger Breaking Blocks" = true
#If true the Wither will break even blocks that are wither-proof. Unbreakable blocks will still be unbreakable, so it's really useful with other mods as in vanilla Wither Proof Blocks are all the unbreakable blocks.
"Ignore Wither-proof Blocks" = false
#The wither can only be spawned in the Nether.
#Note that this feature completely disables Wither Skulls from begin placed nearby Soul Sand when not in the Nether or when on the Nether Roof.
#Requires Minecraft restart.
"Wither Nether Only" = false
["Elder Guardian"]
#Handles the Damage Resistances
"Enable Resistances" = true
#Elder Guardians will spawn Elder Minions.
"Enable Minions" = true
#Bonus Experience and Dragon Egg per player
"Enable Rewards" = true
#Bonus Health and Health regeneration.
"Enable Health" = true
#More damage and attack speed based off Elder Guardians Defeated
"Enable Attack" = true
#Handles the Damage Resistances
["Elder Guardian".Resistances]
#Percentage Damage Reduction for each Elder Guardian Defeated.
#Range: 0.0 ~ 1.0
"Damage Reduction per Elder Guardian Defeated" = 0.3
#Base feature for the Elder Guardian harder fights.
["Elder Guardian".Base]
#If true, the player will not be able to break blocks when an Elder Guardian is nearby.
"Adventure mode" = true
#The range from any Elder Guardian at which players get adventure mode. It's advised to increase this (to about 80) with YUNG's Better Ocean Monuments.
#Range: 4.9E-324 ~ 1.7976931348623157E308
"Adventure mode Range" = 48.0
#Elder Guardians will spawn Elder Minions.
["Elder Guardian".Minions]
#Elder Guardians will spawn Elder Minions every this tick value (20 ticks = 1 sec).
#Range: > 0
"Base Cooldown" = 200
#The base cooldown is reduced by this value for each missing Elder Guardian.
#Range: > 0
"Cooldown Reduction per Missing Elder" = 60
#Bonus Experience and Dragon Egg per player
["Elder Guardian".Rewards]
#How much experience will an Elder Guardian drop. -1 will make the Elder Guardian drop vanilla experience.
#Range: -1 ~ 1024
"Base Experience" = 40
#How much more experience (percentage) will Elder Guardian drop per killed Elder Guardian. The percentage is additive (e.g. with this set to 100%, the last Elder will drop 200% more experience)
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Experience" = 1.0
#If true default mod drops are added to the Elder Guardian.
#Note that replacing the Elder Guardian loot table (e.g. via DataPack) will automatically remove the Injected loot.
"Inject Default Loot" = true
#Bonus Health and Health regeneration.
["Elder Guardian".Health]
#Increase Elder Guardians' Health by this percentage (1 = +100% health)
#Range: 0.0 ~ 1.7976931348623157E308
"Health Bonus per Difficulty" = 0.5
#Adds absorption health to Elder Guradians (health that doesn't regen)
#Range: 0.0 ~ 1.7976931348623157E308
"Absorption Health" = 40.0
#Health Regen per second
#Range: 0.0 ~ 1.7976931348623157E308
"Health Regen" = 0.5
#More damage and attack speed based off Elder Guardians Defeated
["Elder Guardian".Attack]
#Percentage Bonus damage per defeated Elder Guardian.
#Range: 0.0 ~ 128.0
"Bonus Damage per Elder Guardian Defeated" = 0.0
#How many ticks faster will Elder Guardian attack (multiplied by defeated Elder Guardians). Vanilla Attack Duration is 60 ticks (3 secs)
#Range: 0 ~ 60
"Attack Duration Reduction per Elder Guardian Defeated" = 25
["Ender Dragon"]
#Bonus Health and Bonus regeneration.
"Enable Health" = true
#Makes the dragon hit harder in various different ways
"Enable Attack" = true
#Mini things that are just annoying.
"Enable Larva" = true
#Bonus Experience and Dragon Egg per player
"Enable Rewards" = true
#Shulkers that will make you float around.
"Enable Minions" = true
#Makes more Crystal spawn and with more cages.
"Enable Crystals" = true
#Handles the Damage Resistances and Vulnerabilities
"Enable Resistances & Vulnerabilities" = true
#Bonus Health and Bonus regeneration.
["Ender Dragon".Health]
#Ender Dragon health will be increased by this value at max difficulty (scaling accordingly at lower difficulties)
#Range: 0.0 ~ 1.7976931348623157E308
"Health Bonus at Max Difficulty" = 200.0
#How much health will the Ender Dragon regen at max difficulty (scaling accordingly at lower difficulties). This doesn't affect the health regen given by crystals.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Regeneration" = 1.0
#Maximum bonus regeneration per second given by "Bonus Regeneration". Set to 0 to disable bonus health regeneration. Can be lower than "Bonus Regeneration". This doesn't affect the health regen given by crystals.
#Range: 0.0 ~ 1.7976931348623157E308
"Maximum Bonus Regeneration" = 1.0
#How much health (when missing 100% health) will the Ender Dragon regen at max difficulty each second whenever she's attached to a Crystal. So if she's missing 30% health, this will be 30% effective. This is added to the normal Crystal regen.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Crystal Regeneration" = 0.0
#Bonus regeneration (also bonus crystal regen) will be multiplied by this ratio when the Dragon has been hit in the last 3 seconds.
#Range: 0.0 ~ 2.0
"Bonus Regeneration Ratio When Hit" = 0.4
#Makes the dragon hit harder in various different ways
["Ender Dragon".Attack]
#How much more damage at max difficulty (percentage) does the Ender Dragon deal per difficulty?
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Direct Damage" = 2.25
#How much more damage at max difficulty (percentage) does the Ender Dragon's Acid fireball and pool deal per difficulty?
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Acid Pool Damage" = 2.4
#Normally the Ender Dragon attacks only when leaving the center platform. With this active she has a chance when she has finished charging / fireballing or before checking if she should land in the center to charge the player.
#This is the chance to start a charge attack when the difficulty is at max. Otherwise it scales accordingly.
#The actual chance is: (this_value * (difficulty / max difficulty)).
#Range: 0.0 ~ 1.7976931348623157E308
"Charge Player Max Chance" = 0.45
#Normally the Ender Dragon spits fireballs when a Crystal is destroyed and rarely during the fight. With this active she has a chance when she has finished charging / fireballing or before checking if she should land in the center to spit a fireball.
#This is the chance to start a fireball attack when the difficulty is at max. Otherwise it scales accordingly.
#The actual chance is: (this_value * (difficulty / max difficulty)).
#Range: 0.0 ~ 1.7976931348623157E308
"Fireball Max Chance" = 0.35
#Since around 1.13/1.14 the Ender Dragon can no longer dive for more than about 3 blocks so she takes a lot to rise / fall. With this active the dragon will be able to rise and fall many more blocks, making easier to hit the player and approach the center.
"Increase Max Rise and Fall" = true
#On impact the Acid Fireball will deal magic damage in an area.
"Fireball Explosion Magic Damage" = true
#On impact the Acid Fireball will generate a 3D area of effect cloud instead of a normal flat one. The 3D cloud lasts for half the time.
"Fireball 3D Area Effect Cloud" = true
#Speed multiplier for the Dragon Fireball.
#Range: 0.0 ~ 1.7976931348623157E308
"Fireball Velocity Multiplier" = 2.5
#The dragon will fire (up to) this more fireballs at max difficulty. The bonus fireballs have a slight shotting error so aren't all directly aimed at the player.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Fireballs" = 15.0
#Mini things that are just annoying.
["Ender Dragon".Larva]
#At which difficulty the Ender Dragon starts spawning Larvae
#Range: > 0
"Larva at Difficulty" = 1
#As the Ender Dragon starts spawning Minions, every how much difficulty she will spawn one more Minions
#Range: > 0
"Bonus Larva Every Difficulty" = 1
#Maximum Larva spawned by the Ender Dragon
#Range: > 0
"Max Larvae Spawned" = 7
#Minimum ticks (20 ticks = 1 seconds) after Minions can spawn.
#Range: > 0
"Minimum Cooldown" = 800
#Maximum ticks (20 ticks = 1 seconds) after Minions can spawn.
#Range: > 0
"Maximum Cooldown" = 1400
#If true, Larvae will take only 10% damage from the Ender Dragon.
"Reduced Dragon Damage" = true
#Bonus Experience and Dragon Egg per player
["Ender Dragon".Rewards]
#How much more experience (percentage, 36 means +3600%) will Dragon drop at max Difficulty.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Experience" = 36.0
#If true whenever a player, that has never killed the dragon, kills the dragon a Dragon Egg ìì will drop. E.g. If 2 players kill the Dragon for the first time, she will drop 2 Dragon Eggs
"Dragon Egg per Player" = true
#If true default mod drops are added to the Ender Dragon.
#Note that replacing the Ender Dragon loot table (e.g. via DataPack) will automatically remove the Injected loot.
"Inject Default Loot" = true
#How difficulty is handled for the Dragon.
["Ender Dragon"."Difficulty Settings"]
#The Maximum difficulty (times killed) reachable by Ender Dragon. By default is set to 24 because it's the last spawning end gate.
#Range: > 1
"Max Difficulty" = 8
#How much difficulty will players start with when joining a world? Note that this will apply when the player joins the world if the current player difficulty is below this value.
#Range: > 0
"Starting Difficulty" = 0
#If false and there's more than 1 player around the Dragon, difficulty will be the average of all the players' difficulty instead of summing them.
"Sum Killed Dragons Difficulty" = false
#Percentage bonus difficulty added to the Dragon when more than one player is present. Each player past the first one will add this percentage to the difficulty.
#Range: 0.0 ~ 1.7976931348623157E308
"Bonus Difficulty per Player" = 0.25
#Set to false to disable the first Dragon killed message.
"Show First Killed Dragon Message" = true
#Shulkers that will make you float around.
["Ender Dragon".Minions]
#At which difficulty the Ender Dragon starts spawning Minions
#Range: > 0
"Minion at Difficulty" = 1
#Minimum ticks (20 ticks = 1 seconds) after Minions can spawn
#Range: > 0
"Minimum Cooldown" = 1400
#Maximum ticks (20 ticks = 1 seconds) after Minions can spawn.
#Range: > 0
"Maximum Cooldown" = 2000
#Percentage cooldown reduction at max difficulty for the cooldown of Minion spawning.
#Range: 0.0 ~ 1.0
"Cooldown Reduction" = 0.4
#Percentage chance at max difficulty for a Minion to spawn as a Blinding Minion.
#Range: 0.0 ~ 1.0
"Blinding Chance" = 0.4
#Time (in ticks) for the blinding effect when hit by a blinding bullet.
#Range: 0 ~ 1200
"Blinding duration" = 150
#If true, Dragon Minions will take only 10% damage from the Ender Dragon.
"Reduced Dragon Damage" = true
#Makes more Crystal spawn and with more cages.
["Ender Dragon".Crystals]
#At this difficulty cages will start to appear around other crystals too. -1 will disable this feature.
#Range: > -1
"More Cages at Difficulty" = 1
#Max number of bonus cages that can spawn around the crystals. (Vanilla already has 2 cages)
#Range: 0 ~ 8
"Max Bonus Cages" = 6
#At this difficulty one crystal will start to appear inside obsidian towers. -1 will disable this feature.
#Range: > -1
"More Crystals at Difficulty" = 2
#Every how much difficulty one more crystal will be spawned inside towers
#Range: > -1
"More Crystals Step" = 3
#Max number of bonus crystals that can spawn inside the towers.
#Range: 0 ~ 10
"More Crystals Max" = 3
#Everytime the dragon is hit (when below 50% of health) there's a chance to to trigger a Crystal respawn Phase. The chance is 0% when health >=50% and 100% when health <=30%, the health threshold decreases by 20% every time the dragon respawns crystals.
"Enable crystal respawn" = true
#At max Difficulty how many crystals will the dragon respawn.
#Range: 0.0 ~ 10.0
"Crystal Respawn Per Difficulty" = 3.0
#Crystals can no longer be destroyed by other explosions.
"Explosion Immune" = true
#Handles the Damage Resistances and Vulnerabilities
["Ender Dragon"."Resistances & Vulnerabilities"]
#Melee Damage reduction at max difficulty while the Ender Dragon is at the center.
#Range: 0.0 ~ 1.0
"Melee Damage reduction while at the center" = 0.24
#Melee Damage is increased by this percentage while the Ender Dragon is not at the center.
#Range: 0.0 ~ 1.0
"Melee Damage increase while not at the center" = 0.24
#Damage reduction when hit by explosions (firework rockets excluded).
#Range: 0.0 ~ 1.0
"Explosion Damage reduction" = 0.667