Heroes config.yml

May 28, 2019
Heroes config.yml
  • # Use these sections to configure the plugin.
    leveling:
    #Changing this to true will use an exponential exp curve for games similar to D3 or Path of Exile.
    exp-calc-alt: false
    #set this to adjust the EXP curve (higher numbers equal longer ending levels)
    exp-curve: 1.0
    #be cautious on changing this after it has been set)
    max-exp: 100000
    #max level to master/change from PARENT to Child)
    max-level: 50
    #Setting this to true will allow players to gain exp up until they are 1% away from being above max-level
    pad-max-level: true
    #exp loss on death, is taken from current LEVEL not ALL exp.
    exp-loss: 0.10
    #exp loss multiplier used during pvp
    pvp-exp-loss: 1.0
    #maximum party size
    max-party-size: 6
    #multiplier of how much bonus xp should be awarded overall to parties
    party-exp-bonus: 1.0
    #allow level loss when players lose xp
    level-loss: false
    #allow mastery loss when players lose xp
    mastery-loss: false
    #allow xp adjustments when a mob was detected as spawning from a mob-spawner
    spawner-checks: false
    #if spawner-checks is true, all xp gained from killing is multiplied by this number. setting to 0 gives no xp.
    spawner-exp-mult: .5
    #Hardcore mode to reset all levels/exp on death
    reset-on-death: false
    #Level that players must be within to PvP with each other
    pvp-range: 50
    #Level that a player must attain before they are allowed to PvP or be PvPed with
    min-pvp-level: 1
    #How close in level players need to be to get full exp
    pvp-exp-range: 10
    #When players will recieve no exp for killing a player
    pvp-max-exp-range: 40
    #Dumps a levels.txt file with the exp/level pairings
    dump-exp-file: false
    #If mob's health should be scaled based on distasnce from spawn
    mob-health-distance-modified: true
    mob-health-modifier: 3
    #If mob's exp should be scaled based on distasnce from spawn
    mob-experience-distance-modified: true
    mob-exp-modifier: 3
    #If mob's damage should be scaled based on distance from spawn
    mob-damage-distance-modified: true
    mob-damage-modifier: 3
    classes:
    #cost to swap
    swap-cost: 0
    #cost to swap back to a class you already have xp in (base + level*per-level)
    old-swap-cost: 0
    old-swap-cost-per-level: 0
    #cost to swap to a new profession
    prof-swap-cost: 0
    #cost to swap back to an old profession (base + level*per-level)
    old-prof-swap-cost: 0
    old-prof-swap-cost-per-level: 0
    #cost to swap to a new race
    race-swap-cost: 0
    #cost to swap back to an old race (base + level*per-level)
    old-race-swap-cost: 0
    old-race-swap-cost-per-level: 0
    #will allow for users to change back to their mastered class freely
    master-swap-free: true
    #toggles charging for the first class switch
    first-swap-free: true
    #toggles charging for the first race switch
    first-swap-free-race: true
    #if enabled, will force players who have mastered X classes to pay full cost for changing to any class/prof/race
    swap-with-masteries-has-full-cost: false
    number-of-masteries-for-full-cost: 1
    #basic name prefixing of heroclass, may not work correctly
    use-prefix: false
    #will reset the exp if the player switches without mastering
    reset-exp-on-change: true
    #will reset all xp including masteries if the player switches classes
    reset-master-on-change: false
    #will reset all xp including masteries if the player switches professions
    reset-prof-master-on-change: false
    #will reset the players profession whenever they change primary classes
    reset-prof-on-pri-change: false
    #Will make it so players can not switch classes until they have mastered their current class
    lock-till-master: false
    #Will not allow a player who is the highest tier to swap classes
    lock-at-max-level: false
    #multiplier for self-healing skills
    self-heal: 0.5
    #how many milliseconds a hero must wait between changing classes
    class-change-cooldown: 600000
    attributes:
    # The amount of attribute allocation points granted per level of the Hero.
    allocation-points-per-level: 3
    # The amount of attack damage with weapons given per every point of Strength the hero has.
    attack-damage-per-strength: 1.0
    # The amount of maximum HP given per every point of Constitution the hero has.
    health-per-constitution: 20.0
    # The amount of magic resists given per every point of Constitution the hero has.
    magic-resist-per-constitution: 0.003
    # The amount of stamina regenerated every tick (per per every point of Endurance the hero has).
    stamina-regeneration-per-endurance: 1
    # Enable carry weigth endurance calculation
    enable-carry-weight-per-endurance: true
    # The amount of carry weight capacity given per every point of Endurance the hero has.
    carry-weight-per-endurance: 0.0
    # The amount of maximum Stamina given per every point of Endurance
    stamina-per-endurance: 1
    # The amount of attack damage with projectiles given per every point of Dexterity the hero has.
    projectile-damage-per-dexterity: 2.0
    # The percentage modifier of speed increase per every point of Dexterity the hero has. 0.002f = 1% movement speed increase.
    speed-increase-per-dexterity: 0.001
    # The amount of maximum Mana given per every point of Intellect the hero has.
    mana-per-intellect: 5
    # The amount of mana regenerated every tick (per every point of Wisdom the hero has).
    mana-regeneration-per-wisdom: 1
    magic-resists-per-constitution: 0.03
    attribute-allocation-cost-per-level: 0.4
    attribute-reset-cost: 1
    healthbar:
    #Whether or not to scale health down to one bar (10 hearts)
    limit-one-bar: true
    #(Approximate due to GUI limitations) Amount of health represented by one hp bar (10 hearts)
    health-per-bar: 20
    # Whether or not to display entity health through custom name
    display-entity-health: false
    properties:
    #Supported Database types are yml and sql
    storage-type: yml
    #use of the cost system
    economy: true
    #use this at your own risk
    debug: false
    #XP cost multiplier for enchants - set to 0 to disable
    enchant-exp-mult: 3
    #milli-Seconds a hero must wait before using a second skill
    global-cooldown: 500
    #duration to track for no-exp
    block-tracking-duration: 900000
    #max blocks to track for no-exp
    max-tracked-blocks: 2000
    #slows the skill caster while they are using a skill with a warmup
    slow-while-casting: true
    #How many milliseconds a player stays in combat for
    combat-time: 10000
    #Silences the "You have gained/lost x Skill" message that broadcasts by default
    silence-passive-skill-messages: false
    #This will check equipment weight and disallow certain types of armors on classes if their endurance doesnt grant them enough.
    check-equipment-weight: false
    #Crafting/recipe class restrictions
    enable-recipes: true
    fix-legacy-health: true
    #Messages for entering & exiting combat use "" as a value to hide message. (i.e. 2 double quotes)
    combat-enter-message: You have entered combat!
    combat-exit-message: You have left combat!
    verbose:
    # Sets default verbose options for new players
    exp: true
    mana: true
    stamina: false
    skills: true
    database: #storage-type in props must be set to sql for these to take effect.
    type: mysql
    db: test
    poolsize: 10
    url: localhost
    port: '3306'
    username: test
    password: test
    bed:
    #Do you want players to heal in beds?
    enabled: true
    #the seconds it takes to heal the healPercent
    interval: 15
    #the percent amount of damage to heal.
    percent: 5
    shield:
    #time in seconds between regen ticks
    interval: 2
    #time in seconds before regen begins again after taking damage
    delay: 10
    mana:
    #time in seconds between regen ticks
    interval: 5
    #multiplier applied to mana regen while out of combat
    regen-multiplier-out-of-combat: 4
    stamina:
    #time in seconds between regen ticks
    interval: 1
    #costss to stamina
    costs:
    swing-weapon: 0
    shoot-bow: 0
    per-damage-taken: 0
    mana-regen-tick: 0
    per-mana-point-regen: 0
    sprinting: 0
    stop-regen:
    swing-weapon:
    enabled: false
    duration: 3000
    shoot-bow:
    enabled: false
    duration: 3000
    take-damage:
    enabled: false
    duration: 3000
    sprinting:
    enabled: false
    duration: 3000
    food:
    # If true, enables Heroes modifications on food consumption and hunger (so the hunger bar represents stamina).
    # Note this does not override/control the "consumable-in-combat" option.
    enabled: false
    # 5000 = 5 seconds for every something or other regarding healing. Yeah...
    time-multiplier: 5000
    # .05 = 5% of Total HP regained when a player regains health from being full.
    food-heal-percent: .05
    # If food is consumable in combat
    consumable-in-combat: false
    bonus:
    #time in milliseconds when the bonus will end
    expiration: 0
    #xp rate during the bonus period
    exp: 1.0
    message: Bonus experience time is enabled!
    hats:
    #Level to use HATS!
    level: 1
    enabled: false
    global-mitigation:
    # If enabled allows controlling mitigation of damage per armor point as defined by below values.
    enabled: false
    # The maximum damage reduction value Heroes will allow for physical attack armor mitigation.
    maximum-damage-reduction: 0.80
    # Damage reduction per point of armor.
    # Default values for oldschool vanilla minecraft is 0.04.
    per-armor-damage-reduction-percent: 0.04
    # Determines the damage type's armor mitigation can affect
    mitigation-damage-causes:
    - BLOCK_EXPLOSION
    - CONTACT
    - ENTITY_ATTACK
    - ENTITY_EXPLOSION
    - ENTITY_SWEEP_ATTACK
    - FALLING_BLOCK
    - FIRE
    - HOT_FLOOR
    - LAVA
    - LIGHTNING
    - PROJECTILE
    durability:
    # reduce the damage that armor takes from durability damage events. Default vanilla mechanics is 4.
    armor-durability-damage-reduction: 4
    armor-is-damaged-by-skills: true
    weapons-are-damaged-by-skill-usage: true
    custom-system:
    # If enabled, Heroes will attempt to override the vanilla durability system in favor of a custom one.
    enabled: false
    # the default value that all items will have, if no other
    default-maximum-durability: 250
    # whether or not to show our durability text on the item.
    show-custom-durability-text: false
    # whether or not to sync our durability with minecraft's default (gives green bar support)
    sync-with-minecraft-durability: true
    # Override max-durability based on a prioritized custom match pattern.
    # The priority is as follows:
    # 1) name-match with type-match
    # 2) name-match without type-match
    # 3) type-match without name-match
    # If you have two entries with the same priority that conflict with each other, you _will_ cause issues.
    overrides:
    - name-match: Legendary
    type-match: ''
    max-durability: 450
    - name-match: Epic
    type-match: ''
    max-durability: 400
    - name-match: Rare
    type-match: ''
    max-durability: 350
    - name-match: ''
    type-match: DIAMOND
    max-durability: 300
    - name-match: ''
    type-match: IRON
    max-durability: 275
    - name-match: ''
    type-match: GOLD
    max-durability: 250
    - name-match: ''
    type-match: LEATHER
    max-durability: 225
    - name-match: ''
    type-match: STONE
    max-durability: 150
    - name-match: ''
    type-match: WOOD
    max-durability: 100
    features:
    # Max no damage ticks applied to all living entities
    no-damage-ticks: 10
    no-combat-materials:
    - MILK_BUCKET
    - WATER_BUCKET
    - LAVA_BUCKET
    - FLINT_AND_STEEL
    respawn-features-enabled: false
    respawn-health-percent: 50
    respawn-shield-percent: 50
    respawn-mana-percent: 50
    respawn-stamina-percent: 50
    respawn-health-regen-seconds: 30.0
    item-roll:
    enabled: true
    include-victim-name: false
    expire-seconds: 30
    radius:
    x: 25
    y: 25
    z: 25
    scoreboard:
    enabled: true
    # The title of the scoreboard
    title: '§a§l⚠ Character ⚠'
    component:
    # The info component displays information about a Hero
    info:
    enabled: true
    title: '§3✪ Hero Info ✪'
    class:
    enabled: true
    show-primary: true
    show-secondary: true
    show-race: false
    format:
    # {0} = class name
    # {1} = level
    # {2} = experience
    short: ' §4{0}§d L§f: §a{1}§f - {2}%'
    # {0} = class name
    # {1} = level
    # {2} = experience
    long: ' §4{0}§d Lvl§f: §a{1}§f - {2}%'
    long-length: 11
    health:
    enabled: true
    # {0} = current health
    # {0} = max health
    format: '§4 ❤ §c{0}§f / §c{1}'
    # If the health and mana lines should be merged when the threshold below is higher than the current health
    merge-mana: true
    merge-mana-threshold: 100
    mana:
    enabled: true
    # {0} = current mana
    # {0} = max mana
    format: '§9 ⦿ {0}§f / §9{1}'
    stamina:
    enabled: true
    # {0} = current stamina
    # {0} = max stamina
    format: '§e ✳ {0}§f / §3{1}'
    party:
    enabled: true
    title: '§6✰ Party ✰'
    # {0} = member name
    # {1} = member display name
    # {2} = health colour
    # {3} = health percentage as an integer
    member-format: ' {2}{0}§f: {2}{3}%'
    equipment-weight:
    LEATHER_HELMET: 5
    LEATHER_CHESTPLATE: 15
    LEATHER_LEGGINGS: 10
    LEATHER_BOOTS: 5.0
    GOLD_HELMET: 10.0
    GOLD_CHESTPLATE: 25
    GOLD_LEGGINGS: 15
    GOLD_BOOTS: 5.0
    CHAINMAIL_HELMET: 10
    CHAINMAIL_CHESTPLATE: 25
    CHAINMAIL_LEGGINGS: 20
    CHAINMAIL_BOOTS: 5
    IRON_HELMET: 10
    IRON_CHESTPLATE: 30
    IRON_LEGGINGS: 25
    IRON_BOOTS: 10
    DIAMOND_HELMET: 15
    DIAMOND_CHESTPLATE: 40
    DIAMOND_LEGGINGS: 30
    DIAMOND_BOOTS: 15
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