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170 lines
5.4 KiB
170 lines
5.4 KiB
2 years ago
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configVersion: 0
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####################
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## Nuclear Option ##
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####################
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# If set to 'true', no mob will ever attack anyone.
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# Use this option if you don't want to deal with the rest of the config file.
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# Default: false
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nuclearOption: false
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#########################
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## Built In Rule Order ##
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#########################
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# Which order should the rules in this config file be evaluated in?
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# Comma-separated list built out of any or all of the following keywords, in any order:
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# json, difficulty, boss, mobSet, tagSet, playerSet, revenge
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# Example: difficulty, revenge, playerSet
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# Note: If a rule is not listed in the rule order, it will not be checked.
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# Default: json, difficulty, boss, mobSet, tagSet, playerSet, revenge
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ruleOrder: json, difficulty, boss, mobSet, tagSet, playerSet, revenge
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#####################
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## Difficulty Rule ##
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#####################
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# Comma-separated list of difficulties.
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# Example: easy, normal
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# Default: <empty>
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difficultySet:
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# What happens when the current world difficulty appears in difficultySet?
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# May be one of:
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# allow - Every mob is always allowed to attack everyone.
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# deny - No mob is ever allowed to attack anyone.
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# pass - Defer to the next rule.
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# Default: pass
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difficultySetIncluded: pass
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# What happens when the current world difficulty does *not* appear in difficultySet?
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# May be one of:
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# allow - Every mob is always allowed to attack everyone.
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# deny - No mob is ever allowed to attack anyone.
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# pass - Defer to the next rule.
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# Default: pass
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difficultySetExcluded: pass
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###############
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## Boss Rule ##
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###############
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# What happens when the attacker is a boss?
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# 'Bossness' is defined by inclusion in the 'apathy:bosses' tag.
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# May be one of:
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# allow - Every boss is allowed to attack everyone.
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# deny - No boss is allowed to attack anyone.
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# pass - Defer to the next rule.
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# Note: If the current attacker is *not* a boss, always passes to the next rule.
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# Default: allow
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boss: allow
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##################
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## Mob Set Rule ##
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##################
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# A comma-separated set of mob IDs.
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# Example: minecraft:creeper, minecraft:spider
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# Default: <empty>
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mobSet: minecraft:piglin_brute, minecraft:pillager, minecraft:vindicator, minecraft:ravager, minecraft:vex, minecraft:evoker
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# What happens when the attacker's entity ID appears in mobSet?
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# May be one of:
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# allow - The mob will be allowed to attack the player.
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# deny - The mob will not be allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: pass
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mobSetIncluded: allow
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# What happens when the attacker's entity ID does *not* appear in mobSet?
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# May be one of:
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# allow - The mob will be allowed to attack the player.
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# deny - The mob will not be allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: pass
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mobSetExcluded: pass
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##################
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## Tag Set Rule ##
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##################
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# A comma-separated set of entity type tags.
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# Example: minecraft:raiders, some_datapack:some_tag
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# Default: <empty>
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tagSet:
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# What happens when the attacker is tagged with one of the tags in mobTagSet?
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# May be one of:
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# allow - The mob will be allowed to attack the player.
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# deny - The mob will not be allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: pass
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tagSetIncluded: pass
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# What happens when the attacker is *not* tagged with one of the tags in mobTagSet?
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# May be one of:
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# allow - The mob will be allowed to attack the player.
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# deny - The mob will not be allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: pass
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tagSetExcluded: pass
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#####################
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## Player Set Rule ##
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#####################
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# The name of a set of players.
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# If this option is not provided, a player set is not created, and this whole rule always passes.
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# Default: no-mobs
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playerSetName: aggressive-mobs
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# If 'true', players can add themselves to the set, using '/apathy set join <playerListName>'.
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# If 'false', only an operator can add them to the set, using '/apathy set-admin join <selector> <playerListName>'.
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# Default: true
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playerSetSelfSelect: true
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# What happens when a mob tries to attack someone who appears in the playerSet?
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# May be one of:
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# allow - The mob is allowed to attack the player.
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# deny - The mob is not allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: deny
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playerSetIncluded: allow
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# What happens when a mob tries to attack someone who does *not* appear in the playerSet?
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# May be one of:
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# allow - The mob is allowed to attack the player.
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# deny - The mob is not allowed to attack the player.
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# pass - Defer to the next rule.
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# Default: pass
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playerSetExcluded: pass
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##################
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## Revenge Rule ##
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##################
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# For how many ticks is a mob allowed to retaliate after being attacked?
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# Set to -1 to disable this 'revenge' mechanic.
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# When the timer expires, defers to the next rule.
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# Must be at least -1.
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# Note: The exact duration of the attack may be up to (<revengeTimer> + <recheckInterval>) ticks.
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# Btw, the original mod had an option for 'eternal revenge', with an uncapped timer.
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# I didn't port that, but the maximum value of the timer is 9223372036854775807 ticks.
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# Make of that information what you will ;)
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# Default: -1
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revengeTimer: 1200
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######################
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## Last Resort Rule ##
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######################
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# If absolutely none of the previous rules applied, what happens?
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# May be one of:
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# allow - By default, mobs are allowed to attack players.
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# deny - By default, mobs are not allowed to attack players.
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# May *not* be set to 'pass'.
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# Default: allow
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fallthrough: allow
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