# 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: 100 # 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: false # How long to target temporary enemies for, in ticks. 0 means never-forget. enemy target time: 0 # What movement (chase) speed should be used, as a multiple of the default speed. speed: 1.5 # Whether to automatically switch to the most appropriate available weapon. (Bow at range, or sword up close). autoswitch: false # 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: false # How far the NPC can reach. reach: 3 # How far the NPC is willing to fire projectiles. projectile range: 100 # 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 # How far away the NPC will greet or warn players from. greet range: 10 # How fast the NPC will greet or warn players, in ticks. greet rate: 100 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 # Whether to prevent players from damaging NPCs that are guarding them. no guard damage: 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 # How long (in ticks) before Sentinel-fired arrows in the ground are cleaned up. Set to 0 to disable cleanup. arrow cleanup time: 200 # Whether to protect Sentinel NPCs from being burned by the sun. block sunburn: true # Whether to retain the existing target even when a better one exists. # This will persist per individual NPC, but is not user configurable per-NPC at the moment (API configurable only). retain target: false # How fast to recalculate, in ticks. update rate: 10