967cd5588b
I shoved the entire communityi server backup into the build server directory. Just run "start.bat" and everything will load up (hopefully)
102 lines
4.2 KiB
YAML
102 lines
4.2 KiB
YAML
# Sentinel plugin configuration file
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# Default settings for a new NPC
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sentinel defaults:
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# Whether 'close quarters' NPCs should chase targets.
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close chase target: true
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# Whether 'ranged attack' NPCs should chase targets.
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ranged chase target: false
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# How much damage to do. -1 for calculated values.
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damage: -1
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# How much armor to have (percentage). -1 for calculated values.
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armor: -1
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# How much health to have.
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health: 20
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# Whether this NPC is invincible.
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invincible: false
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# Attack rate, in ticks.
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attack rate: 30
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# Heal rate, in ticks.
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heal rate: 100
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# Whether this NPC fights back.
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fightback: true
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# Whether this NPC needs ammo to fight with.
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needs ammo: false
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# Whether this NPC will avoid damaging non-targets.
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safe shot: true
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# Default respawn time, in ticks.
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respawn time: 100
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# Whether enemy mobs killed by this NPC should drop items.
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enemy drops: false
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# How long to target temporary enemies for, in ticks. 0 means never-forget.
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enemy target time: 0
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# What movement (chase) speed should be used, as a multiple of the default speed.
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speed: 1.5
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# Whether to automatically switch to the most appropriate available weapon. (Bow at range, or sword up close).
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autoswitch: false
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# Accuracy offset, 0 means perfectly accurate, 5 means pretty inaccurate.
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accuracy: 0
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# "Realistic" logic, don't attack targets we can't see, if enabled.
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realistic: false
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# How far the NPC can reach.
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reach: 3
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# How far the NPC is willing to fire projectiles.
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projectile range: 100
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# How far the NPC should stay away from threats (listed by 'addavoid' command).
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avoid range: 10
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# Whether the NPC should run away when attacked.
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runaway: false
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# How far away the NPC will greet or warn players from.
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greet range: 10
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# How fast the NPC will greet or warn players, in ticks.
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greet rate: 100
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random:
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# How long (in ticks) NPCs should run away for (when hit or told to avoid threats).
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run away time: 1200
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# What sound to play when the "spectral" attack is used.
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spectral sound: ENTITY_VILLAGER_YES
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# Whether to use 'workaround' mode of fist damage.
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workaround damage: false
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# Whether to enforce drops even when 'keepInventory' or similar are enabled.
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workaround drops: false
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# Whether to block some Bukkit events related to Sentinel NPCs from ever running. Will cause weirdness with basic functionality.
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# Recommended to use this alongside other workaround options.
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workaround bukkit events: false
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# Whether to workaround potential issues with entity-follow pathfinding.
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workaround entity chase pathfinder: false
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# Whether to permit death messages to show for Sentinel NPC deaths.
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death messages: true
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# How fast to try to shoot things (EG arrows).
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shoot speed minimum: 20
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# Whether to force damage through (particularly for ranged attacks).
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enforce damage: false
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# Whether NPCs are protected from damage by ignore targets.
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protected: false
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# Whether skull attack is allowed.
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skull allowed: true
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# How many calculation cycles before an NPC will give up on a good target.
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clever ticks: 10
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# The maximum health value for any given Sentinel NPC.
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max health: 2000
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# Whether to ignore targets that are invisible.
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ignore invisible targets: true
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# Whether to prevent players from damaging NPCs that are guarding them.
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no guard damage: true
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# Distances used for NPCs following their guarded player
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guard follow distance:
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# Maximum possible distance of point to choose (relative to the guarded player)
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selection range: 4
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# Minimum distance before choosing a new point (relative to guarded player)
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minimum: 7
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# How long (in ticks) before Sentinel-fired arrows in the ground are cleaned up. Set to 0 to disable cleanup.
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arrow cleanup time: 200
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# Whether to protect Sentinel NPCs from being burned by the sun.
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block sunburn: true
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# Whether to retain the existing target even when a better one exists.
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# This will persist per individual NPC, but is not user configurable per-NPC at the moment (API configurable only).
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retain target: false
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# How fast to recalculate, in ticks.
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update rate: 10
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