Mineplex/.FILES USED TO GET TO WHERE WE ARE PRESENTLY/CSGI Mineplex Testing Servers/mineplex-dev-spigot-map-parser/plugins/Sentinel/config.yml
Daniel Waggner 967cd5588b MAPS
I shoved the entire communityi server backup into the build server directory. Just run "start.bat" and everything will load up (hopefully)
2023-05-21 13:49:29 -07:00

102 lines
4.2 KiB
YAML

# 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