- Tham gia
- 13/08/2018
- Bài viết
- 973
Configuration:
General:
Version: 2.0
#Version of the config.
Locale: "en"
#Locale language
Metrics:
Message: true
#Send a message to the console when connecting metrics.
Hook:
Message: false
#Send a message to console about dependencies information.
Utility:
Tooltip: "&8&l[&4&l?&8&l]"
#Character for text tooltip.
Currency: "$"
#Symbol currency.
Effect:
Range: 50
#Max distance for send packet particle and sound.
List:
Content: 5
#Max of list content what will be displayed
Modifier:
Enable_Vanilla_Damage: true
#If false, vanilla damage will not working
Enable_Vanilla_Formula_Armor: false
#If false, vanilla protection will not working
Enable_Custom_Modifier: true
#Enable feature attribute from this plugin
Enable_Flat_Damage: false
#If true, the damage receives is equal to its value
Enable_Balancing_System: true
#Damage will set to balance
Enable_Balancing_Mob: true
#Mob receive damage will set to balance based on vanilla damage
Enable_Custom_Critical: true
#Custom critical effect
Enable_Custom_Mob_Damage: true
#If you're server using plugin that modify damage mob (Great Damage), enables this.
#Enable this state to allow mob using custom items.
#Note: If Mob Modifier is false, Custom Lore Stats defense from victims will not be affected, but buffs & ability still work,
#~~~~~ this is to avoid overpowered armor for pure vanilla mob!.
Defense_Affect_Entity_Explosion: true
#If true, the custom defense will affect entity explosion damage
Defense_Affect_Block_Explosion: true
#If true, the custom defense will affect to block explosion damage
Defense_Affect_Custom: true
#If true, the custom defense will affect custom damage by another plugin
Defense_Affect_Contact: true
#If true, the custom defense will affect to contact damage
Defense_Affect_Fall: true
#If true, the custom defense will affect fall damage
Defense_Affect_Falling_Block: true
#If true, the custom defense will affect falling block damage
Defense_Affect_Thorn: true
#If true, the custom defense will affect thorn damage
Critical_Attack_Type: "Effect"
#Available: Effect, Messages.
#- Effect
#- Messages
#- None
Modus_Value: 10.0
#Normal damage value in your server
#Ex. You want to create a server with most of your weapon damage value range around 50,
#so put the value in modus_Value to 50.
#This is very important because this value will towards a balanced server.
#If you change too small or too high depends on your server, your server will be unbalanced
#because of this value used as formula damage for vanilla & custom modifier!
#Formula: "Damage / (1+Math.log10(1+(10*defense/modus_Value))"
#Balancing: "Damage * 10 / modus_Value"
Scale_Damage_Vanilla: 1.0
#Scale Damage from vanilla that will affect
Scale_Damage_Custom: 1.0
#Scale Damage from custom stats
Scale_Damage_Overall: 1.0
#Scale Final damage
Scale_Defense_Overall: 0.5
#Scale Damage reduction based on defense
Scale_Defense_Physic: 0.25
#Scale defense being hit damage by non-entity
Scale_Absorb_Effect: 0.5
#Scale damage will transfer to absorb point. ex: 0.8 mean 20% damage to health and 80% to absorb point
Scale_Mob_Damage_Receive: 1.0
#Mobs damage receive
Scale_Exp_OffHand: 0.5
#Exp will gain for OffHand scaled on base exp
Scale_Exp_Armor: 0.2
#Exp will gain for Armor scaled on base exp
Drop:
Exp_Player: 3.0
#Exp drop when killing player
Exp_Mobs: 1.0
#Exp drop when killing a mob
Support:
Type_Level: "Auto"
#Available Level Type:
#- Auto (Search for possible support)
#- Vanilla
#- BattleLevels
#- SkillAPI
#- SkillsPro
#- Heroes
Type_Class: "Auto"
#Available Class Type:
#- Auto (Search for possible support)
#- SkillAPI
#- SkillsPro
#- Heroes
Stats:
Enable_Item_Universal: false
#If true, stats are not separated among weapon and armor
Enable_Item_Broken: false
#If true, the item will break when lore durability reaches zero
Enable_Item_Broken_Message: true
#If true, will send a notification message when the item is broken
Enable_Max_Health: true
#Enable max health effect from item attributes
Format_Value: "&7<stats>&f&l: <value>"
# PlaceHolder Stats_Format:
# <stats> = Key Stats
# <value> = Value Stats
Format_Exp: "&7[&d<exp>&7/&d<up>&7]"
# PlaceHolder Format Exp:
# <exp> = Current Exp
# <up> = Exp to level up
Lore_Positive_Value: "&a"
Lore_Negative_Value: "&c"
Lore_Range_Symbol: " &7➨ "
Lore_Divider_Symbol: "&7/"
Lore_Multiplier_Symbol: "&7x"
Scale_OffHand_Value: 0.5
#Scale stats from offhand item
Scale_Up_Value: 0.05
#Stats will increase every item is level up
Scale_Armor_Shield: 1.0
#Scale stats armor for item shield
#This option only active when item universal is disabled
Max_Level_Value: 20
#Max level for item
Identifier_Damage: "Damage"
Identifier_Penetration: "Penetration"
Identifier_PvP_Damage: "PvP Damage"
Identifier_PvE_Damage: "PvE Damage"
Identifier_Defense: "Defense"
Identifier_PvP_Defense: "PvP Defense"
Identifier_PvE_Defense: "PvE Defense"
Identifier_Health: "Health"
Identifier_Health_Regen: "Health Regen"
Identifier_Stamina_Max: "Max Stamina"
Identifier_Stamina_Regen: "Stamina Regen"
Identifier_Attack_AoE_Radius: "AoE Radius"
Identifier_Attack_AoE_Damage: "AoE Damage"
Identifier_Critical_Chance: "Crit.Chance"
Identifier_Critical_Damage: "Crit.Damage"
Identifier_Block_Amount: "Block Amount"
Identifier_Block_Rate: "Block Rate"
Identifier_Hit_Rate: "Hit Rate"
Identifier_Dodge_Rate: "Dodge Rate"
Identifier_Fishing_Chance: "Fishing Chance"
Identifier_Fishing_Power: "Fishing Power"
Identifier_Fishing_Speed: "Fishing Speed"
Identifier_Lures_Max_Tension: "Lures Max Tension"
Identifier_Lures_Endurance: "Lures Endurance"
Identifier_Durability: "Durability"
Identifier_Level: "Level"
Ability:
Format: "&aChance of <chance> to apply <ability>"
# PlaceHolder Ability:
# <chance> = Chance to activate ability
# <ability> = Key ability
Weapon:
Enable_OffHand: true
#if false, ability from offhand will not work
Identifier_Air_Shock: "Air Shock"
Identifier_Bad_Luck: "Bad Luck"
Identifier_Blind: "Blindness"
Identifier_Bubble_Deflector: "Bubble Deflector"
Identifier_Cannibalism: "Cannibalism"
Identifier_Confuse: "Confuse"
Identifier_Curse: "Curse"
Identifier_Dark_Flame: "Dark Flame"
Identifier_Dark_Impact: "Dark Impact"
Identifier_Flame: "Flame"
Identifier_Flame_Wheel: "Flame Wheel"
Identifier_Freeze: "Freeze"
Identifier_Harm: "Harm"
Identifier_Hungry: "Hunger"
Identifier_Levitation: "Levitation"
Identifier_Lightning: "Lightning"
Identifier_Poison: "Poison"
Identifier_Roots: "Roots"
Identifier_Slowness: "Slowness"
Identifier_Tired: "Tired"
Identifier_Vampirism: "Vampirism"
Identifier_Venom_Blast: "Venom Blast"
Identifier_Venom_Spread: "Venom Spread"
Identifier_Weakness: "Weakness"
Identifier_Wither: "Wither"
Passive:
Enable_Grade_Calculation: true
#If true, passive grade will be calculated by the same type of all equipment slot
Enable_Hand: true
#If true, passive on item hand will works
Period_Effect: 100
#Passive effect interval in ticks, the higher value will reduce lag but less accurate
Buff:
Format: "&dApply buff <buff>"
# PlaceHolder Buffs_Format:
# <buff> = Key Buff
Identifier_Strength: "Strength"
Identifier_Protection: "Protection"
Identifier_Vision: "Vision"
Identifier_Jump: "Jump"
Identifier_Absorb: "Absorb"
Identifier_Fire_Resistance: "Fire Resistance"
Identifier_Invisibility: "Invisibility"
Identifier_Luck: "Luck"
Identifier_Health_Boost: "Health"
Identifier_Regeneration: "Regeneration"
Identifier_Saturation: "Saturation"
Identifier_Speed: "Movement"
Identifier_Water_Breathing: "Water Breathing"
Identifier_Haste: "Haste"
Debuff:
Format: "&cApply debuff <debuff>"
# PlaceHolder Debuffs_Format:
# <debuff> = Key Debuff
Identifier_Weak: "Weak"
Identifier_Slow: "Slow"
Identifier_Blind: "Blind"
Identifier_Confuse: "Confuse"
Identifier_Starve: "Starve"
Identifier_Toxic: "Toxic"
Identifier_Glow: "Glow"
Identifier_Fatigue: "Fatigue"
Identifier_Wither: "Wither"
Identifier_Unluck: "Unluck"
Power:
Enable_Message_Cooldown: true
#If true, will send message power cooldown to the player
Format: "&6<click>&f&l: &7<type> &8&l[&c<cooldown> Seconds&8&l]"
# PlaceHolder Power:
# <click> : Type of interact click
# <type> : Type key of power
# <cooldown> : Cooldown of power
Click_Left: "Left Click"
Click_Right: "Right Click"
Click_Shift_Left: "S-Left Click"
Click_Shift_Right: "S-Right Click"
Projectile:
Identifier_Arrow: "Arrow"
Identifier_Snow_Ball: "SnowBall"
Identifier_Egg: "Egg"
Identifier_Flame_Arrow: "FlameArrow"
Identifier_Flame_Ball: "FlameBall"
Identifier_Flame_Egg: "FlameEgg"
Identifier_Small_Fireball: "Small Fireball"
Identifier_Large_Fireball: "Large Fireball"
Identifier_Wither_Skull: "Wither Skull"
Special:
Identifier_Blink: "Blink"
Identifier_Fissure: "Fissure"
Identifier_Ice_Spikes: "Ice Spikes"
Identifier_Amaterasu: "Amaterasu"
Identifier_Nero_Beam: "Nero Beam"
Element:
Format: "&7&l[&4&l!&7&l] &r<element>&f&l: <value>"
# PlaceHolder Element_Format:
# <element> = Key Element
# <value> = Value Element
Socket:
Format_Slot: "&8&l- &7< <slot> >"
# PlaceHolder Socket_Format:
# <slot> = Socket Slot
Format_Slot_Empty: "Empty"
#Format slot empty
Format_Slot_Locked: "Locked"
#Format slot locked
Type_Item_Weapon: "Weapon"
Type_Item_Armor: "Armor"
Type_Item_Universal: "Universal"
Cost_Socket: 0
#Default cost when put gems on equipment
Cost_Unlock: 1000
#Cost when unlock slot socket
Cost_Desocket: 250
#Cost when removing gems from the equipment
Item:
Rod_Unlock:
Display_Name: "&8[&aSocket Rod&8]"
Material: "STICK"
Lores:
- "&7Use this rod to unlock slot socket"
Rod_Remove:
Display_Name: "&8[&cDesocket Rod&8]"
Material: "STICK"
Lores:
- "&7Use this rod to remove socket"
Requirement:
Format_Level: "&cRequire <level> level to use."
# Placeholder:
# <level> = Player level
Format_Permission: "&cRequire permission <permission> to use."
# Placeholder:
# <permission> = Permission needed
Format_Class: "&cRequire class <class> to use."
# Placeholder:
# <class> = Player class
Format_Soul_Unbound: "&c&lUnbound"
# This is format when item still not yet bound to any player
Format_Soul_Bound: "&cSouldbound to <player>"
# Placeholder:
# <player> = Owner of the item
Set:
Format:
- ""
- "&6<item_set_name> Set &7(<item_set_total>/<item_set_max>)"
- "<list_item_set_component>"
- ""
- "&6Set Bonus:"
- "<list_item_set_bonus>"
# Placeholder:
# <item_set_name> = Name of item set
# <item_set_total> = Total set that used by player
# <item_set_max> = Total item that available
# <list_item_set_component> = List of item set component
# <list_item_set_bonus> = List of item set bonus
Format_Component: "► <item_set_component_keylore>"
# Placeholder:
# <item_set_component_keylore> = KeyLore of item component
Format_Bonus: "[<item_set_bonus_amount>] <item_set_bonus_description>"
# Placeholder:
# <item_set_bonus_amount> = Amount ID of item bonus
# <item_set_bonus_description> = Description of item bonus
Lore_Component_Active: "&f"
Lore_Component_Inactive: "&8"
Lore_Bonus_Active: "&f"
Lore_Bonus_Inactive: "&8"
Misc:
Enable_Particle_Potion: false
#Show default particle when applying the potion to the player
cho hỏi cái config này bị lỗi chổ nào mà khi /att stats HEALTH <số> thì vẫn có dòng mà không hiện lên <số> máu








