diff --git a/src/main/resources/advanced.yml b/src/main/resources/advanced.yml index 80f621106..fdc696255 100644 --- a/src/main/resources/advanced.yml +++ b/src/main/resources/advanced.yml @@ -16,88 +16,116 @@ Skills: General: # This setting will determine when the length of every ability gets longer with 1 second Ability_IncreaseLevel: 50 + # + # Settings for Acrobatics + ### Acrobatics: - # Maximum chance of dodging when on Dodge_MaxBonusLevel or higher + # Dodge_ChanceMax: Maximum chance of dodging when on Dodge_MaxBonusLevel or higher + # Dodge_MaxBonusLevel: On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax Dodge_ChanceMax: 20 - # On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax Dodge_MaxBonusLevel: 800 - # Maximum chance of rolling when on Roll_MaxBonusLevel or higher + + # Roll_ChanceMax: Maximum chance of rolling when on Roll_MaxBonusLevel or higher + # Roll_MaxBonusLevel: On this level or higher, the roll chance will not go higher than Roll_ChanceMax Roll_ChanceMax: 100 - # On this level or higher, the roll chance will not go higher than Roll_ChanceMax Roll_MaxBonusLevel: 1000 - # Maximum chance of graceful rolling when on GracefulRoll_MaxBonusLevel or higher + + # GracefulRoll_ChanceMax: Maximum chance of graceful rolling when on GracefulRoll_MaxBonusLevel or higher + # GracefulRoll_MaxBonusLevel: On this level or higher, the graceful roll chance will not go higher than GracefulRoll_ChanceMax GracefulRoll_ChanceMax: 100 - # On this level or higher, the graceful roll chance will not go higher than GracefulRoll_ChanceMax GracefulRoll_MaxBonusLevel: 500 - # Amount of experience for performing a dodge + + # Amount of experience for performing a dodge, roll or fall Dodge_XP_Modifier: 120 - # Amount of experience for performing a roll Roll_XP_Modifier: 80 - # Amount of experience for performing a fall Fall_XP_Modifier: 120 + # + # Settings for Archery + ### Archery: - # Every "SkillShot_IncreaseLevel" the skillshot bonus will go up by "SkillShot_IncreasePercentage" + # SkillShot_IncreaseLevel: Every "SkillShot_IncreaseLevel" the skillshot bonus will go up by "SkillShot_IncreasePercentage" + # SkillShot_IncreasePercentage: This is a percentage value, 0.1 = 10% + # SkillShot_MaxBonus: When the SkillShot_MaxBonus has been reached, the bonus percentage will not go up anymore. 2.0 = 200% SkillShot_IncreaseLevel: 50 - # This is a percentage value, 0.1 = 10% SkillShot_IncreasePercentage: 0.1D - # When the SkillShot_MaxBonus has been reached, the bonus percentage will not go up anymore. 2.0 = 200% SkillShot_MaxBonus: 2.0D - # Maximum chance of causing daze to opponents + + # Daze_MaxChance: Maximum chance of causing daze to opponents + # Daze_MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be "Daze_MaxChance" + # Daze_Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart) Daze_MaxChance: 50 - # Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be "Daze_MaxChance" Daze_MaxBonusLevel: 1000 - # Extra damage for arrows that cause a daze (2 damage = 1 heart) Daze_Modifier: 4 - # Maximum chance or retrieving arrows + + # Retrieve_MaxBonus: Maximum chance or retrieving arrows + # Retrieve_MaxBonusLevel: Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is Retrieve_MaxBonus Retrieve_MaxBonus: 100 - # Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is Retrieve_MaxBonus Retrieve_MaxBonusLevel: 1000 + # + # Settings for Axes + ### Axes: - # Maximum bonus damage + # DamageIncrease_MaxBonus: Maximum bonus damage + # DamageIncrease_MaxBonusLevel: Level where the maximum bonus is reached DamageIncrease_MaxBonus: 4 - # Level where the maximum bonus is reached DamageIncrease_MaxBonusLevel: 200 - # Maximum chance of causing a critical hit + + # AxesCritical_MaxChance: Maximum chance of causing a critical hit + # AxesCritical_MaxBonusLevel: Level where the maximum chance of causing critical hits is reached AxesCritical_MaxChance: 37.50 - # Level where the maximum chance of causing critical hits is reached AxesCritical_MaxBonusLevel: 750 - # Damage modifier of critical hits for PVP, when causing a critical hit the damage gets multiplied by the modifier + + # Damage modifier of critical hits for PVP / PVE, when causing a critical hit the damage gets multiplied by the modifier AxesCritical_PVP_Modifier: 1.5 - # Damage modifier of critical hits for PVE, when causing a critical hit the damage gets multiplied by the modifier AxesCritical_PVE_Modifier: 2 - # Chance of hitting with GreaterImpact, knocksbacks mobs + + # GreaterImpact_Chance: Chance of hitting with GreaterImpact, knocksbacks mobs + # GreaterImpact_KnockbackModifier: Velocity modifier of GreaterImpact hits, this determines how great the knockback is + # GreaterImpact_BonusDamage: Extra damage for GreaterImpact hits GreaterImpact_Chance: 25 - # Velocity modifier of GreaterImpact hits, this determines how great the knockback is GreaterImpact_KnockbackModifier: 1.5 - # Extra damage for GreaterImpact hits GreaterImpact_BonusDamage: 2 - # Every "IncreaseLevel" the durability damage goes up with 1 + + # ArmorImpact_IncreaseLevel: Every "IncreaseLevel" the durability damage goes up with 1 + # ArmorImpact_MaxPercentageDurabilityDamage: Durability damage cap for ArmorImpact, 20% means that you can never destroy a piece of armor in less than 5 hits ArmorImpact_IncreaseLevel: 50 - # Durability damage cap for ArmorImpact, 20% means that you can never destroy a piece of armor in less than 5 hits ArmorImpact_MaxPercentageDurabilityDamage: 20 + # + # Settings for Fishing + ### Fishing: - # Fishing level when the Shake ability unlocks + # Shake_UnlockLevel: Fishing level when the Shake ability unlocks Shake_UnlockLevel: 150 - # Chance of getting fishing treasure with enchantments + + # Enchantment_Chance: Chance of getting fishing treasure with enchantments Enchantment_Chance: 10 + # + # Settings for Herbalism + ### Herbalism: # This determines when Farmersdiet and Fishermans diet add extra hunger recovery to food Food_RankChange: 200 - # Level value when the GreenThumb stage level goes up + + # GreenThumb_StageChange: Level value when the GreenThumb stage level goes up + # GreenThumb_ChanceMax: Maximum chance of GreenThumb + # GreenThumb_MaxBonusLevel: On this level, greenthumb chance will be GreenThumb_ChanceMax GreenThumb_StageChange: 200 - # Maximum chance of converting cobblestone to mossystone GreenThumb_ChanceMax: 100 - # Maximum level when chance = chancemax GreenThumb_MaxBonusLevel: 1500 - # Maximum chance of receiving double drops + + # DoubleDrops_ChanceMax: Maximum chance of receiving double drops + # DoubleDrops_MaxBonusLevel: Level when the maximum chance of receiving double drops is reached DoubleDrops_ChanceMax: 100 - # Level when the maximum chance of receiving double drops is reached DoubleDrops_MaxBonusLevel: 1000 + # + # Settings for Mining + ### Mining: - # Maximum chance of receiving double drops + # DoubleDrops_ChanceMax: Maximum chance of receiving double drops + # DoubleDrops_MaxBonusLevel: Level when the maximum chance of receiving double drops is reached DoubleDrops_ChanceMax: 100 - # Level when the maximum chance of receiving double drops is reached DoubleDrops_MaxBonusLevel: 1000 + # BlastMining rank unlocks BlastMining_Rank1: 125 BlastMining_Rank2: 250