I originally wanted to write all the configuration, but later found that someone wrote the first half of the HUD (although the writing was incomplete), and decided to write only the second half.
The author is called a server -related configuration (I do n’t need to teach the server, but it contains very important AI adjustments.
The AI system of dynamic sneaking this module is similar to zombie consciousness. The difference is that the author realizes that this part can also be applied to players. This makes this module no longer only affects high monsters, and players' gameplay will change.
It is not exaggerated that it can be created by this MOD as the core. This MOD is enough to support the core of a MOD. At the same time, the author also gives other modules with great compatibility, such as IAF's dragon.
If you are a lazy and don't want to play too hard, you can directly follow the steps below to achieve the purpose of easy play. If you are interested in this MOD, it is recommended
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Senses {
# If Enabled, Stealth Mechanics Work on Players
# If it is enabled, the sneak mechanism works on players
# Basically if this is turned on and that skeleton is holding still in the dark, you might not be avled to see him untilly you get close
# Basically, if this is opened, the skeleton (referring to most creatures) is still quiet in the dark, you may have to be closer to see it
B: "Use Player Senses" = TRUE
Discarding this option is greatly reduced, and it can still experience monster AI.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
The following is the overall configuration:
"Server Settings" {{
#(I think it is AI settings)
# Entities in this list will completely bypass all ds systems!
#The organisms on this list will not use the AI system of DS (you can see that the author has added compatibility with other mods)
S: "Entity-SPECICFIC FULL BYPASS" <
Artifact: MIMIC
Dimdoors: mob_monolith
Iceandfire: Deathworm
Iceandfire: Firedragon
Iceandfire: Gorgon Iceandfire: icedragon
Iceandfire: Troll
MOWZIESMOBS: Ferrous_wroughtnaut
THAUMCRAFT: CultistPortalgreater
THAUMCRAFT: CultistPortallesser
THAUMCRAFT: Taintacle
THAUMCRAFT: TaintacleGaint
THAUMCRAFT: Taintacletiny
THAUMCRAFT: Taintseed
THAUMCRAFT: TainTSEEDPRIME
THAUMCRAFT: Taintswarm
Thuttech: lift
"
Ai {{
# AI Classes to Add Null Checks to (to Prevent Ds Compat-Related CraShes with Ai Tasks that Do Null Checks)
# Do not keep the empty position, otherwise it may collapse
# SYNTAX is ...
# Modid, partialclassname
# #
# MODID is the exact model
# The above part introduces the ID of the mod. If it collapses, you can view it in the log file. Modid is a partialclassName.
# Partialclassname is at Least Part of the name of the crashing ai task class. This is a 'contains' check, so any ai task class containing as part of I TS Name Will Have Null Checks Add to It S: "Add Null Checksto ai "<
#Add NULL check to AI, I don’t quite understand, it seems to be compatible with other mods (I have to say that the author thinks so much, even RWBYM is compatible)
LycanitesMobs, Com.lycanitesmobs.Core.entity.Entityaiattack
AncientWarface, Net.Shadowmage.ancientWarfare.npc.Ai.vehicle.npcaiIimVehicle
Thermalfoundation, cofh.thermalfoundation.entity.Monster
Abyssalcraft, abyssalCraft.Common.entity.ai
Magma_monsters, EntitymagMamamonster
PrimitiveMobs, AIFLAMESPEWATTACK
PrimitiveMobs, AICHARGEATTACK
Emberroot, EntityAiztackonCollideAggressive
DEFILEDLANDS, ENTITYSCUTTLER $ Aispiderattack
Defiledlands, EntityaiattackMelestrafe
Rwbym, aichargeattack
RWBYM, AIPICKATTACK
Rwbym, aisweepattack
RWBYM, EntityAiaattackRange>
# If Enabled, CUSTOM NPCS Reset When they touch water
#If it is enabled, custom NPC will reset when contacting water
B: "CNPCS Reset in Water" = FALSE
# How Quickly Entities' Heads spin during eg. A search sequence
#Quickly.(The situation that the enemy can't find in the enemy will enter the search mode, and the HUD comes with it will display the percentage time)
# Min: 1
# MAX: 180
I: "Head Turn Speed" = 3
# If Set to True, Wolves, Cats, and Parrots Do Not Teleport WHIL
#If set to True, wolf, cats and parrots will not be transmitted when they follow them
B: "Prevent Pet Teleport" = True
"Entity-Specific Settings (Advanced)" {{
#"Specific entity settings" (advanced) {
# The % of health at a which entities start to flee
# The percentage of the health when the entity starts to escape
# EntityID, Flethreshold
# Physical ID, the percentage of life when the entity starts to escape (the following list can add a special set of physical escape life percentage, when it is 0 is the default option)
# EG ...
# #
# Minecraft: Skeleton, 70
# #
# You can also special entities with a certain name, like so: # modid: Entity: name: name: name: name: name: name: name
#Again!IntersectionI wrote so many ids for us, no need to check
S: "Entity-Specific Flee Threshold" <
Player, 0
Zombie, 0
Zombie_villager, 0
Elder_guardian, 0
Husk, 0
Skeleton, 0
Stray, 0
Wither_skeleton, 0
Creeper, 0
Ghast, 0
Slime, 0
Magma_cube, 0
Enderman, 0
Ender_dragon, 0
Wither, 0
Skeleton_horse, 0
Zombie_horse, 0 blaze, 0
Snowman, 0
Villager_golem, 0
Harvestersnight: Harvester, 0
Defiledlands: The_destroyer, 0
Defiledlands: The_mourner, 0
Ebwizardry: Skeleton_minion, 0
Ebwizardry: spirit_wolf, 0
Ebwizardry: Ice_wraith, 0
Ebwizardry: lightning_wraith, 0
Ebwizardry: shadow_wraith, 0
Ebwizardry: Magic_slime, 0
Ebwizardry: spirit_hmerse, 0
Ebwizardry: Phoenix, 0
Ebwizardry: storm_elemental, 0
Ebwizardry: Wither_skeleton_minion, 0
Emberroot: Rainbowslime, 0
Emberroot: rainbow_golem, 0 Emberroot: Hero, 0
Emberroot: Creeper, 0
Emberroot: Slime, 0
Emberroot: Dire_wolf, 0
Emberroot: WitherCat, 0
Emberroot: Enderminy, 0
Emberroot: Knight_fallen, 0
Emberroot: fallenmount, 0
Emberroot: RootSoneSpriteBoss, 0
Emberroot: Skeleton_frozen, 0
Endreborn: endguard, 0
Endreborn: Watcher, 0
Endreborn: endLord, 0
Endreborn: ANGRY_ENDERMAN, 0
EndReborn: Chronologist, 0
Thermalfoundation: blizz, 0
Thermalfoundation: blitz, 0
Thermalfoundation: BASALZ, 0 GOBLENENCOUNTER: GOBLINKING, 0
NEX: GOLD_GOLEM, 0
NEX: WIGHT, 0
Nex: spinout, 0
NEX: SPORE_CREEPER, 0
NEX: GHASTLING, 0
NEX: bone_spider, 0
NEX: GHAST_QUEEN, 0
NethergoldPlus: zombiepigmanwarrior, 0
PrimitiveMobs: Treasure_slime, 0
PrimitiveMobs: haunted_tool, 0
PrimitiveMobs: Bewitched_tome, 0
PrimitiveMobs: brain_slime, 0
PrimitiveMobs: Rocket_creeper, 0
PrimitiveMobs: Festive_creeper, 0
PrimitiveMobs: Support_creeper, 0
PrimitiveMobs: Skeleton_Warrior, 0
PrimitiveMobs: Blazing_juggernaut, 0 PrimitiveMobs: Void_eye, 0, 0
Varodd: giant_zombie, 0
Natura: nitrocreeper, 0
BetTeAnimalSplus: Feralwolf, 0, 0
BetTeAnimalSplus: Hirschgeist, 0
DEFILEDLANDS: Shambler, 0
Defiledlands: Shambler_twisted, 0
Defiledlands: host, 0
Defiledlands: slime_defiled, 0
Eerientities: pumpkin_slime, 0
Eerientities: nether_knight, 0
EERIEENTITIES: CURSED_ARMOR, 0
Pvj: PVJ_GHOST, 0
Pvj: pvj_shade, 0
Pvj: PVJ_BANSHEE, 0
Pvj: pvj_skeletal_knight, 0
Pvj: pvj_goon, 0
ARCTICMOBS: Wendigo, 0 Demonmobs: Rahovart, 0
DESERTMOBS: Cryptzombie, 0
ElementalMobs: spriggan, 0
ElementalMobs: Reiver, 0
ElementalMobs: Djinn, 0
ElementalMobs: EECHETIK, 0
ElementalMobs: Spectre, 0
ElementalMobs: Zephyr, 0
ElementalMobs: Tremor, 0
ElementalMobs: Geonach, 0
ElementalMobs: Wraith, 0
ElementalMobs: Vapula, 0
ElementalMobs: GRUE, 0
ElementalMobs: Cinder, 0
ElementalMobs: Banshee, 0
ElementalMobs: AEGIS, 0
ElementalMobs: Sylph, 0
ElementalMobs: Volcan, 0 ElementalMobs: JENGU, 0
ElementalMobs: xaphan, 0
ElementalMobs: Argus, 0
ForestMobs: Shambler, 0
Infernomobs: Gorger, 0
Infernomobs: Ignibus, 0
Junglemobs: dawon, 0
Mountainmobs: jabberwock, 0
MountainMobs: Beholder, 0
Plainsmobs: Morock, 0
Plainsmobs: Feradon, 0
Shadowmobs: Geist, 0
Shadowmobs: Phantom, 0
SWAMPMOBS: ghoulzombie, 0
Switchbow: Littleirongolem, 0
Quark: wraith, 0
Quark: Ashen, 0
"
# How Quickly Entities' Heads SPIN During Eg. A Search Sequence # This part is a customized biological head rotation speed, the same as above
# Entityid, HeadturnSpeed
# #
# EG ...
# #
# Minecraft: Skeleton, 5
# #
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "Head Turn Speed" <
Ghast, 10
"
}
Flee {
# If Enabled, CUSTOM NPCS FLEE to their Home Position of Away from what hit them
#If this function is enabled, custom NPC will escape back to the original position instead of avoiding attacks
B: "CNPCS FLEE to Home Position" = false
# If Set to True, then when an entity is * Already * in Flee Mode, Damage Will Increase its Flee Duration
#If it is set to True, when a entity is "already" in the running mode, the damage will increase its escape duration
B: "Damage Increases Flee Duration" = True # The % of % of Health at Which Entities Start to Flee
#The percentage of life when the entity starts to escape (global settings)
# Min: 0
# MAX: 100
I: "hp Threshold" = 40
}
"Can'T reach" {
#"Unable to reach" mode (not very clear)
# Deciding we can't reach the target requires at Least this many ticks in combat
#Determined that we cannot reach the goal at least so much time in battle (?)
I: "Combat Time" = 1
# If we can'T reach the target, do what brave sir rabin does
#If we can't achieve the goal, just like the brave Sir Robin (the meaning should be the Jedi counterattack, and desperately if you can't run away)
B: "Flee if unreachable" = false
# DECIDING We can'T Reach the target requires at Least This Many Ticks Since The Last Success Full Attack
#Since the last successful attack, we need at least so much time to reach the goal
I: "No Attack time" = 200
# Deciding we can't reach the target requires at Least this many ticks with a path to the target
#If there is no path to the target, it takes at least so much time to determine that we cannot reach the goal
I: "No Path Time" = 100
# An Entity will not go into into 'canh'mode if it has of these port effects # entity with these potions will not enter the "unable to reach" mode
# This Prevents 'Canon Reach' Mode if the Entity Has Slowness Level 99:
#This can prevent the "unable to reach" mode when the physical speed is 99:
# SLOWNESS.99
# #
# This Prevents 'Canon's Reach' Mode if the entity has any level of levitation:
#This prevents the "unable to reach" mode when there is any level of the entity:
# Levition.*
S: "Potion Filter" <
"
# Deciding we can't reach the target requires at Least this many ticks with a value target
#Determined that we cannot reach the goal at least so much time with one effective goal
I: "target time" = 100
}
}
"Client Hud Allowances" {{
# If Enabled, Clients Can See Their Current Stealth Level in Their Hud
# If it is enabled, the client can see their current stealth level in HUD
# 0 means disabled for all players
# 0 means that all players are disabled
# 1 Means enabled for OP Players only
# 1 1 means only enable OP players
# 2 Means Enabled for All Players # 2 indicates to be enabled for all players
# Min: 0
# MAX: 2
I: "Allow Stealth Gauge for Clients" = 2
# If Enabled, Clients' Threat Huds Will Display Green for Passive Mobs. If Disabled, Passives APPEAR As Non-Passives (Blue).
# If it is enabled, the client's threatening host will display green for passive attacks.If it is disabled, the passive display is non -passive (blue).
B: "Recognize Passives Automaticly" = True
# ENTITIES in this list will not trigger the stealth gauge!
# The entity in this list will not trigger an invisible measurement!
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "Stealth Gauge Blacklist" <
"
"Targeting allowances" {{
# If Enabled, Clients can see the names of entities
# If it is enabled, the client can see the name of the entity
# 0 means disabled for all players
# 1 Means enabled for OP Players only
# 2 Means Enabled for All Players
# # 同 同
# Min: 0
# MAX: 2 i: "030 Alow 'name' element" = 2
# If enabled, clients can see the hp of entities
# If it is enabled, the client can see the HP of the entity
# 0 means disabled for all players
# 1 Means enabled for OP Players only
# 2 Means Enabled for All Players
# Min: 0
# MAX: 2
I: "040 Allow 'HP' Element" = 2
# If Enabled, Clients can see what other entities are targeting
# If it is enabled, the client can see the goals of other entities
# 0 means disabled for all players
# 1 Means enabled for OP Players only
# 2 Means Enabled for All Players
# Min: 0
# MAX: 2
I: "050 Allow 'Action' Element" = 2
# If Enabled, Clients Can See The Numerical Threat % of Entities
# If enable, the client can see the threat of the physical (search mode) percentage number # 0 means disabled for all players
# 1 Means enabled for OP Players only
# 2 Means Enabled for All Players
# Min: 0
# MAX: 2
I: "060 Allow 'Threat' Element" = 2
# If Enabled, Clients Can See the Distities
# If it is enabled, the client can see the distance of the entity
# 0 means disabled for all players
# 1 Means enabled for OP Players only
# 2 Means Enabled for All Players
# Min: 0
# MAX: 2
I: "070 Allow 'Distance' Element" = 2
}
"Ophud Allowances" {
# If Enabled, Clients Can Turn on/OFF A Hud Which ABovers ABove Each Entity
# If it is enabled, the client can open/close a HUD that appears above each entity
# 0 means disabled for all players
# 1 Means enabled for OP Players only # 2 Means enabled for all players
# Min: 0
# MAX: 2
I: "000 Allow On-Point Hud for Clients" = 2
# The maximum distance at a which on-point huds Will Appear on Clients; Impacts Server Performance if too high
# The maximum distance of HUD on the client; if it is too high, it will affect server performance
# Min: 0
# MAX: 46340
I: "010 Ophud Range" = 100
# How many ticks there are between on-point hud updates; increasing this will resver load
# How much time is between the point update of the HUD; increasing this value will reduce the server load
# Min: 1
# Max: 2147483647
I: "020 Ophud Update Delay" = 5
}
}
Senses {
# If Enabled, Stealth Mechanics Work on Players
# If it is enabled, the sneak mechanism works on players
# Basically if this is turned on and that skeleton is holding still in the dark, you might not be avled to see him untilly you get close
# Basically, if this is opened, the skeleton (referring to most creatures) is still quiet in the dark, you may have to get closer to see it B: "Use Player Senses" = TRUE
Touch {
# If true, Entities can feel each Other if they bump into
# If it is true, the entity can feel each other, if they collide
B: "Enable Touch" = TRUE
# If True, Entities that Bump Into Each Other Both Have Invisibility Removed from the
# If it is true, then the invisibleness of the enthusiasts that collide with each other will be removed
B: "Touch Reveals" = TRUE
# ENTITIES in this list don't notice when something bumps them
# The entity in this list will not notice something to hit them
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: Unfeeling <
Zombie
Husk
"
}
Sight {{
#The most interesting part, by proper adjustment, it can make the player feel at the same time, and fully enjoy the game experience brought by this MOD (refers to shaking m)
############################################## This############################################## This######
# Stealth multipliers stealth multiplication # ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------#
# Contains Multipliers that Increase Stealth / DeCRease Awareness
# Including a multiples increased/reduced consciousness
#Thichever of the Multipliers is Currently Giving the best (Lowest) Multiplier is user
# The author believes that the current parameters are the most suitable, but I think the author has not considered many factors, such as opening light and shadow, and all needs still need to be changed.
############################################## This############################################## This######
"Stealth Multipliers" {
#隐
# BLINDED ENTITIES 'DETECTION RANGE IS Multiplied by this
# The detection range of the blind entity will take this
# If set to 1, there is no efficiency
# If you set to 1, the blindness will have no effect
# If set to 0, blind entities can'T
# If set to 0, the blind entity will not be visible
# Min: 0.0
# MAX: 1.0
D: "Blindness Multiplier" = 0.5
# Multiplies an Entity's Visibility by this decimal when crouching # When sneaking, the visibility of the entity will take this decimal by this decimal
# If set to 1, there is no efficiency
# # 同 同
# If Set to 0, Crouching Entities are invisible (Except in Special Cases)
# Min: 0.0
# MAX: 1.0
D: "Crouching Multiplier" = 0.75
# Invisible Entities' Visibility is Multiplied by this
# The visible entity (you can add the invisible entity by yourself) will take this
# If set to 1, there is no efficiency
# # 同 同
# If set to 0, Invisible Entities are, uh ... invisible
# Min: 0.0
# MAX: 1.0
D: "Invisibility Multiplier" = 0.1
# When An Entity (Including a Player) is wearing a mob head, mobs of that type have reduced change to realize they're a target # When wearing a monster head (including player), this type of monster will be this real. BodyThe chance of being seen as a goal will be reduced
# If set to 1, there is no efficiency
# # 同 同
# If Set to 0, Mobs of the Mob Head Type Cannot Notice Entities Wearing their Heads
# Min: 0.0
# MAX: 1.0
D: "Mobile Multiplier" = 0.5
}
############################################## This############################################## This######
# VISIBILITY Multipliers
# 数 multiplier
#---------------------------------------------------------------------------------------------------#
# Contains Multipliers that decrease stealth / increase awareness
# Including the multiplication of reducing stealth/increased perception
#Thichever of the Multipliers is Currently Giving the Worst (Highes) Multiplier is user
############################################## This############################################## This###### "Visibility Multipliers" {{
# An Entity's Visibility Is Multiplied by 1 + (this setting * Armor)
# The visibility of a entity will be multiplied by 1 +(this setting is multiplied to the armor)
# If set to 0, there is no efficiency
# # 同 同
# If Set to 0.25, An Entity with 20 Armor (Full Diamond) is 5x as likely to be seen
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "ARMOR MULTIPLIER (Cumulative)" = 0.1
}
############################################## This############################################## This######
# Lighting
#---------------------------------------------------------------------------------------------------#
# How much of an efficiency.
# The effect of light on stealth.The night vision system is also here.############################################## This############################################## This######
Lighting {{
# At or Above this light level, Entities Receive The Maximum Light Level Multiplier
#The light or above, the entity will obtain the largest light -grade multiplier (referring to the next option)
# Min: 0
# MAX: 15
I: "000 Light Level (High/Bright)" = 11
# The light level visibility multiplier when standing in Bright Areas
# When you are standing in a bright place, the visibility multiplier of the light level
# 0 Means Invisible, 1 Means Fully Visible (Other Factors Not Accountd for)
# Min: 0.0
# MAX: 1.0
D: "020 Multiplier (High/Bright)" = 1.0
# At or below this light level, Entities Receive The Minimum Light Level Multiplier
#The light or below, the entity will get the minimum optical multiplier (referring to the next option)
# Min: 0
# MAX: 15
I: "040 Light Level (LOW/DARK)" = 0 # The Light Level Visibility Multiplier When Standing in Dark Areas
# When you are standing in a dark place, the light -level visibility multiplier
# 0 Means Invisible, 1 Means Fully Visible (Other Factors Not Accountd for)
# Min: 0.0
# MAX: 1.0
D: "060 Multiplier (LOW/DARK)" = 0.1
# When an Entity the Nightvision Effect, this value is added to their perceived light levels
# # When a entity has a night vision effect, this value is added to the level of light they perceive (if the result is greater than 15, it will be automatically set to 15)
# Min: 0
# MAX: 15
I: "080 NightVision Bonus" = 15
# The Minimum Light Level Dynamic Stealth Will Detect When
# On the given dimension, dynamic stealth will be detected
# These are mostly for diarsions with ambient lighting (eg .nether and the end)
# These are mainly used for the dimension of special environmental lighting (for example. The last and lower bounds)
# The 1st Number is the Dimension ID, The 2nd is the minimum light level for that directnsion # The first number is the dimension ID, and the second is the minimum optical level of the dimension of the dimension.
S: "Minimum Dimension Light Levels" <
0, 0
-1, 7
1, 8
"
}
############################################## This############################################## This######
# Angle
#---------------------------------------------------------------------------------------------------#
# FOV Angles
############################################## This############################################## This######
Angle {
# The angle inside which an Entity can see another entity at Close Range (distance <= distancyar), in degrees
# A entity can see the angle of another entity (distance <= close) at close range, the unit is the degree
# This is Otherwise Similar to Anglesmall # This is very similar to Anglesmall
# If this and anglesmall are both 0, Entities (Other than Exceptions) are blind
# If this is 0 and anglesmall, the entity (except exception) is blind
# Cannot Be Smaller than Anglesmall
# Cannot be smaller than Anglesmall
# Min: 0
# MAX: 180
I: "Angle (Large/Wide; Near)" = 85
# The angle inside which an entity can see another entity at long rate
# One entity can see the angle of another entity from a distance (distance> = long distance, the unit is the degree)
# This is a cone-school fov, and the setting is the angle between the center axis of the cone and the airface of the cone
# This is a cone FOV, setting the angle between the central axis of the cone and the outer surface of the cone
# Unless you make it> 90* in which case it's everywhere* Except* a cone behind the entity, but w/e
# Unless you make it> 90*, in this case, it is ubiquitous*except for a cone behind the entity, but W/E # Also, It's Technical NOT A CONE Shape with Other Settings Accounted for, ButLet's not get into that
# In addition, technically, it is not a cone that considers other settings, but we should not discuss it in depth (this cone refers to the scope of sight)
# If this and anglelarge are both 0, Entities (Other Than Exceptions) are blind
# If this is 0 and Anglelarge, the entity (except abnormal) is blind (if you want to set this in -depthly, you can use FOV by yourself, usually there will be a visual website)
# Cannot Be Larger than Anglelarge
# Cannot be greater than Anglelarge
# Min: 0
# MAX: 180
I: "Angle (Small/Thin; Far)" = 30
}
############################################## This############################################## This######
# Distance
#---------------------------------------------------------------------------------------------------#
# FOV Distances
############################################## This############################################## This###### Distance {
# The Absolute Maximum Distance that An Entity Can See Another Entity from, in Blocks
# The absolute maximum distance between one entity and another entity, based on the block
# Exclusive, so if set to 0 mobs never see anything, with a fem
# 设, so if you set it to 0, the creature will never see anything, except for some exceptions, such as ...
# Zombies will strong villagers as normal; this useS comertely different logic than whatames any so'm not trying for money
# Zombie will still attack the villagers as usual; this uses logic that is completely different from me by visiting ATM, so I don’t try to change it now
# SOME MOBS Are Not Affected at all, for the ame reason as stated above, influding department and the ender dragon
# Some monsters are not affected at all. The same reason is as described above, including Endermen and Ender Drago
# Min: 0
# Max: 2147483647
I: "distance (far)" = 40
# The distance beface an Entity's signed starts degrading naturally (Even in Good Conditions), in the blocks # physical visual distance starting naturally (even under good conditions), blocking the block as a unit
# Exclusive, so if set to 0 mobs never see anything, with a fem
# 设, so if you set it to 0, the creature will never see anything, except for some exceptions, such as ...
# …… ... zombies will strong villagers as normal; this users complelain logic than what I'm any so'm not trying for now
# # 同 同
# ... some mobs are not affatured at all, for the ame reason as stated above, influding endermen and the ender dragon
# Min: 0
# Max: 2147483647
I: "Distance (near)" = 5
}
############################################## This############################################## This######
# Absolute cases
#-------------------------------------------------------------------------------------------------- # # Special Cases, Eg. Glowing
############################################## This############################################## This######
"Absolute cases" {{
# If Set to True, Burning Entities are always considered to be state
# If the setting is true, the burning entity is always considered to be standing under the full light
B: "See Burning" = TRUE
# If Set to True, Glowing Entities Will Be Seen when INSIDE ANOTHER ENON
# If settings are true, when you see the glowing entity in another physical FOV, all other factors will be ignored
# Allows entities to see invisible players who are glowing, but do dofes not remove Invisibility; if glowing runs out of the beface invisibility, you're hard to see Again
# 光 Seeing the emitting invisible player, but not to remove the invisible state; if the light disappears before the invisible, it will be difficult for you to see it again
B: "See Glowing" = TRUE
}
#The following parts are custom physical data. It is recommended to adjust in the game to prevent grammar errors
"Entity-Specific Settings (Advanced)" {{
# How wide an entity's vision is, near and far away # A physical field of vision, near and far width
# EntityID, Anglelarge, Anglesmall
# #
# EG ...
# #
# Minecraft: Skeleton, 90, 45
S: angle <
Player, 120, 0
Ghast, 90, 0
Wither, 90, 0
NEX: GHAST_QUEEN, 90, 0
"
# How far an entity can see, at the edge of its vision and at my
# A distance that can be seen on the edge of the field of vision and focus
# EntityID, Distancefar, Distancenar
# #
# EG ...
# # Minecraft: Skeleton, 40, 3
S: distance <
Player, 40, 10
Ghast, 50, 20
Ender_dragon, 100, 60
Wither, 100, 30
NEX: GHAST_QUEEN, 100, 30
"
# How well an Entity Sees in the Dark
# A entity visuality in the darkness
# EntityID, LightLevelhigh, Lightmulthigh, LightLevellow, Lightmultlow
# #
# EG ...
# #
# Minecraft: Skeleton, 15, 1, 0, 0, 0
S: lighting <
Player, 15, 1, 0, 0.2
> # Entities in this list alway the nightvision bonus
#The entity in this list will get night view rewards
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "Nature Nightvision" <
Squid
Guardian
Elder_guardian
Cow
Mooshroom
Overlot
Wolf
Polar_bear
Silverfish
Endermite
Enderman
Ender_dragon Wither
VEX
Ghast
NEX: GHAST_QUEEN
Defiledlands: The_destroyer
Demonmobs: rahovart
DemonMobs: ASMODEUS
"
# ENTIES in this list present much see everything
#The entity in this list can see almost everything
# Adding The Player Keyword to this list makes all players see entities as if they had glowing (Visible Through Walls)
# Add the player's keywords in the list to let all players see all glowing entities (visible through the wall) (氪 氪 player !!!)
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "Nature Soul Sight" <
Ender_dragon vex
ElementalMobs: Banshee
Infernomobs: Gorger
Harvestersnight: Harvester
Defiledlands: The_mourner
"
# Entities in this list are alway as if they are standing in Max Light Level
# The entities in this list are always regarded as their best light level
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "naturally bright" <
Blaze
Magma_cube
Ender_dragon
Wither
Infernomobs: Khaalk Shadowmobs: Phantom
Infernomobs: AFrit
Infernomobs: lobber
Infernomobs: Gorger
Infernomobs: Salamander
Infernomobs: Cephignis
Infernomobs: Ignibus
Demonmobs: rahovart
ElementalMobs: nymph
ElementalMobs: Zephyr
ElementalMobs: Wisp
ElementalMobs: Cinder
ElementalMobs: Banshee
ElementalMobs: AEGIS
ElementalMobs: Sylph
ElementalMobs: Xaphan Harvestersnight: Harvester
Sanity: ghost_zombie
"
}
}
Hearing {
# If the observrver doesn't has to the source of the sound, it has hearing range is multiplied by this
# If the observer does not directly see the sound source, its hearing range is multiplied by this
D: "No Los Multiplier" = 0.5
# HOW FAR AWAY ENTIES Can Hear Target Death Notifications, by Default
# By default, how far the entity can hear the target death notice at a distance
# Hearing a target deth Notification from an Entity they trust Makes them Drop Threat Target
D: "Notification Range" = 30.0
# How far away entities can hear warnings, by default
# By default, the entity hears the warning distance (reminder from creatures)
D: "Warning Range" = 30.0
}
}
############################################## This############################################## This######
# Threat system # ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------#
# The Threat System Decides when An Entity Switches From One Attack target to Another
# The threat system determines when a entity switch from one attack target to another attack target
# This is simila, to think
# This is similar to some mmorpg threat systems
############################################## This############################################## This######
"Threat System" {
# If enabled, all entities should bypass the threat system
# If it is enabled, all entities will not use the threat system
B: "000 Bypass Threat System (Global)" = False
# When an out-of -Combat Entity first enters combat, it threat is set to this
# When a non -combat entity entered the battle for the first time, its threat value was set up
# This can happen from an Entity Seeing a valid target to Attack or From An Entity Taching Damage WHILE OUT of Combat
# When a entity sees an effective goal to attack, or when a entity is harmed in a non -combat state, this will happen
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "010 'Start of Combat' Threat" = 30.0
# When an in-sum of compat entity damages itesurrent target, ites threat is increased by the damage dealt times, divided by its target's max HP
# When a physical damage in a battle is currently target, its threat value will increase by 1/2, and then remove the maximum health of the target
# Min: 0.0 # max: 1.7976931348623157e308
D: "020 Dealt Damage Multiplier" = 200.0
# When an in-sum of compat entity is attacked by its carent target, ites threat is increased by the damage time time
# When the entity in a battle is attacked by the current target, its threat value will be increased by the maximum life value of the damage.
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "025 'Attcked by Same' Multiplier" = 400.0
# When an in-sumbat entity is attacked by some that is * it is * itscurrent target, its threat is decreased by damage time,
# When a combat entity is attacked by*not*its current goal, its threat value will be reduced by the maximum life value of the injury by this value
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "030 'Attcked by Other' Multiplier" = 400.0
# When an Entity Heeds A Warning from Another Entity, Its Threat is Set to this (if less than this)
# When one entity noticed the warning of another entity, its threat was set to this (if it was less than this)
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "035 'Warned' Threat" = 30.0
# When an entity sees an ally die, increase threat
# When a entity saw the death of an ally, the threat value increased
# Min: 0.0
# MAX: 1.7976931348623157e308 D: "040 'Ally Killed' Threat" = 100.0
# Every time an Entity Updates and their target is visible and reachable, this is added to their this
# When the physical update is updated, their goals are visible and available, which will be added to their threat
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "060 Seen Target Threat Rate" = 0.1
# Every time an Entity Updates and their Target's Position is unknown, this is subtracted from their threat
# When a physical update is updated, the position of their goals is unknown (referring to not discovered), which will deduct this value from their threat
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "065 Unseen Target Degredation Rate" = 0.1
# How fast the three gauge decreases while fleeing; lower number means they flee for a longer time
# The speed of the threat when escape; the reduction of the number of people means that they have escaped for a long time (don't care about me, run quickly !!!)
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "070 Flee Degredation Rate" = 0.3
#Every Time An Oward Entity Updates and Canon, this is subtracted from their thinking
# After each goal, the entity update cannot reach their goals (expected to be available), which will deduct from their threat
# Min: 0.0
# MAX: 1.7976931348623157E308
D: "075 Owned Canon Reach DEGRedation Rate" = 0.5 "Entity-Specific Settings (Advanced)" {{{
#Specific physical settings "(Advanced)
# SETS WHETHER the Threat System Detects and Entity as Passive Or Not
# Setting the threat system whether the system is detected and the entity is right and wrong is passive
# EntityID, Passivity
# #
# EG ...
# #
# Minecraft: Skeleton, TRUE
# #
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: passiveness <
Shulker, false
Snowman, false
Ebwizardry: wizard, false
Techguns: Turret, FALSE
Rafradek_tf2_weapons: Sentry, FALSE
Ghast, false
NEX: GHASTLING, FALSE NEX: GHAST_QUEN, FALSE
NEX: GHASTLING, FALSE
Animania: MARE_DRAFT, TRUE
Animania: Stallion_draft, TRUE
Animania: foal_draft, true
Animania: peachick_charcoal, true
Animania: peachick_opal, true
Animania: peachick_peach, true
Animania: peachick_purple, true
Animania: peachick_taupe, true
Animania: peachick_blue, true
Animania: peachick_white, true
"
# Entities in this bypass the Threat System
# The entity does not use the threat system
# This means they are all not using the search ai, Will Appear with ???? As their target and threat level in the targeting Hud, and AlwayS Full Alert In-On- Point Hud # This means that they will not use artificiallyIntelligent search will appear ?? Show the target and threat on the aiming interface, and display it on the point interface as a high alert state
# For some entities, this option is needed for the work right, such as slimes. For Others, like the end dragon and Other Players, it has no efficiency OW They Appear in the HUD
# For certain entities, this option is necessary for their normal work, such as slimes.For other players, such as the last shadow dragon and other players, except for their performance on the interface, it has no impact
# You can also special entities with a certain name, like so:
# MODID: Entity: Name
S: "Threat Bypass" <
Player
Slime
Magma_cube
Ender_dragon
Disatelution: Player_corpse
Millenaire: GENERICVILAGER
Millenaire: GENERICSIMMFEMALE
Millenaire: GENERICASIMMFEMALE
TCONSTRUCT: BLUESLIME PrimitiveMobs: Treasure_slime
Pvj: pvj_iccube
Defiledlands: Slime_defiled
SCP: Killer_State
Cyclicmagic: robot
"
}
"CNPC Threat Settings" {{
# All cnpcs in theSe FACTIONS Will Bypass The Threat System
# These NPCs will not apply the threat system
S: "FACTION Threat Bypass" <
"
}
}
############################################## This############################################## This######
# Helper systemm
#---------------------------------------------------------------------------------------------------#
# Which entities comer to the aid of white
# Which entities will help which other entities
############################################## This############################################## This######
"Helper system" {
#WHETHER to Help Entities of the Same Type # Whether to help the same type of entity (author, can you be so real !!)
# EG. If Set to True, Skeletons Will Help Other Skeletons (but not zombies)
# If the setting is true, the skeleton will help other skeletons (but zombies will not)
B: "Help Same Entity Type" = True
Ownership {
# DON'T Help them if they do'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T'T '
# If they do not have the same owner (if they have the owner), do not help them, referring to pets will not help past comrades!Intersection(You group 25)
B: Dedicated = TRUE
# Help them if we both has been the same owner (if we have one) (if we have one)
# Help them, if it belongs to the same owner (if there is any one)
B: "Help if say owner" = true
# Help them if we own them
# If we have them, help them (referring to the host will help pets)
B: "Help owned" = true
# Help our owner (if we have one)
# Help our owner (if we have it)
B: "Help Owner" = TRUE
}
Teams {
# Make Sure Not to Help Entities on Other Teams
# Make sure not to help the entity in other teams
B: "Don'T Help Other Teams" = TRUE
# Help Other Entities on Our Team # Help other members in our team
B: "Help Same Team" = TRUE
}
############################################## This############################################## This######
# CUSTOM NPCS FACTIONS
#---------------------------------------------------------------------------------------------------#
# These settings only matter if custom npcs is installed
# These settings will only play a role after installing a custom NPC
############################################## This############################################## This######
"Custom NPCS FACTIONS" {
# Make Sure not to help through we're hostile to
# Do you must help those who are hostile to us
B: "don't help if bad rep" = true
# Help NPCS in the Same FACTION and Players with Good Faction Rep
# NPC and camp of the same camp as a neutral player
B: "Help if good rep" = true
}
}
############################################## This############################################## This######
# Interactions
#-------------------------------------------------------------------------------------------------- # # Things that happy under special circumstances, Eg. Stealth Attacks
# What happened under special circumstances.Invisible attack (recommended to add back thorns)
############################################## This############################################## This######
INTERACTIONS {
############################################## This############################################## This######
# Attack
#---------------------------------------------------------------------------------------------------#
# When anything attacks anything else (melee)
# When anything attacks anything (melee)
############################################## This############################################## This######
Attack {
#WHETHER STEALTH Attacks byPass Armor or Not
# Whether to wear armor wear
B: "Armor Penetration" = False
# POTION EFFECTS That Are Applied to the Attack Happens
#An attack, effect on the agent applied to the attacker
# This applies strungth 2 for 200 ticks (10 seconds):
# Stringth.200.2
# # This Applies Sight FOR 100 Ticks (5 Seconds):
#The effect lasts 100tick (5 seconds):
# Dynamicstealth: soulsight.100
S: "Attacker Effects" <
"
# DAMAGE is MultiPlied by this when attacking from stealth
# When sneak attack, the damage will be taken by this
# Min: 1.0
# MAX: 1.7976931348623157E308
D: "Damage Multiplier" = 1.0
# If Set to True, When Living Entity Hits Another Living Entity, They Both Lose Blindness
# If the setting is true, when one life entity hit another life entity, they are blind
# This happy beface any new effects are applied
B: "Remove Blindness on Hit" = TRUE
# If Set to True, when one living entity hits another living entity, they both lose invisibility
# If the setting is true, when one life entity hit another life entity, they will all lose contact
# This happy beface any new effects are applied
B: "Remove Invisibility on Hit" = TRUE
# POTION EFFECTS that Are Applied to the Victim When An ATTACK HAPENS #
# This applies blindness for 100 Ticks (5 seconds):
# Blindness.100
S: "Victim Effects" <
"
# Weapon-SPECICIC OVERIDES
# Weapon-SPECIFIC
# SYNTAX is ...
#The people who understand will change, and those who do not understand will not change.EssenceEssenceEssence
# Domain: Item: Meta> NBTKEY1 = NBTVALUE1 & NBTKEY2 = NBTVALUE2, Armorpenetration, Multiplier, AttackerPotion1 & AttackerPotion2, vidtimpotion1 & vi ctimpotion2, consumeitem
# #
# EG ...
# #
# BACKSTAB: Diamond_dagger, True, 3
# #
#Tetra: duplex_tool_modular> duplex/site_left_material & duplex/butt_right_material, true, 3, regeneration.60.3, with.60.3
# #
# Dye, false, 0,, blindness.20, true
S: "Weapon-Specific Settings" Glowstone_dust, false, 0, glowing.20, true " } ############################################## This############################################## This###### # Ranged Attack #---------------------------------------------------------------------------------------------------# # When anything attacks anything else (righted) # When anything attacks other things (remote) ############################################## This############################################## This###### "Ranged Attack" {{ #WHETHER STEALTH Attacks byPass Armor or Not # Whether to wear armor wear B: "Armor Penetration" = False # POTION EFFECTS That Are Applied to the Attack Happens #An attack, effect on the agent applied to the attacker # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # This Applies Sight FOR 100 Ticks (5 Seconds): # # 同 同 # Dynamicstealth: soulsight.100 S: "Attacker Effects" < " # DAMAGE is MultiPlied by this when attacking from stealth # Min: 1.0 # MAX: 1.7976931348623157E308 D: "Damage Multiplier" = 1.0 # If Set to True, When Living Entity Hits Another Living Entity, They Both Lose Blindness # # # This happy beface any new effects are applied B: "Remove Blindness on Hit" = TRUE # If Set to True, when one living entity hits another living entity, they both lose invisibility # If the setting is true, when one life entity hit another life entity, they will all lose contact # This happy beface any new effects are applied B: "Remove Invisibility on Hit" = TRUE # POTION EFFECTS that Are Applied to the Victim When An Attack Happy # This applies blindness for 100 Ticks (5 seconds): # Blindness.100 S: "Victim Effects" < " } ############################################## This############################################## This###### # STEALTH Attack #---------------------------------------------------------------------------------------------------# # When something Attacks An unaware Victim (Melee) # When there is something to attack the victim without consciousness (melee) ############################################## This############################################## This###### "Stealth Attack" {{ #WHETHER STEALTH Attacks byPass Armor or Not # Whether to wear armor B: "Armor Penetration" = False # POTION EFFECTS THAT ARE Applied to the Attacker When # # 同 同 # This applies stream 2 for 200 ticks (10 sex): # stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Attacker Effects" < " # DAMAGE is MultiPlied by this when attacking from stealth # Min: 1.0 # MAX: 1.7976931348623157E308 D: "Damage Multiplier" = 1.25 # POTION EFFECTS that Are Applied to the Victim When a Stealth Attack Happens # # # This applies blindness for 100 Ticks (5 seconds): # Blindness.100 S: "Victim Effects" < " # Weapon-SPECICIC OVERIDES # SYNTAX is ... # # # Domain: Item: Meta> NBTKEY1 = NBTVALUE1 & NBTKEY2 = NBTVALUE2, Armorpenetration, Multiplier, AttackerPotion1 & AttackerPotion2, vidtimpotion1 & vi ctimpotion2, consumeitem # # EG ... # # # BACKSTAB: Diamond_dagger, True, 3 # # #Tetra: duplex_tool_modular> duplex/site_left_material & duplex/butt_right_material, true, 3, regeneration.60.3, with.60.3 # # # Dye, false, 0,, blindness.20, true S: "Weapon-Specific Settings" < # Backstab: Wood_dagger, TRUE, 5 Backstab: stone_dagger, true, 5 Backstab: Iron_dagger, TRUE, 5 Backstab: diamond_dagger, true, 5 Backstab: Gold_dagger, TRUE, 5 Tetra: Sword_modular> Sword/Short_blade_material, TRUE, 5 Architecturecraft: chisel, true, 5 chisel: chisel_iron, true, 5 Chisel: chisel_diamond, true, 5 Chisel: chisel_hitech, true, 5 TCOMPLEMENT: Chisel, TRUE, 5 RootSclassic: Druidknife, TRUE, 5 XRIQUARY: MagicBane, True, 5 EldrarSenal: Wooden_dagger, TRUE, 5 EldrarSenal: Stone_dagger, TRUE, 5 EldrarSenal: Iron_dagger, TRUE, 5 EldrarSenal: Golden_dagger, TRUE, 5 EldrarSenal: Diamond_dagger, TRUE, 5 EldrarSenal: Emerald_dagger, TRUE, 5 EldrarSenal: hunger_dagger, true, 5 EldrarSenal: Wooden_kawar, TRUE, 5 EldrarSenal: Stone_kawar, TRUE, 5 EldrarSenal: IRON_KAR, TRUE, 5 ELDERARSENAL: GOLDEN_KAR, TRUE, 5 EldrarSenal: Diamond_kawar, TRUE, 5 EldranseNal: Emerald_kawar, TRUE, 5 EldrarSenal: Wooden_knife, TRUE, 5 EldrarSenal: Stone_knife, TRUE, 5 Eldraarsenal: Iron_knife, TRUE, 5 EldrarSenal: Golden_knife, TRUE, 5 EldrarSenal: Diamond_KNife, TRUE, 5 EldrarSenal: EMERARD_KNIFE, TRUE, 5 Spartanweaponry: Dagger_wood, TRUE, 5 Spartanweaponry: Dagger_Stone, TRUE, 5 Spartanweaponry: dagger_iron, true, 5 Spartanweaponry: dagger_gold, true, 5 Spartanweaponry: dagger_diamond, true, 5 Spartanweaponry:: Throwing_knife_wood, TRUE, 5 SpartanWeaponry: Throwing_knife_Stone, TRUE, 5 SpartanWeaponry: Throwing_knife_iron, TRUE, 5 Spartanweaponry: Throwing_knife_gold, TRUE, 5 Spartanweaponry: Throwing_knife_diamond, True, 5 Spartanweaponry: Dagger_copper, TRUE, 5 Spartanweaponry: Throwing_knife_copper, True, 5, 5 Spartanweaponry: dagger_tin, true, 5 Spartanweaponry: Throwing_knife_tin, TRUE, 5 Spartanweaponry: Dagger_bronze, TRUE, 5 Spartanweaponry: Throwing_knife_bronze, TRUE, 5, 5 Spartanweaponry: dagger_steel, true, 5 Spartanweaponry: Throwing_knife_Steel, TRUE, 5 Spartanweaponry: dagger_silver, true, 5 Spartanweaponry: Throwing_knife_silver, TRUE, 5, 5 Spartanweaponry: Dagger_invar, TRUE, 5 SpartanWeaponry: Throwing_knife_invar, TRUE, 5 SpartanWeaponry: Dagger_Platinum, True, 5 Spartanweaponry: Throwing_knife_Platinum, True, 5 Spartanweaponry: Dagger_electrum, TRUE, 5 Spartanweaponry: Throwing_knife_electrum, True, 5 Spartanweaponry: dagger_nickel, true, 5 Spartanweaponry: Throwing_knife_nickel, TRUE, 5 Spartanweaponry: Throwing_knife_lead, TRUE, 5 Sharpbone: Sharp_bone, TRUE, 5 Natura: ghostwood_kama, true, 3 Natura: bloodwood_kama, true, 3 Natura: darkwood_kama, true, 3 Natura: fusewood_kama, true, 3 Natura: netherquartz_kama, true, 3 Tetra: Duplex_tool_modular> Duplex/Sickle_left_material & Duplex/Butt_ritt_material, TRUE, 3 TCONSTRUCT: Kama, True, 3 Elderrsenal: Wooden_katana, TRUE, 3 Elderrsenal: stone_katana, true, 3 EldrarSenal: Iron_katana, TRUE, 3 Eldrarly: Golden_katana, TRUE, 3 Elderrsenal: diamond_katana, true, 3 EldrarSenal: Emerald_katana, TRUE, 3 Spartanweonry: katana_wood, true, 3 Spartanweaponry: katana_stone, true, 3 Spartanweaponry: katana_illon, true, 3 Spartanweonry: katana_gold, true, 3 Spartanweonry: katana_diamond, true, 3 Spartanweaponry: Rapier_wood, TRUE, 3 Spartanweaponry: Rapier_Stone, TRUE, 3 Spartanweaponry: Rapier_iron, TRUE, 3 Spartanweaponry: Rapier_gold, TRUE, 3 Spartanweaponry: Rapier_diamond, True, 3 SpartanWeaponry: Katana_Copper, TRUE, 3 Spartanweonry: Rapier_copper, TRUE, 3 Spartanweonry: katana_tin, true, 3 Spartanweaponry: Rapier_tin, TRUE, 3 SpartanWeaponry: katana_bronze, true, 3 Spartanweaponry: Rapier_bronze, TRUE, 3 Spartanweaponry: Katana_Steel, True, 3 Spartanweaponry: Rapier_Steel, TRUE, 3 SpartanWeaponry: katana_silver, true, 3 Spartanweaponry: Rapier_silver, TRUE, 3 Spartanweaponry: katana_invar, true, 3 Spartanweaponry: Rapier_invar, TRUE, 3 SpartanWeaponry: katana_platinum, true, 3 Spartanweaponry: Rapier_Platinum, TRUE, 3 SpartanWeaponry: Katana_electrum, True, 3 SpartanWeaponry: Rapier_electrum, True, 3 SpartanWeaponry: katana_nickel, true, 3 Spartanweaponry: Rapier_nickel, TRUE, 3 Spartanweaponry: katana_lead, true, 3 Spartanweaponry: Rapier_Lead, TRUE, 3 Thermalfoundation: Tool.sickle_copper, TRUE, 3 Thermalfoundation: Tool.sickle_tin, TRUE, 3 Thermalfoundation: Tool.sickle_silver, TRUE, 3 Thermalfoundation: Tool.sickle_lead, TRUE, 3 Thermalfoundation: Tool.sickle_aluminum, True, 3 Thermalfoundation: Tool.sickle_nickl, TRUE, 3 Thermalfoundation: Tool.sickle_platinum, TRUE, 3 ThermalFoundation: Tool.sickle_Steel, TRUE, 3 Thermalfoundation: Tool.sickle_electrum, True, 3 Thermalfoundation: Tool.sickle_invar, TRUE, 3 Thermalfoundation: Tool.sickle_bronze, TRUE, 3 Thermalfoundation: Tool.sickle_Constantan, TRUE, 3 Thermalfoundation: Tool.sickle_wood, True, 3 Thermalfoundation: Tool.sickle_stone, TRUE, 3 Thermalfoundation: Tool.sickle_iron, TRUE, 3 Thermalfoundation: Tool.sickle_diamond, TRUE, 3 Thermalfoundation: Tool.sickle_gold, TRUE, 3 " } ############################################## This############################################## This###### # Ranged Stealth Attack #---------------------------------------------------------------------------------------------------# # When something attachs an unaware victim (ranged) # When there is something to attack the victim who has no consciousness (remote) the same as above ############################################## This############################################## This###### "Ranged Stealth Attack" {#WHETHER STEALTH Attacks Bypass Armor or Not NOT B: "Armor Penetration" = False # POTION EFFECTS THAT ARE Applied to the Attacker When # # # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Attacker Effects" < " # DAMAGE is MultiPlied by this when attacking from stealth # Min: 1.0 # MAX: 1.7976931348623157E308 D: "Damage Multiplier" = 1.0 # POTION EFFECTS that Are Applied to the Victim When a Stealth Attack Happens # # # This Applies Blindness for 100 Ticks (5 Seconds): # Blindness.100 S: "Victim Effects" < " } ############################################## This############################################## This###### # Assassination #---------------------------------------------------------------------------------------------------# # When something kills without being detect (melee) # (Melee) Ibid ############################################## This############################################## This###### Assassination { # POTION EFFECTS that Are Applied to the Attacker When An assassination # # # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Attacker Effects" Invisibility.140 Night_vision.140 " # Weapon-SPECICIC OVERIDES # SYNTAX is ... # # # Domain: item: meta> nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2, attackerpotion1 & attackerPotion222 # # # EG ... # # # BACKSTAB: Diamond_dagger, Invisibility.200 # # #Tetra: duplex_tool_modular> duplex/site_left_material & duplex/butt_right_material, regeneration.60.3 S: "Weapon-Specific Settings" < " } ############################################## This############################################## This###### # RAMGED Assassination # --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------# # When something kills without being detected (ranged) ############################################## This############################################## This###### "Ramgg assassination" { # POTION EFFECTS that Are Applied to the Attacker When An assassination # # # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Attacker Effects" < " } ############################################## This############################################## This###### # CALM DOWN #-------------------------------------------------------------------------------------------------- # # when some reason was fleeing, but ran out of threat # Is escaping, but there is no threat anymore ############################################## This############################################## This###### "CALM DOWN" { # If Set to True, CNPCS Warp Home When Calming down # If the settings are true, CNPCS will automatically return after calming down B: "cnpcs warp home" = false # POTION EFFECTS To Apply When Something Calms down after Fleeing # When a certain thing calms down after escaping, the potion effect will take effect # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Potion Effects" < " # If Set to True, all HP is Instantly Recovered when Calming down # If the setting is true, all your health will be restored immediately after calming down B: "Recover all hp" = false} ############################################## This############################################## This###### # Give up search #---------------------------------------------------------------------------------------------------# # When some reason was searching for a target, but run out of threat # Is looking for goals, but lost threats ############################################## This############################################## This###### "Give up search" { # If Set to True, CNPCS Warp Home WHEN THEY GIVE Up Searching for a Target # If the settings are true, the NPC will turn home after giving up the search target B: "cnpcs warp home" = false # If Set to True, all HP is Instantly recovered when giving up searching for a target # If the setting is true, when giving up finding the target, all your health will immediately recover B: "Recover all hp" = false } ############################################## This############################################## This###### # Rally #-------------------------------------------------------------------------------------------------- # # When something was fleeing, but regain health #, But restore health (referring to a group of running away, add a bunch of buffs to come back and kill you) ############################################## This############################################## This###### Rally { # POTION EFFECTS To Apply When Something Rallies # The effect of the pharmaceut # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Potion Effects" < Resistance.200.2 " } ############################################## This############################################## This###### # Desperation #-------------------------------------------------------------------------------------------------- # #When Something is Cornered WHILE FLEEING ############################################## This############################################## This###### Desperation { # POTION EFFECTS To Apply When Something Gets Cornered and Desperate # The effect of the pharmaceutical agent is used when something is in despair # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Potion Effects" < Stringth.200.3 " } ############################################## This############################################## This###### # Can'T reach #-------------------------------------------------------------------------------------------------- # # when something cannot reach its target ############################################## This############################################## This###### "Can'T reach" { # POTION EFFECTS To Apply When Something Canon't Reach ITS TARGET # When a certain thing cannot reach the target, the potion effect will take effect # This applies strungth 2 for 200 ticks (10 seconds): # Stringth.200.2 # # # This application soul sign for 100 Ticks (5 Seconds): # Dynamicstealth: soulsight.100 S: "Potion Effects" < " } } Items { PoTions {{ #ToTher to load the blindness Potion Recipe (Thick Potion + Ink SAC) # Whether to load the blind potion formula (thick potion+ink sac) B: "Blindness Potion Recipes" = TRUE #ToTher to Load Blindness Potion B: "Blindness Potions" = TRUE #ToTher to load the glowing poting recipe (Thick Potion + Glowstone Dust) # Whether to load light -emitting potion formula (thick potion+fluorite powder) B: "Glowing Potion Recipes" = TRUE #TOTHER to LOAAD GLOWING POTIONS # Whether to load the luminous potion (access to the "brewing" tab from the "Creative" menu) B: "Glowing Potions" = TRUE #TOTHER to load the soul sign point recipe (Thick Potion + Ender Eye) # Whether to load the soul visual potion formula (thick potion+the eye of the last shadow) B: "Soul Sight Potion Recipes" = TRUE #TOTHER to load soul, # Whether to load the soul visual potion (you can view from the creative menu's brewing tab B: "Soul Sight Pody" = True