This tutorial is set by the author's setting without permission.
Configuration file structure
The configuration file of Better Combat contains three files in Config, which is analyzed according to different files.
client.json5
Client configuration file
{{"Isholdtoattackenabled": true,
#Whether to allow holding the button to automatically attack.
"ismingwithweaponsenabled": true,
#Whether to use weapon mining blocks.
"ISSWINGTHRUGRASSENABLED": True, True, True,
#Whether to attack grass.
"IsattackInteadofmineWhenneneMiesCloseenabled": true,
#Whether to allow enemies to attack instead of mining cubes when the weapon attack range.
"Ishighlight Crosshairenabled": True, True,
#Whether to allow the enemy to highlight the cross line when the attack range.
"Hudhighlightcolor": 16711680,
#The enemy highlights the color of the cross line when the attack range.
"iSshowingarmsinFirson": False, False,
#Whether to allow the player's arm in the first -person attack animation.
"ISSHOWOTHERHADFIRTERSON": TRUE, TRUE,
#Whether to allow the arm that does not use weapons in the first -person attack animation.
"ISSWEEPINGPARTICLENABLED": true,
#Whether the sweep attack particles are allowed to be allowed.
"IStoolTiPattaCKKRANGEDED": TRUE,
#Whether to allow the attack distance on the tool label of the weapon.
"weaponswingSoundvolume": 100,
#(Hereinafter expressed).
"ISDEBUGOBBENABLED": true,
#Whether the weapon attack judgment range is also displayed when displaying the physical collision box.
"Swingthrugrassblacklist": "Farmersdelight",
#The blacklist of wearing grass, no longer wearing grass with items with this ID.
"minewithweonblacklist": "" "" "" ""
#The blacklist of the mining block, with this ID with this ID, no longer can be mined.
}
Fallback_compatability.json
It is used to modify the regular expression of automatic determination of weapon types.
To put it plainly, this file is used to judge the type of weapon according to the weapon ID field.
Note that the ID here refers to the ID of the weapon.
{{"Schema_version": 1,
#Form version number.
"Blacklist_item_id_regex": "Pickaxe",
#ID's items containing this field will not automatically determine the type of weapon.
#Below is the main body of the file automatically determined by melee weapons. Here is only one example. What is left without other types of weapons is left. The main format is exactly the same.
"Fallback_compity": [[[[[[[[[[[[[
{{
"Item_id_regex": "Claymore | Great_sword | Greatsword",#and downlink corresponding, and automatically determine the weapon of the CLAYMORE | Great_sword | Greatsword related fields as the type of weapon in the downlink.
"Weapon_attributes": "Bettercombat: Claymore"
#Corresponding to the uplink, the weapon containing related fields in the ID automatically determines the type: Claymore weapon type.
}
],,,
#Below is the main body of the file automatically determined by the remote weapon.
"Ranged_weapons": [[
{{
"Item_id_regex": "two_handed_crossbow",
#Corresponding to the downlink, the weapon that contains Two_handeded_crossbow related fields in the ID automatically determines the weapon type in the downlink.
"Weapon_attributes": "Bettercombat: Crossbow_two_handed_heavy"
#Corresponding to the uplink, the weapon containing related fields in the ID automatically determines the type: crossbow_two_handed_heavy weapon type.
},
{{
"Item_id_regex": "two_handed_bow",
#Corresponding to the downlink, the weapon that contains Two_handeded_bow's related fields in the ID automatically determines the type of weapon in the downlink.
"Weapon_attributes": "bettercombat: bow_two_handed_heavy"
#Corresponding to the uplink, the weapon containing related fields in the ID automatically determines the type: bow_two_handed_heavy weapon type.
}
]
}
Server.json5
Server configuration file.
Here is the author's comment with my analysis.
{{"upswing_multiplier": 0.5,
#The proportion of the attack speed of the attack before the attack (0.5 is 50%here).
"Allow_fast_attacks": true,
#Arpaton attack ignores invincible frames.
"Allow_attacking_mount": false, False,
#Whether to allow the player's current physical execution client target search and server attack request.
"Attack_interval_cap": 2, 2,
#The minimum number of ticks between the two attacks.
"hostile_player_vehicles": [[
#Pu Mental Players (that is, creatures that will cause players to ride by forcibly causing damage).
"Alexsmobs: Crocodile"
],,,
"Allow_vanilla_sweeping": False,#Whether to enable the original sweep attack.
"Allow_reworked_sweeping": true,
#Whether to enable the sweep attack system re -made by this module.
The sweep attack system mentioned below refers to the sweep attack system reset this module.
"reWORKED_SWEEPING_EXTRA_TARGET_COUNT": 4,
#Sweep the attack system to sweep the target.
"reWORKED_SWEEPING_MAXIMUM_DAMAGE_PENALTY": 0.5,
#The maximum injury reduction rate when sweeping the target (0.5 here is 50%).
When the module sweeps additional targets, the damage will be reduced due to the number of targets. It is specifically reflected that there will be an additional target that will have a sweeping damage.
"reWORKED_SWEEPING_ENCHANT_RESTORES": 0.5,
#Can ignore the injury reduction rate (0.5 here is 50%)
"reWORKED_SWEEPING_PLAYS_SOUND": TRUE,
#Whether the attack makes a sound.
"reWORKED_SWEEPING_EMITS_PARTICLES": true,
#Whether the attack has a particle effect.
"REWORKED_SWEEPING_SOUND_AND_PARTICLES_ONLY_FOR_SWORDS": True,
#The reset sweeping attack system is only applicable to weapons.
"Allow_attacking_thru_walls": false, false,
#Whether to attack through the wall.
Movement Speed Penality
"Movement_speed_while_attacking": 0.0,
#The speed percentage during attack (0%is 0%here that cannot be moved, and 1 is 100%speed means that it will not slow down during attack).
"movement_speed_applied_smoothly": true,
#The attack deceleration is smoothly applied to the player.
"movement_speed_effected_while_mounting": false, false,
#Whether it is affected by the deceleration of the attack when riding.
"knockback_reduck_FOR_FAST_ATTACKS": True,
#The faster the attack speed will cause the smaller to repel.
"Combo_reset_rate": 5.0,
#(The higher the number, the slower, the slower).
"target_search_range_multiplier": 2.0,
#During the target search process on both sides, the additional multiple of the attack distance (large entity may collide with the weapon determination box, but the distance of the physical center may be greater than the attack distance).
"dual_wielding_attack_speed_multiplier": 1.5, 1.5,
#Attack speed multiplier when double holding weapons.(1.5 here is 1.5 times)
"dual_wielding_main_hand_damage_multiplier": 1.0,
#Double -holding weapon The main weapon attack damage damage multiplier.(1.0 here is 1.0 times)
"dual_wielding_off_hand_damage_multiplier": 1.0,
#Double -holding weapon Damage damage damage damage.(1.0 here is 1.0 times)
#In the following, Friendly, Neutral and Hostile are three available attack judgments.
Friendly-The target will not be attacked by players.
Neutral-The target will only be damaged by players when they look directly at.
Hostile-The target will be damaged by the player's attack in the player's attack judgment box."Player_Relations": {{
#Player attack on the attack judgment of specific creatures.
"Minecraft: Player": "Neutral",
"Minecraft: Villager": "Neutral",
"Minecraft: IRON_GOLEM": "Neutral",
"Guardvillagers: Guard": "Neutral"
},
"Player_relation_to_passives": "Hostile",
#Player attack on the attack judgment of passive creature.
"Player_relation_to_hostiles": "Hostile",
#Player attack type type of attacks on hostile creatures.
"Player_Relation_to_other": "Hostile",
#Player attack type of attack judgment on other creatures.
"Fallback_compatability_enabled": true, True,
#Determine whether the content of Fallback_compatability.json file is enabled in the previous article. After use, it will automatically register the weapon type without pre -registered weapons.
"weapon_regition_logging": false
#Whether to allow the contents of the output weapon attribute registry.
}