Files
Reimagined/config/dynamic_difficulty-common.toml
2026-05-07 21:38:27 +03:00

140 lines
6.9 KiB
TOML

[built_in_datapack]
#Whether to load the built-in default leveling settings datapack
#This includes dimension, entity, biome, and structure level bonuses for vanilla and various mods
#Disable this if you want to start with a clean slate and define all settings yourself
#Requires a game restart to take effect
use_default_leveling_settings = true
[base_leveling]
#Base level for all entities
starting_level = 1
#Maximum level cap (0 for unlimited)
maximum_level = 0
#Random bonus levels added to entities (0-value)
random_level_bonus = 0
#Additional experience multiplier per level
experience_bonus_per_level = 0.1
[environmental_leveling]
#How many levels to add per block from world spawn
levels_per_block_from_spawn = 0.01
#How many levels to add per block below sea level (default sea level is Y=64, can be overridden per dimension)
levels_per_depth = 0.0
#How many levels to add per block above sea level (default sea level is Y=64, can be overridden per dimension)
levels_per_height = 0.0
#How many levels to add per in-game day passed
levels_per_day = 0.0
#How many levels to add per point of local difficulty at mob spawn location
#Local difficulty considers regional difficulty, chunk inhabited time, moon phase, and world difficulty
levels_per_local_difficulty = 0.0
#Exponential level scaling with distance from spawn
distance_power_scaling = 0.0
#Exponential level scaling with depth
depth_power_scaling = 0.0
[player_based_bonus_scaling]
#Radius to search for players when calculating level bonuses
player_search_radius = 128.0
#Multiplier for player level bonuses applied to mobs
#This scales the bonus that nearby players add to mob levels
#1.0 = normal scaling, 0.5 = half effect, 2.0 = double effect
# Default: 1.0
# Range: 0.0 ~ 10.0
player_level_multiplier = 1.0
#Whether to factor in player levels when calculating mob levels
enable_player_based_leveling = true
#Whether player level bonuses bypass the maximum level cap
#When true (default), player bonuses are applied after the cap, allowing mobs to exceed max level
#When false, player bonuses are applied before the cap and can be limited by max level
#Similar to how structure/biome bonuses can have bypasses_cap set in their data files
player_level_bypasses_cap = true
#How to aggregate multiple player level providers for display purposes
#This only affects what level is shown above the player's head.
#Mob scaling uses each provider's calculateBonusLevels() method instead.
#HIGHEST_PRIORITY: Use the provider with the highest priority (defined by the provider itself)
#MAX: Use the maximum level from all providers
#SUM: Add all provider levels together
#AVERAGE: Average all provider levels
#FIRST: Use only the first registered provider
#Allowed Values: HIGHEST_PRIORITY, MAX, SUM, AVERAGE, FIRST
player_level_display_strategy = "HIGHEST_PRIORITY"
#How often (in ticks) to update player levels as a fallback (20 ticks = 1 second)
#Providers can trigger immediate updates via events, this is just a safety net
#Set to 0 to disable periodic updates (only event-driven updates will occur)
# Default: 600
# Range: 0 ~ 1200
player_level_update_interval = 600
[playtime_based_scaling]
#Enable playtime-based level scaling
#When enabled, uses Minecraft's built-in playtime statistic (Stats.PLAY_TIME)
#Playtime is automatically tracked by Minecraft and persists across sessions
enable_playtime_scaling = false
#How many levels to add per hour of nearby-player playtime
#Playtime from all nearby players is averaged and converted to levels
#Example: 2 players with 10 and 20 hours = 15 hours average = 15 * this_value levels
levels_per_playtime_hour = 0.1
[puffish_skills_integration]
#List of Puffish Skills tree IDs that should be excluded from player level calculations
#Trees in this list will not contribute their points to player-based mob level scaling
#Example: ["puffish_skills:mining", "puffish_skills:combat"]
#Leave empty to include all trees in mob scaling
puffish_skills_tree_blacklist = ["puffish_skills:mining"]
[reskillable_integration]
#List of Reskillable skill names that should be excluded from player level calculations
#Skills in this list will not contribute their levels to player-based mob level scaling
#Valid skill names: MINING, GATHERING, ATTACK, DEFENSE, BUILDING, FARMING, AGILITY, MAGIC
#Default: ["GATHERING", "MINING", "FARMING", "BUILDING"]
#Leave empty to include all skills in mob scaling
reskillable_skill_blacklist = ["GATHERING", "MINING", "FARMING", "BUILDING"]
[entity_filtering]
#Whether passive mobs (animals) should be prevented from leveling
disable_passive_mob_leveling = true
#Entities that cannot level up
#Supports wildcards: use 'modid:*' to blacklist all entities from a mod
#Examples: ["minecraft:zombie", "minecraft:skeleton", "cataclysm:*"]
blacklisted_entities = []
#If not empty, only these entities can level up
#Supports wildcards: use 'modid:*' to whitelist all entities from a mod
#Examples: ["minecraft:zombie", "cataclysm:*"]
whitelisted_entities = []
[attribute_bonuses]
#List of [attribute_id, bonus_per_level, operation] triplets
#attribute_id: The resource location of the attribute (e.g., "minecraft:generic.attack_damage")
#bonus_per_level: The amount to add per entity level
#operation: add_value (flat addition), add_multiplied_base (percentage of base), or add_multiplied_total (percentage of final value)
#Leave empty to disable all attribute bonuses
level_bonus_per_attribute = [["minecraft:generic.attack_damage", 0.25, "add_value"], ["minecraft:generic.armor", 0.2, "add_value"], ["minecraft:generic.max_health", 0.05, "add_multiplied_base"], ["dynamic_difficulty:projectile_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:magic_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:explosion_damage_bonus", 0.25, "add_value"]]
[level_up_items]
#Maximum level that Potion of Growth can raise an entity to
# Default: 20
# Range: 1 ~ 10000
potion_of_growth_max_level = 20
#Maximum level that Elixir of Nurturing can raise an entity to
# Default: 40
# Range: 1 ~ 10000
elixir_of_nurturing_max_level = 40
#Maximum level that Draught of Ascension can raise an entity to
# Default: 60
# Range: 1 ~ 10000
draught_of_ascension_max_level = 60
#Maximum level that Essence of Vitality can raise an entity to
# Default: 80
# Range: 1 ~ 10000
essence_of_vitality_max_level = 80
#Maximum level that Crystal of Awakening can raise an entity to
# Default: 100
# Range: 1 ~ 10000
crystal_of_awakening_max_level = 100
[level_based_drops]
#Whether mobs should drop level-up items based on their level
#The drops are defined in data/dynamic_difficulty/loot_tables/inject/level_based_drops.json
#Users can edit that file to customize drop rates, level ranges, and add custom items
enable_level_based_drops = true