64 lines
2.8 KiB
TOML
64 lines
2.8 KiB
TOML
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[bounty_board]
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#The maximum number of bounties present at a given board before it must delete some bounties to make room for more.
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#Range: 1 ~ 21
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maxBountiesPerBoard = 8
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#How often, in seconds, we should be adding a bounty to the bounty board.
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#Range: 1 ~ 100000
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boardCreationFrequency = 90
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#How long, in seconds, a bounty should be able to stay on a board (if it ISN'T pushed off by another bounty).
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#Range: 60 ~ 600000
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boardLifespan = 3600
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#The minimum amount of time, in seconds, you should get to complete a bounty.
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#Range: 10 ~ 600000
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minBountyTime = 300
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#Whether bounties should start counting down as soon as they are created
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instantCountdown = false
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#Whether bounty boards should be able to be broken (currently will lose all decrees/bounties on break)
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#This feature requires a world restart to take effect.
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boardBreakable = true
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#Whether bounty boards should sometimes generate in the world in villages
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villageGen = true
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#How often boards should spawn in villages. Higher = more frequent.
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#Note/Warning: Boards can show up multiple times, so higher numbers increase the
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#likelihood of multiple boards showing up in a single village. This is due to how
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#Minecraft generates villages in newer versions of Minecraft.
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#Range: 1 ~ 16
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villageGenRate = 2
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[bounties]
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#A global multiplier for the time needed to complete a bounty.
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#Range: 1.0 ~ 10000.0
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timeMultiplier = 7.5
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#If true, you can fulfill bounties by right clicking on a bounty board.
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#If false, you can right click anywhere with a bounty.
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cashInAtBoard = true
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#The ratio of balance between bounty objectives and rewards.
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#Numbers above 1.0 will give bounties higher requirements to complete,
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#and numbers below 1.0 will give bounties lower requirements to complete.
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#As such, changing this too much can have odd results.
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#Range: 0.0 ~ 4.0
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worthRatio = 1.0
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#The odds of any given bounty going from one tier up to the next.
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#(Higher Rarity = Higher chance of more rare rewards to show up.)
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#At 0.0, all bounties will be common. At 1.0, all bounties will be epic.
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#At 0.5, there is a 50% chance of going from any rarity to the next.
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#(50% chance of at least Uncommon, 25% of at least Rare, 12.5% chance of Epic)
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#Range: 0.0 ~ 1.0
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rarityTierUpChance = 0.4
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[entity_bounties]
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#When true, when a mob dies, players near the mob and the mob killer will also
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#have their bounties counted towards, if applicable.
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coopKillsCount = true
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#If coopKillsCount is true, this determines how far a player can be from the mob
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#or other player for their bounties to also get updated.
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coopKillDistance = 6.0
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[experience_bounties]
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#If true, XP point bounty rewards will drop where the player is standing.
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#If false, rewards will instantly be added to their XP bar.
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#(NOTE: Experience bounties are currently disabled)
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doExperienceDrop = true
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