MinecraftServerArchive/world/serverconfig/bountiful-server.toml

64 lines
2.8 KiB
TOML

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