Difficulty-Configuration-File

The difficulty configuration files are located at the following folder:

  • /root/plugins/CustomDifficulty/Difficulties/difficulty.yml

Replace difficulty with anything you like (avoid spaces and special characters).


Configuration nodes in detail:

global nodes

These nodes will affect everything with this difficulty.


    dropOnlyWhenKilledByPlayer: false

true/false. Invalid settings will default to false.
Mobs will drop items only if a player killed them.
    rewardDepreciation: 0.0

Double between 0(inclusive) and 100(inclusive). Invalid settings will default to 0.
Define a reward depreciation. See 'reward' node below and 'savePlayerKills' inside config.yml for more information.
    possibleSpawnCreatures:

Define mobs that can spawn inside a region/world with this difficulty.
Complete list of possible creatures:
    possibleSpawnCreatures:
    - cavespider
    - chicken
    - cow
    - creeper
    - enderman
    - ghast
    - pig
    - pigzombie
    - sheep
    - skeleton
    - slime
    - spider
    - squid
    - wolf
    - zombie

Player related nodes

    vsMonsterDamageAdd: 0

Add a damage to a player's attack if he hits a mob.
    vsPlayerDamageAdd: 0

Add a damage to a player's attack if he hits a player.
    vsPlayerDamageMultiply: 1.0

Multiply player's damage if he hits a player.
    vsMonsterDamageMultiply: 1.0

Multiply player's damage if he hits a mob.

Mob specific nodes

These nodes will affect the corresponding mob only.

    hp: 20

Integer between 0(inclusive) and 200(inclusive). Invalid settings will use bukkits/minecrafts default.
This defines the mob's health when it spawns. If you set it to 0, the spawning procedure will be canceled for the corresponding mob.
    damage: 4

Integer between 0(inclusive) and 200(inclusive). Invalid settings will use bukkits/minecrafts default.
This defines the damage a mob deals per hit ( 2 damage = 1 heart ).
Special case: creeper - It's not a fixed damage, but a multiplier.
    spawnChance: 100.0

Double between 0(inclusive) and 100(inclusive). Invalid settings will default to 100.
If the mob type was selected by the spawn algorithm, this is the chance that it will spawn.
It does not affect the chance to be selected as possible spawn type!
    burnsInSunlight: true

true/false. Invalid settings will default to bukkits/minecrafts default.
Choose whether you want mobs to burn in sunlight.
    aggressivenessDay: aggressive
    aggressivenessNight: aggressive

aggressive/passive/friendly. Invalid settings will default to bukkits/minecrafts default.
Only the first letter of this node will be read, so a/p/f will be enough to define it.
Define the aggressiveness of mobs.
aggressive: attacks a player on sight.
passive: will attack only when its attacked.
friendly: will never attack.
    reward: 0.0

Double between 4.94065645841246544e-324d to 1.79769313486231570e+308d (positive or negative). Invalid settings will default to 0.
This is the reward a player will receive when the mob is killed by him, or his wolf. (Requires permission 'CustomDifficulty.reward'!)
If you are using reward depreciation (see also: savePlayerKills in config.yml), this is the reward you will receive for consecutive kills of the same mob type:
Lets say our reward depreciation is 10%, and savePlayerKills is 3.
first kill: 100%
second kill: 90%
third kill: 81%
fourth kill: 72.90%
fifth kill: 72.90%
Note that you need the plugin 'Register' (and an economy plugin of course) to receive rewards.
    lootMultiplier: 1

Double greater than or equal to 0. Invalid settings will default to 1.
Increases or decreases the amount of items dropped by a mob.
    lightLevelMin: 0

Integer between 0(inclusive) and 15(inclusive). Invalid settings will default to bukkits/minecrafts default.
This defines the minimum light level a block needs for a mob to spawn in. (yes - in, not on).
    lightLevelMax: 7

Integer between 0(inclusive) and 15(inclusive). Invalid settings will default to bukkits/minecrafts default.
This defines the maximum light level a block can have for a mob to spawn in.
    heightMin: 0

Integer between 0(inclusive) and 15(inclusive). Invalid settings will default to bukkits/minecrafts default.
This defines the minimum height mobs will spawn at.
    heightMax: 127

Integer between 0(inclusive) and 15(inclusive). Invalid settings will default to bukkits/minecrafts default.
This defines the maximum height mobs will spawn at.
    drops:

A list of drops. Syntax:
    drops:
    - a1:b1:c1:d1:e1
    - a2:b2:c2:d2:e2
  • a = Material name, or ID (e.g. DIAMOND or 264)
  • b = Meta information, for wool color, dye color, stuff like this. Should be 0 in most cases.
  • c = Minimum amount that will drop.
  • d = Maximum amount that will drop.
  • e = Chance to drop.
    drops:
    - FEATHER:0:1:3:75
    - '35:4:1:1:100'

A mob with this setup will have a 75% chance to drop 1-3 feathers, and 25% not to drop feathers (other drops are not affected by drop chance)
It will also drop 1 yellow wool with a 100% chance.

Note: If the first part is a number/id, add quotes!


    spawnOnlyOn:

A list of blocks a mob can ONLY spawn on. Syntax:
    spawnOnlyOn:
    - A1
    - A2
  • A = Material name. (ID's don't work at the moment)
    spawnOnlyOn:
    - GRASS

This will make a mob spawn only on grass, nothing else.

Note: Only use spawnOnlyOn OR spawnNotOn. (remove all items of the list to disable)


    spawnNotOn:

A list of blocks a mob will never spawn on. See above for syntax.

Note: Only use spawnOnlyOn OR spawnNotOn. (remove all items of the list to disable)


Monster-specific nodes:

  • Creeper:
    spawnChance: 100.0

Chance in percent for a creeper to be electrified. Floating point possible.
  • Spider:
    spiderJockeyChance: 1.0

Chance in percent for a spider to be mounted by a Skeleton. Floating point possible.
  • Sheep:
    color0: 8184
    color1: 0
    color2: 0
    color3: 0
    color4: 0
    color5: 0
    color6: 16
    color7: 500
    color8: 500
    color9: 0
    color10: 0
    color11: 0
    color12: 300
    color13: 0
    color14: 0
    color15: 500

Distribution for the sheep's color. The higher the number, the higher the chance. Integers only.
In percent, chances are like this (as found on the minecraft wiki)
White (0):      81,84%
Pink (6):       0,16%
Gray (7):       5%
Light Gray (8): 5%
Brown (12):     3%
Black (15):     5%
Rest:           0%

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