# Configuration file general { # If true, max health will be capped at 6 hearts and absorption at 2 hearts per limb. If false, the health cap will be much higher (64 hearts normal and 16 absorption) B:capMaxHealth=false # Enabled additional debug logs - May slow down the game and will increase log file size # Only enable for special purposes B:debug=false # Set to true to enable the debuff sounds. Requieres enableDebuffs to be true B:enableSoundSystem=true # If true, many damage distributions will be more realistic, but this will also cause them to be harder # If enabled, e.g. drowing will only damage your body instead of your body and head last B:hardMode=true # If true, max health is scaled to your hearts, and the config entries get multiplier to match the max health B:scaleMaxHealth=true # Only effects the fallback random distribution. # If enabled, the default random damage distribution will be changed to leave critical limbs at 1hp if possible. # When there is too much damage, the damage will still kill the player. Other distributions that defined are not affected by this. B:useFriendlyRandomDistribution=false # Specifies how the vanilla health is calculated. Affects the visual health bar, as well as the value other mods get when they query the player health. # AVERAGE_ALL simply takes all limbs and calculates the average of it. # AVERAGE_CRITICAL takes all critical limbs and calculates the average of it # MIN_CRITICAl takes the smallest health value of all critical limb # Does not have any effect if all critical limbs have been disabled. # Valid values: # AVERAGE_ALL # AVERAGE_CRITICAL # MIN_CRITICAL # CRITICAL_50_PERCENT_OTHER_50_PERCENT S:vanillaHealthCalculation=AVERAGE_ALL # If true, all usages of setHealth from other mods will be captured. Should not cause any problems, but allow mods like scaling health bandages to apply B:watchSetHealth=true ########################################################################################################## # damagesystem #--------------------------------------------------------------------------------------------------------# # Settings regarding the max health of the body's parts. 2 = 1 heart ########################################################################################################## damagesystem { B:causeDeathBody=true B:causeDeathHead=true # Min: 2 # Max: 12 I:maxHealthBody=6 # Min: 2 # Max: 12 I:maxHealthHead=6 # Min: 2 # Max: 12 I:maxHealthLeftArm=6 # Min: 2 # Max: 12 I:maxHealthLeftFoot=6 # Min: 2 # Max: 12 I:maxHealthLeftLeg=6 # Min: 2 # Max: 12 I:maxHealthRightArm=6 # Min: 2 # Max: 12 I:maxHealthRightFoot=6 # Min: 2 # Max: 12 I:maxHealthRightLeg=6 } ########################################################################################################## # overlay #--------------------------------------------------------------------------------------------------------# # Settings regarding the health overlay when ingame ########################################################################################################## overlay { # Determines the transparency of the overlay. 200 = Maximum transparency, 0 = Fully opaque # Min: 0 # Max: 200 I:alpha=50 # Determines how first aid should display armor on item tooltips. # REPLACE replaces the vanilla description with the one fitting first aid # APPEND will add the first aid values at the bottom # NONE will show the old vanilla values. Be advised this is purly visual, interally, the first aid value will always be used # Valid values: # REPLACE # APPEND # NONE S:armorTooltipMode=REPLACE # Disables the funny easter eggs on certain events B:enableEasterEggs=true # Specifies the type of the overlay HUD. # Valid values: # OFF # NUMBERS # HEARTS # PLAYER_MODEL S:overlayMode=PLAYER_MODEL # The relative point of the overlay # Valid values: # TOP_LEFT # TOP_RIGHT # BOTTOM_RIGHT # BOTTOM_LEFT S:pos=BOTTOM_RIGHT # True if the main health bar should be rendered (Will be average health) B:showVanillaHealthBar=true # The offset on the x axis I:xOffset=0 # The offset on the y axis I:yOffset=0 ########################################################################################################## # displaymode #--------------------------------------------------------------------------------------------------------# # Specifies when and how the HUD should be displayed ########################################################################################################## displaymode { # If set to true, the overlay will flash for a short moment if the health changed. Only affects PLAYER_MODEL overlay B:flash=true # Specifies how many ticks (20 ticks = 1 second) the overlay should be visible after health changed (healing/damaging) # If set to -1, the HUD is always visible # Min: -1 # Max: 600 I:visibleDurationTicks=200 } } ########################################################################################################## # externalhealing #--------------------------------------------------------------------------------------------------------# # Settings regarding external healing system(like vanilla potions or natural regeneration ########################################################################################################## externalhealing { # Allow vanilla's natural regeneration. Requires "allowOtherHealingItems" to be true # **WARNING** This sets the gamerule "naturalRegeneration" for all of your worlds internally, so it persists even if you remove the mod B:allowNaturalRegeneration=false # If false, healing potions and other healing items will have no effect B:allowOtherHealingItems=true # The value vanilla's natural regeneration will be multiplied with. Has no effect if "allowNaturalRegeneration" is disabled # Min: 0.0 # Max: 20.0 D:naturalRegenMultiplier=1.0 # The value external regen will be multiplied with. Has no effect if "allowOtherHealingItems" is disabled # Min: 0.0 # Max: 20.0 D:otherRegenMultiplier=1.0 # Specifies how much percent of the max health should be restored when sleeping # Min: 0.0 # Max: 1.0 D:sleepHealPercentage=0.50 } ########################################################################################################## # debuffs #--------------------------------------------------------------------------------------------------------# # Enable/Disable specify debuffs on specific body parts ########################################################################################################## debuffs { head { B:blindness=true B:nausea=false ########################################################################################################## # blindnessconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing. ########################################################################################################## blindnessconditions { # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart # Min: 0.0 # Max: 10.0 D:damageTaken < 6.0 3.0 > # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken # Min: 0 # Max: 32767 I:debuffLength < 50 30 > } ########################################################################################################## # nauseaconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing. ########################################################################################################## nauseaconditions { # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart # Min: 0.0 # Max: 10.0 D:damageTaken < 6.0 3.0 > # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken # Min: 0 # Max: 32767 I:debuffLength < 150 100 > } } body { B:nausea=true B:weakness=true ########################################################################################################## # nauseaconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing. ########################################################################################################## nauseaconditions { # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart # Min: 0.0 # Max: 10.0 D:damageTaken < 6.0 3.0 > # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken # Min: 0 # Max: 32767 I:debuffLength < 100 50 > } ########################################################################################################## # weaknessconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing. ########################################################################################################## weaknessconditions { # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken # Min: 0 # Max: 127 I:debuffStrength < 2 1 > # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first # Min: 0.0 # Max: 1.0 D:healthPercentageLeft < 0.10999999940395355 0.20999999344348907 > } } arms { B:mining_fatigue=true ########################################################################################################## # miningfatigueconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing. ########################################################################################################## miningfatigueconditions { # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken # Min: 0 # Max: 127 I:debuffStrength < 2 1 > # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first # Min: 0.0 # Max: 1.0 D:healthPercentageLeft < 0.009999999776482582 0.20999999344348907 > } } legsandfeet { B:slowness=true ########################################################################################################## # slownessconditions #--------------------------------------------------------------------------------------------------------# # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing. ########################################################################################################## slownessconditions { # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken # Min: 0 # Max: 127 I:debuffStrength < 4 2 1 > # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first # Min: 0.0 # Max: 1.0 D:healthPercentageLeft < 0.009999999776482582 0.20999999344348907 0.4099999964237213 > } } } ########################################################################################################## # internalhealing #--------------------------------------------------------------------------------------------------------# # Settings regarding the internal healing system ########################################################################################################## internalhealing { ########################################################################################################## # bandage #--------------------------------------------------------------------------------------------------------# # Settings for the bandage item ########################################################################################################## bandage { # The time it takes in the GUI to apply the item in milliseconds # Min: 0 # Max: 16000 I:applyTime=3000 # The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals # Min: 1 # Max: 32767 I:secondsPerHeal=4 # The total heals this item does when applied. 1 heal = half a heart # Min: 1 # Max: 127 I:totalHeals=6 } ########################################################################################################## # plaster #--------------------------------------------------------------------------------------------------------# # Settings for the plaster item ########################################################################################################## plaster { # The time it takes in the GUI to apply the item in milliseconds # Min: 0 # Max: 16000 I:applyTime=2000 # The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals # Min: 1 # Max: 32767 I:secondsPerHeal=2 # The total heals this item does when applied. 1 heal = half a heart # Min: 1 # Max: 127 I:totalHeals=3 } } }