# Configuration file blur-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } ########################################################################################################## # damage-handler #--------------------------------------------------------------------------------------------------------# # when the player is taking damage ########################################################################################################## damage-handler { # max duration of one splash [range: 1 ~ 10000, default: 15] I:drownMaxDuration=6 # min duration of one splash [range: 1 ~ 10000, default: 10] I:drownMinDuration=3 # splashes per hit [range: 0 ~ 10000, default: 4] I:drownSplashes=2 # [default: true] B:enabled=true # max duration of one particle [range: 1 ~ 10000, default: 1000] I:fireMaxDuration=100 # min duration of one particle [range: 1 ~ 10000, default: 100] I:fireMinDuration=10 # splashes per tick [range: 0 ~ 10000, default: 1] I:fireSplashes=1 # Red overlay effect once you get hit [default: false] B:hitEffect=false } damaged-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } deathmessages { # [default: true] B:enabled=true # [default: [Do you really want to respawn? think of it again.], [Life is hard. Deal with it!], [You are dead ... wait you already know that.], [Did I let the stove on...?], [Should have shot back first...], [Yep, that's messed up...], [Rage incomming!], [I think you dropped something.], [Time for a break?]] S:messages < Do you really want to respawn? think of it again. Life is hard. Deal with it! You are dead ... wait you already know that. Did I let the stove on...? Should have shot back first... Yep, that's messed up... Rage incomming! I think you dropped something. Time for a break? See you on the other side. Come back for your items! > } desaturate-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } dust-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } explosion-handler { # time of blur = time of muted sounds / blurTimeFactor [range: 0.0 ~ 100000.0, default: 2.5] S:blurTimeFactor=2.5 # max duration of one particle [range: 1 ~ 100000, default: 1000] I:dustMaxDuration=100 # min duration of one particle [range: 1 ~ 100000, default: 500] I:dustMinDuration=50 # damage * multiplier = number of splats [range: 0.0 ~ 10000.0, default: 10.0] S:dustSplatsMultiplier=10.0 # [default: true] B:enabled=true # time = Math.max(maxExplosionTime, damage*explosionTimeModifier) [range: 0.0 ~ 100000.0, default: 20.0] S:explosionTimeModifier=20.0 # volume of beep = damage/ConfigCore.explosionVolumeModifier [range: 0.0 ~ 100000.0, default: 10.0] S:explosionVolumeModifier=10.0 # max volume of a beep [range: 0.0 ~ 100000.0, default: 0.5] S:maxBeepVolume=0.5 # max blur effect [range: 0.0 ~ 100000.0, default: 100.0] S:maxBlur=100.0 # maximum explosion duration [range: 0 ~ 100000, default: 1000] I:maxExplosionTime=1000 # factor of all other sounds (muting effect) [range: 0.0 ~ 100000.0, default: 0.0] S:minExplosionVolume=0.0 } fire-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } general { # If players in creative mod should have effects [default: false] B:noEffectsForCreative=false } ########################################################################################################## # heart beat-handler #--------------------------------------------------------------------------------------------------------# # blur & bloody overlay ########################################################################################################## "heart beat-handler" { # [default: true] B:enabled=true # heartbeat blur duration [range: 0 ~ 10000, default: 5] I:heartBeatDuration=5 # heartbeat blur intensity [range: 0.0 ~ 10000.0, default: 50.0] S:heartBeatIntensity=50.0 # time between heartbeats = player.health * heartBeatHeartFactor + minHeartBeatLength [range: 0.0 ~ 100000.0, default: 5.0] S:heartBeatTimeFactor=5.0 # How loud the heart beat sounds should be [range: 0.0 ~ 1.0, default: 1.0] S:heartBeatVolume=1.0 # below or equal means the heartbeat will take effect [range: 0 ~ 20, default: 6] I:heartLevel=6 # time between heartbeats = player.health * heartBeatHeartFactor + minHeartBeatLength [range: 0 ~ 100000, default: 15] I:minHeartBeatLength=10 } impact-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } lowhealth-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } pierce-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } ########################################################################################################## # potion-handler #--------------------------------------------------------------------------------------------------------# # splash potion effect ########################################################################################################## potion-handler { # [default: true] B:enabled=true } potion-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } ########################################################################################################## # sand-handler #--------------------------------------------------------------------------------------------------------# # walking on sand ########################################################################################################## sand-handler { # modifier: splashes per tick = (int) modifier * Math.random() [range: 0.0 ~ 10000.0, default: 0.5] S:defaultmodifier=0.5 # [default: true] B:enabled=true # max duration of one splash [range: 1 ~ 10000, default: 100] I:maxDuration=100 # min duration of one splash [range: 1 ~ 10000, default: 100] I:minDuration=100 # sprinting -> increased modifier [range: 0.0 ~ 10000.0, default: 1.5] S:sprintingmodifier=1.5 } sand-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } ########################################################################################################## # saturation-handler #--------------------------------------------------------------------------------------------------------# # saturation depending on hunger ########################################################################################################## saturation-handler { # the default/max saturation [range: 0.0 ~ 10000.0, default: 1.0] S:defaultSaturation=1.0 # [default: true] B:enabled=true # saturation += fadeFactor per Tick [range: 0.0 ~ 10000.0, default: 5.0E-4] S:fadeFactor=5.0E-4 # the maximum point saturation is effected [range: 0 ~ 20, default: 8] I:maxFoodLevelEffected=8 # the minimum point saturation is effected [range: 0 ~ 20, default: 2] I:minFoodLevelEffected=2 # lowest saturation [range: 0.0 ~ 10000.0, default: 0.0] S:minSaturation=0.0 } slash-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } ########################################################################################################## # slender-handler #--------------------------------------------------------------------------------------------------------# # slenderman effect if you are near an enderman ########################################################################################################## slender-handler { # the default intensity [range: 0.0 ~ 1.0, default: 0.0] S:defaultIntensity=0.0 # [default: true] B:enabled=false # maximum intensity [range: 0.0 ~ 1.0, default: 0.3] S:maxIntensity=0.3 # intensity = distance * slenderDistanceFactor [range: 0.0 ~ 10000.0, default: 0.25] S:slenderDistanceFactor=0.25 } slender-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true } ########################################################################################################## # splash-handler #--------------------------------------------------------------------------------------------------------# # heart beat & splash blur effect ########################################################################################################## splash-handler { # [default: true] B:enabled=true # maximum additional splash duration [range: 0 ~ 10000, default: 10] I:splashMaxDuration=6 # maximum additional splash intensity [range: 0.0 ~ 10000.0, default: 5.0] S:splashMaxIntensity=5.0 # minimum splash duration [range: 0 ~ 10000, default: 10] I:splashMinDuration=3 # minimum splash intensity [range: 0.0 ~ 10000.0, default: 10.0] S:splashMinIntensity=10.0 # increased fade out factor in water [range: 0 ~ 100000, default: 10] I:waterSubstractFactor=10 } splatter-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 } water-type { # [range: 0.0 ~ 1.0, default: 1.0] S:alpha=1.0 # If the effect is enabled! [default: true] B:enabled=true # [range: 0.0 ~ 1000.0, default: 1.0] S:scaleFactor=1.0 }