# Configuration file ability { # Adds absorbtion hearts B:absorbtion=true # The maximum ability level. I:absorbtion.maxLevel=5 # Rarity of this ability. I:absorbtion.rarity=2 # The xp required per level. I:absorbtion.xpPerLevel=75 # Entities in the area become blind B:blindness=false # The maximum ability level. I:blindness.maxLevel=3 # Rarity of this ability. I:blindness.rarity=2 # The xp required per level. I:blindness.xpPerLevel=50 # Bonemeal the area B:bonemealer=true # The maximum ability level. I:bonemealer.maxLevel=3 # Rarity of this ability. I:bonemealer.rarity=2 # The xp required per level. I:bonemealer.xpPerLevel=70 # Animals in the area become fertile B:fertility=true # The maximum ability level. I:fertility.maxLevel=3 # Rarity of this ability. I:fertility.rarity=1 # The xp required per level. I:fertility.xpPerLevel=40 # Take less damage from fire B:fire_resistance=true # The maximum ability level. I:fire_resistance.maxLevel=1 # Rarity of this ability. I:fire_resistance.rarity=1 # The xp required per level. I:fire_resistance.xpPerLevel=20 # Allows you to fly B:flight=true # The maximum ability level. I:flight.maxLevel=1 # Rarity of this ability. I:flight.rarity=3 # The xp required per level. I:flight.xpPerLevel=1000 # Entities in the area start glowing B:glowing=false # The maximum ability level. I:glowing.maxLevel=3 # Rarity of this ability. I:glowing.rarity=1 # The xp required per level. I:glowing.xpPerLevel=50 # Mine faster B:haste=true # The maximum ability level. I:haste.maxLevel=5 # Rarity of this ability. I:haste.rarity=0 # The xp required per level. I:haste.xpPerLevel=25 # Entities in the area become hungry B:hunger=false # The maximum ability level. I:hunger.maxLevel=3 # Rarity of this ability. I:hunger.rarity=2 # The xp required per level. I:hunger.xpPerLevel=70 # Become invisible B:invisibility=false # The maximum ability level. I:invisibility.maxLevel=1 # Rarity of this ability. I:invisibility.rarity=1 # The xp required per level. I:invisibility.xpPerLevel=20 # Jump Higher B:jump_boost=true # The maximum ability level. I:jump_boost.maxLevel=5 # Rarity of this ability. I:jump_boost.rarity=0 # The xp required per level. I:jump_boost.xpPerLevel=10 # Entities in the area start levitating B:levitation=true # The maximum ability level. I:levitation.maxLevel=3 # Rarity of this ability. I:levitation.rarity=2 # The xp required per level. I:levitation.xpPerLevel=75 # Have a higher chance on better loot B:luck=true # The maximum ability level. I:luck.maxLevel=3 # Rarity of this ability. I:luck.rarity=2 # The xp required per level. I:luck.xpPerLevel=60 # Attract nearby items B:magnetize=true # The maximum ability level. I:magnetize.maxLevel=5 # Rarity of this ability. I:magnetize.rarity=1 # The xp required per level. I:magnetize.xpPerLevel=20 # Entities in the area mine slower B:mining_fatigue=false # The maximum ability level. I:mining_fatigue.maxLevel=3 # Rarity of this ability. I:mining_fatigue.rarity=1 # The xp required per level. I:mining_fatigue.xpPerLevel=40 # Entities in the area get nauseous B:nausea=false # The maximum ability level. I:nausea.maxLevel=3 # Rarity of this ability. I:nausea.rarity=1 # The xp required per level. I:nausea.xpPerLevel=50 # See in the dark B:night_vision=true # The maximum ability level. I:night_vision.maxLevel=1 # Rarity of this ability. I:night_vision.rarity=2 # The xp required per level. I:night_vision.xpPerLevel=50 # Entities in the area become poisoned B:poison=true # The maximum ability level. I:poison.maxLevel=3 # Rarity of this ability. I:poison.rarity=3 # The xp required per level. I:poison.xpPerLevel=100 # Push away entities you're looking at B:power_stare=true # The maximum ability level. I:power_stare.maxLevel=5 # Rarity of this ability. I:power_stare.rarity=1 # Require sneak to activate. B:power_stare.requireSneak=true # The xp required per level. I:power_stare.xpPerLevel=300 # Regenerate health faster B:regeneration=true # The maximum ability level. I:regeneration.maxLevel=3 # Rarity of this ability. I:regeneration.rarity=2 # The xp required per level. I:regeneration.xpPerLevel=500 # Take less damage from attacks B:resistance=true # The maximum ability level. I:resistance.maxLevel=3 # Rarity of this ability. I:resistance.rarity=2 # The xp required per level. I:resistance.xpPerLevel=300 # Reduce hunger B:saturation=true # The maximum ability level. I:saturation.maxLevel=3 # Rarity of this ability. I:saturation.rarity=3 # The xp required per level. I:saturation.xpPerLevel=400 # Entities in the area move slower B:slowness=true # The maximum ability level. I:slowness.maxLevel=3 # Rarity of this ability. I:slowness.rarity=1 # The xp required per level. I:slowness.xpPerLevel=40 # Walk faster B:speed=true # The maximum ability level. I:speed.maxLevel=5 # Rarity of this ability. I:speed.rarity=0 # The xp required per level. I:speed.xpPerLevel=10 # Automatically step up a certain number of blocks depending on the level B:step_assist=true # The maximum ability level. I:step_assist.maxLevel=3 # Rarity of this ability. I:step_assist.rarity=0 # The xp required per level. I:step_assist.xpPerLevel=25 # Inflict more damage when attacking B:strength=true # The maximum ability level. I:strength.maxLevel=5 # Rarity of this ability. I:strength.rarity=1 # The xp required per level. I:strength.xpPerLevel=40 # Entities in the area have a lower chance on good loot B:unluck=false # The maximum ability level. I:unluck.maxLevel=3 # Rarity of this ability. I:unluck.rarity=2 # The xp required per level. I:unluck.xpPerLevel=50 # Breathe underwater B:water_breathing=true # The maximum ability level. I:water_breathing.maxLevel=1 # Rarity of this ability. I:water_breathing.rarity=0 # The xp required per level. I:water_breathing.xpPerLevel=20 # Entities in the area become weaker B:weakness=true # The maximum ability level. I:weakness.maxLevel=3 # Rarity of this ability. I:weakness.rarity=2 # The xp required per level. I:weakness.xpPerLevel=80 # Entities in the area become withered B:wither=true # The maximum ability level. I:wither.maxLevel=3 # Rarity of this ability. I:wither.rarity=3 # The xp required per level. I:wither.xpPerLevel=250 } capability { # Storage for abilities. B:abilitystore=true # Mutable storage for abilities. B:mutableabilitystore=true } core { # If totems should spawn in loot chests. B:ability_totem.lootChests=false # This many totems combined in a crafting grid produces a new random totem (0 to disable) I:ability_totem.totemCraftingCount=0 # When combining totems, percentage chance of getting one higher rarity than normal. I:ability_totem.totemCraftingRarityIncreasePercent=1 # If an anonymous mod startup analytics request may be sent to our analytics service. B:general.analytics=false # If the recipe loader should crash when finding invalid recipes. B:general.crashOnInvalidRecipe=false # If mod compatibility loader should crash hard if errors occur in that process. B:general.crashOnModCompatCrash=false # Set 'true' to enable development debug mode. This will result in a lower performance! B:general.debug=false # Config version for EverlastingAbilities. # DO NOT EDIT MANUALLY! S:general.version=1.5.1 # If the version checker should be enabled. B:general.versionChecker=false } general { # The multiplier for ability XP requirement I:general.abilityXpMultiplier=20 # true: Abilities drop when players die; false: Abilities drop when players die by the hand of other players. B:general.alwaysDropAbilities=true # How many abilities should be dropped on player death. I:general.dropAbilitiesOnPlayerDeath=1 # The amount of exhaustion that should by applied to the player per active ability per second. D:general.exhaustionPerAbilityTick=0.03 # These mobs will not be affected by hostile area potion effects such as poison or weakness. (Java regular expressions are allowed) S:general.friendlyMobs < minecraft:armor_stand minecraft:villager minecraft:villager_golem minecraft:cow minecraft:sheep minecraft:pig minecraft:chicken minecraft:rabbit minecraft:mooshroom minecraft:horse minecraft:donkey minecraft:mule minecraft:llama minecraft:ocelot minecraft:parrot minecraft:wolf minecolonies:.* moofluids:entityfluidcow > # If the magnetize ability should move xp. B:general.magnetizeMoveXp=true # The maximum amount of abilities a player can have, -1 is infinite. I:general.maxPlayerAbilities=6 # 1/x chance for mobs to have abilities. I:general.mobAbilityChance=0 # Mobs that won't have abilities that can be dropped via totems. You can add things like 'minecraft:pig'. S:general.mobDropBlacklist < > # If on-player entities should have particle effects for the abilities they carry. B:general.showEntityParticles=false # If players should have particle effects for the abilities they carry. B:general.showPlayerParticles=false # If potion abilities should show particle effects. This will also make them appear as in-game symbols. B:general.showPotionEffectParticles=false # The maximum rarity of totems to spawn when a player first logs in. [0-3], -1 disables totem spawning. I:general.totemMaximumSpawnRarity=1 # Forces the default step height value to 0.6 when this ability is deactivated. B:step_assist.forceDefaultStepHeight=true } item { B:ability_bottle=true B:ability_totem=true }