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Hall of Fame: Ranzear (Updated May 30th, 2012)
ricochet1k edited this page Jun 6, 2012
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2 revisions
NOTE: This is an example of the hard work Ranzear originally put into his config. ModDamage can actually do far crazier things than this.
Aliases:
Item:
pickaxe:
- WOOD_PICKAXE
- STONE_PICKAXE
- IRON_PICKAXE
- GOLD_PICKAXE
- DIAMOND_PICKAXE
spade:
- WOOD_SPADE
- STONE_SPADE
- IRON_SPADE
- GOLD_SPADE
- DIAMOND_SPADE
hoe:
- WOOD_HOE
- STONE_HOE
- IRON_HOE
- GOLD_HOE
- DIAMOND_HOE
axe:
- WOOD_AXE
- STONE_AXE
- IRON_AXE
- GOLD_AXE
- DIAMOND_AXE
sword:
- WOOD_SWORD
- STONE_SWORD
- IRON_SWORD
- GOLD_SWORD
- DIAMOND_SWORD
Material:
pickaxe:
- WOOD_PICKAXE
- STONE_PICKAXE
- IRON_PICKAXE
- GOLD_PICKAXE
- DIAMOND_PICKAXE
spade:
- WOOD_SPADE
- STONE_SPADE
- IRON_SPADE
- GOLD_SPADE
- DIAMOND_SPADE
hoe:
- WOOD_HOE
- STONE_HOE
- IRON_HOE
- GOLD_HOE
- DIAMOND_HOE
axe:
- WOOD_AXE
- STONE_AXE
- IRON_AXE
- GOLD_AXE
- DIAMOND_AXE
sword:
- WOOD_SWORD
- STONE_SWORD
- IRON_SWORD
- GOLD_SWORD
- DIAMOND_SWORD
Routine:
dodge:
- "message.target.Dodged!"
- "message.attacker.Your attack was dodged!"
critical:
- "message.attacker.Critical Hit!"
- "message.target.You've been critically hit!"
reaped:
- "message.attacker.Reaped!"
- "message.target.You've been reaped!"
Damage:
- 'switch.attacker.type': #Begin major Offensive tree
- 'mob': #Let's make everything nastier with this first number. 2 is decent, 4-6 is pushing past 'hard mode'.
- '+2'
- 'if Attacker_Y < 48': #Get deep, take extra damage
- '+roll.2'
- 'if Attacker_Y < 24': #Get deeper, take even more damage
- '+roll.2'
- 'if event.hasprojectile': #This handles skeletons because I'm lazy.
- '-1'
- '+roll.4'
# now handle specific mob types
- 'switch.attacker.type':
- 'ZombiePigman':
- '+2'
- '+roll.4'
- 'if event.environment.NETHER': #Make em extra nasty!
- '+2'
- 'set.target_fireticks': '+20'
- 'Creeper_Normal': #Damage reduced when wearing a helmet, gold is extra good.
- 'if target.wearing.DIAMOND_HELMET':
- '-3'
- 'if target.wearing.GOLD_HELMET':
- 'div.2'
- 'if target.wearing.IRON_HELMET':
- '-2'
- 'if target.wearing.LEATHER_HELMET':
- '-1'
- 'Creeper_Charged': #Creeper cluster bombs?
- 'targeteffect.explode': '2'
- 'if target.wearing.DIAMOND_HELMET':
- '-3'
- 'if target.wearing.GOLD_HELMET':
- 'div.2'
- 'if target.wearing.IRON_HELMET':
- '-2'
- 'if target.wearing.LEATHER_HELMET':
- '-1'
- 'Spider': #Spiders are less hax but will always do a half heart (You'll see later in this config).
- '-3' #They definitely still chew up your armor fast though.
- '+roll.7'
- 'Giant':
- '+roll.4'
- 'Zombie': #Zombies heal by biting things!
- '+2'
- '+roll.2'
- 'set.attacker_health': '+5'
- 'Slime':
- '+roll.8'
- 'if damage > 7':
- 'set.attacker_size': '8'
- '-4'
- 'Ghast':
- '+2'
- 'Wolf_Wild': #Similar to spiders, slightly less damage because they hit fast but chew up your armor.
- '-4'
- '+roll.4'
- 'if world_time < 14000': #Normalized damage at night
- '+2'
- 'if event.environment.NETHER': #Wolves spawned in the nether by AngryWolves in place of pigzombies are flaming hellhounds.
- 'set.target_fireticks': #So let's make them really firey.
- '+40'
- 'Wolf_Tame': #A little randomization but no bonus because wolves are a little OP anyway.
- '-2'
- '+roll.4'
- 'NPC':
- 'if Attacker_Y < 42': #Just in case HeroBrine shows up.
- '+roll.2'
- 'if Attacker_Y < 24':
- '+roll.3'
- 'Player': #Flatten all damage, recant some portion of it per Tool or AIR (bare fist).
- '-5'
- 'if attacker.wielding.AIR':
- '+4'
- '+roll.4'
- 'if target.type.ZombiePigman': #Compensate blunt/slashing damage, etc
- 'div.2'
- '-2'
- '+roll.2'
- 'if target.type.Zombie and target_fireticks < 20':
- 'div.2'
- '+roll.2'
- 'if target.type.Skeleton':
- '+1'
- '+roll.2'
- 'if attacker.wielding._sword':
- '+6'
- '+roll.4'
- 'if target.type.ZombiePigman':
- '+3'
- '+roll.2'
- 'if target.type.Zombie':
- '+3'
- '+roll.2'
- 'if target_fireticks > 1':
- '+3'
- 'if target.type.Skeleton':
- 'div.2'
- '-6'
- '+roll.2'
- 'if attacker.wielding._axe': #Let's make these useful since mcMMO has some neat axe effects and a melee skill that never gets used.
- '+8'
- '+roll.4'
- 'if target.type.ZombiePigman': #I quantify axes as 'blunt damage', just for balance purposes so they can be crazy player slayers but not so good against zombies.
- 'div.2'
- '-5'
- '+roll.2'
- 'if target.type.Zombie and target_fireticks < 20':
- 'div.2'
- '-4'
- '+roll.2'
- 'if target.type.Skeleton':
- '+3'
- '+roll.2'
- 'if attacker.wielding.BOW': #A little randomization for player arrows.
- '-2'
- '+roll.4'
- 'if target.type.ZombiePigman': #and some reduction for 'piercing' types, but more just a down-randomizer.
- '-2'
- '+roll.2'
- 'if target.type.Zombie and target_fireticks < 20':
- '-2'
- '+roll.2'
- 'if target.type.Skeleton': #Except skeletons, who laugh at your arrows going right through them.
- 'div.2'
- '-2'
- '+roll.2'
- 'if Target_Y < 48': #Players do less damage when 'deep' as well
- '-1'
- 'if Target_Y < 24': #Players do less damage when 'deep' as well
- '-2'
- 'if attacker.wielding._pickaxe': #Covering the rest of the tools, picks do 'piercing' like arrows, so get an extra hitch against skellies.
- '+3'
- '+roll.2'
- 'if target.type.Skeleton':
- '-4'
- '+roll.2'
- 'if attacker.wielding._spade': #Shovels suck. Use it to dig your own grave! Except against zombies
- '+2'
- 'if target.type.Zombie': #Easter eggs
- '+4'
- '+roll.4'
- 'if chance.5':
- "message.attacker.<Shaun> Ed, this is serious!"
- 'if chance.5':
- "message.attacker.<Ed> Don't forget to kill Philip!"
- 'if attacker.wielding._hoe': #This makes more sense with my server's texture pack, hoes look like scythes!
- '+roll.4'
- 'if target.type.Skeleton':
- '-2'
- 'if target.type.ZombiePigman':
- '+roll.6'
- 'if target.type.Zombie':
- '+roll.8'
- 'if attacker.wielding.DIAMOND_AXE': #High Crit!
- 'if chance.40':
- '+roll.12'
- '_critical'
- 'if attacker.wielding.DIAMOND_SWORD': #Crit!
- 'if chance.30':
- '+roll.8'
- '_critical'
- 'if attacker.wielding.IRON_AXE': #Less Crit!
- 'if chance.20':
- '+roll.6'
- '_critical'
- 'if attacker.wielding.IRON_SWORD': #Bitty Crit!
- 'if chance.15':
- '+roll.4'
- '_critical'
- 'if attacker.wielding.GOLD_SWORD': #FIRE! Gold stuff is magical btw.
- 'if chance.60 and target_fireticks < 20':
- 'set.target_fireticks':
- '+60'
- 'if chance.100 and target_fireticks >= 20':
- 'set.target_fireticks':
- '+20'
- 'if attacker.wielding.GOLD_AXE': #Magic or just insane, idk.
- 'if chance.50':
- 'targeteffect.explode': '20'
- 'if attacker_falldistance >= 1 and !event.hasprojectile': #High ground has advantage in melee? Why not.
- '+3'
- "message.attacker.Leap Attack!"
- "message.target.You've been sundered by a Leap Attack!"
- 'if attacker.wielding.DIAMOND_HOE': #Now we just need cloaks and skull masks...
- 'if chance.3':
- '+10'
- '+roll.20'
- '_reaped'
- 'if attacker.wielding.GOLD_HOE': #Higher rate because of stupid low durability, but does slightly less insane damage.
- 'if chance.5':
- '+roll.30'
- '_reaped'
- 'if attacker.wielding.IRON_HOE': #Just to keep the trend
- 'if chance.1':
- '+roll.18'
- '_reaped'
- 'if attacker.wielding.WOOD_HOE': #Keep this our little secret!
- 'if chance.1':
- 'if chance.1':
- 'targeteffect.explode': '1'
- '+roll.60'
- "message.attacker.SUPER REAPED!"
- "message.target.You've been SUPER REAPED!"
- 'if attacker.wearing.LEATHER_CHESTPLATE': #Deal less damage if wearing armor!
- '-1'
- 'if attacker.wearing.LEATHER_LEGGINGS':
- '-1'
- 'if attacker.wearingonly.LEATHER_HELMET*LEATHER_CHESTPLATE*LEATHER_LEGGINGS*LEATHER_BOOTS': #Leather switches to a teeny damage bonus if wearing full set, larger bonus if shooting a bow or even if throwing eggs or snowballs!
- '+4'
- 'if event.hasprojectile':
- '+3'
- '+roll.2'
- 'if attacker.wearing.IRON_CHESTPLATE': #Iron really slows you down if you want that damage reduction...
- '-2'
- 'if attacker.wearing.IRON_HELMET':
- '-1'
- '+roll.1'
- 'if attacker.wearing.IRON_LEGGINGS':
- '-2'
- '+roll.1'
- 'if attacker.wearing.IRON_BOOTS':
- '-1'
- '+roll.1'
- 'if attacker.wearingonly.IRON_HELMET*IRON_CHESTPLATE*IRON_LEGGINGS*IRON_BOOTS': #Wearing whole set negates a little penalty
- '+2'
- 'if attacker.wearing.GOLD_CHESTPLATE': #Gold breaks the mould! Random damage bonus!
- '+roll.3'
- 'if attacker.wearing.GOLD_HELMET':
- '+roll.1'
- 'if attacker.wearing.GOLD_LEGGINGS':
- '+roll.2'
- 'if attacker.wearing.GOLD_BOOTS':
- '+roll.1'
- 'if attacker.wearingonly.GOLD_HELMET*GOLD_CHESTPLATE*GOLD_LEGGINGS*GOLD_BOOTS': #and a little guaranteed bonus with full set, with a chance of fire damage with any weapon!
- '+2'
- 'if chance.10':
- 'set.target_fireticks': '+20'
- 'if attacker.wearing.DIAMOND_CHESTPLATE': #Diamond's pieces will randomly negate the penalty
- '-2'
- 'if chance.50':
- '+2'
- 'if attacker.wearing.DIAMOND_HELMET':
- '-1'
- 'if chance.50':
- '+1'
- 'if attacker.wearing.DIAMOND_LEGGINGS':
- '-2'
- 'if chance.50':
- '+2'
- 'if attacker.wearing.DIAMOND_BOOTS':
- '-1'
- 'if chance.50':
- '+1'
- 'if attacker.wearingonly.DIAMOND_HELMET*DIAMOND_CHESTPLATE*DIAMOND_LEGGINGS*DIAMOND_BOOTS': #Full set gives a little random life leech.
- 'set.attacker_health': '+roll.2'
- 'animal': #Same 'deep' thing, but on wolves if they get down there...
- 'if Attacker_Y < 48':
- '+roll.2'
- 'if Attacker_Y < 24':
- '+roll.2'
- 'switch.damage.type':
- 'lightning': #Boosh!
- '-2'
- '+roll.6'
- 'lava': #I'd rather the lava kill me than the fire ticks afterward
- '+2'
- 'if target.wearing.DIAMOND_BOOTS': #Direct exposure reduction. Could probably wade through lava for a short time with gold boots and iron damage reduction... which is AWESOME!
- '-4'
- 'if target.wearing.GOLD_BOOTS':
- '-6'
- 'if target.wearing.IRON_BOOTS':
- '-2'
- 'if target.wearing.LEATHER_BOOTS':
- '-1'
- 'explosion': #Helmets reduce this. Gold is extra good of course.
- 'if target.wearing.DIAMOND_HELMET':
- '-3'
- 'if target.wearing.GOLD_HELMET':
- 'div.2'
- 'if target.wearing.IRON_HELMET':
- '-2'
- 'if target.wearing.LEATHER_HELMET':
- '-1'
- 'fall': #Boots reduce fall damage. Not by too much though...
- 'if target.wearing.DIAMOND_BOOTS':
- '-2'
- 'if target.wearing.GOLD_BOOTS':
- '-6'
- 'if target.wearing.IRON_BOOTS':
- '-1'
- 'if target.wearing.LEATHER_BOOTS':
- '-3'
- 'void': #Get on with it!
- 'set.20'
- 'burn': #Tick damage reduction. Gold practically negates.
- 'if target.wearing.DIAMOND_LEGGINGS':
- '-3'
- 'if target.wearing.GOLD_LEGGINGS':
- '-5'
- 'if target.wearing.IRON_LEGGINGS':
- '-2'
- 'if target.wearing.LEATHER_LEGGINGS':
- '-1'
- '+2'
- 'fire': #Direct exposure reduction.
- 'if target.wearing.DIAMOND_BOOTS':
- '-4'
- 'if target.wearing.GOLD_BOOTS':
- '-6'
- 'if target.wearing.IRON_BOOTS':
- '-2'
- 'if target.wearing.LEATHER_BOOTS':
- '-1'
- '+2'
- 'drowning': #Changes drowning dynamic. Won't get stuck underwater because of constant damage taken, but still drown just as fast.
- '+3'
- 'set.target_airticks': '+40'
- 'contact': #This is more to reduce damage to mobs. Player's armor handles the rest.
- '-2'
- '+roll.3'
- 'if target.type.Spider': #Punching spiders gets you bitten. Makes up for their occasionally floored hits.
'if attacker.wielding.AIR':
- 'attackereffect.hurt': '+1'
- 'if target.type.Player': #Player defensive tree
- 'if damage <= 0': #Always take at least half a heart to apply armor damage.
- 'set.1'
- 'if attacker.type.player': #Unless it's a player punching us with an item maybe
- 'set.0'
- 'if attacker.wielding.AIR': #So we'll check for fists and tools too! Tried an 'or' statement but didn't seem to work...
- 'set.1'
- 'if attacker.wielding._sword':
- 'set.1'
- 'if attacker.wielding._axe':
- 'set.1'
- 'if attacker.wielding.BOW':
- 'set.1'
- 'if attacker.wielding._pickaxe':
- 'set.1'
- 'if attacker.wielding._spade':
- 'set.1'
- 'if attacker.wielding._hoe':
- 'set.1'
- 'if !damage.type.fire and !damage.type.lava and !damage.type.fall and !damage.type.burn': #these can't be dodged
- 'if target.wearing.LEATHER_CHESTPLATE': #Leather makes you dodge, tweaked to ignore some environmentals
- '-1' #All chestplates and leggings give a little bit of 100% damage reduction
- 'if chance.6':
- 'set.0'
- '_dodge'
- 'if target.wearing.LEATHER_HELMET':
- 'if chance.2':
- 'set.0'
- '_dodge'
- 'if target.wearing.LEATHER_LEGGINGS':
- '-1'
- 'if chance.3':
- 'set.0'
- '_dodge'
- 'if target.wearing.LEATHER_BOOTS':
- 'if chance.2':
- 'set.0'
- '_dodge'
- 'if target.wearingonly.LEATHER_HELMET*LEATHER_CHESTPLATE*LEATHER_LEGGINGS*LEATHER_BOOTS': #Set bonus totals out to ~30% dodge rate
- 'if chance.20':
- 'set.0'
- '_dodge'
- 'if target.wearing.IRON_CHESTPLATE': #Iron gives straight damage reduction chance
- '-1'
- 'if chance.25':
- '-3'
- 'if target.wearing.IRON_HELMET':
- 'if chance.10':
- '-1'
- 'if target.wearing.IRON_LEGGINGS':
- '-1'
- 'if chance.15':
- '-2'
- 'if target.wearing.IRON_BOOTS':
- 'if chance.10':
- '-1'
- 'if target.wearingonly.IRON_HELMET*IRON_CHESTPLATE*IRON_LEGGINGS*IRON_BOOTS': #Set bonus is ~60% total chance to reduce an average of ~4 hearts of damage
- 'if chance.20':
- '-2'
- 'if target.wearing.GOLD_CHESTPLATE': #Gold set is like gold weapons, sets attackers ON FIRE!
- '-1'
- 'if chance.30':
- 'set.attacker_fireticks': '+60'
- 'if target.wearing.GOLD_HELMET':
- 'if chance.10':
- 'set.attacker_fireticks': '+20'
- 'if target.wearing.GOLD_LEGGINGS':
- '-1'
- 'if chance.20':
- 'set.attacker_fireticks': '+40'
- 'if target.wearing.GOLD_BOOTS':
- 'if chance.10':
- 'set.attacker_fireticks': '+20'
- 'if target.wearingonly.GOLD_HELMET*GOLD_CHESTPLATE*GOLD_LEGGINGS*GOLD_BOOTS': #Even more fire duration, with a chance of a little extra 'kick'!
- 'set.attacker_fireticks': '+80'
- 'if chance.10':
- 'attackereffect.explode': '1'
- 'if target.wearing.DIAMOND_CHESTPLATE': #Diamond reflects damage back at the attacker.
- '-2'
- 'if chance.30':
- 'attackereffect.hurt': '3'
- 'if target.wearing.DIAMOND_HELMET':
- 'if chance.10':
- 'attackereffect.hurt': '1'
- 'if target.wearing.DIAMOND_LEGGINGS':
- '-1'
- 'if chance.20':
- 'attackereffect.hurt': '2'
- 'if target.wearing.DIAMOND_BOOTS':
- 'if chance.10':
- 'attackereffect.hurt': '1'
- 'if target.wearingonly.DIAMOND_HELMET*DIAMOND_CHESTPLATE*DIAMOND_LEGGINGS*DIAMOND_BOOTS': #Guaranteed damage to attacker with full set, and should average 3.5 hearts reflected.
- 'attackereffect.hurt': '2'
- 'if target_light <= 5': #Players take extra damage in the darkness!
- '+roll.4'
Death:
Food:
Spawn:
- 'switch.entity.type': #A little extra health for animals too because of lethality running rampant. Underground spawns get bonus health.
- 'Creeper':
- 'if !entity.isexposedtosky and entity_Y <= 64':
- '+roll.4'
- 'Chicken':
- '+2'
- 'Sheep':
- '+6'
# Giant:
- 'Slime':
- '+2'
- 'ZombiePigman':
- 'range(44, 50)'
- 'Spider':
- 'range(14, 16)'
- 'if !entity.isexposedtosky and entity_Y <= 64':
- '+roll.8'
- 'Pig':
'+3'
# Squid:
- 'Wolf':
- 'range(16, 18)'
- 'if !entity.isexposedtosky and entity_Y <= 64': #Never a natural spawn underground, only AngryWolves spawns which are hostile, so let's make this consistent!
- '+4'
- '+roll.2'
- 'if entity.isexposedtosky and world_time < 14000': #Outside spawns at night, particulary on the 'full moons' that AngryWolves does.
- '+2' #No point on other mobs, because most mobs spawn at night anyway.
- 'Zombie':
- 'range(36, 40)'
- 'if !entity.isexposedtosky and entity_Y <= 64':
- '+roll.12'
- 'Cow': #Bovines are tough mofos!
- '+8'
- 'Ghast': #Because I hate them SO MUCH... and arrows kinda suck now.
- '-4'
- 'Skeleton':
- 'range(12, 18)'
- 'if !entity.isexposedtosky and entity_Y <= 64':
- '+roll.6'
debugging: normal