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Hall of Fame: Ranzear (Updated November 20th, 2012)

1cec0ld edited this page Nov 21, 2012 · 1 revision

NOTE: This is an example of the hard work Ranzear originally put into his config. ModDamage can actually do far crazier things than this.

#Auto-generated config at Tue Nov 20 02:55:13 MST 2012.
#See the wiki at https://github.com/ModDamage/ModDamage/wiki for more information.

# Events
## Item Events
DropItem:
PickupItem:
ItemHeld:
Enchant:
PrepareEnchant:

## Misc Events
Init:
Command:
Repeat:

## Player Events
Interact:
InteractEntity:
Join:
LevelChange:
PickupExp:
Quit:
ToggleFlight:
ToggleSneak:
ToggleSprint:
Fish:

## Block Events
BreakBlock:
PlaceBlock:
LeavesDecay:
BlockGrow:

## Entity Events
Combust:
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 !projectile.type.none': #This handles skeletons because I'm lazy.
                - '-1'
                - '+roll(4)'
            # now handle specific mob types
            - 'switch.attacker.type':
                - 'Pigzombie':
                    - '+2'
                    - '+roll(4)'
                    - 'if attacker_world.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 attacker_world.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.pigzombie': #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.pigzombie': 
                    - '+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.pigzombie': #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.pigzombie': #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.pigzombie':
                    - '+roll(6)'
                - 'if target.type.Zombie':
                    - '+roll(8)'
            - 'if attacker.wielding.DIAMOND_AXE': #High Crit!
                - 'if chance.40':
                    - '+roll(2)'
                    - '_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 projectile.type.none': #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(2)'
                    - '_reaped'
            - 'if attacker.wielding.GOLD_HOE': #Higher rate because of stupid low durability, but does slightly less insane damage.
                - 'if chance.5':
                    - '+roll(3)'
                    - '_reaped'
            - 'if attacker.wielding.IRON_HOE': #Just to keep the trend
                - 'if chance.1':
                    - '+roll(8)'
                    - '_reaped'
            - 'if attacker.wielding.WOOD_HOE': #Keep this our little secret!
                - 'if chance.1':
                    - 'if chance.1':
                        - 'targeteffect.explode': '1'
                        - '+roll(6)'
                        - "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 !projectile.type.none':
                    - '+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.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.type.fire and !damage_type.type.lava and !damage_type.type.fall and !damage_type.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:
Explode:
Heal:
ProjectileHit:
ProjectileLaunch:
ShootBow:
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'
        - 'pigzombie':
            - '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(2)'
        - '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)'
Tame:
target:
Teleport:


Aliases:
    Armor:
    Biome:
    Command:
    Enchantment:
    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
    Group:
    Material:
        axe:
            - 'WOOD_AXE'
            - 'STONE_AXE'
            - 'IRON_AXE'
            - 'GOLD_AXE'
            - 'DIAMOND_AXE'
        hoe:
            - 'WOOD_HOE'
            - 'STONE_HOE'
            - 'IRON_HOE'
            - 'GOLD_HOE'
            - 'DIAMOND_HOE'
        pickaxe:
            - 'WOOD_PICKAXE'
            - 'STONE_PICKAXE'
            - 'IRON_PICKAXE'
            - 'GOLD_PICKAXE'
            - 'DIAMOND_PICKAXE'
        spade:
            - 'WOOD_SPADE'
            - 'STONE_SPADE'
            - 'IRON_SPADE'
            - 'GOLD_SPADE'
            - 'DIAMOND_SPADE'
        sword:
            - 'WOOD_SWORD'
            - 'STONE_SWORD'
            - 'IRON_SWORD'
            - 'GOLD_SWORD'
            - 'DIAMOND_SWORD'
    Message:
    Region:
    Routine:
    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!"  
    Type:
    TypeName:
    World:

#Miscellaneous configuration
debugging: normal
disable-deathMessages: false
disable-joinMessages: false
disable-quitMessages: false
Tagging: #These intervals should be tinkered with ONLY if you understand the implications.
    interval-save: 200
    interval-clean: 200
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