Sueta
PV

PvpTweaks

1.3

Small plugin for strength and goldenapple configuration

·Plugin

A small plugin which allows you to modify how the golden apple works (effects and food) and also allows you to change how much damage strength does.

The config :

#-----------------------------------------------------#
#         PvpTweaks (for 1.12.2 and higher)   #
#                     by uiytt                        #
#              Inspirred by creator : XGardiac_           #
#                   Version: 1.0                      #
#-----------------------------------------------------#


#Link for the golden apple plugin (1.7.x - 1.8.x) : https://www.spigotmc.org/resources/customgapple-%C2%BB-set-effects-to-enchanted-golden-apple-%C2%AB.24738/
#
# The max amplifier amount is 255
#
# For infinite duration set the duration to 99999
# Food effect :
# FOODREGEN:<value>
# <value> is the number of food given, a normal food bar is 20
# Valid potion effects :
#
# ABSORPTION.
# BLINDNESS
# CONFUSION
# DAMAGE_RESISTANCE
# etc....
# the whole list : https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html

# How it works:
# <EFFECT>:<DURATION>:<AMPLIFIER>
# amplifier meaning how strong, duration meaning how long it'll last.
# The first level of potion in minecraft is 0 !!!!
#
# > ALL TIMES ARE IN TICKS, 1 SECOND = 20 TICKS.
# > SO IF YOU WANT TO DO 15 SECONDS: 15 x 20 = 300.

#                                  - Example Configuration -
#GoldenApplemodule:
# enabled: true
# effect:
#   - JUMP:9999999999999999999999:2
#   - SPEED:600:3
#   - INVISIBILITY:60:5
#   - FOODREGEN:10
#

# below are defauls golden apple's effects as before 1.9, change as you will
# be sure to follow tutorial above.

GoldenApplemodule:
   enabled: true
   effect:
   - FOODREGEN:4
   - REGENERATION:600:0
   - ABSORPTION:2400:0

#/!\ a player full life is 20 (not 10), 1 = 1 half-heart
#There is two way to calculate the damage done by the strength effect :
#normal:
# write the number in value (see below)
# The final damage is calculated with this :
# f(x) = x + (strength_level + 1) * value
# with x the normal damage, strength_level : the level of strength (starting from 0) and value (see below).
# After a few tests this seems to be a fair system for games.
#
#percentages:
# write the number in value with a "%" AFTER and KEEP the quotes , like this ->  value: "10%"
# The final damage is calculated with this :
# f(x) = x * ( 1 + ((strength_level + 1) * value / 100))
# with x the normal damage, strength_level : the level of strength (starting from 0) and value (see below).
#So the better your base damage is, the greate your final damage will be.

Strengthmodule:
   value: '0.75'
   enabled: true

#Activate or desactivate checking sometimes for update.
checkforupdate: true

Thanks to JavaFactoryDev for his amazing API

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