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Config Options
20 ticks ≈ 1 second
| Option | Type | Default (Vanilla) | Description |
|---|---|---|---|
| constantRegenRate | Integer | 80 ticks | How often the constant regen is applied (in ticks) |
| constantRegenAmount | Float | 0 | How much health is regened when constant regen is applied (in health points) |
| constantExhaustionRate | Integer | 80 ticks | How often the constant exhaustion is applied (in ticks) |
| constantExhaustionAmount | Float | 0 | How much exhaustion is added when constant regen is applied |
| starvationDamageRate | Integer | 80 ticks | How often damage applies when you have no hunger (in ticks) |
| starvationDamageAmount | Float | 1 | How much the player is damaged when starvation damage is applied (in health points) |
| foodRegenRate | Integer | 80 ticks | How often regen from food is applied (in ticks) |
| foodRegenHealthAmount | Float | 1 | How much regen you get from food regen |
| foodRegenExhaustionAmount | Float | 1 | Multiplier on how much exhaustion you get from food regen |
| foodRegenMinimumHunger | Integer | 18 | The minimum amount of hunger you need for food regen to apply |
| hyperFoodRegenRate | Integer | 80 ticks | How often hyper-regen from food is applied (in ticks) |
| hyperFoodRegenHealthMultiplier | Float | 1 | Multiplier on how much regen you get from food hyper-regen |
| hyperFoodRegenExhaustionMultiplier | Float | 1 | Multiplier on how much exhaustion you get from food hyper-regen |
| hyperFoodRegenMinimumHunger | Integer | 20 | The minimum amount of hunger you need for food hyper-regen to apply |
| dynamicRegenRateCurve | Curve | DISABLED |
The curved used for Dynamic Regen (see Dynamic Regen) |
| dynamicRegenRateMultiplier | Float | 1 | Stretches or Compresses the curve used (see Dynamic Regen) |
| dynamicRegenOnConstantRegen | Boolean | True | If Dynamic Regen should apply to regen from constant regen |
| dynamicRegenOnConstantExhaustion | Boolean | True | If Dynamic Regen should apply to exhaustion from constant exhaustion |
| dynamicRegenOnFoodRegen | Boolean | True | If Dynamic Regen should apply to regen from food regen |
| dynamicRegenOnHyperFoodRegen | Boolean | True | If Dynamic Regen should apply to regen from hyper food regen |
| spawnHealth | Integer | 20 | How much health the player should spawn with |
| spawnHunger | Integer | 20 | How much hunger the player should spawn with |
| foodLevelForSprint | Integer | 6 | How much hunger is needed to sprint (Client-side only rn) |
| jumpExhaustionAmount | Float | 0.05 | How much exhaustion you get from normal jumping |
| sprintJumpExhaustionAmount | Float | 0.2 | How much exhaustion you get from sprint jumping |
| walkingExhaustionMultiplier | Float | 0 | How much exhaustion you get from walking 1cm |
| sprintingExhaustionMultiplier | Float | 0.1 | How much exhaustion you get from sprinting 1cm |
| crouchingExhaustionMultiplier | Float | 0 | How much exhaustion you get from crouch walking 1cm |
| swimmingExhaustionMultiplier | Float | 0.1 | How much exhaustion you get from swimming 1c |
| walkingUnderwaterExhaustionMultiplier | Float | 0.1 | How much exhaustion you get from walking underwater 1cm |
| walkingOnWaterExhaustionMultiplier | Float | 0.1 | How much exhaustion you get from walking on water 1cm |
| hungerFromFoodMultiplier | Float | 1 | Modifier on how much hunger you get from eating |
| saturationFromFoodMultiplier | Float | 1 | Modifier on how much saturation you get from eating |
| disableRegenWhenUsingShield | Boolean | False | Disables all regen while using a shield |
| shieldExhaustionRate | Integer | 80 | How often exhaustion from using a shield is applied |
| shieldExhaustionAmount | Float | 0 | How much exhaustion is applied when using a shield |
| sleepExhaustionAmount | Float | 0 | How much exhaustion is applied when a player has slept through the night |
| dynamicSleepExhaustionAmount | Float | 0 | How much exhaustion is applied every in-game hour the player is asleep |
| debug | Boolean | False | Shows how much regen a player gets and some applications of exhaustion. Not recommended if there’s more than one player |
| effects | Array | Empty ([ ]) |
List of HealthEffects (see HealthEffects) |
| sleepEffects | Array | Empty ([ ]) |
List of SleepEffects (see SleepEffects) |
FoodRegen vs HyperFoodRegen
In minecraft, there's two levels of healing you can get from food. This wiki page refers to them as hyper and normal.
-
Hyper is when you have a full hunger bar and some saturation
f = min(playerSaturation, 6)heal = (f / 6) * hyperFoodRegenHealthMultiplierexahustion = f * hyperFoodRegenExhaustionMultiplier
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Normal is when yo have 18 or more hunger points
heal = foodRegenHealthAmountexahustion = foodRegenExhaustionAmount
If the hyper level applies, then the normal doesn't
Dynamic Regen:
A multiplier placed on the regen rates based on the player's health. The exact formula depends on which curve you use. All of them use steps as an increment.
Step Formula:
step = ((20 - playerHealth) * dynamicRegenRateMultiplier) + 1
Formulas for specifc curves:
-
DISABLED- 1 (no change) -
LINEAR- step -
QUADRATIC- step^2 -
EXPONENTIAL- e^step
Want the regen rate when you're at the lowest health to be x times longer than what it would be with full health, and want it to have equal steps along the way?
Set dynamicRegenRateCurve to LINEAR
Set dynamicRegenRateMultiplier using this formula: (xTimesLonger - 1)/ 20
HealthEffects:
HealthEffects are status effects that are applied to player with a certain health, hunger, or both. The amplification can also scale based on the health/hunger using a curve.
Example HealthEffect with all the options used:
All of these fields are options (except effect)
{
"effect": "slowness",
"healthLowBound": 0,
"healthHighBound": 15,
"hungerLowBound": 0,
"hungerHighBound": 10,
"amplifier": 0,
"amplifierCurve": "DISABLED",
"amplifierCurveMultiplier": 1.0,
"amplifierCurveSource": "HEALTH",
"onSleep": false,
"onSleepDuration": 0
}This will apply slowness with no amplification (same as /effect give @p slowness DURATION 0) when a player has between 0-15 health and 0-10 hunger. With no change in amplification as health or hunger go down. And since we didn't set onSleep to true, this will apply all the time instead of only when the player sleeps.