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@ProgrammerDan
Created October 24, 2017 15:30
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Devoted Config Dump
debug: true
global:
xpPerBottle: 10
# Use this to define how guns that use XP, treat XP bottles.
self:
# Each section supports "give" -- true/false, "limit" -- counting number, time -- in ms, and resetOnDeath -- true/false
gun:
# Give decides if players can self give or not
give: true
# Limit determines how many guns a player can give themselves before a timeout is met. Timeout starts with first give.
limit: 2
# Timeout on limit, if any
time: 18000
# Reset timeout and limits on death
reset: true
magazine:
give: true
bullet:
give: true
repair:
give: false
kickback:
expand: 12 # how long the kickback's aim impact lasts beyond firing, in multiples of weapon cooldown.
accuracy:
# each gun has a difficulty to aim, that is its baseline miss -- sneaking and stillness reduce that (stabilize you).
sneaking: 0.0125 # per tick % reduction to baseline impact
still: 0.025 # per tick % reduction
# movement makes it harder to aim, and these effects increase up to a stable point and do not incease past it, depending
# on mode of movement. The impacts do aggregate.
walking:
base: 0.2 # max impact of walking on aim -- walking moves us towards this, not walking, away.
reduce: 0.00002 # per ms adjustment
increase: 0.0001 # per ms adjustment
running:
base: 0.5 # max impact of running on aim -- running moves us towards this, not running, away.
reduce: 0.0001 # per ms not running adjust
increase: 0.001 # per ms running adjust
gliding:
base: 0.8 # max impact of gliding on aim -- gliding moves us towards this, not gliding, away.
reduce: 0.0001 # per ms not gliding adjust
increase: 0.001 # per ms gliding adjust
crouch-reduce: 0.5 # % of above impacts to instantly reduce if player crouches
# The movement "hardness increase" is added to whatever fraction of baseline miss, which is added to the gun's "intrinsic" innaccuracy, and
# finally the active kickback summation is applied.
# This is then mapped to a random number, which controls the resulting hit tightness.
breakables: # These things can be directly damaged by gunfire. The value is ms between accepted hits, for blocks that have protection.
GLASS: 250 # This delay is entity-global -- so basically, no more hits are registered for that person until the cooldown is achieved.
THIN_GLASS: 250
STAINED_GLASS_PANE: 250
STAINED_GLASS: 250
BREWING_STAND: 250
CAKE_BLOCK: 50
CHEST: 250
ICE: 250
MELON_BLOCK: 50
PUMPKIN: 50
SNOW_BLOCK: 250
GLOWSTONE: 250
bullets:
Bolt:
type: ARROW
example:
==: org.bukkit.inventory.ItemStack
type: ARROW
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Crossbow Bolt
lore: ["Hardened Crossbow Bolt", "Punch harder"]
# don't worry about lores, that'll be set by the platform.
misfireBlowoutChance: 0.0
xpPerShot: 0
missRadius:
max: 1
min: 0
knockback:
chance: 1.0
ignore-reduction: true
avg: 0.5
spread: 0.25
explosion:
chance: 0.0
incendiary:
chance: 0.0
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.25
GOLD: 0.15
CHAIN: 0.1
IRON: 0.3
DIAMOND: 0.4
IRON_BARDING: 0.3
GOLD_BARDING: 0.15
DIAMOND_BARDING: 0.4
# SHIELD isn't used, it has an internal deflection based on angle of hit
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.3
LEATHER: 0.3
GOLD: 0.35
CHAIN: 0.2
IRON: 0.25
DIAMOND: 0.4
IRON_BARDING: 0.25
GOLD_BARDING: 0.35
DIAMOND_BARDING: 0.4
SHIELD: 0.5
WINGS: 0.6
damage: # configure the damage by hitzone
avg: 16
spread: 8
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 4
spread: 2
Lead Slug:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: IRON_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Lead Slug
lore: ["Standard Lead Ball", "It flies, somehow"]
# don't worry about lores, that'll be set by the platform.
misfireBlowoutChance: .15 #basic lead slug are NOT safe
xpPerShot: 0
missRadius: # these are augments, round shot is not easy to aim
max: 5
min: 2
knockback:
chance: 1.0
ignore-reduction: true
avg: 1.0
spread: 0.5
explosion:
chance: 0.0
incendiary:
chance: 0.0
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.15
GOLD: 0.1
CHAIN: 0.13
IRON: 0.23
DIAMOND: 0.35
IRON_BARDING: 0.23
GOLD_BARDING: 0.1
DIAMOND_BARDING: 0.35
# SHIELD isn't used, it has an internal deflection based on angle of hit
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.6
LEATHER: 0.6
GOLD: 0.75
CHAIN: 0.78
IRON: 0.88
DIAMOND: 0.9
IRON_BARDING: 0.88
GOLD_BARDING: 0.75
DIAMOND_BARDING: 0.9
SHIELD: 0.5
WINGS: 0.3
damage: # configure the damage by hitzone
avg: 20
spread: 4
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 4
spread: 6
Minie Ball:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: IRON_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Minie Ball
lore: ["Rifled Minie Ball", "Enhanced Slug"]
# don't worry about lores, that'll be set by the platform.
misfireBlowoutChance: .10 #basic lead slug are NOT safe
xpPerShot: 0
missRadius: # these are augments, rifled round shot is not easy to aim
max: 2.5
min: 1
knockback:
chance: 1.0
ignore-reduction: true
avg: 1.0
spread: 0.5
explosion:
chance: 0.0
incendiary:
chance: 0.0
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.15
GOLD: 0.1
CHAIN: 0.13
IRON: 0.23
DIAMOND: 0.35
IRON_BARDING: 0.23
GOLD_BARDING: 0.1
DIAMOND_BARDING: 0.35
# SHIELD isn't used, it has an internal deflection based on angle of hit
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.6
LEATHER: 0.55
GOLD: 0.65
CHAIN: 0.7
IRON: 0.8
DIAMOND: 0.85
IRON_BARDING: 0.8
GOLD_BARDING: 0.65
DIAMOND_BARDING: 0.85
SHIELD: 0.5
WINGS: 0.3
damage: # configure the damage by hitzone
avg: 26
spread: 6
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 6
spread: 4
Spitzer Bullet:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: GOLD_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Spitzer Bullet
lore: ["Rifled Spitzer Bullet", "Spire Point Bullet"]
misfireBlowoutChance: .08 #simple shells much safer
xpPerShot: 0
missRadius: # these are augments, shells, being rifled, are fairly consistent
max: 1.75
min: 0.05
knockback:
chance: 1.0
ignore-reduction: true
avg: 1.1
spread: 0.4
explosion:
chance: 0.0
incendiary:
chance: 0.0
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.15
GOLD: 0.1
CHAIN: 0.13
IRON: 0.23
DIAMOND: 0.35
IRON_BARDING: 0.23
GOLD_BARDING: 0.1
DIAMOND_BARDING: 0.35
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.6
LEATHER: 0.5
GOLD: 0.6
CHAIN: 0.65
IRON: 0.75
DIAMOND: 0.85
IRON_BARDING: 0.75
GOLD_BARDING: 0.6
DIAMOND_BARDING: 0.85
SHIELD: 0.5 # high velocity bullets shatter shields
WINGS: 0.3
damage: # configure the damage by hitzone
avg: 32
spread: 8
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 0
spread: 6
FMJ Bullet:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: GOLD_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: FMJ Bullet
lore: ["Standard FMJ Bullet", "All Metal, No Fluff"]
misfireBlowoutChance: .05 #simple shells much safer
xpPerShot: 0
missRadius: # these are augments, shells, being rifled, are fairly consistent
max: 1
min: 0
knockback:
chance: 1.0
ignore-reduction: true
avg: 1.25
spread: 0.25
explosion:
chance: 0.0
incendiary:
chance: 0.0
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.15
GOLD: 0.1
CHAIN: 0.2
IRON: 0.23
DIAMOND: 0.35
IRON_BARDING: 0.23
GOLD_BARDING: 0.1
DIAMOND_BARDING: 0.35
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.6
LEATHER: 0.5
GOLD: 0.6
CHAIN: 0.65
IRON: 0.7
DIAMOND: 0.8
IRON_BARDING: 0.7
GOLD_BARDING: 0.6
DIAMOND_BARDING: 0.8
SHIELD: 0.5 # high velocity bullets shatter shields
WINGS: 0.3
damage: # configure the damage by hitzone
avg: 40
spread: 10
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 6
spread: 4
Incendiary Bullet:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: GOLD_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Incendiary Bullet
lore: ["Incendiary Bullet", "Light 'em up"]
misfireBlowoutChance: .15
xpPerShot: 0
missRadius: # these are augments, shells, being rifled, are fairly consistent
max: 1
min: 0
knockback:
chance: 1.0
ignore-reduction: true
avg: 1.0
spread: 0.333
explosion:
chance: 0.0
incendiary:
chance: 0.98
ticks: 60
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.1
LEATHER: 0.15
GOLD: 0.1
CHAIN: 0.13
IRON: 0.23
DIAMOND: 0.35
IRON_BARDING: 0.23
GOLD_BARDING: 0.1
DIAMOND_BARDING: 0.35
WINGS: 0.01
durability: # this is % of damage that gets applied to durability of the armor hit
base: 0.6
LEATHER: 0.8
GOLD: 0.6
CHAIN: 0.65
IRON: 0.7
DIAMOND: 0.8
IRON_BARDING: 0.7
GOLD_BARDING: 0.6
DIAMOND_BARDING: 0.8
SHIELD: 0.6 # high velocity bullets shatter shields
WINGS: 0.6
damage: # configure the damage by hitzone
avg: 30
spread: 10
BODY: # center of mass hit
avg: 0
spread: 0
LEGS: # legs hit
avg: -1
spread: -1
FEET: # feet hit
avg: -2
spread: -1
HEAD: # headshot!
avg: 4
spread: 3
Armor Shattering Bullet:
type: SNOWBALL
example:
==: org.bukkit.inventory.ItemStack
type: GOLD_NUGGET
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Armor Shattering Bullet
lore: ["Armor Shattering Bullet", "Shreds Armor"]
misfireBlowoutChance: .1
xpPerShot: 0
missRadius: # these are augments, shells, being rifled, are fairly consistent
max: 0.1
min: 0.01
knockback:
chance: 0.5
ignore-reduction: true
avg: 0.667
spread: 0.333
explosion:
chance: 0.1
level: 0.75
incendiary:
chance: 0.1
# todo: scatter, knockback
reduction: # this is % reduction of damage a type confers, further enhanced by enchantments
base: 0.5
LEATHER: 0.26
GOLD: 0.2
CHAIN: 0.26
IRON: 0.46
DIAMOND: 0.7
IRON_BARDING: 0.46
GOLD_BARDING: 0.2
DIAMOND_BARDING: 0.7
WINGS: 0.02
durability: # this is % of damage that gets applied to durability of the armor hit
base: 2.4
LEATHER: 3.2
GOLD: 2.4
CHAIN: 3.6
IRON: 3.6
DIAMOND: 6.0
IRON_BARDING: 3.6
GOLD_BARDING: 2.4
DIAMOND_BARDING: 6
SHIELD: 2.4 # high velocity bullets shatter shields
WINGS: 2.4
damage: # configure the damage by hitzone
avg: 25
spread: 10
BODY: # center of mass hit
avg: 2
spread: 0
LEGS: # legs hit
avg: 0
spread: 0
FEET: # feet hit
avg: 0
spread: 0
HEAD: # headshot!
avg: 0
spread: 0
magazines:
Pistol Magazine:
example:
==: org.bukkit.inventory.ItemStack
type: END_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Pistol Magazine
lore: ["Small Pistol Magazine"]
bullets:
FMJ Bullet: 10
Pistol Drum:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_INGOT
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Pistol Drum
lore: ["Pistol Drum Magazine"]
bullets:
FMJ Bullet: 25
Small Pistol Magazine:
example:
==: org.bukkit.inventory.ItemStack
type: END_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Small Pistol Magazine
lore: ["Small Pistol Magazine"]
bullets:
FMJ Bullet: 6
Incendiary Bullet: 4
Rifle Magazine:
example:
==: org.bukkit.inventory.ItemStack
type: END_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Rifle Magazine
lore: ["Medium Rifle Magazine"]
bullets:
FMJ Bullet: 32
Incendiary Bullet: 32
Rifle Drum:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_INGOT
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Rifle Drum
lore: ["Rifle Drum Magazine"]
bullets:
FMJ Bullet: 64
Incendiary Bullet: 64
Sniper Magazine:
example:
==: org.bukkit.inventory.ItemStack
type: END_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Sniper Magazine
lore: ["Sniper Rifle Magazine"]
bullets:
FMJ Bullet: 10
Incendiary Bullet: 10
Armor Shattering Bullet: 10
guns:
#RailGun:
# maxVelocity: 1000
## Velocity is in blocks per tick
# cooldown: 15000
## Cooldown is in MS (1000 = 1 second)
# maxUses: 50
## maximum uses for this gun (until it breaks down)
# minUses: 5
## level at which to prevent further use (set to 0 to allow it to be destroyed by use)
# damage: 1000.0
## hearts of damage to cause from the bullet each hit
# passthrough: 10
## number of entities it can damage in a row
# missRadius: 45
## Jitter angular miss (in degrees) that is randomly applied on firing, in pitch and yaw
# blunt: 3.0
## hearts of damage to cause from smacking someone over the head with the gun
# xpPerShot: 120
## XP to take from inventory or player's XP bar to actually launch a projectile
Crossbow:
example:
==: org.bukkit.inventory.ItemStack
type: BOW
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Crossbow
ammo:
xp: 2
max: 1
bullets:
- Bolt
health:
max: 200
misfire:
inflection: 25
spread: 15
blowout:
chance: 0.0
strength: 0.0
speed: # in meters per tick (20 ticks in a second)
min: 10
max: 15
damage:
blunt: 4 #smack nerds over the head
miss:
radius:
max: 5
min: 0
innate: 0.02
base: 0.08
kickback: 15
aim: 0.1
cooldown:
milliseconds: 2000
equip: true
limits:
onlyOne: false
Muzzleloader:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Muzzleloader
lore: ["Muzzleloader"]
ammo:
xp: 0
max: 1
bullets:
- Lead Slug
- Minie Ball
health:
max: 100
misfire:
inflection: 10
spread: 20
blowout:
chance: 0.11
strength: 1.5
speed: # in meters per tick (20 ticks in a second)
min: 12
max: 22
damage:
blunt: 2 #smack nerds over the head
miss:
radius:
max: 30
min: 0
innate: 0.010
base: 0.10
kickback: 10
aim: 0.075
cooldown:
milliseconds: 5000
equip: false
limits:
onlyOne: false
Bolt-action Rifle:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Bolt-action Rifle
lore: ["Bolt-action Rifle"]
ammo:
xp: 0
max: 1
bullets:
- Minie Ball
- Spitzer Bullet
health:
max: 150
misfire:
inflection: 10
spread: 20
blowout:
chance: 0.1
strength: 1.5
speed: # in meters per tick (20 ticks in a second)
min: 18
max: 28
damage:
blunt: 2 #smack nerds over the head
miss:
radius:
max: 25
min: 0
innate: 0.008
base: 0.10
kickback: 10
aim: 0.07
cooldown:
milliseconds: 2000
equip: false
limits:
onlyOne: false
Flintlock Pistol:
example:
==: org.bukkit.inventory.ItemStack
type: BLAZE_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Flintlock Pistol
lore: ["Flintlock Pistol"]
ammo:
xp: 0
max: 1
bullets:
- Lead Slug
- Minie Ball
health:
max: 350
misfire:
inflection: 75
spread: 30
blowout:
chance: 0.01
strength: 0.75
speed: # in meters per tick (20 ticks in a second)
min: 11
max: 20
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 30
min: 0.1
innate: 0.008
base: 0.050
kickback: 10
aim: 0.1
cooldown:
milliseconds: 2500
equip: true
limits:
onlyOne: false
Colt Revolver:
example:
==: org.bukkit.inventory.ItemStack
type: BLAZE_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Colt Revolver
lore: ["Colt Revolver"]
ammo:
xp: 0
max: 6
bullets:
- Spitzer Bullet
health:
max: 500
misfire:
inflection: 50
spread: 30
blowout:
chance: 0.01
strength: 0.5
speed: # in meters per tick (20 ticks in a second)
min: 10
max: 20
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 25
min: 0.1
innate: 0.008
base: 0.04
kickback: 5
aim: 0.01
cooldown:
milliseconds: 250
equip: true
limits:
onlyOne: false
Borchardt Pistol:
example:
==: org.bukkit.inventory.ItemStack
type: BLAZE_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Borchardt Pistol
lore: ["Borchardt Pistol"]
ammo:
xp: 0
magazines:
- Pistol Magazine
health:
max: 1000
misfire:
inflection: 200
spread: 10
blowout:
chance: 0.02
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 15
max: 25
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 25
min: 0.1
innate: 0.008
base: 0.030
kickback: 4
aim: 0.01
cooldown:
milliseconds: 100
equip: false
limits:
onlyOne: false
9mm Pistol:
example:
==: org.bukkit.inventory.ItemStack
type: BLAZE_ROD
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: 9mm Pistol
lore: ["9mm Pistol"]
ammo:
xp: 0
magazines:
- Pistol Magazine
- Pistol Drum
- Small Pistol Magazine
health:
max: 1500
misfire:
inflection: 200
spread: 5
blowout:
chance: 0.01
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 19
max: 29
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 20
min: 0.01
innate: 0.008
base: 0.02
kickback: 4
aim: 0.001
cooldown:
milliseconds: 100
equip: false
limits:
onlyOne: false
Winchester 1873:
example:
==: org.bukkit.inventory.ItemStack
type: WOOD_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: Winchester 1873
lore: ["Winchester 1873 Rifle"]
ammo:
xp: 0
max: 1
bullets:
- FMJ Bullet
- Incendiary Bullet
health:
max: 2000
misfire:
inflection: 100
spread: 20
blowout:
chance: 0.03
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 19
max: 24
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 20
min: 0.1
innate: 0.004
base: 0.04
kickback: 4
aim: 0.015
cooldown:
milliseconds: 750
equip: true
limits:
onlyOne: false
AK-47:
example:
==: org.bukkit.inventory.ItemStack
type: WOOD_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: AK-47
lore: ["AK-47"]
ammo:
xp: 0
magazines:
- Rifle Magazine
- Rifle Drum
health:
max: 500
misfire:
inflection: 250 # just like IRL, ak-47 is waitin' to blow
spread: 20
blowout:
chance: 0.03
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 20
max: 25
damage:
blunt: 1 #smack nerds over the head
miss:
radius:
max: 20
min: 1 # be close if you want to hit anything
innate: 0.004
base: 0.050
kickback: 5
aim: 0.02
cooldown:
milliseconds: 200
equip: false
limits:
onlyOne: false
M16:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: M16
lore: ["Rifle, Caliber 5.56 mm, M16"]
ammo:
xp: 0
magazines:
- Rifle Magazine
- Rifle Drum
health:
max: 3000
misfire:
inflection: 250
spread: 20
blowout:
chance: 0.01
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 22
max: 30
damage:
blunt: 3 #smack nerds over the head
miss:
radius:
max: 18.5
min: 0.01 # be close if you want to hit anything
innate: 0.004
base: 0.040
kickback: 5
aim: 0.0175
cooldown:
milliseconds: 150
equip: false
limits:
onlyOne: false
M4:
example:
==: org.bukkit.inventory.ItemStack
type: IRON_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: M4
lore: ["M4A1 Carbine"]
ammo:
xp: 0
magazines:
- Rifle Magazine
- Rifle Drum
health:
max: 3500
misfire:
inflection: 225
spread: 20
blowout:
chance: 0.01
strength: 1.0
speed: # in meters per tick (20 ticks in a second)
min: 24
max: 31
damage:
blunt: 3 #smack nerds over the head
miss:
radius:
max: 17.5
min: 0.01 # be close if you want to hit anything
innate: 0.004
base: 0.040
kickback: 4
aim: 0.015
cooldown:
milliseconds: 150
equip: false
limits:
onlyOne: false
M82:
example:
==: org.bukkit.inventory.ItemStack
type: DIAMOND_HOE
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: M82
lore: ["Barrett M82"]
ammo:
xp: 0
magazines:
- Sniper Magazine
health:
max: 2000
misfire:
inflection: 200
spread: 15
blowout:
chance: 0.01
strength: 2.0
speed: # in meters per tick (20 ticks in a second)
min: 35
max: 50
damage:
blunt: 5 #smack nerds over the head
miss:
radius:
max: 35
min: 0.0001 # be close if you want to hit anything
innate: 0.00002
base: 0.2
kickback: 10
aim: 0.5
cooldown:
milliseconds: 500
equip: true
limits:
onlyOne: true
# config for Brewery.jar
# -- Settings --
# Defaults are written in []
# Deleting of single settings disables them
# Languagefile to be used (found in plugins/Brewery/languages)
language: en
# If the player wakes up at /home when logging in after excessive drinking (/home plugin must be installed!) [true]
enableHome: false
# Type of the home-teleport: ['cmd: home']
# bed = Player will be teleported to his spawn bed
# 'cmd: home' = /home will be executed by the player. He has to have permissions for it without any delay!
# 'cmd: spawn' = /spawn will be executed by the player.
# 'cmd: whatever' = /whatever will be executed by the player.
homeType: 'cmd: home'
# If the player "wakes up" at a random place when offline for some time while drinking (the places have to be defined with '/brew Wakeup add' through an admin)
# The Player wakes at the nearest of two random places of his world [true]
enableWake: true
# If the Player may have to try multiple times when logging in while extremely drunk [true]
enableLoginDisallow: true
# If the Player faints shortly (gets kicked from the server) if he drinks the max amount of alcohol possible [false]
enableKickOnOverdrink: true
# If the Player vomits on high drunkeness (drops item defined below) [true]
# The item can not be collected and stays on the ground until it despawns.
enablePuke: true
# Item that is dropped multiple times uncollectable when puking [SOUL_SAND]
pukeItem: SOUL_SAND
# Time in seconds until the pukeitems despawn, (mc default is 300 = 5 min) [60]
# If the item despawn time was changed in the spigot.yml, the pukeDespawntime changes as well.
pukeDespawntime: 60
# Consumable Item/strength. Decreases the alcohol level by <strength> when consumed. (list)
drainItems:
- BREAD/2
- MILK_BUCKET/2
- COOKIE/1
- CAKE/1
# Time (in days) that drunkeness-data stays in memory after a player goes offline, to apply hangover etc. [7]
hangoverDays: 7
# Color the Item information (lore) depending on quality while it is 1. in a barrel and/or 2. in a brewing stand [true, true]
colorInBarrels: true
colorInBrewer: false
# If a Large Barrel can be opened by clicking on any of its blocks, not just Spigot or Sign. This is always true for Small Barrels. [true]
openLargeBarrelEverywhere: false
# Enable checking for Updates, Checks the curseforge api for updates to Brewery [true]
# If an Update is found a Message is logged on Server-start and displayed to OPs joining the game
updateCheck: true
# Autosave interval in minutes [3]
autosave: 3
# Config Version
version: '1.5'
# -- Recipes for Potions --
# name: Different names for bad/normal/good (Formatting codes possible: such as &6)
# ingredients: List of 'material or id,data/amount'
# (Item-ids instead of material are deprecated by bukkit and may not work in the future!)
# A list of materials can be found here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
# You can specify a data (durability) value, omitting it will ignore the data value of the added ingredient
# If Vault is installed normal names can be used instead of material or id, so using Vault is highly recommended.
# Vault will recognize things like "Jungle Leaves" instead of "LEAVES,3"
# cookingtime: Time in real minutes ingredients have to boil
# distillruns: How often it has to be distilled for full alcohol (0=without distilling)
# wood: Wood of the barrel 0=any 1=Birch 2=Oak 3=Jungle 4=Spruce 5=Acacia 6=Dark Oak
# age: Time in Minecraft-days, the potion has to age in a barrel 0=no aging
# color: Color of the potion after distilling/aging.
# Usable Colors: DARK_RED, RED, BRIGHT_RED, ORANGE, PINK, BLUE, CYAN, WATER, GREEN, BLACK, GREY, BRIGHT_GREY
# difficulty: 1-10 accuracy needed to get good quality (1 = unaccurate/easy, 10 = very precise/hard)
# alcohol: Absolute amount of alcohol 0-100 in a perfect potion (will be added directly to the player, where 100 means fainting)
# effects: List of effect/level/duration Special potion-effect when drinking, duration in sek.
# Suffix name with 'X' to hide effect from label. Sample: 'POISONX/2/10' (WEAKNESS, INCREASE_DAMAGE, SLOW and SPEED are always hidden.)
# Effects are always hidden in 1.9 and newer, because of changes in the potion mechanics.
# Possible Effects: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
# Level or Duration ranges may be specified with a "-", ex. 'SPEED/1-2/30-40' = lvl 1 and 30 sec at worst and lvl 2 and 40 sec at best
# Ranges also work high-low, ex. 'POISON/3-1/20-5' for weaker effects at good quality.
# Highest possible Duration: 1638 sec. Instant Effects dont need any duration specified.
recipes:
# Example Recipe with every possible entry first:
# 0:
# name: Bad Example/Example/Good Example
# ingredients:
# - SUGAR_CANE/5
# - 264/1
# - INK_SACK,3/20
# - 5,1/8
# cookingtime: 3
# distillruns: 2
# wood: 4
# age: 11
# color: DARK_RED
# difficulty: 3
# alcohol: 23
# effects:
# - FIRE_RESISTANCE/20
# - HEAL/1
# - WEAKNESS/2-3/50-60
# - POISONX/1-0/20-0
0:
name: Light Ale/Ale/Fine Ale
ingredients:
- WHEAT/9
cookingtime: 8
distillruns: 0
wood: 0
age: 2
color: BRIGHT_GREY
difficulty: 1
alcohol: 5
1:
name: Cheap Beer/Beer/Craft Beer
ingredients:
- WHEAT/18
cookingtime: 12
distillruns: 0
wood: 0
age: 3
color: BRIGHT_GREY
difficulty: 2
alcohol: 6
2:
name: Brutal Stout/Stout/Epic Stout
ingredients:
- WHEAT/24
cookingtime: 14
distillruns: 0
wood: 6
age: 4
color: BLACK
difficulty: 3
alcohol: 10
3:
name: Weak Mead/Mead/&6Golden Mead
ingredients:
- SUGAR_CANE/24
cookingtime: 8
distillruns: 0
wood: 2
age: 4
color: ORANGE
difficulty: 2
alcohol: 9
4:
name: Sour Apple Mead/Apple Mead/&6Rich Apple Mead
ingredients:
- SUGAR_CANE/18
- APPLE/8
cookingtime: 10
distillruns: 0
wood: 2
age: 8
color: ORANGE
difficulty: 5
alcohol: 12
effects:
- WATER_BREATHINGX/1-2/150
5:
name: Bitter Rum/Spiced Rum/&6Pirate's Rum
ingredients:
- SUGAR_CANE/30
cookingtime: 10
distillruns: 2
wood: 3
age: 14
color: DARK_RED
difficulty: 6
alcohol: 30
effects:
- FIRE_RESISTANCE/1/20-100
- POISONX/1-0/30-0
6:
name: Bathtub Vodka/Vodka/Russian Vodka
ingredients:
- POTATO_ITEM/25
cookingtime: 15
distillruns: 3
age: 0
color: WATER
difficulty: 4
alcohol: 20
effects:
- WEAKNESS/15
- POISONX/10
7:
name: Poor Absinthe/Absinthe/Strong Absinthe
ingredients:
- LONG_GRASS/15
cookingtime: 5
distillruns: 6
color: GREEN
difficulty: 8
alcohol: 45
effects:
- POISON/20-30
- BLINDNESSX/30-240
8:
name: Murky Liqueur/Chocolate Liqueur/Fine Chocolate Liqueur
ingredients:
- INK_SACK,3/10
- SUGAR_CANE/5
cookingtime: 15
distillruns: 2
wood: 4
age: 3
color: DARK_RED
difficulty: 5
alcohol: 25
effects:
- HEALTH_BOOST/0-1/15-45
9:
name: Potato soup
ingredients:
- POTATO_ITEM/15
- LONG_GRASS/5
- MILK_BUCKET/3
cookingtime: 3
color: PINK
difficulty: 1
effects:
- HEAL/0-1
10:
name: Stale Coffee/Coffee/Espresso
ingredients:
- INK_SACK,3/12
- MILK_BUCKET/2
cookingtime: 2
color: BLACK
difficulty: 3
effects:
- REGENERATION/1/2-5
- SPEED/0-1/0-45
11:
name: Weak Tea/Tea/Strong Tea
ingredients:
- MILK_BUCKET/2
- LEAVES/6
cookingtime: 3
color: WATER
difficulty: 5
effects:
- DAMAGE_RESISTANCE/0-1/5-10
12:
name: Eggdrop soup
ingredients:
- MILK_BUCKET/3
- EGG/6
- COOKED_CHICKEN/1
cookingtime: 4
color: ORANGE
difficulty: 10
effects:
- HEAL/0-2
13:
name: Madness
ingredients:
- RED_MUSHROOM/5
- NETHER_STALK/25
- MONSTER_EGG/5
cookingtime: 15
color: RED
difficulty: 9
distillruns: 6
age: 4
color: RED
alcohol: 60
effects:
- WEAKNESSX/1-0/150-0
- POISONX/2-0/240-0
- SPEEDX/0-2/0-60
- DAMAGE_RESISTANCE/0-1/0-60
- CONFUSIONX/120
- INCREASE_DAMAGE/0-3/0-30
- SLOW_DIGGINGX/120
14:
name: American Irish stew/Irish stew/&2Rich &fIrish &6stew
ingredients:
- POTATO_ITEM/10
- CARROT/10
- SEEDS/10
- BROWN_MUSHROOM/2
- COOKED_BEEF/5
cookingtime: 30
color: DARK_RED
difficulty: 6
alcohol: 5
effects:
- HEAL/0-1
- SATURATION/0-1/0-20
15:
name: Cold Latte/Decent Pumpkin Spice Latte/&6Pumpkin Spice Latte
ingredients:
- MILK_BUCKET/2
- INK_SACK,3/12
- SUGAR_CANE/2
- PUMPKIN_SEEDS/5
cookingtime: 3
color: ORANGE
difficulty: 8
effects:
- FAST_DIGGING/0-1/5-10
- SPEED/0-1/0-60
16:
name: Single-Malt Whiskey
ingredients:
- WHEAT/32
- SEEDS/8
cookingtime: 10
wood: 0
age: 10
difficulty: 5
alcohol: 40
color: BRIGHT_GREY
17:
name: Scotch
ingredients:
- WHEAT/24
- SEEDS/24
cookingtime: 12
wood: 0
age: 15
difficulty: 7
alcohol: 50
color: ORANGE
18:
name: Table Wine
ingredients:
- RED_ROSE,0/10
- APPLE/5
- LEAVES,0/5
cookingtime: 5
wood: 4
age: 30
difficulty: 8
alcohol: 35
color: RED
effects:
- HEALTH_BOOST/0-1/10-55
- DAMAGE_RESISTANCE/0-1/5-15
19:
name: Red Label/Private Reserve/&0Thanadon Black Label
ingredients:
- SEEDS/10
- INK_SACK,3/15
cookingtime: 15
wood: 3
age: 1
difficulty: 9
alcohol: 30
color: RED
effects:
- DAMAGE_RESISTANCE/0-1/0-20
- SPEED/0-1/0-45
20:
name: Brain Mush/&8Skull Cider/&2Creeper Cider
ingredients:
- SKULL,4/1
cookingtime: 30
wood: 1
age: 5
difficulty: 9
alcohol: 40
color: RED
effects:
- SLOW_DIGGING/0-2/0-20
- WITHER/0-1/0-15
21:
name: Hogpiss/Bad Bourbon/&4Bonkill's Bourbon
ingredients:
- SEEDS/100
- INK_SACK/10
cookingtime: 100
wood: 6
age: 100
difficulty: 10
alcohol: 10
color: ORANGE
effects:
- DAMAGE_RESISTANCE/0-2/0-10
- WATER_BREATHING/0-2/0-20
- WEAKNESS/0-2/0-10
- INVISIBILITY/0-1/0-30
- CONFUSION/1-2/30-5
22:
name: Co-ed Swill/Rum/&cRedstone Rum
ingredients:
- REDSTONE/64
cookingtime: 5
wood: 2
age: 3
difficulty: 5
alcohol: 20
color: RED
effects:
- JUMP/0-2/0-40
- CONFUSION/2-4/0-45
22b:
name: Old Fashioned Gin
ingredients:
- LONG_GRASS,2/3
cookingtime: 10
wood: 0
age: 3
difficulty: 5
alcohol: 35
color: BRIGHT_GREY
effects:
- SLOW/0-3/0-10
- CONFUSION/0-1/0-5
23:
name: Molson Canadian
ingredients:
- WHEAT/12
- SUGAR_CANE/6
cookingtime: 10
distillruns: 0
wood: 1
age: 5
color: ORANGE
difficulty: 6
alcohol: 5
24:
name: Applejack Brandy
ingredients:
- APPLE/12
- MELON/3
cookingtime: 20
distillruns: 8
wood: 5
age: 20
color: BRIGHT_RED
difficulty: 8
alcohol: 23
25:
name: Heart of the Wild
ingredients:
- CACTUS/20
- LONG_GRASS/5
cookingtime: 5
distillruns: 3
wood: 5
age: 50
color: GREEN
difficulty: 10
alcohol: 31
effects:
- FIRE_RESISTANCE/0-2/100-10
26:
name: Pangalactic Gargleblaster
ingredients:
- SKULL,1/1
- POISONOUS_POTATO/5
- NETHER_STALK/16
- MONSTER_EGG,100/1
- MONSTER_EGG,65/1
- DOUBLE_PLANT,4/10
- MILK_BUCKET/1
cookingtime: 60
distillruns: 10
wood: 6
age: 205
color: CYAN
difficulty: 10
alcohol: 100
effects:
- CONFUSIONX/2-4/15-60
- WATER_BREATHING/0-2/0-30
- WEAKNESSX/0-2/0-15
- POISONX/3-1/240-10
- SPEED/1-3/10-20
# wither head, horse egg, bat egg, rosebush
27:
name: OurTrueLeader's Liquid Cocaine
ingredients:
- SUGAR_CANE/40
- LONG_GRASS,1/8
- CACTUS/6
- REDSTONE/8
cookingtime: 15
distillruns: 4
wood: 5
color: BLUE
difficulty: 8
alcohol: 33
effects:
- WEAKNESSX/0-1/5-120
- SLOW_DIGGINGX/120
- INVISIBILITY/120
28:
name: Moonshine/Remy Martin/&6Hennessey V. S.
ingredients:
- WHEAT/16
- MELON/16
cookingtime: 15
age: 4
distillruns: 4
wood: 3
color: BLUE
difficulty: 8
alcohol: 10
effects:
- BLINDNESSX/3-2/240-60
- SLOW/3-2/240-120
- POISONX/3-1/240-10
29:
name: "Murky Lysergic Extract/25i-NBOMe/Bondle's Lysergic Acid Diethylamide"
ingredients:
- WHEAT/32
- LONG_GRASS,1/16
- CACTUS/18
- POTATO_ITEM/8
cookingtime: 10
distillruns: 3
wood: 0
age: 10
color: GREEN
difficulty: 10
alcohol: 30
effects:
- SPEED/1-4/2-4
- JUMP/1-2/10
- HUNGER/120
- WEAKNESS/240
30:
name: "&cJonestown Juice (IT WILL KILL YOU)"
ingredients:
- FERMENTED_SPIDER_EYE/10
- RED_ROSE/8
cookingtime: 5
distillruns: 2
wood: 0
color: RED
difficulty: 8
alcohol: 33
effects:
- WITHER/4/10
- POISON/4/10
- SLOW/4/10
- BLINDNESS/4/10
31:
name: "&6Three Kings Lager"
ingredients:
- WHEAT/4
- LEAVES,1/4
cookingtime: 4
distillruns: 0
wood: 6
age: 2
color: ORANGE
difficulty: 8
alcohol: 8
effects:
- INCREASE_DAMAGE/1/5
32:
name: "&bEnforcer15's Fair Trade Oktoberfest Small-Batch IPA"
ingredients:
- WHEAT/4
- LEAVES,3/8
cookingtime: 10
distillruns: 3
wood: 2
age: 5
color: DARK_RED
difficulty: 5
alcohol: 5
effects:
- LEVITATION/1/3
33:
name: "&9Zyklon B"
ingredients:
- BEETROOT/2
- CHORUS_FRUIT/2
- NETHER_STALK/2
- PUMPKIN_SEEDS/2
- INK_SACK,4/2
cookingtime: 3
distillruns: 1
#wood: 5
#age: 1
color: BLUE
difficulty: 8
alcohol: 50
effects:
- BLINDNESSX/2-0/240-1
- SLOWX/3-0/240-1
- POISONX/3-0/10-1
34:
name: "&6Weak Tequila/&6Tequila/&bAquila Tequila"
ingredients:
- CACTUS/16
- BEETROOT/8
- INK_SACK,12/3
- FEATHER/1
cookingtime: 5
distillruns: 2
wood: 2
age: 3
color: BLUE
difficulty: 10
alcohol: 40
effects:
- BLINDNESS/1-3/60-240
- WATER_BREATHING/0-1/60
# More Recipes ideas: Cachaca, Gin, Whiskey, Tequila, Cider, etc. as well as high quality abbreviations like golden vodka etc.
# I will not add more Recipes to the default config, as they would be public and viewable by users to cheat.
# It is up to the Serveradmin to change and add Recipes, so players cannot cheat from the default config.
# cooked: EVERY possible ingredient and the names for the originating potions after fermenting:
# [Example] MATERIAL_or_id: Name after cooking
cooked:
WHEAT: Malt
SUGAR_CANE: Sugar brew
APPLE: Apple cider
POTATO_ITEM: Potatomash
LONG_GRASS: Boiled herbs
RED_MUSHROOM: Mushroom brew
INK_SACK: Colored brew
MILK_BUCKET: Milky water
BROWN_MUSHROOM: Fungus mush
LEAVES: Steamed leaves
DEAD_BUSH: Dried shrubs
YELLOW_FLOWER: Stewed dandelion
RED_ROSE: Wilted blossom
CACTUS: Rendered cactus
WATER_LILY: Lily heart
PUMPKIN: Boiled gourd
EGG: Hardboiled egg
NETHER_STALK: Nether essence
MONSTER_EGGS: Violent broth
COOKED_CHICKEN: Chicken broth
COOKED_RABBIT: Rabbit broth
COOKED_MUTTON: Lamb broth
COOKED_BEEF: Beef broth
COOKED_FISH: Seafood broth
GRILLED_PORK: Ham broth
PUMPKIN_SEEDS: Pumpkin spice
CARROT: Stewed vegetables
SKULL: Boiled brains
SEEDS: Spice
REDSTONE: Red Sugar
MELON: Fruit mash
POISONOUS_POTATO: Poison broth
BEETROOT: Steamed beets
CHORUS_FRUIT: Soggy song
DOUBLE_PLANT: Rendered flowers
FEATHER: Damp Fluff
# -- Plugin Compatibility --
# Enable checking of other Plugins (if installed) for Barrel Permissions [true]
useWorldGuard: false
useLWC: false
useGriefPrevention: false
# Enable the Logging of Barrel Inventories to LogBlock [true]
useLogBlock: false
# -- Chat Distortion Settings --
enableChatDistortion: true
# Log to the Serverlog what the player actually wrote, before his words were altered [false]
logRealChat: true
# Text after specified commands will be distorted when drunk (list) [- /gl]
distortCommands:
- /gl
- /global
- /fl
- /s
- /letter
- /g
- /l
- /lokal
- /local
- /mail send
- /m
- /msg
- /w
- /whisper
- /reply
- /r
- /tell
# Distort the Text written on a Sign while drunk [false]
distortSignText: true
# Enclose a Chat text with these Letters to bypass Chat Distortion (Use "," as Separator) (list) [- '[,]']
distortBypass:
- '*,*'
- '[,]'
# words: Words and letters that will be altered when chatting while being drunk.
# Will be processed from first to last and a written sentece is altered in that order.
# replace: Word or letter to be replaced. (Special: "-space": replaces space, "-random": insert into random position, "-all": everything, "-start": At Beginning, "-end": At the End.)
# to: What to replace it with.
# pre: Words and Letters before the wanted word (split with ",")
# match: true = one of the "pre"-Words has to be before the wanted Word, false = none of the "pre" Words is allowed before the wanted Word
# alcohol: 1-100 minimum drunkeness after which this word ist replaced
# percentage: Probability of replacing a Word in percent
words:
- replace: s
to: sh
percentage: 90
alcohol: 30
- replace: ch
to: sh
pre: u,s,o,a
match: false
alcohol: 10
percentage: 70
- replace: h
to: hh
pre: sch,h,t
match: false
percentage: 60
alcohol: 20
- replace: th
to: thl
percentage: 40
alcohol: 30
- replace: sch
to: shk
percentage: 60
alcohol: 40
- replace: u
to: uuh
percentage: 20
- replace: y
to: yy
percentage: 60
alcohol: 15
- replace: e
to: ee
percentage: 40
alcohol: 15
- replace: you
to: u
percentage: 40
- replace: u
to: uo
pre: u
match: false
percentage: 60
- replace: that
to: taht
percentage: 20
alcohol: 40
- replace: p
to: b
percentage: 30
- replace: p
to: b
percentage: 70
alcohol: 60
- replace: up
to: ubb
percentage: 80
alcohol: 25
- replace: o
to: oh
percentage: 20
- replace: ei
to: i
percentage: 30
alcohol: 15
- replace: b
to: bb
percentage: 80
alcohol: 40
- replace: '!!!'
to: '!!!111!!!eleven!1!'
pre: '!'
match: false
percentage: 20
alcohol: 70
- replace: '!'
to: '!!'
pre: '!'
match: false
percentage: 90
- replace: drunk
to: dhrkunn
pre: are
match: false
percentage: 70
alcohol: 65
- replace: walk
to: whhealhk
pre: you can, you can still, you can not
match: false
percentage: 80
alcohol: 30
- replace: wtf
to: wft
percentage: 20
alcohol: 40
- replace: lol
to: loool
percentage: 80
alcohol: 10
- replace: afk
to: aafkayyy
percentage: 30
alcohol: 30
- replace: write
to: wreitt
pre: you can,you can still,you can not
match: false
percentage: 80
alcohol: 50
- replace: drink
to: booze
percentage: 80
alcohol: 70
- replace: '?'
to: '????'
pre: '?'
match: false
percentage: 80
alcohol: 40
- replace: -space
to: ''
pre: h,g,w
match: true
alcohol: 10
- replace: -space
to: ''
percentage: 30
alcohol: 35
- replace: -space
to: ''
percentage: 10
- replace: -start
to: dho
percentage: 15
alcohol: 50
- replace: -start
to: hhn
percentage: 10
alcohol: 50
- replace: -random
to: lu
percentage: 10
- replace: -random
to: lug
percentage: 10
alcohol: 50
- replace: -random
to: blub
percentage: 20
alcohol: 80
- replace: -random
to: lerg
percentage: 40
alcohol: 85
- replace: -random
to: gul
percentage: 40
alcohol: 80
- replace: -random
to: ' '
percentage: 100
alcohol: 70
- replace: -random
to: ' '
percentage: 60
alcohol: 40
- replace: -random
to: ' '
percentage: 50
alcohol: 30
- replace: -end
to: '!'
percentage: 40
alcohol: 30
- replace: -random
to: ' *hic* '
percentage: 80
alcohol: 70
- replace: -random
to: ' *hic* '
percentage: 15
alcohol: 40
- replace: -space
to: ' *hic* '
percentage: 5
alcohol: 20
- replace: -end
to: ' *hic*'
percentage: 70
alcohol: 50
- replace: -all
to: '*burp*'
percentage: 3
alcohol: 60
- replace: -all
to: '*burp*'
percentage: 6
alcohol: 80
- replace: bonkill
to: 'le honest *burp* robot'
percentage: 50
alcohol: 80
- replace: deepcopy
to: 'that one alt'
percentage: 50
alcohol: 80
- replace: devoted
to: 'fukn piece of shit civcraft clone server'
percentage: 50
alcohol: 80
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