593 lines
22 KiB
JSON
Executable File
593 lines
22 KiB
JSON
Executable File
{
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/* Options relating to handling this config file. Note that disabling any of these options might requires you
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to restart the server to enable changes.
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*/
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config: {
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/* Should Lenient Death watch this config file for changes, and auto reload them? Useful for servers.
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Options: true, false
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Default: true
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*/
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enableFileWatcher: true,
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/* Whether to remove these comments from the config file. Not recommended.
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Options: true, false
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Default: false
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*/
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stripComments: false,
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},
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/* Options relating to Lenient Death's '/ld' command. Used to configure the mod in-game, as well as to manage
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per-player mode if enabled.
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*/
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command: {
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/* List of names to use for the command, in case one conflicts. To disable, remove all names and have an
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empty list []. Requires a world reload / server restart for changes to take effect.
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Options: Any string without whitespace.
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Default: ["lenientdeath", "ld"]
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*/
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commandNames: [
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"lenientdeath",
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"ld",
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],
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},
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/* Lenient Death can print a player's death coordinates in chat when they die, allowing players without minimaps
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to find their way back.
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*/
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deathCoordinates: {
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/* Whether players should be sent the coordinates they died at.
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Options: true, false
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Default: true
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*/
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sendToDeadPlayer: true,
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/* Whether a player's death coordinates should be sent to the server log / console.
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Options: true, false
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Default: true
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*/
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sendToServerLog: true,
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/* Whether a player's death coordinates should be sent to other online admins.
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Options: true, false
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Default: false
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*/
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sendToOtherAdmins: false,
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},
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/* Sometimes stuff happens - Lenient Death remembers your inventories from previous deaths and allows admins to
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restore them if needed.
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*/
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restoreInventory: {
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/* The maximum amount of inventories to save. Set to 0 to disable.
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Options: [0, 25]
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Default: 5
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*/
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maxInventoriesSaved: 5,
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/* Whether restoring inventories should also restore the experience value at the time of death.
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Options: true, false
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Default: false
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*/
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restoreExperience: false,
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},
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/* Allows you to use Lenient Death on a per-player basis. This can be used if only some of your players want
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to use the mod. Affects item and XP preservation on death.
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Per-player mode can also be used with a permission plugin / mod, which will overwrite these settings.
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See the wiki for more details.
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*/
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perPlayer: {
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/* The default enabled state for players when they join. If true, Lenient Death is enabled by default for
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new players.
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Options: true, false
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Default: true
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*/
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defaultEnabledForPlayer: true,
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/* Whether the player should be able to change their own per-player setting, using the Lenient Death
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command. Admins can always change their own and other players' settings.
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Options: true, false
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Default: true
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*/
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playersCanChangeTheirOwnSetting: true,
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},
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/* When players die, any dropped items from their inventory will have a glowing outline shown through walls,
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in order to help them find and recover their items. This outline only shows to the player who died and their
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team, unless changed in the settings.
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*/
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droppedItemGlow: {
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/* Should this feature be enabled?
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Options: true, false
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Default: true
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*/
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enabled: true,
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/* Who should we show a dead player's items' outlines to?
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Options: dead_player, dead_player_and_team, everyone
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Default: dead_player_and_team
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*/
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glowVisibility: "dead_player",
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/* Only applies if glowVisibility is set to 'dead_player_and_team'. If a player who is not on a team dies,
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should we show the item glow to other players not on a team?
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Options: true, false
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Default: false
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*/
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noTeamIsValidTeam: false,
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},
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/* By default, when a player dies their drops will despawn after 5 minutes. With this option, you can extend this
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so players are under less pressure to get their items back.
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*/
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extendedDeathItemLifetime: {
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/* Should this feature be enabled?
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Options: true, false
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Default: false
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*/
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enabled: true,
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/* How long should a dead player's dropped items last before despawning, in seconds? Ignored if items are set
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to never despawn.
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Options: Any number in the range [0, 1800] (0 minutes to 30 minutes). Vanilla despawn time is 300 seconds,
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or 5 minutes. Setting a value below 300 will actually make items despawn sooner than vanilla.
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Default: 900 (15 minutes).
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*/
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deathDropItemLifetimeSeconds: 900,
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/* Should items dropped on a player's death never despawn? Please be aware that this may cause performance
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issues over a long period of time if players never try to recover their items as they will accumulate.
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To mitigate this, any item entities made to never despawn will be given the 'LENIENT_DEATH_INFINITE_LIFETIME'
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tag, so you can use the command '/kill @e[type=item,tag=LENIENT_DEATH_INFINITE_LIFETIME,nbt={Age: -32768s}]'
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to remove them.
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Options: true, false
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Default: false
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*/
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deathDropItemsNeverDespawn: false,
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},
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/* This feature allows you to give additional protection to item entities that were dropped on death, including
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fire, cactus, void recovery, blanket damage protection and more.
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*/
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itemResilience: {
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/* Whether all items dropped from a player's death should be fire and lava-proof.
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Options: true, false
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Default: false
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*/
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allDeathItemsAreFireProof: false,
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/* Whether all items dropped from a player's death should be immune to cacti.
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Options: true, false
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Default: false
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*/
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allDeathItemsAreCactusProof: false,
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/* Whether all items dropped from a player's death should be immune to explosions.
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Options: true, false
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Default: false
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*/
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allDeathItemsAreExplosionProof: false,
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/* Features related to handling item drops when a player dies to the void; for example if they fall off the
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end island, or are playing SkyBlock.
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*/
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voidRecovery: {
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/* How death drop items that fall into the void should be handled?
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Options:
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- disabled (despawn items as vanilla)
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- last_grounded_position (teleport to last position either the player or the item was on a solid block)
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- preserve (keep items in the inventory even if they wouldn't normally; applies to everyone)
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Default: last_grounded_position
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*/
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mode: "last_grounded_position",
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/* When a player dies to the void, should Lenient Death notify them where their items were moved to? Only
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applies if mode = last_grounded_position.
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This option exists because players who may not be aware of this feature probably would not look for
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their items otherwise.
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Options: true, false
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Default: true
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*/
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announce: false,
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},
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},
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/* This feature will keep track of which inventory slot a death item is dropped from, and try to move it back to that
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slot on pickup. For example, dropped armour will be put back on.
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*/
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moveToOriginalSlots: {
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/* Should this feature be enabled?
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Options: true, false
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Default: true
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*/
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enabled: true,
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},
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/* In Vanilla, when a player dies they lose all of their experience, a small part of which is dropped as XP orbs.
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This feature lets you keep all or a portion of your experience when you die. Can be used on as part of the
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per-player feature.
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*/
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preserveExperienceOnDeath: {
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/* Should this feature be enabled?
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Per-player mode can be overwritten by the appropriate permission, see the wiki for more details.
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Options: yes, per_player, no
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Default: no
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*/
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enabled: "no",
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/* What percentage of a player's experience should be dropped on death?
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Options: [0, 100]
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Default: 60
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*/
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preservedPercentage: 60,
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},
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/* When a dead player's inventory is dropped, certain items can be kept based on their type, NBT, or an
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allow or block-list. Can be used on as part of the per-player feature.
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These rules are evaluated in the following order:
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NBT -> Always Dropped List -> Always Preserved List -> Item Type -> Randomizer
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*/
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preserveItemsOnDeath: {
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/* Should this feature be enabled?
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Per-player mode can be overwritten by the appropriate permission, see the wiki for more details.
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Options: yes, per_player, no
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Default: yes
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*/
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enabled: "yes",
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/* Allows you to preserve items based on the presence of an NBT tag. Note that Lenient Death doesn't add this
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NBT tag to items for you, they will need to be added via another method.
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*/
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nbt: {
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/* Whether preserving based off a certain item NBT tag should be enabled.
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Options: true, false
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Default: false
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*/
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enabled: false,
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/* The name of the NBT tag to look for. This is expected to be a Boolean, i.e. in the form {Soulbound: 1b}.
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Options: A single word.
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Default: 'Soulbound'
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*/
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nbtKey: "Soulbound",
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},
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/* Configures which items should always be dropped on death, ignoring the other settings based on NBT
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or type settings. Takes precedence over the Always Preserved config.
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*/
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alwaysDropped: {
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/* Which items should always be dropped on a player's death?
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Options: 0 or more Item IDs, in the form "minecraft:golden_pickaxe". If an item by a given ID doesn't exist,
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a warning will be logged to the console.
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Default: Empty list
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*/
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items: [],
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/* Which item tags should always be dropped on a player's death?
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Options: 0 or more Item IDs, in the form "minecraft:swords" without a '#'. If a tag by a given ID doesn't
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exist, a warning will be logged to the console.
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Default: Empty list
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*/
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tags: [],
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},
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/* Configures which items should always be kept on death, ignoring the other settings based on NBT
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or type settings. Has a lower priority than the Always Dropped filter.
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*/
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alwaysPreserved: {
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/* Which items should always be kept on a player's death?
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Options: 0 or more Item IDs, in the form "minecraft:golden_pickaxe". If an item by a given ID doesn't exist,
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a warning will be logged to the console.
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Default: Empty list
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*/
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items: [
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"cobblemon:pokedex_red",
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"cobblemon:pokedex_blue",
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"cobblemon:pokedex_black",
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"cobblemon:pokedex_green",
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"cobblemon:pokedex_pink",
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"cobblemon:pokedex_yellow",
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"cobblemon:pokedex_white",
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"cobblemon:master_ball",
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"cobblemon:ancient_origin_ball",
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"rctmod:trainer_card",
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"sophisticatedbackpacks:backpack",
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"sophisticatedbackpacks:copper_backpack",
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"sophisticatedbackpacks:iron_backpack",
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"sophisticatedbackpacks:gold_backpack",
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"sophisticatedbackpacks:diamond_backpack",
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"sophisticatedbackpacks:netherite_backpack",
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"minecraft:written_book",
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"minecraft:filled_map",
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"mega_showdown:mega_bracelet",
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"mega_showdown:mega_bracelet_blue",
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"mega_showdown:mega_bracelet_red",
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"mega_showdown:mega_bracelet_black",
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"mega_showdown:mega_bracelet_green",
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"mega_showdown:mega_bracelet_yellow",
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"mega_showdown:mega_bracelet_pink",
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"mega_showdown:may_bracelet",
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"mega_showdown:mega_ring",
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"mega_showdown:lysandre_ring",
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"mega_showdown:brendan_mega_cuff",
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"mega_showdown:korrina_glove",
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"mega_showdown:maxie_glasses",
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"mega_showdown:archie_anchor",
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"mega_showdown:lisia_mega_tiara",
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"mega_showdown:tera_orb",
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"mega_showdown:omni_ring",
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"mega_showdown:z_ring",
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"mega_showdown:z_ring_black",
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"mega_showdown:z_ring_yellow",
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"mega_showdown:z_ring_green",
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"mega_showdown:z_ring_blue",
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"mega_showdown:z_ring_pink",
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"mega_showdown:z_ring_red",
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"mega_showdown:z_power_ring",
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"mega_showdown:olivias_z_ring",
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"mega_showdown:olivia_z_power_ring",
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"mega_showdown:hapus_z_ring",
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"mega_showdown:hapus_z_power_ring",
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"mega_showdown:rocket_z_power_ring",
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"mega_showdown:gladion_z_power_ring",
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"mega_showdown:nanu_z_power_ring",
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"mega_showdown:dynamax_band",
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"cobbleversebadges:kanto_boulder_badge",
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"cobbleversebadges:kanto_cascade_badge",
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"cobbleversebadges:kanto_thunder_badge",
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"cobbleversebadges:kanto_rainbow_badge",
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"cobbleversebadges:kanto_soul_badge",
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"cobbleversebadges:kanto_marsh_badge",
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"cobbleversebadges:kanto_volcano_badge",
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"cobbleversebadges:kanto_earth_badge",
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"cobbleversebadges:johto_zephyr_badge",
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"cobbleversebadges:johto_hive_badge",
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"cobbleversebadges:johto_plain_badge",
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"cobbleversebadges:johto_fog_badge",
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"cobbleversebadges:johto_storm_badge",
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"cobbleversebadges:johto_mineral_badge",
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"cobbleversebadges:johto_glacier_badge",
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"cobbleversebadges:johto_rising_badge",
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"cobbleversebadges:hoenn_stone_badge",
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"cobbleversebadges:hoenn_knuckle_badge",
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"cobbleversebadges:hoenn_dynamo_badge",
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"cobbleversebadges:hoenn_heat_badge",
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"cobbleversebadges:hoenn_balance_badge",
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"cobbleversebadges:hoenn_feather_badge",
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"cobbleversebadges:hoenn_mind_badge",
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"cobbleversebadges:hoenn_rain_badge",
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"cobbleversebadges:sinnoh_coal_badge",
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"cobbleversebadges:sinnoh_forest_badge",
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"cobbleversebadges:sinnoh_cobble_badge",
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"cobbleversebadges:sinnoh_fen_badge",
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"cobbleversebadges:sinnoh_relic_badge",
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"cobbleversebadges:sinnoh_mine_badge",
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"cobbleversebadges:sinnoh_icicle_badge",
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"cobbleversebadges:sinnoh_beacon_badge",
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"cobbleversebadges:kanto_league_trophy",
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"cobbleversebadges:johto_league_trophy",
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"cobbleversebadges:hoenn_league_trophy",
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"cobbleversebadges:sinnoh_league_trophy",
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"cobbleversebadges:kanto_badge_box",
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"cobbleversebadges:johto_badge_box",
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"cobbleversebadges:hoenn_badge_box",
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"cobbleversebadges:sinnoh_badge_box",
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"lumymon:apricorn_box",
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"lumymon:magma_stone",
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"lumymon:red_chain",
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"lumymon:broken_red_chain",
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"lumymon:prof_oak_letter",
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"obc:bottle_cap",
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"obc:bottle_cap_hp",
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"obc:bottle_cap_attack",
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"obc:bottle_cap_defence",
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"obc:bottle_cap_special_attack",
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"obc:bottle_cap_special_defence",
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"obc:bottle_cap_speed",
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"obc:bottle_cap_gold"
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],
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/* Which item tags should always be kept on a player's death?
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Options: 0 or more Item IDs, in the form "minecraft:swords" without a '#'. If a tag by a given ID doesn't
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exist, a warning will be logged to the console.
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Default: 'lenientdeath:safe'
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*/
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tags: [
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"lenientdeath:safe",
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],
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},
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/* Configures various options relating to Trinkets (https://modrinth.com/mod/trinkets).
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See also: $.preserveItemsOnDeath.byItemType.trinkets
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*/
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trinkets: {
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/* Some Trinkets are designed to be destroyed upon death instead of dropped; Lenient Death can (though disabled
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by default) override this to keep instead.
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Options: true, false
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Default: false
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*/
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overrideDestroyRule: true,
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},
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/* Allows you to preserve or drop items based on their type (armour, weapon, food, etc). Has better compatibility
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with mods which don't add their items to various tags. Items part of multiple types will use the first result
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from the following order: drop > preserve > ignore.
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*/
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byItemType: {
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/* Whether preserving based off item type should be enabled.
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Options: true, false
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Default: true
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*/
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enabled: false,
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/* Should helmet-type equipment always drop, be preserved, or fall to further processing?
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Examples: Iron Helmet, Turtle Helmet
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Options: drop, preserve, ignore
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Default: preserve
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*/
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helmets: "preserve",
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/* Should chestplate-type equipment always drop, be preserved, or fall to further processing?
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Example: Golden Chestplate
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Options: drop, preserve, ignore
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Default: preserve
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*/
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chestplates: "preserve",
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/* Should elytra-type items always drop, be preserved, or fall to further processing?
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Example: Elytra
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Options: drop, preserve, ignore
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Default: preserve
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*/
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elytras: "preserve",
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/* Should leggings-type equipment always drop, be preserved, or fall to further processing?
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Example: Diamond leggings
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Options: drop, preserve, ignore
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Default: preserve
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*/
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leggings: "preserve",
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/* Should boots-type equipment always drop, be preserved, or fall to further processing?
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Example: Chainmail boots
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Options: drop, preserve, ignore
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Default: preserve
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*/
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boots: "preserve",
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/* Should body-type equipment always drop, be preserved, or fall to further processing?
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Example: Wolf armour
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Options: drop, preserve, ignore
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Default: preserve
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*/
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body: "ignore",
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/* Should shield-type items always drop, be preserved, or fall to further processing?
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Example: Shield
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Options: drop, preserve, ignore
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Default: preserve
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*/
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shields: "preserve",
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/* Should other equippable items always drop, be preserved, or fall to further processing?
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Example: Skulls, Carved Pumpkins
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Options: drop, preserve, ignore
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Default: ignore
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*/
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otherEquippables: "ignore",
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/* Should Trinkets (https://modrinth.com/mod/trinkets) always drop, be preserved, or fall to further
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processing? See $.preserveItemsOnDeath.trinkets for more compatibility options.
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Example: none in Vanilla; Totem of Undying if Charm of Undying (https://modrinth.com/mod/charm-of-undying) is installed.
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Default: preserve
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*/
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trinkets: "preserve",
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/* Should sword-type items always drop, be preserved, or fall to further processing?
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Example: Wooden Sword
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Options: drop, preserve, ignore
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Default: preserve
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*/
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swords: "preserve",
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/* Should trident-type items always drop, be preserved, or fall to further processing?
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Example: Wooden Sword
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Options: drop, preserve, ignore
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Default: preserve
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*/
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tridents: "preserve",
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/* Should mace-type items always drop, be preserved, or fall to further processing?
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Example: Mace
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Options: drop, preserve, ignore
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Default: preserve
|
|
*/
|
|
maces: "preserve",
|
|
/* Should bow-type items always drop, be preserved, or fall to further processing?
|
|
Example: Bow
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
bows: "preserve",
|
|
/* Should crossbow-type items always drop, be preserved, or fall to further processing?
|
|
Example: Crossbow
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
crossbows: "preserve",
|
|
/* Should other projectile-launching items always drop, be preserved, or fall to further processing?
|
|
Example: <None in Vanilla>
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
otherProjectileLaunchers: "preserve",
|
|
/* Should pickaxe-type items always drop, be preserved, or fall to further processing?
|
|
Example: Netherite Pickaxe
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
pickaxes: "preserve",
|
|
/* Should shovel-type items always drop, be preserved, or fall to further processing?
|
|
Example: Iron Shovel
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
shovels: "preserve",
|
|
/* Should axe-type items always drop, be preserved, or fall to further processing?
|
|
Example: Diamond Axe
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
axes: "preserve",
|
|
/* Should hoe-type items always drop, be preserved, or fall to further processing?
|
|
Example: Golden Hoe
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
hoes: "preserve",
|
|
/* Should other digging items not in the above categories always drop, be preserved, or fall to further
|
|
processing?
|
|
Example: <None in Vanilla>
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
otherDiggingItems: "preserve",
|
|
/* Should tools not in the above categories always drop, be preserved, or fall to further processing?
|
|
Example: Brush, Spyglass, Goat Horn
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
otherTools: "preserve",
|
|
/* Should buckets always drop, be preserved, or fall to further processing?
|
|
Example: Bucket, Bucket of Water, Bucket of Lava
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
buckets: "preserve",
|
|
/* Should food items always drop, be preserved, or fall to further processing?
|
|
Example: Cooked Steak, Mushroom Stew
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
food: "preserve",
|
|
/* Should potion items always drop, be preserved, or fall to further processing?
|
|
Example: Water Bottle, Potion of Instant Health II
|
|
Options: drop, preserve, ignore
|
|
Default: preserve
|
|
*/
|
|
potions: "preserve",
|
|
/* Should shulker boxes always drop, be preserved, or fall to further processing?
|
|
Note: Items contained within won't be checked, so this may be used to cheese other settings.
|
|
Example: Shulker Box
|
|
Options: drop, preserve, ignore
|
|
Default: ignore
|
|
*/
|
|
shulkerBoxes: "ignore",
|
|
},
|
|
/* Allows you to preserve items based on a random chance percentage. This is only applied to categories
|
|
that haven't been decided by other modules.
|
|
*/
|
|
randomizer: {
|
|
/* Whether preserving undecided items using RNG should be enabled.
|
|
Options: true, false
|
|
Default: false
|
|
*/
|
|
enabled: false,
|
|
/* Whether to split stacks when randomly dropping items. If false, then a stack of 64 items will be treated as
|
|
a whole, whereas if true then each item in the stack will be rolled.
|
|
Options: true, false
|
|
Default: true
|
|
*/
|
|
splitStacks: true,
|
|
/* What percentage of a player's undecided items be preserved on death? This is an average, and does
|
|
not guarantee a set amount of items.
|
|
Options: [0, 100]
|
|
Default: 25
|
|
*/
|
|
preservedPercentage: 25,
|
|
/* How much a player's luck attribute should add to the item preservation chance. Also applies to
|
|
negative luck. For more information, see https://minecraft.wiki/w/Attribute#Attributes_for_players
|
|
|
|
Set to 0 to have no effect. Recommended to only have one of loadAdditiveFactor and
|
|
luckMultiplierFactor be above 0 at one time.
|
|
|
|
The final preservation chance is calculated as follows:
|
|
chance = (preservedPercentage * (1 + (luckMultiplierFactor * playerLuck)) + (luckAdditiveFactor * playerLuck).
|
|
Options: [0, 200]
|
|
Default: 20
|
|
*/
|
|
luckAdditiveFactor: 20,
|
|
/* How much a player's luck attribute should multiply the item preservation chance. Also applies to
|
|
negative luck. For more information, see https://minecraft.wiki/w/Attribute#Attributes_for_players
|
|
|
|
Set to 0 to have no effect. Recommended to only have one of loadAdditiveFactor and
|
|
luckMultiplierFactor be above 0 at one time.
|
|
|
|
The final preservation chance is calculated as follows:
|
|
chance = (preservedPercentage * (1 + (luckMultiplierFactor * playerLuck)) + (luckAdditiveFactor * playerLuck).
|
|
Options: [0, 10]
|
|
Default: 0
|
|
*/
|
|
luckMultiplierFactor: 0.0,
|
|
},
|
|
},
|
|
// Users: do not edit manually! Last saved mod version
|
|
"__version": "1.2.5+1.21.1",
|
|
} |