{ // Applied as multiplier on top of spell.cast.movement_speed. Default value of 1.0 means no change. "movement_multiplier_speed_while_casting": 1.0, // Allow spells to bypass invulnerability frames. This is required in order for high attack frequency spells (such as beams) to work. "bypass_iframes": true, // Spell haste reduces the cooldown time of abilities "haste_affects_cooldown": true, // Spell costs exhausts (hunger) will be multiplied with this value. Set `0` for no exhaust. "spell_cost_exhaust_multiplier": 1.0, // Spells should levelCost items. Set `false` to remove rune (or other item) levelCost from all spells. "spell_cost_item_allowed": true, // Spells should damage items on use. Set `false` to disable. "spell_cost_durability_allowed": true, // The time in ticks of global cooldown to apply to all instant cast spells when casted. "spell_instant_cast_global_cooldown": 0, // Players cannot unequip a spell book, if one of the spells in it is on cooldown. "spell_item_cooldown_lock": true, // Additional cooldown in seconds applied to equipped spell book item, after casting a spell from them, to prevent quick swapping and casting. "spell_book_additional_cooldown": 10.0, // Players can use the Spell Binding Table to create spell books. "spell_book_creation_enabled": true, // Spell book creation level levelCost "spell_book_creation_cost": 1, // Spell book creation level requirement "spell_book_creation_requirement": 1, // Spell binding level levelCost multiplier "spell_binding_level_cost_multiplier": 1, // Spell binding level levelCost offset (added after multiplier) "spell_binding_level_cost_offset": 0, // Spell binding level levelCost minimum levelCost after applying multiplier and offset "spell_binding_level_cost_min": 1, // Spell binding level requirement multiplier "spell_binding_level_requirement_multiplier": 1, // Spell binding level requirement offset (added after multiplier) "spell_binding_level_requirement_offset": 0, // Spell binding level requirement minimum level requirement after applying multiplier and offset "spell_binding_level_requirement_min": 1, // Spell binding lapis lazuli levelCost multiplier "spell_binding_lapis_cost_multiplier": 1, // Spell binding allow unbinding spells "spell_binding_allow_unbinding": true, "spell_scroll_level_cost_per_tier": 0, "spell_scroll_apply_cost_base": 1, // Allow spell containers be cached for faster improved server performance. Might be buggy. "spell_container_caching": true, // Allow any spell containers to be resolved from the offhand not just offhand specific ones. "spell_container_from_offhand_any": false, // If set true, a Fireball doesn't collide with an ally, a healing projectile doesn't collide with an enemy "projectiles_pass_thru_irrelevant_targets": true, // Auto swap Bow & Spear cooldown ticks to apply for attack and itemUse "auto_swap_cooldown": 5, /* Evasion to work within certain angle of attack Example values: - `0` - any attack can be evaded - `90` (default) - no attack from behind can be evaded */ "attribute_evasion_angle": 120.0, // Allow evasion to work while the player is casting a spell "attribute_evasion_allowed_while_spell_casting": false, // Allow evasion to work while the player is using an item (e.g. eating, drawing a bow) "attribute_evasion_allowed_while_item_usage": false, // Determines the focus mode (AREA vs DIRECT) for melee skills. "melee_skills_area_focus_mode": true, /* Relations determine which cases the effect of a player casted spell can effect a target. +----------------+-------+----------+----------+----------+--------+ | | ALLY | FRIENDLY | NEUTRAL | HOSTILE | MIXED | +----------------+-------+----------+----------+----------+--------+ | DIRECT DAMAGE | 🚫 | ✅ | ✅ | ✅ | ✅ | | AREA DAMAGE | 🚫 | 🚫 | 🚫 | ✅ | ✅ | | DIRECT HEALING | ✅ | ✅ | ✅ | 🚫 | ✅ | | AREA HEALING | ✅ | ✅ | 🚫 | 🚫 | ✅ | +----------------+-------+----------+----------+----------+--------+ The various relation related configs are being checked in the following order: - `player_relations` - `player_relation_to_passives` - `player_relation_to_hostiles` - `player_relation_to_other` (The first relation to be found for the target will be applied.) */ "player_relations": { "minecraft:player": "FRIENDLY", "minecraft:villager": "FRIENDLY", "minecraft:allay": "FRIENDLY", "minecraft:iron_golem": "FRIENDLY", "guardvillagers:guard": "FRIENDLY", "minecraft:cat": "FRIENDLY", "minecraft:minecart": "FRIENDLY" }, "player_relation_tags": { }, // Relation to self, and self owned pets (tamed entities), changing this to `FRIENDLY` will make it impossible to hit pets with weapons "player_relation_to_owned_pets": "FRIENDLY", // Relation to teammates (entities in the same team), changing this to `FRIENDLY` will automatically disable friendly fire for all teams "player_relation_to_teammates": "FRIENDLY", // Relation to unspecified entities those are instance of PassiveEntity(Yarn) "player_relation_to_passives": "HOSTILE", // Relation to unspecified entities those are instance of HostileEntity(Yarn) "player_relation_to_hostiles": "HOSTILE", // Fallback relation "player_relation_to_other": "HOSTILE" }