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diseases.dsc
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#@ DISEASES
#A file for all those lovely diseases that your players can have.
diseases:
type: data
diseases:
slimelung:
name: Slimelung
diagnosis:
- You have contracted slimelung.
description:
- Slimelung is a respiratory disease contracted by being near slime.
severity: 1
type:
- respiratory
- virus
time:
#Minimum length of time that the disease will last using dsc <duration[]> tag.
min_duration: 10m
#Maximum length of time that the disease will last using dsc <duration[]> tag.
max_duration: 3h
#Will the disease last forever? (overrides min_duration and max_duration)
chronic: false
#Will the disease time continue to tick down if the player is offline?
offline_tick: false
#Amount the disease time will increase after the host dies.
death_penalty: 0
spread:
player:
enabled: true
#Chance per second of slimelung being transmitted to nearby players.
transmit_chance: 0.01
#Maximum distance to spread slimelung.
max_radius: 10
#Animation task to play when slimelung is transmitted.
effect: sneeze
#Chance of a player being infected when slimelung is transmitted.
contraction_chance: 0.1
#Chance for transmission to be cancelled on masked players.
mask_effectiveness: 0.5
#Can the infection go through solid objects?
solid_objects: false
#Chance for the infection to be transmitted when a player dies.
death_transmission_chance: 1.0
#Contraction chance for the infection when a nearby player dies.
death_contraction_chance: 0.9
entity_proximity:
#Chance per second of slimelung being contracted by being near entities.
entities:
slime: 0.05
entity_death:
#Chance per second of slimelung being contracted by being near entities as they die.
entities:
slime: 0.1
entity_attack:
#Chance per second of slimelung being contracted by being hit by an entity.
entities:
slime: 0.1
block:
#Chance per second of slimelung being contracted by being near certain blocks.
blocks:
slime_block: 0.0001
sticky_piston: 0.0001
item:
#Chance per second of slimelung being contracted by holding/being near certain items.
items:
slime_ball: 0.0001
slime_block: 0.001
sticky_piston: 0.0001
#Will the infection care about washed hands?
washed_hands: true
#Will the infection care about sanitized hands?
sanitized_hands: true
#Chance that newly washed hands will prevent slimelung from infecting a player.
#For example: 0.3 means that 30% of the time slimelung will not infect a player with washed hands.
wash_effectiveness: 0.3
#Hand sanitizer effectiveness (same as wash_effectiveness, but for hand sanitizer).
#For example: 0.5 means that 50% of the time slimelung will not infect a player with their hands sanitized.
hand_sanitizer_effectiveness: 0.7
cure:
#Chance for the infection to be cured by antibiotics.
#This chance is multiplied by the antibiotics effectiveness.
antibiotics: 0.1
#Chance for the infection to be cured by placebo sugar pills, which are a lot more specialized than antibiotics.
placebo: 0.0
#Chance for the infection to be cured by direct fire damage.
fire: 0.0
#Chance per second for the infection to be cured by being submerged in water.
water: 0.0
#Chances for this infection to cure other infections from contraction.
cure_other_infections:
null: 0.0
#Will the disease be cured on player death?
death: false
#Will the disease be cured on player disconnect?
disconnect: false
#Uses effects from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
#Formatting: <effect>: <duration> <amplifier> <chance>
#Example: slow: 1 1 0.5
effects:
#Effects that will be applied to the player when the disease is contracted.
contraction_effects:
poison: 0 0 0.0
#Effects that will be removed the player when the disease is cured.
#Formatting: - effect
cure_effects:
- null
#Effects that have a chance to be applied each second.
#Use the same format as contraction_effects.
random_effects:
poison: 10 1 0.01
weakness: 10 3 0.03
slow: 10 2 0.03
#Effects that will be applied to the player whenever they transmit the disease.
#Use the same format as contraction_effects.
transmit_effects:
slow: 0 0 0.0
#Effects that cannot be gained by the player while infected.
#Uses the same format as cure_effects.
prevent_effects:
- null
#Effects that will be applied to the player whenever they are hit.
#Use the same format as contraction_effects.
hit_effects:
slow: 0 0 0.0
rage:
name: Rage
diagnosis:
- You have contracted rage.
description:
- Rage is a mental disease contracted by being angry.
severity: 1
type:
- mental
- virus
time:
#Minimum length of time that the disease will last using dsc <duration[]> tag.
min_duration: 10m
#Maximum length of time that the disease will last using dsc <duration[]> tag.
max_duration: 3h
#Will the disease last forever? (overrides min_duration and max_duration)
chronic: false
#Will the disease time continue to tick down if the player is offline?
offline_tick: false
#Amount the disease time will increase after the host.
death_penalty: 0
spread:
player:
enabled: true
#Chance per second of rage being transmitted to nearby players.
transmit_chance: 0.01
#Maximum distance to spread rage.
max_radius: 10
#Animation task to play when rage is transmitted.
effect: sneeze
#Chance of a player being infected when rage is transmitted.
contraction_chance: 0.1
#Chance for transmission to be cancelled on masked players.
mask_effectiveness: 0.5
#Can the infection go through solid objects?
solid_objects: false
#Chance for the infection to be transmitted when a player dies.
death_transmission_chance: 1.0
#Contraction chance for the infection when a nearby player dies.
death_contraction_chance: 0.9
entity_proximity:
#Chance per second of rage being contracted by being near entities.
entities:
player: 0.05
entity_death:
#Chance per second of rage being contracted by being near entities as they die.
entities:
player: 0.1
entity_attack:
#Chance per second of rage being contracted by being hit by an entity.
entities:
player: 0.1
block:
#Chance per second of rage being contracted by being near certain blocks.
blocks:
player: 0.0001
sticky_pitch: 0.0001
item:
#Chance per second of rage being contracted by holding/being near certain items.
items:
player: 0.0001
sticky_pitch: 0.0001
#Will the infection care about washed hands?
washed_hands: true
#Will the infection care about sanitized hands?
sanitized_hands: true
#Chance that newly washed hands will prevent rage from infecting a player.
#For example: 0.3 means that 30% of the time rage will not infect a player with washed hands.
wash_effectiveness: 0.3
#Hand sanitizer effectiveness (same as wash_effectiveness, but for hand sanitizer).
#For example: 0.5 means that 50% of the time rage will not infect a player with their hands sanitized.
hand_sanitizer_effectiveness: 0.7
cure:
#Chance for the infection to be cured by antibiotics.
#This chance is multiplied by the antibiotics effectiveness.
antibiotics: 0.0
#Chance for the infection to be cured by placebo sugar pills, which are a lot more specialized than antibiotics.
placebo: 0.1
#Chance for the infection to be cured by direct fire damage.
fire: 0.0
#Chance per second for the infection to be cured by being submerged in water.
water: 0.0
#Chances for this infection to cure other infections from contraction.
cure_other_infections:
null: 0.0
#Will the disease be cured on player death?
death: false
#Will the disease be cured on player disconnect?
disconnect: false
#Uses effects from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
#Formatting: <effect>: <duration> <amplifier> <chance>
#Example: slow: 1:1:0.5
effects:
#Effects that will be applied to the player when the disease is contracted.
contraction_effects:
poison: 0 0 0.0
#Effects that will be removed the player when the disease is cured.
#Formatting: - effect
cure_effects:
- null
#Effects that have a chance to be applied each second.
#Use the same format as contraction_effects.
random_effects:
increase_damage: 10 1 0.01
weakness: 10 3 0.02
darkness: 10 10 0.04
hunger: 30 10 0.001
#Effects that will be applied to the player whenever they transmit the disease.
#Use the same format as contraction_effects.
transmit_effects:
slow: 0 0 0.0
#Effects that cannot be gained by the player while infected.
#Uses the same format as cure_effects.
prevent_effects:
- null
#Effects that will be applied to the player whenever they are hit.
#Use the same format as contraction_effects.
hit_effects:
slow: 0 0 0.0