1
2[trainers]
3 # This is the delay between the trainer deciding to send out a pokemob, and actually doing so
4 trainerSendOutDelay = 50
5 # If true, trainer's pokemobs will gain exp as they battle
6 trainerslevel = true
7 # If true, trainers will spawn naturally
8 trainerSpawn = true
9 # see trainerAIPause
10 aiPauseDistance = 64
11 # if true, trainers which are non agressive, might offer their mobs as trades for your mobs
12 trainersTradeMobs = true
13 # This determines how sparsely trainers spawn, there will only be trainerDensity trainers spawn every this far, excluding special spawns like villages
14 trainerBox = 256
15 # If false, pokemobs will not be able to hurt NPCs
16 pokemobsHarmNPCs = false
17 # if true, trainers with no pokemobs will despawn
18 cullNoMobs = false
19 # If there are more than this many trainers within trainer_crowding_radius, then the trainers will not agress players
20 trainer_crowding_number = 5
21 # This is how far trainers will check to see if there are too many nearby to battle
22 trainer_crowding_radius = 16
23 # This is how long the trainer will be on cooldown after a battle, for targets other than the one they were battling
24 trainerBattleDelay = 50
25 # if the trainer does not see its target for this many ticks, it will give up the battle
26 trainerDeAgressTicks = 100
27 # this is the default reward for trainers
28 trainer_defeat_reward = "{\"values\":{\"id\":\"minecraft:emerald\",\"n\":\"1\"}}"
29 # This is the time, in ticks, which a trainer will go on cooldown for, for a player, after winning or losing a battle
30 trainerCooldown = 5000
31 # If true, trainers will occasionally battle each other
32 trainersBattleEachOther = true
33 # If true, trainers will occasionally mate to produce more trainers
34 trainersMate = true
35 # If true, anything that is an INPC will be made into a trainer
36 npcsAreTrainers = true
37 # MobIDs listed here will be added as custom trainers if npcsAreTrainers is true, this is for mobs that are not INPCs, but should be
38 custom_trainers = ["player_mobs:player_mob"]
39 # Trainers will look for targets every this many ticks
40 trainerAgroRate = 20
41 # if true, trainers that are non agressive (ie on cooldown or bribed) will offer item trades
42 trainersTradeItems = true
43 # if true, if there is no player within aiPauseDistance, the trainer will not tick
44 trainerAIPause = true
45 # how many trainers spawn in trainerBox
46 trainerDensity = 2.0
47 # How far trainers will check for targets to battle
48 trainerSightRange = 8
49 # If true, trainers will occasionally battle wild pokemobs
50 trainersBattlePokemobs = true
51
52[machine]
53 # If true, automatically registers DNA extraction recipes for fossils
54 autoAddFossilDNA = true
55 # How many effective ticks are added for breeding time per daycare tick
56 dayCareBreedAmount = 10
57 # If true, daycares will also speed up the breeding time
58 dayCareBreedSpeedup = true
59 # Maximum energy in the AFA, this effectively sets a max range for it to affect, based on the costs
60 afaMaxEnergy = 3200
61 # How likely an AFA is to result in shiny mobs nearby if it has a shiny charm in it
62 afaShinyRate = 4096
63 # if false, warp pads will not require energy
64 warpPadEnergy = true
65 # if true, energy siphons can be linked to recieving blocks with the device linker
66 wirelessSiphons = true
67 # energy cost of the AFA when running in shiny mode, d is the range of the AFA
68 afaCostFunctionShiny = "(d^3)/10"
69 # amount of daycare power requrired to give exp to a pokemob, variables are: x - pokemob's current exp, l - pokemob's current lvl, n - pokemob's needed exp from current level to next
70 dayCarePowerPerExp = "0.5"
71 # can be used to scale the energy cost of genetics machines, x is the original energy input
72 clonerEfficiencyFunction = "x"
73 # Amount of forge energy needed to revive a fossil
74 fossilReanimateCost = 10000
75 # This it the maximum forge energy per tick from an energy siphon
76 maxOutput = 256
77 # warp pads can charge up to this much stored energy
78 warpPadMaxEnergy = 10000000
79 # amount of exp given per daycare tick, variables are: x - pokemob's current exp, l - pokemob's current lvl, n - pokemob's needed exp from current level to next
80 dayCareExpFunction = "n/10"
81 # this is how much daycare power is produced per item of fuel consumed
82 dayCarePowerPerFuel = 256
83 # Effective cost of a lvl 100 pokemob, this is for applying breeding tick stuff, even though lvl 100 can't gain exp
84 dayCareLvl100EffectiveLevel = 30
85 # this is how often the siphon will search for new pokemobs to pull from
86 siphonUpdateRate = 100
87 # daycares will only run every this many ticks
88 dayCareTickRate = 20
89 # How much energy you get of a pokemob, a is the max of spatk and atk, and x is the level of the pokemob
90 powerFunction = "a*x/10"
91 # energy cost of the AFA for running in ability mode, l is the level of the mob, d is the range of the AFA
92 afaCostFunction = "(d^3)/(10 + 5*l)"
93 # This scales the amount of hunger produced by pulling energy out of a pokemob
94 energyHungerCost = 5
95 # energy cost of warppad use, dw is 0 for the same dimension, varies otherwise
96 warpPadCostFunction = "(dx)*(dx) + (dy)*(dy) + (dz)*(dz) + (5*dw)^4"
97 # afa ticks every this many ticks
98 afaTickRate = 5
99