Settings
Every option that changes how bots behave, with its default and limits.
Changing settings
- In game:
/pvpbot set <name> <value>. Applies to every bot at once and is written toconfig.yml. - For one faction:
/pvpbot faction set <faction> <name> <value>. Applies only to that faction's bots. - In the file: edit
plugins/PvpBot/config.yml, then run/pvpbot reload. - To see them:
/pvpbot settings, or/pvpbot settings combatfor one group, or/pvpbot settings pearlto filter by name.
Values outside the limits are refused. Times are in ticks (20 ticks = 1 second), distances in blocks, and health in half-hearts (20 = full health).
Which value wins
When a bot reads a setting, the most specific layer wins:
config.yml(or the default, if the key isn't there);- the active preset, if any;
- the bot's faction settings.
/pvpbot set writes it to config.yml but the preset's
value still wins. The command tells you so: use /pvpbot preset off, or save the preset again with
/pvpbot preset save <name>.General
Group general: periodic checks, restarts and compatibility with other plugins.
| Setting | Default | Values | What it does |
|---|---|---|---|
check-interval | 20 | 1 – 200 | Ticks between equipment checks (best armour and weapon). |
bots-relog | true | true / false | Bring bots back after a server restart. |
force-vulnerable | true | true / false | Clear the invulnerable flag on bots. Login plugins set it and never clear it. |
auth-autologin | true | true / false | Register bots with the login plugin (AuthMe and similar) so it stops freezing them. |
bypass-damage-protection | false | true / false | Un-cancel damage involving bots. Overrides region and PvP protection, so use with care. |
target-scan-interval | 10 | 1 – 60 | Ticks between target searches. Raise it if a large crowd of bots lags. |
Combat
Group combat: who to attack, how, and with which techniques. Longer explanations on
Combat.
| Setting | Default | Values | What it does |
|---|---|---|---|
auto-target | true | true / false | Hunt the nearest enemy unprompted. |
target-players | true | true / false | Pick players as targets unprompted (off = mobs only, unless ordered or hit). |
target-passive-mobs | false | true / false | Also pick passive and neutral mobs as targets (off = hostile mobs only). |
revenge | true | true / false | Fight back against whoever hits the bot. |
friendly-fire | false | true / false | Allow hitting allies. |
bot-vs-bot | false | true / false | Bots pick fights with each other unprompted. |
attack-invincible | false | true / false | Also attack players in creative or spectator mode. |
max-target-distance | 32.0 | 1 – 128 | How far (in blocks) a bot looks for targets. |
melee-range | 3.0 | 1 – 6 | Reach, from the eyes to the hitbox as vanilla measures it (3.0 = a player's). |
melee-standoff | 2.2 | 0.5 – 5 | Distance held in melee, so bots don't stand inside each other. |
attack-cooldown | 12 | 1 – 100 | Ticks between swings (lower = faster). |
ping-millis | 50 | 0 – 500 | Simulated latency: delays when a decided attack lands, like a real client's round trip (0 = instant, unrealistically perfect). |
miss-chance | 10 | 0 – 100 | Percent of swings and shots missed on purpose. |
mistake-chance | 12 | 0 – 100 | Chance to hesitate or panic on a clutch action (0 = flawless). |
leader-call-seconds | 30 | 0 – 600 | How many seconds a faction stays hostile to whoever its leader is fighting (0 = off). |
reaction-ticks | 30 | 0 – 200 | Ticks a bot sizes up a player it noticed on its own before attacking (0 = at once). |
spawn-grace | 5 | 0 – 600 | Seconds after spawning before a bot starts a fight with a player on its own. |
skill | 50 | 0 – 100 | How human a bot's reactions, timing and aim are. Never frame-perfect, even at 100. |
turn-speed | 30.0 | 1 – 180 | Most degrees a bot turns per tick (180 = instant snap-aim, the old behaviour). |
special-weapon-melee-chance | 35 | 0 – 100 | Percent of fights where a mace carrier uses an ordinary weapon instead. |
shield-disable-chance | 70 | 0 – 100 | Percent of raised shields a bot reacts to by switching to an axe. |
mace-range-bonus | 0.0 | 0 – 4 | Extra reach on a mace smash, on top of melee-range (a deliberate advantage). |
attribute-swap | false | true / false | Master switch for the weapon-swap techniques (breach swap, mace stun, lunge). |
breach-swap | true | true / false | Hit with a sword carrying the mace's Breach/Density enchantments. |
mace-stun | true | true / false | Axe to break a raised shield, then the mace straight after without waiting for the cooldown. |
spear-lunge | true | true / false | Chain spear jabs to close distance (needs Lunge to actually dash). |
swap-cooldown | 30 | 0 – 200 | Ticks between swap combos. This is the real limit, since combos skip the normal attack cooldown. |
mace-pearl-launch | false | true / false | Throw a pearl, then pop a wind charge on it mid-flight for a much higher launch. |
mace-defence-shield | 55 | 0 – 100 | Percent of incoming mace smashes answered with a shield. |
mace-defence-flee | 20 | 0 – 100 | Percent answered by getting out of the way (the rest are taken). |
mace-totem-chance | 35 | 0 – 100 | Percent of mace fights where the bot keeps a totem in the offhand instead of a shield. |
mace | true | true / false | Use mace jump attacks. |
elytra-mace | false | true / false | Elytra mace: climb on rockets, dive and smash without landing (needs elytra, rockets and a mace). |
elytra-mace-height | 20 | 8 – 60 | Blocks above the target to climb before diving. Higher hits harder. |
cart-pvp | false | true / false | Cart PvP: a Flame arrow, then a rail and a TNT minecart in its path (needs all three, plus arrows). |
cart-max-self-damage | 10.0 | 0 – 40 | Most damage (after armour, on an average roll) a bot accepts from its own cart. Never a lethal roll without a totem. |
cart-cooldown | 80 | 0 – 1200 | Ticks between cart plays. |
crit-chain | true | true / false | Chain jump crits back to back instead of resting between hops. |
cooldown-trick | true | true / false | Swing at 84.8% attack cooldown instead of 100%: full crit and knockback, just faster. |
jump-reset | false | true / false | Chain another mace smash right after landing one, instead of waiting for the cooldown. |
mirror-punish | true | true / false | Swing back mid-air off the enemy's own knockback the instant they hit (a punish crit). |
hit-select | true | true / false | Hold a swing until the angle and spacing are favourable, instead of swinging on cooldown alone. |
d-tap | true | true / false | A brief sideways sprint reset after landing a hit: the w-tap idea on a lateral axis. |
hit-web-combo | true | true / false | Follow a landed cobweb trap with an immediate swing instead of leaving the web to work alone. |
sweep-hit | true | true / false | Drop sprint to land vanilla's sweep attack when 2 or more enemies are close in melee. |
priority-hp-target | true | true / false | Within the same priority, prefer the lowest-health target over the nearest. |
shield-read-windup | true | true / false | Raise the shield early when reading a jump-crit windup, not only against a mace smash. |
orbital | true | true / false | Fire Orbital Strike Cannon rods, staying clear of their own blast. |
orbital-cooldown | 200 | 20 – 2000 | Ticks between orbital strikes. |
crits | true | true / false | Jump before swinging to land critical hits. |
stasis | false | true / false | Block a killing hit and teleport away (ender pearl effect) instead of dying. Off makes a protected faction killable again. |
shield-disable | true | true / false | Switch to an axe to break a blocking enemy's shield. |
break-stashes | true | true / false | Break a shulker box or ender chest the target placed nearby, denying a mid-fight restock. |
Movement
Group movement.
| Setting | Default | Values | What it does |
|---|---|---|---|
bhop | true | true / false | Jump constantly while chasing. |
speed | 1.0 | 0.1 – 2 | Movement speed (1.0 = sprint). |
wander | true | true / false | Walk around when idle. |
follow-distance | 3.5 | 1 – 20 | How far a follower stays from whoever it escorts. |
Utility and survival
Group utility: gear, healing, totems, pearls, cobwebs, water.
| Setting | Default | Values | What it does |
|---|---|---|---|
auto-equip | true | true / false | Wear the best armour and hold the best weapon carried. |
auto-repair | true | true / false | Collect nearby XP orbs and mend damaged gear with them. |
auto-repair-bottles | true | true / false | Once nearby orbs run out, crack carried XP bottles to mend gear. |
auto-totem | true | true / false | Grab a totem when close to death. |
totem-health | 8.0 | 0 – 20 | Health at which the totem goes into the hand. |
retreat | true | true / false | Back off when low on health. |
retreat-health | 6.0 | 0 – 20 | Health at which to retreat. |
auto-food | true | true / false | Eat when hungry. |
food-threshold | 16 | 0 – 20 | Food level below which to eat. |
auto-shield | true | true / false | Raise a shield when hurt. |
shield-health | 8.0 | 0 – 20 | Health at which to start blocking. |
auto-potion | true | true / false | Drink healing potions and eat golden apples. |
potion-health | 10.0 | 0 – 20 | Health at which to heal. |
buff-potions | true | true / false | Drink strength, speed and fire resistance before a fight. |
pearls | true | true / false | Use ender pearls to escape and to chase runners. |
pearl-escape-health | 5.0 | 0 – 20 | Health at which to pearl away. |
pearl-chase-distance | 14.0 | 4 – 64 | How far a fleeing target must be before the bot pearls after them. |
pearl-cooldown | 120 | 20 – 600 | Ticks between pearls. |
cobwebs | false | true / false | Web enemies to pin them. |
cobweb-range | 3.5 | 0.5 – 6 | How close before webbing (lower = must commit). |
cobweb-cooldown | 160 | 20 – 600 | Ticks between webs from one bot. |
cobweb-global-cooldown | 60 | 0 – 600 | Ticks between webs from ANY bot, so a squad can't chain-web you (0 = off). |
drain | true | true / false | Scoop up water an enemy places (MLG denial). |
drain-delay | 20 | 0 – 100 | Reaction delay in ticks before draining. |
web-escape-delay | 15 | 0 – 100 | Ticks a webbed bot takes to react and reach for its water bucket (each web adds up to 50% more). |
web-escape-fumble-chance | 35 | 0 – 100 | Percent of water escapes a webbed bot botches, losing a beat before trying again. |
totem-delay-ticks | 10 | 0 – 60 | Pause before a panic totem reaches the offhand (instant would look inhuman). |
water-clutch | true | true / false | MLG a water bucket to survive a long fall. |
water-clutch-min-fall | 5.0 | 0 – 64 | Shortest fall worth a bucket (below this the bot takes the damage). |
water-clutch-window | 5.0 | 1 – 32 | Blocks above the ground where the water goes down (widens with falling speed). |
water-clutch-pickup | true | true / false | Scoop the water back up after landing. |
Ranged
Group ranged: bows and crossbows.
| Setting | Default | Values | What it does |
|---|---|---|---|
ranged | true | true / false | Use bows and crossbows. |
ranged-min-range | 6.0 | 0 – 64 | Closer than this, switch to melee. |
ranged-optimal-range | 12.0 | 1 – 64 | Distance to hold while shooting. |
bow-min-draw-ticks | 18 | 1 – 60 | Draw time before releasing (20 = full draw). |
arrow-prediction | true | true / false | Lead shots ahead of moving targets. |
ranged-shot-gap | 25 | 0 – 200 | Fewest ticks between one arrow and the next draw. |
ranged-volley-size | 3 | 1 – 20 | Most arrows in a row before lowering the bow (each volley is 1 to this many). |
ranged-rest-ticks | 80 | 0 – 600 | How long the bot stops shooting after a volley, closing in meanwhile. |
Building
Group building: what bots may do to the world's blocks. They only ever break soft natural blocks (dirt,
sand, gravel, clay, leaves, undergrowth, cobwebs), never stone, ore, builds or containers.
| Setting | Default | Values | What it does |
|---|---|---|---|
building | true | true / false | Let bots bridge, pillar and dig through soft cover (never stone or anything built). |
building-bridge | true | true / false | Place a block to cross a gap. |
building-pillar | true | true / false | Tower up toward a target that is above and out of reach. |
building-clear-soft | true | true / false | Dig through dirt, sand, gravel, leaves and undergrowth in the way. |
building-cooldown | 6 | 0 – 200 | Ticks between block actions. |
building-budget | 64 | 0 – 2000 | Most blocks a bot may place and break per minute. |
building-max-pillar | 6 | 0 – 64 | Tallest tower a bot will build. |
Detection
Group detection: when a bot notices a target. The multipliers scale the distance you're noticed at: below
1 means you have to be closer to be seen.
| Setting | Default | Values | What it does |
|---|---|---|---|
detection | true | true / false | Bots must actually see a target to know about it (off = the old plain-radius sweep). |
detection-touch-radius | 3.0 | 0 – 16 | Within this distance a target is noticed even without line of sight. |
detection-memory-ticks | 100 | 0 – 1200 | How long a spotted target stays known after leaving line of sight. |
detection-invisible | 0.15 | 0 – 2 | Notice-range multiplier against an invisible player (0.15 = spotted at 15% of the usual distance). |
detection-sneaking | 0.5 | 0 – 2 | Multiplier against a crouching player. |
detection-armoured | 1.0 | 0 – 2 | Multiplier against a player wearing armour. |
detection-unarmoured | 0.7 | 0 – 2 | Multiplier against a player wearing none. |
Other parts of config.yml
These parts of config.yml can't be changed with /pvpbot set: edit the file, then run
/pvpbot reload.
| Key | Default | What it does |
|---|---|---|
active-preset | '' | The active preset. Changed with /pvpbot preset. |
presets | casual, normal, sweaty, passive | The saved presets. See Presets. |
skins.random | missing | missing, always or off. See Skins and names. |
skins.built-in-pool | true | Use the few hundred skins that ship with the plugin. |
skins.pool | [] | Extra account names whose skins bots can wear. |
name-tables | default, bandits | Name lists for /pvpbot spawn names:<table>. |
companions.holding-world | test_world | The world companions are parked in while their owner is offline. See Companions. |