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Gameplay Settings

Open the in-game editor with /kc config gameplay (requires operator level 2 by default). Changes apply immediately or after a player data refresh depending on the setting. The raw file is kimetsucraft-gameplay-common.toml in your server's config folder.

In-game config editor — Gameplay / Combat section

The Entities tab exposes per-profile NPC overrides — base stats, attributes, and weapons for each Slayer or demon profile:

In-game config editor — Entities / NPC profile overrides

Controls command access and breathing style selection.

Setting Default Description
commands.minPermissionLevel 2 Permission level required to use /kc commands. 0 = everyone, 2 = operator (default), 4 = server owner only.
combat.breathSelection.healthBonus 20.0 HP HP granted when a player selects a breathing style. Set to 0 to disable the bonus.
combat.breathSelection.onlyAdminSelectBreathing true If true, only operators can open the breath selection GUI. Players without a style see an info screen instead.

Controls the priority system, damage rules, knockback, and NPC behavior.

Priority & Damage

Setting Default Description
combat.damageTiePolicy ATTACKER_WINS What happens when an attack priority ties the defender's priority shield. Options: ATTACKER_WINS, DEFENDER_WINS.
combat.allowShieldBreak true If true, an attack with higher priority immediately breaks the defender's priority shield.
combat.knockbackWhileSuperArmor 0.0 Knockback scale (0.0–1.0) when super armor is active. 0.0 cancels knockback entirely.
combat.slayerNpcPlayerFriendlyFire true If false, Slayer NPCs and Slayer players cannot damage each other. Player vs. player is unaffected.
combat.npcAttackDebugAnnouncements true If true, NPCs broadcast their attack and technique usage in chat. Useful for debugging, disable on live servers.
combat.techniqueScaling.maxScalingLevel 72 Maximum level at which technique damage continues to scale.

Damage Modifiers

Setting Default Description
combat.damageModifiers.maxAttackBonus 1.0 Maximum outgoing damage increase (1.0 = +100% cap).
combat.damageModifiers.maxAttackReduction 0.9 Maximum outgoing damage reduction (0.9 = always deal at least 10%).
combat.damageModifiers.maxDefenseBonus 0.9 Maximum incoming damage reduction (0.9 = always take at least 10%).
combat.damageModifiers.maxDefenseReduction 1.0 Maximum incoming damage increase (1.0 = +100% cap).

Marks

Each mark type (fire, immunity, stasis, root, silence, invulnerable, priorityShield, superArmor, attackPriority) has three fields:

Field Description
defaultDurationTicks Default duration in ticks (20 = 1s). Most marks use 0, meaning duration is ability-driven.
priority Resolution priority when two marks conflict. Higher wins.
tags Group tags used in exclusive group rules (e.g., control, immunity, elemental).
Mark Priority Tags
Immunity 100 immunity
Invulnerable 95 immunity
Defense Priority (DP) 90 immunity, priority
Stasis 85 control
Root 80 control
Super Armor 70 armor, immunity
Silence 75 control
Attack Priority 60 attack
Fire 10 elemental

marks.rules.exclusiveGroups (default: ["immunity", "elemental", "control"]) — groups where only one mark can be active at a time. marks.rules.immunityReplaceTags (default: ["elemental"]) — tags cleared when immunity is applied.

Controls XP gain, stamina, and stat point values.

XP Curve

Setting Default Description
xp.curve.base 60 Base XP constant in the level-up formula: floor(base × (1 + level × growth)).
xp.curve.growth 0.05 Growth factor per level in the formula.
xp.curve.maxLevel 72 Maximum level a player can reach.
xp.curve.globalMultiplier 1.0 Multiplier applied to all XP gains. 2.0 = double XP server-wide.

Enemy XP

Enemy Default XP Tier
Weak Demon 25 5
Normal Demon 70 10
Strong Demon 150 15
Lower Moon 6–1 60–100 25–40
Upper Moon 6–1 180–450 48–68
Vanilla hostile mob 15% of Weak Demon

xp.weapon.nonNichirinFraction (default: 0.15) — XP fraction when killing with a non-Nichirin weapon.

XP Multipliers

Setting Default Description
xp.multipliers.quickKillBonus +20% Bonus for killing within quickKillThresholdSec seconds of the first hit.
xp.multipliers.quickKillThresholdSec 10s Time window for a quick kill.
xp.multipliers.comboBonus +5%/kill Bonus per consecutive kill in a combo chain, up to comboCap kills.
xp.multipliers.comboCap 20 kills Maximum number of combo kills that grant bonus.
xp.multipliers.comboTimerSec 15s Maximum gap between kills to maintain the combo.
xp.multipliers.levelDisadvantageThreshold 5 levels Minimum level difference (enemy − player) to activate the underdog level bonus.
xp.multipliers.levelDisadvantagePerLevel +2%/level Bonus per level of difference above the threshold.
xp.multipliers.levelDisadvantageCap +30% Maximum bonus from level disadvantage.
xp.multipliers.underdogBonus +50% Bonus when your HP was at or below underdogHpThreshold when the enemy died.
xp.multipliers.underdogHpThreshold 10% HP threshold for the underdog bonus.
xp.multipliers.totalBonusCap 250% Maximum total bonus from all multipliers combined.
xp.slayersFocus.level1/2/3 +20/40/60% XP bonus from Slayer's Focus enchantment at each level.

Diminishing Returns & Daily Cap

Setting Default Description
xp.diminishing.perLevel 0.03 XP scale reduction per level the player is above the enemy tier.
xp.diminishing.floor 0.50 Minimum XP factor — enemies always give at least 50% regardless of level gap.
xp.dailyCap.enabled false Enable daily XP cap.
xp.dailyCap.threshold 1000 XP earned per day before reduction kicks in.
xp.dailyCap.reduction 30% Reduction applied once the daily threshold is hit.

Stamina

Setting Default Description
stamina.baseStaminaMax 100 Base max stamina with 0 Concentration points.
stamina.staminaPerConcentration +15/pt Extra max stamina per Concentration point.
stamina.baseStaminaRegenPerSecond 1.2/s Base stamina regeneration per second.
stamina.staminaRegenPerSecondPerConc +0.1/s/pt Extra stamina regen per second per Concentration point.

Stats

Setting Default Description
stats.vitalityHealthPerPoint 15 HP/pt Max health added per Vitality point.
stats.dexterityFirst6DamagePerPoint 0.5/pt Technique damage added per Dexterity point for the first 6 points.
stats.dexterityNext6DamagePerPoint 0.25/pt Technique damage added per Dexterity point for points 7–12.
stats.speedMaxMultiplierAtCap +60% Total movement speed bonus at 12 Speed points.
stats.reachMaxBlocksAtCap +3.0 blocks Total reach extension at 12 Range points.
stats.baseHealthRegenPerSecond 0.3 HP/s Passive health regen with 0 Regeneration points.
stats.regenerationHealthPerPointPerSecond +0.1 HP/s/pt Extra health regen per Regeneration point.
stats.armorPenetration.enabled true Enable Dexterity-based armor penetration.
stats.armorPenetration.perPoint 5%/pt Armor penetration per Dexterity point.
stats.armorPenetration.cap 60% Maximum armor penetration.
stats.armorPenetration.affectsPlayers true Apply armor penetration against player targets.
stats.armorPenetration.affectsNpcs true Apply armor penetration against NPC targets.

Controls demon behavior: sun damage, regeneration, immortality, spawning, and desperate regeneration.

Sun

Setting Default Description
demon.sun.damagePerSecond 50.0 Damage dealt to demons per second while exposed to sunlight.
demon.sun.fireSeconds 30s Seconds the demon is set on fire when exposed (visual + fire tick damage).
demon.sun.helmetProtection true If true, wearing any helmet protects demons from sun damage.

Regeneration

Setting Default Description
demon.regeneration.regenPerSecond 4.0 HP/s Global passive HP regen rate. Individual demon profiles override this (see Demon Variants). Suppressed by Nichirin hits.
demon.regeneration.nichirinSuppressTicks 200 ticks (10s) How long a Nichirin hit suppresses demon regen.

Immortality & Downed State

Setting Default Description
demon.immortality.enabled true If true, non-execution damage can't kill demons — they enter downed state at 1 HP instead.
demon.immortality.downedRegenDelayTicks 40 ticks (2s) Delay before downed demons start recovering — the execution window.
demon.immortality.downedRegenPulseTicks 10 ticks (0.5s) How often downed demons regenerate HP.
demon.immortality.downedMinDurationTicks 80 ticks (4s) Minimum time a demon stays downed before returning to normal.
demon.execution.requiresNichirin true If true, only Nichirin-class weapons can execute downed demons.

Spawn

Setting Default Description
demon.spawn.progressiveSpawn false If true, demons only spawn near players who have a breathing style or carry Nichirin items.
demon.spawn.progressiveSpawnRadius 128 blocks Radius to check for eligible players when progressive spawning is enabled.
demon.spawn.despawnOnPeaceful true Remove demons when difficulty is set to Peaceful.
demon.spawn.exclusiveSpawn false If true, only demons and Slayer NPCs spawn as hostile entities. All vanilla monster spawns are cancelled.

Desperate Regeneration

Setting Default Description
demon.desperateRegen.enabled true Enable the flee-and-heal mechanic when demons drop below the health threshold.
demon.desperateRegen.healthThreshold 15% HP percentage that triggers desperate regeneration.
demon.desperateRegen.maxFleeTicks 300 ticks (15s) Maximum duration of the flee phase. Ends early if far enough from the target.
demon.desperateRegen.stopFleeDistance 20 blocks Distance at which the demon stops fleeing and starts healing.
demon.desperateRegen.healTicks 200 ticks (10s) Duration of the healing phase.
demon.desperateRegen.healPctPerSecond 4%/s Percentage of max HP healed per second during the healing phase.
demon.desperateRegen.cooldownTicks 1200 ticks (60s) Cooldown before the ability can trigger again.
demon.desperateRegen.nichirinInterrupts true If true, a Nichirin hit immediately stops the healing phase.

Controls the area repulsion of Wisteria blocks and the Splash Wisteria Poison.

Setting Default Description
wisteria.repulsion.radius 16 blocks Radius around Wisteria Leaves that repels demons. Demons reroute to avoid the area.
wisteria.repulsion.damagePerSecond 6.7 HP/s Damage dealt per second to demons caught inside the repulsion area. Set to 0 for avoidance-only with no damage.
wisteria.poison.damage 3.0 HP/s Damage per second dealt to demons by Splash Wisteria Poison.
wisteria.poison.radius 4 blocks Splash area of effect radius.
wisteria.poison.regenSuppressTicks 200 ticks (10s) How long the poison suppresses demon regeneration.

Controls how XP gain and combat marks are rendered.

Floating XP Text

Setting Default Description
xp.floatingText.enabled true Show floating text when gaining XP.
xp.floatingText.lifetimeTicks 40 ticks (2s) How long the floating text stays visible.
xp.floatingText.scale 2.0 Size multiplier for the floating text.
xp.floatingText.shadow true Draw a shadow behind the text.
xp.floatingText.bold true Render text in bold.
xp.floatingText.seeThrough false If true, floating text is visible through blocks.
xp.floatingText.ySpeed 1.5 blocks How far the text floats upward over its lifetime.
xp.floatingText.xpColor #55FF55 (green) Color for XP gain text.
xp.floatingText.levelUpColor #FFD700 (gold) Color for level-up text.
xp.floatingText.rankColor #FF55FF (purple) Color for rank-up text.

Mark Icon Rendering

Setting Default Description
marks.render.iconSize 10.0 px Icon size in the name-tag pixel scale.
marks.render.iconSpacing 12.0 px Horizontal spacing between icons.
marks.render.yOffset 0.4 Vertical offset above the name tag.
marks.render.maxDistance 48 blocks Maximum distance at which marks are rendered. 0 disables distance culling.
marks.render.hideWhenSneaking false Hide mark icons when the player is sneaking.
marks.render.constantLight true Render icons with full-bright lighting regardless of in-world light level.
marks.render.mode TEXT Render mode: TRANSLUCENT, TEXT, CUTOUT, or PARTICLE.
marks.render.noFiltering true Disable texture filtering — keeps icon edges sharp.
marks.render.colorBoost 100.0 Color intensity multiplier. 100.0 = full-bright look.
marks.render.textTopmost true When using TEXT mode, render marks above particles and clouds.