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Corpse Settings

Corpse Global Settings

Champs

ChampTypePar défautDescription
allowedWorldsList<String>emptyWorlds where a death leaves a corpse. Empty = every world. Outside these worlds a death is vanilla: no corpse, normal drops. One entry per world. '*' matches any run of characters and '?' exactly one, so 'dungeon_*' covers every world a dungeon generates for a run and 'dgbuild' is one named world. Each entry is compared, ignoring case, with the world name (its folder name) and with its dimension key (for example 'minecraft:the_nether').
excludedWorldsList<String>emptyWorlds where a death never leaves a corpse, even if they match the list above. Same syntax: 'dungeon_*', 'dgbuild', 'minecraft:the_end'. Empty = no exclusion.
filteredWorldDeathFilteredWorldDeathVANILLA_DEATH_SCREENWhat a death looks like in a world the two lists above turn down (no effect when both lists are empty). VANILLA_DEATH_SCREEN: the ordinary Minecraft death, the player lies on the ground and sees the death screen. That body is drawn by the Minecraft client, it is not a Corpse entity and Corpse cannot remove it. INSTANT_RESPAWN: the player is respawned on the next tick, without the death screen. Items and experience drop as in vanilla in both cases.
durationVar<Int>300Seconds before the corpse disappears. 0 = never expire.
onlyOwnerCanLootVar<Boolean>falseIf true, only the dead player may ever loot their own corpse.
ownerProtectionSecondsVar<Int>0Seconds during which only the owner may loot, after which the corpse opens to everyone. 0 = no protection.
lootModeCorpseLootModeGUIWhat a right-click does: open the inventory, hand everything over, or drop it on the ground.
sneakSwapsLootModeVar<Boolean>trueSneaking while interacting uses the other mode: the GUI when looting is direct, and direct looting when the GUI is the default. When the default is DROP, sneaking opens the GUI.
interactionReachVar<Double>6.0Longest distance in blocks between a player and a corpse for a click on it to count. Stops a modified client from looting a corpse it can see but is not near. 0 = no limit.
interactionCooldownMillisVar<Int>250Milliseconds during which further clicks of the same player on a corpse are ignored. One click sends several packets; without this the menu would open, or the loot be taken, several times over.
reserveDroppedItemsVar<Boolean>trueReserve dropped items for the looter, so nobody else can pick them up.
reserveDroppedItemsSecondsVar<Int>30Seconds the reservation lasts. 0 = until the item despawns.
glowEffectVar<Boolean>trueWhether the corpse glows.
glowColorColorWHITEColour of the glow outline.
renderArmorVar<Boolean>trueRender the armour the player was wearing on the corpse.
spawnParticlesVar<Boolean>trueSpawn particles when the corpse appears.
spawnParticleParticleDAMAGE_INDICATORParticle spawned at chest height.
spawnParticleCountVar<Int>15How many of them.
spawnParticleSecondaryParticleSOULSecond particle, spawned slightly higher. Set the count to 0 to use a single layer.
spawnParticleSecondaryCountVar<Int>8How many of the second particle.
effectRangeVar<Double>32.0Range in blocks within which players hear corpse sounds.
spawnSoundSoundEMPTYSound played to nearby players when the corpse spawns.
lootSoundSoundEMPTYSound played to nearby players when the corpse is looted.
notifyOnRespawnVar<Boolean>trueTell the dead player where their corpse is when they respawn.
respawnMessageVar<String><red>☠ <gray>Your corpse is at <white><x>, <y>, <z> <gray>in <white><world>Respawn message. Placeholders: <x> <y> <z> <world>. Leave empty for no message.PlaceholdersCouleurs
unknownWorldLabelVar<String>unknownShown in place of <world> when the corpse's world is no longer loaded.PlaceholdersCouleurs
cannotLootMessageVar<String><red>You cannot loot this corpse.Shown when a player may not loot this corpse. Leave empty for no message.PlaceholdersCouleurs
outOfReachMessageVar<String>—Shown when a player clicks a corpse from farther than the interaction reach. Empty by default: no message.PlaceholdersCouleurs
inventoryFullMessageVar<String><red>Your inventory is full.Shown when the looter's inventory is full and items had to be dropped. Leave empty for no message.PlaceholdersCouleurs
corpseGoneMessageVar<String><red>This corpse is no longer available.Shown when the corpse is gone before the interaction completed. Leave empty for no message.PlaceholdersCouleurs
guiTitleVar<String><red>☠ <player>'s corpseTitle of the loot menu. Placeholder: <player> for the dead player's name.PlaceholdersCouleurs
guiLootAllLabelVar<String><green>Take everythingLabel of the button that takes everything.PlaceholdersCouleurs
guiCloseLabelVar<String><red>CloseLabel of the close button.PlaceholdersCouleurs
guiPreviousPageLabelVar<String><yellow>Previous pageLabel of the previous page button, shown only when the corpse holds more than one page.PlaceholdersCouleurs
guiNextPageLabelVar<String><yellow>Next pageLabel of the next page button, shown only when the corpse holds more than one page.PlaceholdersCouleurs
guiExperienceLabelVar<String><gray>Experience: <yellow><experience>Line showing the experience the corpse holds. Placeholder: <experience>.PlaceholdersCouleurs
guiPageLabelVar<String><gray>Page <white><page><gray>/<white><pages>Line showing the current page. Placeholders: <page> and <pages>.PlaceholdersCouleurs
guiFillerMaterialMaterialBLACK_STAINED_GLASS_PANEItem filling the menu slots that carry nothing.
guiLootAllMaterialMaterialCHESTItem of the button that takes everything.
guiCloseMaterialMaterialBARRIERItem of the close button.
guiPageMaterialMaterialARROWItem of the previous and next page buttons.
debugInteractionsBooleanfalseLog every corpse spawn and every interact packet to the console. Turn on only while diagnosing a corpse that does not react to clicks — it is one line per click.

How to use it​

Create at most one of these entries. If the project has none, built-in defaults are used. Most values accept a placeholder or a fact, so rules can depend on the player (for example a longer duration for a rank).

  • Lifetime and access — duration is in seconds (0 = never expires). onlyOwnerCanLoot blocks everyone else for good; ownerProtectionSeconds only blocks them for that many seconds after death. The rule is fixed when the corpse is created.
  • Looting — lootMode is what a right-click does: GUI (menu), DIRECT (everything into the looter's inventory, overflow dropped) or DROP (everything dropped at the corpse). With sneakSwapsLootMode, sneaking uses the other mode (GUI becomes direct; direct or drop becomes GUI).
  • Dropped items — with reserveDroppedItems, items dropped by a loot can only be picked up by the looter, for reserveDroppedItemsSeconds (0 = until they despawn).
  • Appearance and effects — glowEffect and glowColor, renderArmor, the two spawn particles and their counts (a count of 0 disables that layer), effectRange for who hears the sounds, and spawnSound and lootSound.
  • Messages — respawnMessage supports <x>, <y>, <z> and <world>; the menu texts are listed on the main page.
  • Diagnostics — debugInteractions writes one console line per click on a corpse. Use it only while testing.