2022-07-26 12:56:10 +02:00

112 lines
5.4 KiB
TOML

# naturalabsorption:enchant_and_armor.toml
# This config contains options for features that apply to the Absorption enchantment and armor.
# Category: enchantment
# Options for the Absorption enchantment added by this mod.
# Set this to false to disable the Absorption enchantment entirely.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.enabled = true
# The slot the Absorption enchantment is normally applicable to. Will still work on any armor piece
# if force-applied (e.g., creative mode anvil).
# <Enum> Valid Values: { "all", "head", "chest", "legs", "feet" }, Default: "all"
enchantment.slot = "all"
# If false, the Absorption enchantment will not be allowed on books.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.allow_on_books = true
# If true, the Absorption enchantment will not be generated by enchanting tables.
# <Boolean> Valid Values: { true, false }, Default: false
enchantment.treasure_only = false
# The rarity of the Absorption enchantment. That is, how often it appears when enchanting valid items.
# For reference, here are vanilla protection enchantment rarities:
# Protection - "common"
# Fire Protection - "uncommon"
# Feather Falling - "uncommon"
# Blast Protection - "rare"
# Proj Protection - "uncommon"
# <Enum> Valid Values: { "common", "uncommon", "rare", "very_rare" }, Default: "rare"
enchantment.rarity = "rare"
# Maximum absorption gained for having at least one level of the Absorption enchantment.
# A negative value reduces the effect of the first level(s).
# <Number> Range: Any Value, Default: 2.0
enchantment.potency.base = 2.0
# Maximum absorption gained for each level of the Absorption enchantment.
# <Number> Range: ≥ 0.0, Default: 2.0
enchantment.potency.per_level = 2.0
# The absolute limit on max absorption that can be gained from Absorption enchantments on a single player.
# <Number> Range: ≥ 0.0, Default: 20.0
enchantment.potency.maximum = 20.0
# Maximum level for the Absorption enchantment.
# Without messing with cost, it is recommended you only alter this to ± 1 default max level.
# <Integer> Range: ≥ 0, Default: 4
enchantment.level_maximum = 4
# If true, all equipped Absorption enchantments are added together (like vanilla Protection enchants).
# Otherwise, only the highest level Absorption enchantment will be counted.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.stacking = true
# Base enchantment cost and cost per additional enchantment level.
# Without messing with max level, it is recommended you only alter these within range of vanilla costs.
# For reference, here are vanilla protection enchantment costs:
# Protection - 1 base + 11 per level
# Fire Protection - 10 base + 8 per level
# Feather Falling - 5 base + 6 per level
# Blast Protection - 5 base + 8 per level
# Proj Protection - 3 base + 6 per level
# <Integer> Range: ≥ 0, Default: 3
enchantment.cost.base = 3
# <Integer> Range: ≥ 0, Default: 10
enchantment.cost.per_level = 10
# Category: armor
# Options that relate to armor and the replacement of armor with absorption (yellow hearts).
# All features in this section are disabled by default by one master toggle. Take care to go through
# this entire category if enabled, as the default options may be considered extreme.
# Set this to true to enable this entire config category. Be warned, the default settings make
# extreme changes to vanilla mechanics.
# <Boolean> Valid Values: { true, false }, Default: false
armor.enable_section = false
# If true, armor will not reduce any damage taken. Only applies to players.
# <Boolean> Valid Values: { true, false }, Default: true
armor.disable_armor_damage_reduction = true
# If true, the (perhaps now much less useful) armor bar will not be rendered.
# <Boolean> Valid Values: { true, false }, Default: true
armor.hide_armor_bar = true
# The amount of maximum absorption granted for each armor point (in hearts/shirt).
# <Number> Range: ≥ 0.0, Default: 1.0
armor.absorption_multiplier = 1.0
# The increase in absorption recovery rate for each point of armor (per half-shirt).
# <Number> Range: ≥ 0.0, Default: 0.0
armor.absorption_recovery = 0.0
# The amount of maximum absorption granted for each armor toughness point (in hearts/shirt).
# For reference, the maximum attainable toughness in vanilla is 12 (full netherite armor).
# <Number> Range: ≥ 0.0, Default: 0.0
armor.toughness_absorption_multiplier = 0.0
# The increase in absorption recovery rate for each point of armor toughness.
# <Number> Range: ≥ 0.0, Default: 0.05
armor.toughness_recovery = 0.05
# If true, armor will only take durability damage based on damage dealt to absorption (yellow hearts).
# <Boolean> Valid Values: { true, false }, Default: true
armor.durability.friendly = true
# The multiplier applied to armor durability damage.
# <Number> Range: ≥ 0.0, Default: 2.0
armor.durability.damage_multiplier = 2.0
# Damage less than or equal to this threshold will not degrade armor durability.
# <Number> Range: ≥ 0.0, Default: 1.0
armor.durability.threshold = 1.0
# Decide which damage sources can inflict durability damage.
# all - all damage except thorns
# hits - all damage except thorns and damage-over-time (poison, burning, cactus, etc.)
# none - no damage hurts armor
# <Enum> Valid Values: { "all", "hits", "none" }, Default: "all"
armor.durability.trigger = "all"