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