diff --git a/config/allurement-client.toml b/config/allurement-client.toml new file mode 100644 index 0000000..c544b3e --- /dev/null +++ b/config/allurement-client.toml @@ -0,0 +1,9 @@ + +[tweaks] + + [tweaks.infinity] + #Adds a special texture for arrows shot from infinity bows + "Infinity arrow texture" = true + #Adds a glint on arrows shot from infinity bows + "Infinity arrow glint" = true + diff --git a/config/allurement-common.toml b/config/allurement-common.toml new file mode 100644 index 0000000..c532a7d --- /dev/null +++ b/config/allurement-common.toml @@ -0,0 +1,158 @@ + +[enchantments] + + [enchantments.alleviating] + #Armor enchantment that heals the user when collecting experience + "Enable Alleviating" = true + #How much the experience value is multiplied by into health + #Range: 0.0 ~ 1.7976931348623157E308 + "Healing factor" = 0.25 + + [enchantments.launch] + #Weapon enchantment that launches enemies upwards rather than away + "Enable Launch" = true + #How much the target is affected on the vertical axis + #Range: 0.0 ~ 1.7976931348623157E308 + "Vertical factor" = 0.35 + + [enchantments.obedience] + #Horse armor enchantment tha prevents the horse from roaming around + "Enable Obedience" = true + + [enchantments.reeling] + #Crossbow enchantment that pulls targets towards the user + "Enable Reeling" = true + #How much the target is affected on the horizontal axis + #Range: 0.0 ~ 1.7976931348623157E308 + "Horizontal factor" = 0.5 + #How much the target is affected on the vertical axis + #Range: 0.0 ~ 1.7976931348623157E308 + "Vertical factor" = 0.25 + + [enchantments.reforming] + #Gear enchantment that very slowly repairs items over time + "Enable Reforming" = true + #How many ticks it takes a reforming item to repair + #Range: > 0 + "Reforming tick rate" = 600 + + [enchantments.shockwave] + #Boots enchantment that creates a shockwave when taking fall damage + "Enable Shockwave" = true + #If Shockwave tramples farmland within the wave radius + "Shockwave tramples farmland" = true + + [enchantments.vengeance] + #Armor enchantment that stores incoming damage and applies it to user's next attack + "Enable Vengeance" = true + #How much the damage taken with vengeance is multiplied for attacks + #Range: 0.0 ~ 1.7976931348623157E308 + "Damage factor" = 0.025 + + [enchantments.spread_of_ailments] + #Crossbow enchantment that applies the user's active effects to their arrows + "Enable Spread of Ailments" = true + +[curses] + + [curses.ascension_curse] + #Curse that causes the cursed item to float upwards when dropped + "Enable Curse of Ascension" = true + + [curses.fleeting_curse] + #Curse that causes nearby entities to repel the cursed item + "Enable Curse of Fleeting" = true + +[tweaks] + + [tweaks.enchanting] + #Allow enchanting power from bookshelves to transmit through any non-solid block, not just replaceable ones + "Non-solid blocks transmit enchanting power" = true + #Allow Chiseled Bookshelves to be usable to boost enchanting table power + "Chiseled Bookshelf enchanting" = true + #How many regular books are needed to increase the enchantment power by 1 + #Range: 1 ~ 6 + "Books needed" = 3 + #How many enchanted are needed to increase the enchantment power by 1 + #Range: 1 ~ 6 + "Enchanted Books needed" = 2 + + [tweaks.horse_armor] + #Allow horse armor to be enchanted + "Enchantable horse armor" = true + #If horse armor can appear enchanted when found in loot tables + "Generates in loot tables" = true + #Which loot tables horse armor can't appear enchanted in + "Unenchanted loot tables" = ["minecraft:chests/village/village_weaponsmith", "minecraft:chests/stronghold_corridor", "minecraft:chests/nether_bridge"] + + [tweaks.bane_of_arthropods] + #If Bane of Arthropods increases the mining speed of Cobwebs + "Bane of Arthropods mines cobwebs faster" = true + + [tweaks.feather_falling] + #If having Feather Falling prevents farmland from being trampled + "Feather Falling prevents trampling" = true + + [tweaks.infinity] + #If Infinity requires an arrow in the player's inventory in order to shoot + "Infinity requires arrows" = false + + [tweaks.protection] + #Remove the base Protection enchantment, requiring players to choose between the other types + "Disable Protection" = false + + [tweaks.riptide] + #Allow Riptide to function when in cauldrons + "Riptide works in cauldrons" = true + + [tweaks.soul_speed] + #Instead of losing durability as you run, Soul Speed makes incoming damage increase when on Soul Speed blocks + "Soul Speed change" = true + #How much damage is multiplied when hurt on Soul Speed blocks + #Range: 0.0 ~ 1.7976931348623157E308 + "Damage factor" = 1.5 + + [tweaks.experience] + + [tweaks.experience.dropped_xp] + #If the player drops a flat percentage of their experience rather than capping at level 7 + "Drop experience percentage" = false + #What percentage of the player's total experience is dropped + #Range: 0.0 ~ 1.0 + "Experience percentage" = 0.75 + + [tweaks.experience.level_scaling] + #Remove the amount of experience per level increasing (experimental) + "Remove level scaling" = false + #The amount of experience per level, if level scaling is removed (experimental) + #Range: > 0 + "Experience per level" = 50 + #If the level scaling should only be modified after it reaches the 'Experience per level' value (experimental) + "Remove level scaling after cap" = true + + [tweaks.experience.ender_dragon] + #If Ender Dragon experience dropping should be adjusted (to account for level scaling) + "Adjust Ender Dragon experience drop" = false + #The amount of experience (in points) that should be dropped by the Ender Dragon + #Range: > 0 + "Ender Dragon experience drop" = 3000 + #The amount of experience (in points) that should be dropped by a respawned Ender Dragon + #Range: > 0 + "Respawned Ender Dragon experience drop" = 750 + + [tweaks.experience.anvil] + #If renaming items should always cost 1 experience + "Cheap item renaming" = true + #Remove the cap of 40 on anvil repairing prices + "Remove too expensive" = true + #If anvils can be repaired by right clicking with an iron ingot or using a dispenser + "Anvil ingot repairing" = true + #The amount of tries it should take on average to repair an anvil with an ingot (1 in x chance) + #Range: > 0 + "Ingot repair chance" = 5 + #If anvil transaction costs should be capped at a certain level + "Cap anvil costs" = false + #The max amount of levels an anvil transaction should be able to cost + #Range: > 1 + "Anvil cost cap" = 30 +