# Configuration file "arrow slasher" { I:"Arrow Slasher's chance to proc"=50 # Ignore if arrow slasher's ability isn't a chance based. [range: 1 ~ 100, default: 50] I:"Arrow Slasher's chance to proc."=50 # Ignore if arrow slasher should not take damage when its ability triggers. [range: 0 ~ 100, default: 35] I:"Arrow Slasher's durability damage when the ability triggers."=1 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Arrow Slasher"=0.5 # [default: true] B:"Does Arrow Slasher's ability damages the sword when triggers (damages the sword when successfully slices the arrow or projectiles)"=true # [default: false] B:"Does Arrow Slasher's ability have to be a chance instead of guaranteed?"=false # [default: false] B:"Does projectiles/arrow that are 'slashed' are set dead?"=true # Enables the Arrow Slasher from blocking other projectiles (Damage Sources that are flagged as projectile for those who know what I'm talking about) other than just arrows. [default: false] B:"Enable Projectile Blocking"=false } "attack damage" { # [range: 3 ~ 24, default: 8] I:"Arrow Slasher's Attack Damage"=6 # [range: 3 ~ 30, default: 10] I:"Disenchanting Saber's Attack Damage"=6 # [range: 1 ~ 36, default: 12] I:"Haymaker's Attack Damage"=4 # [range: 1 ~ 21, default: 7] I:"Heart Piercer's Attack Damage"=5 I:"Lunar Edge's Attack Damage"=9 # [range: 4 ~ 21, default: 7] I:"Lunar Edge's Daytime Attack Damage"=7 # [range: 4 ~ 30, default: 13] I:"Lunar Edge's Nighttime Attack Damage"=13 # Percent rounds off to nearest hundredths [range: 0.0 ~ 20.0, default: 0.25] S:"Lunar Edge's Nighttime Attack Damage in percent"=0.25 # [range: 4 ~ 39, default: 13] I:"Shield Breaker's Attack Damage"=8 # [range: 3 ~ 42, default: 14] I:"Sword Slicer's Attack Damage"=7 # [range: 6 ~ 54, default: 18] I:"Sword of the End's Attack Damage"=12 } "disenchanting saber" { # [range: 0 ~ 5, default: 1] I:"Base Enchantment Level Reduction of Disenchanting Saber when procs."=1 # The chance of disenchanting saber to disenchant each equipment the player is wearing (armor, offhand, and inventory). [range: 0 ~ 100, default: 8] I:"Disenchanting Saber Disenchant Chance"=8 # Uses random.nextInt(yourInput) [range: 0 ~ 5, default: 3] I:"The Random additional level reduction of Disenchanting Saber."=3 } durability { # [range: 16 ~ 18390, default: 1839] I:"Arrow Slasher's Durability"=635 # [range: 221 ~ 17430, default: 1743] I:"Disenchanting Saber's Durability"=442 # [range: 1 ~ 7581, default: 44] I:"Haymaker's Durability"=4 # [range: 171 ~ 16780, default: 1678] I:"Heart Piercer's Durability"=343 # [range: 862 ~ 26540, default: 2654] I:"Lunar Edge's Durability"=1724 # [range: 227 ~ 19450, default: 1945] I:"Shield Breaker's Durability"=454 # [range: 375 ~ 23460, default: 2346] I:"Sword Slicer's Durability"=753 # [range: 952 ~ 31670, default: 3167] I:"Sword of the End's Durability"=1904 } enchantability { # [range: 0 ~ 30, default: 12] I:"Enchantability of Arrow Slasher"=12 # [range: 0 ~ 30, default: 0] I:"Enchantability of Disenchanting Saber"=0 # [range: 0 ~ 30, default: 25] I:"Enchantability of Haymaker"=25 # [range: 0 ~ 30, default: 6] I:"Enchantability of Heart Piercer"=6 # [range: 0 ~ 30, default: 0] I:"Enchantability of Lunar Edge"=0 # [range: 0 ~ 30, default: 8] I:"Enchantability of Shield Breaker"=8 # [range: 0 ~ 30, default: 5] I:"Enchantability of Sword Slicer"=5 # [range: 0 ~ 30, default: 0] I:"Enchantability of Sword of the Great End"=0 } extra { # Enable to disable the digit durability counter. This effectively gives players a little bit of a challenge in determining what specific durability their tool has like in real life except that players instead will look at the vanilla durability bar. [default: false] B:"Vanish Durability Tool Tip"=false } general { # [default: true] B:"Enable Arrow Slasher"=true # [default: true] B:"Enable Haymaker"=true # [default: true] B:"Enable Heart Piercer"=true # [default: true] B:"Enable Lunar Edge"=true # [default: true] B:"Enable Saber"=true # [default: true] B:"Enable Shield Breaker"=true # [default: true] B:"Enable Sword Slicer"=true # [default: true] B:"Enable Sword of the Great End"=true } haymaker { # The amount of power * level that is multiplied in XZ power if Enchantment Knockback is present. [range: 0.0 ~ 1.0, default: 0.35] S:"Amount of Increment in XZ"=0.35 # The amount of power * level that is multiplied in Y power if Enchantment Knockback is present. [range: 0.0 ~ 1.0, default: 0.35] S:"Amount of Increment in Y"=0.35 # The damage that haymaker will receive when the passive ability procs. This is different from its innate ability [range: 0 ~ 2147483647, default: 2] I:"Amount of damage that will be done to Haymaker"=2 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Haymaker"=0.5 # The amount of power * level that is multiplied in XZ power if Enchantment Knockback is present. [range: 0.01 ~ 2.0, default: 0.25] S:"For Haymaker's innate ability, the multiplier for the knockback's amount"=0.25 # The amount of power * level that is multiplied in Y power if Enchantment Knockback is present. [range: 0.0 ~ 1.0, default: 0.35] S:"For Haymaker's passive ability, the multiplier for the knockback's amount"=0.35 # The X and Z coordinate base knockback power of haymaker. [range: 0.5 ~ 8.1, default: 3.65] S:"Haymaker Knockback X and Z"=2.7 # The Y coordinate base knockback power of haymaker. [range: 0.2 ~ 2.7, default: 0.75] S:"Haymaker Knockback Y"=0.6 # The damage that haymaker will receive when the passive ability procs. This is different from its innate ability [range: 0 ~ 100, default: 30] I:"Haymaker's chance to be heavily damaged"=30 # The amount that will be multiplied to the power of the knockback when the innate ability procs. [range: 0 ~ 100, default: 15] I:"Haymaker's chance to increase knockback"=15 } "heart piercer" { # [range: 0 ~ 100, default: 40] I:"Awakened Heart Piercer's chance to apply cripple potion effect with downward velocity from a user."=40 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Heart Piercer"=0.5 # [default: true] B:"Does armor pierced and heart pierced proc together?"=true # [range: 0 ~ 100, default: 15] I:"Heart Piercer Chance to apply Armor Pierced"=30 # Use this if armor pierced and heart pierced procs together otherwise this is the individual chance of heart pierced to proc. [range: 0 ~ 100, default: 15] I:"Heart Piercer Chance to apply Heart Pierced"=30 # [range: 0 ~ 10, default: 0] I:"The Base Amplifier of Armor Pierced"=0 # [range: 0 ~ 10, default: 0] I:"The Base Amplifier of Crippled"=0 # [range: 0 ~ 5, default: 0] I:"The Base Amplifier of Heart Pierced."=0 # [range: 0 ~ 800, default: 200] I:"The Base Duration in ticks of Armor Pierced."=200 # [range: 0 ~ 400, default: 160] I:"The Base Duration in ticks of Heart Pierced"=100 # [range: 0 ~ 1200, default: 160] I:"The Base Duration of Crippled."=160 # [range: 0 ~ 800, default: 80] I:"The Duration in ticks that will be incremented in the remaining duration if armor pierced procs."=80 # [range: 0 ~ 400, default: 60] I:"The Duration in ticks that will be incremented in the remaining duration if heart pierced procs."=60 # [range: 0 ~ 10, default: 3] I:"The Maximum Amplifier (Potion Level) Cap that cannot be increased further in Armor Pierced procs."=3 # [range: 0 ~ 10, default: 0] I:"The Maximum Amplifier (Potion Level) Cap that cannot be increased further in Crippled procs."=0 # [range: 0 ~ 10, default: 3] I:"The Maximum Amplifier (Potion Level) Cap that cannot be increased further in Heart Pierced procs."=3 # [range: 0 ~ 10, default: 1] I:"The additional amplifier that will be added when Armor Pierced procs."=1 # [range: 0 ~ 10, default: 1] I:"The additional amplifier that will be added when Crippled procs."=1 # [range: 0 ~ 10, default: 1] I:"The additional amplifier that will be added when Heart Pierced procs."=1 # [range: 0 ~ 600, default: 80] I:"The additional duration that will be added when Crippled procs."=80 } "loot table " { # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 7.0E-5] S:"Probability of Arrow Slasher to generate in Jungle Temples, and Village Blacksmith Forges."=1.0 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 6.5E-5] S:"Probability of Disenchanting Saber to generate in the libraries of Strongholds, and Nether Fortresses."=0.85 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 2.0E-5] S:"Probability of Haymaker to generate in Dungeons and Abandoned Mineshafts."=4.0 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 7.0E-5] S:"Probability of Heart Piercer to generate in Jungle Temples, and Desert Temples."=0.85 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 6.0E-5] S:"Probability of Lunar Edge to generate in Igloos."=0.5 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 9.0E-5] S:"Probability of Shield Breaker to generate in Desert Temples, and Village Blacksmith Forges."=1.0 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 5.5E-5] S:"Probability of Sword Slicer to generate in Igloos, and Nether Fortresses."=0.75 # Weight is not configurable, and setting this to 100% doesn't guarantee it to generate in its respective location. [range: 0.0 ~ 100.0, default: 2.5E-4] S:"Probability of Sword of the Great End to generate in End Cities."=1.0 } "lunar edge" { # [range: 0 ~ 1800, default: 120] I:"Blindness's Duration in ticks"=120 # [default: true] B:"Does Shattered Hope always proc?"=true # [range: 0 ~ 3600, default: 900] I:"Lunar Edge's Cooldown in ticks"=900 # [range: 0 ~ 3600, default: 600] I:"Lunar Edge's Duration in ticks"=600 # Ignore this if Shattered Hope always procs. [range: 0 ~ 100, default: 50] I:"Shattered Hope's Chance to proc"=50 # [range: 20 ~ 1800, default: 200] I:"Shattered Hope's Duration in ticks applied when ending the invisibility with lunar attunement"=200 # [range: 0 ~ 1800, default: 200] I:"Vision Less' Duration in ticks"=200 } potions { # Ignore this if this is a percentage based reduction [range: 0.0 ~ 20.0, default: 5.0] S:"Armor Pierced's Armor Reduction and Armor Toughness in numeric"=5.0 # Ignore this if this is a flat reduction. [range: 0.0 ~ 1.0, default: 0.25] S:"Armor Pierced's Armor Reduction and Armor Toughness in percentage"=0.25 # [range: 0.0 ~ 3.4028235E38, default: 0.5] S:"Heart Pierced's Base Damage Over Time"=0.5 # [range: 0.0 ~ 1.0, default: 0.01] S:"Heart Pierced's Base Max Health Percentage Damage Over Time"=0.02 # [range: 0 ~ 2147483647, default: 35] I:"Heart Pierced's Damage Interval"=35 # [range: 0 ~ 34, default: 5] I:"Heart Pierced's Damage Interval Decremented per level"=5 # [range: 0.0 ~ 1.0, default: 0.5] S:"Heart Pierced's Incremented Damage per level in addition to its base damage"=0.5 # [range: 0.0 ~ 1.0, default: 0.005] S:"Heart Pierced's Incremented Max Health Percentage Damage per level in addition to its base damage"=0.01 # Ignore this if this is a percentage based bonus. [range: 0.0 ~ 40.0, default: 4.0] S:"Lunar Attunement's Bonus Damage added with the attribute 'generic.attackDamage'"=4.0 # Ignore this if this is a flat bonus. [range: 0.0 ~ 5.0, default: 0.5] S:"Lunar Attunement's Bonus Damage in percentage multiplied with the attribute 'generic.attackDamage'"=0.5 # [range: 0.0 ~ 1.0, default: 0.3] S:"Shattered Hope's Attack Speed Reduction"=0.3 # [range: 0.0 ~ 1.0, default: 0.4] S:"Shattered Hope's Damage Output Reduction"=0.4 # [default: false] B:"Should Armor Pierced be a numeric reduction like weakness"=false # [default: false] B:"Should Lunar Attunement be a flat bonus damage?"=false } "progenitor blade" { # [range: 0 ~ 1200, default: 10] I:"Progenitor Blade's cooldown in this specific ability "=10 # [range: 0 ~ 60, default: 10] I:"The base distance that the progenitor blade can teleport"=10 # [range: 0 ~ 60, default: 10] I:"The random buffer of the distance that progenitor blade can teleport"=10 } "shield breaker" { # [range: 0 ~ 10, default: 0] I:"Armor Pierced's Base Level"=0 # [range: 0 ~ 3600, default: 600] I:"Armor Pierced's Duration in ticks"=600 # [range: 0 ~ 3600, default: 600] I:"Armor Pierced's Incremented Duration in ticks"=600 # [range: 0 ~ 10, default: 1] I:"Armor Pierced's Incremented Level"=1 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Shield Breaker"=0.5 # [default: false] B:"Does Shield Breaker also includes Armor Pierced when it procs?"=false B:"Does Shield Cooldown increments like how heart pierced and armor pierced works?"=false # [range: 0 ~ 3600, default: 160] I:"Duration in ticks for a particular shield to recover."=160 I:"Incremented duration in ticks for a particular shield to recover."=60 # Ignore this if Shield Breaker always procs [range: 0 ~ 100, default: 75] I:"Shield Breaker's chance to proc"=75 # [default: false] B:"Should Shield Breaker's ability have to be a chance to proc instead of guaranteed?"=false # [range: 0 ~ 10, default: 3] I:"The Maximum Amplifier (Potion Level) Cap that cannot be increased further in Armor Pierced procs."=3 } "sword of the great end" { # [range: 0 ~ 1800, default: 480] I:"Base Interfered duration when the Sword is Awakened."=480 # [range: 0 ~ 4000, default: 0] I:"Base damage dealt to the sword's durability from using its teleportation ability when the Sword is Awakened."=0 # [range: 0 ~ 4000, default: 7] I:"Base damage dealt to the sword's durability from using its teleportation ability."=7 # [range: 0 ~ 200, default: 40] I:"Base range/distance of the sword's manual teleportation when the Sword is Awakened"=40 # [range: 0 ~ 200, default: 30] I:"Base range/distance of the sword's manual teleportation."=30 # [range: 0 ~ 100, default: 50] I:"Chance to counter attack when teleporting from harm/attacks. Available only when the Sword is Awakened."=50 # [range: 0 ~ 100, default: 75] I:"Chance to teleport from harm/attacks when the Sword is Awakened."=75 # [range: 0 ~ 100, default: 25] I:"Chance to teleport from harm/attacks."=25 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Disenchanting Saber"=0.5 # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Sword of the Great End"=0.5 # [default: true] B:"Does Sword of the Great End always proc?"=true # [default: false] B:"Does Sword of the Great End increment duration?"=false # Ignore this if this doesn't increment the debuff's duration [range: 0 ~ 100, default: 120] I:"Incremented Interfered duration when the Sword is Awakened."=120 # Ignore this if the ability always procs [range: 0 ~ 100, default: 50] I:"Interfered proc chance"=50 # Ignore this if the ability always procs [range: 0 ~ 100, default: 80] I:"Interfered proc chance when the Sword is Awakened."=80 # Ignore this if this doesn't increment the debuff's duration [range: 0 ~ 1800, default: 60] I:"Interfered's Incremented Duration per proc"=60 # Ignore this if this doesn't increment the debuff's duration [range: 0 ~ 1800, default: 120] I:"Interfered's base duration in ticks"=120 # [range: 0 ~ 4000, default: 8] I:"Random Damage dealt to the sword's durability from using its teleportation ability in addition to the base damage when the Sword is Awakened."=8 # [range: 0 ~ 4000, default: 8] I:"Random Damage dealt to the sword's durability from using its teleportation ability in addition to the base damage."=8 # [range: 0 ~ 6000, default: 40] I:"Sword's manual teleportation cooldown in ticks when the Sword is Awakened."=40 # [range: 0 ~ 6000, default: 120] I:"Sword's manual teleportation cooldown in ticks."=120 # [range: 0.0 ~ 3.4028235E38, default: 0.0] S:"Teleportation damage from using the sword's ability to teleport manually when the Sword is Awakened."=0.0 # [range: 0.0 ~ 3.4028235E38, default: 2.75] S:"Teleportation damage from using the sword's ability to teleport manually."=2.75 # [range: 0 ~ 100, default: 20] I:"The random dice that will cause the manual teleportation to be inconsistent of its range/distance causing it to be a bit farther or nearer than expected when the Sword is Awakened."=20 # [range: 0 ~ 100, default: 5] I:"The random dice that will cause the manual teleportation to be inconsistent of its range/distance causing it to be a bit farther or nearer than expected."=5 } "sword slicer" { # [range: 0.0 ~ 40.0, default: 0.5] S:"Damage Modifier of the awakened Sword Slicer"=0.5 # [default: false] B:"Should the bonus damage in slicing tools instead of sword have to be addition instead of multiplication?"=false # Ignore this if sword slicer's bonus damage in slicing tools is set to multipication [range: 0 ~ 2147483647, default: 8] I:"Sword Slicer's additional damage when slicing tools instead of sword"=8 # [range: 1 ~ 2147483647, default: 2] I:"Sword Slicer's base damage in tools."=2 # [range: 0 ~ 100, default: 100] I:"Sword Slicer's chance in damaging swords or any items that extends ItemSword"=100 # [range: 0 ~ 100, default: 35] I:"Sword Slicer's chance in slicing non-tool, and non-damageable items."=35 # [range: 0 ~ 100, default: 100] I:"Sword Slicer's chance in slicing non-tool, but damageable items."=100 # [range: 0 ~ 100, default: 35] I:"Sword Slicer's chance in slicing non-tool, non-damageable, and non-stackable items."=35 I:"Sword Slicer's chance in slicing tools (ItemTool) that are not sword"=100 # [range: 0 ~ 100, default: 100] I:"Sword Slicer's chance in slicing tools (items that extends ItemTool) that are not sword"=100 # Ignore this if sword slicer's bonus damage in slicing tools is set to addition [range: 0.0 ~ 100.0, default: 0.02] S:"Sword Slicer's damage based on the durability of a non-tool, but is damageable. This will be added into its base damage."=0.02 # [range: 0.0 ~ 100.0, default: 0.02] S:"Sword Slicer's damage based on the durability of the item. This will be added into its base damage."=0.02 # [range: 1 ~ 2147483647, default: 2] I:"Sword Slicer's damage in slicing non-tool, but damageable items."=2 # Uses random.nextInt(your input) [range: 0 ~ 2147483647, default: 4] I:"Sword Slicer's random damage added with its base damage."=4 # Uses random.nextInt(your input) [range: 0 ~ 2147483647, default: 9] I:"Sword Slicer's random damage in slicing non-tool, but damageable items added in its base damage."=9 # Uses random.nextInt(your input) [range: 0 ~ 64, default: 3] I:"The additional random added into its base count/number/amount in a stack that will be sliced when sword slicer slices non-tool, and non-damageable items."=3 # [range: 1 ~ 64, default: 1] I:"The base count/number/amount in a stack that will be sliced when sword slicer slices non-tool, and non-damageable items."=1 S:"The multiplier for slicing tools instead of sword"=2.0 # Ignore this if sword slicer's bonus damage in slicing tools is set to addition [range: 1.0 ~ 3.4028235E38, default: 2.0] S:"The multiplier for slicing tools or items instead of sword"=2.0 }