# Configuration file ~CONFIG_VERSION: 2.0 arrows { # Base Damage for Diamond Arrows [range: 0.1 ~ 100.0, default: 3.5] S:baseDamageArrowDiamond=1.5 # Base Damage for Iron Arrows [range: 0.1 ~ 100.0, default: 3.0] S:baseDamageArrowIron=1.0 # Base Damage for Wooden Arrows [range: 0.1 ~ 100.0, default: 0.2] S:baseDamageArrowWood=0.2 # Disables Diamond Arrows and Bolts in this mod [default: false] B:disableDiamondArrowsAndBolts=false # Disables all new Arrows in this mod [default: false] B:disableNewArrows=false # Disables all variants of the Arrow Quiver and the Bolt Quiver in this mod [default: false] B:disableQuivers=false # Explosion strength for Explosive Arrows [range: 0.1 ~ 10.0, default: 2.0] S:explosionStrengthArrowExplosive=1.5 # Bows in this blacklist will not get Arrows pulled out of the Arrow Quiver. Use the ID of the bow to add to this. e.g. "minecraft:bow" [default: [botania:crystalbow], [ebwizardry:spectral_bow], [iceandfire:dragonbone_bow]] S:quiverBowBlacklist < botania:crystalbow ebwizardry:spectral_bow iceandfire:dragonbone_bow > # Range Multiplier for Diamond Arrows [range: 0.1 ~ 100.0, default: 1.25] S:rangeMultiplierArrowDiamond=1.25 # Range Multiplier for Explosive Arrows [range: 0.1 ~ 100.0, default: 1.0] S:rangeMultiplierArrowExplosive=1.0 # Range Multiplier for Iron Arrows [range: 0.1 ~ 100.0, default: 0.75] S:rangeMultiplierArrowIron=0.75 # Range Multiplier for Wooden Arrows [range: 0.1 ~ 100.0, default: 1.5] S:rangeMultiplierArrowWood=1.5 } battleaxe { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 5.0] S:damageBase=5.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 2.0] S:damageMultiplier=2.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.0] S:speed=1.0 } boomerang { # Charging time for throwing this weapon. This affects the throwing speed, which affects the throwing range too [range: 2 ~ 1000, default: 5] I:chargeTicks=5 # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of melee attacks with this weapon [range: 0.1 ~ 20.0, default: 1.4] S:meleeSpeed=1.4 # Disables all Boomerangs except the Wooden one in this mod. [default: false] B:woodenBoomerangOnly=false } caestus { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 2.0] S:damageBase=2.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.5 # Disables the Caestus and Studded Caestus [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 3.5] S:speed=3.5 } client { # Set to disable the FOV zoom in effect when aiming a Longbow, Crossbow or Throwing Weapons [default: false] B:disableFOVZoomIn=false # Set to true to disable a Crosshair for the Crossbow which visually shows inaccuracy, using the default Crosshair instead; false otherwise [default: false] B:disableNewCrosshairCrossbow=false # Set to true to disable a Crosshair for Throwing Weapons which show the charge for them, using the default Crosshair instead; false otherwise [default: false] B:disableNewCrosshairThrowingWeapon=false # Set to disable Spartan HUD: Baubles integration. This will prevent the info the Quiver HUD has from being rendered on the Bauble HUD, and will reenable the Quiver HUD as well [default: false] B:disableSpartanHUDBaublesIntegration=false # Set to force compatibility crosshairs for Crosshairs and Throwing Weapons. This won't work if the new crosshairs are disabled [default: false] B:forceCompatibilityCrosshairs=false # Sets where the Quiver HUD Element should be aligned [default: bottom_center] S:quiverHudAlignment=bottom_center # Sets where on the X-axis the Quiver HUD element should be off-set from it's alignment point. [range: -400 ~ 400, default: -138] I:quiverHudOffsetX=-130 # Sets where on the Y-axis the Quiver HUD element should be off-set from it's alignment point. [range: -400 ~ 400, default: 65] I:quiverHudOffsetY=59 } club { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables the Club and Studded Club [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.3] S:speed=1.3 } crossbow { # Base Bolt speed for the Crossbow (Wooden Crossbows will have this as the default value) [range: 0.01 ~ 10.0, default: 1.5] S:baseBoltSpeedCrossbow=1.5 # Armour Piercing factor (which determines damage that ignores armour) for standard and Spectral Crossbow Bolts [range: 0.01 ~ 1.0, default: 0.25] S:boltArmorPiercingFactor=0.10 # Base damage of a standard Crossbow Bolt [range: 1.0 ~ 100.0, default: 4.0] S:boltDamage=1.0 # Armour Piercing factor (which determines damage that ignores armour) for Diamond Crossbow Bolts [range: 0.01 ~ 1.0, default: 0.5] S:boltDiamondArmorPiercingFactor=0.15 # Base damage of Diamond Crossbow Bolts [range: 1.0 ~ 100.0, default: 5.0] S:boltDiamondDamage=1.5 # Range Multiplier for Diamond Crossbow Bolts [range: 0.1 ~ 100.0, default: 1.25] S:boltDiamondRangeMultiplier=1.0 # Range Multiplier for standard and Spectral Crossbow Bolts [range: 0.1 ~ 100.0, default: 1.0] S:boltRangeMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # List to allow modded enchantments to be used on the Crossbow. Note that this will allow *any* enchantment to be placed on a Crossbow, even those that might not work properly. Make sure to test the enchantments out first! [default: [minecraft:power], [minecraft:punch], [minecraft:flame], [minecraft:infinity]] S:enchantmentWhitelist < minecraft:power minecraft:punch minecraft:flame minecraft:infinity > # Crossbow aiming tick modifier per material tier (defined by harvest level) [range: -10 ~ 10, default: 1] I:materialAimModifierCrossbow=1 # Crossbow load tick modifier per material tier (defined by harvest level) [range: -10 ~ 10, default: 1] I:materialLoadModifierCrossbow=1 # Crossbow Bolt speed modifier per material tier (defined by harvest level) [range: 0.01 ~ 10.0, default: 0.05] S:materialVelocityModifierCrossbow=0.05 # Disables all Crossbows except the Wooden one in this mod. [default: false] B:woodenCrossbowOnly=false } dagger { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 2.5] S:damageBase=3.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 2.5] S:speed=2.5 } explosives { # Disables all Explosives in this mod [default: false] B:disableExplosives=false # Enables terrain damage for explosives in this mod such as Dynamite and Explosive Arrows. Respects the 'mobGriefing' gamerule. [default: true] B:enableTerrainDamage=true # Explosion strength for Dynamite [range: 0.1 ~ 10.0, default: 2.0] S:explosionStrengthDynamite=2.0 # Time (in ticks) it takes for Dynamite to explode [range: 1 ~ 600, default: 60] I:fuseTicksDynamite=60 } general { # Deprecated! No longers enables Parrying Daggers, as they are not experimental anymore. Addon mods such as Spartan and Fire still use this, and removing it causes a crash. Enable to use addon mods' versions of the Parrying Dagger [default: false] B:enableExperimentalWeapons=false # Enables weapons made from modded materials. Setting this to false will disable registration of said weapons, meaning only vanilla weapons will be available [default: true] B:enableModdedMaterialWeapons=true # Setting to true will disable all uncraftable weapon tooltips. Useful for modpack makers, or for those particular mods which recipes work, but the tooltips are inaccurate [default: false] B:forceDisableUncraftableTooltips=false } glaive { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.25 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.0] S:speed=1.0 } greatsword { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 6.0] S:damageBase=5.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 2.0] S:damageMultiplier=1.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.4] S:speed=1.4 } halberd { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 6.5] S:damageBase=5.5 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 2.5] S:damageMultiplier=2.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.2] S:speed=1.2 } hammer { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 6.0] S:damageBase=6.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 0.8] S:speed=0.8 } javelin { # Charging time for throwing this weapon. This affects the throwing speed, which affects the throwing range too [range: 2 ~ 1000, default: 10] I:chargeTicks=10 # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 1.5] S:damageBase=2.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.75 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of melee attacks with this weapon [range: 0.1 ~ 20.0, default: 1.2] S:meleeSpeed=1.2 } katana { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 3.5] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 2.0] S:speed=2.0 } lance { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.5 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.0] S:speed=1.0 } longbow { # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Longbow draw tick modifier per material tier (defined by harvest level) [range: -10 ~ 10, default: 1] I:materialDrawModifierLongbow=1 # Longbow Arrow speed modifier per material tier (defined by harvest level) [range: 0.01 ~ 10.0, default: 0.05] S:materialVelocityModifierLongbow=0.05 # Default Draw time and Arrow speed multiplier vs. the vanilla bow. Also affects damage of arrows shot. The Wooden Longbow will have these values by default [range: 0.1 ~ 100.0, default: 1.1] S:multiplierLongbow=1.1 # Disables all Longbows except the Wooden one in this mod [default: false] B:woodenLongbowOnly=false } longsword { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.5] S:damageBase=4.5 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.5] S:damageMultiplier=1.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.4] S:speed=1.4 } mace { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.2] S:speed=1.2 } materials { # Base material damage for Bronze weapons [range: 0.0 ~ 100.0, default: 2.0] S:damageBaseBronze=2.0 # Base material damage for Copper weapons [range: 0.0 ~ 100.0, default: 1.5] S:damageBaseCopper=1.5 # Base material damage for Electrum weapons [range: 0.0 ~ 100.0, default: 2.0] S:damageBaseElectrum=2.0 # Base material damage for Invar weapons [range: 0.0 ~ 100.0, default: 2.2] S:damageBaseInvar=2.2 # Base material damage for Lead weapons [range: 0.0 ~ 100.0, default: 2.0] S:damageBaseLead=2.0 # Base material damage for Nickel weapons [range: 0.0 ~ 100.0, default: 2.0] S:damageBaseNickel=2.0 # Base material damage for Platinum weapons [range: 0.0 ~ 100.0, default: 3.5] S:damageBasePlatinum=3.5 # Base material damage for Silver weapons [range: 0.0 ~ 100.0, default: 1.5] S:damageBaseSilver=1.5 # Base material damage for Steel weapons [range: 0.0 ~ 100.0, default: 2.5] S:damageBaseSteel=2.5 # Base material damage for Tin weapons [range: 0.0 ~ 100.0, default: 1.75] S:damageBaseTin=1.75 # Disables all Bronze-based weapons [default: false] B:disableBronze=false # Disables all Copper-based weapons [default: false] B:disableCopper=false # Disables all Electrum-based weapons [default: false] B:disableElectrum=false # Disables all Invar-based weapons [default: false] B:disableInvar=true # Disables all Lead-based weapons [default: false] B:disableLead=false # Disables all Nickel-based weapons [default: false] B:disableNickel=false # Disables all Platinum-based weapons [default: false] B:disablePlatinum=true # Disables all Silver-based weapons [default: false] B:disableSilver=false # Disables all Steel-based weapons [default: false] B:disableSteel=false # Disables all Tin-based weapons [default: false] B:disableTin=false # Base durability for Bronze weapons [range: 1 ~ 1000000, default: 320] I:durabilityBaseBronze=320 # Base durability for Copper weapons [range: 1 ~ 1000000, default: 200] I:durabilityBaseCopper=200 # Base durability for Electrum weapons [range: 1 ~ 1000000, default: 180] I:durabilityBaseElectrum=180 # Base durability for Invar weapons [range: 1 ~ 1000000, default: 440] I:durabilityBaseInvar=440 # Base durability for Lead weapons [range: 1 ~ 1000000, default: 240] I:durabilityBaseLead=240 # Base durability for Nickel weapons [range: 1 ~ 1000000, default: 200] I:durabilityBaseNickel=200 # Base durability for Platinum weapons [range: 1 ~ 1000000, default: 1024] I:durabilityBasePlatinum=1024 # Base durability for Silver weapons [range: 1 ~ 1000000, default: 48] I:durabilityBaseSilver=48 # Base durability for Steel weapons [range: 1 ~ 1000000, default: 480] I:durabilityBaseSteel=480 # Base durability for Tin weapons [range: 1 ~ 1000000, default: 180] I:durabilityBaseTin=180 # Primary Colour for all Bronze-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 11758858] I:primaryColourBronze=11758858 # Primary Colour for all Copper-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 16744512] I:primaryColourCopper=16744512 # Primary Colour for all Electrum-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 14007119] I:primaryColourElectrum=14007119 # Primary Colour for all Invar-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 11450027] I:primaryColourInvar=11450027 # Primary Colour for all Lead-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 5726589] I:primaryColourLead=5726589 # Primary Colour for all Nickel-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 14405525] I:primaryColourNickel=14405525 # Primary Colour for all Platinum-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 6937328] I:primaryColourPlatinum=6937328 # Primary Colour for all Silver-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 13487600] I:primaryColourSilver=13487600 # Primary Colour for all Steel-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 8750469] I:primaryColourSteel=8750469 # Primary Colour for all Tin-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 12500696] I:primaryColourTin=12500696 # Secondary Colour for all Bronze-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 13407798] I:secondaryColourBronze=13407798 # Secondary Colour for all Copper-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 16760986] I:secondaryColourCopper=16760986 # Secondary Colour for all Electrum-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 16777109] I:secondaryColourElectrum=16777109 # Secondary Colour for all Invar-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 14607328] I:secondaryColourInvar=14607328 # Secondary Colour for all Lead-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 9150162] I:secondaryColourLead=9150162 # Secondary Colour for all Nickel-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 16250827] I:secondaryColourNickel=16250827 # Secondary Colour for all Platinum-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 11200511] I:secondaryColourPlatinum=11200511 # Secondary Colour for all Silver-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 16777215] I:secondaryColourSilver=16777215 # Secondary Colour for all Steel-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 12500670] I:secondaryColourSteel=12500670 # Secondary Colour for all Tin-based weapons. # Colour values can be retrieved using a colour picker and copying its HTML notation value and converting it to decimal [range: 0 ~ 16777215, default: 13816575] I:secondaryColourTin=13816575 } parrying_dagger { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 2.0] S:damageBase=2.65 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 2.5] S:speed=2.5 } pike { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.4] S:speed=1.4 } quarterstaff { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 1.5] S:damageBase=2.65 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 2.0] S:speed=2.0 } rapier { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 2.5] S:damageBase=2.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 2.4] S:speed=2.4 } saber { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.5] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.6] S:speed=1.6 } spear { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.5] S:damageBase=4.5 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.5 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.4] S:speed=1.4 } throwing_axe { # Charging time for throwing this weapon. This affects the throwing speed, which affects the throwing range too [range: 2 ~ 1000, default: 8] I:chargeTicks=8 # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 2.0] S:damageBase=2.25 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of melee attacks with this weapon [range: 0.1 ~ 20.0, default: 0.9] S:meleeSpeed=0.9 } throwing_knife { # Charging time for throwing this weapon. This affects the throwing speed, which affects the throwing range too [range: 2 ~ 1000, default: 5] I:chargeTicks=5 # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 1.5] S:damageBase=1.75 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 0.5] S:damageMultiplier=0.75 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of melee attacks with this weapon [range: 0.1 ~ 20.0, default: 2.5] S:meleeSpeed=2.5 } warhammer { # Base Damage. Will be the same damage as the Wooden version of this weapon [range: 0.1 ~ 100.0, default: 4.0] S:damageBase=4.0 # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 1.0] S:damageMultiplier=1.0 # Disables all weapons of this type in this mod [default: false] B:disableWeapon=false # Affects the overall speed of attacks with this weapon [range: 0.1 ~ 20.0, default: 1.1] S:speed=1.1 } weapon_properties { # Changes the percentage of damage that ignores armor on weapons with the "Armor Piercing" Weapon Property [range: 0.0 ~ 100.0, default: 50.0] S:armorPiercePercentage=50.0 # Changes the percentage of damage absorbed by the "Damage Absorption" Weapon Property [range: 0.0 ~ 1.0, default: 0.25] S:damageAbsorptionFactor=0.25 # Changes the "Backstab Damage Bonus" Weapon Property damage multiplier value [range: 1.0 ~ 50.0, default: 3.0] S:damageBonusBackstabMultiplier=3.0 # If set to true, any damage bonus that checks for armor will only apply if the hit mob has less than the total armor value threshold, while still checking for armor. [default: false] B:damageBonusCheckArmorValue=false # Changes the "Chest Damage Bonus" Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 2.0] S:damageBonusChestMultiplier=2.0 # Max armor value allowed for any damage bonus that checks for armor to apply, without any armor equipped [range: 0.0 ~ 100.0, default: 0.0] S:damageBonusMaxArmorValue=0.0 # If true, checks the speed of the player/mount to scale the "Riding Damage Bonus" against. Might not be fully compatible with some mods, so it can be disabled if necessary [default: true] B:damageBonusRidingCheckSpeed=true # Changes the "Riding Damage Bonus" Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 2.0] S:damageBonusRidingMultiplier=2.0 # Changes the speed required for maximum "Riding Damage Bonus" to take effect. Adjusting this value scales how much bonus damage is received [range: 0.0 ~ 10.0, default: 0.225] S:damageBonusRidingVelocityMax=0.25 # Changes the "Throwing Damage Bonus" (for Javelins) Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 3.0] S:damageBonusThrowJavelinMultiplier=3.5 # Changes the "Throwing Damage Bonus" (except for Javelins) Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 2.0] S:damageBonusThrowMultiplier=2.25 # Changes the "Unarmored Damage Bonus" Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 3.0] S:damageBonusUnarmoredMultiplier=3.0 # Changes the "Undead Damage Bonus" Weapon Property damage multiplier value [range: 1.0 ~ 50.0, default: 1.5] S:damageBonusUndeadMultiplier=1.5 # Tweaks the hurt resistance ticks for weapons that use the "Quick Strike" Weapon Property [range: 10 ~ 20, default: 14] I:quickStrikeHurtResistTicks=14 # Changes the reach of any weapons with the "Reach I" Weapon Property [range: 5.0 ~ 15.0, default: 6.0] S:reach1Value=6.0 # Changes the reach of any weapons withs the "Reach II" Weapon Property [range: 5.0 ~ 15.0, default: 7.0] S:reach2Value=7.0 # Changes the percentage of damage inflicted to enemies when sweep attacked on weapons with the "Sweep I" Weapon Property [range: 0.0 ~ 100.0, default: 50.0] S:sweep1Percentage=50.0 # Changes the percentage of damage inflicted to enemies when sweep attacked on weapons with the "Sweep II" Weapon Property [range: 0.0 ~ 100.0, default: 100.0] S:sweep2Percentage=100.0 # Changes the damage reduction applied on weapons with the "Two-Handed I" Weapon Property [range: 0.0 ~ 1.0, default: 0.5] S:twoHanded1Value=0.5 # Changes the damage reduction applied on weapons with the "Two-Handed II" Weapon Property [range: 0.0 ~ 1.0, default: 0.75] S:twoHanded2Value=0.75 }