
["VFX Plus"]
	#When enabled, AAAParticle will work to enhance VFX
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableVFXPlus = true
	#Enable/disable Ground-Slam VFX
	enableGroundSlamVFX = true
	#Enable/disable yamato-judgement-cut VFX
	enableYamatoJudgementCutVFX = true
	#Enable/disable Claw-Skill VFX
	enableClawSkillVFX = true
	#Enable/disable DualSword-Skill VFX
	enableDualSwordSkillVFX = true
	#Enable/disable Tachi-Skill VFX
	enableTachiSkillVFX = true
	#Enable/disable Falchion-Skill VFX
	enableFalchionSkillVFX = true
	#Enable/disable GreatSword-ChargeSkill VFX
	enableGreatSwordChargeSkillVFX = true
	#Enable/disable Spear-Charge VFX
	enableSpearChargeVFX = true
	#Enable/disable Spear-Finisher VFX
	enableSpearFinisherVFX = true
	#Enable/disable Scythe-Finisher VFX
	enableScytheFinisherVFX = true
	#Enable/disable HfBlade-Charge VFX
	enableMurasamaChargeVFX = true
	#Enable/disable HfBlade-Flash VFX
	enableMurasamaFlashVFX = true
	#Enable/disable MortalBlade VFX
	enableMortalBladeVFX = true
	#Enable/disable DragonFlash VFX
	enableDragonFlashVFX = true

[judgementcut_end_camera]
	#Enable/disable camera animations for JudgementCut-End
	#When enabled, JudgementCut-End will play cinematic camera animations
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableCameraAnimations = true

[judgementcut_end_weapon_model]
	#Enable/disable weapon model fix for JudgementCut-End
	#When enabled, JudgementCut-End will use the DMC4 Yamato Model
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableModelFix = true

[zandatsu_camera_animations]
	#Enable/disable camera animations for Zandatsu
	#When enabled, Zandatsu will play cinematic camera animations
	#This is a CLIENT-SIDE only setting
	#Default: false (disabled)
	enableCameraAnimations = false

[judgementcut_end_particles]
	#Enable/disable particle effects for JudgementCut-End
	#Disable Judgement Cut End's particle effects that may cause rendering incompatibility
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableJudgementCutEndParticles = true

[judgementcut_end_screendistortion_effect]
	#Enable/disable screendistortion effects for JudgementCut-End
	#Disable Judgement Cut End's screendistortion effects
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableJudgementCutEndScreendistortion = true

[bloodlust_posteffect]
	#Enable/disable post-effect when bloodlust's skill active
	#When enabled, bloodlust's skill will play post-effect
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableBloodlustPostEffect = true

[beastclaw_posteffect]
	#Enable/disable post-effect when beastclaw's skill active
	#When enabled, beastclaw's skill will play post-effect
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	enableBeastclawPostEffect = true

[zansetsu_gesture_sensitivity]
	#Minimum gesture distance required to trigger a slash
	#Higher values require larger mouse movements
	#Default: 40.0
	#Range: 10.0 ~ 200.0
	minGestureDistance = 30.0
	#Minimum gesture speed required to trigger a slash
	#Higher values require faster mouse movements
	#Default: 40.0
	#Range: 10.0 ~ 200.0
	minGestureSpeed = 30.0
	#Threshold for detecting significant movement to start gesture recognition
	#Lower values make gesture detection more sensitive
	#Default: 20.0
	#Range: 5.0 ~ 100.0
	significantMovementThreshold = 15.0
	#Increased distance requirement for vertical gestures after horizontal gestures
	#Helps prevent accidental vertical gestures after horizontal ones
	#Default: 50.0
	#Range: 30.0 ~ 150.0
	verticalAfterHorizontalDistance = 40.0
	#Increased speed requirement for vertical gestures after horizontal gestures
	#Helps prevent accidental vertical gestures after horizontal ones
	#Default: 50.0
	#Range: 30.0 ~ 150.0
	verticalAfterHorizontalSpeed = 40.0
	#Speed sensitivity multiplier for gesture detection
	#Higher values make speed requirements more strict
	#Default: 1.0
	#Range: 0.1 ~ 5.0
	speedSensitivity = 1.0
	#Timeout ticks for gesture recognition
	#How long to wait before resetting an incomplete gesture (in ticks)
	#Default: 8
	#Range: 1 ~ 20
	gestureTimeoutTicks = 10
	#Cooldown ticks for same direction gestures
	#Prevents triggering the same direction repeatedly (in ticks)
	#Default: 8
	#Range: 0 ~ 40
	sameDirectionCooldownTicks = 0
	#Cooldown ticks after horizontal gestures
	#Prevents accidental vertical gestures after horizontal ones (in ticks)
	#Default: 20
	#Range: 0 ~ 60
	horizontalCooldownTicks = 0

[zansetsu_camera_settings]
	#Enable/disable all camera adjustments during Zansetsu mode
	#When enabled, all camera effects (offset, view lock, shake) will be active
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	zansetsuCameraEnabled = true
	#Enable/disable FOV adjustment during Zansetsu mode
	#When enabled, the field of view will be adjusted during Zansetsu mode
	#This provides a more focused combat perspective
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	zansetsuFovEnabled = true

[zansetsu_camera_offset]
	#Camera elevation (vertical offset) during Zansetsu mode
	#Positive values move the camera upward, negative values downward
	#Default: -0.2
	#Range: -5.0 ~ 5.0
	zansetsuCameraElevation = -0.2
	#Camera forward offset during Zansetsu mode
	#Positive values move the camera forward, negative values backward
	#Default: 0.4
	#Range: -5.0 ~ 10.0
	zansetsuCameraForwardOffset = 0.4
	#Camera side offset during Zansetsu mode
	#Positive values move the camera to the right, negative values to the left
	#Default: 0.7
	#Range: -5.0 ~ 5.0
	zansetsuCameraSideOffset = 0.7
	#Camera position transition duration in seconds
	#How long it takes for the camera to move to its Zansetsu position
	#Default: 0.25
	#Range: 0.1 ~ 2.0
	zansetsuCameraTransitionDuration = 0.25
	#FOV value during Zansetsu mode
	#The field of view value to use during Zansetsu mode
	#Lower values create a more zoomed-in effect
	#Default: 30.0
	#Range: 30.0 ~ 110.0
	zansetsuFovValue = 30.0
	#FOV transition duration in seconds
	#How long it takes for the FOV to transition to Zansetsu value
	#Default: 0.3
	#Range: 0.1 ~ 2.0
	zansetsuFovTransitionDuration = 0.3

[zansetsu_view_lock]
	#Enable/disable view lock during Zansetsu mode
	#When enabled, the camera's vertical angle will be locked during Zansetsu mode
	#This provides a more stable combat perspective
	#This is a CLIENT-SIDE only setting
	#Default: true (enabled)
	zansetsuViewLockEnabled = true
	#Locked X rotation (vertical angle) during Zansetsu mode
	#The vertical angle to lock the camera to during Zansetsu mode
	#0 = horizontal, positive = looking down, negative = looking up
	#Default: 0.0 (horizontal)
	#Range: -90.0 ~ 90.0
	zansetsuCameraLockedXRot = 0.0
	#View lock transition duration in seconds
	#How long it takes for the camera view to lock/unlock during Zansetsu mode
	#Default: 0.4
	#Range: 0.1 ~ 2.0
	zansetsuViewLockTransitionDuration = 0.4

[aaa_particles_warning]
	#Enable the warning when AAA Particles mod is not installed
	#When enabled, shows a warning on first launch if AAA Particles is missing
	#Default: true (enabled)
	enableAAAWarning = true
	#Internal: Whether the AAA Particles warning has been shown
	#Do not modify manually - this is managed by the mod
	hasShownAAAWarning = true

[impact_frame]
	#if enable it, some weapons will have impact frame effect
	impact_frame = true

[afterimage]
	#if enable it, some weapons will have unique afterimage
	afterimage = true

