# Configuration file

~CONFIG_VERSION: 5

"bow tweaker" {
    # Config list for tweaking the base damage and the velocity of all arrows shot from specific bows.
    # 
    # The base damage of a flint arrow is 2. The final damage of a flint arrow averages ~9.
    # The velocity of a fully-charged arrow (meaning a critical, with a trail of particles) averages 3.
    # 
    # The formula the final damage of a flint arrow is   ->   (velocity * arrowBaseDamage) + rand.nextInt(velocity * arrowBaseDamage / 2) + 2   ->   (~3 * 2) + rand.nextInt(~3 * 2 / 2) + 2   ->   ~9 damage.
    # For example, if you multiplied the damage of arrows shot from a minecraft:bow by 1.5 (meaning the base damage of a flint arrow would now be 3 instead of 2) the final average of that fully-charged shot would be ~13 damage.
    # 
    # The following entry (spartanweaponry:longbow_wood ~ 2.0 ~ 1.0) would multiply the base damage of arrows shot by the longbow by 2, and have the velocity remain unchanged.
    #  This would change the damage of a fully-charged shot of a flint arrow by a longbow from ~9 damage to ~16 damage.
    # 
    # The following entry (spartanweaponry:crossbow_wood ~ 0.8 ~ 1.25) would cut the base damage of crossbow by 20%, but increase the velocity of the arrows (bolts) shot by it by 25%.
    # This would keep the damage of a fully-charged shot of a bolt by a crossbow roughly the same, however, the velocity would be greatly increased.
    # 
    # The following entry (minecraft:bow ~ 1.0 ~ 1.0) would do nothing, as neither the damage or velocity is changed (multiplier of 1 would not change the value).
    # 
    # The format for the config is  ->  modID:bowName~arrowDamageMultiplier~arrowVelocityMultiplier.
    # The maximum velocity multiplier is 1.5, anything over this value will do nothing! The reason being is that the arrow travels too fast which leads to visual anomalies.
    # If the arrows look like they are swerving off to the side, it means the velocity is too high and you'll have to lower it.
    # 
    # Longbows from SpartanWeaponry already have a velocity multiplier of 1.2, try not to increase velocity much more.
    # Crossbows from SpartanWeaponry already have a velocity multiplier of 1.5, do not increase any further!
    # 
    # More info on bows can be found here   ->   https://minecraft.fandom.com/wiki/Bow#Weapon [default: [minecraft:bow                    ~ 1.00 ~ 1.00], [spartanweaponry:longbow_wood     ~ 0.95 ~ 1.00], [spartanweaponry:crossbow_wood    ~ 1.05 ~ 0.95]]
    S:"modID:bowName ~ *arrowDamageMultiplier ~ *arrowVelocityMultiplier" <
        minecraft:bow					~ 1.00 ~ 1.00
        spartanweaponry:longbow_wood		~ 0.95 ~ 1.00
        spartanweaponry:crossbow_wood	~ 1.05 ~ 0.95
     >
}


"critical hits" {
    # Adds additional critical strike chance when the player is falling like in vanilla or sprinting. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Additional Critical Chance"=0.1

    # Automatically crit a mob when you are not the attack target or revenge target of that mob. [default: true]
    B:"Auto Critical On Sneak Attacks"=true

    # How much more damage crits do (multiplier). Default 1.5F, meaning crits do 50% extra damage (150% of total damage). [range: 0.0 ~ 256.0, default: 1.5]
    S:"Critical Damage Bonus"=1.5

    # Critical strikes with any weapon disable shields for X ticks, similar to how axes disable shields for 100 ticks. Set to 0 to disable this feature. [range: 0 ~ 256, default: 40]
    I:"Critical Strikes Disable Shields"=40

    # LUCK attribute affects crit chance. Forumla = ( LUCK * luckCritModifier ). If luckCritModifier is 0.1F then 2 LUCK would give 20% crit chance. [range: 0.0 ~ 1.0, default: 0.2]
    S:"Luck Affects Critical Chance"=0.2

    # Adds random crit chance and replaces vanilla critical strikes. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Random Critical Chance"=0.1
}


enchantments {
    # Lightning enchantment base damage. A base of 3 and 2 per level means Lightning I deals 5 damage. [range: 0.0 ~ 256.0, default: 3.0]
    S:"Lightning Enchantment Base Damage"=3.0

    # Lightning enchantment damage per level. A base of 3 and 2 per level means Lightning V deals 13 damage. [range: 0.0 ~ 256.0, default: 2.0]
    S:"Lightning Enchantment Damage Per Level"=2.0

    # The enchantability per level that must be met for this enchantment to show up. [range: 0 ~ 256, default: 10]
    I:"Lightning Enchantment Enchantability Per Level"=10

    # The max level of the lightning enchant. 5 means the max is Lightning V. [range: 1 ~ 256, default: 5]
    I:"Lightning Enchantment Max Level"=5

    # This number is multiplied by the total lightning damage when targets are wet. 1.5F means 50% more damage. [range: 0.0 ~ 256.0, default: 1.5]
    S:"Lightning Enchantment Wet Modifier"=1.5
}


general {
    # Enable to have Spartan Weaponry tags added to weapons that do not have the correct tags already. For example; if you make vanilla minecraft swords have fatigue III, then the Two-Handed I tag will be added to the weapon. [default: true]
    B:"Add Spartan Weaponry Tags"=true
    B:"Additional crit sound"=true
    B:"Additional hit sound"=true

    # Enable to have the Aetherealized potion create a ring of particles around the target when struck. [default: true]
    B:"Aetherealized Damage Particles"=true

    # Attacking an enemy while sprinting will no longer interrupt your sprint. [default: true]
    B:"Attack & Sprint"=true
    B:"Attack and Sprint"=true
    B:"Attacks require full energy"=false

    # Base attack damage for the player. Vanilla is 1.0F. [range: 0.0 ~ 256.0, default: 1.0]
    S:"Base Attack Damage"=1.0

    # Base attack speed for the player. Vanilla is 4.0F. Higher values mean faster attack swing recovery. 1.6F attack speed means attacks take 13 ticks to recover after an attack swing. 0.8F means 20 ticks to recover after an attack swing. 4.0F means 5 ticks to recover after an attack. [range: 0.0 ~ 256.0, default: 4.0]
    S:"Base Attack Speed"=4.0

    # This base attack range (in vanilla multiplayer, the default range is 5.0F. In vanilla singleplayer, the default range is 4.0F). [range: 0.0 ~ 16.0, default: 4.0]
    S:"Base Reach Distance"=4.0

    # Enable have the knockback_resistance attribute reduce the STRENGTH of knockback effects, rather than reducing the CHANCE to not be knocked back. (For example: by default, a knockback_resistance of 0.5 means a 50% chance to not be knocked back from an attack. However, if this setting is true, a knockback_resistance of 0.5 means the distance or effects of being knocked back are 50% less far or powerful. [default: true]
    B:"Better Knockback"=true

    # Enable to have flaming prjectiles/arrows not set you on fire when you block them. [default: true]
    B:"Block Fire Projectiles"=true

    # Enable to show heart damage particles (this is a vanilla feature, this option is here for those who wish to disable it). [default: true]
    B:"Damage Particles"=true
    B:"Enable Offhand Attacks"=true
    S:"Entity Blacklist" <
        net.minecraft.entity.passive.EntityHorse
        net.minecraft.entity.item.EntityArmorStand
        net.minecraft.entity.passive.EntityVillager
     >

    # How high the hitbox will be extended for attacks (recommend keeping this between 1.0F and 1.2F). This setting is multiplicative, and setting it to 1.0 will leave the attack height unchanged. [range: 0.0 ~ 64.0, default: 1.2]
    S:"Extra Attack Height"=1.2

    # How wide the hitbox will be extended for attacks (recommend keeping this between 1.0F and 1.2F). This setting is multiplicative, and setting it to 1.0 will leave the attack width unchanged. [range: 0.0 ~ 64.0, default: 1.2]
    S:"Extra Attack Width"=1.2

    # Set to true to have Fast Equip use only items in the hotbar instead of the entire inventory. [default: false]
    B:"Fast Equip Hotbar Only"=false

    # Multiplies the player speed by this amount on successful attack. Set to 1.0F to disable. [range: 0.0 ~ 2.0, default: 0.6]
    S:"Intertia on Attack"=0.6
    S:"Item Class Whitelist" <
        net.minecraft.item.ItemSword
        net.minecraft.item.ItemAxe
        net.minecraft.item.ItemSpade
        net.minecraft.item.ItemPickaxe
        net.minecraft.item.ItemHoe
        slimeknights.tconstruct.library.tools.SwordCore
        slimeknights.tconstruct.library.tools.AoeToolCore
     >
    S:"Item Whitelist" <
     >
    B:"Longer Attack"=false

    # Reduce the damage dealt per level of Mining Fatigue. For example, by default Mining Fatigue II reduced player damage by 50%. Set 0.0F to disable. [range: 0.25 ~ 1.0, default: 0.0]
    S:"Mining Fatigue Damage Reduction"=0.0

    # Add sweep particles on attack (looks good, reccommend you keep this as true). [default: true]
    B:"More Attack Hit Particles"=true
    B:"More swipe animation"=false

    # Enable to have nausea & blindness affect mobs of medium/large height (3.0F) or below. [default: true]
    B:"Nausea Affects Mobs"=true

    # Enables right-click to attack with offhand weapon [default: true]
    B:"Offhand Attack"=true

    # The efficiency of an attack with offhanded weapon in percent (attack damage * efficiency). [range: 0.0 ~ 256.0, default: 0.5]
    S:"Offhand Efficiency"=0.5
    S:"Random Crit Chance"=0.3
    B:"Random Crits"=true
    S:"Reach Distance Modifier"=-1.0

    # Reduce the damage dealt by fists and non-weapons by this amount. Set 0.0F to disable. [range: 0.5 ~ 256.0, default: 0.0]
    S:"Reduce Fist & Non-Weapon Damage"=0.0
    B:"Refound energy on miss"=true

    # Remove hurt resistant time before an attack with a valid weapon to ensure it always deals the damage it should. [default: true]
    B:"Remove Hurt Resistant Time"=true

    # If set to true, attacking with your offhand is disabled while sneaking. The purpose of this is to add compatibility to mods such as CarryOn or Effortless Building where you need to use your right-click. [default: true]
    B:"Sneaking Disables Offhand Attack"=true

    # Enable to have armor the piercing effect of warhammers actually work against mobs who have added armor attribute values. The armor attribute can be added to mobs through RoughMobsRevamped. The armor peircing amount has also been slightly increased to make the damage difference more noticable. [default: true]
    B:"Warhammer Armor Pierce"=true
    B:"Weaker Left Arm"=true
    B:"Wider Attack"=false
    S:"Wider Attack Width"=1.5
    B:betterKnockback=true

    # Multiply the motionY amount of knockback by this amount. Set to 0.5 by default to reduce the motionY by 50%. Does nothing if betterKnockback is disabled. [range: 0.0 ~ 2.0, default: 0.5]
    S:knockUpStrength=0.5
}


"ice & fire" {
    # The dragonbone bow does the same damage as a normal bow (possibly due to the interactions of some other mods?) This setting adds wither damage to the bow to compensate for the lack of damage. Set to 0.0F to disable. [range: 0.0 ~ 128.0, default: 12.0]
    S:"Dragonbone Wither"=12.0

    # Multiplier for ranged silver weapons against undead. Set to 1.0F to disable. [range: 0.0 ~ 64.0, default: 1.5]
    S:"Ranged Silver Damage"=1.5

    # Multiplier for silver shield bash against undead. Set to 1.0F to disable. [range: 0.0 ~ 64.0, default: 1.5]
    S:"Shield Silver Damage"=1.5

    # How much damage undead attackers will take against an entity wearing silver armor, per piece of silver armor. Silver weapons get a damage bonus, so why not add a special interaction with silver armor? [range: 0.0 ~ 64.0, default: 1.5]
    S:"Silver Armor Damage"=1.5
}


potions {
    # The percentage of your physical damage that is converted to magical by the Aetherealized potion, per level. 0.2F means 20% of your physical damage (per level) is converted to magic damage. [range: 0.0 ~ 1.0, default: 0.2]
    S:"Aetherealized Potion Damage"=0.2

    # The additive percent increase to your critical strike damage that the Brutality potion adds, per level. 0.1F means add 10% critical strike damage (per level) to your base critical strike damage. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Brutality Potion Damage"=0.1

    # Enable to have tipped arrows that cause healing (including healing from harming arrows against undead) to deal no damage. [default: true]
    B:"Healing Arrow No Damage"=true

    # The additive percent increase to your critical strike chance that the Percision potion adds, per level. 0.1F means add 10% critical strike chance (per level) to your base critical strike chance. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Percision Potion Chance"=0.1

    # Changes the Strength potion to be a percentage damage increase instead of a flat increase. If set to 0.05F, then a Potion of Strength (+3 Attack Damage) will increase damage dealt by 15%. Set to 0.0F to disable. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Strength Potion Damage"=0.05

    # Fixes the terrible feature that makes harming/healing tipped arrows useless: Arrows of Harming (and arrows of Healing when used against undead mobs) do not add a static amount of damage to the arrow. Instead, the arrow's damage is first calculated, then checked to see if it is below 12♥ × 6. If the arrow's damage is less than 12, the Harming effect of the arrow makes up the difference, to ensure the arrow does exactly 12♥ × 6. Therefore, an unenchanted bow cannot deal more than 12 damage using Harming (or Healing) arrows, as it can deal a maximum of 11♥ × 5.5 damage on level ground. However, if the arrow would deal more than 12 damage, the harming effect is entirely neutralized. This means that bows enchanted with Power I through Power III has a chance to not utilize the arrow at full charge, and any Power level above III never utilizes Arrows of Harming effectively at full charge when against unarmored mobs/players. [default: true]
    B:"Tipped Arrow Fix"=true

    # Changes the Weakness potion to be a percentage damage decrease instead of a flat decrease. If set to 0.1F, then a Potion of Weakness (-4 Attack Damage) will decrease damage dealt by 40%. Set to 0.0F to disable. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Weakness Potion Damage"=0.1
}


"shield tweaker" {
    # Config list for tweaking the damage, knockback amount, and cooldown on shield bashing. [default: [minecraft:shield                     ~ 1.0 ~ 1.0 ~ 30], [spartanshields:shield_basic_diamond  ~ 4.0 ~ 2.0 ~ 25], [spartanshields:shield_basic_gold     ~ 1.0 ~ 1.0 ~ 10], [spartanshields:shield_basic_iron     ~ 3.0 ~ 1.0 ~ 25], [spartanshields:shield_basic_obsidian ~ 3.0 ~ 1.0 ~ 55], [spartanshields:shield_basic_silver   ~ 3.0 ~ 1.0 ~ 25], [spartanshields:shield_basic_stone    ~ 2.0 ~ 1.0 ~ 25], [spartanshields:shield_basic_wood     ~ 1.0 ~ 1.0 ~ 25], [spartanshields:shield_tower_diamond  ~ 4.0 ~ 2.5 ~ 30], [spartanshields:shield_tower_gold     ~ 1.0 ~ 1.5 ~ 15], [spartanshields:shield_tower_iron     ~ 3.0 ~ 1.5 ~ 30], [spartanshields:shield_tower_obsidian ~ 3.0 ~ 1.5 ~ 60], [spartanshields:shield_tower_silver   ~ 3.0 ~ 1.5 ~ 30], [spartanshields:shield_tower_stone    ~ 2.0 ~ 1.5 ~ 30], [spartanshields:shield_tower_wood     ~ 1.0 ~ 1.5 ~ 30]]
    S:"modID:shieldName ~ damage ~ knockback ~ cooldown" <
        minecraft:shield						~ 1.0 ~ 1.0 ~ 30
        spartanshields:shield_basic_diamond	~ 4.0 ~ 2.0 ~ 25
        spartanshields:shield_basic_gold		~ 1.0 ~ 1.0 ~ 10
        spartanshields:shield_basic_iron		~ 3.0 ~ 1.0 ~ 25
        spartanshields:shield_basic_obsidian	~ 3.0 ~ 1.0 ~ 55
        spartanshields:shield_basic_silver	~ 3.0 ~ 1.0 ~ 25
        spartanshields:shield_basic_stone	~ 2.0 ~ 1.0 ~ 25
        spartanshields:shield_basic_wood		~ 1.0 ~ 1.0 ~ 25
        spartanshields:shield_tower_diamond	~ 4.0 ~ 2.5 ~ 30
        spartanshields:shield_tower_gold		~ 1.0 ~ 1.5 ~ 15
        spartanshields:shield_tower_iron		~ 3.0 ~ 1.5 ~ 30
        spartanshields:shield_tower_obsidian	~ 3.0 ~ 1.5 ~ 60
        spartanshields:shield_tower_silver	~ 3.0 ~ 1.5 ~ 30
        spartanshields:shield_tower_stone	~ 2.0 ~ 1.5 ~ 30
        spartanshields:shield_tower_wood		~ 1.0 ~ 1.5 ~ 30
     >
}


sound {
    # Add an additional sound when striking a target. [default: true]
    B:"Additional Hit Sound"=false
    B:"Additional Swing Sound"=false

    # Add an additional sound when you swing a non-weapon (such as your fists, a stick, or even a ball of clay), the sound will pan left for offhand attacks, and pan right for mainhand attacks! [default: true]
    B:"Additional Swing Sound On Non-Weapons"=false

    # Add an additional sound when you swing a weapon, the sound will pan left for offhand attacks, and pan right for mainhand attacks! [default: true]
    B:"Additional Swing Sound On Weapons"=true

    # Arrows will make an impact sound when they hit an entity, regardless of range. [default: true]
    B:"Arrow Impact Sound"=true

    # The volume of the 'strike' sound that plays when you land a hit. [range: 0.0 ~ 2.0, default: 0.5]
    S:"Bow Strike Sound Volume"=0.5

    # The volume of the 'thud' sound that plays when you land a fully-charged hit. [range: 0.0 ~ 1.0, default: 0.3]
    S:"Bow Thud Sound Volume"=0.3

    # Weapons that are considered non-metal for swinging and hitting sound purposes. If the weapon contains the string, such as 'wood' or 'stone' it will not make a metal sound. [default: [wood], [stone], [bone], [staff], [caestus], [club]]
    S:"Non Metal List" <
        wood
        stone
        bone
        staff
        caestus
        club
     >

    # The volume of the sound that plays when you land a weapon hit. [range: 0.0 ~ 2.0, default: 1.0]
    S:"Weapon Hit Sound Volume"=0.5

    # The volume of the sound when you swing your weapon. [range: 0.0 ~ 2.0, default: 1.0]
    S:"Weapon Swing Sound Volume"=0.5
}


"weapon tweaker" {
    # Add reach and fatigue values for non-spartanweaponry weapons (the correct values for Spartan Weaponry weapons are listed in the default config).
    # Format for this config setting example   ->     weaponName ~ fatigue ~ +extraReachDistance ~ +extraCritChance ~ +extraCritDamage ~ attackSweep.
    # The itemName field can be simply 'pike_' for example, so that all items containing the word 'pike_' will affected, such as 'pike_wooden' or 'pike_iron'
    # 
    # Set attackSweep to -1 to remove sweep from a weapon. Set attackSweep to 0 to have default sword sweep, which deals base attack damage to sweep targets.
    # For each level of sweep, it deals 25% of the main damage to sweep targets. Sweep 4 is 100% of main damage dealt to sweep targets.
    # If you wanted to remove the default sweep from all minecraft swords, add the config line   _sword ~ 0 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1   OR you could add a line for each sword specifically, such as   minecraft:wooden_sword ~ 0 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1    minecraft:iron_sword ~ 0 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1   minecraft:diamond_sword ~ 0 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1 [default: [pike_        ~ 3 ~ 2.0 ~ 0.0 ~ 0.0 ~ -1], [glaive_      ~ 3 ~ 1.0 ~ 0.0 ~ 0.0 ~  2], [halberd_     ~ 4 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1], [greatsword_  ~ 4 ~ 1.0 ~ 0.0 ~ 0.0 ~  3], [spear_       ~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1], [lance_       ~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1], [staff        ~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~  2], [katana_      ~ 3 ~ 0.0 ~ 0.0 ~ 0.0 ~  0], [warhammer_   ~ 3 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1], [battleaxe_   ~ 3 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1], [longsword_   ~ 3 ~ 0.0 ~ 0.0 ~ 0.0 ~  0]]
    S:"weaponName ~ fatigue ~ +extraReachDistance ~ +extraCritChance ~ +extraCritDamage ~ attackSweep" <
        pike_		~ 2 ~ 2.0 ~ 0.0 ~ 0.0 ~ -1
        glaive_		~ 2 ~ 1.0 ~ 0.0 ~ 0.0 ~  1
        halberd_		~ 3 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1
        greatsword_	~ 3 ~ 1.0 ~ 0.0 ~ 0.0 ~  3
        spear_		~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1
        lance_		~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~ -1
        staff		~ 0 ~ 1.0 ~ 0.0 ~ 0.0 ~  1
        katana_		~ 2 ~ 0.0 ~ 0.0 ~ 0.0 ~  0
        warhammer_	~ 2 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1
        battleaxe_	~ 2 ~ 0.0 ~ 0.0 ~ 0.0 ~ -1
        longsword_	~ 2 ~ 0.0 ~ 0.0 ~ 0.0 ~  0
     >
}


"white/black lists" {
    # Blacklisted entity classes for attacking. You will not be able to attack any entity that extends this class! Please note that entities extending IEntityOwnable are by default blacklisted, when the entity is owned by the attacker. [default: [net.minecraft.entity.passive.EntityHorse], [net.minecraft.entity.item.EntityArmorStand], [net.minecraft.entity.passive.EntityVillager], [net.torocraft.toroquest.entity.EntityToroNpc]]
    S:"Entity Blacklist" <
        net.minecraft.entity.passive.EntityHorse
        net.minecraft.entity.item.EntityArmorStand
        net.minecraft.entity.passive.EntityVillager
        net.torocraft.toroquest.entity.EntityGuard
        net.torocraft.toroquest.entity.EntityVillageLord
        net.torocraft.toroquest.entity.EntityToroNpc
        net.torocraft.toroquest.entity.EntityToroVillager
     >

    # Whitelisted item classes for attacking. [default: [net.minecraft.item.ItemSword], [net.minecraft.item.ItemAxe], [net.minecraft.item.ItemSpade], [net.minecraft.item.ItemPickaxe], [net.minecraft.item.ItemHoe], [com.oblivioussp.spartanweaponry.item.ItemWeaponBase], [com.oblivioussp.spartanweaponry.item.ItemSwordBase], [com.oblivioussp.spartanweaponry.item.ItemSaber], [com.oblivioussp.spartanweaponry.item.ItemRapier], [com.oblivioussp.spartanweaponry.item.ItemGlaive], [com.oblivioussp.spartanweaponry.item.ItemSpear], [com.oblivioussp.spartanweaponry.item.ItemPike], [com.oblivioussp.spartanweaponry.item.ItemHammer], [com.oblivioussp.spartanweaponry.item.ItemMace], [com.oblivioussp.spartanweaponry.item.ItemWarhammer], [com.oblivioussp.spartanweaponry.item.ItemBattleaxe], [com.oblivioussp.spartanweaponry.item.ItemCaestus], [com.oblivioussp.spartanweaponry.item.ItemClub], [com.oblivioussp.spartanweaponry.item.ItemGreatsword], [com.oblivioussp.spartanweaponry.item.ItemKatana], [com.oblivioussp.spartanweaponry.item.ItemLance], [com.oblivioussp.spartanweaponry.item.ItemLongsword], [com.oblivioussp.spartanweaponry.item.ItemQuarterstaff], [com.oblivioussp.spartanweaponry.item.ItemHalberd], [com.oblivioussp.spartanweaponry.item.ItemThrowingWeapon]]
    S:"Item Class Whitelist" <
        net.minecraft.item.ItemSword
        net.minecraft.item.ItemAxe
        net.minecraft.item.ItemSpade
        net.minecraft.item.ItemPickaxe
        net.minecraft.item.ItemHoe
        com.oblivioussp.spartanweaponry.item.ItemWeaponBase
        com.oblivioussp.spartanweaponry.item.ItemSwordBase
        com.oblivioussp.spartanweaponry.item.ItemSaber
        com.oblivioussp.spartanweaponry.item.ItemRapier
        com.oblivioussp.spartanweaponry.item.ItemGlaive
        com.oblivioussp.spartanweaponry.item.ItemSpear
        com.oblivioussp.spartanweaponry.item.ItemPike
        com.oblivioussp.spartanweaponry.item.ItemHammer
        com.oblivioussp.spartanweaponry.item.ItemMace
        com.oblivioussp.spartanweaponry.item.ItemWarhammer
        com.oblivioussp.spartanweaponry.item.ItemBattleaxe
        com.oblivioussp.spartanweaponry.item.ItemCaestus
        com.oblivioussp.spartanweaponry.item.ItemClub
        com.oblivioussp.spartanweaponry.item.ItemGreatsword
        com.oblivioussp.spartanweaponry.item.ItemKatana
        com.oblivioussp.spartanweaponry.item.ItemLance
        com.oblivioussp.spartanweaponry.item.ItemLongsword
        com.oblivioussp.spartanweaponry.item.ItemQuarterstaff
        com.oblivioussp.spartanweaponry.item.ItemHalberd
        com.oblivioussp.spartanweaponry.item.ItemThrowingWeapon
        slimeknights.tconstruct.library.tools.SwordCore
        slimeknights.tconstruct.library.tools.AoeToolCore
     >

    # Whitelisted items in the format "modid:itemname" for attacking. [default: ]
    S:"Item Whitelist" <
     >
}


