
#Note for Durability Value in Armor. Vanilla values are; Leather:5, Gold:7, Iron:15, Turtle:25, Diamond:33, Netherite:37
[Armor]

	[Armor."Bone Armor"]
		#Should Bone Armor exist? (Default: True)
		bone_armor_true = true
		#Bone Durability Value (Default: 9).
		#Range: 1 ~ 50
		bone_durabilityValue = 9
		#Bone Boots Defense Value (Default: 1).
		#Range: 1 ~ 50
		bone_bootsdefense = 1
		#Bone Legs Defense Value (Default: 3).
		#Range: 1 ~ 50
		bone_legsdefense = 3
		#Bone Chest Defense Value (Default: 3).
		#Range: 1 ~ 50
		bone_chestdefense = 3
		#Bone Helm Defense Value (Default: 1).
		#Range: 1 ~ 50
		bone_helmDefense = 1
		#Bone Enchantability Value (Default: 15).
		#Range: 1 ~ 50
		bone_enchantability = 15
		#Bone Armor Toughness Value (Default: 0).
		#Range: 0 ~ 50
		bone_toughness = 0
		#Bone Knockback Resistance Value (Default: 0).
		#Range: 0 ~ 50
		bone_knockbackResistance = 0

	#Fermented and Poison spider armors are also based on these values, increased by a 1-2 points.
	[Armor."Spider Armor"]
		#Should Spider Armor exist? (Default: True)
		spider_armor_true = true
		#Spider Durability Value (Default: 10).
		#Range: 1 ~ 50
		spider_durabilityValue = 14
		#Spider Boots Defense Value (Default: 1).
		#Range: 1 ~ 50
		spider_bootsdefense = 1
		#Spider Legs Defense Value (Default: 3).
		#Range: 1 ~ 50
		spider_legsdefense = 3
		#Spider Chest Defense Value (Default: 4).
		#Range: 1 ~ 50
		spider_chestdefense = 4
		#Spider Helm Defense Value (Default: 1).
		#Range: 1 ~ 50
		spider_helmDefense = 1
		#Spider Enchantability Value (Default: 16).
		#Range: 1 ~ 50
		spider_enchantability = 16
		#Spider Armor Toughness Value (Default: 0).
		#Range: 0 ~ 50
		spider_toughness = 0
		#Spider Knockback Resistance Value (Default: 0).
		#Range: 0 ~ 50
		spider_knockbackResistance = 0

	[Armor."Wither Armor"]
		#Should Wither Armor exist? (Default: True)
		wither_armor_true = true
		#Wither Durability Value (Default: 10).
		#Range: 1 ~ 50
		wither_durabilityValue = 10
		#Wither Boots Defense Value (Default: 3).
		#Range: 1 ~ 50
		wither_bootsdefense = 3
		#Wither Legs Defense Value (Default: 6).
		#Range: 1 ~ 50
		wither_legsdefense = 6
		#Wither Chest Defense Value (Default: 7).
		#Range: 1 ~ 50
		wither_chestdefense = 7
		#Wither Helm Defense Value (Default: 4).
		#Range: 1 ~ 50
		wither_helmDefense = 4
		#Wither Enchantability Value (Default: 15).
		#Range: 1 ~ 50
		wither_enchantability = 15
		#Wither Armor Toughness Value (Default: 0).
		#Range: 0 ~ 50
		wither_toughness = 0
		#Wither Knockback Resistance Value (Default: 0).
		#Range: 0 ~ 50
		wither_knockbackResistance = 0

	[Armor."halloween Armor"]
		#Should halloween Armor exist? (Default: True)
		halloween_armor_true = true
		#halloween Durability Value (Default: 10).
		#Range: 1 ~ 50
		halloween_durabilityValue = 10
		#halloween Boots Defense Value (Default: 3).
		#Range: 1 ~ 50
		halloween_bootsdefense = 3
		#halloween Legs Defense Value (Default: 6).
		#Range: 1 ~ 50
		halloween_legsdefense = 6
		#halloween Chest Defense Value (Default: 7).
		#Range: 1 ~ 50
		halloween_chestdefense = 7
		#halloween Helm Defense Value (Default: 4).
		#Range: 1 ~ 50
		halloween_helmDefense = 4
		#halloween Enchantability Value (Default: 15).
		#Range: 1 ~ 50
		halloween_enchantability = 15
		#halloween Armor Toughness Value (Default: 0).
		#Range: 0 ~ 50
		halloween_toughness = 0
		#halloween Knockback Resistance Value (Default: 0).
		#Range: 0 ~ 50
		halloween_knockbackResistance = 0

	[Armor."silverfish and Endermite Armor"]

		[Armor."silverfish and Endermite Armor"." Note: Endermite upgrade has +1 defense over Silverfish"]
			#Should Silverfish Armor exist? (Default: True)
			silverfish_armor_true = true
			#Silverfish Durability Value (Default: 7).
			#Range: 1 ~ 50
			silverfish_durabilityValue = 7
			#Silverfish Boots Defense Value (Default: 2).
			#Range: 1 ~ 50
			silverfish_bootsdefense = 2
			#Silverfish Legs Defense Value (Default: 4).
			#Range: 1 ~ 50
			silverfish_legsdefense = 4
			#Silverfish Chest Defense Value (Default: 4).
			#Range: 1 ~ 50
			silverfish_chestdefense = 4
			#Silverfish Helm Defense Value (Default: 2).
			#Range: 1 ~ 50
			silverfish_helmDefense = 2
			#Silverfish Enchantability Value (Default: 30).
			#Range: 1 ~ 50
			silverfish_enchantability = 30
			#Silverfish Armor Toughness Value (Default: 0).
			#Range: 0 ~ 50
			silverfish_toughness = 0
			#Silverfish Knockback Resistance Value (Default: 0).
			#Range: 0 ~ 50
			silverfish_knockbackResistance = 0

		[Armor."silverfish and Endermite Armor"."Magma Armors"]

			[Armor."silverfish and Endermite Armor"."Magma Armors"." This controls the stats for the Magma armor line, from Magma Glass -> Strider (+1 defense over the values below) -> Nether's Wall (+2 toughness over the values below)"]
				#Should Magma Armor exist? (Default: True)
				blaze_armor_true = true
				#Magma Durability Value (Default: 24).
				#Range: 1 ~ 50
				blaze_durabilityValue = 24
				#Magma Boots Defense Value (Default: 2).
				#Range: 1 ~ 50
				blaze_bootsdefense = 2
				#Magma Legs Defense Value (Default: 5).
				#Range: 1 ~ 50
				blaze_legsdefense = 5
				#Magma Chest Defense Value (Default: 5).
				#Range: 1 ~ 50
				blaze_chestdefense = 5
				#Magma Helm Defense Value (Default: 2).
				#Range: 1 ~ 50
				blaze_helmDefense = 2
				#Magma Enchantability Value (Default: 24).
				#Range: 1 ~ 50
				blaze_enchantability = 24
				#Magma Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				blaze_toughness = 0
				#Magma Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				blaze_knockbackResistance = 0

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Phantom Armor"]
				#Should Phantom Armor exist? (Default: True)
				phantom_armor_true = true
				#Phantom Durability Value (Default: 14).
				#Range: 1 ~ 50
				phantom_durabilityValue = 14
				#Phantom Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				phantom_bootsdefense = 1
				#Phantom Legs Defense Value (Default: 4).
				#Range: 1 ~ 50
				phantom_legsdefense = 4
				#Phantom Chest Defense Value (Default: 4).
				#Range: 1 ~ 50
				phantom_chestdefense = 4
				#Phantom Helm Defense Value (Default: 2).
				#Range: 1 ~ 50
				phantom_helmDefense = 2
				#Phantom Enchantability Value (Default: 18).
				#Range: 1 ~ 50
				phantom_enchantability = 18
				#Phantom Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				phantom_toughness = 0
				#Phantom Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				phantom_knockbackResistance = 0

			#Elder Guardian armor are also based on these values, increased by a 1-2 points.
			[Armor."silverfish and Endermite Armor"."Magma Armors"."Guardian Armor"]
				#Should Guardian Armor exist? (Default: True)
				guardian_armor_true = true
				#Guardian Durability Value (Default: 20).
				#Range: 1 ~ 50
				guardian_durabilityValue = 20
				#Guardian Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				guardian_bootsdefense = 1
				#Guardian Legs Defense Value (Default: 4).
				#Range: 1 ~ 50
				guardian_legsdefense = 4
				#Guardian Chest Defense Value (Default: 5).
				#Range: 1 ~ 50
				guardian_chestdefense = 5
				#Guardian Helm Defense Value (Default: 2).
				#Range: 1 ~ 50
				guardian_helmDefense = 2
				#Guardian Enchantability Value (Default: 22).
				#Range: 1 ~ 50
				guardian_enchantability = 22
				#Guardian Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				guardian_toughness = 0
				#Guardian Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				guardian_knockbackResistance = 0

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Shulker Armor"]
				#Should Shulker Armor exist? (Default: True)
				shulker_armor_true = true
				#Shulker Durability Value (Default: 30).
				#Range: 1 ~ 50
				shulker_durabilityValue = 30
				#Shulker Boots Defense Value (Default: 3).
				#Range: 1 ~ 50
				shulker_bootsdefense = 3
				#Shulker Legs Defense Value (Default: 6).
				#Range: 1 ~ 50
				shulker_legsdefense = 6
				#Shulker Chest Defense Value (Default: 8).
				#Range: 1 ~ 50
				shulker_chestdefense = 8
				#Shulker Helm Defense Value (Default: 3).
				#Range: 1 ~ 50
				shulker_helmDefense = 3
				#Shulker Enchantability Value (Default: 13).
				#Range: 1 ~ 50
				shulker_enchantability = 13
				#Shulker Armor Toughness Value (Default: 1).
				#Range: 0 ~ 50
				shulker_toughness = 1
				#Shulker Knockback Resistance Value (Default: 3).
				#Range: 0 ~ 50
				shulker_knockbackResistance = 3

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Bear Armor"]
				#Should Bear Armor exist? (Default: True)
				bear_armor_true = true
				#Bear Durability Value (Default: 6).
				#Range: 1 ~ 50
				bear_durabilityValue = 6
				#Bear Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				bear_bootsdefense = 1
				#Bear Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				bear_legsdefense = 2
				#Bear Chest Defense Value (Default: 2).
				#Range: 1 ~ 50
				bear_chestdefense = 2
				#Bear Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				bear_helmDefense = 1
				#Bear Enchantability Value (Default: 15).
				#Range: 1 ~ 50
				bear_enchantability = 15
				#Bear Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				bear_toughness = 0
				#Bear Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				bear_knockbackResistance = 0

			#The values for Wolf, Fox, and Firehound armors. Fire hound armor values are increased by an amount here based on these here.
			[Armor."silverfish and Endermite Armor"."Magma Armors"."Wolf Armor"]
				#Should Wolf Armor exist? (Default: True)
				wolf_armor_true = true
				#Wolf/Fox Durability Value (Default: 5).
				#Range: 1 ~ 50
				wolf_durabilityValue = 5
				#Wolf/Fox Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				wolf_bootsdefense = 1
				#Wolf/Fox Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				wolf_legsdefense = 2
				#Wolf/Fox Chest Defense Value (Default: 2).
				#Range: 1 ~ 50
				wolf_chestdefense = 2
				#Wolf/Fox Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				wolf_helmDefense = 1
				#Wolf/Fox Enchantability Value (Default: 15).
				#Range: 1 ~ 50
				wolf_enchantability = 15
				#Wolf/Fox Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				wolf_toughness = 0
				#Wolf/Fox Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				wolf_knockbackResistance = 0

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Goat Armor"]
				#Should Goat Armor exist? (Default: True)
				goat_armor_true = true
				#goat Durability Value (Default: 7).
				#Range: 1 ~ 50
				goat_durabilityValue = 7
				#goat Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				goat_bootsdefense = 1
				#goat Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				goat_legsdefense = 2
				#goat Chest Defense Value (Default: 2).
				#Range: 1 ~ 50
				goat_chestdefense = 2
				#goat Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				goat_helmDefense = 1
				#goat Enchantability Value (Default: 36).
				#Range: 1 ~ 50
				goat_enchantability = 15
				#Goat Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				goat_toughness = 0
				#Goat Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				goat_knockbackResistance = 0

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Nautilus Armor"]
				#Should Nautilus Armor exist? (Default: True)
				naut_armor_true = true
				#Nautilus Durability Value (Default: 15).
				#Range: 1 ~ 50
				naut_durabilityValue = 5
				#Nautilus Boots Defense Value (Default: 2).
				#Range: 1 ~ 50
				naut_bootsdefense = 2
				#Nautilus Legs Defense Value (Default: 3).
				#Range: 1 ~ 50
				naut_legsdefense = 3
				#Nautilus Chest Defense Value (Default: 4).
				#Range: 1 ~ 50
				naut_chestdefense = 4
				#Nautilus Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				naut_helmDefense = 1
				#Nautilus Enchantability Value (Default: 12).
				#Range: 1 ~ 50
				naut_enchantability = 15
				#Nautilus Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				naut_toughness = 0
				#Nautilus Knockback Resistance Value (Default: 3).
				#Range: 0 ~ 50
				naut_knockbackResistance = 3

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Crab Armor"]
				#Should Crab Armor exist? (Default: True)
				crab_armor_true = true
				#Crab Durability Value (Default: 5).
				#Range: 1 ~ 50
				crab_durabilityValue = 5
				#Crab Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				crab_bootsdefense = 1
				#Crab Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				crab_legsdefense = 2
				#Crab Chest Defense Value (Default: 2).
				#Range: 1 ~ 50
				crab_chestdefense = 2
				#Crab Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				crab_helmDefense = 1
				#Crab Enchantability Value (Default: 12).
				#Range: 1 ~ 50
				crab_enchantability = 15
				#Crab Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				crab_toughness = 0
				#Crab Knockback Resistance Value (Default: 3).
				#Range: 0 ~ 50
				crab_knockbackResistance = 3

			#The values for Shark armor. Thrasher armor has +3 the values here, and Great thrasher has +5.
			[Armor."silverfish and Endermite Armor"."Magma Armors"."Shark Armor"]
				#Should Shark Armor exist? (Default: True)
				shark_armor_true = true
				#Shark Durability Value (Default: 7).
				#Range: 1 ~ 50
				shark_durabilityValue = 7
				#Shark Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				shark_bootsdefense = 1
				#Shark Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				shark_legsdefense = 2
				#Shark Chest Defense Value (Default: 2).
				#Range: 1 ~ 50
				shark_chestdefense = 2
				#Shark Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				shark_helmDefense = 1
				#Shark Enchantability Value (Default: 19).
				#Range: 1 ~ 50
				shark_enchantability = 19
				#Shark Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				shark_toughness = 0
				#Shark Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				shark_knockbackResistance = 0

			#The values for Bee, Nest, and Hive armors. Nest armor has +1 values here and Hive has +2.
			[Armor."silverfish and Endermite Armor"."Magma Armors"."Bee Armor"]
				#Should Bee Armor exist? (Default: True)
				bee_armor_true = true
				#Bee Durability Value (Default: 9).
				#Range: 1 ~ 50
				bee_durabilityValue = 9
				#Bee Boots Defense Value (Default: 1).
				#Range: 1 ~ 50
				bee_bootsdefense = 1
				#Bee Legs Defense Value (Default: 2).
				#Range: 1 ~ 50
				bee_legsdefense = 2
				#Bee Chest Defense Value (Default: 3).
				#Range: 1 ~ 50
				bee_chestdefense = 3
				#Bee Helm Defense Value (Default: 1).
				#Range: 1 ~ 50
				bee_helmDefense = 1
				#Bee Enchantability Value (Default: 16).
				#Range: 1 ~ 50
				bee_enchantability = 16
				#Bee Armor Toughness Value (Default: 0).
				#Range: 0 ~ 50
				bee_toughness = 0
				#Bee Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				bee_knockbackResistance = 0

			[Armor."silverfish and Endermite Armor"."Magma Armors"."Trimmed Metal/Ore Armors"]
				#Should Trimmed Armor exist? (Default: True)
				guilded_armor_true = true

			#Upgraded armors increase the defense, toughness, and durability to that near Diamond. Enchantability remains the same.
			[Armor."silverfish and Endermite Armor"."Magma Armors"."Upgraded Armor"]
				#Should Upgraded Armor exist? (Default: True)
				upgrade_armor_true = true
				#Upgraded Durability Value (Default: 35).
				#Range: 1 ~ 50
				upgrade_durabilityValue = 35
				#Upgraded Boots Defense Value (Default: 3).
				#Range: 1 ~ 50
				upgrade_bootsdefense = 3
				#Upgraded Legs Defense Value (Default: 6).
				#Range: 1 ~ 50
				upgrade_legsdefense = 6
				#Upgraded Chest Defense Value (Default: 8).
				#Range: 1 ~ 50
				upgrade_chestdefense = 8
				#Upgraded Helm Defense Value (Default: 3).
				#Range: 1 ~ 50
				upgrade_helmDefense = 3
				#Upgraded Armor Toughness Value (Default: 2).
				#Range: 0 ~ 50
				upgrade_toughness = 2
				#Upgraded Knockback Resistance Value (Default: 0).
				#Range: 0 ~ 50
				upgrade_knockbackResistance = 0

		#Attack damage is based off the pickaxe. Shovels will deal .5 damage more, Swords will deal 2 damage more, axes 5 damage more. Harvest level is simple. 0 is wood, 1 is stone, 2 is iron, and 3 is diamond. Nothing vanilla goes past 3. Efficiancy is how fast a thing mines. 2 is wood, 4 is stone, 6 is iron, 8 is diamond.
		[Armor."silverfish and Endermite Armor".Tools]

			[Armor."silverfish and Endermite Armor".Tools."Bone Tools"]
				#Should Bone Tools exist? (Default: True)
				bone_tool_true = true
				#Bone Tools Harvest Level (Default: 1).
				#Range: 1 ~ 10
				bone_tool_harvestLevel = 1
				#Bone Tools Durability (Default: 132).
				#Range: 1 ~ 50000
				bone_tool_durability = 132
				#Bone Tools Efficiency (Default: 5.0).
				#Range: 1.0 ~ 50.0
				bone_tool_efficiency = 5.0
				#Bone Tools Attack Damage (Default: 2.5).
				#Range: 1.0 ~ 50.0
				bone_tool_attackDamage = 2.5
				#Bone Tools Enchantability (Default: 15).
				#Range: 1 ~ 10
				bone_tool_enchantability = 10

			[Armor."silverfish and Endermite Armor".Tools."Spider Tools"]
				#Should Spider Tools exist? (Default: True)
				spider_tool_true = true
				#Spider Tools Harvest Level (Default: 2).
				#Range: 1 ~ 50
				spider_tool_harvestLevel = 2
				#Spider Tools Durability (Default: 132).
				#Range: 1 ~ 50000
				spider_tool_durability = 132
				#Spider Tools Efficiency (Default: 6.0).
				#Range: 1.0 ~ 50.0
				spider_tool_efficiency = 6.0
				#Spider Tools Attack Damage (Default: 2.5).
				#Range: 1.0 ~ 50.0
				spider_tool_attackDamage = 2.5
				#Spider Tools Enchantability (Default: 16).
				#Range: 1 ~ 50
				spider_tool_enchantability = 16

			[Armor."silverfish and Endermite Armor".Tools."Wither Tools"]
				#Should Wither Tools exist? (Default: True)
				wither_tool_true = true
				#Wither Tools Harvest Level (Default: 3).
				#Range: 1 ~ 50
				wither_tool_harvestLevel = 3
				#Wither Tools Durability (Default: 330).
				#Range: 1 ~ 50000
				wither_tool_durability = 330
				#Wither Tools Efficiency (Default: 5.0).
				#Range: 1.0 ~ 50.0
				wither_tool_efficiency = 5.0
				#Wither Tools Attack Damage (Default: 4.5).
				#Range: 1.0 ~ 50.0
				wither_tool_attackDamage = 4.5
				#Wither Tools Enchantability (Default: 20).
				#Range: 1 ~ 50
				wither_tool_enchantability = 20

			[Armor."silverfish and Endermite Armor".Tools."Magma Tools"]
				#Should Magma Tools exist? (Default: True)
				blaze_tool_true = true
				#Magma Tools Harvest Level (Default: 3).
				#Range: 1 ~ 10
				blaze_tool_harvestLevel = 3
				#Magma Tools Durability (Default: 562).
				#Range: 1 ~ 50000
				blaze_tool_durability = 562
				#Magma Tools Efficiency (Default: 8.0).
				#Range: 1.0 ~ 50.0
				blaze_tool_efficiency = 8.0
				#Magma Tools Attack Damage (Default: 4.5).
				#Range: 1.0 ~ 10.0
				blaze_tool_attackDamage = 4.5
				#Magma Tools Enchantability (Default: 24).
				#Range: 1 ~ 50
				blaze_tool_enchantability = 24

			[Armor."silverfish and Endermite Armor".Tools."Shell Tools"]
				#Should Shell Tools exist? (Default: True)
				shell_tool_true = true
				#Shell Tools Harvest Level (Default: 3).
				#Range: 1 ~ 10
				shell_tool_harvestLevel = 3
				#Shell Tools Durability (Default: 562).
				#Range: 1 ~ 50000
				shell_tool_durability = 562
				#Shell Tools Efficiency (Default: 9.5).
				#Range: 1.0 ~ 50.0
				shell_tool_efficiency = 9.5
				#Shell Tools Attack Damage (Default: 4.5).
				#Range: 1.0 ~ 10.0
				shell_tool_attackDamage = 4.5
				#Shell Tools Enchantability (Default: 25).
				#Range: 1 ~ 50
				shell_tool_enchantability = 25

			[Armor."silverfish and Endermite Armor".Tools."Shulkers Tools"]
				#Should Shulker Tools exist? (Default: True)
				shulker_tool_true = true
				#Shulker Tools Harvest Level (Default: 3).
				#Range: 1 ~ 10
				shulker_tool_harvestLevel = 3
				#Shulker Tools Durability (Default: 1024).
				#Range: 1 ~ 50000
				shulker_tool_durability = 1024
				#Shulker Tools Efficiency (Default: 3.5).
				#Range: 1.0 ~ 50.0
				shulker_tool_efficiency = 3.5
				#Shulker Tools Attack Damage (Default: 4.5).
				#Range: 1.0 ~ 10.0
				shulker_tool_attackDamage = 4.5
				#Shulker Tools Enchantability (Default: 25).
				#Range: 1 ~ 50
				shulker_tool_enchantability = 25

			[Armor."silverfish and Endermite Armor".Tools."Halloween Tools"]
				#Should Halloween Tools exist? (Default: True)
				horror_tool_true = true
				#Halloween Tools Harvest Level (Default: 4).
				#Range: 1 ~ 10
				horror_tool_harvestLevel = 4
				#Halloween Tools Durability (Default: 1024).
				#Range: 1 ~ 50000
				horror_tool_durability = 1024
				#Halloween Tools Efficiency (Default: 9.5).
				#Range: 1.0 ~ 50.0
				horror_tool_efficiency = 9.5
				#Halloween Tools Attack Damage (Default: 6.0).
				#Range: 1.0 ~ 10.0
				horror_tool_attackDamage = 6.0
				#Halloween Tools Enchantability (Default: 15).
				#Range: 1 ~ 50
				horror_tool_enchantability = 15

			[Armor."silverfish and Endermite Armor".Tools."Shark Tools"]
				#Should Shark Tools exist? (Default: True)
				shark_tool_true = true
				#Shark Tools Harvest Level (Default: 1).
				#Range: 1 ~ 10
				shark_tool_harvestLevel = 1
				#Shark Tools Durability (Default: 16).
				#Range: 1 ~ 50000
				shark_tool_durability = 16
				#Shark Tools Efficiency (Default: 10.0).
				#Range: 1.0 ~ 50.0
				shark_tool_efficiency = 10.0
				#Shark Tools Attack Damage (Default: 10.0).
				#Range: 1.0 ~ 10.0
				shark_tool_attackDamage = 10.0
				#Shark Tools Enchantability (Default: 5).
				#Range: 1 ~ 50
				shark_tool_enchantability = 5

		#Drop Chance is out of 100 with the formula: <random 0-99 <= x + Lucky*3 + Looting*2>. This means the Dice will pick a number 0-99, and if you roll less then X in the formula, the item will drop.
		[Armor."silverfish and Endermite Armor"."Drop Chance"]

			[Armor."silverfish and Endermite Armor"."Drop Chance"."Should the custom loot table exist? If disabled, mobs (other than the ender dragon if armor upgrade is true) will no longer drop items from this mod"]
				#Drop chance for spider chitin and poison spider chitin  (Default: 34).
				#Range: -1 ~ 100
				drop_chance_spider_chitin = 34
				#Drop chance for wolf hide (Default: 34).
				#Range: -1 ~ 100
				drop_chance_wolf_hide = 34
				#Drop chance for fox hide (Default: 34).
				#Range: -1 ~ 100
				drop_chance_fox_hide = 34
				#Drop chance for fox hound hide (Default: 16).
				#Range: -1 ~ 100
				drop_chance_fox_hound_hide = 16
				#Drop chance for panda leather  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_panda_leather = 24
				#Drop chance for polar leather  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_polar_leather = 24
				#Drop chance for black bear leather  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_black_leather = 24
				#Drop chance for brown bear leather  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_brown_leather = 24
				#Drop chance for guardian hide (Default: 24).
				#Range: -1 ~ 100
				drop_chance_guardian_leather = 24
				#Drop chance for silverfish chitin  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_silverfish_chitin = 24
				#Drop chance for endermite mass  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_endermite_mass = 24
				#Drop chance for crab shells  (Default: 24).
				#Range: -1 ~ 100
				drop_chance_crab_shell = 24
				#Drop chance for stray cloth  (Default: 12).
				#Range: -1 ~ 100
				drop_chance_stray_cloth = 12
				#Drop chance for strider rock  (Default: 12).
				#Range: -1 ~ 100
				drop_chance_strider_rock = 12
				#Drop chance for bee chitin (Default: 10).
				#Range: -1 ~ 100
				drop_chance_bee_chitin = 10
				#Drop chance for Ghast's Flame Lung (Default: 1).
				#Range: -1 ~ 100
				drop_chance_ghast = 0.5
				#Drop chance for Wither Skeleton Spine (Default: 1).
				#Range: -1 ~ 100
				drop_chance_wither_skeleton = 0.5
				#Drop chance for Evoker's Book (Default: 1).
				#Range: -1 ~ 100
				drop_chance_evoker = 0.5
				#Drop chance for Strange Ender Peal (Default: 1).
				#Range: -1 ~ 100
				drop_chance_enderpearl = 0.5
				#Drop chance for Witch's Book (Default: 1).
				#Range: -1 ~ 100
				drop_chance_witch = 0.5
				#Drop chance for Poison Sack (Default: 1).
				#Range: -1 ~ 100
				drop_chance_poison_sack = 0.5
				#Drop chance for Gloomy Ink Sack (Default: 1).
				#Range: -1 ~ 100
				drop_chance_squid = 0.5
				#Drop chance for Mystical Fox Tail (Default: 1).
				#Range: -1 ~ 100
				drop_chance_fox = -1
				#Drop chance for Puff Shroom (Default: 1).
				#Range: -1 ~ 100
				drop_chance_mooshroom = 0.5
				#Drop chance for Seed Cluster (Default: 1).
				#Range: -1 ~ 100
				drop_chance_creeper = 0.5
				#Drop chance for Totems to drop (Default: 1).
				#Range: -1 ~ 100
				drop_chance_totems = 0.45
				#Drop chance for Vampire's Fang (Default: 1).
				#Range: -1 ~ 100
				drop_chance_vampiric = 0.5
				#Drop chance for Piglin Emblems (Default: 4).
				#Range: -1 ~ 100
				drop_piglin_emblem = 0.5
				#Drop chance for Piglin Armbrace (Default: 1).
				#Range: -1 ~ 100
				drop_piglin_armbrace = 0.5
				#Random Item chance from theiving (Default: 5).
				#Range: -1 ~ 100
				fox_loot_chance = -1
				#Drop chance for elder guardian hide. It's ether it does (1) or doesn't (-1)
				#Range: -1 ~ 1
				drop_chance_elder_guardian_leather = 1
				#Drop chance for shark skin, thrasher skin, and great thrasher skin (Default: 24).
				#Range: -1 ~ 100
				drop_chance_shark_leather = 24

				[Armor."silverfish and Endermite Armor"."Drop Chance"."Should the custom loot table exist? If disabled, mobs (other than the ender dragon if armor upgrade is true) will no longer drop items from this mod"." For mod pack makers"]
					#Use custom loot system (Default: True)
					custom_loot_table_drops = true

			[Armor."silverfish and Endermite Armor"."Drop Chance".Other]
				#Should Calamari exist? (Default: True)
				calamari_true = true
				#Should Bear Flanks exist? (Default: True)
				bearFlank_true = true
				#Should Golden Lanterns exist? (Default: True)
				goldenLantern_true = true
				#Should Mobs Drop Totems exist? (Default: True)
				mobs_drop_totems_true = true

			#Should the following items show up on villager trades? Note: Some items might or might now show up automatically if you have the right cross-mod installed.
			[Armor."silverfish and Endermite Armor"."Drop Chance"."Wandering Trader show up chance"]
				#(Both)			Should the trader sell black bear leather  (Default: True).
				trader_bear_black_leather = true
				#(Both)			Should the trader sell polar bear leather (Default: True).
				trader_bear_polar_leather = true
				#(Both)			Should the trader sell panda bear leather (Default: True).
				trader_bear_panda_leather = true
				#(Both)			Should the trader sell brown bear leather  (Default: True).
				trader_bear_brown_leather = true
				#(Villager only)	Should the trader sell bee chitin (Default: True).
				trader_bee_chitin = true
				#(Villager only)	Should the trader sell spider chitin (Default: True).
				trader_spider_chitin = true
				#(Villager only)	Should the trader sell wolf hide (Default: True).
				trader_wolf_hide = true
				#(Villager only)	Should the trader sell fox hide  (Default: True).
				trader_fox_hide = true
				#(Villager only)	Should the trader sell guardian skin  (Default: True).
				trader_guardian_skin = true
				#(Villager only)	Should the trader sell silverfish chitin  (Default: True).
				trader_silverfish_chitin = true
				#(Villager only)	Should the trader sell endermite mass  (Default: True).
				trader_endermite_mass = true
				#(Wanderer only)	Should the trader sell vampire fangs  (Default: True).
				trader_vampire_fang = true
				#(Wanderer only)	Should the trader sell crab shells (Default: True).
				trader_crab_shell = true
				#(Wanderer only)	Should the trader sell thrasher's teeth (Default: True).
				trader_thrasher_tooth = true
				#(Both)			Should the trader sell shark skin (Default: True).
				trader_shark_skin = true
				#(Wanderer only)	Should the trader sell thrasher skin (Default: True).
				trader_thrasher_skin = true
				#(Wander only)	Should the trader sell great thrasher skin (Default: True).
				trader_great_threasher_skin = true
				#(Both)			Should the trader sell fire hound hide (Default: True).
				trader_fire_hound_hide = true
				#(Wander only)	Should the trader sell Roc's Feather (Default: True).
				trader_roc_feather = true
				#(Wander only)	Should the trader sell Deathcap Mushrooms (Default: True).
				trader_deathcap = true
				#(Wander only)	Should the trader sell Lightning Rod (Default: True).
				trader_lightning_rod = true
				#(Wander only)	Should the trader sell Firecharge Rod (Default: True).
				trader_firecharge_rod = true
				#(Wander only)	Should the trader sell Updraft Rod (Default: True).
				trader_updraft_rod = true
				#(Wander only)	Should the trader sell Windhorn (Default: True).
				trader_wind_horn = true
				#(Wander only)	Should the trader sell Goat Hide (Default: True).
				trader_goat_hide = true
				#(Wander only)	Should the trader sell End Dragon Scales (Default: True).
				trader_dragon_scale = true
				#(Wander only)	Should the trader sell Tasty Bones (Default: True).
				trader_tasty_bone = true
				#(Wander only)	Should the trader sell Emergency Golem Kits (Default: True).
				trader_golem_kit = true
				#(Wander only)	Should the trader sell Buzzy Nests (Default: True).
				trader_buzzy_nest = true
				#(Villager only)	Should the trader sell Bear Flanks (Default: True).
				trader_bear_flank = true
				#(Villager only)	Should the trader sell Calamari (Default: True).
				trader_calimari = true

			#The prices the villagers will put up items. Note: Villager trades are x3 as expensive as Wandering trades (in emeralds)
			[Armor."silverfish and Endermite Armor"."Drop Chance"."Village Trader prices"]
				#The price for black bear leather  (Default: 4).
				#Range: 1 ~ 128
				price_bear_black_leather = 4
				#The price for polar bear leather (Default: 4).
				#Range: 1 ~ 128
				price_bear_polar_leather = 4
				#The price for panda bear leather (Default: 4).
				#Range: 1 ~ 128
				price_bear_panda_leather = 4
				#The price for brown bear leather  (Default: 4).
				#Range: 1 ~ 128
				price_bear_brown_leather = 4
				#The price for bee chitin  (Default: 4).
				#Range: 1 ~ 128
				price_bee_chitin = 4
				#The price for spider  (Default: 6).
				#Range: 1 ~ 128
				price_spider_chitin = 6
				#The price for wolf hide  (Default: 4).
				#Range: 1 ~ 128
				price_wolf_hide = 4
				#The price for fox hide  (Default: 4).
				#Range: 1 ~ 128
				price_fox_hide = 4
				#The price for guardian skin  (Default: 10).
				#Range: 1 ~ 128
				price_guardian_skin = 10
				#The price for silverfish chitin  (Default: 8).
				#Range: 1 ~ 128
				price_silverfish_chitin = 8
				#The price for endermite mass  (Default: 15).
				#Range: 1 ~ 128
				price_endermite_mass = 15
				#The price for vampire fangs  (Default: 20).
				#Range: 1 ~ 128
				price_vampire_fang = 20
				#The price for crab shells (Default: 2).
				#Range: 1 ~ 128
				price_crab_shell = 2
				#The price for thrasher's teeth (Default: 5).
				#Range: 1 ~ 128
				price_thrasher_tooth = 5
				#The price for shark skin (Default: 5).
				#Range: 1 ~ 128
				price_shark_skin = 5
				#The price for thrasher skin (Default: 20).
				#Range: 1 ~ 128
				price_thrasher_skin = 20
				#The price for great thrasher skin (Default: 20).
				#Range: 1 ~ 128
				price_great_threasher_skin = 20
				#The price for fire hound hide (Default: 20).
				#Range: 1 ~ 128
				price_fire_hound_hide = 20
				#The price for Roc's Feather (Default: 64).
				#Range: 1 ~ 128
				price_roc_feather = 64
				#The price for Deathcap Mushrooms (Default: 64).
				#Range: 1 ~ 128
				price_deathcap = 64
				#The price for Lightning Rod (Default: 64).
				#Range: 1 ~ 128
				price_lightning_rod = 64
				#The price for Firecharge Rod (Default: 64).
				#Range: 1 ~ 128
				price_firecharge_rod = 64
				#The price for Updraft Rod (Default: 64).
				#Range: 1 ~ 128
				price_updraft_rod = 64
				#The price for Windhorn (Default: 64).
				#Range: 1 ~ 128
				price_wind_horn = 64
				#The price for Goat Hide (Default: 4).
				#Range: 1 ~ 128
				price_goat_hide = 4
				#The price for End Dragon Scales (Default: 99).
				#Range: 1 ~ 128
				price_dragon_scale = 99
				#The price for Tasty Bones (Default: 64).
				#Range: 1 ~ 128
				price_tasty_bone = 64
				#The price for Emergency Golem Kits (Default: 64).
				#Range: 1 ~ 128
				price_golem_kit = 64
				#The price for Buzzy Nests (Default: 64).
				#Range: 1 ~ 128
				price_buzzy_nest = 64

