#Yamato's stamina bonus, the default value is 5
#Range: 0.0 ~ 1000.0
Max_Stamina = 5.0
#The charging value of the weapon skill, the smaller the value, the faster the charging, the default value is 15
#Range: 0.0 ~ 1000.0
skill_consumption = 15.0
#Maximum number of stored weapon skill charges , the default value is 5
#Range: 0 ~ 1000
skill_stack = 5
#The cost of stamina required to dodge skills, should be less than max stamina, default: 3.
#Range: 0.0 ~ 1000.0
step_consumption = 3.0
#stun type of the normal attack , when set to true, the stun type of normal attack is hold and must interrupt enemy movement, default: true.
defaut_stuntype_set_to_hold = true
#default cost of the skill, included power dash, combo 0, combo 1, combo 2, combo 3. default: 1
#Range: 0 ~ 1000
default_skill_cost = 1
#Combo 0 invincibility start time, should smaller than the end time
#can adjust the duration of foresight by adjusting the start and end time
#The actual duration needs to be divided by 1.1
#default: 0
#Range: 0.0 ~ 0.64
combo_0_invincible_start_time = 0.0
#Combo 0 invincibility end time, should bigger than the start time
#can adjust the duration of foresight by adjusting the start and end time
#The actual duration needs to be divided by 1.1
#default: 0.32
#Range: 0.0 ~ 0.64
combo_0_invincible_end_time = 0.32
#Damage multiplier for combo 0 without foresight success, default: 1.25
#Range: 0.0 ~ 100.0
combo_0_damage_multi = 1.25
#Increased value of armor negation for combo 0 without foresight success, default: 0
#Range: 0.0 ~ 100.0
combo_0_armor_negation = 0.0
#Damage multiplier for combo 0 when foresight success, default: 1.5
#Range: 0.0 ~ 100.0
foresight_damage_multi = 1.5
#Increased value of armor negation for combo 0 when foresight success, default: 10
#Range: 0.0 ~ 100.0
foresight_armor_negation = 10.0
#The percentage of max stamina required for the success of foresight, default: 0.2
#Range: 0.0 ~ 1.0
foresight_stamina_cost = 0.2
#The percentage recovery value of maximum stamina after foresight, default: 0.3
#Range: 0.0 ~ 1.0
foresight_stamina_restore = 0.3
#the amount of skill charge recovery after foresight, shoule less than skill stack, default: 2
#Range: 0 ~ 1000
foresight_skill_restore = 2
#the impact of combo 1, will affect the enemy's knockback distance and stun time hit by combo 1
#Unaffected by weapon and character impact attributes, should not set the value too high
#default: 4
#Range: 0.0 ~ 10.0
combo_1_impact_setter = 4.0
#Damage multiplier for combo 1, default: 2
#Range: 0.0 ~ 100.0
combo_1_damage_multi = 2.0
#Increased value of armor negation for combo 1, default: 15
#Range: 0.0 ~ 100.0
combo_1_armor_negation = 15.0
#The percentage recovery value of maximum stamina after combo 1 hits the enemy, default: 0.3
#Range: 0.0 ~ 1.0
combo_1_stamina_restore_when_hitting = 0.3
#The percentage recovery value of maximum stamina after combo 1 finishes sheathing, default: 0.3
#Range: 0.0 ~ 1.0
combo_1_stamina_restore_when_sheathing = 0.3
#the impact of combo 2 phase 1, will affect the enemy's stun time hit by combo 2 phase 1
#Unaffected by weapon and character impact attributes, should not set the value too high
#default: 3.5
#Range: 0.0 ~ 10.0
combo_2_phase_1_impact_setter = 3.5
#Damage multiplier for combo 2 phase 1, default: 1.5
#Range: 0.0 ~ 100.0
combo_2_phase_1_damage_multi = 1.5
#the impact of combo 2 phase 2, will affect the enemy's knockback distance and  stun time hit by combo 2 phase 2
#Unaffected by weapon and character impact attributes, should not set the value too high
#default: 2
#Range: 0.0 ~ 10.0
combo_2_phase_2_impact_setter = 2.0
#Damage multiplier for combo 2 phase 2, default: 2.5
#Range: 0.0 ~ 100.0
combo_2_phase_2_damage_multi = 1.75
#value of armor negation for combo 2 phase 2, default: 100
#Unaffected by weapon and character armor negation attributes
#Range: 0.0 ~ 100.0
combo_2_phase_2_armor_negation = 100.0
#The percentage recovery value of maximum stamina after combo 2 finishes sheathing, default: 0.15
#Range: 0.0 ~ 1.0
combo_2_stamina_restore = 0.15
#the impact of combo 3 slash, will affect the enemy's stun time hit by combo 3
#Unaffected by weapon and character impact attributes, should not set the value too high
#default: 2.5
#Range: 0.0 ~ 10.0
slash_impact_setter = 2.5
#Damage multiplier for combo 3 slash, default: 0.25
#Range: 0.0 ~ 100.0
slash_damage_multi = 0.25
#The amount of stamina required for combo 3 slash, should less than max stamina, default: 4
#Range: 0.0 ~ 1000.0
slash_stamina_cost = 4.0
#Maximum combo count of slash, will affect the damage calculation of combo 3, default: 15
#Range: 1 ~ 100
slash_max_count = 15
#The damage bonus of slash count, default: 0.33
#The final damage of combo 3 bonus is (slash count) * (slash bouns)
#Range: 0.0 ~ 10.0
slash_bouns = 0.33
#base Damage multiplier for combo 3 finish/power dash, default: 1.5
#Range: 0.0 ~ 100.0
combo_3_finish_damage_multi = 1.5
#Increased value of armor negation for combo 3 finish/power dash, default: 15
#Range: 0.0 ~ 100.0
combo_3_finish_armor_negation = 15.0
#The percentage of max stamina required for the power_dash, default: 0.25
#Range: 0.0 ~ 1.0
power_dash_stamina_cost = 0.25
#Damage multiplier for counter phase 1, default: 2
#Range: 0.0 ~ 100.0
counter_phase_1_damage_multi = 2.0
#Increased value of armor negation for counter phase 1, default: 10
#Range: 0.0 ~ 100.0
counter_phase_1_armor_negation = 10.0
#skill cost of the counter, should less than skill stack, default: 2
#Range: 0 ~ 1000
counter_skill_cost = 2
#the amount of skill charge recovery after counter, shoule less than skill stack, default: 1
#Range: 0 ~ 1000
counter_skill_restore = 1
#Damage multiplier for counter phase 2, default: 1.5
#Range: 0.0 ~ 100.0
counter_phase_2_damage_multi = 1.5
#Increased value of armor negation for counter phase 2, default: 0
#Range: 0.0 ~ 100.0
counter_phase_2_armor_negation = 0.0
#The percentage recovery value of maximum stamina after counter, default: 0.2
#Range: 0.0 ~ 1.0
counter_stamina_restore = 0.2
#skill cost of strike 1, should less than skill stack, default: 1
#Range: 0 ~ 1000
strike_1_skill_cost = 1
#Damage multiplier for strike 1, default: 1.1
#Range: 0.0 ~ 100.0
strike_1_damage_multi = 1.1
#skill cost of strike 2, should less than skill stack, default: 2
#Range: 0 ~ 1000
strike_2_skill_cost = 2
#Damage multiplier for strike 2, default: 1.2
#Range: 0.0 ~ 100.0
strike_2_damage_multi = 1.2

