# Configuration file

~CONFIG_VERSION: 2.0

arrows {
    # Base Damage for Diamond Arrows [range: 0.1 ~ 100.0, default: 3.5]
    S:baseDamageArrowDiamond=3.5

    # Base Damage for Iron Arrows [range: 0.1 ~ 100.0, default: 3.0]
    S:baseDamageArrowIron=3.0

    # 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=2.0

    # 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=-138

    # 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=65
}


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=0.25

    # Base damage of a standard Crossbow Bolt [range: 1.0 ~ 100.0, default: 4.0]
    S:boltDamage=4.0

    # Armour Piercing factor (which determines damage that ignores armour) for Diamond Crossbow Bolts [range: 0.01 ~ 1.0, default: 0.5]
    S:boltDiamondArmorPiercingFactor=0.5

    # Base damage of Diamond Crossbow Bolts [range: 1.0 ~ 100.0, default: 5.0]
    S:boltDiamondDamage=5.0

    # Range Multiplier for Diamond Crossbow Bolts [range: 0.1 ~ 100.0, default: 1.25]
    S:boltDiamondRangeMultiplier=1.25

    # 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=2.5

    # 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: 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=4.0

    # 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: 1.0]
    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=6.0

    # 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: 1.4]
    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=6.5

    # Damage Multiplier. Final damage of weapons are calculated with the formula: ([WeaponMultiplier] * [BaseMaterialDamage]) + [WeaponBaseDamage] [range: 0.1 ~ 100.0, default: 2.5]
    S:damageMultiplier=2.5

    # 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: 1.2]
    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=1.5

    # 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 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=3.5

    # 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: 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=4.0

    # 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: 1.0]
    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=false

    # 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=false

    # 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=2.0

    # 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: 2.5]
    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=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
}


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=1.5

    # 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: 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=2.5

    # 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: 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=4.5

    # 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: 1.6]
    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=2.0

    # 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: 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=1.5

    # 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 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=0.225

    # Changes the "Throwing Damage Bonus" (for Javelins) Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 3.0]
    S:damageBonusThrowJavelinMultiplier=3.0

    # Changes the "Throwing Damage Bonus" (except for Javelins) Weapon Property multiplier value [range: 1.0 ~ 50.0, default: 2.0]
    S:damageBonusThrowMultiplier=2.0

    # 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
}


