# naturalabsorption:enchant_and_armor.toml
# This config contains options for features that apply to the Absorption enchantment and armor.


# Category: enchantment
# Options for the Absorption enchantment added by this mod.

	# Set this to false to disable the Absorption enchantment entirely.
	# <Boolean> Valid Values: { true, false }, Default: true
	enchantment.enabled = false

	# The slot the Absorption enchantment is normally applicable to. Will still work on any armor piece
	# if force-applied (e.g., creative mode anvil).
	# <Enum> Valid Values: { "all", "head", "chest", "legs", "feet" }, Default: "all"
	enchantment.slot = "all"
	# If false, the Absorption enchantment will not be allowed on books.
	# <Boolean> Valid Values: { true, false }, Default: true
	enchantment.allow_on_books = true
	# If true, the Absorption enchantment will not be generated by enchanting tables.
	# <Boolean> Valid Values: { true, false }, Default: false
	enchantment.treasure_only = false
	# The rarity of the Absorption enchantment. That is, how often it appears when enchanting valid items.
	# For reference, here are vanilla protection enchantment rarities:
	#   Protection       - "common"
	#   Fire Protection  - "uncommon"
	#   Feather Falling  - "uncommon"
	#   Blast Protection - "rare"
	#   Proj Protection  - "uncommon"
	# <Enum> Valid Values: { "common", "uncommon", "rare", "very_rare" }, Default: "rare"
	enchantment.rarity = "very_rare"

	# Maximum absorption gained for having at least one level of the Absorption enchantment.
	# A negative value reduces the effect of the first level(s).
	# <Number> Range: Any Value, Default: 2.0
	enchantment.potency.base = 0.0
	# Maximum absorption gained for each level of the Absorption enchantment.
	# <Number> Range: ≥ 0.0, Default: 2.0
	enchantment.potency.per_level = 1.0
	# The absolute limit on max absorption that can be gained from Absorption enchantments on a single player.
	# <Number> Range: ≥ 0.0, Default: 20.0
	enchantment.potency.maximum = 0.0

	# Maximum level for the Absorption enchantment.
	# Without messing with cost, it is recommended you only alter this to ± 1 default max level.
	# <Integer> Range: ≥ 0, Default: 4
	enchantment.level_maximum = 0
	# If true, all equipped Absorption enchantments are added together (like vanilla Protection enchants).
	# Otherwise, only the highest level Absorption enchantment will be counted.
	# <Boolean> Valid Values: { true, false }, Default: true
	enchantment.stacking = true

	# Base enchantment cost and cost per additional enchantment level.
	# Without messing with max level, it is recommended you only alter these within range of vanilla costs.
	# For reference, here are vanilla protection enchantment costs:
	#   Protection       -  1 base + 11 per level
	#   Fire Protection  - 10 base +  8 per level
	#   Feather Falling  -  5 base +  6 per level
	#   Blast Protection -  5 base +  8 per level
	#   Proj Protection  -  3 base +  6 per level
	# <Integer> Range: ≥ 0, Default: 3
	enchantment.cost.base = 3
	# <Integer> Range: ≥ 0, Default: 10
	enchantment.cost.per_level = 10


# Category: armor
# Options that relate to armor and the replacement of armor with absorption (yellow hearts).
# All features in this section are disabled by default by one master toggle. Take care to go through
# this entire category if enabled, as the default options may be considered extreme.

	# Set this to true to enable this entire config category. Be warned, the default settings make
	# extreme changes to vanilla mechanics.
	# <Boolean> Valid Values: { true, false }, Default: false
	armor.enable_section = false

	# If true, armor will not reduce any damage taken. Only applies to players.
	# <Boolean> Valid Values: { true, false }, Default: true
	armor.disable_armor_damage_reduction = true
	# If true, the (perhaps now much less useful) armor bar will not be rendered.
	# <Boolean> Valid Values: { true, false }, Default: true
	armor.hide_armor_bar = true

	# The amount of maximum absorption granted for each armor point (in hearts/shirt).
	# <Number> Range: ≥ 0.0, Default: 1.0
	armor.absorption_multiplier = 1.0
	# The increase in absorption recovery rate for each point of armor (per half-shirt).
	# <Number> Range: ≥ 0.0, Default: 0.0
	armor.absorption_recovery = 0.0
	# The amount of maximum absorption granted for each armor toughness point (in hearts/shirt).
	# For reference, the maximum attainable toughness in vanilla is 12 (full netherite armor).
	# <Number> Range: ≥ 0.0, Default: 0.0
	armor.toughness_absorption_multiplier = 0.0
	# The increase in absorption recovery rate for each point of armor toughness.
	# <Number> Range: ≥ 0.0, Default: 0.05
	armor.toughness_recovery = 0.0

	# If true, armor will only take durability damage based on damage dealt to absorption (yellow hearts).
	# <Boolean> Valid Values: { true, false }, Default: true
	armor.durability.friendly = true
	# The multiplier applied to armor durability damage.
	# <Number> Range: ≥ 0.0, Default: 2.0
	armor.durability.damage_multiplier = 2.0
	# Damage less than or equal to this threshold will not degrade armor durability.
	# <Number> Range: ≥ 0.0, Default: 1.0
	armor.durability.threshold = 1.0
	# Decide which damage sources can inflict durability damage.
	#   all  - all damage except thorns
	#   hits - all damage except thorns and damage-over-time (poison, burning, cactus, etc.)
	#   none - no damage hurts armor
	# <Enum> Valid Values: { "all", "hits", "none" }, Default: "all"
	armor.durability.trigger = "all"
