#Whether dying resets Age
deathReset = true
#If enabled, ageing will require the player to be of a specified lord level
lordLevelRequirement = false
#If lordLeveLRequirement is enabled, this defines the minimum lord level required to age
#Range: 1 ~ 5
lordLevelRankRequirement = 5
#Intended to be a replacement for other forms of ageing, though will work with them. Overrides the mechanic to always begin at Level 1. Ranks can be gained by drinking blood of more powerful vampires. Highly recommended to turn off Death Reset and to make sure Advanced Vampire Age is turned on. More information on GitHub Readme or Curseforge Page
sireingMechanic = false
#Whether to use Number of Bites to increase Age. Enable only one option
infectionBasedIncrease = false
#Whether to use fully draining villagers of blood to increase Age. Enable only one option
drainBasedIncrease = true
#Whether to use Time Alive  to increase Age. Enable only one option
timeBasedIncrease = false
#Whether to use Hunted Entities to increase Age, this is effectively the same as the hunter form of ageing. Enable only one option
huntingBasedIncrease = false
#How much a petty hunt is worth. These are things like basic versions of vampires or hunters
#Range: 0 ~ 99
pettyHuntWorth = 1
#How much a common hunt is worth. These are things like advanced vampires or advanced hunters
#Range: 0 ~ 99
commonHuntWorth = 3
#How much a greater hunt is worth. These are things like vampire barons 
#Range: 0 ~ 99
greaterHuntWorth = 5
#How many points worth of hunted entities are needed to increase Age Rank. Count is reset on Rank Up
huntedforNextAge = [20, 40, 80, 160, 250]
#Whether vampires should be immune to the effects of Powdered Snow. Applies to ALL vampires
powderedSnowImmunity = true
#Whether high Age Rank vampires can walk on water
ageWaterWalking = true
#Age rank a vampire must be to walk on water
#Range: 0 ~ 5
ageWaterWalkingRank = 4
#What Age Rank a vampire must be to use the Celerity Action
#Range: 0 ~ 5
celerityActionRank = 1
#Cooldown of the Celerity action in seconds
#Range: 20 ~ 36000
celerityActionCooldown = 60
#Speed Multiplier provided by Celerity Action
#Range: 1.0 ~ 5.0
celerityActionMultiplier = 1.025
#Duration of the Celerity action in seconds
#Range: 1 ~ 36000
celerityBloodActionDuration = 8
#Whether the Celerity action is available for Aged Vampires
celerityBloodAction = true
#What Age Rank a vampire must be to use the Blood Tap Action
#Range: 0 ~ 5
drainBloodActionRank = 3
#Cooldown of the Blood Tap action in seconds
#Range: 1 ~ 36000
drainBloodActionCooldown = 150
#Duration of the Blood Tap action in seconds
#Range: 1 ~ 36000
drainBloodActionDuration = 10
#Whether the Blood Tap action is available for Aged Vampires
drainBloodAction = true
#For any config with a list of 6 numbers, the very first number refers to a vampire with no age rank and the second number is the first age rank.
#The level at which the age mechanic begins, Level 4 is the minimum age to have access to the Infect Action
#Range: 0 ~ 14
levelToBeginAgeMechanic = 14
#The percentage, as a decimal, of how likely an advanced vampire is to get each rank with advanced vampire ages enabled
percentageAdvancedVampireAges = [0.5, 0.3, 0.1, 0.06, 0.03, 0.01]
#Max Health Increase for each rank. This is addition, not multiplier based
maxHealthIncrease = [0.0, 2.0, 2.0, 3.0, 4.0, 5.0]
#Whether Age makes a difference on Trade Prices
doesAgeAffectPrices = true
#Makes running out of blood harsher on vampire, scaling with age
harsherOutOfBlood = false
#How much each rank affects Villager trade prices. 
ageAffectTradePrices = [1.0, 1.1, 1.25, 1.5, 1.75, 2.0]
#If enabled, vampire rage will nullify increased damage from generic vampire weakness reduction
rageModeWeaknessToggle = true
#How much each rank reduces/increases generic vampire weakness damage sources (such as Fire) in terms of how much the damage is divided by. Set all to 1 to have no change, use decimal values to increase damage
genericVampireWeaknessReduction = [1.0, 1.0, 0.95, 0.9, 0.8, 0.75]
#How much each rank reduces/increases Sun Damage in terms of how much the sun damage is divided by. Set all to 1 to have no change, use decimal values to increase sun damage
sunDamageReduction = [1.0, 1.25, 1.5, 1.75, 2.0, 2.5]
#How much time in ticks for a player to advance to the next Age Rank. Count is reset on Rank Up
ticksForNextAge = [72000, 144000, 288000, 576000, 1152000]
#How many entities infected for next Age Rank. Count is reset on Rank Up
infectedForNextAge = [30, 45, 70, 100, 200]
#How much each age rank increases damage by adding on to base damage. Set all to 0 to disable completely.
ageDamageIncrease = [0.0, 1.0, 1.5, 2.0, 3.0, 4.0]
#How much blood drained for next Age Rank. Count is reset on Rank Up
drainedBloodForNextAge = [150, 300, 600, 900, 1250]
#The Age Rank at which a vampire gains step assist. Set to 0 to disable. 
#Range: 0 ~ 6
stepAssistLevel = 2
#Whether Age affects Blood Exhaustion
ageAffectsBloodExhaustion = true
#How much each rank affects Blood Exhaustion Rate (Blood Drain), lower numbers are a lower decrease in exhaustion, higher numbers decrease exhaustion, values above 1 will cause 0 blood drain. Set all to 0 to have no change in exhaustion rate. Negative Numbers can be used for inverse effect
ageExhaustionEffect = [-0.0, -0.1, -0.2, -0.3, -0.4, -0.5]
#Whether Advanced Vampires should spawn with an Age Tier
advancedVampireAge = true
#Whether Age Rank affects healing
ageHealingAffect = false
#How much each rank multiplies healing, this affects all types of healing 
ageHealingMultiplier = [1.0, 1.0, 1.0, 1.5, 1.75, 2.0]
#Whether Age Rank affects how much damage Hunter mobs do
shouldAgeIncreaseHunterMobDamage = true
#How much each rank multiplies damage from hunters, this only affects damage from hunter mobs, not players
damageMultiplierFromHunters = [1.0, 1.0, 1.0, 1.5, 1.75, 2.0]
#How much each rank multiplies the time spent in DBNO. Decimal values decrease the time spent in DBNO 
DBNOTimeMultiplier = [1.0, 1.0, 1.0, 0.8, 0.5, 0.25]
#How much each rank multiplies the duration of the neonatal effect. Decimal values decrease the time spent in neonatal
neonatalTimeMultiplier = [1.0, 1.0, 1.0, 1.0, 0.75, 0.5]
#If enabled, (and the vampire meets the age rank requirement) a vampire will not go down when losing all of its health, it has to die from a deadly source of damage
shouldOnlyDieFromKillingSources = false
#The age rank at which shouldOnlyDieFromKillingSources activates at
#Range: 0 ~ 5
shouldOnlyDieFromKillingSourcesAgeRank = 4
#If this and should only die from killing sources is enabled, the player will lose some blood when taking damage. If they have no blood left they will no longer be immortal
immortalityBloodRequirement = false
#Minimum damage for bloodloss to begin happening with 'immortalBloodLoss' enabled
#Range: 0 ~ 100
bloodlossDamageThreshold = 1
#How much the damage is multiplied to get bloodloss amount 'immortalBloodLoss' enabled
#Range: 0 ~ 100
bloodlossDamageCap = 16
#Maximum damage for bloodloss with immortalBloodLoss' enabled
#Range: 0.0 ~ 100.0
bloodlossScaleFactor = 1.0
#Garlic and fire will quickly drain them of blood saturation
deadlySourcesFastDrainExhaustion = true
#How much extra exhaustion there is of each garlic and fire tick at each age rank
amountExhaustionDrainFromSources = [0.0, 0.0, 0.0, 0.08, 0.16, 0.3]
#How many ranks of age are lost after resurrecting from DBNO
#Range: 0 ~ 5
ageLossDBNO = 1
#Age rank at which enchanted golden apples dont provide regen
#Range: 0 ~ 6
goldenAppleNoRegenRank = 6
#Age rank at which enchanted golden apples cannot be eaten
#Range: 0 ~ 6
goldenAppleNoEatRank = 6
#Cooldown for water walking action
#Range: > 0
waterWalkingCooldown = 0
#Duration for water walking action
#Range: > 0
waterWalkingDuration = 2147483647

