# 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 = true

  # 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 = "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 = 2.0
  # Maximum absorption gained for each level of the Absorption enchantment.
  # <Number> Range: ≥ 0.0, Default: 2.0
  enchantment.potency.per_level = 2.0
  # 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 = 20.0

  # 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 = 4
  # 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 = 0.05
