#If the mod is enabled.
enableMod = true

["Save Chance Values"]
	#Chance for item to be kept from 0.00 to 1.00 with every added level.
	#So if someone with Soulbound 3 dies their chances of keeping the item would be:
	#(saveChance) + ((level - 1) * additiveSaveChance)
	#Remember if you've set a lot of levels this could lead to the higher levels always being saved.
	#Range: 0.0 ~ 1.0
	additive_save_chance = 0.0
	#Chance for item with enchant to be kept from 0.00 to 1.00.
	#Range: 0.0 ~ 1.0
	save_chance = 1.0

["Basic Enchantment Values"]
	#If curses can be applied with the enchant. **NOT RECOMMENDED**
	curses_applicable = false
	#Maximum level the enchant can be.
	#Range: 1 ~ 32767
	maximum_level = 3
	#If the enchantment can be obtained on items through an enchanting table.
	enchantable = false
	#If the enchantment can be obtained on a book through an enchanting table.
	enchantable_books = false
	#How rare the enchantment is at the enchantment table (some loot spawns included).
	#Acceptable values are listed below.
	#1 - COMMON
	#2 - UNCOMMON
	#3 - RARE
	#4 - VERY RARE
	#Range: 1 ~ 4
	rarity = 4

["Level Drop Values"]
	#Chance for the enchant to drop down 1 level on death from 0.00 to 1.00.
	#Range: 0.0 ~ 1.0
	drop_level = 1.0
	#Chance for enchant to drop down 1 level with every added level
	#So if someone with Soulbound 3 dies the chance of the enchant being downgraded would be:
	#(dropLevel) - ((level - 1) * additiveDropChance)
	#Remember if you've set a lot of levels this could lead to the higher levels never dropping down
	#Range: 0.0 ~ 1.0
	additive_drop_chance = 0.0

["Durability Drop Values"]
	#If set to true, the item will be broken if the durability reaches 0 on it's durabilityDrop
	break_item_on_zero_durability = false
	#Defines the maximum percentage that the durability goes down when returned (this percentage is of
	#the items max durability NOT the actual durability)
	#Range: 0.0 ~ 1.0
	minimum_durability_drop = 0.2
	#Defines the minimum percentage that the durability goes down when returned (this percentage is of
	#the items max durability NOT the actual durability)
	#Range: 0.0 ~ 1.0
	maximum_durability_drop = 0.35
	#Subtracts this number from the max, min, and mode each level effectively making the durability 
	#drop go down the higher the level
	#Range: 0.0 ~ 1.0
	additive_durability_drop = 0.05
	#Defines the mode (average value) percentage that the durability goes down when returned. This value
	#cannot be more than the maximum or less than the minimum. (this percentage is of
	#the items max durability NOT the actual durability)
	#Range: 0.0 ~ 1.0
	mode_durability_drop = 0.25
	#Set whether durability drop is enabled or not. Durability drop is calculated with the min and max 
	#variables. The values chosen will most likely be in the middle and get rarer towards the ends. (triangular distribution)
	durability_drop = false

