
["Guns Without Roses Expansions Config"]

	["Guns Without Roses Expansions Config".General]
		#Whether completing the RIP AND TEAR all-achievements challenge grants the Super Shotgun reward.
		enableAllAchievementsSuperShotgunReward = true
		#Whether shooter-owned special projectiles can damage their shooter. Currently affects Diamond Bullet Shrapnel and Slime Bullets.
		allowShooterProjectileSelfDamage = true
		#Whether all gun-specific enchantments can appear in librarian villager trades.
		enableGunEnchantmentLibrarianTrades = false

	["Guns Without Roses Expansions Config".Sniper]

		["Guns Without Roses Expansions Config".Sniper.Netherite]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.8
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.5
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Sniper.Cursium]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.8
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.8
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

			["Guns Without Roses Expansions Config".Sniper.Cursium.Mechanics]
				#Maximum rage stored by Cursium Ballista headshots.
				#Range: 1 ~ 100
				maxRage = 5
				#Additional damage multiplier gained for each Cursium Ballista rage stack.
				#Range: 0.0 ~ 10.0
				damageMultiplierPerRage = 0.1
				#Additional headshot multiplier while Cursium Ballista is at full rage.
				#Range: 0.0 ~ 10.0
				fullRageHeadshotMultiplierBonus = 0.25

		["Guns Without Roses Expansions Config".Sniper.DragonSteel]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.9
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.8
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Sniper.DestinySeven]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.5
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.5
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Sniper.HarbingerRaycaster]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.6
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.75
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 26
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Sniper.HarbingerRaycaster_Mechanics]
			#Redstone shots required to fully overload Harbinger Raycaster.
			#Range: 1 ~ 100
			maxOverload = 6
			#Overload mode duration in ticks. 120 ticks = 6 seconds.
			#Range: 1 ~ 6000
			overloadModeDurationTicks = 120
			#Whether overload mode temporarily allows the player to fly.
			overloadFlightEnabled = true
			#Flat damage added to redstone bullets fired by Harbinger Raycaster.
			#Range: 0.0 ~ 1000.0
			redstoneDamageBonus = 1.0
			#Additional entities a redstone bullet can pierce when fired by Harbinger Raycaster.
			#Range: 0 ~ 64
			redstonePierce = 2
			#Damage multiplier applied after each redstone bullet pierce.
			#Range: 0.0 ~ 10.0
			redstonePierceDamageMultiplier = 1.0
			#Damage multiplier applied to the empowered redstone shot damage for the death laser.
			#Range: 0.0 ~ 100.0
			deathLaserDamageMultiplier = 0.45
			#Death laser bonus damage as percent of target max health.
			#Range: 0.0 ~ 100.0
			deathLaserHpDamage = 5.0
			#Number of 30-block Cataclysm death laser segments to chain. Total range is segments * segment length.
			#Range: 1 ~ 16
			deathLaserSegments = 2
			#Length of each chained death laser segment.
			#Range: 1.0 ~ 128.0
			deathLaserSegmentLength = 30.0
			#Homing missiles fired per overload wave.
			#Range: 0 ~ 32
			missilesPerWave = 3
			#Extra homing missiles fired near the player when a non-overload Harbinger redstone bullet headshots.
			#Range: 0 ~ 32
			normalHeadshotMissiles = 1
			#Delay in ticks before the first overload missile wave.
			#Range: 0 ~ 6000
			missileStartDelay = 8
			#Ticks between homing missile waves while overload mode is active.
			#Range: 1 ~ 6000
			missileIntervalTicks = 24
			#Damage dealt by each overload homing missile.
			#Range: 0.0 ~ 1000.0
			missileDamage = 5.0
			#Range used by overload homing missiles to find nearby enemies.
			#Range: 1.0 ~ 128.0
			missileTargetRange = 18.0

	["Guns Without Roses Expansions Config".Shotgun]

		["Guns Without Roses Expansions Config".Shotgun.Netherite]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.6
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 20
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 5.0

		["Guns Without Roses Expansions Config".Shotgun.NetheriteMonster]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.8
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 20
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.0

		["Guns Without Roses Expansions Config".Shotgun.DragonSteel]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.75
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 20
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.0

		["Guns Without Roses Expansions Config".Shotgun.Supershotgun]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.5
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 40
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.0

		["Guns Without Roses Expansions Config".Shotgun.Supershotgun_Mechanics]
			#Whether killing a meat-hooked target with the Super Shotgun refreshes the meat hook cooldown and grants absorption.
			meatHookKillRewardEnabled = true
			#Ticks after the last meat hook pull tick during which a Super Shotgun kill can trigger the reward.
			#Range: 0 ~ 72000
			meatHookKillRewardWindowTicks = 40
			#Absorption hearts granted by the meat hook kill reward. This does not stack above the configured amount.
			#Range: 0.0 ~ 100.0
			meatHookKillRewardAbsorptionHearts = 4.0
			#Ticks that a meat-hook mark stays on the target after the hook stops refreshing it.
			#Range: 0 ~ 72000
			meatHookMarkDurationTicks = 60
			#Damage multiplier applied when the Super Shotgun hits a target marked by the meat hook.
			#Range: 0.0 ~ 100.0
			meatHookMarkedDamageMultiplier = 1.2

		["Guns Without Roses Expansions Config".Shotgun.RemnantFangshot]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.65
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.0

		["Guns Without Roses Expansions Config".Shotgun.RemnantFangshot_Mechanics]
			#Gunblade cycles required to awaken Remnant Fangshot.
			#Range: 1 ~ 20
			rageRequired = 5
			#Awakened duration in ticks. 200 ticks = 10 seconds.
			#Range: 1 ~ 6000
			awakenedTicks = 150
			#Ticks the blade remains empowered after a projectile hit.
			#Range: 1 ~ 6000
			bladeAmpTicks = 80
			#Ticks allowed between the shot hit and the charged melee hit.
			#Range: 1 ~ 6000
			comboWindowTicks = 100
			#Base melee damage shown by the gunblade.
			#Range: 0.0 ~ 1000.0
			baseMeleeDamage = 9.0
			#Melee damage added while the blade is empowered.
			#Range: 0.0 ~ 1000.0
			bladeDamageBonus = 3.0
			#Attack speed attribute modifier when the blade is not empowered.
			#Range: -10.0 ~ 10.0
			baseAttackSpeedModifier = -2.6
			#Attack speed attribute modifier while the blade is empowered.
			#Range: -10.0 ~ 10.0
			ampedAttackSpeedModifier = -2.4
			#Minimum attack strength scale required for gunblade combo hits.
			#Range: 0.0 ~ 1.0
			minFullAttackScale = 0.9
			#Remaining firing cooldown multiplier after a correct charged melee hit. 0.5 cuts remaining cooldown in half.
			#Range: 0.0 ~ 1.0
			cooldownRemainingMultiplier = 0.5
			#Projectile damage multiplier while awakened. 1.2 is +20%.
			#Range: 0.0 ~ 10.0
			powerProjectileDamageMultiplier = 1.2
			#Awakened stomp damage as a multiplier of current melee damage.
			#Range: 0.0 ~ 10.0
			powerStompDamageMultiplier = 0.6
			#Awakened stomp radius.
			#Range: 0.0 ~ 64.0
			powerStompRange = 2.75
			#Remnant Charge duration in ticks.
			#Range: 1 ~ 200
			dashTicks = 10
			#Remnant Charge damage as a multiplier of current melee damage.
			#Range: 0.0 ~ 20.0
			dashDamageMultiplier = 2.5
			#Forward speed applied during Remnant Charge.
			#Range: 0.0 ~ 10.0
			dashSpeed = 1.25
			#Hit radius around the charging sandstorm.
			#Range: 0.0 ~ 16.0
			dashHitRange = 1.15
			#Incoming damage reduction during Remnant Charge. 0.2 is 20%.
			#Range: 0.0 ~ 0.95
			dashDamageReduction = 0.2

		["Guns Without Roses Expansions Config".Shotgun.Mirecaller]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.7
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 24
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.5

		["Guns Without Roses Expansions Config".Shotgun.Mirecaller_Mechanics]
			#Controls how strongly Mirecaller bomb bullet damage scales explosion radius. 2.5 matches the base GWR explosive bullet scaling.
			#Range: 0.0 ~ 16.0
			mineExplosionPower = 3.0

	["Guns Without Roses Expansions Config".Gatling]

		["Guns Without Roses Expansions Config".Gatling.Netherite]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 1
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 4
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 3.0

		["Guns Without Roses Expansions Config".Gatling.Ignitium]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 3
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 6
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 3.0

			["Guns Without Roses Expansions Config".Gatling.Ignitium.Blue_Fire]
				#Bonus damage used while Ignitium Gatling Soul Fire is active.
				#Range: 0 ~ 100
				blueFireBonusDamage = 6
				#Fire delay used while Ignitium Gatling Soul Fire is active.
				#Range: 1 ~ 100
				blueFireDelay = 3
				#Soul Fire duration in ticks after crossing to half health or below.
				#Range: 1 ~ 72000
				blueFireDurationTicks = 200
				#Flat healing added to each Ignitium Bullet hit while Soul Fire is active.
				#Range: 0.0 ~ 100.0
				blueFireHealingBonus = 1.0

		["Guns Without Roses Expansions Config".Gatling.DragonSteel]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 3
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 4
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 3.0

		["Guns Without Roses Expansions Config".Gatling.Skull]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 6
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 6.0

		["Guns Without Roses Expansions Config".Gatling.Magnetic]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.9
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 4
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 4.0

	["Guns Without Roses Expansions Config".Pistol]

		["Guns Without Roses Expansions Config".Pistol.Tidal]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 18
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 2.0

		["Guns Without Roses Expansions Config".Pistol.Tidal_Mechanics]
			#Maximum tidal energy stored on the Tidal Pistol.
			#Range: 1 ~ 1000
			maxEnergy = 100
			#Tidal energy regenerated per second while the Tidal Pistol is in a player's inventory.
			#Range: 0 ~ 100
			inventoryRegenPerSecond = 2
			#Tidal energy regenerated per second while the Tidal Pistol is held outside water.
			#Range: 0 ~ 100
			heldLandRegenPerSecond = 5
			#Tidal energy regenerated per second while the Tidal Pistol is held in water.
			#Range: 0 ~ 100
			heldWaterRegenPerSecond = 8
			#Tidal energy gained when a Tidal Bullet damages an entity.
			#Range: 0 ~ 1000
			hitEnergy = 5
			#Tidal energy cost for the entity-hit Abyss Orb follow-up.
			#Range: 0 ~ 1000
			orbCost = 20
			#Tidal energy cost for the block-hit Abyss Mine follow-up.
			#Range: 0 ~ 1000
			mineCost = 12
			#Tidal energy cost for the land Abyss Orb follow-up.
			#Range: 0 ~ 1000
			landOrbCost = 20
			#Tidal energy cost for the land Abyss Mine follow-up.
			#Range: 0 ~ 1000
			landMineCost = 6
			#Tidal energy cost for the charged Abyss Blast Portal.
			#Range: 0 ~ 1000
			portalCost = 50
			#Tidal energy cost for the full-charge safe tidal rift.
			#Range: 0 ~ 1000
			riftCost = 100
			#Minimum held ticks for the charged portal release.
			#Range: 1 ~ 72000
			portalChargeTicks = 12
			#Minimum held ticks for the full rift release.
			#Range: 1 ~ 72000
			riftChargeTicks = 35
			#Cooldown in ticks for land Abyss Orb follow-ups.
			#Range: 0 ~ 72000
			landOrbCooldownTicks = 100
			#Cooldown in ticks for land Abyss Mine follow-ups.
			#Range: 0 ~ 72000
			landMineCooldownTicks = 140
			#Cooldown in ticks for water/rain Abyss Orb follow-ups.
			#Range: 0 ~ 72000
			fullFormOrbCooldownTicks = 8
			#Cooldown in ticks for water/rain Abyss Mine follow-ups.
			#Range: 0 ~ 72000
			fullFormMineCooldownTicks = 12
			#Chance for an entity hit to trigger a water/rain tracking Abyss Orb follow-up.
			#Range: 0.0 ~ 1.0
			fullFormOrbChance = 0.45
			#Chance for a block hit to trigger a water/rain Abyss Mine follow-up.
			#Range: 0.0 ~ 1.0
			fullFormMineChance = 0.3
			#Chance for an entity hit to trigger a land tracking Abyss Orb follow-up.
			#Range: 0.0 ~ 1.0
			landOrbChance = 0.2
			#Chance for a block hit to trigger a land Abyss Mine follow-up.
			#Range: 0.0 ~ 1.0
			landMineChance = 0.12
			#Chance for the Tidal Pistol to launch Tidal Tentacles when its holder is hurt.
			#Range: 0.0 ~ 1.0
			tentacleChance = 1.0
			#Cooldown in ticks for the Tidal Tentacle assist.
			#Range: 0 ~ 72000
			tentacleCooldownTicks = 120
			#Multiplier applied to the sustained Abyss Orb tracking speed.
			#Range: 0.1 ~ 10.0
			orbSpeedMultiplier = 4.0
			#Multiplier applied to the sustained land Abyss Orb tracking speed.
			#Range: 0.1 ~ 10.0
			landOrbSpeedMultiplier = 3.2
			#Fixed damage for land Abyss Orb follow-ups.
			#Range: 0.0 ~ 1000.0
			landOrbDamage = 7.0
			#Fixed damage for water/rain Abyss Orb follow-ups.
			#Range: 0.0 ~ 1000.0
			waterOrbDamage = 10.0
			#Fixed damage for land Abyss Mine follow-ups.
			#Range: 0.0 ~ 1000.0
			landMineDamage = 7.0
			#Fixed damage for water/rain Abyss Mine follow-ups.
			#Range: 0.0 ~ 1000.0
			waterMineDamage = 10.0
			#Damage for the controlled Abyss Blast Portal.
			#Range: 0.0 ~ 1000.0
			portalDamage = 8.0
			#Percent max-health damage for the controlled Abyss Blast Portal.
			#Range: 0.0 ~ 100.0
			portalHpDamage = 0.0
			#Warmup delay in ticks for the controlled Abyss Blast Portal.
			#Range: 0 ~ 200
			portalWarmupTicks = 4
			#Lifetime in ticks for the safe tidal rift.
			#Range: 1 ~ 72000
			riftDurationTicks = 240
			#Radius for the safe tidal rift pull and damage.
			#Range: 0.0 ~ 64.0
			riftRadius = 10.0
			#Damage dealt by each safe tidal rift pulse.
			#Range: 0.0 ~ 1000.0
			riftDamage = 5.0
			#Pull strength applied by the safe tidal rift each tick.
			#Range: 0.0 ~ 2.0
			riftPullStrength = 0.14
			#Ticks between safe tidal rift damage pulses.
			#Range: 1 ~ 200
			riftDamageIntervalTicks = 5

		["Guns Without Roses Expansions Config".Pistol.Hellforge]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.2
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 18
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 1.0

		["Guns Without Roses Expansions Config".Pistol.Hellforge_Mechanics]
			#Maximum Hellforge coins stored.
			#Range: 1 ~ 16
			maxCoins = 4
			#Ticks required to regenerate one coin.
			#Range: 1 ~ 72000
			coinRechargeTicks = 60
			#Ticks before the coin chain grade expires.
			#Range: 1 ~ 72000
			coinChainWindowTicks = 40
			#Recharge progress advanced when one coin is hit.
			#Range: 0 ~ 72000
			coinHitRechargeAdvanceTicks = 12
			#Recharge progress advanced by multi-coin links.
			#Range: 0 ~ 72000
			coinLinkRechargeAdvanceTicks = 8
			#Overheat duration in ticks.
			#Range: 1 ~ 72000
			coinOverheatTicks = 100
			#Overheat duration for 4-coin chains.
			#Range: 1 ~ 72000
			coinStrongOverheatTicks = 100
			#Recharge progress advanced by 4-coin overheat.
			#Range: 0 ~ 72000
			coinStrongOverheatRechargeAdvanceTicks = 60
			#Base coin throw cooldown in ticks.
			#Range: 0 ~ 100
			baseThrowCooldownTicks = 4
			#Coin throw cooldown while at S rank.
			#Range: 0 ~ 100
			chainThrowCooldownTicks = 3
			#Maximum queued coin throws.
			#Range: 0 ~ 16
			maxThrowQueue = 2
			#Hellforge headshot multiplier while overheated.
			#Range: 1.0 ~ 10.0
			overheatHeadshotMultiplier = 1.5
			#Normal bullet damage multiplier while overheated.
			#Range: 0.0 ~ 10.0
			overheatDamageMultiplier = 1.2
			#Fire delay multiplier while overheated.
			#Range: 0.01 ~ 10.0
			overheatFireDelayMultiplier = 0.7
			#Fire delay multiplier while Hellforge coin chain is D rank.
			#Range: 0.01 ~ 10.0
			coinFireDelayD = 1.0
			#Fire delay multiplier while Hellforge coin chain is C rank.
			#Range: 0.01 ~ 10.0
			coinFireDelayC = 0.9
			#Fire delay multiplier while Hellforge coin chain is B rank.
			#Range: 0.01 ~ 10.0
			coinFireDelayB = 0.8
			#Fire delay multiplier while Hellforge coin chain is A rank.
			#Range: 0.01 ~ 10.0
			coinFireDelayA = 0.65
			#Fire delay multiplier while Hellforge coin chain is S rank.
			#Range: 0.01 ~ 10.0
			coinFireDelayS = 0.5
			#Range: 0.0 ~ 100.0
			coinDamageD = 1.35
			#Range: 0.0 ~ 100.0
			coinDamageC = 1.55
			#Range: 0.0 ~ 100.0
			coinDamageB = 1.8
			#Range: 0.0 ~ 100.0
			coinDamageA = 2.05
			#Range: 0.0 ~ 100.0
			coinDamageS = 2.3
			#Range: 0.0 ~ 100.0
			coinLinkMultiplier2 = 1.5
			#Range: 0.0 ~ 100.0
			coinLinkMultiplier3 = 2.1
			#Range: 0.0 ~ 100.0
			coinLinkMultiplier4 = 3.0
			#Minimum chain hits required for the grade-based 1 coin refund.
			#Range: 1 ~ 100
			coinReturnGradeHits = 3
			#Range: 0 ~ 16
			coinReturnLink2 = 1
			#Range: 0 ~ 16
			coinReturnLink3 = 2
			#Range: 0 ~ 16
			coinReturnLink4 = 3
			#Range: 0.0 ~ 10.0
			coinCopyDamageRatioDefault = 0.5
			#Range: 0.0 ~ 10.0
			coinCopyDamageRatio3 = 0.6
			#Range: 0.0 ~ 10.0
			coinCopyDamageRatio4 = 0.75

	["Guns Without Roses Expansions Config".Bullets]

		["Guns Without Roses Expansions Config".Bullets.Cursium]
			#Phantom Halber Damage
			#Range: 0.0 ~ 100.0
			phantomHalberDamage = 10.0
			#Phantom Halberd Range
			#Range: 0.0 ~ 100.0
			phantomHalberdRange = 5.0
			#Phantom Halberd Delay
			#Range: 0 ~ 100
			phantomHalberdDelay = 20

		["Guns Without Roses Expansions Config".Bullets.Lavapower]
			#Flamejet Damage
			#Range: 0.0 ~ 100.0
			flamejetDamage = 7.0
			#Flamejet Count
			#Range: 0 ~ 20
			flamejetCount = 5

		["Guns Without Roses Expansions Config".Bullets.Tidal]
			#Portal damage
			#Range: 0.0 ~ 100.0
			"Portal damage" = 10.0
			#Portal hpdamage
			#Range: 0.0 ~ 100.0
			"Portal hpdamage" = 0.0
			#Golden Nugget Drop Rate
			#Range: 0.0 ~ 1.0
			golden_nugget_drop_rate = 0.4
			#Golden Apple Drop Rate
			#Range: 0.0 ~ 1.0
			golden_apple_drop_rate = 0.033

		["Guns Without Roses Expansions Config".Bullets.Gold]
			#Golden Nugget Drop Rate
			#Range: 0.0 ~ 1.0
			golden_nugget_drop_rate = 0.4
			#Golden Apple Drop Rate
			#Range: 0.0 ~ 1.0
			golden_apple_drop_rate = 0.033

	["Guns Without Roses Expansions Config".Launcher]

		["Guns Without Roses Expansions Config".Launcher.Obsidian]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 30
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 60
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Launcher.Obsidian_Mechanics]
			#Spell Frenzy duration in ticks after consuming all three stored spells.
			#Range: 1 ~ 72000
			frenzyDurationTicks = 60
			#Random spell weight for a spell type that is already stored on the launcher.
			#Range: 0 ~ 1000
			storedSpellWeight = 1
			#Random spell weight for a spell type that is not stored yet.
			#Range: 0 ~ 1000
			missingSpellWeight = 4
			#Ticks between pressing fire and actually launching the Obsidian Core. Used to line up with the fire animation.
			#Range: 0 ~ 40
			launchDelayTicks = 3
			#Minimum flight range of the Obsidian Core in blocks.
			#Range: 1 ~ 256
			minRange = 15
			#Maximum flight range of the Obsidian Core in blocks at full charge.
			#Range: 1 ~ 256
			maxRangeFullCharge = 45
			#Base AOE radius of Obsidian Core spell release in blocks before charge scaling.
			#Range: 0.1 ~ 64.0
			baseAoeRadius = 1.0
			#Additional AOE radius multiplier gained from charge bonus. Final multiplier is 1 + chargeBonus * value.
			#Range: 0.0 ~ 10.0
			aoeRadiusChargeScale = 0.5
			#Return speed of the Obsidian Core while flying back to the player.
			#Range: 0.1 ~ 16.0
			returnSpeed = 1.5
			#Damage multiplier applied when the Obsidian Core hits entities on the way back.
			#Range: 0.0 ~ 10.0
			returnDamageFactor = 0.5

	["Guns Without Roses Expansions Config".Burstgun]

		["Guns Without Roses Expansions Config".Burstgun.Void]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 2
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 1.0
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 25
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 0.0

		["Guns Without Roses Expansions Config".Burstgun.Void_Burst]
			#Burst Size
			#Range: 1 ~ 10
			burstSize = 3
			#Burst Delay
			#Range: 1 ~ 100
			burstDelay = 5

		["Guns Without Roses Expansions Config".Burstgun.DuskfallEclipse]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.65
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 28
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 1.5

		["Guns Without Roses Expansions Config".Burstgun.DuskfallEclipse_Burst]
			#Burst Size
			#Range: 1 ~ 10
			burstSize = 6
			#Burst Delay
			#Range: 1 ~ 100
			burstDelay = 3

		["Guns Without Roses Expansions Config".Burstgun.DuskfallEclipse_Mechanics]
			#Number of additional entities each shot can pierce.
			#Range: 0 ~ 16
			pierceCount = 2
			#Damage multiplier applied after each pierce.
			#Range: 0.0 ~ 4.0
			pierceDamageMultiplier = 0.8
			#Maximum friendly Dusk Rose Spirits a player can maintain.
			#Range: 0 ~ 10
			maxSpirits = 3
			#Ticks between spirit summons while holding the weapon.
			#Range: 1 ~ 6000
			spiritSummonIntervalTicks = 150
			#Ticks spirits persist after the player stops holding the weapon.
			#Range: 0 ~ 6000
			unequippedGraceTicks = 100
			#Outgoing damage bonus per active spirit. 0.08 is 8%.
			#Range: 0.0 ~ 4.0
			damageBonusPerSpirit = 0.08
			#Incoming damage reduction per active spirit. 0.05 is 5%.
			#Range: 0.0 ~ 0.95
			damageReductionPerSpirit = 0.05
			#Range used by spirits to find targets.
			#Range: 1.0 ~ 128.0
			spiritAutoTargetRange = 18.0
			#Ticks between spirit attacks.
			#Range: 1 ~ 6000
			spiritAttackCooldownTicks = 40
			#Warning ticks before a spirit attack lands.
			#Range: 0 ~ 200
			spiritWarnTicks = 14
			#Damage dealt by each spirit assist attack.
			#Range: 0.0 ~ 1000.0
			spiritAttackDamage = 10.0
			#Maximum health for player-owned Dusk Rose Spirits.
			#Range: 1.0 ~ 1000.0
			spiritMaxHealth = 20.0
			#Armor for player-owned Dusk Rose Spirits.
			#Range: 0.0 ~ 1000.0
			spiritArmor = 5.0
			#Ticks spirits remember the last target hit by this weapon.
			#Range: 0 ~ 6000
			lastTargetMemoryTicks = 200

		["Guns Without Roses Expansions Config".Burstgun.CeraunusBurst]
			#Bonus Damage
			#Range: 0 ~ 100
			bonusDamage = 0
			#Damage Multiplier
			#Range: 0.0 ~ 10.0
			damageMultiplier = 0.72
			#Headshot Multiplier
			#Range: 1.0 ~ 10.0
			headshotMultiplier = 1.0
			#fire Delay
			#Range: 4 ~ 100
			fireDelay = 26
			#inaccuracy
			#Range: 0.0 ~ 10.0
			inaccuracy = 1.35

		["Guns Without Roses Expansions Config".Burstgun.CeraunusBurst_Burst]
			#Burst Size
			#Range: 1 ~ 10
			burstSize = 3
			#Burst Delay
			#Range: 1 ~ 100
			burstDelay = 3

		["Guns Without Roses Expansions Config".Burstgun.CeraunusBurst_Mechanics]
			#Damage multiplier for iron/water, golden/storm, and diamond/lightning element shots.
			#Range: 0.0 ~ 10.0
			baseElementDamageMultiplier = 0.75
			#Damage multiplier used by the three-shot Ceraunus combo.
			#Range: 0.0 ~ 20.0
			comboDamageMultiplier = 1.45
			#Radius used by Ceraunus combos.
			#Range: 1.0 ~ 32.0
			comboRadius = 6.5
			#Ticks allowed between Ceraunus element shots before the current combo resets.
			#Range: 1 ~ 6000
			comboWindowTicks = 80
			#Ticks the completed combo remains visible on the Ceraunus HUD.
			#Range: 1 ~ 6000
			comboDisplayTicks = 24
			#Ticks before a completed Ceraunus combo triggers.
			#Range: 0 ~ 100
			comboDelayTicks = 8
			#Maximum Storm Serpents a single Ceraunus combo may summon.
			#Range: 0 ~ 16
			stormSerpentMax = 4
			#Bite damage for full storm Ceraunus serpents.
			#Range: 0.0 ~ 1000.0
			stormSerpentBiteDamage = 12.0
			#Bite damage for mixed-element Ceraunus serpents.
			#Range: 0.0 ~ 1000.0
			mixedSerpentBiteDamage = 8.0
			#Secondary water/lightning damage multiplier based on serpent bite damage.
			#Range: 0.0 ~ 10.0
			stormSerpentSecondaryDamageMultiplier = 0.5
			#Maximum lightning spears for the full lightning Ceraunus combo.
			#Range: 0 ~ 32
			lightningSpearMax = 4
			#Lifetime in ticks for normal Ceraunus wave attacks.
			#Range: 1 ~ 200
			normalWaveTicks = 20
			#Lifetime in ticks for the full water Ceraunus wave attack.
			#Range: 1 ~ 200
			pureWaterWaveTicks = 30
			#Damage multiplier for Ceraunus lightning bullets when the bullet or target is in water.
			#Range: 0.0 ~ 10.0
			lightningBulletWaterDamageMultiplier = 1.3

	["Guns Without Roses Expansions Config".DestinySeven]
		#Weights for iron bullet lottery tickets.
		#Range: 0 ~ 1000
		ironBustWeight = 55
		#Range: 0 ~ 1000
		ironDoubleWeight = 30
		#Range: 0 ~ 1000
		ironTripleWeight = 12
		#Range: 0 ~ 1000
		ironJackpotWeight = 3
		#Weights for golden bullet lottery tickets.
		#Range: 0 ~ 1000
		goldBustWeight = 35
		#Range: 0 ~ 1000
		goldDoubleWeight = 38
		#Range: 0 ~ 1000
		goldTripleWeight = 20
		#Range: 0 ~ 1000
		goldJackpotWeight = 7
		#Weights for diamond bullet lottery tickets.
		#Range: 0 ~ 1000
		diamondBustWeight = 20
		#Range: 0 ~ 1000
		diamondDoubleWeight = 40
		#Range: 0 ~ 1000
		diamondTripleWeight = 28
		#Range: 0 ~ 1000
		diamondJackpotWeight = 12
		#Projectile count when Destiny Seven rolls Bust.
		#Range: 1 ~ 64
		bustShots = 1
		#Projectile count when Destiny Seven rolls Double.
		#Range: 1 ~ 64
		doubleShots = 2
		#Projectile count when Destiny Seven rolls Triple.
		#Range: 1 ~ 64
		tripleShots = 3
		#Projectile count when Destiny Seven rolls Jackpot.
		#Range: 1 ~ 64
		jackpotShots = 7
		#Jackpot weight added per non-jackpot shot stored on the gun.
		#Range: 0 ~ 100
		pityJackpotWeightPerShot = 1
		#Maximum extra jackpot weight from stored pity.
		#Range: 0 ~ 1000
		pityMaxJackpotWeight = 25
		#Base lottery bonus weight per point of player Luck. Each base weight adds +1x Double, +2x Triple, and +3x Jackpot weight before rolling.
		#Range: 0 ~ 100
		luckWeightPerPoint = 1
		#Maximum base lottery bonus weight from player Luck.
		#Range: 0 ~ 1000
		luckMaxBonusWeight = 100
		#Base damage used when Destiny Seven rolls a rare Obsidian Core entity. Gun bonus damage and damage multiplier still apply.
		#Range: 0.0 ~ 1000.0
		obsidianCoreBaseDamage = 20.0
		#Weighted bullet pool for Bust. Format: modid:item=weight. Missing optional mod bullets are skipped.
		bustBulletPool = ["gunswithoutroses:iron_bullet=70", "gwrexpansions:slime_bullet=30"]
		#Weighted bullet/entity pool for Double/Triple/Jackpot. Format: modid:item=weight. Missing optional mod bullets/entities are skipped. gwrexpansions:obsidian_core is a rare Obsidian Core entity when BOMD is loaded.
		rewardBulletPool = ["gunswithoutroses:iron_bullet=200", "gwrexpansions:slime_bullet=180", "gwrexpansions:golden_bullet=150", "gwrexpansions:diamond_bullet=120", "gwrexpansions:silver_bullet=120", "gwrexpansions:dragonsteel_fire_bullet=80", "gwrexpansions:dragonsteel_ice_bullet=80", "gwrexpansions:dragonsteel_lightning_bullet=80", "gwrexpansions:netherite_bullet=80", "gwrexpansions:lavapower_bullet=80", "gwrexpansions:cursium_bullet=80", "gwrexpansions:ignitium_bullet=80", "gwrexpansions:tidal_bullet=80", "gwrexpansions:obsidian_core=40"]

