#Percentage of campfire smoke particles to eliminate (0.01 = 1%, 1.0 = 100%) to js remove it.
#Range: 0.0 ~ 1.0
campfire_smoke_elimination = 0.65

[armageddon_bosses]
	#Range: 0.0 ~ 10.0
	nyxaris_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	zoranth_newborn_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	zoranth_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	discord_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	arion_ravager_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	arion_soldat_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	bringer_of_doom_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	eldorath_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	elvenite_paladin_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	sanghor_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	sanghor_p2_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	chaos_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	famine_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	gobelin_lord_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	iron_colossus_multiplier = 1.0
	#Range: 0.0 ~ 10.0
	vaedric_multiplier = 1.0

[parry_system]
	#Range: 1 ~ 100
	parry_startup_ticks = 1
	#Range: 1 ~ 100
	parry_active_window = 15
	#Range: 1 ~ 100
	parry_perfect_ticks = 1
	#Range: 1 ~ 100
	parry_success_ticks = 2
	#Range: 1 ~ 1000
	parry_cooldown = 200
	#Range: 1 ~ 100
	parry_recovery = 5
	debug_mode = false
	parry_animation_1 = "malfu_combat_animation:two_handed_downup_rl"
	parry_animation_2 = "malfu_combat_animation:two_handed_heavy_lr"
	#Range: 0.1 ~ 100.0
	animation_speed = 15.0
	projectile_deflect_enabled = true
	#Range: 0.0 ~ 1.0
	projectile_deflect_chance = 1.0
	#Range: 0.1 ~ 10.0
	projectile_deflect_speed = 2.5
	#Range: 0.0 ~ 100.0
	parry_heal_amount = 4.0

[perfect_hit_system]
	#Chance for a jump/falling crit to become a Perfect Hit (0.0 to 1.0)
	#Range: 0.0 ~ 1.0
	perfect_hit_chance = 0.05
	#Additional damage multiplier on top of the standard critical hit
	#Range: 1.0 ~ 10.0
	perfect_hit_damage_mult = 1.5
	#Knockback multiplier for the perfect hit
	#Range: 1.0 ~ 20.0
	perfect_hit_knockback_mult = 4.0

[goety]
	#Re-enforce Apostle's damage cap after all LivingDamageEvent handlers run. Prevents items/traits from dealing more damage than the configured cap.
	apostle_damage_cap_fix = true
	#A debug statement for printing changes in Apostle title numbers.
	apostle_title_number_log = false

[orbital_particles]
	#List of item IDs that should have custom orbital particles when lying on the ground.
	orbital_particle_items = ["lethality:nightmare_sword", "brutality:royal_guardian_sword"]

[ring_selection]
	#Item ID for the 'None' option. Usually linggango_tweaks:nothing
	ring_none_id = "linggango_tweaks:nothing"
	#Item ID for the Cursed Ring
	ring_cursed_id = "enigmaticlegacy:cursed_ring"
	#Item ID for the Virtue Ring
	ring_virtue_id = "covenant_of_the_seven:virtue_ring"
	#Sound played when selecting the None option
	ring_none_sound = "test_sound_change_this"
	#Sound played when selecting the Cursed Ring
	ring_cursed_sound = "test_sound_change_this"
	#Sound played when selecting the Virtue Ring
	ring_virtue_sound = "test_sound_change_this"

[boss_hp_reset]
	#List of mob entity IDs that should have HP reset when players who damaged them die or logout (if enabled).
	#Format: "minecraft:zombie", "minecraft:skeleton", etc.
	#Default: ["minecraft:wither", "minecraft:warden", "minecraft:elder_guardian"]
	mob_to_reset_hp = ["minecraft:wither", "minecraft:warden", "minecraft:elder_guardian"]
	#List of mob entity IDs that should be despawned (silently removed) when players who damaged them die or logout (if enabled).
	#Format: "minecraft:zombie", "minecraft:skeleton", etc.
	#Default: [] (empty)
	mob_to_despawn = []
	#When should the mob reset its HP?
	#ANY_PLAYER_DIES - Reset HP when any player who attacked the mob dies or logs out (if enabled)
	#ALL_PLAYERS_DIE - Reset HP only when all players who attacked the mob die or log out (if enabled)
	#Default: ALL_PLAYERS_DIE
	#Allowed Values: ANY_PLAYER_DIES, ALL_PLAYERS_DIE
	reset_mode = "ALL_PLAYERS_DIE"
	#Combat timeout in seconds. After this time with no damage, player interactions are forgotten.
	#-1 = No timeout (combat never expires)
	#> 0 = Combat expires after X seconds of no damage
	#Default: -1 (no timeout)
	#Range: > -1
	combat_timeout_seconds = -1
	#Should HP reset only trigger if player dies in the same dimension where they fought the mob?
	#true = Player must die in the same dimension as the combat
	#false = Player death in any dimension triggers reset
	#Default: true
	same_dimension_only = true
	#Should boss HP reset when a player logs out?
	#true = Boss HP resets when player logs out (does not apply to singleplayer)
	#false = Boss HP only resets on player death, not logout
	#Default: false
	reset_on_logout = false
	#Enable debug logging for troubleshooting and monitoring.
	#true = Log detailed information about capability attachments, player interactions, and resets
	#false = Only log HP reset events (minimal logging)
	#Default: false
	enable_debug_logging = false
	#Percentage of HP to restore when a reset is triggered.
	#Value should be between 0 and 100.
	#Default: 50
	#Range: 0 ~ 100
	percentage_restored = 50

[utility]
	#Enable smooth animated inventory slot highlight instead of vanilla.
	slot_highlight_enabled = true
	#Enable scaling up cursor-held floating items in the inventory.
	floating_item_scale_enabled = true
	#Enable the breathing animation for empty hands and held items. (Disables sway too)
	item_breathing_enabled = true
	#Enable hand/item shaking and speed changes when player is at low health.
	low_health_shake_enabled = true
	#Enable the atmospheric sky color tinting and dimming when looking near the sun.
	sun_glare_sky_enabled = true
	#Enable the scaling up of the sun's visual size when looking directly at it.
	sun_radius_scale_enabled = true
	#Enable the white screen flash visual effect on a Perfect Hit.
	perfect_hit_flash_enabled = true
	#Enable the first-person hand sway lagging (lazy hand) effect when turning the camera.
	look_sway_enabled = true
	#Enable dynamic opacity for the crosshair depending on whether a target is focused.
	dynamic_crosshair_enabled = true

