#Enable hitstop (animation freeze) on weapon impact
hitstopEnabled = true
#Default hitstop duration in ticks for weapons without a category mapping
# Default: 2
# Range: 0 ~ 10
defaultHitstopTicks = 2
#Extra hitstop ticks added on critical hits
# Default: 2
# Range: 0 ~ 10
critBonusTicks = 2
#Enable camera shake on weapon impact
cameraShakeEnabled = true
#Camera shake intensity multiplier
# Default: 1.0
# Range: 0.0 ~ 3.0
cameraShakeIntensity = 1.0
#Freeze hit entities in place during hitstop
entityFreezeEnabled = true
#Delay in ticks after attack connects before hitstop occurs (0 = immediate)
# Default: 0
# Range: 0 ~ 10
hitstopDelayTicks = 0
#Enable Critical Strike mod compatibility (detect RNG crits for hitstop bonus)
criticalStrikeCompat = true
#Hitstop duration per weapon category, format: 'category:ticks'
categoryHitstopDurations = ["dagger:0", "claw:0", "fist:0", "sickle:0", "soul_knife:0", "wand:0", "rapier:1", "sword:2", "cutlass:2", "katana:2", "coral_blade:2", "twin_blade:2", "spear:2", "trident:2", "staff:2", "pickaxe:2", "axe:3", "mace:3", "glaive:3", "scythe:3", "battlestaff:3", "lance:3", "claymore:4", "heavy_axe:4", "double_axe:4", "halberd:4", "hammer:5", "anchor:5"]
