
#lots of cosmetic stuff in here
[visuals]
	#To edit the damage numbers color you'll have to edit the config file manually
	#How much the dummy swings in degrees with respect to the damage dealt. default=0.75
	#Range: 0.0 ~ 2.0
	animation_intensity = 0.75
	#Show hearths instead of damage dealt? (1 hearth = two damage)
	show_hearths = false
	#Show damage numbers on entity
	damage_numbers = true
	#Display particles fullbright
	full_bright_damage_numbers = true
	#How crits should be shown
	#Allowed Values: OFF, COLOR, COLOR_AND_MULTIPLIER
	crit_mode = "COLOR"
	#Show hay particles when dealing damage
	hay_particles = true
	#Skin used by the dummy
	#Allowed Values: DEFAULT, ORIGINAL, ALTERNATIVE, DUNGEONS
	texture = "DUNGEONS"

	#Add here custom colors (in hex format) to associate with your damage types. This is a map from damage source ID to a color where you can add new entries for each
	[visuals.damage_type_colors]
		"minecraft:generic" = "#FFFFFF"
		"minecraft:dragon_breath" = "#E600FF"
		"#dummmmmmy:is_fire" = "#FF7700"
		"#dummmmmmy:is_wither" = "#666666"
		"attributeslib:bleeding" = "#810A0A"
		"minecraft:trident" = "#00FF9D"
		"#minecraft:is_lightning" = "#FFF200"
		"#dummmmmmy:is_thorn" = "#0FA209"
		"dummmmmmy:true" = "#910038"
		"#dummmmmmy:is_explosion" = "#FFBB29"
		"#dummmmmmy:is_cold" = "#09D2FF"
		"minecraft:sonic_boom" = "#074550"
		"#minecraft:is_drowning" = "#1898E3"
		"#adj:is_magic" = "#844CE7"
		"dummmmmmy:critical" = "#FF0000"
		"ars_nouveau:windshear" = "#BEF3FF"

