#If true, JSON config file name is enigmatic_dice_<modVersion>.json.
#This means the config will auto-update to a fresh copy when the mod version changes.
#If false, a single enigmatic_dice.json is used and never auto-updated.
#In this mode new events added in mod updates will NOT appear automatically;
#pack makers will need to add them manually.
useVersionedJson = true
#The list of chests in which the Enigmatic Die is added
lootTables = ["minecraft:chests/abandoned_mineshaft", "minecraft:chests/ancient_city", "minecraft:chests/ancient_city_ice_box", "minecraft:chests/bastion_bridge", "minecraft:chests/bastion_hoglin_stable", "minecraft:chests/bastion_other", "minecraft:chests/bastion_treasure", "minecraft:chests/buried_treasure", "minecraft:chests/desert_pyramid", "minecraft:chests/end_city_treasure", "minecraft:chests/igloo_chest", "minecraft:chests/jungle_temple", "minecraft:chests/nether_bridge", "minecraft:chests/pillager_outpost", "minecraft:chests/ruined_portal", "minecraft:chests/shipwreck_map", "minecraft:chests/shipwreck_supply", "minecraft:chests/shipwreck_treasure", "minecraft:chests/simple_dungeon", "minecraft:chests/spawn_bonus_chest", "minecraft:chests/stronghold_corridor", "minecraft:chests/stronghold_crossing", "minecraft:chests/stronghold_library", "minecraft:chests/underwater_ruin_big", "minecraft:chests/underwater_ruin_small", "minecraft:chests/village/village_armorer", "minecraft:chests/village/village_snowy_house", "minecraft:chests/village/village_temple", "minecraft:chests/village/village_toolsmith", "minecraft:chests/village/village_weaponsmith", "minecraft:chests/woodland_mansion", "iceandfire:chest/cyclops_cave", "iceandfire:chest/fire_dragon_female_cave", "iceandfire:chest/fire_dragon_male_cave", "iceandfire:chest/fire_dragon_roost", "iceandfire:chest/graveyard", "iceandfire:chest/hydra_cave", "iceandfire:chest/ice_dragon_female_cave", "iceandfire:chest/ice_dragon_male_cave", "iceandfire:chest/ice_dragon_roost", "iceandfire:chest/lightning_dragon_female_cave", "iceandfire:chest/lightning_dragon_male_cave", "iceandfire:chest/lightning_dragon_roost", "iceandfire:chest/mausoleum_chest", "iceandfire:chest/myrmex_desert_food_chest", "iceandfire:chest/myrmex_jungle_food_chest", "iceandfire:chest/myrmex_loot_chest", "iceandfire:chest/myrmex_trash_chest", "iceandfire:chest/village_scribe"]
#Chance for Enigmatic Die to drop from a mob when killed by a player.
#For example, a value of 0.005 means a 0.5% chance to drop.
#Range: 0.0 ~ 1.0
enigmaticDieDropChance = 0.005
#Defines the time requirement (in minutes) for earning Enigmatic Dice from killing mobs.
#This is NOT a cooldown.
#For every X minutes the player spends in the world, they are allowed to obtain 1 die from mobs.
#Example: If set to 10, then after 60 minutes of total playtime, the player may have earned up to 6 dice from mobs.
#Set to 0 to disable the limitation entirely.
#Range: 0 ~ 100000
mobDiceTimeInterval = 10
#Chance for Enigmatic Die to drop from a block when broken by a player.
#For example, a value of 0.001 means a 0.1% chance to drop.
#Range: 0.0 ~ 1.0
enigmaticDieBlockDropChance = 0.001
#Defines the time requirement (in minutes) for earning Enigmatic Dice from breaking blocks.
#This is NOT a cooldown.
#For every X minutes the player spends in the world, they are allowed to obtain 1 die from blocks.
#Example: If set to 10, then after 60 minutes of total playtime, the player may have earned up to 6 dice from blocks.
#Set to 0 to disable the limitation entirely.
#Range: 0 ~ 100000
blockDiceTimeInterval = 10
#Chance for Enigmatic Die to appear in a chest.
#Value is between 0.0 and 1.0. For example, 0.1 means a 10% chance.
#Range: 0.0 ~ 1.0
enigmaticDieChestChance = 0.1
#Radius within which the structure is searched for during the 'minecraft_teleport_to_structure' event. Default is 100.
#Higher values search further but may impact performance.
#Range: 1 ~ 10000
structureSearchRadius = 100
#Radius (in blocks) to search for the target biome during the 'minecraft_teleport_to_biome' event.
#Higher values search further but may impact performance.
#Range: 256 ~ 100000
biomeSearchRadius = 4480
#Horizontal search step when scanning for biomes in the 'minecraft_teleport_to_biome' event.
#Smaller values may increase accuracy but reduce performance.
#Range: 1 ~ 512
biomeHorizontalStep = 64
#Vertical search step when scanning for biomes in the 'minecraft_teleport_to_biome' event.
#Smaller values may increase accuracy but reduce performance.
#Range: 1 ~ 512
biomeVerticalStep = 128
#Percentage of target's max health reduced per hit by Unequal Exchange sword.
#Example: 0.10 = 10% of target's max health.
#Range: 0.0 ~ 1.0
unequalExchangeTargetHealthReduction = 0.1
#Percentage of player's max health reduced per hit by Unequal Exchange sword.
#Example: 0.20 = 20% of player's max health.
#Range: 0.0 ~ 1.0
unequalExchangePlayerHealthReduction = 0.2
#Percentage reduction of player's stats (armor, speed, etc.) per hit by Unequal Exchange sword.
#Example: 0.20 = 20% reduction.
#Range: 0.0 ~ 1.0
unequalExchangeStatDebuff = 0.2
#Duration of the Unequal Exchange debuff (stat reduction) in seconds.
#Each hit refreshes this timer.
#Range: 0 ~ 10000
unequalExchangeDebuffDuration = 30
#Unequal Exchange Attack Damage.
unequalExchangeAttackDamage = 1.0
#Unequal Exchange Attack Speed.
unequalExchangeAttackSpeed = 1.6
#Extra magic damage of Soul Eater's charged attack per HP spent.
#Range: 0.0 ~ 100.0
soulEaterChargedAttackDamagePerHP = 2.5
#The duration of the effect of a charged Soul Eater attack (in seconds).
#Range: 0 ~ 100000
soulEaterChargeDuration = 60
#Percent of killed enemy's max HP restored to the player.
#Example: 0.1 = 10% of target's max HP.
#Range: 0.0 ~ 1.0
soulEaterHealPercentOnKill = 0.1
#Percent of killed enemy's max HP added to player's max HP as bonus.
#Example: 0.1 = +10% max HP of killed enemy.
#Range: 0.0 ~ 1.0
soulEaterMaxHealthStealPercent = 0.1
#Duration (in seconds) of max health buff after killing an enemy.
#Range: 0 ~ 100000
soulEaterMaxHealthBuffDuration = 300
#Maximum multiplier for player's max HP from Soul Eater.
#Example: 1.0 = Player's max HP can be increased up to 100%.
#Range: 0.0 ~ 100.0
soulEaterMaxHealthMultiplierLimit = 1.0
#Soul Eater Attack Damage.
soulEaterAttackDamage = 10.0
#Soul Eater Attack Speed.
soulEaterAttackSpeed = 2.0
#Bonus attack damage granted by Giant's Ring.
#Range: 0.0 ~ 1024.0
giantsRingAttackDamage = 3.0
#Bonus max health granted by Giant's Ring.
#Range: 0.0 ~ 1024.0
giantsRingMaxHealth = 10.0
#Giant's Ring: movement speed bonus multiplier. (0.2 = +20% of base movement speed)
giantsRingSpeedBonus = 0.2
#Gravity change applied while Moon Shard is in hotbar.
#Default Minecraft gravity is 0.08.
#Range: -1.0 ~ 1.0
moonShardGravityReduction = -0.06
#Gravity change applied while holding the Moon item.
#Default Minecraft gravity is 0.08.
#Range: -1.0 ~ 1.0
moonGravityReduction = -0.1
#Multiplier applied to gravity when holding SHIFT with Gravity Core.
#Range: 0.0 ~ 100.0
gravityCoreGravityMultiplier = 5.0
#Impact radius coefficient when falling with Gravity Core.
#Impact radius = fall speed * this value.
#Range: 0.0 ~ 10.0
gravityCoreImpactRadiusCoefficient = 1.0
#Impact damage coefficient when falling with Gravity Core.
#Damage = player's attack damage * fall speed * this value.
#Range: 0.0 ~ 10.0
gravityCoreImpactDamageCoefficient = 0.5
#Jump strength boost applied when using Gravity Core.
#Range: 0.0 ~ 50.0
gravityCoreJumpStrength = 5.0
#Cooldown in ticks for Gravity Core jump (20 ticks = 1 second).
#Range: 0 ~ 100000
gravityCoreCooldown = 0
#Multiplier for movement speed in dodge chance formula.
#Formula: dodgeChance = 1.0 - pow(0.99, movementSpeed * 100 * scale)
#Range: 0.0 ~ 100.0
ringOfAgilityChanceScale = 1.0
#Maximum dodge chance.
#Example: 0.9 = 90% maximum dodge chance.
#Range: 0.0 ~ 1.0
ringOfAgilityMaxDodgeChance = 0.9
#Cooldown duration of the Divine Shield in ticks. (1 second = 20 ticks)
#Range: > 0
divineShieldCooldownTicks = 240
#Whether to give the player the Divine Shield effect as an indicator that the item is not on cooldown.
divineShieldGiveEffect = true
#Permafrost Attack Damage.
permafrostAttackDamage = 10.0
#Permafrost Attack Speed.
permafrostAttackSpeed = 2.0
#Duration of the Permafrost debuff applied when hitting a target, in ticks. (1 second = 20 ticks)
#Range: > 0
permafrostAttackDebuffDuration = 600
#Maximum number of Permafrost stacks applied from attacks.
#Range: > 0
permafrostAttackMaxStacks = 10
#Movement/Flying speed reduction per Permafrost stack applied from attacks (0.05 = 5% slower).
#Range: 0.0 ~ 1.0
permafrostAttackReductionPerStack = 0.05
#Radius of the Permafrost aura effect in blocks.
#Range: 0 ~ 32
permafrostAuraRadius = 5
#Duration of the Permafrost aura debuff in ticks. (1 second = 20 ticks)
#Range: > 0
permafrostAuraDebuffDuration = 100
#Movement/Flying speed reduction factor from Permafrost aura. (0.2 = 20% slower)
#Range: 0.0 ~ 1.0
permafrostAuraReductionFactor = 0.2
#Crucible Of Rile Attack Damage.
crucibleOfRileAttackDamage = 16.0
#Crucible Of Rile Attack Speed.
crucibleOfRileAttackSpeed = 1.4
#Crucible Of Rile: health threshold at or below which enemies can be executed.
crucibleOfRileExecuteThreshold = 5.0
#Crucible Of Rile: ability cooldown in ticks. (1 second = 20 ticks)
#Range: > 0
crucibleOfRileCooldown = 400
#Crucible Of Rile: aggro radius of the ability, in blocks.
crucibleOfRileAggroRadius = 16.0
#Crucible Of Rile: whether the ability should aggro players (forcing them to look at the item user).
crucibleOfRileAggroPlayers = true
#Crucible Of Rile: duration of the forced aggro (camera lock) effect in ticks. (1 second = 20 ticks)
#Range: > 0
crucibleOfRileAggroDuration = 100
#Crucible Of Rile: armor buff multiplier applied by the active ability. (0.5 = +50%)
crucibleOfRileArmorBuffValue = 0.5
#Crucible Of Rile: duration of the armor buff from the active ability, in ticks. (1 second = 20 ticks)
#Range: > 0
crucibleOfRileArmorBuffDuration = 100
#Crucible Of Rile: number of hits the player must take before triggering a counterattack.
#Range: > 1
crucibleOfRileHitsForCounterattack = 5
#Crucible Of Rile: radius of the counterattack, in blocks.
crucibleOfRileCounterattackRadius = 3.5
#Permanent armor bonus (percent as fraction) per unique killed enemy type. (0.01 = +1%)
crucibleOfRilePermanentArmorPerUnique = 0.005
#Moai Charm: knockback resistance bonus. (1.0 = full knockback immunity)
moaiCharmKnockbackResistanceBonus = 1.0

