{
	/* Upswing (aka windup) is the first phase of the attack (between clicking and performing the damage).
	   Typical duration of upswing is `weapon cooldown * 0.5`. (Weapon specific upswing values can be defined in weapon attributes)
	   This config allows you to change upswing duration.
	   Example values:
	   - `0.5` (default, fast paced attack initiation) upswing typically lasts 25% of the attack cooldown
	   - `1.0` (classic setting, realistic attack initiation) upswing typically lasts 50% of the attack cooldown
	*/
	"upswing_multiplier": 0.5,
	// Bypass damage receive throttling of LivingEntity from player attacks.
	"allow_fast_attacks": true,
	// Allows client-side target search and server-side attack request execution against currently mounted entity of the player
	"allow_attacking_mount": false,
	// The minimum number of ticks between two attacks
	"attack_interval_cap": 2,
	/* Blacklist for entities that are acting as vehicle but should not be treated as protected mounts.
	   Classical example is an alexsmobs:crocodile attempting a death spin.
	   (Note all hostile mobs hittable by default, this config is to fix faulty mobs)
	*/
	"hostile_player_vehicles": [
		"alexsmobs:crocodile"
	],
	// Allows vanilla sweeping mechanic to work and Sweeping Edge enchantment
	"allow_vanilla_sweeping": false,
	// Allows new sweeping mechanic (by Better Combat) to work, including Sweeping Edge enchantment
	"allow_reworked_sweeping": true,
	/* The more additional targets a weapon swing hits, the weaker it will get.
	   Entities struck (+1) in a swing more than this, won't get weakened any further.
	*/
	"reworked_sweeping_extra_target_count": 4,
	/* Determines how weak the attack becomes when striking `reworked_sweeping_extra_target_count + 1` targets.
	   Example values:
	   - `0.5` -50% damage
	*/
	"reworked_sweeping_maximum_damage_penalty": 0.5,
	"reworked_sweeping_plays_sound": true,
	"reworked_sweeping_emits_particles": true,
	"reworked_sweeping_sound_and_particles_only_for_swords": true,
	// Allows client-side target search to ignore obstacles. WARNING! Setting this to `false` significantly increases the load on clients.
	"allow_attacking_thru_walls": false,
	// Applies movement speed multiplier while attacking. (Min: 0, Max: 1). Use `0` for a full stop while attacking. Use `1` for no movement speed penalty
	"movement_speed_while_attacking": 0.5,
	// Determines if applying the movement speed multiplier while attacking is done smoothly or instantly
	"movement_speed_applied_smoothly": true,
	// Determines whether or not to apply movement speed reduction while attacking mounted
	"movement_speed_effected_while_mounting": false,
	// Attacks faster than a vanilla threshold will do smaller knockback, proportionally.
	"knockback_reduced_for_fast_attacks": true,
	// Attack cooldown in ticks, below which knockback will be reduced
	"knockback_reduction_threshold": 12.5,
	// Knockback reduction curve. Options: LINEAR, SQUARE, HALF_SQUARE
	"knockback_reduction_curve": "HALF_SQUARE",
	// Combo is reset after idling `combo_reset_rate * weapon_cooldown`
	"combo_reset_rate": 3.0,
	// Multiplier for `attack_range`, during target lookup on both sides. Large sized entities may be colliding with weapon hitbox, but center of entities can have bigger distance than `attack_range`
	"target_search_range_multiplier": 2.0,
	// Determines if the server should validate the target range. (If the target is within the range of the weapon)
	"server_target_range_validation": false,
	// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
	"dual_wielding_attack_speed_multiplier": 1.2000000476837158,
	// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
	"dual_wielding_main_hand_damage_multiplier": 1.0,
	// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
	"dual_wielding_off_hand_damage_multiplier": 1.0,
	/* Relations determine when players' undirected weapon swings (cleaves) will hurt another entity (target).
	   - `FRIENDLY` - The target can never be damaged by the player.
	   - `NEUTRAL` - The target can be damaged only if the player is directly looking at it.
	   - `HOSTILE` - The target can be damaged if located within the weapon swing area.
	   (NOTE: Vanilla sweeping can still hit targets, if not disabled via `allow_sweeping`)
	   
	   The various relation related configs are being checked in the following order:
	   - `player_relations`
	   - `player_relation_to_passives`
	   - `player_relation_to_hostiles`
	   - `player_relation_to_other`
	   (The first relation to be found for the target will be applied.)
	*/
	"player_relations": {
		"minecraft:player": "NEUTRAL",
		"minecraft:villager": "NEUTRAL",
		"minecraft:iron_golem": "NEUTRAL",
		"guardvillagers:guard": "NEUTRAL"
	},
	"player_relation_tags": {
		"minecraft:undead": "HOSTILE"
	},
	// Relation to self, and self owned pets (tamed entities), changing this to `FRIENDLY` will make it impossible to hit pets with weapons
	"player_relation_to_self_and_pets": "NEUTRAL",
	// Relation to teammates (entities in the same team), changing this to `FRIENDLY` will automatically disable friendly fire for all teams
	"player_relation_to_teammates": "NEUTRAL",
	// Relation to unspecified entities those are instance of PassiveEntity(Yarn)
	"player_relation_to_passives": "HOSTILE",
	// Relation to unspecified entities those are instance of HostileEntity(Yarn)
	"player_relation_to_hostiles": "HOSTILE",
	// Fallback relation
	"player_relation_to_other": "HOSTILE",
	// Try to guess and apply a preset for items without weapon attributes data file
	"fallback_compatibility_enabled": true,
	// Allow printing the content of weapon attributes registry
	"weapon_registry_logging": false,
	// Compress the weapon attributes registry for transmission
	"weapon_registry_compression": true
}