
["Basic settings"]
	#Starting HP in half-hearts.
	starthp = 20.0
	#HP gain per level in half-hearts.
	hpperlevel = 1.15
	#Maximum HP level.
	maxhplevel = 99.0
	#Whether to display the custom HP-XP bar overlay.
	showhpexpgui = true
	#Display HP-level upgrade prompt before this level. (<) (when this value is equal to -1, it will be set as the maximum HP level, when it is equal to -2, it will be set as permanent display)
	maxshowhpleveluppromptlevel = -2.0
	#Display the Hp-exp prompt before this level. (<) (when this value is equal to -1, it will be set as the maximum HP level, and when it is equal to -2, it will be set as permanent display)
	maxshowhpexpgetpromptlevel = -2.0

["Level up"]
	#Base Hp-exp needed to advance to next HP level. (base + scale*level)
	basehplevelupexp = 5000.0
	#Scaling HP-exp needed to advance to next HP level. (base + scale*level)
	scalinghplevelupexp = 2655.0
	#Heal when HP is leveled up. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	basehealonlevelup = -100.0
	#Heal when HP is leveled up (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	scalinghealonlevelup = 0.0

["Death Loss"]
	#Base Hp-exp lost on death. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	basediehpexplost = 2250.0
	#Scaling Hp-exp lost on death. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	scalingdiehpexplost = 1850.0
	#Base Hp-level lost on death. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	basediehplevellost = 0.0
	#Scaling Hp-level lost on death. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	scalingdiehplevellost = 0.0
	#Whether the player's Hp-exp and Hp-level should reset on death.
	hpleveldiereset = false

["Get exp"]
	#XP gained from killing livestock.
	givehpexpnormal = 2.0
	#MORE XP gained from killing monsters.
	givehpexpmonster = 3.0
	#Hp-exp is calculated according to the enemy's blood volume benchmark. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *1
	baseenemyhpcalculationexpbenchmark = 30.0
	#Used as the unit basis for calculating Hp-exp in non-percentage mode. (when this value is 0, it will be automatically set to 1) *1
	unitenemyhpcalculationexpbenchmark = 3.01
	#The multiplier that will be multiplied when calculating the final Hp-exp amount. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *1
	scalingenemyhpcalculationexpbenchmark = 1.0
	#The amount of Hp-exp that can be obtained at each level. (When this value is less than 0, it will be converted to a percentage mode.)
	morehpexpperlevel = 0.0

["Randomly increase or decrease exp"]
	#Base random increase or decrease of exp value. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	baseramdomincreaseordecreaseexp = 0.0
	#Scaling random increase or decrease of exp value. (base + scale*level) (When this value is less than 0, it will be converted to a percentage mode.) *2
	scalingramdomincreaseordecreaseexp = 0.0

