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382 lines
15 KiB
382 lines
15 KiB
2 years ago
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[Enchantments]
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[Enchantments."Magic Protection"]
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#If TRUE, the Magic Protection Enchantment is available for Armor and Horse Armor.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Enchantments.Displacement]
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#If TRUE, the Displacement Enchantment is available for Armor, Shields, and Horse Armor.
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Enable = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this value to set the chance per level of the Enchantment firing (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 20
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#If TRUE, mobs wearing armor with this Enchantment can teleport players.
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"Mobs Teleport Players" = false
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[Enchantments."Flaming Rebuke"]
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#If TRUE, the Flaming Rebuke Enchantment is available for Armor, Shields, and Horse Armor.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this value to set the chance per level of the Enchantment firing (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 20
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#If TRUE, mobs wearing armor with this Enchantment can knockback players.
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"Mobs Knockback Players" = false
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[Enchantments."Chilling Rebuke"]
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#If TRUE, the Chilling Rebuke Enchantment is available for Armor, Shields, and Horse Armor.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this value to set the chance per level of the Enchantment firing (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 20
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#If TRUE, mobs wearing armor with this Enchantment can knockback players.
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"Mobs Knockback Players" = false
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[Enchantments."Air Affinity"]
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#If TRUE, the Air Affinity Enchantment is available for Helmets.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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[Enchantments.Insight]
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#If TRUE, the Insight Enchantment is available for Helmets.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this to change the max experience awarded per level of the Enchantment.
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#Range: 1 ~ 1000
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"Experience Amount" = 4
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[Enchantments.Gourmand]
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#If TRUE, the Gourmand Enchantment is available for Helmets.
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Enable = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Enchantments.Reach]
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#If TRUE, the Reach Enchantment is available for Chestplates.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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[Enchantments.Vitality]
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#If TRUE, the Vitality Enchantment is available for Chestplates.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this value to set the health granted per level of the Enchantment. (There are 2 health per heart icon.)
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#Range: 1 ~ 10
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"Health / Level" = 4
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[Enchantments."Ender Disruption"]
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#If TRUE, the Ender Disruption Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 5
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[Enchantments.Vigilante]
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#If TRUE, the Vigilante Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 5
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[Enchantments.Outlaw]
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#If TRUE, the Outlaw Enchantment is available for various Weapons.
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Enable = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 5
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#If TRUE, the Outlaw Enchantment causes Villagers (and Iron Golems) to drop Emeralds when killed.
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"Emerald Drops" = true
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[Enchantments.Cavalier]
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#If TRUE, the Cavalier Enchantment is available for various Weapons.
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Enable = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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[Enchantments."Frost Aspect"]
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#If TRUE, the Frost Aspect Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Enchantments.Instigating]
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#If TRUE, the Instigating Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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[Enchantments.Leech]
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#If TRUE, the Leech Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Enchantments."Magic Edge"]
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#If TRUE, the Magic Edge Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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[Enchantments.Vorpal]
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#If TRUE, the Vorpal Enchantment is available for various Weapons.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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#Adjust this value to set the base critical hit chance of the Enchantment (in percentage).
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#Range: 0 ~ 100
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"Base Critical Chance" = 5
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#Adjust this value to set the additional critical hit chance per level of the Enchantment (in percentage).
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#Range: 0 ~ 100
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"Critical Chance / Level" = 5
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#Adjust this value to set the critical hit damage multiplier.
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#Range: 0 ~ 1000
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"Critical Damage Multiplier" = 5
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#Adjust this value to set the base head drop chance for the Enchantment (in percentage).
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#Range: 0 ~ 100
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"Base Head Drop Chance" = 10
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#Adjust this value to set the head drop chance per level of the Enchantment (in percentage).
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#Range: 0 ~ 100
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"Head Drop Chance / Level" = 10
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[Enchantments.Excavating]
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#If TRUE, the Excavating Enchantment is available for various Tools.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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[Enchantments."Hunter's Bounty"]
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#If TRUE, the Hunter's Bounty Enchantment is available for Bows.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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#Adjust this value to set the chance of an additional drop per level of the Enchantment (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 50
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[Enchantments."Quick Draw"]
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#If TRUE, the Quick Draw Enchantment is available for various Bows.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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[Enchantments.Trueshot]
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#If TRUE, the Trueshot Enchantment is available for various Bows.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Enchantments.Volley]
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#If TRUE, the Volley Enchantment is available for various Bows.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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[Enchantments."Angler's Bounty"]
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#If TRUE, the Angler's Bounty Enchantment is available for Fishing Rods.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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#Adjust this value to set the chance of an additional drop per level of the Enchantment (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 50
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[Enchantments.Pilfering]
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#If TRUE, the Pilfering Enchantment is available for Fishing Rods.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This sets whether or not the Enchantment works on Players.
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"Allow Player Stealing" = true
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[Enchantments.Bulwark]
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#If TRUE, the Bulwark Enchantment is available for Shields.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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[Enchantments.Phalanx]
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#If TRUE, the Phalanx Enchantment is available for Shields.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Enchantments.Soulbound]
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#If TRUE, the Soulbound Enchantment is available.
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Enable = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = false
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#This option adjusts the maximum allowable level for the Enchantment. If permanent, this setting is ignored.
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#Range: 1 ~ 10
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"Max Level" = 3
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#If TRUE, the Soulbound Enchantment is permanent (and will remove excess levels when triggered).
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Permanent = false
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[Enchantments."Curse of Foolishness"]
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#If TRUE, the Curse of Foolishness Enchantment is available for Helmets.
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Enable = true
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[Enchantments."Curse of Mercy"]
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#If TRUE, the Curse of Mercy Enchantment is available for various Weapons.
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Enable = true
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[Overrides]
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[Overrides.Protection]
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#If TRUE, the Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Overrides."Blast Protection"]
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#If TRUE, the Blast Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Overrides."Feather Falling"]
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#If TRUE, the Feather Falling Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Overrides."Fire Protection"]
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#If TRUE, the Fire Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Overrides."Projectile Protection"]
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#If TRUE, the Projectile Protection Enchantment is replaced with a more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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[Overrides."Fire Aspect"]
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#If TRUE, the Fire Aspect Enchantment is replaced with a more configurable version which works on more items, such as Axes.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Overrides."Frost Walker"]
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#If TRUE, the Frost Walker Enchantment is replaced with an improved and more configurable version which works on more items, such as Horse Armor.
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Enable = true
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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#If TRUE, the Frost Walker Enchantment will also chill Lava into Glossed Magma.
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"Freeze Lava" = true
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[Overrides.Knockback]
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#If TRUE, the Knockback Enchantment is replaced with a more configurable version which works on more items, such as Axes.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 2
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[Overrides.Looting]
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#If TRUE, the Looting Enchantment is replaced with a more configurable version which works on more items, such as Axes.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 3
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[Overrides.Thorns]
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#If TRUE, the Thorns Enchantment is replaced with a more configurable version which works on more items, such as Shields and Horse Armor.
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Enable = true
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#This option adjusts the maximum allowable level for the Enchantment.
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#Range: 1 ~ 10
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"Max Level" = 4
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#Adjust this value to set the chance per level of the Enchantment firing (in percentage).
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#Range: 1 ~ 100
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"Effect Chance" = 15
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[Overrides.Mending]
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#If TRUE, the Mending Enchantment is replaced with a new Enchantment - Preservation. This enchantment allows you to repair items at an Anvil without paying an increasing XP cost for every time you repair it. Additionally, these repairs have a much lower chance of damaging the anvil.
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"Alternate Mending" = false
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#This sets whether or not the Enchantment is considered a 'treasure' enchantment.
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Treasure = true
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#Adjust this value to set the chance of an Anvil being damaged when used to repair an item with Preservation (in percentage). Only used if Alternate Mending (Preservation) is enabled.
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#Range: 0 ~ 12
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"Anvil Damage Chance" = 3
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