[Armor] [Armor."Set Option"] #How many pieces of Gold Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerGoldArmorRequireSet = 4 #How many pieces of Fire Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerFireArmorRequireSet = 4 #How many pieces of Ender Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerEnderArmorRequireSet = 4 #How many pieces of Water Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerWaterArmorRequireSet = 4 #How many pieces of Wither Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerWitherArmorRequireSet = 4 #How many pieces of Poison Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerPoisonArmorRequireSet = 4 #How many pieces of Phantom Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerPhantomArmorRequireSet = 4 #How many pieces of Feather Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerFeatherArmorRequireSet = 4 #How many pieces of Echo Upgraded armor are needed to activate the effects? #Range: 1 ~ 4 UpgradedPlayerEchoArmorRequireSet = 4 [Effect] [Effect.Gold] [Effect.Gold.Armor] #Enable Gold Upgraded Armor Effect : Piglin become neutral ? EnablePiglinNeutral = true #Enable Gold Upgraded Armor Effect : Increase Luck ? EnableLuckBonus = true #How much is the luck bonus increased ? #Range: 1 ~ 99 LuckBonus = 1 [Effect.Gold."Tool&Weapon"] #Enable Gold Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusGoldWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusGoldWeapon = 10 #Enable Gold Upgraded Weapon Effect : Increase Looting ? EnableLootingBonus = true #How much is the looting bonus increased ? #Range: 1 ~ 99 LootingBonus = 1 #How much is the looting bonus increased if enchanted ? #Range: 1 ~ 99 LootingEnchantBonus = 1 #Enable Gold Upgraded Weapon Effect : Increase Fortune ? EnableFortuneBonus = true #How much is the fortune bonus increased ? #Range: 1 ~ 99 FortuneBonus = 1 #How much is the fortune bonus increased if enchanted ? #Range: 1 ~ 99 FortuneEnchantBonus = 1 [Effect.Fire] [Effect.Fire.Armor] #Enable Fire Upgraded Armor Effect : Fire damage immune ? EnableFireImmune = true #Enable Fire Upgraded Armor Effect : Lava Speed ? EnableLavaSpeed = false [Effect.Fire.Armor.Durability] #Fire Upgraded Armor loose durability when protect the player ? (Require EnableFireImmune = True) EnableDamageDurabilityFireArmor = true #How many tick between durability damage for the Fire Upgraded Armor when it protect the player ? (20ticks = 1sec) #Range: 1 ~ 1000 DelayDamageDurabilityFireArmor = 40 #How many durability damage take the Fire Upgraded Armor when protect the player ? #Range: 1 ~ 100 DamageDurabilityFireArmor = 1 [Effect.Fire."Tool&Weapon"] #Enable Fire Upgraded Tool&Weapon Effect : Auto-Smelt ? EnableAutoSmelt = false #Auto-Smelt is affected by Fortune ? (Only Ingot & Charcoal) EnableAutoSmeltFortune = false #Enable Fire Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusFireWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusFireWeapon = 4 #By how much are the damages increased in percentage if enchanted ? #Range: 1 ~ 999 DamageBonusFireEnchantWeapon = 3 [Effect.Ender] [Effect.Ender.Armor] #Enable Ender Upgraded Armor Effect : Saves from the void ? EnableVoidSave = true #Enable Ender Upgraded Armor Effect : Prevent Enderman Anger ? EnablePreventAnger = false [Effect.Ender.Armor.Durability] #Ender Upgraded Armor Break when save the player ? EnableBreakEnderArmor = false [Effect.Ender."Tool&Weapon"] #Enable Ender Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusEnderWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusEnderWeapon = 4 #Enable Ender Upgraded Weapon Effect : Prevent Teleport ? EnablePreventTeleport = true #Enable Ender Upgraded Weapon Effect : Double Looting against Enderman ? EnableDoubleLootingBonusEnderWeapon = false #Enable Ender Upgraded Weapon Effect : Teleports Loot ? EnableTeleportChest = true [Effect.Water] [Effect.Water.Armor] #Enable Water Upgraded Armor Effect : Water Breathing ? EnableWaterBreath = true #Enable Water Upgraded Armor Effect : Water Speed ? EnableWaterSpeed = true #Enable Water Upgraded Armor Effect : Mining Fatigue Immune ?(Only from the Elder Guardian and does not remove the effects already present) EnableElderGuardianDebuffImmune = false [Effect.Water.Armor.Durability] #Water Upgraded Armor loose durability when protect the player ? EnableDamageDurabilityWaterArmor = true #How many tick between durability damage for the Water Upgraded Armor when it protect the player ? (20ticks = 1sec) #Range: 1 ~ 1000 DelayDamageDurabilityWaterArmor = 40 #How many durability damage take the Water Upgraded Armor when protect the player ? #Range: 1 ~ 100 DamageDurabilityWaterArmor = 1 [Effect.Water."Tool&Weapon"] #Enable Water Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusWaterWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusWaterWeapon = 10 #Enable Water Upgraded Weapon Effect : Increase against Enderman Damage ? EnableDamageBonusWaterEndermanWeapon = true #By how much are the damages against increased Enderman in percentage ? #Range: 1 ~ 999 DamageBonusWaterEndermanWeapon = 5 #Enable Water Upgraded Tool Effect : Increase Mining Speed underwater ? EnableMiningSpeedUnderwater = true [Effect.Wither] [Effect.Wither.Armor] #Enable Wither Upgraded Armor Effect : Wither Immune ? EnableWitherImmune = true [Effect.Wither.Armor.Durability] #Wither Upgraded Armor loose durability when protect the player ? EnableDamageDurabilityWitherArmor = true #How many tick between durability damage for the Wither Upgraded Armor when it protect the player ? (20ticks = 1sec) #Range: 1 ~ 1000 DelayDamageDurabilityWitherArmor = 40 #How many durability damage take the Wither Upgraded Armor when protect the player ? #Range: 1 ~ 100 DamageDurabilityWitherArmor = 3 [Effect.Wither."Tool&Weapon"] #Enable Wither Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusWitherWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusWitherWeapon = 4 #Enable Wither Upgraded Weapon Effect : Wither Effect ? EnableWitherEffect = true [Effect.Poison] [Effect.Poison.Armor] #Enable Poison Upgraded Armor Effect : Poison Immune ? EnablePoisonImmune = true #Enable Poison Upgraded Armor Effect : Climbs Walls ? EnableClimbWall = true [Effect.Poison.Armor.Durability] #Poison Upgraded Armor loose durability when protect the player ? EnableDamageDurabilityPoisonArmor = true #How many tick between durability damage for the Poison Upgraded Armor when it protect the player ? (20ticks = 1sec) #Range: 1 ~ 1000 DelayDamageDurabilityPoisonArmor = 20 #How many durability damage take the Poison Upgraded Armor when protect the player ? #Range: 1 ~ 100 DamageDurabilityPoisonArmor = 5 [Effect.Poison."Tool&Weapon"] #Enable Poison Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusPoisonWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusPoisonWeapon = 4 #Enable Poison Upgraded Weapon Effect : Poison Effect ? EnablePoisonEffect = true [Effect.Phantom] [Effect.Phantom.Armor] #Enable Phantom Upgraded Armor Effect : Fall damage Immune ? EnableFallImmune = true #Enable Phantom Upgraded Armor Effect : Step Height ? EnableStepHeight = false [Effect.Phantom.Armor.Durability] #Phantom Upgraded Armor loose durability when protect the player ? (Depend on fall distance) EnableDamageDurabilityPhantomArmor = true #How many durability damage take the Phantom Upgraded Armor when protect the player ? (Fall distance * Value) #Range: 1 ~ 100 MultiplierDamageDurabilityPhantomArmor = 1 [Effect.Phantom."Tool&Weapon"] #Enable Phantom Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusPhantomWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusPhantomWeapon = 10 #Enable Phantom Upgraded Tool Effect : Glowing Effect ? EnableGlowingEffect = false #Enable Phantom Upgraded Tool Effect : Reach ? EnableReachEffect = false #By how much are the reach increased ? #Range: 1 ~ 99 BonusReachTool = 2 [Effect.Feather] #Enable Feather Upgraded Tool Effect : Attracts Items ? EnableAttractItem = true [Effect.Feather.Armor] #Enable Feather Upgraded Armor Effect : Water & Lava Walking ? EnableWaterLavaWalking = false #Enable Feather Upgraded Armor Effect : Multi Jump ? EnableMultiJump = false #How many Multi Jump ? #Range: 1 ~ 99 MultiJump = 2 #Enable Feather Upgraded Armor Effect : Fall Damage Reduction ? EnableReduceFallDamage = true #Enable Feather Upgraded Armor Effect : Levitation Immune ? EnableLevitationImmune = true [Effect.Feather.Armor.Durability] #Feather Upgraded Armor loose durability when the player walk on water ? EnableWaterDamageDurabilityFeatherArmor = false #Feather Upgraded Armor loose durability when the player walk on lava ? EnableLavaDamageDurabilityFeatherArmor = false #Feather Upgraded Armor loose durability when reducing fall damage ? EnableFallDamageDurabilityFeatherArmor = true #How many tick between durability damage for the Feather Upgraded Armor when the player walk on water/lava or slow falling ? (20ticks = 1sec) #Range: 1 ~ 1000 DelayDamageDurabilityFeatherArmor = 20 #How many durability damage take the Feather Upgraded Armor when the player walk on water/lava or slow falling ? #Range: 1 ~ 100 DamageDurabilityFeatherArmor = 1 [Effect.Corrupt] [Effect.Corrupt.Armor] #Enable Corrupt Upgraded Armor Effect : Health Malus ? EnableHealthMalus = true #By how much are the health reduced in percentage ? #Range: 1 ~ 99 HealthMalus = 10 [Effect.Corrupt."Tool&Weapon"] #Enable Corrupt Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusCorruptWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusCorruptWeapon = 7 #Enable Corrupt Upgraded Weapon Effect : Increase Looting ? EnableLootingBonusCorruptWeapon = true #How much is the looting bonus increased ? #Range: 1 ~ 99 LootingBonusCorruptWeapon = 1 #Enable Gold Upgraded Weapon Effect : Increase Fortune ? EnableFortuneBonusCorruptTool = true #How much is the fortune bonus increased ? #Range: 1 ~ 99 FortuneBonusCorruptTool = 1 [Effect.Echo] [Effect.Echo.Armor] #Enable Echo Upgraded Armor Effect : Soulbound EnableSoulbound = true #Enable Echo Upgraded Armor Effect : Possibility that items remain in the inventory upon death ? EnableKeepItemsChance = true #What are the chances that your items will remain in your inventory when you die? #Range: 1 ~ 100 KeepItemsChance = 50 #Enable Echo Upgraded Armor Effect : Reduce Damage ? EnableDamageBonusEchoArmor = true #By how much is the damage reduced in percentage ? #Range: 1 ~ 100 DamageBonusEchoArmor = 50 #Enable Echo Upgraded Armor Effect : Heals ? EnableHealEchoArmor = true #Delay between heals in seconds ? #Range: 1 ~ 999 HealEchoArmorDelay = 30 [Effect.Echo."Tool&Weapon"] #Enable Echo Upgraded Weapon Effect : Increase Damage ? EnableDamageBonusEchoWeapon = true #By how much are the damages increased in percentage ? #Range: 1 ~ 999 DamageBonusEchoWeapon = 20 #Enable Echo Upgraded Tool Effect : Exp Bonus ? EnableBonusExpEcho = true #How many exp minimum? #Range: 0 ~ 999 MinExpEcho = 2 #How many exp maximum? #Range: 0 ~ 999 MaxExpEcho = 5