# File Specification: https://gist.github.com/Shadows-of-Fire/88ac714a758636c57a52e32ace5474c1 # general { # If the Attributes GUI is available. # Client-authoritative. # Default: true B:"Enable Attributes GUI"=true # If description tooltips will be added to potion items. # Client-authoritative. # Default: true B:"Enable Potion Tooltips"=true # A list of attributes that will be hidden from the Attributes GUI. Client-authoritative. # This is useful for attributes that are not meant to be visible to players, such as those used by Apothic Attributes itself. # This config supports the following input formats: # - ResourceLocation strings, such as minecraft:generic.max_health, used to block specific attributes. # - Namespaced wildcards, such as apothic_attributes:*, used to block all attributes in a namespace. # - Negation entries, such as !apothic_attributes:elytra_flight, which will un-block a specific attribute that would otherwise be blocked by a wildcard. # Note: # The list is processed in order. Place negation entries at the end of the list to ensure they take precedence. # # Default: [neoforge:nametag_distance], [neoforge:creative_flight], [apothic_attributes:elytra_flight], [apothic_attributes:ghost_health] S:"Hidden Attributes" < neoforge:nametag_distance neoforge:creative_flight apothic_attributes:elytra_flight apothic_attributes:ghost_health > } effects { # The value (per-level) of the Experience Gained attribute modifier provided by Ancient Knowledge. # Synced. # Default: 4.0; Range: [1.0 ~ 1024.0] S:"Ancient Knowledge Multiplier"=4.0 } client { # The anchor point for this element. # Default: top_right S:"GUI Button Offset Anchor Point"=top_right # The X offset for this element. # Default: -3; Range: [-1000 ~ 1000] I:"GUI Button Offset X Offset"=-3 # The Y Offset for this element. # Default: 3; Range: [-1000 ~ 1000] I:"GUI Button Offset Y Offset"=3 } combat_rules { # The protection damage reduction formula. # Computed after Prot Pierce and Prot Shred are applied. # Arguments: # 'protPoints' - The number of protection points the user has after reductions. # Output: # The percentage of damage taken after protection has been applied, from 0 (no damage taken) to 1 (full damage taken). # Reference: # See https://github.com/ezylang/EvalEx#usage-examples for how to write expressions. # # Default: 1 - min(0.025 * protPoints, 0.85) S:"Protection Formula"=1 - min(0.025 * protPoints, 0.85) # The a-value formula, which computes an intermediate used in the armor formula. # Arguments: # 'damage' - The damage of the incoming attack. # Output: # The a-value, which will be supplied as an argument to the armor formula. # Reference: # See https://github.com/ezylang/EvalEx#usage-examples for how to write expressions. # # Default: if(damage < 20, 10, 10 + (damage - 20) / 2) S:"A-Value Formula"=if(damage < 20, 10, 10 + (damage - 20) / 2) # The armor damage reduction formula. # Computed after Armor Pierce and Armor Shred are applied. # Arguments: # 'a' - The a-value computed by the a-value formula. # 'damage' - The damage of the incoming attack. # 'armor' - The armor value of the user after reductions. # 'toughness' - The armor toughness value of the user. # Output: # The percentage of damage taken after armor has been applied, from 0 (no damage taken) to 1 (full damage taken). # Reference: # See https://github.com/ezylang/EvalEx#usage-examples for how to write expressions. # Note: # The vanilla formula is: 1 - min(max(armor - damage / (2 + toughness / 4), armor / 5), 20) / 25 # # Default: a / (a + armor) S:"Armor Formula"=a / (a + armor) # The armor toughness formula. # This is used to determine how armor toughness impacts enemy Armor Pierce / Armor Shred. # Arguments: # 'damage' - The damage of the incoming attack. # 'armor' - The armor value of the user after reductions. # 'toughness' - The armor toughness value of the user. # Output: # The percentage by which enemy armor pierce/shred will be reduced, from 0 (no change) to 1 (preventing it completely). # Reference: # See https://github.com/ezylang/EvalEx#usage-examples for how to write expressions. # # Default: min(toughness * 0.02, 0.6) S:"Armor Toughness Formula"=min(toughness * 0.02, 0.6) # The factor by which negative armor values will increase incoming damage. # Each point of negative armor will increase incoming damage by this factor. # A value of 0.015 means that 1 point of negative armor will increase incoming damage by 1.5%. # Note: # Negative armor is typically only encountered when the attacker has more armor pen than the defender has armor. # # Default: 0.015; Range: [0.0 ~ 1.0] S:"Negative Armor Factor"=0.015 }