{ /* 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, /* The maximum level Sweeping Edge enchantment applied to the attackers weapon will restore this amount of penalty. Example values: - `0.5` restores 50% damage penalty when 3 levels are applied, so 16.66% when 1 level is applied */ "reworked_sweeping_enchant_restores": 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 sword will do smaller knockback, proportionally. "knockback_reduced_for_fast_attacks": true, // 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, // 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" }, // 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 }