# Configuration file

blur-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true
}


##########################################################################################################
# damage-handler
#--------------------------------------------------------------------------------------------------------#
# when the player is taking damage
##########################################################################################################

damage-handler {
    # max duration of blood splash [range: 1 ~ 100000, default: 1500]
    I:bloodDurationMax=500

    # min duration of blood splash [range: 1 ~ 100000, default: 500]
    I:bloodDurationMin=100

    # max duration of one splash [range: 1 ~ 10000, default: 15]
    I:drownMaxDuration=30

    # min duration of one splash [range: 1 ~ 10000, default: 10]
    I:drownMinDuration=10

    # splashes per hit [range: 0 ~ 10000, default: 4]
    I:drownSplashes=4

    #  [default: true]
    B:enabled=true

    # max duration of one particle [range: 1 ~ 10000, default: 1000]
    I:fireMaxDuration=500

    # min duration of one particle [range: 1 ~ 10000, default: 100]
    I:fireMinDuration=100

    # splashes per tick [range: 0 ~ 10000, default: 1]
    I:fireSplashes=1

    # Red overlay effect once you get hit [default: false]
    B:hitEffect=true

    # Intensity of red overlay [range: 0.0 ~ 1.0, default: 1.0]
    S:hitEffectIntensity=0.5

    # max duration of hit effect [range: 1 ~ 100000, default: 10]
    I:hitEffectMaxDuration=10

    # min duration of hit effect [range: 1 ~ 100000, default: 1]
    I:hitEffectMinDuration=1
}


damaged-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true
}


deathmessages {
    #  [default: true]
    B:enabled=true

    #  [default: [Do you really want to respawn? think of it again.], [Life is hard. Deal with it!], [You are dead ... wait you already know that.], [Did I let the stove on...?], [Should have shot back first...], [Yep, that's messed up...], [Rage incomming!], [I think you dropped something.], [Time for a break?]]
    S:messages <
        Do you really want to respawn? Think about it...
        Life is hard. Deal with it.
        You are dead ... wait you already know that.
        Did I leave the stove on...?
        Should have shot back first...
        Yep, that's messed up...
        Rage incoming!
        I think you dropped something.
        Time for a break?
        RLCraft is kinda a bitch huh?
        Your deeds of valor will be remembered.
        Just go yell at Shivaxi ... you'll feel better, I promise.
        Git Gud.
        F's in the chat.
        Rest in rice.
        RIP, hey at least you tried.
        Have you considered peaceful mode?
        You forgot to heal, didn't you?
        ALT+F4 may solve all your problems.
        Blame lag.
        You do not meet the requirements to survive.
        Just hug Sven and it'll be okay.
        Continue? Insert coin.
        Someone forgot to drink Shroud coffee this morning.
        Just blame X33N.
        Aww man...
        Death is coming in BLAZING HOT!!!
        Where's Gonzo and Matatatutu when you need them?
        Have you tried not dying?
        At least you didn't drive your horse into lava.
        This is so sad...follow @Elppayt on twitter.
        That was not very pimp chimpin...
        First Try :)
        ZERO DEATHS!!!
        5 YEARS!!
        Zyllama had no idea what he was doing, neither do you I see.
        You died? Complain at twitch.tv/shivaxi
        NULL ERROR - snarky death message not found.
     >
}


desaturate-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true
}


dust-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


explosion-handler {
    # time of blur = time of muted sounds / blurTimeFactor [range: 0.0 ~ 100000.0, default: 2.5]
    S:blurTimeFactor=5.0

    # max duration of one particle [range: 1 ~ 100000, default: 1000]
    I:dustMaxDuration=500

    # min duration of one particle [range: 1 ~ 100000, default: 500]
    I:dustMinDuration=100

    # damage * multiplier = number of splats [range: 0.0 ~ 10000.0, default: 10.0]
    S:dustSplatsMultiplier=10.0

    #  [default: true]
    B:enabled=true

    # time = Math.max(maxExplosionTime, damage*explosionTimeModifier) [range: 0.0 ~ 100000.0, default: 20.0]
    S:explosionTimeModifier=20.0

    # volume of beep = damage/ConfigCore.explosionVolumeModifier [range: 0.0 ~ 100000.0, default: 10.0]
    S:explosionVolumeModifier=10.0

    # max volume of a beep [range: 0.0 ~ 100000.0, default: 0.5]
    S:maxBeepVolume=0.1

    # max blur effect [range: 0.0 ~ 100000.0, default: 100.0]
    S:maxBlur=50.0

    # maximum explosion duration [range: 0 ~ 100000, default: 1000]
    I:maxExplosionTime=1000

    # factor of all other sounds (muting effect) [range: 0.0 ~ 100000.0, default: 0.0]
    S:minExplosionVolume=0.0

    # If true plays short ringing sound [default: false]
    B:useShortRinging=false
}


fire-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


focus-type {
    S:alpha=1.0
    B:enabled=true
}


freeze-handler {
    S:defaultIntensity=0.0
    B:enabled=true
    S:fadeFactor=0.005
    S:maxIntensity=0.2
    S:mediumIntensity=0.1
}


freeze-type {
    S:alpha=1.0
    B:enabled=true
}


general {
    # If players in creative mod should have effects [default: false]
    B:noEffectsForCreative=true
}


##########################################################################################################
# heart beat-handler
#--------------------------------------------------------------------------------------------------------#
# blur & bloody overlay
##########################################################################################################

"heart beat-handler" {
    #  [default: true]
    B:enabled=true

    # Below or equal this amount of health enables the heartbeat effect [range: 0 ~ 100, default: 6]
    I:healthLevel=6

    # Below or equal this percent of health enables the heartbeat effect [range: 0.0 ~ 1.0, default: 0.3]
    S:healthLevelPercentage=0.3

    # heartbeat blur duration [range: 0 ~ 10000, default: 5]
    I:heartBeatDuration=4

    # heartbeat blur intensity [range: 0.0 ~ 10000.0, default: 50.0]
    S:heartBeatIntensity=5.0

    # time between heartbeats = percent health remaining * heartBeatHeartFactor + minHeartBeatLength [range: 0.0 ~ 100000.0, default: 100.0]
    S:heartBeatTimeFactor=75.0

    # How loud the heart beat sounds should be [range: 0.0 ~ 1.0, default: 1.0]
    S:heartBeatVolume=0.3
    I:heartLevel=6

    # time between heartbeats = percent health remaining * heartBeatHeartFactor + minHeartBeatLength [range: 0 ~ 100000, default: 15]
    I:minHeartBeatLength=10

    # True means use the maxHealthPercentage to decide when the heartbeat effect occurs; false means use maxHealth [default: false]
    B:useHealthPercentage=true
}


heat-type {
    S:alpha=1.0
    B:enabled=true
}


impact-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


lowhealth-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=0.5

    # If the effect is enabled! [default: true]
    B:enabled=true
}


pierce-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


##########################################################################################################
# potion-handler
#--------------------------------------------------------------------------------------------------------#
# splash potion effect
##########################################################################################################

potion-handler {
    #  [default: true]
    B:enabled=true
}


potion-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true
}


##########################################################################################################
# sand-handler
#--------------------------------------------------------------------------------------------------------#
# walking on sand
##########################################################################################################

sand-handler {
    # modifier: splashes per tick = (int) modifier * Math.random() [range: 0.0 ~ 10000.0, default: 0.5]
    S:defaultmodifier=0.5

    #  [default: true]
    B:enabled=true

    # max duration of one splash [range: 1 ~ 10000, default: 100]
    I:maxDuration=100

    # min duration of one splash [range: 1 ~ 10000, default: 100]
    I:minDuration=25

    # sprinting -> increased modifier [range: 0.0 ~ 10000.0, default: 1.5]
    S:sprintingmodifier=1.5
}


sand-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=0.5

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


##########################################################################################################
# saturation-handler
#--------------------------------------------------------------------------------------------------------#
# saturation depending on hunger
##########################################################################################################

saturation-handler {
    # the default/max saturation [range: 0.0 ~ 10000.0, default: 1.0]
    S:defaultSaturation=1.0

    #  [default: true]
    B:enabled=true

    # saturation += fadeFactor per Tick [range: 0.0 ~ 10000.0, default: 5.0E-4]
    S:fadeFactor=0.005

    # the maximum point saturation is effected [range: 0 ~ 20, default: 8]
    I:maxFoodLevelEffected=6

    # the minimum point saturation is effected [range: 0 ~ 20, default: 2]
    I:minFoodLevelEffected=0

    # lowest saturation [range: 0.0 ~ 10000.0, default: 0.0]
    S:minSaturation=0.0
}


slash-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


##########################################################################################################
# slender-handler
#--------------------------------------------------------------------------------------------------------#
# slenderman effect if you are near an enderman
##########################################################################################################

slender-handler {
    # the default intensity [range: 0.0 ~ 1.0, default: 0.0]
    S:defaultIntensity=0.0

    #  [default: true]
    B:enabled=true

    # maximum intensity [range: 0.0 ~ 1.0, default: 0.3]
    S:maxIntensity=0.3

    # intensity = distance * slenderDistanceFactor [range: 0.0 ~ 10000.0, default: 0.25]
    S:slenderDistanceFactor=0.25
}


slender-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true
}


##########################################################################################################
# splash-handler
#--------------------------------------------------------------------------------------------------------#
# heart beat & splash blur effect
##########################################################################################################

splash-handler {
    #  [default: true]
    B:enabled=true

    # maximum additional splash duration [range: 0 ~ 10000, default: 10]
    I:splashMaxDuration=20

    # maximum additional splash intensity [range: 0.0 ~ 10000.0, default: 5.0]
    S:splashMaxIntensity=5.0

    # minimum splash duration [range: 0 ~ 10000, default: 10]
    I:splashMinDuration=10

    # minimum splash intensity [range: 0.0 ~ 10000.0, default: 10.0]
    S:splashMinIntensity=10.0

    # increased fade out factor in water [range: 0 ~ 100000, default: 10]
    I:waterSubstractFactor=10
}


splatter-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


thirst-handler {
    S:defaultIntensity=0.0
    B:enabled=true
    S:fadeFactor=0.01
    S:maxIntensity=4.0
    I:maxThirstLevelEffected=6
    I:minThirstLevelEffected=0
}


water-type {
    #  [range: 0.0 ~ 1.0, default: 1.0]
    S:alpha=1.0

    # If the effect is enabled! [default: true]
    B:enabled=true

    #  [range: 0.0 ~ 1000.0, default: 1.0]
    S:scaleFactor=1.0
}


