
["Modifiers for armors and curios"]
	#This configuration file is based on index. it means, 'half_hearted' -> '300' -> 'generic.max_health' -> '1.0' -> '0' is the first index.
	#WARNING: You have to make a resource pack to save the customization-required translation key for the attributes if the mod author didn't do that, or your customization on other mods' attribute will crash the game!
	#A hint on the translation key format: attribute.modxxx.attributexxx, e.g. attribute.minecraft.generic.attack_damage
	#The name of the modifier
	NAMES = ["half_hearted", "hearty", "hard", "guarding", "armored", "warding", "jagged", "spiked", "angry", "menacing", "brisk", "fleeting", "hasty", "quick", "wild", "rash", "intrepid", "violent"]
	#The weight of the modifier in the modifiers pool
	WEIGHTS = ["300", "100", "300", "200", "100", "200", "200", "200", "100", "100", "200", "200", "100", "100", "200", "200", "100", "100"]
	#The attribute of the modifier has. One modifier can have multiple attributes. Use ';' to split different attributes
	ATTRIBUTES = ["minecraft:generic.max_health", "minecraft:generic.max_health", "minecraft:generic.armor", "minecraft:generic.armor", "minecraft:generic.armor", "minecraft:generic.armor_toughness", "minecraft:generic.attack_damage", "minecraft:generic.attack_damage", "minecraft:generic.attack_damage", "minecraft:generic.attack_damage", "minecraft:generic.movement_speed", "minecraft:generic.movement_speed", "minecraft:generic.movement_speed", "minecraft:generic.movement_speed", "minecraft:generic.attack_speed", "minecraft:generic.attack_speed", "minecraft:generic.attack_speed", "minecraft:generic.attack_speed"]
	#The amount used to calculate the attribute effect. Also can be multiple. Use ';' to split
	AMOUNTS = ["1.0", "2.0", "1.0", "1.5", "2.0", "1.0", "0.01", "0.02", "0.03", "0.04", "0.01", "0.02", "0.03", "0.04", "0.01", "0.02", "0.03", "0.04"]
	#The operation ID of the attribute calculation. Can be three values: 0,1,2. 0 is ADDITION. 1 is MULTIPLY_BASE. 2 is MULTIPLY_TOTAL. you can refer to the calculation of the attributes already in the game
	OPERATIONS_IDS = ["0", "0", "0", "0", "0", "0", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2", "2"]

