
[common]

	#Properties relating to gameplay
	[common.gameplay]
		#If true, enables the draw animation for weapons
		drawAnimation = true
		#Multiplier to adjust the capacity of all ammo boxes.
		#Range: 0.1 ~ 100.0
		ammoBoxCapacityMultiplier = 1.0
		#If true, guns will be damageable and can break, coward if you toggle this
		enableGunDamage = true
		#If true, gun attachments will be damageable and can break, also a coward
		enableAttachmentDamage = true
		#The extra amount to expand an entity's bounding box when checking for projectile collision. Setting this value higher will make it easier to hit entities
		#Range: 0.0 ~ 1.0
		growBoundingBoxAmount = 0.3
		#Enables the check for head shots for players. Projectiles that hit the head of a player will have increased damage.
		enableHeadShots = true
		#The value to multiply the damage by if projectile hit the players head
		#Range: 1.0 ~ 1.7976931348623157E308
		headShotDamageMultiplier = 1.25
		#The value to multiply the damage by if projectile is a critical hit
		#Range: 1.0 ~ 1.7976931348623157E308
		criticalDamageMultiplier = 1.5
		#If true, projectiles will ignore leaves when checking for collision
		ignoreLeaves = true
		#If true, projectiles will cause knockback when an entity is hit. By default this is set to true to match the behaviour of Minecraft.
		enableKnockback = true
		#Sets the strength of knockback when shot by a bullet projectile. Knockback must be enabled for this to take effect. If value is equal to zero, knockback will use default minecraft value
		#Range: 0.0 ~ 1.0
		knockbackStrength = 0.15
		#If true, improves the accuracy of weapons by considering the ping of the player. This has no affect on singleplayer. This will add a little overhead if enabled.
		improvedHitboxes = false
		#Damage dealt by the Enemy Guns
		#Range: 0.0 ~ 1.7976931348623157E308
		enemyBulletDamage = 4.5
		#Energy produced per tick by the Polar Generator. Adjust this value to balance the generator's output.
		#Range: > 1
		energyProductionRate = 50
		#If true, guns will always use energy system even if Create mod is loaded NOT WORKING.
		forceEnergyGuns = false
		#If true, guns will toggle ADS mode.
		toggleADS = false
		#Global multiplier for all gun damage. 1.0 = normal damage, 0.5 = half damage, 2.0 = double damage. Affects all projectile damage from guns.
		#Range: 0.01 ~ 10.0
		globalDamageMultiplier = 1.0
		#If true, the Brass Mask ritual will never spawn villagers. When disabled, it will spawn Dissidents instead based on the spawn chance below.
		disableVillagerSpawning = false
		#When villager spawning is disabled, this is the chance (0.0 to 1.0) that a Dissident will spawn. If a Dissident doesn't spawn, nothing will be created from the ritual.
		#Range: 0.0 ~ 1.0
		dissidentSpawnChance = 0.1
		#If true, guns will automatically start reloading when fired with an empty magazine if ammo is available
		enableAutoReload = true
		#If true, allows flamethrowers to place fire on blocks
		enableFirePlacement = true

		#Properties related to gun griefing
		[common.gameplay.griefing]
			#If enabled, allows block removal on explosions
			enableBlockRemovalOnExplosions = true
			#If enabled, allows guns to shoot out glass and other fragile objects
			enableGlassBreaking = true
			#If enabled, fragile blocks will drop their loot when broken
			fragileBlockDrops = true
			#The base chance that a fragile block is broken when impacted by a bullet. The hardness of a block will scale this value; the harder the block, the lower the final calculated chance will be.
			#Range: 0.0 ~ 1.0
			fragileBlockBreakChance = 1.0
			#If true, allows guns enchanted with Fire Starter to light and spread fires on blocks
			setFireToBlocks = true
			#If true, allows heavy rounds to break blocks
			enableBlockBreaking = true
			#If true, allows beam weapons to mine blocks
			enableBeamMining = true

		[common.gameplay.gameplay]
			#Set to false to disable the spawning of casing items when firing guns.
			spawnCasings = true

	#Properties relating to network
	[common.network]
		#The distance players need to be within to be able to track new projectiles trails. Higher values means you can see projectiles from that start from further away.
		#Range: 1.0 ~ 1.7976931348623157E308
		projectileTrackingRange = 200.0

	#Properties relating to mob aggression from gunfire
	[common.aggro_mobs]
		#If true, hostile mobs may become aggressive when guns are fired nearby.
		enabled = true
		#Range in which hostile mobs may detect and react to unsilenced gunfire.
		#Range: 0.0 ~ 1.7976931348623157E308
		unsilencedRange = 20.0
		#LEGACY: Entities that will not aggro from gunfire. Use the 'scguns:aggro_from_guns' entity tag for better mod compatibility.
		exemptMobs = []
		#Chance (0.0 to 1.0) that a hostile mob will target the shooter when detecting gunfire.
		#Range: 0.0 ~ 1.0
		aggroChance = 0.25
		#Chance (0.0 to 1.0) that nearby mobs of the same type will also aggro when one becomes hostile.
		#Range: 0.0 ~ 1.0
		chainAggroChance = 0.5
		#Radius in which chain aggro effects can spread to similar mobs.
		#Range: 0.0 ~ 32.0
		chainAggroRadius = 8.0

	#Properties relating to mob fleeing
	[common.fleeing_mobs]
		#If true, nearby mobs will flee from the firing of guns.
		enabled = true
		#Any mobs within a sphere of this radius will flee from the shooter of an unsilenced gun.
		#Range: 0.0 ~ 1.7976931348623157E308
		unsilencedRange = 20.0
		#Any mobs within a sphere of this radius will flee from the shooter of a silenced gun.
		#Range: 0.0 ~ 1.7976931348623157E308
		silencedRange = 20.0
		#LEGACY: Additional entities that will flee from gunshots. Animals are automatically detected. Use the 'scguns:fleeing_from_guns' entity tag instead for better mod compatibility.
		fleeingEntities = ["minecraft:cow", "minecraft:sheep", "minecraft:pig", "minecraft:chicken", "minecraft:rabbit", "minecraft:horse", "minecraft:villager"]

	#Properties relating to rockets
	[common.rockets]
		#The max distance which the explosion is effective to
		#Range: 0.0 ~ 1.7976931348623157E308
		explosionRadius = 5.0

	#Properties relating to grenades
	[common.grenades]
		#The max distance which the explosion is effective to
		#Range: 0.0 ~ 1.7976931348623157E308
		explosionRadius = 5.0

	#Properties relating to stun grenades
	[common.stun_grenades]

		#Blinding properties of stun grenades
		[common.stun_grenades.blind]
			#If true, hostile mobs will be unable to target entities while they are blinded by a stun grenade.
			blindMobs = true

			[common.stun_grenades.blind.effect_criteria]
				#Grenade must be no more than this many meters away to have an effect.
				#Range: 0.0 ~ 1.7976931348623157E308
				radius = 15.0
				#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
				#Range: > 0
				durationMax = 220
				#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
				#Range: > 0
				durationMin = 10
				#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
				#Range: 0.0 ~ 360.0
				angleEffect = 170.0
				#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
				#Range: 0.0 ~ 1.0
				angleAttenuationMax = 0.75
				#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
				raytraceOpaqueBlocks = true

		#Deafening properties of stun grenades
		[common.stun_grenades.deafen]
			#If true, peaceful mobs will panic upon being deafened by a stun grenade.
			panicMobs = true

			[common.stun_grenades.deafen.effect_criteria]
				#Grenade must be no more than this many meters away to have an effect.
				#Range: 0.0 ~ 1.7976931348623157E308
				radius = 15.0
				#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
				#Range: > 0
				durationMax = 280
				#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
				#Range: > 0
				durationMin = 100
				#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
				#Range: 0.0 ~ 360.0
				angleEffect = 360.0
				#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
				#Range: 0.0 ~ 1.0
				angleAttenuationMax = 0.75
				#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
				raytraceOpaqueBlocks = false

	#Properties relating to projectile spread
	[common.projectile_spread]
		#The amount of time in milliseconds before logic to apply spread is skipped. The value indicates a reasonable amount of time before a weapon is considered stable again.
		#Range: 0 ~ 1000
		spreadThreshold = 300
		#The amount of times a player has to shoot within the spread threshold before the maximum amount of spread is applied. Setting the value higher means it will take longer for the spread to be applied.
		#Range: > 1
		maxCount = 10

	#Properties relating to turrets
	[common.turret]
		#Base damage for STANDARD_COPPER_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		standard_copper_round_damage = 4.0
		#Base damage for ADVANCED_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		advanced_round_damage = 6.0
		#Base damage for GIBBS_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		gibbs_round_damage = 8.0
		#Base damage for COMPACT_COPPER_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		compact_copper_round_damage = 2.0
		#Base damage for COMPACT_ADVANCED_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		compact_advanced_round_damage = 3.5
		#Base damage for HOG_ROUND turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		hog_round_damage = 5.0
		#Base damage for SHOTGUN_SHELL turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		shotgun_shell_damage = 18.0
		#Base damage for BEARPACK_SHELL turret projectile
		#Range: 0.0 ~ 1.7976931348623157E308
		bearpack_shell_damage = 24.0
		#If true, turret damage will scale over time
		enable_damage_scaling = false
		#The rate at which turret damage increases per day
		#Range: 0.0 ~ 1.7976931348623157E308
		damage_scaling_rate = 0.03
		#The maximum damage that turret scaling can reach
		#Range: 0.0 ~ 1.7976931348623157E308
		max_scaled_damage = 1.7976931348623157E308

	#Properties relating to ExoSuit Core capacities
	[common.exosuit_cores]
		#Energy capacity for Basic ExoSuit Core
		#Range: 1000 ~ 100000
		basicCoreCapacity = 10000
		#Energy capacity for Advanced ExoSuit Core
		#Range: 1000 ~ 100000
		advancedCoreCapacity = 20000
		#Energy capacity for Elite ExoSuit Core
		#Range: 1000 ~ 100000
		eliteCoreCapacity = 30000

