
[general]
	#Enable debug console output
	debugConsoleOutput = false
	#Allow Bomb heartless to explode when lit on fire
	bombExplodeWithfire = true
	#Allow Blizzard to turn lava into obsidian and freeze water
	blizzardChangeBlocks = true
	#Allow keyblades to open iron doors with right click
	keybladeOpenDoors = true
	#Health % restored when using a drive form
	#Range: 0 ~ 100
	driveHeal = 50
	#Drive Points Drop Multiplier
	#Range: 0.0 ~ 100.0
	drivePointsMultiplier = 1.0
	#Focus Points Drop Multiplier
	#Range: 0.0 ~ 100.0
	focusPointsMultiplier = 1.0
	#Critic Damage Multiplier
	#Range: 0.0 ~ 100.0
	critMult = 1.5

[worldgen]
	#Allow Synthesis Materials ores to generate
	oreGen = true
	#Allow Blox to generate
	bloxGen = true

	[worldgen.overworld]
		#Blox Cluster Generation: [enabled, vein size, minimum height, maximum height, count]
		bloxClusterGen = "true,10,0,256,10"
		#Prize Blox Cluster Generation: [enabled, vein size, minimum height, maximum height, count]
		prizeBloxClusterGen = "true,6,0,256,4"
		#Betwixt Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		betwixtOreGen = "true,4,0,20,7"
		#Sinister Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		sinisterOreGen = "true,4,0,20,7"
		#Stormy Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		stormyOreGen = "true,4,0,20,7"
		#Writhing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		writhingOreGen = "true,4,0,20,7"
		#Hungry Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		hungryOreGen = "true,4,0,100,7"
		#Lightning Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		lightningOreGen = "true,4,0,100,7"
		#Lucid Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		lucidOreGen = "true,4,0,100,7"
		#Remembrance Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		remembranceOreGen = "true,4,0,100,7"
		#Soothing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		soothingOreGen = "true,4,0,100,7"
		#Tranquility Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		tranquilityOreGen = "true,4,0,100,7"
		#Twilight Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		twilightOreGen = "true,4,0,100,7"
		#Wellspring Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		wellspringOreGen = "true,4,0,100,7"
		#Blazing Ore Generation (Warm biomes): [enabled, vein size, minimum height, maximum height, count]
		blazingOreWarmGen = "true,4,0,100,7"
		#Frost Ore Generation (Cold biomes): [enabled, vein size, minimum height, maximum height, count]
		frostOreColdGen = "true,4,0,100,7"
		#Pulsing Ore Generation (Cold biomes): [enabled, vein size, minimum height, maximum height, count]
		pulsingOreColdGen = "true,4,0,20,7"
		#Frost Ore Generation (Very cold biomes): [enabled, vein size, minimum height, maximum height, count]
		frostOreColderGen = "true,4,0,20,7"
		#Pulsing Ore Generation (Wet biomes): [enabled, vein size, minimum height, maximum height, count]
		pulsingOreWetGen = "true,4,0,20,7"
		#Stormy Ore Generation (Wet biomes): [enabled, vein size, minimum height, maximum height, count]
		stormyOreWetGen = "true,4,0,100,7"
		#Blazing Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		blazingOreDeepslateGen = "true,4,-64,0,7"
		#Betwixt Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		betwixtOreDeepslateGen = "true,4,-64,0,7"
		#Frost Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		frostOreDeepslateGen = "true,4,-64,0,7"
		#Pulsing Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		pulsingOreDeepslateGen = "true,4,-64,0,7"
		#Sinister Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		sinisterOreDeepslateGen = "true,4,-64,0,7"
		#Soothing Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		soothingOreDeepslateGen = "true,4,-64,0,7"
		#Stormy Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		stormyOreDeepslateGen = "true,4,-64,0,7"
		#Twilight Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		twilightOreDeepslateGen = "true,4,-64,0,7"
		#Writhing Ore Deepslate Generation: [enabled, vein size, minimum height, maximum height, count]
		writhingOreDeepslateGen = "true,4,-64,0,7"

	[worldgen.nether]
		#Twilight Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		twilightOreNetherGen = "true,10,0,100,8"
		#Wellspring Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		wellspringOreNetherGen = "true,10,0,100,8"
		#Writhing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		writhingOreNetherGen = "true,10,0,100,8"
		#Blazing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		blazingOreNetherGen = "true,10,0,100,8"

	[worldgen.end]
		#Writhing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		writhingOreEndGen = "true,6,0,200,8"
		#Pulsing Ore Generation: [enabled, vein size, minimum height, maximum height, count]
		pulsingOreEndGen = "true,6,0,200,8"
		#Blox Cluster Generation: [enabled, vein size, minimum height, maximum height, count]
		bloxClusterEndGen = "true,6,0,216,8"
		#Prize Blox Cluster Generation: [enabled, vein size, minimum height, maximum height, count]
		prizeBloxClusterEndGen = "true,2,0,216,8"

[spawning]
	#Heartless spawning mode: NEVER, ALWAYS, AFTER_KEYCHAIN (after the first keychain is synthesized), AFTER_DRAGON (after the Ender Dragon is defeated)
	#Allowed Values: NEVER, ALWAYS, AFTER_KEYCHAIN, AFTER_DRAGON
	heartlessSpawningMode = "AFTER_KEYCHAIN"
	#Mob Spawn [weight, min, max]
	moogleSpawn = ["Moogle,2,0,1", "Enemies,200,1,5"]
	#Mob Spawn chance in percentage [type, chance] (if the chance doesn't add up to 100, enemies will not spawn)
	mobSpawn = ["Pureblood,35", "Emblem,35", "Nobody,30"]
	#Allow a heartless and a nobody to spawn when a player gets killed by a heartless
	playerSpawnHeartless = true
	#Allow heartless and nobodies to spawn with levels according to players
	mobLevelingUp = true
	#Heartless and nobody stats: name, hp (% of the player's), strength (% of the player's)
	playerSpawnHeartlessData = ["Heartless,100,100", "Nobody,100,100"]
	#Mob base stats multiplier out of 100% (default 10)
	#Range: 0 ~ 100
	mobLevelStats = 10
	#Make bosses despawn once his target disappears
	bossDespawnIfNoTarget = true

[drops]
	#HP Drops Probability
	#Range: 0 ~ 100
	hpDropProbability = 80
	#MP Drops Probability
	#Range: 0 ~ 100
	mpDropProbability = 80
	#Munny Drops Probability
	#Range: 0 ~ 100
	munnyDropProbability = 80
	#Drive Drops Probability
	#Range: 0 ~ 100
	driveDropProbability = 80
	#Focus Drops Probability
	#Range: 0 ~ 100
	focusDropProbability = 80

[shotlock]
	#Shotlock Damage Multiplier (magic * multiplier)
	#Range: 0.0 ~ 100.0
	shotlockMult = 0.4

