{ /* 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": 1.0, // 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": 7, /* 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_sweeping": 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": 3.5, // 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, // Entities with `HOSTILE` relation will be hit by undirected weapon swings. NOTE: Vanilla sweeping will still happen, if not disabled via `allow_sweeping` "player_relation_to_teamless_players": "NEUTRAL", "player_relation_to_villagers": "NEUTRAL", "player_relation_to_passives": "HOSTILE", "player_relation_to_hostiles": "HOSTILE", "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 }