279 lines
7.3 KiB
INI
279 lines
7.3 KiB
INI
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## Settings file was created by plugin Rising Tides v1.1.2
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## Plugin GUID: com.themysticsword.risingtides
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[Elites: Aquamarine]
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## How much health should this elite aspect's on-use heal regenerate? (in %)
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# Setting type: Single
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# Default value: 10
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On Use Heal = 10
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## How long should this elite's on-hit bubble trap last? (in seconds)
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# Setting type: Single
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# Default value: 5
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Bubble Duration = 5
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## Targets cannot be trapped again until this time passes. How long should this immunity last? (in seconds)
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# Setting type: Single
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# Default value: 10
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Bubble Cooldown = 10
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## How many times should you press Interact to leave the bubble early?
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# Setting type: Int32
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# Default value: 5
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Bubble Break Outs Required = 5
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 18
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Health Boost Coefficient = 18
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 6
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Damage Boost Coefficient = 6
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[Elites: Bismuth]
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## How much barrier should this elite aspect's on-use effect regen? (in %)
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# Setting type: Single
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# Default value: 25
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On Use Barrier Recharge = 25
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## How much less health should this elite have? (in %)
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# Setting type: Single
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# Default value: 50
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Health Reduction = 50
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## How much less damage should this elite take when barrier is active? (in %)
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# Setting type: Single
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# Default value: 50
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Barrier Damage Resistance = 50
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## Should this elite ignore knockback when barrier is active?
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# Setting type: Boolean
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# Default value: true
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Barrier Knockback Resistance = true
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## How quickly should this elite's barrier decay? (in %)
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# Setting type: Single
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# Default value: 0
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Barrier Decay Rate = 0
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## How much barrier should this elite spawn with? (in %)
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# Setting type: Single
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# Default value: 100
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Starting Barrier = 100
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## How long should the on-hit debuff last? (in seconds)
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# Setting type: Single
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# Default value: 1
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Debuff Duration = 1
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 18
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Health Boost Coefficient = 18
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 6
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Damage Boost Coefficient = 6
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[Elites: Magnetic]
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## How long should this elite aspect's on-use projectile-stopping aura last? (in seconds)
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# Setting type: Single
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# Default value: 7
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On Use Shield Duration = 7
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## How far should the money drain aura reach? (in metres)
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# Setting type: Single
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# Default value: 13
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Aura Radius = 13
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## How much less gold should this elite drop? (in %)
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# Setting type: Single
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# Default value: 50
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Gold Drop Reduction = 50
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## How strong should the on-hit force be?
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# Setting type: Single
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# Default value: 1500
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Downward Force = 1500
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 4
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Health Boost Coefficient = 4
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 2
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Damage Boost Coefficient = 2
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[Elites: Nocturnal]
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## How long should this elite aspect's on-use invisibility last? (in seconds)
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# Setting type: Single
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# Default value: 10
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On Use Invisibility Duration = 10
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## How long should this elite's on-hit debuff last? (in seconds)
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# Setting type: Single
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# Default value: 4
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Debuff Duration = 4
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## How far should you be able to see when debuffed by this elite? (in metres)
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# Setting type: Single
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# Default value: 20
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Debuff Vision Distance = 20
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## How much faster should this elite move out of danger? (in %)
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# Setting type: Single
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# Default value: 100
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Movement Speed = 100
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## How much faster should this elite attack out of danger? (in %)
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# Setting type: Single
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# Default value: 30
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Attack Speed = 30
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 4
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Health Boost Coefficient = 4
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 2
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Damage Boost Coefficient = 2
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[Elites: Onyx]
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## How much damage should this elite aspect's on-use detonation deal to each enemy per their debuff stack? (in %)
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# Setting type: Single
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# Default value: 100
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On Use Detonation Damage Per Mark = 100
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## How far should the pull radius be? (in metres)
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# Setting type: Single
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# Default value: 25
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Pull Distance = 25
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## How strong should the pull be? (in m/s)
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# Setting type: Single
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# Default value: 6
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Pull Power = 6
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## Should the pull get weaker the further away you are from the elite?
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# Setting type: Boolean
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# Default value: true
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Pull Weaker By Distance = true
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## Should the pull get weaker the more current health the elite has?
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# Setting type: Boolean
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# Default value: true
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Pull Weaker By HP = true
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## How likely should this elite be to inflict the on-hit debuff? (in %)
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# Setting type: Single
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# Default value: 100
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Mark Chance = 100
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## How long should the on-hit debuff last? (in seconds)
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# Setting type: Single
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# Default value: 30
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Mark Duration = 30
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## How much base damage should the debuff do on the 7th stack? (scales with level)
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# Setting type: Single
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# Default value: 60
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Mark Base Damage = 60
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 18
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Health Boost Coefficient = 18
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 6
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Damage Boost Coefficient = 6
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[Elites: Realgar]
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## How long should this elite aspect's on-use damage-over-time immunity last? (in seconds)
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# Setting type: Single
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# Default value: 10
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On Use DoT Immunity Duration = 10
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## How often should the rift shoot a projectile? (in seconds)
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# Setting type: Single
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# Default value: 0.27
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Rift Projectile Interval = 0.27
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## How much damage should the rift's projectiles deal? (in %, relative to the owner's damage)
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# Setting type: Single
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# Default value: 60
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Rift Projectile Damage = 60
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## How long should this elite's debuff DoT last? (in seconds)
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# Setting type: Single
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# Default value: 4
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Scar Duration = 4
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## How much health this elite should have? (e.g. 18 means it will have 18x health)
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# Setting type: Single
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# Default value: 18
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Health Boost Coefficient = 18
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## How much damage this elite should have? (e.g. 6 means it will have 6x damage)
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# Setting type: Single
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# Default value: 6
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Damage Boost Coefficient = 6
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## How much damage should this elite's on-hit damage-over-time debuff deal? (in %)
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# Setting type: Single
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# Default value: 5
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Scar Damage Per Tick = 5
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## How often should this elite's on-hit damage-over-time debuff tick? (in seconds)
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# Setting type: Single
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# Default value: 0.2
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Scar Damage Interval = 0.2
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[Enabled Elites]
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# Setting type: Boolean
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# Default value: true
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Bismuth = true
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# Setting type: Boolean
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# Default value: true
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Onyx = true
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# Setting type: Boolean
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# Default value: true
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Realgar = true
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# Setting type: Boolean
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# Default value: true
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Magnetic = true
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# Setting type: Boolean
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# Default value: true
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Nocturnal = true
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# Setting type: Boolean
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# Default value: true
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Aquamarine = true
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[General]
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## If true, most of the numerical balance-related config options will be ignored and will use recommended default values. These are usually the values that might get tweaked often during mod updates.
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# Setting type: Boolean
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# Default value: true
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Ignore Balance Changes = true
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