## Settings file was created by plugin Aetherium v0.7.8 ## Plugin GUID: com.KomradeSpectre.Aetherium [Artifact: Artifact of Leonids] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true ## How many seconds between each meteor shower? # Setting type: Single # Default value: 60 Interval Between Meteor Showers = 60 ## How many waves of meteors should be included in each meteor shower? Each wave contains 1 meteor per body on the map. # Setting type: Int32 # Default value: 6 Meteor Waves Per Shower = 6 [Artifact: Artifact of Progression] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true ## How long until a monster progresses to the next progression state if they have one? # Setting type: Single # Default value: 60 Interval Between Each Progression = 60 ## Should progressions spawned by the Progression effect have doubled money and exp? # Setting type: Boolean # Default value: true Double Gold and Exp Reward of Progressions = true ## Which enemies master components should be blacklisted from evolving? (Each entry should be separated by a comma, you must know their internal master name to blacklist them. E.g. impmaster,lemurianmaster will blacklist normal imps and lemurians. # Setting type: String # Default value: Blacklisted Evolution Masters = [Artifact: Artifact of Regression] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true ## At what monster population should we not be able to split anymore? # Setting type: Int32 # Default value: 48 Regression Split Monster Cap = 48 ## Should children spawned by the Regression effect have halved money and exp? # Setting type: Boolean # Default value: true Reduce Gold and Exp Reward of Children = true ## How long in seconds should children of regression splits be immune? # Setting type: Single # Default value: 2 Duration of Child Immunity = 2 ## How many Beetle Guards should appear when the Beetle Queen has regressed? # Setting type: Int32 # Default value: 2 Queen to Guard Split Amount = 2 ## How many Beetles should appear when the Beetle Guard has regressed? # Setting type: Int32 # Default value: 4 Guard to Beetle Split Amount = 4 ## How many Crystal Beetles should appear when the Crystal Beetle Guard has regressed? # Setting type: Int32 # Default value: 4 Crystal Guard to Crystal Beetle Split Amount = 4 ## How many Arch Wisps should appear when the Ancient Wisp has regressed? # Setting type: Int32 # Default value: 2 Ancient Wisp To Arch Wisp Split Amount = 2 ## How many Greater Wisps should appear when the Arch Wisp has regressed? # Setting type: Int32 # Default value: 2 Arch Wisp To Greater Wisp Split Amount = 2 ## How many Greater Wisps should appear when the Grovetender has regressed? # Setting type: Int32 # Default value: 2 Grovetender To Greater Wisp Split Amount = 2 ## How many Wisps should appear when the Greater Wisp has regressed? # Setting type: Int32 # Default value: 4 Greater Wisp To Wisp Split Amount = 4 ## How many Jellyfish should appear when the Wandering Vagrant has regressed? # Setting type: Int32 # Default value: 8 Wandering Vagrant To Jellyfish Split Amount = 8 ## How many Lemurians should appear when the Elder Lemurian has regressed? # Setting type: Int32 # Default value: 5 Elder Lemurian To Lemurian Split Amount = 5 ## How many Lunar Chimeras should appear when the Lunar Wisp has regressed? # Setting type: Int32 # Default value: 2 Lunar Wisp To Lunar Chimera Split Amount = 2 ## How many Lunar Exploders should appear when the Lunar Chimera has regressed? # Setting type: Int32 # Default value: 5 Lunar Chimera To Lunar Exploder Split Amount = 5 ## How many Golems should appear when the Titan has regressed? # Setting type: Int32 # Default value: 4 Titan To Golem Split Amount = 4 ## How many Parents should appear when the Grandparent has regressed? # Setting type: Int32 # Default value: 5 Grandparent To Parent Split Amount = 5 ## How many Vultures should appear when the Alloy Worship Unit has regressed? # Setting type: Int32 # Default value: 6 Alloy Worship Unit To Vulture Split Amount = 6 ## How many Solus Probes should appear when the Solus Control Unit has regressed? # Setting type: Int32 # Default value: 6 Solus Control Unit To Solus Probe Split Amount = 6 ## How many Clay Templars should appear when the Clay Dunestrider has regressed? # Setting type: Int32 # Default value: 4 Clay Dunestrider To Clay Templar Split Amount = 4 ## How many Imps should appear when the Imp Overlord has regressed? # Setting type: Int32 # Default value: 5 Imp Overlord To Imp Split Amount = 5 ## How many Hermit Crabs should appear when the Void Reaver has regressed? # Setting type: Int32 # Default value: 4 Void Reaver To Hermit Crab Split Amount = 4 [Artifact: Artifact of the Journey] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true [Artifact: Artifact of the Nightmare] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true [Artifact: Artifact of the Tyrant] ## Should this artifact appear for selection? # Setting type: Boolean # Default value: true Enable Artifact? = true ## How many elite statuses should Route-Ending bosses be granted by us? # Setting type: Int32 # Default value: 1 Number of Elite Affixes to Give Route-Ending Bosses = 1 ## What affixes should be blacklisted from Artifact of the Tyrant? (generally no spaces, comma delimited) # Setting type: String # Default value: Blacklisted Affixes String = [Artifact:Artifact of Progression] ## Should a sound play each time a monster reaches a progression checkpoint? # Setting type: Boolean # Default value: true Enable Progression Sounds? = true [Artifacts] ## Do you wish to disable every artifact in Aetherium? # Setting type: Boolean # Default value: false Disable All Artifacts? = false [Buff: Double XP and Double Gold] ## Should this buff be registered for use in the game? # Setting type: Boolean # Default value: true Enable Buff? = true [Buff: Singularity] ## Should this buff be registered for use in the game? # Setting type: Boolean # Default value: true Enable Buff? = true [Buff: Soul Linked] ## Should this buff be registered for use in the game? # Setting type: Boolean # Default value: true Enable Buff? = true [Buffs] ## Do you wish to disable every standalone buff in Aetherium? # Setting type: Boolean # Default value: false Disable All Standalone Buffs? = false [Elite Equipment: Bloody Fealty] ## How long (in second(s)) should it take for the abyssal dash of this equipment to fully complete? # Setting type: Single # Default value: 0.2 Duration of the Abyssal Dash State = 0.2 ## How far out should the Abyssal Dash check for a node to teleport towards? # Setting type: Single # Default value: 10 Max Distance to Cover in a Single Abyssal Dash = 10 ## How many times higher than the base elite cost should the cost of this elite be? (Do not set this to 0, only warning haha.) # Setting type: Single # Default value: 1 Cost Multiplier of Elite = 2.5 ## How many times higher than the base elite damage boost should the damage of this elite be? # Setting type: Single # Default value: 1 Damage Multiplier of Elite = 1 ## How many times higher than the base elite health boost should the health of this elite be? # Setting type: Single # Default value: 2 Health Multiplier of Elite = 2 ## What should the duration of forced cooldown for the abyssal dash ability be for players? # Setting type: Single # Default value: 2 Forced Cooldown Duration Between Player Blinks = 2 [Equipment] ## Do you wish to disable every equipment in Aetherium? # Setting type: Boolean # Default value: false Disable All Equipment? = false [Equipment: Bell Totem] ## Should this equipment appear in runs? # Setting type: Boolean # Default value: true Enable Equipment? = true ## How long in seconds should we have to wait to activate the Bell Totem each time? # Setting type: Single # Default value: 1 Time Between Consecutive Uses = 1 ## What should the radius of the bell ring shockwave be (in meter(s))? # Setting type: Single # Default value: 25 Radius of Bell Ring Shockwave = 25 ## What should the force be for the bell ring shockwave? # Setting type: Single # Default value: 6000 Force of Bell Ring Shockwave = 6000 ## How long in seconds should we have to wait before we can use another equipment stock of Bell Totem? # Setting type: Single # Default value: 2 Forced Cooldown Time Between Equipment Uses = 2 [Equipment: Bloody Fealty] ## Should this elite equipment appear in runs? If disabled, the associated elite will not appear in runs either. # Setting type: Boolean # Default value: true Enable Elite Equipment? = true [Equipment: Jar Of Reshaping] ## Should this equipment appear in runs? # Setting type: Boolean # Default value: true Enable Equipment? = true ## What radius should the jar devour bullets? (in meters) # Setting type: Single # Default value: 20 Base Projectile Absorption Radius = 20 ## How long should the jar be in the projectile absorption state? (In seconds) # Setting type: Single # Default value: 3 Projectile Absorption Time / SUCC Mode Duration = 3 ## How long should the jar's main cooldown be? (In seconds) # Setting type: Single # Default value: 20 Cooldown Duration of Jar = 20 ## If artifact of chaos is on, should we be able to absorb projectiles from other players? # Setting type: Boolean # Default value: false I Want To Lose Friends In Chaos Mode = false ## Should the jar fire a copy of the projectile it absorbed? # Setting type: Boolean # Default value: true Spawn Copy of Original Projectile from Jar of Reshaping? = true [Interactable: Buff Brazier] ## Should this interactable appear in runs? # Setting type: Boolean # Default value: true Enable Interactable? = true ## If set to true, the Buff Brazier will select buffs from the entire buff catalog instead of the curated list. # Setting type: Boolean # Default value: false Enable All BuffCatalog Entries for Flame Selection? = false [Interactable: Buff Brazier Buffs] ## Should this buff be able to appear in runs? # Setting type: Boolean # Default value: true Warcry: Enable in Runs? = true ## Should this buff be able to appear in runs? # Setting type: Boolean # Default value: true Jade Elephant: Enable in Runs? = true ## Should this buff be able to appear in runs? # Setting type: Boolean # Default value: true Super Leech: Enable in Runs? = true ## Should this buff be able to appear in runs? # Setting type: Boolean # Default value: true Brainstalks: Enable in Runs? = true ## Should this buff be able to appear in runs? # Setting type: Boolean # Default value: true Double XP and Double Gold: Enable in Runs? = true [Interactable: Buff Brazier Debuffs] ## Should this debuff be able to appear in runs? # Setting type: Boolean # Default value: true Cripple: Enable in Runs? = true ## Should this debuff be able to appear in runs? # Setting type: Boolean # Default value: true 80 Percent Slowdown: Enable in Runs? = true ## Should this debuff be able to appear in runs? # Setting type: Boolean # Default value: true Mercenary Expose: Enable in Runs? = true ## Should this debuff be able to appear in runs? # Setting type: Boolean # Default value: true Soul Linked: Enable in Runs? = true [Item: Accursed Potion] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Should this item be able to emit sounds in certain conditions? # Setting type: Boolean # Default value: true Enable Sounds? = true ## What should the base duration of the Accursed Potion sip cooldown be? (Default: 30 (30s)) # Setting type: Single # Default value: 30 Base Duration of Sip Cooldown = 30 ## How far should each stack reduce the cooldown? (Default: 0.75 (100% - 75% = 25% Reduction per stack)) # Setting type: Single # Default value: 0.75 Percentage of Cooldown Reduction per Additional Stack = 0.75 ## What radius of buff/debuff sharing should the first pickup have? (Default: 20m) # Setting type: Single # Default value: 20 Default Radius of Accursed Potion Effect Sharing = 20 ## What additional radius of buff/debuff sharing should each stack after grant? (Default: 5m) # Setting type: Single # Default value: 5 Additional Radius Granted per Additional Stack = 5 ## How many buffs or debuffs should we be able to have? (Default: 8) # Setting type: Int32 # Default value: 8 Max Potion Effects Allowed = 8 ## Which buffs and debuffs should not be allowed to roll via Accursed Potion? # Setting type: String # Default value: Blacklisted Buffs and Debuffs = [Item: Alien Magnet] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## What should the starting pull force multiplier of the Alien Magnet's pull be? # Setting type: Single # Default value: 20 Starting Pull Force Multiplier = 3 ## How much additional force multiplier should be granted per Alien Magnet stack? # Setting type: Single # Default value: 5 Additional Pull Force Multiplier per Stack = 2 ## Should we use the old, chaotic functionality of Alien Magnet? # Setting type: Boolean # Default value: false Use Old Alien Magnet Functionality? = false ## What should the minimum force multiplier be for the Alien Magnet? (OLD FUNCTIONALITY ONLY) # Setting type: Single # Default value: 3 Minimum Pull Force Multiplier = 3 ## What should the maximum force multiplier be for the Alien Magnet? (OLD FUNCTIONALITY ONLY) # Setting type: Single # Default value: 10 Maximum Pull Force Multiplier = 10 [Item: Blaster Sword] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Do you wish to start feeling motivated now? # Setting type: Boolean # Default value: false Use Alternate Blaster Sword Model = false ## Should the particle effects for the models be enabled? # Setting type: Boolean # Default value: true Enable Particle Effects = true ## Should the swords impale and stick to targets (true), or pierce and explode on world collision (false)? # Setting type: Boolean # Default value: true Use Impale Projectile Variant? = true ## In percentage, how much of the wielder's damage should we have for the sword projectile? (2 = 200%) # Setting type: Single # Default value: 2 Base Damage Inheritance Multiplier = 2 ## In percentage, how much of the wielder's damage should we add per additional stack? (0.5 = 50%) # Setting type: Single # Default value: 0.5 Damage Multiplier Gained per Additional Stacks = 0.5 ## Should the Blaster Sword projectiles home in on enemies? # Setting type: Boolean # Default value: false Homing Projectiles = false ## Should having any amount of barrier allow you to use the effect of Blaster Sword? # Setting type: Boolean # Default value: false Any Barrier Grants Blaster Sword Activation Buff = false [Item: Bloodthirsty Shield] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## If set to true, will use the new icon art drawn by WaltzingPhantom, else it will use the old icon art. # Setting type: Boolean # Default value: false Use Alternative Icon Art? = false ## How much shield in percentage should be restored per kill? 0.1 = 10% # Setting type: Single # Default value: 0.1 Percentage of Shield Restored per Kill = 0.1 ## How much additional shield per kill should be granted with diminishing returns (hyperbolic scaling) on additional stacks? 0.1 = 10% # Setting type: Single # Default value: 0.1 Additional Shield Restoration Percentage per Additional BSS Stack (Diminishing) = 0.1 ## What should our maximum percentage shield restored per kill be? 0.5 = 50% # Setting type: Single # Default value: 0.5 Absolute Maximum Shield Restored per Kill = 0.5 ## How much should the starting shield be upon receiving the item? 0.08 = 8% # Setting type: Single # Default value: 0.08 Shield Granted on First BSS Stack = 0.08 [Item: Engineers Toolbelt] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Should this item be able to emit sounds in certain conditions? # Setting type: Boolean # Default value: true Enable Sounds? = true ## What chance in percentage should a drone or turret have of duplicating on purchase with the first stack of this? # Setting type: Single # Default value: 0.2 Base Duplication Percent Chance = 0.2 ## What chance in percentage should a drone or turret have of duplicating on purchase per additional stack? (hyperbolically) # Setting type: Single # Default value: 0.2 Additional Duplication Percentage Chance = 0.2 ## What chance in percentage should a drone or turret have of reviving on death with the first stack of this? # Setting type: Single # Default value: 0.1 Base Revival Percentage Chance = 0.1 ## What chance in percentage should a drone or turret have of reviving on death per additional stack? # Setting type: Single # Default value: 0.1 Additional Revival Percentage Chance = 0.1 [Item: Feathered Plume] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## If set to true, will use the new icon art drawn by WaltzingPhantom, else it will use the old icon art. # Setting type: Boolean # Default value: false Use Alternative Icon Art? = false ## How many seconds should feathered plume's buff last with a single feathered plume? # Setting type: Single # Default value: 5 Base Duration of Buff with One Feathered Plume = 5 ## How many additional seconds of buff should each feathered plume after the first give? # Setting type: Single # Default value: 0.5 Additional Duration of Buff per Feathered Plume Stack = 0.5 ## How many buff stacks should each feather give? # Setting type: Int32 # Default value: 3 Stacks of Buff per Feathered Plume = 3 ## How much movement speed in percent should each stack of Feathered Plume's buff give? (0.07 = 7%) # Setting type: Single # Default value: 0.07 Movement speed per Feathered Plume Buff Stack = 0.07 [Item: Heart of the Void] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## How fast should the camera spin around the circle? (0.0125 = PI * 0.0125 or 1 half circle * 0.0125 per tick) # Setting type: Single # Default value: 0.0125 Void Implosion Camera Spin Speed = 0.0125 ## How high should the damage multiplier be for the void implosion? (120 for example, is currentDamage * 120)) # Setting type: Single # Default value: 120 Void Implosion Damage Multiplier = 120 ## What should the first Heart of the Void pickup's void implosion radius be? (Default: 15 (That is to say, 15m)) # Setting type: Single # Default value: 15 Base Radius of Void Implosion = 15 ## What should additional Heart of the Void pickups increase the radius of the void implosion by? (Default: 7.5 (That is to say, 7.5m)) # Setting type: Single # Default value: 7.5 Additional Implosion Radius per Additional Heart of the Void = 7.5 ## What percentage of health should the first Heart of the Void pickup have the ticking time bomb activation be? (Default: 0.3 (30%)) # Setting type: Single # Default value: 0.3 Ticking Time Bomb Threshold = 0.3 ## How much additional percentage should we add to the ticking time bomb threshold per stack of Heart of the Void? (Default: 0.05 (5%)) # Setting type: Single # Default value: 0.05 Percentage Raise in Ticking Time Bomb Threshold per Additional Heart of the Void = 0.05 ## How high should our maximum ticking time bomb health threshold be? (Default: 0.99 (99%)) # Setting type: Single # Default value: 0.99 Absolute Max Ticking Time Bomb Threshold = 0.99 ## How should long should our Heart of the Void usage cooldown duration be? (Default: 30 (30 seconds)) # Setting type: Single # Default value: 30 Duration of Heart of the Void Cooldown After Use = 30 ## What revival items should be consumed before Heart of the Void activates? (generally no spaces, comma delimited) E.g.: ExtraLife,ExtraLifeConsumed # Setting type: String # Default value: Revival Items = [Item: Inspiring Drone] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Should you have to go through the process of unlocking the inspiring drone? # Setting type: Boolean # Default value: true Should the Inspiring Drone be required to be unlocked? = true ## Should the Inspiring Drone show up in the Tier2 (Green Rarity) item pool instead of the Tier3 (Red Rarity) item pool? # Setting type: Boolean # Default value: false Should the Inspiring Drone be Green Rarity instead of Red Rarity? = false ## Do you want to set all the values of the Drone's stats at once? If false, prepare for a long description. # Setting type: Boolean # Default value: true Set All Stat Gain Percentages at Once? = true ## What percentage of stats from the drone's owner do we transfer over to the drones per stack? 0.5 = 50% # Setting type: Single # Default value: 0.5 Stat Gain Percentage (All) = 0.5 ## What percentage of the damage stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Damage Stat Gain (Individual) = 0.5 ## What percentage of the attack speed stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Attack Speed Stat Gain (Individual) = 0.5 ## What percentage of the critical chance stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Critical Chance Stat Gain (Individual) = 0.5 ## What percentage of the health stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Health Stat Gain (Individual) = 0.5 ## What percentage of the regeneration stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Regeneration Stat Gain (Individual) = 0.5 ## What percentage of the armor stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Armor Stat Gain (Individual) = 0.5 ## What percentage of the movement speed stat from the drone's owner do we transfer over to the drones per stack? # Setting type: Single # Default value: 0.5 Movement Speed Stat Gain (Individual) = 0.5 ## How many seconds till we teleport turrets (tracked individually) close to their owner? (in seconds) # Setting type: Single # Default value: 40 Duration of Turret Teleportation Cooldown = 40 ## How many seconds till we teleport drone (tracked individually) close to their owner? (in seconds) # Setting type: Single # Default value: 30 Duration of Drone Teleportation Cooldown = 30 ## How far out should we place turrets from the owner when teleporting them? (in meters) # Setting type: Single # Default value: 20 Distance Away from Owner to Teleport Turrets = 20 ## How far out should we place drone from the owner when teleporting them? (in meters) # Setting type: Single # Default value: 30 Distance Away from Owner to Teleport Drone = 30 [Item: Nail Bomb] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## If true, Nail Bomb drops from your position after a delay. # Setting type: Boolean # Default value: false Use Alternate Item Implementation? = false ## What world relative vector should we fire the Nail Bomb's child projectiles? # Setting type: Vector3 # Default value: {"x":0.0,"y":-1.0,"z":0.0} Nail Bomb Child Direction Vector = {"x":0.0,"y":-1.0,"z":0.0} ## What should be the most minimal spread angle of the Nail Bomb's child projectiles? # Setting type: Single # Default value: 0 Nail Bomb Child Min Spread Angle = 0 ## What should be the most maximal spread angle of the Nail Bomb's child projectiles? # Setting type: Single # Default value: 45 Nail Bomb Child Max Spread Angle = 45 ## What percentage of damage should we deal in a single hit to activate the effect of this item? # Setting type: Single # Default value: 1.2 Percent Damage Threshold Required to Activate Effect = 1.2 ## How many nails should get released upon explosion of the projectile? # Setting type: Int32 # Default value: 20 Amount of Nails per Nail Bomb = 20 ## What percentage of damage should each nail in the nail bomb deal? # Setting type: Single # Default value: 0.3 Percent Damage per Nail in Nail Bomb = 0.3 ## What additional percentage of the body's damage should be given per additional stacks of Nail Bomb? # Setting type: Single # Default value: 0.5 Percent Damage Bonus of Additional Stacks = 0.5 ## What should be the immunity duration to the effect of Nail Bomb implementation 1 for enemies? (if 0, you will regret its absurdity) # Setting type: Single # Default value: 2 Cooldown for Nail Bomb Absurdity Limiter = 2 ## How many seconds should we wait between Nail Bomb drops for the first stack? # Setting type: Single # Default value: 10 Delay Between Nail Bomb Drops in Alternate Implementation = 10 ## What percentage should we reduce the cooldown duration of Nail Bomb Alternate Implementation? (hyperbolically). # Setting type: Single # Default value: 0.2 Duration Percentage is Reduced By With Additional Stacks = 0.2 [Item: Shark Teeth] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## How much damage in percentage should be spread out over time? # Setting type: Single # Default value: 0.25 Base Damage Spread Percentage = 0.25 ## How much damage in percentage should be spread out over time with diminishing returns (hyperbolic scaling) on additional stacks? # Setting type: Single # Default value: 0.25 Damage Spread Percentage Gained Per Stack (Diminishing) = 0.25 ## What should our maximum percentage damage spread over time be? # Setting type: Single # Default value: 0.75 Absolute Maximum Damage Spread Percentage = 0.75 ## How many seconds should the damage be spread out over? # Setting type: Single # Default value: 2 Damage Spread Duration = 2 ## How many ticks of damage during our duration (as in how divided is our damage)? # Setting type: Int32 # Default value: 5 Damage Spread Ticks (Segments) = 5 ## Should the Shark Teeth's bleed ticks be unable to kill you? If this is set to true, it will void any damage from segments that would kill you. # Setting type: Boolean # Default value: false Shark Teeth Effect is Non-Lethal = false [Item: Shielding Core] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Should the particle effects for the models be enabled? # Setting type: Boolean # Default value: true Enable Particle Effects = true ## How much armor should the first Shielding Core grant? # Setting type: Single # Default value: 15 First Shielding Core Bonus to Armor = 15 ## How much armor should each additional Shielding Core grant? # Setting type: Single # Default value: 10 Additional Shielding Cores Bonus to Armor = 10 ## How much should the starting shield be upon receiving the item? # Setting type: Single # Default value: 0.08 First Shielding Core Bonus to Max Shield = 0.08 [Item: Unstable Design] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## Should this item be able to emit sounds in certain conditions? # Setting type: Boolean # Default value: true Enable Sounds? = true ## How many seconds into a stage/life before the Lunar Chimera can spawn for the first time? # Setting type: Single # Default value: 15 Seconds Before First Lunar Chimera Spawn = 15 ## What should be our duration between summoning the Lunar Chimera? # Setting type: Single # Default value: 30 Duration of Chimera Resummoning Cooldown = 30 ## If the Lunar Chimera has lost line of sight, what should the cooldown be between checking for targets? # Setting type: Single # Default value: 10 Duration of Chimera Retargeting Cooldown = 10 ## What is the closest distance the Lunar Chimera should spawn to the user? # Setting type: Single # Default value: 80 Minimum Spawn Distance Away From User = 80 ## What is the furthest distance away the Lunar Chimera should spawn away from the user? # Setting type: Single # Default value: 170 Maximum Spawn Distance Away From User = 170 ## What should the Lunar Chimera's base damage boost be? (Default: 40 (400% damage boost). This is how many damage boosting items we give it, which give it a 10% damage boost each. Whole numbers only. First stack.) # Setting type: Int32 # Default value: 40 Base Damage Boosting Item Amount = 40 ## What should the Lunar Chimera's additional damage boost be per stack? (Default: 10 (100% damage boost). This is how many damage boosting items we give it, which give it a 10% damage boost each. Whole numbers only.) # Setting type: Int32 # Default value: 10 Additional Damage Boosting Item Amount = 10 ## What should the Lunar Chimera's base HP boost be? (Default: 10 (100% HP boost). This is how many HP Boost items we give it, which give it a 10% HP boost each. Whole numbers only.) # Setting type: Int32 # Default value: 10 HP Boosting Item Amount = 10 ## What should the Lunar Chimera's base attack speed boost be? (Default: 30 (300% attack speed boost). This is how many attack speed boost items we give it, which give it a 10% attack speed boost each. Whole numbers only.) # Setting type: Int32 # Default value: 30 Attack Speed Item Amount = 30 ## What should the Lunar Chimera's base movement speed boost be? (Default: 2 (28% movement speed boost). This is how many goat hooves we give it, which give it a 14% movement speed boost each. Whole numbers only.) # Setting type: Int32 # Default value: 2 Movement Speed Item Amount = 2 ## Should a targeting indicator appear over things targeted by the Unstable Design? # Setting type: Boolean # Default value: true Enable Targeting Indicator? = true ## Should Unstable Design Pull Aggro? If true, anything targeted by the Unstable Design (outside of players) will start attacking it. # Setting type: Boolean # Default value: true Should Unstable Design Pull Aggression From Its Targets? = true ## Should the default primary (Lunar Sprint Shards) be replaced with the Lunar Exploder's Primary (Tri-Orb Shot) if Artifact of the King is installed? # Setting type: Boolean # Default value: false Replace Unstable Design Air Skill if AOTK is Installed = false [Item: Weighted Anklet] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## How much knockback reduction in percentage should be given for each Weighted Anklet? # Setting type: Single # Default value: 0.25 Base Knockback Reduction Percentage = 0.25 ## How much attack speed in percentage should be reduced per Weighted Anklet? # Setting type: Single # Default value: 0.1 Base Attack Speed Reduction Percentage = 0.1 ## What should the lowest percentage that we should be able to reduce attack speed to be? # Setting type: Single # Default value: 0.1 Absolute Lowest Attack Speed Reduction Percentage = 0.1 ## How much movement speed in percentage should be reduced per Weighted Anklet? # Setting type: Single # Default value: 0.1 Base Movement Speed Reduction Percentage = 0.1 ## What should the lowest percentage we should be able to reduce movement speed to be? # Setting type: Single # Default value: 0.1 Absolute Lowest Movement Speed Reduction Percentage = 0.1 ## How much attack speed should we gain per Limiter Release? # Setting type: Single # Default value: 0.25 Attack Speed Gained per Limiter Release (Flat) = 0.25 ## How much movement speed should we gain per Limiter Release? # Setting type: Single # Default value: 1 Movement Speed Gained per Limiter Release (Flat) = 1 ## How much damage in percent should we gain per Limiter Release? # Setting type: Single # Default value: 0.05 Damage Percentage Gained per Limiter Release (Percentile) = 0.05 ## How long (in seconds) should we have to wait for the first stack to replenish? # Setting type: Single # Default value: 10 Base Dodge Depletion Cooldown Duration = 10 ## How long (in seconds) should we have to wait per each additional dodge stack to replenish? # Setting type: Single # Default value: 5 Additional Dodge Depletion Cooldown Duration for Additional Dodge Stacks = 5 [Item: Witches Ring] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## What threshold should damage have to pass to trigger the Witches Ring? # Setting type: Single # Default value: 5 Damage Multiplier Required in a Hit to Activate = 5 ## What should be the base duration of the Witches Ring cooldown? # Setting type: Single # Default value: 10 Duration of Cooldown After Use = 10 ## What percentage (hyperbolically) should each additional Witches Ring reduce the cooldown duration? # Setting type: Single # Default value: 0.1 Cooldown Duration Reduction per Additional Witches Ring (Diminishing) = 0.1 ## Should the cooldown effect be applied in the same manner as Kjaro/Runald Bands, or on the victim of the effect? # Setting type: Boolean # Default value: false Global Cooldown On Use = false [Item: Zenith Accelerator] ## Should this item appear in runs? # Setting type: Boolean # Default value: true Enable Item? = true ## Should the AI not be able to obtain this item? # Setting type: Boolean # Default value: false Blacklist Item from AI Use? = false ## Should the printers be able to print this item? # Setting type: Boolean # Default value: false Blacklist Item from Printers? = false ## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.) # Setting type: Boolean # Default value: true Require Unlock = true ## How far down should we reduce attack speed by at 0 stacks of the Zenith Acceleration Buff? (0.5f results in reducing attack speed by half, an additional pickup of the item reduces it twice as much as the first.) # Setting type: Single # Default value: 0.5 Exponential Base Multiplier = 0.5 ## How much bonus in percentage towards our cap should we get per hit? # Setting type: Single # Default value: 0.1 Percentage Increase per Hit = 0.1 ## What should be our base cap for the attack speed bonus granted to us at full Zenith Acceleration stacks? # Setting type: Single # Default value: 3 Base Percentage Max of Zenith Acceleration Attack Speed Bonus = 3 ## How much higher should our base percentage cap go with additional Zenith Accelerator stacks? # Setting type: Single # Default value: 1 Additional Percentage Cap per Additional Stack = 1 ## How long should the base Zenith Acceleration stack be? # Setting type: Single # Default value: 3 Duration of Zenith Acceleration Stack = 3 [Items] ## Do you wish to disable every item in Aetherium? # Setting type: Boolean # Default value: false Disable All Items? = false