# Configuration file

desc {

    elements {
        # What color will "(" and ")" be? [default: §f]
        S:bracketColor=§f

        # What color will ":" be? [default: §b]
        S:colonColor=§b

        # What color will "%" be? [default: §5]
        S:percentColor=§5
    }

    threshold {
        # If the effect value is greater than or equal to this, the color will be as in the Divine rarity (Value cannot be equal to a similar value) [range: 1 ~ 2147483647, default: 10000]
        I:divine=10000

        # If the effect value is greater than or equal to this, the color will be as in the Fox rarity (Value cannot be equal to a similar value) [range: 1 ~ 2147483647, default: 100000]
        I:fox=100000

        # If the effect value is greater than or equal to this, the color will be as in the Legendary rarity (Value cannot be equal to a similar value) [range: 1 ~ 2147483647, default: 500]
        I:legendary=500

        # If the effect value is greater than or equal to this then the color will be equal to Color1 (Value cannot be equal to a similar value) [range: -2147483647 ~ 2147483647, default: -99]
        I:level1=-99

        # If the effect value is greater than or equal to this then the color will be equal to Color2 (Value cannot be equal to a similar value) [range: -2147483647 ~ 2147483647, default: 1]
        I:level2=1

        # If the effect value is greater than or equal to this then the color will be equal to Color3 (Value cannot be equal to a similar value) [range: -2147483647 ~ 2147483647, default: 100]
        I:level3=100
    }

    color {
        # The color of the effect value that will be displayed if the effect value is greater than or equal to threshold1 [default: §c]
        S:color1=§c

        # The color of the effect value that will be displayed if the effect value is greater than or equal to threshold2 [default: §2]
        S:color2=§2

        # The color of the effect value that will be displayed if the effect value is greater than or equal to threshold3 [default: §a]
        S:color3=§a

        # The color of the effect value that will be displayed if the effect value is minimal [default: §4]
        S:min=§4
    }

}


effects {

    botania {

        mana {

            bonus {
                # Maximum negative bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.05

                # Maximum positive bonus value (When calculating in percentages, multiply by 100)
                D:max-positive=0.7

                # Minimum negative bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=1.0

                # Minimum positive bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.1
            }

            daybonus {
                # Maximum negative day bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.05

                # Maximum positive day bonus value (When calculating in percentages, multiply by 100)
                D:max-positive=0.5

                # Minimum negative day bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=1.0

                # Minimum positive day bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.05
            }

            nightbonus {
                # Maximum negative night bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.05

                # Maximum positive night bonus value (When calculating in percentages, multiply by 100)
                D:max-positive=0.5

                # Minimum negative night bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=1.0

                # Minimum positive night bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.05
            }

            rainbonus {
                # Maximum negative rain bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.5

                # Maximum positive rain bonus value (When calculating in percentages, multiply by 100)
                D:max-positive=0.5

                # Minimum negative rain bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=2.0

                # Minimum positive rain bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.05
            }

            flamematerialbonus {
                # Maximum negative flame material bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.0

                # Maximum positive bonus flame material bonus (When calculating in percentages, multiply by 100)
                D:max-positive=0.8

                # Minimum negative flame material bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=0.0

                # Minimum positive flame material bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.05
            }

            chancetofreeitemuse {
                # Maximum negative chance to free item use value (When calculating in percentages, multiply by 100)
                D:max-negative=0.0

                # Maximum positive bonus chance to free item use (When calculating in percentages, multiply by 100)
                D:max-positive=0.5

                # Minimum negative chance to free item use value (When calculating in percentages, multiply by 100)
                D:min-negative=0.0

                # Minimum positive chance to free item use value (When calculating in percentages, multiply by 100)
                D:min-positive=0.1
            }

            speedbonus {
                # Maximum negative speed bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.05

                # Maximum positive bonus speed bonus (When calculating in percentages, multiply by 100)
                D:max-positive=0.3

                # Minimum negative speed bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=0.2

                # Minimum positive speed bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.1
            }

            expbonus {
                # Maximum negative exp bonus value (When calculating in percentages, multiply by 100)
                D:max-negative=0.05

                # Maximum positive exp bonus value (When calculating in percentages, multiply by 100)
                D:max-positive=0.7

                # Minimum negative exp bonus value (When calculating in percentages, multiply by 100)
                D:min-negative=1.0

                # Minimum positive exp bonus value (When calculating in percentages, multiply by 100)
                D:min-positive=0.1
            }

        }

    }

}


rarity {

    common {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 4329920]
        I:chance=4329920

        # The color that will be added before the rarity name (You can use the standard ones from Minecraft or HEX. In fact, this is a prefix. The text will always be bold!) [default: §r]
        S:color=§r

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 5]
        I:max-negative=5

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 6]
        I:max-positive=6

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=1.0
    }

    uncommon {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 2670000]
        I:chance=2670000

        # The color that will be added before the rarity name (You can use the standard ones from Minecraft or HEX. In fact, this is a prefix. The text will always be bold!) [default: §b]
        S:color=§b

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 4]
        I:max-negative=4

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 8]
        I:max-positive=8

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=1.5
    }

    rare {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 1960000]
        I:chance=1960000

        # The color that will be added before the rarity name (You can use the standard ones from Minecraft or HEX. In fact, this is a prefix. The text will always be bold!) [default: §9]
        S:color=§9

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 4]
        I:max-negative=4

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 9]
        I:max-positive=9

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=2.3
    }

    epic {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 970000]
        I:chance=970000

        # The color that will be added before the rarity name (You can use the standard ones from Minecraft or HEX. In fact, this is a prefix. The text will always be bold!) [default: §5]
        S:color=§5

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 3]
        I:max-negative=3

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 12]
        I:max-positive=12

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=5.0
    }

    legendary {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 70000]
        I:chance=70000

        # Color animation speed. Not recommended to change
        D:color-speed=100.0

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 2]
        I:max-negative=2

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 15]
        I:max-positive=15

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=10.0
    }

    divine {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 79]
        I:chance=79

        # Color animation speed. Not recommended to change
        D:color-speed=100.0

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 1]
        I:max-negative=1

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 19]
        I:max-positive=19

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=112.0
    }

    fox {
        # Chance of this rarity occurring (All chances are summed up and 1 number is randomly selected from the sum, if the number is within the rarity range, it will occur) [range: 1 ~ 2147483647, default: 1]
        I:chance=1

        # Color animation speed. Not recommended to change
        D:color-speed=100.0

        # Maximum number of negative effects for this rarity [range: 1 ~ 1073741823, default: 0]
        I:max-negative=0

        # Maximum number of positive effects for this rarity [range: 1 ~ 1073741823, default: 31]
        I:max-positive=31

        # How many times does the value of effects increase under the influence of rarity?
        D:multiplier=9800.0
    }

}


