# Note: Knockback will still be applied when a mod uses our API, even if this is disabled
nebula_combat_custom_knockback_enabled (Use custom knockback) bool false

[Knockback - Horizontal]
# The amount of horizontal velocity they keep when hit (1 = they keep all + force | 0 = they keep none + force)
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_horizontal_momentum (Horizontal momentum) float 0.5 0.0 1.0
# The amount of extra horizontal velocity they get when getting hit
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_horizontal_force (Horizontal force) float 8.0 0.0

# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_horizontal_different_when_sprinting (Use different values when the attacker is sprinting) bool true

# The amount of horizontal velocity they keep when hit (1 = they keep all + force | 0 = they keep none + force)
# Requires: nebula_combat_custom_knockback_enabled, nebula_combat_horizontal_different_when_sprinting
nebula_combat_horizontal_momentum_sprinting (Horizontal momentum - Sprinting) float 0.5 0.0 1.0
# The amount of extra horizontal velocity they get when getting hit
# Requires: nebula_combat_custom_knockback_enabled, nebula_combat_horizontal_different_when_sprinting
nebula_combat_horizontal_force_sprinting (Horizontal force - Sprinting) float 10.0 0.0

[Knockback - Vertical]
# The amount of vertical velocity they keep when hit (1 = they keep all + force | 0 = they keep none + force)
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_vertical_friction (Vertical momentum) float 0.5 0.0 1.0
# The amount of extra vertical velocity they get when getting hit
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_vertical_force (Vertical force) float 6.0 0.0

# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_vertical_different_when_sprinting (Use different values when the attacker is sprinting) bool false

# The amount of vertical velocity they keep when hit (1 = they keep all + force | 0 = they keep none + force)
# Requires: nebula_combat_custom_knockback_enabled, nebula_combat_vertical_different_when_sprinting
nebula_combat_vertical_momentum_sprinting (Vertical momentum - Sprinting) float 0.5 0.0 1.0
# The amount of extra vertical velocity they get when getting hit
# Requires: nebula_combat_custom_knockback_enabled, nebula_combat_vertical_different_when_sprinting
nebula_combat_vertical_force_sprinting (Vertical force - Sprinting) float 6.0 0.0

[Knockback - Physics]
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_knockback_physics_duration (Custom physics duration in seconds) float 0.0 0.0 10.0
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_knockback_speed_mult (Speed multiplier) float 1.0 0.0
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_knockback_gravity_mult (Gravity multiplier) float 1.0 0.0
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_knockback_air_accel_mult (Air acceleration multiplier) float 1.0 0.0

[Combat]
# Affects attack distance, place distance, use distance, etc.
nebula_combat_custom_interact_distance_enabled (Use custom interact distance) bool false
# Affects attack distance, place distance, use distance, etc.
# Requires: nebula_combat_custom_interact_distance_enabled
nebula_combat_interact_distance (Interact distance) float 3.0 0.0
# Makes all weapons attack at the same speed, and automatically scales damage
nebula_combat_custom_attack_interval_enabled (Use constant attack interval) bool false
# Multiplies the attack interval by some value, and automatically scales damage
# Requires: !nebula_combat_custom_attack_interval_enabled
nebula_combat_attack_interval_multiplier (Attack interval multiplier) float 1.0 0.1
# Makes all weapons attack at the same speed, and automatically scales damage
# Requires: nebula_combat_custom_attack_interval_enabled
nebula_combat_attack_interval (Attack interval) float 0.5 0.1
nebula_combat_damage_multiplier (Damage multiplier) float 1.0 0.0
# Normally you can hit faster than the attack interval to do less damage, but this option removes that capability
nebula_combat_full_attack_only (Full attack only) bool false

[Miscellaneous]
# Note: Player Monoids doesn't support air acceleration
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_use_player_monoids_for_physics (Use Player Monoids for physics multipliers) bool false
# Note: Pova doesn't support air acceleration
# Requires: nebula_combat_custom_knockback_enabled
nebula_combat_use_pova_for_physics (Use Pova for physics multipliers) bool false
# Caches config values instead of requesting the setting each time it is used.
# This prevents you from changing settings of this mod at runtime without a server restart.
# This may improve performance, but it is recommended to keep this disabled unless you have a reason to do otherwise.
# This option requires a server restart to disable, but not to enable. This means that you can stop any potential lag from this being off without a server restart.
nebula_combat_config_cache_enabled (Cache config values) bool false