feat: Add config for flesh spells: fleshSpellsCauseSlowness, diamondFleshArmorBonus, diamondFleshArmorToughnessBonus, ironFleshArmorBonus, oakFleshArmorBonus, oakFleshHealthBonus
This commit is contained in:
@@ -373,6 +373,19 @@ public final class Settings {
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/** <b>[Synchronised]</b> Multiplier for condenser upgrade mana regeneration amount */
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public double condenserAmountMultiplier = 1.0;
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/** <b>[Synchronised]</b> Whether flesh spells (DiamondFlesh, IronFlesh, OakFlesh) apply slowness */
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public boolean fleshSpellsCauseSlowness = true;
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/** <b>[Synchronised]</b> Armor bonus for DiamondFlesh spell */
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public double diamondFleshArmorBonus = 4.0;
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/** <b>[Synchronised]</b> Armor toughness bonus for DiamondFlesh spell */
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public double diamondFleshArmorToughnessBonus = 3.0;
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/** <b>[Synchronised]</b> Armor bonus for IronFlesh spell */
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public double ironFleshArmorBonus = 4.0;
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/** <b>[Synchronised]</b> Armor bonus for OakFlesh spell */
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public double oakFleshArmorBonus = 3.0;
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/** <b>[Synchronised]</b> Health bonus for OakFlesh spell */
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public double oakFleshHealthBonus = 0.2;
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/**
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* <b>[Synchronised]</b> The maximum number of blocks a bookshelf can be from an arcane workbench or lectern to be
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@@ -974,6 +987,49 @@ public final class Settings {
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condenserAmountMultiplier = property.getDouble();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "fleshSpellsCauseSlowness", true,
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"Whether flesh spells (DiamondFlesh, IronFlesh, OakFlesh) apply slowness. When disabled, these spells only provide their defensive benefits without movement penalty.");
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property.setLanguageKey("config." + Wizardry.MODID + ".flesh_spells_cause_slowness");
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Wizardry.proxy.setToNamedBooleanEntry(property);
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property.requiresMcRestart();
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fleshSpellsCauseSlowness = property.getBoolean();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "diamondFleshArmorBonus", 4.0,
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"Armor bonus provided by the DiamondFlesh spell.");
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property.setLanguageKey("config." + Wizardry.MODID + ".diamond_flesh_armor_bonus");
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property.setRequiresWorldRestart(true);
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diamondFleshArmorBonus = property.getDouble();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "diamondFleshArmorToughnessBonus", 3.0,
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"Armor toughness bonus provided by the DiamondFlesh spell.");
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property.setLanguageKey("config." + Wizardry.MODID + ".diamond_flesh_armor_toughness_bonus");
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property.setRequiresWorldRestart(true);
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diamondFleshArmorToughnessBonus = property.getDouble();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "ironFleshArmorBonus", 4.0,
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"Armor bonus provided by the IronFlesh spell.");
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property.setLanguageKey("config." + Wizardry.MODID + ".iron_flesh_armor_bonus");
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property.setRequiresWorldRestart(true);
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ironFleshArmorBonus = property.getDouble();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "oakFleshArmorBonus", 3.0,
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"Armor bonus provided by the OakFlesh spell.");
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property.setLanguageKey("config." + Wizardry.MODID + ".oak_flesh_armor_bonus");
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property.setRequiresWorldRestart(true);
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oakFleshArmorBonus = property.getDouble();
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propOrder.add(property.getName());
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property = config.get(DIFFICULTY_CATEGORY, "oakFleshHealthBonus", 0.2,
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"Health bonus provided by the OakFlesh spell (as a multiplier, e.g., 0.2 = 20% increase).");
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property.setLanguageKey("config." + Wizardry.MODID + ".oak_flesh_health_bonus");
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property.setRequiresWorldRestart(true);
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oakFleshHealthBonus = property.getDouble();
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propOrder.add(property.getName());
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// These two aren't sliders because using a slider makes it difficult to fine-tune the numbers; the nature of a
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@@ -1324,7 +1380,7 @@ public final class Settings {
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shrineFiles = getResourceLocationList(property);
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propOrder.add(property.getName());
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property = config.get(WORLDGEN_CATEGORY, "shrineRegenerationEnabled", true, "Whether conquered shrines should regenerate after a period of time. When disabled, shrines remain conquered permanently.");
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property = config.get(WORLDGEN_CATEGORY, "shrineRegenerationEnabled", false, "Whether conquered shrines should regenerate after a period of time. When disabled, shrines remain conquered permanently.");
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property.setLanguageKey("config." + Wizardry.MODID + ".shrine_regeneration_enabled");
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shrineRegenerationEnabled = property.getBoolean();
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propOrder.add(property.getName());
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@@ -13,12 +13,15 @@ public class PotionDiamondflesh extends PotionMagicEffect {
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super(isBadEffect, liquidColour, new ResourceLocation(Wizardry.MODID, "textures/gui/potion_icons/diamondflesh.png"));
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// This needs to be here because registerPotionAttributeModifier doesn't like it if the potion has no name yet.
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this.setPotionName("potion." + Wizardry.MODID + ":ironflesh");
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"158a8af2-6db0-4340-a01c-a7b60d10ddf4", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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// Only apply slowness if the setting allows it
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if(Wizardry.settings.fleshSpellsCauseSlowness) {
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"158a8af2-6db0-4340-a01c-a7b60d10ddf4", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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}
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this.registerPotionAttributeModifier(SharedMonsterAttributes.ARMOR_TOUGHNESS,
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"a68d4532-5847-426c-9b03-d541b113cec2", 3.0f, EntityUtils.Operations.ADD);
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"a68d4532-5847-426c-9b03-d541b113cec2", (float)Wizardry.settings.diamondFleshArmorToughnessBonus, EntityUtils.Operations.ADD);
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this.registerPotionAttributeModifier(SharedMonsterAttributes.ARMOR,
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"46a095be-82dd-43fd-8b67-13f51591eb8e", 4.0f, EntityUtils.Operations.ADD);
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"46a095be-82dd-43fd-8b67-13f51591eb8e", (float)Wizardry.settings.diamondFleshArmorBonus, EntityUtils.Operations.ADD);
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}
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@Override
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@@ -13,12 +13,15 @@ public class PotionIronflesh extends PotionMagicEffect {
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super(isBadEffect, liquidColour, new ResourceLocation(Wizardry.MODID, "textures/gui/potion_icons/ironflesh.png"));
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// This needs to be here because registerPotionAttributeModifier doesn't like it if the potion has no name yet.
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this.setPotionName("potion." + Wizardry.MODID + ":ironflesh");
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"fe607d55-50e3-4f4f-a959-6571503f92f4", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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// Only apply slowness if the setting allows it
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if(Wizardry.settings.fleshSpellsCauseSlowness) {
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"fe607d55-50e3-4f4f-a959-6571503f92f4", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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}
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this.registerPotionAttributeModifier(SharedMonsterAttributes.KNOCKBACK_RESISTANCE,
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"6f78206e-8dd4-4d44-9792-d7a882111951", 0.3f, EntityUtils.Operations.ADD);
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this.registerPotionAttributeModifier(SharedMonsterAttributes.ARMOR,
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"e1adff1e-8510-4a09-96ed-ef677cad20c1", 4.0f, EntityUtils.Operations.ADD);
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"e1adff1e-8510-4a09-96ed-ef677cad20c1", (float)Wizardry.settings.ironFleshArmorBonus, EntityUtils.Operations.ADD);
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}
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@Override
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@@ -13,12 +13,15 @@ public class PotionOakflesh extends PotionMagicEffect {
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super(isBadEffect, liquidColour, new ResourceLocation(Wizardry.MODID, "textures/gui/potion_icons/oakflesh.png"));
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// This needs to be here because registerPotionAttributeModifier doesn't like it if the potion has no name yet.
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this.setPotionName("potion." + Wizardry.MODID + ":ironflesh");
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"98b4ba66-7c50-4a4c-9f3f-40bcb37313b5", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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// Only apply slowness if the setting allows it
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if(Wizardry.settings.fleshSpellsCauseSlowness) {
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"98b4ba66-7c50-4a4c-9f3f-40bcb37313b5", -0.1f, EntityUtils.Operations.MULTIPLY_CUMULATIVE);
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}
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MAX_HEALTH,
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"ed9d0423-60f4-4998-bd8d-dc7c33bd45b8", 0.2f, EntityUtils.Operations.MULTIPLY_FLAT);
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"ed9d0423-60f4-4998-bd8d-dc7c33bd45b8", (float)Wizardry.settings.oakFleshHealthBonus, EntityUtils.Operations.MULTIPLY_FLAT);
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this.registerPotionAttributeModifier(SharedMonsterAttributes.ARMOR,
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"0b607c3f-fb14-43d7-96b5-1c1b6f6da242", 3.0f, EntityUtils.Operations.ADD);
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"0b607c3f-fb14-43d7-96b5-1c1b6f6da242", (float)Wizardry.settings.oakFleshArmorBonus, EntityUtils.Operations.ADD);
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}
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@Override
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@@ -1653,6 +1653,21 @@ config.ebwizardry.master_upgrade_limit.tooltip=Maximum number of upgrades a mast
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config.ebwizardry.condenser_amount_multiplier=Condenser Amount Multiplier
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config.ebwizardry.condenser_amount_multiplier.tooltip=Multiplier for condenser upgrade mana regeneration amount. Higher values make condensers more effective.
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config.ebwizardry.flesh_spells_cause_slowness=Flesh Spells Cause Slowness
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config.ebwizardry.flesh_spells_cause_slowness.tooltip=Whether flesh spells (DiamondFlesh, IronFlesh, OakFlesh) apply slowness. When disabled, these spells only provide their defensive benefits without movement penalty.
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config.ebwizardry.flesh_spells_cause_slowness.true=Yes - flesh spells slow you down
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config.ebwizardry.flesh_spells_cause_slowness.false=No - flesh spells don't slow you down
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config.ebwizardry.diamond_flesh_armor_bonus=DiamondFlesh Armor Bonus
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config.ebwizardry.diamond_flesh_armor_bonus.tooltip=Armor bonus provided by the DiamondFlesh spell.
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config.ebwizardry.diamond_flesh_armor_toughness_bonus=DiamondFlesh Armor Toughness Bonus
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config.ebwizardry.diamond_flesh_armor_toughness_bonus.tooltip=Armor toughness bonus provided by the DiamondFlesh spell.
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config.ebwizardry.iron_flesh_armor_bonus=IronFlesh Armor Bonus
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config.ebwizardry.iron_flesh_armor_bonus.tooltip=Armor bonus provided by the IronFlesh spell.
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config.ebwizardry.oak_flesh_armor_bonus=OakFlesh Armor Bonus
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config.ebwizardry.oak_flesh_armor_bonus.tooltip=Armor bonus provided by the OakFlesh spell.
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config.ebwizardry.oak_flesh_health_bonus=OakFlesh Health Bonus
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config.ebwizardry.oak_flesh_health_bonus.tooltip=Health bonus provided by the OakFlesh spell (as a multiplier, e.g., 0.2 = 20% increase).
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config.ebwizardry.player_damage_scaling=Player Damage Scaling Factor
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config.ebwizardry.player_damage_scaling.tooltip=Global damage scaling factor for the damage dealt by players casting spells, relative to 1.
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config.ebwizardry.npc_damage_scaling=NPC Damage Scaling Factor
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