#Determines if the 'Coyote Time' feature is enabled. #'Coyote Time' allows the player to jump for a second or two after falling off of a block in order to stop themselves from falling into a pit. #This will not allow the player to double jump, only jump when walking off of a block. coyoteTimeEnabled = true #Determines how long (in ticks) the player has to jump with 'Coyote Time' after falling off a block. #Range: > 1 coyoteTimeTicks = 10 #Determines if the 'Second Chance' feature is enabled. #'Second Chance' leaves the player at half a heart after taking fatal damage from a mob or explosion while at or above 7 hearts. secondChanceEnabled = true #Determines if the 'Second Chance' sound will play when the effect is activated. secondChanceSound = true #Determines if the 'Second Chance' feature will be activated by explosions. secondChanceExplosions = true #Determines if the 'Second Chance' feature will be activated by mobs. secondChanceMobs = true #Determines if the 'Second Chance' feature will be activated by fall damage. secondChanceFalls = false #Determines if the 'Second Chance' feature will be activated by falling anvils. secondChanceAnvils = false #Determines if the 'Second Chance' feature will be activated by lightning. secondChanceLightning = false #Determines if the 'Second Chance' feature will be activated by crashing into a wall. secondChanceElytraCrash = false #Determines if the 'Second Chance' feature will be activated by falling blocks. secondChanceFallingBlocks = false #Determines if the 'Second Chance' feature will be activated by magic, such as potions. secondChanceMagic = false #Determines if the 'Second Chance' feature will be activated by players. secondChancePlayers = false #Determines if the 'Second Chance' feature will be activated by thrown tridents. secondChanceTridents = false #Determines if the 'Second Chance' feature will be activated by arrows. secondChanceArrows = false #Determines if the 'Second Chance' feature will be activated by fireworks. secondChanceFireworks = false #Determines if the 'Second Chance' feature will be activated by wither skulls. secondChanceWitherSkulls = false #Determines if the 'Second Chance' feature will be activated by a falling stalactite. secondChanceStalactite = false #Determines if the 'Second Chance' feature will be activated by falling on a stalagmite. secondChanceStalagmite = false #Determines if the 'percentage of health' config values will be used instead of exact values. usePercentConfig = false #Determines how much health the player must start with for 'Second Chance' to activate. #Range: 0.5 ~ 1.7976931348623157E308 secondChanceActivationHealth = 13.5 #Determines how much health the player should be left with after 'Second Chance' activates. #Range: 1.0 ~ 1.7976931348623157E308 secondChanceHealthRemainder = 1.0 #Determines what percent of health the player must start with for 'Second Chance' to activate. #Range: 0.01 ~ 1.7976931348623157E308 secondChanceActivationPercent = 0.65 #Determines what percent health the player should be left with after 'Second Chance' activates. #Range: 0.01 ~ 1.7976931348623157E308 secondChanceHealthPercent = 0.05