{
	/* Reroll item.  Pair a weapon with Spoorn Weapon Attributes on it with this item (vanilla or modded)
	   in an Anvil to reroll attributes [default = minecraft:lapis_lazuli]
	*/
	"rerollItem": "minecraft:lapis_lazuli",
	// Reroll level cost [default = 0]
	"rerollLevelCost": 0,
	/* Upgrade item.  Pair a weapon with this item in an Anvil to roll bonus attributes and only adds
	   stats onto the weapon if it is an upgrade [default = minecraft:diamond]
	*/
	"upgradeItem": "minecraft:diamond",
	// Upgrade level cost [default = 1]
	"upgradeLevelCost": 1,
	// Apply Attributes Automatically on Inventory Tick [default = true]
	"applyOnInventoryTick": true,
	// Critical Hit attribute config
	"critConfig": {
		// Chance for a weapon to have critical hit property [0 = never, 1 = always] [default = 0.1]
		"attributeChance": 0.1,
		// Damage multiplier when critical hit [default = 2.5]
		"critMultiplier": 2.5,
		// Minimum crit chance [min = 0, max = 100] [default = 20]
		"minCritChance": 20,
		// Maximum crit chance [min = 0, max = 100] [default = 100]
		"maxCritChance": 100,
		/* True if crit chance should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minCritChance and maxCritChance [default = true]
		*/
		"useGaussian": true,
		// Average crit chance [min = 0, max = 100] [default = 25]
		"mean": 25,
		// Standard deviation for the distribution [default = 20]
		"standardDeviation": 20
	},
	// Fire attribute config
	"fireConfig": {
		// Chance for a weapon to have fire damage [0 = never, 1 = always] [default = 0.05]
		"attributeChance": 0.05,
		/* Expression for duration in seconds to set target on fire for based on damage
		   (can just be a scalar value such as '5' for 5 seconds) [0 = don't set on fire] [default = (damage+7)/2]
		*/
		"fireDuration": "(damage+7)/2",
		// Minimum bonus damage [default = 1.0]
		"minDamage": 1.0,
		// Maximum bonus damage [default = 30.0]
		"maxDamage": 30.0,
		/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minDamage and maxDamage [default = true]
		*/
		"useGaussian": true,
		// Average damage [default = 1]
		"mean": 1,
		// Standard deviation for the distribution [default = 2.5]
		"standardDeviation": 2.5
	},
	// Cold attribute config
	"coldConfig": {
		// Chance for a weapon to have cold damage [0 = never, 1 = always] [default = 0.05]
		"attributeChance": 0.05,
		// Expression for duration in seconds to slow target [0 = don't slow] [default = (damage+7)/2]
		"slowDuration": "(damage+7)/2",
		// Expression for duration in seconds to add frozen effect to target (deals damage over time) [0 = don't freeze] [default = (damage+7)/2]
		"freezeDuration": "(damage+7)/2",
		// Minimum bonus damage [default = 1.0]
		"minDamage": 1.0,
		// Maximum bonus damage [default = 30.0]
		"maxDamage": 30.0,
		/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minDamage and maxDamage [default = true]
		*/
		"useGaussian": true,
		// Average damage [default = 1]
		"mean": 1,
		// Standard deviation for the distribution [default = 2.5]
		"standardDeviation": 2.5
	},
	// Lightning attribute config
	"lightningConfig": {
		// Chance for a weapon to have lightning damage [0 = never, 1 = always] [default = 0.03]
		"attributeChance": 0.03,
		// Chance to strike the target with lightning [0 = no lightning strikes] [default = 0.5]
		"lightningStrikeChance": 0.5,
		// Minimum bonus damage [default = 1.0]
		"minDamage": 1.0,
		// Maximum bonus damage [default = 30.0]
		"maxDamage": 30.0,
		/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minDamage and maxDamage [default = true]
		*/
		"useGaussian": true,
		// Average damage [default = 1]
		"mean": 1,
		// Standard deviation for the distribution [default = 2.5]
		"standardDeviation": 2.5
	},
	// Poison attribute config
	"poisonConfig": {
		// Chance for a weapon to have poison damage [0 = never, 1 = always] [default = 0.05]
		"attributeChance": 0.05,
		// Expression for duration in seconds to poison target [0 = don't poison] [default = (damage+17)/2]
		"poisonDuration": "(damage+17)/2",
		// Minimum bonus damage [default = 1.0]
		"minDamage": 1.0,
		// Maximum bonus damage [default = 30.0]
		"maxDamage": 30.0,
		/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minDamage and maxDamage [default = true]
		*/
		"useGaussian": true,
		// Average damage [default = 1]
		"mean": 1,
		// Standard deviation for the distribution [default = 2.5]
		"standardDeviation": 2.5
	},
	// Lifesteal attribute config
	"lifestealConfig": {
		// Chance for a weapon to have lifesteal [0 = never, 1 = always] [default = 0.02]
		"attributeChance": 0.02,
		// Minimum lifesteal percentage [default = 1]
		"minLifesteal": 1,
		// Maximum lifesteal percentage [default = 100]
		"maxLifesteal": 100,
		/* True if damage should be calculated using a Gaussian distribution, else it will be a linearly random
		   value between the minDamage and maxDamage [default = true]
		*/
		"useGaussian": true,
		// Average lifesteal [default = 5]
		"mean": 5,
		// Standard deviation for the distribution [default = 10]
		"standardDeviation": 10
	},
	// Explosive attribute config
	"explosiveConfig": {
		/* Chance for a weapon to be Explosive [0 = never, 1 = always] [default = 0.02]
		   The explosion by default does not hurt other players.
		*/
		"attributeChance": 0.02,
		// Chance for each attack to cause an explosion [0 = never, 1 = always] [default = 1.0]
		"explosionChance": 1.0,
		// Power of explosion, affects the radius of explosion [default = 2.0]
		"explosionPower": 2.0,
		// True if explosions should cause fires, else false [default = false]
		"causeFires": false,
		// True if explosions should break blocks.  This mimics TNT explosions, so if you have gamerules to prevent TNT explosions, blocks will not be broken. [default = false]
		"breakBlocks": false
	}
}