This plugin will not go easy on you if the syntax isn't exactly correct. Make sure you've included everything everywhere!
Remember to NOT use tabs!

USAGE:
id:
    activation: <activation_id>
    activation_argument: [argument]
    effects:
        [time before this effect starts in seconds]:
            <effect_id>: '<duration in seconds> <+-*/=><amplitude> [max amplitude]'
				
EXAMPLE (1.0 effect):
Weed:
    activation: BURN
    activation_argument: 'LONG_GRASS:1 5 true'
    effects:
        0:
            potion_SPEED: '30 =5 5'
            potion_CONFUSION: '30 =100 100'
            potion_JUMP: '30 =10 10'
            damage_FALL: '30 =0'
            damage_FIRE: '30 =0'
            damage_FIRE_TICK: '30 =0'

ACTIVATIONS:
	BURN:
		ARGUMENTS: id(can be id ot material name):data(set to 0 if it doesn't have any) distance(the distance of the effect in blocks) true/false(if there should be cloud of smoke)

POTION EFFECTS (requires duration, amplitude and max amplitude):
	Adds the built-in potion effects to the entity.
	<+-*/=> determines weather to add to, subtract from, multiply by, divide by or override the entities current potion effect amplitude.
	Example: If the enity has the effect JUMP with the amplitude 1, and the new one is set to +10 with the max amplitude 10, the new effect amplitude would be 10 (because 1 + 10 > 10, so it sets the amplitude to 10).
	If the duration is set to lower than 1, the entity will get the current effect duration, with the new amplitude. If the entity doesn't have the effect nothing will happen.
	If the amplitude is less than 1, the entity will be immune to the potion effect until duration runs out.
	EFFECT IDS:
		potion_SPEED
		potion_SLOW
		potion_FAST_DIGGING
		potion_SLOW_DIGGING
		potion_INCREASE_DAMAGE
		potion_HEAL
		potion_HARM
		potion_JUMP
		potion_CONFUSION
		potion_REGENERATION
		potion_DAMAGE_RESISTANCE
		potion_FIRE_RESISTANCE
		potion_WATER_BREATHING
		potion_INVISIBILITY
		potion_BLINDNESS
		potion_NIGHT_VISION
		potion_HUNGER
		potion_WEAKNESS
		potion_POISON
	
DAMAGE EFFECTS (requires duration and amplitude):
	Changes the entities damage taken.
	If the amplitude is less than 0, the entity will be healed with the amount * -1.
	<+-*/=> determines weather to add to, subtract from, multiply by, divide by or override the damage taken.
	Example: If the entity has the damage effect FALL with the amplitude set to =0, it'll be immune to fall damage.
	EFFECT IDS:
		damage_CONTACT
		damage_ENTITY_ATTACK
		damage_PROJECTILE
		damage_SUFFOCATION
		damage_FALL
		damage_FIRE
		damage_FIRE_TICK
		damage_LAVA
		damage_DROWNING
		damage_BLOCK_EXPLOSION
		damage_ENTITY_EXPLOSION
		damage_VOID
		damage_LIGHTNING
		damage_SUICIDE
		damage_STARVATION
		damage_POISON
		damage_MAGIC
		damage_CUSTOM