DRAGON MINE Z: OVERHAUL - CUSTOM CLASS PASSIVES
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This file explains how to add an Overhaul passive to any custom class JSON in
config/dragonminez/classes. Put the settings inside the class passive.values object.
Keys are case-insensitive, but using the spelling shown below is recommended.

Enable a custom passive with:
  "passive": {
    "enabled": true,
    "values": {
      "Custom Passive": true,
      "PassiveType": 1
    }
  }

PassiveType
  1 = Simple: one permanent bonus or reduction.
  2 = Combo: timed stacks earned by configured combat actions.
  3 = Resource: a bonus scaled by current HP, Ki, or Stamina.
  4 = Special: a unique predefined mechanic.

PassiveType, Type, Effect, MaxStacks, StackTime, and ResourceType are
whole-number fields. Do not write decimal values for those keys.

SIMPLE (PassiveType 1)
  Required: Effect, Value. Value is a decimal percentage (0.2 means 20%).
  Effect 1 = Melee and Strike defense penetration
  Effect 2 = Ki damage defense penetration
  Effect 3 = Incoming damage ignored
  Effect 4 = Strike Attack cost reduction
  Effect 5 = Ki Attack cost reduction
  Effect 6 = Strike Attack cooldown reduction
  Effect 7 = Ki Attack cooldown reduction
  Effect 8 = HP regeneration increase
  Effect 9 = passive and active Ki regeneration increase
  Effect 10 = Stamina regeneration increase

COMBO (PassiveType 2)
  Required: Type, MaxStacks, StackTime, Effect, MaxValue.
  MaxValue is a decimal percentage and is reached at maximum stacks (0.2 = 20%).
  Every stack has its own StackTime duration in ticks.
  Type 1 = successful Melee or Strike hits
  Type 2 = successful Ki Attack hits
  Type 3 = blocked incoming attacks
  Type 4 = parried incoming attacks
  Type 5 = evaded attacks (perfect dodge/counter)
  Effect 1 = Melee and Strike damage
  Effect 2 = Ki damage
  Effect 3 = all outgoing damage
  Effect 4 = Defense
  Effect 5 = Speed
  Effect 6 = HP regeneration
  Effect 7 = Ki regeneration
  Effect 8 = Stamina regeneration
  Effect 9 = critical damage
  Effect 10 = critical chance
  Effect 11 = critical chance and critical damage

RESOURCE (PassiveType 3)
  Required: Type, Effect, Value, ResourceType.
  Value is the maximum decimal percentage bonus (0.2 = 20%).
  Type 1 = HP, Type 2 = Ki, Type 3 = Stamina.
  ResourceType 1 = reaches full strength at 10% resource or less.
  ResourceType 2 = reaches full strength at 90% resource or more.
  Effect uses the same Effect list as COMBO.

SPECIAL (PassiveType 4)
  Required: Type, Value. Value is a decimal multiplier (0.5 means 50%).
  Type 1 = add a share of Speed as final Melee/Strike damage
  Type 2 = add a share of Speed as final Ki damage
  Type 3 = landing a Strike Attack empowers the next Strike Attack
  Type 4 = landing a Ki Attack empowers the next Ki Attack
  Type 5 = a parry reflects a share of the original damage
  Type 6 = at 50% HP or less, set Release to the Potential Unlock limit multiplied
           by (1 + Value) for 30 seconds; its 90-second cooldown starts afterward

Example - Special Potential passive:
  "passive": {
    "enabled": true,
    "values": {
      "Custom Passive": true,
      "PassiveType": 4,
      "Type": 6,
      "Value": 0.5
    }
  }

Run /dmzreload after saving class JSON files. Existing players must use a class
configured with Custom Passive enabled for its mechanics to apply.
