You will first need to create a directory in your datapack named grafted_part_overrides which can be under any namespace.
For example: data/grafted_weaponry_addon/grafted_part_overrides
You will then place all of your json files into that directory.
There are only 2 json properties that are strictly required in your file, everything else is optional. If the optional values are not provided, the mod will procedurally generate the rest of the values as usual. The json format is as shown below.
{
"entity": "namespace:entity_id",
This can be any vanilla or modded entity. For example minecraft:zombie would tell the mod you're want to override the stats for the zombie weapon part(s).
"weapon_part": "part",
Here you can put the id (without the namespace) of any weapon part in the mod. If you do this, the stats you specify will be applied exactly as you specify on the weapon part. Otherwise, you can choose to use "any" to apply this override to all the weapon parts made by the entity you specified. If you do this, the same calculations that are applied to procedurally generated values will be run on them to ensure that you don't have all of your parts with the exact same stats.
List of accepted values: broadsword_blade, axe_head, halberd_head, mace_head, pike_head, saber_blade, scythe_head, serraded_blade, sword_blade, handle, spiked_handle, greatsword_handle, hook_handle, rapier_handle, pommel, hook_pommel, twohanded_pommel, spiked_pommel, any (applies to all parts)
"attack_damage": 1.2,
Optional, specifies attack damage bonus and can accept any number value.
"attack_speed": 1.2,
Optional, specifies attack speed bonus and can accept any number value.
"entity_reach": 0.5,
Optional, specifies entity reach bonus and can accept any number value.
"durability": 200,
Optional, specifies the durability bonus and can accept any number value.
"kin_slayer_percentage": 33
Optional, specifies the percentage of extra damage dealt to the entity the part of made of, can be any number value.
}