# Configuration file

"aliencreeper#attacking#any" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"creeper#attacking#any" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"discozombie#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.3]
    S:moveSpeedTowardsTarget=0.3

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"discozombie#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.3]
    S:moveSpeedTowardsTarget=0.3

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"netherzombie#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"netherzombie#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"pigzombie#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"pigzombie#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"skeleton#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.2]
    S:moveSpeedTowardsTarget=1.2

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"villagergolem#attacking#any" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"wolf#attacking#any" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombie#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombie#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombiechef#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiechef#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombiecreeper#attacking#any" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiecyborg#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiecyborg#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.23]
    S:moveSpeedTowardsTarget=0.23

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombiedwarf#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiedwarf#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombieherobrine#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombieherobrine#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombieherobrine#attacking#zombienotch" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 1.0]
    S:moveSpeedTowardsTarget=1.0

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombieking#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.2]
    S:moveSpeedTowardsTarget=0.2

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombieking#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.2]
    S:moveSpeedTowardsTarget=0.2

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombieknight#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.3]
    S:moveSpeedTowardsTarget=0.3

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombieknight#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.3]
    S:moveSpeedTowardsTarget=0.3

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombieminer#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombieminer#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombienotch#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.15]
    S:moveSpeedTowardsTarget=0.15

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombienotch#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.15]
    S:moveSpeedTowardsTarget=0.15

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombienotch#attacking#zombieherobrine" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.15]
    S:moveSpeedTowardsTarget=0.15

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombiepa#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.5]
    S:moveSpeedTowardsTarget=0.5

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiepa#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.5]
    S:moveSpeedTowardsTarget=0.5

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


"zombiepirate#attacking#[net_minecraft_entity_player_entityplayer]" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: false]
    B:useLongMemory=false
}


"zombiepirate#attacking#villager" {
    # Time in ticks (20 ticks a second) between attacks [range: 0 ~ 1200, default: 20]
    I:attackTime=20

    # allows enabling replacement for the entity class's attack AI and settings [default: false]
    B:enable=false

    # Speed of the entity when moving closer to the target. [range: 0.0 ~ 2.0, default: 0.45]
    S:moveSpeedTowardsTarget=0.45

    # Allows the entity to keep tracking a target even if it can't walk to the target. [default: true]
    B:useLongMemory=true
}


