# Configuration file

charges {
    # If false Concussion Charges will be disabled [default: true]
    B:concussionChargeEnabled=true

    # Numer of ticks the confusion effect active. Scales with distance from the expolosion
    I:confusingChargeEffectDuration=300

    # If false Confusing Charges will be disabled [default: true]
    B:confusingChargeEnabled=true

    # The range of the confusion charges effect
    D:confusingChargeRange=6.0

    # If false Ender Charges will be disabled [default: true]
    B:enderChargeEnabled=true

    # The max range effected entities will be teleported. Distance is randomised
    I:enderChargeMaxTeleportRange=64

    # The range of the ender charges effect
    D:enderChargeRange=6.0
}


"concussion creeper" {
    # Sets the durtaion in ticks of the confusion effect applied on explosion
    I:concussionCreeperConfusionDuration=100

    # Wether ConcussionCreepers are enabled [default: true]
    B:concussionCreeperEnabled=true

    # The range of the 'teleport explosion'
    I:concussionCreeperExplosionRange=5

    # Health of Concussion Creeper. 40=Enderman health, 20=Zombie health
    D:concussionCreeperHealth=20.0

    # Sets the max range entites can be telported when the creeper explodes
    I:concussionCreeperMaxTeleportRange=32

    # If true, uses the old texture for the Concussion Creeper.
    B:concussionCreeperOldTexture=false
}


debug {
    # When enabled detailed information about spawn config will be printed to the log. [default: false]
    B:spawnConfigPrintDetailedOutput=false
}


difficulty {
    # When enabled health and base damage for all Ender Zoo mobs will be modified based on difficulty [default: true]
    B:enderZooDifficultyModifierEnabled=true

    # When in easy difficulty base attack damage is multiplied by this value
    D:enderZooEasyAttackModifier=0.9

    # When in easy difficulty base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:enderZooEasyHealthModifier=0.9

    # When in easy difficulty base attack damage is multiplied by this value
    D:enderZooHardAttackModifier=1.1

    # When in hard mode base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:enderZooHardHealthModifier=1.1

    # When in easy difficulty base attack damage is multiplied by this value
    D:enderZooNormalAttackModifier=1.0

    # When in normal difficultry base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:enderZooNormalHealthModifier=1.0

    # When enabled health and base damage for all non Ender Zoo mobs will be modified based on difficulty [default: true]
    B:globalDifficultyModifierEnabled=true

    # When in easy difficulty base attack damage is multiplied by this value
    D:globalEasyAttackModifier=0.9

    # When in easy difficulty base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:globalEasyHealthModifier=0.9

    # When in easy difficulty base attack damage is multiplied by this value
    D:globalHardAttackModifier=1.1

    # When in hard mode base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:globalHardHealthModifier=1.1

    # When in easy difficulty base attack damage is multiplied by this value
    D:globalNormalAttackModifier=1.0

    # When in normal difficultry base health is multiplied by this value, rounded to the nearest whole 'heart'
    D:globalNormalHealthModifier=1.0
}


"dire slime" {
    # Base attack damage of the dire slime.
    D:direSlimeAttackDamage=3.0

    # Base attack damage of the large dire slime.
    D:direSlimeAttackDamageLarge=8.0

    # Base attack damage of the medium dire slime.
    D:direSlimeAttackDamageMedium=5.0

    # The chance that a Dire Slime will be spawned (0 = never, 1 = always).
    D:direSlimeChance=0.2

    # The chance a large will spawn when a medium Dire Slimes is killed (eg 0.02 for a 2% chance)
    D:direSlimeChanceLarge=0.2

    # The chance a medium will spawn when a small Dire Slimes is killed (eg 0.12 for a 12% chance).
    D:direSlimeChanceMedium=0.4

    # If false Dire Slime will be disabled [default: true]
    B:direSlimeEnabled=true

    # Base health of the Dire Slime. 
    D:direSlimeHealth=4.0

    # Base health of the medium Dire Slime. 
    D:direSlimeHealthLarge=20.0

    # Base health of the medium Dire Slime. 
    D:direSlimeHealthMedium=8.0
}


"dire wolf" {
    # If a player gets within this range they will be attacked
    D:direWolfAggresiveRange=4.0

    # Base attack damage of the dire wolf
    D:direWolfAttackDamage=10.0

    # If false Dire Wolves will be disabled [default: true]
    B:direWolfEnabled=true

    # The increase to damage when playing on hard
    D:direWolfHardAttackModifier=1.0

    # Base health of the Dire Wolf
    D:direWolfHealth=20.0

    # The chance a dire wolf will howl when it is asked to play a sound. Defaults to 0.1 (10%)
    D:direWolfHowlChance=0.05

    # The volume multiplier for the dire wolf's howl. 12 is default.
    D:direWolfHowlVolumeMult=8.0

    # When true all nearby dire wolves will join an attack [default: true]
    B:direWolfPackAttackEnabled=true

    # The amount of other dire wolves that will "join in" with the initial howl, per pack howl.
    I:direWolfPackHowlAmount=8

    # The chance that when a dire wolf howls, nearby dire wolves will "join in" to a pack howl. Defaults to 0.6 (60%)
    D:direWolfPackHowlChance=0.5
}


enchantments {
    # Duration of the wither effect in ticks
    I:enchantmentWitherArrowDuration=200

    # The id of the enchantment. If set to -1 the lowest unassigned id will be used.
    I:enchantmentWitherArrowId=-1

    # The maximum required level
    I:enchantmentWitherArrowMaxEnchantability=50

    # The minimum required enchantability level
    I:enchantmentWitherArrowMinEnchantability=20

    # The weight (or chance of getting) the enchantment. eg sharpness=10, knockback = 5, fire aspect = 2, silk touch = 1
    I:enchantmentWitherArrowWeight=2

    # Duration of the wither effect in ticks
    I:enchantmentWitherWeaponDuration=200

    # The id of the enchantment. If set to -1 the lowest unassigned id will be used.
    I:enchantmentWitherWeaponId=-1

    # The maximum required level
    I:enchantmentWitherWeaponMaxEnchantability=50

    # The minimum required enchantability level
    I:enchantmentWitherWeaponMinEnchantability=20

    # The weight (or chance of getting) the enchantment. eg sharpness=10, knockback = 5, fire aspect = 2, silk touch = 1
    I:enchantmentWitherWeaponWeight=2

    # Set this to true if the wither effect is conflicting with another potion (e.g. leaping) [default: false]
    B:useAltWitherPotionEffectMask=false
}


enderminy {
    # Attack damage of Enderminies. 7=Enderman damage, 3=Zombie damage
    I:enderminyAttackDamage=10

    # When true Enderminies will attack creepers [default: true]
    B:enderminyAttacksCreepers=true

    # When true an Enderminy will attack a player if it looks at them, otherwise they are neutral mobs. [default: false]
    B:enderminyAttacksPlayerOnSight=false

    # Wether Enderminies are enabled [default: true]
    B:enderminyEnabled=true

    # When true attacking one Enderminy will cause other Enderminies who witness the attack to attack the player as well [default: true]
    B:enderminyGroupAgro=true

    # Health of Enderminies. 40=Enderman health, 20=Zombie health
    I:enderminyHealth=20

    # Maximum number of Enderminies that will spawn in a single group
    I:enderminyMaxGroupSize=3

    # The minimum Y level at which enderminies will spawn
    I:enderminyMinSpawnY=0

    # If true, uses the old texture for the Enderminy.
    B:enderminyOldTexture=false

    # When true enderminies will spawn in well lit areas, when false they will only spawn in dark areas. [default: false]
    B:enderminySpawnInLitAreas=false

    # When true enderminies will spawn only on grass blocks. [default: true]
    B:enderminySpawnOnlyOnGrass=true
}


"fallen knight" {
    # When true mounted archer knigts will attempt to keep distance between themselves and their target [default: true]
    B:fallKnightMountedArchesMaintainDistance=true

    # When true archer knigts will switch to a sword when target is within melee range. Doesn't apply to mounted archers if fallKnightMountedArchesMaintainDistance is true [default: true]
    B:fallenKnightArchersSwitchToMelee=true

    # Base damage of a knight
    D:fallenKnightBaseDamage=4.0

    # The chance the type of armor equipped will be improved
    D:fallenKnightChanceArmorUpgrade=0.20000000298023224

    # The chance the type of armor equipped will be improved when dificult is hard
    D:fallenKnightChanceArmorUpgradeHard=0.4000000059604645

    # The chance a spawned knight will be mounted
    D:fallenKnightChanceMounted=0.75

    # The chance each armor piece has of being added to a spawned knight
    D:fallenKnightChancePerArmorPiece=0.699999988079071

    # The chance each armor piece has of being added to a spawned knight when difficulty is set to hard
    D:fallenKnightChancePerArmorPieceHard=0.8999999761581421

    # The speed at which a knight will charge its target
    D:fallenKnightChargeSpeed=1.2

    # Wether Fallen Knights are enabled [default: true]
    B:fallenKnightEnabled=true

    # Follow range of a knight
    D:fallenKnightFollowRange=40.0

    # Health of a knight
    D:fallenKnightHealth=20.0

    # The max number of ticks between ranged attacks
    I:fallenKnightRangedMaxAttackPause=60

    # The max attack range when using a bow
    D:fallenKnightRangedMaxRange=15.0

    # The min number of ticks between ranged attacks
    I:fallenKnightRangedMinAttackPause=20

    # The precentage of spawned knoghts equipped with bows
    D:fallenKnightRangedRatio=0.25
}


"fallen mount" {
    # Base attack damage of the mount
    D:fallenMountBaseAttackDamage=4.0

    # The chance a mount's armor will be upgraded
    D:fallenMountChanceArmorUpgrade=0.009999999776482582

    # The chance a mount's armor will be upgraded when difficulty is hard
    D:fallenMountChanceArmorUpgradeHard=0.05000000074505806

    # The chance a spawned mount will be armored
    D:fallenMountChanceArmored=0.5

    # The chance a spawned mount will be armored when difficult is hard
    D:fallenMountChanceArmoredHard=0.8999999761581421

    # he speed at which a mount will charge its target
    D:fallenMountChargeSpeed=2.5

    # If false fallen mounts will be disabled [default: true]
    B:fallenMountEnabled=true

    # Base attack health of the mount
    D:fallenMountHealth=30.0

    # When true a mount will not burn in the sun unless its rider is [default: true]
    B:fallenMountShadedByRider=true
}


guardian {
    # The damage bonus applied to arrows fire from the bow.
    D:guardiansBowDamageBonus=0.0

    # The number of ticks it takes to fully draw the guardians bow. A 'vanilla' bow takes 20 ticks.
    I:guardiansBowDrawTime=14

    # If false the Guardians Bow will be disabled [default: true]
    B:guardiansBowEnabled=true

    # Effects the speed with which arrows leave the bow. A 'vanilla' bow has a multiplier of 2.
    D:guardiansBowForceMultiplier=3.0

    # The reduction in FOV when the bow is fullen drawn (the zoom level). A 'vanilla' bow has a value of 0.15
    D:guardiansBowFovMultiplier=0.3499999940395355
}


"wither cat" {
    # The increase to damage when playing on hard
    D:witherCatAngryAttackDamageHardModifier=2.0

    # Base attack damage of the wither cat
    D:witherCatAttackDamage=3.0

    # If false Wither Cats will be disabled [default: true]
    B:witherCatEnabled=true

    # Base health of the wither cat
    D:witherCatHealth=12.0
}


"wither witch" {
    # If false Wither Witches will be disabled [default: true]
    B:witherWitchEnabled=true

    # Base attack damage of the mount
    D:witherWitchHealth=30.0

    # The maximum number of cats spawned with a Wither Witch
    I:witherWitchMaxCats=2

    # The minimum number of cats spawned with a Wither Witch
    I:witherWitchMinCats=1
}


