# Configuration file

##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# General configuration 
# Version:1.9.0 ALPHA
##########################################################################################################

general {
    # How long in ticks a complete day is (useful if Nodes or Colonies are activated). [range: 1 ~ 2147483640, default: 24000]
    I:"Day Tick Value"=24000

    # Global armor multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Global Armor Multiplier"=4.0

    # Global damage multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Global Damage Multiplier"=4.0

    # Global health multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Global Health Multiplier"=4.0

    # Parasites can't spawn in these dimensions
    I:"Mobs Blacklisted Dimensions" <
        111
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Mobs Blacklisted Dimensions Inverted"=true

    # Set to false if you want to disable mobs. [default: true]
    B:"Mobs Enabled"=true

    # Set to true to allow mobs to ignore sunlight when naturally spawning. [default: false]
    B:"Mobs Ignore Sun"=true

    # Number of ticks required for the mobs to spawn. [range: 0 ~ 2147483640, default: 0]
    I:"Mobs ticks required"=0

    # Mobs that will avoid the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager]]
    S:"Mobs with new avoid task" <
        minecraft:villager
     >

    # Set to true if you want to use the list as a BlackList. [default: false]
    B:"Mobs with new avoid task Inverted"=false

    # Mobs that will target the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager_golem]]
    S:"Mobs with new target task" <
        minecraft:villager_golem
     >

    # Set to true if you want to use the list as a BlackList. [default: false]
    B:"Mobs with new target task Inverted"=false

    # Set to false if you want to disable the use of EntityLightningBolt by this mod. [default: true]
    B:"Mod LightningBolt"=true

    # Set to true if you want to active the vanilla spawn eggs for the mobs. [default: false]
    B:"Vanilla Mob Eggs"=false
}


##########################################################################################################
# merge_system
#--------------------------------------------------------------------------------------------------------#
# Merge System 
#  The Assimilated have the ability to learn from their battles and if the conditions are met, they will 
#  start to melt until they're some Moving Flesh 
#  If 2 of these things meet, they will fuse together and grow, if they get big enough they will spawn 
#  a mob from the Mob List.
#  
#  Conditions for the Assimilated to turn into Moving Flesh: 
#  
#  -The first condition: the Assimilated needs to reach the primitive killcount. 
#  -The second condition: it needs to be next to 3 more Assimilated, regardless of their killcount/specie 
#  OR it needs to be next to a Moving Flesh. 
#  If the Assimilated with the killcount is next to atleast 3 more Assimilated, the four of them will start 
#  to melt BUT if it is next to a Moving flesh, only it will start to melt.
##########################################################################################################

merge_system {
    # Assimilated mob list with their values used in the merge system to spawn mobs. Ex. "srparasites:infhuman;22"  Where: 
    #  "srparasites:infhuman" is for the entity (only works for Assimilated versions minus Dorpa, Alafha), 
    #  "22" is for the value the Moving Flesh will have (value must be an integer). 
    #  [default: [srparasites:sim_human;1], [srparasites:sim_cow;1], [srparasites:sim_sheep;1], [srparasites:sim_wolf;1], [srparasites:sim_pig;1], [srparasites:sim_villager;1]]
    S:"Merge System Assimilated Values" <
        srparasites:sim_human;1
        srparasites:sim_cow;1
        srparasites:sim_sheep;1
        srparasites:sim_wolf;1
        srparasites:sim_pig;1
        srparasites:sim_villager;1
     >

    # Amount of health (1 = 100%) the mob spawns with. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Merge System Mob Health"=0.5

    # Mob list used in the merge system to spawn mobs. Ex. "minecraft:zombie;11"  Where: 
    #  "minecraft:zombie" is for the entity, 
    #  "11" is for the value the entity has (value must be an integer). 
    #  Each Assimilated has a value, the value then passes to the Moving Flesh and when 2 Moving Flesh merge together both values will add up
    #  If the value matches one in the list, the corresponding entity will spawn, else it will be a random one. 
    #  [default: [srparasites:pri_summoner;0], [srparasites:pri_longarms;0], [srparasites:pri_reeker;0], [srparasites:pri_manducater;0], [srparasites:pri_bolster;0], [srparasites:pri_yelloweye;0], [srparasites:pri_arachnida;0]]
    S:"Merge System Mob List" <
        srparasites:pri_summoner;0
        srparasites:pri_longarms;0
        srparasites:pri_reeker;0
        srparasites:pri_manducater;0
        srparasites:pri_bolster;0
        srparasites:pri_yelloweye;0
        srparasites:pri_arachnida;0
     >

    # Set to false if you don't want to spawn random mobs from the Mob List (values will be used). [default: true]
    B:"Merge System Random"=true
}


##########################################################################################################
# mob:anc_dreadnaut
#--------------------------------------------------------------------------------------------------------#
# Ancient Dreadnaut 
#  Base Health: 200.0 
#  Base Damage: 15.0 
#  Base Armor: 15.0
##########################################################################################################

"mob:anc_dreadnaut" {
    # Armor multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Dreadnaut Armor Multiplier"=1.0

    # Damage multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Dreadnaut Damage Multiplier"=1.0

    # Set to false if you want to disable Ancient Dreadnaut. [default: true]
    B:"Ancient Dreadnaut Enabled"=true

    # Number of blocks it can fly above the ground for Ancient Dreadnaut. [range: 0 ~ 256, default: 256]
    I:"Ancient Dreadnaut Flight Height Limit"=256

    # Health multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Dreadnaut Health Multiplier"=1.0

    # Knockback Resistance multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Dreadnaut Knockback Resistance Multiplier"=1.0

    # Items you want the Ancient Dreadnaut to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Ancient Dreadnaut Loot Table" <
     >

    # Number of blocks it needs to fly above the ground for Ancient Dreadnaut. [range: 0 ~ 256, default: 7]
    I:"Ancient Dreadnaut Minimum Flight Height"=7

    # Mob list for the Ancient Dreadnaut. Ex. "minecraft:zombie;0.1;1"  Where: 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn. 
    #  [default: [srparasites:rupter;0.7]]
    S:"Ancient Dreadnaut Mob List" <
        srparasites:rupter;0.7
     >

    # Cooldown (in seconds) for the drop pod attack [range: 1 ~ 256, default: 12]
    I:"Ancient Dreadnaut Pod Cooldown"=12

    # Set to false if you want to disable drop pods from breaking blocks on explotion. [default: true]
    B:"Ancient Dreadnaut Pod Grief"=true

    # Number of drop pods spawned in an attack [range: 1 ~ 256, default: 5]
    I:"Ancient Dreadnaut Pod Max Enemies"=5

    # Number of mobs inside a drop pod [range: 1 ~ 256, default: 1]
    I:"Ancient Dreadnaut Pod Max Pods"=1

    # Spawn rate for Ancient Dreadnaut. [range: 0 ~ 100, default: 1]
    I:"Ancient Dreadnaut SpawnWeight"=1
}


##########################################################################################################
# mob:anc_overlord
#--------------------------------------------------------------------------------------------------------#
# Ancient Overlord 
#  Base Health: 250.0 
#  Base Damage: 20.0 
#  Base Armor: 15.0
##########################################################################################################

"mob:anc_overlord" {
    # Armor multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Overlord Armor Multiplier"=1.0

    # Damage multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Overlord Damage Multiplier"=1.0

    # Set to false if you want to disable Ancient Overlord. [default: true]
    B:"Ancient Overlord Enabled"=true

    # Health multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Overlord Health Multiplier"=1.0

    # Knockback Resistance multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Ancient Overlord Knockback Resistance Multiplier"=1.0

    # Items you want the Ancient Overlord to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Ancient Overlord Loot Table" <
     >

    # Spawn rate for Ancient Overlord. [range: 0 ~ 100, default: 1]
    I:"Ancient Overlord SpawnWeight"=1
}


##########################################################################################################
# mob:bomber_light
#--------------------------------------------------------------------------------------------------------#
# Light Bomber 
#  Base Health: 30.0 
#  Base Armor: 2.5 
#  Base Knockback Resistance: 0.15
##########################################################################################################

"mob:bomber_light" {
    # Armor multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Light Bomber Armor Multiplier"=1.0

    # Set to false if you want to disable Light Bomber. [default: true]
    B:"Light Bomber Enabled"=true

    # Number of blocks it can fly above the ground for Light Bomber. [range: 0 ~ 256, default: 256]
    I:"Light Bomber Flight Height Limit"=256

    # Set to true if you want the Light Bomber to destroy blocks on explosion. [default: false]
    B:"Light Bomber Griefing"=false

    # Health multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Light Bomber Health Multiplier"=1.0

    # Knockback Resistance multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Light Bomber Knockback Resistance Multiplier"=1.0

    # Items you want the Light Bomber to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Light Bomber Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Light Bomber. [range: 0 ~ 100, default: 15]
    I:"Light Bomber SpawnWeight"=15
}


##########################################################################################################
# mob:buglin
#--------------------------------------------------------------------------------------------------------#
# Buglin 
#  Base Health: 7.0 
#  Base Damage: 3.0 
#  Base Armor: 1.5 
#  Base Knockback Resistance: 0.05
##########################################################################################################

"mob:buglin" {
    # Armor multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Buglin Armor Multiplier"=1.0

    # Damage multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Buglin Damage Multiplier"=1.0

    # Set to false if you want to disable Buglin. [default: true]
    B:"Buglin Enabled"=true

    # Health multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Buglin Health Multiplier"=1.0

    # Knockback Resistance multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Buglin Knockback Resistance Multiplier"=1.0

    # Items you want the Buglin to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Buglin Loot Table" <
     >

    # Spawn rate for Buglin. [range: 0 ~ 100, default: 30]
    I:"Buglin SpawnWeight"=30
}


##########################################################################################################
# mob:carrier_flying
#--------------------------------------------------------------------------------------------------------#
# Flying Carrier 
#  Base Health: 20.0 
#  Base Armor: 2.5 
#  Base Knockback Resistance: 0.15
##########################################################################################################

"mob:carrier_flying" {
    # Armor multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Flying Carrier Armor Multiplier"=1.0

    # Set to false if you want to disable Flying Carrier. [default: true]
    B:"Flying Carrier Enabled"=true

    # Number of blocks it can fly above the ground for Flying Carrier. [range: 0 ~ 256, default: 256]
    I:"Flying Carrier Flight Height Limit"=256

    # Set to true if you want the Flying Carrier to destroy blocks on explosion. [default: false]
    B:"Flying Carrier Griefing"=false

    # Health multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Flying Carrier Health Multiplier"=1.0

    # Knockback Resistance multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Flying Carrier Knockback Resistance Multiplier"=1.0

    # Items you want the Flying Carrier to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Flying Carrier Loot Table" <
     >

    # Mob list for Flying Carrier. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: [srparasites:rupter;4;3], [srparasites:buglin;3;2]]
    S:"Flying Carrier Mob Table" <
        srparasites:rupter;4;3
        srparasites:buglin;3;2
     >

    # Spawn rate for Flying Carrier. [range: 0 ~ 100, default: 15]
    I:"Flying Carrier SpawnWeight"=15
}


##########################################################################################################
# mob:carrier_heavy
#--------------------------------------------------------------------------------------------------------#
# Heavy Carrier 
#  Base Health: 30.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.95
##########################################################################################################

"mob:carrier_heavy" {
    # Armor multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Heavy Carrier Armor Multiplier"=1.0

    # Set to false if you want to disable Heavy Carrier. [default: true]
    B:"Heavy Carrier Enabled"=true

    # Set to true if you want the Heavy Carrier to destroy blocks on explosion. [default: false]
    B:"Heavy Carrier Griefing"=false

    # Health multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Heavy Carrier Health Multiplier"=1.0

    # Knockback Resistance multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Heavy Carrier Knockback Resistance Multiplier"=1.0

    # Items you want the Heavy Carrier to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Heavy Carrier Loot Table" <
     >

    # Mob list for Heavy Carrier. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: [srparasites:rupter;4;4], [srparasites:buglin;5;3], [srparasites:pri_yelloweye;3;3]]
    S:"Heavy Carrier Mob Table" <
        srparasites:rupter;4;4
        srparasites:buglin;5;3
        srparasites:pri_yelloweye;3;3
     >

    # Spawn rate for Heavy Carrier. [range: 0 ~ 100, default: 20]
    I:"Heavy Carrier SpawnWeight"=20
}


##########################################################################################################
# mob:grunt
#--------------------------------------------------------------------------------------------------------#
# Grunt 
#  Base Health: 20.0 
#  Base Damage: 13.0 
#  Base Armor: 7.0 
#  Base Knockback Resistance: 0.4
##########################################################################################################

"mob:grunt" {
    # Armor multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Armor Multiplier"=1.0

    # Damage multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Damage Multiplier"=1.0

    # Set to false if you want to disable Marauder. [default: true]
    B:"Marauder Enabled"=true

    # Health multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Health Multiplier"=1.0

    # Knockback Resistance multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Knockback Resistance Multiplier"=1.0

    # Items you want the Marauder to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Marauder Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Marauder. [range: 0 ~ 100, default: 0]
    I:"Marauder SpawnWeight"=0
}


##########################################################################################################
# mob:host
#--------------------------------------------------------------------------------------------------------#
# Host 
#  Base Health: 50.0 
#  Base Damage: 10.0 
#  Base Armor: 7.0 
#  Base Knockback Resistance: 1.0
##########################################################################################################

"mob:host" {
    # Armor multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Host Armor Multiplier"=1.0

    # Damage multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Host Damage Multiplier"=1.0

    # Set to false if you want to disable Host. [default: true]
    B:"Host Enabled"=true

    # Health multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Host Health Multiplier"=1.0

    # Knockback Resistance multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Host Knockback Resistance Multiplier"=1.0

    # Items you want the Host to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Host Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Spawn rate for Host. [range: 0 ~ 100, default: 30]
    I:"Host SpawnWeight"=30
}


##########################################################################################################
# mob:kyphosis
#--------------------------------------------------------------------------------------------------------#
# Kyphosis 
#  Base Health: 50.0 
#  Base Damage: 15.0 
#  Base Swing Damage: 35.0 
#  Base Armor: 15.0 
#  
##########################################################################################################

"mob:kyphosis" {
    # Armor multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Kyphosis Armor Multiplier"=1.0

    # Damage multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Kyphosis Damage Multiplier"=1.0

    # Set to false if you want to disable Kyphosis. [default: true]
    B:"Kyphosis Enabled"=true

    # Health multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Kyphosis Health Multiplier"=1.0

    # Items you want the Kyphosis to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Kyphosis Loot Table" <
     >

    # Swing damage multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Kyphosis Swing Damage Multiplier"=1.0
}


##########################################################################################################
# mob:marauder
#--------------------------------------------------------------------------------------------------------#
# Marauder 
#  Base Health: 90.0 
#  Base Damage: 30.0 
#  Base Armor: 20.0 
#  Base Knockback Resistance: 1.0
##########################################################################################################

"mob:marauder" {
    # Armor multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Armor Multiplier"=1.0

    # Damage multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Damage Multiplier"=1.0

    # Set to false if you want to disable Marauder. [default: true]
    B:"Marauder Enabled"=true

    # Health multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Health Multiplier"=1.0

    # Knockback Resistance multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Marauder Knockback Resistance Multiplier"=1.0

    # Items you want the Marauder to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Marauder Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Marauder. [range: 0 ~ 100, default: 0]
    I:"Marauder SpawnWeight"=0
}


##########################################################################################################
# mob:overseer
#--------------------------------------------------------------------------------------------------------#
# Overseer 
#  Base Health: 40.0 
#  Base Damage: 15.0 
#  Base Armor: 13.0 
#  Base Knockback Resistance: 0.4
##########################################################################################################

"mob:overseer" {
    # Armor multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Overseer Armor Multiplier"=1.0

    # Damage multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Overseer Damage Multiplier"=1.0

    # Set to false if you want to disable Overseer. [default: true]
    B:"Overseer Enabled"=true

    # Number of blocks it can fly above the ground for Overseer. [range: 0 ~ 256, default: 256]
    I:"Overseer Flight Height Limit"=256

    # Set to true if you want its projectiles to destroy blocks. [default: false]
    B:"Overseer Griefing"=false

    # Health multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Overseer Health Multiplier"=1.0

    # Knockback Resistance multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Overseer Knockback Resistance Multiplier"=1.0

    # Items you want the Overseer to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Overseer Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Overseer. [range: 0 ~ 100, default: 5]
    I:"Overseer SpawnWeight"=5
}


##########################################################################################################
# mob:rupter
#--------------------------------------------------------------------------------------------------------#
# Rupter 
#  Base Health: 10.0 
#  Base Damage: 5.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.2
##########################################################################################################

"mob:rupter" {
    # Armor multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Rupter Armor Multiplier"=1.0

    # Damage multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Rupter Damage Multiplier"=1.0

    # Set to false if you want to disable Rupter. [default: true]
    B:"Rupter Enabled"=true

    # Health multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Rupter Health Multiplier"=1.0

    # Knockback Resistance multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Rupter Knockback Resistance Multiplier"=1.0

    # Items you want the Rupter to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent1;30;1;true]]
    S:"Rupter Loot Table" <
        srparasites:lurecomponent1;30;1;true
     >

    # Set to false if you don't want the Rupter to attack passive mobs. [default: true]
    B:"Rupter Passive Mob Attacking"=true

    # Spawn rate for Rupter. [range: 0 ~ 100, default: 30]
    I:"Rupter SpawnWeight"=30
}


##########################################################################################################
# mob:sentry
#--------------------------------------------------------------------------------------------------------#
# Sentry 
#  Base Health: 30.0 
#  Base Damage: 5.0 
#  Base Range Damage: 25.0 
#  Base Armor: 10.0 
#  
##########################################################################################################

"mob:sentry" {
    # Armor multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Sentry Armor Multiplier"=1.0

    # Damage multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Sentry Damage Multiplier"=1.0

    # Set to false if you want to disable Sentry. [default: true]
    B:"Sentry Enabled"=true

    # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.7]
    S:"Sentry Gear degrade"=0.7

    # Health multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Sentry Health Multiplier"=1.0

    # Items you want the Sentry to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Sentry Loot Table" <
     >

    # Poison amplifier for its projectile. [range: 1 ~ 100, default: 1]
    I:"Sentry Poison Amplifier"=1

    # Poison duration in seconds for its projectile. [range: 0 ~ 100, default: 7]
    I:"Sentry Poison Duration"=7

    # Range damage multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Sentry Range Damage Multiplier"=1.0
}


##########################################################################################################
# mob:sim_adventurer
#--------------------------------------------------------------------------------------------------------#
# Assimilated Adventurer 
#  Base Health: 15.0 
#  Base Damage: 9.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_adventurer" {
    # Armor multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Adventurer Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Adventurer Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Adventurer. [default: true]
    B:"Assimilated Adventurer Enabled"=true

    # Health multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Adventurer Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Adventurer Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Adventurer to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Adventurer Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Spawn rate for Assimilated Adventurer. [range: 0 ~ 100, default: 15]
    I:"Assimilated Adventurer SpawnWeight"=15
}


##########################################################################################################
# mob:sim_bear
#--------------------------------------------------------------------------------------------------------#
# Assimilated Bear 
#  Base Health: 40.0 
#  Base Damage: 13.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_bear" {
    # Armor multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Bear Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Bear Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Bear. [default: true]
    B:"Assimilated Bear Enabled"=true

    # Health multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Bear Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Bear Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Bear to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Bear Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Spawn rate for Assimilated Bear. [range: 0 ~ 100, default: 30]
    I:"Assimilated Bear SpawnWeight"=30
}


##########################################################################################################
# mob:sim_bigspider
#--------------------------------------------------------------------------------------------------------#
# Big Spider 
#  Base Health: 22.0 
#  Base Damage: 9.0 
#  Base Armor: 3.0 
#  Base Knockback Resistance: 0.5 
#  Base Ranged Damage: 4.0
##########################################################################################################

"mob:sim_bigspider" {
    # Armor multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Big Spider Armor Multiplier"=1.0

    # Damage multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Big Spider Damage Multiplier"=1.0

    # Set to false if you want to disable Big Spider. [default: true]
    B:"Big Spider Enabled"=true

    # Health multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Big Spider Health Multiplier"=1.0

    # Knockback Resistance multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Big Spider Knockback Resistance Multiplier"=1.0

    # Items you want the Big Spider to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Big Spider Loot Table" <
     >

    # Mob the Big Spider spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;5;5]
    S:"Big Spider Mobs Inside"=srparasites:buglin;5;5

    # Damage multiplier for Big Spider projectile attack (only if WebAttack is false). [range: 0.0 ~ 100.0, default: 1.0]
    S:"Big Spider Ranged Damage Multiplier"=1.0

    # Spawn rate for Big Spider. [range: 0 ~ 100, default: 10]
    I:"Big Spider SpawnWeight"=10

    # Set to false if you want to disable Big Spider web attack blocks. [default: true]
    B:"Big Spider WebAttack"=true
}


##########################################################################################################
# mob:sim_cow
#--------------------------------------------------------------------------------------------------------#
# Assimilated Cow 
#  Base Health: 18.0 
#  Base Damage: 7.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.4
##########################################################################################################

"mob:sim_cow" {
    # Armor multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Cow Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Cow Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Cow. [default: true]
    B:"Assimilated Cow Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Cow Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Cow Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Cow Head Health"=0.3

    # Health multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Cow Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Cow Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Cow to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Cow Loot Table" <
        srparasites:assimilated_flesh;40;2;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Cow spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;4;3]
    S:"Assimilated Cow Mobs Inside"=srparasites:buglin;4;3

    # Spawn rate for Assimilated Cow. [range: 0 ~ 100, default: 25]
    I:"Assimilated Cow SpawnWeight"=25
}


##########################################################################################################
# mob:sim_enderman
#--------------------------------------------------------------------------------------------------------#
# Assimilated Enderman 
#  Base Health: 15.0 
#  Base Damage: 9.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_enderman" {
    # Armor multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Enderman Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Enderman Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Enderman. [default: true]
    B:"Assimilated Enderman Enabled"=true

    # Health multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Enderman Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Enderman Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Enderman to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Enderman Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Spawn rate for Assimilated Enderman. [range: 0 ~ 100, default: 30]
    I:"Assimilated Enderman SpawnWeight"=30
}


##########################################################################################################
# mob:sim_horse
#--------------------------------------------------------------------------------------------------------#
# Assimilated Horse 
#  Base Health: 24.0 
#  Base Damage: 7.5 
#  Base Armor: 0.5 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_horse" {
    # Armor multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Horse Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Horse Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Horse. [default: true]
    B:"Assimilated Horse Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Horse Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Horse Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Horse Head Health"=0.3

    # Health multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Horse Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Horse Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Horse to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Horse Loot Table" <
        srparasites:assimilated_flesh;40;2;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Horse spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;2;2]
    S:"Assimilated Horse Mobs Inside"=srparasites:buglin;2;2

    # Spawn rate for Assimilated Horse. [range: 0 ~ 100, default: 25]
    I:"Assimilated Horse SpawnWeight"=25
}


##########################################################################################################
# mob:sim_human
#--------------------------------------------------------------------------------------------------------#
# Assimilated Human 
#  Base Health: 15.0 
#  Base Damage: 9.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_human" {
    # Armor multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Human Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Human Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Human. [default: true]
    B:"Assimilated Human Enabled"=true

    # Health multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Human Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Human Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Human to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Human Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Spawn rate for Assimilated Human. [range: 0 ~ 100, default: 30]
    I:"Assimilated Human SpawnWeight"=30
}


##########################################################################################################
# mob:sim_pig
#--------------------------------------------------------------------------------------------------------#
# Assimilated Pig 
#  Base Health: 9.0 
#  Base Damage: 3.5 
#  Base Armor: 0.1 
#  Base Knockback Resistance: 0.1
##########################################################################################################

"mob:sim_pig" {
    # Armor multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Pig Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Pig Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Pig. [default: true]
    B:"Assimilated Pig Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Pig Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Pig Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Pig Head Health"=0.3

    # Health multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Pig Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Pig Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Pig to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Pig Loot Table" <
        srparasites:assimilated_flesh;40;2;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Pig spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;2;2]
    S:"Assimilated Pig Mobs Inside"=srparasites:buglin;2;2

    # Spawn rate for Assimilated Pig. [range: 0 ~ 100, default: 25]
    I:"Assimilated Pig SpawnWeight"=25
}


##########################################################################################################
# mob:sim_sheep
#--------------------------------------------------------------------------------------------------------#
# Assimilated Sheep 
#  Base Health: 13.0 
#  Base Damage: 6.0 
#  Base Armor: 1.3 
#  Base Knockback Resistance: 0.3
##########################################################################################################

"mob:sim_sheep" {
    # Armor multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Sheep Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Sheep Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Sheep. [default: true]
    B:"Assimilated Sheep Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Sheep Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Sheep Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Sheep Head Health"=0.3

    # Health multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Sheep Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Sheep Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Sheep to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Sheep Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Sheep spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;3;3]
    S:"Assimilated Sheep Mobs Inside"=srparasites:buglin;3;3

    # Spawn rate for Assimilated Sheep. [range: 0 ~ 100, default: 25]
    I:"Assimilated Sheep SpawnWeight"=25
}


##########################################################################################################
# mob:sim_villager
#--------------------------------------------------------------------------------------------------------#
# Assimilated Villager 
#  Base Health: 16.0 
#  Base Damage: 10.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.2
##########################################################################################################

"mob:sim_villager" {
    # Armor multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Villager Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Villager Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Villager. [default: true]
    B:"Assimilated Villager Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Villager Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Villager Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Villager Head Health"=0.3

    # Health multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Villager Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Villager Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Villager to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Villager Loot Table" <
        srparasites:assimilated_flesh;40;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Villager spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;2;2]
    S:"Assimilated Villager Mobs Inside"=srparasites:buglin;2;2

    # Spawn rate for Assimilated Villager. [range: 0 ~ 100, default: 25]
    I:"Assimilated Villager SpawnWeight"=25
}


##########################################################################################################
# mob:sim_wolf
#--------------------------------------------------------------------------------------------------------#
# Assimilated Wolf 
#  Base Health: 10.0 
#  Base Damage: 10.5 
#  Base Armor: 0.5 
#  Base Knockback Resistance: 0.2
##########################################################################################################

"mob:sim_wolf" {
    # Armor multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Wolf Armor Multiplier"=1.0

    # Damage multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Wolf Damage Multiplier"=1.0

    # Set to false if you want to disable Assimilated Wolf. [default: true]
    B:"Assimilated Wolf Enabled"=true

    # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Assimilated Wolf Head Chance"=0.1

    # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Wolf Head Damage"=0.3

    # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Assimilated Wolf Head Health"=0.3

    # Health multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Wolf Health Multiplier"=1.0

    # Knockback Resistance multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Assimilated Wolf Knockback Resistance Multiplier"=1.0

    # Items you want the Assimilated Wolf to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:assimilated_flesh;10;1;false], [srparasites:lurecomponent2;5;1;true]]
    S:"Assimilated Wolf Loot Table" <
        srparasites:assimilated_flesh;10;1;false
        srparasites:lurecomponent2;5;1;true
     >

    # Mob the Assimilated Wolf spawns when killed. Ex. "minecraft:zombie;4;2" Where: 
    #  "minecraft:zombie" is the entity, 
    #  "4" is the maximum number of entities, 
    #  "2" is the minimum number of entities. 
    #  [default: srparasites:buglin;2;2]
    S:"Assimilated Wolf Mobs Inside"=srparasites:buglin;2;2

    # Spawn rate for Assimilated Wolf. [range: 0 ~ 100, default: 25]
    I:"Assimilated Wolf SpawnWeight"=25
}


##########################################################################################################
# mob:vigilante
#--------------------------------------------------------------------------------------------------------#
# Vigilante 
#  Base Health: 45.0 
#  Base Damage: 18.0 
#  Base Range Damage: 15.0 
#  Base Armor: 10.0 
#  Base Knockback Resistance: 1.0
##########################################################################################################

"mob:vigilante" {
    # Armor multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Vigilante Armor Multiplier"=1.0

    # Damage multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Vigilante Damage Multiplier"=1.0

    # Set to false if you want to disable Vigilante. [default: true]
    B:"Vigilante Enabled"=true

    # Health multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Vigilante Health Multiplier"=1.0

    # Knockback Resistance multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Vigilante Knockback Resistance Multiplier"=1.0

    # Items you want the Vigilante to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Vigilante Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Range damage multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Vigilante Range Damage Multiplier"=1.0

    # Spawn rate for Vigilante. [range: 0 ~ 100, default: 0]
    I:"Vigilante SpawnWeight"=0
}


##########################################################################################################
# mob:warden
#--------------------------------------------------------------------------------------------------------#
# Warden 
#  Base Health: 75.0 
#  Base Damage: 25.0 
#  Base Armor: 15.0 
#  Base Knockback Resistance: 1.0
##########################################################################################################

"mob:warden" {
    # Armor multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Warden Armor Multiplier"=1.0

    # Damage multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Warden Damage Multiplier"=1.0

    # Set to false if you want to disable Warden. [default: true]
    B:"Warden Enabled"=true

    # Health multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Warden Health Multiplier"=1.0

    # Knockback Resistance multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Warden Knockback Resistance Multiplier"=1.0

    # Items you want the Warden to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent5;40;2;false]]
    S:"Warden Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Warden. [range: 0 ~ 100, default: 0]
    I:"Warden SpawnWeight"=0
}


##########################################################################################################
# mob:worker
#--------------------------------------------------------------------------------------------------------#
# Worker 
#  Base Health: 10.0 
#  Base Damage: 5.0 
#  Base Armor: 5.0 
#  Base Knockback Resistance: 0.2 
# Note: This mob will only spawn within the range of a Colony
##########################################################################################################

"mob:worker" {
    # Armor multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Worker Armor Multiplier"=1.0

    # Damage multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Worker Damage Multiplier"=1.0

    # Set to false if you want to disable Worker. [default: true]
    B:"Worker Enabled"=true

    # Health multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Worker Health Multiplier"=1.0

    # Knockback Resistance multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Worker Knockback Resistance Multiplier"=1.0

    # Items you want the Worker to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: ]
    S:"Worker Loot Table" <
     >

    # Spawn rate for Worker. [range: 0 ~ 100, default: 15]
    I:"Worker SpawnWeight"=15
}


##########################################################################################################
# mobs:arachnida
#--------------------------------------------------------------------------------------------------------#
# Arachnida 
#  Base Health: 12.0 
#  Base Damage: 15.0 
#  Base Armor: 4.0 
#  Base Knockback Resistance: 0.8
##########################################################################################################

"mobs:arachnida" {
    # Armor multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Arachnida Armor Multiplier"=1.0

    # Damage multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Arachnida Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Arachnida. [default: true]
    B:"Primitive Arachnida Enabled"=true

    # Health multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Arachnida Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Arachnida Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Arachnida to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Arachnida Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Spawn rate for Primitive Arachnida. [range: 0 ~ 100, default: 10]
    I:"Primitive Arachnida SpawnWeight"=10

    # Additional armor for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 10.0]
    S:"Stage Adapted additional Armor"=10.0

    # Additional damage for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 15.0]
    S:"Stage Adapted additional Damage"=15.0

    # Additional health for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 45.0]
    S:"Stage Adapted additional Health"=45.0

    # Additional Knockback Resistance for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 0.2]
    S:"Stage Adapted additional Knockback Resistance"=0.2

    # Items you want the Adapted Arachnida to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:lurecomponent4;30;3;false
     >

    # Spawn rate for Adapted Arachnida. [range: 0 ~ 100, default: 10]
    I:"Stage Adapted spawnweight"=10
}


##########################################################################################################
# mobs:bolster
#--------------------------------------------------------------------------------------------------------#
# Bolster 
#  Base Health: 35.0 
#  Base Damage: 6.0 
#  Base Armor: 4.0 
#  Base Knockback Resistance: 0.35
##########################################################################################################

"mobs:bolster" {
    # Armor multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Bolster Armor Multiplier"=1.0

    # Buffs amplifier for Primitive Bolster. [range: 0 ~ 100, default: 1]
    I:"Primitive Bolster Buffs Amplifier"=1

    # Cooldown (in seconds) to buff parasites for Primitive Bolster. [range: 0 ~ 100, default: 30]
    I:"Primitive Bolster Buffs Cooldown"=30

    # Buffs durations for Primitive Bolster. [range: 0 ~ 1000, default: 30]
    I:"Primitive Bolster Buffs Duration"=30

    # Range to buff parasites for Primitive Bolster. [range: 0 ~ 100, default: 16]
    I:"Primitive Bolster Buffs Range"=16

    # Damage multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Bolster Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Bolster. [default: true]
    B:"Primitive Bolster Enabled"=true

    # Health multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Bolster Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Bolster Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Bolster to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Bolster Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Spawn rate for Primitive Bolster. [range: 0 ~ 100, default: 10]
    I:"Primitive Bolster SpawnWeight"=10

    # Additional armor for Adapted Bolster. [range: 0.01 ~ 100.0, default: 15.0]
    S:"Stage Adapted additional Armor"=15.0

    # Additional damage for Adapted Bolster. [range: 0.01 ~ 100.0, default: 30.0]
    S:"Stage Adapted additional Damage"=30.0

    # Additional health for Adapted Bolster. [range: 0.01 ~ 100.0, default: 70.0]
    S:"Stage Adapted additional Health"=70.0

    # Additional Knockback Resistance for Adapted Bolster. [range: 0.01 ~ 100.0, default: 0.65]
    S:"Stage Adapted additional Knockback Resistance"=0.65

    # Buffs amplifier for Adapted Bolster. [range: 0 ~ 100, default: 2]
    I:"Stage Adapted buffs amplifier"=2

    # Cooldown (in seconds) to buff parasites for Adapted Bolster. [range: 0 ~ 100, default: 60]
    I:"Stage Adapted buffs cooldown"=60

    # Buffs durations for Adapted Bolster. [range: 0 ~ 1000, default: 60]
    I:"Stage Adapted buffs duration"=60

    # Range to buff parasites for Adapted Bolster. [range: 0 ~ 100, default: 24]
    I:"Stage Adapted buffs range"=24

    # Items you want the Adapted Bolster to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:lurecomponent4;30;3;false
     >

    # Spawn rate for Adapted Bolster. [range: 0 ~ 100, default: 10]
    I:"Stage Adapted spawnweight"=10
}


##########################################################################################################
# mobs:longarms
#--------------------------------------------------------------------------------------------------------#
# Longarms 
#  Base Health: 70.0 
#  Base Damage: 15.0 
#  Base Armor: 9.0 
#  Base Knockback Resistance: 0.7
##########################################################################################################

"mobs:longarms" {
    # Armor multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Longarms Armor Multiplier"=1.0

    # Damage multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Longarms Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Longarms. [default: true]
    B:"Primitive Longarms Enabled"=true

    # Health multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Longarms Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Longarms Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Longarms to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Longarms Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Spawn rate for Primitive Longarms. [range: 0 ~ 100, default: 15]
    I:"Primitive Longarms SpawnWeight"=15

    # For every 1% HP lost its damage will increase by this amount of its total damage (1 = 100%) for Primitive Longarms. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Primitive Longarms damage Increase"=0.5

    # Additional armor for Adapted Longarms. [range: 0.01 ~ 100.0, default: 7.0]
    S:"Stage Adapted additional Armor"=7.0

    # Additional damage for Adapted Longarms. [range: 0.01 ~ 100.0, default: 12.0]
    S:"Stage Adapted additional Damage"=12.0

    # Additional health for Adapted Longarms. [range: 0.01 ~ 100.0, default: 50.0]
    S:"Stage Adapted additional Health"=50.0

    # Additional Knockback Resistance for Adapted Longarms. [range: 0.01 ~ 100.0, default: 0.3]
    S:"Stage Adapted additional Knockback Resistance"=0.3

    # For every 1% HP lost its damage will increase by this amount of its total damage (1 = 100%) for Adapted Longarms. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Stage Adapted damage Increase"=1.0

    # Items you want the Adapted Longarms to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:ada_longarms_drop;20;2;true], [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:ada_longarms_drop;20;2;true
        srparasites:lurecomponent4;30;3;false
     >

    # Spawn rate for Adapted Longarms. [range: 0 ~ 100, default: 15]
    I:"Stage Adapted spawnweight"=15
}


##########################################################################################################
# mobs:manducater
#--------------------------------------------------------------------------------------------------------#
# Manducater 
#  Base Health: 18.0 
#  Base Damage: 8.0 
#  Base Armor: 4.0 
#  Base Knockback Resistance: 0.5
##########################################################################################################

"mobs:manducater" {
    # Armor multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Manducater Armor Multiplier"=1.0

    # Damage multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Manducater Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Manducater. [default: true]
    B:"Primitive Manducater Enabled"=true

    # Health multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Manducater Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Manducater Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Manducater to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Manducater Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Health (1 = 100%) needed to go invisible. [range: 0.0 ~ 1.0, default: 0.7]
    S:"Primitive Manducater Needed Health"=0.7

    # Time (seconds) they need to go invisible. [range: 1.0 ~ 100.0, default: 15.0]
    S:"Primitive Manducater Needed Time"=15.0

    # Spawn rate for Primitive Manducater. [range: 0 ~ 100, default: 30]
    I:"Primitive Manducater SpawnWeight"=30

    # Damage multiplier for Primitive Manducater when invisible. [range: 0.01 ~ 100.0, default: 2.0]
    S:"Primitive Manducater Stealth Damage Multiplier"=2.0

    # Additional armor for Adapted Manducater. [range: 0.01 ~ 100.0, default: 6.0]
    S:"Stage Adapted additional Armor"=6.0

    # Additional damage for Adapted Manducater. [range: 0.01 ~ 100.0, default: 12.0]
    S:"Stage Adapted additional Damage"=12.0

    # Additional health for Adapted Manducater. [range: 0.01 ~ 100.0, default: 15.0]
    S:"Stage Adapted additional Health"=15.0

    # Additional Knockback Resistance for Adapted Manducater. [range: 0.01 ~ 100.0, default: 0.5]
    S:"Stage Adapted additional Knockback Resistance"=0.5

    # Additional damage for Adapted Manducater when invisible. [range: 0.01 ~ 100.0, default: 3.0]
    S:"Stage Adapted additional Stealth Damage"=3.0

    # Items you want the Adapted Manducater to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:ada_manducater_drop;10;1;false], [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:ada_manducater_drop;10;1;false
        srparasites:lurecomponent4;30;3;false
     >

    # Health (1 = 100%) needed to go invisible. [range: 0.0 ~ 1.0, default: 0.4]
    S:"Stage Adapted needed Health"=0.4

    # Time (seconds) they need to go invisible. [range: 1.0 ~ 100.0, default: 7.0]
    S:"Stage Adapted needed Time"=7.0

    # Spawn rate for Adapted Manducater. [range: 0 ~ 100, default: 30]
    I:"Stage Adapted spawnweight"=30
}


##########################################################################################################
# mobs:reeker
#--------------------------------------------------------------------------------------------------------#
# Reeker 
#  Base Health: 20.0 
#  Base Damage: 10.0 
#  Base Armor: 12.0 
#  Base Knockback Resistance: 0.6
##########################################################################################################

"mobs:reeker" {
    # Armor multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Reeker Armor Multiplier"=1.0

    # Damage multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Reeker Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Reeker. [default: true]
    B:"Primitive Reeker Enabled"=true

    # Health multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Reeker Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Reeker Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Reeker to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Reeker Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Spawn rate for Primitive Reeker. [range: 0 ~ 100, default: 10]
    I:"Primitive Reeker SpawnWeight"=10

    # Additional armor for Adapted Reeker. [range: 0.01 ~ 100.0, default: 15.0]
    S:"Stage Adapted additional Armor"=15.0

    # Additional damage for Adapted Reeker. [range: 0.01 ~ 100.0, default: 18.0]
    S:"Stage Adapted additional Damage"=18.0

    # Additional health for Adapted Reeker. [range: 0.01 ~ 100.0, default: 35.0]
    S:"Stage Adapted additional Health"=35.0

    # Additional Knockback Resistance for Adapted Reeker. [range: 0.01 ~ 100.0, default: 0.4]
    S:"Stage Adapted additional Knockback Resistance"=0.4

    # Items you want the Adapted Reeker to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:ada_reeker_drop;50;1;false], [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:ada_reeker_drop;50;1;false
        srparasites:lurecomponent4;30;3;false
     >

    # Spawn rate for Adapted Reeker. [range: 0 ~ 100, default: 10]
    I:"Stage Adapted spawnweight"=10
}


##########################################################################################################
# mobs:summoner
#--------------------------------------------------------------------------------------------------------#
# Summoner 
#  Base Health: 35.0 
#  Base Damage: 10.0 
#  Base Armor: 4.0 
#  Base Knockback Resistance: 0.5
##########################################################################################################

"mobs:summoner" {
    # Armor multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Summoner Armor Multiplier"=1.0

    # Damage multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Summoner Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Summoner. [default: true]
    B:"Primitive Summoner Enabled"=true

    # Health multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Summoner Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Summoner Knockback Resistance Multiplier"=1.0

    # Number of attacks before its cooldown for Primitive Summoner. [range: 0 ~ 10000, default: 2]
    I:"Primitive Summoner Limit"=2

    # Items you want the Primitive Summoner to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Summoner Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Mob list for Primitive Summoner. Ex. "minecraft:zombie;0.1;1"  Where: 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    #  [default: [srparasites:rupter;1;1]]
    S:"Primitive Summoner Mob List" <
        srparasites:rupter;1;1
     >

    # Spawn rate for Primitive Summoner. [range: 0 ~ 100, default: 5]
    I:"Primitive Summoner SpawnWeight"=5

    # Number of total points used in mob spawning for Primitive Summoner [range: 0 ~ 100, default: 4]
    I:"Primitive Summoner Total Active Mobs"=4

    # Summoning cooldown in seconds. [range: 0 ~ 100, default: 10]
    I:"Primitive Summoner summoning Cooldown"=10

    # Additional armor for Adapted Summoner. [range: 0.01 ~ 100.0, default: 10.0]
    S:"Stage Adapted additional Armor"=10.0

    # Additional damage for Adapted Summoner. [range: 0.01 ~ 100.0, default: 15.0]
    S:"Stage Adapted additional Damage"=15.0

    # Additional health for Adapted Summoner. [range: 0.01 ~ 100.0, default: 60.0]
    S:"Stage Adapted additional Health"=60.0

    # Additional Knockback Resistance for Adapted Summoner. [range: 0.01 ~ 100.0, default: 0.5]
    S:"Stage Adapted additional Knockback Resistance"=0.5

    # Number of attacks before its cooldown for Adapted Summoner. [range: 0 ~ 10000, default: 1]
    I:"Stage Adapted limit"=1

    # Items you want the Adapted Summoner to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:ada_summoner_drop;60;1;false], [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:ada_summoner_drop;60;1;false
        srparasites:lurecomponent4;30;3;false
     >

    # Mob list for Adapted Summoner. Ex. "minecraft:zombie;0.1;1"  Where: 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    #  [default: [srparasites:rupter;0.1;1], [srparasites:sim_human;0.3;2], [srparasites:sim_cow;0.3;2], [srparasites:sim_wolf;0.3;2]]
    S:"Stage Adapted mob List" <
        srparasites:rupter;0.1;1
        srparasites:sim_human;0.3;2
        srparasites:sim_cow;0.3;2
        srparasites:sim_wolf;0.3;2
     >

    # Spawn rate for Adapted Summoner. [range: 0 ~ 100, default: 5]
    I:"Stage Adapted spawnweight"=5

    # Summoning cooldown in seconds. [range: 0 ~ 100, default: 8]
    I:"Stage Adapted summoning Cooldown"=8

    # Number of total points used in mob spawning for Adapted Summoner. [range: 0 ~ 100, default: 6]
    I:"Stage Adapted total active mobs"=6
}


##########################################################################################################
# mobs:yelloweye
#--------------------------------------------------------------------------------------------------------#
# Yelloweye 
#  Base Health: 15.0 
#  Base Damage: 4.0 
#  Base Armor: 3.5 
#  Base Knockback Resistance: 0.2 
#  Poison Duration in seconds: 3 
#  Poison Amplifier: 1
##########################################################################################################

"mobs:yelloweye" {
    # Armor multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Yelloweye Armor Multiplier"=1.0

    # Damage multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Yelloweye Damage Multiplier"=1.0

    # Set to false if you want to disable Primitive Yelloweye. [default: true]
    B:"Primitive Yelloweye Enabled"=true

    # Number of blocks it can fly above the ground for Primitive Yelloweye (and Adapted version). [range: 0 ~ 256, default: 256]
    I:"Primitive Yelloweye Flight Height Limit"=256

    # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.04]
    S:"Primitive Yelloweye Gear degrade"=0.04

    # Health multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Yelloweye Health Multiplier"=1.0

    # Knockback Resistance multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Primitive Yelloweye Knockback Resistance Multiplier"=1.0

    # Items you want the Primitive Yelloweye to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:lurecomponent3;20;2;false]]
    S:"Primitive Yelloweye Loot Table" <
        srparasites:lurecomponent3;20;2;false
     >

    # Poison amplifier for its projectile. [range: 1 ~ 100, default: 1]
    I:"Primitive Yelloweye Poison Amplifier"=1

    # Poison duration in seconds for its projectile. [range: 0 ~ 100, default: 3]
    I:"Primitive Yelloweye Poison Duration"=3

    # Spawn rate for Primitive Yelloweye. [range: 0 ~ 100, default: 10]
    I:"Primitive Yelloweye SpawnWeight"=10

    # Additional armor for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 10.0]
    S:"Stage Adapted additional Armor"=10.0

    # Additional damage for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 5.0]
    S:"Stage Adapted additional Damage"=5.0

    # Additional health for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 25.0]
    S:"Stage Adapted additional Health"=25.0

    # Additional Knockback Resistance for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 0.4]
    S:"Stage Adapted additional Knockback Resistance"=0.4

    # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.07]
    S:"Stage Adapted gear degrade"=0.07

    # Items you want the Adapted Yelloweye to drop. Ex. "minecraft:nether_star;100;5;true" Where: 
    #  "minecraft:nether_star" is the item, 
    #  "100" is the chance to drop, 
    #  "5" is the max number of items, 
    #  "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. 
    #  [default: [srparasites:ada_yelloweye_drop;40;1;true], [srparasites:lurecomponent4;30;3;false]]
    S:"Stage Adapted loot Table" <
        srparasites:ada_yelloweye_drop;40;1;true
        srparasites:lurecomponent4;30;3;false
     >

    # Damage it will do from melee for Stage Adapted. [range: 0.0 ~ 1.0, default: 30.0]
    S:"Stage Adapted melee"=30.0

    # Spawn rate for Adapted Yelloweye. [range: 0 ~ 100, default: 10]
    I:"Stage Adapted spawnweight"=10
}


##########################################################################################################
# parasite_evolution_phases
#--------------------------------------------------------------------------------------------------------#
# Evolution Phases 
#  If Evolution Phases is true, the current phase will dictate if a parasite can spawn naturally 
#  in the world and by reaching some phases, they will unlock some bonuses
#  *Spawnrates are not affected by the Phases
#   
#  -> Phase 0:  - Points required: 0
#     -Buglins spawn naturally
#   
#  -> Phase 1:  - Points required: 50
#     -Rupters spawn naturally, with a hit and run behavior
#     -Animals and mobs infected with COTH will not mutate unless forced to low health
#     
#  -> Phase 2:  - Points required: 100
#     -Assimilated versions spawn naturally
#     -Rupters will now attack as normal
#     -COTH hidden mobs are now dropping their disguise
#     
#     
#  -> Phase 3:  - Points required: 500
#     
#     -Reinforcement system is unlocked
#     -Beckons will slowly grow to Stage II and beyond
#     -The passive point gaining is now active
#     
#  -> Phase 4:  - Points required: 1,000
#     -Primitive versions spawn naturally
#     -Normal growth to Beckons Stage II, but will slowly grow to Stage III
#     -Passive point gaining recieves a buff to the number gaining
#     -Reinforcement system chance increased
#     
#     
#  -> Phase 5:  - Points required: 5,000
#     -Passive point gaining recieves a buff to the number gaining
#     -Players can't sleep anymore
#     -Normal growth to Beckons Stage III but will slowly grow  to Stage IV
#     -Nodes now unlocked
#     -Beckons will ignore summoning cooldown when spawning
#     -Reinforcement system chance increased
#     
#  -> Phase 6:  - Points required: 10,000
#     -Normal growth to Beckons Stage IV
#     -Passive point gaining recieves a buff to the number gaining
#     -Assimilated versions and lower tier parasites will stop spawning naturally
#     -Colonies now unlocked
#     -Adapted versions spawn naturally
#     -Mobs have a chance to spawn with COTH now
#     -Crop growth is now partially stunted
#     -Reinforcement system chance increased
#     
#  -> Phase 7:  - Points required: 50,000
#     -Primitive versions and lower tier parasites will stop spawning naturally
#     -Pure versions spawn naturally
#     -Chance for a mob to spawn with COTH increased
#     -Passive point gaining recieves a buff to the number gaining
#     -Crop growth is now partially stunted
#     -Reinforcement system chance increased
#     -Parasites will ignore sunlight when spawning naturally
#     
#  -> Phase 8:  - Points required: 300,000
#     -Ancient versions spawn naturally
#     -Passive point gaining recieves a buff to the number gaining
#     -Chance for a mob to spawn with COTH increased
#     -Crop growth is now partially stunted
#     -Reinforcement system chance increased
#     
#  --Parasite ID values
#     5 -> Rupter
#     11 -> Assimilated Versions
#     31 -> Primitive Versions
#     41 -> Adapted Versions
#     51 -> Pure Versions
#     63 -> Ancient Versions
#     
#  
#  To reduce their evolution phase you need to craft Lure Blocks
##########################################################################################################

parasite_evolution_phases {
    # Set to false if you dont want to use evolution phases. [default: true]
    B:"Evolution Phases"=false

    # From this phase on, Assimilated versions will stop hiding. [range: 0 ~ 9, default: 2]
    I:"Phase Assimilation Stop Hiding"=0

    # From this phase on, Beckons will ignore their summoning cooldown when spawning. [range: 0 ~ 9, default: 5]
    I:"Phase Beckon Summoning Cooldown"=0

    # From this phase on, Colonies are unlocked. [range: 0 ~ 9, default: 6]
    I:"Phase Colony Unlock"=0

    # From this phase on, Nodes are unlocked. [range: 0 ~ 9, default: 5]
    I:"Phase Node Unlock"=0

    # From this phase on, Parasites will ignore sunlight when  spawning naturally. [range: 0 ~ 9, default: 7]
    I:"Phase Parasites Ignore Sunlight"=0

    # From this phase on, Rupters will stop running away from other mobs and they will directly covert. [range: 0 ~ 9, default: 2]
    I:"Phase Rupter Stop Hiding"=0

    # From this phase on, you can't sleep anymore. [range: 0 ~ 9, default: 5]
    I:"Phase Sleep Denied"=5

    # Number of Points gained when a mob with COTH reaches amp +2. [range: 0 ~ 1000000, default: 6]
    I:"Value for COTH"=6

    # Number of Points gained when using the merge system to spawn Primitive Parasites. [range: 0 ~ 1000000, default: 10]
    I:"Value for Merging"=10

    # Number of Points gained when converting a block. [range: 0 ~ 1000000, default: 3]
    I:"Value for blocks"=3

    # Number of Points gained each kill. [range: 0 ~ 1000000, default: 1]
    I:"Value for kills"=1
}


parasite_evolution_phases_1 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 1 Beckon Stage I Grow Stunned"=1.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 1 Beckon Stage II Grow Stunned"=1.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 1 Beckon Stage III Grow Stunned"=1.0

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 1 Crop Grow Stunned"=0.0

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.0]
    S:"Phase 1 Killcount Plus"=0.0

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 2]
    I:"Phase 1 Lure Value"=2

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 11]
    I:"Phase 1 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0]
    I:"Phase 1 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 1 Mob Spawn With COTH"=0.0

    # Number of Points required to reach Phase 1. [range: 0 ~ 2147483640, default: 50]
    I:"Phase 1 Points"=0

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 1 Reinforcement System Chance"=0.0

    # Message sent to all players in the current world when parasites reach this Phase [default: One]
    S:"Phase 1 Warning Message"=One
}


parasite_evolution_phases_2 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 2 Beckon Stage I Grow Stunned"=1.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 2 Beckon Stage II Grow Stunned"=1.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 1.0]
    S:"Phase 2 Beckon Stage III Grow Stunned"=1.0

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 2 Crop Grow Stunned"=0.0

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.0]
    S:"Phase 2 Killcount Plus"=0.0

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 5]
    I:"Phase 2 Lure Value"=5

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 31]
    I:"Phase 2 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0]
    I:"Phase 2 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 2 Mob Spawn With COTH"=0.0

    # Number of Points required to reach Phase 2. [range: 0 ~ 2147483640, default: 100]
    I:"Phase 2 Points"=20

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 2 Reinforcement System Chance"=0.0

    # Message sent to all players in the current world when parasites reach this Phase [default: Two]
    S:"Phase 2 Warning Message"=Two
}


parasite_evolution_phases_3 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 3 Beckon Stage I Grow Stunned"=0.95

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 3 Beckon Stage II Grow Stunned"=0.95

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 3 Beckon Stage III Grow Stunned"=0.95

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 3 Crop Grow Stunned"=0.0

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.05]
    S:"Phase 3 Killcount Plus"=0.05

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 50]
    I:"Phase 3 Lure Value"=50

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 31]
    I:"Phase 3 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0]
    I:"Phase 3 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 3 Mob Spawn With COTH"=0.0

    # Number of Points required to reach Phase 3. [range: 0 ~ 2147483640, default: 1000]
    I:"Phase 3 Points"=30

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.02]
    S:"Phase 3 Reinforcement System Chance"=0.02

    # Message sent to all players in the current world when parasites reach this Phase [default: Three]
    S:"Phase 3 Warning Message"=Three
}


parasite_evolution_phases_4 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 4 Beckon Stage I Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 4 Beckon Stage II Grow Stunned"=0.95

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 4 Beckon Stage III Grow Stunned"=0.95

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 4 Crop Grow Stunned"=0.0

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.075]
    S:"Phase 4 Killcount Plus"=0.075

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 5000]
    I:"Phase 4 Lure Value"=5000

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 41]
    I:"Phase 4 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0]
    I:"Phase 4 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 4 Mob Spawn With COTH"=0.0

    # Number of Points required to reach Phase 4. [range: 0 ~ 2147483640, default: 100000]
    I:"Phase 4 Points"=40

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.03]
    S:"Phase 4 Reinforcement System Chance"=0.03

    # Message sent to all players in the current world when parasites reach this Phase [default: Four]
    S:"Phase 4 Warning Message"=Four
}


parasite_evolution_phases_5 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 5 Beckon Stage I Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 5 Beckon Stage II Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.95]
    S:"Phase 5 Beckon Stage III Grow Stunned"=0.95

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 5 Crop Grow Stunned"=0.0

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.1]
    S:"Phase 5 Killcount Plus"=0.1

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 50000]
    I:"Phase 5 Lure Value"=50000

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 41]
    I:"Phase 5 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0]
    I:"Phase 5 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 5 Mob Spawn With COTH"=0.0

    # Number of Points required to reach Phase 5. [range: 0 ~ 2147483640, default: 1000000]
    I:"Phase 5 Points"=50

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.04]
    S:"Phase 5 Reinforcement System Chance"=0.04

    # Message sent to all players in the current world when parasites reach this Phase [default: Five]
    S:"Phase 5 Warning Message"=Five
}


parasite_evolution_phases_6 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 6 Beckon Stage I Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 6 Beckon Stage II Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 6 Beckon Stage III Grow Stunned"=0.0

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Phase 6 Crop Grow Stunned"=0.1

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.15]
    S:"Phase 6 Killcount Plus"=0.15

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 1500000]
    I:"Phase 6 Lure Value"=1500000

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 51]
    I:"Phase 6 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 30]
    I:"Phase 6 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.2]
    S:"Phase 6 Mob Spawn With COTH"=0.2

    # Number of Points required to reach Phase 6. [range: 0 ~ 2147483640, default: 30000000]
    I:"Phase 6 Points"=60

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Phase 6 Reinforcement System Chance"=0.05

    # Message sent to all players in the current world when parasites reach this Phase [default: Six]
    S:"Phase 6 Warning Message"=Six
}


parasite_evolution_phases_7 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 7 Beckon Stage I Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 7 Beckon Stage II Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 7 Beckon Stage III Grow Stunned"=0.0

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.3]
    S:"Phase 7 Crop Grow Stunned"=0.3

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.25]
    S:"Phase 7 Killcount Plus"=0.25

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 5000000]
    I:"Phase 7 Lure Value"=5000000

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 61]
    I:"Phase 7 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 40]
    I:"Phase 7 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.4]
    S:"Phase 7 Mob Spawn With COTH"=0.4

    # Number of Points required to reach Phase 7. [range: 0 ~ 2147483640, default: 100000000]
    I:"Phase 7 Points"=70

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.07]
    S:"Phase 7 Reinforcement System Chance"=0.07

    # Message sent to all players in the current world when parasites reach this Phase [default: Seven]
    S:"Phase 7 Warning Message"=Seven
}


parasite_evolution_phases_8 {
    # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 8 Beckon Stage I Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 8 Beckon Stage II Grow Stunned"=0.0

    # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 0.0]
    S:"Phase 8 Beckon Stage III Grow Stunned"=0.0

    # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.6]
    S:"Phase 8 Crop Grow Stunned"=0.6

    # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.35]
    S:"Phase 8 Killcount Plus"=0.35

    # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 30000000]
    I:"Phase 8 Lure Value"=30000000

    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 64]
    I:"Phase 8 Maximum Parasite ID"=100

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 40]
    I:"Phase 8 Minimum Parasite ID"=0

    # Chance (1=100%) for an entity to spawn with COTH (amp 0). [range: 0.0 ~ 1.0, default: 0.8]
    S:"Phase 8 Mob Spawn With COTH"=0.8

    # Number of Points required to reach Phase 8. [range: 0 ~ 2147483640, default: 600000000]
    I:"Phase 8 Points"=80

    # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.09]
    S:"Phase 8 Reinforcement System Chance"=0.09

    # Message sent to all players in the current world when parasites reach this Phase [default: Eight]
    S:"Phase 8 Warning Message"=Eight
}


##########################################################################################################
# parasite_properties
#--------------------------------------------------------------------------------------------------------#
# Parasite Properties
##########################################################################################################

parasite_properties {
    # Damage Types that cannot be learned by the parasites ("inWall" and "outOfWorld" will be by default). [default: ]
    S:"Damage Types BlackList" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Damage Types BlackList Inverted"=false

    # Each second the killcount will go up by this amount (only if difficulty is set to hard or hardcore. [range: 0.0 ~ 100.0, default: 0.0]
    S:"Killcount Plus"=0.0

    # Set to false if you want the parasites to only target the player. [default: true]
    B:"Mob Attacking"=true

    # List of mobs that the parasites can't attack if Mob Attacking is true, Ex: "minecraft:zombie" or just "minecraft" for a whole mod [default: ]
    S:"Mob Attacking blacklist" <
        lycanitesmobs
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Mob Attacking blacklist Inverted"=false

    # Fire damage multiplier for the mobs. [range: 1.0 ~ 100.0, default: 2.0]
    S:"Mob Fire Damage Multiplier"=2.0

    # List of block that can't be broken by the griefing task, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ]
    S:"Mobs with Griefing Task Blacklist" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Mobs with Griefing Task Blacklist Inverted"=false

    # Mobs that will break block in the way when chasing its target. Ex. "srparasites:adapted_longarms;1;3;2" Where: 
    #  "srparasites:adapted_longarms" is the entity (note: this only works with mobs of this mod), 
    #  "1" is the maximum hardness of the block it can break, 
    #  "3" is the cooldown in ticks, 
    #  "2" is the range. 
    #  [default: [srparasites:ada_longarms;1;60;1], [srparasites:ada_reeker;1;60;1], [srparasites:ada_summoner;1;120;1], [srparasites:ada_bolster;1.5;40;2], [srparasites:warden;2;40;2], [srparasites:vigilante;2;40;2], [srparasites:overseer;2;40;2], [srparasites:bomber_light;2;40;2], [srparasites:anc_dreadnaut;3;20;3], [srparasites:anc_terla;3;20;3]]
    S:"Mobs with new griefing task" <
        srparasites:ada_longarms;1;60;1
        srparasites:ada_reeker;1;60;1
        srparasites:ada_summoner;1;120;1
        srparasites:ada_bolster;1.5;40;2
        srparasites:warden;2;40;2
        srparasites:vigilante;2;40;2
        srparasites:overseer;2;40;2
        srparasites:bomber_light;2;40;2
        srparasites:anc_dreadnaut;3;20;3
        srparasites:anc_terla;3;20;3
     >

    # Tendril health from its parent (1=100%). [range: 0.5 ~ 100.0, default: 0.4]
    S:"Tendril Health"=0.4
}


parasite_properties_adapted {
    # Minimum number of hits required to kill Adapted versions. [range: 1 ~ 100, default: 3]
    I:"Version Adapted Damage Cap"=3

    # Set to true for adapted versions to despawn. [default: true]
    B:"Version Adapted Despawn"=true

    # Follow range. [range: 0.0 ~ 128.0, default: 32.0]
    S:"Version Adapted Follow Range"=32.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Version Adapted Point Chance to Fail"=0.5

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.7]
    S:"Version Adapted Point Chance to Learn"=0.7

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 20]
    I:"Version Adapted Point Reduction Cap"=20

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 3]
    I:"Version Adapted Point Reduction Total Cap"=3

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05]
    S:"Version Adapted Point Reduction Value"=0.05
}


parasite_properties_ancient {
    # Minimum number of hits required to kill Ancient versions. [range: 1 ~ 100, default: 5]
    I:"Version Ancient Damage Cap"=5

    # Set to true for ancient mobs to despawn. [default: false]
    B:"Version Ancient Despawn"=false

    # Follow range. [range: 0.0 ~ 128.0, default: 64.0]
    S:"Version Ancient Follow Range"=64.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1]
    S:"Version Ancient Point Chance to Fail"=0.1

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9]
    S:"Version Ancient Point Chance to Learn"=0.9

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10]
    I:"Version Ancient Point Reduction Cap"=10

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 5]
    I:"Version Ancient Point Reduction Total Cap"=5

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1]
    S:"Version Ancient Point Reduction Value"=0.1
}


parasite_properties_assimilated {
    # How many kills Assimilated versions need for the Primitive stage. [range: 0.0 ~ 100.0, default: 5.0]
    S:"Kills for Primitive Stage"=5.0

    # Minimum number of hits required to kill Assimilated versions. [range: 1 ~ 100, default: 1]
    I:"Version Assimilated Damage Cap"=1

    # Set to true for Assimilated versions to despawn. [default: true]
    B:"Version Assimilated Despawn"=true

    # Follow range. [range: 0.0 ~ 128.0, default: 16.0]
    S:"Version Assimilated Follow Range"=16.0

    # Set to false if you don't want assimilated versions to hide by transforming into other mobs. [default: true]
    B:"Version Assimilated Hiding"=true
}


parasite_properties_beckon {
    # Minimum number of hits required to kill a Beckon Stage I. [range: 1 ~ 100, default: 2]
    I:"Beckon Stage I Damage Cap"=2

    # Follow range. [range: 0.0 ~ 128.0, default: 16.0]
    S:"Beckon Stage I Follow Range"=16.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7]
    S:"Beckon Stage I Point Chance to Fail"=0.7

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.4]
    S:"Beckon Stage I Point Chance to Learn"=0.4

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 12]
    I:"Beckon Stage I Point Reduction Cap"=12

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 1]
    I:"Beckon Stage I Point Reduction Total Cap"=1

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.04]
    S:"Beckon Stage I Point Reduction Value"=0.04

    # Minimum number of hits required to kill a Beckon Stage II. [range: 1 ~ 100, default: 3]
    I:"Beckon Stage II Damage Cap"=3

    # Follow range. [range: 0.0 ~ 128.0, default: 24.0]
    S:"Beckon Stage II Follow Range"=24.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Beckon Stage II Point Chance to Fail"=0.5

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.6]
    S:"Beckon Stage II Point Chance to Learn"=0.6

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 16]
    I:"Beckon Stage II Point Reduction Cap"=16

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2]
    I:"Beckon Stage II Point Reduction Total Cap"=2

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05]
    S:"Beckon Stage II Point Reduction Value"=0.05

    # Minimum number of hits required to kill a Beckon Stage III. [range: 1 ~ 100, default: 4]
    I:"Beckon Stage III Damage Cap"=4

    # Follow range. [range: 0.0 ~ 128.0, default: 32.0]
    S:"Beckon Stage III Follow Range"=32.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3]
    S:"Beckon Stage III Point Chance to Fail"=0.3

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8]
    S:"Beckon Stage III Point Chance to Learn"=0.8

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 14]
    I:"Beckon Stage III Point Reduction Cap"=14

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 3]
    I:"Beckon Stage III Point Reduction Total Cap"=3

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.067]
    S:"Beckon Stage III Point Reduction Value"=0.067

    # Minimum number of hits required to kill a Beckon Stage IV. [range: 1 ~ 100, default: 5]
    I:"Beckon Stage IV Damage Cap"=5

    # Follow range. [range: 0.0 ~ 128.0, default: 64.0]
    S:"Beckon Stage IV Follow Range"=64.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1]
    S:"Beckon Stage IV Point Chance to Fail"=0.1

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9]
    S:"Beckon Stage IV Point Chance to Learn"=0.9

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10]
    I:"Beckon Stage IV Point Reduction Cap"=10

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 5]
    I:"Beckon Stage IV Point Reduction Total Cap"=5

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1]
    S:"Beckon Stage IV Point Reduction Value"=0.1
}


parasite_properties_deterrent {
    # Minimum number of hits required to kill a Deterrent. [range: 1 ~ 100, default: 2]
    I:"Deterrent Damage Cap"=2

    # Follow range. [range: 0.0 ~ 128.0, default: 32.0]
    S:"Deterrent Follow Range"=32.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Deterrent Point Chance to Fail"=0.5

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.6]
    S:"Deterrent Point Chance to Learn"=0.6

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 16]
    I:"Deterrent Point Reduction Cap"=16

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2]
    I:"Deterrent Point Reduction Total Cap"=2

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05]
    S:"Deterrent Point Reduction Value"=0.05
}


parasite_properties_primitive {
    # How many kills Primitive versions need for the Adapted stage. [range: 0.0 ~ 100.0, default: 10.0]
    S:"Kills for Adapted Stage"=10.0

    # Minimum number of hits required to kill Primitive versions. [range: 1 ~ 100, default: 2]
    I:"Version Primitive Damage Cap"=2

    # Set to true for primitive versions to despawn. [default: true]
    B:"Version Primitive Despawn"=true

    # Follow range. [range: 0.0 ~ 128.0, default: 24.0]
    S:"Version Primitive Follow Range"=24.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7]
    S:"Version Primitive Point Chance to Fail"=0.7

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Version Primitive Point Chance to Learn"=0.5

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 12]
    I:"Version Primitive Point Reduction Cap"=12

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2]
    I:"Version Primitive Point Reduction Total Cap"=2

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.04]
    S:"Version Primitive Point Reduction Value"=0.04
}


parasite_properties_pure {
    # Minimum number of hits required to kill Pure versions. [range: 1 ~ 100, default: 5]
    I:"Version Pure Damage Cap"=5

    # Follow range. [range: 0.0 ~ 128.0, default: 32.0]
    S:"Version Pure Follow Range"=32.0

    # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3]
    S:"Version Pure Point Chance to Fail"=0.3

    # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8]
    S:"Version Pure Point Chance to Learn"=0.8

    # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 15]
    I:"Version Pure Point Reduction Cap"=15

    # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 4]
    I:"Version Pure Point Reduction Total Cap"=4

    # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.067]
    S:"Version Pure Point Reduction Value"=0.067
}


##########################################################################################################
# reinforcement_system
#--------------------------------------------------------------------------------------------------------#
# Reinforcement System 
#  When a parasite is killed, there is a chance for it to call reinforcements, this means that
#  a Beckon will spawn nearby and will help in the fight.
#  
#  The Beckon has different stages and that will tell how many and which parasites it will spawn.
##########################################################################################################

reinforcement_system {
    # If the light level is higher than this, the block will not spread. [range: 0 ~ 16, default: 16]
    I:"Reinforcement System Block Light Level"=7

    # One in X to spawn a Beckon on the Infested Block Residue (random tick). [range: 0 ~ 2147483640, default: 100000]
    I:"Reinforcement System Block Residue Chance"=100000

    # If the y value of the block is below this, Beckons will not spawn from it. [range: 0 ~ 2147483640, default: 0]
    I:"Reinforcement System Block Residue Y"=0

    # List of block that can't be infested, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ]
    S:"Reinforcement System Blocks BlackList" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Reinforcement System Blocks BlackList Inverted"=false

    # Chance (1 = 100%) to spawn a Beckon. [range: 0.0 ~ 1.0, default: 0.045]
    S:"Reinforcement System Chance"=0.045

    # Cooldown (in seconds) for the Reinforcement System spawning Beckons. [range: 1 ~ 2147483640, default: 5]
    I:"Reinforcement System Cooldown"=5

    # Set to true for Beckon to despawn. [default: false]
    B:"Reinforcement System Despawn"=false

    # Set to false if you want to disable the Reinforcement System. [default: true]
    B:"Reinforcement System Enabled"=true

    # Equipment that can protect you from the blocks from doing damage. Ex. "head;minecraft:iron_helmet;0.1"  Where: 
    #  "head" is for the slot (head, chest, legs, feet), 
    #  "minecraft:iron_helmet" is for the item, 
    #  "0.1" is for the chance to ignore block damage (1 = 100%). 
    #  [default: [head;minecraft:leather_helmet;0.5], [head;minecraft:iron_helmet;0.3], [head;minecraft:diamond_helmet;0.3]]
    S:"Reinforcement System Equipment" <
        head;minecraft:leather_helmet;0.5
        head;minecraft:iron_helmet;0.3
        head;minecraft:diamond_helmet;0.3
     >

    # Max Hardness of the block it can infest. [range: 0.01 ~ 100.0, default: 1.5]
    S:"Reinforcement System Hardness"=1.5

    # Set to false if you don't want the Beckons to ignore their summoning cooldown.when spawning. [default: true]
    B:"Reinforcement System Ignore Cooldown"=true

    # Set to false if you want to disable the Reinforcement System Block Infestation. [default: true]
    B:"Reinforcement System Infestation"=true

    # Chance (1 = 100%) to spawn a Beckon in Infested Blocks (S!=1) if no Beckon is around, to further infest the land. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Reinforcement System Infestation Spawning Beckons"=0.05

    # Maximum number of Beckons that can spawn from the RS (per dimension). [range: 1 ~ 2147483640, default: 100]
    I:"Reinforcement System Maximum Beckons"=100

    # Maximum Stage a Beckon can grow up in a Dimension. Ex. "1;3"  Where: 
    #  "1" is for the dimension, 
    #  "3" is for the stage it cannot grow up. 
    #  [default: [1;3]]
    S:"Reinforcement System Maximum Stage" <
        1;3
     >

    # Chance (1 = 100%) to spawn fog particle in an infested block ((if available, every tick). [range: 0.0 ~ 1.0, default: 0.05]
    S:"Reinforcement System Particle Fog Chance"=0.05

    # Chance (1 = 100%) to spawn spore particle in an infested block (if available, every tick). [range: 0.0 ~ 1.0, default: 0.05]
    S:"Reinforcement System Particle Spore Chance"=0.05

    # Set to true if you want the Reinforcement System to only be activated by the Players. [default: false]
    B:"Reinforcement System Player Only"=false

    # What the infested block turns into when the Beckons die [default: minecraft:dirt]
    S:"Reinforcement System Revert Block"=minecraft:dirt

    # Set to true if you want Beckons to only spawn if the position can see the sky (only those who are called by the death of a parasite). [default: false]
    B:"Reinforcement System Sky"=false

    # Set to false if you want to disable the Reinforcement System Sounds 
    #  (A bell sound is played when a Beckon is summoned or when it grew up to the next stage). [default: true]
    B:"Reinforcement System Sounds"=true
}


reinforcement_system_beckonsi {
    # Armor multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage I Beckon Armor Multiplier"=1.0

    # Minimum time required (in seconds) to infest nearby block for Stage I Beckon. [range: 4 ~ 10000, default: 60]
    I:"Stage I Beckon Block Infestation Cooldown"=60

    # Damage when walking on the blocks infested by  Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage I Beckon Block Infestation Damage"=1.0

    # Chance to damage when walking on the blocks infested by  Stage I Beckon. [range: 0.0 ~ 1.0, default: 0.01]
    S:"Stage I Beckon Block Infestation Damage Chance"=0.01

    # Block infestation radius for Stage I Beckon. [range: 0 ~ 100, default: 4]
    I:"Stage I Beckon Block Infestation Range"=4

    # Block infestation radius (upwards/downwards) for Stage I Beckon. [range: 0 ~ 100, default: 2]
    I:"Stage I Beckon Block Infestation Range Y"=2

    # Value of each Stage I Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage I Beckon. [range: 0.0 ~ 100.0, default: 0.5]
    S:"Stage I Beckon CA mobs"=0.5

    # Number  for Stage I Beckon required to do a Collective Attack (only one will attack) for Stage I Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage I Beckon CA number"=4

    # Summoning cooldown (in seconds) for Stage I Beckon. [range: 0 ~ 10000, default: 10]
    I:"Stage I Beckon Cooldown"=10

    # Damage multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage I Beckon Damage Multiplier"=1.0

    # Health multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage I Beckon Health Multiplier"=1.0

    # Number of attacks before its cooldown for Stage I Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage I Beckon Limit"=4

    # Maximum Growtime (in seconds) from Stage I Beckon to Stage II Beckon (max must be greater than min). [range: 240 ~ 10000, default: 300]
    I:"Stage I Beckon Max GrowTime"=300

    # Minimum Growtime (in seconds) from Stage I Beckon to Stage II Beckon. [range: 1 ~ 10000, default: 240]
    I:"Stage I Beckon Min GrowTime"=240

    # Mob list for Stage I Beckon. Ex. "ground;minecraft:zombie;0.1;1"  Where: 
    #  "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    # Stage I cannot trigger the air condition. 
    #  [default: [ground;srparasites:rupter;1;1]]
    S:"Stage I Beckon Mob List" <
        ground;srparasites:rupter;1;1
     >

    # Spawn weight for Stage I Beckon (NOTE: They will spawn like vanilla passive creatures). [range: 0 ~ 100, default: 0]
    I:"Stage I Beckon Spawnweight"=0

    # Number of total points used in mob spawning for Stage I Beckon. [range: 0 ~ 100, default: 4]
    I:"Stage I Beckon Total Active Mobs"=4
}


reinforcement_system_beckonsii {
    # Armor multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage II Beckon Armor Multiplier"=1.0

    # Minimum time required (in seconds) to infest nearby block for Stage II Beckon. [range: 4 ~ 10000, default: 55]
    I:"Stage II Beckon Block Infestation Cooldown"=55

    # Damage when walking on the blocks infested by  Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage II Beckon Block Infestation Damage"=1.0

    # Chance to damage when walking on the blocks infested by  Stage II Beckon. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Stage II Beckon Block Infestation Damage Chance"=0.05

    # Block infestation radius for Stage II Beckon. [range: 0 ~ 100, default: 8]
    I:"Stage II Beckon Block Infestation Range"=8

    # Block infestation radius (upwards/downwards) for Stage II Beckon. [range: 0 ~ 100, default: 3]
    I:"Stage II Beckon Block Infestation Range Y"=3

    # Value of each Stage II Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage II Beckon. [range: 0.0 ~ 100.0, default: 0.5]
    S:"Stage II Beckon CA mobs"=0.5

    # Number  for Stage II Beckon required to do a Collective Attack (only one will attack) for Stage II Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage II Beckon CA number"=4

    # Summoning cooldown (in seconds) for Stage II Beckon. [range: 0 ~ 10000, default: 12]
    I:"Stage II Beckon Cooldown"=12

    # Damage multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage II Beckon Damage Multiplier"=1.0

    # Health multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage II Beckon Health Multiplier"=1.0

    # Number of attacks before its cooldown for Stage II Beckon. [range: 0 ~ 10000, default: 3]
    I:"Stage II Beckon Limit"=3

    # Maximum Growtime (in seconds) from Stage II Beckon to Stage III Beckon (max must be greater than min). [range: 300 ~ 10000, default: 360]
    I:"Stage II Beckon Max GrowTime"=360

    # Minimum Growtime (in seconds) from Stage II Beckon to Stage III Beckon. [range: 1 ~ 10000, default: 300]
    I:"Stage II Beckon Min GrowTime"=300

    # Mob list for Stage II Beckon. Ex. "ground;minecraft:zombie;0.1;1"  Where: 
    #  "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    #  [default: [ground;srparasites:sim_human;0.2;3], [ground;srparasites:sim_cow;0.2;3], [ground;srparasites:sim_sheep;0.2;3], [ground;srparasites:sim_wolf;0.2;3], [ground;srparasites:sim_bigspider;0.2;3], [ground;srparasites:rupter;0.1;1], [air;srparasites:carrier_flying;0.3;3]]
    S:"Stage II Beckon Mob List" <
        ground;srparasites:sim_human;0.2;3
        ground;srparasites:sim_cow;0.2;3
        ground;srparasites:sim_sheep;0.2;3
        ground;srparasites:sim_wolf;0.2;3
        ground;srparasites:sim_bigspider;0.2;3
        ground;srparasites:rupter;0.1;1
        air;srparasites:carrier_flying;0.3;3
     >

    # Number of total points used in mob spawning for Stage II Beckon. [range: 0 ~ 100, default: 9]
    I:"Stage II Beckon Total Active Mobs"=9
}


reinforcement_system_beckonsiii {
    # Chance to spawn an Ancient when killed for  Stage III Beckon. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Stage III Beckon Ancient Chance"=0.1

    # Armor multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage III Beckon Armor Multiplier"=1.0

    # Minimum time required (in seconds) to infest nearby block for Stage III Beckon. [range: 4 ~ 10000, default: 50]
    I:"Stage III Beckon Block Infestation Cooldown"=50

    # Damage when walking on the blocks infested by  Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage III Beckon Block Infestation Damage"=1.0

    # Chance to damage when walking on the blocks infested by  Stage III Beckon. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Stage III Beckon Block Infestation Damage Chance"=0.1

    # Block infestation radius for Stage III Beckon. [range: 0 ~ 100, default: 16]
    I:"Stage III Beckon Block Infestation Range"=16

    # Block infestation radius (upwards/downwards) for Stage III Beckon. [range: 0 ~ 100, default: 4]
    I:"Stage III Beckon Block Infestation Range Y"=4

    # Value of each Stage III Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage III Beckon. [range: 0.0 ~ 100.0, default: 0.35]
    S:"Stage III Beckon CA mobs"=0.35

    # Number  for Stage III Beckon required to do a Collective Attack (only one will attack) for Stage III Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage III Beckon CA number"=4

    # Summoning cooldown (in seconds) for Stage III Beckon. [range: 0 ~ 10000, default: 14]
    I:"Stage III Beckon Cooldown"=14

    # Damage multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage III Beckon Damage Multiplier"=1.0

    # Health multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage III Beckon Health Multiplier"=1.0

    # Number attacks before its cooldown for Stage III Beckon. [range: 0 ~ 10000, default: 2]
    I:"Stage III Beckon Limit"=2

    # Mob list for Stage III Beckon. Ex. "ground;minecraft:zombie;0.1;1"  Where: 
    #  "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    #  [default: [ground;srparasites:pri_summoner;0.2;6], [ground;srparasites:pri_manducater;0.4;6], [ground;srparasites:pri_bolster;0.1;6], [ground;srparasites:pri_reeker;0.4;6], [ground;srparasites:pri_longarms;0.4;6], [ground;srparasites:sim_human;0.2;3], [ground;srparasites:sim_cow;0.2;3], [ground;srparasites:sim_sheep;0.2;3], [ground;srparasites:sim_wolf;0.2;3], [ground;srparasites:sim_bigspider;0.2;3], [ground;srparasites:carrier_heavy;0.2;6], [ground;srparasites:rupter;0.1;1], [ground;srparasites:vigilante;0.2;6], [ground;srparasites:warden;0.2;6], [air;srparasites:overseer;0.2;6], [air;srparasites:bomber_light;0.2;6], [air;srparasites:carrier_flying;0.5;3], [air;srparasites:pri_yelloweye;0.5;6]]
    S:"Stage III Beckon Mob List" <
        ground;srparasites:pri_summoner;0.2;6
        ground;srparasites:pri_manducater;0.4;6
        ground;srparasites:pri_bolster;0.1;6
        ground;srparasites:pri_reeker;0.4;6
        ground;srparasites:pri_longarms;0.4;6
        ground;srparasites:sim_human;0.2;3
        ground;srparasites:sim_cow;0.2;3
        ground;srparasites:sim_sheep;0.2;3
        ground;srparasites:sim_wolf;0.2;3
        ground;srparasites:sim_bigspider;0.2;3
        ground;srparasites:carrier_heavy;0.2;6
        ground;srparasites:rupter;0.1;1
        ground;srparasites:vigilante;0.2;6
        ground;srparasites:warden;0.2;6
        air;srparasites:overseer;0.2;6
        air;srparasites:bomber_light;0.2;6
        air;srparasites:carrier_flying;0.5;3
        air;srparasites:pri_yelloweye;0.5;6
     >

    # Number of total points used in mob spawning for Stage III Beckon. [range: 0 ~ 100, default: 12]
    I:"Stage III Beckon Total Active Mobs"=12
}


reinforcement_system_beckonsiv {
    # Armor multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage IV Beckon Armor Multiplier"=1.0

    # Value of each Stage IV Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage IV Beckon. [range: 0.0 ~ 100.0, default: 0.35]
    S:"Stage IV Beckon CA mobs"=0.35

    # Number  for Stage IV Beckon required to do a Collective Attack (only one will attack) for Stage IV Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage IV Beckon CA number"=4

    # Summoning cooldown (in seconds) for Stage IV Beckon. [range: 0 ~ 10000, default: 8]
    I:"Stage IV Beckon Cooldown"=8

    # Damage multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage IV Beckon Damage Multiplier"=1.0

    # Health multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Stage IV Beckon Health Multiplier"=1.0

    # Number attacks before its cooldown for Stage IV Beckon. [range: 0 ~ 10000, default: 4]
    I:"Stage IV Beckon Limit"=4

    # Mob list for Stage IV Beckon. Ex. "ground;minecraft:zombie;0.1;1"  Where: 
    #  "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), 
    #  "minecraft:zombie" is for the entity, 
    #  "0.1" is for the chance to spawn, 
    #  "1" is for the cost the entity has. 
    #  [default: [ground;srparasites:beckon_si;0.3;3], [ground;srparasites:beckon_sii;0.4;3], [ground;srparasites:beckon_siii;0.3;4]]
    S:"Stage IV Beckon Mob List" <
        ground;srparasites:beckon_si;0.3;3
        ground;srparasites:beckon_sii;0.4;3
        ground;srparasites:beckon_siii;0.3;4
     >

    # Number of total points used in mob spawning for Stage IV Beckon. [range: 0 ~ 100, default: 12]
    I:"Stage IV Beckon Total Active Mobs"=12
}


##########################################################################################################
# status_effects
#--------------------------------------------------------------------------------------------------------#
# Status effects of the mod 
#  Fear.
#  
#  COTH.
#  
#  Fear.
#  
#  Bleeding.
##########################################################################################################

status_effects {
    # Damage (1 = 100%) this effect will deal (victims total health). [range: 0.0 ~ 1.0, default: 0.05]
    S:"Bleeding Damage"=0.1

    # Set to false if you dont want the COTH effect to work [default: true]
    B:"COTH Acivated"=true

    # Table that will be used for converting mobs, the Rupter will also be using this [default: [minecraft:pig;srparasites:sim_pig], [minecraft:sheep;srparasites:sim_sheep], [minecraft:cow;srparasites:sim_cow], [minecraft:wolf;srparasites:sim_wolf], [minecraft:horse;srparasites:sim_horse], [minecraft:zombie;srparasites:sim_human], [minecraft:zombie_villager;srparasites:sim_villager], [minecraft:villager;srparasites:sim_villager], [minecraft:polar_bear;srparasites:sim_bear], [minecraft:enderman;srparasites:sim_enderman]]
    S:"COTH Assimilated Transformation" <
        minecraft:pig;srparasites:sim_pig
        minecraft:sheep;srparasites:sim_sheep
        minecraft:cow;srparasites:sim_cow
        minecraft:wolf;srparasites:sim_wolf
        minecraft:horse;srparasites:sim_horse
        minecraft:zombie;srparasites:sim_human
        minecraft:zombie_villager;srparasites:sim_villager
        minecraft:villager;srparasites:sim_villager
        minecraft:polar_bear;srparasites:sim_bear
        minecraft:enderman;srparasites:sim_enderman
     >

    # Set to false if you dont want the effect to spread from mob to mob [default: true]
    B:"COTH Aura"=true

    # Chance (1 = 100%) for any parasite to convert its vistim when killed (only if the victim is under COTH effect). [range: 0.0 ~ 1.0, default: 0.3]
    S:"COTH Convert At Kill"=0.3

    # Mobs that are immune to the COTH effect, Ex: "minecraft:zombie" or just "minecraft" for a whole mod [default: [minecraft:villager_golem], [minecraft:vex], [minecraft:creeper], [minecraft:slime], [minecraft:blaze], [minecraft:guardian], [minecraft:elder_guardian], [minecraft:stray], [minecraft:skeleton], [minecraft:skeleton_horse], [minecraft:wither_skeleton], [minecraft:magma_cube], [minecraft:ghast], [minecraft:shulker], [minecraft:snowman]]
    S:"COTH Mob Immune Mob List" <
        minecraft:villager_golem
        minecraft:vex
        minecraft:creeper
        minecraft:slime
        minecraft:blaze
        minecraft:guardian
        minecraft:elder_guardian
        minecraft:stray
        minecraft:skeleton
        minecraft:skeleton_horse
        minecraft:wither_skeleton
        minecraft:magma_cube
        minecraft:ghast
        minecraft:shulker
        minecraft:snowman
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"COTH Mob Immune Mob List Inverted"=false

    # (1 = 100%) How much this effect will reduce your total armor. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Corrosive Value"=0.1

    # Set to false if you dont want the Fear effect to work [default: true]
    B:"Fear Acivated"=true

    # Chance (1 = 100%) to fail using a block under the Fear status effect (with an amplifier of 2 and up). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Fear Block Fail Chance"=0.5

    # Fear fall damage multiplier. [range: 1.0 ~ 100.0, default: 3.0]
    S:"Fear Fall Damage Multiplier"=3.0

    # Chance (1 = 100%) to to fail to open the inventory under the Fear status effect (with an amplifier of 4 and up). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Fear Inventory Fail Chance"=0.5

    # Items that wont be affected by this effect, Ex: "minecraft:flint_and_steel" or just "minecraft" for a whole mod [default: ]
    S:"Fear Item BlackList" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Fear Item BlackList Inverted"=false

    # Chance (1 = 100%) to to fail using an item under the Fear status effect (with an amplifier of 3 and up). [range: 0.0 ~ 1.0, default: 0.5]
    S:"Fear Item Fail Chance"=0.5

    # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.6]
    S:"Version Adapted COTH"=0.6

    # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.4]
    S:"Version Assimilated COTH"=0.4

    # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Version Primitive COTH"=0.5

    # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.7]
    S:"Version Pure COTH"=0.7

    # (1 = 100%) How much this effect will reduce your total health. [range: 0.0 ~ 1.0, default: 0.1]
    S:"Viral Value"=0.1
}


##########################################################################################################
# tools
#--------------------------------------------------------------------------------------------------------#
# Tools
##########################################################################################################

tools {
    # Damage multiplier per second (holding) for the Living Greatbow. [range: 0 ~ 1024, default: 1]
    I:"Greatbow Bonus"=1

    # Damage for the Greatbow. [range: 0 ~ 1024, default: 1]
    I:"Greatbow Damage"=1

    # Damage multiplier cap for the Living Greatbow. [range: 0 ~ 1024, default: 2]
    I:"Greatbow Damage Cap"=2

    # Durability for the Living Greatbow. [range: 0 ~ 10000, default: 700]
    I:"Greatbow Durability"=700

    # Durability for the Living Scythe. [range: 0 ~ 10000, default: 1000]
    I:"Scythe Durability"=1000

    # Damage for the Living Scythe. [range: 0 ~ 1024, default: 10]
    I:"Scythe Living Damage"=10

    # Damage for the Sentient Scythe. [range: 0 ~ 1024, default: 17]
    I:"Scythe Sentient Damage"=17
}


##########################################################################################################
# world_biome
#--------------------------------------------------------------------------------------------------------#
# World Biome 
#  A Node is created when an infested area has been laying around for some time, a node
#  will change the biome and will have bonuses to the parasites.
##########################################################################################################

world_biome {
    # Set to false if you dont want to register the biome into your game (Needed for this category to work). [default: true]
    B:"Biome Acivated"=true

    # List of block that can't be infested, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ]
    S:"Biome Blocks BlackList" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Biome Blocks BlackList Inverted"=false

    # Color code for the Foliage of the Biome. [range: 0 ~ 2147483640, default: 10878976]
    I:"Biome Color Foliage"=10878976

    # Color code for the Grass of the Biome. [range: 0 ~ 2147483640, default: 10878976]
    I:"Biome Color Grass"=10878976

    # Color code for the Sky of the Biome. [range: 0 ~ 2147483640, default: 3080192]
    I:"Biome Color Sky"=3080192

    # Color code for the Water of the Biome. [range: 0 ~ 2147483640, default: 10878976]
    I:"Biome Color Water"=10878976

    # Blue color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 36.0]
    S:"Biome Fog Color Blue Value"=36.0

    # Green color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 36.0]
    S:"Biome Fog Color Green Value"=36.0

    # Red color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 38.0]
    S:"Biome Fog Color Red Value"=38.0

    # Amount of fog the biome will have. [range: 0.0 ~ 1.0, default: 0.06]
    S:"Biome Fog Density"=0.06

    # Max Hardness of the block it can spread into. [range: 0.01 ~ 100.0, default: 1.7]
    S:"Biome Hardness"=1.7

    # Amount of health reduced (1=100%) for mobs and player healing in the biome. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Biome Heal Penalty"=0.5

    # Mobs that are immune to this penalty. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager_golem]]
    S:"Biome Heal Penalty BlackList" <
        minecraft:villager_golem
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Biome Heal Penalty BlackList Inverted"=false

    # Entity List that will spawn at the Biome. Ex. "minecraft:zombie;1;3;90;0"  Where: 
    #  "minecraft:zombie" is for the entity, 
    #  "1" is for the minimum group count. 
    #  "3" is for the maximum group count. 
    #  "90" is for spawn weight. 
    #  "0" is for the type (0 for entityType.MONSTER, 1 for entityType.CREATURE). 
    #  [default: [srparasites:sim_bigspider;1;1;60;0], [srparasites:sim_human;1;1;60;0], [srparasites:sim_cow;1;1;60;0], [srparasites:sim_sheep;1;1;60;0], [srparasites:sim_wolf;1;1;60;0], [srparasites:sim_pig;1;1;60;0], [srparasites:sim_villager;1;1;60;0], [srparasites:pri_summoner;1;1;10;0], [srparasites:pri_longarms;1;1;10;0], [srparasites:pri_reeker;1;1;10;0], [srparasites:pri_manducater;1;1;10;0], [srparasites:pri_bolster;1;1;10;0], [srparasites:pri_yelloweye;1;1;10;0], [srparasites:ada_summoner;1;1;10;0], [srparasites:ada_longarms;1;1;10;0], [srparasites:ada_reeker;1;1;10;0], [srparasites:ada_manducater;1;1;10;0], [srparasites:ada_bolster;1;1;10;0], [srparasites:ada_yelloweye;1;1;10;0], [srparasites:overseer;2;4;5;0], [srparasites:vigilante;1;3;5;0], [srparasites:warden;1;1;5;0], [srparasites:marauder;2;3;5;0], [srparasites:bomber_light;2;5;5;0], [srparasites:worker;1;1;10;0]]
    S:"Biome Spawn Entity List" <
        srparasites:sim_bigspider;1;1;60;0
        srparasites:sim_human;1;1;60;0
        srparasites:sim_cow;1;1;60;0
        srparasites:sim_sheep;1;1;60;0
        srparasites:sim_wolf;1;1;60;0
        srparasites:sim_pig;1;1;60;0
        srparasites:sim_villager;1;1;60;0
        srparasites:pri_summoner;1;1;10;0
        srparasites:pri_longarms;1;1;10;0
        srparasites:pri_reeker;1;1;10;0
        srparasites:pri_manducater;1;1;10;0
        srparasites:pri_bolster;1;1;10;0
        srparasites:pri_yelloweye;1;1;10;0
        srparasites:ada_summoner;1;1;10;0
        srparasites:ada_longarms;1;1;10;0
        srparasites:ada_reeker;1;1;10;0
        srparasites:ada_manducater;1;1;10;0
        srparasites:ada_bolster;1;1;10;0
        srparasites:ada_yelloweye;1;1;10;0
        srparasites:overseer;2;4;5;0
        srparasites:vigilante;1;3;5;0
        srparasites:warden;1;1;5;0
        srparasites:marauder;2;3;5;0
        srparasites:bomber_light;2;5;5;0
        srparasites:worker;1;1;10;0
     >

    # Set to false if you dont want Nodes to be created in your world. [default: true]
    B:"Creation of Nodes"=true

    # Maximum number of nodes in a world. [range: 1 ~ 100, default: 20]
    I:"Maximum Node Number"=20

    # Minimum distance that one node needs to be away from the other to appear. [range: 0 ~ 100000000, default: 10000]
    I:"Minimum Distance Between Nodes"=10000

    # Minimum distance one node needs to be away from SpawnPoint to appear. [range: 0 ~ 100000000, default: 1]
    I:"Minimum Distance From SpawnPoint"=1

    # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 1 [range: 0.0 ~ 100.0, default: 0.3]
    S:"Node 1 Crop Stop"=0.3

    # Effect range of a Node 1. [range: 0 ~ 2147483640, default: 400]
    I:"Node 1 Effect Range"=400

    # Spread range of a Node 1. [range: 0 ~ 2147483640, default: 200]
    I:"Node 1 Spread Range"=200

    # Days needed from a sss to a Node 1. [range: 0 ~ 2147483640, default: 10]
    I:"Node 1 Time Needed"=10

    # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 2 [range: 0.0 ~ 100.0, default: 0.6]
    S:"Node 2 Crop Stop"=0.6

    # Effect range of a Node 2. [range: 0 ~ 2147483640, default: 1600]
    I:"Node 2 Effect Range"=1600

    # Spread range of a Node 2. [range: 0 ~ 2147483640, default: 800]
    I:"Node 2 Spread Range"=800

    # Days needed from a Node 1 to a Node 2. [range: 0 ~ 2147483640, default: 30]
    I:"Node 2 Time Needed"=30

    # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 3 [range: 0.0 ~ 100.0, default: 1.0]
    S:"Node 3 Crop Stop"=1.0

    # Effect range of a Node 3. [range: 0 ~ 2147483640, default: 8000]
    I:"Node 3 Effect Range"=8000

    # Spread range of a Node 3. [range: 0 ~ 2147483640, default: 4000]
    I:"Node 3 Spread Range"=4000

    # Days needed from a Node 2 to a Node 3. [range: 0 ~ 2147483640, default: 60]
    I:"Node 3 Time Needed"=60

    # List of potion effects that the parasites will spawn with. Ex. "2;minecraft:speed;3"  Where: 
    #  "2" is the required total of node levels, 
    #  "minecraft:speed" is the potion itself (the potion will apply regardless of whether the parasite is near a node or not), 
    #  "3" is the amplifier of the effect  [default: [3;minecraft:speed;2], [4;minecraft:fire_resistance;1], [7;minecraft:invisibility;1]]
    S:"Node Potion Effect List" <
        3;minecraft:speed;2
        4;minecraft:fire_resistance;1
        7;minecraft:invisibility;1
     >

    # Message sent to all players in the current world when a Node is placed [default: Node]
    S:"Node Warning Message"=You sense a deeper corruption taking place

    # Nodes can only be made in these dimensions
    I:"WhiteList Dimensions" <
        111
     >
}


##########################################################################################################
# world_colony
#--------------------------------------------------------------------------------------------------------#
# World Colony 
#  A Node is created when an infested area has been laying around for some time, a node
#  will change the biome and will have bonuses to the parasites.
##########################################################################################################

world_colony {
    # Set to false if you dont want Colonies to be created in your world. [default: true]
    B:"Colonies Activated"=true

    # Value of the base radius of a Colony. [range: 1 ~ 10000, default: 60]
    I:"Colonies Base Radius Value"=60

    # Cap of points for a single Colony. [range: 1 ~ 10000, default: 100]
    I:"Colonies Points Cap"=100

    # Every x points, the colony radius will get bigger. [range: 1 ~ 10000, default: 2]
    I:"Colonies Spread Point"=2

    # How much the radius will grow. [range: 1 ~ 10000, default: 20]
    I:"Colonies Spread Value"=20

    # Message sent to all players in the current world when a Colony is placed [default: Colony]
    S:"Colonies Warning Message"=Colony

    # Every x points, the colony will grant a bonus of armor. [range: 1.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus Armor Point"=0.0

    # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus Armor Value"=0.0

    # Every x points, the colony will grant a bonus of damage. [range: 1.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus Damage Point"=0.0

    # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus Damage Value"=0.0

    # Every x points, the colony will grant a bonus of health. [range: 1.0 ~ 10000.0, default: 20.0]
    S:"Colony Bonus Health Point"=20.0

    # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.1]
    S:"Colony Bonus Health Value"=0.1

    # Every x points, the colony will grant a bonus of KDR. [range: 1.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus KDR Point"=0.0

    # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0]
    S:"Colony Bonus KDR Value"=0.0

    # Maximum number of Colonies in a world. [range: 1 ~ 100, default: 20]
    I:"Maximum Colony Number"=20

    # Minimum distance that one Colony needs to be away from the other to appear. [range: 0 ~ 100000000, default: 2000]
    I:"Minimum Distance Between Colonies"=2000

    # Colonies can only be made in these dimensions
    I:"WhiteList Dimensions" <
        111
     >
}


