# Configuration file

##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# General configuration 
# Version:1.9.1
##########################################################################################################

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 (This list is ignored if Evolution Phases are enabled, it has its own option)
    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;1], [srparasites:rupter;1], [srparasites:rupter;1], [srparasites:rupter;05], [srparasites:rupter;0.5], [srparasites:grunt;0.7]]
    S:"Ancient Dreadnaut Mob List" <
        srparasites:rupter;1
        srparasites:rupter;1
        srparasites:rupter;1
        srparasites:rupter;05
        srparasites:rupter;0.5
        srparasites:grunt;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: 50.0 
#  Base Armor: 5.5 
#  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

    # Damage of its bomb [range: 1.0 ~ 1000.0, default: 12.0]
    S:"Light Bomber Bomb Damage"=12.0

    # Damage multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Light Bomber Damage 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: true]
    B:"Light Bomber Griefing"=true

    # 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 Grunt. [range: 0.01 ~ 100.0, default: 1.0]
    S:"Grunt Armor Multiplier"=1.0

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

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

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

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

    # Items you want the Grunt 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:"Grunt Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >

    # Spawn rate for Grunt. [range: 0 ~ 100, default: 0]
    I:"Grunt SpawnWeight"=5
    S:"Marauder Armor Multiplier"=1.0
    S:"Marauder Damage Multiplier"=1.0
    B:"Marauder Enabled"=true
    S:"Marauder Health Multiplier"=1.0
    S:"Marauder Knockback Resistance Multiplier"=1.0
    S:"Marauder Loot Table" <
        srparasites:lurecomponent5;40;2;false
     >
    I:"Marauder SpawnWeight"=5
}


##########################################################################################################
# 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 of its bomb [range: 1.0 ~ 1000.0, default: 7.0]
    S:"Host Bomb Damage"=7.0

    # 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
     >

    # One in x for a Host to spawn when a Skeleton is killed by an Assimilated Human/Villager. [range: 0 ~ 10000, default: 10]
    I:"Host Skeleton Chance"=10

    # 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"=5
}


##########################################################################################################
# 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
     >

    # Damage it will do from melee. [range: 0.0 ~ 1024.0, default: 45.0]
    S:"Overseer Melee"=45.0

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

    # Number of total points used in mob spawning for Overseer [range: 0 ~ 100, default: 6]
    I:"Overseer Total Active Mobs"=6

    # Number of attacks before its cooldown for Overseer. [range: 0 ~ 10000, default: 6]
    I:"Overseer limit"=6

    # Mob list for Overseer. 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:"Overseer mob List" <
        srparasites:rupter;1;1
     >

    # Summoning cooldown in seconds. [range: 0 ~ 100, default: 200]
    I:"Overseer summoning Cooldown"=200
}


##########################################################################################################
# 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: 0.1]
    S:"Sentry Gear degrade"=0.1

    # 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: 55.0 
#  Base Damage: 13.0 
#  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: 5]
    I:"Assimilated Enderman SpawnWeight"=5
}


##########################################################################################################
# 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"=5
}


##########################################################################################################
# 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"=5
}


##########################################################################################################
# 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: 35.0 
#  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: 30.0 
#  Base Damage: 12.0 
#  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: 2.0]
    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: 40.0 
#  Base Damage: 12.0 
#  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: 20.0]
    S:"Stage Adapted additional Damage"=18.0

    # Additional health for Adapted Reeker. [range: 0.01 ~ 100.0, default: 50.0]
    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: 40.0 
#  Base Damage: 15.0 
#  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: 30.0 
#  Base Damage: 5.0 
#  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 ~ 1024.0, 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
#     
#  -> Phase 3:  - Points required: 1,000
#     -Reinforcement system is unlocked
#     -Beckons will slowly grow to Stage II and beyond
#     -The passive point gaining is now active
#  	 -Mobs with COTH will stop dropping loot
#     
#  -> Phase 4:  - Points required: 100,000
#     -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
#     -Colonies now unlocked
#  	 -Buglins will stop spawning naturally
# 	 -No more fishing
#     
#  -> Phase 5:  - Points required: 1,000,000
#     -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
#     -COTH hidden mobs are now dropping their disguise
#     -Beckons will ignore summoning cooldown when spawning
#     -Reinforcement system chance increased
#     
#  -> Phase 6:  - Points required: 30,000,000
#     -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
#     -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: 100,000,000
#     -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: 600,000,000
#     -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
#     1 -> Buglin
#     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

    # List of dimensions that will start at a specific Evolution phase. Ex. "1;8;10" Where: 
    #  "1" is the dimension, 
    #  "8" is the evolution phase,
    #  "10" is the number of points parasites will have, if the phase is -1 these points will be negative
    #  Parasites will not spawn and can't earn points if the phase is -2 [default: [-1;-1;50], [1;-1;100]]
    S:"Evolution Phases Dimension Starting Phase List" <
        -1;-1;50
        1;-1;100
     >

    # Parasites cannot earn points in these dimensions
    I:"Evolution Phases Point Gain Blacklist" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Evolution Phases Point Gain Blacklist Inverted"=false

    # Parasites cannot lose points in these dimensions
    I:"Evolution Phases Point Loss Blacklist" <
     >

    # Set to true if you want to use the list as a WhiteList. [default: false]
    B:"Evolution Phases Point Loss Blacklist Inverted"=false

    # From this phase on, Assimilated versions will stop hiding. [range: 0 ~ 9, default: 5]
    I:"Phase Assimilation Stop Hiding"=5

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

    # From this phase on, Colonies are unlocked. [range: 0 ~ 9, default: 4]
    I:"Phase Colony Unlock"=4

    # From this phase on, fishing will not give you loot anymore. [range: 0 ~ 9, default: 4]
    I:"Phase Fishing Denied"=4

    # From this phase on, mobs with COTH will not drop loot anymore. [range: 0 ~ 9, default: 3]
    I:"Phase Loot Denied"=3

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

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

    # 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"=2

    # 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_0 {
    # If a parasite ID is equal to or greater than this number, the parasite will not spawn. [range: 0 ~ 100, default: 5]
    I:"Phase 0 Maximum Parasite ID"=5

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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 3]
    I:"Phase 0 Sleep Penalty"=3

    # Message sent to all players in the current world when parasites reach this Phase [default: ZERO]
    S:"Phase 0 Warning Message"=ZERO
}


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"=11

    # 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"=50

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 5]
    I:"Phase 1 Sleep Penalty"=5

    # 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"=31

    # 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"=100

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 50]
    I:"Phase 2 Sleep Penalty"=50

    # 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"=31

    # 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"=1000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 5000]
    I:"Phase 3 Sleep Penalty"=5000

    # 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"=41

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 4]
    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"=100000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 50000]
    I:"Phase 4 Sleep Penalty"=50000

    # 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"=41

    # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 4]
    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"=1000000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 1500000]
    I:"Phase 5 Sleep Penalty"=1500000

    # 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"=51

    # 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"=30

    # 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"=30000000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 5000000]
    I:"Phase 6 Sleep Penalty"=5000000

    # 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"=61

    # 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"=40

    # 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"=100000000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 30000000]
    I:"Phase 7 Sleep Penalty"=30000000

    # 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"=64

    # 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"=40

    # 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"=600000000

    # 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

    # Number of Points gained when skipping the night. [range: 0 ~ 2147483640, default: 1]
    I:"Phase 8 Sleep Penalty"=1

    # 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).
    #  Damage sources in Vanilla: 
    #  inFire
    #  lightningBolt
    #  onFire
    #  lava
    #  hotFloor
    #  inWall
    #  cramming
    #  drown
    #  starve
    #  cactus
    #  fall
    #  flyIntoWall
    #  outOfWorld
    #  generic
    #  magic
    #  wither
    #  anvil
    #  fallingBlock
    #  dragonBreath
    #  fireworks
    #  player
    #  mob
    #  arrow
    #  indirectMagic
    #  thorns [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 (This is ignored if Evolution Phases are enabled, it has its own option)). [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 will no longer 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:pri_longarms;1;60;1], [srparasites:pri_reeker;1;60;1], [srparasites:pri_summoner;1;60;1], [srparasites:pri_manducater;1;60;1], [srparasites:pri_yelloweye;1;60;1], [srparasites:pri_arachnida;1;60;1], [srparasites:pri_bolster;1;60;1], [srparasites:ada_longarms;2;40;1], [srparasites:ada_reeker;2;40;1], [srparasites:ada_summoner;2;40;1], [srparasites:ada_manducater;2;40;2], [srparasites:ada_yelloweye;2;40;2], [srparasites:ada_arachnida;2;40;2], [srparasites:ada_bolster;2.5;20;2], [srparasites:warden;3;20;2], [srparasites:marauder;3;10;3], [srparasites:vigilante;3;20;2], [srparasites:overseer;3;20;2], [srparasites:bomber_light;3;20;2], [srparasites:grunt;2;20;1], [srparasites:anc_dreadnaut;5;5;4], [srparasites:anc_terla;5;5;4]]
    S:"Mobs with new griefing task" <
        srparasites:pri_longarms;1;60;1
        srparasites:pri_reeker;1;60;1
        srparasites:pri_summoner;1;60;1
        srparasites:pri_manducater;1;60;1
        srparasites:pri_yelloweye;1;60;1
        srparasites:pri_arachnida;1;60;1
        srparasites:pri_bolster;1;60;1
        srparasites:ada_longarms;2;40;1
        srparasites:ada_reeker;2;40;1
        srparasites:ada_summoner;2;40;1
        srparasites:ada_manducater;2;40;2
        srparasites:ada_yelloweye;2;40;2
        srparasites:ada_arachnida;2;40;2
        srparasites:ada_bolster;2.5;20;2
        srparasites:warden;3;20;2
        srparasites:marauder;3;10;3
        srparasites:vigilante;3;20;2
        srparasites:overseer;3;20;2
        srparasites:bomber_light;3;20;2
        srparasites:grunt;2;20;1
        srparasites:anc_dreadnaut;5;5;4
        srparasites:anc_terla;5;5;4
     >

    # 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: true]
    B:"Version Ancient Despawn"=true

    # 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

    # Chance for Human/Villager/Enderman to cause bleeding in its targets (1=100%). [range: 0.0 ~ 1.0, default: 0.2]
    S:"Version Assimilated Bleeding"=0.2

    # 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"=16

    # One in X to spawn a Beckon on the Infested Block Residue (random tick). [range: 0 ~ 2147483640, default: 20000]
    I:"Reinforcement System Block Residue Chance"=90000

    # 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 (This is ignored if Evolution Phases are enabled, it has its own option). [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: 1 ~ 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: 1 ~ 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

    # Maximum Growtime (in seconds) from Stage III Beckon to Stage IV Beckon (max must be greater than min). [range: 1 ~ 10000, default: 1200]
    I:"Stage III Beckon Max GrowTime"=1200

    # Minimum Growtime (in seconds) from Stage III Beckon to Stage IV Beckon. [range: 1 ~ 10000, default: 600]
    I:"Stage III Beckon Min GrowTime"=600

    # 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.
#  
#  Camouflage
##########################################################################################################

status_effects {
    # Damage (1 = 100%) this effect will deal (victims total health). [range: 0.0 ~ 1.0, default: 0.02]
    S:"Bleeding Damage"=0.02

    # 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:husk;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:husk;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 [range: 0 ~ 10, default: 3]
    I:"COTH Aura"=3

    # 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

    # Below this health threshold, the victim will attempt to unhide (if available). [range: 0.0 ~ 1.0, default: 0.3]
    S:"COTH Health Threshold"=0.3

    # Set to false if you want mobs with COTH to drop loot (This is ignored if Evolution Phases are enabled, it has its own option) [default: true]
    B:"COTH Looting"=true

    # 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
        lycanitesmobs:amalgalich
     >

    # 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%) Chance to avoid getting infected by COTH. [range: 0.0 ~ 1.0, default: 0.7]
    S:"Camouflage Chance"=0.7

    # List of items that can prevent an entity form getting COTH. Ex. "minecraft:stone;0.1;200"  Where: 
    #  "minecraft:stone" is the item, 
    #  "0.1" is the chance to apply the effect (1=100%), 
    #  "200" is the duration of the effect in seconds. 
    #  Right click an entity to give it Camouflage. 
    #  [default: [minecraft:golden_apple;0.1;300], [minecraft:golden_carrot;0.03;150]]
    S:"Camouflage Item List" <
        minecraft:golden_apple;0.1;300
        minecraft:golden_carrot;0.03;150
     >

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

    # (1 = 100%) How much this effect will increase damage. [range: 0.0 ~ 100.0, default: 0.1]
    S:"Enraged Damage"=0.1

    # (1 = 100%) How much this effect will increase speed. [range: 0.0 ~ 100.0, default: 0.1]
    S:"Enraged Speed"=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"=1.0

    # 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: 0.0]
    S:"Fear Inventory Fail Chance"=0.0

    # 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"=1.0

    # Chance (1 = 100%) to infect with COTH per hit. [range: 0.0 ~ 1.0, default: 0.5]
    S:"Version Adapted COTH"=0.6

    # Chance (1 = 100%) to infect with COTH per hit. [range: 0.0 ~ 1.0, default: 0.7]
    S:"Version Assimilated COTH"=0.4

    # Chance (1 = 100%) to infect with COTH per hit. [range: 0.0 ~ 1.0, default: 0.6]
    S:"Version Primitive COTH"=0.5

    # Chance (1 = 100%) to infect with COTH per hit. [range: 0.0 ~ 1.0, default: 0.4]
    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 for the Living Greataxe. [range: 0 ~ 1024, default: 11]
    I:"Greataxe Living Damage"=15

    # Damage for the Sentient Greataxe. [range: 0 ~ 1024, default: 21]
    I:"Greataxe Sentient Damage"=20

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

    # Damage for the Living 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

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

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

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

    # Durability for the Sentient Greatbow. [range: 0 ~ 10000, default: 700]
    I:"Greatbow Sentient 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"=15

    # Damage for the Sentient Scythe. [range: 0 ~ 1024, default: 17]
    I:"Scythe Sentient Damage"=20
}


##########################################################################################################
# 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

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

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

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

    # Decimal 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
     >

    # Biome weight, registered as a SPOOKY type biome [range: 0 ~ 10000, default: 0]
    I:"Biome Weight"=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: false]
    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: 20.0]
    S:"Colony Bonus Armor Point"=20.0

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

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

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

    # 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: 20.0]
    S:"Colony Bonus KDR Point"=20.0

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

    # Every x points, the colony will increase their damage cap. [range: 1.0 ~ 10000.0, default: 15.0]
    S:"Colony Damage Cap Point"=15.0

    # Value (in %) of the bonus. [range: 0.0 ~ 10000.0, default: 0.5]
    S:"Colony Damage Cap Value"=0.5

    # Every x points, the colony will boost the number of points earned in the evolution phases [range: 1.0 ~ 10000.0, default: 10.0]
    S:"Colony EV Boost Point"=10.0

    # Value (in %) of the bonus. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Colony EV Boost Value"=0.05

    # Every x points, the colony will reduce the number of points lost in the evolution phases [range: 1.0 ~ 10000.0, default: 10.0]
    S:"Colony EV Reduction Point"=10.0

    # Value (in %) of the bonus. [range: 0.0 ~ 1.0, default: 0.05]
    S:"Colony EV Reduction Value"=0.05

    # 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
     >
}


