# Configuration file ########################################################################################################## # attributes #--------------------------------------------------------------------------------------------------------# # Add attribute modifiers to entities to change their stats. Takes 4-6 values seperated by a semicolon: # Format: entity;attribute;operator;value;dimension;child # entity: entity name # attribute: attribute name (Possible attributes: generic.maxHealth, generic.followRange, generic.knockbackResistance, generic.movementSpeed, generic.flyingSpeed, generic.attackDamage, generic.attackSpeed, generic.armor, generic.armorToughness, generic.luck) # operator: operator type (0 = add, 1 = multiply and add) # value: value which will be used for the calculation # dimension: dimension (ID) in which the entity should get the boost (optional! Leave this blank or use a "/" for any dimension) # child: 0 = the modifier doesn't care if the entity is a child or not, 1 = adults only, 2 = childs only (optional! Leave this blank for 0) ########################################################################################################## attributes { # Attributes: [default: [Ljava.lang.String;@2de8ae5a] S:attributesModifier < zombie;generic.maxHealth;1;0.5;/;1 zombie_pigman;generic.maxHealth;1;0.5;/;1 zombie_villager;generic.maxHealth;1;0.5;/;1 husk;generic.maxHealth;1;0.5;/;1 skeleton;generic.maxHealth;1;0.5 stray;generic.maxHealth;1;0.5 wither_skeleton;generic.maxHealth;1;1 slime;generic.maxHealth;1;0.5 blaze;generic.maxHealth;1;0.5 magma_cube;generic.maxHealth;1;0.5 wither;generic.maxHealth;1;1 vindication_illager;generic.maxHealth;1;0.5 evocation_illager;generic.maxHealth;1;1 zombie;generic.followRange;0;30 zombie_pigman;generic.followRange;0;30 zombie_villager;generic.followRange;0;30 husk;generic.followRange;0;30 skeleton;generic.followRange;0;30 stray;generic.followRange;0;30 wither_skeleton;generic.followRange;0;30 creeper;generic.followRange;0;30 spider;generic.followRange;0;30 slime;generic.followRange;0;30 witch;generic.followRange;0;30 blaze;generic.followRange;0;30 ghast;generic.followRange;0;30 magma_cube;generic.followRange;0;30 vindication_illager;generic.followRange;0;30 evocation_illager;generic.followRange;0;30 zombie;generic.knockbackResistance;0;0.5 zombie_pigman;generic.knockbackResistance;0;0.5 zombie_villager;generic.knockbackResistance;0;0.5 husk;generic.knockbackResistance;0;0.5 vindication_illager;generic.knockbackResistance;0;0.5 creeper;generic.movementSpeed;1;0.5 slime;generic.movementSpeed;1;0.5 magma_cube;generic.movementSpeed;1;0.5 > } ########################################################################################################## # blaze #--------------------------------------------------------------------------------------------------------# # Configuration options which affect blaze features ########################################################################################################## blaze { # Set to false to disable ALL blaze features [default: true] B:_blazeFeaturesEnabled=true # Explosion strength of the explosions, which blazes create on death # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 1.0] S:blazeDeathExplosionStrength=1.0 # Entities which count as blaze entities [default: [Ljava.lang.String;@44692b46] S:blazeEntities < minecraft:blaze > # Set to false to prevent blazes from igniting entities which touch their hitbox [default: true] B:blazeFlameTouch=true # Set to false to prevent blazes from pushing attackers away [default: true] B:blazePushAttackersAway=true } ########################################################################################################## # creeper #--------------------------------------------------------------------------------------------------------# # Configuration options which affect creeper features ########################################################################################################## creeper { # Set to false to disable ALL creeper features [default: true] B:_creeperFeaturesEnabled=true # If true creepers burn in sunlight [default: false] B:creeperCreeperBurn=false # If true creepers explode if they catch fire [default: false] B:creeperCreeperBurnExplosion=false # Entities which count as creeper entities [default: [Ljava.lang.String;@7cfe4d76] S:creeperEntities < minecraft:creeper > # Creeper explosion radius # The vanilla default is 3 [range: 0 ~ 32767, default: 4] I:creeperExplosionRadius=4 # Creeper fuse time (In ticks, 20 ticks = 1 second) # The vanilla default is 30 [range: 0 ~ 32767, default: 20] I:creeperFuseTime=30 # Block range to the target in which creepers become invisible # Set to 0 to prevent creepers from becoming invisible [range: 0.0 ~ 32767.0, default: 6.0] S:creeperInvisibleRange=0.0 } ########################################################################################################## # enderman #--------------------------------------------------------------------------------------------------------# # Configuration options which affect enderman features ########################################################################################################## enderman { # Set to false to disable ALL enderman features [default: true] B:_endermanFeaturesEnabled=true # Chance (1 in X) that an enderman applies the blindness effect to its target # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3] I:endermanBlindChance=3 # Duration in ticks of the applied blindness effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200] I:endermanBlindDuration=200 # Set this to false to prevent endermen from dropping an extra enderpearl on death [default: true] B:endermanDropEnderpearl=true # Entities which count as enderman entities [default: [Ljava.lang.String;@17f82027] S:endermanEntities < minecraft:enderman > # If this item is somewhere in the players inventory, the player becomes immune to teleportation and item stealing # Leave this empty to disable this feature [default: minecraft:ender_eye] S:endermanImmunityItem=minecraft:ender_eye # Chance (1 in X) that an enderman steals the targets held or equipped item to drop it on the ground # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3] I:endermanStealItemChance=0 # Set this to false to prevent endermen from teleporting attackers away [default: true] B:endermanTeleportAttacker=true } ########################################################################################################## # endermite #--------------------------------------------------------------------------------------------------------# # Configuration options which affect endermite features ########################################################################################################## endermite { # Set to false to disable ALL endermite features [default: true] B:_endermiteFeaturesEnabled=true # Entities which count as endermite entities [default: [Ljava.lang.String;@5377df0f] S:endermiteEntities < minecraft:endermite > # If this item is somewhere in the players inventory, the player becomes immune to teleportation # Leave this empty to disable this feature [default: minecraft:ender_eye] S:endermiteImmunityItem=minecraft:ender_eye # Set this to false to prevent endermites from teleporting attackers away [default: true] B:endermiteTeleportAttacker=true # Set this to false to prevent endermites from applying the wither effect to near entities [default: true] B:endermiteWitherMobs=true } ########################################################################################################## # ghast #--------------------------------------------------------------------------------------------------------# # Configuration options which affect ghast features ########################################################################################################## ghast { # Set to false to disable ALL ghast features [default: true] B:_ghastFeaturesEnabled=true # Set to false to prevent ghasts from dropping primed TNT on their targets [default: true] B:ghastDropTnt=false # Entities which count as ghast entities [default: [Ljava.lang.String;@5c24fa15] S:ghastEntities < minecraft:ghast > # Ghast fireball explosion radius # The vanilla default is 1 [range: 0 ~ 32767, default: 3] I:ghastExplosionRadius=4 # Set to false to prevent ghasts from being immune to projectiles [default: true] B:ghastProjectileImmunity=false } ########################################################################################################## # guardian #--------------------------------------------------------------------------------------------------------# # Configuration options which affect guardian features ########################################################################################################## guardian { # Set to false to disable ALL guardian features [default: true] B:_guardianFeaturesEnabled=true # Set to false to prevent guardians from dropping water on death [default: true] B:guardianDropWater=false # Entities which count as guardian entities [default: [Ljava.lang.String;@28f87326] S:guardianEntities < minecraft:guardian minecraft:elder_guardian > } ########################################################################################################## # hostilehorse #--------------------------------------------------------------------------------------------------------# # Configuration options which affect hostileHorse features ########################################################################################################## hostilehorse { # Set to false to disable ALL hostileHorse features [default: true] B:_hostileHorseFeaturesEnabled=true # Set this to false to prevent undead horses from burning in sunlight (as long as they have no rider) [default: true] B:hostileHorseBurn=true # Set to false to prevent undead horses summoned through this mod from despawning [default: true] B:hostileHorseCanDespawn=true # Entities which count as hostileHorse entities [default: [Ljava.lang.String;@7b9184d3] S:hostileHorseEntities < minecraft:zombie_horse minecraft:skeleton_horse > # Chance (1 in X) that a random skeleton or zombie starts riding unmounted hostile horses around it [range: 0 ~ 32767, default: 3] I:hostileHorseRandomRiderChance=0 } ########################################################################################################## # magma cube #--------------------------------------------------------------------------------------------------------# # Configuration options which affect magma cube features ########################################################################################################## "magma cube" { # Set to false to disable ALL magma cube features [default: true] B:"_magma cubeFeaturesEnabled"=true # Set to false to prevent small magma cubes from dropping lava on death [default: true] B:"magma cubeDropLava"=true # Entities which count as magma cube entities [default: [Ljava.lang.String;@421280aa] S:"magma cubeEntities" < minecraft:magma_cube > # Set to false to prevent magma cubes from regenerating health while in lava [default: true] B:"magma cubeRegenInLava"=true } ########################################################################################################## # silverfish #--------------------------------------------------------------------------------------------------------# # Configuration options which affect silverfish features ########################################################################################################## silverfish { # Set to false to disable ALL silverfish features [default: true] B:_silverfishFeaturesEnabled=true # Entities which count as silverfish entities [default: [Ljava.lang.String;@4634962] S:silverfishEntities < minecraft:silverfish > # Chance (1 in X) to split a silverfish in two when attacked # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3] I:silverfishSplitChance=0 } ########################################################################################################## # skeleton #--------------------------------------------------------------------------------------------------------# # Configuration options which affect skeleton features ########################################################################################################## skeleton { # Set to false to disable ALL skeleton features [default: true] B:_skeletonFeaturesEnabled=true # Chance (1 in X) for a newly spawned skeleton to become a boss skeleton [range: 0 ~ 32767, default: 200] I:skeletonBossChance=200 # skeleton boss names. Please be more creative than I am... :P [default: [Ljava.lang.String;@4d45def] S:skeletonBossNames < Lich King Freebitron Prime Dierke the Butcher Valoeghese the Overlord Deadlock the Nightmare The Annyoing Fleshlord The Nightmare Siren Dirty Hazelita Vamperalda Warplord > # Bow cooldown of skeletons in ticks (The vanilla default is 20) [range: 0 ~ 32767, default: 0] I:skeletonBowCooldown=0 # Set this to false to prevent skeletons from switching their weapons [default: true] B:skeletonChangeWeapons=true # Entities which count as skeleton entities [default: [Ljava.lang.String;@7c5f76e9] S:skeletonEntities < minecraft:skeleton minecraft:stray > # Set this to true to make all skeletons burn in sunlight even if they wear a helmet [default: false] B:skeletonHelmetBurn=false # Chance (1 in X) that a skeleton spawns riding a skeleton horse # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10] I:skeletonHorseChance=10 # Minimal Y position above skeleton horses may spawn [range: 0 ~ 32767, default: 63] I:skeletonHorseMinY=63 } ########################################################################################################## # skeletonbossequipment #--------------------------------------------------------------------------------------------------------# # Add enchanted armor and weapons to a newly spawned skeleton boss. Takes 2-3 values seperated by a semicolon: # Format: item or enchantment;chance;dimension # item or enchantment: the item/enchantment id # chance: the higher this number the more this item/enchantment gets selected # dimension: dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension) ########################################################################################################## skeletonbossequipment { # Chance (per slot) that the skeleton boss drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.2] S:_skeletonbossEquipmentDropChance=0 # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 1.0] S:_skeletonbossEquipmentEnchantMultiplier=1.0 # Enchantments which can be applied to armor items [default: [Ljava.lang.String;@8815280] S:skeletonbossEquipmentArmorEnchants < protection;4 feather_falling;3 respiration;3 depth_strider;3 thorns;2 projectile_protection;2 fire_protection;2 blast_protection;2 > # Boots which can be worn by a skeleton boss in their boots slot [default: [Ljava.lang.String;@4497311c] S:skeletonbossEquipmentBoots < diamond_boots;1 > # Chestplates which can be worn by a skeleton boss in their chestplate slot [default: [Ljava.lang.String;@5bff5cac] S:skeletonbossEquipmentChestplate < diamond_chestplate;1 > # Helmets which can be worn by a skeleton boss in their helmet slot [default: [Ljava.lang.String;@59e81043] S:skeletonbossEquipmentHelmet < diamond_helmet;1 > # Leggings which can be worn by a skeleton boss in their leggings slot [default: [Ljava.lang.String;@3a67f17f] S:skeletonbossEquipmentLeggings < diamond_leggings;1 > # Items which can be wielded by a skeleton boss in their mainhand [default: [Ljava.lang.String;@57c6c7f3] S:skeletonbossEquipmentMainhand < diamond_sword;3 diamond_axe;1 > # Items which can be wielded by a skeleton boss in their offhand [default: [Ljava.lang.String;@71c1f9e6] S:skeletonbossEquipmentOffhand < shield;2 diamond_sword;1 diamond_axe;1 > # Enchantments which can be applied to mainhand and offhand items [default: [Ljava.lang.String;@19f62eeb] S:skeletonbossEquipmentWeaponEnchants < sharpness;4 knockback;2 smite;2 bane_of_arthropods;2 looting;1 sweeping;1 fire_aspect;5;-1 > } ########################################################################################################## # skeletonequipment #--------------------------------------------------------------------------------------------------------# # Add enchanted armor and weapons to a newly spawned skeleton. Takes 2-3 values seperated by a semicolon: # Format: item or enchantment;chance;dimension # item or enchantment: the item/enchantment id # chance: the higher this number the more this item/enchantment gets selected # dimension: dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension) ########################################################################################################## skeletonequipment { # Chance (1 in X per piece) to give a skeleton new armor on spawn # Set to 0 to disable new armor [range: 0 ~ 32767, default: 4] I:_skeletonEquipmentArmorChance=4 # Chance (per slot) that the skeleton drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.085] S:_skeletonEquipmentDropChance=0 # Chance (1 in X per item) to enchant newly given items # Set to 0 to disable item enchanting [range: 0 ~ 32767, default: 8] I:_skeletonEquipmentEnchantChance=8 # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 0.5] S:_skeletonEquipmentEnchantMultiplier=0.5 # Chance (1 in X per hand) to give a skeleton new weapons on spawn # Set to 0 to disable new weapons [range: 0 ~ 32767, default: 1] I:_skeletonEquipmentWeaponChance=1 # Enchantments which can be applied to armor items [default: [Ljava.lang.String;@8815280] S:skeletonEquipmentArmorEnchants < protection;4 feather_falling;3 respiration;3 depth_strider;3 thorns;2 projectile_protection;2 fire_protection;2 blast_protection;2 > # Boots which can be worn by a skeleton in their boots slot [default: [Ljava.lang.String;@740a5578] S:skeletonEquipmentBoots < leather_boots;3;0 chainmail_boots;2 golden_boots;1 iron_boots;4;-1 > # Chestplates which can be worn by a skeleton in their chestplate slot [default: [Ljava.lang.String;@72ac794c] S:skeletonEquipmentChestplate < leather_chestplate;3;0 chainmail_chestplate;2 golden_chestplate;1 iron_chestplate;4;-1 > # Helmets which can be worn by a skeleton in their helmet slot [default: [Ljava.lang.String;@7f324466] S:skeletonEquipmentHelmet < leather_helmet;3;0 chainmail_helmet;2 golden_helmet;1 iron_helmet;4;-1 > # Leggings which can be worn by a skeleton in their leggings slot [default: [Ljava.lang.String;@20bff4ef] S:skeletonEquipmentLeggings < leather_leggings;3;0 chainmail_leggings;2 golden_leggings;1 iron_leggings;4;-1 > # Items which can be wielded by a skeleton in their mainhand [default: [Ljava.lang.String;@79b69c14] S:skeletonEquipmentMainhand < bow;1 > # Items which can be wielded by a skeleton in their offhand [default: [Ljava.lang.String;@75d4e2b4] S:skeletonEquipmentOffhand < wooden_axe;3;0 wooden_sword;3;0 stone_pickaxe;2 stone_axe;2 stone_sword;2 iron_pickaxe;1 golden_sword;1 golden_axe;1 iron_axe;3;-1 iron_sword;3;-1 > # Enchantments which can be applied to mainhand and offhand items [default: [Ljava.lang.String;@19f62eeb] S:skeletonEquipmentWeaponEnchants < sharpness;4 knockback;2 smite;2 bane_of_arthropods;2 looting;1 sweeping;1 fire_aspect;5;-1 > } ########################################################################################################## # slime #--------------------------------------------------------------------------------------------------------# # Configuration options which affect slime features ########################################################################################################## slime { # Set to false to disable ALL slime features [default: true] B:_slimeFeaturesEnabled=true # Entities which count as slime entities [default: [Ljava.lang.String;@316528c1] S:slimeEntities < minecraft:slime minecraft:magma_cube > # Amount of extra knockback a slime deals # Calculated with this value times the slime size # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 0.2] S:slimeKnockBackMultiplier=0.2 # Chance (1 in X minus slime size) that a bigger slime summons a baby slime when hit # Set to 0 to disable this feature [range: 0 ~ 32767, default: 6] I:slimeSplitChance=6 } ########################################################################################################## # spawnentries #--------------------------------------------------------------------------------------------------------# # Add custom entity spawn entries or override old ones. Takes 5+ values seperated by a semicolon: # Format: entity;chance;min;max;type;biome1;biome2;... # entity: Entity name # chance: Spawn chance # min: Minimal group size. Must be greater than 0 # max: Maximal group size # type: Spawn Type (AMBIENT = day and night, CREATURE = day only, MONSTER = night only and not in peaceful mode, WATER_CREATURE = only in water) # biomes: Biome name/id/type (Can be more than one). Use OVERWORLD for all non nether/end biomes. Leave this blank for every biome! ########################################################################################################## spawnentries { # [default: [Ljava.lang.String;@347dd0c7] S:spawnEntriesList < wither_skeleton;30;1;5;MONSTER;8 blaze;30;1;5;MONSTER;8 magma_cube;30;1;3;MONSTER;8 > } ########################################################################################################## # spider #--------------------------------------------------------------------------------------------------------# # Configuration options which affect spider features ########################################################################################################## spider { # Set to false to disable ALL spider features [default: true] B:_spiderFeaturesEnabled=true # Entities which count as spider entities [default: [Ljava.lang.String;@60388917] S:spiderEntities < minecraft:spider minecraft:cave_spider > # The fall damage spiders take is multiplied by this value (0.0 means no fall damage, 1.0 means normal full damage) [range: 0.0 ~ 1.0, default: 0.0] S:spiderIgnoreFallDamageMult=0.0 # Chance (1 in X) for a spider to spawn with another entity riding it # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10] I:spiderRiderChance=10 # Chance (1 in X) that a randomly spawned entity from the RiderEntities list can start riding on random spiders # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10] I:spiderRiderChanceRandom=10 # Entities which may ride on spiders [default: [Ljava.lang.String;@6e23ed9b] S:spiderRiderEntities < zombie skeleton witch cave_spider > # Chance (1 in X) for a spider to apply the slowness effect on attack # Set to 0 to disable this feature [range: 0 ~ 32767, default: 1] I:spiderSlownessChance=1 # Set this to false to prevent spiders from creating webs on slowed targets [default: true] B:spiderSlownessCreateWeb=true # Duration in ticks of the applied slowness effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200] I:spiderSlownessDuration=200 } ########################################################################################################## # targetblocker #--------------------------------------------------------------------------------------------------------# # Entities which can't be targeted by other entities. # e.g. Skeletons can't target other Skeletons by shooting them accidentally # Takes 2 arguments divided by a semicolon per entry. victim;attacker # victim: The entity which should not be targeted if attacked by the attacker (entity name) # attacker: the attacker entity which can't target the victim (entity name) # Use "*" instead of the victim or attacker if you want this for all entities except players ########################################################################################################## targetblocker { # Set to true to enable the target blocker feature [default: false] B:targetBlockerEnabled=false # [default: [Ljava.lang.String;@3dfe52ec] S:targetBlockerList < zombie;* zombie_pigman;* zombie_villager;* husk;* skeleton;* stray;* wither_skeleton;* slime;* blaze;* magma_cube;* wither;* vindication_illager;* evocation_illager;* creeper;* spider;* cave_spider;* witch;* ghast;* > } ########################################################################################################## # witch #--------------------------------------------------------------------------------------------------------# # Configuration options which affect witch features ########################################################################################################## witch { # Set to false to disable ALL witch features [default: true] B:_witchFeaturesEnabled=true # Potion effects which may be added to nearby mobs # Format: effect;amplifier [default: [Ljava.lang.String;@20b71c52] S:witchApplyEffectsNames < strength;1 resistance;2 speed;2 > # Range in each direction from the witches position in which allied mobs get buffed # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 10.0] S:witchApplyEffectsRange=10.0 # Amount of bats which spawn on witches death # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5] I:witchBatsOnDeath=5 # Entities which count as witch entities [default: [Ljava.lang.String;@7698f3be] S:witchEntities < minecraft:witch > # Chance (1 in X) for a witches thrown potion to become a lingering potion # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5] I:witchLingeringChance=5 } ########################################################################################################## # wither #--------------------------------------------------------------------------------------------------------# # Configuration options which affect wither features ########################################################################################################## wither { # Set to false to disable ALL wither features [default: true] B:_witherFeaturesEnabled=true # Entities which count as wither entities [default: [Ljava.lang.String;@5e49fc9b] S:witherEntities < minecraft:wither > # Set to false to prevent withers from pushing attackers away [default: true] B:witherPushAttackersAway=true # Delay in ticks between each spawned Skeleton # Set to 0 to disable this feature [range: 0 ~ 32767, default: 200] I:witherSummonSkeletonTimer=200 } ########################################################################################################## # zombie #--------------------------------------------------------------------------------------------------------# # Configuration options which affect zombie features ########################################################################################################## zombie { # Set to false to disable ALL zombie features [default: true] B:_zombieFeaturesEnabled=true # Set this to false to prevent baby zombies from burning in sunlight [default: true] B:zombieBabyBurn=true # Chance (1 in X) for a newly spawned zombie to become a boss zombie [range: 0 ~ 32767, default: 200] I:zombieBossChance=200 # zombie boss names. Please be more creative than I am... :P [default: [Ljava.lang.String;@5de44bc5] S:zombieBossNames < Freebitron Prime Dierke the Butcher Valoeghese the Overlord Deadlock the Nightmare Zon-Goku The Annyoing Fleshlord The Nightmare Siren Dirty Hazelita Vamperalda Warplord > # Blocks which can be destroyed by zombies if they have no attack target # Delete all lines to disable this feature [default: [Ljava.lang.String;@4bd8c96d] S:zombieBreakBlocks < > # Entities which count as zombie entities [default: [Ljava.lang.String;@1b01ec06] S:zombieEntities < minecraft:zombie minecraft:zombie_villager minecraft:husk minecraft:zombie_pigman > # Set this to true to make all zombies burn in sunlight even if they wear a helmet [default: false] B:zombieHelmetBurn=false # Chance (1 in X) that a zombie spawns riding a zombie horse # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10] I:zombieHorseChance=0 # Minimal Y position above zombie horses may spawn [range: 0 ~ 32767, default: 63] I:zombieHorseMinY=63 # Chance (1 in X) for a zombie to apply the hunger effect on attack # Set to 0 to disable this feature [range: 0 ~ 32767, default: 1] I:zombieHungerChance=1 # Duration in ticks of the applied hunger effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200] I:zombieHungerDuration=200 # Chance (1 in X) for a zombie to leap to the target # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5] I:zombieLeapChance=5 # Amount of blocks the zombie jumps on leap attack [range: 0.0 ~ 32767.0, default: 0.2] S:zombieLeapHeight=0.2 } ########################################################################################################## # zombie pigman #--------------------------------------------------------------------------------------------------------# # Configuration options which affect zombie pigman features ########################################################################################################## "zombie pigman" { # Set to false to disable ALL zombie pigman features [default: true] B:"_zombie pigmanFeaturesEnabled"=true # Chance (1 in X) that a zombie pigman gets aggressive if the player breaks nearby blocks [range: 0 ~ 32767, default: 10] I:"zombie pigmanAggressiveBlockChance"=0 # Block radius in which zombie pigman get aggressive if the player breaks blocks [range: 1.0 ~ 32767.0, default: 20.0] S:"zombie pigmanAggressiveBlockRange"=20.0 # Set to false to prevent zombie pigman from getting aggressive if the player touches its hitbox [default: true] B:"zombie pigmanAggressiveTouch"=false # Entities which count as zombie pigman entities [default: [Ljava.lang.String;@75dd3340] S:"zombie pigmanEntities" < minecraft:zombie_pigman > } ########################################################################################################## # zombiebossequipment #--------------------------------------------------------------------------------------------------------# # Add enchanted armor and weapons to a newly spawned zombie boss. Takes 2-3 values seperated by a semicolon: # Format: item or enchantment;chance;dimension # item or enchantment: the item/enchantment id # chance: the higher this number the more this item/enchantment gets selected # dimension: dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension) ########################################################################################################## zombiebossequipment { # Chance (per slot) that the zombie boss drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.2] S:_zombiebossEquipmentDropChance=0 # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 1.0] S:_zombiebossEquipmentEnchantMultiplier=1.0 # Enchantments which can be applied to armor items [default: [Ljava.lang.String;@8815280] S:zombiebossEquipmentArmorEnchants < protection;4 feather_falling;3 respiration;3 depth_strider;3 thorns;2 projectile_protection;2 fire_protection;2 blast_protection;2 > # Boots which can be worn by a zombie boss in their boots slot [default: [Ljava.lang.String;@4497311c] S:zombiebossEquipmentBoots < diamond_boots;1 > # Chestplates which can be worn by a zombie boss in their chestplate slot [default: [Ljava.lang.String;@5bff5cac] S:zombiebossEquipmentChestplate < diamond_chestplate;1 > # Helmets which can be worn by a zombie boss in their helmet slot [default: [Ljava.lang.String;@59e81043] S:zombiebossEquipmentHelmet < diamond_helmet;1 > # Leggings which can be worn by a zombie boss in their leggings slot [default: [Ljava.lang.String;@3a67f17f] S:zombiebossEquipmentLeggings < diamond_leggings;1 > # Items which can be wielded by a zombie boss in their mainhand [default: [Ljava.lang.String;@57c6c7f3] S:zombiebossEquipmentMainhand < diamond_sword;3 diamond_axe;1 > # Items which can be wielded by a zombie boss in their offhand [default: [Ljava.lang.String;@71c1f9e6] S:zombiebossEquipmentOffhand < shield;2 diamond_sword;1 diamond_axe;1 > # Enchantments which can be applied to mainhand and offhand items [default: [Ljava.lang.String;@19f62eeb] S:zombiebossEquipmentWeaponEnchants < sharpness;4 knockback;2 smite;2 bane_of_arthropods;2 looting;1 sweeping;1 fire_aspect;5;-1 > } ########################################################################################################## # zombieequipment #--------------------------------------------------------------------------------------------------------# # Add enchanted armor and weapons to a newly spawned zombie. Takes 2-3 values seperated by a semicolon: # Format: item or enchantment;chance;dimension # item or enchantment: the item/enchantment id # chance: the higher this number the more this item/enchantment gets selected # dimension: dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension) ########################################################################################################## zombieequipment { # Chance (1 in X per piece) to give a zombie new armor on spawn # Set to 0 to disable new armor [range: 0 ~ 32767, default: 4] I:_zombieEquipmentArmorChance=4 # Chance (per slot) that the zombie drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.085] S:_zombieEquipmentDropChance=0 # Chance (1 in X per item) to enchant newly given items # Set to 0 to disable item enchanting [range: 0 ~ 32767, default: 8] I:_zombieEquipmentEnchantChance=8 # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 0.5] S:_zombieEquipmentEnchantMultiplier=0.5 # Chance (1 in X per hand) to give a zombie new weapons on spawn # Set to 0 to disable new weapons [range: 0 ~ 32767, default: 3] I:_zombieEquipmentWeaponChance=3 # Enchantments which can be applied to armor items [default: [Ljava.lang.String;@8815280] S:zombieEquipmentArmorEnchants < protection;4 feather_falling;3 respiration;3 depth_strider;3 thorns;2 projectile_protection;2 fire_protection;2 blast_protection;2 > # Boots which can be worn by a zombie in their boots slot [default: [Ljava.lang.String;@740a5578] S:zombieEquipmentBoots < leather_boots;3;0 chainmail_boots;2 golden_boots;1 iron_boots;4;-1 > # Chestplates which can be worn by a zombie in their chestplate slot [default: [Ljava.lang.String;@72ac794c] S:zombieEquipmentChestplate < leather_chestplate;3;0 chainmail_chestplate;2 golden_chestplate;1 iron_chestplate;4;-1 > # Helmets which can be worn by a zombie in their helmet slot [default: [Ljava.lang.String;@7f324466] S:zombieEquipmentHelmet < leather_helmet;3;0 chainmail_helmet;2 golden_helmet;1 iron_helmet;4;-1 > # Leggings which can be worn by a zombie in their leggings slot [default: [Ljava.lang.String;@20bff4ef] S:zombieEquipmentLeggings < leather_leggings;3;0 chainmail_leggings;2 golden_leggings;1 iron_leggings;4;-1 > # Items which can be wielded by a zombie in their mainhand [default: [Ljava.lang.String;@75d4e2b4] S:zombieEquipmentMainhand < wooden_axe;3;0 wooden_sword;3;0 stone_pickaxe;2 stone_axe;2 stone_sword;2 iron_pickaxe;1 golden_sword;1 golden_axe;1 iron_axe;3;-1 iron_sword;3;-1 > # Items which can be wielded by a zombie in their offhand [default: [Ljava.lang.String;@6b47f4d4] S:zombieEquipmentOffhand < wooden_axe;3;0 wooden_sword;3;0 stone_pickaxe;2 stone_axe;2 stone_sword;2 iron_pickaxe;1 golden_sword;1 golden_axe;1 shield;5 iron_axe;3;-1 iron_sword;3;-1 > # Enchantments which can be applied to mainhand and offhand items [default: [Ljava.lang.String;@19f62eeb] S:zombieEquipmentWeaponEnchants < sharpness;4 knockback;2 smite;2 bane_of_arthropods;2 looting;1 sweeping;1 fire_aspect;5;-1 > }