# Configuration file ########################################################################################################## # general #--------------------------------------------------------------------------------------------------------# # General configuration # Version:1.9.0 ALPHA ########################################################################################################## general { # How long in ticks a complete day is (useful if Nodes or Colonies are activated). [range: 1 ~ 2147483640, default: 24000] I:"Day Tick Value"=24000 # Global armor multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] S:"Global Armor Multiplier"=4.0 # Global damage multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] S:"Global Damage Multiplier"=4.0 # Global health multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] S:"Global Health Multiplier"=4.0 # Parasites can't spawn in these dimensions I:"Mobs Blacklisted Dimensions" < 111 > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Mobs Blacklisted Dimensions Inverted"=true # Set to false if you want to disable mobs. [default: true] B:"Mobs Enabled"=true # Set to true to allow mobs to ignore sunlight when naturally spawning. [default: false] B:"Mobs Ignore Sun"=true # Number of ticks required for the mobs to spawn. [range: 0 ~ 2147483640, default: 0] I:"Mobs ticks required"=0 # Mobs that will avoid the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager]] S:"Mobs with new avoid task" < minecraft:villager > # Set to true if you want to use the list as a BlackList. [default: false] B:"Mobs with new avoid task Inverted"=false # Mobs that will target the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager_golem]] S:"Mobs with new target task" < minecraft:villager_golem > # Set to true if you want to use the list as a BlackList. [default: false] B:"Mobs with new target task Inverted"=false # Set to false if you want to disable the use of EntityLightningBolt by this mod. [default: true] B:"Mod LightningBolt"=true # Set to true if you want to active the vanilla spawn eggs for the mobs. [default: false] B:"Vanilla Mob Eggs"=false } ########################################################################################################## # merge_system #--------------------------------------------------------------------------------------------------------# # Merge System # The Assimilated have the ability to learn from their battles and if the conditions are met, they will # start to melt until they're some Moving Flesh # If 2 of these things meet, they will fuse together and grow, if they get big enough they will spawn # a mob from the Mob List. # # Conditions for the Assimilated to turn into Moving Flesh: # # -The first condition: the Assimilated needs to reach the primitive killcount. # -The second condition: it needs to be next to 3 more Assimilated, regardless of their killcount/specie # OR it needs to be next to a Moving Flesh. # If the Assimilated with the killcount is next to atleast 3 more Assimilated, the four of them will start # to melt BUT if it is next to a Moving flesh, only it will start to melt. ########################################################################################################## merge_system { # Assimilated mob list with their values used in the merge system to spawn mobs. Ex. "srparasites:infhuman;22" Where: # "srparasites:infhuman" is for the entity (only works for Assimilated versions minus Dorpa, Alafha), # "22" is for the value the Moving Flesh will have (value must be an integer). # [default: [srparasites:sim_human;1], [srparasites:sim_cow;1], [srparasites:sim_sheep;1], [srparasites:sim_wolf;1], [srparasites:sim_pig;1], [srparasites:sim_villager;1]] S:"Merge System Assimilated Values" < srparasites:sim_human;1 srparasites:sim_cow;1 srparasites:sim_sheep;1 srparasites:sim_wolf;1 srparasites:sim_pig;1 srparasites:sim_villager;1 > # Amount of health (1 = 100%) the mob spawns with. [range: 0.0 ~ 1.0, default: 0.5] S:"Merge System Mob Health"=0.5 # Mob list used in the merge system to spawn mobs. Ex. "minecraft:zombie;11" Where: # "minecraft:zombie" is for the entity, # "11" is for the value the entity has (value must be an integer). # Each Assimilated has a value, the value then passes to the Moving Flesh and when 2 Moving Flesh merge together both values will add up # If the value matches one in the list, the corresponding entity will spawn, else it will be a random one. # [default: [srparasites:pri_summoner;0], [srparasites:pri_longarms;0], [srparasites:pri_reeker;0], [srparasites:pri_manducater;0], [srparasites:pri_bolster;0], [srparasites:pri_yelloweye;0], [srparasites:pri_arachnida;0]] S:"Merge System Mob List" < srparasites:pri_summoner;0 srparasites:pri_longarms;0 srparasites:pri_reeker;0 srparasites:pri_manducater;0 srparasites:pri_bolster;0 srparasites:pri_yelloweye;0 srparasites:pri_arachnida;0 > # Set to false if you don't want to spawn random mobs from the Mob List (values will be used). [default: true] B:"Merge System Random"=true } ########################################################################################################## # mob:anc_dreadnaut #--------------------------------------------------------------------------------------------------------# # Ancient Dreadnaut # Base Health: 200.0 # Base Damage: 15.0 # Base Armor: 15.0 ########################################################################################################## "mob:anc_dreadnaut" { # Armor multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Dreadnaut Armor Multiplier"=1.0 # Damage multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Dreadnaut Damage Multiplier"=1.0 # Set to false if you want to disable Ancient Dreadnaut. [default: true] B:"Ancient Dreadnaut Enabled"=true # Number of blocks it can fly above the ground for Ancient Dreadnaut. [range: 0 ~ 256, default: 256] I:"Ancient Dreadnaut Flight Height Limit"=256 # Health multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Dreadnaut Health Multiplier"=1.0 # Knockback Resistance multiplier for Ancient Dreadnaut. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Dreadnaut Knockback Resistance Multiplier"=1.0 # Items you want the Ancient Dreadnaut to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Ancient Dreadnaut Loot Table" < > # Number of blocks it needs to fly above the ground for Ancient Dreadnaut. [range: 0 ~ 256, default: 7] I:"Ancient Dreadnaut Minimum Flight Height"=7 # Mob list for the Ancient Dreadnaut. Ex. "minecraft:zombie;0.1;1" Where: # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn. # [default: [srparasites:rupter;0.7]] S:"Ancient Dreadnaut Mob List" < srparasites:rupter;0.7 > # Cooldown (in seconds) for the drop pod attack [range: 1 ~ 256, default: 12] I:"Ancient Dreadnaut Pod Cooldown"=12 # Set to false if you want to disable drop pods from breaking blocks on explotion. [default: true] B:"Ancient Dreadnaut Pod Grief"=true # Number of drop pods spawned in an attack [range: 1 ~ 256, default: 5] I:"Ancient Dreadnaut Pod Max Enemies"=5 # Number of mobs inside a drop pod [range: 1 ~ 256, default: 1] I:"Ancient Dreadnaut Pod Max Pods"=1 # Spawn rate for Ancient Dreadnaut. [range: 0 ~ 100, default: 1] I:"Ancient Dreadnaut SpawnWeight"=1 } ########################################################################################################## # mob:anc_overlord #--------------------------------------------------------------------------------------------------------# # Ancient Overlord # Base Health: 250.0 # Base Damage: 20.0 # Base Armor: 15.0 ########################################################################################################## "mob:anc_overlord" { # Armor multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Overlord Armor Multiplier"=1.0 # Damage multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Overlord Damage Multiplier"=1.0 # Set to false if you want to disable Ancient Overlord. [default: true] B:"Ancient Overlord Enabled"=true # Health multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Overlord Health Multiplier"=1.0 # Knockback Resistance multiplier for Ancient Overlord. [range: 0.01 ~ 100.0, default: 1.0] S:"Ancient Overlord Knockback Resistance Multiplier"=1.0 # Items you want the Ancient Overlord to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Ancient Overlord Loot Table" < > # Spawn rate for Ancient Overlord. [range: 0 ~ 100, default: 1] I:"Ancient Overlord SpawnWeight"=1 } ########################################################################################################## # mob:bomber_light #--------------------------------------------------------------------------------------------------------# # Light Bomber # Base Health: 30.0 # Base Armor: 2.5 # Base Knockback Resistance: 0.15 ########################################################################################################## "mob:bomber_light" { # Armor multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0] S:"Light Bomber Armor Multiplier"=1.0 # Set to false if you want to disable Light Bomber. [default: true] B:"Light Bomber Enabled"=true # Number of blocks it can fly above the ground for Light Bomber. [range: 0 ~ 256, default: 256] I:"Light Bomber Flight Height Limit"=256 # Set to true if you want the Light Bomber to destroy blocks on explosion. [default: false] B:"Light Bomber Griefing"=false # Health multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0] S:"Light Bomber Health Multiplier"=1.0 # Knockback Resistance multiplier for Light Bomber. [range: 0.01 ~ 100.0, default: 1.0] S:"Light Bomber Knockback Resistance Multiplier"=1.0 # Items you want the Light Bomber to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Light Bomber Loot Table" < srparasites:lurecomponent5;40;2;false > # Spawn rate for Light Bomber. [range: 0 ~ 100, default: 15] I:"Light Bomber SpawnWeight"=15 } ########################################################################################################## # mob:buglin #--------------------------------------------------------------------------------------------------------# # Buglin # Base Health: 7.0 # Base Damage: 3.0 # Base Armor: 1.5 # Base Knockback Resistance: 0.05 ########################################################################################################## "mob:buglin" { # Armor multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0] S:"Buglin Armor Multiplier"=1.0 # Damage multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0] S:"Buglin Damage Multiplier"=1.0 # Set to false if you want to disable Buglin. [default: true] B:"Buglin Enabled"=true # Health multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0] S:"Buglin Health Multiplier"=1.0 # Knockback Resistance multiplier for Buglin. [range: 0.01 ~ 100.0, default: 1.0] S:"Buglin Knockback Resistance Multiplier"=1.0 # Items you want the Buglin to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Buglin Loot Table" < > # Spawn rate for Buglin. [range: 0 ~ 100, default: 30] I:"Buglin SpawnWeight"=30 } ########################################################################################################## # mob:carrier_flying #--------------------------------------------------------------------------------------------------------# # Flying Carrier # Base Health: 20.0 # Base Armor: 2.5 # Base Knockback Resistance: 0.15 ########################################################################################################## "mob:carrier_flying" { # Armor multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Flying Carrier Armor Multiplier"=1.0 # Set to false if you want to disable Flying Carrier. [default: true] B:"Flying Carrier Enabled"=true # Number of blocks it can fly above the ground for Flying Carrier. [range: 0 ~ 256, default: 256] I:"Flying Carrier Flight Height Limit"=256 # Set to true if you want the Flying Carrier to destroy blocks on explosion. [default: false] B:"Flying Carrier Griefing"=false # Health multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Flying Carrier Health Multiplier"=1.0 # Knockback Resistance multiplier for Flying Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Flying Carrier Knockback Resistance Multiplier"=1.0 # Items you want the Flying Carrier to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Flying Carrier Loot Table" < > # Mob list for Flying Carrier. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: [srparasites:rupter;4;3], [srparasites:buglin;3;2]] S:"Flying Carrier Mob Table" < srparasites:rupter;4;3 srparasites:buglin;3;2 > # Spawn rate for Flying Carrier. [range: 0 ~ 100, default: 15] I:"Flying Carrier SpawnWeight"=15 } ########################################################################################################## # mob:carrier_heavy #--------------------------------------------------------------------------------------------------------# # Heavy Carrier # Base Health: 30.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.95 ########################################################################################################## "mob:carrier_heavy" { # Armor multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Heavy Carrier Armor Multiplier"=1.0 # Set to false if you want to disable Heavy Carrier. [default: true] B:"Heavy Carrier Enabled"=true # Set to true if you want the Heavy Carrier to destroy blocks on explosion. [default: false] B:"Heavy Carrier Griefing"=false # Health multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Heavy Carrier Health Multiplier"=1.0 # Knockback Resistance multiplier for Heavy Carrier. [range: 0.01 ~ 100.0, default: 1.0] S:"Heavy Carrier Knockback Resistance Multiplier"=1.0 # Items you want the Heavy Carrier to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Heavy Carrier Loot Table" < > # Mob list for Heavy Carrier. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: [srparasites:rupter;4;4], [srparasites:buglin;5;3], [srparasites:pri_yelloweye;3;3]] S:"Heavy Carrier Mob Table" < srparasites:rupter;4;4 srparasites:buglin;5;3 srparasites:pri_yelloweye;3;3 > # Spawn rate for Heavy Carrier. [range: 0 ~ 100, default: 20] I:"Heavy Carrier SpawnWeight"=20 } ########################################################################################################## # mob:grunt #--------------------------------------------------------------------------------------------------------# # Grunt # Base Health: 20.0 # Base Damage: 13.0 # Base Armor: 7.0 # Base Knockback Resistance: 0.4 ########################################################################################################## "mob:grunt" { # Armor multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Armor Multiplier"=1.0 # Damage multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Damage Multiplier"=1.0 # Set to false if you want to disable Marauder. [default: true] B:"Marauder Enabled"=true # Health multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Health Multiplier"=1.0 # Knockback Resistance multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Knockback Resistance Multiplier"=1.0 # Items you want the Marauder to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Marauder Loot Table" < srparasites:lurecomponent5;40;2;false > # Spawn rate for Marauder. [range: 0 ~ 100, default: 0] I:"Marauder SpawnWeight"=0 } ########################################################################################################## # mob:host #--------------------------------------------------------------------------------------------------------# # Host # Base Health: 50.0 # Base Damage: 10.0 # Base Armor: 7.0 # Base Knockback Resistance: 1.0 ########################################################################################################## "mob:host" { # Armor multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0] S:"Host Armor Multiplier"=1.0 # Damage multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0] S:"Host Damage Multiplier"=1.0 # Set to false if you want to disable Host. [default: true] B:"Host Enabled"=true # Health multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0] S:"Host Health Multiplier"=1.0 # Knockback Resistance multiplier for Host. [range: 0.01 ~ 100.0, default: 1.0] S:"Host Knockback Resistance Multiplier"=1.0 # Items you want the Host to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Host Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Spawn rate for Host. [range: 0 ~ 100, default: 30] I:"Host SpawnWeight"=30 } ########################################################################################################## # mob:kyphosis #--------------------------------------------------------------------------------------------------------# # Kyphosis # Base Health: 50.0 # Base Damage: 15.0 # Base Swing Damage: 35.0 # Base Armor: 15.0 # ########################################################################################################## "mob:kyphosis" { # Armor multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0] S:"Kyphosis Armor Multiplier"=1.0 # Damage multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0] S:"Kyphosis Damage Multiplier"=1.0 # Set to false if you want to disable Kyphosis. [default: true] B:"Kyphosis Enabled"=true # Health multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0] S:"Kyphosis Health Multiplier"=1.0 # Items you want the Kyphosis to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Kyphosis Loot Table" < > # Swing damage multiplier for Kyphosis. [range: 0.01 ~ 100.0, default: 1.0] S:"Kyphosis Swing Damage Multiplier"=1.0 } ########################################################################################################## # mob:marauder #--------------------------------------------------------------------------------------------------------# # Marauder # Base Health: 90.0 # Base Damage: 30.0 # Base Armor: 20.0 # Base Knockback Resistance: 1.0 ########################################################################################################## "mob:marauder" { # Armor multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Armor Multiplier"=1.0 # Damage multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Damage Multiplier"=1.0 # Set to false if you want to disable Marauder. [default: true] B:"Marauder Enabled"=true # Health multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Health Multiplier"=1.0 # Knockback Resistance multiplier for Marauder. [range: 0.01 ~ 100.0, default: 1.0] S:"Marauder Knockback Resistance Multiplier"=1.0 # Items you want the Marauder to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Marauder Loot Table" < srparasites:lurecomponent5;40;2;false > # Spawn rate for Marauder. [range: 0 ~ 100, default: 0] I:"Marauder SpawnWeight"=0 } ########################################################################################################## # mob:overseer #--------------------------------------------------------------------------------------------------------# # Overseer # Base Health: 40.0 # Base Damage: 15.0 # Base Armor: 13.0 # Base Knockback Resistance: 0.4 ########################################################################################################## "mob:overseer" { # Armor multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0] S:"Overseer Armor Multiplier"=1.0 # Damage multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0] S:"Overseer Damage Multiplier"=1.0 # Set to false if you want to disable Overseer. [default: true] B:"Overseer Enabled"=true # Number of blocks it can fly above the ground for Overseer. [range: 0 ~ 256, default: 256] I:"Overseer Flight Height Limit"=256 # Set to true if you want its projectiles to destroy blocks. [default: false] B:"Overseer Griefing"=false # Health multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0] S:"Overseer Health Multiplier"=1.0 # Knockback Resistance multiplier for Overseer. [range: 0.01 ~ 100.0, default: 1.0] S:"Overseer Knockback Resistance Multiplier"=1.0 # Items you want the Overseer to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Overseer Loot Table" < srparasites:lurecomponent5;40;2;false > # Spawn rate for Overseer. [range: 0 ~ 100, default: 5] I:"Overseer SpawnWeight"=5 } ########################################################################################################## # mob:rupter #--------------------------------------------------------------------------------------------------------# # Rupter # Base Health: 10.0 # Base Damage: 5.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.2 ########################################################################################################## "mob:rupter" { # Armor multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0] S:"Rupter Armor Multiplier"=1.0 # Damage multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0] S:"Rupter Damage Multiplier"=1.0 # Set to false if you want to disable Rupter. [default: true] B:"Rupter Enabled"=true # Health multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0] S:"Rupter Health Multiplier"=1.0 # Knockback Resistance multiplier for Rupter. [range: 0.01 ~ 100.0, default: 1.0] S:"Rupter Knockback Resistance Multiplier"=1.0 # Items you want the Rupter to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent1;30;1;true]] S:"Rupter Loot Table" < srparasites:lurecomponent1;30;1;true > # Set to false if you don't want the Rupter to attack passive mobs. [default: true] B:"Rupter Passive Mob Attacking"=true # Spawn rate for Rupter. [range: 0 ~ 100, default: 30] I:"Rupter SpawnWeight"=30 } ########################################################################################################## # mob:sentry #--------------------------------------------------------------------------------------------------------# # Sentry # Base Health: 30.0 # Base Damage: 5.0 # Base Range Damage: 25.0 # Base Armor: 10.0 # ########################################################################################################## "mob:sentry" { # Armor multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0] S:"Sentry Armor Multiplier"=1.0 # Damage multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0] S:"Sentry Damage Multiplier"=1.0 # Set to false if you want to disable Sentry. [default: true] B:"Sentry Enabled"=true # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.7] S:"Sentry Gear degrade"=0.7 # Health multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0] S:"Sentry Health Multiplier"=1.0 # Items you want the Sentry to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Sentry Loot Table" < > # Poison amplifier for its projectile. [range: 1 ~ 100, default: 1] I:"Sentry Poison Amplifier"=1 # Poison duration in seconds for its projectile. [range: 0 ~ 100, default: 7] I:"Sentry Poison Duration"=7 # Range damage multiplier for Sentry. [range: 0.01 ~ 100.0, default: 1.0] S:"Sentry Range Damage Multiplier"=1.0 } ########################################################################################################## # mob:sim_adventurer #--------------------------------------------------------------------------------------------------------# # Assimilated Adventurer # Base Health: 15.0 # Base Damage: 9.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_adventurer" { # Armor multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Adventurer Armor Multiplier"=1.0 # Damage multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Adventurer Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Adventurer. [default: true] B:"Assimilated Adventurer Enabled"=true # Health multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Adventurer Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Adventurer. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Adventurer Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Adventurer to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Adventurer Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Spawn rate for Assimilated Adventurer. [range: 0 ~ 100, default: 15] I:"Assimilated Adventurer SpawnWeight"=15 } ########################################################################################################## # mob:sim_bear #--------------------------------------------------------------------------------------------------------# # Assimilated Bear # Base Health: 40.0 # Base Damage: 13.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_bear" { # Armor multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Bear Armor Multiplier"=1.0 # Damage multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Bear Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Bear. [default: true] B:"Assimilated Bear Enabled"=true # Health multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Bear Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Bear. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Bear Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Bear to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Bear Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Spawn rate for Assimilated Bear. [range: 0 ~ 100, default: 30] I:"Assimilated Bear SpawnWeight"=30 } ########################################################################################################## # mob:sim_bigspider #--------------------------------------------------------------------------------------------------------# # Big Spider # Base Health: 22.0 # Base Damage: 9.0 # Base Armor: 3.0 # Base Knockback Resistance: 0.5 # Base Ranged Damage: 4.0 ########################################################################################################## "mob:sim_bigspider" { # Armor multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0] S:"Big Spider Armor Multiplier"=1.0 # Damage multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0] S:"Big Spider Damage Multiplier"=1.0 # Set to false if you want to disable Big Spider. [default: true] B:"Big Spider Enabled"=true # Health multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0] S:"Big Spider Health Multiplier"=1.0 # Knockback Resistance multiplier for Big Spider. [range: 0.01 ~ 100.0, default: 1.0] S:"Big Spider Knockback Resistance Multiplier"=1.0 # Items you want the Big Spider to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Big Spider Loot Table" < > # Mob the Big Spider spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;5;5] S:"Big Spider Mobs Inside"=srparasites:buglin;5;5 # Damage multiplier for Big Spider projectile attack (only if WebAttack is false). [range: 0.0 ~ 100.0, default: 1.0] S:"Big Spider Ranged Damage Multiplier"=1.0 # Spawn rate for Big Spider. [range: 0 ~ 100, default: 10] I:"Big Spider SpawnWeight"=10 # Set to false if you want to disable Big Spider web attack blocks. [default: true] B:"Big Spider WebAttack"=true } ########################################################################################################## # mob:sim_cow #--------------------------------------------------------------------------------------------------------# # Assimilated Cow # Base Health: 18.0 # Base Damage: 7.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.4 ########################################################################################################## "mob:sim_cow" { # Armor multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Cow Armor Multiplier"=1.0 # Damage multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Cow Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Cow. [default: true] B:"Assimilated Cow Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Cow Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Cow Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Cow Head Health"=0.3 # Health multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Cow Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Cow. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Cow Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Cow to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Cow Loot Table" < srparasites:assimilated_flesh;40;2;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Cow spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;4;3] S:"Assimilated Cow Mobs Inside"=srparasites:buglin;4;3 # Spawn rate for Assimilated Cow. [range: 0 ~ 100, default: 25] I:"Assimilated Cow SpawnWeight"=25 } ########################################################################################################## # mob:sim_enderman #--------------------------------------------------------------------------------------------------------# # Assimilated Enderman # Base Health: 15.0 # Base Damage: 9.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_enderman" { # Armor multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Enderman Armor Multiplier"=1.0 # Damage multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Enderman Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Enderman. [default: true] B:"Assimilated Enderman Enabled"=true # Health multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Enderman Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Enderman. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Enderman Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Enderman to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Enderman Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Spawn rate for Assimilated Enderman. [range: 0 ~ 100, default: 30] I:"Assimilated Enderman SpawnWeight"=30 } ########################################################################################################## # mob:sim_horse #--------------------------------------------------------------------------------------------------------# # Assimilated Horse # Base Health: 24.0 # Base Damage: 7.5 # Base Armor: 0.5 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_horse" { # Armor multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Horse Armor Multiplier"=1.0 # Damage multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Horse Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Horse. [default: true] B:"Assimilated Horse Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Horse Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Horse Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Horse Head Health"=0.3 # Health multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Horse Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Horse. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Horse Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Horse to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Horse Loot Table" < srparasites:assimilated_flesh;40;2;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Horse spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;2;2] S:"Assimilated Horse Mobs Inside"=srparasites:buglin;2;2 # Spawn rate for Assimilated Horse. [range: 0 ~ 100, default: 25] I:"Assimilated Horse SpawnWeight"=25 } ########################################################################################################## # mob:sim_human #--------------------------------------------------------------------------------------------------------# # Assimilated Human # Base Health: 15.0 # Base Damage: 9.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_human" { # Armor multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Human Armor Multiplier"=1.0 # Damage multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Human Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Human. [default: true] B:"Assimilated Human Enabled"=true # Health multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Human Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Human. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Human Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Human to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Human Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Spawn rate for Assimilated Human. [range: 0 ~ 100, default: 30] I:"Assimilated Human SpawnWeight"=30 } ########################################################################################################## # mob:sim_pig #--------------------------------------------------------------------------------------------------------# # Assimilated Pig # Base Health: 9.0 # Base Damage: 3.5 # Base Armor: 0.1 # Base Knockback Resistance: 0.1 ########################################################################################################## "mob:sim_pig" { # Armor multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Pig Armor Multiplier"=1.0 # Damage multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Pig Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Pig. [default: true] B:"Assimilated Pig Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Pig Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Pig Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Pig Head Health"=0.3 # Health multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Pig Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Pig. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Pig Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Pig to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;2;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Pig Loot Table" < srparasites:assimilated_flesh;40;2;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Pig spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;2;2] S:"Assimilated Pig Mobs Inside"=srparasites:buglin;2;2 # Spawn rate for Assimilated Pig. [range: 0 ~ 100, default: 25] I:"Assimilated Pig SpawnWeight"=25 } ########################################################################################################## # mob:sim_sheep #--------------------------------------------------------------------------------------------------------# # Assimilated Sheep # Base Health: 13.0 # Base Damage: 6.0 # Base Armor: 1.3 # Base Knockback Resistance: 0.3 ########################################################################################################## "mob:sim_sheep" { # Armor multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Sheep Armor Multiplier"=1.0 # Damage multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Sheep Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Sheep. [default: true] B:"Assimilated Sheep Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Sheep Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Sheep Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Sheep Head Health"=0.3 # Health multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Sheep Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Sheep. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Sheep Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Sheep to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Sheep Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Sheep spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;3;3] S:"Assimilated Sheep Mobs Inside"=srparasites:buglin;3;3 # Spawn rate for Assimilated Sheep. [range: 0 ~ 100, default: 25] I:"Assimilated Sheep SpawnWeight"=25 } ########################################################################################################## # mob:sim_villager #--------------------------------------------------------------------------------------------------------# # Assimilated Villager # Base Health: 16.0 # Base Damage: 10.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.2 ########################################################################################################## "mob:sim_villager" { # Armor multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Villager Armor Multiplier"=1.0 # Damage multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Villager Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Villager. [default: true] B:"Assimilated Villager Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Villager Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Villager Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Villager Head Health"=0.3 # Health multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Villager Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Villager. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Villager Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Villager to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;40;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Villager Loot Table" < srparasites:assimilated_flesh;40;1;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Villager spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;2;2] S:"Assimilated Villager Mobs Inside"=srparasites:buglin;2;2 # Spawn rate for Assimilated Villager. [range: 0 ~ 100, default: 25] I:"Assimilated Villager SpawnWeight"=25 } ########################################################################################################## # mob:sim_wolf #--------------------------------------------------------------------------------------------------------# # Assimilated Wolf # Base Health: 10.0 # Base Damage: 10.5 # Base Armor: 0.5 # Base Knockback Resistance: 0.2 ########################################################################################################## "mob:sim_wolf" { # Armor multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Wolf Armor Multiplier"=1.0 # Damage multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Wolf Damage Multiplier"=1.0 # Set to false if you want to disable Assimilated Wolf. [default: true] B:"Assimilated Wolf Enabled"=true # Chance (1 = 100%) to spawn a walking head when killed. [range: 0.0 ~ 1.0, default: 0.1] S:"Assimilated Wolf Head Chance"=0.1 # Percentage of damage it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Wolf Head Damage"=0.3 # Percentage of health it will have fron the host. [range: 0.01 ~ 100.0, default: 0.3] S:"Assimilated Wolf Head Health"=0.3 # Health multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Wolf Health Multiplier"=1.0 # Knockback Resistance multiplier for Assimilated Wolf. [range: 0.01 ~ 100.0, default: 1.0] S:"Assimilated Wolf Knockback Resistance Multiplier"=1.0 # Items you want the Assimilated Wolf to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:assimilated_flesh;10;1;false], [srparasites:lurecomponent2;5;1;true]] S:"Assimilated Wolf Loot Table" < srparasites:assimilated_flesh;10;1;false srparasites:lurecomponent2;5;1;true > # Mob the Assimilated Wolf spawns when killed. Ex. "minecraft:zombie;4;2" Where: # "minecraft:zombie" is the entity, # "4" is the maximum number of entities, # "2" is the minimum number of entities. # [default: srparasites:buglin;2;2] S:"Assimilated Wolf Mobs Inside"=srparasites:buglin;2;2 # Spawn rate for Assimilated Wolf. [range: 0 ~ 100, default: 25] I:"Assimilated Wolf SpawnWeight"=25 } ########################################################################################################## # mob:vigilante #--------------------------------------------------------------------------------------------------------# # Vigilante # Base Health: 45.0 # Base Damage: 18.0 # Base Range Damage: 15.0 # Base Armor: 10.0 # Base Knockback Resistance: 1.0 ########################################################################################################## "mob:vigilante" { # Armor multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0] S:"Vigilante Armor Multiplier"=1.0 # Damage multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0] S:"Vigilante Damage Multiplier"=1.0 # Set to false if you want to disable Vigilante. [default: true] B:"Vigilante Enabled"=true # Health multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0] S:"Vigilante Health Multiplier"=1.0 # Knockback Resistance multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0] S:"Vigilante Knockback Resistance Multiplier"=1.0 # Items you want the Vigilante to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Vigilante Loot Table" < srparasites:lurecomponent5;40;2;false > # Range damage multiplier for Vigilante. [range: 0.01 ~ 100.0, default: 1.0] S:"Vigilante Range Damage Multiplier"=1.0 # Spawn rate for Vigilante. [range: 0 ~ 100, default: 0] I:"Vigilante SpawnWeight"=0 } ########################################################################################################## # mob:warden #--------------------------------------------------------------------------------------------------------# # Warden # Base Health: 75.0 # Base Damage: 25.0 # Base Armor: 15.0 # Base Knockback Resistance: 1.0 ########################################################################################################## "mob:warden" { # Armor multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0] S:"Warden Armor Multiplier"=1.0 # Damage multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0] S:"Warden Damage Multiplier"=1.0 # Set to false if you want to disable Warden. [default: true] B:"Warden Enabled"=true # Health multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0] S:"Warden Health Multiplier"=1.0 # Knockback Resistance multiplier for Warden. [range: 0.01 ~ 100.0, default: 1.0] S:"Warden Knockback Resistance Multiplier"=1.0 # Items you want the Warden to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent5;40;2;false]] S:"Warden Loot Table" < srparasites:lurecomponent5;40;2;false > # Spawn rate for Warden. [range: 0 ~ 100, default: 0] I:"Warden SpawnWeight"=0 } ########################################################################################################## # mob:worker #--------------------------------------------------------------------------------------------------------# # Worker # Base Health: 10.0 # Base Damage: 5.0 # Base Armor: 5.0 # Base Knockback Resistance: 0.2 # Note: This mob will only spawn within the range of a Colony ########################################################################################################## "mob:worker" { # Armor multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0] S:"Worker Armor Multiplier"=1.0 # Damage multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0] S:"Worker Damage Multiplier"=1.0 # Set to false if you want to disable Worker. [default: true] B:"Worker Enabled"=true # Health multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0] S:"Worker Health Multiplier"=1.0 # Knockback Resistance multiplier for Worker. [range: 0.01 ~ 100.0, default: 1.0] S:"Worker Knockback Resistance Multiplier"=1.0 # Items you want the Worker to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: ] S:"Worker Loot Table" < > # Spawn rate for Worker. [range: 0 ~ 100, default: 15] I:"Worker SpawnWeight"=15 } ########################################################################################################## # mobs:arachnida #--------------------------------------------------------------------------------------------------------# # Arachnida # Base Health: 12.0 # Base Damage: 15.0 # Base Armor: 4.0 # Base Knockback Resistance: 0.8 ########################################################################################################## "mobs:arachnida" { # Armor multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Arachnida Armor Multiplier"=1.0 # Damage multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Arachnida Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Arachnida. [default: true] B:"Primitive Arachnida Enabled"=true # Health multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Arachnida Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Arachnida. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Arachnida Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Arachnida to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Arachnida Loot Table" < srparasites:lurecomponent3;20;2;false > # Spawn rate for Primitive Arachnida. [range: 0 ~ 100, default: 10] I:"Primitive Arachnida SpawnWeight"=10 # Additional armor for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 10.0] S:"Stage Adapted additional Armor"=10.0 # Additional damage for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 15.0] S:"Stage Adapted additional Damage"=15.0 # Additional health for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 45.0] S:"Stage Adapted additional Health"=45.0 # Additional Knockback Resistance for Adapted Arachnida. [range: 0.01 ~ 100.0, default: 0.2] S:"Stage Adapted additional Knockback Resistance"=0.2 # Items you want the Adapted Arachnida to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:lurecomponent4;30;3;false > # Spawn rate for Adapted Arachnida. [range: 0 ~ 100, default: 10] I:"Stage Adapted spawnweight"=10 } ########################################################################################################## # mobs:bolster #--------------------------------------------------------------------------------------------------------# # Bolster # Base Health: 35.0 # Base Damage: 6.0 # Base Armor: 4.0 # Base Knockback Resistance: 0.35 ########################################################################################################## "mobs:bolster" { # Armor multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Bolster Armor Multiplier"=1.0 # Buffs amplifier for Primitive Bolster. [range: 0 ~ 100, default: 1] I:"Primitive Bolster Buffs Amplifier"=1 # Cooldown (in seconds) to buff parasites for Primitive Bolster. [range: 0 ~ 100, default: 30] I:"Primitive Bolster Buffs Cooldown"=30 # Buffs durations for Primitive Bolster. [range: 0 ~ 1000, default: 30] I:"Primitive Bolster Buffs Duration"=30 # Range to buff parasites for Primitive Bolster. [range: 0 ~ 100, default: 16] I:"Primitive Bolster Buffs Range"=16 # Damage multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Bolster Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Bolster. [default: true] B:"Primitive Bolster Enabled"=true # Health multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Bolster Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Bolster. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Bolster Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Bolster to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Bolster Loot Table" < srparasites:lurecomponent3;20;2;false > # Spawn rate for Primitive Bolster. [range: 0 ~ 100, default: 10] I:"Primitive Bolster SpawnWeight"=10 # Additional armor for Adapted Bolster. [range: 0.01 ~ 100.0, default: 15.0] S:"Stage Adapted additional Armor"=15.0 # Additional damage for Adapted Bolster. [range: 0.01 ~ 100.0, default: 30.0] S:"Stage Adapted additional Damage"=30.0 # Additional health for Adapted Bolster. [range: 0.01 ~ 100.0, default: 70.0] S:"Stage Adapted additional Health"=70.0 # Additional Knockback Resistance for Adapted Bolster. [range: 0.01 ~ 100.0, default: 0.65] S:"Stage Adapted additional Knockback Resistance"=0.65 # Buffs amplifier for Adapted Bolster. [range: 0 ~ 100, default: 2] I:"Stage Adapted buffs amplifier"=2 # Cooldown (in seconds) to buff parasites for Adapted Bolster. [range: 0 ~ 100, default: 60] I:"Stage Adapted buffs cooldown"=60 # Buffs durations for Adapted Bolster. [range: 0 ~ 1000, default: 60] I:"Stage Adapted buffs duration"=60 # Range to buff parasites for Adapted Bolster. [range: 0 ~ 100, default: 24] I:"Stage Adapted buffs range"=24 # Items you want the Adapted Bolster to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:lurecomponent4;30;3;false > # Spawn rate for Adapted Bolster. [range: 0 ~ 100, default: 10] I:"Stage Adapted spawnweight"=10 } ########################################################################################################## # mobs:longarms #--------------------------------------------------------------------------------------------------------# # Longarms # Base Health: 70.0 # Base Damage: 15.0 # Base Armor: 9.0 # Base Knockback Resistance: 0.7 ########################################################################################################## "mobs:longarms" { # Armor multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Longarms Armor Multiplier"=1.0 # Damage multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Longarms Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Longarms. [default: true] B:"Primitive Longarms Enabled"=true # Health multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Longarms Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Longarms. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Longarms Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Longarms to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Longarms Loot Table" < srparasites:lurecomponent3;20;2;false > # Spawn rate for Primitive Longarms. [range: 0 ~ 100, default: 15] I:"Primitive Longarms SpawnWeight"=15 # For every 1% HP lost its damage will increase by this amount of its total damage (1 = 100%) for Primitive Longarms. [range: 0.0 ~ 1.0, default: 0.5] S:"Primitive Longarms damage Increase"=0.5 # Additional armor for Adapted Longarms. [range: 0.01 ~ 100.0, default: 7.0] S:"Stage Adapted additional Armor"=7.0 # Additional damage for Adapted Longarms. [range: 0.01 ~ 100.0, default: 12.0] S:"Stage Adapted additional Damage"=12.0 # Additional health for Adapted Longarms. [range: 0.01 ~ 100.0, default: 50.0] S:"Stage Adapted additional Health"=50.0 # Additional Knockback Resistance for Adapted Longarms. [range: 0.01 ~ 100.0, default: 0.3] S:"Stage Adapted additional Knockback Resistance"=0.3 # For every 1% HP lost its damage will increase by this amount of its total damage (1 = 100%) for Adapted Longarms. [range: 0.0 ~ 1.0, default: 1.0] S:"Stage Adapted damage Increase"=1.0 # Items you want the Adapted Longarms to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:ada_longarms_drop;20;2;true], [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:ada_longarms_drop;20;2;true srparasites:lurecomponent4;30;3;false > # Spawn rate for Adapted Longarms. [range: 0 ~ 100, default: 15] I:"Stage Adapted spawnweight"=15 } ########################################################################################################## # mobs:manducater #--------------------------------------------------------------------------------------------------------# # Manducater # Base Health: 18.0 # Base Damage: 8.0 # Base Armor: 4.0 # Base Knockback Resistance: 0.5 ########################################################################################################## "mobs:manducater" { # Armor multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Manducater Armor Multiplier"=1.0 # Damage multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Manducater Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Manducater. [default: true] B:"Primitive Manducater Enabled"=true # Health multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Manducater Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Manducater. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Manducater Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Manducater to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Manducater Loot Table" < srparasites:lurecomponent3;20;2;false > # Health (1 = 100%) needed to go invisible. [range: 0.0 ~ 1.0, default: 0.7] S:"Primitive Manducater Needed Health"=0.7 # Time (seconds) they need to go invisible. [range: 1.0 ~ 100.0, default: 15.0] S:"Primitive Manducater Needed Time"=15.0 # Spawn rate for Primitive Manducater. [range: 0 ~ 100, default: 30] I:"Primitive Manducater SpawnWeight"=30 # Damage multiplier for Primitive Manducater when invisible. [range: 0.01 ~ 100.0, default: 2.0] S:"Primitive Manducater Stealth Damage Multiplier"=2.0 # Additional armor for Adapted Manducater. [range: 0.01 ~ 100.0, default: 6.0] S:"Stage Adapted additional Armor"=6.0 # Additional damage for Adapted Manducater. [range: 0.01 ~ 100.0, default: 12.0] S:"Stage Adapted additional Damage"=12.0 # Additional health for Adapted Manducater. [range: 0.01 ~ 100.0, default: 15.0] S:"Stage Adapted additional Health"=15.0 # Additional Knockback Resistance for Adapted Manducater. [range: 0.01 ~ 100.0, default: 0.5] S:"Stage Adapted additional Knockback Resistance"=0.5 # Additional damage for Adapted Manducater when invisible. [range: 0.01 ~ 100.0, default: 3.0] S:"Stage Adapted additional Stealth Damage"=3.0 # Items you want the Adapted Manducater to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:ada_manducater_drop;10;1;false], [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:ada_manducater_drop;10;1;false srparasites:lurecomponent4;30;3;false > # Health (1 = 100%) needed to go invisible. [range: 0.0 ~ 1.0, default: 0.4] S:"Stage Adapted needed Health"=0.4 # Time (seconds) they need to go invisible. [range: 1.0 ~ 100.0, default: 7.0] S:"Stage Adapted needed Time"=7.0 # Spawn rate for Adapted Manducater. [range: 0 ~ 100, default: 30] I:"Stage Adapted spawnweight"=30 } ########################################################################################################## # mobs:reeker #--------------------------------------------------------------------------------------------------------# # Reeker # Base Health: 20.0 # Base Damage: 10.0 # Base Armor: 12.0 # Base Knockback Resistance: 0.6 ########################################################################################################## "mobs:reeker" { # Armor multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Reeker Armor Multiplier"=1.0 # Damage multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Reeker Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Reeker. [default: true] B:"Primitive Reeker Enabled"=true # Health multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Reeker Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Reeker. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Reeker Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Reeker to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Reeker Loot Table" < srparasites:lurecomponent3;20;2;false > # Spawn rate for Primitive Reeker. [range: 0 ~ 100, default: 10] I:"Primitive Reeker SpawnWeight"=10 # Additional armor for Adapted Reeker. [range: 0.01 ~ 100.0, default: 15.0] S:"Stage Adapted additional Armor"=15.0 # Additional damage for Adapted Reeker. [range: 0.01 ~ 100.0, default: 18.0] S:"Stage Adapted additional Damage"=18.0 # Additional health for Adapted Reeker. [range: 0.01 ~ 100.0, default: 35.0] S:"Stage Adapted additional Health"=35.0 # Additional Knockback Resistance for Adapted Reeker. [range: 0.01 ~ 100.0, default: 0.4] S:"Stage Adapted additional Knockback Resistance"=0.4 # Items you want the Adapted Reeker to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:ada_reeker_drop;50;1;false], [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:ada_reeker_drop;50;1;false srparasites:lurecomponent4;30;3;false > # Spawn rate for Adapted Reeker. [range: 0 ~ 100, default: 10] I:"Stage Adapted spawnweight"=10 } ########################################################################################################## # mobs:summoner #--------------------------------------------------------------------------------------------------------# # Summoner # Base Health: 35.0 # Base Damage: 10.0 # Base Armor: 4.0 # Base Knockback Resistance: 0.5 ########################################################################################################## "mobs:summoner" { # Armor multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Summoner Armor Multiplier"=1.0 # Damage multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Summoner Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Summoner. [default: true] B:"Primitive Summoner Enabled"=true # Health multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Summoner Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Summoner. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Summoner Knockback Resistance Multiplier"=1.0 # Number of attacks before its cooldown for Primitive Summoner. [range: 0 ~ 10000, default: 2] I:"Primitive Summoner Limit"=2 # Items you want the Primitive Summoner to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Summoner Loot Table" < srparasites:lurecomponent3;20;2;false > # Mob list for Primitive Summoner. Ex. "minecraft:zombie;0.1;1" Where: # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # [default: [srparasites:rupter;1;1]] S:"Primitive Summoner Mob List" < srparasites:rupter;1;1 > # Spawn rate for Primitive Summoner. [range: 0 ~ 100, default: 5] I:"Primitive Summoner SpawnWeight"=5 # Number of total points used in mob spawning for Primitive Summoner [range: 0 ~ 100, default: 4] I:"Primitive Summoner Total Active Mobs"=4 # Summoning cooldown in seconds. [range: 0 ~ 100, default: 10] I:"Primitive Summoner summoning Cooldown"=10 # Additional armor for Adapted Summoner. [range: 0.01 ~ 100.0, default: 10.0] S:"Stage Adapted additional Armor"=10.0 # Additional damage for Adapted Summoner. [range: 0.01 ~ 100.0, default: 15.0] S:"Stage Adapted additional Damage"=15.0 # Additional health for Adapted Summoner. [range: 0.01 ~ 100.0, default: 60.0] S:"Stage Adapted additional Health"=60.0 # Additional Knockback Resistance for Adapted Summoner. [range: 0.01 ~ 100.0, default: 0.5] S:"Stage Adapted additional Knockback Resistance"=0.5 # Number of attacks before its cooldown for Adapted Summoner. [range: 0 ~ 10000, default: 1] I:"Stage Adapted limit"=1 # Items you want the Adapted Summoner to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:ada_summoner_drop;60;1;false], [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:ada_summoner_drop;60;1;false srparasites:lurecomponent4;30;3;false > # Mob list for Adapted Summoner. Ex. "minecraft:zombie;0.1;1" Where: # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # [default: [srparasites:rupter;0.1;1], [srparasites:sim_human;0.3;2], [srparasites:sim_cow;0.3;2], [srparasites:sim_wolf;0.3;2]] S:"Stage Adapted mob List" < srparasites:rupter;0.1;1 srparasites:sim_human;0.3;2 srparasites:sim_cow;0.3;2 srparasites:sim_wolf;0.3;2 > # Spawn rate for Adapted Summoner. [range: 0 ~ 100, default: 5] I:"Stage Adapted spawnweight"=5 # Summoning cooldown in seconds. [range: 0 ~ 100, default: 8] I:"Stage Adapted summoning Cooldown"=8 # Number of total points used in mob spawning for Adapted Summoner. [range: 0 ~ 100, default: 6] I:"Stage Adapted total active mobs"=6 } ########################################################################################################## # mobs:yelloweye #--------------------------------------------------------------------------------------------------------# # Yelloweye # Base Health: 15.0 # Base Damage: 4.0 # Base Armor: 3.5 # Base Knockback Resistance: 0.2 # Poison Duration in seconds: 3 # Poison Amplifier: 1 ########################################################################################################## "mobs:yelloweye" { # Armor multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Yelloweye Armor Multiplier"=1.0 # Damage multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Yelloweye Damage Multiplier"=1.0 # Set to false if you want to disable Primitive Yelloweye. [default: true] B:"Primitive Yelloweye Enabled"=true # Number of blocks it can fly above the ground for Primitive Yelloweye (and Adapted version). [range: 0 ~ 256, default: 256] I:"Primitive Yelloweye Flight Height Limit"=256 # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.04] S:"Primitive Yelloweye Gear degrade"=0.04 # Health multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Yelloweye Health Multiplier"=1.0 # Knockback Resistance multiplier for Primitive Yelloweye. [range: 0.01 ~ 100.0, default: 1.0] S:"Primitive Yelloweye Knockback Resistance Multiplier"=1.0 # Items you want the Primitive Yelloweye to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:lurecomponent3;20;2;false]] S:"Primitive Yelloweye Loot Table" < srparasites:lurecomponent3;20;2;false > # Poison amplifier for its projectile. [range: 1 ~ 100, default: 1] I:"Primitive Yelloweye Poison Amplifier"=1 # Poison duration in seconds for its projectile. [range: 0 ~ 100, default: 3] I:"Primitive Yelloweye Poison Duration"=3 # Spawn rate for Primitive Yelloweye. [range: 0 ~ 100, default: 10] I:"Primitive Yelloweye SpawnWeight"=10 # Additional armor for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 10.0] S:"Stage Adapted additional Armor"=10.0 # Additional damage for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 5.0] S:"Stage Adapted additional Damage"=5.0 # Additional health for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 25.0] S:"Stage Adapted additional Health"=25.0 # Additional Knockback Resistance for Adapted Yelloweye. [range: 0.01 ~ 100.0, default: 0.4] S:"Stage Adapted additional Knockback Resistance"=0.4 # How much a shot will degrade your gear (1=100%). [range: 0.0 ~ 1.0, default: 0.07] S:"Stage Adapted gear degrade"=0.07 # Items you want the Adapted Yelloweye to drop. Ex. "minecraft:nether_star;100;5;true" Where: # "minecraft:nether_star" is the item, # "100" is the chance to drop, # "5" is the max number of items, # "true" is for the item to always roll, if false the item will be unique and only 1 will be choosen. # [default: [srparasites:ada_yelloweye_drop;40;1;true], [srparasites:lurecomponent4;30;3;false]] S:"Stage Adapted loot Table" < srparasites:ada_yelloweye_drop;40;1;true srparasites:lurecomponent4;30;3;false > # Damage it will do from melee for Stage Adapted. [range: 0.0 ~ 1.0, default: 30.0] S:"Stage Adapted melee"=30.0 # Spawn rate for Adapted Yelloweye. [range: 0 ~ 100, default: 10] I:"Stage Adapted spawnweight"=10 } ########################################################################################################## # parasite_evolution_phases #--------------------------------------------------------------------------------------------------------# # Evolution Phases # If Evolution Phases is true, the current phase will dictate if a parasite can spawn naturally # in the world and by reaching some phases, they will unlock some bonuses # *Spawnrates are not affected by the Phases # # -> Phase 0: - Points required: 0 # -Buglins spawn naturally # # -> Phase 1: - Points required: 50 # -Rupters spawn naturally, with a hit and run behavior # -Animals and mobs infected with COTH will not mutate unless forced to low health # # -> Phase 2: - Points required: 100 # -Assimilated versions spawn naturally # -Rupters will now attack as normal # -COTH hidden mobs are now dropping their disguise # # # -> Phase 3: - Points required: 500 # # -Reinforcement system is unlocked # -Beckons will slowly grow to Stage II and beyond # -The passive point gaining is now active # # -> Phase 4: - Points required: 1,000 # -Primitive versions spawn naturally # -Normal growth to Beckons Stage II, but will slowly grow to Stage III # -Passive point gaining recieves a buff to the number gaining # -Reinforcement system chance increased # # # -> Phase 5: - Points required: 5,000 # -Passive point gaining recieves a buff to the number gaining # -Players can't sleep anymore # -Normal growth to Beckons Stage III but will slowly grow to Stage IV # -Nodes now unlocked # -Beckons will ignore summoning cooldown when spawning # -Reinforcement system chance increased # # -> Phase 6: - Points required: 10,000 # -Normal growth to Beckons Stage IV # -Passive point gaining recieves a buff to the number gaining # -Assimilated versions and lower tier parasites will stop spawning naturally # -Colonies now unlocked # -Adapted versions spawn naturally # -Mobs have a chance to spawn with COTH now # -Crop growth is now partially stunted # -Reinforcement system chance increased # # -> Phase 7: - Points required: 50,000 # -Primitive versions and lower tier parasites will stop spawning naturally # -Pure versions spawn naturally # -Chance for a mob to spawn with COTH increased # -Passive point gaining recieves a buff to the number gaining # -Crop growth is now partially stunted # -Reinforcement system chance increased # -Parasites will ignore sunlight when spawning naturally # # -> Phase 8: - Points required: 300,000 # -Ancient versions spawn naturally # -Passive point gaining recieves a buff to the number gaining # -Chance for a mob to spawn with COTH increased # -Crop growth is now partially stunted # -Reinforcement system chance increased # # --Parasite ID values # 5 -> Rupter # 11 -> Assimilated Versions # 31 -> Primitive Versions # 41 -> Adapted Versions # 51 -> Pure Versions # 63 -> Ancient Versions # # # To reduce their evolution phase you need to craft Lure Blocks ########################################################################################################## parasite_evolution_phases { # Set to false if you dont want to use evolution phases. [default: true] B:"Evolution Phases"=true # From this phase on, Assimilated versions will stop hiding. [range: 0 ~ 9, default: 2] I:"Phase Assimilation Stop Hiding"=3 # From this phase on, Beckons will ignore their summoning cooldown when spawning. [range: 0 ~ 9, default: 5] I:"Phase Beckon Summoning Cooldown"=3 # From this phase on, Colonies are unlocked. [range: 0 ~ 9, default: 6] I:"Phase Colony Unlock"=5 # 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"=4 # Number of Points gained when a mob with COTH reaches amp +2. [range: 0 ~ 1000000, default: 6] I:"Value for COTH"=6 # Number of Points gained when using the merge system to spawn Primitive Parasites. [range: 0 ~ 1000000, default: 10] I:"Value for Merging"=10 # Number of Points gained when converting a block. [range: 0 ~ 1000000, default: 3] I:"Value for blocks"=3 # Number of Points gained each kill. [range: 0 ~ 1000000, default: 1] I:"Value for kills"=1 } parasite_evolution_phases_1 { # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 1 Beckon Stage I Grow Stunned"=1.0 # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 1 Beckon Stage II Grow Stunned"=1.0 # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 1 Beckon Stage III Grow Stunned"=1.0 # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 1 Crop Grow Stunned"=0.0 # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.0] S:"Phase 1 Killcount Plus"=0.0 # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 2] I:"Phase 1 Lure Value"=5 # 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"=1 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 1 Reinforcement System Chance"=0.0 # Message sent to all players in the current world when parasites reach this Phase [default: One] S:"Phase 1 Warning Message"=One } parasite_evolution_phases_2 { # Chance (1=100%) to failed to grow for Beckon SI. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 2 Beckon Stage I Grow Stunned"=1.0 # Chance (1=100%) to failed to grow for Beckon SII. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 2 Beckon Stage II Grow Stunned"=1.0 # Chance (1=100%) to failed to grow for Beckon SIII. [range: 0.0 ~ 1.0, default: 1.0] S:"Phase 2 Beckon Stage III Grow Stunned"=1.0 # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 2 Crop Grow Stunned"=0.0 # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.0] S:"Phase 2 Killcount Plus"=0.0 # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 5] I:"Phase 2 Lure Value"=75 # 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"=2 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 2 Reinforcement System Chance"=0.02 # 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"=0.0 # 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"=1.0 # 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"=1.0 # 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"=1000 # 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"=41 # 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"=3 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.02] S:"Phase 3 Reinforcement System Chance"=0.045 # 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"=0.0 # 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"=1.0 # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 4 Crop Grow Stunned"=0.05 # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.075] S:"Phase 4 Killcount Plus"=0.1 # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 5000] I:"Phase 4 Lure Value"=12500 # 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"=51 # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0] I:"Phase 4 Minimum Parasite ID"=30 # 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"=0.2 # Number of Points required to reach Phase 4. [range: 0 ~ 2147483640, default: 100000] I:"Phase 4 Points"=4 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.03] S:"Phase 4 Reinforcement System Chance"=0.05 # 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"=0.0 # Chance (1=100%) for crop grow to be stunned. [range: 0.0 ~ 1.0, default: 0.0] S:"Phase 5 Crop Grow Stunned"=0.1 # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.1] S:"Phase 5 Killcount Plus"=0.15 # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 50000] I:"Phase 5 Lure Value"=150000 # 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"=51 # If a parasite ID is equal to or less than this number, the parasite will not spawn. [range: 0 ~ 100, default: 0] I:"Phase 5 Minimum Parasite ID"=30 # 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"=0.5 # Number of Points required to reach Phase 5. [range: 0 ~ 2147483640, default: 1000000] I:"Phase 5 Points"=5 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.04] S:"Phase 5 Reinforcement System Chance"=0.05 # 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"=0.3 # Each second the killcount will go up by this amount. [range: 0.0 ~ 100.0, default: 0.15] S:"Phase 6 Killcount Plus"=0.2 # Number of Points the parasites will lose when using a Lure Block. [range: 0 ~ 2147483640, default: 1500000] I:"Phase 6 Lure Value"=2500000 # 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"=63 # 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"=0.8 # Number of Points required to reach Phase 6. [range: 0 ~ 2147483640, default: 30000000] I:"Phase 6 Points"=6 # Chance to spawn a Beckon when a parasite is killed. [range: 0.0 ~ 1.0, default: 0.05] S:"Phase 6 Reinforcement System Chance"=0.06 # 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 # 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 # Message sent to all players in the current world when parasites reach this Phase [default: Eight] S:"Phase 8 Warning Message"=Eight } ########################################################################################################## # parasite_properties #--------------------------------------------------------------------------------------------------------# # Parasite Properties ########################################################################################################## parasite_properties { # Damage Types that cannot be learned by the parasites ("inWall" and "outOfWorld" will be by default). [default: ] S:"Damage Types BlackList" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Damage Types BlackList Inverted"=false # Each second the killcount will go up by this amount (only if difficulty is set to hard or hardcore. [range: 0.0 ~ 100.0, default: 0.0] S:"Killcount Plus"=0.0 # Set to false if you want the parasites to only target the player. [default: true] B:"Mob Attacking"=true # List of mobs that the parasites can't attack if Mob Attacking is true, Ex: "minecraft:zombie" or just "minecraft" for a whole mod [default: ] S:"Mob Attacking blacklist" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Mob Attacking blacklist Inverted"=false # Fire damage multiplier for the mobs. [range: 1.0 ~ 100.0, default: 2.0] S:"Mob Fire Damage Multiplier"=2.0 # List of block that can't be broken by the griefing task, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ] S:"Mobs with Griefing Task Blacklist" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Mobs with Griefing Task Blacklist Inverted"=false # Mobs that will break block in the way when chasing its target. Ex. "srparasites:adapted_longarms;1;3;2" Where: # "srparasites:adapted_longarms" is the entity (note: this only works with mobs of this mod), # "1" is the maximum hardness of the block it can break, # "3" is the cooldown in ticks, # "2" is the range. # [default: [srparasites:ada_longarms;1;60;1], [srparasites:ada_reeker;1;60;1], [srparasites:ada_summoner;1;120;1], [srparasites:ada_bolster;1.5;40;2], [srparasites:warden;2;40;2], [srparasites:vigilante;2;40;2], [srparasites:overseer;2;40;2], [srparasites:bomber_light;2;40;2], [srparasites:anc_dreadnaut;3;20;3], [srparasites:anc_terla;3;20;3]] S:"Mobs with new griefing task" < srparasites:ada_longarms;1;60;1 srparasites:ada_reeker;1;60;1 srparasites:ada_summoner;1;120;1 srparasites:ada_bolster;1.5;40;2 srparasites:warden;2;40;2 srparasites:vigilante;2;40;2 srparasites:overseer;2;40;2 srparasites:bomber_light;2;40;2 srparasites:anc_dreadnaut;3;20;3 srparasites:anc_terla;3;20;3 > # Tendril health from its parent (1=100%). [range: 0.5 ~ 100.0, default: 0.4] S:"Tendril Health"=0.4 } parasite_properties_adapted { # Minimum number of hits required to kill Adapted versions. [range: 1 ~ 100, default: 3] I:"Version Adapted Damage Cap"=3 # Set to true for adapted versions to despawn. [default: true] B:"Version Adapted Despawn"=true # Follow range. [range: 0.0 ~ 128.0, default: 32.0] S:"Version Adapted Follow Range"=32.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5] S:"Version Adapted Point Chance to Fail"=0.5 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.7] S:"Version Adapted Point Chance to Learn"=0.7 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 20] I:"Version Adapted Point Reduction Cap"=20 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 3] I:"Version Adapted Point Reduction Total Cap"=3 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05] S:"Version Adapted Point Reduction Value"=0.05 } parasite_properties_ancient { # Minimum number of hits required to kill Ancient versions. [range: 1 ~ 100, default: 5] I:"Version Ancient Damage Cap"=5 # Set to true for ancient mobs to despawn. [default: false] B:"Version Ancient Despawn"=false # Follow range. [range: 0.0 ~ 128.0, default: 64.0] S:"Version Ancient Follow Range"=64.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1] S:"Version Ancient Point Chance to Fail"=0.1 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9] S:"Version Ancient Point Chance to Learn"=0.9 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10] I:"Version Ancient Point Reduction Cap"=10 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 5] I:"Version Ancient Point Reduction Total Cap"=5 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1] S:"Version Ancient Point Reduction Value"=0.1 } parasite_properties_assimilated { # How many kills Assimilated versions need for the Primitive stage. [range: 0.0 ~ 100.0, default: 5.0] S:"Kills for Primitive Stage"=5.0 # Minimum number of hits required to kill Assimilated versions. [range: 1 ~ 100, default: 1] I:"Version Assimilated Damage Cap"=1 # Set to true for Assimilated versions to despawn. [default: true] B:"Version Assimilated Despawn"=true # Follow range. [range: 0.0 ~ 128.0, default: 16.0] S:"Version Assimilated Follow Range"=16.0 # Set to false if you don't want assimilated versions to hide by transforming into other mobs. [default: true] B:"Version Assimilated Hiding"=true } parasite_properties_beckon { # Minimum number of hits required to kill a Beckon Stage I. [range: 1 ~ 100, default: 2] I:"Beckon Stage I Damage Cap"=2 # Follow range. [range: 0.0 ~ 128.0, default: 16.0] S:"Beckon Stage I Follow Range"=16.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7] S:"Beckon Stage I Point Chance to Fail"=0.7 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.4] S:"Beckon Stage I Point Chance to Learn"=0.4 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 12] I:"Beckon Stage I Point Reduction Cap"=12 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 1] I:"Beckon Stage I Point Reduction Total Cap"=1 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.04] S:"Beckon Stage I Point Reduction Value"=0.04 # Minimum number of hits required to kill a Beckon Stage II. [range: 1 ~ 100, default: 3] I:"Beckon Stage II Damage Cap"=3 # Follow range. [range: 0.0 ~ 128.0, default: 24.0] S:"Beckon Stage II Follow Range"=24.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5] S:"Beckon Stage II Point Chance to Fail"=0.5 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.6] S:"Beckon Stage II Point Chance to Learn"=0.6 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 16] I:"Beckon Stage II Point Reduction Cap"=16 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2] I:"Beckon Stage II Point Reduction Total Cap"=2 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05] S:"Beckon Stage II Point Reduction Value"=0.05 # Minimum number of hits required to kill a Beckon Stage III. [range: 1 ~ 100, default: 4] I:"Beckon Stage III Damage Cap"=4 # Follow range. [range: 0.0 ~ 128.0, default: 32.0] S:"Beckon Stage III Follow Range"=32.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3] S:"Beckon Stage III Point Chance to Fail"=0.3 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8] S:"Beckon Stage III Point Chance to Learn"=0.8 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 14] I:"Beckon Stage III Point Reduction Cap"=14 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 3] I:"Beckon Stage III Point Reduction Total Cap"=3 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.067] S:"Beckon Stage III Point Reduction Value"=0.067 # Minimum number of hits required to kill a Beckon Stage IV. [range: 1 ~ 100, default: 5] I:"Beckon Stage IV Damage Cap"=5 # Follow range. [range: 0.0 ~ 128.0, default: 64.0] S:"Beckon Stage IV Follow Range"=64.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1] S:"Beckon Stage IV Point Chance to Fail"=0.1 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9] S:"Beckon Stage IV Point Chance to Learn"=0.9 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10] I:"Beckon Stage IV Point Reduction Cap"=10 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 5] I:"Beckon Stage IV Point Reduction Total Cap"=5 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1] S:"Beckon Stage IV Point Reduction Value"=0.1 } parasite_properties_deterrent { # Minimum number of hits required to kill a Deterrent. [range: 1 ~ 100, default: 2] I:"Deterrent Damage Cap"=2 # Follow range. [range: 0.0 ~ 128.0, default: 32.0] S:"Deterrent Follow Range"=32.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5] S:"Deterrent Point Chance to Fail"=0.5 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.6] S:"Deterrent Point Chance to Learn"=0.6 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 16] I:"Deterrent Point Reduction Cap"=16 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2] I:"Deterrent Point Reduction Total Cap"=2 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05] S:"Deterrent Point Reduction Value"=0.05 } parasite_properties_primitive { # How many kills Primitive versions need for the Adapted stage. [range: 0.0 ~ 100.0, default: 10.0] S:"Kills for Adapted Stage"=10.0 # Minimum number of hits required to kill Primitive versions. [range: 1 ~ 100, default: 2] I:"Version Primitive Damage Cap"=2 # Set to true for primitive versions to despawn. [default: true] B:"Version Primitive Despawn"=true # Follow range. [range: 0.0 ~ 128.0, default: 24.0] S:"Version Primitive Follow Range"=24.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7] S:"Version Primitive Point Chance to Fail"=0.7 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.5] S:"Version Primitive Point Chance to Learn"=0.5 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 12] I:"Version Primitive Point Reduction Cap"=12 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 2] I:"Version Primitive Point Reduction Total Cap"=2 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.04] S:"Version Primitive Point Reduction Value"=0.04 } parasite_properties_pure { # Minimum number of hits required to kill Pure versions. [range: 1 ~ 100, default: 5] I:"Version Pure Damage Cap"=5 # Follow range. [range: 0.0 ~ 128.0, default: 32.0] S:"Version Pure Follow Range"=32.0 # Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3] S:"Version Pure Point Chance to Fail"=0.3 # Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8] S:"Version Pure Point Chance to Learn"=0.8 # Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 15] I:"Version Pure Point Reduction Cap"=15 # How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 4] I:"Version Pure Point Reduction Total Cap"=4 # Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.067] S:"Version Pure Point Reduction Value"=0.067 } ########################################################################################################## # reinforcement_system #--------------------------------------------------------------------------------------------------------# # Reinforcement System # When a parasite is killed, there is a chance for it to call reinforcements, this means that # a Beckon will spawn nearby and will help in the fight. # # The Beckon has different stages and that will tell how many and which parasites it will spawn. ########################################################################################################## reinforcement_system { # If the light level is higher than this, the block will not spread. [range: 0 ~ 16, default: 16] I:"Reinforcement System Block Light Level"=7 # One in X to spawn a Beckon on the Infested Block Residue (random tick). [range: 0 ~ 2147483640, default: 100000] I:"Reinforcement System Block Residue Chance"=100000 # If the y value of the block is below this, Beckons will not spawn from it. [range: 0 ~ 2147483640, default: 0] I:"Reinforcement System Block Residue Y"=0 # List of block that can't be infested, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ] S:"Reinforcement System Blocks BlackList" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Reinforcement System Blocks BlackList Inverted"=false # Chance (1 = 100%) to spawn a Beckon. [range: 0.0 ~ 1.0, default: 0.045] S:"Reinforcement System Chance"=0.045 # Cooldown (in seconds) for the Reinforcement System spawning Beckons. [range: 1 ~ 2147483640, default: 5] I:"Reinforcement System Cooldown"=5 # Set to true for Beckon to despawn. [default: false] B:"Reinforcement System Despawn"=false # Set to false if you want to disable the Reinforcement System. [default: true] B:"Reinforcement System Enabled"=true # Equipment that can protect you from the blocks from doing damage. Ex. "head;minecraft:iron_helmet;0.1" Where: # "head" is for the slot (head, chest, legs, feet), # "minecraft:iron_helmet" is for the item, # "0.1" is for the chance to ignore block damage (1 = 100%). # [default: [head;minecraft:leather_helmet;0.5], [head;minecraft:iron_helmet;0.3], [head;minecraft:diamond_helmet;0.3]] S:"Reinforcement System Equipment" < head;minecraft:leather_helmet;0.5 head;minecraft:iron_helmet;0.3 head;minecraft:diamond_helmet;0.3 > # Max Hardness of the block it can infest. [range: 0.01 ~ 100.0, default: 1.5] S:"Reinforcement System Hardness"=1.5 # Set to false if you don't want the Beckons to ignore their summoning cooldown.when spawning. [default: true] B:"Reinforcement System Ignore Cooldown"=true # Set to false if you want to disable the Reinforcement System Block Infestation. [default: true] B:"Reinforcement System Infestation"=true # Chance (1 = 100%) to spawn a Beckon in Infested Blocks (S!=1) if no Beckon is around, to further infest the land. [range: 0.0 ~ 1.0, default: 0.05] S:"Reinforcement System Infestation Spawning Beckons"=0.05 # Maximum number of Beckons that can spawn from the RS (per dimension). [range: 1 ~ 2147483640, default: 100] I:"Reinforcement System Maximum Beckons"=100 # Maximum Stage a Beckon can grow up in a Dimension. Ex. "1;3" Where: # "1" is for the dimension, # "3" is for the stage it cannot grow up. # [default: [1;3]] S:"Reinforcement System Maximum Stage" < 1;3 > # Chance (1 = 100%) to spawn fog particle in an infested block ((if available, every tick). [range: 0.0 ~ 1.0, default: 0.05] S:"Reinforcement System Particle Fog Chance"=0.05 # Chance (1 = 100%) to spawn spore particle in an infested block (if available, every tick). [range: 0.0 ~ 1.0, default: 0.05] S:"Reinforcement System Particle Spore Chance"=0.05 # Set to true if you want the Reinforcement System to only be activated by the Players. [default: false] B:"Reinforcement System Player Only"=false # What the infested block turns into when the Beckons die [default: minecraft:dirt] S:"Reinforcement System Revert Block"=minecraft:dirt # Set to true if you want Beckons to only spawn if the position can see the sky (only those who are called by the death of a parasite). [default: false] B:"Reinforcement System Sky"=false # Set to false if you want to disable the Reinforcement System Sounds # (A bell sound is played when a Beckon is summoned or when it grew up to the next stage). [default: true] B:"Reinforcement System Sounds"=true } reinforcement_system_beckonsi { # Armor multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage I Beckon Armor Multiplier"=1.0 # Minimum time required (in seconds) to infest nearby block for Stage I Beckon. [range: 4 ~ 10000, default: 60] I:"Stage I Beckon Block Infestation Cooldown"=60 # Damage when walking on the blocks infested by Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage I Beckon Block Infestation Damage"=1.0 # Chance to damage when walking on the blocks infested by Stage I Beckon. [range: 0.0 ~ 1.0, default: 0.01] S:"Stage I Beckon Block Infestation Damage Chance"=0.01 # Block infestation radius for Stage I Beckon. [range: 0 ~ 100, default: 4] I:"Stage I Beckon Block Infestation Range"=4 # Block infestation radius (upwards/downwards) for Stage I Beckon. [range: 0 ~ 100, default: 2] I:"Stage I Beckon Block Infestation Range Y"=2 # Value of each Stage I Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage I Beckon. [range: 0.0 ~ 100.0, default: 0.5] S:"Stage I Beckon CA mobs"=0.5 # Number for Stage I Beckon required to do a Collective Attack (only one will attack) for Stage I Beckon. [range: 0 ~ 10000, default: 4] I:"Stage I Beckon CA number"=4 # Summoning cooldown (in seconds) for Stage I Beckon. [range: 0 ~ 10000, default: 10] I:"Stage I Beckon Cooldown"=10 # Damage multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage I Beckon Damage Multiplier"=1.0 # Health multiplier for Stage I Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage I Beckon Health Multiplier"=1.0 # Number of attacks before its cooldown for Stage I Beckon. [range: 0 ~ 10000, default: 4] I:"Stage I Beckon Limit"=4 # Maximum Growtime (in seconds) from Stage I Beckon to Stage II Beckon (max must be greater than min). [range: 240 ~ 10000, default: 300] I:"Stage I Beckon Max GrowTime"=300 # Minimum Growtime (in seconds) from Stage I Beckon to Stage II Beckon. [range: 1 ~ 10000, default: 240] I:"Stage I Beckon Min GrowTime"=240 # Mob list for Stage I Beckon. Ex. "ground;minecraft:zombie;0.1;1" Where: # "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # Stage I cannot trigger the air condition. # [default: [ground;srparasites:rupter;1;1]] S:"Stage I Beckon Mob List" < ground;srparasites:rupter;1;1 > # Spawn weight for Stage I Beckon (NOTE: They will spawn like vanilla passive creatures). [range: 0 ~ 100, default: 0] I:"Stage I Beckon Spawnweight"=0 # Number of total points used in mob spawning for Stage I Beckon. [range: 0 ~ 100, default: 4] I:"Stage I Beckon Total Active Mobs"=4 } reinforcement_system_beckonsii { # Armor multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage II Beckon Armor Multiplier"=1.0 # Minimum time required (in seconds) to infest nearby block for Stage II Beckon. [range: 4 ~ 10000, default: 55] I:"Stage II Beckon Block Infestation Cooldown"=55 # Damage when walking on the blocks infested by Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage II Beckon Block Infestation Damage"=1.0 # Chance to damage when walking on the blocks infested by Stage II Beckon. [range: 0.0 ~ 1.0, default: 0.05] S:"Stage II Beckon Block Infestation Damage Chance"=0.05 # Block infestation radius for Stage II Beckon. [range: 0 ~ 100, default: 8] I:"Stage II Beckon Block Infestation Range"=8 # Block infestation radius (upwards/downwards) for Stage II Beckon. [range: 0 ~ 100, default: 3] I:"Stage II Beckon Block Infestation Range Y"=3 # Value of each Stage II Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage II Beckon. [range: 0.0 ~ 100.0, default: 0.5] S:"Stage II Beckon CA mobs"=0.5 # Number for Stage II Beckon required to do a Collective Attack (only one will attack) for Stage II Beckon. [range: 0 ~ 10000, default: 4] I:"Stage II Beckon CA number"=4 # Summoning cooldown (in seconds) for Stage II Beckon. [range: 0 ~ 10000, default: 12] I:"Stage II Beckon Cooldown"=12 # Damage multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage II Beckon Damage Multiplier"=1.0 # Health multiplier for Stage II Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage II Beckon Health Multiplier"=1.0 # Number of attacks before its cooldown for Stage II Beckon. [range: 0 ~ 10000, default: 3] I:"Stage II Beckon Limit"=3 # Maximum Growtime (in seconds) from Stage II Beckon to Stage III Beckon (max must be greater than min). [range: 300 ~ 10000, default: 360] I:"Stage II Beckon Max GrowTime"=360 # Minimum Growtime (in seconds) from Stage II Beckon to Stage III Beckon. [range: 1 ~ 10000, default: 300] I:"Stage II Beckon Min GrowTime"=300 # Mob list for Stage II Beckon. Ex. "ground;minecraft:zombie;0.1;1" Where: # "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # [default: [ground;srparasites:sim_human;0.2;3], [ground;srparasites:sim_cow;0.2;3], [ground;srparasites:sim_sheep;0.2;3], [ground;srparasites:sim_wolf;0.2;3], [ground;srparasites:sim_bigspider;0.2;3], [ground;srparasites:rupter;0.1;1], [air;srparasites:carrier_flying;0.3;3]] S:"Stage II Beckon Mob List" < ground;srparasites:sim_human;0.2;3 ground;srparasites:sim_cow;0.2;3 ground;srparasites:sim_sheep;0.2;3 ground;srparasites:sim_wolf;0.2;3 ground;srparasites:sim_bigspider;0.2;3 ground;srparasites:rupter;0.1;1 air;srparasites:carrier_flying;0.3;3 > # Number of total points used in mob spawning for Stage II Beckon. [range: 0 ~ 100, default: 9] I:"Stage II Beckon Total Active Mobs"=9 } reinforcement_system_beckonsiii { # Chance to spawn an Ancient when killed for Stage III Beckon. [range: 0.0 ~ 1.0, default: 0.1] S:"Stage III Beckon Ancient Chance"=0.1 # Armor multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage III Beckon Armor Multiplier"=1.0 # Minimum time required (in seconds) to infest nearby block for Stage III Beckon. [range: 4 ~ 10000, default: 50] I:"Stage III Beckon Block Infestation Cooldown"=50 # Damage when walking on the blocks infested by Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage III Beckon Block Infestation Damage"=1.0 # Chance to damage when walking on the blocks infested by Stage III Beckon. [range: 0.0 ~ 1.0, default: 0.1] S:"Stage III Beckon Block Infestation Damage Chance"=0.1 # Block infestation radius for Stage III Beckon. [range: 0 ~ 100, default: 16] I:"Stage III Beckon Block Infestation Range"=16 # Block infestation radius (upwards/downwards) for Stage III Beckon. [range: 0 ~ 100, default: 4] I:"Stage III Beckon Block Infestation Range Y"=4 # Value of each Stage III Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage III Beckon. [range: 0.0 ~ 100.0, default: 0.35] S:"Stage III Beckon CA mobs"=0.35 # Number for Stage III Beckon required to do a Collective Attack (only one will attack) for Stage III Beckon. [range: 0 ~ 10000, default: 4] I:"Stage III Beckon CA number"=4 # Summoning cooldown (in seconds) for Stage III Beckon. [range: 0 ~ 10000, default: 14] I:"Stage III Beckon Cooldown"=14 # Damage multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage III Beckon Damage Multiplier"=1.0 # Health multiplier for Stage III Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage III Beckon Health Multiplier"=1.0 # Number attacks before its cooldown for Stage III Beckon. [range: 0 ~ 10000, default: 2] I:"Stage III Beckon Limit"=2 # Mob list for Stage III Beckon. Ex. "ground;minecraft:zombie;0.1;1" Where: # "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # [default: [ground;srparasites:pri_summoner;0.2;6], [ground;srparasites:pri_manducater;0.4;6], [ground;srparasites:pri_bolster;0.1;6], [ground;srparasites:pri_reeker;0.4;6], [ground;srparasites:pri_longarms;0.4;6], [ground;srparasites:sim_human;0.2;3], [ground;srparasites:sim_cow;0.2;3], [ground;srparasites:sim_sheep;0.2;3], [ground;srparasites:sim_wolf;0.2;3], [ground;srparasites:sim_bigspider;0.2;3], [ground;srparasites:carrier_heavy;0.2;6], [ground;srparasites:rupter;0.1;1], [ground;srparasites:vigilante;0.2;6], [ground;srparasites:warden;0.2;6], [air;srparasites:overseer;0.2;6], [air;srparasites:bomber_light;0.2;6], [air;srparasites:carrier_flying;0.5;3], [air;srparasites:pri_yelloweye;0.5;6]] S:"Stage III Beckon Mob List" < ground;srparasites:pri_summoner;0.2;6 ground;srparasites:pri_manducater;0.4;6 ground;srparasites:pri_bolster;0.1;6 ground;srparasites:pri_reeker;0.4;6 ground;srparasites:pri_longarms;0.4;6 ground;srparasites:sim_human;0.2;3 ground;srparasites:sim_cow;0.2;3 ground;srparasites:sim_sheep;0.2;3 ground;srparasites:sim_wolf;0.2;3 ground;srparasites:sim_bigspider;0.2;3 ground;srparasites:carrier_heavy;0.2;6 ground;srparasites:rupter;0.1;1 ground;srparasites:vigilante;0.2;6 ground;srparasites:warden;0.2;6 air;srparasites:overseer;0.2;6 air;srparasites:bomber_light;0.2;6 air;srparasites:carrier_flying;0.5;3 air;srparasites:pri_yelloweye;0.5;6 > # Number of total points used in mob spawning for Stage III Beckon. [range: 0 ~ 100, default: 12] I:"Stage III Beckon Total Active Mobs"=12 } reinforcement_system_beckonsiv { # Armor multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage IV Beckon Armor Multiplier"=1.0 # Value of each Stage IV Beckon to spawn extra mobs (the mobs will not add up to the total points) for Stage IV Beckon. [range: 0.0 ~ 100.0, default: 0.35] S:"Stage IV Beckon CA mobs"=0.35 # Number for Stage IV Beckon required to do a Collective Attack (only one will attack) for Stage IV Beckon. [range: 0 ~ 10000, default: 4] I:"Stage IV Beckon CA number"=4 # Summoning cooldown (in seconds) for Stage IV Beckon. [range: 0 ~ 10000, default: 8] I:"Stage IV Beckon Cooldown"=8 # Damage multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage IV Beckon Damage Multiplier"=1.0 # Health multiplier for Stage IV Beckon. [range: 0.01 ~ 100.0, default: 1.0] S:"Stage IV Beckon Health Multiplier"=1.0 # Number attacks before its cooldown for Stage IV Beckon. [range: 0 ~ 10000, default: 4] I:"Stage IV Beckon Limit"=4 # Mob list for Stage IV Beckon. Ex. "ground;minecraft:zombie;0.1;1" Where: # "ground" is for the entity type (ground, air) (air type spawning is triggered when the target y's value is higher than the host plus 3), # "minecraft:zombie" is for the entity, # "0.1" is for the chance to spawn, # "1" is for the cost the entity has. # [default: [ground;srparasites:beckon_si;0.3;3], [ground;srparasites:beckon_sii;0.4;3], [ground;srparasites:beckon_siii;0.3;4]] S:"Stage IV Beckon Mob List" < ground;srparasites:beckon_si;0.3;3 ground;srparasites:beckon_sii;0.4;3 ground;srparasites:beckon_siii;0.3;4 > # Number of total points used in mob spawning for Stage IV Beckon. [range: 0 ~ 100, default: 12] I:"Stage IV Beckon Total Active Mobs"=12 } ########################################################################################################## # status_effects #--------------------------------------------------------------------------------------------------------# # Status effects of the mod # Fear. # # COTH. # # Fear. # # Bleeding. ########################################################################################################## status_effects { # Damage (1 = 100%) this effect will deal (victims total health). [range: 0.0 ~ 1.0, default: 0.05] S:"Bleeding Damage"=0.1 # Set to false if you dont want the COTH effect to work [default: true] B:"COTH Acivated"=true # Table that will be used for converting mobs, the Rupter will also be using this [default: [minecraft:pig;srparasites:sim_pig], [minecraft:sheep;srparasites:sim_sheep], [minecraft:cow;srparasites:sim_cow], [minecraft:wolf;srparasites:sim_wolf], [minecraft:horse;srparasites:sim_horse], [minecraft:zombie;srparasites:sim_human], [minecraft:zombie_villager;srparasites:sim_villager], [minecraft:villager;srparasites:sim_villager], [minecraft:polar_bear;srparasites:sim_bear], [minecraft:enderman;srparasites:sim_enderman]] S:"COTH Assimilated Transformation" < minecraft:pig;srparasites:sim_pig minecraft:sheep;srparasites:sim_sheep minecraft:cow;srparasites:sim_cow minecraft:wolf;srparasites:sim_wolf minecraft:horse;srparasites:sim_horse minecraft:zombie;srparasites:sim_human minecraft:zombie_villager;srparasites:sim_villager minecraft:villager;srparasites:sim_villager > # Set to false if you dont want the effect to spread from mob to mob [default: true] B:"COTH Aura"=true # Chance (1 = 100%) for any parasite to convert its vistim when killed (only if the victim is under COTH effect). [range: 0.0 ~ 1.0, default: 0.3] S:"COTH Convert At Kill"=0.3 # Mobs that are immune to the COTH effect, Ex: "minecraft:zombie" or just "minecraft" for a whole mod [default: [minecraft:villager_golem], [minecraft:vex], [minecraft:creeper], [minecraft:slime], [minecraft:blaze], [minecraft:guardian], [minecraft:elder_guardian], [minecraft:stray], [minecraft:skeleton], [minecraft:skeleton_horse], [minecraft:wither_skeleton], [minecraft:magma_cube], [minecraft:ghast], [minecraft:shulker], [minecraft:snowman]] S:"COTH Mob Immune Mob List" < minecraft:villager_golem minecraft:vex minecraft:slime minecraft:blaze minecraft:guardian minecraft:magma_cube minecraft:ghast minecraft:shulker minecraft:snowman > # Set to true if you want to use the list as a WhiteList. [default: false] B:"COTH Mob Immune Mob List Inverted"=false # (1 = 100%) How much this effect will reduce your total armor. [range: 0.0 ~ 1.0, default: 0.1] S:"Corrosive Value"=0.1 # Set to false if you dont want the Fear effect to work [default: true] B:"Fear Acivated"=true # Chance (1 = 100%) to fail using a block under the Fear status effect (with an amplifier of 2 and up). [range: 0.0 ~ 1.0, default: 0.5] S:"Fear Block Fail Chance"=0.5 # Fear fall damage multiplier. [range: 1.0 ~ 100.0, default: 3.0] S:"Fear Fall Damage Multiplier"=3.0 # Chance (1 = 100%) to to fail to open the inventory under the Fear status effect (with an amplifier of 4 and up). [range: 0.0 ~ 1.0, default: 0.5] S:"Fear Inventory Fail Chance"=0.5 # Items that wont be affected by this effect, Ex: "minecraft:flint_and_steel" or just "minecraft" for a whole mod [default: ] S:"Fear Item BlackList" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Fear Item BlackList Inverted"=false # Chance (1 = 100%) to to fail using an item under the Fear status effect (with an amplifier of 3 and up). [range: 0.0 ~ 1.0, default: 0.5] S:"Fear Item Fail Chance"=0.5 # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.6] S:"Version Adapted COTH"=0.6 # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.4] S:"Version Assimilated COTH"=0.4 # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.5] S:"Version Primitive COTH"=0.5 # Chance (1 = 100%) to infect with the COTH per hit. [range: 0.0 ~ 1.0, default: 0.7] S:"Version Pure COTH"=0.7 # (1 = 100%) How much this effect will reduce your total health. [range: 0.0 ~ 1.0, default: 0.1] S:"Viral Value"=0.1 } ########################################################################################################## # tools #--------------------------------------------------------------------------------------------------------# # Tools ########################################################################################################## tools { # Damage multiplier per second (holding) for the Living Greatbow. [range: 0 ~ 1024, default: 1] I:"Greatbow Bonus"=1 # Damage for the Greatbow. [range: 0 ~ 1024, default: 1] I:"Greatbow Damage"=1 # Damage multiplier cap for the Living Greatbow. [range: 0 ~ 1024, default: 2] I:"Greatbow Damage Cap"=2 # Durability for the Living Greatbow. [range: 0 ~ 10000, default: 700] I:"Greatbow Durability"=700 I:"Scythe Damage"=17 # Durability for the Living Scythe. [range: 0 ~ 10000, default: 1000] I:"Scythe Durability"=1000 # Damage for the Living Scythe. [range: 0 ~ 1024, default: 10] I:"Scythe Living Damage"=10 # Damage for the Sentient Scythe. [range: 0 ~ 1024, default: 17] I:"Scythe Sentient Damage"=17 } ########################################################################################################## # world_biome #--------------------------------------------------------------------------------------------------------# # World Biome # A Node is created when an infested area has been laying around for some time, a node # will change the biome and will have bonuses to the parasites. ########################################################################################################## world_biome { # Set to false if you dont want to register the biome into your game (Needed for this category to work). [default: true] B:"Biome Acivated"=true # List of block that can't be infested, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ] S:"Biome Blocks BlackList" < > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Biome Blocks BlackList Inverted"=false # Color code for the Foliage of the Biome. [range: 0 ~ 2147483640, default: 10878976] I:"Biome Color Foliage"=10878976 # Color code for the Grass of the Biome. [range: 0 ~ 2147483640, default: 10878976] I:"Biome Color Grass"=10878976 # Color code for the Sky of the Biome. [range: 0 ~ 2147483640, default: 3080192] I:"Biome Color Sky"=3080192 # Color code for the Water of the Biome. [range: 0 ~ 2147483640, default: 10878976] I:"Biome Color Water"=10878976 # Blue color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 36.0] S:"Biome Fog Color Blue Value"=36.0 # Green color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 36.0] S:"Biome Fog Color Green Value"=36.0 # Red color value for the fog of the Biome. [range: 0.0 ~ 255.0, default: 38.0] S:"Biome Fog Color Red Value"=38.0 # Amount of fog the biome will have. [range: 0.0 ~ 1.0, default: 0.06] S:"Biome Fog Density"=0.06 # Max Hardness of the block it can spread into. [range: 0.01 ~ 100.0, default: 1.7] S:"Biome Hardness"=1.7 # Amount of health reduced (1=100%) for mobs and player healing in the biome. [range: 0.0 ~ 1.0, default: 0.5] S:"Biome Heal Penalty"=0.5 # Mobs that are immune to this penalty. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager_golem]] S:"Biome Heal Penalty BlackList" < minecraft:villager_golem > # Set to true if you want to use the list as a WhiteList. [default: false] B:"Biome Heal Penalty BlackList Inverted"=false # Entity List that will spawn at the Biome. Ex. "minecraft:zombie;1;3;90;0" Where: # "minecraft:zombie" is for the entity, # "1" is for the minimum group count. # "3" is for the maximum group count. # "90" is for spawn weight. # "0" is for the type (0 for entityType.MONSTER, 1 for entityType.CREATURE). # [default: [srparasites:sim_bigspider;1;1;60;0], [srparasites:sim_human;1;1;60;0], [srparasites:sim_cow;1;1;60;0], [srparasites:sim_sheep;1;1;60;0], [srparasites:sim_wolf;1;1;60;0], [srparasites:sim_pig;1;1;60;0], [srparasites:sim_villager;1;1;60;0], [srparasites:pri_summoner;1;1;10;0], [srparasites:pri_longarms;1;1;10;0], [srparasites:pri_reeker;1;1;10;0], [srparasites:pri_manducater;1;1;10;0], [srparasites:pri_bolster;1;1;10;0], [srparasites:pri_yelloweye;1;1;10;0], [srparasites:ada_summoner;1;1;10;0], [srparasites:ada_longarms;1;1;10;0], [srparasites:ada_reeker;1;1;10;0], [srparasites:ada_manducater;1;1;10;0], [srparasites:ada_bolster;1;1;10;0], [srparasites:ada_yelloweye;1;1;10;0], [srparasites:overseer;2;4;5;0], [srparasites:vigilante;1;3;5;0], [srparasites:warden;1;1;5;0], [srparasites:marauder;2;3;5;0], [srparasites:bomber_light;2;5;5;0], [srparasites:worker;1;1;10;0]] S:"Biome Spawn Entity List" < srparasites:sim_bigspider;1;1;60;0 srparasites:sim_human;1;1;60;0 srparasites:sim_cow;1;1;60;0 srparasites:sim_sheep;1;1;60;0 srparasites:sim_wolf;1;1;60;0 srparasites:sim_pig;1;1;60;0 srparasites:sim_villager;1;1;60;0 srparasites:pri_summoner;1;1;10;0 srparasites:pri_longarms;1;1;10;0 srparasites:pri_reeker;1;1;10;0 srparasites:pri_manducater;1;1;10;0 srparasites:pri_bolster;1;1;10;0 srparasites:pri_yelloweye;1;1;10;0 srparasites:ada_summoner;1;1;10;0 srparasites:ada_longarms;1;1;10;0 srparasites:ada_reeker;1;1;10;0 srparasites:ada_manducater;1;1;10;0 srparasites:ada_bolster;1;1;10;0 srparasites:ada_yelloweye;1;1;10;0 srparasites:overseer;1;1;5;0 srparasites:vigilante;1;1;5;0 srparasites:warden;1;1;5;0 srparasites:bomber_light;1;1;5;0 srparasites:worker;1;1;10;0 > # Set to false if you dont want Nodes to be created in your world. [default: true] B:"Creation of Nodes"=true # Maximum number of nodes in a world. [range: 1 ~ 100, default: 20] I:"Maximum Node Number"=20 # Minimum distance that one node needs to be away from the other to appear. [range: 0 ~ 100000000, default: 10000] I:"Minimum Distance Between Nodes"=10000 # Minimum distance one node needs to be away from SpawnPoint to appear. [range: 0 ~ 100000000, default: 1] I:"Minimum Distance From SpawnPoint"=1 # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 1 [range: 0.0 ~ 100.0, default: 0.3] S:"Node 1 Crop Stop"=0.3 # Effect range of a Node 1. [range: 0 ~ 2147483640, default: 400] I:"Node 1 Effect Range"=400 # Spread range of a Node 1. [range: 0 ~ 2147483640, default: 200] I:"Node 1 Spread Range"=200 # Days needed from a sss to a Node 1. [range: 0 ~ 2147483640, default: 10] I:"Node 1 Time Needed"=10 # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 2 [range: 0.0 ~ 100.0, default: 0.6] S:"Node 2 Crop Stop"=0.6 # Effect range of a Node 2. [range: 0 ~ 2147483640, default: 1600] I:"Node 2 Effect Range"=1600 # Spread range of a Node 2. [range: 0 ~ 2147483640, default: 800] I:"Node 2 Spread Range"=800 # Days needed from a Node 1 to a Node 2. [range: 0 ~ 2147483640, default: 30] I:"Node 2 Time Needed"=30 # Chance (1 = 100%) to stop crops/trees from growing naturally.(for a tick) for a Node 3 [range: 0.0 ~ 100.0, default: 1.0] S:"Node 3 Crop Stop"=1.0 # Effect range of a Node 3. [range: 0 ~ 2147483640, default: 8000] I:"Node 3 Effect Range"=8000 # Spread range of a Node 3. [range: 0 ~ 2147483640, default: 4000] I:"Node 3 Spread Range"=4000 # Days needed from a Node 2 to a Node 3. [range: 0 ~ 2147483640, default: 60] I:"Node 3 Time Needed"=60 # List of potion effects that the parasites will spawn with. Ex. "2;minecraft:speed;3" Where: # "2" is the required total of node levels, # "minecraft:speed" is the potion itself (the potion will apply regardless of whether the parasite is near a node or not), # "3" is the amplifier of the effect [default: [3;minecraft:speed;2], [4;minecraft:fire_resistance;1], [7;minecraft:invisibility;1]] S:"Node Potion Effect List" < 3;minecraft:speed;2 4;minecraft:fire_resistance;1 7;minecraft:invisibility;1 > # Message sent to all players in the current world when a Node is placed [default: Node] S:"Node Warning Message"=You sense a deeper corruption taking place # Nodes can only be made in these dimensions I:"WhiteList Dimensions" < 111 > } ########################################################################################################## # world_colony #--------------------------------------------------------------------------------------------------------# # World Colony # A Node is created when an infested area has been laying around for some time, a node # will change the biome and will have bonuses to the parasites. ########################################################################################################## world_colony { # Set to false if you dont want Colonies to be created in your world. [default: true] B:"Colonies Activated"=true # Value of the base radius of a Colony. [range: 1 ~ 10000, default: 60] I:"Colonies Base Radius Value"=60 # Cap of points for a single Colony. [range: 1 ~ 10000, default: 100] I:"Colonies Points Cap"=100 # Every x points, the colony radius will get bigger. [range: 1 ~ 10000, default: 2] I:"Colonies Spread Point"=2 # How much the radius will grow. [range: 1 ~ 10000, default: 20] I:"Colonies Spread Value"=20 # Message sent to all players in the current world when a Colony is placed [default: Colony] S:"Colonies Warning Message"=Colony # Every x points, the colony will grant a bonus of armor. [range: 1.0 ~ 10000.0, default: 0.0] S:"Colony Bonus Armor Point"=0.0 # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0] S:"Colony Bonus Armor Value"=0.0 # Every x points, the colony will grant a bonus of damage. [range: 1.0 ~ 10000.0, default: 0.0] S:"Colony Bonus Damage Point"=0.0 # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0] S:"Colony Bonus Damage Value"=0.0 # Every x points, the colony will grant a bonus of health. [range: 1.0 ~ 10000.0, default: 20.0] S:"Colony Bonus Health Point"=20.0 # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.1] S:"Colony Bonus Health Value"=0.1 # Every x points, the colony will grant a bonus of KDR. [range: 1.0 ~ 10000.0, default: 0.0] S:"Colony Bonus KDR Point"=0.0 # Value of the bonus. [range: 0.0 ~ 10000.0, default: 0.0] S:"Colony Bonus KDR Value"=0.0 # Maximum number of Colonies in a world. [range: 1 ~ 100, default: 20] I:"Maximum Colony Number"=20 # Minimum distance that one Colony needs to be away from the other to appear. [range: 0 ~ 100000000, default: 2000] I:"Minimum Distance Between Colonies"=2000 # Colonies can only be made in these dimensions I:"WhiteList Dimensions" < 111 > }