# Configuration file

general {

    ##########################################################################################################
    # general
    #--------------------------------------------------------------------------------------------------------#
    # General
    ##########################################################################################################

    general {
        # Enable no exclusive potion effects for Magical creatures in this mod.
        # default: false
        B:noExclusivePotionEffects=false
    }

    ##########################################################################################################
    # golemscapabilities
    #--------------------------------------------------------------------------------------------------------#
    # Comparison with the vanilla wolf(tamed)
    # Health = 20.0D
    # AttackDamage = 4.0D
    # Armor = 0.0D
    # KnockbackResistance = 0.0D
    # MovementSpeed = 0.30000001192092896D * n
    ##########################################################################################################

    golemscapabilities {
        D:andesiteGolemBaseArmor=4.0
        D:andesiteGolemBaseAttack=2.5
        D:andesiteGolemHealth=30.0
        B:andesiteGolemIgnoreFallDamage=true
        D:andesiteGolemKnockbackResistance=0.0
        D:andesiteGolemMovementSpeedScale=0.8
        D:birchWoodCowGolemBaseArmor=2.0
        D:birchWoodCowGolemBaseAttack=0.0
        D:birchWoodCowGolemHealth=10.0
        B:birchWoodCowGolemIgnoreFallDamage=true
        D:birchWoodCowGolemKnockbackResistance=0.0
        D:birchWoodCowGolemMovementSpeedScale=0.6
        D:clayGolemBaseArmor=2.0
        D:clayGolemBaseAttack=2.0
        D:clayGolemHealth=20.0
        B:clayGolemIgnoreFallDamage=true
        D:clayGolemKnockbackResistance=0.0
        D:clayGolemMovementSpeedScale=0.8
        D:dioriteGolemBaseArmor=4.0
        D:dioriteGolemBaseAttack=2.5
        D:dioriteGolemHealth=30.0
        B:dioriteGolemIgnoreFallDamage=true
        D:dioriteGolemKnockbackResistance=0.0
        D:dioriteGolemMovementSpeedScale=0.8
        D:firstGolemBaseArmor=4.0
        D:firstGolemBaseAttack=2.0
        D:firstGolemHealth=20.0
        B:firstGolemIgnoreFallDamage=true
        D:firstGolemKnockbackResistance=0.0
        D:firstGolemMovementSpeedScale=0.9
        D:freezeBaseArmor=0.0
        D:freezeBaseAttack=6.0
        D:freezeHealth=20.0
        D:freezeKnockbackResistance=0.0
        D:freezeMovementSpeedScale=0.8
        D:glowstoneBatGolemBaseArmor=0.0
        D:glowstoneBatGolemBaseAttack=0.0
        D:glowstoneBatGolemHealth=6.0
        D:graniteGolemBaseArmor=4.0
        D:graniteGolemBaseAttack=2.5
        D:graniteGolemHealth=30.0
        B:graniteGolemIgnoreFallDamage=true
        D:graniteGolemKnockbackResistance=0.0
        D:graniteGolemMovementSpeedScale=0.8
        D:handBaseArmor=0.0
        D:handBaseAttack=0.0
        D:handHealth=8.0
        B:handIgnoreFallDamage=true
        D:handKnockbackResistance=0.0
        D:handMovementSpeedScale=0.0
        D:horseGolemBaseArmor=4.0
        D:horseGolemBaseAttack=0.0
        D:horseGolemHealth=0.0
        B:horseGolemIgnoreFallDamage=true
        D:horseGolemKnockbackResistance=0.0
        D:horseGolemMovementSpeedScale=1.0
        D:ironGolemBaseArmor=6.0
        D:ironGolemBaseAttack=3.0
        D:ironGolemHealth=40.0
        B:ironGolemIgnoreFallDamage=true
        D:ironGolemKnockbackResistance=0.5
        D:ironGolemMovementSpeedScale=0.75
        D:pacpacBaseArmor=0.0
        D:pacpacBaseAttack=0.0
        D:pacpacHealth=6.0
        B:pacpacIgnoreFallDamage=true
        D:pacpacKnockbackResistance=0.0
        D:pacpacMovementSpeedScale=1.0
        D:prismarineGolemBaseArmor=4.0
        D:prismarineGolemBaseAttack=2.5
        D:prismarineGolemHealth=30.0
        B:prismarineGolemIgnoreFallDamage=true
        D:prismarineGolemKnockbackResistance=0.0
        D:prismarineGolemMovementSpeedScale=0.8
        D:prismarineLlamaGolemBaseArmor=4.0
        D:prismarineLlamaGolemBaseAttack=0.0
        D:prismarineLlamaGolemHealth=10.0
        B:prismarineLlamaGolemIgnoreFallDamage=true
        D:prismarineLlamaGolemKnockbackResistance=0.0
        D:prismarineLlamaGolemMovementSpeedScale=0.7
        D:sandstoneGolemBaseArmor=0.0
        D:sandstoneGolemBaseAttack=1.5
        D:sandstoneGolemHealth=20.0
        B:sandstoneGolemIgnoreFallDamage=true
        D:sandstoneGolemKnockbackResistance=0.0
        D:sandstoneGolemMovementSpeedScale=1.0
        D:stoneGolemBaseArmor=4.0
        D:stoneGolemBaseAttack=2.0
        D:stoneGolemHealth=25.0
        B:stoneGolemIgnoreFallDamage=true
        D:stoneGolemKnockbackResistance=0.0
        D:stoneGolemMovementSpeedScale=0.8
        D:stoneSupplyCubeBaseArmor=0.0
        D:stoneSupplyCubeBaseAttack=0.0
        D:stoneSupplyCubeHealth=10.0
        B:stoneSupplyCubeIgnoreFallDamage=true
        D:stoneSupplyCubeKnockbackResistance=0.0
        D:stoneSupplyCubeMovementSpeedScale=0.8
        D:wolfGolemBaseArmor=4.0
        D:wolfGolemBaseAttack=0.0
        D:wolfGolemHealth=0.0
        B:wolfGolemIgnoreFallDamage=true
        D:wolfGolemKnockbackResistance=0.0
        D:wolfGolemMovementSpeedScale=0.95
        D:woodGolemBaseArmor=2.0
        D:woodGolemBaseAttack=1.0
        D:woodGolemHealth=25.0
        B:woodGolemIgnoreFallDamage=true
        D:woodGolemKnockbackResistance=0.0
        D:woodGolemMovementSpeedScale=1.0
    }

    ##########################################################################################################
    # spawns
    #--------------------------------------------------------------------------------------------------------#
    # Spawn weight
    ##########################################################################################################

    spawns {
        I:spawnFreezeWeight=50
    }

    ##########################################################################################################
    # golems
    #--------------------------------------------------------------------------------------------------------#
    # Golems Common
    ##########################################################################################################

    golems {
        # Setting of the natural revival of defeated golem.
        # false = Use Items only
        # true = When health is max
        # default: true
        B:autoRecovery=true

        # The time that natural revival of the golems take.
        # 0 = false
        # default: 24000 ticks
        I:autoRecoveryTime=2400

        # When use Beetroot Soup or Bottled Beetroot heal amount.
        # [0.0F = disable]
        # default: 4.0F
        D:beetrootItemsHealAmount=4.0

        # Permission of the teleporting of golem following
        # default: true
        B:followTeleport=true

        # When kill slimes heal amount.
        # [0.0F = disable]
        # default: 1.0F
        D:killSlimeHealAmount=1.0

        # When kill spiders heal amount.
        # [0.0F = disable]
        # default: 0.0F
        D:killSpiderHealAmount=0.0

        # When use Botlled Life Essence heal amount.
        # [0.0F = Revival only]
        # default: 10.0F
        D:lifeEssenceHealAmount=10.0

        # Setting of the natural despawn of defeated golems(not tamed).
        # first, wolf and horse are not included
        # default: false
        B:otherGolemsAutoDeath=false

        # The time that natural despawn of the golems take(not tamed).
        # 0 = disable
        # first, wolf and horse are not included
        # default: 24000 ticks
        I:otherGolemsDeathiTime=24000

        # When use Bottled Pumpkin Soul heal amount.
        # [0.0F = Revival only]
        # default: 25.0F
        D:pumpkinSoulHealAmount=25.0

        # When use Slimeball heal amount.
        # [0.0F = disable]
        # default: 1.0F
        D:slimeballHealAmount=1.0

        # Setting of the natural despawn of defeated golems(tamed).
        # first, wolf and horse are not included
        # default: false
        B:tamedGolemsAutoDeath=false

        # The time that natural despawn of the golems take(tamed).
        # 0 = disable
        # first, wolf and horse are not included
        # default: 24000 ticks
        I:tamedGolemsDeathiTime=24000
    }

    ##########################################################################################################
    # first
    #--------------------------------------------------------------------------------------------------------#
    # First Golem
    ##########################################################################################################

    first {
        # values of restore health.
        D:autoHealingAmount=1.0

        # Time to take though health is restored.
        # [0 = disable]
        # default: 6000 ticks
        I:autoHealingTicks=6000

        # values of restore health.
        D:cushionHealingAmount=1.0

        # Time to take though health when golem sits down on a cushion is restored.
        # [0 = disable]
        # default: 3000 ticks
        I:cushionHealingTicks=3000

        # Setting to display information such as the number of the kill in log when defeated time and the entity which golem attacks.
        # If true, a change is possible by shift + right-click by hold PumpkinRod and NoteBlock.
        #  default: true
        B:golemInfo=true

        # A ratio and amount of the increase in health by the number of kinds of the enemy who made kill.
        # [increaseHealth / increaseRatio]
        # default: 1.0F / 5
        D:increaseHealth=1.0
        I:increaseRatio=5

        # Ratio of damage bonus by the number of the target kill.
        # [count / n]
        # default: 20
        I:killCountDamageBonusRatio=20

        # The upper limit of the damage increase by the number of the target kill.
        # [n % of target max health]
        # [0 = disable]
        # default: 20
        # Min: 0.0
        # Max: 100.0
        D:killCountDamageLimit=20.0

        # Addition of the parachute of the first golem.
        # default: true
        B:parachute=true

        # Probability of the shield guard. [shield skill / n] default: 100
        I:probabilityShiledSkillRatio=100

        # Basic value of the motion probability of the guard with the shield. [n %] default: 10
        I:shieldGuardChance=10

        # The count upper limit of the skill of the shield guard.  default: 2500
        I:shieldSkillCountLimit=2500

        # Ratio of damage bonus by the number of the total kill.
        # [count / n]
        # [0 = disable]
        # default: 300
        I:totalKillCountDamageBonusRatio=300

        # The upper limit of the count of the number of the total kill.
        # default: 1500
        I:totalKillCountLimit=1500

        # The upper limit of the count of the number of the weapon skill.
        # [0 = disable]
        # default: 2500
        I:weaponSkillCountLimit=2500

        # Ratio of damage bonus by the number of the weapon skill.
        # [count / n]
        # [min = 1]
        # default: 500
        I:weaponSkillDamageBonusRatio=500
    }

    ##########################################################################################################
    # wolf
    #--------------------------------------------------------------------------------------------------------#
    # Wolf Golem
    ##########################################################################################################

    wolf {
        # The re-cast of the ability for assist of the pet.
        # [0 = disable]
        # default: 6000 ticks
        I:assistBarkCoolTime=6000

        # Time before a pet picking up an item.
        # [0 = disable]
        # default: 12000 ticks
        I:itemPickingUpTime=12000
    }

    ##########################################################################################################
    # iron
    #--------------------------------------------------------------------------------------------------------#
    # Iron Golem
    ##########################################################################################################

    iron {
    }

    ##########################################################################################################
    # prismarine
    #--------------------------------------------------------------------------------------------------------#
    # Prismarine Golem
    ##########################################################################################################

    prismarine {
        # When it is new and started a world, Prismarine golem comes to the rescue with a boat when the start spot of the player is the biome of the ocean.
        # It is tamed.
        #  default: true
        B:rescueWithBoat=true
    }

    ##########################################################################################################
    # stone
    #--------------------------------------------------------------------------------------------------------#
    # Stone Golem
    ##########################################################################################################

    stone {
        # Scale of the kill count necessary for an upswing in fighting spirit.
        # [n * (fighting spirit rank + 1)]
        # default: 2
        I:increaseFightingSpiritiRatio=2

        # Value of the offensive ability of stone golem increasing depending on ranks.
        # [n * Rank(from 0 to 3)]
        # default: 1.0
        D:stoneGolemAttackBonus=1.0

        # The maximum of the rank of the fighting spirit.
        # default: 5
        I:upperFightingSpiritLimit=5

        # The chance that becomes the upper rank when stone golem does spawn.
        # [Chance % = n + upperRankChanceBonus]
        # default: 15
        I:upperRankChance=15

        # The chance that becomes the upper rank when stone golem does spawn.
        # [n * difficultyId(from 0 to 3)]
        # [Peaceful = 0]
        # [Hard = 3]
        # default: 5
        I:upperRankChanceBonus=5
    }

    ##########################################################################################################
    # sandstone
    #--------------------------------------------------------------------------------------------------------#
    # Sandstone Golem
    ##########################################################################################################

    sandstone {
        # Time to be about to restore health when there is SandstoneGolem on sand.
        # default: 1200 ticks
        I:sandstoneGolemHealTicks=1200
    }

    ##########################################################################################################
    # wood
    #--------------------------------------------------------------------------------------------------------#
    # Wood Golem
    ##########################################################################################################

    wood {
        # Time to take though Wood golem generates life essence.
        # [0 = disable]
        # default: 12000 ticks
        I:essenceGenerationTime=12000

        # Magnification of the amount of heal.
        # default: 1.0D
        D:healMagnification=1.0
    }

    ##########################################################################################################
    # clay
    #--------------------------------------------------------------------------------------------------------#
    # Clay Golem
    ##########################################################################################################

    clay {
    }

    ##########################################################################################################
    # supplycube
    #--------------------------------------------------------------------------------------------------------#
    # SupplyCube
    ##########################################################################################################

    supplycube {
        # Magnification of the amount of heal.
        # default: 1.0D
        D:healMagnification=1.0

        # The liquid unit that the cube can maintain.
        # [1 = 1 Bucket]
        # [1 Bucket = 10 times]
        # default: 1
        I:liquidUnit=1
    }

    ##########################################################################################################
    # llamagolem
    #--------------------------------------------------------------------------------------------------------#
    # Llama Golem
    ##########################################################################################################

    llamagolem {
        # Magnification of the amount of heal.
        # default: 1.0D
        D:healMagnification=1.0

        # The liquid unit that the LlamaGolem can maintain.
        # [default = 1 + n Bucket]
        # [1 = 1 Bucket]
        # [1 Bucket = 10 times]
        # default: 2
        I:liquidUnit=2
    }

    ##########################################################################################################
    # cowgolem
    #--------------------------------------------------------------------------------------------------------#
    # Cow Golem
    ##########################################################################################################

    cowgolem {
        # The liquid unit that the LlamaGolem can maintain.
        # [1 = 1 Bucket]
        # [1 Bucket = 10 times]
        # default: 2
        I:liquidUnit=2
    }

    ##########################################################################################################
    # runes
    #--------------------------------------------------------------------------------------------------------#
    # Runes
    ##########################################################################################################

    runes {
        # The probability that rune drops from a gravel block.
        # default: 500 / 10,000
        I:dropRuneChance=500
    }

}


