251 lines
9.1 KiB
TOML
251 lines
9.1 KiB
TOML
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["Spawn Conditions"]
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#The spawn chance per tick (once the spawn timer is finished)
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#Range: 0.0 ~ 1.0
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spawn_chance_per_tick = 0.05
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#Depth at which the GoatMan can start to spawn
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spawn_height = 500
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#Allow GoatMan to spawn underground
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spawn_in_caves = true
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#Whether the GoatMan can spawn on the surface or not
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allow_surface_spawn = true
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#The maximum sky light level the GoatMan can spawn at
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#Range: 0 ~ 15
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sky_light_level = 14
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#The maximum block light level the GoatMan can spawn at
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#Range: 0 ~ 15
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block_light_level = 14
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#The maximum amount of GoatMan which can exist at the same time
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#Range: 0 ~ 100
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maximum_amount = 1
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#How close to players the GoatMan is allowed to spawn (in blocks)
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#Range: 0 ~ 64
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spawn_distance = 18
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#If set to true the GoatMan will try to find a spawn position with a possible path to the player
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check_path_to_spawn = true
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["Spawn Conditions".Dimensions]
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#The dimensions where the GoatMan can spawn in (Whitelist)
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dimension_whitelist = ["minecraft:overworld"]
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["Spawn Conditions".Biomes]
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#If you don't want to create a datapack to configure the biomes
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override_biome_datapack_config = true
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#Use the surface biome list either as white- or blacklist
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surface_biomes_is_whitelist = false
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#Either white- or blacklist of the surface biomes the GoatMan can spawn in (Syntax: modid:biome, e.g. `minecraft:plains`)
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surface_biomes = ["minecraft:desert", "minecraft:badlands", "minecraft:eroded_badlands", "minecraft:wooded_badlands", "minecraft:savanna", "minecraft:savanna_plateau", "minecraft:windswept_savanna", "minecraft:swamp", "minecraft:mangrove_swamp", "minecraft:mushroom_fields", "minecraft:ocean", "minecraft:deep_ocean", "minecraft:cold_ocean", "minecraft:deep_cold_ocean", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean", "minecraft:ice_spikes", "minecraft:lukewarm_ocean", "minecraft:deep_lukewarm_ocean", "minecraft:warm_ocean", "minecraft:beach", "minecraft:snowy_beach", "minecraft:stony_shore", "minecraft:river", "minecraft:frozen_river", "minecraft:deep_dark"]
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["Spawn Conditions".Timers]
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#Modify the timers for the surface (to reduce or increase them), based on the general timer set (e.g. spawn timer of 300 seconds -> 0.3 turns it into 90 seconds and 1.7 turns it into 510 seconds for the surface)
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#Range: 0.0 ~ 5.0
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surface_timer_multiplier = 1.0
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["Spawn Conditions".Timers.Spawn]
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#Minimum time between spawns in seconds
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#Range: 0 ~ 86400
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can_spawn_min = 400
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#Maximum time between spawns in seconds
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#Range: 0 ~ 86400
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can_spawn_max = 800
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#Chance for a spawn cooldown to occur
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#Range: 0.0 ~ 1.0
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can_spawn_cooldown_chance = 0.05
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#Spawn cooldown length in seconds
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#Range: 0 ~ 86400
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can_spawn_cooldown = 1200
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["Spawn Conditions".Timers.Noise]
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#Minimum time between noise occurrences in seconds
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#Range: 0 ~ 86400
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reset_noise_min = 340
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#Maximum time between noise occurrences in seconds
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#Range: 0 ~ 86400
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reset_noise_max = 460
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["Spawn Conditions".Timers.Leave]
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#Time (in seconds) it takes for the GoatMan to leave
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#Range: 1 ~ 6000
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time_until_leave = 200
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#Time (in seconds) it takes for the GoatMan to leave once a chase begins
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#Range: 1 ~ 600
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time_until_leave_chase = 25
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[Behaviour]
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#The distance in blocks at which the GoatMan can detect whether a player is looking at it or not
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#Range: 0 ~ 128
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spotting_range = 100
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#Whether the GoatMan can climb or not
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can_climb = true
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#Allow the GoatMan to follow vanilla riding logic (e.g. boats)
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allow_riding = false
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#Whether invisible players can be targets or not
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target_invisible = false
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#Whether the GoatMan can charge on flat ground
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charge = true
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#Whether the charge can target mobs
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charge_on_mobs = true
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#If enabled, GoatMan ignores range requirements and immediately charges a player using a shield
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charge_shield_rush = true
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#Whether the GoatMan can leap directly at the player
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leap = true
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#Whether the GoatMan can leap on mobs in addition to players
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leap_on_mobs = true
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#Whether the GoatMan mimics mob sounds (prioritising the last mob it killed) during calm and stalking phases
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mimic_sounds = true
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#Whether the GoatMan attacks isolated villagers, wandering traders, and wolves that are separated from their group
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pick_off_stragglers = true
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#Whether the GoatMan can destroy crops
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destroy_crops = true
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[Behaviour."Creep Stalk"]
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#Chance a GoatMan spawns in creep-stalk mode when underground
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#Range: 0.0 ~ 1.0
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creep_stalk_chance_cave = 0.6
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#Chance a GoatMan spawns in creep-stalk mode on the surface
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#Range: 0.0 ~ 1.0
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creep_stalk_chance_surface = 0.3
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#Distance at which the creep-stalk hands off to chase/flee
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#Range: 1.0 ~ 32.0
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creep_stalk_trigger_distance = 4.0
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#Creep-stalk movement as a FRACTION of normal speed. 0.05 ≈ player crouch speed (very slow), 1.0 = full speed. Lower = creepier/slower
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#Range: 0.03 ~ 1.0
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creep_stalk_speed = 0.5
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[Behaviour.Charge]
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#Minimum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
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#Range: 1 ~ 60
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shield_stun_disable_min = 5
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#Maximum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
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#Range: 1 ~ 60
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shield_stun_disable_max = 10
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#Blocks broken around entities hit by a charge
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#Range: 0 ~ 3
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charge_impact_radius = 2
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#How many blocks GoatMan can break when a charge hits a wall
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#Range: 0 ~ 4
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charge_break_blocks = 3
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#Minimum distance to start a charge
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#Range: 1.0 ~ 32.0
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charge_min_range = 4.0
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#Maximum distance to start a charge
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#Range: 1.0 ~ 64.0
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charge_max_range = 12.0
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#Horizontal speed during the charge
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#Range: 0.1 ~ 5.0
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charge_speed = 4.0
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#Total ticks the charge lasts including wind-up
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#Range: 10 ~ 200
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charge_duration = 10
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#Wind-up ticks before the charge launches (Ravager-style pause)
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#Range: 0 ~ 60
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charge_windup_ticks = 3
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#Base damage radius during charge
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#Range: 0.0 ~ 8.0
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charge_damage_radius = 2.0
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#Extra forward damage reach during charge
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#Range: 0.0 ~ 8.0
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charge_forward_reach = 2.0
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#Minimum seconds between charges
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#Range: 1 ~ 120
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charge_cooldown_min = 3
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#Maximum seconds between charges
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#Range: 1 ~ 120
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charge_cooldown_max = 6
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[Behaviour.Leap]
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#Maximum distance to trigger a leap
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#Range: 1.0 ~ 32.0
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pounce_range = 30.0
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#Minimum distance to trigger a leap (too close = just melee instead)
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#Range: 0.5 ~ 16.0
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pounce_min_range = 9.5
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#Speed of the leap — higher = faster
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#Range: 0.1 ~ 5.0
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leap_speed = 4.0
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#Minimum seconds between leap
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#Range: 1 ~ 120
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leap_cooldown_min = 3
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#Maximum seconds between leap
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#Range: 1 ~ 120
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leap_cooldown_max = 6
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#Radius in blocks around the GoatMan that deals damage while leaping (0 = disabled, uses normal melee only)
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#Range: 0.0 ~ 8.0
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pounce_damage_radius = 3.0
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#Radius in blocks around the GoatMan that breaks blocks when leaping into them
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#Range: 0 ~ 5
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pounce_break_radius = 3
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[Attributes]
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#Maximum Armor
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#Range: 0.0 ~ 20.0
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maximum_armor = 20.0
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#Maximum Health
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#Range: 1.0 ~ 500.0
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maximum_health = 100.0
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#Attack Damage
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#Range: 0.0 ~ 50.0
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attack_damage = 5.0
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#Movement Speed
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#Range: 0.0 ~ 5.0
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movement_speed = 0.6
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#Depth Strider (movement speed in water) Bonus
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#Range: 1.0 ~ 3.0
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depth_strider_bonus = 2.0
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["Goat Herd"]
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#Whether the GoatMan randomly summons a herd of goats
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summon_herd = true
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#Whether goats from the herd can only spawn on the surface (not in caves)
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summon_herd_surface_only = true
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#Minimum number of goats in the summoned herd
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#Range: 1 ~ 20
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summon_herd_size_min = 6
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#Maximum number of goats in the summoned herd
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#Range: 1 ~ 20
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summon_herd_size_max = 13
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#Spawn frequency for the summoned herd. 1.0 = normal rate (same as chicken/pig/cow), 0.5 = rare. Higher values spawn more frequently. 0.0 = disabled
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#Range: 0.0 ~ 1.0
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summon_herd_frequency = 1.0
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["Goat Herd"."Goat Omen"]
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#Whether goats spawn independently in the world as an omen of the GoatMan's territory — fires regardless of whether GoatMan is active
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omen_goat_enabled = true
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#Spawn frequency for omen goats. 1.0 = normal animal rate, 0.5 = rare, 0.0 = disabled
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#Range: 0.0 ~ 1.0
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omen_goat_frequency = 1.0
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#Minimum number of omen goats per spawn
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#Range: 1 ~ 20
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omen_goat_size_min = 2
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#Maximum number of omen goats per spawn
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#Range: 1 ~ 20
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omen_goat_size_max = 3
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[Music]
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#Plays music during stalk and chase like traditional Cave Dweller
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music_enabled = true
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#Volume for stalk phase and chase phase (0.0 = silent, 1.0 = full)
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#Range: 0.0 ~ 1.0
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music_volume = 1.0
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[Music."Legacy Music"]
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#Uses the original chase sounds
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chase_sound_legacy = false
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#Volume for legacy sounds (0.0 = silent, 1.0 = full)
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#Range: 0.0 ~ 1.0
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legacy_chase_volume = 1.0
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[Misc]
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#Only play the ambient noises to the current (spawn) target (Note: The target can change when a spawn attempt is not successful)
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only_play_noise_to_target = false
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#Whether the charge and leap applies blindness, weakness and nausea on hit
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charge_and_leap_apply_effects = true
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#Duration in seconds of charge and leap status effects
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#Range: 1 ~ 30
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charge_and_leap_effect_duration = 3
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#Whether the GoatMan can break blocks (fences, doors, glass, etc.)
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break_block = true
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#Whether the GoatMan drops blocks
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drop_block = true
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