
#A ton of options which allow you to balance the mod to your desire
[balance]

	[balance.general]
		#The blood mB to charge percentage of the normal vampire sword
		#Range: 0.0 ~ 1.0
		vampireSwordChargingFactor = 5.0E-4
		#Damage a normal holy water splash bottle does when directly hitting a vampire
		#Range: > 0
		holyWaterSplashDamage = 20
		#Duration of the blindness effect caused by special holy water (ticks)
		#Range: 0 ~ 1000
		holyWaterBlindnessDuration = 160
		#Drop orchid every n times breaking a leave in the vampire forest
		#Range: > 1
		dropOrchidFromLeavesChance = 25
		#Whether zombies should ignore vampires
		zombieIgnoreVampire = true
		#If iron golems should attack faction NPCs if in a village with a different faction
		golemAttackNonVillageFaction = true
		#The base damage dealt by crossbow arrows is multiplied by this
		#Range: 0.2 ~ 5.0
		crossbowDamageMult = 1.0
		#Maximum amount of task shown at a taskmaster, except unique tasks
		#Range: > 1
		taskMasterMaxTaskAmount = 3
		#The percentage of stored blood used for every hit with a normal vampire sword
		#Range: 0.0 ~ 100.0
		vampireSwordBloodUsageFactor = 0.5
		#Whether creepers should ignore vampires
		creeperIgnoreVampire = false
		#Whether special crossbow arrows (e.g. spitfire) can be used with infinity enchantment
		allowInfiniteSpecialArrows = false
		#Holy water damage is multiplied with this value for each tier above normal
		#Range: 1.0 ~ 10.0
		holyWaterTierDamageInc = 2.0
		#Whether skeletons should ignore vampires
		skeletonIgnoreVampire = true
		#If the sanguinare effect can be canceled by milk
		canCancelSanguinare = true
		#Players receive n skill points for each leve-up. Anything except 1 is unbalanced, but to unlock all skills on maxlevel this value should be set to skill-amount/(max-level - 1)
		#Range: 1.0 ~ 20.0
		skillPointsPerLevel = 1.0
		#Duration a task can be completed in a singleplayer world. In Minutes
		#Range: > 1
		taskDurationSinglePlayer = 120
		#Delay in seconds before a newly placed garlic diffusor becomes active. *0.25 in Singleplayer
		#Range: 1 ~ 10000
		garlicDiffusorStartupTime = 100
		#Duration a task can be completed on a dedicated server. In Minutes
		#Range: > 1
		taskDurationDedicatedServer = 1440
		#Duration of the nausea effect caused by enhanced or special holy water (ticks)
		#Range: 0 ~ 1000
		holyWaterNauseaDuration = 200
		#The vampire killer arrow can only instant kill NPC vampires that have a max (not actual) health of this
		#Range: > 1
		arrowVampireKillerMaxHealth = 40
		#Maximum number of hunters that can spawn at one tent per day
		#Range: 0 ~ 20
		hunterTentMaxSpawn = 4

	[balance.hunterPlayer]
		#0.5 for square root, 1 for linear
		#Range: 0.5 ~ 1.0
		strengthType = 0.5
		#Strength = Old * (modifier+1
		#Range: 0.0 ~ 4.0
		strengthMaxMod = 0.3

	[balance.hunterSkills]
		#Advanced skill - Weapon cooldown = 1/(oldvalue*(1+modifier)
		#Range: 0.0 ~ 3.0
		majorAttackSpeedModifier = 0.4
		#Second stake skill - Whether only NPCs can be one hit killed with this skill
		instantKill2OnlyNPC = true
		#The chunk radius a normal diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
		#Range: 0 ~ 5
		garlicDiffusorWeakDist = 2
		#The chunk radius a normal diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
		#Range: 0 ~ 5
		garlicDiffusorNormalDist = 0
		#Second stake skill - The max (not the actual) health of an entity that can be one hit killed from behind
		#Range: > 0
		instantKill2MaxHealth = 200
		#The chunk radius a enhanced diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
		#Range: 0 ~ 5
		garlicDiffusorEnhancedDist = 1
		#Increase damage - Added to base damage
		#Range: 0.0 ~ 10.0
		smallAttackDamageModifier = 1.0
		#First stake skill - If it is required to attack from behind to instant kill low level vampires
		instantKill1FromBehind = false
		#First stake skill -The maximal relative health a entity may have to be instantly killed
		#Range: 0.0 ~ 1.0
		instantKill1MaxHealth = 0.35
		#Basic skill - Weapon cooldown = 1/(oldvalue*(1+modifier))
		#Range: 0.0 ~ 3.0
		smallAttackSpeedModifier = 0.2

	[balance.vampireActions]
		#In seconds
		#Range: > 1
		invisibilityDuration = 25
		#In seconds
		#Range: > 0
		rageCooldown = 20
		#In seconds
		#Range: 1 ~ 10000
		rageMinDuration = 13
		disguiseEnabled = true
		#In seconds
		#Range: > 1
		sunscreenDuration = 40
		#In seconds
		#Range: > 10
		batDuration = 2147483647
		regenerationEnabled = true
		#In seconds
		#Range: 0 ~ 10000
		batCooldown = 0
		#In seconds
		#Range: 0 ~ 1000
		sunscreenCooldown = 500
		#In seconds
		#Range: 1 ~ 10000
		disguiseCooldown = 60
		#Range: 1 ~ 10000
		halfInvulnerableDuration = 30
		#In seconds
		#Range: > 1
		invisibilityCooldown = 25
		#Range: 0 ~ 1000
		halfInvulnerableBloodCost = 4
		#In seconds
		#Range: > 0
		regenerationCooldown = 60
		invisibilityEnabled = true
		#Range: 0.001 ~ 0.2
		batFlightSpeed = 0.02500000037252903
		darkBloodProjectileEnabled = true
		#In seconds
		#Range: 0 ~ 10000
		hissingCooldown = 60
		#Range: 0.0 ~ 10000.0
		darkBloodProjectileDamage = 6.0
		#Range: 1 ~ 10000
		halfInvulnerableCooldown = 60
		#In seconds
		#Range: 1 ~ 10000
		disguiseDuration = 60
		halfInvulnerableEnabled = true
		#In seconds
		#Range: > 1
		teleportCooldown = 10
		rageEnabled = true
		hissingEnabled = true
		freezeEnabled = true
		#In seconds
		#Range: 1 ~ 30
		freezeDuration = 6
		#In seconds
		#Range: > 0
		regenerationDuration = 20
		sunscreenEnabled = true
		#Range: 1 ~ 100
		summonBatsCount = 16
		teleportEnabled = true
		#Damage threshold relative to players max health. Damage above this value will be ignored
		#Range: 0.0 ~ 1.0
		halfInvulnerableThreshold = 0.4
		#Additional exhaustion added while in bat mode. E.g. Thirst I would be 0.01
		#Range: 0.0 ~ 0.05
		batExhaustion = 0.004999999888241291
		#The player health will be reduced by this factor
		#Range: 0.0 ~ 0.95
		batHealthReduction = 0.9
		summonBatsEnabled = true
		#In seconds
		#Range: > 1
		freezeCooldown = 60
		batEnabled = true
		#In seconds. Increase per vampire level
		#Range: 0 ~ 1000
		rageDurationIncrease = 5
		#Range: 1 ~ 1000
		teleportMaxDistance = 50
		#In seconds
		#Range: 1 ~ 10000
		summonBatsCooldown = 300
		#In seconds
		#Range: 1 ~ 1000
		darkBloodProjectileCooldown = 4

	[balance.hunterActions]
		#In ticks
		#Range: > 1
		potionResistanceCooldown = 1200
		#In ticks
		#Range: > 1
		awarenessDuration = 2147483647
		#In ticks
		#Range: > 1
		potionResistanceDuration = 400
		disguiseEnabled = true
		#If disguised the detection radius of mobs will be multiplied by this
		#Range: 0.0 ~ 1.0
		disguiseVisibilityMod = 0.2
		potionResistanceEnabled = true
		#Radius in which vampires should be detected
		#Range: 0 ~ 50
		awarenessRadius = 25
		awarenessEnabled = true
		#In ticks
		#Range: > 1
		awarenessCooldown = 1
		#Squared distance as of which a disguised hunter is invisible
		#Range: > 1
		disguiseInvisibleSQ = 256

	[balance.vampirePlayer]
		#The amount of natural armor toughness a max level vampire has
		#Range: 0 ~ 100
		naturalArmorToughnessIncrease = 8
		#Blood exhaustion is multiplied with this value
		#Range: 0.0 ~ 5.0
		basicBloodExhaustionMod = 0.7
		#Multiply fire damage with this for vampires
		#Range: 0.1 ~ 1.7976931348623157E308
		fireVulnerabilityMod = 1.5
		#Range: > 1
		sundamageWeaknessMinLevel = 2
		#Range: 0.0 ~ 10.0
		exhaustionMaxMod = 1.0
		#Whether blood is consumed in peaceful gamemode
		bloodUsagePeaceful = false
		#Range: 1 ~ 10
		sundamageWaterblocks = 4
		#Range: > 1
		sundamageNauseaMinLevel = 3
		#Weather a vampire player that receives sundamage should also receive a nausea effect
		sundamageNausea = true
		#Range: 0.3 ~ 10.0
		playerBloodSaturation = 1.5
		#The base value of natural armor every vampire has at level 1
		#Range: 0 ~ 100
		naturalArmorBaseValue = 10
		#Base duration of neonatal effect after resurrection. In sec.
		#Range: > 1
		neonatalDuration = 120
		#The amount of natural armor a max level vampire has in addition to the base value
		#Range: 0 ~ 100
		naturalArmorIncrease = 10
		#Defines the maximum extend the yellow border covers when the player is in the sun. 100 is default. 0 to disable completely
		#Range: 0 ~ 100
		maxYellowBorderPercentage = 100
		#Range: 0.5 ~ 40.0
		healthMaxMod = 16.0
		#Range: 0.0 ~ 2.0
		attackSpeedMaxMod = 0.15
		#Whether vampire have a reduced speed and attack boost when wearing heavy armor
		armorPenalty = true
		#Range: > 1
		sundamageMinLevel = 4
		#Range: 0.0 ~ 5.0
		speedMaxMod = 0.3
		#List of damage source types that the player does not die from (immediately)
		immortalFromDamageSources = ["player", "mob", "drown", "lightningBolt", "onFire", "cramming", "fall", "flyIntoWall", "magic", "wither", "anvil", "falling_block", "dragon_breath", "sweetBerryBush", "trident", "arrow", "fireworks", "fireBall", "witherSkull", "explosion", "explosion.player", "thrown", "indirectMagic", "vampire_on_fire"]
		#Whether to replace the vanilla fire resistance potion for vampires with a custom one that only reduces damage but does not remove it
		fireResistanceReplace = true
		#Range: 1.0 ~ 1.7976931348623157E308
		sundamage = 7.0
		#Base cooldown before a downed vampire can resurrect. In sec.
		#Range: 1 ~ 1000
		dbnoDuration = 60
		#Average duration of the Sanguinare Vampiris Effect. The final duration is random between 0.5 x avgDuration - 1.5 x avgDuration. In Seconds.
		#Range: 1 ~ 10000
		sanguinareAverageDuration = 900
		#The duration it takes for the vampire natural armor to fully regenerate after respawn. In seconds
		#Range: 1 ~ 2400
		naturalArmorRegenDuration = 240

	[balance.entityActions]
		#In seconds
		#Range: > 0
		ignoreSundamageDuration = 5
		#In seconds
		#Range: > 1
		invisibilityDuration = 4
		#In seconds
		#Range: > 1
		speedCooldown = 6
		#In seconds
		#Range: > 1
		garlicCooldown = 5
		#In percent
		#Range: 0 ~ 100
		regenerationAmount = 40
		#In percent
		#Range: 0 ~ 100
		healAmount = 30
		#In seconds
		#Range: > 0
		sunscreenDuration = 9
		#Relative health a entity must have to use actions
		#Range: 0.0 ~ 1.0
		healthThreshold = 0.3
		#In seconds
		#Range: > 0
		regenerationDuration = 5
		#In seconds
		#Range: > 0
		garlicDuration = 5
		#Range: 1 ~ 10
		batspawnAmount = 4
		#In seconds
		#Range: > 1
		sunscreenCooldown = 10
		#Range: 0.0 ~ 100.0
		darkProjectileDamage = 5.0
		#In seconds
		#Range: > 1
		invisibilityCooldown = 7
		#In seconds
		#Range: > 1
		healCooldown = 7
		#In seconds
		#Range: > 0
		regenerationCooldown = 8
		#Range: 0.0 ~ 100.0
		darkProjectileIndirectDamage = 2.0
		#In seconds
		#Range: > 0
		speedDuration = 4
		#In seconds
		#Range: > 1
		darkProjectileCooldown = 10
		#Speed = basevalue * (1+ speedAmount)
		#Range: 0.0 ~ 2.0
		speedAmount = 0.14
		#In seconds
		#Range: > 1
		batspawnCooldown = 15
		#In seconds
		#Range: > 1
		ignoreSundamageCooldown = 6

	[balance.vampireSkills]
		#Blood exhaustion is multiplied with (value+1)
		#Range: -1.0 ~ 0.0
		bloodThirstReduction1 = -0.4
		#Max speed is multiplied with (value+1)
		#Range: 0.0 ~ 3.0
		speedBoost = 0.15
		#Damage added to base damage
		#Range: 0.0 ~ 10.0
		smallAttackDamageModifier = 1.0
		#Reduced percentage of the downed timer required to resurrect
		#Range: 0.0 ~ 1.0
		dbnoReduction = 0.5
		#Sundamage is multiplied with (value+1)
		#Range: -1.0 ~ 0.0
		sundamageReduction1 = -0.5
		#Reduced percentage of the neonatal effect
		#Range: 0.0 ~ 1.0
		neonatalReduction = 0.5
		#The max relative health for sword finisher kill
		#Range: 0.0 ~ 1.0
		swordFinisherMaxHealth = 0.25
		#Similar to potion effect amplifier (and -1 is normal)
		#Range: -1 ~ 5
		jumpBoost = 1
		#Squared blood vision distance
		#Range: > 5
		bloodVisionDistanceSq = 1600
		#Basic skill - Weapon cooldown = 1/(oldvalue*(1+modifier))
		#Range: 0.0 ~ 3.0
		smallAttackSpeedModifier = 0.15

	[balance.vampire_refinements]
		#For every kill the rage duration is extended by this amount. In seconds.
		#Range: > 0
		rageFuryDurationBonus = 5
		#Range: 1.0 ~ 1.7976931348623157E308
		teleportDistanceMod = 1.5
		#Range: 1.0 ~ 2.147483647E9
		freezeDurationMod = 1.4
		#Range: 0.0 ~ 10.0
		vistaMod = 1.0
		#Threshold for attacks that are considered high damage is multiplied by this value
		#Range: 0.0 ~ 2.0
		halfInvulnerableThresholdMod = 0.7
		#Range: > 2
		bloodChargeSpeedMod = 3
		#Threshold for instant kill is modified by this amount
		#Range: 1.0 ~ 1.7976931348623157E308
		swordFinisherThresholdMod = 1.25
		#Range: 1.0 ~ 2.147483647E9
		darkBloodProjectileDamageMod = 1.5
		#Range: 1.0 ~ 2.147483647E9
		darkBloodProjectileAOECooldownMod = 2.0
		#Range: 1.0 ~ 1.7976931348623157E308
		sunscreenDurationMod = 1.5
		#Range: 1.0 ~ 2.147483647E9
		swordTrainingSpeedMod = 1.2
		#squared value
		#Range: > 0
		darkBloodProjectileAOERange = 16

	[balance.village]
		#Squared distance of village capture notification
		#Range: 0 ~ 100000
		notifyDistanceSQ = 40000
		#Maximum of Villager the Totem can respawn
		#Range: > 0
		maxVillagerRespawn = 30
		#Chance (per tick) of a faction raid to occur
		#Range: 0.0 ~ 1.0
		randomRaidChance = 1.38888888889E-4
		#Time in 2*seconds in capture phase 2 after which the capture entities should find a target regardless of distance
		#Range: 1 ~ 1000
		forceTargetTime = 80
		#Duration of phase 1 of the capturing process in 2*seconds
		#Range: 1 ~ 1000
		phase1Duration = 80
		#Whether grass should slowly be replaced with cursed earth in vampire villages
		replaceBlocks = true
		#Maximum range of a Totem to grow the village
		#Range: > 0
		maxTotemRadius = 100

	[balance.minions]
		#Time in seconds a minion needs to recover from death.
		#Range: 1 ~ 21474836
		deathRecoveryTime = 180
		#How many minions a player can have per lord level. Probably don't want to go very high
		#Range: 0 ~ 100
		minionPerLordLevel = 1
		#Cooldown in ticks,before new resources are added in collect resource task types
		#Range: > 20
		resourceCooldown = 1500
		#Cooldown multiplier for collect resource task types while player is offline
		#Range: 1.0 ~ 100000.0
		resourceCooldownOfflineMult = 20.0

