
[General]
	#Probability (0.0–1.0) that demon flesh will drop when defeating certain enemies.
	#
	#Default: 0.2
	#Range: 0.0 ~ 1.0
	DEMON_FLESH_DROP_RATE = 0.2
	#Respawn totem spawn charges when activated.
	#
	#Default: 5
	#Range: 0 ~ 200
	RESPAWN_TOTEM_CHARGES = 5
	#Maximum number of charges a single shade altar can store.
	#
	#Default: 20
	#Range: 0 ~ 1000
	SHADOW_ALTAR_MAX_CHARGES = 20
	#Number of blood charges a shade altar can hold.
	#
	#Default: 4
	#Range: 0 ~ 1000
	SHADOW_ALTAR_BLOOD_CHARGES_AMOUNT = 4
	#Whether companions are allowed to wander when neither following nor sitting.
	#
	#Default: true
	SHOULD_COMPANIONS_WANDER = true
	#The maximum distance (in blocks) at which companions will teleport to their owner (in a valid position).
	#
	#Default: 20
	#Range: 0 ~ 1000
	COMPANIONS_FOLLOW_OWNER_TELEPORT_DISTANCE = 20
	#Should the soul furnace constantly have max charges without needing to fill it
	#
	#Default: false
	SOUL_FURNACE_CONSTANT_MAX_CHARGES = false

[Dinamo]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks, and it will not visually render the Tesla connection rays. Keeping the chunk loaded is therefore necessary for full
	#functionality in this entity.
	#
	#Default: true
	DINAMO_KEEP_CHUNK_LOADED = true
	#The maximum number of tesla modules that can be connected in a chain without using a voltaic repeater, starting from a Dinamo. For
	#example, if set to 3, the Dinamo can connect to coil 1, which connects to coil 2, which connects to coil 3.
	#
	#Default: 7
	#Range: 0 ~ 50
	#
	#Note: Any additional tesla modules beyond this limit will not be powered.
	DINAMO_MAX_CHAIN_CONNECTIONS = 7
	#The maximum distance a tesla module can connect to another
	#
	#Default: 13
	#Range: 0 ~ 100
	DINAMO_MAX_CONNECTION_DISTANCE = 13
	#Max life of the Dinamo
	#
	#Default: 65.0
	#Range: 0.0 ~ 5000.0
	DINAMO_MAX_LIFE = 65.0
	#Electricity damage from both Dinamo and tesla network blocks.
	#
	#Default: 7.5
	#Range: 0.0 ~ 500.0
	ELECTRICITY_DAMAGE = 7.5

[Antlion]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	ANTLION_KEEP_CHUNK_LOADED = true
	#Damage dealt by the Antlion in its normal phase
	#
	#Default: 7.0
	#Range: 0.0 ~ 500.0
	ANTLION_NORMAL_DAMAGE = 7.0
	#Max life of the Antlion in its normal phase
	#
	#Default: 70.0
	#Range: 0.0 ~ 1000.0
	ANTLION_NORMAL_MAX_LIFE = 70.0
	#Damage dealt by the Antlion in its soldier phase
	#
	#Default: 10.0
	#Range: 0.0 ~ 1000.0
	ANTLION_SOLDIER_DAMAGE = 10.0
	#Max life of the Antlion in its soldier phase
	#
	#Default: 70.0
	#Range: 0.0 ~ 2000.0
	ANTLION_SOLDIER_MAX_LIFE = 70.0
	#Damage dealt by the Antlion in its flying phase
	#
	#Default: 10.0
	#Range: 0.0 ~ 100.0
	ANTLION_FLYER_DAMAGE = 10.0
	#Max life of the Antlion in its flying phase
	#
	#Default: 45.0
	#Range: 0.0 ~ 1500.0
	ANTLION_FLYER_MAX_LIFE = 45.0
	#Damage dealt by the Antlion in its tank phase
	#
	#Default: 6.0
	#Range: 0.0 ~ 200.0
	ANTLION_TANK_DAMAGE = 6.0
	#Max life of the Antlion in its tank phase
	#
	#Default: 120.0
	#Range: 0.0 ~ 5000.0
	ANTLION_TANK_MAX_LIFE = 120.0
	#Damage dealt by the Antlion's sand projectile in its soldier phase
	#
	#Default: 10.0
	#Range: 0.0 ~ 200.0
	ANTLION_SOLDIER_PROJECTILE_DAMAGE = 10.0

[Cornelius]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	CORNELIUS_KEEP_CHUNK_LOADED = true
	#Ender Frog Heal Projectile heal amount
	#
	#Default: 2.5
	#Range: 0.0 ~ 100.0
	ENDER_FROG_HEAL_PROJECTILE_HEAL_AMOUNT = 2.5
	#Max life of the Cornelius
	#
	#Default: 70.0
	#Range: 0.0 ~ 5000.0
	CORNELIUS_MAX_LIFE = 70.0
	#Cornelius jackblack bets: [item; item; item; tag; item; ...] the order doesn't matter
	#
	#Default: companions:copper_coin; companions:nether_coin; companions:end_coin
	#Range: -Infinity ~ Infinity
	CORNELIUS_JACKBLACK_BETS = "companions:copper_coin; companions:nether_coin; companions:end_coin"

["Croissant Dragon"]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	CROISSANT_DRAGON_KEEP_CHUNK_LOADED = true
	#The amount of time the croissant dragon needs to hatch.
	#
	#Default: 6000
	#Range: 10 ~ 100000
	#
	#Note: The time is measured in ticks
	CROISSANT_EGG_LIFETIME = 6000
	#Max life of the Croissant Dragon
	#
	#Default: 80.0
	#Range: 0.0 ~ 5000.0
	CROISSANT_DRAGON_MAX_LIFE = 80.0

[Teddy]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	TEDDY_KEEP_CHUNK_LOADED = true
	#Max life of the Teddy
	#
	#Default: 70.0
	#Range: 0.0 ~ 5000.0
	TEDDY_MAX_LIFE = 70.0
	#Damage dealt by the Teddy
	#
	#Default: 7.0
	#Range: 0.0 ~ 50.0
	TEDDY_DAMAGE = 7.0
	#Max life of the Teddy in mutant phase
	#
	#Default: 130.0
	#Range: 0.0 ~ 2000.0
	TEDDY_MUTANT_MAX_LIFE = 130.0
	#Damage dealt by the Teddy in mutant phase
	#
	#Default: 8.5
	#Range: 0.0 ~ 100.0
	TEDDY_MUTANT_DAMAGE = 8.5
	#Should the Teddy heal over time in its mutant form?
	#
	#Default: true
	TEDDY_MUTANT_HEALS_OVER_TIME = true

["Soul Mage"]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	SOUL_MAGE_KEEP_CHUNK_LOADED = true
	#Max life of the Soul Mage
	#
	#Default: 75.0
	#Range: 0.0 ~ 5000.0
	SOUL_MAGE_MAX_LIFE = 75.0

["Shadow Sword"]
	#The amount of lifetime of the shadow sword
	#
	#Default: 4800
	#Range: 0 ~ 100000
	#
	#Note: The time is measured in ticks (20 ticks = 1 second)
	SHADOW_SWORD_LIFETIME = 4800
	#Max life of the Shadow Sword
	#
	#Default: 70.0
	#Range: 0.0 ~ 5000.0
	SHADOW_SWORD_MAX_LIFE = 70.0
	#Damage dealt by the Shadow Sword
	#
	#Default: 8.0
	#Range: 0.0 ~ 500.0
	SHADOW_SWORD_DAMAGE = 8.0
	#Shadow Sword stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood
	#upgrade is active. This is only applied to Health and Attack Damage attributes.
	#
	#Default: 1.2
	#Range: 0.0 ~ 10.0
	SHADOW_SWORD_BLOOD_MULTIPLIER = 1.2

["Shadow Maw"]
	#The amount of lifetime of the shadow maw
	#
	#Default: 4800
	#Range: 0 ~ 100000
	#
	#Note: The time is measured in ticks (20 ticks = 1 second)
	SHADOW_MAW_LIFETIME = 4800
	#Max life of the Shadow Maw
	#
	#Default: 100.0
	#Range: 0.0 ~ 5000.0
	SHADOW_MAW_MAX_LIFE = 100.0
	#Damage dealt by the Shadow Maw
	#
	#Default: 6.0
	#Range: 0.0 ~ 500.0
	SHADOW_MAW_DAMAGE = 6.0
	#Shadow Maw stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood
	#upgrade is active. This is only applied to Health and Attack Damage attributes.
	#
	#Default: 1.2
	#Range: 0.0 ~ 10.0
	SHADOW_MAW_BLOOD_MULTIPLIER = 1.2

[Minion]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	MINION_KEEP_CHUNK_LOADED = true
	#Max life of the Minion
	#
	#Default: 70.0
	#Range: 0.0 ~ 5000.0
	MINION_MAX_LIFE = 70.0

[Mankh]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	MANKH_KEEP_CHUNK_LOADED = true
	#Max life of the Mankh
	#
	#Default: 85.0
	#Range: 0.0 ~ 5000.0
	MANKH_MAX_LIFE = 85.0
	#Damage dealt by the Mankh
	#
	#Default: 8.5
	#Range: 0.0 ~ 500.0
	MANKH_DAMAGE = 8.5

[Cloak]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	CLOAK_KEEP_CHUNK_LOADED = true
	#Max life of the Cloak
	#
	#Default: 75.0
	#Range: 0.0 ~ 5000.0
	CLOAK_MAX_LIFE = 75.0
	#Damage dealt by the Cloak
	#
	#Default: 8.0
	#Range: 0.0 ~ 500.0
	CLOAK_DAMAGE = 8.0

[Puppet]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	PUPPET_KEEP_CHUNK_LOADED = true
	#Max life of the Puppet
	#
	#Default: 85.0
	#Range: 0.0 ~ 1000.0
	PUPPET_MAX_LIFE = 85.0
	#Damage dealt by the Puppet
	#
	#Default: 7.0
	#Range: 0.0 ~ 100.0
	PUPPET_DAMAGE = 7.0

["Puppet Glove"]
	#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
	#chunks.
	#
	#Default: true
	PUPPET_GLOVE_KEEP_CHUNK_LOADED = true
	#Max life of the Puppet Glove
	#
	#Default: 35.0
	#Range: 0.0 ~ 1000.0
	PUPPET_GLOVE_MAX_LIFE = 35.0
	#Damage dealt by the Puppet Glove
	#
	#Default: 6.5
	#Range: 0.0 ~ 100.0
	PUPPET_GLOVE_DAMAGE = 6.5

["Sacred Pontiff"]
	#Max life of the Sacred Pontiff
	#
	#Default: 225.0
	#Range: 0.0 ~ 5000.0
	SACRED_PONTIFF_MAX_LIFE = 225.0
	#Damage dealt by the Sacred Pontiff
	#
	#Default: 7.0
	#Range: 0.0 ~ 500.0
	SACRED_PONTIFF_DAMAGE = 7.0
	#Max life of His Holiness
	#
	#Default: 350.0
	#Range: 0.0 ~ 5000.0
	HIS_HOLINESS_MAX_LIFE = 350.0
	#Damage dealt by His Holiness
	#
	#Default: 9.0
	#Range: 0.0 ~ 500.0
	HIS_HOLINESS_DAMAGE = 9.0

["Magic Books"]
	#Damage dealt by each fragment of the magic ray.
	#
	#Default: 5.5
	#Range: 1.0 ~ 1000.0
	MAGIC_PIECE_DAMAGE = 5.5
	#Damage dealt by the ice tornado spell.
	#
	#Default: 3.0
	#Range: 1.0 ~ 1000.0
	ICE_TORNADO_DAMAGE = 3.0
	#Damage dealt by the stone spike spell.
	#
	#Default: 4.0
	#Range: 1.0 ~ 1000.0
	STONE_SPIKE_DAMAGE = 4.0
	#Radius (in blocks) of the Fire Mark spell's effect.
	#
	#Default: 2.5
	#Range: 1.0 ~ 1000.0
	FIRE_MARK_EFFECT_RADIUS = 2.5
	#Amount of health restored by the healing ring spell.
	#
	#Default: 6.0
	#Range: 0.0 ~ 1000.0
	HEAL_RING_HEALING = 6.0
	#Attraction radius (in blocks) of the black hole spell.
	#
	#Default: 12.0
	#Range: 0.0 ~ 1000.0
	BLACK_HOLE_ATTRACTION_RADIUS = 12.0
	#Speed at which entities are pulled toward the black hole.
	#
	#Default: 1.45
	#Range: 0.0 ~ 100.0
	BLACK_HOLE_ATTRACTION_SPEED = 1.45
	#Damage dealt by each small ice shard.
	#
	#Default: 2.5
	#Range: 0.0 ~ 100.0
	SMALL_ICE_SHARD_DAMAGE = 2.5
	#Duration (in ticks) that a single small ice shard freezes a target
	#
	#Default: 100
	#Range: 0 ~ 10000
	SMALL_ICE_SHARD_FREEZE_TICKS = 100
	#Cooldown (in ticks) of the black hole magic book
	#
	#Default: 160
	#Range: 0 ~ 10000
	BLACK_HOLE_COOLDOWN = 160
	#Cooldown (in ticks) of the naginata magic book
	#
	#Default: 140
	#Range: 0 ~ 10000
	NAGINATA_COOLDOWN = 140
	#Cooldown (in ticks) of the brace magic book
	#
	#Default: 160
	#Range: 0 ~ 10000
	BRACE_COOLDOWN = 160
	#Cooldown (in ticks) of the fire mark magic book
	#
	#Default: 140
	#Range: 0 ~ 10000
	FIRE_MARK_COOLDOWN = 140
	#Cooldown (in ticks) of the heal ring magic book
	#
	#Default: 200
	#Range: 0 ~ 10000
	HEAL_RING_COOLDOWN = 200
	#Cooldown (in ticks) of the ice shard magic book
	#
	#Default: 180
	#Range: 0 ~ 10000
	ICE_SHARD_COOLDOWN = 180
	#Cooldown (in ticks) of the ice tornado magic book
	#
	#Default: 200
	#Range: 0 ~ 10000
	ICE_TORNADO_COOLDOWN = 200
	#Cooldown (in ticks) of the magic ray magic book
	#
	#Default: 200
	#Range: 0 ~ 10000
	MAGIC_RAY_COOLDOWN = 200
	#Cooldown (in ticks) of the stone spikes magic book
	#
	#Default: 140
	#Range: 0 ~ 10000
	STONE_SPIKES_COOLDOWN = 140

[Armoury]
	#Crystallized Blood armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values
	#and stick to the format.
	#
	#Default: 4, 9, 7, 3, 3.5, 0.15, 40
	#Range: -Infinity ~ Infinity
	CRYSTALLIZED_BLOOD_SET_STATS = "4, 9, 7, 3, 3.5, 0.15, 40"
	#Mage armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick to the
	#format.
	#
	#Default: 3, 8, 6, 3, 2.5, 0.05, 35
	#Range: -Infinity ~ Infinity
	MAGE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35"
	#Holy Robe armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick
	#to the format.
	#
	#Default: 5, 9, 7, 4, 3.75, 0.2, 42
	#Range: -Infinity ~ Infinity
	HOLY_ROBE_SET_STATS = "5, 9, 7, 4, 3.75, 0.2, 42"
	#Netherite Dagger stats: [miningLvl, durability, miningSpeed, baseDmg, enchantability]. Don't use negative values and stick to the
	#format.
	#
	#Default: 4, 1300, 6, 1, 15
	#Range: -Infinity ~ Infinity
	NETHERITE_DAGGER_STATS = "4, 1300, 6, 1, 15"
	#Crystallized Blood weapon stats: [miningLvl, durability, miningSpeed, baseDmg, enchant, axeDmg, scytheDmg, swordDmg, axeSpd,
	#scytheSpd, swordSpd]. Stick to the format.
	#
	#Default: 4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4
	#Range: -Infinity ~ Infinity
	CRYSTALLIZED_BLOOD_WEAPON_STATS = "4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4"
	#Damage reduction per hit per piece of Crystallized Blood armor.
	#
	#Default: 0.1
	#Range: 0.0 ~ 1.0
	CRYSTALLIZED_BLOOD_SET_REDUCTION = 0.1
	#Crystallized Blood Axe cooldown
	#
	#Default: 200
	#Range: 0 ~ 10000
	CRYSTALLIZED_BLOOD_AXE_COOLDOWN = 200
	#Crystallized Blood Sword cooldown
	#
	#Default: 200
	#Range: 0 ~ 10000
	CRYSTALLIZED_BLOOD_SWORD_COOLDOWN = 200
	#Minimum health % required to activate Crystallized Blood armor effect.
	#
	#Default: 0.5
	#Range: 0.0 ~ 1.0
	CRYSTALLIZED_BLOOD_SET_MIN_HEALTH = 0.5
	#Magic damage reduction per hit per piece of Mage armor.
	#
	#Default: 0.1
	#Range: 0.0 ~ 1.0
	MAGE_SET_DAMAGE_REDUCTION = 0.1
	#Cooldown reduction fraction for Mage armor when using magic books. Reduction per piece.
	#
	#Default: 0.15
	#Range: 0.0 ~ 1.0
	MAGE_SET_COOLDOWN_REDUCTION = 0.15
	#Damage reduction per piece of Holy Robe armor.
	#
	#Default: 0.07
	#Range: 0.0 ~ 1.0
	HOLY_ROBE_DAMAGE_REDUCTION = 0.07
	#Chance per hit to spawn a Fire Ring from Holy Robe armor.
	#
	#Default: 0.1
	#Range: 0.0 ~ 1.0
	HOLY_ROBE_FIRE_RING_SPAWN_CHANCE = 0.1
	#Damage dealt by Naginata weapon.
	#
	#Default: 8.0
	#Range: 0.0 ~ 1000.0
	NAGINATA_DAMAGE = 8.0
	#Damage dealt by Fire Ring ability.
	#
	#Default: 5.0
	#Range: 0.0 ~ 1000.0
	FIRE_RING_DAMAGE = 5.0
	#Damage dealt by Needle projectile.
	#
	#Default: 5.0
	#Range: 0.0 ~ 1000.0
	NEEDLE_PROJECTILE_DAMAGE = 5.0
	#Damage dealt by Needle item on hit (both player and target).
	#
	#Default: 2.0
	#Range: 0.0 ~ 1000.0
	NEEDLE_ITEM_DAMAGE = 2.0
	#Damage dealt by Holiness Star when thrown.
	#
	#Default: 8.0
	#Range: 0.0 ~ 1000.0
	HOLINESS_STAR_DAMAGE = 8.0
	#Damage dealt by Brace projectile per hit.
	#
	#Default: 4.0
	#Range: 0.0 ~ 1000.0
	BRACE_PROJECTILE_DAMAGE = 4.0
	#Lifesteal fraction per hit for Crystallized Blood Scythe.
	#
	#Default: 0.15
	#Range: 0.0 ~ 1.0
	#
	#Note: 0.10 = heal 10% of damage dealt
	CRYSTALLIZED_BLOOD_SCYTHE_LIFE_STEAL = 0.15
	#Damage dealt by Blood Tornado (axe ability).
	#
	#Default: 4.0
	#Range: 0.0 ~ 1000.0
	BLOOD_TORNADO_DAMAGE = 4.0
	#Damage dealt by Blood Slash (sword ability).
	#
	#Default: 7.5
	#Range: 0.0 ~ 1000.0
	BLOOD_SLASH_DAMAGE = 7.5
	#Travel speed of Blood Slash projectile.
	#
	#Default: 0.5225
	#Range: 0.0 ~ 1000.0
	BLOOD_SLASH_SPEED = 0.5225

["Spawn Rates"]
	#Golden allay spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
	#
	#Default: 20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp
	#Range: -Infinity ~ Infinity
	GOLDEN_ALLAY_SPAWN = "20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp"
	#Cornelius spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
	#
	#Default: 15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp
	#Range: -Infinity ~ Infinity
	CORNELIUS_SPAWN = "15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp"
	#Wild Antlion spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
	#
	#Default: 15, 1, 1, minecraft:desert, #forge:is_desert
	#Range: -Infinity ~ Infinity
	WILD_ANTLION_SPAWN = "15, 1, 1, minecraft:desert, #forge:is_desert"

[Food]
	#Should the mutant flesh tp the player to the opposite position when looking at a target?
	#
	#Default: true
	MUTANT_FLESH_SHOULD_TP = true
	#Should the mutant flesh hurt the player?
	#
	#Default: true
	MUTANT_FLESH_SHOULD_HURT = true
	#Should the antlion fur set the player on fire?
	#
	#Default: true
	ANTLION_FUR_SHOULD_FIRE = true

[Bonanza]
	#Bonanza item reward drops from 2 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]
	#
	#Default: minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple,
	#0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10,
	#1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10,
	#1-3;minecraft:nether_star, 0.005, 1
	#Range: -Infinity ~ Infinity
	BONANZA_2_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple, 0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10, 1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10, 1-3;minecraft:nether_star, 0.005, 1"
	#Bonanza item reward drops from 3 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]
	#
	#Default: minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75,
	#1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55,
	#1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1;
	#Range: -Infinity ~ Infinity
	BONANZA_3_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75, 1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55, 1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1;"
	#Bonanza entity spawns from 3 skull heads: [entity, amount; ...]
	#
	#Default: minecraft:warden, 1
	#Range: -Infinity ~ Infinity
	BONANZA_3_SKULL_DROP_ENTITIES = "minecraft:warden, 1"
	#Bonanza curency-amount pair. The first value corresponds to the item used as currency, and the latter value indicates how many
	#attempts that item provides. For example: minecraft:iron_ingot, 1; minecraft:gold_ingot, 2; ...
	#
	#Default: companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5
	#Range: -Infinity ~ Infinity
	BONANZA_CURRENCY_TYPES = "companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5"

