# specialmobs:zombies/_normal_zombies.toml
# This config contains options that apply only to the vanilla replacement zombie species.


# Category: general
# Options standard to all mob species (that is, not specific to any particular mob species).

  # The chance for vanilla replacement zombies to succeed at natural spawn attempts. Does not affect Mob Replacement.
  # Note: Most species do NOT naturally spawn - they must be added by a mod or data pack for this option to do anything.
  # <Number> Range: 0.0 ~ 1.0, Default: 1.0
  general.natural_spawn_chance.base = 1.0
  # The chance for vanilla replacement zombies to succeed at natural spawn attempts when specific environmental
  #   conditions are met.
  # <Environment List> Format: [ "value condition1 state1 & condition2 state2 & ...", ... ], Default: []
  #    Range for Values: 0.0 ~ 1.0
  general.natural_spawn_chance.exceptions = []

  # When greater than 0, vanilla replacement zombies will have a random render scale applied. This is a visual effect
  #   only. If this is set to a non-negative value, it overrides the value set for both "master_random_scaling" and
  #   "family_random_scaling". The priority is species value > family value > master value.
  # <Number> Range: -1.0 ~ 1.0, Default: -1.0
  general.random_scaling = -1.0

  # Attribute modifiers for vanilla replacement zombies. If no attribute changes are defined here, vanilla replacement
  #   zombies will have the exact same attributes as their parent vanilla mob.
  # <Attribute List> Format: [ "namespace:attribute_name operation value", ... ], Default: []
  #    Range for Values: Any Value
  general.attributes = []

  # Subcategory: special_data
  # Special Mob Data. These are the values set to each vanilla replacement zombie on spawn (in their NBT).

    # The amount of experience vanilla replacement zombies drop when killed by a player. Multiplied by 2.5 for babies.
    #   Extra experience may drop based on equipment. Slime-style mobs also drop experience equal to slime size.
    # <Integer> Range: ≥ 0, Default: 5
    general.special_data.experience = 5
    # If greater than 0, vanilla replacement zombies will heal 1 half-heart of health every "heal_time" ticks. (20
    #   ticks = 1 second)
    # <Integer> Range: ≥ 0, Default: 0
    general.special_data.heal_time = 0
    # Fall damage taken by vanilla replacement zombies is multiplied by this value. 0 is fall damage immunity.
    # <Number> Range: ≥ 0.0, Default: 1.0
    general.special_data.fall_damage_multiplier = 1.0
    # If true, vanilla replacement zombies will take no fire damage. Does not affect spawn restrictions.
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.immune_to_fire = false
    # If true, vanilla replacement zombies cannot be set on fire (this setting only matters if not immune to fire).
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.immune_to_burning = false
    # If true, vanilla replacement zombies can breathe in water.
    # <Boolean> Valid Values: { true, false }, Default: true
    general.special_data.immune_to_drowning = true
    # If true, vanilla replacement zombies will ignore forces applied by flowing fluids.
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.immune_to_fluid_push = false
    # If true, vanilla replacement zombies will be continuously damaged while wet.
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.sensitive_to_water = false
    # If true, vanilla replacement zombies can be leashed. (Note: Leashed mobs can still attack you.)
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.allow_leashing = false
    # If true, vanilla replacement zombies will not trigger pressure plates.
    # <Boolean> Valid Values: { true, false }, Default: false
    general.special_data.immune_to_pressure_plates = false
    # Vanilla replacement zombies will not be 'trapped' in any blocks specified here (e.g. "cobweb" or
    #   "sweet_berry_bush").
    # <"minecraft:block" Registry List> Format: [ "namespace:entry_name", ... ], Default: []
    general.special_data.immune_to_sticky_blocks = []
    # Vanilla replacement zombies cannot be inflicted with any effects specified here (e.g. "instant_damage" or
    #   "regeneration").
    # <"minecraft:mob_effect" Registry List> Format: [ "namespace:entry_name", ... ], Default: [
    #   "minecraft:regeneration", "minecraft:poison" ]
    general.special_data.immune_to_effects = [
      "minecraft:regeneration",
      "minecraft:poison"
    ]

  # Subcategory: ranged_stats
  # Like Special Mob Data, these are set to NBT on spawn. Unlike SMD, ranged stats are not all applicable to all mobs.

    # The base ranged attack damage for vanilla replacement zombies (in half-hearts).
    # <Number> Range: ≥ 0.0, Default: 2.0
    general.special_data.ranged_attack.damage = 2.0
    # The ranged attack spread (inaccuracy) for vanilla replacement zombies. 0 is perfect accuracy.
    # <Number> Range: ≥ 0.0, Default: 1.4
    general.special_data.ranged_attack.spread = 1.4
    # The walk speed multiplier for vanilla replacement zombies while using their ranged attack AI.
    # <Number> Range: ≥ 0.0, Default: 0.8
    general.special_data.ranged_attack.walk_speed = 0.8
    # The delay (in ticks) for vanilla replacement zombies to perform a ranged attack from rest. (20 ticks = 1 second)
    # <Integer> Range: ≥ 0, Default: 30
    general.special_data.ranged_attack.charge_time = 30
    # The maximum distance (in blocks) at which vanilla replacement zombies can use their ranged attacks. 0 disables
    #   ranged attacks.
    # <Number> Range: ≥ 0.0, Default: 12.0
    general.special_data.ranged_attack.max_range = 12.0


# Category: zombies
# Options standard to all zombies.

  # Chance for vanilla replacement zombies to spawn with a bow, which enables their ranged attack (if max range > 0).
  # <Number> Range: 0.0 ~ 1.0, Default: 0.05
  zombies.bow_chance = 0.05

  # Chance for vanilla replacement zombies to spawn with a shield if they did not spawn with a bow.
  # Shield users have a 33% chance to block frontal attacks (100% vs. long range attacks) and can be broken by axes.
  # <Number> Range: 0.0 ~ 1.0, Default: 0.02
  zombies.shield_chance = 0.02
