"Enable Wither" = true
"Enable Dragon" = true

[Wither]
	#Handles various small features, such as the explosion
	"Enable Misc" = true
	#Bonus Health and Bonus regeneration. The feature even fixes the Wither health bar not updating on spawn.
	"Enable Health" = true
	#Handles the Damage Resistances and Vulnerabilities
	"Enable Resistances & Vulnerabilities" = true
	#Bonus Experience and Drops
	"Enable Rewards" = true
	#Wither will spawn deadly (and tall) Minions
	"Enable Minions" = true
	#Makes the Wither smarter (will no longer try to stand on the player's head ...), attack faster and hit harder
	"Enable Attack" = true

	#Handles various small features, such as the explosion
	[Wither.Misc]
		#How much explosion power (after the invulnerability) will the Wither gain for each difficulty point. Explosion Radius is capped to 13. Base Wither Explosion Power is 7.0. Setting this to 0 will not increase the Wither Explosion Power.
		#Range: 0.0 ~ 4.0
		"Explosion Power Bonus" = 0.08
		#At this difficulty the Wither Explosion will cause fire. Set to -1 to disable.
		#Range: > -1
		"Explosion Causes Fire at Difficulty" = 10
		#The Wither will no longer wait 1 full second before breaking blocks when he's hit, instead just 0.5s
		"Faster Breaking Blocks" = true
		#The Wither will break even blocks below him when hit.
		"Bigger Breaking Blocks" = true
		#The wither can only be spawned in the Nether.
		#Note that this feature completely disables Wither Skulls from begin placed nearby Soul Sand when not in the Nether or when on the Nether Roof.
		#Requires Minecraft restart.
		"Wither Nether Only" = false

	#Wither will spawn deadly (and tall) Minions
	[Wither.Minions]
		#Maximum Minions spawned by the Wither
		#Range: > 0
		"Max Minions Spawned" = 8
		#Maximum amount of Minions that can be around the Wither in a 16 block radius. After this number is reached the Wither will stop spawning minions. Set to 0 to disable this check
		#Range: > 0
		"Max Minions Around" = 16
		#At which difficulty the Wither starts spawning Minions
		#Range: > 0
		"Minion at Difficulty" = 1
		#As the Wither starts spawning Minions, every how much difficulty the Wither will spawn one more Minion
		#Range: > 0
		"Bonus Minion Every Difficulty" = 2
		#Minimum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Minimum Cooldown" = 240
		#Maximum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Maximum Cooldown" = 480
		#Min and Max cooldowns are multiplied by this value when the Wither drops below half health. Set to 1 to not change the cooldown when the wither's health drops below half.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Cooldown Multiplier Below Half Health" = 0.6
		#Percentage bonus speed per difficulty. (0.01 means 1%)
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Movement Speed Per Difficulty" = 0.012
		#Wither Minions will die when the Wither that spawned them dies.
		"Kill Minions on Wither Death" = true
		#Wither Minions will take magic damage multiplied by this value.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Magic Damage Multiplier" = 3.0

		[Wither.Minions.Equipment]
			#Wither Minions will spawn with a Stone Sword
			"Has Sword" = true
			#Chance for the Wither Minion to spawn with a bow when Wither's above Half Health
			#Range: 0.0 ~ 1.0
			"Bow Chance Over Half Health" = 0.6
			#Chance for the Wither Minion to spawn with a bow when Wither's below Half Health
			#Range: 0.0 ~ 1.0
			"Bow Chance Below Half Health" = 0.08
			#Chance (per difficulty) for the Wither Minion Sword / Bow to be enchanted with Sharpness / Power. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining chance dictates if one more level will be added.
			#Range: 0.0 ~ 1.7976931348623157E308
			"Power / Sharpness Chance" = 0.2
			#Chance (per difficulty) for the Wither Minion Sword / Bow to be enchanted with Knockback / Punch. Note that every 100% chance adds one guaranteed level of the enchantment, while the remaining chance dictates if one more level will be added.
			#Range: 0.0 ~ 1.7976931348623157E308
			"Punch / Knockback Chance" = 0.04

	#Bonus Health and Bonus regeneration. The feature even fixes the Wither health bar not updating on spawn.
	[Wither.Health]
		#Increase Wither's Health by this value per difficulty
		#Range: 0.0 ~ 1.7976931348623157E308
		"Health Bonus per Difficulty" = 10.0
		#Maximum bonus regeneration per second given by "Bonus Regeneration per Difficulty". Set to 0 to disable bonus health regeneration. This doesn't affect the natural regeneration of the Wither (1 Health per Second).
		#Range: 0.0 ~ 1.7976931348623157E308
		"Maximum Bonus Regeneration" = 1.0
		#How many half hearts will the Wither regen more per difficulty. This doesn't affect the natural regeneration of the Wither (1 Health per Second). (E.g. By default, with 6 Withers spawned, the Wither will heal 1.3 health per second).
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Regeneration per Difficulty" = 0.05

	#Bonus Experience and Drops
	[Wither.Rewards]
		#How much more experience (percentage) will Wither drop per Difficulty. The percentage is additive (e.g. with this set to 10%, 7 withers spawned = 70% more experience)
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Experience per Difficulty" = 10.0
		#A list of drops for the Withers. Entry format: item,amount,difficulty_required,chance,difficulty_mode,chance_mode
		#item: item id
		#amount: amount
		#difficulty_required: the amount of difficulty required for the item to drop, works differently based on mode
		#chance: chance for the drop to happen, between 0 and 1
		#difficulty_mode:
		#* MINIMUM: will try to drop the item when the difficulty matches or is higher
		#* PER_DIFFICULTY: will try to drop the item once per difficulty (e.g. at difficulty 10, difficulty required 3, there is the chance to drop the item, trying 7 times)
		#chance_mode:
		#* FLAT: chance is the percentage chance for the item to drop if the difficulty criteria matches
		#* SCALING: each point of difficulty >= 'difficulty to drop the item' will be multiplied by the chance (e.g. chance 2% and difficulty 10, difficulty required 5, chance to drop the item will be chance * (difficulty - difficulty_required + 1) = 2% * (10 - 5 + 1) = 12%)
		#By default Withers have 2% chance per difficulty >= 2 to drop 1 shard + 4% chance per difficulty >= 4 to drop 2 shards + 8% chance per difficulty >= 8 to drop 4 shards.
		Drops = ["progressivebosses:nether_star_shard,1,1,0.5,PER_DIFFICULTY,FLAT"]

	#How difficulty is handled for the Wither.
	[Wither."Difficulty Settings"]
		#How much blocks from wither will be scanned for players to check for difficulty
		#Range: > 16
		"Spawn Radius Player Check" = 128
		#If true and there are more players around the Wither, the Wither will have his stats based on the sum of both players difficulty. If false, the Wither stats will be based on the average of the difficulty of the players around
		"Sum Spawned Wither Difficulty" = false
		#The Maximum difficulty (times spawned) reachable by Wither.
		#Range: > 1
		"Max Difficulty" = 24
		#How much difficulty will players start with when joining a world? Note that this will apply when the first Wither is spawned so if the player has already spawned one this will not apply.
		#Range: > 0
		"Starting Difficulty" = 0
		#Entities that extend the vanilla Wither but shouldn't be taken into account by the mod (e.g. Botania's Pink Wither).
		"Entity Blacklist" = ["botania:pink_wither"]

	#Handles the Damage Resistances and Vulnerabilities
	[Wither."Resistances & Vulnerabilities"]
		#Bonus magic damage based off missing health. 150 means that every 150 missing health the damage will be amplified by 100%. E.g. The difficulty = 0 Wither (with 300 max health) is at half health (so it's missing 150hp), on magic damage he will receive 'magic_damage * (missing_health / magic_damage_bonus + 1)' = 'magic_damage * (150 / 150 + 1)' = 'magic_damage * 2'.
		#Range: 0.0 ~ 1024.0
		"Magic Damage Bonus" = 200.0
		#Percentage Melee Damage Reduction (per difficulty) while the Wither is above half health.
		#Range: 0.0 ~ 1.0
		"Melee Damage reduction per Difficulty above half health" = 0.01
		#Cap for 'Melee Damage reduction per Difficulty above half health'
		#Range: 0.0 ~ 1.0
		"Max Melee Damage reduction per Difficulty before half health" = 0.24
		#Percentage Melee Damage Reduction (per difficulty) as the Wither drops below half health.
		#Range: 0.0 ~ 1.0
		"Melee Damage reduction per Difficulty below half health" = 0.02
		#Cap for 'Melee Damage Reduction per Difficulty below half health'
		#Range: 0.0 ~ 1.0
		"Max Melee Damage reduction per Difficulty below half health" = 0.48

	#Makes the Wither smarter (will no longer try to stand on the player's head ...), attack faster and hit harder
	[Wither.Attack]
		#If the AI changes should be applied to the first wither spawned too.
		"Apply to Vanilla Wither" = true
		#Percentage bonus damage dealt by the Wither per difficulty.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Increased Damage" = 0.06
		#Max Chance every time the Wither takes damage to start a charge attack. The actual chance is inversely proportional to Wither's health (100% health = 0% chance, 50% health = 2.5% chance, ...).
		#Range: 0.0 ~ 1.0
		"Max Charge Attack Chance" = 0.06

		#Wither Skull Changes
		[Wither.Attack.Skulls]
			#Wither Skull Projectiles speed will be multiplied by this value.
			#Range: 0.0 ~ 1.7976931348623157E308
			"Skull Velocity Multiplier" = 2.75

		#Attack Speed Changes
		[Wither.Attack."Attack Speed"]
			#Every how many ticks (20 ticks = 1 seconds) the middle head will fire a projectile to the target.
			#Range: > 0
			"Attack Interval" = 40
			#The middle head will attack faster (up to 40% of the attack speed) the nearer the target is to the Wither.
			"Increase Attack Speed when Near" = true

		[Wither.Attack."Barrage Attack"]
			#Chance (per difficulty) every time the Wither takes damage to start a barrage attack. The actual chance is inversely proportional to Wither's health and damage taken (more damage and less health = higher chance).
			#Range: 0.0 ~ 1.0
			"Max Barrage Attack Chance Per Difficulty" = 0.0035
			#Min time (in ticks) for the duration of the barrage attack. The actual duration is inversely proportional to Wither's health and damage taken (more damage and less health = higher chance)
			#Range: > 0
			"Min Barrage Duration" = 20
			#Max time (in ticks) for the duration of the barrage attack. The actual duration is inversely proportional to Wither's health (100% health = min duration, 0% health = max duration)
			#Range: > 0
			"Max Barrage Duration" = 150

[Dragon]
	#Bonus Health and Bonus regeneration.
	"Enable Health" = true
	#Makes the dragon hit harder in various different ways
	"Enable Attack" = true
	#Bonus Experience and Dragon Egg per player
	"Enable Rewards" = true
	#Shulkers that will make you float around.
	"Enable Minions" = true
	#Mini things that are just annoying.
	"Enable Larva" = true
	#Handles the Damage Resistances and Vulnerabilities
	"Enable Resistances & Vulnerabilities" = true
	#Makes more Crystal spawn and with more cages.
	"Enable Crystals" = true

	#Bonus Health and Bonus regeneration.
	[Dragon.Health]
		#Increase Ender Dragon's Health by this value per difficulty
		#Range: 0.0 ~ 1.7976931348623157E308
		"Health Bonus per Difficulty" = 10.0
		#Maximum bonus regeneration per second given by "Bonus Regeneration per Difficulty". Set to 0 to disable bonus health regeneration. This doesn't affect the crystal regeneration of the Ender Dragon.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Maximum Bonus Regeneration" = 0.5
		#How much health will the Ender Dragon regen per difficulty. This doesn't affect the crystal regeneration of the Ender Dragon.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Regeneration per Difficulty" = 0.025

	#Bonus Experience and Dragon Egg per player
	[Dragon.Rewards]
		#How much more experience (percentage) will Dragon drop per Difficulty. The percentage is additive (e.g. with this set to 100%, 7 dragons killed = 700% more experience)
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Experience per Difficulty" = 10.0
		#If true whenever a player, that has never killed the dragon, kills the dragon a Dragon Egg Ã¬Ã¬ will drop. E.g. If 2 players kill the Dragon for the first time, she will drop 2 Dragon Eggs
		"Dragon Egg per Player" = true
		#A list of drops for the Withers. Entry format: item,amount,difficulty_required,chance,difficulty_mode,chance_mode
		#item: item id
		#amount: amount
		#difficulty_required: the amount of difficulty required for the item to drop, works differently based on mode
		#chance: chance for the drop to happen, between 0 and 1
		#difficulty_mode:
		#* MINIMUM: will try to drop the item when the difficulty matches or is higher
		#* PER_DIFFICULTY: will try to drop the item once per difficulty (e.g. at difficulty 10, difficulty required 3, there is the chance to drop the item, trying 7 times)
		#chance_mode:
		#* FLAT: chance is the percentage chance for the item to drop if the difficulty criteria matches
		#* SCALING: each point of difficulty >= 'difficulty to drop the item' will be multiplied by the chance (e.g. chance 2% and difficulty 10, difficulty required 5, chance to drop the item will be chance * (difficulty - difficulty_required + 1) = 2% * (10 - 5 + 1) = 12%)
		#By default Withers have 2% chance per difficulty >= 2 to drop 1 shard + 4% chance per difficulty >= 4 to drop 2 shards + 8% chance per difficulty >= 8 to drop 4 shards.
		Drops = []

	#Makes the dragon hit harder in various different ways
	[Dragon.Attack]
		#How much more damage per difficulty (percentage) does the Ender Dragon's Acid Pool deal per difficulty?
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Acid Pool Damage" = 10.0
		#Normally the Ender Dragon attacks only when leaving the center platform. With this active she has a chance when she has finished charging / fireballing or before checking if she should land in the center to charge the player.
		#This is the chance to start a charge attack when the difficulty is at max (24 by default). Otherwise it scales accordingly.
		#The actual chance is: (this_value * (difficulty / max difficulty)).
		#Range: 0.0 ~ 1.7976931348623157E308
		"Charge Player Max Chance" = 1.0
		#Normally the Ender Dragon spits fireballs when a Crystal is destroyed and rarely during the fight. With this active she has a chance when she has finished charging / fireballing or before checking if she should land in the center to spit a fireball.
		#This is the chance to start a fireball attack when the difficulty is at max (24 by default). Otherwise it scales accordingly.
		#The actual chance is: (this_value * (difficulty / max difficulty)).
		#Range: 0.0 ~ 1.7976931348623157E308
		"Fireball Max Chance" = 1.5
		#How much more damage per difficulty (percentage) does the Ender Dragon (directly) deal per difficulty?
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Direct Damage" = 0.135
		#Since around 1.13/1.14 the Ender Dragon can no longer dive for more than about 3 blocks so she takes a lot to rise / fall. With this active the dragon will be able to rise and fall many more blocks, making easier to hit the player and approach the center.
		"Increase Max Rise and Fall" = true
		#On impact the Acid Fireball will deal magic damage in an area.
		"Fireball Explosion Magic Damage" = true
		#On impact the Acid Fireball will generate a 3D area of effect cloud instead of a normal flat one. The 3D cloud lasts for half the time
		"Fireball 3D Area Effect Cloud" = true
		#Speed multiplier for the Dragon Fireball.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Fireball Velocity Multiplier" = 2.5
		#The dragon will fire (up to) this more fireballs per difficulty. A decimal number dictates the chance to shot 1 more fireball, e.g. at difficulty 2 this value is 1.4, meaning that the dragon will can shot up to 2 fireballs and has 40% chance to shot up to 3. The bonus fireballs aren't directly aimed at the player but have.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Fireballs" = 0.7

	#How difficulty is handled for the Dragon.
	[Dragon."Difficulty Settings"]
		#If true and there are more players around the Dragon, she will have his stats based on the sum of both players' difficulty. If false, the Dragon stats will be based on the average of the difficulty of the players around.
		"Sum Killed Dragons Difficulty" = false
		#The Maximum difficulty (times killed) reachable by Ender Dragon. By default is set to 24 because it's the last spawning end gate.
		#Range: > 1
		"Max Difficulty" = 24
		#How much difficulty will players start with when joining a world? Note that this will apply when the player joins the world if the current player difficulty is below this value.
		#Range: > 0
		"Starting Difficulty" = 0

	#Shulkers that will make you float around.
	[Dragon.Minions]
		#At which difficulty the Ender Dragon starts spawning Minions
		#Range: > 0
		"Minion at Difficulty" = 1
		#Minimum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Minimum Cooldown" = 1400
		#Maximum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Maximum Cooldown" = 2000
		#Percentage cooldown reduction per difficulty for the cooldown of Minion spawning.
		#Range: 0.0 ~ 1.0
		"Cooldown Reduction" = 0.017
		#Percentage chance per difficulty for a Minion to spawn as a Blinding Minion.
		#Range: 0.0 ~ 1.0
		"Blinding Chance" = 0.017
		#Dragon Minions are immune to any damage from the Ender Dragon, either direct or Acid.
		"Dragon Immune" = true

	#Mini things that are just annoying.
	[Dragon.Larva]
		#At which difficulty the Ender Dragon starts spawning Larvae
		#Range: > 0
		"Larva at Difficulty" = 1
		#As the Wither starts spawning Minions, every how much difficulty the Wither will spawn one more Minion
		#Range: > 0
		"Bonus Larva Every Difficulty" = 2
		#Maximum Larva spawned by the Ender Dragon
		#Range: > 0
		"Max Larvae Spawned" = 8
		#Minimum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Minimum Cooldown" = 800
		#Maximum ticks (20 ticks = 1 seconds) after Minions can spwan.
		#Range: > 0
		"Maximum Cooldown" = 1400
		#Dragon Minions are immune to any damage from the Ender Dragon, either direct or Acid.
		"Dragon Immune" = true

	#Handles the Damage Resistances and Vulnerabilities
	[Dragon."Resistances & Vulnerabilities"]
		#Percentage of Dragon's current health dealth as Bonus damage when attacked directly (melee) and she's not at the center.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Current Health Direct Damage" = 0.02
		#Percentage of Dragon's current health dealth as Bonus damage when attacked indirectly (e.g. arrows) and she's not at the center.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Bonus Current Health Indirect Damage" = 0.008
		#Melee Damage reduction per difficulty while the Ender Dragon is at the center.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Melee Damage reduction while at the center" = 0.0125
		#Damage reduction when hit by explosions.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Explosion Damage reduction" = 0.5

	#Makes more Crystal spawn and with more cages.
	[Dragon.Crystals]
		#At this difficulty cages will start to appear around other crystals too. -1 will disable this feature.
		#Range: > -1
		"More Cages at Difficulty" = 2
		#Max number of bonus cages that can spawn around the crystals.
		#Range: 0 ~ 8
		"Max Bonus Cages" = 4
		#At this difficulty more crystals will start to appear inside obsidian towers. -1 will disable this feature.
		#Range: > -1
		"More Crystals at Difficulty" = 8
		#Max number of bonus crystals that can spawn inside the towers.
		#Range: 0 ~ 10
		"Max Bonus Crystals" = 5
		#Chance everytime the dragon is hit (when below 20% of health) to trigger a Crystal respawn Phase. The phase can only happen once. 1 means that the dragon will respawn crystals as soon as she's hit when below 20% health.
		#Range: 0.0 ~ 1.0
		"Crystal Respawn Chance" = 0.05
		#Difficulty multiplied by this number will output how many tries will the dragon take to respawn crystals. Tries are capped between 1 and 100.
		#Range: 0.0 ~ 100.0
		"Crystal Respawn Multiplier" = 0.5
		#When respawning Crystals, chance for the crystal to be spawned inside a Tower instead of on top
		#Range: 0.0 ~ 1.0
		"Crystal Respawn Inside Tower Chance" = 0.005
		#Crystals can no longer be destroyed by other explosions.
		"Explosion Immune" = true

