
[taunts]
	#Whether the Devourer shows taunt text on screen.
	enabled = true
	#Minimum seconds between taunts triggered by damaging him.
	#Range: 1 ~ 600
	cooldownSeconds = 60
	#Damage taunts only start once his health is below this fraction of
	#his maximum.
	#Range: 0.0 ~ 1.0
	healthThreshold = 0.9
	#Head hits landed before taunts move up to tier 2. Calamity escalates
	#at 6 hits; this is about 3x that, since a Minecraft boss is hit more
	#often.
	#Range: 1 ~ 10000
	tier2Hits = 40
	#Head hits landed before taunts move up to tier 3. Calamity escalates
	#at 10 hits; this is about 3x that.
	#Range: 1 ~ 10000
	tier3Hits = 80

[auras]
	#Whether players near the boss are given Slowness I.
	gravityAuraEnabled = true
	#Radius of the gravity aura, in blocks.
	#Range: 8.0 ~ 256.0
	gravityAuraRange = 96.0

[lasers]
	#Ticks between a laser telegraph appearing and the laser firing.
	#20 ticks = 1 second.
	#Range: 5 ~ 100
	telegraphTicks = 24
	#Chance from 0 to 1 that a volley mixes two firing patterns instead
	#of using one.
	#Range: 0.0 ~ 1.0
	deceptiveChance = 0.35
	#Number of volleys fired per laser phase.
	#Range: 1 ~ 32
	volleyCount = 8
	#Ticks between a volley's last shot and the next telegraph.
	#Range: 0 ~ 200
	fireToNextGapTicks = 10

[movement]
	#Speed during the passive phase, in blocks per tick.
	#Range: 0.2 ~ 10.0
	passiveSpeed = 1.4
	#Speed during the aggressive phase, in blocks per tick, before the
	#charge surge multiplier is applied.
	#Range: 0.2 ~ 10.0
	aggressiveSpeed = 3.6
	#Speed multiplier applied during a locked-on charge.
	#Range: 1.0 ~ 6.0
	surgeSpeedMultiplier = 2.25
	#Turn rate during the passive phase, in degrees per tick. Turning
	#radius is speed / radians(rate), so lower values give wider arcs and
	#he overshoots and swings back instead of tracking the player closely.
	#8 degrees at speed 1.4 is roughly a 10 block radius.
	#Range: 1.0 ~ 90.0
	passiveTurnRateDeg = 8.0
	#Turn rate during the aggressive phase, in degrees per tick.
	#10 degrees at speed 3.6 is roughly a 21 block radius.
	#Range: 1.0 ~ 90.0
	aggressiveTurnRateDeg = 10.0

[combat]
	#Base maximum health, for a single player. Only applies to a newly
	#spawned boss: one already in the world keeps its current health and
	#maximum until it is respawned.
	#Range: 1.0 ~ 1000000.0
	maxHealth = 2000.0
	#Multiplies his outgoing damage in phase 2, covering the bite, body
	#contact, fireballs and lasers. 1.0 means phase 2 deals the same
	#damage as phase 1.
	#Range: 1.0 ~ 10.0
	phase2DamageMultiplier = 1.5
	#Multiplies his movement speed in phase 2. 1.0 means phase 2 moves at
	#the same speed as phase 1.
	#Range: 1.0 ~ 6.0
	phase2SpeedMultiplier = 1.3
	#Damage dealt by the head touching a living entity. Applied through
	#the attack damage attribute when he spawns.
	#Range: 0.0 ~ 10000.0
	biteDamage = 10.0
	#Whether touching him deals damage at all, covering both the head
	#bite and body contact. Turning this off makes the fight friendlier to
	#melee builds, since the body is about 335 blocks long and passes
	#through the player constantly. Lasers, fireballs and Cosmic Flame are
	#not affected.
	contactDamageEnabled = true
	#Knockback applied when he touches an entity. Vanilla melee is around
	#0.4. High values push melee players out of range faster than they can
	#attack. 0 disables knockback.
	#Range: 0.0 ~ 5.0
	contactKnockback = 0.5
	#Damage dealt by the body segments touching a living entity. Read per
	#hit, so changes apply immediately.
	#Range: 0.0 ~ 10000.0
	segmentContactDamage = 8.0
	#Fraction of damage dealt to a body segment that is passed on to his
	#health. 1.0 makes the body as vulnerable as the head; lower values
	#make hitting the head more effective. A single hit overlapping several
	#segments still counts once, so this only scales damage.
	#Range: 0.0 ~ 1.0
	segmentDamageToHeadRatio = 0.9
	#Whether one melee swing damages him only once when it overlaps
	#several body segments, which is easy to do up close and with sweeping
	#weapons. true counts a swing as a single hit. false lets every
	#overlapped segment deal damage, multiplying melee damage by the number
	#of segments caught. Projectiles are never merged either way, so each
	#arrow or bullet that connects always counts.
	mergeMeleeSegmentHits = true
	#Invulnerability window covering his entire body. After a player
	#damages him anywhere, further damage from that same player is ignored
	#for this many ticks. 20 ticks = 1 second, 0 disables it.
	#
	#He is ~100 segments, so area damage hits many at once and multiplies
	#accordingly. This caps that, but also caps genuine multi-hit weapons
	#(a volley of arrows counts once per window).
	#Raise towards 5 for packs with persistent area-damage weapons.
	#Range: 0 ~ 100
	bossHitCooldownTicks = 2
	#Whether vanilla status effects such as poison, wither and slowness
	#are blocked from applying to him. Modded effects are not covered,
	#because weapon mods often build their mechanics on their own effects.
	#Use blockedEffects below to block specific ids.
	blockVanillaEffects = true
	#Effect ids that never apply to him, from any source. Defaults to his
	#own Cosmic Flame. Add ids here to block anything that trivialises the
	#fight in your pack.
	blockedEffects = ["dog:cosmic_flame"]
	#Damage dealt by each laser hit. Read per hit, so changes apply
	#immediately.
	#Range: 0.0 ~ 10000.0
	laserDamage = 12.0
	#Damage dealt by a fireball hit, which also sets the target on fire.
	#Range: 0.0 ~ 10000.0
	fireballDamage = 7.0
	#Fireballs become available once his health is below this fraction of
	#his maximum. Calamity uses 0.75.
	#Range: 0.0 ~ 1.0
	fireballHealthThreshold = 0.75
	#Ticks between fireballs during the passive phase. 20 ticks = 1
	#second.
	#Range: 5 ~ 400
	fireballIntervalTicks = 45
	#Fireball speed in blocks per tick. 2.5 is 50 blocks per second.
	#Range: 0.2 ~ 10.0
	fireballSpeed = 2.5
	#Damage per Cosmic Flame tick, plus 1 per amplifier level. Damage per
	#second is damage x 20 / procIntervalTicks, so the defaults give about
	#4 per second. Vanilla fire is 1 per second.
	#Range: 0.0 ~ 100.0
	cosmicFlameDamage = 2.0
	#Ticks between Cosmic Flame damage ticks. 20 is once per second.
	#Range: 1 ~ 100
	cosmicFlameProcIntervalTicks = 10
	#Cosmic Flame duration applied by a fireball hit, in ticks.
	#20 ticks = 1 second.
	#Range: 1 ~ 2400
	cosmicFlameDurationTicks = 100
	#Whether Cosmic Flame stops the affected entity healing from any
	#source, including regeneration, golden apples, potions and natural
	#regeneration. Off by default, as it is a large difficulty increase.
	cosmicFlameBlocksHealing = false
	#Armor points removed while Cosmic Flame is active. Armor toughness is
	#reduced by a quarter of this value. Applied as an attribute modifier,
	#so it shows in tooltips and is removed when the effect ends.
	#0 disables it.
	#Range: 0.0 ~ 30.0
	cosmicFlameArmorReduction = 0.0
	#Levels of Resistance removed while Cosmic Flame is active, if the
	#entity has any. Restored when the effect ends. 0 disables it.
	#Range: 0 ~ 10
	cosmicFlameResistanceReduction = 1

[coopScaling]
	#Health multiplier applied per player beyond the first, compounding.
	#The player count is taken once, when he is summoned. At 1.5 with a
	#base of 2000: 2 players 3000, 3 players 4500, 4 players 6750.
	#1.0 disables health scaling.
	#Range: 1.0 ~ 10.0
	coopHealthMultiplierPerPlayer = 1.5
	#Outgoing damage multiplier applied per player beyond the first,
	#compounding. The player count is taken once, when he is summoned.
	#1.0 disables damage scaling.
	#Range: 1.0 ~ 10.0
	coopDamageMultiplierPerPlayer = 1.15
	#Radius in blocks used to count players for the co-op scaling above.
	#Counted once, when he is summoned, so players who arrive later do not
	#raise his health mid-fight.
	#Range: 16.0 ~ 1024.0
	coopPlayerRange = 256.0
	#Whether creative mode players count toward the co-op scaling above.
	#Spectators never count.
	coopCountCreativePlayers = false

[despawn]
	#What ends the fight when the players cannot.
	#NEVER: he stays until something kills him.
	#ABANDONED: if no living player is within despawnRadius for
	#despawnGraceSeconds, he opens a vortex and returns to his own realm.
	#DEATH_COUNTDOWN: the party shares a budget of deaths, sized from the
	#players present at the summon. Each death spends one, and he leaves
	#when it reaches zero.
	#Allowed Values: NEVER, ABANDONED, DEATH_COUNTDOWN
	despawnMode = "DEATH_COUNTDOWN"
	#ABANDONED only. How far from him a living player can be and still
	#count as fighting, in blocks. Large by default, since he covers ground
	#quickly and a player kiting him at range is still in the fight.
	#Range: 16.0 ~ 1024.0
	despawnRadius = 256.0
	#ABANDONED only. Seconds with no living player in range before he
	#leaves. Short by default, matching Terraria. The radius above is large
	#enough that an empty one means a wipe rather than someone briefly
	#stepping away.
	#Range: 1 ~ 60
	despawnGraceSeconds = 3
	#DEATH_COUNTDOWN only. Deaths granted per player counted at the
	#summon, using the same count as the co-op scaling above.
	#Range: 1 ~ 100
	deathBudgetPerPlayer = 2
	#DEATH_COUNTDOWN only. Multiplies the whole budget, for a softer or
	#harsher run without changing the per-player figure.
	#Range: 0.1 ~ 10.0
	deathBudgetMultiplier = 1.0
	#DEATH_COUNTDOWN only. Minimum total budget, whatever the player count
	#and multiplier work out to.
	#Range: 1 ~ 100
	deathBudgetMinimum = 2

[server]
	#Warn when the server's view distance is too low for him.
	#He is only sent to a client within the view distance, so a low
	#setting makes him go invisible mid-fight while still attacking.
	#Recommended: view-distance 12+.
	#NEVER / LOG_ONLY / OPERATORS / EVERYONE.
	#Allowed Values: NEVER, LOG_ONLY, OPERATORS, EVERYONE
	lowViewDistanceNotice = "NEVER"
	#Mention it when this config still has pre-1.1.0 balance defaults.
	#Existing config files never receive new defaults, so a balance pass
	#only reaches fresh installs. Run '/dog config defaults' to take them;
	#it only replaces values you have not changed yourself.
	#Never shown if you have tuned any of them.
	notifyOnOutdatedDefaults = true

[progression]
	#Whether the first Ender Dragon kill plays the devour cutscene, in
	#which the Devourer tears in, eats the dragon and vanishes. Cosmetic
	#only: the reward below still drops when this is off.
	dragonDevourCutscene = true
	#Whether killing the Ender Dragon gives the devour reward at all.
	#What it gives is data driven rather than a config option: override the
	#loot table dog:gameplay/dragon_devour in a datapack to change it, or
	#empty it to grant nothing. His own drops come from
	#dog:entities/devourer_head, and the Cosmic Worm recipe is a normal
	#datapack recipe at dog:cosmic_worm.
	dragonDropsCosmicLarva = true
	#Whether the Cosmic Worm is used up when it summons him.
	#Off by default, so one Worm can summon him repeatedly. Turn on to
	#make every summon cost the full craft, which is the stricter
	#progression and closer to how Terraria treats boss summons.
	#Creative mode never consumes it either way.
	consumeSummonItem = false
	#Dimension ids in which the Cosmic Worm can summon him, for example
	#"minecraft:overworld". An empty list allows any dimension.
	summonableDimensions = ["minecraft:overworld"]
	#Compatibility with Ender Dragon overhaul mods, which replace the
	#dragon with a custom entity that a vanilla-only check would miss,
	#breaking progression. When true, any sufficiently strong entity whose
	#id contains "dragon" and which dies in the End also counts as the
	#Ender Dragon. Set false to accept only the vanilla dragon and the list
	#below.
	autoDetectModdedDragons = true
	#Additional entity type ids to treat as the Ender Dragon, for reworks
	#the detection above misses, for example
	#"somemod:true_ender_dragon". Always used, even when
	#autoDetectModdedDragons is false.
	extraDragonEntityTypes = []
	#Sound ids stopped on nearby clients while the Devourer eats the
	#dragon, so it never plays its death sound. Muting the entity is not
	#enough, because dragon overhaul datapacks play their own death audio
	#with /playsound, which only /stopsound can cancel. Ids that do not
	#exist are ignored, so entries for other overhauls are harmless. The
	#MUSIC category is also stopped; boss music is unaffected because it
	#plays on the master channel.
	dragonDeathSilencedSounds = ["minecraft:entity.ender_dragon.death", "minecraft:entity.ender_dragon.growl", "minecraft:entity.ender_dragon.hurt", "minecraft:entity.warden.sonic_boom", "true_ending:music.dragon_defeat"]

