#
###Version, do not change!##
#Range: > 0
Version = 27

#Recruits Config Client Side:
[RecruitsClientSide]
	#
	#----Should Recruits Make Villager "Huh?" sound?----
	#	(takes effect after restart)
	#	default: true
	PlayVillagerAmbientSound = true
	#
	#----Should Recruits look like Villagers?----
	#	(takes effect after restart)
	#	default: true
	RecruitsLookLikeVillagers = true
	#----CommandScreenToggle----
	#	(takes effect after restart)
	#	
	#Should the key to open the command screen be toggled instead of held?""
	#default: false
	CommandScreenToggle = false

#Recruits Config:
[Recruits]
	#
	#----Currency----
	#	(takes effect after restart)
	#	The Item defined here, will be used to hire recruits. For example: ["minecraft:diamond"]	default: ["minecraft:emerald"]
	RecruitCurrency = "minecraft:emerald"
	#
	#----Max XP a Recruit needs to Level Up.----
	#	(takes effect after restart)
	#	default: 250
	#Range: 50 ~ 10000
	RecruitsMaxXpForLevelUp = 250
	#----The max. Level a recruit can get.-----
	#	(takes effect after restart)
	#	default: 20
	#Range: 10 ~ 9999
	RecruitsMaxXpLevel = 20
	#
	#----Distance Recruits will start to follow its owner----
	#	(takes effect after restart)
	#	default: 20.0
	#Range: 0.0 ~ 100.0
	RecruitFollowStartDistance = 20.0
	#----Max amount a player can recruit----
	#	(takes effect after restart)
	#	default: 64
	#Range: 1 ~ 1280
	MaxRecruitsForPlayer = 64
	#----Target Blacklist----
	#	(takes effect after restart)
	#	Entities in this list won't be targeted at all, for example: ["minecraft:creeper", "minecraft:sheep"]
	TargetBlackList = ["minecraft:creeper", "minecraft:ghast"]
	#----Mount Whitelist----
	#	(takes effect after restart)
	#	ONLY Entities in this list can be mounted by a recruit, for example: ["minecraft:boat", "smallships:cog"]
	MountWhitelist = ["minecraft:horse", "minecraft:llama", "minecraft:pig", "minecraft:boat", "minecraft:minecart", "smallships:cog", "smallships:brigg", "smallships:galley", "minecraft:camel"]
	#
	#The amount of currency required to hire a recruit.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	RecruitCost = 4
	#
	#The amount of currency required to hire a bowman.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	BowmanCost = 6
	#
	#The amount of currency required to hire a crossbowman.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	CrossbowmanCost = 8
	#
	#The amount of currency required to hire a shieldman.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	ShieldmanCost = 10
	#
	#The amount of currency required to hire a horseman.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	HorsemanCost = 20
	#
	#The amount of currency required to hire a nomad.
	#	(takes effect after restart)
	#	default: 15
	#Range: 0 ~ 999
	NomadCost = 19
	#----RecruitHorseUnitsHorse----
	#	(takes effect after restart)
	#	
	#Should the Horse units spawn with a horse?""
	#default: true
	RecruitHorseUnitsHorse = true
	#----RangedRecruitsNeedArrowsToShoot----
	#	(takes effect after restart)
	#	
	#Should ranged recruits units need arrows to shoot?""
	#default: false
	RangedRecruitsNeedArrowsToShoot = false

#Recruit Village Config:
[Villages]
	#
	#----Should Villager Recruits that were created with Tables release the POI for other Villagers?----
	#----True -> allows multiple villagers to become a recruit with one table.----
	#----False -> only one villager can become a recruit with one table.----
	#	(takes effect after restart)
	#	default: true
	RecruitTablesPOIReleasing = true
	#
	#----Should Recruits instead of Iron Golems spawn in Villages ----
	#	(takes effect after restart)
	#	default: true
	OverrideIronGolemSpawn = true
	#
	#Max Recruits in a Village Chunk to Spawn
	#	(takes effect after restart)
	#	default: 1
	#Range: 1 ~ 10
	MaxSpawnRecruitsInVillage = 1

#Recruit Equipment Config:
[Equipment]
	#
	#----Start armor ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned recruits in this order: ["head", "chest", "legs", "feet"]
	#	For example: ["minecraft:leather_helmet", "minecraft:leather_chestplate", "minecraft:leather_leggings", "minecraft:leather_boots"]
	StartArmorList = []
	#
	#----Recruit start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned recruit, in this following order: ["main-hand", "off-hand"]
	RecruitStartHandEquipment = ["minecraft:wooden_sword", ""]
	#
	#----Shieldman start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned shieldman, in this following order: ["main-hand", "off-hand" ]
	ShieldmanStartHandEquipment = ["minecraft:wooden_axe", "minecraft:shield"]
	#
	#----Bowman start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned bowman, in this following order: ["main-hand", "off-hand" ]
	BowmanStartHandEquipment = ["minecraft:bow", ""]
	#
	#----Crossbowman start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned crossbowman, in this following order: ["main-hand", "off-hand" ]
	CrossbowmanStartHandEquipment = ["minecraft:crossbow", ""]
	#
	#----Horseman start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned shieldman, in this following order: ["main-hand", "off-hand" ]
	HorsemanHandEquipment = ["minecraft:stone_sword", "minecraft:shield"]
	#
	#----Nomad start hand equipment ----
	#	(takes effect after restart)
	#	Items in this list will be equipped to a new spawned nomad, in this following order: ["main-hand", "off-hand" ]
	NomadHandEquipment = ["minecraft:bow", ""]

#Monster and Pillager Config:
[Hostiles]
	#
	#----Should Pillagers do friendly fire ----
	#	(takes effect after restart)
	#	default: true
	PillagerFriendlyFire = true
	#
	#----Should Pillagers spawn naturally ----
	#	(takes effect after restart)
	#	default: false
	PillagerSpawn = false
	#
	#----Should Pillagers attack Monsters----
	#	(takes effect after restart)
	#	default: false
	PillagerAttackMonsters = false
	#
	#----Should Monsters attack Pillagers----
	#	(takes effect after restart)
	#	default: false
	MonstersAttackPillagers = false
	#
	#----Should Pillagers attack all Living----
	#	(takes effect after restart)
	#	default: false
	ShouldPillagersRaidNaturally = false
	#
	#----Should Pillagers have increased Combat Range, so they can shoot from far away----
	#	(takes effect after restart)
	#	default: false
	PillagerIncreasedCombatRange = false
	#
	#----Should Vindicators can spawn with shield and sword and AI to use these----
	#	(takes effect after restart)
	#	default: false
	VindicatorSpawnItems = false
	#
	#----Should Pillagers can spawn with shield and sword and AI to use these----
	#	(takes effect after restart)
	#	default: true
	PillagerSpawnItems = false

#Block Event Config:
[BlockEvents]
	#
	#----Should Aggressive Recruits attack enemy players that are placing or breaking blocks immediately?----
	#	(takes effect after restart)
	#	default: true
	AggroRecruitsBlockPlaceBreakEvents = true
	#
	#----Should Neutral Recruits attack enemy players that are placing or breaking blocks immediately?----
	#	(takes effect after restart)
	#	default: true
	NeutralRecruitsBlockPlaceBreakEvents = true
	#
	#----Should Aggressive Recruits attack enemy players that are interacting with blocks immediately?----
	#	(takes effect after restart)
	#	default: true
	AggroRecruitsBlockInteractingEvents = true
	#
	#----Should Neutral Recruits attack enemy players that are interacting with blocks immediately?----
	#	(takes effect after restart)
	#	default: true
	NeutralRecruitsBlockInteractingEvents = true

#Recruit Patrols Config:
[Patrols]
	#
	#----Should Recruits spawn as Patrols in the world?----
	#	(takes effect after restart)
	#	default: true
	ShouldRecruitPatrolsSpawn = true
	#
	#----Chance that a Recruit Patrol can spawn. (higher values = higher chance to spawn)----
	#	(takes effect after restart)
	#	default: 15.0
	#Range: 0.0 ~ 100.0
	RecruitPatrolsSpawnChance = 15.0
	#
	#The interval in minutes a Recruit Patrol and Caravan can spawn.
	#	(takes effect after restart)
	#	default: 30
	#Range: 1 ~ 60
	RecruitPatrolSpawnInterval = 30
	#
	#----Should modded Pillager Patrols spawn in the world?----
	#	(takes effect after restart)
	#	default: false
	ShouldPillagerPatrolsSpawn = false
	#
	#----Chance that a modded Pillager Patrol can spawn. (higher values = higher chance to spawn)----
	#	(takes effect after restart)
	#	default: 25.0
	#Range: 0.0 ~ 100.0
	PillagerPatrolsSpawnChance = 25.0
	#
	#The interval in minutes a Pillager Patrol can spawn.
	#	(takes effect after restart)
	#	default: 45
	#Range: 1 ~ 60
	PillagerPatrolSpawnInterval = 45

#General Damage Config:
[Damage]
	#----No damage Immunity----
	#	Should Immunity between hits be disabled?
	#	(takes effect after restart)
	#	default: false
	NoDamageImmunity = false
	#----List of damagesource that accept immunity ----
	#	(takes effect after restart)
	#	Damagesource in this list will apply a immunity of 0.5s to the entity like normal.
	AcceptedDamagesourceImmunity = ["inFire", "lava", "sweetBerryBush", "cactus", "lightningBolt", "inWall", "hotFloor", "outOfWorld", "drown"]

#Recruit Teams Config:
[Teams]
	#----Should specific vanilla team commands be disabled?----
	#	(takes effect after restart)
	#	default: true
	DisableVanillaTeamCommands = true

	#Global Team Settings
	[Teams."Global Team Settings"]
		#
		#----Should Recruits override following team settings on world start for all teams?----
		#	(takes effect after restart)
		#	default: true
		GlobalTeamSetting = true
		#----Override Friendly fire true/false for all teams on world start----
		#	(takes effect after restart)
		#	default: false
		GlobalTeamFriendlyFireSetting = false
		#----Override SeeFriendlyInvisible true/false for all teams on world start----
		#	(takes effect after restart)
		#	default: true
		GlobalTeamSeeFriendlyInvisibleSetting = true

