
[Behavior]
	#Whether players should keep their cyberware after death.
	#True: Keep cyberware (Default).
	#False: Lose all cyberware on death.
	keepCyberwareOnDeath = true
	#The maximum tolerance a player has.
	#Default: 100
	#Range: 1 ~ 1000
	maxTolerance = 100
	#The amount of essence remaining at which rejection effects start occurring.
	#If set to 25, players will suffer rejection when they have less than 25 essence left.
	#Set to 0 to disable rejection effects until hitting 0.
	#Range: 0 ~ 1000
	critical_essence_threshold = 25
	#Whether the Internal Defibrillator is consumed after saving the player from death.
	#True: The item is destroyed upon use (Default).
	#False: The item can be used indefinitely, only consuming energy.
	consumeDefibrillatorOnUse = true
	#Whether blueprints are consumed when crafting in the Cyberware Workbench.
	consumeBlueprint = false

[Spawning]
	#Chance (0.0 to 1.0) for a Wither Skeleton to become a Cyber Wither Skeleton.
	#Range: 0.0 ~ 1.0
	witherConversionChance = 0.2
	#Chance (0.0 to 1.0) for a Zombie to spawn as a Cyber Zombie
	#Range: 0.0 ~ 1.0
	zombieConversionChance = 0.1
	#Chance (0.0 to 1.0) for a Skeleton to spawn as a Cyber Skeleton
	#Range: 0.0 ~ 1.0
	skeletonConversionChance = 0.1
	#Chance (0.0 to 1.0) for a Creeper to spawn as a Cyber Creeper
	#Range: 0.0 ~ 1.0
	creeperConversionChance = 0.1

