
["Hostile Humans Settings"]
	#Disabled Structures (comma separated) ex. cottage, cozy_spruce_house, desert_house, desert_house_2, desert_house_3, desert_house_4, farmhouse, fortress_bottom, fortress_top, igloo, large_desert_house, large_spruce_home, oak_house, oak_house_2, oak_house_3, oak_house_4, oak_house_5, savanna_house_2, spruce_cottage, spruce_fort, spruce_house, thin_spruce, tiny_acacia, tiny_igloo, tiny_spruce_house, tower, warehouse
	disabled_structures = ""
	#The max amount of humans that can attack you at the same time
	max_targeting = 3
	#The chance to send a chat message to the player upon targeting them
	greet_chance = 0.05
	#The chance to run away from the player during the battle
	flee_chance = 0.3
	#Chance that a human chooses to run away once low health mid-fight
	run_away_middle_fight_chance = 0.5
	#The % of hp to start fleeing
	flee_hp = 0.35
	#The % of hp to attempt healing during combat
	heal_combat = 0.5
	#Chance that an idle human will decide to inspect a nearby chest when eligible
	chest_open_chance = 0.1
	#Chance that a human will use a pre-attack buff item once after spotting a player
	pre_attack_buff_chance = 0.05
	#Chance that a tier 2 human uses a golden apple or regeneration II potion instead of fleeing mid-fight
	mid_battle_buff_instead_of_run_chance = 0.1
	#Rare chance that a human enters a short low-damage melee flurry
	melee_flurry_chance = 0.05
	#Maximum number of heal consumptions a human can use during one combat
	heal_uses_per_combat = 2
	#Minimum melee attack cooldown in ticks
	melee_attack_cooldown_min = 3
	#Maximum melee attack cooldown in ticks
	melee_attack_cooldown_max = 12
	#Minimum number of hits in a melee flurry
	melee_flurry_hits_min = 3
	#Maximum number of hits in a melee flurry
	melee_flurry_hits_max = 6
	#Throw potions every x ticks
	throw_potions_every = 2000
	#Humans can run and jump (like a player)
	run_jump = true
	#Humans can attack and jump (melee crits)
	attack_jump = true
	#Allow names of Patreon members to show up as viable names
	patreon_names = true
	#Should waystones not load in structures even with the mod present
	no_waystones = false
	#Which type of battle event should occur
	#Allowed Values: HumanVsHuman, HumanVsPillager, Random, Disabled
	battle_event = "Random"

