["Raid settings"] #How many Igniters each wave #Requires game restart #Must have no more and no less than 8 integers igniter_raidcount = [0, 0, 1, 2, 0, 2, 1, 4] #How many Twittollagers each wave #Requires game restart #Must have no more and no less than 8 integers twittollager_raidcount = [0, 0, 0, 0, 1, 0, 2, 1] #How many Crocofangs each wave #Requires game restart #Must have no more and no less than 8 integers crocofang_raidcount = [0, 0, 1, 0, 1, 2, 1, 3] #How many Absorbers each wave #Requires game restart #Must have no more and no less than 8 integers absorber_raidcount = [0, 0, 0, 0, 1, 0, 0, 2] #How many Preservers each wave #Requires game restart #Must have no more and no less than 8 integers preserver_raidcount = [0, 0, 0, 1, 2, 0, 3, 4] #How many Magispellers each wave #Requires game restart #Must have no more and no less than 8 integers magispeller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0] #Controls if Magispeller should despawn if it spawns in the 7th wave before the bonus wave. #Overrides magispeller_raidcount #Default = true magispeller_onlyOneAllowed = true #Should the Magispeller only be allowed to fight once all other raiders in the wave are killed? #Default = true magispeller_forcefield = true #How many Spiritcallers each wave #Requires game restart #Must have no more and no less than 8 integers spiritcaller_raidcount = [0, 0, 0, 0, 0, 0, 0, 0] #Controls if Spiritcaller should despawn if it spawns in the 7th wave before the bonus wave. #Overrides spiritcaller_raidcount #Default = true spiritcaller_onlyOneAllowed = true #Should the Spiritcaller only be allowed to fight once all other raiders in the wave are killed? #Default = true spiritcaller_forcefield = true #How many Freakagers each wave #Requires game restart #Must have no more and no less than 8 integers freakager_raidcount = [0, 0, 0, 0, 0, 0, 0, 0] #Controls if Freakager should despawn if it spawns in the 7th wave before the bonus wave. #Overrides freakager_raidcount #Default = true freakager_onlyOneAllowed = true #Should the Freakager only be allowed to fight once all other raiders in the wave are killed? #Default = true freakager_forcefield = true ["Raid settings"."Boss Randomizer settings"] #How many Boss Randomizers each wave #Requires game restart #Must have no more and no less than 8 integers #Note that Boss Randomizers on the final Raid wave will be considered the 'Final Boss' bossrandomizer_raidcount = [0, 0, 0, 0, 1, 0, 0, 1] #Mobs put in this list will be randomly selected by the Boss Randomizer. #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty #Only entities extending the Abstract Raider class will actually join the Raid upon spawning #Requires game restart bossrandomizer_bosstypes = ["illageandspillage:spiritcaller", "illageandspillage:freakager"] #Mobs put in this list will be randomly selected by the Final Boss Randomizer. Only insanely powerful mobs like the Magispeller should go here #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Invalid entity registry names will spawn the boss randomizer itself as an illager. Same goes for if this list is empty #Only entities extending the Abstract Raider class will actually join the Raid upon spawning #Requires game restart bossrandomizer_finalbosstypes = ["illageandspillage:magispeller"] #Controls if the Boss Randomizer should despawn if it spawns in the 7th wave before the bonus wave. #Overrides bossrandomizer_raidcount #Default = true bossrandomizer_onlyOneAllowed = true #Should Boss Randomizer be allowed to spawn special bosses depending on the calendar date? #Default = true bossrandomizer_seasonalBosses = true #Should Boss Randomizer broadcast the spawning of a boss with a sound? #Default = true bossrandomizer_broadcastBossSpawn = true ["Raid settings"."Spiritcaller settings"] #Mobs put in this list have 'souls' the Spiritcaller can steal. #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Requires game restart spiritcaller_stealableMobs = ["minecraft:villager", "minecraft:wandering_trader", "minecraft:pig", "minecraft:cow", "minecraft:sheep", "minecraft:chicken", "minecraft:cat", "minecraft:zombie", "minecraft:husk", "minecraft:skeleton", "minecraft:stray", "minecraft:creeper", "minecraft:spider", "minecraft:enderman"] #Mobs put in this list won't be attacked by mobs attacking the Spiritcaller, when their souls are taken. #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Only actually happens if the mob is in spiritcaller_stealableMobs #Requires game restart spiritcaller_wontAttack = ["minecraft:villager", "minecraft:wandering_trader"] ["Raid settings"."Misc settings"] #Controls if Igniter should cause block damage with its fireballs. #As of now its fireballs will still use the normal fire block; basically don't set this to true if you care about your world. #Default = false #Note that Igniter's block damage is still affected by the mobGriefing gamerule igniter_canBurnBlocks = false #Mobs put in this list will be randomly chosen to be the mob riding a Crocofang. #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Invalid entity registry names will have the Crocofang being ridden by nothing. Same goes for if this list is empty #Only entities extending the Abstract Raider class will actually join the Raid upon spawning #Requires game restart crocofang_rideableMobs = ["minecraft:pillager", "illageandspillage:igniter", "minecraft:vindicator"] #Blocks the Devastator can't break. #Format must be like 'examplemod:block'. Example: "minecraft:bedrock" #You can use the /setblock command to scroll through and find the IDs for blocks you want! #Invalid registry names will do nothing, so if you notice the Devastator is destroying a block it shouldn't, check this list for errors #Requires game restart devastator_cantBreak = ["minecraft:obsidian", "minecraft:bedrock", "minecraft:command_block", "minecraft:chain_command_block", "minecraft:repeating_command_block", "minecraft:barrier"] #Controls if Devastator should leave behind ghost blocks in its destruction #Don't set this to true if you care about your world. #Default = false #Note that Devastator's block damage is still affected by the mobGriefing gamerule devastator_ghostBlocks = false #Time that Ghost Blocks take to repair #Default = 6000 (5 minutes) #Range: > 1 ghostblock_repairTime = 6000 #The damage mode for Absorber. #On false, Absorber will always take 1 damage from anything. On true, Absorber will take a maximum of 1 damage per hit. #Default = false absorber_damageMode = false #Illagers the Preserver will ignore. #Format must be like 'examplemod:entity'. Example: "minecraft:zombie" #You can use the /summon command to scroll through and find the IDs for mobs you want! #Requires game restart preserver_cannotProtect = ["illageandspillage:magispeller", "illageandspillage:spiritcaller", "illageandspillage:freakager"] #Determines if Magispeller is allowed to use balloons to break his fall. #Default = true magispeller_balloonAllowed = true #Time in minutes that the Spellbound Book will go into cooldown for. #Default = 60 (1 hour) #Set to 0 to disable cooldown #Range: > 0 spellboundbook_rechargeTime = 60 #Time in minutes that the Spellbound Book gives Misconduction for. #Default = 40 #Range: > 1 spellboundbook_effectTime = 40 #Determines if Magispeller's death animation should distract other-team mobs. Mainly for Mob Battles. #Default = true magispeller_distractEnemies = true #The amount of attacks Ragno needs to use in a row before stunning. #Default = 4 #Range: > 1 ragno_attackTimes = 4