NOTES ----------------------------------------------------------------|
MobTypes:
   Monsters:       Blaze, Creeper, Enderman, Giant,
                   Silverfish, Skeleton, Spider, CaveSpider,
                   Witch, Wither, Zombie, PigZombie, Ghast,
                   Slime, MagmaCube

    Animals:       Chicken, Cow, MushroomCow, Ocelot,
                   Pig, Sheep, Wolf, IronGolem, Snowman
                   
    Water_Animals: Squid
    
    Ambient:       Bat
    
    Villager:      Villager
----------------------------------------------------------------------|
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EnabledWorlds
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List of all the worlds which MobManager is active in
MobManager will not have any effect on worlds not listed here

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DisableWarnings
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If true some unimportant warnings are disabled
    to prevent console from being filled
  
NOTE: Warnings which are removed 'should' not
    happen at all. They also should not prevent
    MobManger from functioning properly

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IgnoreCreativePlayers
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If true MobManager will not track the movements of players in
    creative mode. This means that Mobs will not spawn near
    players which are in creative mode.
    (Unless there are other players nearby not in creative mode)

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UseAsyncDespawnScanner
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If true MobManager will scan for mobs to despawn in a separate thread
    leaving more CPU time for your server to run
	(Helps prevent tick-rate lag)

WARNING: This feature is in beta, it has not been thoroughly tested
    for bugs.
    It may produce some errors (Should only effect Mob despawning)
    Use at your own risk.

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RemoveTamedAnimals
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If false MobManager will never despawn any animals which have been
    tamed by a player.
	
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CountTamedAnimals
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If false MobManager will not count tamed animals towards Animal limits

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EnableAnimalDespawning
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If false MobManager will never despawn Animals
If true MobManager will run as normal

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DaysTillFarmAnimalCleanup
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Number in Days (Real Time Days)

When a player feeds an animal (Attempts to breed it) or when a animal
    is bred, it is marked with the time the event occurred.
    The animal will not despawn until this time is more than
	'DaysTillFarmAnimalCleanup'

Example: DaysTillFarmAnimalCleanup: 1
    After breeding my Sheep they will not despawn, not matter what
	unless I do not feed them for a full day (Real time)
	
SideNote: Kind of brings in a hunger kind of thing with animals :)
    PreeCool IMO

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ProtectedFarmAnimalSaveInterval
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Positive number in Ticks (20 ticks == 1 second)

This setting is used to determine how often in ticks
    the last interact times for animals are saved to a file.
	
NOTE: This setting is directly related to DaysTillFarmAnimalCleanup

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SpawnChunkSearchDistance
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The distance (in chunks) to scan for
    nearby players when a mob spawns

Used as a default for worlds which have
    invalid values set for the same setting

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FlyingMobAditionalLayerDepth
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How many extra layers below normal will be checked
    for players when a flying mob attempts to spawn

This allows a higher chance for flying mobs to spawn

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TicksPerRecount
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How often (In ticks, 20 ticks = 1 second) the mobs
    in a world is allowed to be recounted

MobManager can only keep track of mob deaths, not mob despawns
The lower this number the less often monsters will go above the
    current maximum mob values
NOTE: Mobs can be spawned over their limits by other plugins, 
    spawn eggs as they are not prevented
    (Perhaps an option to do so in a later version of MobManager?)

NOTE: MobManager also can't count mobs which are removed
    by other plugins (Depending on how its done)
    So decreasing this count will also decrease the time it
    takes for mobs to respawn

#######################################################################
TicksPerDespawnScan
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How often in ticks the mob despawn scan is run.

The mob despawn scan checks all the mobs currently
    currently alive in each world to check if
    players are nearby, if they are not they are despawned
   
NOTE: Animals are only despawned if there are enough animals
    inside of the one chunk. This number can be controlled
    via your world config files

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MinTicksLivedForDespawn
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This value is used by the Despawn Scanner to determine if a mob is old
    enough to be despawned.
	
Value is in Ticks (20 Ticks = 1 Second)

If a mob has been alive for less than this value they will
    not be despawned.
	
Hint: If you remove checks for a given spawn reason,
      mobs which are allowed to spawn can be despawned very quickly
      If you notice this happening, increasing this value will fix
      the problem
    
#######################################################################
DisabledMobs
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A string list of all the mobs which will not be allowed to
    spawn if they are spawning naturally
    
If a mob is spawned with a spawn egg or via another plugin
    they will still be counted towards the mob cap
    
Valid Mobs can be found here:
    http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html

NOTE: Entities which are not mobs can also be found
    in the above page. These entities will be ignored

#######################################################################
IgnoredMobs
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A string list of all the mobs which will be:
    - Ignored when that mob is spawned
      i.e. The mob will not contribute to the mob counts
      Nor will it be prevented from spawning
    - Ignored when a despawn task is run
      i.e. Mobs which will not be despawned by MobManager
    
Valid Mobs can be found here:
    http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html

NOTE: Entities which are not mobs can also be found
    in the above page. These entities will be ignored

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EnabledSpawnReasons
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When a Mob spawns, it is spawned with a given 'SpawnReason'
    This list defines which of those 'SpawnReasons' that MobManager
	will check for.
If a mob spawns with a listed 'SpawnReason' it will be checked to make
    sure that it does not breach the mob limits
	
Hint: If you want more mobs spawning from MobSpawners you can remove
      'SPAWNER' from EnabledSpawnReasons

Note: By default only Natural Spawns are checked

Valid spawn reasons can be found here:
    http://jd.bukkit.org/apidocs/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html

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Layers
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Layers to use
Each layer stores the players within them
Layers at the same heights are checked around mob spawns
The mob spawn is only allowed if one of the layers
    checked contains a player

Layers should overlap to give an even distribution of mobs

#######################################################################
MobAbilities (Global)
#######################################################################
Contains settings you can use to edit mob abilities.

Mob settings here will be used in all enabled worlds

Mob names must be acquired from here:
    http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html
    And should be in all upper-case

There are currently two types of mob Attributes/Abilities:
1) Rate: These have a single fixed chance of doing something

    rates are written as a simple number between 1.0 and 0.0

2) ChanceList: These are a list of chances with values associated
    with each chance. The chance of a given value being selected is
    (chance) / (Sum of all chances)
    
    ChanceLists are written as below
    <OPTION>:
    - '<CHANCE>:<OPTIONS_VALUE>'
    - '<CHANCE>:<OPTIONS_VALUE>'  
    
    Be sure to use quote marks when you add or edit any chances
    as sometimes errors can occur when you do not.

Read more about MobAbilities here:
    http://dev.bukkit.org/server-mods/mobmanager/pages/explanations/mob-abilities/

################
SpawnRate (Rate)
################
A number between 0 and 1. Represents the chance a mob will be
    allowed to spawn.
E.G. if SpawnRate was 0.5 there would be a 50% chance that any mob
    which attempts to spawn will be allowed to spawn
This setting can be used to reduce the number of certain mobs on your
    server. (Possibly Freeing up space for other mobs)

################
BabyRate (Rate)
################
A number between 0 and 1. Represents the chance a mob will be
    turned into a baby.
E.G. if SpawnRate was 0.5 there would be a 50% chance that any mob
    which attempts to spawn will be allowed to spawn
This setting only works for Animals and Zombies

################
PotionEffects (ChanceList)
################
This is a list of potion effects which will be added to an mob
These potion effects will last the duration of the entities life.
Potion effects currently only supports one effect per mob

NOTE: You can use AbilitySets to give entities more than one potion effect

Valid potion effects can be found here:
    http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
NOTE: You can also use NONE as a potion effect, which essentially means
    no potion effect will be added to the mob if it gets this ability

################
HealthBonus
################
A list of chances + bonus health for the mob
Health Bonuses are added on to the mobs normal health

################
DamageMulti
################
A list of chances + damage multipliers for the mob
When a mob does damage it multiplies the normal damage
     with the multiplier.
NOTE: Multipliers can stack with damage multipliers from AbilitySets

################
ArmourSets
################
ArmourSets is a list of armour materials to be put on a mob

Valid armour materials are:
- DIAMOND
- IRON
- CHAIN
- GOLD
- LEATHER
- NONE

The chosen armour is put on the mob when it spawns. It always uses
    a full set of armour.

################
StartingItem
################
This is a list of items mobs can start with.
Items are given by their ID number and are placed in the mobs hand

Check here for item id's: http://www.minecraftwiki.net/wiki/Data_values

For no item use the ID for Air (Which is 0)

################
AbilitySets
################
AbilitySets allow you to combine all of the above abilities together
    to create special mobs.
NOTE: AbilitySets stack with the above abilities as well

AbilitySets are formatted like so (Using Zombie as an example)

ZOMBIE:
  AbilitySets:
  - '10:HEALTH_BONUS=5,BABY,ARMOUR=DIAMOND,POTION=SPEED,POTION=POISON'
  - '6:DAMAGE_MULTI=2.0'
  
Ability sets can only contain one of each ability
     with the exception of POTION abilities

Options for each ability are given their values by putting an ='s
    after the ability name then putting their values
    (e.g. ARMOUR=DIAMOND)
     
Valid ability's:
- POTION=<Potion Effect>
- HEALTH_BONUS=<Bonus Health>
- DAMAGE_MULTI=<Damage Multiplier>
- ARMOUR=<Armour material type>
- ITEM_HAND=<Item ID>
- BABY
- NONE

NOTE: The 'NONE' Ability is only there so you can keep a chance for
    normal mobs. It has no effect on sets with other abilities

#######################################################################

