mining
{
  maxMiningDistance
  {5.0}

  unbreakable
  --> any blocks with block hp over this value will be regarded as unbreakable by mining.
  {72.0}

  enableChance
  {1.0}

  cooldown
  {20}

  blockHealthMultiplier
  --> a block's hp is calculated using this: Blast resistance * blockHealthMultiplier. The result is how many hits is required to break the block.
  {8.0}

  specific
  --> this is used to manually specify block hp for any block.
  {}
}

dismount
{
  cooldown
  --> cooldown for each attempt at dismounting.
  {3}
}

grab
{
  grabDistance
  {2.0}

  enableChance
  {1.0}

  maxSlowness
  --> the maximum level of slowness the target can have.
  {5}
}

jumping
{
  maxMemorySize
  --> setting this number to less than 10 makes the undead mobs more prone to getting stuck in spirals.
  {10}

  disableMovementCheck
  --> disabling this = undead mobs will bunny hop to their target.
  {false}

  enableChance
  {1.0}

  cooldown
  --> cooldown for each jump attempt.
  {20}
}

sprinting
{
  alwaysSprintWhenDistanceIsThisFar
  --> how far the undead mob needs to be to the target to start running
  {20.0}

  sprintDistance
  --> how close the undead mob needs to be to the target to start running
  {6.0}

  enableChance
  {1.0}

  duration
  --> duration for sprinting
  {80}

  cooldown
  --> cooldown between sprinting.
  {460}

  amplifier
  {1}
}

stacking
{
  enableChance
  --> enabling this enables dismountTask, if this is disabled dismountTask will also be disabled.
  {1.0}

  cooldown
  --> cooldown for each stacking attempt.
  {20}
}

ramming
{
  rammingCooldown
  --> cooldown between ramming attempts. The value will be rounded to the highest nearest multiple of cooldown.
  {160}

  baseDamage
  --> base block damage for an undead mob.
  {2.5}

  successGoal
  --> the number of blocks broken over the total number of target blocks to consider ramming as successful.
  {0.5}

  armorDamage
  --> how much 1 armor point contributes to the block damage, ex: if it was 1 then 1 armor hp = +1 block damage
  {0.2}

  enableChance
  {1.0}

  cooldown
  --> cooldown between attempting ramming
  {5}

  attemptCount
  --> how many times a single undead mob can ram the same block before it is finalized, ex: 2 = Undead mob can ram the same block twice, and it will be counted as if 2 undead mobs rammed that block.
  {1}

  recruitDelay
  --> how many ticks to delay recruiting task. The value will be rounded to the highest nearest multiple of cooldown
  {20}
}

misc
{
  recruitChance
  --> chance for an undead mob to recruit other undead mobs to attack a target.
  {0.2}

  biasOnKeepingFirstTask
  --> basically when 2 tasks have the same score (both have equal performance for the specific situation) how likely should an undead mob swap it's first choice with the next.
  {0.5}

  length
  --> length of the horizontal side of the recruitment box.
  {20.0}

  height
  --> height and depth of the recruitment box
  {3.0}
}

