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jgl_sunlit_patch/config/companions.toml
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2026-07-31 10:34:32 +09:00

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[General]
#Probability (0.01.0) that demon flesh will drop when defeating certain enemies.
#
#Default: 0.2
#Range: 0.0 ~ 1.0
DEMON_FLESH_DROP_RATE = 0.2
#Respawn totem spawn charges when activated.
#
#Default: 5
#Range: 0 ~ 200
RESPAWN_TOTEM_CHARGES = 5
#Maximum number of charges a single shade altar can store.
#
#Default: 20
#Range: 0 ~ 1000
SHADOW_ALTAR_MAX_CHARGES = 20
#Number of blood charges a shade altar can hold.
#
#Default: 4
#Range: 0 ~ 1000
SHADOW_ALTAR_BLOOD_CHARGES_AMOUNT = 4
#Whether companions are allowed to wander when neither following nor sitting.
#
#Default: true
SHOULD_COMPANIONS_WANDER = true
#The maximum distance (in blocks) at which companions will teleport to their owner (in a valid position).
#
#Default: 20
#Range: 0 ~ 1000
COMPANIONS_FOLLOW_OWNER_TELEPORT_DISTANCE = 20
#Should the soul furnace constantly have max charges without needing to fill it
#
#Default: false
SOUL_FURNACE_CONSTANT_MAX_CHARGES = false
[Dinamo]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks, and it will not visually render the Tesla connection rays. Keeping the chunk loaded is therefore necessary for full
#functionality in this entity.
#
#Default: true
DINAMO_KEEP_CHUNK_LOADED = true
#The maximum number of tesla modules that can be connected in a chain without using a voltaic repeater, starting from a Dinamo. For
#example, if set to 3, the Dinamo can connect to coil 1, which connects to coil 2, which connects to coil 3.
#
#Default: 7
#Range: 0 ~ 50
#
#Note: Any additional tesla modules beyond this limit will not be powered.
DINAMO_MAX_CHAIN_CONNECTIONS = 7
#The maximum distance a tesla module can connect to another
#
#Default: 13
#Range: 0 ~ 100
DINAMO_MAX_CONNECTION_DISTANCE = 13
#Max life of the Dinamo
#
#Default: 65.0
#Range: 0.0 ~ 5000.0
DINAMO_MAX_LIFE = 65.0
#Electricity damage from both Dinamo and tesla network blocks.
#
#Default: 7.5
#Range: 0.0 ~ 500.0
ELECTRICITY_DAMAGE = 7.5
[Antlion]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
ANTLION_KEEP_CHUNK_LOADED = true
#Damage dealt by the Antlion in its normal phase
#
#Default: 7.0
#Range: 0.0 ~ 500.0
ANTLION_NORMAL_DAMAGE = 7.0
#Max life of the Antlion in its normal phase
#
#Default: 70.0
#Range: 0.0 ~ 1000.0
ANTLION_NORMAL_MAX_LIFE = 70.0
#Damage dealt by the Antlion in its soldier phase
#
#Default: 10.0
#Range: 0.0 ~ 1000.0
ANTLION_SOLDIER_DAMAGE = 10.0
#Max life of the Antlion in its soldier phase
#
#Default: 70.0
#Range: 0.0 ~ 2000.0
ANTLION_SOLDIER_MAX_LIFE = 70.0
#Damage dealt by the Antlion in its flying phase
#
#Default: 10.0
#Range: 0.0 ~ 100.0
ANTLION_FLYER_DAMAGE = 10.0
#Max life of the Antlion in its flying phase
#
#Default: 45.0
#Range: 0.0 ~ 1500.0
ANTLION_FLYER_MAX_LIFE = 45.0
#Damage dealt by the Antlion in its tank phase
#
#Default: 6.0
#Range: 0.0 ~ 200.0
ANTLION_TANK_DAMAGE = 6.0
#Max life of the Antlion in its tank phase
#
#Default: 120.0
#Range: 0.0 ~ 5000.0
ANTLION_TANK_MAX_LIFE = 120.0
#Damage dealt by the Antlion's sand projectile in its soldier phase
#
#Default: 10.0
#Range: 0.0 ~ 200.0
ANTLION_SOLDIER_PROJECTILE_DAMAGE = 10.0
[Cornelius]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
CORNELIUS_KEEP_CHUNK_LOADED = true
#Ender Frog Heal Projectile heal amount
#
#Default: 2.5
#Range: 0.0 ~ 100.0
ENDER_FROG_HEAL_PROJECTILE_HEAL_AMOUNT = 2.5
#Max life of the Cornelius
#
#Default: 70.0
#Range: 0.0 ~ 5000.0
CORNELIUS_MAX_LIFE = 70.0
#Cornelius jackblack bets: [item; item; item; tag; item; ...] the order doesn't matter
#
#Default: companions:copper_coin; companions:nether_coin; companions:end_coin
#Range: -Infinity ~ Infinity
CORNELIUS_JACKBLACK_BETS = "companions:copper_coin; companions:nether_coin; companions:end_coin"
["Croissant Dragon"]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
CROISSANT_DRAGON_KEEP_CHUNK_LOADED = true
#The amount of time the croissant dragon needs to hatch.
#
#Default: 6000
#Range: 10 ~ 100000
#
#Note: The time is measured in ticks
CROISSANT_EGG_LIFETIME = 6000
#Max life of the Croissant Dragon
#
#Default: 80.0
#Range: 0.0 ~ 5000.0
CROISSANT_DRAGON_MAX_LIFE = 80.0
[Teddy]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
TEDDY_KEEP_CHUNK_LOADED = true
#Max life of the Teddy
#
#Default: 70.0
#Range: 0.0 ~ 5000.0
TEDDY_MAX_LIFE = 70.0
#Damage dealt by the Teddy
#
#Default: 7.0
#Range: 0.0 ~ 50.0
TEDDY_DAMAGE = 7.0
#Max life of the Teddy in mutant phase
#
#Default: 130.0
#Range: 0.0 ~ 2000.0
TEDDY_MUTANT_MAX_LIFE = 130.0
#Damage dealt by the Teddy in mutant phase
#
#Default: 8.5
#Range: 0.0 ~ 100.0
TEDDY_MUTANT_DAMAGE = 8.5
#Should the Teddy heal over time in its mutant form?
#
#Default: true
TEDDY_MUTANT_HEALS_OVER_TIME = true
["Soul Mage"]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
SOUL_MAGE_KEEP_CHUNK_LOADED = true
#Max life of the Soul Mage
#
#Default: 75.0
#Range: 0.0 ~ 5000.0
SOUL_MAGE_MAX_LIFE = 75.0
["Shadow Sword"]
#The amount of lifetime of the shadow sword
#
#Default: 4800
#Range: 0 ~ 100000
#
#Note: The time is measured in ticks (20 ticks = 1 second)
SHADOW_SWORD_LIFETIME = 4800
#Max life of the Shadow Sword
#
#Default: 70.0
#Range: 0.0 ~ 5000.0
SHADOW_SWORD_MAX_LIFE = 70.0
#Damage dealt by the Shadow Sword
#
#Default: 8.0
#Range: 0.0 ~ 500.0
SHADOW_SWORD_DAMAGE = 8.0
#Shadow Sword stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood
#upgrade is active. This is only applied to Health and Attack Damage attributes.
#
#Default: 1.2
#Range: 0.0 ~ 10.0
SHADOW_SWORD_BLOOD_MULTIPLIER = 1.2
["Shadow Maw"]
#The amount of lifetime of the shadow maw
#
#Default: 4800
#Range: 0 ~ 100000
#
#Note: The time is measured in ticks (20 ticks = 1 second)
SHADOW_MAW_LIFETIME = 4800
#Max life of the Shadow Maw
#
#Default: 100.0
#Range: 0.0 ~ 5000.0
SHADOW_MAW_MAX_LIFE = 100.0
#Damage dealt by the Shadow Maw
#
#Default: 6.0
#Range: 0.0 ~ 500.0
SHADOW_MAW_DAMAGE = 6.0
#Shadow Maw stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the blood
#upgrade is active. This is only applied to Health and Attack Damage attributes.
#
#Default: 1.2
#Range: 0.0 ~ 10.0
SHADOW_MAW_BLOOD_MULTIPLIER = 1.2
[Minion]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
MINION_KEEP_CHUNK_LOADED = true
#Max life of the Minion
#
#Default: 70.0
#Range: 0.0 ~ 5000.0
MINION_MAX_LIFE = 70.0
[Mankh]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
MANKH_KEEP_CHUNK_LOADED = true
#Max life of the Mankh
#
#Default: 85.0
#Range: 0.0 ~ 5000.0
MANKH_MAX_LIFE = 85.0
#Damage dealt by the Mankh
#
#Default: 8.5
#Range: 0.0 ~ 500.0
MANKH_DAMAGE = 8.5
[Cloak]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
CLOAK_KEEP_CHUNK_LOADED = true
#Max life of the Cloak
#
#Default: 75.0
#Range: 0.0 ~ 5000.0
CLOAK_MAX_LIFE = 75.0
#Damage dealt by the Cloak
#
#Default: 8.0
#Range: 0.0 ~ 500.0
CLOAK_DAMAGE = 8.0
[Puppet]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
PUPPET_KEEP_CHUNK_LOADED = true
#Max life of the Puppet
#
#Default: 85.0
#Range: 0.0 ~ 1000.0
PUPPET_MAX_LIFE = 85.0
#Damage dealt by the Puppet
#
#Default: 7.0
#Range: 0.0 ~ 100.0
PUPPET_DAMAGE = 7.0
["Puppet Glove"]
#Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from unloaded
#chunks.
#
#Default: true
PUPPET_GLOVE_KEEP_CHUNK_LOADED = true
#Max life of the Puppet Glove
#
#Default: 35.0
#Range: 0.0 ~ 1000.0
PUPPET_GLOVE_MAX_LIFE = 35.0
#Damage dealt by the Puppet Glove
#
#Default: 6.5
#Range: 0.0 ~ 100.0
PUPPET_GLOVE_DAMAGE = 6.5
["Sacred Pontiff"]
#Max life of the Sacred Pontiff
#
#Default: 225.0
#Range: 0.0 ~ 5000.0
SACRED_PONTIFF_MAX_LIFE = 225.0
#Damage dealt by the Sacred Pontiff
#
#Default: 7.0
#Range: 0.0 ~ 500.0
SACRED_PONTIFF_DAMAGE = 7.0
#Max life of His Holiness
#
#Default: 350.0
#Range: 0.0 ~ 5000.0
HIS_HOLINESS_MAX_LIFE = 350.0
#Damage dealt by His Holiness
#
#Default: 9.0
#Range: 0.0 ~ 500.0
HIS_HOLINESS_DAMAGE = 9.0
["Magic Books"]
#Damage dealt by each fragment of the magic ray.
#
#Default: 5.5
#Range: 1.0 ~ 1000.0
MAGIC_PIECE_DAMAGE = 5.5
#Damage dealt by the ice tornado spell.
#
#Default: 3.0
#Range: 1.0 ~ 1000.0
ICE_TORNADO_DAMAGE = 3.0
#Damage dealt by the stone spike spell.
#
#Default: 4.0
#Range: 1.0 ~ 1000.0
STONE_SPIKE_DAMAGE = 4.0
#Radius (in blocks) of the Fire Mark spell's effect.
#
#Default: 2.5
#Range: 1.0 ~ 1000.0
FIRE_MARK_EFFECT_RADIUS = 2.5
#Amount of health restored by the healing ring spell.
#
#Default: 6.0
#Range: 0.0 ~ 1000.0
HEAL_RING_HEALING = 6.0
#Attraction radius (in blocks) of the black hole spell.
#
#Default: 12.0
#Range: 0.0 ~ 1000.0
BLACK_HOLE_ATTRACTION_RADIUS = 12.0
#Speed at which entities are pulled toward the black hole.
#
#Default: 1.45
#Range: 0.0 ~ 100.0
BLACK_HOLE_ATTRACTION_SPEED = 1.45
#Damage dealt by each small ice shard.
#
#Default: 2.5
#Range: 0.0 ~ 100.0
SMALL_ICE_SHARD_DAMAGE = 2.5
#Duration (in ticks) that a single small ice shard freezes a target
#
#Default: 100
#Range: 0 ~ 10000
SMALL_ICE_SHARD_FREEZE_TICKS = 100
#Cooldown (in ticks) of the black hole magic book
#
#Default: 160
#Range: 0 ~ 10000
BLACK_HOLE_COOLDOWN = 160
#Cooldown (in ticks) of the naginata magic book
#
#Default: 140
#Range: 0 ~ 10000
NAGINATA_COOLDOWN = 140
#Cooldown (in ticks) of the brace magic book
#
#Default: 160
#Range: 0 ~ 10000
BRACE_COOLDOWN = 160
#Cooldown (in ticks) of the fire mark magic book
#
#Default: 140
#Range: 0 ~ 10000
FIRE_MARK_COOLDOWN = 140
#Cooldown (in ticks) of the heal ring magic book
#
#Default: 200
#Range: 0 ~ 10000
HEAL_RING_COOLDOWN = 200
#Cooldown (in ticks) of the ice shard magic book
#
#Default: 180
#Range: 0 ~ 10000
ICE_SHARD_COOLDOWN = 180
#Cooldown (in ticks) of the ice tornado magic book
#
#Default: 200
#Range: 0 ~ 10000
ICE_TORNADO_COOLDOWN = 200
#Cooldown (in ticks) of the magic ray magic book
#
#Default: 200
#Range: 0 ~ 10000
MAGIC_RAY_COOLDOWN = 200
#Cooldown (in ticks) of the stone spikes magic book
#
#Default: 140
#Range: 0 ~ 10000
STONE_SPIKES_COOLDOWN = 140
[Armoury]
#Crystallized Blood armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values
#and stick to the format.
#
#Default: 3, 8, 6, 3, 2.5, 0.05, 35
#Range: -Infinity ~ Infinity
CRYSTALLIZED_BLOOD_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35"
#Mage armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick to the
#format.
#
#Default: 3, 8, 6, 3, 2.5, 0.05, 35
#Range: -Infinity ~ Infinity
MAGE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35"
#Holy Robe armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and stick
#to the format.
#
#Default: 3, 8, 6, 3, 2.5, 0.05, 35
#Range: -Infinity ~ Infinity
HOLY_ROBE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35"
#Netherite Dagger stats: [miningLvl, durability, miningSpeed, baseDmg, enchantability]. Don't use negative values and stick to the
#format.
#
#Default: 4, 1300, 6, 1, 15
#Range: -Infinity ~ Infinity
NETHERITE_DAGGER_STATS = "4, 1300, 6, 1, 15"
#Crystallized Blood weapon stats: [miningLvl, durability, miningSpeed, baseDmg, enchant, axeDmg, scytheDmg, swordDmg, axeSpd,
#scytheSpd, swordSpd]. Stick to the format.
#
#Default: 4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4
#Range: -Infinity ~ Infinity
CRYSTALLIZED_BLOOD_WEAPON_STATS = "4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4"
#Damage reduction per hit per piece of Crystallized Blood armor.
#
#Default: 0.1
#Range: 0.0 ~ 1.0
CRYSTALLIZED_BLOOD_SET_REDUCTION = 0.1
#Crystallized Blood Axe cooldown
#
#Default: 200
#Range: 0 ~ 10000
CRYSTALLIZED_BLOOD_AXE_COOLDOWN = 200
#Crystallized Blood Sword cooldown
#
#Default: 200
#Range: 0 ~ 10000
CRYSTALLIZED_BLOOD_SWORD_COOLDOWN = 200
#Minimum health % required to activate Crystallized Blood armor effect.
#
#Default: 0.5
#Range: 0.0 ~ 1.0
CRYSTALLIZED_BLOOD_SET_MIN_HEALTH = 0.5
#Magic damage reduction per hit per piece of Mage armor.
#
#Default: 0.1
#Range: 0.0 ~ 1.0
MAGE_SET_DAMAGE_REDUCTION = 0.1
#Cooldown reduction fraction for Mage armor when using magic books. Reduction per piece.
#
#Default: 0.15
#Range: 0.0 ~ 1.0
MAGE_SET_COOLDOWN_REDUCTION = 0.15
#Damage reduction per piece of Holy Robe armor.
#
#Default: 0.07
#Range: 0.0 ~ 1.0
HOLY_ROBE_DAMAGE_REDUCTION = 0.07
#Chance per hit to spawn a Fire Ring from Holy Robe armor.
#
#Default: 0.1
#Range: 0.0 ~ 1.0
HOLY_ROBE_FIRE_RING_SPAWN_CHANCE = 0.1
#Damage dealt by Naginata weapon.
#
#Default: 8.0
#Range: 0.0 ~ 1000.0
NAGINATA_DAMAGE = 8.0
#Damage dealt by Fire Ring ability.
#
#Default: 5.0
#Range: 0.0 ~ 1000.0
FIRE_RING_DAMAGE = 5.0
#Damage dealt by Needle projectile.
#
#Default: 5.0
#Range: 0.0 ~ 1000.0
NEEDLE_PROJECTILE_DAMAGE = 5.0
#Damage dealt by Needle item on hit (both player and target).
#
#Default: 2.0
#Range: 0.0 ~ 1000.0
NEEDLE_ITEM_DAMAGE = 2.0
#Damage dealt by Holiness Star when thrown.
#
#Default: 8.0
#Range: 0.0 ~ 1000.0
HOLINESS_STAR_DAMAGE = 8.0
#Damage dealt by Brace projectile per hit.
#
#Default: 4.0
#Range: 0.0 ~ 1000.0
BRACE_PROJECTILE_DAMAGE = 4.0
#Lifesteal fraction per hit for Crystallized Blood Scythe.
#
#Default: 0.15
#Range: 0.0 ~ 1.0
#
#Note: 0.10 = heal 10% of damage dealt
CRYSTALLIZED_BLOOD_SCYTHE_LIFE_STEAL = 0.15
#Damage dealt by Blood Tornado (axe ability).
#
#Default: 4.0
#Range: 0.0 ~ 1000.0
BLOOD_TORNADO_DAMAGE = 4.0
#Damage dealt by Blood Slash (sword ability).
#
#Default: 7.5
#Range: 0.0 ~ 1000.0
BLOOD_SLASH_DAMAGE = 7.5
#Travel speed of Blood Slash projectile.
#
#Default: 0.5225
#Range: 0.0 ~ 1000.0
BLOOD_SLASH_SPEED = 0.5225
["Spawn Rates"]
#Golden allay spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
#
#Default: 20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp
#Range: -Infinity ~ Infinity
GOLDEN_ALLAY_SPAWN = "20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp"
#Cornelius spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
#
#Default: 15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp
#Range: -Infinity ~ Infinity
CORNELIUS_SPAWN = "15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp"
#Wild Antlion spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)]
#
#Default: 15, 1, 1, minecraft:desert, #forge:is_desert
#Range: -Infinity ~ Infinity
WILD_ANTLION_SPAWN = "15, 1, 1, minecraft:desert, #forge:is_desert"
[Food]
#Should the mutant flesh tp the player to the opposite position when looking at a target?
#
#Default: true
MUTANT_FLESH_SHOULD_TP = true
#Should the mutant flesh hurt the player?
#
#Default: true
MUTANT_FLESH_SHOULD_HURT = true
#Should the antlion fur set the player on fire?
#
#Default: true
ANTLION_FUR_SHOULD_FIRE = true
[Bonanza]
#Bonanza item reward drops from 2 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]
#
#Default: minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple,
#0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10,
#1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10,
#1-3;minecraft:nether_star, 0.005, 1
#Range: -Infinity ~ Infinity
BONANZA_2_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1;minecraft:feather, 1.0, 1-4;minecraft:ender_pearl, 0.5, 1;minecraft:enchanted_golden_apple, 0.25, 1;minecraft:netherite_scrap, 0.05, 1;minecraft:wither_skeleton_skull, 0.10, 1;minecraft:axolotl_bucket, 0.10, 1;minecraft:music_disc_pigstep, 0.05, 1;minecraft:diamond, 0.15, 1;minecraft:emerald, 0.20, 1-2;minecraft:experience_bottle, 0.10, 1-3;minecraft:nether_star, 0.005, 1"
#Bonanza item reward drops from 3 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]
#
#Default: minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75,
#1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55,
#1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1;
#Range: -Infinity ~ Infinity
BONANZA_3_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1-3;minecraft:enchanted_golden_apple, 0.8, 1-3;minecraft:ender_pearl, 0.75, 1-2;minecraft:ender_eye, 0.75, 1-2;minecraft:diamond, 0.65, 1-9;minecraft:gold_ingot, 0.85, 1-19;minecraft:cake, 0.55, 1;minecraft:netherite_scrap, 0.30, 1;minecraft:netherite_ingot, 0.10, 1;minecraft:nether_star, 0.05, 1;"
#Bonanza entity spawns from 3 skull heads: [entity, amount; ...]
#
#Default: minecraft:warden, 1
#Range: -Infinity ~ Infinity
BONANZA_3_SKULL_DROP_ENTITIES = "minecraft:warden, 1"
#Bonanza curency-amount pair. The first value corresponds to the item used as currency, and the latter value indicates how many
#attempts that item provides. For example: minecraft:iron_ingot, 1; minecraft:gold_ingot, 2; ...
#
#Default: companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5
#Range: -Infinity ~ Infinity
BONANZA_CURRENCY_TYPES = "companions:copper_coin, 1; companions:nether_coin, 3; companions:end_coin, 5"