###############################################################################
# mob.properties
###############################################################################
# Sample mob.properties file for use with MCPatcher's Random Mobs mod.
#
# This file is offered without any copyright restrictions. Please copy and
# modify it to suit your needs.  Then place it in the mcpatcher/mob folder of
# your texture pack, parallel to the vanilla texture in textures/entity:
#
# Primary (vanilla) texture:
#   assets/minecraft/textures/entity/creeper/creeper.png
# Alts:
#   assets/minecraft/mcpatcher/mob/creeper/creeper2.png
#   assets/minecraft/mcpatcher/mob/creeper/creeper3.png
#   assets/minecraft/mcpatcher/mob/creeper/creeper4.png
#   etc.
# Properties (optional):
#   assets/minecraft/mcpatcher/mob/creeper/creeper.properties
#
# Primary (vanilla) texture:
#   assets/minecraft/textures/entity/chicken.png
# Alts:
#   assets/minecraft/mcpatcher/mob/chicken2.png
#   assets/minecraft/mcpatcher/mob/chicken3.png
#   assets/minecraft/mcpatcher/mob/chicken4.png
#   etc.
# Properties (optional):
#   assets/minecraft/mcpatcher/mob/chicken.properties
#
# This file consists of a sequence of rules, numbered from 1.  Each rule
# specifies a range of mob skins to use and one or more conditions under which
# to use them.  The mob's x,y,z coordinates when it spawns (single player)
# or when it is first seen by the client (multiplayer) are checked against
# each rule in sequence.  The first rule that matches wins.  If no rule
# matches, the default texture (e.g., creeper.png) is used.
#
# If no .properties file is present for a mob, then all available textures are
# used for that type of mob.  This is the original Random Mobs behavior.
#
# Mobs with multiple textures will use the .properties file for the base
# texture.  In other words, you do not need to create
# wolf.properties
# wolf_tame.properties
# wolf_angry.properties
# Just wolf.properties will work for all three, provided you have the same
# number of textures for each.  Similarly for *_eyes and *_overlay.
#
# All property names are case-sensitive.
# All paths are relative to assets/minecraft unless otherwise stated.
###############################################################################

###############################################################################
# Rule format.  <n> starts at 1.
###############################################################################
# (Required) Range of mob skins to use.
skins.<n>=<list of mob skins to use>
# (Optional) List of weights to apply to the random choice.  Weights do not
# have to total 100 or any other particular value.
weights.<n>=<same-size list of weights>
# (Optional) List of biomes where this rule applies.  The biome names are
# case-insensitive.  For reference, the vanilla biome names are
#     Ocean Plains Desert ExtremeHills Forest Taiga Swampland River Hell Sky
#     FrozenOcean FrozenRiver IcePlains IceMountains MushroomIsland
#     MushroomIslandShore Beach DesertHills ForestHills TaigaHills
#     ExtremeHillsEdge Jungle JungleHills
# Biomes added by other mods can also be used (remove the spaces from the biome
# name).
biomes.<n>=<biome list>
# (Optional) Height ranges where this rule applies.  (Replaces old minHeight
# and maxHeight properties.)
heights.<n>=<height ranges>

###############################################################################
# Examples:
# mob/creeper.properties:
###############################################################################
# Use creeper10.png through creeper14.png for all underground creepers.
# creeper13.png will be used 7.3% (3/(10+10+10+3+10)) of the time.
skins.1=10-14
weights.1=10 10 10 3 10
heights.1=0-55

# Use 5, 7, 9 in high, hilly areas.
skins.2=5 7 9
biomes.2=ExtremeHills DesertHills ForestHills ExtremeHillsEdge JungleHills IceMountains
heights.2=80-255

# Fallback rule if nothing else matches.  Remember, if no rule matches, only
# the base mob/creeper.png will be used.
skins.3=1-4 6 8 15-20
