//-------------------------------------------------------
ReadMe for Monster Mutations
//-------------------------------------------------------
Date: 22/01/17
Author: INIQUITOUS aka Ini
Version: 5

//-------------------------------------------------------
Updates and Changes - Please READ v5
//-------------------------------------------------------

Aded option to exclude friendly monsters from infections.

//-------------------------------------------------------
Updates and Changes - Please READ v4
//-------------------------------------------------------

Should now work with any game type. Fixed log errors.


//-------------------------------------------------------
Updates and Changes - Please READ v3
//-------------------------------------------------------
Fixed teleport emitter not being destroyed online,
Fixed log errors on the client. 
Fixed emitter scaling.

The same .ini is used, but don't forget to update the name 
at the top with v5 so it reads:

[MonsterMutationsv5.MutMMutations]

and the same for the mutation list:

MutationList=MonsterMutationsv5.MutationInvis
MutationList=MonsterMutationsv5.MutationRegen
MutationList=MonsterMutationsv5.MutationTeleport
MutationList=MonsterMutationsv5.MutationHealth
MutationList=MonsterMutationsv5.MutationSpeed

//-------------------------------------------------------
Updates and Changes - Please READ v2
//-------------------------------------------------------
-The .ini
MutationRegenMax=200 has been added to the .ini, it was
left out by accident. Please see below.

If you do not want to exclude any monsters then simply
put None as the class name. Like so:

ExcludeMonster=None

This will avoid log errors.

The effects have been changed slightly, and they should
scale better with bigger monsters.

a log() was left in by mistake, it has been removed.
Fixed several errors and accessed nones.

//-------------------------------------------------------
Description
//-------------------------------------------------------
Monster mutations is a fun mutator, monsters are mutated
at random. These mutations are beneficial to the monsters
and mutated monsters can infect other monsters that come
into close contact with them.

Monster mutations come with 5 default mutations:

MutationInvis: this mutations makes the monster go
invisible.

MutationHealth: this mutation changes the monsters health
to a random value from the inputted range.

MutationSpeed: this mutation changes the monsters speed
to a random value based on your configs

MutationRegen: this mutation cause the monster to 
regenerate health, based on the configs

MutationTeleport: this mutation allows the monster to
teleport to its target. 

//-------------------------------------------------------
Installation
//-------------------------------------------------------
.u files go in the system folder
.ucl files go in the system folder
.ini files go in the system folder

Add this line to your serverpackages list

ServerPackages=MonsterMutationsv5

The mutator class name is:

MonsterMutationsv5.MutMMutations


//-------------------------------------------------------
Configuration - Setting up the .ini file
//-------------------------------------------------------
You MMutations.ini file should look like this:

[MonsterMutationsv5.MutMMutations]
EnableAnnouncer=true
//this turns on/off the Audio announcement when a monster mutates

DisplayMessages=true
//this turns on/off the visible messages

AffectFriendlyMonsters=false
//can friendlymonters be mutated? (they can still be infected)

CanInfectFriendlyMonsters=false
//can friendlymonsters be infected

MaxMutationTime=90.00
//this is the maximum time in Seconds that can pass inbetween mutations

CanInfectOtherMonsters=true
//

InfectChance=0.200000
//how likely will nearby monsters be infected? This has a maxium setting
//of 1.000000. A setting of 1.000000 is 100% infect change. A setting of
//0.200000 means 20% chance, and so on...

InfectLimit=1
//how many nearby monsters can be infect by the mutated monsters

MutationList=MonsterMutationsv5.MutationInvis
MutationList=MonsterMutationsv5.MutationRegen
MutationList=MonsterMutationsv5.MutationTeleport
MutationList=MonsterMutationsv5.MutationHealth
MutationList=MonsterMutationsv5.MutationSpeed
//the list of the mutations, monster mutations come with 5 mutations.
//you can try and create your own mutations and add the class names here.
//mutation must be of the Inventory class.

MutationTeleportColour=Purple
//the colour of the effect the teleport mutation gives

MutationTeleportDistance=700
//how far away monsters have to be to teleport

MutationHealthColour=Red
//the colour of the effect the health mutation gives

MutationHealthMin=150
//the minimum value the mutation health can apply

MutationHealthMax=500
//the maximum value the mutation health can apply

MutationSpeedColour=Yellow
//the colour of the effect the speed mutation gives

MutationSpeedMin=1000
//the minimum value the mutation speed can apply

MutationSpeedMax=1800
//the maximum value the mutation speed can apply

MutationRegenColour=Green
//the colour of the effect the regen mutation gives

MutationRegenPerSecond=10
//how much health the mutation regen regenerations per second

MutationRegenMax=200
//the maximum health that monsters can regenerate too.

IgnoreWave=0
IgnoreWave=0
//mutations can be set to not happen on specific waves Input the wave number
//this list can be as long as you want. For example if you wanted no mutations
//to occur on Wave 1, 18 and 25 you would input
//IgnoreWave=1
//IgnoreWave=18
//IgnoreWave=25

TeleportExcludeMonster=SkaarjPack.SkaarjPupae
//the teleport mutation can be set to not to be applied to certain monsters, this is useful for monsters
//that shouldnt move, or that are bosses etc.. Just input the class name of the monsters you wish
//to not be affected. As examples I have inputted 1 monster already. This list can be as long
//as you want.

ExcludeMonster=None
ExcludeMonster=None
//to exclude specific monsters from all mutations input the class names here. Just like the above TeleportExcludeMonster list

AffectBosses=true
//Setting this false means monsters that have bBoss=true will not be givin a mutation. Some monsters, like lucifer and warlords have this setting. 
//If you want to affect ANY bosses this must be true. In most cases simply putting the bosses class name
//in the ExcludeMonster section will be good enough. These extra options are incase you run into any compatibiliy issuse
//with any crazy custom monsters you make :) or special boss additions.

TeleportAffectBosses=false
//setting this to false will exclude bosses (monsters with bBoss) from being givin the teleport mutation if AffectBosses=true

The different colours available are:

//------------
//Colours
//
//Red
//Yellow
//Pink
//Green
//Orange
//Purple
//Blue
//Cyan
//White
//Black
//Rainbow
//Random
//------------