{
  #The modInfo section contains information about the mod
  #like who made it, what version it is or what its display name should be
  modInfo:
  {
    id: t-rex
    name: T-Rex
    authors: "Maschinen-Mensch"
    version: "0.4.0.0"
    preview: mod-preview
    twitter: http://twitter.com/maschimensch
    weblink: http://maschinen-mensch.com
    mail: support@maschinen-mensch.com
    description: "txt-trex-mod-desc"
    defaultLang: en
  },
  #The imageData section describes all the new images and sprites that need to be loaded
  imageData:[
    {
      #This is the id we give it, we will refer to the image only by its id
      id: trex-large.png
      #The path to the image inside the mods directory
      file: t-rex/trex-large.png
    }
    {
      id: trex-zone.png
      file: t-rex/trex-zone.png
    }
    {
      id: mod-preview
      file: t-rex/mod_preview.png
    }
  ]
  modEntries:[
    #First order of business
    #We are adding a new enemy to the game. The game can tell we want to make an enemy because of the emy- prefix
    #Since we don't want to modify anything already in the game, there is no target it

    #We give the new enemy the trex-large.png sprite that we defined above
    #It has 20 HP and 4 attack dice. Those dice do not exist yet, so we will have to add them later as well
    #It also drops the item it-trexTooth, which we will also have to add
    {
      id: emy-trex
      debugCategory: Enemy
      name: txt-emy-trex-name
      health: 20
      dice: dc-attack-enemy-trex dc-attack-enemy-trex dc-attack-enemy-trex dc-attack-enemy-trex
      items: {it-meat-raw:10, it-trexTooth:3}
      sprite: trex-large.png
      isLeftFacingSprite: true
    }
    #We are adding the dice now
    #Again no target-id is necessary
    #We just have to specify the faces and the background of the dice
    {
      id: dc-attack-enemy-trex
      sprite: hud_dice_bg_emy_1.png
      faces: claw_3 claw_3 teeth teeth stomp stomp
    }
    #Next we're creating the item
    #Its name and description start with txt- so the game will look for the text in the translations
    #Next we assign it a sprite (which we reuse from the game)
    #After that we give it a value for trading, in this case it's usually worth 40 but traders consider it worth 60
    #Then some extra information for maximum stack size and how much fame and funds they are worth and we are done.
    #No more lose ends for the enemy
    {
      id: it-trexTooth
      name: txt-it-trexTooth-name
      description: txt-it-trexTooth
      debugCategory: trophy
      sprite: it_animal_tooth_1.png
      value: {base: 40, trader: 60}
      maxStack: 5
      fame: fameLarge
      funds: fundsLarge
    }
    #But, as it is, the enemy won't show up anywhere, we didn't tell the game how or where to spawn the t-rex yet
    #So first we define a zone, zones are the red areas you can see on the map that trigger enemies chasing you
    #This zone will display our trex-zone.png sprite
    #It moves 0.8 tiles per step and has a 75% chance to aggro per turn
    #If the zone collides with us we start combat with the t-rex
    {
      id: zn-trex
      name: txt-zn-trex-name
      sprite: trex-zone.png
      borderImgIdx: 0
      size: [4,4]
      aggroChance: 0.75
      moveSpeed: 0.8
      events: {
        id: evt-trex-attack
        showImage: {type: day, src: evt_spec_combat_1.png},
        report: txt-zn-trex-report,
        combat: [{emy-trex:1}]
      },
    }
    #That's it for being able to spawn the trex in the game, but it's much more exciting to have a quest.
    #For that we'll include the trex-quest.hjson file in order to keep the main file more readable
    {
      import: t-rex/trex-quest.hjson
    }
  ]
}