# Configuration file 
 
########################################################################################################## 
# _frequencies这一部分调节的是其他特性出现的总体频率 
#--------------------------------------------------------------------------------------------------------# 
# The frequencies for all features added by this mod. (from 0 to 1) 
########################################################################################################## 
 
_frequencies {              这一部分调节的是其他特性出现的总体频率 
    D:boss=0                 比方说这个是boss这个特性出现的频率:0% 
    D:brutal_spawner=0 一种会召唤别的怪物的怪物生成的概率 
    D:chest=0.3             这个是箱子出现在山洞的频率 30%,其他类推 
    D:fire_trap=0.35     火焰陷阱……就是一个疯狂向周围射火焰箭的刷怪笼 
    D:mine=0.2             
    D:potion_trap=0.2  会往周围丢药水的刷怪笼 
    D:silverfish_nest=0.1  蠹虫巢穴……一般是一个由原石围起来的刷怪笼……周围一大片区域都会被扩散有蠹虫 
    D:spawner=0.2   
    D:spawner_trap=0.15  
    D:swarm_spawner=0   
    D:tower=0.35      会往周围射箭的刷怪笼 
} 
 
 
########################################################################################################## 
# _general 
#--------------------------------------------------------------------------------------------------------# 
# General and/or miscellaneous options. 
########################################################################################################## 
 
_general { 
    # If true, this mod will disable itself when loading a world not created with this mod installed. 
    B:automatic_disable=false 
       如果读取的存档是在没有加入这个mod的情况下生成的,是否禁止这个mod在此存档起效 
 
    # Percent chance (from 0 to 100) for creeper spawners to spawn charged creepers. 
    I:charged_creeper_chance=0 
      高压苦力怕的自然生成率 
 
    # Chance (from 0 to 1) for covered traps to have carpet instead of a pressure plate. 
    D:covered_trap_carpet_chance=0.4 
 
 
    # Chance (from 0 to 1) for traps to spawn with a cover block over them. 
    D:covered_trap_chance=0.8 
 
    上面两个真心看不懂……应该是陷阱相关的 
 
# (true/false/instant) If true, this mod will modify the break speed for silverfish blocks to be the same as the block being imitated. If instant, silverfish blocks will break instantly. 
    S:modify_break_speed=instant 
    蠹虫怪物蛋破坏速度(instantly:瞬间破坏) 
 
} 
 
 
########################################################################################################## 
# _veins 以下的设定是让陷阱像矿脉一样生成,专门坑挖矿的人 
#--------------------------------------------------------------------------------------------------------# 
# The number of vein generation attempts per chunk and the generation properties for those veins. Example: 3.25 is 3 attempts with a 25% chance of a fourth attempt. 
########################################################################################################## 
 
_veins { 
 
    # Lava vein stats. Defaults: count=4, size=10, height=0-32.(默认参数) 
    岩浆矿脉,不小心挖到可是惊喜(以它为例说明参数,下面类推) 
    D:lava_count=4.0                  生成概率 
    I:lava_max_height=32           生成最大高度 
    I:lava_min_height=0              生成最低高度 
    I:lava_size=10                        生成大小 
 
 
    # Sand vein stats. Defaults: count=0.3, size=64, height=0-62. 
     沙矿脉,垂直向上挖的时候…………小心点 
    D:sand_count=0.3 
    I:sand_max_height=62 
    I:sand_min_height=0 
    I:sand_size=48 
 
    # Silverfish vein stats. Defaults: count=10, size=24, height=0-128. 
    蠹虫怪物蛋矿脉,这是最恶心的,挖矿坑时出这些简直是要老命 
    D:silverfish_count=5 
    I:silverfish_max_height=128 
    I:silverfish_min_height=0 
    I:silverfish_size=12 
 
    # Officially replaced by spawner traps, but you may re-enable spawner veins, if you like. 
    D:spawner_count=0.0 
    被陷阱生成取代?额这个我也不知道是什么 
 
    # Water vein stats. Defaults: count=8, size=10, height=0-62. 
    D:water_count=8.0 
    I:water_max_height=62 
    I:water_min_height=0 
    I:water_size=10 
    水矿脉,一般不会要命……但很麻烦 
} 
 
 
########################################################################################################## 
# block_names  覆盖方块名,防止通过walia之类的东西看出陷阱 
#--------------------------------------------------------------------------------------------------------# 
# Names to override to counter mods that give tooltips of the block you look at (client-side!). 
########################################################################################################## 
 
block_names { 
    # If true, these name overrides will be applied. 
    B:_name_overrides=true 
 
    # The name for silverfish stone. Does not override name in inventory. 
    S:stone_egg="Stone" 
 
    # The name for silverfish stone bricks. Overrides name in inventory. 
    S:stone_egg_brick="Stone Bricks" 
 
    # The name for silverfish cobblestone. Overrides name in inventory. 
    S:stone_egg_cobble="Cobblestone" 
 
    # The name for trapped chests. Overrides name in inventory. 
    S:trapped_chest=Trapped Chest 
} 
 
 
########################################################################################################## 
# bosses 特殊怪物,可以理解为精英怪物那样的 
#--------------------------------------------------------------------------------------------------------# 
# The stats and loot table for each boss mob. 
########################################################################################################## 
 
bosses { 
    # How much more damage (in half-hearts) bosses deal than normal mobs. 
    D:damage_bonus=4.0 
    比正常怪物攻击里增加多少 
 
    # Chance (from 0 to 1) for a boss to have a random, permanent potion effect. (Technically, the effect only lasts about 3.4 years.) 
    D:effect_chance=0.3 
    获得特殊药水效果的几率 
 
    # Chance (from 0 to 1) for any equipment a boss wears to be enchanted. The unique item will always be enchanted. 
    D:enchantment_chance=0.25 
    穿戴附魔防具的概率 
 
    # Chance (from 0 to 1) for each piece of equipment to be equipped. The unique item will always be equipped. 
    D:equip_chance=0.25 
    穿戴防具的概率 
 
    # If true, bosses will be immune to fire damage (strongly recommended). 
    B:fire_resistance=true 
    是否无视火焰伤害 
 
    # How much health a boss has. (max health * health multipler = boss max health) 
    D:health_multiplier=4.0 
    拥有多少倍的生命 
 
    # How resistant (from 0 to 1) bosses are to being knocked back. 
    D:knockback_resistance=0.85 
    抗击退 
 
    # Chance (from 0 to 1) to increase the boss material level. Rolled three times. (Chainmail -> Gold -> Iron -> Diamond) 
    D:level_up_chance=0.25 
    唔……这个不知道是怎么起作用的 
 
    # Regeneration potion amplifier. Yes, it works on undead. (0 heals 1 health every 2.5 sec, each rank halves the time between heals. -1 disables the effect.) 
    I:regeneration=1 
   生命恢复加速 
 
    # Increases base damage resistance. (0 is -20% damage, each rank grants -20% damage, -1 disables the effect.) 
    I:resistance=0 
   受到伤害减少多少 
    # How fast bosses are compared to normal mobs. 
    D:speed_multiplier=0.85 
   速度系数 
 
    # If true, bosses will not drown (strongly recommended). 
    B:water_breathing=true 
   是否能在水里呼吸 
} 
 
 
########################################################################################################## 
# bosses_rogue(怪物获得boss属性的权重) 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each wandering boss mob type. 
########################################################################################################## 
 
bosses_rogue { 
    I:cavespider=1 
    I:creeper=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# brutal_mobs(暴徒召唤怪物的属性) 
#--------------------------------------------------------------------------------------------------------# 
# The potion strengths for mobs spawned by brutal spawners (aka brutal mobs). Potions can be disabled be setting their amplifiers to -1. 
########################################################################################################## 
 
brutal_mobs { 
    # If true, brutal mobs will be immune to fire damage. 
    B:_fire_resistance=true 
 
    # Regenerates health. Yes, it works on undead. (0 heals 1 health every 2.5 sec, each rank halves the time between heals.) 
    I:_regeneration=1 
 
    # Increases damage resistance. (0 is -20% damage, each rank grants -20% damage.) 
    I:_resistance=3 
 
    # Increases melee damage. (0 is +130% damage, each rank grants +130% damage.) 
    I:_strength=0 
 
    # Increases speed. (0 is +30% speed, each rank grants +30% speed.) 
    I:_swiftness=1 
 
    # If true, brutal mobs will not drown. 
    B:_water_breathing=true 
} 
 
 
########################################################################################################## 
# brutal_spawners(暴徒召唤者的属性) 
#--------------------------------------------------------------------------------------------------------# 
# The stats for brutal spawners and the relative weights for each brutal spawner type. 
########################################################################################################## 
 
brutal_spawners { 
    # Brutal spawner stats. Defaults: delay=200-400, nearby=6, playerrange=16, spawncount=6, spawnrange=4. 
    I:_max_delay=400  召唤间隔 
    I:_min_delay=200 
    I:_nearby_entity_cap=6  
    I:_player_range=16 
    I:_spawn_count=6 
    I:_spawn_range=4 
    I:cavespider=1 
    I:creeper=1 
    I:random=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# chests 一些经常会在洞穴产生的箱子产生概率 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each chest type. 
########################################################################################################## 
 
chests { 
    I:indie=1 
    I:mine=1 
    I:normal=2 
    I:trapped=1 
    I:valuable=1 
} 
 
 
########################################################################################################## 
# dungeon_spawners    
#--------------------------------------------------------------------------------------------------------# 
# The stats for dungeon spawners and the relative weights for each dungeon spawner type. 
########################################################################################################## 
 
dungeon_spawners { 
    # Spawner stats. Defaults: delay=200-400, nearby=6, playerrange=16, spawncount=4, spawnrange=4. 
    I:_max_delay=400 
    I:_min_delay=200 
    I:_nearby_entity_cap=6 
    I:_player_range=16 
    I:_spawn_count=4 
    I:_spawn_range=4 
    I:cavespider=1 
    I:creeper=1 
    I:random=1 
    I:silverfish=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# dungeon_types 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each dungeon type. 
########################################################################################################## 
 
dungeon_types { 
    I:brutal_spawner=0 
    I:spawner=4 
    I:swarm_spawner=0 
    I:tower=1 
} 
 
 
########################################################################################################## 
# dungeons 
#--------------------------------------------------------------------------------------------------------# 
# General options for dungeons and dungeon generation. 
########################################################################################################## 
 
dungeons { 
    # Chance (from 0 to 1) for the spawner to be covered in obsidian (if it's a normal spawner). 
    D:_armor_chance=0.05 
 
    # The number of dungeon generation attempts per chunk. Be careful; increasing this far beyond 8.0 (vanilla) could cause lag. Example: 9.25 is 9 attempts with a 25% chance of a fourth attempt. 
    D:_place_attempts=8.0 
 
    # Chance (from 0 to 1) for any cobblestone block in a dungeon to instead be a silverfish block. 
    D:_silverfish_chance=0.2 
} 
 
 
########################################################################################################## 
# nests 
#--------------------------------------------------------------------------------------------------------# 
# The stats for silverfish nest spawners and the relative weights for each silverfish nest type. 
########################################################################################################## 
 
nests { 
    # Chance (from 0 to 1) for a silverfish nest to be abnormally aggressive. 
    D:_angered_chance=0.2 
 
    # Silverfish nest spawner stats. Defaults: delay=100-300, nearby=16, playerrange=5, spawncount=6, spawnrange=4. 
    I:_max_delay=300 
    I:_min_delay=100 
    I:_nearby_entity_cap=16 
    I:_player_range=5 
    I:_spawn_count=6 
    I:_spawn_range=4 
    I:chest=1 
    I:diamond=1 
    I:emerald=1 
    I:gold=1 
    I:lapis=1 
    I:party=1 
    I:redstone=4 
    I:surprise=1 
} 
 
 
potion_traps { 
    # The duration of potions shot by daze potion traps. (Affected by proximity to the splash.) 
    I:_daze_duration=1600 
 
    # The strength of potions shot by daze potion traps. 
    I:_daze_potency=0 
 
    # The strength of potions shot by harm potion traps. (Affected by proximity to the splash.) 
    I:_harm_potency=2 
 
    # The duration of potions shot by poison potion traps. (Affected by proximity to the splash.) 
    I:_poison_duration=2000 
 
    # The strength of potions shot by poison potion traps. 
    I:_poison_potency=0 
    I:daze=1 
    I:harm=2 
    I:poison=1 
} 
 
 
########################################################################################################## 
# random_spawners 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each mob type to spawn from a random spawner. 
########################################################################################################## 
 
random_spawners { 
    I:cavespider=0 
    I:creeper=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=2 
} 
 
 
########################################################################################################## 
# spawner_traps 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each mob spawner trap type. Only applies to spawner traps. 
########################################################################################################## 
 
spawner_traps { 
    # Chance (from 0 to 1) for a spawner trap to have a chest below it. 
    D:_chest_chance=0.1 
    I:cavespider=1 
    I:creeper=1 
    I:random=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# spawner_veins 
#--------------------------------------------------------------------------------------------------------# 
# The relative weights for each mob spawner vein type. Only applies to spawner veins. 
########################################################################################################## 
 
spawner_veins { 
    # Chance (from 0 to 1) for a spawner vein to be covered in obsidian. 
    D:_armor_chance=0.05 
 
    # Chance (from 0 to 1) for a spawner vein to have a chest below it. 
    D:_chest_chance=0.1 
    I:cavespider=1 
    I:creeper=1 
    I:random=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# spawners 
#--------------------------------------------------------------------------------------------------------# 
# The stats for mob spawners and the relative weights for each mob spawner type. Applies only to rogue spawners and tower mob spawners. 
########################################################################################################## 
 
spawners { 
    # Chance (from 0 to 1) for a mob spawner to be covered in obsidian. 
    D:_armor_chance=0.05 
 
    # Chance (from 0 to 1) for a mob spawner to have a chest below it. If the spawner is armored, its chest will also be armored and have better loot. 
    D:_chest_chance=0.1 
 
    # Spawner stats. Defaults: delay=200-600, nearby=6, playerrange=16, spawncount=4, spawnrange=4. 
    I:_max_delay=600 
    I:_min_delay=200 
    I:_nearby_entity_cap=6 
    I:_player_range=16 
    I:_spawn_count=4 
    I:_spawn_range=4 
 
    # Chance (from 0 to 1) for an armored mob spawner to be a chest instead, if it doesn't already have a chest below it. 
    D:_trick_chance=0.05 
    I:cavespider=1 
    I:creeper=1 
    I:random=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# swarm_spawners 
#--------------------------------------------------------------------------------------------------------# 
# The stats for swarm spawners and the relative weights for each swarm spawner type. 
########################################################################################################## 
 
swarm_spawners { 
    # Swarm spawner stats. Defaults: delay=200-600, nearby=8, playerrange=8, spawncount=127, spawnrange=6. 
    I:_max_delay=600 
    I:_min_delay=200 
    I:_nearby_entity_cap=8 
    I:_player_range=8 
    I:_spawn_count=127 
    I:_spawn_range=6 
    I:cavespider=1 
    I:creeper=1 
    I:skeleton=1 
    I:spider=1 
    I:zombie=4 
} 
 
 
########################################################################################################## 
# towers 
#--------------------------------------------------------------------------------------------------------# 
# The damage towers deal and relative weights for each tower type. 
########################################################################################################## 
 
towers { 
    # Damage arrows from towers deal (min. 2). Translates roughly into half hearts of damage. 
    D:_arrow_damage=2   
    I:arrow=4 
    I:arrow_fire=1 
    I:chest=1 
    I:chest_fire=1 
    I:double=1 
    I:double_fire=1 
    I:spawner=1 
    I:spawner_fire=1 
} 
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