# 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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