# Damage multiplier applied to all Hamon attacks.
#Range: 0.0 ~ 128.0
hamonDamageMultiplier = 1.0
波纹攻击的伤害乘数。
# Whether or not blocks which can be restored by Crazy Diamond's terrain restoration ability are saved in the save files.
# It may cause longer saving & loading time for larger worlds.
saveDestroyedBlocks = false
# 疯狂钻石的地形恢复能力恢复的方块是否保存在存档文件中,(启动后可能导致存档加载/保存时间过长)
# Disable this if you're boring.
endermenBeyondTimeSpace = true
# 末影人是否能在时停中移动
["死后保持能力"]
keepStandOnDeath = true
keepHamonOnDeath = true
# The weak vampirism version from the 'Blood Gift' ability will not be kept.
keepVampirismOnDeath = true
# 死亡后不会丢失任何能力,keepStandOnDeath为替身能力,keepHamonOnDeath为波纹能力,keepVampirismOnDeath为吸血鬼能力,但尸生人的力量不会被保存
# If enabled, Stand users who got their Stand from a Disc drop their Stand Disc upon death.
# Works only when keepStandOnDeath is set to false.
dropStandDisc = false
# 如果启用,从Disc中获得替身的替身使者在死亡时会掉落他们的替身Disc
# 仅在keepStandOnDeath 设置为 false 时有效
["结构生成"]
meteoriteSpawn = true
pillarManTempleSpawn = true
hamonTempleSpawn = true
# 结构生成调整,全部设置为false则不生成模组结构;
# meteoriteSpawn为陨石坑,pillarmanTempleSpawn为丛林金字塔,hamonTempleSpawn为波纹寺庙。
# 影响波纹训练速度的设置。
["波纹训练"]
# Whether or not breathing technique deteriorates over time.
breathingTechniqueDeterioration = true
# 波纹呼吸的等级是否会随着时间的流逝而下降
# Hamon Strength and Control levels growth multiplier.
#Range: 0.0 ~ 5000.0
hamonPointsMultiplier = 1.0
# 训练波纹攻击以及波纹技能获得的经验倍数,倍数越高获得的经验越多。
# Breathing technique growth multiplier.
#Range: 0.0 ~ 100.0
breathingTechniqueMultiplier = 1.0
# 训练波纹呼吸等级所获得的经验倍数,倍数越高获得的经验越多。
["吸血鬼设置"]
# Max vampire energy multiplier on each difficulty level.
maxBloodMultiplier = [1.0, 1.0, 1.0, 1.0]
# 每个难度级别的最大吸血鬼能量乘数(和平,简单,普通,困难)
# Vampire energy decrease per tick on each difficulty level.
bloodTickDown = [0.13889, 0.00278, 0.00278, 0.0]
# 每个难度级别的吸血鬼能量每刻减少
# Vampire energy cost per 1 hp of healing on each difficulty level.
bloodHealCost = [10.0, 4.0, 2.0, 1.0]
# 每个难度级别用hp治疗的吸血鬼能量消耗
# Blood drain multiplier on each difficulty level.
bloodDrainMultiplier = [0.0, 1.0, 1.75, 2.5]
# 每个难度级别的吸血速度倍数。
# 替身箭头和替身随机池的设置.
["Stand Arrow"]
# If enabled, random Stand gain effects (Stand Arrow, /stand random) give Stands that less players already have.
# Otherwise the Stand selection is random.
prioritizeLeastTakenStands = false
# 如果启用,随机替身(替身箭头,/stand random)会提供玩家拥有过的替身,否则替身选择则为随机。
# Experience levels nesessary to get a Stand from each tier.
# If the list is shorter than the default, next tiers use the last value.
# For example, if the list only contains number 15, you'll be able to get any Stand as long as you have 15 experience levels.
# Making a value lower that the previous one might lead to an unexpected result.
standTierXpLevels = [0, 1, 5, 10, 20, 30, 45]
# 每一层根据经验等级获得对应的替身,如果列表比默认值小,则下一层使用最后一个值,例如,如果列表中只有数字15,那么只要你有15的经验等级,你就可以得到任何替身,使值低于前一个值可能会导致意外结果。
# List of Stands excluded from Stand Arrow and /stand random pool.
# These stands will still be available via /stand give command
# Their Discs won't be added to the mod's Creative tab, but they can still be found in the Search tab (although they can't be used to gain a banned Stand)."
# The format is the same as for /stand give command (e.g., "jojo:star_platinum").
bannedStands = ["jojo:example_1", "jojo:example_2"]
# Whether or not the Stand tiers mechanic is enabled.
standTiers = true
# 从替身箭和/stand random随机中排除的替身,但这些替身能以/stand give命令获得,被排除的替身光碟并不会出现于模组物品栏里,但仍可以在搜索标签中查找,删除格式与 /stand give 命令相同(例如,“jojo:star_platinum”)。
["替身设置"]
# Damage multiplier applied to all Stands.
#Range: 0.0 ~ 128.0
standPowerMultiplier = 1.0
# 替身攻击的伤害乘数
# Whether or not Stands and abilities can break blocks.
abilitiesBreakBlocks = true
# 替身和技能是否可以破坏方块。
# Whether or not Stand stamina mechanic is enabled.
standStamina = true
soulAscension = true
# 替身体力机制是否启用。
["替身设置"."替身进度"]
# Whether or not all of the abilities are unlocked after gaining a Stand in Survival.
skipStandProgression = false
# 在生存模式下获得替身后是否解锁所有能力。
# Max resolve points at each Resolve level (starting from 0).
# Decrease these values to make getting to each level easier.
# All values must be higher than 0.
resolvePoints = [2500.0, 5000.0, 10000.0, 20000.0, 15000.0]
# 替身能力级别的最大层级(从 0 开始),减少这些值以更容易进入每个级别,所有值都必须大于 0。
["替身设置"."时间停止"]
# Damage multiplier for entities frozen in time.
#Range: 0.0 ~ 1000000.0
timeStopDamageMultiplier = 1.0
# 时间暂停后对实体的伤害乘数
# Range of Time Stop ability in chunks.
# If set to 0, the whole dimension is frozen in time.
# Defaults to 12.
#Range: > 0
timeStopChunkRange = 12
# 时间停止的范围,如果设为0则整个维度将被时间停止所影响。
# Position of Energy, Stamina and Resolve bars in the HUD.
#Allowed Values: TOP_LEFT, TOP_RIGHT, LEFT, RIGHT
barsPosition = "TOP_LEFT"
# HUD 中能量条、耐力条和觉悟条的位置。
# Position of Power name, Attack and Ability hotbars in the HUD.
#Allowed Values: TOP_LEFT, TOP_RIGHT, LEFT, RIGHT
hotbarsPosition = "TOP_LEFT"
# 能力名称、攻击和技能快捷栏在 HUD 中的位置、
# Enable hotkey settings for each individual attack and ability from 1 to 9.
# If your client is launched, changing the setting requires restarting the game.
slotHotkeys = true
# 为每个单独的攻击和能力启用热键设置,从 1 到 9。
# 如果你的客户端已启动,更改此设置需要重新启动游戏。
# Enable shaders during Resolve effect.
resolveShaders = true
在觉悟效果期间启用变色效果。