本篇教程由作者设定使用 CC BY-NC 协议。
前言:
本教程对应的中英对照配置文件为SRParasites.cfg部分,该部分主要的内容为对世界全局设置,寄生虫属性(如各阶层伤害适应性,破坏方块能力,唤兽棘柱),以及武器装备属性的调整与修改。
关键词:#全局属性,#装备属性 ,#伤害适应性,#方块破坏,#Orb
正文中的配置文件中英对照目前为SRP V1.9.21版本,已完成新增部分的增添。
配置文件参数数值已与SRP V1.9.21配置数值匹配,若存在与默认数值区别为本人测试游戏内容时进行了修改,不影响整体阅读。
初使用者须知:
配置文件是什么?在计算机科学领域,配置文件是一种计算机文件,可以为一些计算机程序配置参数和初始设置。在模组中即是模组开发者向玩家开放的部分能够调节的游戏 参数和设定进而更好适应玩家本人需求的文件,玩家可以自己根据 需求进行调整。注意:修改配置文件不是同编程一样直接修改游戏源码进而对游戏内容直接更改,仅为通过修改 对应文件参数对游戏进行调整。
SRP mod的开发者为玩家提供了非常详尽的配置文件内容和相关配置注释,玩家可以更加详细的根据个人需求对游戏内容进行调整,但是十分详尽的同时造成了阅读上的繁琐,为部分英语基础不佳的玩家造成的修改上的困难。
该部分配置文件所处位置通常位于游戏文件目录下的minecraft\config\srparasites\SRParasites.cfg,若进行了版本分离后的文件位置可能存在差异,可以在minecraft\version\版本目录\config\srparasites\SRParasites.cfg查找到。(使用启动器为HLMC)
善用Ctrl+F组合键可以更加快速的将配置文件和对应部分的中英对照词条对应。
正文:
物品注册名
##########################################################################################################
# configuration_general
#--------------------------------------------------------------------------------------------------------#
# General configuration
# Version:1.9.21 //游戏版本号
#
# Items IDs: //物品注册名
# srparasites:ada_summoner_drop
# srparasites:ada_yelloweye_drop
# srparasites:ada_manducater_drop
# srparasites:ada_reeker_drop
# srparasites:ada_longarms_drop
# srparasites:ada_bolster_drop
# srparasites:ada_arachnida_drop
# srparasites:ada_devourer_drop
# srparasites:assimilated_flesh
# srparasites:beckon_drop
# srparasites:dispatcher_drop
# srparasites:itemtab
# srparasites:itemthrow
# srparasites:evclock
# srparasites:dried_tendons
# srparasites:infectious_blade_fragment
# srparasites:living_core
# srparasites:vile_shell
# srparasites:hardened_bone_handle
# srparasites:bone
# srparasites:lurecomponent1
# srparasites:lurecomponent2
# srparasites:lurecomponent3
# srparasites:lurecomponent4
# srparasites:lurecomponent5
# srparasites:lurecomponent6
# srparasites:itemmobspawner_dorpa
# srparasites:itemmobspawner_infbear
# srparasites:itemmobspawner_infhuman
# srparasites:itemmobspawner_infhumanhead
# srparasites:itemmobspawner_infenderman
# srparasites:itemmobspawner_infendermanhead
# srparasites:itemmobspawner_infcow
# srparasites:itemmobspawner_infcowhead
# srparasites:itemmobspawner_infsheep
# srparasites:itemmobspawner_infsheephead
# srparasites:itemmobspawner_infwolf
# srparasites:itemmobspawner_infwolfhead
# srparasites:itemmobspawner_infpig
# srparasites:itemmobspawner_infpighead
# srparasites:itemmobspawner_infvillager
# srparasites:itemmobspawner_infvillagerhead
# srparasites:itemmobspawner_inhoos
# srparasites:itemmobspawner_inhoom
# srparasites:itemmobspawner_infhorse
# srparasites:itemmobspawner_infhorsehead
# srparasites:itemmobspawner_infplayer
# srparasites:itemmobspawner_infplayerhead
# srparasites:itemmobspawner_infdragone
# srparasites:itemmobspawner_infdragonehead
# srparasites:itemmobspawner_host
# srparasites:itemmobspawner_hostii
# srparasites:itemmobspawner_heed
# srparasites:itemmobspawner_cruxa
# srparasites:itemmobspawner_mes
# srparasites:itemmobspawner_lesh
# srparasites:itemmobspawner_shyco
# srparasites:itemmobspawner_canra
# srparasites:itemmobspawner_nogla
# srparasites:itemmobspawner_hull
# srparasites:itemmobspawner_emana
# srparasites:itemmobspawner_bano
# srparasites:itemmobspawner_ranrac
# srparasites:itemmobspawner_lum
# srparasites:itemmobspawner_shycoadapted
# srparasites:itemmobspawner_canraadapted
# srparasites:itemmobspawner_noglaadapted
# srparasites:itemmobspawner_hulladapted
# srparasites:itemmobspawner_emanaadapted
# srparasites:itemmobspawner_banoadapted
# srparasites:itemmobspawner_ranracadapted
# srparasites:itemmobspawner_lodo
# srparasites:itemmobspawner_mudo
# srparasites:itemmobspawner_nuuh
# srparasites:itemmobspawner_rathol
# srparasites:itemmobspawner_buthol
# srparasites:itemmobspawner_venkrol
# srparasites:itemmobspawner_venkrolsii
# srparasites:itemmobspawner_venkrolsiii
# srparasites:itemmobspawner_venkrolsiv
# srparasites:itemmobspawner_tonro
# srparasites:itemmobspawner_unvo
# srparasites:itemmobspawner_nak
# srparasites:itemmobspawner_dod
# srparasites:itemmobspawner_dodsii
# srparasites:itemmobspawner_dodsiii
# srparasites:itemmobspawner_dodsiv
# srparasites:itemmobspawner_alafha
# srparasites:itemmobspawner_ganro
# srparasites:itemmobspawner_omboo
# srparasites:itemmobspawner_esor
# srparasites:itemmobspawner_orch
# srparasites:itemmobspawner_flog
# srparasites:itemmobspawner_anged
# srparasites:itemmobspawner_jinjo
# srparasites:itemmobspawner_vesta
# srparasites:itemmobspawner_pheon
# srparasites:itemmobspawner_lencia
# srparasites:itemmobspawner_elvia
# srparasites:itemmobspawner_oronco
# srparasites:itemmobspawner_terla
# srparasites:itemmobspawner_pod
# srparasites:weapon_scythe
# srparasites:weapon_scythe_sentient
# srparasites:weapon_axe
# srparasites:weapon_axe_sentient
# srparasites:weapon_sword
# srparasites:weapon_sword_sentient
# srparasites:weapon_cleaver
# srparasites:weapon_cleaver_sentient
# srparasites:weapon_bow
# srparasites:weapon_bow_sentient
#
##########################################################################################################
世界全局通用设置
该部分用于对游戏全局的生物参数以及生成状态进行调节
configuration_general {
# Chance to spawn (1=100%) block drops when broken by parasites. [range: 0.0 ~ 1.0, default: 0.05]
//寄生体破坏方块以掉落物形式生成概率
S:"Block Drops Spawn"=0.05
# Chance to spawn (1=100%) block particles when broken by parasites. [range: 0.0 ~ 1.0, default: 0.05]
//寄生体破坏方块所产生的方块粒子数量
S:"Block Particle Spawn"=0.05
# Chance to play (1=100%) block sound when broken by parasites. [range: 0.0 ~ 1.0, default: 0.05]
//寄生体破坏破坏时发出声音的概率
S:"Block Sound Play"=0.05
# How long in ticks a complete day is (useful if Nodes or Colonies are activated). [range: 1 ~ 2147483640, default: 24000]
//SRP 模组参考的一个Minecraft日对应多少游戏刻(当寄生节点和聚生地启用时非常有用,节点和聚生地的日递增点数计数参考的是这个数值)
I:"Day Tick Value"=24000 //一个正常的Minecraft 日对应的刻数
# Global armor multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] //寄生体全局盔甲值倍率
S:"Global Armor Multiplier"=1.0
# Global damage multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] //寄生体全局攻击倍率
S:"Global Damage Multiplier"=1.0
# Global health multiplier for all the mobs. [range: 0.01 ~ 100.0, default: 1.0] //寄生体全局生命倍率
S:"Global Health Multiplier"=1.0
# Parasites can't spawn in these dimensions (This list is ignored if Evolution Phases are enabled, it has its own option)
寄生体无法在这些维度生成(演化阶段启用后这个设置将失效,演化阶段有自己的设置内容)
I:"Mobs Blacklisted Dimensions" <
-1 //下界维度ID
1 //末地之路维度ID
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//反转上述列表为白名单
B:"Mobs Blacklisted Dimensions Inverted"=false
# Set to false if you want to disable mobs. [default: true]
//设置为false以禁用生物生成
B:"Mobs Enabled"=true
# Set to true to allow mobs to ignore sunlight when naturally spawning. [default: false]
//设置为true时让寄生体无视阳光自然生成
B:"Mobs Ignore Sun"=false
# Set to false if you want mobs to drop loot if killed by parasites. [default: true]
//设置为false时如果你想让寄生体击杀的生物掉落战利品
B:"Mobs No Loot If Parasite"=true
# Number of ticks required for the mobs to spawn. [range: 0 ~ 2147483640, default: 0]
//生物生成所需要的刻数
I:"Mobs ticks required"=0
# Mobs that will avoid the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager]]
//会主动躲避寄生体的生物,指遭遇寄生体会逃跑
S:"Mobs with new avoid task" <
minecraft:villager //原版村民
>
# Set to true if you want to use the list as a BlackList. [default: false]
//设置为true时将其反转为黑名单
B:"Mobs with new avoid task Inverted"=false
# Mobs that will target the parasites. Ex: "minecraft:zombie" or just "minecraft" for a whole mod. [default: [minecraft:villager_golem]]
//会主动攻击寄生体的生物
S:"Mobs with new target task" <
minecraft:villager_golem //铁傀儡
>
# Set to true if you want to use the list as a BlackList. [default: false]
//设置为true时将其反转为黑名单
B:"Mobs with new target task Inverted"=false
# Chance to spawn an adventurer/thrall with a nametag. [range: 0.0 ~ 1.0, default: 1.0]
// 自带名字的被 同化的冒险者/寄生奴仆 的生成概率
S:"Mod Easter Egg (Nametags)"=1.0
# Set to false if you want to disable Easter Eggs. [default: true]
//设置为false时禁用复活节彩蛋
B:"Mod Easter Eggs"=true
# Set to false if you want to disable the use of EntityLightningBolt by this mod. [default: true]
//设置为false时禁用本模组产生的闪电
B:"Mod LightningBolt"=true
# Set to true if you want to change texture for weapons. [default: false]
//设置为true时变更武器材质(启用武器的第二套材质)
B:"Mod Weapons Second Texture"=false
# Set to true if you want to active the vanilla spawn eggs for the mobs. [default: false]
//设置为true时启用原版游戏寄生体刷怪蛋
B:"Vanilla Mob Eggs"=false
}
生物属性设置
该部分主要对各个阶层的寄生虫的属性如伤害适应性,最小攻击次数,最小伤害,方块破坏能力进行设置。
全局属性设置
parasite_properties {
# Bonus to adaptation in dimensions. Ex. "1;3" Where:
# "1" is the dimension,
# "3" is the bonus (this value will be multiplied by their chance to learn).
# [default: ]
S:"Adaptation Bonus" <
>
//在该维度中给予寄生体适应性倍率加成,如“1;3”;
//“1”为寄生体所处维度,“3”为产生适应现象时产生的适应次数;
//”1,3“即在末地(ID:1)寄生体的适应倍率为3;
# Cooldown added when learning/improving adaptation (ticks). [range: 0 ~ 1024, default: 20]
//寄生体产生适应性的冷却时间(刻)
I:"Adaptation New Damage Cooldown"=20
# Every x number of transformed blocks there will be a cooldown. [range: 0 ~ 1024, default: 1000]
//召唤柱寄染多少方块后进入冷却
I:"Block Limit For Beckon Infestation"=1000
# Cooldown value in ticks. [range: 0 ~ 1024, default: 300]
//召唤柱寄染方块的冷却时间
I:"Block Limit For Beckon Infestation Cooldown"=300
# Every x number of transformed blocks there will be a cooldown. [range: 0 ~ 1024, default: 2000]
//节点转化多少方块后进入冷却时间
I:"Block Limit For Biome Infestation"=2000
# Cooldown value in ticks. [range: 0 ~ 1024, default: 300] //节点转化方块冷却时间
I:"Block Limit For Biome Infestation Cooldown"=300
# Set to true if you want explotions from Carriers to not damage parasites. [default: true]
//设置为true时,运载体(重型母体、轻型母体和飞行母体)爆炸不会伤害到寄生体
B:"Carrier Explotion"=true
# How many seconds does a Cyst Block have to wait before it eats items. [range: 0 ~ 1024, default: 25]
//纳物囊包销毁物品间隔(单位:秒)
I:"Cyst Delay"=25
# Set to true if you want parasites to store blocks in their inventory and then place them in a cyst. [default: true]
//设置为true时允许寄生体将其临时物品栏中物品放置纳物囊包中存储
B:"Cyst Enabled"=true
# Items that cannot be consumed by the cyst block [default: ]
//纳物囊包无法消化的物品
S:"Cyst Item BlackList" <
>
# Amount of points (EP) generated each time a Cyst block consume an item. [range: 0 ~ 1024, default: 2]
//纳物囊包进行一次消化行为产生的演化点数
I:"Cyst Item Value"=2
# Additional weakness (Everything that is not Mob or Item) for the parasites. Ex. "inFire;2" Where:
# "inFire" is the damage type,
# "2" is the multiplier.
# [default: ]
S:"Damage Additional Weakness Else" <
>
//寄生体的额外弱点(非生物和物品伤害来源),如“inFire;2”为着火伤害类型对寄生体的伤害倍率为2倍
# Additional weakness (Only Items) for the parasites. Ex. "inFire;2" Where:
# "inFire" is the damage type,
# "2" is the multiplier.
# [default: ]
S:"Damage Additional Weakness Items" <
>
//对寄生体的额外弱点(仅限物品伤害来源)
# Additional weakness (Only Mobs) for the parasites. Ex. "inFire;2" Where:
# "inFire" is the damage type,
# "2" is the multiplier.
# [default: ]
S:"Damage Additional Weakness Mobs" <
>
//对寄生体的额外弱点(仅限生物伤害来源)
# Damage (Everything that is not Mob or Item) that will ignore damage cap [default: ]
//可以无视寄生体最小击杀次数的伤害类型(非物品和非生物伤害来源)
S:"Damage Cap BlackList Else" <
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//设置为true时,反转为白名单
B:"Damage Cap BlackList Inverted"=false
# Damage (Only Items) that will ignore damage cap [default: ]
//可以无视寄生体最小击杀次数的伤害类型(物品伤害来源)
S:"Damage Cap BlackList Items" <
>
# Damage (Only Mobs) that will ignore damage cap [default: ]
//可以无视寄生体最小击杀次数的伤害类型(生物伤害来源)
S:"Damage Cap BlackList Mobs" <
>
# Damage (Everything that is not Mob or Item) that cannot be learned by the parasites ("inWall" and "outOfWorld" will be by default).
//寄生体无法产生伤害适应性的列表(墙中窒息和虚空伤害为默认类型)
# Damage sources in Vanilla:
# inFire
# lightningBolt
# onFire
# lava
# hotFloor
# inWall
# cramming
# drown
# starve
# cactus
# fall
# flyIntoWall
# outOfWorld
# generic
# magic
# wither
# anvil
# fallingBlock
# dragonBreath
# fireworks
# player
# mob
# arrow
# indirectMagic
# thorns [default: ]
S:"Damage Types BlackList Else" <
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//设置为true反转为白名单
B:"Damage Types BlackList Inverted"=false
# Damage (Only Items) that cannot be learned by the parasites. [default: ]
//寄生虫无法适应的伤害来源(仅物品来源)
S:"Damage Types BlackList Items" <
>
# Damage (Only Mobs) that cannot be learned by the parasites. [default: ]
//寄生虫无法适应的伤害来源(仅生物来源)
S:"Damage Types BlackList Mobs" <
>
# Duration in ticks of the window when adaptation fail due to fire. [range: 0 ~ 1024, default: 10]
//由火焰伤害造成的伤害适应失效持续时间
I:"Fire Adaptation Window"=10
# Gnats will not be spawned by Vermin or spawned naturally if the local number is greater than this. Natural Gnat spawns will respect the base + player caps. [range: 0 ~ 50000, default: 40]
//狂疫蚊的生成上限参考值(最终数量与玩家数量和该数值相关),当超过这个数值后蚊母兽将不会投放狂疫蚊
I:"Gnat Cap"=40
# Incomplete forms will not spawn from COTH if local number is greater than this. [range: 0 ~ 50, default: 10]
//若本地存在的未完全转变形态高于这个数值,其将不会因为寄巢之唤(COTH)而生成
I:"Incomplete Cap"=10
# Each second the killcount will go up by this amount (only if difficulty is set to hard or hardcore (This is ignored if Evolution Phases are enabled, it has its own option)). [range: 0.0 ~ 100.0, default: 0.0]
//每秒增加的击杀计数(困难和极限模式下启用,当演化阶段启用时将失效)
S:"Killcount Plus"=0.0
# List of stackable effects amplifiers limits. Ex. "minecraft:poison;3" Where:
//下表中所列效果的药水等级堆叠上限,如"minecraft:poison;3",即中毒效果通过药水效果堆叠的方法只能达到中毒IV
# "minecraft:poison" is the effect,
# "3" is the amplifier limit.
# [default: ]
S:"Limit Potion Amplifiers" <
>
# Special attacks will not deal minimum damage if the victim's life is below this value. [range: 0.0 ~ 1000.0, default: 5.0]
//当目标生命低于该数值后,寄生体的一些特殊攻击将不会施加最小伤害(目前仅包括粉碎打击和冲锋,但是无法削减特殊攻击过程中附带的正常伤害;如这些普通伤害冲击波和震荡波,以及上述两种可减免特殊伤害过程中的普通伤害)
S:"Minimum Damage Special Attack Cap"=5.0
# Set to false if you want the parasites to only target the player. [default: true]
//设置为false时让寄生体只攻击玩家
B:"Mob Attacking"=true
# Set to true if you want parasites to be fully friendly with mobs from Mob Attacking blacklist. [default: false]
//设定为true时寄生体对下列表中的生物保持完全友好
B:"Mob Attacking Friendly"=false
# List of mobs that the parasites will no longer attack if "Mob Attacking" is true, Ex: "minecraft:zombie" or just "minecraft" for a whole mod [default: [srmonstress], [minecraft:creeper]]
//当设定为true时,寄生体不会攻击下表生物
S:"Mob Attacking blacklist" <
srmonstress //逃逸魔物娘(仅模组注册名即包括该模组全体生物)
minecraft:creeper //苦力怕(单个注册名为单个生物)
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//设置为true时反转为白名单
B:"Mob Attacking blacklist Inverted"=false
# Parasites will not spawn if local number is greater than this. [range: 0 ~ 50000, default: 40]
//寄生体自然生成数量上限
I:"Mob Cap"=40
# Each Player will increase the mob cap by this value. [range: 0 ~ 50000, default: 5]
//每个玩家增加的生物上限数目
I:"Mob Cap Per Player"=5
# Fire damage multiplier for the mobs. [range: 1.0 ~ 100.0, default: 4.0]
//火焰伤害对寄生虫的伤害倍率
S:"Mob Fire Damage Multiplier"=4.0
# Set to true if the blocks broken by parasites should have drops. [default: true]
//设置为true时寄生体破坏方块可以掉落
B:"Mob doTileDrops"=true
# Set to true if you want converted mobs or merged ones to despawn. [default: false]
//设置为true时将不再因为生物同化转变和肉块融合产生寄生体
B:"Mobs Converted Despawn"=false
# Set to true if you want mobs to place down residue blocks. [default: true]
//设置为true时允许寄生体产生感染方块残渣
B:"Mobs Residue"=true
# List of block that can't be broken by the griefing task, Ex: "minecraft:stonebrick" or just "minecraft" for a whole mod [default: ]
//寄生体无法破坏的方块列表,如“minecraft:stonebrick”(石砖注册名)或者“minecraft”(我的世界原版)
S:"Mobs with Griefing Task Blacklist" <
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//设置为true时反转为白名单
B:"Mobs with Griefing Task Blacklist Inverted"=false
# Mobs that will break block in the way when chasing its target. Ex. "srparasites:adapted_longarms;1;3;2" Where:
# "srparasites:adapted_longarms" is the entity (note: this only works with mobs of this mod),
# "1" is the maximum hardness of the block it can break,
# "3" is the cooldown in ticks,
# "2" is the range.
# [default: [srparasites:sim_dragone;3;60;4], [srparasites:hi_golem;3;40;2], [srparasites:pri_longarms;1;60;1], [srparasites:pri_reeker;1;60;1], [srparasites:pri_summoner;1;60;1], [srparasites:pri_manducater;1;60;1], [srparasites:pri_yelloweye;1;60;1], [srparasites:pri_arachnida;1;60;1], [srparasites:pri_bolster;1;60;1], [srparasites:pri_vermin;1;60;1], [srparasites:beckon_si;3;60;1], [srparasites:dispatcher_si;3;60;1], [srparasites:ada_longarms;3;40;1], [srparasites:ada_reeker;3;40;1], [srparasites:ada_summoner;3;40;1], [srparasites:ada_manducater;3;40;2], [srparasites:ada_yelloweye;3;40;2], [srparasites:ada_arachnida;3;40;2], [srparasites:ada_bolster;3.5;20;2], [srparasites:beckon_sii;5.5;20;2], [srparasites:dispatcher_sii;5.5;20;2], [srparasites:warden;5;20;2], [srparasites:marauder;5;10;3], [srparasites:vigilante;5;20;2], [srparasites:overseer;5;20;2], [srparasites:bomber_light;5;20;2], [srparasites:grunt;3;20;1], [srparasites:monarch;5;20;4], [srparasites:beckon_siii;7;20;4], [srparasites:dispatcher_siii;7;20;4], [srparasites:wraith;15;20;5], [srparasites:bogle;15;20;5], [srparasites:haunter;15;20;5], [srparasites:carrier_colony;15;20;5], [srparasites:succor;15;20;2], [srparasites:bomber_heavy;15;20;5], [srparasites:beckon_siv;18;20;5], [srparasites:dispatcher_siv;18;20;5], [srparasites:kyphosis;7;20;3], [srparasites:sentry;7;20;3], [srparasites:anc_dreadnaut;9;5;4], [srparasites:anc_overlord;9;5;4], [srparasites:crux;4;30;2]]
//当寄生体追逐目标时,将会破坏沿路方块的相关参数(如"srparasites:adapted_longarms;1;3;2")
//“srparasites:adapted_longarms”此为实体名称(适应长臂兽)
//“1”为能够破坏的最大方块硬度
//“3”为破坏方块冷却时间(刻)
//“2”为破坏范围(格)
S:"Mobs with new griefing task" <
srparasites:sim_dragone;3;60;4
srparasites:hi_golem;3;40;2
srparasites:pri_longarms;1;60;1
srparasites:pri_reeker;1;60;1
srparasites:pri_summoner;1;60;1
srparasites:pri_manducater;1;60;1
srparasites:pri_yelloweye;1;60;1
srparasites:pri_arachnida;1;60;1
srparasites:pri_bolster;1;60;1
srparasites:pri_vermin;1;60;1
srparasites:beckon_si;3;60;1
srparasites:dispatcher_si;3;60;1
srparasites:ada_longarms;3;40;1
srparasites:ada_reeker;3;40;1
srparasites:ada_summoner;3;40;1
srparasites:ada_manducater;3;40;2
srparasites:ada_yelloweye;3;40;2
srparasites:ada_arachnida;3;40;2
srparasites:ada_bolster;3.5;20;2
srparasites:beckon_sii;5.5;20;2
srparasites:dispatcher_sii;5.5;20;2
srparasites:warden;5;20;2
srparasites:marauder;5;10;3
srparasites:vigilante;5;20;2
srparasites:overseer;5;20;2
srparasites:bomber_light;5;20;2
srparasites:grunt;3;20;1
srparasites:monarch;5;20;4
srparasites:beckon_siii;7;20;4
srparasites:dispatcher_siii;7;20;4
srparasites:wraith;15;20;5
srparasites:bogle;15;20;5
srparasites:haunter;15;20;5
srparasites:carrier_colony;15;20;5
srparasites:succor;15;20;2
srparasites:bomber_heavy;15;20;5
srparasites:beckon_siv;18;20;5
srparasites:dispatcher_siv;18;20;5
srparasites:kyphosis;7;20;3
srparasites:sentry;7;20;3
srparasites:anc_dreadnaut;9;5;4
srparasites:anc_overlord;9;5;4
srparasites:crux;4;30;2
>
# Set to true for Nexus versions to despawn. [default: false]
//设置为true时禁用连结种寄生体生成
B:"Nexus Versions Despawn"=false
# Set to false if you dont want the parasites to spawn orbs. [default: true]
//设置为false时禁用寄生体Orb技能释放
B:"Orb Attacking"=true
# Exhaustion multiplier if affected by an orb. [range: 0 ~ 100, default: 5]
受到寄生体技能影响所获得的饥饿等级倍率
I:"Orb Exhaustion Multiplier"=5
# Amount of ticks that the parasites need to be out of combat to start regenerating. [range: 0 ~ 1024, default: 80]
//寄生体在脱离战斗后多少刻后会自然回复生命
I:"Regen Timer"=80
# Set to true if you want parasites to place sometimes Remain Blocks when killed. [default: true]
//设置为true时寄生体将在被击杀后产生肉块和遗骸
B:"Remain Blocks"=true
# Set to false if you dont want parasites to target light/circuit blocks. [default: true]
//设置为false时寄生体不会主动破坏光源方块/红石元件
//默认配置下,寄生体会在空闲状态时主动破坏会发光的方块,也会故意打坏可以运行的红石系统通路
B:"Target Blocks"=true
# Tendril health from its parent (1=100%). [range: 0.5 ~ 100.0, default: 0.4]
//卷须的部件生命值在寄生体身上时为该寄生虫总生命的比例
S:"Tendril Health"=0.4
# Chance (1=100%) for parasites to spawn as a variant if available. [range: 0.0 ~ 1.0, default: 0.33]
//如果存在变种,寄生体产生其变种的几率为(1=100%)
S:"Variant Spawn Chance"=0.33
}
适应种通用属性设置
parasite_properties_adapted {
# Set to false if you want the view check to be performed when searching for enemies. [default: false]
//设置为false时禁用适应种寄生体穿墙索敌
B:"Version Adapted Can't See Through Walls"=false
# Minimum number of hits required to kill Adapted versions. [range: 1 ~ 100, default: 5]
//适应种的最小击杀次数
I:"Version Adapted Damage Cap"=5
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 200]
//适应种死亡造成的演化点数损失
I:"Version Adapted Death Penalty Evolution Value"=200
# Set to true for adapted versions to despawn. [default: true]
//设置为true时将不再生成适应种
B:"Version Adapted Despawn"=true
# Will increase exhaustion level by this value when it hits you. [range: 0.0 ~ 100.0, default: 1.0]
//适应种每次攻击时造成的饥饿等级
S:"Version Adapted Exhaustion"=1.0
# Follow range. [range: 0.0 ~ 128.0, default: 32.0]
//适应种寄生体索敌范围
S:"Version Adapted Follow Range"=32.0
# Maximum amount of food to be contaminated. [range: 0 ~ 1000000000, default: 5]
//适应种一次攻击行为最多可污染的食物数量
I:"Version Adapted Food Item Amount"=5
# Chance (1=100%) of contaminating food when hitting you. [range: 0.0 ~ 1.0, default: 0.2]
//适应种每次攻击污染食物的概率
S:"Version Adapted Food Item Chance"=0.2
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 1.0]
//适应种侦测到隐身生物的惩罚比率,数值越低越不容易侦测到(原版值为0.7)
S:"Version Adapted Invisible Penalty"=1.0
# Minimum Damage for Adapted versions. [range: 0.0 ~ 1024.0, default: 1.5]
//适应种无视防护所能造成的最小伤害
S:"Version Adapted Minimum Damage"=1.5
# Cooldown (seconds) added to items by their orb. [range: 0 ~ 1000000000, default: 10]
//适应种发动Orb技能让物品无法使用冷却时间
I:"Version Adapted Orb Item Cooldown"=10
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
//适应种着火时丧失适应性的概率(1=100%)
S:"Version Adapted Point Chance to Fail"=0.5
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8]
//适应种每次受到伤害产生适应的概率(1=100%)
S:"Version Adapted Point Chance to Learn"=0.8
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10]
//适应种对单个类型伤害最高适应次数
I:"Version Adapted Point Reduction Cap"=10
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 8]
//适应种最多能适应的伤害种类
I:"Version Adapted Point Reduction Total Cap"=8
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1]
//每次产生适应,适应种将减少该伤害来源伤害比率(1=100%)
S:"Version Adapted Point Reduction Value"=0.1
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.1]
//适应种在脱战后每刻能够回复的生命
S:"Version Adapted Regen"=0.1
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 20]
//召唤兽让适应种从遗骸中重生所需要的生命点数
I:"Version Adapted Remain Value"=20
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 60]
//当Scent System启用时,适应种死亡将给“声音实体”给予的支援点数=0
I:"Version Adapted Scent Death Value"=60
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 1.0]
//适应种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.8)
S:"Version Adapted Sneak Penalty"=1.0
# XP value. [range: 1 ~ 50000, default: 55]
//适应种被击杀给予的经验值
I:"Version Adapted XP Value"=55
}
始祖种通用属性设置
parasite_properties_ancient {
# Minimum number of hits required to kill Ancient versions. [range: 1 ~ 100, default: 5]
//始祖种所需的最小击杀次数
I:"Version Ancient Damage Cap"=5
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 1]
//始祖种死亡带来的演化点数损失
I:"Version Ancient Death Penalty Evolution Value"=1
# Set to true for ancient mobs to despawn. [default: true]
//设置为false禁用始祖种生成
B:"Version Ancient Despawn"=true
# Follow range. [range: 0.0 ~ 128.0, default: 64.0]
//始祖种索敌范围
S:"Version Ancient Follow Range"=64.0
# Minimum Damage for Ancient versions. [range: 0.0 ~ 1024.0, default: 2.5]
//始祖种能够造成的最低伤害
S:"Version Ancient Minimum Damage"=2.5
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1]
//始祖种在火上失去适应能力的概率
S:"Version Ancient Point Chance to Fail"=0.1
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9]
//始祖种受击产生适应性的概率
S:"Version Ancient Point Chance to Learn"=0.9
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10]
//始祖种对单种伤害类型的最大适应次数
I:"Version Ancient Point Reduction Cap"=10
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 5]
//始祖种最大伤害适应种类
I:"Version Ancient Point Reduction Total Cap"=5
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.1]
//始祖种每产生一次适应,降低该伤害类型伤害比率
S:"Version Ancient Point Reduction Value"=0.1
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.3]
//始祖种在脱离战斗后的每刻回复的生命
S:"Version Ancient Regen"=0.3
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 0]
//当Scent System启用时,始祖种死亡将给“声音实体”给予的支援点数
I:"Version Ancient Scent Death Value"=0
# XP value. [range: 1 ~ 50000, default: 5000]
//始祖种被击杀时获得经验值
I:"Version Ancient XP Value"=5000
}
同化种通用属性设置
parasite_properties_assimilated {
# How many kills Assimilated versions need for the Feral stage. [range: 0.0 ~ 100.0, default: 60.0]
//在积累多少点数后允许同化种进化为狂化种
S:"Kills for Feral Stage"=60.0
# How many kills Assimilated versions need for the Primitive stage. [range: 0.0 ~ 100.0, default: 5.0]
//同化种生物获得进化为原始种的机会所需要击杀生物数目
S:"Kills for Primitive Stage"=5.0
# Chance for Human/Villager/Enderman to cause bleeding in its targets (1=100%). [range: 0.0 ~ 1.0, default: 0.2]
//同化人类/村民/末影人可以造成的流血概率
S:"Version Assimilated Bleeding"=0.2
# Minimum number of hits required to kill Assimilated versions. [range: 1 ~ 100, default: 1]
//击杀同化种所需要的最小次数
I:"Version Assimilated Damage Cap"=1
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 1]
//同化种被击杀造成的演化点数损失
I:"Version Assimilated Death Penalty Evolution Value"=1
# Set to true for Assimilated versions to despawn. [default: true]
//设置为true禁用同化种生成
B:"Version Assimilated Despawn"=true
# Follow range. [range: 0.0 ~ 128.0, default: 16.0]
//同化种的索敌范围
S:"Version Assimilated Follow Range"=16.0
# Set to false if you don't want assimilated versions to hide by transforming into other mobs. [default: true]
//设置为false时禁用同化种伪装为其他生物
B:"Version Assimilated Hiding"=true
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 0.7]
//同化种侦测到隐身玩家的惩罚比率,数值越低越不容易侦测到
S:"Version Assimilated Invisible Penalty"=0.7
# Minimum Damage for Assimilated versions. [range: 0.0 ~ 1024.0, default: 0.5]
//同化种所能造成的最低伤害
S:"Version Assimilated Minimum Damage"=0.5
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 10]
//召唤兽复活同化种所需要的生命点数
I:"Version Assimilated Remain Value"=10
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 5]
//当Scent System启用时,同化种死亡将给“声音实体”给予的支援点数
I:"Version Assimilated Scent Death Value"=5
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 0.8]
//同化种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到
S:"Version Assimilated Sneak Penalty"=0.8
# XP value. [range: 1 ~ 50000, default: 8]
//击杀同化种获取经验值
I:"Version Assimilated XP Value"=8
}
威慑种通用属性设置
parasite_properties_deterrent {
# Minimum number of hits required to kill a Deterrent. [range: 1 ~ 100, default: 6]
//威慑种的最小击杀次数
I:"Deterrent Damage Cap"=6
# Follow range. [range: 0.0 ~ 128.0, default: 32.0]
//威慑种索敌范围
S:"Deterrent Follow Range"=32.0
# Minimum Damage for Deterrent versions. [range: 0.0 ~ 1024.0, default: 2.0]
//威慑种所能造成的最小伤害
S:"Deterrent Minimum Damage"=2.0
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
//威慑种在火中无法适应的概率
S:"Deterrent Point Chance to Fail"=0.5
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.85]
//威慑种每次受击产生适应的概率
S:"Deterrent Point Chance to Learn"=0.85
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 6]
//威慑种最大适应次数
I:"Deterrent Point Reduction Cap"=6
# How many damage types the version can learn and adapt. [range: 0 ~ 10, default: 10]
//威慑种最大适应伤害种类数
I:"Deterrent Point Reduction Total Cap"=10
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.16]
//威慑种每次适应减少该伤害比率
S:"Deterrent Point Reduction Value"=0.16
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 1000]
//威慑种被击杀造成的演化点数损失
I:"Version Deterrent Death Penalty Evolution Value"=1000
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.3]
//威慑种在脱离战斗后回复生命速率
S:"Version Deterrent Regen"=0.3
# XP value. [range: 1 ~ 50000, default: 75]
//威慑种被击杀获得的经验值
I:"Version Deterrent XP Value"=75
}
狂化种通用属性设置
parasite_properties_feral {
# Minimum number of hits required to kill Feral versions. [range: 1 ~ 100, default: 3]
//狂化种的最小击杀数
I:"Version Feral Damage Cap"=3
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 5]
//狂化种被击杀时的演化点数损失量
I:"Version Feral Death Penalty Evolution Value"=5
# Set to true for Feral versions to despawn. [default: true]
//设置为ture禁用狂化种的生成(演化阶段启用后无效)
B:"Version Feral Despawn"=true
# Follow range. [range: 0.0 ~ 128.0, default: 20.0]
//狂化种的索敌范围
S:"Version Feral Follow Range"=20.0
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 1.0]
//狂化种侦测到隐身玩家的惩罚比率,数值越低越不容易侦测到
S:"Version Feral Invisible Penalty"=1.0
# Minimum Damage for Feral versions. [range: 0.0 ~ 1024.0, default: 0.75]
//狂化种的最小伤害
S:"Version Feral Minimum Damage"=0.75
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 12]
//召唤兽复活狂化种所需要的生命点数
I:"Version Feral Remain Value"=12
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 15]
//当Scent System启用时,狂化种死亡将给“声音实体”给予的支援点数
I:"Version Feral Scent Death Value"=15
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 1.0]
//狂化种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到
S:"Version Feral Sneak Penalty"=1.0
# XP value. [range: 1 ~ 50000, default: 16]
//狂化种被击杀时后获得的经验值
I:"Version Feral XP Value"=16
}
连结种通用属性设置
parasite_properties_nexus {
# If Dispatcher Nidus block cannot spawn a Dispatcher, it will multiply collected killcount by this amount. [range: 1 ~ 10000, default: 3]
//如果调度柱胞窝不能生成调度柱,其会将收集的击杀计数按如下倍率转化为演化点数
I:"Nexus Block Bonus"=3
# Killcount required for a Dispatcher Nidus Block to spawn a Dispatcher Stage I. [range: 1 ~ 10000, default: 40]
//调度柱胞窝形成 I 阶调度柱所需要的击杀计数
I:"Nexus Block Dispatcher"=40
# Collective killcount required to place a Dispatcher Nidus Block. [range: 1 ~ 10000, default: 15]
//放置一个调度柱胞窝总计所需要的击杀计数
I:"Nexus Block Start"=15
I 阶连结种
# Minimum number of hits required to kill a Nexus Stage I. [range: 1 ~ 100, default: 4]
// I 阶连结种的最下击杀次数
I:"Nexus Stage I Damage Cap"=4
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 3]
// I 阶连结种被击杀会损失的演化点数
I:"Nexus Stage I Death Penalty Evolution Value"=3
# Follow range. [range: 0.0 ~ 128.0, default: 16.0]
//I 阶连结种的索敌范围
S:"Nexus Stage I Follow Range"=16.0
# Maximum Growtime (in seconds) from Nexus Stage I to Nexus Stage II (max must be greater than min). [range: 1 ~ 10000, default: 300]
// I 阶连结种进化为 II 阶连结种所需要的最大时间(s)
I:"Nexus Stage I Max GrowTime"=300
# Minimum Growtime (in seconds) from Nexus Stage I to Nexus Stage I. [range: 1 ~ 10000, default: 240]
// I 阶连结种进化为 II 阶连结种所需要的最小时间(s)
I:"Nexus Stage I Min GrowTime"=240
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7]
// I 阶连结种在火中无法适应的概率
S:"Nexus Stage I Point Chance to Fail"=0.7
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.7]
// I 阶连结种每次受击产生适应的概率
S:"Nexus Stage I Point Chance to Learn"=0.7
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 10]
// I 阶连结种最大适应次数
I:"Nexus Stage I Point Reduction Cap"=10
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 5]
// I 阶连结种最大适应伤害种类数
I:"Nexus Stage I Point Reduction Total Cap"=5
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.07]
// I 阶连结种每次适应减少该伤害类型伤害比率
S:"Nexus Stage I Point Reduction Value"=0.07
II 阶连结种
# Minimum number of hits required to kill a Nexus Stage II. [range: 1 ~ 100, default: 7]
// II 阶连结种的最下击杀次数
I:"Nexus Stage II Damage Cap"=7
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 15]
// II 阶连结种被击杀会损失的演化点数
I:"Nexus Stage II Death Penalty Evolution Value"=15
# Follow range. [range: 0.0 ~ 128.0, default: 32.0]
// II 阶连结种的索敌范围
S:"Nexus Stage II Follow Range"=32.0
# Maximum Growtime (in seconds) from Nexus Stage I to Nexus Stage III (max must be greater than min). [range: 1 ~ 10000, default: 360]
// II 阶连结种进化为 III 阶连结种所需要的最大时间(s)
I:"Nexus Stage II Max GrowTime"=360
# Minimum Growtime (in seconds) from Nexus Stage I to Nexus Stage II. [range: 1 ~ 10000, default: 300]
// II 阶连结种进化为 III 阶连结种所需要的最小时间(s)
I:"Nexus Stage II Min GrowTime"=300
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.5]
// II 阶连结种在火中无法适应的概率
S:"Nexus Stage II Point Chance to Fail"=0.5
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.8]
// II 阶连结种每次受击产生适应的概率
S:"Nexus Stage II Point Chance to Learn"=0.8
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 8]
// II 阶连结种最大适应次数
I:"Nexus Stage II Point Reduction Cap"=8
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 10]
// II 阶连结种最大适应伤害种类数
I:"Nexus Stage II Point Reduction Total Cap"=10
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.125]
// II 阶连结种每次适应减少该伤害类型的比率
S:"Nexus Stage II Point Reduction Value"=0.125
III 阶连结种
# Minimum number of hits required to kill a Nexus Stage III. [range: 1 ~ 100, default: 10]
// III 阶连结种的最下击杀次数
I:"Nexus Stage III Damage Cap"=10
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 150]
// III 阶连结种被击杀会损失的演化点数
I:"Nexus Stage III Death Penalty Evolution Value"=150
# Follow range. [range: 0.0 ~ 128.0, default: 48.0]
// III 阶连结种的索敌范围
S:"Nexus Stage III Follow Range"=48.0
# Maximum Growtime (in seconds) from Nexus Stage I to Nexus Stage IV (max must be greater than min). [range: 1 ~ 10000, default: 1200]
// III 阶连结种成长为IV阶连结种的最大时间(秒)
I:"Nexus Stage III Max GrowTime"=1200
# Minimum Growtime (in seconds) from Nexus Stage I to Nexus Stage III. [range: 1 ~ 10000, default: 600]
// III 阶连结种成长为IV阶连结种的最小时间(秒)
I:"Nexus Stage III Min GrowTime"=600
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3]
// III 阶连结种在火中无法适应的概率
S:"Nexus Stage III Point Chance to Fail"=0.3
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9]
// III 阶连结种每次受击产生适应的概率
S:"Nexus Stage III Point Chance to Learn"=0.9
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 6]
// III 阶连结种最大适应次数
I:"Nexus Stage III Point Reduction Cap"=6
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 15]
// III 阶连结种最大适应伤害种类数
I:"Nexus Stage III Point Reduction Total Cap"=15
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.17]
// III 阶连结种每次适应减少该伤害类型伤害比率
S:"Nexus Stage III Point Reduction Value"=0.17
IV 阶连结种
# If parasites exceed this number, the Nexus will not upgrade them. [range: 1 ~ 100, default: 30]
// IV 阶召唤柱不会进化寄生体,若寄生体数量超过下边这个数值
I:"Nexus Stage IV Cap Upgrade"=30
# Minimum number of hits required to kill a Nexus Stage IV. [range: 1 ~ 100, default: 15]
// IV 阶连结种的最小击杀次数
I:"Nexus Stage IV Damage Cap"=15
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 20000]
// IV 阶连结种被击杀会损失的演化点数
I:"Nexus Stage IV Death Penalty Evolution Value"=20000
# Follow range. [range: 0.0 ~ 128.0, default: 64.0]
// IV 阶连结种的索敌范围
S:"Nexus Stage IV Follow Range"=64.0
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.1]
// IV 阶连结种在火中无法适应的概率
S:"Nexus Stage IV Point Chance to Fail"=0.1
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.9]
// IV 阶连结种每次受击产生适应的概率
S:"Nexus Stage IV Point Chance to Learn"=0.9
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 4]
// IV 阶连结种对单种伤害类型的最大适应次数
I:"Nexus Stage IV Point Reduction Cap"=4
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 23]
// IV 阶连结种最大适应伤害种类数
I:"Nexus Stage IV Point Reduction Total Cap"=23
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.25]
// IV 阶连结种每次适应减少该伤害类型伤害比例
S:"Nexus Stage IV Point Reduction Value"=0.25
}
卓越种通用属性设置
parasite_properties_preeminent {
# Set to false if you want the view check to be performed when searching for enemies. [default: false]
//卓越种是否会穿墙进行索敌
B:"Version Preeminent Can't See Through Walls"=false
# Minimum number of hits required to kill Preeminent versions. [range: 1 ~ 100, default: 15]
//卓越种的最小击杀次数
I:"Version Preeminent Damage Cap"=15
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 30000]
//卓越种被击杀会损失的演化点数
I:"Version Preeminent Death Penalty Evolution Value"=30000
# Set to true for preeminent mobs to despawn. [default: true]
//设置为true时禁用卓越种生成
B:"Version Preeminent Despawn"=true
# Will increase exhaustion level by this value when it hits you. [range: 0.0 ~ 100.0, default: 5.0]
//卓越种攻击目标时给予目标饥饿等级
S:"Version Preeminent Exhaustion"=5.0
# Follow range. [range: 0.0 ~ 128.0, default: 80.0]
//卓越种索敌范围
S:"Version Preeminent Follow Range"=80.0
# Maximum amount of food to be contaminated. [range: 0 ~ 1000000000, default: 12]
//卓越种每次攻击行为污损食物最大数量
I:"Version Preeminent Food Item Amount"=12
# Chance (1=100%) of contaminating food when hitting you. [range: 0.0 ~ 1.0, default: 0.4]
//卓越种每次攻击污染食物概率
S:"Version Preeminent Food Item Chance"=0.4
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 1.0]
//卓越种侦测到隐形玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.7)
S:"Version Preeminent Invisible Penalty"=1.0
# Minimum Damage for Preeminent versions. [range: 0.0 ~ 1024.0, default: 4.0]
//卓越种所能造成的最小伤害
S:"Version Preeminent Minimum Damage"=4.0
# Cooldown (seconds) added to items by their orb. [range: 0 ~ 1000000000, default: 30]
//卓越种本体释放Orb技能让物品无法使用冷却时间
I:"Version Preeminent Orb Item Cooldown"=30
# Amount of xp it will steal. [range: 1 ~ 50000, default: 340]
//卓越种Orb技能窃取经验数量
I:"Version Preeminent Orb Xp Steal"=340
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3]
//卓越种在火中无法适应的概率
S:"Version Preeminent Point Chance to Fail"=0.3
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 1.0]
//卓越种每次受击产生适应的概率
S:"Version Preeminent Point Chance to Learn"=1.0
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 5]
//卓越种对单种伤害类型的最大适应次数
I:"Version Preeminent Point Reduction Cap"=5
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 20]
//卓越种最大适应伤害种类数
I:"Version Preeminent Point Reduction Total Cap"=20
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.2]
//卓越种每次适应减少该伤害类型伤害比率
S:"Version Preeminent Point Reduction Value"=0.2
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.3]
//卓越种脱战后生命回复速度
S:"Version Preeminent Regen"=0.3
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 25]
//召唤兽复活卓越种所需的生命点数
I:"Version Preeminent Remain Value"=25
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 0]
//当Scent System启用时,卓越种死亡将给“声音实体”给予的支援点数
I:"Version Preeminent Scent Death Value"=0
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 1.0]
//卓越种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.8)
S:"Version Preeminent Sneak Penalty"=1.0
# XP value. [range: 1 ~ 50000, default: 200]
//击杀卓越种掉落的经验值
I:"Version Preeminent XP Value"=200
}
原始种通用属性设置
parasite_properties_primitive {
# How many kills Primitive versions need for the Adapted stage. [range: 0.0 ~ 100.0, default: 10.0]
//原始种进化为适应种需要击杀计数
S:"Kills for Adapted Stage"=10.0
# Set to false if you want the view check to be performed when searching for enemies. [default: false]
//原始种是否会穿墙进行索敌
B:"Version Primitive Can't See Through Walls"=false
# Minimum number of hits required to kill Primitive versions. [range: 1 ~ 100, default: 3]
//原始种的最小击杀次数
I:"Version Primitive Damage Cap"=3
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 10]
//原始种被击杀会损失的演化点数
I:"Version Primitive Death Penalty Evolution Value"=10
# Set to true for primitive versions to despawn. [default: true]
//设置为true时禁用原始种生成
B:"Version Primitive Despawn"=true
# Will increase exhaustion level by this value when it hits you. [range: 0.0 ~ 100.0, default: 0.5]
//原始种的攻击行为给予目标饥饿等级
S:"Version Primitive Exhaustion"=0.5
# Follow range. [range: 0.0 ~ 128.0, default: 24.0]
//原始种索敌范围
S:"Version Primitive Follow Range"=24.0
# Maximum amount of food to be contaminated. [range: 0 ~ 1000000000, default: 3]
//原始种每次行为最大污染食物数量
I:"Version Primitive Food Item Amount"=3
# Chance (1=100%) of contaminating food when hitting you. [range: 0.0 ~ 1.0, default: 0.1]
//原始种每次攻击污染食物概率
S:"Version Primitive Food Item Chance"=0.1
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 1.0]
//原始种侦测到隐形玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.7)
S:"Version Primitive Invisible Penalty"=1.0
# Minimum Damage for Primitive versions. [range: 0.0 ~ 1024.0, default: 1.0]
//原始种所能造成的最小伤害
S:"Version Primitive Minimum Damage"=1.0
# Cooldown (seconds) added to items by their orb. [range: 0 ~ 1000000000, default: 5]
//原始种释放球体技能让物品无法使用冷却时间
I:"Version Primitive Orb Item Cooldown"=5
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.7]
//原始种在火中无法适应的概率
S:"Version Primitive Point Chance to Fail"=0.7
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.7]
//原始种每次受击产生适应的概率
S:"Version Primitive Point Chance to Learn"=0.7
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 12]
//原始种对单种伤害类型的最大适应次数
I:"Version Primitive Point Reduction Cap"=12
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 5]
//原始种最大适应伤害种类数
I:"Version Primitive Point Reduction Total Cap"=5
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.05]
//原始种每次适应减少该伤害类型伤害比率
S:"Version Primitive Point Reduction Value"=0.05
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.05]
//原始种脱战后生命回复速度
S:"Version Primitive Regen"=0.05
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 15]
//召唤兽复活原始种所需要的生命点数
I:"Version Primitive Remain Value"=15
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 20]
//当Scent System启用时,原始种死亡将给“声音实体”给予的支援点数=0
I:"Version Primitive Scent Death Value"=20
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 1.0]
//原始种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.8)
S:"Version Primitive Sneak Penalty"=1.0
# XP value. [range: 1 ~ 50000, default: 30]
//击杀原始种掉落的经验值
I:"Version Primitive XP Value"=30
}
纯粹种通用属性设置
parasite_properties_pure {
# Set to false if you want the view check to be performed when searching for enemies. [default: false]
//纯粹种是否会穿墙进行索敌
B:"Version Pure Can't See Through Walls"=false
# Minimum number of hits required to kill Pure versions. [range: 1 ~ 100, default: 7]
//纯粹种的最小击杀次数
I:"Version Pure Damage Cap"=7
# How many points parasites will lose when it is killed. [range: 0 ~ 1000000000, default: 1000]
//纯粹种被击杀会损失的演化点数
I:"Version Pure Death Penalty Evolution Value"=1000
# Set to true for pure mobs to despawn. [default: true]
//设置为true时禁用纯粹种生成
B:"Version Pure Despawn"=true
# Will increase exhaustion level by this value when it hits you. [range: 0.0 ~ 100.0, default: 2.0]
//纯粹种攻击时给予目标饥饿等级
S:"Version Pure Exhaustion"=2.0
# Follow range. [range: 0.0 ~ 128.0, default: 32.0]
//纯粹种索敌范围
S:"Version Pure Follow Range"=32.0
# Maximum amount of food to be contaminated. [range: 0 ~ 1000000000, default: 8]
//纯粹种每次攻击行为最大污损食物数量
I:"Version Pure Food Item Amount"=8
# Chance (1=100%) of contaminating food when hitting you. [range: 0.0 ~ 1.0, default: 0.3]
//纯粹种每次攻击污损食物概率
S:"Version Pure Food Item Chance"=0.3
# Penalty for parasites when someone is invisible, the lower the value the higher the chance of not being seen, vanilla value is 0.7. [range: 0.0 ~ 1.0, default: 1.0]
//纯粹种侦测到隐形玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.7)
S:"Version Pure Invisible Penalty"=1.0
# Minimum Damage for Pure versions. [range: 0.0 ~ 1024.0, default: 2.0]
//纯粹种所能造成的最小伤害
S:"Version Pure Minimum Damage"=2.0
# Cooldown (seconds) added to items by their orb. [range: 0 ~ 1000000000, default: 17]
//纯粹种释放Orb技能让物品无法使用的冷却时间
I:"Version Pure Orb Item Cooldown"=17
# Amount of xp it will steal. [range: 1 ~ 50000, default: 180]
//纯粹种释放Orb技能窃取的经验值
I:"Version Pure Orb Xp Steal"=180
# Chance to fail adaptation if its on fire (1=100%). [range: 0.0 ~ 1.0, default: 0.3]
//纯粹种火中无法适应的概率
S:"Version Pure Point Chance to Fail"=0.3
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.95]
//纯粹种每次受击产生适应的概率
S:"Version Pure Point Chance to Learn"=0.95
# Cap of points used to reduce damage taken. [range: 0 ~ 100, default: 8]
//纯粹种对单种伤害类型的最大适应次数
I:"Version Pure Point Reduction Cap"=8
# How many damage types the version can learn and adapt. [range: 0 ~ 1000, default: 12]
//纯粹种最大可以适应伤害种类数
I:"Version Pure Point Reduction Total Cap"=12
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 100.0, default: 0.125]
//纯粹种每次适应减少该伤害类型伤害比率
S:"Version Pure Point Reduction Value"=0.125
# How much they will heal if not in combat. [range: 0.0 ~ 1024.0, default: 0.3]
//纯粹种脱战后生命回复速率
S:"Version Pure Regen"=0.3
# Life points required to be rebuilt. [range: 1 ~ 50000, default: 25]
//召唤兽复活纯粹种所需的生命点数
I:"Version Pure Remain Value"=25
# Death value set in EntityParasiticScent, used if parasite_collective_consciousness is enabled. [range: 1 ~ 1000, default: 130]
//当Scent System启用时,纯粹种死亡将给“声音实体”给予的支援点数
I:"Version Pure Scent Death Value"=130
# Number of Seizers it will spawn in combat. [range: 0 ~ 10, default: 3]
//纯粹种战斗中召唤的缠缚触手的数量
I:"Version Pure Seizer"=3
# Penalty for parasites when someone is sneaking, the lower the value the higher the chance of not being seen, vanilla value is 0.800000011920929. [range: 0.0 ~ 1.0, default: 1.0]
//纯粹种侦测到潜行玩家的惩罚比率,数值越低越不容易侦测到(原版数值为0.8)
S:"Version Pure Sneak Penalty"=1.0
# XP value. [range: 1 ~ 50000, default: 75]
//击杀纯粹种掉落的经验值
I:"Version Pure XP Value"=75
}
装备参数设置
该部分删除了部分开发组特有的喜欢水字数的环节,以增强阅读体验。
tools {
# Set to true for the armor to apply COTH to the user. [default: true]
//设置为true时盔甲会给予使用者寄群之唤效果
B:"Armor COTH"=true
# Damage (Everything that is not Mob or Item) that cannot be learned by the armor.
//盔甲不能适应的伤害(非生物和物品来源)
S:"Armor Damage Types BlackList Else" <
>
# Set to true if you want to use the list as a WhiteList. [default: false]
//设置为true时反转为白名单
B:"Armor Damage Types BlackList Inverted"=false
# Damage (Only Mobs) that cannot be learned by the armor.
//盔甲无法适应的伤害(仅限生物来源)
S:"Armor Damage Types BlackList Mobs" <
>
# Damage for the Living Axe. [range: 0 ~ 1024, default: 21]
//活体斧的攻击伤害
I:"Axe Living Damage"=21
# Range for the Living Axe. [range: 0.0 ~ 100.0, default: 4.0]
//活体斧的攻击距离
S:"Axe Living Range"=4.0
# Damage for the Sentient Axe. [range: 0 ~ 1024, default: 42]
//觉知巨斧的攻击伤害
I:"Axe Sentient Damage"=42
# Range for the Sentient Axe. [range: 0.0 ~ 100.0, default: 5.0]
//觉知巨斧的攻击距离
S:"Axe Sentient Range"=5.0
# Damage for the Living Cleaver. [range: 0 ~ 1024, default: 19]
//活体劈刀的攻击伤害
I:"Cleaver Living Damage"=19
# Range for the Living Cleaver. [range: 0.0 ~ 100.0, default: 4.5]
//活体劈刀的攻击距离
S:"Cleaver Living Range"=4.5
# Damage for the Sentient Cleaver. [range: 0 ~ 1024, default: 38]
//觉知巨劈刀的攻击伤害
I:"Cleaver Sentient Damage"=38
# Range for the Sentient Cleaver. [range: 0.0 ~ 100.0, default: 6.0]
//觉知巨劈刀的攻击距离
S:"Cleaver Sentient Range"=6.0
# Damage multiplier per second (holding) for the Living Greatbow. [range: 0 ~ 1024, default: 1]
//活体弓每秒蓄力提升的伤害倍率
I:"Greatbow Bonus"=1
# Damage for the Living Greatbow. [range: 0 ~ 1024, default: 1]
//活体弓的攻击伤害
I:"Greatbow Damage"=1
# Damage multiplier cap for the Living Greatbow. [range: 0 ~ 1024, default: 2]
//活体弓最大伤害倍率提升
I:"Greatbow Damage Cap"=2
# Damage multiplier per second (holding) for the Sentient Greatbow. [range: 0 ~ 1024, default: 1]
//觉知巨弓每秒蓄力提升的伤害倍率
I:"Greatbow Sentient Bonus"=1
# Damage for the Sentient Greatbow. [range: 0 ~ 1024, default: 1]
//觉知巨弓攻击伤害
I:"Greatbow Sentient Damage"=1
# Damage multiplier cap for the Sentient Greatbow. [range: 0 ~ 1024, default: 2]
//觉知巨弓最大伤害倍率提升
I:"Greatbow Sentient Damage Cap"=2
# Damage for the Living Lance. [range: 0 ~ 1024, default: 17]
//活体枪的攻击伤害
I:"Lance Living Damage"=17
# Range for the Living Lance. [range: 0.0 ~ 100.0, default: 5.0]
//活体枪的攻击距离
S:"Lance Living Range"=5.0
# Damage for the Sentient Lance. [range: 0 ~ 1024, default: 34]
//觉知长枪的攻击伤害
I:"Lance Sentient Damage"=34
# Range for the Sentient Lance. [range: 0.0 ~ 100.0, default: 7.0]
//觉知长枪的攻击距离
S:"Lance Sentient Range"=7.0
# Armor value for Living Boots. [range: 0 ~ 1024, default: 4]
//活体靴子的盔甲值
I:"Living Armor Boots"=4
# Armor value for Living Chest. [range: 0 ~ 1024, default: 10]
//活体胸甲的盔甲值
I:"Living Armor Chest"=10
# How many damage types the version can learn and adapt. [range: 0 ~ 1024, default: 4]
//活体盔甲最大适应次数
I:"Living Armor Damage Type Cap"=4
# Armor Durability for Living set. [range: 0 ~ 100000, default: 1000]
//活体套装的耐久值
I:"Living Armor Durability"=1000
# Armor value for Living Helm. [range: 0 ~ 1024, default: 4]
//活体头盔盔甲值
I:"Living Armor Helm"=4
# Armor value for Living Pants. [range: 0 ~ 1024, default: 8]
//活体护腿盔甲值
I:"Living Armor Pants"=8
# Cap of points used to reduce damage taken. [range: 0 ~ 1024, default: 18]
//活体盔甲最大适应伤害种类数(每件盔甲独立计算)
I:"Living Armor Point Cap"=18
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.2]
//活体盔甲每次受击时产生适应性概率
S:"Living Armor Point Chance to Learn"=0.2
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 1000.0, default: 0.0125]
//活体盔甲每次适应减少该伤害类型伤害比例
S:"Living Armor Point Reduction Value"=0.0125
# Toughness value for Living Armor. [range: 0.0 ~ 1000.0, default: 3.0]
//活体套装的盔甲韧性
S:"Living Armor Toughness"=3.0
# Durability for the Living Weapons. [range: 0 ~ 10000, default: 1000]
//活体武器耐久值
I:"Living Weapons Durability"=1000
# Value needed in order for Living weapons to evolve into Sentient Weapons. [range: 0 ~ 2000000000, default: 50000]
//活体武器进化为觉知武器所需要的击杀生物生命值的累计总点数
I:"Living Weapons HP Evolve"=50000
# Damage for the Living Maul. [range: 0 ~ 1024, default: 21]
//活体锤的攻击伤害
I:"Maul Living Damage"=21
# Range for the Living Maul. [range: 0.0 ~ 100.0, default: 4.0]
//活体锤的攻击距离
S:"Maul Living Range"=4.0
# Damage for the Sentient Maul. [range: 0 ~ 1024, default: 42]
//觉知巨锤的攻击伤害
I:"Maul Sentient Damage"=42
# Range for the Sentient Maul. [range: 0.0 ~ 100.0, default: 5.0]
//觉知巨锤的攻击距离
S:"Maul Sentient Range"=5.0
# Damage for the Living Scythe. [range: 0 ~ 1024, default: 17]
//活体镰刀的攻击伤害
I:"Scythe Living Damage"=17
# Range for the Living Scythe. [range: 0.0 ~ 100.0, default: 4.0]
//活体镰刀的攻击距离
S:"Scythe Living Range"=4.0
# Damage for the Sentient Scythe. [range: 0 ~ 1024, default: 34]
//觉知巨镰的攻击伤害
I:"Scythe Sentient Damage"=34
# Range for the Sentient Scythe. [range: 0.0 ~ 100.0, default: 5.0]
//觉知巨镰的攻击距离
S:"Scythe Sentient Range"=5.0
# Armor value for Sentient Boots. [range: 0 ~ 1024, default: 5]
//感知靴子的盔甲值
I:"Sentient Armor Boots"=5
# Armor value for Sentient Chest. [range: 0 ~ 1024, default: 12]
//感知胸甲的盔甲值
I:"Sentient Armor Chest"=12
# How many damage types the version can learn and adapt. [range: 0 ~ 1024, default: 7]
//觉知盔甲最大可以适应的伤害种类
I:"Sentient Armor Damage Type Cap"=7
# Armor Durability for Sentient set. [range: 0 ~ 100000, default: 1500]
//觉知盔甲的耐久值
I:"Sentient Armor Durability"=1500
# Armor value for Sentient Helm. [range: 0 ~ 1024, default: 5]
//感知头盔盔甲值
I:"Sentient Armor Helm"=5
# Armor value for Sentient Pants. [range: 0 ~ 1024, default: 10]
//感知护腿盔甲值
I:"Sentient Armor Pants"=10
# Cap of points used to reduce damage taken. [range: 0 ~ 1024, default: 13]
//感知盔甲最大适应次数
I:"Sentient Armor Point Cap"=13
# Chance to adapt (1=100%) to the damage. [range: 0.0 ~ 1.0, default: 0.5]
//感知盔甲每次受击时产生适应性概率
S:"Sentient Armor Point Chance to Learn"=0.5
# Value for each point, used to reduce damage taken. [range: 0.0 ~ 1000.0, default: 0.018]
//感知盔甲每次适应减少该伤害类型伤害比例
S:"Sentient Armor Point Reduction Value"=0.018
# Toughness value for Sentient Armor. [range: 0.0 ~ 1000.0, default: 4.0]
//感知套装的盔甲韧性
S:"Sentient Armor Toughness"=4.0
# Damage for the Living Sword. [range: 0 ~ 1024, default: 19]
//活体剑的攻击伤害
I:"Sword Living Damage"=19
# Range for the Living Sword. [range: 0.0 ~ 100.0, default: 4.5]
//活体剑的攻击距离
S:"Sword Living Range"=4.5
# Damage for the Sentient Sword. [range: 0 ~ 1024, default: 38]
//觉知巨剑的攻击伤害
I:"Sword Sentient Damage"=38
# Range for the Sentient Sword. [range: 0.0 ~ 100.0, default: 6.0]
//觉知巨剑的攻击距离
S:"Sword Sentient Range"=6.0
# Set to true if you want to cancel packets from the weapons, instead will use reach Attribute from the Player. [default: false]
B:"Weapon Packet Cancel"=false
}