# Configuration file


general {

    # If true, max health will be capped at 6 hearts and absorption at 2 hearts per limb. If false, the health cap will be much higher (64 hearts normal and 16 absorption)

    (如果这条设定为true,每个部位最大生命值上限为6颗心,每个部位额外2颗心伤害吸收。如果设定为false,生命值上限会变成每个部位64心,额外16心伤害吸收)

    B:capMaxHealth=false


    # Enabled additional debug logs - May slow down the game and will increase log file size

    (启用额外调试日志,可能会减慢游戏速度,并增加日志文件大小)

    # Only enable for special purposes

    (仅在特殊需要下开启)

    B:debug=false


    # Set to true to enable the debuff sounds. Requieres enableDebuffs to be true

    (如果有debuff状态的话,设置该条为true以启用debuff附带音效)

    B:enableSoundSystem=true


    # If true, many damage distributions will be more realistic, but this will also cause them to be harder

    # If enabled, e.g. drowing will only damage your body instead of your body and head last

    (设定这条为true会使伤害分布更加真实,但是会变得更加困难,比如溺水只会伤害身体,而不是身体和头部)

    B:hardMode=true


    # If true, max health is scaled to your hearts, and the config entries get multiplier to match the max health

    (设定这条为true,生命值将根据你的心数进行缩放,配置条目将获得与生命值匹配的乘数)

    B:scaleMaxHealth=true


    # Only effects the fallback random distribution.

    # If enabled, the default random damage distribution will be changed to leave critical limbs at 1hp if possible.

    # When there is too much damage, the damage will still kill the player. Other distributions that defined are not affected by this.

    (设定这条为true,一些随机分布的伤害会被改变,从而将致命的部位保持在1hp。当伤害太多时仍然会死。其他已定义过的分布不受影响,仅对随机分布伤害有效。)

    B:useFriendlyRandomDistribution=true


    # Specifies how the vanilla health is calculated. Affects the vanilla visual health bar, as well as the value other mods get to see when they query the player health.

    # AVERAGE_ALL simply takes all limbs and calculates the average of it.

    # AVERAGE_CRITICAL takes all critical limbs and calculates the average of it

    # MIN_CRITICAl takes the smallest health value of all critical limb

    # Does not have any effect if all critical limbs have been disabled.

    (原版的生命如何工作,这条会影响原版生命条的显示,以及其他模组使用的血量参数)

    # Valid values:

    # AVERAGE_ALL

    # AVERAGE_CRITICAL

    # MIN_CRITICAL

    # CRITICAL_50_PERCENT_OTHER_50_PERCENT

    (以上是可用的选项)

    (设定为AVERAGE_ALL时将所有部位血量平均)

    (设定为AVERAGE_CRITICAL时只平均致命部位的血量值)

    (设定为MIN_CRITICAl时取所有致命部位中最小值,如果禁用致命部位则无效)

    (设定为CRITICAL_50_PERCENT_OTHER_50_PERCENT时,取致命部位平均值与其他部位平均值之平均值)

    S:vanillaHealthCalculation=AVERAGE_ALL


    # If true, all usages of setHealth from other mods will be captured. Should not cause any problems, but allow mods like scaling health bandages to apply

    (#如果这条设定为true,其他mod的回血效果将被禁用。应该不会造成任何问题,但允许像ScalingHealth绷带这样的模组有效)

    B:watchSetHealth=false


    ##########################################################################################################

    # damagesystem

    #--------------------------------------------------------------------------------------------------------#

    # Settings regarding the max health of the body's parts. 2 = 1 heart

    (关于身体各部位生命值的设定,2等于1颗心)

    ##########################################################################################################


    damagesystem {

        B:causeDeathBody=true(如果这条为true,身体会成为致命部位,就是说一旦身体没血了就会直接死)

        B:causeDeathHead=true(如果这条为true,头部会成为致命部位,就是说一旦头部没血了就会直接死)


        # Min: 2

        # Max: 12

        I:maxHealthBody=8(身体血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthHead=6(头部血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthLeftArm=4(左臂血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthLeftFoot=4(左脚血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthLeftLeg=4(左腿血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthRightArm=4(右臂血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthRightFoot=4(右脚血量,最大12最小2)


        # Min: 2

        # Max: 12

        I:maxHealthRightLeg=4(右腿血量,最大12最小2)

    }


    ##########################################################################################################

    # overlay

    #--------------------------------------------------------------------------------------------------------#

    # Settings regarding the health overlay when ingame

    (关于游戏中生命值覆盖的设置)

    ##########################################################################################################


    overlay {

        # Determines the transparency of the overlay. 200 = Maximum transparency, 0 = Fully opaque

    (游戏中mod血量ui透明度,200完全不透明,0完全透明)

        # Min: 0

        # Max: 200

        I:alpha=50


        # Determines how first aid should display armor on item tooltips.

    (如何显示护甲条)

        # REPLACE replaces the vanilla description with the one fitting first aid

    (设定为REPLACE会替换原版护甲条成符合firstaid的)

        # APPEND will add the first aid values at the bottom

    (设定为APPEND会在底部增加firstaid的条)

        # NONE will show the old vanilla values. Be advised this is purly visual, interally, the first aid value will always be used

    (设定为NONE会显示原版的护甲值。但是只能看,内部还是用firstaid的值)

        # Valid values:

        # REPLACE

        # APPEND

        # NONE

        S:armorTooltipMode=REPLACE


        # Disables the funny easter eggs on certain events(是否禁用彩蛋)

        B:enableEasterEggs=true


        # Specifies the type of the overlay HUD.(如何显示模组生命ui)

        # Valid values:

        # OFF(不显示)

        # NUMBERS(显示数字)

        # HEARTS(显示心)

        # PLAYER_MODEL(显示玩家模型)

        # PLAYER_MODEL_4_COLORS(显示四色玩家模型)

        # PLAYER_MODEL_OLD_COLORS(显示老版玩家模型)

        # PLAYER_MODEL_OLD_4_COLORS(显示老版四色玩家模型)

        S:overlayMode=NUMBERS


        # The relative point of the overlay(模组生命ui显示在)

        # Valid values:

        # TOP_LEFT(左上)

        # TOP_RIGHT(右上)

        # BOTTOM_RIGHT(右下)

        # BOTTOM_LEFT(左下)

        S:pos=BOTTOM_LEFT


        # The mode how to show the mc vanilla health bar.(如何显示原版生命条)

        # NORMAL shows the vanilla health value that calculated the way vanillaHealthCalculation is specified (server config)

        # HIGHLIGHT_CRITICAL_PATH show the vanilla health value and highlights the health value of the most damaged critical limb (by default head or body) using the hardcore-styled hearts for them and the normal hearts for the rest of the health. Only works if vanillaHealthCalculation is set to AVERAGE_ALL

        # HIDE just doesn't display the vanilla health bar at all.

        # Valid values:

        # NORMAL(正常显示)

        # HIGHLIGHT_CRITICAL_PATH(正常显示并突出显示受损最严重的致命部位的生命值,使用极限模式的生命条,其余生命值为正常生命条。只有前面计算原版血量那条设定为AVERAGE_ALL时才有效)

        # HIDE(不显示)

        S:vanillaHealthBarMode=HIDE


        # The offset on the x axis(x轴偏移)

        I:xOffset=80


        # The offset on the y axis(y轴偏移)

        I:yOffset=1


        ##########################################################################################################

        # displaymode

        #--------------------------------------------------------------------------------------------------------#

        # Specifies when and how the HUD should be displayed

    (设定ui应该何时以及如何显示)

        ##########################################################################################################


        displaymode {

            # If set to true, the overlay will flash for a short moment if the health changed. Only affects PLAYER_MODEL overlay

    (设定这条为true,血量变化时相应部位会闪烁,只对玩家模型的血条有效)

            B:flash=true


            # Specifies how many ticks (20 ticks = 1 second) the overlay should be visible after health changed (healing/damaging)

    (血量变化后模组血量ui存在多久,设为-1时ui会永久可见,最大600最小-1)

            # If set to -1, the HUD is always visible

            # Min: -1

            # Max: 600

            I:visibleDurationTicks=-1

        }


    }


    ##########################################################################################################

    # internalhealing

    #--------------------------------------------------------------------------------------------------------#

    # Settings regarding the internal healing system

    (关于内部治疗系统的设置)

    ##########################################################################################################


    internalhealing {


        ##########################################################################################################

        # bandage

        #--------------------------------------------------------------------------------------------------------#

        # Settings for the bandage item

    (物品绷带的设置)

        ##########################################################################################################


        bandage {

            # The time it takes in the GUI to apply the item in milliseconds

    (使用绷带时长按的时间)

            # Min: 0

            # Max: 16000

            I:applyTime=1500


            # The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals

    (使用绷带的治疗间隔)

            # Min: 1

            # Max: 32767

            I:secondsPerHeal=10


            # The total heals this item does when applied. 1 heal = half a heart

    (绷带一次总共回多少血,1等于半颗心)

            # Min: 1

            # Max: 127

            I:totalHeals=6

        }


        ##########################################################################################################

        # plaster

        #--------------------------------------------------------------------------------------------------------#

        # Settings for the plaster item

    (物品石膏的设置)

        ##########################################################################################################


        plaster {

            # The time it takes in the GUI to apply the item in milliseconds

    (使用石膏时长按的时间)

            # Min: 0

            # Max: 16000

            I:applyTime=2000


            # The time it takes for a single heal to trigger. Total time this item is active = this * totalHeals

    (使用石膏的治疗间隔)

            # Min: 1

            # Max: 32767

            I:secondsPerHeal=15


            # The total heals this item does when applied. 1 heal = half a heart

    (石膏一次总共回多少血,1等于半颗心)

            # Min: 1

            # Max: 127

            I:totalHeals=4

        }


    }


    ##########################################################################################################

    # externalhealing

    #--------------------------------------------------------------------------------------------------------#

    # Settings regarding external healing system(like vanilla potions or natural regeneration

    (关于外部治疗系统的设定,比如原版药水或呼吸回血)

    ##########################################################################################################


    externalhealing {

        # Allow vanilla's natural regeneration. Requires "allowOtherHealingItems" to be true

    (允许原版呼吸回血,只有前面允许所有其他模组回血效果的那条为true时有效)

        # **WARNING** This sets the gamerule "naturalRegeneration" for all of your worlds internally, so it persists even if you remove the mod

    (注意:这条更改的是原版游戏规则"naturalRegeneration",即使你删掉这个mod他也不会自己变回来)

        B:allowNaturalRegeneration=false


        # If false, healing potions and other healing items will have no effect

    (如果这条设定为false,治疗药水和其他治疗物品将没有作用)

        B:allowOtherHealingItems=true


        # The value vanilla's natural regeneration will be multiplied with. Has no effect if "allowNaturalRegeneration" is disabled

    (原版呼吸回血的倍率,禁用原版呼吸回血则无效)

        # Min: 0.0

        # Max: 20.0

        D:naturalRegenMultiplier=0.5


        # The value external regen will be multiplied with. Has no effect if "allowOtherHealingItems" is disabled

    (其他治疗效果的倍率,禁用其他治疗物品则无效)

        # Min: 0.0

        # Max: 20.0

        D:otherRegenMultiplier=0.75


        # Specifies how the vanilla resistance potion effect should reduce damage. 

    (原版抗性提升药水效果减少多少伤害)

        # By default, one level of resistance reduces 20% of damage. Changing this value to e.g. 10 will reduce the reduction to 10% damage reduction per level

    (默认1级抗性提升降低20%伤害。若将此值更改为10,则每级抗性提升多降低10%伤害)

        # Min: 1

        # Max: 40

        I:resistanceReductionPercentPerLevel=20


        # Specifies how much percent of the max health should be restored when sleeping

    (睡觉回多少血,0.1是10%)

        # Min: 0.0

        # Max: 1.0

        D:sleepHealPercentage=0.1

    }


    ##########################################################################################################

    # debuffs

    #--------------------------------------------------------------------------------------------------------#

    # Enable/Disable specify debuffs on specific body parts

    (开关特定身体部位的指定debuff)

    ##########################################################################################################


    debuffs {


        head {

            B:blindness=true(这条设定为true,在头部受到伤害时会失明)

            B:nausea=true(这条设定为true,在头部受到伤害时会反胃)


            ##########################################################################################################

            # blindnessconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            blindnessconditions {

                # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart

    (玩家必须受到多少伤害才能施加失明debuff。必须排序,最高值先写)

                # Min: 0.0

                # Max: 10.0

                D:damageTaken <(伤害量)

                    2.0

                    1.0

                 >


                # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken

    (失明debuff持续多长时间。如果满足damageTaken配置中的第一个条件,则取该列表中的第一个值)

                # Min: 0

                # Max: 32767

                I:debuffLength <(持续时间)

                    160

                    80

                 >

            }


            ##########################################################################################################

            # nauseaconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            nauseaconditions {

                # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart

    (玩家必须受到多少伤害才能施加反胃debuff。必须排序,最高值先写)

                # Min: 0.0

                # Max: 10.0

                D:damageTaken <

                    3.0

                    2.0

                 >


                # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken

    (反胃debuff持续多长时间。如果满足damageTaken配置中的第一个条件,则取该列表中的第一个值)

                # Min: 0

                # Max: 32767

                I:debuffLength <

                    320

                    240

                 >

            }


        }


        body {

            B:nausea=true(这条设定为true,在身体受到伤害时会反胃)

            B:weakness=true(这条设定为true,在身体残血时会虚弱)


            ##########################################################################################################

            # nauseaconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different damage taken. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            nauseaconditions {

                # How much damage the user must have taken for the debuff to apply at the mapped length. Must be sorted so the **highest** value comes first. 2 = 1 heart

    (玩家必须受到多少伤害才能施加反胃debuff。必须排序,最高值先写)

                # Min: 0.0

                # Max: 10.0

                D:damageTaken <

                    4.0

                    2.0

                 >


                # How long the debuff should stay. If the first condition from the damageTaken config is met, the first value in this list will be taken

    (反胃debuff持续多长时间。如果满足damageTaken配置中的第一个条件,则取该列表中的第一个值)

                # Min: 0

                # Max: 32767

                I:debuffLength <

                    320

                    160

                 >

            }


            ##########################################################################################################

            # weaknessconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            weaknessconditions {

                # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken

    (虚弱药水效果多强。如果满足healthPercentageLeft配置中的第一个值,则将采用此列表中的第一个值)

                # Min: 0

                # Max: 127

                I:debuffStrength <

                    2

                    1

                 >


                # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first

    (用户必须剩余百分之多少生命值才能应用虚弱debuff。必须排序,最低的值先写)

                # Min: 0.0

                # Max: 1.0

                D:healthPercentageLeft <

                    0.25

                    0.5

                 >

            }


        }


        arms {

            B:mining_fatigue=true(这条设定为true,在手臂残血时会挖掘疲劳)


            ##########################################################################################################

            # miningfatigueconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            miningfatigueconditions {

                # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken

    (挖掘疲劳药水效果多强。如果满足healthPercentageLeft配置中的第一个值,则将采用此列表中的第一个值)

                # Min: 0

                # Max: 127

                I:debuffStrength <

                    3

                    2

                    1

                 >


                # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first

    (用户必须剩余百分之多少生命值才能应用挖掘疲劳debuff。必须排序,最低的值先写)

                # Min: 0.0

                # Max: 1.0

                D:healthPercentageLeft <

                    0.25

                    0.5

                    0.75

                 >

            }


        }


        legsandfeet {

            B:slowness=true(这条设定为true,在腿和脚残血时会缓慢)


            ##########################################################################################################

            # slownessconditions

            #--------------------------------------------------------------------------------------------------------#

            # Holds the information how the debuff should be applied at different health left. Only use this if you know what you are doing.

    (保存不同剩余生命值时如何应用debuff的信息。不知道什么意思别动)

            ##########################################################################################################


            slownessconditions {

                # How strong the potion effect should stay. If the first condition from the healthPercentageLeft config is met, the first value in this list will be taken

  (缓慢药水效果多强。如果满足healthPercentageLeft配置中的第一个值,则将采用此列表中的第一个值)

                # Min: 0

                # Max: 127

                I:debuffStrength <

                    3

                    2

                    1

                 >


                # How much health the user must have left for the debuff to apply at the mapped length. Must be sorted so the **lowest** value comes first

    (用户必须剩余百分之多少生命值才能应用缓慢debuff。必须排序,最低的值先写)

                # Min: 0.0

                # Max: 1.0

                D:healthPercentageLeft <

                    0.3499999940395355

                    0.6000000238418579

                    0.800000011920929

                 >

            }


        }


    }


    ##########################################################################################################

    # locationalarmor

    #--------------------------------------------------------------------------------------------------------#

    # Specify how the locational armor is calculated(各部位护甲如何计算)

    ##########################################################################################################


    locationalarmor {


        armor {

            # Min: 1.0

            # Max: 16.0

            D:chestArmorMultiplier=2.5(护甲值身体部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:chestArmorOffset=0.0(护甲值身体部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:feetArmorMultiplier=6.0(护甲值脚部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:feetArmorOffset=0.0(护甲值脚部部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:headArmorMultiplier=6.0(护甲值头部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:headArmorOffset=1.0(护甲值头部部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:legsArmorMultiplier=3.0(护甲值腿部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:legsArmorOffset=0.0(护甲值身体腿部补偿)

        }


        toughness {

            # Min: 1.0

            # Max: 16.0

            D:chestToughnessMultiplier=3.0(护甲韧性身体部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:chestToughnessOffset=0.0(护甲韧性身体部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:feetToughnessMultiplier=3.5(护甲韧性脚部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:feetToughnessOffset=0.0(护甲韧性脚部部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:headToughnessMultiplier=4.0(护甲韧性头部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:headToughnessOffset=0.0(护甲韧性头部部位补偿)


            # Min: 1.0

            # Max: 16.0

            D:legsToughnessMultiplier=3.0(护甲韧性腿部部位倍率)


            # Min: 0.0

            # Max: 4.0

            D:legsToughnessOffset=0.0(护甲韧性腿部部位补偿)

        }


    }


    ##########################################################################################################

    # enchantmenthandling

    #--------------------------------------------------------------------------------------------------------#

    # Specify how enchantments are applied(附魔如何应用)

    ##########################################################################################################


    enchantmenthandling {

        # If set to LOCAL_ENCHANTMENTS, only the enchantments for the armor for the body part that is currently being damaged is taken into account. The strength of the armor is multiplied by 4, so it matches the vanilla default

    (如果设定为LOCAL_ENCHANTMENTS,则只考虑当前伤害的身体部位的护甲的附魔。护甲附魔倍率乘以4时符合原版默认值)

        # If set to GLOBAL_ENCHANTMENTS, the enchantments of all armor pieces are taken into account for all body parts that have any kind of armor.

    (如果设定为GLOBAL_ENCHANTMENTS,所有盔甲的附魔将被考虑到所有拥有任何类型盔甲的身体部位)

        # Valid values:

        # GLOBAL_ENCHANTMENTS

        # LOCAL_ENCHANTMENTS

        S:armorEnchantmentMode=LOCAL_ENCHANTMENTS


        # Specifies the default modifier. This is only used if armorEnchantmentMode is LOCAL_ENCHANTMENTS, as this is used scale up the values to somewhat match what vanilla balances around (as vanilla balances around global enchantments)

    (指定护甲附魔倍率。只在上一条设定为LOCAL_ENCHANTMENTS时有效,用来倍数放大以匹配原版全局计算的平衡值)

        # Min: 1

        # Max: 4

        I:enchantmentMultiplier=4


        ##########################################################################################################

        # overrideentries

        #--------------------------------------------------------------------------------------------------------#

        # Specifies the overrides for the the modifier. This is only used if armorEnchantmentMode is LOCAL_ENCHANTMENTS. This can be used to set another multiplier for special enchantments

    (指定护甲附魔倍率的覆盖。只在上上条设定为为LOCAL_ENCHANTMENTS时使用。可以为特殊附魔另行设定乘数)

        ##########################################################################################################


        overrideentries {

    (特殊附魔倍率)

            # Min: 1

            # Max: 4

            I:multiplierOverride <

                1

             >


            # The resource location of the enchantment. Must be fully specified and cannot use wildcard. Example: minecraft:feather_falling

    (特殊附魔名单,必须完全指定,不能使用通配符。比如:“minecraft:feather_falling”)

            S:resourceLocation <

                minecraft:feather_falling

             >

        }


    }


}