“你想怎么称呼这个模组?寄生蜂?虫群之心?都可以。正如‘Vagrant’这个代号在私底下的称呼不仅是‘寄生体玩家’或者‘漫游者’一样。”
食用说明
本教程更新内容截至mod版本1.1.3版。
言归正传,本教程主要针对Scape and Run Parasites Addon: Cotesia Glomerata的srpcotesia.cfg文件进行了配置文件的汉化。
原mod虽然有config页面,但说明文本属于硬编码,在不改源代码的情况下不存在能够在游戏内汉化的可能性,因此在这里对配置修改进行了汉化。可活用于整合包的制作。
这次保留了原文以供勘校,进行了一点分类,不一定会按照原配置文件排序,使用ctrl+F确认位置会更加方便。
因为百科沟槽的代码格式转行可能会把翻译吞了,所以把代码格式放生了,已采用VSCODE模式变色。
配置文件没有的就是没法改。你要问我ctrl+F怎么用或者config文件在哪之类的问题可能会被拿去喂逐猎兽,真的。
翻译相关
部分暂时没在i18翻译出现的翻译条目:
Corpse Bloom=死孽繁茂(寄生体玩家的进化等级)
Bloom Tier/Bloom level=繁茂等级
Bloom value=繁茂值
Slicer=切刃(你解除伪装后缠在脑袋上的镰刀附肢)
部分涉及到SRP本体但没有官方翻译的条目:
Carcass=饵堆
Scent=气味因子
orb=寄染泡
Nade=酸液泡
作者有眼瞎没看到官中方案的可能性,如果有请务必在评论区下面反馈
正文
基础设置
项目包括但不限于:
对四级召唤柱行为的调整。
寄生体玩家和某些原版与SRP药水效果的联动。
寄生体玩家和聚生地/群系的联动。
寄生体玩家身上的某些寄生体通用设置(战利品和“死亡价值”)
# Whether effects from the strongest colony will be applied to parasite players.
//寄生体玩家是否会被给予最强的聚生地药水效果。
B:"Apply Colony Effects"=true
# Whether effects from the nearest node will be applied to parasite players.
//寄生体玩家是否会被给予最近的节点的药水效果。
B:"Apply Node Effects"=true
# Amount to heal parasite players every five seconds in the Parasite Biome.
//寄生体玩家五秒钟内在寄生群系受到的治疗量。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Biome Heal"=10.0
# Whether Stage IV Beckons will dismiss younger Stage III-IV Beckons.
//IV阶召唤柱是否会遣散更晚出现的III-IV阶召唤柱。
B:"Dismiss Beckons"=true
# Amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap by.
//IV阶召唤柱遣散更晚出现的召唤柱后增加的最小命中次数。
I:"Dismissal Damage Cap Increase"=1
# Maximum amount that Stage IV Beckons dismissing younger Beckons increases their Damage Cap to.
//IV阶召唤柱遣散更晚出现的召唤柱后最小命中次数所能增加到的最大上限。
# Should ideally be higher than the Stage IV Beckon's base damage cap.
//这一值必须大于IV阶召唤柱的基础最小命中次数。
I:"Dismissal Damage Cap Maximum"=30
# Amount of Evolution Points generated when Stage IV Beckons dismiss younger Beckons.
//IV阶召唤柱遣散更晚出现的召唤柱后增加的演化点数。
I:"Dismissal Value"=10000
# Effects that will be swapped out for parasite players.
//在寄生体玩家身上会被替换的药水效果。
# Fear is only swapped out if granted by a parasite, or its duration is greater than 60 ticks.
//恐惧仅在来源是寄生体,或其持续时间大于60个游戏刻时被替换。
# Syntax is effectIn;effectOut
//语法格式:被给予的效果;被换出的效果
S:"Effect Swaps" <
srparasites:needler;minecraft:resistance
srparasites:corrosive;minecraft:regeneration
srparasites:prey;srparasites:rage
srparasites:fear;srparasites:rage
>
# Effects that parasite players are immune to.
//寄生体玩家免疫的药水效果。
S:"Inherent Immunities" <
minecraft:poison
minecraft:hunger
srparasites:viral
>
# Whether parasite players receive Night Vision.
//寄生体玩家是否会被给予夜视效果。
B:"Night Vision"=true
# Whether parasite players can send their most common damage type to nearby Colonies on death.
//寄生体玩家是否能将自己死亡时所受到最多的伤害类型上传给聚生地。
B:"Notify Colonies on Death"=false
# Items this mob will drop. Ex. 'minecraft:nether_star;100;5;true' Where:
//生物(寄生体玩家)掉落的战利品,举例:'minecraft:nether_star;100;5;true',其中:
# 'minecraft:nether_star' is the item,
//'minecraft:nether_star'是物品,
# '100' is the chance to drop,
//'100'是其掉落几率,
# '5' is the max number of items,
//'5'是物品掉落数量,
# 'true' is for the item to always roll, if false the item will be unique and only 1 will be choosen.
//'ture'代表这一物品会常时随机,'false'则代表该掉落物与别的掉落物互斥,单独掉落。
S:"Parasite Player Drops" <
srpcotesia:factory_drop;75;7;true
>
# Whether parasite players can, if they aren't hiding, induce natural mob spawns past the Evolution Phase that bars them.
//如果寄生体玩家未伪装,自然生成的生物会被阻挡在该演化阶段之外。
B:"Parasite Player Spawn Loophole"=true
# Whether spawning Beckons via the Reinforcement System (or similar method internally) will carry over the Factory-Spawned tag.
//由支援系统(或者别的类似的内部机制)生成的召唤柱是否会继承“由巢穴生成”标签。
# In other words, whether or not the Reinforcement System copies that over.
//换句话说,支援系统是否会复制这个标签。
# This also affects Stage IV Beckons spawning other Beckons.
//这也会影响IV阶召唤柱生成的其他召唤柱。
B:"Reinforcement Ownership Transfer"=true
# Scent death value for parasite players. Only used if Scents is enabled.
//寄生体玩家在气味因子(Scent)中的死亡价值。只会在气味因子可用的时候可用。
# Set to 0 by default for most parasites, but just in case...
//默认情况下,大部分寄生体这一值被设置为0,但,以防万一……
I:"Scent Death Value"=10
# Whether parasite players can proc the Reinforcement System on death to entities.
//当寄生体玩家因某个实体死亡后是否会触发支援系统。
B:"Spawn Beckon on Death"=true
# Whether parasite players can spawn a Scent on death to entities.
//当寄生体玩家因某个实体死亡后是否会生成一个气味因子(Scent)。
B:"Spawn Scent on Death"=true
记录设置(logging settings)
# Settings which affect debug logging.//会影响到调试记录的设置。
基本是些开发者选项,慎重调试。
"logging settings" {
# Whether to log the processing of biomass settings.
//是否记录生物质设置。
# This normally occurs on world restart or config modification when a world isn't open.
//这通常发生在世界重启或配置修改时,此时世界尚未打开。
B:"Log Biomass Settings"=false
# Whether to log the processing of potions that latches give.
//是否记录寄染索(latch)设置
# This normally occurs on world restart or config modification when a world isn't open.
//这通常发生在世界重启或配置修改时,此时世界尚未打开。
B:"Log Latch Potions"=false
# Whether to log parasites successfully spawning via parasitic light sources.
//是否记录已成功设置的寄生光源(译注:本mod火把及灯笼相关)
# Only for testing purposes. Don't leave this on.
//仅用于测试。别让它一直保持开启。
B:"Log Light Sources"=false
# Debugging feature, prints sent and received config variables to the console.
//调试功能,将发送和接收的配置变量出示到控制台。
B:"Verbose Config Sync Logging"=false
}
井口设置(Well Setting)
# Settings which affect Wells, rips in spacetime that steal Evolution Points from the world, among other things.
//此设置会影响到井口,一种会从世界偷取演化点数的时空裂隙的设置。也包括一些别的。
强烈建议将井口可生成维度调成白名单并只添加特定几个维度,尤其是在和AE2一起安装的情况下——你不会想看到虚拟空间里也出这东西的……
"well settings" {
# Wells cannot appear in the dimensions in this list.
//井口不可生成的维度列表。
# Use the Dimension's numerical ID.
//使用维度ID数值记录。
S:"Dimension Blacklist" <
>
# Whether the dimension blacklist is a whitelist instead.
//是否将该列表用作白名单。
B:"Dimension Whitelist"=false
# Whether Wells are enabled.
//井口是否可用。
B:Enabled=true
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 0 Point Loss"=50
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 1 Point Loss"=75
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 10 Point Loss"=1000000000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 2 Point Loss"=100
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 3 Point Loss"=400
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 4 Point Loss"=5000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 5 Point Loss"=50000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 6 Point Loss"=2500000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 7 Point Loss"=10000000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 8 Point Loss"=100000000
# The amount of points a Well will subtract in this phase.//井口在这一阶段偷取的点数。
I:"Phase 9 Point Loss"=100000000
# Whether all Wells will be removed if there aren't any usable dimensions.
//如果没有任何可用的维度,所有井口是否都会被移走。
B:"Retroactive Well Relocation"=true
# Whether all Wells will be removed if there aren't any usable dimensions.
//如果没有任何可用的维度,所有井口是否都会被移除。
B:"Retroactive Well Removal"=true
# When a Well is successfully destroyed, the Armageddon timer will be increased by this value, delaying the Threat.
//如果一个井口被成功摧毁,末日计时将会增加这个值,由“威胁”选项决定。
# Min: 0
# Max: 2147483647
I:"Time added to Armageddon Timer"=240000
# Time in between Well Point Drain events, in ticks.
//“井口渗漏点数”事件的时间间隔,单位为刻。(译注:偷取点数事件的触发时间。)
# The default value corresponds to every 10 days.
//默认配置值为十天一次。
# Setting this to 0 prevents Wells from draining points at all.
//设置为0将阻止井口偷取点数。
# Min: 0
# Max: 2147483647
I:"Well Drain Ticks"=240000
# Time before Wells will begin to appear, in ticks.
//井口出现前的时间间隔,单位为刻。
# A well will not instantly appear once this is over. This is when it'll start ticking down.
//在这一时间过去前,井口在此之前完全不会出现。这时候,时间就会开始流逝。
# Refer to the Well Ticks option for how long that will take.
//请参阅“井口刻”选项了解这需要多长时间。
# Min: 0
# Max: 2147483647
I:"Well Grace Period"=240000
# The amount of health a well has, by default.
//一个井口所有的默认生命值。
# Once this is depleted, the well will be destroyed.
//当它清空,井口将会被摧毁。
# Min: 1
# Max: 2147483647
I:"Well Health"=100
# The maximum distance from the origin where a Well can appear.
//井口离出生点的最远距离。
# Min: 0
# Max: 2147483647
I:"Well Max Distance"=20000
# The minimum distance from the origin where a Well can appear.
//井口离出生点的最近距离。
# Min: 0
# Max: 2147483647
I:"Well Min Distance"=0
# The amount of damage a single Well Sealer will deal to a well.
//每个封井器能对井口造成的伤害。
# Min: 0
# Max: 2147483647
I:"Well Sealer Damage"=10
# The minimum distance a Well Sealer needs to be from a well in order to seal it.
//封井器封井所需的最小距离。
# Vertical distance is not considered.
//垂直距离不在考虑之列。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Well Sealer Distance"=10.0
# The amount of Wells that spawn each spawn attempt.
//井口每次的出现数量。
# Min: 0
# Max: 2147483647
I:"Well Spawn Amount"=1
# Time in between each well appearance, in ticks.
//每个井口出现之间的时间间隔,单位为刻。
# The default value corresponds to every 10 days.
//默认配置值为十天一次。
# Setting this to 0 prevents new wells from appearing.
//设置为0将阻止井口的生成。
# Min: 0
# Max: 2147483647
I:"Well Ticks"=240000
# Whether Wells will amplify changes in Ante.
//井口是否会受到适应因子加成。
B:"Wells Buff Ante"=true
}
世界末日设置(Armageddon Setting)
# Settings which affect the Armageddon System, which forces the parasites to keep an eldritch presence at bay.
//会影响到世界末日系统的设置,这一系统会迫使寄生体将骇人之物拒之门外。
# As time goes on, this mod's mechanics, mainly the RPL system and COTH Rework, will become more and more intense.
//随着时间流逝,这个模组的机制——主要是随机点数丢失和寄巢之唤修改——的影响将变得越发强烈。
# Enhanced Mobs will also get stronger and hit harder, and gain the Swiftness effect, provided they are fighting a parasite.
//被增强的生物也将变得也发强大,攻击也愈发猛烈,并在与寄生体对抗时获得迅捷效果。
# The system does this through Ante, a number which increases every few days but is still mostly separate from the Armageddon Timer.
//这一系统基于适应因子做到这些——其数字每隔几天就会增加一次,但大部分时间还是与末日计时分开计算的。
可能会极大影响数值和机制的平衡性设置,慎重调试,否则会变得不幸。
适应因子和末日计时基础设置
机制总开关也在这
"armageddon settings" {
# Whenever ante is decreased, it cannot go below its highest achieved value minus this number.
//适应因子下降时,其不能低于其历史最高值减去该数字后的数值。
# So with the default value of 5, if ante has previously been 17, it cannot be reduced past 12.
//因此,在默认值为 5 的情况下,如果适应因子先前是 17,则不能减至 12。
# Setting this to a value below 0 will disable the minimum ante mechanic.
//将该值设置为0将禁用最低适应因子机制。
I:"Ante Buffer"=5
# Whether Ante is enabled. If disabled, Enhanced Mobs will not gain Defense, Bane, or Hyper Armor.
//适应因子是否启用。如果禁用,生物增强将不会受到增加抵御,特攻或是超能护甲的增强。
B:"Ante Enabled"=false
# Time in between each ante upgrade, in ticks.
//每次适应因子升级的时间间隔,单位为刻。
# Set this to 0 to prevent ante from increasing.
//设置为0将阻止适应因子上升。
# Min: 0
# Max: 2147483647
I:"Ante Ticks"=240000
//////
# Master switch for whether Armageddon is enabled. If not, the threat won't appear, the timer won't tick down, enhanced mobs cannot appear, and wells won't either.
//世界末日是否启用的总开关。如果未启用,威胁将不会出现,计时将不会流逝,增强生物不会现身,井口也不会显露。
B:"Armageddon Enabled"=ture
//////
# When the amount of days remaining on the timer reaches this value, the Threat will show itself.
//当末日计时的剩余天数达到此值时,“威胁”将会现身。
# Min: 1
# Max: 2147483647
I:"Day Threat Becomes Visible"=50
# When a world is created, the Armageddon timer will be initialized to this value, in ticks (converted with some math).
//当新创建一个世界时,末日计时初始值将为该值,单位为刻。
# Min: 1
# Max: 2147483647
I:"Days Until Armageddon"=50
//////
# When a world is created, Ante will be set to this value.
//创建新世界时,适应因子将为该值。
I:"Starting Ante Value"=0
# The amount of ticks in a day where it is nighttime.
//一天中夜间的游戏刻。
# Min: 0
# Max: 2147483647
I:"Ticks in Nighttime"=11000
# The amount of ticks in a day.
//一整天的游戏刻。
# Min: 1
# Max: 2147483647
I:"Ticks in a Full Day"=24000
# Whether the Armageddon Timer is enabled. Disabling this leaves just Enhanced Mobs and Ante.
//末日计时是否启用。禁用此功能将只剩下强化生物与适应因子。
B:"Timer Enabled"=false
适应因子强化设置
# The amount to add per level of ante.
//每级适应因子所增加的特攻。
# Bane is extra damage dealt to parasites.
//特攻将对寄生体产生额外伤害。
D:"Bane per Ante"=10.0
//////
# The amount to add per level of ante.
//每级适应因子所增加的抵御效果。
# This works similar to a health multiplier.
//这一机制运作方式类似生命倍率。
# Defense is effectively an Auxillary health bar, preventing death while it remains.
//抵御是一个高效的辅助健康条,当它存在时可以避免死亡。
# Defense, as well as any other defensive mechanic added by Armageddon, only applies to combat with parasites; It does nothing otherwise.
//抵御和其他由世界末日添加的其他抵御机制一样,只对寄生体起效——这个机制在别的地方不会生效。
D:"Defense per Ante"=5.0
# Mobs (or mobs from modids) in this list will not be enhanced naturally.
//该列表里的生物(或目标生物的modID)不会被自然增强。
S:"Enhancement Blacklist" <
minecraft:ender_dragon
minecraft:armor_stand
>
# Base chance for a mob to be enhanced.
//生物被增强的基础概率。
D:"Enhancement Chance"=0.0
# Whether the Enhancement chance is fixed, not changing as the timer ticks down.
//增强几率是否是固定的,而不是随着时间的流逝而变化。
B:"Enhancement Fixed"=false
# Whether the Enhancement blacklist is a whitelist instead.
//是否将增强黑名单作为白名单使用。
B:"Enhancement Whitelist"=false
# Amount of Gravity effect amplifier to add per ante.
//每级适应因子所增加的重力效果等级。
# This effect is applied to targets, usually parasites.
//这个效果会施加给目标,通常是寄生体。
# The resulting value, if it is not an integer, is rounded down.
//如果得到的值不是整数,会向下取整。
D:"Gravity Amplifier per Ante"=0.5
# The amount of passable blocks beneath the target that are needed to apply Gravity.
//重力效果生效的目标下方的可通行方块数量。(译注:并不包括流体)
# -1 disables the check entirely.
//-1将完全禁用检查。
# Min: -1
# Max: 2147483647
I:"Gravity Passable Blocks Needed"=3
# The maximum multiplier of the Entity's health to heal with hyper armor.
//实体使用超能护甲治疗时的最大生命值乘数。
D:"Hyper Armor Max Healing"=0.5
# The amount to add per level of ante.
//每级适应因子所增加的超能护甲效果。
# Hyper armor prevents damage below its value, turning it into healing instead.
//超能护甲能抵消低于该值的伤害,并将其转化为治疗效果。
D:"Hyper Armor per Ante"=10.0
# The maximum value Ante can reach.
//适应因子所能达到的最大值。
# Set to -1 for no limit.
//设置为-1将解除适应因子上限。
I:"Maximum Ante"=256
# The maximum value ante can add.
//适应因子所能增加特攻的最大值。
D:"Maximum Bane"=75.0
# The maximum value ante can add.
//适应因子所能增加抵御的最大值。
# Defense is added as a multiplier of the Entity's maximum health, so this indicates the maximum 'health multiplier' added as defense.
//抵御是以实体最大生命值的倍率加成的,因此这表示抵御加成的最大“生命值倍率”。
# So the default value means that 30000% of the mob's maximum health (300 * 100%) can be added as defense.
//因此,默认值意味着抵御效果的最大值为生物最大生命值的 30000% (300 * 100%)。
D:"Maximum Defense"=300.0
# The maximum amplifier of the Gravity effect Enhanced Mobs can apply.
//增强生物所能应用的重力效果的最大倍率。
I:"Maximum Gravity Amplifier"=15
# The maximum value ante can add.
//适应因子所能增加超能护甲的最大值。
D:"Maximum Hyper Armor"=75.0
# The maximum value ante can add.
//适应因子所能增加烧伤导致的随机点数丢失的最大值。
I:"Maximum RPL Burns"=10
# The maximum value ante can add.
//适应因子所能增加随机点数丢失的最大几率。
D:"Maximum RPL Chance"=5.0E-4
# The maximum value ante can add.
//适应因子所能增加死亡导致的随机点数丢失的最大值。
I:"Maximum RPL Deaths"=100
# The maximum amplifier of the Speed effect Enhanced Mobs can apply.
//增强生物所能被施加的速度效果的最大酿造系数。(译注:效果等级为酿造系数+1,下同)
I:"Maximum Speed Amplifier"=7
# Whether mobs can be Enhanced. Existing enhanced mobs will behave like normal mobs if this is disabled.
//生物是否能被增强。如果禁用此功能,现有的强化生物将与普通生物无异。
B:"Mob Enhancement Enabled"=false
# Whether Enhanced Mobs can apply Gravity to airborne targets.
//增强生物是否能对空中目标施加重力效果。
B:"Mobs Apply Gravity"=true
# Whether Enhanced Mobs can apply Speed to themselves.
//增强生物是否能对自身施加速度效果。
B:"Mobs Apply Speed"=true
适应因子对寄生体减成设置
# Ante needed to burn parasites in sunlight.
//令寄生体在阳光下燃烧所需的适应因子。(译注:这当然包括你自己,亲爱的漫游者。)
# Armor cannot prevent this, but Fire Resistance can.
//护甲无法避免这种燃烧伤害,但抗火效果可以。
# Set this to -1 to disable it.
//设置为-1将禁用它。
# Min: -1
# Max: 2147483647
I:"Ante to Burn in Sunlight"=7
//////
# Chance that, provided parasites will burn in sunlight, that the Fire Resistance effect is removed each tick.
//当寄生体在阳光下燃烧时,其身上抗火效果每刻被移除的几率。
D:"Chance to remove Fire Resistance"=0.01
//////
# Message sent to all players in the current world when parasites are dragged, kicking and screeching, to this Phase
//当寄生体们被连踢带打地拖到了这个阶段时,发送给当前世界所有玩家的信息。(译注:可以脑补一下一只寄生体(尤其是解除伪装的漫游者)被一群人类玩家拖走时尖叫抓挠鬼哭狼嚎的冥场面)
S:"Phase -2 Warning Message"=Negative Two
# The amount to add per level of ante.
//每级适应因子增加烧伤导致的随机点数丢失数目。
# The total will be rounded down.
//总数将四舍五入。
D:"RPL Burning per Ante"=1.0
# The amount to add per level of ante.
//每级适应因子增加随机点数丢失的几率。
D:"RPL Chance Per Ante"=1.0E-5
# The amount to add per level of ante.
//每级适应因子增加死亡导致的随机点数丢失数目。
# The total will be rounded down.
//总数将四舍五入。
D:"RPL Deaths per Ante"=10.0
# Amount of Speed effect amplifier to add per ante.
//每级适应因子所增加的速度效果倍率。
# This effect is applied to enhanced mobs.
//这一效果会施加给增强生物。
# The resulting value, if it is not an integer, is rounded down.
//如果得到的值不是整数,就会向下取整。
D:"Speed Amplifier per Ante"=1.0
//////
}
客户端设置(Client)
# Settings which affect the Client view (GUIs & such).
//影响客户端视图的选项。
client {
# Whether the standard hit colors for parasite players will be replaced with adaptation-specific ones instead.
//寄生体玩家在更替适应性时是否会呈现出受击颜色。
B:"Adaptation Custom Hit Colors"=true
# Whether Armageddon causes certain visual artifacts when it occurs.
//世界末日产生时是否会造成某些视觉效果。
B:"Armageddon Visual Artifacts"=true
# Whether being beheaded will redden vision.
//被斩首是否会导致视野变红。
B:"Beheading Red Tint"=true
# Amount to redden vision for beheaded parasite players.
//寄生体玩家被斩首后视野变红程度。
# Min: 0.0
# Max: 1.0
D:"Beheading Red Tint Amount"=0.5
# Whether its presence causes color to fade from vision, even with no eyes present.
//“威胁”的存在是否会导致颜色淡出视野——即使它们没有眼睛。
B:"Eldritch Desaturation"=true
# Whether staring at a certain something in the sky causes visual abnormalities.
//凝视天空中的某样东西是否会导致视觉异象。
B:"Eldritch Fog"=true
# Whether staring at a certain something in the sky causes a deafening silence.
//凝视天空中的某样东西是否会突然一片死寂。
B:"Eldritch Silence"=true
# The maximum amount of fog that can result from visual abnormalities.
//视觉异象可能产生的最大雾量。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Max Fog"=0.5
# The amount to shift this mod's custom overlay to the right by, in pixels.
//将本模组的UI右移多少,单位为像素。(译注:你左下角的那个寄生体UI)
I:"Overlay Rightward Shift"=0
# The amount to shift this mod's custom overlay up by, in pixels.
//将本模组的UI上移多少,单位为像素。
I:"Overlay Upward Shift"=0
# Whether a Factory will render the custom Enchantment Glint when placed.
//巢穴放置时是否会有附魔光效。
B:"Render Factory Entity Glint"=true
# Whether a Factory will render the custom Enchantment Glint if it is an item.
//巢穴作为物品持有时是否会有附魔光效。
B:"Render Factory Item Glint"=true
# Whether, when holding or looking at a bound Factory, the bound parasite is rendered.
//当你看向或手持一个已绑定的巢穴时,巢穴是否会显示绑定的寄生体。
B:"Render Factory Parasite"=true
# Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.
//巢穴绑定的寄生体生成的物品是否会有原版的附魔光效。
B:"Render Factory Spawn Item Glint"=true
# Allows the hunger bar to render for parasite players.
//显示寄生体玩家的饥饿条。
B:"Render Hunger Bar"=false
# Whether or not parasite players can see the fog of the Parasite Biome.
//寄生体玩家是否能看到寄生群系内的浓雾。
# If making a Node is your goal, the reduced vision may end up being detrimental.
//如果制造节点是你的目标的话,视野下降会给你带来不利的影响。
B:"Show Biome Fog"=false
# Whether parasite players can sense COTH on living creatures, visible as an occaisonal small puff of smoke.
//寄生体玩家是否能看到活着的生物携带寄群之唤,表现为偶尔喷出的小股烟雾。
# The puff resembles an instant splash potion if the mob is fully assimilated, or is a hiding parasite.
//生物完全被同化或者作为伪装的寄生体时,这种烟雾就像喷溅药水发出的一样。
B:"Show COTH Afflicted Mobs"=true
# The delay for the emitting of the puff of smoke, in ticks.
//喷出烟雾的延迟,单位为刻。
# Min: 0
# Max: 2147483647
I:"Show COTH Afflicted Mobs Tick Delay"=50
# Whether a Factory spawned parasite will emit particles when you are holding a Factory.
//当你手持巢穴时是否能看到由巢穴生成的寄生体的粒子效果。
B:"Show Factory Spawned Parasites"=true
# Whether to put the bloom level on the biomass icon.
//是否将繁茂等级显示在生物质标志上。
# Enable this if anything needs a bloom level of 7 or higher, or -1 or lower.
//如果有任何功能需要繁茂等级大于7级或小于-1级,启用此项。
B:"Show Numerical Bloom"=true
# Whether to show the whole schpiel about Factories in their item tooltip when LSHIFT is pressed.
//按LSHIFT键是否会显示巢穴的完整工具提示栏。
# I don't like having my screen filled up either.
//我也不喜欢屏幕被塞满。
B:"Verbose Factory Description"=true
}
方块设置(Block Setting)
# Settings which affect the blocks of the mod.
//会影响到本模组方块的设置。
"block settings" {
# Amount of biomass needed to use the Beckon Harbringer.
//使用召唤柱先兆体的生物质需求。
# Min: 0
# Max: 2147483647
I:"Beckon Harbringer Biomass Requirement"=160
# Whether the Beckon Harbringer can be used to create new Beckons.
//召唤柱先兆体是否能用于创造新的召唤柱。
B:"Beckon Harbringer Enabled"=true
# Whether Cartilage causes nearby non-parasites to bleed uncontrollably.
//软骨组织是否会让附近的非寄生体流血不止。
B:"Cartilage Bleeding"=true
# Minimum distance between two Dendriti.
//两个树突体之间需要相隔的距离。
# Min: 0
# Max: 2147483647
I:"Dendritus Distance"=70
# Whether the Dendritus has any effect at all.
//树突体是否起效。
B:"Dendritus Effects"=true
# Dendritus stage needed to apply Phasing automatically to newly spawned parasites.
//树突体自动在新近生成的寄生体身上施加相移效果所需的阶段。
# Setting this to 5 will disable the mechanic.
//设置为5将禁用该机制。
# Min: 0
# Max: 2147483647
I:"Dendritus Passive Stage"=2
# The range in which the Dendritus will provide Phasing, per Dispatcher stage.
//树突体施加相移效果的范围,根据调度柱每阶段计算。
# So a Stage I Dispatcher would have this as its Dendritus Range, Stage II would have twice it, et cetera.
//因此,一阶调度柱有其树突体的基础效果施加范围,二阶施加范围则会翻倍,以此类推。
# Min: 0
# Max: 2147483647
I:"Dendritus Range"=500
# Amount of depth below the spawning Y level to check for parasite light sources.
//寄生光源的生成的检测范围深度。
# Min: 0
# Max: 2147483647
I:"Extra Light Depth"=1
# Amount of height above the spawning Y level to check for parasite light sources.
//寄生光源的生成的检测范围高度。
# Min: 0
# Max: 2147483647
I:"Extra Light Height"=0
# Whether Gloomtorches, as well as other parasitic light sources, allow nearby parasite spawns.
//幽暗火把,或是别的寄生光源,是否允许附近寄生体生成。
B:"Gloomtorch Light Subversion"=true
# The radius around a given spawning spot to check for parasitic light sources.
//检测寄生光源的指定生成半径。
# The default allows for checks in a 10x10 set of blocks. Adding 1 depth doubles that to around 200 total. Be careful.
//默认设置允许在 10x10 方块的范围中进行检查。增加 1 格深度后,总数将增加一倍,达到约 200 个,这点要注意。
# Light sources must be placed on ground level (either on a nearby wall or just on the ground) in order to qualify for this.
//光源必须放置在在地面上(附近的墙壁上或地面上)才符合要求。
# The check is only done if the spawn would have been prevented by an artificial light source, not the sky.
//只会在有人造光源的情况下进行检测,不包括天空光照。
# The check also does not occur if the area is dark enough to spawn mobs anyway, or if the light level is ignored.
//如果该区域足够暗,无论如何都会生成怪物,或者忽略了光照强度,也不会进行检查。
# Min: 0
# Max: 15
I:"Gloomtorch Light Subversion Radius"=5
# Amount of biomass needed to use the reclamation table.
//使用回收台所需的生物质。
# Min: 0
# Max: 2147483647
I:"Reclamation Biomass Requirement"=50
# Amount of XP generated by items inputted into the Reclamation Table.
//放入回收台会产生经验的物品。
S:"Reclamation Settings" <
srparasites:lurecomponent1;1
srparasites:lurecomponent2;2
srparasites:lurecomponent3;10
srparasites:lurecomponent4;50
srparasites:lurecomponent5;100
srpcotesia:mortifying_tentacle;1000
srparasites:bone;30
srparasites:beckon_drop;30
srparasites:dispatcher_drop;30
srparasites:evolutionlure#0;2
srparasites:evolutionlure#1;4
srparasites:evolutionlure#2;20
srparasites:evolutionlure#3;100
srparasites:evolutionlure#4;200
srparasites:ada_reeker_drop;25
srparasites:ada_yelloweye_drop;25
srparasites:ada_longarms_drop;25
srparasites:ada_bolster_drop;25
srparasites:ada_arachnida_drop;25
srparasites:ada_manducater_drop;25
srparasites:ada_devourer_drop;25
srparasites:dried_tendons;60
srparasites:hardened_bone_handle;75
srparasites:infectious_blade_fragment;50
srparasites:living_core;50
srparasites:vile_shell;50
srparasites:weapon_scythe;400
srparasites:weapon_axe;375
srparasites:weapon_sword;425
srparasites:weapon_cleaver;450
srparasites:weapon_bow;475
srpcotesia:tool_pickaxe;425
srparasites:weapon_scythe_sentient;1400
srparasites:weapon_axe_sentient;1375
srparasites:weapon_sword_sentient;1425
srparasites:weapon_cleaver_sentient;1450
srparasites:weapon_bow_sentient;1475
srpcotesia:tool_pickaxe_sentient;1425
srpcotesia:scalpel;1
srpcotesia:dirty_needle;5
srpcotesia:putrid_unit;10
srpcotesia:soulless_core;45
hermitsarsenal:incinerated_flesh;1
hermitsarsenal:fragmented_genome;50
hermitsarsenal:viral_gland;30
hermitsarsenal:unraveled_muscles;30
hermitsarsenal:reprogrammed_gland;50
hermitsarsenal:vengence_core;55
hermitsarsenal:wrathful_core;70
hermitsarsenal:rekindled_dispatcher;100
hermitsarsenal:gene_splicer;300
hermitsarsenal:outbreak_dagger;350
hermitsarsenal:seizer_spear;475
hermitsarsenal:seismic_warhammer;450
hermitsarsenal:cytokine_mutator;775
hermitsarsenal:longarm_appendage;250
hermitsarsenal:extended_appendage;575
>
# Whether parasite players can right click on Dispatcher Niduses to spawn in a Factory-Spawned Dispatcher, provided they have enough biomass.
//寄生体玩家是否能右键调度柱源点生成一只带“出自巢穴”tag的调度柱——只要它们有足够的生物质的话。
B:"Use Dispatcher Nidus"=true
}
繁茂等级设置(bloom settings)
# Settings which affect Bloom, a system used to scale Parasite Players as they add Evolution Points.
//会影响死孽繁茂,寄生体玩家增加进化点数时的等级衡量系统的设置。
# Effectively just a leveling/tiering system. Displayed in the UI as a pulsating organ of varying makeup.
//实际上这只是一个等级/分级系统。在交互界面(UI)中会显示为不同结构的脉动的器官。
# The bar below it shows how many points you have contributed, and how many are needed for the next tier.
//下面的进度条显示你贡献了多少点数,以及下一级需要多少点数。
贡献点数和进化点数虽然相似但不是同一个东西。前者是可以在全局演化冷却时继续积累,并在演化阶段有进展时再换算成进化点数的。
由于前者的问题,SRP本体的演化点数和你的进化点数也不完全挂钩。
完全没有按照原配置排序,善用ctrl+F(搜索)!
适应性和寄巢之唤
"bloom settings" {
# Statistics for Player Adaptations, unlocked at tier 2 (Primitive)
//玩家适应性统计,在玩家二级(原始种)时解锁。
# If parsing fails, it will default to the primitive adaptation stats.
//当演化阶段下降,它会重设至原始种的状态。
# Inputs to this greater than the Maximum Evolution Phase or less than 0 will be clamped.
//输入大于最大演化阶段或小于0的数字会导致卡死。
# formatted as bloom;pointCap;pointReduction;chanceLearn;chanceLearnFire;damageTypeCap
//格式为:繁茂等级;适应次数(pointCap);减伤幅度(pointReduction);适应概率(chanceLearn);不适应概率-被点燃(chanceLearnFire);可适应伤害种类数量(damageTypeCap)
# pointCap is the maximum amount of 'adaptation points' that can be afforded to a damage type.
//适应次数(pointCap)指伤害类型可获得的“适应点”上限。
# pointReduction is the amount of DR provided for each adaptation point.
//减伤幅度(pointReduction)指每个适应点提供的减伤幅度。
# chanceLearn is the chance to learn the damage source, and assign it points.
//适应概率(chanceLearn)是了解伤害来源并为其分配点数的概率。
# chanceLearnFire is the chance to fail adapting when on fire.
//适应概率-被点燃(chanceLearnFire)指被点燃状态下适应失败的概率。
# damageTypeCap is the maximum amount of damage types one can learn.
//可适应伤害种类数量(damageTypeCap)指可学习的伤害类型的最大值。
S:"Adaptation Stats" <
0;12;0.05;0.7;0.7;2
1;12;0.05;0.7;0.7;2
2;12;0.05;0.7;0.7;2
3;10;0.1;0.8;0.5;3
4;8;0.125;0.95;0.3;4
5;5;0.2;0.9;0.3;5
6;4;0.25;1.0;0.2;6
7;4;0.25;1.0;0.1;7
8;4;0.25;1.0;0.05;8
9;4;0.25;1.0;0.025;9
10;4;0.25;1.0;0.015;10
>
# Bloom requirement for adapting to damage sources.
//解锁伤害适应性所需的繁茂等级。
# This only applies to players.
//只适用于玩家。
I:"Bloom For Adaptation"=2
# Whether Adaptation is enabled or not.
//是否启用适应性。
B:"Player Adaptation"=true
# Whether parasite players always apply COTH on contact, regardless of chance.
//寄生体玩家是否总能施加寄巢之唤,不论实际概率如何。
B:"Apply COTH on Contact"=true
# Chance increase per level of bloom when a player tries to inflict Call of the Hive.
//每级繁茂等级增加玩家攻击时施加寄群之唤的概率。
# The chance is added on top of the base Assimilated infection chance, so refer to that when modifying this.
//这一概率会直接在到基础同化种感染概率的基础上增加,修改这项时请参考它。
D:"COTH Chance Increase"=0.1
# Whether parasite players can get Adaptation Points for the most common damage type stored in a Colony.
//寄生体玩家是否能获得聚生地存储的最常见的伤害类型的适应点。
# Parasites already do this when they spawn in, but in this case parasite players have a button they can press to get it instead.
//当寄生体生成时也会做这件事,但在这种情况下,寄生体玩家有一个可以一键获取适应性的按钮。
B:"Colony Common Damage Type"=true
斩首设置
# Chance that a parasite player's secondary head will be removed on a sword strike.
//用剑斩落寄生体玩家的第二头颅的概率。
# This cannot occur during Immunity Frames.
//斩首不会在受伤无敌帧进行判定。
# Min: 0.0
# Max: 1.0
D:"Beheading Chance"=0.6
# Amount of damage, after armor calculation, that needs to be done to sever a parasite player's secondary head.
//在计算装甲后,斩落寄生体玩家寄生体玩家的第二头颅需要造成的伤害量。
# If this is less than or equal to zero, the check will not occur.
//如果伤害小于或等于零,则不会进行伤害判定。
# Min: -1.0
# Max: 1.7976931348623157E308
D:"Beheading Threshold"=7.0
# Whether fire damage pierces the Beheading Threshold.
//火焰伤害是否会击穿斩首阈值。
B:"Beheading Threshold Fire"=true
# Amount of time it takes to regenerate the secondary head once it is severed, in ticks.
//第二头颅被切断后的恢复时间,单位为刻。
# There are 20 ticks in a second.//20刻为一秒。
# Min: 0
# Max: 2147483647
I:"Head Regeneration Time"=2400
部分能力解锁
# Bloom requirement for applying the Fear effect to nearby visible players.
//对可见玩家施加恐惧效果所需的繁茂等级。
# Fear is calculated so that it is similar to parasites of that tier.
//恐惧计算方法类似该等级的寄生体。
I:"Bloom For Fear"=1
# Bloom requirement for hiding.
//伪装所需的繁茂等级。
I:"Bloom For Hiding"=0
# Bloom requirement for Leaping.
//掠袭所需的繁茂等级。
I:"Bloom For Leaping"=1
# Whether parasite players can leap in the direction they are facing.
//寄生体玩家是否能向其方向进行一定距离的掠袭。
B:"Leaping Enabled"=true
# Whether parasites of a bloom level lower than a parasite player can follow them if they aren't hiding.
//繁茂等级小于寄生体玩家的未伪装寄生体是否会跟随玩家。
B:"Parasites Can Follow Players"=true
最小命中数和摔落伤害减成
冷知识:大部分原始种和适应种寄生体都几乎没有摔落伤害。
# Whether parasite players have a Damage Cap.
//寄生体玩家是否有最小命中次数。
B:"Damage Cap Enabled"=false
# The Bloom requirement to unlock the Damage Cap, which prevents oneshots, among other things.
//解锁最小命中次数所需的繁茂等级,可以用于抵御单次攻击。
I:"Damage Cap Bloom Requirement"=1
# The damage cap attained at each bloom value, sequentially, starting at Tier 0's damage cap.
//每个繁茂等级获得的最小命中次数,从 0 级开始最小命中次数依次递增。
D:"Damage Cap per Bloom" <
1.0
1.0
3.0
5.0
7.0
15.0
16.0
17.0
18.0
19.0
20.0
>
# Fall reduction for each bloom level, sequentially, starting at Tier 0.
//每个繁茂等级给予的摔落伤害减成,从 0 级开始依次递增。
# If the distance fallen is less than this value, no damage is taken.
//如果摔落高度小于此值,则不会受到任何伤害。
D:"Fall Reduction per Bloom" <
0.0
0.0
40.0
60.0
80.0
150.0
200.0
250.0
300.0
350.0
>
最小伤害和饥饿等级给予
# Whether parasite players can deal minimum damage via the Slicer.
//寄生体玩家是否能凭借切刃造成最小伤害。
B:"Minimum Damage Enabled"=true
# The Bloom requirement to unlock the Slicer, and by proxy Minimum Damage
//解锁切刃与其带来的最小伤害所需的繁茂等级。
I:"Minimum Damage Bloom Requirement"=1
# The minimum damage attained at each bloom value, sequentially, starting at Tier 0's minimum damage.
//每个繁茂等级给予的最小伤害,最小伤害从 0 级开始依次递增。
D:"Minimum Damage per Bloom" <
0.10000000149011612
0.5
1.0
1.5
2.0
4.0
4.5
5.0
5.5
6.0
6.5
>
# The Bloom requirement to unlock Exhaustion.
//解锁耗竭所需的繁茂等级。
I:"Exhaustion Bloom Requirement"=2
# Whether parasite players can deal Exhaustion via the Slicer.
//寄生体玩家是否能凭借切刃给予饥饿等级。
B:"Exhaustion Enabled"=true
# The Exhaustion applied to enemy players at each bloom value, sequentially, starting at Tier 0.
//每个繁茂等级能给予敌对玩家的饥饿等级,从 0 级开始依次递增。
D:"Exhaustion per Bloom" <
0.0
0.0
0.5
1.0
2.0
5.0
5.0
6.0
7.0
8.0
9.0
>
寄染泡
# Amount of biomass needed to release an Orb.
//释放寄染泡所需的生物质。
# Set to 0 to make Orbs free.
//设置为0为免费释放。
I:"Orb Biomass Cost"=5
# The bloom requirement to unlock player orbs.
//解锁寄染泡所需的繁茂等级。
I:"Orb Bloom Requirement"=3
# Potion effects which player orbs cannot diffuse from player to parasite.
//无法通过玩家的寄染泡共享给寄生体的药水效果。
# In simpler terms, you can't give these to your friends.
//更简单的说,你没法将这些效果分享给你的朋友。
S:"Orb Diffusion Blacklist" <
minecraft:invisibility
>
# Whether the Orb Diffusion Blacklist is a whitelist instead.
//将寄染泡扩散黑名单作为白名单使用。
B:"Orb Diffusion Whitelist"=false
# Whether parasite players can use Orbs.
//寄生体玩家是否能使用寄染泡。
B:"Orb Enabled"=true
# Effects applied by parasite player orbs.
//玩家寄染泡施加的效果。
# Formatted exactly the same as for other parasites, except for the bloom requirement at the beginning.
//格式与其他寄生体一致,不过开头多了繁茂等级需求。
# The bloom requirement uses a plus symbol (+), everything after that abides by SRP's standard.
//繁茂等级需求使用正号(+),其后一切遵照SRP本体mod的设定。
# This means that, if you wanted to use a specific parasite's orb effect, you could copy it here and just put the bloom requirement with a + at the beginning.
//这意味着如果你想用具体的某只寄生体的寄染泡效果,你可以直接复制到这里,只用在开头再用“+”加上繁茂等级需求即可。
# For multiple instances of the same effect, the one listed first takes precedence, provided the player qualifies for both.
//对于同一效果的多个实例,先列出的那个优先,前提是玩家同时符合这两个条件。
# Ex. '5+0;60;2;minecraft:fire_resistance;4;3' Where:
// 例如:"5+0;60;2;minecraft:fire_resistance;4;3" 其中:
# '5' bloom requirement,
//'5'是繁茂等级需求,
# '0' mode of applying, 0 to non parasite mobs, 1 to self, 2 to parasite mobs,
//"0"表示效果施加对象, 0 对非寄生体, 1 对自身, 2 对寄生体,
# '60' potion duration in seconds,
//表示药水效果持续时间(秒)
# '2' potion amplifier,'minecraft:fire_resistance' the potion itself,
//'2'是酿造系数,"minecraft:fire_resistance" 表示具体药水效果,
# '4' if != 0 then amplifier += (mobs inside the orb / this value)
//"4" 如果!等于0,那么该效果增幅级数=(寄染泡内生物数量/设定值)
# '3' if != 0 then amplifier += (mobs inside the orb / this value) * 20.
//"3" 如果!等于0,那么该效果增幅级数=(寄染泡内生物数量/设定值)*20。
S:"Orb Settings" <
7+0;30;1;srpcotesia:scrying;4;0
6+0;30;1;srpcotesia:scrying;3;0
5+0;30;1;srpcotesia:scrying;2;0
5+2;30;7;minecraft:strength;1;1
5+2;5;5;srpcotesia:recuperation;1;0
5+0;5;-5;srpcotesia:recuperation;1;0
4+0;30;3;srparasites:viral;1;0
4+0;10;1;srparasites:corrosive;1;0
4+2;5;2;srpcotesia:recuperation;1;0
4+0;30;3;minecraft:hunger;1;0
3+0;15;1;srparasites:viral;1;0
3+0;15;1;minecraft:poison;1;0
3+0;15;1;minecraft:hunger;1;0
3+0;15;1;minecraft:wither;1;0
>
# The amount of xp stolen at each bloom value, sequentially, starting at Tier 0's damage cap.
//每个繁茂等级寄染泡偷取的经验值,从 0 级开始依次递增。(译注:此处原文本有误,并不是最小命中次数(damage cap))
I:"Orb XP Steal per Bloom" <
0
0
10
50
180
340
680
1020
1360
1700
2040
>
# Whether player orbs diffuse whatever beneficial status effects the player has to nearby parasites.
//玩家的寄染泡是否会将所有增益效果扩散至附加的寄生体。
B:"Orbs Diffuse Effects"=true
# Whether parasite player orbs can steal experience.
//寄生体玩家的寄染泡是否会偷取经验值。
B:"Orbs Steal Experience"=true
进化与退化
# Table used for converting Evolution Phases into bloom values.
//将演化阶段换算为繁茂值的表格。
# Used to translate the Evolution Phase into the maximum attainable bloom value for that phase.
//用来将演化阶段换算成该阶段最大繁茂值。
# Does nothing if 'Require Evolution Phase for Upgrade' is disabled
//在“需要演化阶段才能升级”一项禁用时无效果。
S:"Bloom Phase Conversion" <
-2;0
-1;0
0;0
1;1
2;2
3;3
4;4
5;5
6;6
7;7
8;8
9;9
10;10
>
# Amount of Evolution Points lost on death when a parasite player dies, depending on their bloom.
//当寄生体玩家死亡时丢失的进化点数,取决于其繁茂等级。
# If a value is not present, it will default to the highest result below the bloom value, or 0 if the bloom is less than or equal to 0
//如果没有该值,则默认使用繁茂值下面的最高结果,或是在繁茂等级小于等于零时设置为0。
S:"Bloom Phase Death Value" <
0;0
1;1
2;10
3;100
4;1000
5;10000
6;20000
7;100000
8;1000000
9;10000000
10;100000000
>
# Whether Parasite Players can gain points contributed, but not Evolution Points, during a Phase Cooldown.
//在演化冷却阶段,寄生体玩家是否能继续获取贡献点数(但不包括演化点数)。
B:"Catch-Up Mechanic"=true
# Whether bloom can be sacrificed to avoid death, as long as a Colony is active.
//当聚生地可用时,是否可以牺牲繁茂等级避免死亡。
# This emulates how most parasites in range of a colony will devolve instead of dying.
//这效仿了大部分聚生地范围内的寄生体会退化而非死亡的特性。
B:"Colony Revive"=true
# Bloom value for parasite players when Evolution Phases are disabled.
//当演化阶段被禁用时寄生体玩家的繁茂值。
I:"Evoless Bloom"=4
# Whether points lost on death are also subtracted from Points Contributed.
//死亡时是否也会扣除已贡献的点数。
B:"Lose Contributions on Death"=true
# The amount of points needed for each bloom level, sequentially, starting at Tier 1's requirement.
//每级繁茂等级所需点数,从 1 级开始依次递增。
# 0 is omitted since it is the starting value.
//由于 0 是起始值,因此省略了 0。
# Putting a 9th value, or any values after, will do nothing.
//输入第 9 个值乃至后面的任何值都没有任何作用。
I:"Point Milestones" <
400
800
1800
20000
200000
5000000
25000000
500000000
1000000000
1800000000
>
# Normally, Corpse Bloom cannot increase past the current Evolution Phase's Bloom value.
//通常而言,死孽繁茂无法超过演化阶段的繁茂值。
# Setting this to false disables that requirement, so your points contributed will be directly converted, allowing tier 8 in phase 0, etc.
//将之设置为false会禁用这一要求,因此,您贡献的点数将直接转换为进化点数,并允许你在演化阶段0级时就达到8级。
B:"Require Evolution Phase for Upgrade"=true
# Bloom level that Stage IV Beckons will automatically upgrade nearby parasite players to.
//四阶召唤柱会自行升级附近的寄生体玩家的繁茂等级。
# This won't add any points contributed, and the extra bloom is lost when you die.
//这不会增加任何贡献点数,而你死去的时候这一额外的繁茂等级也会丢失。
# Setting this to 0 causes it to do nothing.
//将之设置为0会使其失效。
# Min: 0
# Max: 2147483647
I:"Stage IV Beckon Upgrade Bloom"=4
}
恐惧物品和杂项
# Items which grant fear to parasite players when held and the amplifier.
//寄生体玩家持有会产生恐惧的物品及其给予的恐惧倍率。
S:"Fear Items" <
minecraft:lava_bucket;4
minecraft:flint_and_steel;2
minecraft:blaze_rod;2
minecraft:blaze_powder;0
minecraft:fire_charge;2
srparasites:itemthrow;3
srparasites:biomepurifier;3
hermitsarsenal:ignis_knife;4
hermitsarsenal:ignis_chakram;4
>
# Parasite to spawn when a parasite player dies and explodes.
//如果寄生体玩家死亡并产生爆炸时会产生的寄生体。(译注:想想炸开的同化体)
S:"Gore Mob"=srparasites:buglin;2;1
# Whether custom adaptation hit colors are hidden when a player is hiding.
//适应着色是否会在玩家在伪装状态时隐藏。
# This only really does anything in Multiplayer.
//这只会在多人游戏中生效。
# The player that is adapting will still hear the sound and see the colors, as will any other parasite players.
//当事玩家依旧能听到音效并看到着色,其他寄生体玩家亦如是。
B:"Hide Adaptation Colors"=true
生物质设置(Biomass Setting)
# Settings which affect how biomass is spent or received for parasite players.
//会影响寄生体玩家花费与收到生物质多少的设置。
# This mechanic replaces Killcount for parasite players. Kills are still present, but they act as more of a score than a resource.
//这一机制替换了寄生体玩家的击杀计数系统。击杀计数依然存在,但它们更像是一种分数而非资源。
# See the Bloom Settings for more information on that.
//可以看看死孽繁茂设置了解更多相关信息。
"biomass settings" {
# The amount of biomass used to heal, as well as the amount healed.
//用于治愈自身消耗的生物质与其治疗量。
# Healing occurs every second out of combat.
//脱战后每秒都会进行治疗。
# Set to 0 to disable.
//设置为0将禁用该功能。
# Min: 0
# Max: 2147483647
I:"Biomass Healing"=4
# The amount of time, in ticks, that a parasite player needs to spend not fighting in order to heal.
//寄生体玩家触发脱战回复所需的脱战时间。
# Min: 0
# Max: 2147483647
I:"Biomass Healing Delay"=200
# Biomass gained every kill.
//每次击杀增长的生物质数量。
# 0 disables the feature.
//设置为0禁用此项。
# -1 refers to SRP's killcount behavior.
//设置为-1则参考SRP本体的击杀计数。
# Min: -1
# Max: 2147483647
I:"Biomass On Kill"=-1
# Whether factories for all registered parasites should be added to the creative menu.
//巢穴是否会将所有已注册的寄生体巢穴加进创造模式菜单中。(译注:这和你实际上能不能用没什么关系。)
B:"Creative Menu Parasites"=true
# The amount of biomass to drain every 5 ticks while on fire.
//当着火时每5刻丢失的生物质。
# Min: 0
# Max: 2147483647
I:"Fire Drain"=10
# Biomass cost and bloom tier for each parasite. Most systems in this mod, specifically those revolving around factories, need parasites to be registered here.
//创造每种寄生体所需的生物质花费与所需繁茂等级,本mod的大部分系统,尤其是围绕着巢穴展开的系统,都需要寄生体在此处注册。
# The bloom tier is the base bloom level needed to create or salvage it.
//繁茂等级是创造与回收该寄生体所需的基础繁茂等级。
# List a parasite as 'resourceLocation|tier|cost' without the quotes. 'srparasites:rupter|0|3' is a good example.
//寄生体以'寄生体ID|所需等级|生物质花费'格式列出,不要加引号。'srparasites:rupter|0|3'是个不错的实例。
# 'resourceLocation|tier|cost|addedFuseTime' can be used to add more ticks to the construction time for a parasite in a factory.
//'寄生体ID|所需等级|生物质花费|寄生体生产时间'用来额外加上寄生体从巢穴构建的时间(以刻为单位)。
# This extra fuse time is unaffected by the Global Fuse Scalar.
//这一额外的“前摇时间”不受全局前摇标量影响。(译注:就是生怪时间。)
S:"Parasite Cost Settings" <
srparasites:beckon_si|2|20
srparasites:beckon_sii|3|160
srparasites:beckon_siii|4|320
srparasites:beckon_siv|6|1280
srparasites:dispatcher_si|2|20
srparasites:dispatcher_sii|3|160
srparasites:dispatcher_siii|4|320
srparasites:dispatcher_siv|6|1280
srparasites:buglin|0|3
srparasites:rupter|0|3
srparasites:gnat|0|3|100
srparasites:mangler|0|15|60
srparasites:carrier_flying|0|30|120
srparasites:carrier_heavy|0|125|200
srparasites:carrier_light|0|25|100
srparasites:incompleteform_medium|1|10
srparasites:movingflesh|1|10
srparasites:thrall|1|25
srparasites:sim_squid|1|10
srparasites:sim_enderman|1|20|200
srparasites:sim_bear|1|15|100
srparasites:sim_bigspider|1|10
srparasites:sim_adventurer|1|10
srparasites:sim_human|1|10
srparasites:sim_villager|1|10
srparasites:sim_pig|1|10
srparasites:sim_cow|1|10
srparasites:sim_wolf|1|10
srparasites:sim_sheep|1|10
srparasites:sim_horse|1|10
srparasites:sim_dragone|1|640|2000
srparasites:fer_bear|1|30|100
srparasites:fer_human|1|25
srparasites:fer_cow|1|25
srparasites:fer_sheep|1|25
srparasites:fer_wolf|1|25
srparasites:fer_pig|1|25
srparasites:fer_villager|1|25
srparasites:fer_horse|1|25
srparasites:fer_enderman|1|50|200
srparasites:incompleteform_small|1|5
srparasites:sim_endermanhead|1|10
srparasites:sim_bearhead|1|10
srparasites:sim_adventurerhead|1|10
srparasites:sim_humanhead|1|5
srparasites:sim_villagerhead|1|5
srparasites:sim_pighead|1|5
srparasites:sim_cowhead|1|5
srparasites:sim_wolfhead|1|5
srparasites:sim_sheephead|1|5
srparasites:sim_horsehead|1|5
srparasites:sim_dragonehead|1|320|2000
srparasites:hi_golem|0|3
srparasites:hi_skeleton|0|3
srparasites:hi_blaze|0|3
srparasites:pri_longarms|2|40
srparasites:pri_summoner|2|35
srparasites:pri_reeker|2|40
srparasites:pri_bolster|2|35
srparasites:pri_arachnida|2|35
srparasites:pri_manducater|2|30
srparasites:pri_yelloweye|2|20
srparasites:pri_vermin|2|40|200
srparasites:pri_tozoon|2|35
srparasites:pri_devourer|2|35
srparasites:host|2|30
srparasites:hostii|4|70
srparasites:ada_longarms|3|50
srparasites:ada_summoner|3|45
srparasites:ada_reeker|3|50
srparasites:ada_bolster|3|50
srparasites:ada_arachnida|3|50
srparasites:ada_manducater|3|45
srparasites:ada_yelloweye|3|50
srparasites:crux|3|50
srparasites:heed|3|50|400
srparasites:seizer|4|5
srparasites:sentry|4|25
srparasites:kyphosis|4|25
srparasites:grunt|4|25
srparasites:bomber_light|4|75
srparasites:vigilante|4|75
srparasites:marauder|4|80
srparasites:warden|4|80
srparasites:monarch|4|75
srparasites:overseer|4|80
srparasites:bogle|5|640|4000
srparasites:haunter|5|640|4000
srparasites:wraith|5|640
srparasites:bomber_heavy|5|640
srparasites:carrier_colony|5|640
srparasites:anc_dreadnaut|6|1280
srparasites:anc_overlord|6|1280
>
# Amount of durability to repair each second.
//修复装备时每秒修复的耐久。
# Min: 0
# Max: 2147483647
I:"Repair Amount"=100
# Whether parasite players can repair damaged parasitic equipment.
//寄生体玩家是否能修复受损的寄生装备。
B:"Repair Parasite Equipment"=true
# Items which parasite players can repair using biomass.
//寄生体玩家可用生物质修复的装备。
# Specifying a modid works here.
//指定modid在此处有效。
S:"Repairable Items" <
srparasites
srpcotesia:tool_pickaxe
srpcotesia:tool_pickaxe_sentient
srpcotesia:scalpel
srpcotesia:masticator
nocubessrparmory
nocubessrpnests
nocubessrpsurvival
hermitsarsenal
>
# Whether the Repairable Items list is a Blacklist instead.
//是否将可修复物品表作为黑名单使用。
B:"Repairable Items Blacklist"=false
# Whether you can dissolve parasites into biomass by sneak interacting with an empty hand, rather than needing a Factory.
//你是否能在无需巢穴的情况下潜行空手将寄生体溶解成生物质。
B:"Sneak To Dissolve"=true
# Whether parasite players need a nearby Summoner to repair equipment.
//寄生体玩家是否需要附近有一只召唤兽才能修复装备。
B:"Summoner for Repair"=true
}
巢穴行为(Factory Behavior)
# Settings which affect certain Factory behavior, specifically blacklists.
//影响某些巢穴行为的设置,尤其是黑名单。
溶解选项
"factory behavior" {
# Parasites that placed factories cannot absorb.
//已放置巢穴无法吸收的寄生体。
# Bound Factories will naturally absorb nearby parasites below their tier.
//已绑定的巢穴会自然而然地吸收附近低于其等级的寄生体。
# Deterrent and Nexus are exempt from this, as are latched or in-combat parasites.
//威慑种和连接种,和被寄染索连接与已接战的寄生体也会被排除在外。
S:"Absorb Blacklist" <
srparasites:sim_dragone
srparasites:bogle
srparasites:wraith
srparasites:haunter
srparasites:carrier_colony
srparasites:bomber_heavy
srparasites:hi_golem
srparasites:hi_skeleton
srparasites:hi_blaze
>
# The range, in blocks, in which a parasite can be absorbed by a factory.
//巢穴吸收寄生体的范围,以格为单位。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Absorb Range"=10.0
# Whether the Absorbing blacklist is a whitelist instead.
//将吸收黑名单作为白名单使用。
B:"Absorb Whitelist"=false
# Parasites that cannot have factories bound to them.
//无法被巢穴绑定的寄生体。
S:"Binding Blacklist" <
>
# Whether the Binding blacklist is a whitelist instead.
//将绑定黑名单作为白名单使用。
B:"Binding Whitelist"=false
# Whether parasite drops can be created using a factory.
//是否能使用巢穴获取寄生体掉落物。
B:"Can Make Drops"=true
# Whether Pre-eminent or higher-tier Factories need an active Colony to produce parasites.
//卓越及更高等级的巢穴需要一个可用的聚生地产生寄生体。
B:"Colony Requirement"=true
# Parasites that cannot be dissolved with a factory.
//无法持有巢穴溶解的寄生体。
# This governs the right click action with the factory item.
//这将控制手持巢穴物品右键单击操作的结果。
# Refer to the Absorb setting for what they do when placed.
//请参阅“吸收”设置了解它们放置时的作用。
S:"Dissolve Blacklist" <
srparasites:beckon_si
srparasites:beckon_sii
srparasites:beckon_siii
srparasites:beckon_siv
srparasites:dispatcher_si
srparasites:dispatcher_sii
srparasites:dispatcher_siii
srparasites:dispatcher_siv
srparasites:seizer
srparasites:sentry
srparasites:kyphosis
>
# Whether the Dissolve blacklist is a whitelist instead.
//将溶解黑名单作为白名单使用。
B:"Dissolve Whitelist"=false
掉落物制作和食物消耗
# The fraction of a parasite's biomass cost that is spent on its drops.
//制作其掉落物所需要的它们本身消耗生物质的百分比。
# Min: 0.0
# Max: 1.0
D:"Drop Factor"=0.5
# Items that can be traded for evolution points using a factory, the tier needed to trade, and the amount of points given for each.
//可以与巢穴交易换取进化点数的物品、交易需求巢穴等级,以及每个物品给予的点数。
# Syntax is registryname;minTier;points
//语法格式为 注册名;最小巢穴等级;给予点数
# Listing higher tier trades before lower tier trades (in other words, descending tier order) for the same item allows for higher tiers to get more from an item.
//将同一物品的高级别巢穴交易放在低级别巢穴交易之前(换句话说,按级别降序排列),可以让高级别交易从物品中获得更多。
S:"Evolution Point Trades" <
minecraft:nether_star;3;1000
>
# Extra drops which can only be obtained using a factory.
//使用巢穴时才能获得的额外掉落物。
# Formatted as resourceLocation+dropString, where resourceLocation is the entity Id of the parasite it is obtained from.
//格式为 资源来源(resourceLocation)+掉落串(dropString),其中资源来源(resourceLocation)为作为来源的寄生体实体ID。
# Dropstring is a stand-in for SRP's existing config structure for dropped items. Refer to that for how to format it.
//掉落串替换了SRP本体的config文件的掉落物配置结构。有关格式设置方法,请参阅该文件。
# SRP uses ';' as a delimiter, so a + is used here instead. Metadata will not work here.
//SRP本体使用‘;’作为分隔号,所以这里使用了‘+’作为替代,元数据在此无法生效。
S:"Extra Parasite Drops" <
srparasites:bogle+srpcotesia:mortifying_tentacle;25;1;false
srparasites:wraith+srpcotesia:mortifying_tentacle;25;1;false
srparasites:haunter+srpcotesia:mortifying_tentacle;25;1;false
srparasites:fer_human+srpcotesia:putrid_unit;100;1;false
srparasites:fer_bear+srpcotesia:putrid_unit;100;1;false
srparasites:fer_cow+srpcotesia:putrid_unit;100;1;false
srparasites:fer_sheep+srpcotesia:putrid_unit;100;1;false
srparasites:fer_wolf+srpcotesia:putrid_unit;100;1;false
srparasites:fer_pig+srpcotesia:putrid_unit;100;1;false
srparasites:fer_villager+srpcotesia:putrid_unit;100;1;false
srparasites:fer_horse+srpcotesia:putrid_unit;100;1;false
srparasites:fer_enderman+srpcotesia:putrid_unit;100;1;false
srparasites:sim_enderman+srparasites:lurecomponent2;50;1;false
srparasites:sim_enderman+minecraft:ender_pearl;50;1;false
srparasites:fer_enderman+srparasites:lurecomponent2;25;1;false
srparasites:fer_enderman+minecraft:ender_pearl;75;2;false
srparasites:host+minecraft:bone;25;15;false
srparasites:hostii+minecraft:bone;30;20;false
srparasites:sim_cow+minecraft:leather;25;3;false
srparasites:fer_cow+minecraft:leather;30;6;false
srparasites:sim_horse+minecraft:leather;20;5;false
srparasites:fer_horse+minecraft:leather;25;10;false
srparasites:sim_sheep+minecraft:wool;25;3;false
srparasites:fer_sheep+minecraft:wool;30;6;false
srparasites:sim_sheep+minecraft:string;10;8;false
srparasites:fer_sheep+minecraft:string;20;16;false
>
# Food items that factories cannot idly consume.
//巢穴无法消耗的食物。
# Items can be blocked via modId as well. That goes for most of the blacklists in this mod.
//也可以通过 modId 阻止物品被消耗。本模组中的大部分黑名单都是如此。
S:"Food Blacklist" <
minecraft:golden_apple
minecraft:golden_carrot
>
# Whether factories can consume food items.
//巢穴是否会消耗食物。
B:"Food Consumption"=true
# Whether the food blacklist is a whitelist instead.
//是否将食物黑名单作为白名单使用。
B:"Food Whitelist"=false
//////
# The fraction of the looting level to convert into bonus drops.
//将掉落等级的一部分转换为奖励掉落。
# This only applies to the Living Scalpel.
//这只适用于活体手术刀。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Looting Drop Factor"=1.0
# The maximum amount of distinct nearby factories that can improve maximum drop yield.
//周边巢穴给予掉落物加成的最大加成。
# Set to -1 for no limit, and set to 0 to disable.
//设置为-1会取消加成限制,而设置为0会禁用此项。
# Min: -1
# Max: 2147483647
I:"Maximum Relatives"=5
//////
# The fraction of a parasite's biomass cost that is spent when using a Living Scalpel instead of a normal sword.
//当使用活体手术刀代替普通的剑获取掉落物时,掉落物消耗生物质所占来源寄生体的多少。
# Min: 0.0
# Max: 1.0
D:"Scalpel Drop Factor"=0.4
///////
# Other weapons that can be used as swords, for Beheading or getting drops from Factories.
//其它可作为剑进行斩首或从巢穴获取掉落物的武器。
S:"Sword Alternatives" <
minecraft:shears
>
///////
# Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.
//制作寄生体掉落物是否需要“doMobLoot(生物战利品掉落)”规则为ture
B:"doMobLoot For Drops"=false
巢穴交易
# Items that can be traded for other items using a factory, the tier needed to trade, and the amount of biomass each trade requires
//可以在巢穴交易用于交换的物品、所需的巢穴等级,与交换所需的生物质。
# Note that items with preexisting uses, like swords, or evolution point trades (but not clocks), will not work as inputs here. Items obtained this way will have a special tag added.
//需要注意的是,像剑这样的物品,或者用于换取进化点数的物品,其用途已经存在,将这些物品填在下面是不会生效的。以这种方式获得的物品将添加特殊标签。
# Syntax is registryname;registryname;minTier;biomass. The biomass part can be safely omitted, resulting in just registryname;registryname;minTier
//语法格式为:注册名;注册名;最小巢穴等级;所需生物质。所需生物质一项可省略,即使用 注册名;注册名;最小巢穴等级 的格式。
# Metadata for both input and output can be provided using an octothorp (#) followed by the number: minecraft:skull#1. It defaults to 0 if not provided.
//输入与输出的元数据都可使用井号 (#) 提供,后跟数字:minecraft:skull#1。如果未提供,则默认为 0。
# Specifying a specific metadata in one entry and then a wildcard in the following ones allows you to target a specific meta, while giving something else for the others.
//在一个条目中指定一个特定的元数据,然后在后面的条目中使用通配符,这样就可以针对特定的元数据,同时为其他元数据提供其他内容。
S:"Item Trades" <
srparasites:weapon_axe;srpcotesia:tool_pickaxe;3;75
srparasites:infestedstain;srpcotesia:scalpel;2;10
srparasites:parasitestain#0;srpcotesia:scalpel;2;10
minecraft:crafting_table;srpcotesia:inf_crafting_table;2
minecraft:torch;srpcotesia:gloom_torch;0
realistictorches:lit_torch;srpcotesia:gloom_torch;0
realistictorches:unlit_torch;srpcotesia:gloom_torch;0
survivalistlighting:torch_lit;srpcotesia:gloom_torch;0
survivalistlighting:torch_unlit;srpcotesia:gloom_torch;0
bonetorch:bonetorch;srpcotesia:gloom_torch;0
aether:ambrosium_torch;srpcotesia:gloom_torch;0
aether_legacy:ambrosium_torch;srpcotesia:gloom_torch;0
thebetweenlands:sulfur_torch;srpcotesia:gloom_torch;0
thebetweenlands:sulfur_torch_extinguished;srpcotesia:gloom_torch;0
minecraft:torch;srpcotesia:gloom_torch;0
minecraft:obsidian;srparasites:parasiterubble#7;5
srparasites:parasiterubble#7;minecraft:obsidian;0
minecraft:sand;srparasites:parasitestain#1;5
srparasites:parasitestain#1;minecraft:sand;0
srparasites:parasiterubble#1;minecraft:bone_block;0
minecraft:bone_block;srparasites:parasiterubble#1;5
srparasites:parasitetrunk;minecraft:log2#1;0
srparasites:parasitethin;minecraft:reeds;0
minecraft:log#0;srparasites:parasitetrunk#0;5
minecraft:log#1;srparasites:parasitetrunk#1;5
minecraft:log#2;srparasites:parasitetrunk#2;5
minecraft:log;srparasites:parasitetrunk#2;5
minecraft:log2;srparasites:parasitetrunk#2;5
minecraft:planks;srparasites:parasiterubble#4;5
srparasites:parasiterubble#4;minecraft:planks#5;0
srparasites:parasiterubble#2;minecraft:cobblestone;0
minecraft:cobblestone;srparasites:parasiterubble#2;5
srparasites:parasiterubble#5;minecraft:stonebrick;0
minecraft:stonebrick;srparasites:parasiterubble#5;5
minecraft:sapling;srparasites:parasitesapling#0;5
srparasites:parasitesapling#0;srparasites:parasitesapling#1;0
srparasites:parasitesapling#1;srparasites:parasitesapling#2;0
srparasites:parasitesapling#2;srparasites:parasitesapling#0;0
srparasites:lurecomponent6;srparasites:parasitesapling#0;0
srparasites:parasitecanister#2;srparasites:parasitesapling#1;0
srparasites:parasitestain#2;srparasites:parasitesapling#2;0
srparasites:infestedore#0;minecraft:coal_block;0
srparasites:infestedore#1;minecraft:diamond_block;0
srparasites:infestedore#2;minecraft:emerald_block;0
srparasites:infestedore#3;minecraft:gold_block;0
srparasites:infestedore#4;minecraft:iron_block;0
srparasites:infestedore#5;minecraft:lapis_block;0
srparasites:infestedore#6;minecraft:redstone_block;0
srparasites:living_core;srpcotesia:moldered_segments;3
minecraft:book;srpcotesia:faustian_note;0
srpcotesia:trojan_note;srpcotesia:faustian_note;0
>
和寄生体的互动
# Whether a player's health can be used as a substitute for biomass when creating a Factory.
//玩家是否可以用生命值代替生物质创建巢穴。
B:"Health to Factory"=false
///////
# Whether Hijacked versions will yield a Gnat factory when attempting to bind a factory to them.
//当试图将劫持种绑定在巢穴上时,是否会产生一个狂疫蚊巢穴。
# The parasite MUST extend EntityPHijacked in order to behave this way.
//这个寄生体*必须*有“EntityPHijacked”标签才会出现情况。
B:"Hijacked Gnat Standin"=true
//////
# The minimum distance from a colony that a Pre-eminent or higher tier Factory needs to be in order to work.
//为使卓越种级别巢穴工作,需要与聚生地保持的最小距离。(以格为单位。)(译注:事实上,节点也可以用。)
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Minimum Colony Distance"=10.0
# Paths for upgrading parasites (primitive to adapted, etc.)
//升级寄生体的途经。(原始种进化成适应种,诸如此类)
# This handles playing the thunder effect for certain transformations, as well as removing the fuse time under certain circumstances.
//这一效果会伴随雷击,且在某些时候会取消前摇时间。
# General formatting is resourceLocation>resourceLocation
//通用的格式是 寄生体ID>寄生体ID
S:"Parasite Upgrade Paths" <
srparasites:rupter>srparasites:mangler
srparasites:mangler>srparasites:monarch
srparasites:host>srparasites:hostii
srparasites:sim_adventurer>srparasites:thrall
srparasites:pri_longarms>srparasites:ada_longarms
srparasites:pri_yelloweye>srparasites:ada_yelloweye
srparasites:pri_arachnida>srparasites:ada_arachnida
srparasites:pri_reeker>srparasites:ada_reeker
srparasites:pri_manducater>srparasites:ada_manducater
srparasites:pri_bolster>srparasites:ada_bolster
srparasites:pri_summoner>srparasites:ada_summoner
srparasites:grunt>srparasites:marauder
srparasites:beckon_si>srparasites:beckon_sii
srparasites:beckon_sii>srparasites:beckon_siii
srparasites:beckon_siii>srparasites:beckon_siv
srparasites:dispatcher_si>srparasites:dispatcher_sii
srparasites:dispatcher_sii>srparasites:dispatcher_siii
srparasites:dispatcher_siii>srparasites:dispatcher_siv
>
# Whether held factories passively spawn their bound parasite if it is a deterrent.
//当巢穴绑定的是威慑种时,手持巢穴时是否能自动生成其绑定的寄生体。
# This costs no biomass, and occurs every few seconds. There needs to be adequate space in order for the deterrent to spawn.
//这种生成模式无需生物质花费,且只需要短短几秒钟时间。需要有足够空间支持威慑种生成。
# As of writing, the Sentry, Kyphosis, and Seizer are the only spawnable deterrents supported, although those not mentioned will work if they have biomass costs.
//截至该配置文件撰写时,只有哨戒爪、曲击柱和缠缚触手可用于支援,不过,如果花费生物质,其余未提及的威慑种寄生体也可使用。
B:"Passively Spawn Deterrents"=true
# Parasites that cannot be produced by factories.
//无法由巢穴生成的寄生体一览。
# For a parasite barred by this, bound factories can only be used to get drops.
//对于这些寄生体,绑定的巢穴只能用于获取它们的掉落物。
S:"Producing Blacklist" <
srparasites:beckon_si
srparasites:beckon_sii
srparasites:beckon_siii
srparasites:beckon_siv
srparasites:dispatcher_si
srparasites:dispatcher_sii
srparasites:dispatcher_siii
srparasites:dispatcher_siv
srparasites:hi_golem
srparasites:hi_skeleton
srparasites:hi_blaze
>
# Whether the Producing blacklist is a whitelist instead.
//将生产黑名单作为白名单使用。
B:"Producing Whitelist"=false
///////
# Whether Factory-spawned parasites can despawn.
//带“由巢穴生成”标签的寄生体是否会消失。(译注:你拿着威慑种巢穴免费刷的柱子也有这个tag。鉴于威慑种无法溶解或是被巢穴再利用乃至被你主动清理,直接调这个小心变得不幸。)
B:"Spawn Persistence"=true
///////
# Parasites that cannot be transformed with a factory.
//无法被巢穴转化的寄生体。
S:"Transform Blacklist" <
srparasites:beckon_si
srparasites:beckon_sii
srparasites:beckon_siii
srparasites:beckon_siv
srparasites:dispatcher_si
srparasites:dispatcher_sii
srparasites:dispatcher_siii
srparasites:dispatcher_siv
>
# Whether the Transform blacklist is a whitelist instead.
//将转化黑名单用作白名单。
B:"Transform Whitelist"=false
# Whether factories need to add evolution points in order to award xp when trading items.
//当交易物品时巢穴是否需要增加进化点数来获取经验值。
# This is normally in effect when Evolution Phases are disabled.
//这通常在演化阶段被禁用的时候生效。
B:"XP Requires EP"=false
/////
}
状态缩放比例(Stat Scaling)
# Settings which affect stat scaling for parasite players.
//影响寄生体玩家基础状态值缩放(倍率)的设置。
# All scaling stacks with SRP's global scaling by default. This can be disabled.
//这一数据缩放比例默认会所有都会与SRP本体的全局缩放比例叠加。这一项可被禁用。
"stat scaling" {
# The amount to scale the player's armor by.
//玩家护甲倍率。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Armor Scale"=1.0
# The amount to scale the player's attack damage by.
//玩家伤害倍率。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Attack Damage Scale"=1.0
# The amount to scale the player's health by.
//玩家生命值倍率。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Health Scale"=1.0
# Whether to stack SRP's global scaling on top of normal scaling.
//是否会在通常的缩放比例基础上再叠加SRP的全局倍率。
B:"SRP Scaling Enabled"=true
# Whether to even scale the player's attributes at all.
//是否要对玩家的属性进行缩放。
B:"Scaling Enabled"=true
}
物品设置(Item Settings)
# Settings which affect the items of the mod.
//会影响本mod物品的设置。
"item settings" {
# The potion effects applied by the Dirty Needle.
//污浊针头会施加的药水效果。
# Ex. '30;0;srpcotesia:embolism'
//例如:'30;0;srpcotesia:embolism'
# '30' is the duration, in seconds
//'30'是效果时间,以秒计算;
# '0' is the amplifier
//'0'是酿造系数;
# 'srpcotesia:embolism' is the registry name of the effect in question.
//'srpcotesia:embolism'是所需药水的注册名。
S:"Dirty Needle Effects" <
30;0;srpcotesia:embolism
>
# The amount of damage this tool deals each hit.
//这一工具(活体镐斧)每次攻击造成的伤害。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Living Pick-axe Attack Damage"=13.65
# The amount of reach this tool has, for damaging mobs.
//这一工具(活体镐斧)的攻击范围(格)。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Living Pick-axe Attack Range"=4.0
# The amount of durability this tool has.
//这一工具(活体镐斧)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"Living Pick-axe Durability"=1000
# Whether the Living Scalpel should try to avoid breaking if possible.
//活体手术刀是否会避免自身损坏。
# Only applies if its max durability is greater than 1.
//只适用于其耐久值大于1的情况。
B:"Living Scalpel Anti-Break"=true
# The amount of durability this tool has.
//这一工具(活体手术刀)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"Living Scalpel Durability"=200
# Whether The Masticator uses a custom 3D model instead of its standard design.
//是否启用瘴气均质枪自设的3D建模取代其标准设计。
B:"Masticator 3D Model"=false
# The amount of Evolution Points generated whenever The Masticator infests a block.
//瘴气均质枪每次侵袭单个方块时所能获取的进化点数。
# Min: 0
# Max: 2147483647
I:"Masticator Block Value"=10
# The Evolution Phase needed for The Masticator to infest blocks.
//瘴气均质枪得以侵袭方块需求的演化等级。
# Min: 0
# Max: 11
I:"Masticator Minimum Phase"=4
# The percentage of armor durability to remove when the Pick-axe strikes a mob.
//每次镐斧攻击生物时移除的护甲值。
# Min: 0
# Max: 2147483647
D:"Pick-axe Armor Damage"=0.05
# Whether this item functions at all.
//该物品(蔑视珍珠)是否可用。
# Min: 0
# Max: 2147483647
B:"Scorned Pearl Enabled"=true
# The amount of damage this tool deals each hit.
//这一工具(觉知镐斧)每次攻击造成的伤害。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Sentient Pick-axe Attack Damage"=27.3
# The amount of reach this tool has, for damaging mobs.
//这一工具(觉知镐斧)的攻击范围(格)。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Sentient Pick-axe Attack Range"=5.0
# The amount of durability this tool has.
//这一工具(觉知镐斧)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"Sentient Pick-axe Durability"=10000
# The amount of durability this tool has.
//这一工具(瘴气均质枪)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"The Masticator Durability"=0
# The amount of durability this tool has.
//这一工具(漫游者指示杖)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"Vagrant Divining Rod Durability"=32
# Whether this item functions at all.
//该物品(漫游者指示杖)是否可用。
B:"Vagrant Divining Rod Enabled"=true
# The amount of durability this tool has.
//这一工具(井口指示杖)的耐久值。
# Set to 0 to make it unbreakable.
//设为0将使其不可摧毁。
# Min: 0
# Max: 2147483647
I:"Well Divining Rod Durability"=200
可靠的信函设置(trustworthy note settings)
# Settings which affect the Trustworthy Note, the intended way to become a parasite player.
//影响可靠的信函——成为寄生体玩家的预设方法——的设置。
"trustworthy note settings" {
# Normally, the Trustworthy note appears in the first chest a player opens, provided ALL the following (default) conditions are met:
//通常,可靠的信函会出现在玩家打开的第一个箱子里,前提是满足以下所有(默认)条件:
# - It is nighttime. (applies to usage)//-此时为夜晚。
# - [NO LONGER APPLIES BY DEFAULT] It is a Full Moon. (applies to usage)//-[不再于默认选项不启用]月相为满月。
# - If evolution phases are enabled, it is Phase 0. (applies to usage)//-如果演化阶段启用,需要在阶段0.
# - The player is in the Overworld. (Only applies if nighttime is required)//-玩家必须在主世界。
# - There is space in the chest.//-有一个箱子。
# - The player has not received a note yet.//-玩家还没见到过信函。
# - This config value is set to true.//-该选项设置为ture。
B:"TN Appears Naturally"=true
# Whether to show a death message in chat when a player opens the Trustworthy Note attachment.
//当玩家打开可靠的信函的附件时,是否会显示死亡信息。
B:"TN Death Message"=true
# Whether the Trustworthy Note skips the entire turning sequence and just makes you a parasite player on the spot.
//可靠的信函是否会直接跳过整个转变过场,让你在转瞬间转变成寄生体玩家。
# The sequence will also be skipped if the Assimilated Adventurer is disabled.
//如果被同化的冒险家被禁用,同样会跳过过场。
# Skipping this is not intended though.
//不过我们并不想跳过这一环节。
B:"TN Instantly Turns"=false
# If Evolution Phases are enabled, and the phase is above this value, the note will not spawn.
//如果演化阶段被启用,且阶段超过该值,信函将不再生成。
# This stipulation applies to its usage as well.
//这一设置同样适用于信函的使用。
# Min: -3
# Max: 8
I:"TN Maximum Evolution Phase"=0
# The Moon Phase in which the TN can appear.
//可靠的信函会出现的月相。
# This requirement can be lifted by setting this to ALL.
//通过设置为 ALL,这一需求可以更改。
# Valid values://有效值包括:
# FULL_MOON
# WANING_GIBBOUS
# THIRD_QUARTER
# WANING_CRESCENT
# NEW_MOON
# WAXING_CRESCENT
# FIRST_QUARTER
# WAXING_GIBBOUS
# ALL
S:"TN Moon Phase"=ALL
# Whether the note can only be used at night.
//信函是否只能在夜晚使用。
B:"TN Nighttime Only"=true
# Whether the note can be used at all.
//信函是否可用。
B:"TN Useable"=true
}
阶段增幅器设置(phase booster settings)
# Settings which affect Phase Boosters, which increase killcount gain when equipped.
//影响阶段增幅器的设置,当你装备它时,它会增加你获取的击杀计数。
# Phase Boosters will scale additively with each player if they apply globally, so as to prevent things getting out of hand.
//如果在全局范围内使用阶段增幅器,则与每个玩家成递增关系,防止失控。
# So if two players each have a 1.5x global point gain booster, the actual final boost will be 2x, since each adds 50% of the base point gain.
//也就是说,如果两个玩家每个都有1.5x全局点数增幅,最终的实际提升将是 2 倍,因为每个点数都会增加基础点数的 50%。
# They will also only start boosting points if there is XP to consume.
//只有在有经验值消耗时,它们才会开始增加点数获取。
"phase booster settings" {
# Whether point boosters boost global point gain.
//阶段增幅器是否会提升全局点数获取。
B:"Boost Global Gain"=false
# The multiplier to global point gain when this booster is equipped.
//装备这一等级的增幅器获取的全局点数。
D:"Booster Stage I Multiplier"=2.0
# The amount of XP this booster drains.
//这一增幅器吸取的经验。
I:"Booster Stage I XP Drain"=2
# The multiplier to global point gain when this booster is equipped.
//装备这一等级的增幅器获取的全局点数。
D:"Booster Stage II Multiplier"=4.0
# The amount of XP this booster drains.
//这一增幅器吸取的经验。
I:"Booster Stage II XP Drain"=4
# The multiplier to global point gain when this booster is equipped.
//装备这一等级的增幅器获取的全局点数。
D:"Booster Stage III Multiplier"=8.0
# The amount of XP this booster drains.
//这一增幅器吸取的经验。
I:"Booster Stage III XP Drain"=8
# The multiplier to global point gain when this booster is equipped.
//装备这一等级的增幅器获取的全局点数。
D:"Booster Stage IV Multiplier"=16.0
# The amount of XP this booster drains.
//这一增幅器吸取的经验。
I:"Booster Stage IV XP Drain"=16
# Whether the awarded extra kills from phase boosters (to parasite players, not global points) will never be zero.
//阶段增幅器奖励的额外击杀计数(对于寄生体玩家自身,而非全局加成)是否永不为0。
B:"Minimum Bonus of One"=true
# Whether phase boosters will award any extra kills they add to parasite players as well.
//阶段增幅器奖励的额外击杀计数也会为玩家增加额外的击杀数。
B:"Phase Boosters Credit Point Gain"=true
# Whether or not point boosters are enabled. They won't be removed, but they won't do anything either.
//点数增幅器是否可用。它们不会被移除,但他们将失去效用。
B:"Phase Boosters Enabled"=true
# The amount of ticks between each XP drain event.
//每次吸取经验值的间隔。
# For reference, there are 20 ticks in a second.
//20刻为一秒。
# Min: 1
# Max: 2147483647
I:"XP Drain Delay"=200
}
}
饥饿值设置(Hunger Settings)
# Settings which affect the hunger rework (or complete removal) by this mod.
//影响本mod饥饿值重做(或者说,将之完全移除)的设置。
"hunger settings" {
# The amount of excess hunger to convert to biomass. Setting this to 0 disables the biomass conversion.
//每个溢出饥饿值转化成的生物质数额。将之设置为0会禁用生物质转化。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Hunger -> Biomass Factor."=0.25
# If Override Hunger System is enabled, this is the amount of half shanks parasite players are forced to have.
//如果覆盖生命值系统启用,寄生体玩家被锁定的饥饿值。
# Min: 0
# Max: 20
I:"Minimum Hunger"=19
# Whether parasite players receive Natural Regeneration.
//寄生体玩家是否拥有自然再生。
# This does not affect Peaceful Mode.
//这不影响和平模式。
B:"Natural Regeneration"=false
# When enabled, parasite players will have their hunger permanently set to x half shanks
//启用时,寄生体玩家饥饿值将永久锁定在某个值。
B:"Override Hunger System"=true
}
"targetting expansion settings" {
B:"Lycanites Mobs Module"=true
}
药水效果设置(potion settings)
# Settings which affect the potions in the mod.
//会影响本mod药水效果的设置。
相移(phasing)
# Phasing is a beneficial potion effect that prevents colliding with blocks.
//相移是一种能防止方块碰撞的增益药水效果。
# It also moves entities towards their attack target, if they have one.
//如果实体有攻击目标,它还会将实体移向攻击目标。
# The effect will still allow colliding with the ground, provided SHIFT is not held.
//只要不按住 SHIFT 键,该效果仍允许你接触地面。
# The Dendritus applies this effect to any parasite that attempts to break blocks within its range, excluding Parasite Players.
//树突体会将这一效果施加给所有试图狂暴拆家的寄生体——这也包括寄生体玩家。
通常这个效果由树突体赋予。
phasing {
# Blocks with hardness above this value cannot be easily phased through by phasing, and will dispel the effect.
//硬度高于此值的方块无法通过相位轻松穿透,并会驱散效果。
# The parasite's maximum block breaking hardness takes precedence over this.
//寄生体最大可破坏方块硬度优先级高于此设置。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Base Maximum Block Hardness"=1.0
# The multiplier for block breaking max hardness for parasites with phasing.
//带有相移的寄生体的方块破损最大硬度的倍率。
# When parasites have phasing, they can phase through blocks that would normally be too hard to break through.
//当寄生体拥有相移,它们可以穿过通常难以突破的障碍。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Block Hardness Multiplier"=1.5
# Whether parasites should be allowed to break blocks if phasing can't be applied.
//如果相移无法应用,寄生体是否可以破坏方块。
B:"Break if Not"=true
# Blocks that disrupt the Phasing effect
//会驱散相移效果的方块。
# Use the block's registry name, or modid for an entire mod's blocks.
//使用方块注册名,或者使用modID表示该mod的所有方块。
S:Disruptors <
minecraft:purpur_block
minecraft:purpur_pillar
minecraft:purpur_stairs
minecraft:purpur_slab
minecraft:end_stone
minecraft:end_bricks
minecraft:portal
minecraft:end_portal
minecraft:end_portal_frame
minecraft:bedrock
minecraft:barrier
>
# Whether disruptors are any blocks not present in the list.
//列表中是否有未出现的方块。(译注:文本错误,原本设置有可能是将驱散名单用作白名单。)
B:"Disruptors Blacklist"=false
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
# Dendriti will still prevent block breaking, but the effect won't be applied.
//树突体仍然可以阻止方块被破坏,但该效果不会被应用。
B:"Phasing Enabled"=true
# The multiplier for block breaking max hardness for parasites with phasing.
//带有相移的寄生体的方块破损最大硬度的倍率。
# When parasites have phasing, they can phase through blocks that would normally be too hard to break through.
//当寄生体拥有相移,它们可以穿过通常难以突破的障碍。(译注:此处为文本错误,实际效果为调整带有相移的寄生体躲避投射物几率)
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Projectile Avoidance Chance"=0.2
# Amount of Evolution Points gained when a parasite successfully phases through a block.
//寄生体成功穿过方块时增加的进化点数。
# This occurs for each successfully phased block, so for a break range of 2 inside of a solid cube of blocks, this will generate value * 2^3 points.
//每个成功穿过的方块都会产生这样的效果,因此对于一个实心方块内的 2 个断点范围,会产生值 * 2^3 个点数。
# Cysts are not generated if parasites don't break blocks, so this accounts for that.
//寄生体在未破坏方块时不会产生纳物囊泡,因此由此替代。
# Min: 0
# Max: 2147483647
I:"Scan Block Value"=1
}
栓塞(Embolism)
# Embolism is a negative status effect that makes COTH work faster.
//栓塞是一种会令寄巢之唤生效更快的负面状态效果。
# It also damages entities down to the COTH Rework threshold if that is enabled.
//它也会降低寄巢之唤修改启用时的寄巢之唤生效伤害阈值。
通常这个效果由使用污浊针管赋予。
embolism {
# The multiplier on the speed of the COTH effect while Embolism is active.
//当栓塞起效,寄巢之唤的生效速度倍率。
# Min: 1
# Max: 2147483647
I:"COTH Speed Multiplier"=15
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
B:"Embolism Enabled"=true
# The maximum amount of damage this effect can deal to enemies, provided the COTH rework is active.
//此效果对敌人造成的最大伤害,前提是寄巢之唤修改已启用。
# Set to a value less than or equal to 0 to disable dealing any damage.
//设置为小于或等于 0 时,它将无法造成任何伤害。
# Min: -1.0
# Max: 1.7976931348623157E308
D:"Max Damage"=5.0
}
重力(Gravity)
# Gravity is a negative potion effect that slams its target onto the ground, dealing damage.
//重力是一种负面药水效果,可将目标摔到地上并造成伤害。
通常是末日系统的附魔怪物的花活。
gravity {
# The amount to deal at base.
//该效果的基础伤害。
# This scales with (amp+1).
//会被乘上酿造系数+1。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Gravity Damage"=20.0
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
B:"Gravity Enabled"=true
# The speed at which the effect throws entities to the ground.
//效果将实体抛向地面的速度。
# This is added to the entity's motion every tick, so be gentle.
//实体运动时其速度每刻都会增加,谨慎调整。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Gravity Velocity"=0.5
}
恢复(Recuperation)
# Recuperation is a beneficial potion effect that heals every second.
//恢复是一种增益药水效果,每秒都能提供一次治疗。
# It is usually only given via the Latch, but only if on the effect list.
//通常由寄生体玩家的寄染索赋予,前提是它在效果列表里。
recuperation {
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
B:"Recuperation Enabled"=true
# The amount to heal by each second.
//每秒治疗量。
# This scales with (amp+1).
//这会乘上酿造系数+1。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Recuperation Health/Second"=2.0
}
抗体(Antibodies)
# Antibodies is a beneficial potion effect that removes several negative effects.
//抗体是一种增益药水效果,可消除多种负面效果。
一般通过一头创进黄眸兽打出的酸液泡获取这个效果。
antibodies {
# Amplifier applied by Adapted Yelloweyes.
//由适应黄眸兽给予的效果的酿造系数。
# Min: 0
# Max: 2147483647
I:"Adapted Yelloweye Amplifier"=2
# Duration applied by Adapted Yelloweyes.
//由适应黄眸兽给予的效果的持续时间。
# Min: 0
# Max: 2147483647
I:"Adapted Yelloweye Duration"=400
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
B:"Antibodies Enabled"=true
# Effects that Antibodies can cure.
//抗体会治愈的负面效果。
S:"Cure List" <
minecraft:wither
minecraft:slowness
minecraft:instant_damage
minecraft:levitation
minecraft:blindness
minecraft:mining_fatigue
minecraft:nausea
srparasites:bleed
aether:inebriation
>
# Amplifier applied by Primitive Yelloweyes.
//由原始黄眸兽给予的效果的酿造系数。
# Min: 0
# Max: 2147483647
I:"Primitive Yelloweye Amplifier"=0
# Duration applied by Primitive Yelloweyes.
//由原始黄眸兽给予的效果的持续时间。
# Min: 0
# Max: 2147483647
I:"Primitive Yelloweye Duration"=200
# Amplifier applied by Wraiths.
//由幽鬼体给予的效果的酿造系数。
# Min: 0
# Max: 2147483647
I:"Wraith Amplifier"=9
# Duration applied by Wraiths.
//由幽鬼体给予的效果的持续时间。
# Min: 0
# Max: 2147483647
I:"Wraith Duration"=6000
}
探知(Scrying)
# Scrying is a status effect which boosts Global point and biomass gain when an entity is killed.
//探知是一种会令杀死生物收获生物质与全局点数上升的状态效果。
# The bonus is based on the XP drop for the entity, and as a result requires a parasite player to have attacked the afflicted mob recently.
//加成基于实体掉落经验,因此这需要寄生体玩家近期攻击过那受难的生物。
scrying {
# The amount to multiply the extra kills by, per each level of amplifier.
//每级酿造系数会给予的额外击杀数。
# This scales exponentially, where the amp is the power and this value is the base.
//它会指数式上升,其中酿造系数是幂,该值是基数。
# Min: 0
# Max: 2147483647
I:"Point Gain Scalar"=5
# Prevents registration if disabled.
//如果禁用,则会阻止该效果被注册。
B:"Scrying Enabled"=true
}
}
寄巢之唤修改设置(COTH rework settings)
# Settings which affect the COTH Rework, a minor change which gates infection behind a health threshold.
//会影响到寄巢之唤重做,它是一个将感染控制在生命临界值之后的小改动。
# While this does slow down phase progression, it becomes nigh nonexistent in later phases.
//虽然这确实会减缓阶段的进展,但在演化阶段后期几乎不存在这种情况。
# It is moreso prevent COTH from instantaneously removing difficulty in a combat encounter, due to its inherent power.
//它更重要的功能是防止寄巢之唤固有的力量瞬间消除战斗中的困难。
"coth rework settings" {
# Whether this rework is in effect or not.
//是否启用这一修改。
B:"COTH Rework Enabled"=true
# Determines which health threshold is used.
//决定使用哪个生命阈值。
# False indicates that the Numerical threshold is used.
//false表示使用数值阈值。
# True uses the Percentage threshold.
//True 表示使用百分比阈值。
B:"Health Threshold Type"=true
# The amount of health a mob needs to reach to be vulnerable to COTH.
//生物易感寄巢之唤所需的生命阈值。(数值)
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Numerical Health Threshold"=5.0
# The percentage of health a mob needs to reach to be vulnerable to COTH.
//生物易感寄巢之唤所需的生命阈值。(百分比)
# Min: 0.0
# Max: 1.0
D:"Percentage Health Threshold"=0.5
}
随机点数丢失设置(Random Point Loss Settings)
# Settings which affect Random Point Loss, a system which simulates point loss via death and custom point loss to counter point gain.
//会影响到随机点数丢失的设置,该系统模拟通过死亡和自定义的点数损失来抵消点数的增加。
# Mainly intended for singleplayer, but can be used in multiplayer. The goal is to make gaining points an involved activity.
//主要用于单人游戏,但也可用于多人游戏。其目的是让获得点数成为一项参与性活动。
# It works based on what parasites currently exist in the world, and the current evolution phase.
//其基于何种寄生体存于世界与当前演化阶段生效。
"random point loss settings" {
# The chance that, when RPL occurs, it will subtract a larger, phase-dependent amount of points.
//当随机点数丢失生效,它会减去更大的、与阶段相关的点数的概率。
# Min: 0.0
# Max: 1.0
D:"Burning Chance"=0.3
# Whether this system is used at all.
//这一系统是否可用。
B:Enabled=false
# Logs the amount of points lost to this system when it occurs.
//记录机制发生时该系统损失的点数。
B:Logging=true
# The maximum amount of 'Burning' point loss events that can occur in a single event.
//单次事件中可能发生的“燃烧”损失点数事件的最大数量。
# The amount is chosen pseudorandomly from all numbers from 1 to this number, with even distribution.
//数字是从 1 到这个值的所有数据中随机选择的,分布均匀。
# Min: 1
# Max: 2147483647
I:"Max Burns"=4
# The maximum amount of simulated deaths that can occur in a single event.
//单次事件中可能发生的最大模拟死亡次数。
# The amount is chosen pseudorandomly from all numbers from 1 to this number, with even distribution.
//数字是从 1 到这个值的所有数据中随机选择的,分布均匀。
# Min: 1
# Max: 2147483647
I:"Max Deaths"=10
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 0 Point Loss"=10
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 1 Point Loss"=20
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 10 Point Loss"=300000000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 2 Point Loss"=50
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 3 Point Loss"=400
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 4 Point Loss"=10000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 5 Point Loss"=100000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 6 Point Loss"=2500000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 7 Point Loss"=10000000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 8 Point Loss"=15000000
# The amount of points RPL will subtract independent of deaths for this phase.
//在这一阶段,死亡导致的随机点数减成。
I:"Phase 9 Point Loss"=20000000
# The chance that a random point loss event will occur each tick.
//每刻发生随机丢失点数事件的概率。
# Min: 0.0
# Max: 1.0
D:"Tick Chance"=1.0E-5
}
酿造囊设置(Brews Settings)
# Settings which affect Brews, weapons similar to splash potions that can be given effects.
//这一设置影响酿造囊——其为类似喷溅型药水给予效果的武器。
"brew settings" {
# Base damage for a newly crafted Brew Sac.
//新合成的酿造囊的基础伤害。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Base Damage"=3.0
# Max ammo for a newly crafted Brew Sac.
//新合成的酿造囊的弹药量。
# Min: 1
# Max: 2147483647
I:"Max Ammo"=16
# Duration of potion effects applied by brews.
//酿造囊药水效果持续时间(单位为刻)。
# Min: 1
# Max: 2147483647
I:"Potion Duration"=200
配方(recipes)
# Ways to modify brews.
//用于改造酿造囊的方式。
你硬要叫这个设置“食谱”的话我也不反对。
recipes {
# Reagents that add potions to brews.
//可给酿造囊加入药水效果的反应物。
# Formatted as item;potion;maxAmp;cost;parasites
//格式为 物品;药水效果;最大酿造系数;花费;目标
# Use -1 for the max amplifier to have no limit
//设置为-1使其最大酿造系数无上限。
# true for parasites means the effect is applied to parasites, false means it is applied to enemies.
//ture意味着该效果对寄生体生效,false则对敌人生效。
S:"Brew Effect Potion Recipes" <
minecraft:skull#1;minecraft:wither;-1;2;false
srparasites:lurecomponent5;srpcotesia:scrying;4;5;false
srparasites:ada_reeker_drop;srparasites:viral;-1;10;false
srparasites:ada_yelloweye_drop;srparasites:corrosive;-1;1;false
srparasites:ada_summoner_drop;srparasites:rage;1;2;true
srparasites:ada_bolster_drop;srpcotesia:recuperation;-1;5;true
minecraft:sugar;minecraft:speed;1;5;true
srparasites:ada_manducater_drop;minecraft:invisibility;1;20;true
tconstruct:materials#17;minecraft:wither;3;2;false
tconstruct:throwball#0;minecraft:glowing;1;1;false
tconstruct:slime#3;srparasites:bleed;3;3;false
>
# Reagents for each brew effect.
//可调整酿造囊伤害效果的反应物。
# This does not include potion brews, those have their own option.
//这不包括药水效果酿造,它们有自己的选项。
# formatted as item;effect;cost//格式为 物品;效果;花费
# For any items within this category, a # can be used to indicate the metadata. An example is used for a Wither Skeleton Skull.
//对于该类别中的任何项目,都可以使用 # 来表示元数据。凋零骷髅头颅就是一个例子。
S:"Brew Effect Recipes" <
srparasites:lurecomponent1;turn;5
srparasites:lurecomponent2;harm;5
minecraft:fermented_spider_eye;poisonBane;3
minecraft:nether_star;witherBane;3
minecraft:gunpowder;explosion;10
>
# Reagents that change the base damage of a brew.
//调整酿造囊基础伤害的反应物。
# Formatted as item;damage//格式为 物品;伤害
S:"Damage Modifiers" <
minecraft:stick;3
minecraft:flint;4
minecraft:iron_ingot;6
srparasites:ada_arachnida_drop;8
srparasites:living_core;12
srparasites:parasitemouth;18
>
# Reagents that increase intensity, or the amplifier, of a brew's potion effects.
//增加酿造囊强度,或者说,酿造系数的反应物。
# Each one must be applied in the provided order. Duplicates are allowed.
//每个都必须按顺序加入。允许重复。
S:Intensifiers <
srparasites:dispatcher_drop
srparasites:beckon_drop
srpcotesia:mortifying_tentacle
>
}
效果(effect)
effects {
harm {
# Modifier on the brew's base damage to apply.
//应用该效果(损伤)的基础伤害补正。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Damage Modifier"=1.0
# Modifier on the brew's base damage to apply if the brew hit the entity directly. Stacks with the damage modifier.
//如果酿造囊直接命中实体,则会对酿造囊的基础伤害进行再次修正。与基础伤害修正叠加。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Direct Hit Damage Modifier"=1.1
}
"poison bane" {
# Modifier on the brew's base damage to apply.
//应用该效果(中毒特攻)的基础伤害补正。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Damage Modifier"=0.5
# Modifier on the brew's base damage to apply if the brew hit the entity directly. Stacks with the damage modifier.
//如果酿造囊直接命中实体,则会对酿造囊的基础伤害进行再次修正。与基础伤害修正叠加。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Direct Hit Damage Modifier"=1.1
}
"wither bane" {
# Modifier on the brew's base damage to apply.
//应用该效果(凋零特攻)的基础伤害补正。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Damage Modifier"=0.9
# Modifier on the brew's base damage to apply if the brew hit the entity directly. Stacks with the damage modifier.
//如果酿造囊直接命中实体,则会对酿造囊的基础伤害进行再次修正。与基础伤害修正叠加。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Direct Hit Damage Modifier"=1.1
}
explosion {
# Modifier on the brew's base damage to apply.
//应用该效果(损伤)的基础伤害补正。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Damage Modifier"=0.5
# Modifier on the brew's base damage to apply if the brew hit the entity directly. Stacks with the damage modifier.
//如果酿造囊直接命中实体,则会对酿造囊的基础伤害进行再次修正。与基础伤害修正叠加。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Direct Hit Damage Modifier"=1.1
}
turn {
# The victim's health needs to be below this value in order for the effect to work.
//受害者的生命值必须低于此值效果才会生效。
# Min: 0.0
# Max: 1.7976931348623157E308
D:"Health Threshold"=5.0
# The amount of Evolution Points gained when the Turn effect turns a mob.
//当转化效果影响生物时会获得的进化点数。
# Min: 0
# Max: 2147483647
I:"Turn Value"=6
}
}
附魔设置(Brews Settings)
# Settings which affect the Enchantments of the mod
//影响本mod的附魔词条设置。
如果某个附魔启用“treasure enchantment”词条,将导致该附魔成为“宝藏附魔”,变得极为稀有。
——至少截至我写这个教程到二次大更新教程的时候,我一直都没见过酸浴增强附魔。
"enchantment settings" {
virulent {
# Whether this enchantment is registered
//是否注册该附魔(病毒性)。
B:Enabled=true
# Whether this enchantment is a Treasure Enchantment.
//该附魔(病毒性)是否是宝藏附魔。
B:Treasure=true
}
##########################################################################################################
# berzerking//狂暴
#--------------------------------------------------------------------------------------------------------#
# Makes spawned parasites into Berzerker variants, which draw blood when attacking.
//令巢穴生成狂战变种寄生体,使受影响的寄生体在接触或造成伤害时施加流血效果。
##########################################################################################################
berzerking {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# breaching//攻破
#--------------------------------------------------------------------------------------------------------#
# Makes spawned parasites into Breacher variants, which break blocks of higher hardness.
//令巢穴生成破拆变种寄生体,使受影响的寄生体更善于摧毁更坚硬的物体。
##########################################################################################################
breaching {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# deviantive//突变
#--------------------------------------------------------------------------------------------------------#
# Makes spawned parasites into their custom variants, which vary from parasite to parasite.
//令巢穴生成寄生体的稀有变种。
##########################################################################################################
deviantive {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=true
}
##########################################################################################################
# defiled//亵渎
#--------------------------------------------------------------------------------------------------------#
# Causes Rupters to... well...//导致裂兽…嗯…
##########################################################################################################
defiled {
# Whether this enchantment is registered, given Hermit's Arsenal is installed.
//当“Hermit's Arsenal”mod安装时,是否注册该附魔。
B:Enabled=true
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# throwing//投掷
#--------------------------------------------------------------------------------------------------------#
# Applied to Kyphosis Factories. Makes spawned Kyphosi throw nearby parasites at enemies.
//适用于曲击柱巢穴。使曲击柱向敌人投掷附近的寄生体。
##########################################################################################################
throwing {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The power with which to throw parasites.
//掷出寄生体的力度。
D:"Throwing Power"=5.0
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# fluidity//流动性
#--------------------------------------------------------------------------------------------------------#
# Causes Factories to make parasites faster.
//它会令巢穴生成寄生体加速。
##########################################################################################################
fluidity {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The amount of fuse time reduction per level, as a percentage.
//每级前摇时间的减少量(百分比)。
# The default, 0.1, reduces it by 10%.//默认为0.1,相当于10%。
D:"Fuse Reduction"=0.1
# The maximum level of this enchantment.
//该附魔的最大等级。
# Min: 0
# Max: 2147483647
I:"Maximum Level"=5
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# cunning//狡诈
#--------------------------------------------------------------------------------------------------------#
# Causes spawned parasites to deal more Minimum Damage.
//增加该巢穴产生寄生体所能造成的最低伤害。
##########################################################################################################
cunning {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The maximum level of this enchantment.
//该附魔的最大等级。
# Min: 0
# Max: 2147483647
I:"Maximum Level"=5
# The amount of fuse time reduction per level, as a percentage.
//每级前摇时间的减少量(百分比)。(译注:本处文本有误,应为每级提升最小伤害量。)
# The default, 0.1, reduces it by 10%.//默认为0.1,相当于10%。
D:"Per-Level Damage Increase"=1.0
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# dense tissue//致密组织
#--------------------------------------------------------------------------------------------------------#
# Causes spawned parasites to have more max health.
//令这个巢穴生成的寄生体拥有更高的血量上限。
##########################################################################################################
"dense tissue" {
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The amount of maximum health increase per level, as a percentage.
//每级最大生命值的增加量(百分比)。
# The default, 0.1, increases it by 10%.
//默认为0.1,相当于10%。(译注:此处文本有误,默认为0.2)
D:"Health Increase"=0.2
# The maximum level of this enchantment.
//该附魔的最大等级。
# Min: 0
# Max: 2147483647
I:"Maximum Level"=5
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# rarefaction//稀释
#--------------------------------------------------------------------------------------------------------#
# Causes The Masticator to have a chance to not consume Fetid Canisters.
//令瘴气均质枪消耗腥臭滤毒罐的几率下降。
##########################################################################################################
rarefaction {
# The amount of ammo conservation chance increase per level, as a percentage.
//每级不消耗使用次数概率(百分比)。
# The default, 0.1, increases it by 10%.
//默认为0.1,相当于10%。
D:"Chance Per Level"=0.1
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The maximum level of this enchantment.
//该附魔的最大等级。
# Min: 0
# Max: 2147483647
I:"Maximum Level"=5
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=false
}
##########################################################################################################
# acid bath//酸浴
#--------------------------------------------------------------------------------------------------------#
# Applied to Wraith Factories. Massively increases the size and strength of Nades spawned by the Wraith.
//适用于幽鬼体巢穴。大幅增加幽鬼体所生成酸液泡的威力与大小。
##########################################################################################################
"acid bath" {
# The increase in attack damage that the nade will deal. This also multiplies minimum damage, but that is rounded down.
//该附魔增加的酸液泡伤害倍率。这也会乘以最低伤害,但会向下舍入。
# Min: 1.0
# Max: 1.7976931348623157E308
D:"Attack Power Multiplier"=6.0
# Whether this enchantment is registered
//是否注册该附魔。
B:Enabled=true
# The increase in the maximum size the nade will reach, it is multiplied by the base size.
//该附魔增加的酸液泡所能达到的最大尺寸。这会乘以它的基础大小。
# Min: 1.0
# Max: 1.7976931348623157E308
D:"Nade Size Multiplier"=15.0
# Whether this enchantment is a Treasure Enchantment.
//该附魔是否是宝藏附魔。
B:Treasure=true
}
}
mod兼容性设置(Brews Settings)
# Changes made to accomodate for other mods
//为适应其他mod而进行的修改。
"mod compatibility settings" {
# Enables Epic Siege Digging AI modification.
//启用史诗攻城挖掘AI修改。
B:"Epic Siege Digging Module"=true
# Allows parasites to passively grief parasitic blocks from this mod, such as Gloom Torches
//允许寄生体被动破坏这个mod的寄生方块,比如幽暗火把。
# You'll need to add them to the griefing list anyway for this to mean anything. It would go against the point of the light sources to enable this.
//无论如何,您都需要将他们加入蓄意破坏名单,这样才有意义。尽管启用这项有违寄生光源的本意。(译注:在史诗攻城配置General Griefable Blocks一项。)
B:"Epic Siege Griefing Cotesia Blocks"=false
# Enables Epic Siege Griefing AI modification.
//启用史诗攻城蓄意破坏AI修改。
B:"Epic Siege Griefing Module"=true
# Restricts the Epic Siege Targeting AI modification to only exempt players, not other parasites.
//使史诗攻城的索敌AI修改为仅豁免玩家,而不包括其它的寄生体。
B:"Epic Siege Targeting Fix Player Only"=false
# Enables the Epic Siege Targeting AI modification, preventing parasite players from being targeted by parasites using Epic Siege AI.
//启用史诗攻城索敌AI修改,阻止寄生体玩家被使用史诗攻城的AI的寄生体指定为攻击目标。
B:"Epic Siege Targeting Module"=true
# Enables Lycanites Mobs compatibility, allowing SRP's targetting AI to be applied to Lycanites Mobs creatures.
//启用恐怖生物兼容,允许SRP的索敌AI施加在恐怖生物上。
B:"Lycanites Mobs Module"=true
}