我的世界配置文件翻译
main.cfg
各种基础设置。
# Sets the maximum level cap for weapons and armor. Default: 10
# 武器和盔甲的最大等级上限。(默认10)
I:maxLevel=10
# The experience amount needed for the first level(1). Default: 100
# 第一级所需的经验值。(默认100)
I:level1Experience=100
# The experience multiplier for each level based on the first level experience. Default: 1.8
# 第一级之后的经验倍率(默认1.8,如果1级升到2级需要100经验值,2级升到3级就要乘以1.8,需要180点经验值)
D:experienceMultiplier=1.8
# Determines whether or not durability will be displayed in tooltips. Default: true
# 是否在工具栏显示装备耐久度。(默认true)
B:showDurabilityInTooltip=true
# Items in this blacklist will not gain the leveling systems. Useful for very powerful items or potential conflicts. Style should be ‘modid:item’
# 黑名单,填入尖括号内的装备不会获得技能系统,可以用于排除过于强大的物品或有冲突的物品。(格式: ‘modid:item’)
S:itemBlacklist <
>
# This is item whitelist, basically. If you don’t want a whitelist, just leave this empty. If you want a whitelist, fill it with items you want. Style should be ‘modid:item’
# 白名单,留空为不生效。(格式: ‘modid:item’)
S:itemWhitelist <
>
# This is an extra item list to add custom support for such modded items. Be careful on this, it may crash if the item can’t be enhanced. Style should be ‘modid:item’
# 额外列表,用于为其他mod添加自定义支持,需要注意如果该物品无法增强可能会导致崩溃。(格式: ‘modid:item’)
S:extraItems <
>
# Determines if the vanilla items won’t be affected by this mod. Default: false
# 决定原版装备是否不受这个MOD的影响。
B:onlyModdedItems=false
rarities.cfg
本配置文件决定装备品质系统的概率。
# Sets the chance the given rarity will be applied. Default: 0.5
# 获得 基础 装备的概率
D:basicChance=0.5
# Sets the chance the given rarity will be applied. Default: 0.18
# 获得 罕见 装备的概率
D:uncommonChance=0.18
# Sets the chance the given rarity will be applied. Default: 0.10
# 获得 稀有 装备的概率
D:rareChance=0.1
# Sets the chance the given rarity will be applied. Default: 0.05
# 获得 超稀有 装备的概率
D:ultraRareChance=0.05
# Sets the chance the given rarity will be applied. Default: 0.02
# 获得 传说 装备的概率
D:legendaryChance=0.02
# Sets the chance the given rarity will be applied. Default: 0.01
# 获得 上古 装备的概率
D:archaicChance=0.01
# Sets the effectiveness for the given rarity. Default: 0
# 基础 装备的增强效果 (0为无)
D:basicDamage=0.0
# Sets the effectiveness for the given rarity. Default: 0.155
# 罕见 装备的增强效果 (0.155为15.5%)
D:uncommonDamage=0.155
# Sets the effectiveness for the given rarity. Default: 0.305
# 稀有 装备的增强效果
D:rareDamage=0.305
# Sets the effectiveness for the given rarity. Default: 0.38
# 超稀有 装备的增强效果
D:ultraRareDamage=0.38
# Sets the effectiveness for the given rarity. Default: 0.71
# 传说 装备的增强效果
D:legendaryDamage=0.71
# Sets the effectiveness for the given rarity. Default: 0.91
# 上古 装备的增强效果
D:archaicDamage=0.91
abilitychances.cfg
决定技能发动概率,数值越大,概率越低。
# Determines how rare the Fire ability will occur. (Higher values=lower occurance) Default: 4
# 发动烈焰技能的概率
I:firechance=4
# Determines how rare the Frost ability will occur. (Higher values=lower occurance) Default: 4
# 冰霜
I:frostchance=6
# Determines how rare the Poison ability will occur. (Higher values=lower occurance) Default: 4
# 毒性
I:poisonchance=4
# Determines how rare the Innate ability will occur. (Higher values=lower occurance) Default: 6
# 流血
I:innatechance=6
# Determines how rare the Bombastic ability will occur. (Higher values=lower occurance) Default: 7
# 爆破
I:bombasticchance=7
# Determines how rare the Critical Point ability will occur. (Higher values=lower occurance) Default: 14
# 会心一击
I:criticalpointchance=14
# Determines how rare the Molten ability will occur. (Higher values=lower occurance) Default: 4
# 熔融
I:moltenchance=4
# Determines how rare the Frozen ability will occur. (Higher values=lower occurance) Default: 4
# 冻结
I:frozenchance=6
# Determines how rare the Toxic ability will occur. (Higher values=lower occurance) Default: 4
# 毒药
I:toxicchance=4
# Determines how rare the Adrenaline ability will occur. (Higher values=lower occurance) Default: 7
# 肾上腺素
I:adrenalinechance=7
# Determines how rare the Hardened ability will occur. (Higher values=lower occurance) Default: 10
# 硬化
I:hardenedchance=10
abilities.cfg
决定游戏中是否启用某种技能,true为启用,false为关闭。
# Determines whether or not the specific ability will be present in-game. Default: true
# 是否启用烈焰技能
B:fireAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 冰霜
B:frostAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 毒性
B:poisonAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 流血
B:innateAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 爆破
B:bombasticAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 会心一击
B:criticalpointAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 光明
B:illuminationAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 空灵
B:etherealAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 嗜血
B:bloodthirstAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 熔融
B:moltenAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 冻结
B:frozenAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 毒药
B:toxicAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 肾上腺素
B:adrenalineAbility=false
# Determines whether or not the specific ability will be present in-game. Default: true
# 兽性
B:beastialAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 治疗
B:remedialAbility=true
# Determines whether or not the specific ability will be present in-game. Default: true
# 硬化
B:hardenedAbility=true