我的世界魔法艺术3配置文件
魔法艺术3共有四个配置文件,他们均位于config文件夹内,文件名以 mana-and-artifice 开头。
文中所有非配置文件自带的汉化或说明部分以 #深绿色注释 的方式标明。
游戏版本 1.16.5 Mod版本 1.5.1.7
客户端设置
#配置文件名:mana-and-artifice-client。
#客户端设置大部分都可以在游戏中及时修改,并保存在配置文件中。
#Mana and Artifice // Codex Settings
#奥秘古籍相关配置。
[ma_codex_settings]
#0: UI buttons only. Escape closes the codex entirely.
#参数为0时,仅能使用GUI内按钮翻阅古籍,Esc键直接关闭GUI。
#1: UI buttons / escape. Escape backs the codex out until the index, then closes it.
#参数为1时,Esc键可以从详细的条目返回古籍目录,在目录按下Esc键时关闭GUI。
#2: UI buttons / right mouse. Right mouse backs the codex out until the index. Escape closes the codex entirely.
#参数为2时,鼠标右键可以从详细的条目返回古籍目录,Esc键直接关闭GUI。
#3: UI buttons / escape / right mouse. Escape or right mouse backs the codex out until the index, then closes it.
#参数为3时,鼠标右键和Esc键可以从详细的条目返回古籍目录,在目录按下Esc键时关闭GUI。
#Range: 0 ~ 3
codexBackStyle = 0
#Mana and Artifice // HUD Settings
#HUD相关配置。
[ma_hud_settings]
#法力值与等级HUD的位置设置,范围0~7。
#0: Top Left
#参数为0时,HUD位于左上方。
#1: Top Center
#参数为1时,HUD位于正上方。
#2: Top Right
#参数为2时,HUD位于右上方。
#3: Middle Right
#参数为3时,HUD位于正右侧。
#4: Bottom Right
#参数为4时,HUD位于右下方。
#5: Bottom Center
#参数为5时,HUD位于正下方,在血量等HUD上方。
#6: Bottom Left
#参数为6时,HUD位于左下方。
#7: Middle Left
#参数为7时,HUD位于正左侧。
#Range: 0 ~ 7
hudPosition = 0
#Change the size of pinned recipes.
#Range: 1 ~ 3
#修改显示在屏幕左侧的固定配方的大小,范围1~3。
pinnedRecipeSize = 1
#0: Always visible.
#1: Hidden unless holding a mana consuming/restoring item.
#2: Always hidden.
#Range: 0 ~ 2
#修改法力值等HUD的显示时机,参数为0时保持显示,参数为1时仅在持有可消耗法力的物品时显示,参数为2时永久隐藏。
hudMode = 0
#Mana and Artifice // Performance Settings
#性能设置。
[ma_performance]
#Enable fancy magelights (disable this if you’re getting FPS issues)
#是否启用各种魔法光源的特效,若遇到FPS问题可尝试关闭此设置。
ma_fancy_magelights = true
#Mana and Artifice // Help Tips Settings
#辅助信息显示设置。
[ma_helptips]
#是否显示定式之书中伤害叠加导致伤害无效的提示。
ma_damage_stacking_tip = false
ma_pin_tip = true
#是否显示多方块投影相关设置的提示。
ma_multiblock_tip = true
#是否显示修饰构件兼容性提示。
ma_modifier_tip = true
#是否显示仪式对环境的要求提示。
ma_ritual_tip = true
通用设置
#配置文件名:mana-and-artifice-general。
#Mod主要可设置内容均在此配置文件中。
#How many souls are animals worth when killed?
#亡灵派系玩家击杀动物等中立生物时可以获得的灵魂能量,参数范围1~20000,默认100。
#Range: 1 ~ 20000
animalSouls = 100
#How many souls are mobs worth when killed?
#击杀动物等怪物等非亡灵敌对生物生物时可以获得的灵魂能量,默认150。
#Range: 1 ~ 20000
mobSouls = 150
#How many souls are players worth when killed?
#击杀玩家时可以获得的灵魂能量,默认2500。
#Range: 1 ~ 20000
playerSouls = 2500
#How many souls are enemy faction members worth when killed?
#击杀派系生物时获得的灵魂能量,默认250。
#Range: 1 ~ 20000
factionSouls = 250
#How many souls are villagers worth when killed?
#击杀村民时获得的灵魂能量,默认250。
#Range: 1 ~ 20000
villagerSouls = 250
#How many souls are undead worth when killed?
#击杀亡灵生物时获得的灵魂能量,默认50。
#Range: 1 ~ 20000
undeadSouls = 50
#Raids are incremented when you use items/spells from the other factions. When they get angry enough, you will be raided.
#袭击(在奥秘古籍中译作刺杀)概率会在玩家使用敌对派系的物品或法术时增加,当他们足够生气时,会触发与平时不同的高强度袭击。
[ma_faction_raids]
#Should classic raiding be enabled? Raids are based on a chance value. The value is increased each day there is not a raid. If the chance hits a total of 1.0 or greater, it’s a guaranteed raid. The chance resets after a raid successfully spawns.
#设置是否启用常规袭击。袭击概率最大为1.0,也就是100%。如果玩家一天没受到袭击,概率就会增长。当玩家触发袭击后概率重置。
classicRaids = false
#How many attempts (within a 20x20x5 box centered on the player in question) should the game make to spawn a raid? Note this will be re-attempted every 100 ticks until a successful spawn is made. If you’re lagging due to raid spawn attempts, lower this setting.
#设置判定袭击是否触发的频率,单位为Tick,默认每100tick进行一次概率判定是否触发袭击。若因为生物生成限制导致袭击频率低于正常值,可降低此参数(袭击者会在以玩家为中心的20x20x5格区域内生成)。
#Range: 1 ~ 1000
raidSpawnAttempts = 100
#Adjust the base amount per day that the chance to be raided goes up for each player. This has no effect if classic raids are disabled.
#设置基础袭击概率。
#Range: 0.0 ~ 1.0
raidBaselineIncrease = 0.05
#Adjust the amount per day that the chance to be raided goes up for each player based on their tier above 3 (this value * (tier-3)). This is added to the baseline. This has no effect if classic raids are disabled.
#设置每天若未触发袭击的袭击概率增长值,这个值会乘以玩家当前等阶减去3。也就是当玩家小于等于3阶时概率增长乘以0,当玩家为5阶时概率增长翻倍。
#Range: 0.0 ~ 1.0
raidTierIncrease = 0.05
#Mana and Artifice // General Options
#通用设置
[ma_general_options]
#How many kills does it take to fill up a crystal phylactery
#设置需要多少次击杀才能填满水晶护符,范围1~1000,默认100。
#Range: 1 ~ 1000
phylacteryKills = 100
#If true, the Ritual of Arcana will instantly rote spells upon completion, in addition to giving you the spell..
#如果为 true,法术构件会在完成奥秘仪式后立刻被定式熟记。
liteMode = false
#Should summons be able to be right clicked with items to interact? For example, shearing sheep or milking cows that have been summoned.
#设置召唤法术召唤出的生物是否允许右键交互的功能,例如剪羊毛和挤牛奶。
summonInteractions = true
#A comma separated list of entity IDs that the warding candle should block (in addition to what it blocks by default); use this to expand what it will block. Note that blacklist overrides this, so an entry in both will be blacklisted.
#护佑之烛的额外白名单,用于写入需要禁止生成的生物。若与黑名单冲突,则以黑名单为准。(写入生物的名称用英文逗号分隔)
wardingCandleWhitelist = “”
#What the mod considers ‘melee distance’ between two entities when one attacks the other. This value is squared, so if you want 8 blocks put 64 in this config.
#此参数用于Mod判定生物的“近战范围”,若两个相互攻击的生物小于此距离,ModAI会认为他们在“近战”。需要注意:这个参数是范围而不是距离,例如距离为8时,需要填写它的平方值:64。
#Range: 1.0 ~ 4096.0
meleeDistance = 64.0
#Comma separated list of biome ids that spells can’t be cast in.
#设置禁止释放法术的生物群系列表,以英文逗号分隔。
spellBiomeBlacklist = “”
#Set this to true to disable new villager profession registration. This allows compatibility with Bukkit. Note that you’ll need to ensure the Codex Arcana is obtainable through different means!
#如果为 true,则禁止村民注册并获得本Mod的职业。此项设置用于兼容Bukkit,但注意你需要为玩家准备其他获得奥秘古籍的方式!
disableNewProfessions = false
#Can bosses be summoned?
#是否允许Boss以非常规方式生成。
bossSummons = false
#A comma separated list of entity IDs that the warding candle should ignore, regardless of detection (use this if it’s stopping you from something you think it shouldn’t; this isn’t to expand what it will block)
#护佑之烛的黑名单,名单中的生物将可以在护佑之烛范围内生成。(写入生物的名称用英文逗号分隔)
wardingCandleBlacklist = “”
#What the mod considers to be the average manaweave cost when generating manaweaves automatically for the player.
#Range: 0 ~ 500
#设置在使用符文祭坛的重复上次合成功能时,每个织魔图样需要消耗多少法力值,范围1~500,默认25。
averageManaweaveCost = 25
#Change this to determine how many of a tier’s tasks need to be completed before tiering up is allowed. It is a percentage of the total tasks in the tier. If you set this above 1, you cannot tier up through normal gameplay. Use with caution.
#Range: 0.01 ~ 2.0
#设置允许进阶时需要完成的奥秘之眼任务数量占比。虽然允许设置超过1,但那意味着需要准备其他方式(例如指令)提高玩家的等阶。默认0.8(也就是80%)。
tierCompletePct = 0.8
#Rituals of Aurora and Eventide by default will change time gradually for a prettier effect. However this isn’t without its performance impacts, and this can be toggled off by setting this to false, making the transition instant like the /time set commands. [true / false]
#晨曦仪式和黄昏仪式默认情况下会代有日月流转的效果以获得更好的视觉效果,然而这增加了性能需求。设置为 false 可禁用此效果,仪式会像 /time set 指令那样直接完成。
gradualTimeChange = true
#Comma separated list of dimension ids that spells can’t be cast in.
#设置禁止释放法术的维度列表,以英文逗号分隔。
spellDimensionBlacklist = “”
#How much damage does the fortification effect set all damage to
#Range: 1.0 ~ 20.0
#设置防护状态下收到的伤害最高会被降低到的值,范围1~20,默认为4。
fortificationDamageAmount = 4.0
#Can bosses be captured in phylacteries?
#设置是否允许水晶护符捕获boss生物。
bossPhylacteries = false
#Mana and Artifice // Villager Modification
#村民改动
[ma_villager_modification]
#Adjust librarian villagers to not have enchanted books until tier 3. This is done for balancing and to remove the exploit of rolling librarians for cheap enchants. [true / false]
#是否限制图书管理员直到3级才会出售附魔书。这项改动是为了避免廉价附魔书使符文附魔显得太过昂贵。
modifyVillagerTrades = true
#Mana and Artifice // Artifact Options
#装备与工具设置
[ma_artifact_options]
#By default meteor jump will follow the mobGriefing rule. Set this to true to override that regardless of the game rule.
#默认情况下,炼狱套装下落爆炸的方块破坏效果会随 游戏规则:mobGriefing 禁用。将此项设置为true将强制启用破坏效果。
meteorJumpDestruction = false
#The percent chance the fey armor will randomly teleport melee attackers.
#Range: 0.0 ~ 1.0
#设置德鲁伊套装随机传送近战攻击者的概率,范围0~1,默认为0.2(20%)。
feyArmorTeleportChance = 0.2
#How many ticks the Spellweaver armor set needs to regenerate one reflect charge
#Range: 20 ~ 2000
#设置织法者套装积攒弹射物反射次数所需时间,范围20~2000,默认100(单位Tick)。
councilArmorReflectRecharge = 100
#How many reflect charges the Spellweaver armor set has
#Range: 0 ~ 99
#设置织法者套装弹射物反射次数的积攒上限,范围0~99,默认为3。
councilArmorReflectCharges = 3
#The percent chance the fey armor will reflect projectiles.
#Range: 0.0 ~ 1.0
#设置德鲁伊套装反射弹射物的概率,范围0~1,默认为0.2(20%)。
feyArmorReflectChance = 0.2
#Mana and Artifice // Worldgen Options
#世界生成设置
[ma_worldgen_options]
#If true, total wellspring power will be calculated per faction rather than per player.
#如果设置为 true,则同阵营玩家将共享源泉能量。
wellspringFactionClaims = false
#Count of vinteum veins
#Range: 1 ~ 100
#源泉的生成系数,数量越大生成量越大,但会受到源泉之间最小距离的限制,范围1~100。
vinteumVeinCount = 20
#Max Y-value of vinteum veins
#Range: 10 ~ 255
#源泉的最大Y轴高度,范围10~255,默认63。
vinteumVeinYValue = 63
#Size of vinteum veins
#Range: 1 ~ 20
#设置源泉的强度系数,范围1~20,默认9。注意这个强度值并不是具体数值。
vinteumVeinSize = 9
#If true, wellsprings will generate with no affinity and the type of lens used will set the affinity of the node.
#如果设置为 true 则自然生成的源泉都会是无属性的,其属性会随着折射透镜的属性而改变。
genericWellsprings = false
#How far apart wellspring nodes must be as a minimum. They can be farther than this depending on world seed and generation.
#Range: 100 ~ 15000
#设置源泉之间的最小距离。
wellspringDistance = 500
生物生成设置
#配置文件名:mana-and-artifice-entities。
#由于配置文件过大且内容重复,教程中仅列出部分例子。
[forest]
#生物群系类型。
[forest.”mana-and-artifice:mushroom_soldier”]
#生物ID。
#Min Pack Size
#Range: 1 ~ 3
#最小生成数量。
minPackSize = 1
#Max Pack Size
#Range: 1 ~ 5
#最大生成数量。
maxPackSize = 3
#Spawn Weight (0 disables)
#Range: 0 ~ 9999
#生成权重系数,设置为0则不会生成。
spawnWeight = 16
[“Dimension-Level Blacklists”]
#生物群系生成黑名单,此名单设置特定生物禁止在哪些生物群系生成,用英文逗号分隔。
[“Dimension-Level Blacklists”.”mana-and-artifice:mushroom_soldier”]
#蘑菇士兵
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:pixie”]
#小精灵
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:spell_breaker”]
#破法者
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:hulking_zombie”]
#重型僵尸
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:skeleton_assassin”]
#骷髅刺客
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:witch_hunter”]
#猎巫人
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:demon_imp”]
#小恶魔
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
[“Dimension-Level Blacklists”.”mana-and-artifice:lantern_wraith”]
#灯之幽魂
#Comma separated list of dimension ids that this mob type shouldn’t spawn in
blacklist = “”
法术构件参数设置
#配置文件名:mana-and-artifice-spells。
#由于配置文件过大且内容重复,教程中仅列出部分例子。
[“mana-and-artifice:components/frost_damage”]
#法术名(ID)
#Biome Blacklists – Biomes that this spell part cannot be cast in. Comma separated, no spaces.
#禁止释放此法术的生物群系黑名单。
biomeBlacklists = “”
#Dimension Blacklists – Dimensions that this spell part cannot be cast in. Comma separated, no spaces.
#禁止释放此法术的维度黑名单。
dimensionBlacklists = “”
[“mana-and-artifice:components/frost_damage”.DELAY]
#延迟修饰构建可修改的参数。
#Default Value
#Range: 0.0 ~ 9999.0
#默认值,范围0~9999。
default = 0.0
#Maximum Value
#Range: 0.0 ~ 9999.0
#可修改的最大值。
maximum = 3.0
#Complexity Value (how much does changing by one tick change the complexity)
#Range: 0.0 ~ 9999.0
#单位修改量增加的复杂度。
step_complexity = 0.5
#Step Value (how much does one click in the inscription table change the value)
#Range: 0.0 ~ 9999.0
#单位修改改变的数值。
step = 0.10
#Minimum Value
#Range: 0.0 ~ 9999.0
#可修改的最小值。
minimum = 0.0
default = 3.0
#Maximum Value
#Range: 0.0 ~ 9999.0
maximum = 10.0
#Complexity Value (how much does changing by one tick change the complexity)
#Range: 0.0 ~ 9999.0
step_complexity = 2.0
#Step Value (how much does one click in the inscription table change the value)
#Range: 0.0 ~ 9999.0
step = 1.0
#Minimum Value
#Range: 0.0 ~ 9999.0
minimum = 0.0