我的世界龙珠模组配置文件教程

该教程对目前最新版本的龙珠模组缺少了部分内容,还是还有很大的参考性

首先是Jinryuujrmcore文件

“command configs” { 命令配置

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmca  控制台使用命令时通知op

    B:”jrmca – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmca  当某个人对另一个人使用命令时通知op

    B:”jrmca – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmca  玩家自己使用命令时通知op

    B:”jrmca – Notify admins if used on Self”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmcabonus 控制台使用命令时通知op

    B:”jrmcabonus – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmcabonus  当某个人对另一个人使用命令时通知op

    B:”jrmcabonus – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmcabonus  玩家自己使用命令时通知op

    B:”jrmcabonus – Notify admins if used on Self”=false

    # Server Sided! jrmcabonuscheck – Allows non OP Players to check other player’s sheet. (default: true)

是否允许非OP玩家检查其他玩家的面板属性

    B:”jrmcabonuscheck – Check other player’s sheet without OP On”=true

    # Server Sided! jrmccheck – Allows non OP Players to check other player’s sheet. (default: true)

是否允许非OP玩家检查其他玩家的面板属性

    B:”jrmccheck – Check other player’s sheet without OP On”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmcheal  控制台使用命令时通知op

    B:”jrmcheal – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmcheal  当某个人对另一个人使用命令时通知op

    B:”jrmcheal – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmcheal  玩家自己使用命令时通知op

    B:”jrmcheal – Notify admins if used on Self”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmcm  控制台使用命令时通知op

    B:”jrmcm – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmcm  当某个人对另一个人使用命令时通知op

    B:”jrmcm – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmcm  玩家自己使用命令时通知op

    B:”jrmcm – Notify admins if used on Self”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmcracialskill  控制台使用命令时通知op

    B:”jrmcracialskill – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmcracialskill  当某个人对另一个人使用命令时通知op

    B:”jrmcracialskill – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmcracialskill  玩家自己使用命令时通知op

    B:”jrmcracialskill – Notify admins if used on Self”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmcse  控制台使用命令时通知op

    B:”jrmcse – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmcse  当某个人对另一个人使用命令时通知op

    B:”jrmcse – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmcse  玩家自己使用命令时通知op

    B:”jrmcse – Notify admins if used on Self”=false

    # Server Sided! Means notify ops when command is used by console. (default: true)

命令:jrmctp  控制台使用命令时通知op

    B:”jrmctp – Notify admins if used by Console”=false

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

命令:jrmctp  当某个人对另一个人使用命令时通知op

    B:”jrmctp – Notify admins if used by Others”=false

    # Server Sided! Means notify ops when command is used on self. (default: true)

命令:jrmctp  玩家自己使用命令时通知op

    B:”jrmctp – Notify admins if used on Self”=false

“控制台配置” {

# Server Sided!  If true it will type in the Names of Entities that got hit by a Ki Attack and can be used for the ‘List of Entities Ki Attacks react to’ config.  (default: false)

B:”Entity Hit by Ki Attack Console message”=false

}

# 服务器端!如果为 true,它将输入被气攻击击中的实体名称,并可用于“气攻击反应的实体列表”配置。(默认值:假)

如果为true,气功 攻击到 实体 后会在控制台输出信息.(默认:假)

B:“被气攻击控制台消息击中的实体”=假

}

“dbc ki attack server sided configs” {

# Server Sided!  Continues Ki Attacks.

S:”Continues Ki Attacks.  User must look forward to hold an attack or it will hit entities once.”  <

Wave true

Ball false

Disk false

Laser false

Spiral true

Large_Ball false

>

“dbc[龙块C缩写] 气攻击服务器端配置” {

# 服务器端!继续气攻击。

S:“继续Ki攻击。用户必须期待进行攻击,否则它将击中实体一次<。

气功命中后是否继续造成伤害,false只会造成一次伤害

        [气功波]Wave true

        [气功弹]Ball false

        [气圆斩]Disk false

        [激光]Laser false

        [螺旋波]Spiral false

        [能量球]Large_Ball false

     >

# Server Sided! Disabled ki attack types will make them instantly die when spawned.

    S:”Enabled Ki Attack Types (Wave, Ball, Disk, Laser, Spiral, Large Ball, Barrage, Shield, Explosion)” <

# 服务器端!禁用的ki攻击类型在生成时会立即死亡。

S:“启用 Ki 攻击类型(波浪、球、圆盘、激光、螺旋、大球、弹幕、盾牌、爆炸)”<

[这个配置选择可让你禁用气功,将true改成false就可以禁用气功]

[气功波]true

[气功弹]true

[气元斩]true

[激光]true

[螺旋波]true

[能量球]true

[弹幕]true

[气屏障]true

[自爆]true

设置推荐禁用气功自爆[在服务器用自爆可以越级打BOSS]

# Server Sided! Explosion Max Age Ticks value from 0 to 1000. (default: 60)

I:”Explosion Max Age Ticks”=60

气功自爆的伤害算法,按照JYearsC模组内的年龄来计算的,写0则禁用此设定

# Server Sided! Explosion Self Harm Damage Percentage value from 0 to 100. (default: 25)

    I:”Explosion Self Harm Damage Percentage”=25

自爆对于玩家造成的伤害百分百

# Server Sided! If true Final explosion will vanish if the user is dead. (default: true)

    B:”Final explosion vanish on death”=true

如果玩家死亡最终(气功或者爆炸)会消失

    # Server Sided! Changes what the size of the bounding box is in which it can detect entities. The higher values may be less likely to Freeze the game.

    #   From 0 to 5 (default: 4).

    #   Mode 0 = Old, (Size + Motion + Extra 0.5 Blocks)

    #   Mode 1 = (Size + Motion)

    #   Mode 2 = (Size + Extra 0.5 Blocks)

    #   Mode 3 = (Size + Motion Version 2)

    #   Mode 4 = (Size)

    #   Mode 5 = (DISABLED! Doesn’t check what entity is closest in it.

    I:”Ki Attack Closest Entity Check Size Mode”=4

检测玩家实体碰撞箱大小计算方式,数字越大对性能的损耗越低,但最好不要选择5

# Server Sided! If true Ki Attack Effect can be used.

    S:”Ki Attack Effect can be used” <

        [气功波]true

        [气功弹]true

        [气元斩]true

        [激光]true

        [螺旋波]true

        [能量球]true

        [弹幕]true

        [气屏障]true

        [自爆]true

是否启用气功效果[爆炸],改成false即可禁用

# Server Sided! Setting it to 0 will disable limits. From 0 to 10000 (default: 15.0) (lower number will reduce lag)

    I:”Ki Attack Explosion Size Limit”=15

气功的爆炸尺寸大小限制,将其设置为 0 将禁用限制,数字越小爆炸产生的延迟越低

# Server Sided! Ki Attack Power Formula. Used to calculate an attack’s power when clashing with another ki attack (default: (Damage/2)+(Speed*2)+(Density*10)+(1))

    S:”Ki Attack Power Formula”=(Damage/2)+(Speed*2)+(Density*10)+(1)

气功与气功对撞的比拼公式,(伤害÷2)+(速度×2)+(密度×10)+(1)

# Server Sided! Ki Attack Hitbox and Render Sizes (Min Max) (default: 0.01 0.1).

    S:”Ki Attack Sizes (Min Max)” <

        [气功波]Wave 0.01 0.1

        [气功弹]Ball 0.01 0.1

        [气元斩]Disk 0.01 0.1

        [激光]Laser 0.01 0.1

        [螺旋波]Spiral 0.01 0.1

        [能量球]Large_Ball 0.01 0.1

        [弹幕]Barrage 0.01 0.1

气功实体和渲染大小(最小值和最大值)

# Server Sided! If true Ki Attacks will knockback hit targets as normal.

    S:”Ki Attack knockback” <

        [气功波]Wave true

        [气功弹]Ball true

        [气元斩]Disk true

        [激光]Laser true

        [螺旋波]Spiral true

        [能量球]Large_Ball true

        [弹幕]Barrage false

如果为true,气功会击退目标

# Server Sided! Stats are multiplied after attack is created.

    S:”Ki Attack stat multipliers for (气功名称) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00).” <

    1.0(速度)气功名称:[气功波]Wave [激光]Laser [弹幕]Barrage

    1.0(伤害) 气功名称:[气功弹]Ball [螺旋波]Spiral [气屏障]Shield

    1.0(气消耗)气功名称:[气元斩]Disk [能量球]Large_Ball [自爆]Explosion

# Server Sided! Ki Attacks scale with user’s height. (default: true)

    B:”Ki Attacks scale with user’s height”=true

气攻击随玩家身高变化

# Server Sided! When Ki Attacks clash if one is x (config amount) times weaker than the other one destroy it. Value from 1 to 1000. IF value is 1 then the config is off. (default: 50.00)

    D:”Ki Clash Destroy weaker one”=50.0

当 气功 发生碰撞时,如果一个比另一个弱X[设定值]倍的气功将会摧毁另外一个气功

# Server Sided! Ki Explosions move with the user. (default: false)

    B:”Ki Explosions move with the user”=false

自爆是否跟随玩家移动,不是蓄力移动是释放后还能移动

# Server Sided! Ki Shields and Explosions give Ki Tech experience percentage. Value from 0 to 100. IF value is 0 then the config is off. (default: 0)

    I:”Ki Shields and Explosions give Ki Tech experience percentage”=0

自爆和气屏障的额外经验百分比

# Server Sided! Ki Shields move with the user. (default: false)

    B:”Ki Shields move with the user”=false

气屏障是否跟随玩家移动

“dbc server sided configs”

    # Server Sided! Allow Attributes Over Max Attribute limit with powerups

    B:”Attributes Over Limit”=true

是否允许突破属性上限

# Server Sided! If ‘true’ then Fusion will be available to use, If ‘false’ then Fusion wont be usable. (For balancing reasons default: true)

    B:”Fusion – Dance fusion”=true

是否启用融合

之前发现的副体可以吸引怪仇恨的bug现在我不清楚是否修复

如果有人空闲时间的可以帮忙测试一下

bug具体详细视频:BV1xS4y1d7iF

# Server Sided! Ki Attacks React to these Entities.

    S:”List of Entities EVERY Ki Attacks react to. (实体名称, 反应)(Reactions: Ki Attack will… 1 =气被摧毁| 2 =摧毁它| 3 =气功效果开启则摧毁它| 4 =破坏它| 5 =气功效果开启破坏它)” <

        Snowball 2

        Arrow 2

        SmallFireball 2

        Fireball 2

     >

# Server Sided! Spirals Weaken going through enemies based off on their Start Damage (true) OR their new divided damage (false). (default: true)

    B:”Spirals Weaken going through enemies based off on their Start Damage”=true

如果为true那螺旋波穿过敌人时伤害将会削弱螺旋波

# Server Sided! Spirals Damage weakens after going through targets. Value is a Percentage, for example 30 will be 30% minus power after each hit. Setting to 0 will disable the config. From 0 to 100. (default: 30)

    I:”Spirals Weaken going through enemies by x Percentage”=30

穿过敌人时螺旋波伤害削弱百分比

# Server Sided! If true Spirals will go through entities.

    S:”Spirals go through entities” <

        EFFECT_OFF true

        EFFECT_ON true

        为true螺旋波则会穿过实体

     >

“dbc server sided configs” {

# Server Sided! Allow Attributes Over Max Attribute limit with powerups

    B:”Attributes Over Limit”=false

是否允许属性超过最大限制

# Server Sided! If ‘true’ then Fusion will be available to use, If ‘false’ then Fusion wont be usable. (For balancing reasons default: true)

    B:”Fusion – Dance fusion”=true

是否禁用融合

# Server Sided! You can change the duration in minutes that a fusion can last. Time in minutes can be from 1 to 30 (default: 5)

    I:”Fusion – Dance fusion – Fuse Time”=5

融合持续时间,以分钟为单位的时间可以是 1 到 30(默认值:5)

# Server Sided! You can change the duration in minutes after a fusion has ended, how long one can’t perform fustion again. Time in minutes can be from 1 to 1000 (default: 10) 

    I:”Fusion – Dance fusion – NoFuse Time”=10

融合冷却时间

# Server Sided! If ‘true’ then the Kaioken will be sustainable in any transformation, If ‘false’ then Kaioken will be hard to maintain with every transformation. (This WILL make the game more unbalanced. default: false)

    B:”Kaioken – Sustainable Super”=false

是否启用形态可以叠加使用界王拳

# Server Sided! If ‘true’ then Locking On is enabled, If ‘false’ then Locking On is disabled. (default: true)

    B:”Lock On”=true

是否启动锁定,不会有人那么绝把锁定关了吧?

# Server Sided! Players in Fly mode will slowly move downwards constantly. (default: true)

    B:”Player Fly mode descending On”=true

true情况下舞空术回缓缓下降,false就会与之相反像创造飞行一样定在空中

# Server Sided! Arcosian Power Reserver Cost. (From 0 to 1000000000).

弗利萨种族存储额外能量成本

    S:”Racial Skill Arcosian – Power Point Cost” <

        500

        1000

        2000

        3500

        5000

     >

    # Server Sided! Arcosian Power Reserver Gain. (From 0 to 1000000000).

弗利萨种族额外能量储备成长值

    S:”Racial Skill Arcosian – Power Point Growth” <

        10

        8

        6

        3

     >

    # Server Sided! Arcosian Power Reserver Max. (From 0 to 1000000000).

弗利萨种族额外能量储备值极限

    S:”Racial Skill Arcosian – Power Point Max” <

        0

        500

        1000

        1000

        1500

        2000

        2500

     >

    # Server Sided! Arcosian Power Reserver Damage Multiplier (From 0 to 1000000).

弗利萨种族额外能量伤害增幅

    S:”Racial Skill Arcosian – Power Point damage multiplier” <

        1.15

        1.15

        1.15

        1.15

        1.15

     >

    # Server Sided! Arcosian Power Reserver Damage Multiplier based off on Points (-1 = Disabled)

    # Default Example: (0 Points = (1 + 0) * 1.15, max Points (2500) = This Config’s Value (1 + 1) * 1.15) (From 0 to 1000000).

弗利萨种族额外能量伤害增幅乘数

    S:”Racial Skill Arcosian – Power Point damage multiplier from Points” <

        1.0

        1.0

        1.0

        1.0

        1.0

     >

    # Server Sided! You can multiply the base PP generation for the Arcosian Power Reserves. Can be from 0.5 to 50.0 (default: 1.0)

弗利萨种族额外能量储存乘数

    D:”Racial Skill Arcosian – Power Point multiplier”=1.0

# Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

形态倍率,这些数字是以百分比表示的,最小值为 10%,最大值为 100,000%

形态倍率

弗利萨         那美克星人        魔人         地球人               赛亚人

Form0 30       Base 100        Base 100     Base 100        Base 100        Golden 130

Form1 40       Full 115        Evil 160     Full 115        SS 120          SSGod 260

Form2 60       Giant 120       Full 200     Buffed 120      SSG2 150        SSB 300

Form3 80       God 250         Pure 175     God 250         SSG3 160        SSGodR 270

                                                            

Base 100                       God 280                      SSFullPow 130   LSS 200

Form5 200                                                   SS2 200         LSS2 250

Ultimate 250                                                SS3 250         SS4 260

God 300                                                     Oozaru 110      SSBE 310

                                                 

# Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000%. The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

S:”Racial Skill Saiyan and Half-Saiyan – Ki Regeneration multipliers” <

维持形态的气消耗比 带-就消耗,0就不消耗 无-数字在该形态会回复气

# Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 10000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:”Skill Kaioken – Damage multiplier” <

        1 100

        x2 110

        x3 120

        x4 130

        x5 140

        x10 150

        x20 160

界王拳倍率

# Server Sided! Change only to your own responsibility!

    S:”Skill Kaioken – Name Changer”

        层数提示

        x2

        x3

        x10

        x20

        x50

        x100

        可以改成中文提示

[部分时候要设置一次然后再设置一次才可以]

还可以添加§来改成彩色字体

           

S:”Skill Kaioken – Race Health Drain multiplier” <

        [人类]Human 100

        [赛亚人]Saiyan 100

        [混血赛亚人]Half-Saiyan 100

        [那美克星人]Namekian 100

        [冰冻恶魔]Arcosian 100

        [魔人]Majin 100

每个种族界王拳耗血设置

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 10000.0)%.

    S:”Skill Kaioken – Level Health Drain multiplier” <

        50

        50

        50

        50

        50

        50

        50

界王拳每级耗血设置,百分比

# Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:”Skill Kaioken – [种族] Race Form Health Drain multiplier” <

形态加界王拳耗血配置

配置文件搜索可以S:”Skill Kaioken – Human

[人类]Human  [赛亚人]Saiyan   [混血赛亚人]Half-Saiyan [那美克星人]Namekian

        [冰冻恶魔]Arcosian   [魔人]Majin

# Server Sided! Mystic Form damage multiplier. -1 = Use old System (Power based off on Racial Skill level and power). The numbers are meant to be in percentage. (From 10.0 to 10000.0)%.

    S:”Skill OldKaiUnlock damage multiplier” <

        Human -1

        Saiyan -1

        Half-Saiyan -1

        Namekian -1

        Arcosian -1

        Majin -1

     >

神秘形态各个种族的倍率-1代表禁用这个配置使用老倍率

# Server Sided! Mystic Form damage multiplier. -1 = Use old System (Power based off on Racial Skill level and power). The numbers are meant to be in percentage. (From 10.0 to 10000.0)%.

    S:”Skill OldKaiUnlock damage multiplier” <

# Server Sided! The listed transformation initials given the Legendary Boost only! (default:SS,SSG2,SSG3,SSFullPow,SS2,SS3,Golden,SS4,Full,Buffed,Giant,Form5,Ultimate)

传超支持自己手动添加别的形态,别的种族形态也可以

# Server Sided! The chance (in percentage) for a player to receive the Legendary Status Effect every 20-30 mins, regardless of race. Can be from 0 to 100 (default: 10) and 0 will result in close to never. (This config will only be enabled if the ‘For every day a Lucky player’ config conditions are not met, furthermore setting this to 100 will result in the same effect as the ‘For every day a Lucky player’ config)

    I:”Status Effect – Legendary – Chance to get it”=10

不论种族如何,玩家每20-30分钟获得一次传超状态效果的机会(以百分比为单位)。 可以是0到100(默认值:10),0将会不会有选中为传超的玩家。(只有不满足需求的玩家条件时,才会启用此配置,此外,将其设置为100将产生与幸运玩家配置相同的效果)

# Server Sided! Above this amount a player will be always selected to receive the Legendary status effect, regardless of race. Can be from 0 to 500 (default: 20) and 0 will result in always a player to receive it every 20-30 mins. (Setting this to 0 will disable the ‘Chance to get it’ config.)

    I:”Status Effect – Legendary – For every day a Lucky player”=20

不区分种族,高于此数量的玩家会被有概率选中成为传超,设置成0则会禁用

# Server Sided! With this you can change how many players may use this state. Can be from 0 to 1000 (default: 1)

    I:”Status Effect – Legendary – Server limit”=1

传超的限定人数

# Server Sided! With this you can change the bonus power percentage for the Legendary status effect. Only applied when transformed! Rate can be from 1 to 100 (default: 20)

    I:”Status Effect – Legendary – Transformation Boost”=20

传超的加成[最高100]

# Server Sided! With this you can change the bonus power percentage for the Majin seal status effect. Rate can be from 1 to 40 (default: 10)

    I:”Status Effect – Majin”=10

魔化的加成[最高40]

# Server Sided! Multiplies the Default ‘Training Point Gain – TP amount gained’ Config by this values depending on the Player’s race (From 0 to 10000).

    S:”Training Point Gain per Race – TP amount gained” <

        Human 0

        Saiyan 0

        Half-Saiyan 0

        Namekian 0

        Arcosian 0

        Majin 0

     >

根据种族获得的技能点将乘以配置的值【气功】

# Server Sided! Multiplies the Default ‘Training Points Gain – ‘TP gain / melee’ rate’ Config by this values depending on the Player’s race (From 0 to 10000).

    S:”Training Points Gain per Race – ‘TP gain / melee’ rate” <

        Human 0

        Saiyan 0

        Half-Saiyan 0

        Namekian 0

        Arcosian 0

        Majin 0

     >

根据种族获得的技能点将乘以配置的值【近战】

}

# Server Sided! Continues Energy Attack Lock Timer. Setting it to 0 makes it lock the Enemy while the user has Ki. (default: 5)

    I:”Continues Energy Attack Lock Timer”=5

持续能量攻击锁定。 将其设置为 0 会在用户拥有 气 时锁定敌人。 (默认值:5)

# Server Sided! Continues Energy Attacks Die if Target Moves Away. (default: false)

    B:”Continues Energy Attacks Die if Target Moves Away”=false

如果目标移开,持续的气功就会消失,true启动

# Server Sided! Continues Energy Attacks Lock the hit entity. (default: false)

    B:”Continues Energy Attacks Lock Target”=false

气功锁定被击中的实体

# Server Sided! Continues Energy Attacks start to move forward once hit entity moves away. (default: true)

    B:”Continues Energy Attacks Move On Lost Target”=true

# 一旦被击中的实体离开,持续的气功就会开始向前移动. (默认: true)

# Server Sided! Continues Energy Attacks Shrink if User Moves or Looks Away. (default: true)

    B:”Continues Energy Attacks Shrink if User Moves or Looks Away”=true

如果玩家移动或移开视线,持续的气功会缩小. (默认: true)

# Server Sided! Continues Energy Attacks Slow Down once it hits an entity. (default: true)

    B:”Continues Energy Attacks Slow Down with a Target”=true

# 一旦击中实体,持续的气功就会减速. (默认: true)

# Server Sided! Energy Attacks like Ki. From 0.0 to 10.0 (default: 5.0). Explosions size with increased density stat will be affected by this modifier! Lower will reduce the explosion size while Higher numbers will increase the size based on density stat. 0 will disable explosions getting large! (lower number will reduce lag)

    D:”Energy Attack Density Modifier”=5.0

气功密度,0是禁用气功爆炸变大

# Server Sided! Energy Attacks like Ki or Ninjutsu. From 1 to 10 (default: 4) where 1 will get players less lag but ugly explosions and 10 will get players probably the best look but with the most lagg. (lower number will reduce lag)

爆炸强度数字越小越卡,但爆炸效果就会越简陋

    I:”Energy Attack Explosion Intensity”=4

# Server Sided! Energy Attacks like Ki or Ninjutsu. From 0 to 100 (default: 4.0) where 1 will get players less lag but very small explosions and higher number will result in a very large explosion but with the most lagg, use it with caution! (lower number will reduce lag)

    I:”Energy Attack Explosion Size”=4

爆炸大小,数字越大爆炸的时候越卡

# Server Sided! Energy Attacks like Ki. From 1.0 to 10.0 (default: 3.0). Large Blasts are regular Blasts that have increased Size! Change this modifier to change the Large Blasts Size. (lower number will reduce lag)

    D:”Energy Attack Large Blast Size Modifier”=3.0

气功大爆炸大小,数字越大爆炸的时候越卡

# Server Sided! Energy Attack Max Life Tick 1. Setting it to 0 makes it infinite. (default: 2000)

    I:”Energy Attack Max Life Tick 1″=2000

气功实体生命值,0为无尽

# Server Sided! Energy Attack Max Life Tick 2 – Percentage Multiplier (formula: config*attack charge percentage*0.02). Setting it to 0 makes it infinite. (default: 500)

    I:”Energy Attack Max Life Tick 2 – Percentage Multiplier”=500

气功实体2生命值,0为无尽

# Server Sided! Energy Attacks like Ki or Ninjutsu. From 0 to 100 (default: 5). The higher number the larger explosions allowed, the more lagg will happen. 0 means No Limit, use it with caution!

    I:”Energy Attack Size Limit”=5

气功攻击大小限制数值越高,允许的爆炸越大,发生的延迟就越多。0表示无限制,请谨慎使用!

# Server Sided! Tp gain can be, from 1 to 100. (default: 2 2 2 2 2 3 1 3).

    S:”Training Point Gain – TP amount gained from Energy Attacks.” <

        Wave 2

        Ball 2

        Disk 2

        Laser 2

        Spiral 2

        Large_Ball 3

        Barrage 1

        Explosion 3

     >

     能量攻击获得的TP值

# Server Sided! Player can eat senzu beans while under the KO status effect. (default: false)

    B:”Can Eat Senzu While KOd On”=false

玩家是否可以在KO[倒地]的状态下吃仙豆,默认false关闭

# Server Sided! Player can eat items while under the KO status effect. (default: false)

    B:”Can Eat While KOd On”=false

玩家是否在倒地的状态下吃食物

    # Server Sided! Formula: (Global Multi * Max Energy * Food Heal Amount * Unique Multiplier). From 0 to 10000. (default: 0.175)

    D:”Global Food Energy Heal Multiplier”=0.0175

全部食物(原版)恢复设置 公式:(全局多 * 最大气 * 食物治疗量 * 唯一乘数)。 从 0 到 10000。(默认值:0.175)

# Server Sided! Formula: (Global Multi * Max Body * Food Heal Amount * Unique Multiplier). From 0 to 10000. (default: 0.03)

    D:”Global Food Health Heal Multiplier”=0.03

全部食物(原版)恢复设置 公式:(全局多 * 最大血量 * 食物治疗量 * 唯一乘数)。 从 0 到 10000。(默认值:0.03)

Server Sided! Food items in this list receive a unique heal multiplier. From 0 to 10000. (default: item.ItemDinoMeatCooked 0.95 0.95 item.ItemDinoMeatCooked 0.95 0.95).

    # Each line should contain: (itemName) (healthHeal) (energyHeal)

    S:”Unique Food Heal Multiplier” <

        item.ItemDinoMeatCooked 0.95 0.95

        item.ItemDinoMeatCookedBig 0.95 0.95

自定义食物的恢复倍数

稍微解析下

物品名称 1[恢复血量的倍率] 1[恢复能量的倍率]

# Server Sided! Maximum Attribute a player can have. Maximum Attribute can be set between 100 and 1000000000. USING BIG NUMBERS CAN CAUSE ISSUES.

    I:”Attribute Maximum”=10000

属性上限设置,最高1000000000,大数字可能会导致问题

# Server Sided! Multiplies your Attributes by this value when calculating the Attribute Upgrade Costs (UC). From 0 to 1000000000. (default: 0.75 0.75 0.75 0.75 0.75 0.75)

    D:”Attribute Upgrade Cost – Attribute Multiplier” <

        0.75

        0.75

        0.75

        0.75

        0.75

        0.75

计算属性升级成本时会乘以该配置的值

# Server Sided! Minimum value for Attribute Upgrade Costs (UC). From 0 to 1000000000. (default: 16)

    I:”Attribute Upgrade Cost – Minimum value”=16

属性升级成本的最小值

# Server Sided! Divides Attribute Upgrade Costs (UC) by this value. If result is below Minimum value then use that instead. From 0 to 1000000000. (default: 140)

    I:”Attribute Upgrade Cost – Start Minus”=140

属性升级成本最大值

# Server Sided! Size of the Spawn area between random buildings. From default 100 blocks between each other and can be reduced till 20 for more frequent spawns! (from 100 to 20)

    I:”Blocks Between Random Buildings”=100

随机建筑物之间生成区域的大小。 彼此之间的默认间隔为 100 块,可以减少到 20 块以获得更频繁的生成! (从 100 到 20)

# Server Sided! Bonus Attributes are enabled from the ‘jrmcabonus’ command. (default: false)

    B:”Bonus Attributes On”= false

是否启用jrmcabonus命令

# Server Sided! If ‘true’ Buildings will spawn, if ‘false’ then they will never spawn.  (may reduce lag if false)

    B:”Building Spawn Check”=true

龙珠NPC建筑物是否生成,如果为false建筑将不会生成npc也不会再生成

# Server Sided! Attribute’s TP cost mulipier. The higher amount the higher will be the increase after each upgrade.Can be from 0 to 1000.0 (default: 0.5)

    D:”Core System – Attribute Cost mulipier”=0.5

属性成本越小点属性的tp点要求越少

# Server Sided! If ‘true’ then the current Energy Regeneration Over Time will be used, If ‘false’ then no Energy Regenartion will be made. (may reduce lag if false)

    B:”Energy Regen”=true

是否开启气自然恢复

# Server Sided! Energy Rate can be, ‘normal’, ‘slow’, ‘fast’,’faster’.

    S:”Energy Regen Rate”=normal

气恢复速度 normal正常 slow缓慢 fast快速 faster最快

# Server Sided! If ‘true’ then the current Health Regeneration Over Time will be used, If ‘false’ then no Health Regenartion will be made. (may reduce lag if false)

    B:”Health Regen”=true

是否开启生命自然恢复

# Server Sided! Health Regen can be, ‘normal’, ‘slow’, ‘fast’,’faster’.

    S:”Health Regen Rate”=normal

生命恢复速度

# Server Sided! If ‘false’ then Explosion Griefing is on, If ‘true’ then its off. (may reduce lag if true)

    B:”Explosion Griefing Off”=true

气功破坏破坏设置 true为不会破坏 false为会破坏

# Server Sided! Ki Blade and Scythe Ki Fist Damage multiplier value from 0 to 100. (default: 1.00)

    D:”Ki Blade and Scythe Ki Fist Damage multiplier”=1.0

气刃的伤害倍率

# Server Sided! Ki Blade and Scythe Ki Infuse Damage multiplier value from 0 to 100. (default: 1.00)

    D:”Ki Blade and Scythe Ki Infuse Damage multiplier”=1.0

气镰的伤害倍率

# Server Sided! Meditation Stamina Drain multiplier value from 0 to 10000. (default: 0.1)

冥想消耗耐力倍率

    D:”Meditation Stamina Drain multiplier”=0.1

# Server Sided! Mystic Form Level Loss Timer multiplier value from 0 to 100 (0 = timer disabled). (default: 2.00)

神秘形态等级降低计时器,0是禁用神秘形态

    D:”Mystic Form Level Loss Timer multiplier”=2.0

# Server Sided! If ‘true’ NPCs will go through a Check for every player, to make sure they spawned, if ‘false’ then no check.  (may reduce lag if false)

龙珠NPC生成检测

    B:”NPC Spawn Check”=true

# Server Sided! This will prevent some gui interactions like attribute, skill upgrades or deleting or tech stuff for a configured time. The time is in seconds! Can be from 0 to 300 (default: 0) !For normal servers this should never be used!

GUI互动延迟没有特殊情况不要添加

    I:”Offline Server Protector”=0

# Server Sided! Player Flying Speed multiplier value from 0 to 100. (default: 2.0)

玩家飞行速度倍率

    D:”Player Flying Speed multiplier”=1.5

# Server Sided! If ‘true'(default) the PKer will suffer from alignment change depending on the one who was killed what alignment had at the time.

谁杀死谁确认修正

    B:”Player Kill Alignment Changing”=true

# Server Sided! Player Punch stamina cost multiplier value from 0 to 30. (default: 1.00)

玩家近战攻击耐力消耗

    D:”Player Punch stamina cost multiplier”=0.5

# Server Sided! If ‘true’ then the size of the players will change depending on the attributs as planned, If ‘false’ then the size of the players will remain the Minecraft default (2 block height and 1 block width)

玩家身体大小是否受到属性影响

    B:”Player Size Change”=true

# Server Sided! Player Update Timer (for things like receiving missions from Server, and entering the teleporter blocks for the Hyperbolic Time Chamber) value from 1 to 10000. (Lower number can cause more lag) (default: 100)

玩家更新计时器,影响比如任务和时光屋

    I:”Player Update Timer (Tick)”=100

# Server Sided! If ‘true’ then the current Power Release will be used with percetage from 0-100%, If ‘false’ then the power will be always at 50%. (may reduce lag if false)

false将只能聚气到50%

    B:”Power Release”=true

# Server Sided! If ‘true’ then people wont be able to move while Releasing, If ‘false’ then players can move while Releasing

true玩家聚气不能移动,false玩家聚气时可以移动

    B:”Power Release – Still Stand”=true

# Server Sided! If true Racial Skill can be leveled up using tp. (default: true)

玩家种族天赋是否可以使用技能点升级

    B:”Racial Skill from tp”=false

# Server Sided! If enabled then you can place blocks (for example levers) on the Building Blocks, but they will create shadows and could cause more lagg. (default: false)

是否将龙珠一些特殊方块渲染成正常方法,这样做这些方块会有阴影不会透光

    B:”Render Building Blocks as Normal Block On”=false

# Server Sided! List down the Class paths and name of the Entities.

安全区实体黑名单

    S:”Safe Zone Entity Blacklist” <

        net.minecraft.entity.monster.EntityMob

        net.minecraft.entity.IProjectile

        net.minecraft.entity.EntityFlying

        net.minecraft.entity.passive.EntityBat

        JinRyuu.JRMCore.entity.EntityNPCshadow

        JinRyuu.DragonBC.common.Npcs.EntityDBCNeut

        JinRyuu.DragonBC.common.Npcs.EntityDBCEvil

        JinRyuu.DragonBC.common.Npcs.EntityDBCWildlife

        JinRyuu.NarutoC.common.Npcs.EntityNCEvil

     >

# Server Sided! List down the Class paths and name of the Entities.

    S:”Safe Zone Entity Whitelist” <

    安全区实体白名单

        JinRyuu.DragonBC.common.Entitys.EntityInstantTransmission

     >

# Server Sided! List the Block names you want to be allowed to right click in Safe Zones. (may reduce lag if empty)

    安全允许右键访问的方块

    S:”Safe Zone RightClick Access” <

        wooden_door

        jinryuudragonblockc:tile.BlockHealingPodDoor

        crafting_table

        lever

        stone_button

        wooden_button

     >

# Server Sided! If ‘true’ then Safe Zones around main NPCs will be enabled, If ‘false’ then Safe Zones will be disabled. (may reduce lag if false)

是否启用安全区

    B:”Safe Zones Enabled”=true

# Server Sided! Shadow Dummy’s size becomes the same as the Summoner’s. (default: true)

召唤的影子大小是否与召唤的玩家相同

    B:”Shadow Dummy Scales to the Summoner On”=true

# Server Sided! It can be either ‘passive’ or ‘active’. If it is ‘passive’ upgrading this skill will increase the regen rate for Body, Energy and Stamina (Survival Oriented). If it is ‘active’ upgrading this skill will only work if Release key is pressed and basicly functions as an energy recharge (Fighter/Console Oriented)

    S:”Skill Meditation – category”=passive

技能冥想是主动触发还是被动触发,被动是慢慢回复玩家的血量,气,耐力,主动是通过聚气触发

passive 被动    active 主动

# Server Sided! The maximum rate at skill level 10 in percentage. Rate can be from 0 to 500 (default: 75) It will increase the regen or recharge with the max rate devided by 10 multiplied with skill level. (default 50% max rate at lvl 1 will become 5%)

    I:”Skill Meditation – max rate at lvl 10″=75

冥想的回复倍率,50%就意味着1级的冥想只有5%

# Server Sided! With this you can change the passive defense output to an extend, numbers are meant to be in percentage. Rate can be from 0 to 50 (default: 20)

    I:”Stat Defense – Passive output”=20

被动防御输出倍率

# Server Sided! Based on Mind Attribute increase. With every ‘configured amount’ in Mind attribute the TP gain will increase by 1 OR with the amount configured at ‘Training Point Gain – TP amount gained’. Rate can be from 1 to 10000 (default: 5)

    I:”Training Point Gain – ‘TP gain / melee’ rate”=5

根据心灵来增加玩家攻击怪物的时候的tp点

# Server Sided! Tp gain can be, from 1 to 100. (default: 2)

    I:”Training Point Gain – TP amount gained”=1

tp点的增益

客户端设置

# Client Sided! If ‘true’ it will force JBRA over other mods, if ‘false’ then not.

    B:”Force JBRA”=true

龙珠皮肤模块是否超过其他模块?这个区别不大改成就算false还是会和时装工坊那种模组冲突

# Client Sided! If ‘true’ the you wont see hairs when someone wears a helmet, if ‘false’ you will always see everyones hair, regarless of helmet. (default: true)

    B:”Hide Hair When Helmet On”=true

true带上头盔头发就会消失,false带上头盔头发不会消失

然后是jinryuudragonblockc文件

# Server Sided! If ‘true’ players can revive for free, ‘Revive Timer’ config will be used to determine the revive interval.If ‘false’ then players wont be able to revive for free even after time, Only way to revive is to wish revival, by Reincarnation, or dbcrevive command.

    B:”Death System – Free Revive”=true

是否免费复活 默认true

# Server Sided! Reincarnation resets everything like starting new, but leaving a percentage of attributes left. Value can go from 0 to 100. (default: 25) #to disable it use 0!

    I:”Death System – Reincarnation Penalty”=25

轮回转世保留的属性[百分比]

# Server Sided! The time in minutes after a player can use ‘Free Revive’ if it is ‘true’. The time can go from 1 min to 100000 mins (close to a week). (default: 1)

    I:”Death System – Revive Timer”=1

地府复活时间

# Server Sided! If ‘true’ and keepInventory is On then players will have separate inventory for dead and living states (Creative switching while dead will cause issues). If ‘false’ then like it was before depending on keepInventory’s state

    B:”Death System – Switch Inventory”=false

是否开启地府和生存的2个不同的背包

# Server Sided! If ‘false’ then Death System is on, If ‘true’ then its off. (may reduce lag if true)

    B:”Death System Off”=false

是否启动地府[开启后死亡会前往地府]

# Server Sided! GT mode refers mainly to transformations for now, like the new saiyan form introduced in DBGT. (default: true)

    B:”DBGT mode”=true

是否启用超4形态[关闭超4就会被禁用]

# Server Sided! The maximum number (default: 4) of Dragon Blocks spawned around the players, in a 64 block radius. (from 0 to 7)

    I:”Dragon Blocks Spawn Chance”=4

娜美克星龙珠的生成数量 以自身范围64格内计算

# Server Sided! If ‘true’ Dragon Blocks will spawn, if ‘false’ then they wont spawn at all. (may reduce lag if false)

    B:”Dragon Blocks Spawn Enabled”=true

是否开启龙珠生成 默认true

# Server Sided! The daytime when the Dragon Blocks will spawn. 3 states, ‘morning’, ‘midday'(default), and ‘evening’.

    S:”Dragon Blocks Spawn Time”=midday

龙珠生成的时间状态[早上,中午,晚上][默认:中午]

    # Server Sided! Spawn rate can only be from 1 (everyday 1 DB, around everyplayer somewhere) to 100 (extremly rare spawn, 100 days 1 DB)

    I:”Earth Dragon Block Spawn Rate”=2

地球龙珠生成率[百分比][默认:2%]

# Server Sided! If ‘false’ then one can only fly with Fly Skill, If ‘true’ then one will be able to Fly without Fly Skill.

    B:”Fly with no Fly Skill”=false

是否没有舞空术也能飞行

# Server Sided! Flying Nimbus speed multiplier value from 0 to 30. (default: 2.25)

    D:”Flying Nimbus speed multiplier”=2.25

筋斗云的飞行速度

# Server Sided! True = Go through Enemies they can’t damage. False = Vanish when hitting Enemies they can’t damage. (true OR false) (default: false)

    B:”Ki Attacks Go Through Invulnerable Enemies”=false

是true时气攻击无法攻击的敌人时伤害还好造成

false时气攻击伤害则会消失

# Server Sided! Ki Blade Cost multiplier value from 0 to 30. (default: 1.00)

    D:”Ki Blade Cost multiplier”=1.0

气刃的耗气倍数

# Server Sided! Ki Blade Damage multiplier value from 0 to 30. (default: 1.00)

    D:”Ki Blade Damage multiplier”=1.0

气刃的增幅倍数

# Server Sided! Ki Fist Cost Percentage multiplier value from 0 to 30. (default: 1.00)

    D:”Ki Fist Cost per level”=1.0

气拳的耗气倍数

# Server Sided! Ki Fist Damage Percentage multiplier value from 0 to 30. (default: 2.50)

    D:”Ki Fist Damage per level”=2.5

气拳的伤害倍数

# Server Sided! Ki Infuse Cost Percentage multiplier value from 0 to 30. (default: 1.00)

    D:”Ki Infuse Cost per level”=1.0

气注入的耗气倍数

# Server Sided! Ki Infuse Damage Percentage multiplier value from 0 to 30. (default: 2.50)

    D:”Ki Infuse Damage per level”=2.5

气注入的增幅倍数

# Server Sided! Ki Protection Armor Percentage multiplier value from 0 to 30. (default: 2.00)

    D:”Ki Protection Armor per level”=2.0

气护体加成倍数

# Server Sided! Ki Protection Cost Percentage multiplier value from 0 to 30. (default: 0.50)

气护体耗气倍数

# Server Sided! Ki Scythe Cost multiplier value from 0 to 30. (default: 3.00)

    D:”Ki Scythe Cost multiplier”=3.0

气镰的耗气倍数

# Server Sided! Ki Scythe Damage multiplier value from 0 to 30. (default: 3.00)

    D:”Ki Scythe Damage multiplier”=3.0

气镰的加成倍数

# Server Sided! Null Realm Background Color is Green (TRUE) or Purple (FALSE).

    B:”Null Realm Background Color Green”=true

无之界的背景颜色[绿色=true/紫色=false]

# Server Sided! Null Realm Minimum Height. Teleports people below this Y location to Whis. (default: 20)

    I:”Null Realm Minimum Height”=20

玩家在无之界下方N格后可传送到无之界[默认=20格]

    # Server Sided! If ‘false’ then Planet Vegeta wont appear, If ‘true’ then Planet Vegeta will be available.

    B:”Planet Vegeta”=true

是否开启贝吉塔行星

# Server Sided! Player Flying ki cost multiplier value from 0 to 30. (default: 0.5)

    D:”Player Flying ki cost multiplier”=0.5

舞空术的气消耗

# Server Sided! Player Flying, and dodging stamina cost multiplier value from 0 to 30. (default: 0.1)

    D:”Player Flying, and dodging stamina cost multiplier”=0.1

玩家闪避和飞行冲刺的耐力消耗倍率

# Server Sided! If ‘true’ Saga System will work, if ‘false’ then no one will be able to progress in Saga System.  (may reduce lag if false)

    B:”Saga System On”=true

是否开启空间仓

# Server Sided! Indicates how long senzu can not be used, In seconds! (from 0 to 1200)

    I:”Senzu Cooldown”=20

仙豆的CD时间

[可以减低CD来减少难度]

# Server Sided! Number of Senzu from Korin! (from 1 to 10)

    I:”Senzu from Korin”=1

每天可以从加林仙人那领多少仙豆 1到10颗

# Server Sided! Space pod speed multiplier value from 0 to 30. (default: 1.75)

    D:”Space pod speed multiplier”=1.75

太空舱的速度

# Server Sided! Spacepods will drop after given seconds if not being ridden. If 0 they wont drop! (Default: 60)

    I:”Spacepods drop timer”=60

太空舱无人乘坐将于多少秒后掉落 默认60秒

# Server Sided! Healing Pod Percentage healing. Sets whenever the ‘Healing Pod Rate (Health, Ki, Stamina)’ config heals by percentage amount, rather than a fix one. (default: true true true)

    B:”Healing Pod Percentage healing (Health, Ki, Stamina)” <

        true

        true

        true

是否开启医疗液恢复百分比

# Server Sided! Healing Pod Rate. Sets the amount it will heal the Players. (default: 5 5 5)

    I:”Healing Pod Rate (Health, Ki, Stamina) from 1 to 10000″ <

        5

        5

        5

医疗液恢复效率[血量/气/耐力]

# Server Sided! Health pod Update Timer value from 1 to 10000. (Lower number can cause more lag) (default: 100)

    I:”Health pod Update Timer (Tick)”=100

医疗液的刷新间隔

“npc configs” {

# Server Sided! is DBC Advanced AI System enabled. (true OR false) (default: false)

    B:”DBC AAI Disabled”=false

是否启动龙珠AI系统

# Server Sided! Forces a specific AI difficulty for DBC Entities using the AAi System. (default: -1)

    # (-1 = Force Disabled | 0 = Easy | 1 = Medium | 2 = Hard | 3 = Insane)

    I:”DBC Advanced AI Force Difficulty”=-1

如果启用龙珠AI系统,那么难度是?(-1 = 强制禁用 | 0 = 简单 | 1 = 中等 | 2 = 困难 | 3 = 疯狂)

    # Server Sided! Sets how often a DBC enemy/entity attacks when possible From 0 to 10000. (default: 35)

    I:”DBC Enemy Default Attack Tick Timer”=35

龙珠剧情怪物的攻速设置

    # Server Sided! From 0 to 100. (default: 0.699)

    D:”DBC Enemy Default Movement Speed”=0.699

龙珠剧情怪物的移速设置

    # Server Sided! Sets how often a DBC enemy/entity attacks when possible and close to the target From 0 to 10000.

    # (Must be lower than the Default Attack Tick Timer) (default: 15)

    I:”DBC Enemy Default Short Range Attack Tick Timer”=15

龙珠剧情怪物的近战攻速? 要小于上面的总攻速 最大值10000

    # Server Sided! True = DBC Enemies can Teleport out of Continues Ki Wave Locks. (true OR false) (default: true)

    B:”Enemies can Teleport out of Ki Wave Locks On”=true

龙珠剧情怪物可以无视气功波的锁定吗? (默认: true)

# Server Sided! Enma Scale. (default: 1.3)

    D:”Enma Scale”=1.3

阎魔王比例【体型大小】

    # Server Sided! Guru Scale. (default: 1.25)

    D:”Guru Scale”=1.25

娜美克星大长老比例

# Server Sided! Ki cost modifier, with this you can reduce in percentage the costs of ki attacks. So your Ki attacks can cost less or more Ki. The amount can go from 1 to 1000. (default: 100)

    I:”Ki Technique – Energy cost modifier”=50

玩家气功消耗比例

# Server Sided! Exp gain rate per living entity hit for ki techniques. The higher the more exp will be gained. The amount can go from 1 to 10000. (default: 1)

    I:”Ki Technique – Experience gain rate per hit”=1

气攻击每次获得的经验比例

# Server Sided! Exp amount needed to upgrade to first level, the other levels will multiplied with this amount. The higher the more exp will be needed to upgrade. The amount can go from 10 to 1000. (default: 15)

    I:”Ki Technique – Experience needed to upgrade”=15

气功升级所需经验值

# Server Sided! Instant Transformation Ki Cost. (default: 1000)

    I:”Instant Transformation Ki Cost”=1000

及时转换形态的气消耗成本

# Server Sided! True = Instant Transformation On. (true OR false) (default: true)

    B:”Instant Transformation On”=true

是否开启即时转换 True = 即时转换开启

    # Server Sided! Instant Transformation Percentage Ki Cost. (default: 3)

    I:”Instant Transformation Percentage Ki Cost”=3

即时转换耗气百分比.

# Server Sided! True = Kaioken Single Form Descend On. (true OR false) (default: true)

    B:”Kaioken Single Form Descend On”=true

界王拳的即时转换

    # Server Sided! True = Players can use Mystic form together with Kaioken. (true OR false) (default: true)

    B:”Mystic Kaioken Enabled”=true

是否允许界王拳和神秘形态同时使用

    # Server Sided! A list of Skills and Forms that can be enabled (true) or disabled (false) if players can Instant Transform to them.

    S:”Other Enabled Instant Transformation Skills and Forms” <

        Kaioken false

        UltraInstinct false

        Mystic false

        GodOfDestruction false

玩家可以即时转换为技能和形态,则可以启用 (true) 或禁用 (false) 的技能和形态列表

# Server Sided! True = Players can move while they are Instant Transforming. (true OR false) (default: true)

    B:”Players can Move while Instant Transforming On”=true

即时转换时候是否可以移动

    # Server Sided! True = Players can move while they are Transforming. (true OR false) (default: false)

    B:”Players can Move while Transforming On”=false

玩家是否可以在蓄力变身时可以移动

    # Server Sided! True = Single Form Descend On. (true OR false) (default: true)

    B:”Single Form Descend On”=true

种族形态单一形式下降

    # Server Sided! How long helper saiyans can’t help in SSG ritual again. The time can go from 0 mins to 1000 mins. (default: 10)

    I:”Transformation – SuperSaiyanGod Helpers fatigue”=10

使用神仪式状态的持续时间

    # Server Sided! The amount of Good Saiyans needed to preform the SSG ritual. The amount can go from 1 to 100. (default: 5)

    I:”Transformation – SuperSaiyanGod Helpers needed”=5

使用神仪式所需玩家帮助的数量

    # Server Sided! If ‘true’ then God transformations will be enabled. If ‘false’ then god transformations will be disabled

    B:”Transformations – God Form”=true

是否开启神模式

    # Client Sided! If ‘true’ then God transformations will have SSG red eyes and SSG flaming aura. If ‘false’ then god transformations wont have any difference in eye and aura

    B:”Transformations – God Forms Cosmetics”=true

是否开启神模式的 红眼睛+火焰光环

然后是自在的配置文件

在config的jingames中的dbc文件里面forms文件

ultra_instinct.cfg这个文件

这个就是自在的配置文件

“ultra instinct” {

    # Server Sided! Can Counter these Damage Sources

    S:”Ultra Instinct Can Counter these Damage Sources” <

    mob

   player

这个是自在能闪避的伤害来源 默认玩家和怪物

# Server Sided! Can’t dodge these Damage Sources

    S:”Ultra Instinct Can’t dodge these Damage Sources” <

        outOfWorld 虚空

        fall 摔落

        drown 溺水

        starve 饿死

        cactus 仙人掌

   UICounter 翻译是用户界面计数器

实际可能是龙珠模组自在的热度

这个是自在无法闪避的伤害来源

# Server Sided! Ultra Instinct Check Skippable Level Requirement for each level. (From 0 to 1). (0 – Checks each level | 1 – Checks last skippable level only)

    I:”Ultra Instinct Check Skippable Level Requirement for each level”=0

这个是计算可跳过等级,有2个就会只变身最后一个等级

# Server Sided! Ignore Base Attribute Multiplier Config while in UI – On

    B:”Ultra Instinct Ignore Base Attribute Multiplier Config while in UI – On”=true

自在是否计算常态的加成

例子 人类常态加成是1.1x变身就会再乘以自在的倍率

# Server Sided! Ignore Base Ki Regen Config Multiplier while in UI – On

    B:”Ultra Instinct Ignore Base Ki Regen Config Multiplier while in UI – On”=true

是否让自在能再生恢复

# Server Sided! Ultra Instinct Skill Levels. (From 0 to 10). (Setting to 0 disables Ultra instinct)

    I:”Ultra Instinct Levels”=3

自在能有多少级

每一级都是可以调整属性的

# Server Sided! Stamina Costs are Percentage On (Counter and Dodge Stamina Cost Config values will be become percentage values)

    B:”Ultra Instinct Stamina Costs are Percentage On”=true

自在的耐力消耗是否为百分比 [闪避和热度值]

# Server Sided! Ultra Instinct Was In Pain Requirement(0 = Disable, 1 = Once, 2 = Every time) (Gives a requirement to enter a White Hair level. The player must receive the pain Status effect)

    I:”Ultra Instinct Was In Pain Requirement”=1

自在处于疼痛要求中 0禁用 1一次 2每次 [大致就是启用后只有疼痛状态下才能变身完美自在]

# Server Sided! Ultra Instinct Was In Pain Reset Duration. (From 0 to 1000). (Time until the Was in Pain vanishes (ONLY WORKS WITH Was in Pain MODE 2))

    I:”Ultra Instinct Was In Pain Reset Duration”=50

疼痛的持续时间 [直到疼痛消失仅适用疼痛2模式]

然后就是自在形态的配置

“ultra instinct level 1” { [自在等级一]

# Server Sided! Attribute Multiplier (Percentage) Change only to your own responsibility! Having too high multiplier will cause glitches!. (From 0 to 100000).

    I:”Ultra Instinct Attribute Multiplier”=300

自在的形态倍率

# Server Sided! Counter Attack Damage (Percentage). (From 0 to 1000).

    I:”Ultra Instinct Counter Attack Damage”=0

反击造成的伤害 [百分比]

# Server Sided! Counter Attack Rate (Percentage) (Min Max). (From 0 to 100).

反击率(百分比)(最小值 最大值)

    S:”Ultra Instinct Counter Attack Rate” <

        0 最小值

        0 最大值

只需调整最大值,最小值作用为0

# Server Sided! Counter Attack Stamina Cost [IF ‘Stamina Costs are Percentage On’ is true then . (From 0 to 100). OTHERWISE . (From 0 to 1000).]

    I:”Ultra Instinct Counter Attack Stamina Cost”=0

反击消耗的耐力 百分比

# Server Sided! Dodge Rate (Percentage) (Min Max). (From 0 to 100).

    S:”Ultra Instinct Dodge Rate” <

        10

        40

闪避率同反击 最小值无需改动 只需调整最大值

# Server Sided! Dodge Stamina Cost [IF ‘Stamina Costs are Percentage On’ is true then . (From 0 to 100). OTHERWISE . (From 0 to 1000).]

    I:”Ultra Instinct Dodge Stamina Cost”=0

闪避消耗的耐力

# Server Sided! Health Requirement (Percentage). (From 0 to 100).

    I:”Ultra Instinct Health Requirement”=40

进入自在要求的血量 百分比

# Server Sided! Heat Timer. (From 0 to 1000).

    I:”Ultra Instinct Heat Timer”=75

热值计时器

# Server Sided! Level Requirement

    I:”Ultra Instinct Level Requirement”=300

进入自在的等级要求

# Server Sided! Mind Requirement. (4.0).

    D:”Ultra Instinct Mind Requirement”=4.0

心灵要求

# Server Sided! Pain Duration. (From 0 to 1000).

    I:”Ultra Instinct Pain Duration”=20

疼痛持续时间

# Server Sided! Regardless Level Requirement (Percentage). (From 0 to 100).

    I:”Ultra Instinct Regardless Level Requirement”=6

不考虑等级要求进入自在 [百分比]

# Server Sided! Skippable Level On (If the user has learned a higher level then it will jump straight to it)

    B:”Ultra Instinct Skippable Level On”=false

是否可以跳级

例子:自在有10级玩家全学完如果调整了这个让其中的8个可以跳过

那玩家就可以只用变2次而不会变10次

# Server Sided! Successful transformation Chat Message (Percentage) (Writes the message out for the player only)

    S:”Ultra Instinct Successful transformation Chat Message”=This is Ultra Instinct

进入自在的提示 [可以改成中文]

可以添加§来改成彩色

# Server Sided! TP Cost. (100000).

    I:”Ultra Instinct TP Cost”=100000

自在的技能点要求

# Server Sided! White Hair On (This will also set whenever the form is the Complete version of Ultra Instinct)

    B:”Ultra Instinct White Hair On”=false

银发[true]也就是完美自在,气焰也会改变

[page]

现在是这次龙珠模组更新的破坏神也可以叫自我极易功

在配置文件在config的jingames中的dbc文件里面forms文件

god_of_destruction.cfg这个文件

“god of destruction” {

    # Server Sided! Attribute Multiplier Change only to your own responsibility! Having too high multiplier will cause glitches! (From 0 to 100000). (Default: 3.8).

    D:”God of Destruction Attribute Multiplier”=3.8

自我极易功形态倍率

Server Sided! Attribute Multiplier per Race Change only to your own responsibility! Having too high multiplier will cause glitches! (From 0 to 100000). (Default: Human 1.0Saiyan 1.0Half-Saiyan 1.0Namekian 1.0Arcosian 1.0Majin 0.75).

    S:”God of Destruction Attribute Multiplier per Race” <

        Human 1.0

        Saiyan 1.0

        Half-Saiyan 1.0

        Namekian 1.0

        Arcosian 1.0

        Majin 0.75

自我极易功形态对于每个种族单独的乘数

# Server Sided! List of Damage Source names which this form can ignore.

    S:”God of Destruction Can Ignore these Damage Source Damages” <

     >

自我极易功可以忽略这些伤害源

# Server Sided! List of Entity names which this form can ignore.

    S:”God of Destruction Can Ignore these Entity Damages” <

     >

自我极易功可以忽略这些伤害损伤

# Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Destroyer Aura Enabled”=true

是否启动自我极易功的光环

# Server Sided! Aura Cost per Server update. (FlatCost PercentageCost). (From 0 to 1000000000). (Default: 10 0.0025).

    S:”God of Destruction Destroyer Aura Ki Cost”=10 0.0025

自我极易功光环维持的耗气成本

# Server Sided! Destroyer Aura is ONLY enabled in Turbo Aura Mode. (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Destroyer Aura Only in Turbo Mode Enabled”=true

自我极易功的气焰加速仅在Turbo模式下启用。(true=启用,false=禁用)

# Server Sided! When a Destroyer Ki Attack hits another Ki Attack then it instantly destroy the other one IF their damage multiplied by this value is stronger than the received damage. (From 0 to 100000). (Default: 0.8).

    D:”God of Destruction Destroyer Energy Damage Multiplier”=0.8

自我极易功的破坏能量气功攻击击中另一个气功时

如果的伤害乘以该值比收到的伤害更大,它会立即摧毁另一个气功

# Server Sided! All Custom Ki Attacks are converted to Destroyer Attacks. (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Destroyer Energy Enabled”=true

自我极易功破坏能量气功 (true=启用,false=禁用)

# Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Form Enabled”=true

是否启用自我极易功形态 (true=启用,false=禁用)

# Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Ignore Base Attribute Multiplier Config while in GoD Enabled”=true

自我极易功形态启用时忽略基本属性配置 (true=启用,false=禁用)

# Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Ignore Base Attribute Multiplier Config while in GoD Enabled”=true

是否让破坏神形态能再生恢复

# Server Sided! In Destroyer Aura Mode when a GoD form user is attacked then they can completely negate the damage dealt to them IF their melee attack multiplied by this value is stronger than the received damage. (From 0 to 100000). (Default: 0.8).

    D:”God of Destruction Ignore Damage Multiplier”=0.8

忽略伤害的近战版配置大致意思和破坏能量气功对撞一样

# Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:”God of Destruction Ignore Projectile Entity Damages Enabled”=true

自我极易功是否无视投掷物伤害

# Server Sided! Level Requirement. (From 0 to 1000000). (Default: 200).

    I:”God of Destruction Level Requirement”=200

破坏神形态等级要求

# Server Sided! Using the Form above this Alignment value is not possible. (From 0 to 100). (Default: 80).

    I:”God of Destruction Max Alignment Limit”=80

毁灭之神最大善良限制

# Server Sided! Mind Cost/Requirement. (From 0 to 2000000000). (Default: 10).

    I:”God of Destruction Mind Cost/Requirement”=10

破坏神心灵成本

# Server Sided! Regardless Level Requirement. (From 0 to 100). (Default: 10).

    I:”God of Destruction Regardless Level Requirement”=10

无视等级变身破坏神的概率

# Server Sided! TP Cost. (From -1 to 2000000000). (Default: 50000).

    I:”God of Destruction TP Cost”=50000

}

破坏神的技能要求

在配置文件在config的jingames中的jrmc文件里面

skill_costs.cfg这个文件

# Configuration file

skills {

    # Server Sided! Global Skill Mind Requirement Multiplier. (From 0 to 1000000).

    全局技能心灵需求乘数

    D:”Global Skill Mind Requirement Multiplier”=1.0

    # Server Sided! Global Skill Mind Requirement Multiplier for Level 1. (From 0 to 1000000).

    全局1级技能心灵需求乘数

    D:”Global Skill Mind Requirement Multiplier for Level 1″=1.0

    # Server Sided! Global Skill TP Cost Multiplier. (From 0 to 1000000).

    全局技能技能点需求乘数

    D:”Global Skill TP Cost Multiplier”=1.0

    # Server Sided! Global Skill TP Cost Multiplier for Level 1. (From 0 to 1000000).

    全局1级技能技能点需求乘数

    D:”Global Skill TP Cost Multiplier for Level 1″=1.0

    # Server Sided! Global Skills Mind Requirement Multiplied with each Level On. (Default: true).

    全局技能心灵需求是否每升一级翻倍

    B:”Global Skills Mind Requirement Multiplied with each Level On”=false

    # Server Sided! Global Skills TP Cost Multiplied with each Level On. (Default: false).

    全局技能技能点需求是否每升一级翻倍

    B:”Global Skills TP Cost Multiplied with each Level On”=false

}

在配置文件在config的jingames中的dbc文件里面

skill_costs.cfg这个文件

# Server Sided!  [种族名称] transformation skill leveling MIND Requirement.  (From 0 to 2000000000)

I:”[种族名称] Racial Skill Mind Requirement” <

种族天赋心灵需求

# Server Sided!  [种族名称] transformation skill leveling TP Cost.  (From -1 to 2000000000)

I:”[种族名称] Racial Skill TP Costs” <

种族天赋技能点需求

[人类]Human

[赛亚人]Saiyan

[混血赛亚人]Half-Saiyan

[那美克星人]Namekian

[冰冻恶魔]Arcosian

[魔人]Majin

# Server Sided! 技能名称 skill leveling MIND Requirement. (From 0 to 2000000000)

    I:”技能名称 Skill Mind Requirement” <

技能心灵需求数

    # Server Sided! 技能名称 skill leveling TP Cost. (From -1 to 2000000000)

    I:”技能名称 Skill TP Costs” <

技能技能点需求数

Fusion(融合)Jump(跳跃) Dash(冲刺)Fly(飞行)Endurance(忍耐力)PotentialUnlock(极限解锁)kisense(气感)冥想(冥想)Kaioken(界王拳)GodForm(神模式)OldkaiUnlock(潜能释放)KiProtection(气护体)KiFist(气拳)KiBoost(气增强)DefensePenetration(防御渗透)KiInfuse(气注入)Instant Transmission(瞬间移动)

在配置文件在config的jingames中的jrmc文件里面

instant_transmission这个文件

瞬间移动

# Configuration file

“both distance modes” {

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 周围全体玩家 是否启动

    B:”Surround Teleport Mode: ‘All Players’ Enabled”=true

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 独自 是否启用

    B:”Surround Teleport Mode: ‘Alone’ Enabled”=true

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 小队成员 是否启用

    B:”Surround Teleport Mode: ‘Group Members’ Enabled”=true

    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:”Surround Teleport Mode: Ki Cost per Player” <

        50 0.275

        50 0.25

        50 0.225

        50 0.2

        50 0.175

        50 0.15

        50 0.125

        50 0.1

        50 0.075

        50 0.05

        每级瞬间移动消耗的气成本

     >

    # Server Sided! Block Radius around Target(s) Finder. (Higher number = More Lagg). (From 0 to 1000).

    目标寻找器范围,范围越大越远,但也越卡

    I:”Surround Teleport Mode: Target(s) Finder Range”=3

}

“long distance mode only” {

    # Server Sided! List of Dimension IDs where you can’t use OR go into with Dimensional Teleportation.

    瞬间移动世界黑名单,黑名单世界瞬间移动无法进入

    S:”Long Teleport Mode: Dimensional Blacklist” <

        

     >

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    远距离瞬间移动是否允许跨越维度

    B:”Long Teleport Mode: Dimensional Teleport Enabled”=true

    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:”Long Teleport Mode: Dimensional Teleport Ki Cost” <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        远距离瞬间移动气消耗成本

     >

    # Server Sided! (true = Enabled, false = Disabled) (Default: false)

    B:”Long Teleport Mode: Notify Server if someone Teleported Enabled”=false

    玩家使用远距离瞬间移动是否通知服务器

}

main {

    # Server Sided! Set the MAX number of Nearby Players the ‘Surround’ Mode can Teleport with the user per level. (-1 = No Limit). (From -1 to 1000000000).

    S:”Teleport Mode: ‘Long Distance’ ‘Surround’ Player Limit” <

        0

        1

        2

        4

        6

        9

        12

        16

        20

        25

        远距离瞬间移动环绕 周围所有玩家 最大人数限制

     >

    # Server Sided! Cooldown timer. Result is ConfigValue multiplied by 5 Seconds! Timer until the Skill can be used again. (From 0 to 1000000000).

    S:”Teleport Mode: ‘Long Distance’ Cooldown” <

        12

        11

        10

        9

        8

        7

        6

        5

        4

        3

        远距离瞬间移动CD

     >

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Teleport Mode: ‘Long Distance’ Enabled”=true

    瞬间移动:远程 是否启用  短距离<远距离<远程

    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:”Teleport Mode: ‘Long Distance’ Ki Cost” <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        瞬间移动:远程气消耗成本

     >

    # Server Sided! Required level of Ki Sense in order to this teleportation mode. (From 0 to 9).

    I:”Teleport Mode: ‘Long Distance’ Ki Sense Skill Level Requirement”=3

    瞬间移动:远距离技能等级需求

    # Server Sided! Teleport player targets must have a release level above 0%. (true = Enabled, false = Disabled) (Default: true)

    B:”Teleport Mode: ‘Long Distance’ Release Level Required Enabled”=true

    传送目标聚气是否要超过0%

    # Server Sided! Set which Instant Transmission Skill Level unlocks this Mode. (From 1 to 10).

    I:”Teleport Mode: ‘Long Distance’ Unlock level”=1

    远距离瞬间移动释放等级需求

    # Server Sided! Set the MAX number of Nearby Players the ‘Surround’ Mode can Teleport with the user per level. (-1 = No Limit). (From -1 to 1000000000).

    S:”Teleport Mode: ‘Short Distance’ ‘Surround’ Player Limit” <

        0

        1

        2

        4

        6

        9

        12

        16

        20

        25

        短距离瞬间移动环绕 周围所有玩家 最大人数限制

     >

    # Server Sided! Cooldown timer. Result is ConfigValue multiplied by 5 Seconds! Timer until the Skill can be used again. (From 0 to 1000000000).

    S:”Teleport Mode: ‘Short Distance’ Cooldown” <

        2

        2

        2

        2

        1

        1

        1

        1

        0

        0

        短距离瞬间移动CD

     >

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Teleport Mode: ‘Short Distance’ Enabled”=true

    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:”Teleport Mode: ‘Short Distance’ Ki Cost” <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        短距离瞬间移动气消耗成本

     >

    # Server Sided! Required level of Ki Sense in order to this teleportation mode. (From 0 to 9).

    I:”Teleport Mode: ‘Short Distance’ Ki Sense Skill Level Requirement”=1

    短距离瞬间移动等级需求

    # Server Sided! Teleport player targets must have a release level above 0%. (true = Enabled, false = Disabled) (Default: true)

    B:”Teleport Mode: ‘Short Distance’ Release Level Required Enabled”=true

    传送目标聚气是否要超过0%

    # Server Sided! Set which Instant Transmission Skill Level unlocks this Mode. (From 1 to 10).

    I:”Teleport Mode: ‘Short Distance’ Unlock level”=1

    短距离瞬间移动释放等级需求

}

“short distance mode only” {

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Short Teleport Mode: ‘Behind Target’ Enabled”=true

    短距离传送到目标身后是否启用

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Short Teleport Mode: ‘In-front Target’ Enabled”=true

    短距离传送到目标身前是否启用

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Short Teleport Mode: ‘To Target’ Enabled”=true

    短距离传送到目标身中央是否启用

    # Server Sided! (Higher number = More Lagg). (From 0 to 1000000).

    S:”Short Teleport Mode: Target Finder Distance Range” <

        55

        60

        65

        70

        75

        80

        85

        90

        95

        100

        短距离目标查找器距离范围

     >

    # Server Sided! Block Radius around Target Finder. (Higher number = More Lagg). (From 0 to 1000).

    I:”Short Teleport Mode: Target Finder Range per Update”=1

    短距离每次更新目标查找器范围

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:”Short Teleport Mode: Target Finder can go through blocks Enabled”=true

    是目标发现者可以通过瞬间移动来加载区块

在配置文件在config的jingames中的jrmc文件里面的races

里面分别有有着各个种族的基础属性数值和形态熟练度配置文件

[人类]Human  [赛亚人]Saiyan   [混血赛亚人]Half-Saiyan [那美克星人]Namekian

        [冰冻恶魔]Arcosian   [魔人]Majin

main.cfg文件

Martial Artist[武道家]

Spiritualist[气功师]

Warrior[格斗家]

“race main attribute” {

    # Server Sided! DBC [种族名称] Attribute Multiplier. (From -100000 to 100000).

    S:”DBC [种族名称] [职业] Attribute Multiplier” <

        STR 1.0

        DEX 1.0

        CONS 1.0

        WILL 1.0

        MIND 1.0

        SPI 1.0

        属性乘数,举个例子STR 1.1 那么这个种族职业的STR将会获得1.1x的加成

     >

    # Server Sided! DBC [种族名称] Starting Attribute. (From -1000000000 to 1000000000).

    S:”DBC [种族名称] [职业] Starting Attribute” <

        STR 10

        DEX 5

        CONS 15

        WILL 10

        MIND 5

        SPI 15

        初始属性

     >

    # Server Sided! DBC [种族名称] Stat Bonus. (From -1000000000 to 1000000000).

    S:”DBC [种族名称] [职业] Stat Bonus” <

        [近战伤害]Melee 0

        [防御]Defense 20

        [血量]Body 0

        [耐力]Stamina 10

        [气伤害]EnergyPower 0

        [气上限]EnergyPool 0

        [最大技能]MaxSkills 0

        [速度]Speed 30

        [恢复速度血]RegenRateBody 0

        [恢复速度耐力]RegenRateStamina 0

        [恢复速度气]RegenRateEnergy 0

        [飞行速度]FlySpeed 0

        职业属性加成

     >

    # Server Sided! DBC [种族名称] Stat Multiplier from Attribute. (From -100000 to 100000).

    S:”DBC [种族名称] [职业] Stat Multiplier from Attribute” <

        Melee 2.5

        Defense 4.0

        Body 20.0

        Stamina 3.5

        EnergyPower 5.2

        EnergyPool 40.0

        MaxSkills 0.15

        Speed 1.0

        RegenRateBody 1.0

        RegenRateStamina 1.0

        RegenRateEnergy 1.0

        FlySpeed 1.0

        职业属性乘数

     >

形态熟练度这个配置文件我就不做了,懒

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