模组配置文件在.minecraft\config\scalinghealth\main.cfg这个路径



# Configuration file

#游戏设置

main {

# Max health cap for all entities, players and mobs (vanilla is 1024) [range: 2 ~ 2147483647, default: 2048]

# 在你的世界里所有生物的最高生命值[范围:2~2^31-1,默认:2048]

I:"Max Health Cap"=2048

# SERVER_WIDE - Difficulty is tracked at a server level, individual player difficulty has no impact. [default: WEIGHTED_AVERAGE]

# 加权平衡-在服务器级别追踪(不太确定)难度,对于单个玩家的难度没有影响

S:"Area Mode"=WEIGHTED AVERAGE

# Change in difficulty when a player sleeps through the night. Negative numbers cause difficulty to decrease. [range: -10000.0 ~ 10000.0, default: 0.0]

#睡觉增加难度,默认0(不增加),范围-10000~10000

S:"Difficulty Added When Sleeping"=0.0

# Allows difficulty multipliers to be set for specific dimensions. Use the dimension ID and the multiplier you want, separated by a space. For example, "-1 1.5" would make difficulty increase 1.5x faster in the Nether. [default: ]

#特定维度的难度增速:例如:"-1 1.5"(这是格式"维度数字 难度倍数"),指的就是地狱难度=玩家的难度*1.5倍

S:"Difficulty Dimension Multiplier" <

>

 # Difficulty change per blight kill. Negative numbers cause difficulty to decrease. [range: -10000.0 ~ 10000.0, default: 0.0]

#每当自己被强化怪物打死时的难度变化,负数降低难度,范围-10000~10000,默认0

S:"Difficulty Per Blight Kill"=0.0

# Difficulty change per blight kill. Negative numbers cause difficulty to decrease. [range: -10000.0 ~ 10000.0, default: 0.0]

#打败boss后难度的变化,正数难度增加,负数降低难度,默认0

S:"Difficulty Per Blight Kill"=0.0

# The amount of difficulty added per unit distance from the origin/spawn, assuming "Area Mode" is set to a distance-based option. Negative numbers will decrease difficulty over distance. [range: -3.4028234663852886E38 ~ 3.4028234663852886E38, default: 0.0024999999441206455]

#区域难度,里出生点越远,难度越大,每远离出生点N个区块,就会增加多少难度值,默认远离出生点一个区块增加0.0024999999441206455,范围-3.4028234663852886E38 ~ 3.4028234663852886E38

S:"Difficulty Per Block"=0.0024999999441206455

# Difficulty change per boss kill. Negative numbers cause difficulty to decrease. [range: -10000.0 ~ 10000.0, default: 0.0]

#被敌对生物杀死是难度变化,负数降低难度,默认0

S:"Difficulty Per Boss Kill"=0.0

# Lets you set difficulty changes for individual mobs. Each line has 3 values separated by spaces: entity ID, standard kill change, blight kill change. For example, entering "minecraft:zombie 0.1 -20" will cause zombie kills to add 0.1 difficulty, but killing a blight zombie will remove 20 difficulty instead. [default: ]

#杀死(某一个)敌对生物时,难度变化.例如:"minecraft:zombie 0.1 -20"(格式:"模组名:生物名 数字 数字"),0.1则杀死僵尸时难度增加0.1,-20是杀死强化僵尸难度变化

S:"Difficulty Per Kill By Mob" <

 >

# Difficulty change per passive mob kill. Negative numbers cause difficulty to decrease. [range: -10000.0 ~ 10000.0, default: 0.0]

#杀死友好生物难度变化,默认0,范围-10000~10000,同样,负数会降低难度

S:"Difficulty Per Passive Kill"=0.0

# Players listed here will be "exempt" from the difficulty system. Exempt players are still part of difficulty calculations, but are treated as having zero difficulty. [default: ]

#无难度玩家,但仍然会计入难度计算(默认:没有人)

S:"Exempt Players" <

>

# Allows difficulty to be set via game stages. Each line should consist of the stage key, followed by a space and the difficulty value (integers only). Example: "my stage key 100" [default: ]

#允许根据游戏阶段来设置难度,例如"my_stage_key 100",100为难度,而且必须为整数

S:"Game Stages" <

>

# Adds extra difficulty per additional nearby player. So area difficulty will be multiplied by: 1 + group bonus * (players in area - 1) [range: -10.0 ~ 10.0, default: 0.05000000074505806]

#增加附近每位玩家的难度。计算公式是:1+下面的值*(此区域内的玩家-1),默认0.05000000074505806

S:"Group Area Bonus"=0.05000000074505806

# Difficulty added per second is multiplied by this if the player is not moving. [range: -100.0 ~ 100.0, default: 0.699999988079071]

#如果不移动,每秒增加的难度将会乘以此值,默认0.699999988079071

S:"Idle Multiplier"=0.699999988079071

# The amount difficulty changes each second. In Difficult Life, the option was named per tick, but was actually applied each second. Negative numbers will decrease difficulty over time. [range: -10000.0 ~ 10000.0, default: 0.0011573999654501677]

#在这个mod中,难度每一秒都在变化,如果下面的值为负数,随着时间的推移难度会越来越低。默认0.0011573999654501677,范围-10000~10000

S:"Increase Per Second"=0.0011573999654501677

# The difficulty a player loses on death. Negative numbers cause the player to gain difficulty. [range: -10000.0 ~ 10000.0, default: 0.0]

#玩家死亡时游戏难度变化,负数会增加难度,默认0,范围-10000~10000

S:"Lost On Death"=0.0

# The maximum difficulty level that can be reached. [range: 0.0 ~ 3.4028234663852886E38, default: 250.0]

#难度最大值,默认250

S:"Max Value"=250.0

# The minimum difficulty value. This can be different from the starting value. [range: 0.0 ~ 3.4028234663852886E38, default: 0.0]

#难度最小值,默认0

S:"Min Value"=0.0

# Allows players' difficulty to be reset at certain frequencies.

#   NONE - Do not do regular resets.  Weekdays (SUNDAY, MONDAY, etc.) - Reset on this day of the week. If the player does not play on this day, 

#   DAILY - Reset if the last time the player logged in was a different day.  MONTHLY - Reset if the last time the player logged in was a different month (everyone resets on the first of the month). [default: NONE]

#允许在某一个时间点重置难度,如昨天没玩,今天才玩,难度重置。默认不会重置

S:"Reset Time"=NONE

# The distance from a newly spawned mob to search for players to determine its difficulty level. Set to 0 for unlimited range. [range: 0 ~ 32767, default: 256]

#在新生成的生物中,生物与玩家的距离在此值内时才会确定难度等级,默认256格,范围0-32767格

I:"Search Radius"=256

# The starting difficulty level for new worlds or players joining for the first time. [range: 0.0 ~ 3.4028234663852886E38, default: 0.0]

#世界的初始难度,默认0,范围0.0 ~ 3.4028234663852886E38

S:"Starting Value"=0.0

lunar_phases {

            # Difficulty multipliers for each lunar phase. There must be exactly 8 values. The first is full moon, the fifth is new moon. [default: [1.5], [1.3], [1.2], [1.0], [0.8], [1.0], [1.2], [1.3]]

#月相难度系数,第一个是满月,第5个是新月,数值越大,难度越大(调成0那还玩什么)

            S:"Lunar Phase Multipliers" <

                1.5

                1.3

                1.2

                1.0

                0.8

                1.0

                1.2

                1.3

             >

# Enable lunar phase difficulty multipliers. Difficulty will receive a multiplier based on the phase of the moon.

#启动月相难度系数(默认:关闭,false,开启true)

B:"Lunar Phases Enabled"=false

此配置文件上部分为游戏内客服端设置

下部分为客服端显示情况的设置(就是本模组的材质)

client

#客户端显示

 {

 # The colors for each row of absorption hearts. Works the same way as "Heart Colors" [default: [bf0000], [e66000], [e69900], [e6d300], [99e600], [4ce600], [00e699], [00e6e6], [0099e6], [0000e6], [9900e6], [d580ff], [8c8c8c], [e6e6e6]]

#每排伤害吸收的颜色[默认值: [bf0000], [e66000], [e69900], [e6d300], [99e600], [4ce600], [00e699], [00e6e6], [0099e6], [0000e6], [9900e6], [d580ff], [8c8c8c], [e6e6e6]]

S:"Absorption Heart Colors" <

 bf0000

e66000

e69900

e6d300

99e600

4ce600

00e699

00e6e6

0099e6

0000e6

9900e6

d580ff

8c8c8c

e6e6e6

>


# Determines how absorption hearts should be rendered.

#渲染心的颜色

 # Valid values: [SHIELD, GOLD_OUTLINE, VANILLA] [default: SHIELD]

#有效的值:[SHIELD, GOLD_OUTLINE, VANILLA] [默认值: SHIELD]

S:"Absorption Heart Style"=SHIELD


# Determines the color of the text next to your hearts. GREEN_TO_RED displays green at full health, and moves to red as you lose health (does not work with absorption). WHITE will just be good old fashioned white text. Set to PSYCHEDELIC if you want to taste the rainbow.

#确定您心脏旁边的文字颜色。 GREEN_TO_RED处于完全健康状态时显示为绿色,失去健康状态时变为红色(不适用于吸收)。白色将是很好的老式白色文本。如果您想体验彩虹的样式,请设置为PSYCHEDELIC

# Valid values: [GREEN_TO_RED, WHITE, PSYCHEDELIC] [default: WHITE]

#有效的值: [GREEN_TO_RED, WHITE, PSYCHEDELIC] [默认值:WHITE]

S:"Absorption Text Color"=WHITE


# Determines what the text next to your hearts will display. DISABLED will display nothing, ROWS will display the number of remaining rows that have health left, and HEALTH_AND_MAX will display your actual health and max health values (for absorption, there is no max value). HEALTH_ONLY displays just the current amount.

#确定您的心脏旁边将显示什么文本。 DISABLED将不显示任何内容,ROWS将显示剩余生命值的剩余行数,HEALTH_AND_MAX将显示您的实际运行状况和最大生命值(对于吸收,没有最大值)。 HEALTH_ONLY仅显示当前生命值

# Valid values: [DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY] [default: DISABLED]

#有效的值: [DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY] [默认值: DISABLED]

S:"Absorption Text Style"=DISABLED


# If true, heart colors will 'loop around' to the first color after going through the entire list. Set false to have every row after the last have the same color.

#如果为true,则在遍历整个列表后,心形颜色将“循环”到第一种颜色。设置为false可使最后一行之后的每一行具有相同的颜色

B:"Color Looping"=true


# Replaces vanilla heart rendering (regular and absorption)

#替换原版心的渲染

B:"Custom Heart Rendering"=true


# The time (in ticks) to show the difficulty meter whenever it pops up. [range: 0 ~ 2147483647, default: 160]

#当前难度显示时间[范围:0〜2147483647,默认值:160]

I:"Difficulty Meter Display Time"=160


# Determines the color of the text next to your hearts. GREEN_TO_RED displays green at full health, and moves to red as you lose health (does not work with absorption). WHITE will just be good old fashioned white text. Set to PSYCHEDELIC if you want to taste the rainbow.

#确定您心脏旁边的文字颜色。 GREEN_TO_RED处于完全健康状态时显示为绿色,失去健康状态时变为红色(不适用于吸收)。白色将是很好的老式白色文本。如果您想品尝彩虹,请设置为PSYCHEDELIC(四不四很眼熟,这没错,配置文件就这样)

# Valid values: [GREEN_TO_RED, WHITE, PSYCHEDELIC] [default: GREEN_TO_RED]

# 有效值: [GREEN_TO_RED, WHITE, PSYCHEDELIC] [默认值: GREEN_TO_RED]

S:"Health Text Color"=GREEN_TO_RED


# Determines what the text next to your hearts will display. DISABLED will display nothing, ROWS will display the number of remaining rows that have health left, and HEALTH_AND_MAX will display your actual health and max health values (for absorption, there is no max value). HEALTH_ONLY displays just the current amount.

#确定您的心脏旁边将显示什么文本。 DISABLED将不显示任何内容,ROWS将显示剩余生命值的剩余行数,HEALTH_AND_MAX将显示您的实际运行状况和最大生命值(对于吸收,没有最大值)。 HEALTH_ONLY仅显示当前生命值

# Valid values: [DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY] [default: ROWS]

#有效值:[DISABLED,ROWS,HEALTH_AND_MAX,HEALTH_ONLY] [默认值:ROWS]

S:"Health Text Style"=ROWS


# The colors for each additional row of hearts. The colors will loop back around to the beginning if necessary. Use hexadecimal to specify colors (like HTML color codes). [default: [bf0000], [e66000], [e69900], [e6d300], [99e600], [4ce600], [00e699], [00e6e6], [0099e6], [0000e6], [9900e6], [d580ff], [8c8c8c], [e6e6e6]]

#每增加一行心的颜色。如有必要,颜色将循环回到起点。使用十六进制指定颜色(例如HTML颜色代码)。 [默认值:[bf0000],[e66000],[e69900],[e6d300],[99e600],[4ce600],[00e699],[00e6e6],[0099e6],[0000e6],[9900e6],[d580ff] ,[8c8c8c],[e6e6e6]]

S:"Heart Colors" <

bf0000

e66000

e69900

e6d300

99e600

4ce600

00e699

00e6e6

0099e6

0000e6

9900e6

d580ff

8c8c8c

e6e6e6

>


# The color of the last heart outline (default value). Due to an oversight, this ended up as a decimal number. Oops. [range: 0 ~ 16777215, default: 16777215]

#最后一个心轮廓的颜色(默认值)。由于模组作者疏忽,该结果以十进制数结尾。 [范围:0〜16777215,默认值:16777215]

I:"Last Heart Outline Color"=16777215


# Outline your highest (max health) heart in a different color. This makes seeing your max health a little bit easier.

#用不同的颜色勾勒出最高(最大生命值)的心。这使您的最大生命状况稍微容易一些。

B:"Last Heart Outline Enabled"=true


# Sets position of the difficulty meter. Negative numbers anchor it to the right side of the screen. [range: -2147483648 ~ 2147483647, default: 5]

#设置难度计(显示难度的那个)的位置。负数将其锚定在屏幕的右侧。 [范围:-2147483648〜2147483647,默认值:5]

I:"Position X"=5


# Sets position of the difficulty meter. Negative numbers anchor it to the bottom of the screen. [range: -2147483648 ~ 2147483647, default: -30]

#设置难度计的位置。负数会将其固定在屏幕底部。 [范围:-2147483648〜2147483647,默认值:-30]

I:"Position Y"=-30


# Show the difficulty meter. Usually, it is display for a few seconds occasionally. If false, it is never shown.

#显示难度计。通常,它偶尔会显示几秒钟。如果为false,则从不显示。

B:"Render Difficulty Meter"=true


# Render the difficulty meter at all times. If false, it displays occasionally.

#始终渲染难度计。如果为false,则偶尔显示。

B:"Render Difficulty Meter Always"=false


# If true, replaces the vanilla hearts with Scaling Health's hearts. Otherwise, regular vanilla hearts are rendered first, then custom hearts are used for extra health.

#如果为true,请用模组的心替换原版心。否则,将首先渲染常规的原版心,然后使用自定义的心来增加健康

B:"Replace Vanilla Heart Row With Custom"=true


# If true, the difficulty a mob is spawned with will be "consumed" when given health/damage bonuses and potion effects (as in older versions).

#如果为true,则在恢复生命/伤害加成和药水效果时(如旧版本),将“消耗”生物产生的困难。

B:"Stats Consume Difficulty"=false


# Offset the position of the absorption text [range: -2147483648 ~ 2147483647, default: 0]

#偏移吸收生命文本的位置X轴[范围:-2147483648〜2147483647,默认值:0]

I:"Text Offset Absorption X"=0


# Offset the position of the absorption text [range: -2147483648 ~ 2147483647, default: 0]

#偏移吸收生命文本的位置Y轴[范围:-2147483648〜2147483647,默认值:0]

I:"Text Offset Absorption Y"=0


# Offset the position of health text. [range: -2147483648 ~ 2147483647, default: 0]

#偏移生命文本的位置X轴 [范围:-2147483648〜2147483647,默认值:0]

I:"Text Offset X"=0


# Offset the position of health text. [range: -2147483648 ~ 2147483647, default: 0]

#偏移生命文本的位置Y轴 [范围:-2147483648〜2147483647,默认值:0]

I:"Text Offset Y"=0


# If difficulty is set to change when the player sleeps, they will be warned when they get in bed.

#如果睡觉会改变难度,则睡觉时发出警告

B:"Warn When Sleeping"=true

}


 items 

#物品配置

{

# If enabled, heart crystals drop shards instead of full containers.

#启用后心形水晶掉落的是碎片而不是完整的心形容器

B:"Drop Shards Instead of Containers"=false

 # If true, the healing from bandages and medkits will fire a standard healing event, allowing other mods to execute additional code or cancel the healing altogether. Disable if needed.

#开启时本模组的绷带和医疗包触发标准治疗,其他模组的治疗完全取消(必要时开启)

B:"Healing Items Fire Healing Event"=true

# The chance of a hostile mob dropping a heart container when killed. [range: 0.0 ~ 1.0, default: 0.009999999776482582]

#敌对生物被杀死时几率掉心形容器默认概率就是这个

 S:"Heart Drop Chance"=0.009999999776482582

 # The chance of a passive mob (animals) dropping a heart container when killed. [range: 0.0 ~ 1.0, default: 0.0010000000474974513]

#友好生物被杀死时掉落概率

S:"Heart Drop Chance (Passive)"=0.0010000000474974513

# If true, the healing from heart containers will fire a standard healing event, allowing other mods to execute additional code or cancel the healing altogether. Disable if needed.

#开启后心形容器的治疗触发标准治疗,其他模组治疗完全取消

B:"Heart Healing Event"=true

# The number of experience levels required to use a heart container. [range: 0 ~ 2147483647, default: 3]

#使用心形容器需要的的等级,默认3级

I:"Heart XP Level Cost"=3

# The maximum number of heart containers that a blight will drop when killed. [range: 0 ~ 64, default: 2]

#被强化怪物打死掉落的(最大)心形容器数量,默认2个,范围0~64个

 I:"Hearts Dropped by Blight Max"=2

 # The minimum number of heart containers that a blight will drop when killed. [range: 0 ~ 64, default: 0]

#被强化怪物打死掉落的(最小)心形容器数量,默认0个,范围0~64个

 I:"Hearts Dropped by Blight Min"=0

 # The maximum number of heart containers that a boss will drop when killed. [range: 0 ~ 64, default: 6]

#boss被杀死后掉落的(最大)心形容器数量,默认6个,范围0~64个

I:"Hearts Dropped by Boss Max"=6

 # The minimum number of heart containers that a boss will drop when killed. [range: 0 ~ 64, default: 3]

#boss被杀死后掉落的(最小)心形容器数量,默认3个,范围0~64个

 I:"Hearts Dropped by Boss Min"=3

 # The amount of extra health restored when using a heart container. This applies whether or not hearts increase max health. [range: 0 ~ 2147483647, default: 4]

#使用心形容器回复的额外生命值(无论心形容器是否增加最大生命),默认4颗心

I:"Hearts Health Restored"=4

 # If set to false, hearts will no longer increase the player's maximum health, but can still be used for healing.

#如果关闭(false),心形容器不会增加玩家的最大生命值,但还可以治疗

B:"Hearts Increase Max Health"=true

cursed_heart {

# The amount of difficulty added/removed when using a cursed heart. [range: -3.4028234663852886E38 ~ 3.4028234663852886E38, default: 10.0]

#使用诅咒之心增加/减少的难度,默认10,范围 -3.4028234663852886E38 ~ 3.4028234663852886E38

S:"Difficulty Change"=10.0

 }


enchanted_heart {

# The amount of difficulty added/removed when using an enchanted heart. [range: -3.4028234663852886E38 ~ 3.4028234663852886E38, default: -10.0]

#使用蕴魔之心增加/减少的难度,默认-10,范围 -3.4028234663852886E38 ~ 3.4028234663852886E38

S:"Difficulty Change"=-10.0

}


}


mob 

#生物

{

 # A multiplier for extra attack strength all mobs will receive. Set to 0 to disable extra attack strength. [range: 0.0 ~ 3.4028234663852886E38, default: 0.10000000149011612]

#给使用生物的额外攻击强度系数,设置为0禁用额外攻击强度系数

S:"Damage Modifier"=0.10000000149011612

# The maximum extra attack damage a mob can receive. Zero means unlimited. [range: 0.0 ~ 1000.0, default: 10.0]

#敌对生物可以受到的最大伤害(高伤免疫)

S:"Max Damage Bonus"=10.0


 # The chance that an extra potion effect will be applied to any hostile mob. Note that this effect requires the mob to have a certain amount of "difficulty" left after it has been given extra health and damage. So entering 1 won't guarantee potion effects. [range: 0.0 ~ 1.0, default: 0.375]

#敌对生物几率获得药水效果的概率(设置为1不完全会获得,会根据一定的伤害和一定的困难数值)

S:"Potion Chance (Hostiles)"=0.375


# The chance that an extra potion effect will be applied to any passive mob. Note that this effect requires the mob to have a certain amount of "difficulty" left after it has been given extra health and damage. So entering 1 won't guarantee potion effects. [range: 0.0 ~ 1.0, default: 0.02500000037252903]

#友好生物几率获得药水效果的概率(设置为1不完全会获得,会根据一定的伤害和一定的困难数值)

S:"Potion Chance (Passives)"=0.02500000037252903


# Additional XP (as percentage) per point of difficulty. For example, if this is 0.01, a mob will drop 2x (+1.0x) XP at 100 difficulty and 3x (+2.0x) at 200 [range: 0.0 ~ 1.0, default: 0.009999999776482582]

#每个难度的额外XP(以百分比表示)。例如,如果此值为0.01,则生物将在100难度下掉落2x(+ 1.0x)XP,在200时掉落3x(+ 2.0x),范围:0.0〜1.0,默认值:0.009999999776482582

S:"XP Boost"=0.009999999776482582


blights

#强化怪物

 {

# If true, every mob that can be a blight will be one 100% of the time.

#设置为true时所有生物都强化

B:"All Mobs Are Blights"=false


 # If true, the list is a whitelist. Otherwise it is a blacklist. [default: false]

#如果这个选项为true时,这个列表是白名单,负责它就是黑名单

B:"Always Blight IsWhitelist"=false


# If "All Mobs Are Blights" is enabled, this list can be used to filter mobs. [default: ]

#与前两条使用,启用“所有生物都强化”选项后,这个列表可用于过滤某些生物,如果为黑名单,下列表的生物都不一定强化,白名单时,下列表的生物都一定会强化

S:"Always Blight List" <

>


# The amplifier level on the speed potion effect applied to blights. Set -1 to disable, 0 is level 1. [range: -1 ~ 99, default: 4]

#将amplifier等级作用于强化的速度药水上。-1为禁用,1设为1级,默认最高4级

 I:"Amplifier Speed"=4


# The amplifier level on the strength potion effect applied to blights. Set -1 to disable, 0 is level 1. [range: -1 ~ 99, default: 1]

#将amplifier等级作用于强化的力量药水上。-1为禁用,1设为1级,默认最高1级

 I:"Amplifier Strength"=1


# Mobs listed here will never become blights, but can still receive extra health. There is also a blacklist for extra health. [default: [minecraft:wither], [minecraft:villager], [minecolonies:citizen]]

#这里所有列出的生物都不会强化(原版凋灵,原版村民,殖民地模组的公民)

S:Blacklist <

                minecraft:wither

                minecraft:villager

                minecolonies:citizen

             >


# If enabled, no bosses can become blights. If you need more control, use the Blacklist instead.

#启用后boss不是敌对生物

B:"Blacklist All Bosses"=false


 # If enabled, no hostile mobs can become blights.

#启用后敌对生物不是敌对生物(???我不是我???)

B:"Blacklist All Hostiles"=false


# If enabled, no passive (peaceful) mobs can become blights.

#启用后友好生物不会强化

B:"Blacklist All Passives"=true


# Determines the chance of a mob spawning as a blight. Formula is "blightChanceMulti * currentDifficulty / maxDifficulty". Setting to 0 will disable blights. Setting to 1 will guarantee blights at max difficulty. [range: 0.0 ~ 3.4028234663852886E38, default: 0.0625]

#决定生物强化的几率。公式为“强化几率*当前难度/最大难度”。设置为0将禁用强化。设置为1将确保以最大强化值。 [范围:0.0〜3.4028234663852886E38,默认值:0.0625

S:"Blight Chance Multiplier"=0.0625


# When an entity spawns as a blight, their calculated difficulty is multiplied by this. Higher numbers mean more health and damage! [range: 1.0 ~ 3.4028234663852886E38, default: 3.0]

#当一个实体产生凋零时,其计算的难度乘以该值。更高的数字意味着更多的生命和伤害! [范围:1.0〜3.4028234663852886E38,默认值:3.0]

 S:"Blight Difficulty Multiplier"=3.0


# Should blights have the fire resistance potion effect?

#强化怪物是否可以抗火?

B:"Fire Resist"=true


# Set blight fires to "ride" on the blight they belong to. In some cases, this might cause the fire to follow the blight more smoothly, but doesn't seem to help in most cases. Leaving off is recommended.

#将强化怪物的火设置为“消灭”它们所属的强化。在某些情况下,这可能会导致火势更平稳地跟随强化怪物,但在大多数情况下似乎无济于事。建议关闭

B:"Fire Rides Blights"=false


# Should blights have the invisibility potion effect?

#强化是否可以让玩家隐身

B:Invisibility=false


# Let all players know when a blight dies in chat.

#死亡讯息,因强化怪物打死导致死亡

B:"Notify Players on Death"=true


 # The duration (in ticks) of the potion effects applied to blights. The effects are refreshed frequently, so this value doesn't matter in most cases... except for the lingering potion effects left by blight creepers. Set to -1 for infinite time. Default is 5 minutes. [range: -1 ~ 2147483647, default: 6000]

应用于强化的药水效果的持续时间(以tick为单位)。效果会经常刷新,因此在大多数情况下此值无关紧要……除了强化爬行者留下的挥之不去的药水效果。设置为-1表示无限时间。默认值为5分钟。 [范围:-1〜2147483647,默认值:6000]

I:"Potion Duration"=6000


# Blight creepers will be supercharged, like when they are struck by lightning.

#凋零的爬行者会被增加爆炸范围,就像被闪电击中一样

B:"Supercharge Creepers"=true


# The multiplier applied to the amount of XP dropped when a blight is killed. [range: 0.0 ~ 1000.0, default: 10.0]

#强化怪物打死后掉落的经验=这个系数*被杀死时掉落的XP数量。 [范围:0.0〜1000.0,默认值:10.0]

S:"XP Multiplier"=10.0


equipment

#装备

 {

# The chance of an additional armor piece being given. Every blight receives a helmet, then has this probability of receiving a chestplate. If it gets a chestplate, it has this probability of receiving leggings, etc. [range: 0.0 ~ 1.0, default: 0.5]

#有额外的盔甲的机会。 每个强化的生物都会有头盔,然后才有可能有胸甲。 如果获得胸甲,则有获得护腿等的可能性。[范围:0.0〜1.0,默认值:0.5]

 S:"Armor Piece Chance"=0.5


# The chance that a blight will receive equipment in their hands (swords, etc.) They only get a chance at an offhand item if a main hand item is selected. Depending on the mods you have installed, there may not be any hand equipment to chose from. [range: 0.0 ~ 1.0, default: 0.5]

#有机会获得武器,有主手的武器才有可能有副手的武器(简化)

S:"Hand Piece Chance"=0.5


# The highest commonly-occuring equipment tier for blights. This goes from 0 to 4 inclusive. For armor, the defaults (tiers 0 to 4) are leather, gold, chainmail, iron, and diamond. [range: 0 ~ 4, default: 1]

#护甲最常见的一级(0~4依次是皮,金,锁,铁和钻)

 I:"Highest Common Tier"=1


# The chance that a higher tier will be selected for a blight. A common tier is chosen first, then it has a few chances to increase. [range: 0.0 ~ 1.0, default: 0.095]

#获得更高级别强化的概率

S:"Tier Up Chance"=0.095

}


}


health 

#生命

{

# Allow boss mobs (dragon, wither, etc.) to spawn with extra health based on difficulty.

#启用时boss有额外生命

B:"Allow Boss Extra Health"=true


# Allow hostile mobs (monsters) to spawn with extra health based on difficulty.

#启用时敌对生物有额外生命

B:"Allow Hostile Extra Health"=true


 # Allow peaceful/passive mobs (such as animals) to spawn with extra health based on difficulty.

#启用时友好生物有额外生命

B:"Allow Peaceful Extra Health"=true


# The minimum extra health a hostile mob will have per point of difficulty, before the scaling mode is accounted for. [range: 0.0 ~ 3.4028234663852886E38, default: 0.5]

#敌对生物基本额外生命值

S:"Base Health Modifier"=0.5


# The minimum extra health a peaceful mob will have per point of difficulty, before the scaling mode is accounted for. Same as "Base Health Modifier", but for peaceful/passive mobs! [range: 0.0 ~ 3.4028234663852886E38, default: 0.25]

#和平生物基本额外生命值

S:"Base Health Modifier Peaceful"=0.25


# Mobs listed here will never receive extra health, and will not become blights. There is also a separate blacklist for blights, if you still want the mob in question to have extra health. [default: ]

#这个列表里的所有生物都不会有额外生命值

S:Blacklist <

>


# Mobs will not gain extra health or become blights in these dimensions. Integers only, any other entries will be silently ignored. [default: ]

#维度中的生物没有额外生命值(设置维度数字名称)

S:"Dimension Blacklist" <

>


# Describes how extra mob health is applied. This will not change the health of mobs that already exist!

#   ADD - Adds a value based on difficulty to the mob's health, ignoring the mob's default health.

#   MULTI - Multiplies the mob's health instead of adding a flat value. For example, endermen

#     will always have around twice the health of zombies with this option.

 #   MULTI_HALF - Multiplies the mob's health, but the value is reduced for higher-health mobs.

#   MULTI_QUARTER - Same as MULTI_HALF, but the scaling factor is even less. [default: MULTI_HALF]

#更困难的选项-缩放模式

S:"Scaling Mode"=MULTI_HALF

}


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

# potion

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

# Potion effects applied to non-blights.

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


potion

#药水

 {

# The potion effects that mobs can spawn with. You can add effects from other mods if you want to, or remove existing ones. Each line has 3 values separated by commas: the potion ID, the minimum difficulty (higher = less common), and the level (1 = level I, 2 = level II, etc). [default: [minecraft:strength,30,1], [minecraft:speed,10,1], [minecraft:speed,50,2], [minecraft:fire_resistance,10,1], [minecraft:invisibility,25,1], [minecraft:resistance,30,1]]

#怪物(排除boss)可以产生的药水效果。您可以根据需要从其他模块添加效果,也可以删除现有模块。每行有3个值,以逗号分隔:药水ID,最小难度(较高=较不常见)和级别(1 = I级,2 = II级等)

            S:"Mob Potions" <

                minecraft:strength,30,1

                minecraft:speed,10,1

                minecraft:speed,50,2

                minecraft:fire_resistance,10,1

                minecraft:invisibility,25,1

                minecraft:resistance,30,1

             >

        }


    }


fake_players

#假玩家选项

{

# If enabled, fake players will be able to get heart container drops when killing mobs. Disabling should prevent at least some mob grinders from getting heart drops.

#启用后假玩家杀死怪物也有几率掉心形容器

B:"Can Generate Hearts"=true

}


player 

#真VAN家选项

{

 regen 

#再生

{

# The amount of time (in ticks) between each bonus regen tick (a half heart being healed). [range: 0 ~ 2147483647, default: 100]

#每个再生奖励的延迟(恢复半颗心),5秒

 I:Delay=100


# The amount of time (in ticks) after being hurt before bonus regen activates. [range: 0 ~ 2147483647, default: 400]

#受伤后激活再生奖励时间,20秒

 I:"Delay (Initial)"=400


 # Enable bonus health regen for players. Vanilla regen is not changed in any way, this just adds extra healing! Vanilla regen can be disabled with the naturalRegeneration gamerule.

#启用原版再生(模组物品再生效果有加成)

B:"Enable Bonus Regen"=true


# The food consumption for each bonus regen tick. [range: 0.0 ~ 1.0, default: 0.10000000149011612]

#获得再生奖励需要的饥饿值

S:"Exhaustion Added"=0.10000000149011612


# The maximum food level at which bonus regen will be active (vanilla max food is 20). [range: 0 ~ 2147483647, default: 2147483647]

#可以激活额外奖励的最大食物水平(原版最大饥饿值为20(10鸡腿))。 [范围:0〜2147483647,默认值:2147483647((2^31-1)/2鸡腿)]

I:"Food Max"=2147483647


# The minimum food level at which bonus regen will be active (vanilla max food is 20). [range: 0 ~ 2147483647, default: 10]

#可以激活额外奖励的最小食物水平(原版最大饥饿值为20)。 [范围:0〜2147483647,默认值:10(5鸡腿)]

I:"Food Min"=10


# Bonus regen will stop when players have this much health or more. [range: 0 ~ 2147483647, default: 2147483647]

#最大生命值 

I:"Health Max"=2147483647


# Bonus regen will stop when players have this much health or less. [range: 0 ~ 2147483647, default: 0]

#最小生命值

 I:"Health Min"=0


# If enabled, regen will be proportional to max health

#启用后再生效果与生命值成比例

 B:"Scale With Max Health"=false

}


health 

#生命

{

# Allow Scaling Health to modify the player's health. Scaling Health's changes are often compatible with other mods, assuming they use Minecraft's attribute system. If set to false, heart containers and the '/scalinghealth health' command will not work.

#允许模组效果你的生命状况(再生,生命值)

B:"Allow Modified Health"=true


# The amount of health (in half hearts) a player will lose each time they die. Set to a negative number to cause players to gain health instead. [range: -2147483648 ~ 2147483647, default: 0]

#玩家死亡时失去的生命值(设置为负数增加生命值)

I:"Health Lost On Death"=0


# The maximum amount of health (in half hearts) a player can achieve with heart containers alone. Zero means unlimited. NOTE: Players must still obey Minecraft's max health cap. You can change that value with the "Max Health Cap" setting under the main category. [range: 0 ~ 2147483647, default: 0]

#获得的最大生命值(0意味着无限)

I:"Max Health"=0


# Allows players' health to be reset at certain frequencies.

#   NONE - Do not do regular resets.  Weekdays (SUNDAY, MONDAY, etc.) - Reset on this day of the week. If the player does not play on this day, they will be reset the next time they log in.

#   DAILY - Reset if the last time the player logged in was a different day.  MONTHLY - Reset if the last time the player logged in was a different month (everyone resets on the first of the month). [default: NONE]

#简单来说就是启动后你不玩几天,生命值就会回到最初

S:"Reset Time"=NONE


# Allows the player's health to be set according to XP level. Each line will have the level, then the max health after a space. For example, "10 30" would give the player 15 hearts (30 health) at level 10. Note this is the "target health" for a player of this XP level. The actual bonus heart will be the value you enter minus starting health. The highest level the player has passed will be selected. The health bonus will stack with heart containers (just remember heart containers consume XP by default). [default: ]

#等级多少生命值多少,例如"10 30"就是10等级30颗心(格式"等级 生命值")

S:"Set Health By XP" <

>


# The amount of health (in half hearts) players will start with when first joining the world. Vanilla is 20. [range: 2 ~ 2147483647, default: 20]

#创建世界后玩家的最初生命值

I:"Starting Health"=20

 }


damage

#伤害

 {

# Also apply damage scaling to hostile mobs when they take damage. [default: false]

#启动后对敌对生物攻击伤害会降低

B:"Affect Hostile Mobs"=false


# Also apply damage scaling to passive mobs when they take damage. [default: false]

#启动后对友好生物攻击伤害会降低

B:"Affect Passive Mobs"=false


# How much each point of difficulty affects damage scaling. With the default value of 0.04 (1/25th) and max difficulty of 250, that's up to a 10x multiplier on added damage. So player's would take 11x damage at max difficulty, if the source scale is set to 1.0. [range: 0.0 ~ 1000.0, default: 0.04]

#每个难度值在多大程度上影响伤害定级。默认值为0.04(1/25),最大难度为250,附加伤害时乘数最高为10倍。因此,如果将源比例设置为1.0,则玩家将以最大难度受到11倍伤害。 [范围:0.0〜1000.0,默认值:0.04]

S:"Difficulty Weight"=0.04


# If the damage source is not in the "Scale By Source" list, this value is used instead. [range: -3.4028235E38 ~ 3.4028235E38, default: 0.0]

#伤害的物品不在物品栏中则伤害为这个值

S:"Generic Scale"=0.0


# Set damage scaling by damage source. All vanilla sources should be included, but set to no scaling. Mod sources can be added too, you'll just need the damage type string. The number represents how steeply the damage scales. 0 means no scaling (vanilla), 1 means it will be proportional to difficulty/max health (whichever you set). The scaling number can be anything, although I recommend a non-negative number. [default: [inFire 0.0], [lightningBolt 0.0], [onFire 0.0], [lava 0.0], [hotFloor 0.0], [inWall 0.0], [cramming 0.0], [drown 0.0], [starve 0.0], [cactus 0.0], [fall 0.0], [flyIntoWall 0.0], [outOfWorld 0.0], [generic 0.0], [magic 0.0], [wither 0.0], [anvil 0.0], [fallingBlock 0.0], [dragonBreath 0.0], [fireworks 0.0]]

#按损伤源设置损伤比例。所有原版来源都应包括在内,但不要缩放。也可以添加Mod来源,您只需要伤害类型字符串即可。该数字表示伤害程度。 0表示没有缩放比例(原版),1表示它将与难度/最大生命值成比例(无论您设置的是哪个)。尽管我建议使用非负数,但缩放比例可以是任何数字。 

            S:"Scale By Source" <

                inFire 0.0

                lightningBolt 0.0

                onFire 0.0

                lava 0.0

                hotFloor 0.0

                inWall 0.0

                cramming 0.0

                drown 0.0

                starve 0.0

                cactus 0.0

                fall 0.0

                flyIntoWall 0.0

                outOfWorld 0.0

                generic 0.0

                magic 0.0

                wither 0.0

                anvil 0.0

                fallingBlock 0.0

                dragonBreath 0.0

                fireworks 0.0

             >


# Set what value we scale against. MAX_HEALTH scales to player's max health MINUS starting health. Defaults to MAX_HEALTH if an invalid string is entered.

# Valid values: [MAX_HEALTH, PLAYER_DIFFICULTY, AREA_DIFFICULTY] [default: MAX_HEALTH]

#设置要缩放的值。 最大生命值调整为玩家的最大生命值减去开始生命值。 如果输入了无效的字符串,则默认为MAX_HEALTH

#有效值:[最大生命值,玩家难度,区域难度] [默认值:最大生命值]

S:"Scaling Mode"=MAX_HEALTH

}


    }


debug

#调试

{

# Master switch for the other debug configs.

#调试模式开关

B:"Debug Mode"=false


# Draws information related to the mod on-screen, including health modifiers, difficulty data, and more. This is intended for testing purposes only, not normal gameplay.

#在屏幕上绘制与Mod相关的信息,包括运行状况修改器,难度数据等。这仅用于测试目的,不用于正常游戏。

B:"Debug Overlay"=true


# If debug mode is on, this will log details of damage done to players.

#记录玩家造成的伤害

B:"Log Player Damage"=true


# If debug mode is on, this will log details on mob spawns. This may slow down your game.

#记录怪物生成的信息(会卡)

B:"Log Spawns"=false

}


pets

#宠物

{

# The number of ticks between regen ticks on pets. Set to 0 to disable pet regen. [range: 0 ~ 72000, default: 600]

#宠物能否再生,单位tick,设置为0不能再生[范围:0〜72000,默认值:600]

I:"Regen Delay"=600

}


network 

#网络

{

# The number of ticks between update packets. Smaller numbers mean more packets (and more bandwidth and processing power used), but also less client-server desynconfig. [range: 1 ~ 1200, default: 20]

#更新数据的tick(越小更新越快,吃的性能也就越多)[范围:0〜1200,默认值:20]

I:"Packet Delay"=20

}


world 

#世界

{


heart_crystal_ore

#水晶之心矿石

 {

# The maximum number of extra veins created by distance from spawn. [range: 0.0 ~ 1000.0, default: 3.0]

#根据与生成点之间的距离生成的额外矿脉的最大数量。 [范围:0.0〜1000.0,默认值:3.0]

S:"Extra Vein Cap"=3.0


# The number of extra possible veins per chunk away from spawn. The default value will reach the cap at 50,000 blocks from spawn. [range: 0.0 ~ 1.0, default: 9.6E-4]

#远离刷怪的每个块的额外可能的矿脉数。默认值将在生成后50,000个方块处达到上限。 [范围:0.0〜1.0,默认值:9.6E-4]

S:"Extra Vein Rate"=9.6E-4


# The highest y-level the ore can be found at. Must be greater than Min Height [range: 0 ~ 255, default: 35]

#最高可找到此矿石的层数[范围:0〜255,默认值:35]

I:"Max Height"=35


# The lowest y-level the ore can be found at. Must be less than Max Height [range: 0 ~ 255, default: 10]

#最低可找到此矿石的层数[范围:0〜255,默认值:10]

I:"Min Height"=10


# The base number of heart crystal shards dropped by the ore. Fortune III can double this value at most. [range: 1 ~ 64, default: 1]

#掉落碎片的基本数量[范围:0〜64,默认值:1]

I:"Quantity Dropped"=1


# The size of each vein. [range: 0 ~ 10000, default: 6]

#矿脉大小[范围:0〜10000,默认值:6]

I:"Vein Size"=6


# The number of veins per chunk. The fractional part is a probability of an extra vein in each chunk. [range: 0.0 ~ 10000.0, default: 0.42857143]

#产生多余的矿石的概率[范围:0.0〜10000.0,默认值:0.42857143]

S:"Veins Per Chunk"=0.42857143

        }


    }


compatibility

#兼容性

 {

# Override the Morpheus new day handler to fire sleep events. Without this, difficulty will not increase when sleeping. [default: true]

#改写Morpheus新的一天处理程序以触发睡眠事件。 没有这个,睡眠时的困难就不会增加。 [默认值:true]

B:"Morpheus Support"=true

    }


holidays

#假期

 {


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

# april_trickery

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

# April Fools event options.(四月愚人节)

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


april_trickery

#四月玩笑

 {

# May cause silly things to happen on certain day(s) in April. [default: true]

#可能会导致愚蠢的事情发生在4月的某些天。 [默认值:true]

B:Enabled=true


# I need this in my life 24/7! [default: false]

#I need this in my life 24/7![默认值:关]

B:"Forced On"=false

        }


    }


}


by浪客剑心a7(译)

谁能想到,作者只是为了mcbbs的30金粒而已