your current location:首页 > news>FIRST AID configuration file Sinicization and help understand the first aid/medical care (First AID) Minecraft Game

FIRST AID configuration file Sinicization and help understand the first aid/medical care (First AID) Minecraft Game

2024-12-10 17:47:00|Myriagame |source:minecraft skins

# Configuration file

General {

# If True, Max Health Will Be Capped at 6 HEARTS and ABSORPTION AT 2 Hearts Per Limb. If False, The Health Cap Will Higher (64 Hearts Normal and 16 ABSORPTI ON)

(If this is set to TRUE, the maximum life value of each part is 6 hearts, and 2 additional heart damage is absorbed in each part. If it is set to FALSE, the upper limit of the health will become 64 hearts in each part, extra addition, additional16 Heart damage absorption)

B: Capmaxhealth = false

# ENABLED Additional Debug Logs

(Establish an additional test log, which may slow down the speed of the game and increase the size of the log file)

# Only Enable for SpEcial Purposes

(Open it under special needs)

B: DEBUG = FALSE

# SET to True to Enable The Debuff Sounds. Requieres EnableBuffs to Be True

(If there is a Debuff state, set this bar for True to enable the debuff attachment sound effect))

B: ENableSoundSystem = TRUE

# If true, Many Damage Distribution of the BET this Will Also Cause them to Be Harder

# If Enabled, E.G. Drowing Will only damage your body intends of your body and head last

(Set this one for True will make the damage distribution more real, but it will become more difficult, such as drowning can only hurt the body, not the body and the head)

B: Hardmode = TRUE

# If true, Max Health is scaled to your hearts, and the config entries get multiplier to matches the max health

(Set this as True, the health will be reduced according to your number of hearts, and the configuration entry will get the multiplication that matches the health)

B: Scalemaxhealth = TRUE

# Only effects the Fallback Random distribution.

# If Enabled, The DEFAULT RANDOM DAMAGE Distribution Will Be Changed to Leave Critical Limbs at 1HP If Possible.

# When there is too much damage, the damage will still kill the player. Other distributions that defined are not after this.

(Set this as True, some random distribution damage will be changed, so as to keep the deadly part at 1HP. When the damage is too much, it will still die..) B: UsefriendlyrandomDistribution = TRUE

# Specifies How the Vanilla Health is Calculated. Affects the vishilla visual health bar, as well as the value Other Mods get to see when the place Alth.

# AVERAGE_ALL SIMPLY TALES All Limbs and Calculaters The Average of It.

# AVERAGE_CRITICAL TALES All CRITICAL LIMBS and Calculaters The Average of It

# Min_critical takes the smallest health value of all critical life

# DOES NOT HAVE ANY EFFECT IF All Critical Limbs has been disabled.

(How to work in the original version, this will affect the display of the original life bar, and the blood parameters used by other modules))

# Valid Values:

# AVERAGE_ALL

# AVERAGE_CRITICAL

# Min_critical

# Critical_50_percent_other_50_percent

(The above is available)

(When set to Average_all, the blood volume of all parts is average)

(Set as Average_Critical only the blood value of the average fatal part)

(When set to min_critical, take the minimum value of all deadly parts.

(When set to critical_50_percent_other_50_percent, take the average value of the average value of the deadly part to the average value of other parts)

S: VanillaheadThCalCulation = Average_all

# If true, all usages of sethealth from Other Mods Will Be Captud.

(#If this is set to True, the bloodback effect of other mods will be disabled. It should not cause any problems, but modules such as Scalinghealth bandage are valid))

B: WatchSethealth = false

############################################## This############################################## This######

# DamageSystem

#-------------------------------------------------------------------------------------------------- # # settings regarding the max health of the body's parts. 2 = 1 youart

(Settings about the health value of the body, 2 equal to 1 heart)

############################################## This############################################## This######

DamageSystem {

B: causeDeathbody = True (If this is true, the body will become a fatal part, which means that once the body is not blood, it will die directly)

B: causedeathhead = True (If this is true, the head will become a fatal part, which means that once the head is not blood, it will die directly)

# Min: 2

# MAX: 12

I: maxhealthbody = 8 (physical blood volume, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: maxhealthhead = 6 (Head blood volume, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: maxhealthLeftarm = 4 (blood volume of left arm, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: maxhealthLeftfoot = 4 (left foot blood volume, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: maxhealthLeftleg = 4 (left leg blood volume, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: Maxhealthrightarm = 4 (blood volume of right arm, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: Maxhealthrightfoot = 4 (blood volume of right foot, maximum 12 minimum 2)

# Min: 2

# MAX: 12

I: maxhealthright = 4 (right leg blood volume, maximum 12 minimum 2)

}

############################################## This############################################## This#######Overlay

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

# Settings Regarding the Health Overlay When Ingame

(Settings about life value in the game)

############################################## This############################################## This######

Overlay {

# Determines the transparation of the overlay. 200 = maximum transparench, 0 = Fully OPAQUE

(MOD blood volume UI transparency in the game, 200 completely opaque, 0 completely transparent)

# Min: 0

# MAX: 200

I: Alpha = 50

# Determines How First Aid Should Display Armor on item Tooltips.

(How to display armor strips)

# Replace Replaces The Vanilla Description with The One FIRSTING AID

(Set to replace will replace the original armor bar to match the firstAID)

# APEND will add the first aid value at the bottom

(Set as APEND will increase the strip of FirstAID at the bottom)

# NONE Will Show the Old Vanilla Values. Be Advised This is Purly Visual, Interally, The First Aid Value Will Always Be USED

In

# Valid Values:

# Replace

# A

# None

S: Armortooltipmode = Replace

# Disables the funy Easter Eggs On Certain Events

B: enableeeserEggs = True # Specifies the type of the overlay hud.

# Valid Values:

# Off (not displayed)

# NUMBERS (display number)

# Hearts (Show Heart)

# Player_model (display player model)

# Player_model_4_colors (displayed four -color player model)

# Player_model_old_colors (Show the old version of the player model)

# Player_model_old_4_colors (displayed the old version of the four -color player model)

S: Overlaymode = Numbers

# The related point of the overlay (the module life UI is displayed in)

# Valid Values:

# TOP_LEFT (upper left)

# TOP_RIGHT (upper right)

# Bottom_right (bottom right)

# Bottom_left (bottom left)

S: pos = bottom_left

# The mode how to show the mc vanilla health bar.

# NORMAL Shows the Vanilla Health Value That Calculated the Way VanillaryThCulating Is Specified (Server Config)

# Highlight_critical_Path Show The Vanilla Health Value and Highlights The Health Value of the Most Damaged Critical Limb (by DEFAULT Head or Body). USING The HardCore-Styled Hearts for Them and the Normal Hearts for the Rest of the Health.to average_all

# Hide just doesn't display the vanilla health bar at all.

# Valid Values:

# Normal (normal display)

# Highlight_critical_path (normally display and highlight the health of the most damaged lethal part, use the life bar of the extreme mode, and the remaining life is normal life. Only the original blood volume is set to the Average_all).)# Hide (not displayed)

S: VanillaheadThbarmode = Hide

# The offset on the x axis (X axis offset)

I: xoffset = 80

# The offset on the y axis (Y axis offset)

I: YOFFSET = 1

############################################## This############################################## This######

# Displaymode

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

# Specifies when and how the Hud Should be displayed

(When the UI should be displayed and how to display it)

############################################## This############################################## This######

Displaymode {

# If Set to True, The Overlay Will Flash for a Short Moment if the heartd.

In

B: Flash = TRUE

# Specifies How many Ticks (20 Ticks = 1 Second) The Overlay Should be visible after the

(After the blood volume changes, the module's blood volume UI exists. When it is set to -1, the UI will be visible permanent, the maximum 600 minimum -1)

# If set to -1, the Hud is always visible

# Min: -1

# MAX: 600

I: VISibleDurationTicks = -1}

}

############################################## This############################################## This######

# Internalhealing

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

# Settings Regarding the Internet Healing System

(Settings about internal treatment system)

############################################## This############################################## This######

Internet

############################################## This############################################## This######

# Bandage

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

# Settings for the bandage item

(Settings of object bandages)

############################################## This############################################## This######

Bandage {

# The time it takes in the gui to apply the item in milliseConds

(Time to press and press for a long time)

# Min: 0

# MAX: 16000

I: applytime = 1500

# The time it takes for a single heal to trigger.

(Treatment interval with bandage)

# Min: 1

# MAX: 32767 I: SecondSperheal = 10

# The topal heals this it does when applied. 1 heal = half a heart

(How much blood returns a total of blood once, 1 is equal to half a heart)

# Min: 1

# MAX: 127

I: Totalheals = 6

}

############################################## This############################################## This######

# Plaster

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

# Settings for the Plaster item

(Settings of object plaster)

############################################## This############################################## This######

Plaster {

# The time it takes in the gui to apply the item in milliseConds

(Time to press and press with gypsum)

# Min: 0

# MAX: 16000

I: Applytime = 2000

# The time it takes for a single heal to trigger.

(Treatment interval with gypsum)

# Min: 1

# Max: 32767

I: SecondSperheal = 15

# The topal heals this it does when applied. 1 heal = half a heart

# Min: 1

# MAX: 127

I: Totalheals = 4

}

}

############################################## This############################################## This######

# Externalhealing

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

# Settings Regarding External Healing System (Like Vanilla Potions or Nature Regeneration

(Settings about external treatment systems, such as the original potion or breathing blood)

############################################## This############################################## This######

Externalhealing {

# Allow vanilla's natural regeneration. Requires "AllowOtherhealingItems" to be true

(Allow the original breathing blood back, only the one that allows all other modules to return the blood effect before is effective)

# ** Warning ** this sets the game "naturalRegeeneration" for all of your world internally, so it public

(Note: This change is the original game rules "naturalRegeeneration", even if you delete this MOD, he will not change it by itself)

B: AllownaturalRegeneration = FALSE

# If False, Healing Pody and Other Healing Items Will Have No Effect

(If this is set to FALSE, the treatment of potions and other therapeutic items will have no effect)

B: AllowotherhealingItems = TRUE

# The value vanilla's natural regeneration will be multiplied with. Has no efficiency if "allownatureRegeeneration" is disabled (the original breathing blood recovery is invalid)

# Min: 0.0

# Max: 20.0

D: naturregenmultiplier = 0.5

# The value External Regen Will be multiplied with. Has no efficiency if "allHEERHERINGITEMS" is disabled

(The rate of other therapeutic effects, the disable other therapeutic items are invalid)

# Min: 0.0

# Max: 20.0

D: Otherregenmultiplier = 0.75

# Specifies How The Vanilla Resistance Potion Effect Should Reduce Damage.

(How much damage does the original resistance improvement?

# By default, One Level of Resistance Reduces 20% of the Damage.

(The default level 1 resistance increases by 20%damage. If this value is changed to 10, the resistance per level is increased by 10%more damage)

# Min: 1

# MAX: 40

I: ResidentanceReduction Percent Perlevel = 20

# Specifies How much Percent of the Max Health Should be restored when sleeping

(How much blood to sleep, 0.1 is 10%)

# Min: 0.0

# MAX: 1.0

D: SleePhealpercentage = 0.1

}

############################################## This############################################## This######

# Debuffs

#-------------------------------------------------------------------------------------------------- # # ENABLE/DISABLE SPECIFY Debuffs On Specific Body Parts

(Specify Debuff of the specific body parts of the switch)

############################################## This############################################## This######

Debuffs {

Head {

B: Blindness = True (this set is True, which will be blind when the head is hurt)

B: NAUSEA = TRUE (this set is True, which will be nauseous when the head is hurt)

############################################## This############################################## This######

# BlindnessConditions

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

# HOLDS The Information How The Debuff Should be Applied at Different Damage Taken. Only using this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This######

BlindnessConditions {

# How much damage the user must have taken for the debuff to application at the mapped length.

(How much damage the player must suffer to apply blind Debuff. You must sort it, and write the highest value first)

# Min: 0.0

# MAX: 10.0 D: DAMAGETAKEN <(damage)

2.0

1.0

"

# How long the debuff should make. If the first condition from the damagetaken config is met, the first value in this list will be

(How long is the debuff Debuff. If you meet the first condition in the DamageTaken configuration, take the first value in the list))

# Min: 0

# Max: 32767

I: Debufflength <(duration)

160

80

"

}

############################################## This############################################## This######

# Nauseaconditions

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

# HOLDS The Information How The Debuff Should be Applied at Different Damage Taken. Only using this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This##### Nauseaconditions {

# How much damage the user must have taken for the debuff to application at the mapped length.

(How much damage the player must be suffered to apply the nausea DEBUFF. You must sort it, and write the highest value first)

# Min: 0.0

# MAX: 10.0

D: DamageTaken <

3.0

2.0

"

# How long the debuff should make. If the first condition from the damagetaken config is met, the first value in this list will be

(How long does the nausea Debuff last? If the first condition in the DAMAGETAKEN configuration is met, take the first value in the list))

# Min: 0

# Max: 32767

I: Debufflength <

320

240

"

}

}

Body {

B: NAUSEA = TRUE (this setting is true, which will be nauseous when the body is hurt) B: Weakness = True (this set is True, it will be weak when the body is residual))

############################################## This############################################## This######

# Nauseaconditions

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

# HOLDS The Information How The Debuff Should be Applied at Different Damage Taken. Only using this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This######

Nauseaconditions {

# How much damage the user must have taken for the debuff to application at the mapped length.

(How much damage the player must be suffered to apply the nausea DEBUFF. You must sort it, and write the highest value first)

# Min: 0.0

# MAX: 10.0

D: DamageTaken <

4.0

2.0

"

# How long the debuff should stay. If the first condition from the damagetaken config is met, the first value in this list will be taken. The first condition in the agetaken configurationThe first value in the list)

# Min: 0

# Max: 32767

I: Debufflength <

320

160

"

}

############################################## This############################################## This######

# WeaknessConditions

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

# HOLDS The Information How The Debuff Should be Apply at Different Health Left. ONLY Use this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This######

WeaknessConditions {

# How Strong the Effect Should STAY. If the first consition from the healthpercentageleft config is met, the first value in this list will be takenn

(How strong the weak potion is. If the first value in the Healthpercentagelect configuration is satisfied, the first value in this list will be adopted)

# Min: 0

# MAX: 127

I: DebuffStrength <

2

1

"

# How much health the user must have left for the debuff to application at the mapped length.

(Users must be more or less healthy to apply weak Debuff. You must sort, the lowest value is written first)

# Min: 0.0

# MAX: 1.0

D: Healthpercentageleft <

0.25

0.5

"

}

}

ARMS {

B: Mining_fatives = True (this set is True, and fatigue will be excavated when the arms are residual)

############################################## This############################################## This######

# Miningfativeconditions

#-------------------------------------------------------------------------------------------------- # # HOLDS The Information How The Debuff Should be applied at different health left. Only user this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This######

Miningfativeconditions {

# How Strong the Effect Should STAY. If the first consition from the healthpercentageleft config is met, the first value in this list will be takenn

(How strong is the effect of excavating fatigue and drops. If you meet the first value in the HealthpercentageLeft configuration, the first value in this list will be adopted)

# Min: 0

# MAX: 127

I: DebuffStrength <

3

2

1

"

# How much health the user must have left for the debuff to application at the mapped length.

(Users must be more and less healthy to apply fatigue DEBUFF. You must sort, the lowest value is written first)

# Min: 0.0

# MAX: 1.0 D: Healthpercentagelect <

0.25

0.5

0.75

"

}

}

Legsandfeet {

B: Slowness = True (this set is True, which will be slow when the legs and feet are residual)

############################################## This############################################## This######

# SLOWNESSSCONDIONS

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

# HOLDS The Information How The Debuff Should be Apply at Different Health Left. ONLY Use this if you know what you are doing.

(How to apply Debuff information when preserving different surplus lives. I don't know what it means to move)

############################################## This############################################## This######

SlownessConditions {

# How Strong the Effect Should STAY. If the first consition from the healthpercentageleft config is met, the first value in this list will be takenn

(How strong the slow potion is. If you meet the first value in the HealthpercentageLeft configuration, the first value in this list will be adopted)

# Min: 0 # max: 127

I: DebuffStrength <

3

2

1

"

# How much health the user must have left for the debuff to application at the mapped length.

(Users must be more and less healthy to apply to the slow DEBUFF. You must sort, the lowest value is written first)

# Min: 0.0

# MAX: 1.0

D: Healthpercentageleft <

0.3499999940395355

0.6000000238418579

0.800000011920929

"

}

}

}

############################################## This############################################## This######

# LOCATIONALAMOR

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

#Specify How the Locational Armor is Calculated############################################## This###########################

LocationAlMor {

ARMOR {

# Min: 1.0

# MAX: 16.0

D: CheStarmormultiplier = 2.5 (armor value of the body value)

# Min: 0.0

# MAX: 4.0

D: Chestarmoroffset = 0.0 (Compensation of Armor Value Sports)

# Min: 1.0

# MAX: 16.0

D: Feetarmormultiplier = 6.0 (multiplied part of the armor value of the armor value)

# Min: 0.0

# MAX: 4.0

D: Feetarmoroffset = 0.0 (compensation on the feet of the armor value)

# Min: 1.0

# MAX: 16.0

D: Headarmormultiplier = 6.0 (armor value of the armor value)

# Min: 0.0

# MAX: 4.0

D: Headarmoroffset = 1.0 (Compensation of the armor value of the armor value)

# Min: 1.0

# MAX: 16.0

D: Legsarmormultiplier = 3.0 (Armor -value Legs Popularity)

# Min: 0.0

# MAX: 4.0

D: Legsarmoroffset = 0.0 (armor value body leg compensation)}}

Toughness {

# Min: 1.0

# MAX: 16.0

D: ChesttoughsSSSMultiplier = 3.0

# Min: 0.0

# MAX: 4.0

D: Chesttoughnessoffset = 0.0 (compensation for armor toughness body parts)

# Min: 1.0

# MAX: 16.0

D: Feettoughnessmultiplier = 3.5

# Min: 0.0

# MAX: 4.0

D: FeettoughsSSSSOFFSET = 0.0 (compensation for armor toughness feet)

# Min: 1.0

# MAX: 16.0

D: Headtoughnessmultiplier = 4.0

# Min: 0.0

# MAX: 4.0

D: Headtoughnessoffset = 0.0 (compensation for armor toughness head parts)

# Min: 1.0

# MAX: 16.0

D: LegStoughsSSSMultiplier = 3.0 (Armor -Ligitarial legs)

# Min: 0.0

# MAX: 4.0

D: LegStoughsSSSSSSOFFSET = 0.0 (Compensation of armor tough legs)

}

}

############################################## This############################################## This#######ENCHANTMENTHANDLING

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

# Specify How Enchantments are applied

############################################## This############################################## This######

Enchantmenthandling {

# If Set to Local_enchantments, only the Enchantments for the Armor for the Body PART that is Currently Damaged INTO Account. is multiplied by 4, so it matches the vanilla default

(If it is set to Local_enchantments, only the enchantment of the armor of the body part of the current damage.

# If Set to Global_enchantments, The Enchantments of All ARMOR PIECES Are TAKEN Into Account for All Body PAT ANY KIND of Armor.

(If you are set to global_enchantments, all the enchantment of all armor will be considered that all the body parts with any type of armor) will be considered)

# Valid Values:

# Global_enchantments

# Local_enchantments

S: ArmoreNchantmentmode = LOCAL_ENCHANTMENTS

# Specifies the default modifier. This is only usernchantmentmode is local_enchantments, as this is using scale up the value, At vanilla Balances Around (As Vanilla Balances Around Global Enchantments)

(Specify the multiplier rate of armor annemia. Only when the previous one is set to LOCAL_ENCHANTMENTS, it is used to enlarge the balanced value that matches the original global calculation)

# Min: 1

# MAX: 4

I: Enchantmentmultiplier = 4 ##################################################################################### This###########

# OverrideEntries

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

# Specifies the overrides for the modifier. This is only using if armOrenchantmentmode is local_enchantments. OR SPECIAL ENCHANTMENTS

(Specify the coverage of the armor enchanting rate. It is only set when it is set when the upper strip is used as Local_enchantments. It can be set for special enchantment.

############################################## This############################################## This######

OverrideEntries {

(Special enchanting multiplier rate)

# Min: 1

# MAX: 4

I: Multiplieroverride <

1

"

# The resource location of the enchantment.

(Special enchanting list must be completely specified and cannot be used. For example, "Minecraft: Feather_falling"))

S: ResourceLocation <

Minecraft: Feather_falling

"

}

}

}