2024-12-10 17:47:39|Myriagame |source:minecraft skins
This tutorial is set by the author to use the CC by-NC protocol.
The configuration file of the Chineseization when making the integration package is shared. For the time being, it is not finished in Chinese. If you are interested, you can participate!
"Enable Wither" = TRUE
"Enable Dragon" = TRUE
"Enable Elder Guardian" = true
[Wither]
#Handles various Sall Features, Such as the Explosion
"Enable Misc" = TRUE
#Bonus Health and Bonus Regentration. The feature event the under Health Bar Not Updating on Spawn.
"Enable health" = true
#Handles the damage Resistances and Vulnerabilities
"Enable Resistances & Vulnerabilities" = True
#Bonus Experience and Drops
"Enable rewards" = true
#Wither will spawn deadly minions
"Enable minions" = true
#Makes The Wither Smarter (Will No Longer Tong on the Player's Head ...), Attack Faster and Hit Harder
"Enable Attack" = TRUE
#How Difficulty is handled for the well.
[Wither. "Diffical Settings"]
#HOW MUCH BLOCKS FROM WILL Be
#Range:> 16
"Spawn Radius Player Check" = 128
#IF FALSE and theRE's more than 1 Player design the underher, differently be the average of all the players' corresponding of summming them.
"Sum Spawned Wither Diffical" = false
#Percentage Bonus Diffical Added to the WHEN MON MONE PLAYER IS PRESENT. Each Player Past The First One Will Add This Percentage to the Diffical. #R Ange: 0.0 ~ 1.7976931348623157e308
"Bonus Diffical Per Player" = 0.25
#The maximum difficulty of the difficulty of withering
#Range:> 1
"Max Diffical" = 16
#What is the initial difficulty when players join a world?Please note that this will be applied when the first withered was born, so if the player has been born, it will not apply.
"Starting Diffical" = 4
#Set to false to disable the first with withmmoned message.
"Show First Summoned Wither Message" = True
#Entities that extend the vanilla wither but should't be taken into account by the mod (e.G. Botania's Pink Wither).
"Entity Blacklist" = ["Botania: Pink_wither"]
#Handles various Sall Features, Such as the Explosion
[Wither.misc]
#What is the power of explosion (behind invincible) at the greatest difficulty.The upper limit of the explosion radius is 13.The power of the foundation withering is 7.0.Setting to 0 will not increase the explosion of the wither.
#Range: 0.0 ~ 8.0
"Explosion Power Bonus" = 8.0
#In this difficulty, the withering explosion will cause a fire.Set to -1 disable.
#Range:> -1
"Explosion Capes Fire at Diffical" = 1
#When the withering person was hit, he would no longer wait for 1.0 seconds to break the rigidity, but only waited for 0.5 seconds.
"Faster Breaking Blocks" = TRUE
#When the withering is hit, it will break the square below him.
"Bigger Breaking Blocks" = True #If it is true, even if it is a block that cannot be destroyed, it will be withered.The unable to blasting the block still cannot be broken, so it is very useful when using other modifiers, because in the original version, the withered zero block is a block that cannot be broken by all attacks.
"IGNORE WITHERPROF BLOCKS" = TRUE
#Can only be generated in the next session.
#Please note that when it is not on hell or on the top of hell, this function will be completely prohibited from being placed near the soul sand.
#Need to restart Minecraft.
"Wither Nether Only" = TRUE
#Bonus Health and Bonus Regentration. The feature event the under Health Bar Not Updating on Spawn.
[Wither.health]
#(Correspondingly reduced at lower difficulty)
#Range: 0.0 ~ 1.7976931348623157e308
"Health Bonus Per Diffical" = 8192
#Per second.
#Set to 0 to disable life value regeneration.This will not affect the natural regeneration (1 health value per second).
#Please note that when the withering life value is between 49% and 50%, the health recovery reward will fail to prevent the health from being close to half.
#Range: 0.0 ~ 1.7976931348623157e308
"Maximum Bonus Regency" = 2.0
#.This is increased on the basis of the natural regeneration (1 health value per second).
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus regeneration" = 5
#When the firing is hit in the last "reward renewable duration" when hitting, the regeneration regeneration will be taken by this ratio.
#Range: 0.0 ~ 2.0
"Bonus Regneitive Ratio When Hit" = 0.6
#Range:> 0
"Bonus Regency When Hit Duration" = 60 #handles the Damage Resistances and Vulnerability
[Wither. "Resistances & Vulnerabilities"]
#When the health of the withering is more than half, the percentage of melee damage is reduced (the maximum difficulty).
#Range: 0.0 ~ 1.0
"Melee Damage Reduction Above Haw Health" = 0.5
#Half the upper limit of reducing damage and exemption of melee damage above life
#Range: 0.0 ~ 1.0
"MAX Melee Damage Reduction Before Half Health" = 0.5
#When the dying health is less than half, the percentage of melee damage is reduced (the maximum difficulty).
#Range: 0.0 ~ 1.0
"Melee Damage Reduction Below Half Health" = 0.8
#Mlee damage reduction at the upper limit of melee damage at half of the blood volume
#Range: 0.0 ~ 1.0
"Max Melee Damage Reduction Below Half Health" = 0.8
#Based on additional magic damage.250 means that every 250 health is missing, the damage will be enlarged by 100%.For example, the health of the first withered (maximum health) is 50 (therefore lacks 250hp), then he will be affected by "magic damage* (missing_health / magnet_damage_bonus + 1)"+ 1) "=" Magic Damage* 2 ".
#Range: 0.0 ~ 1024.0
"Magic Damage Bonus" = 512.0
#Bonus Experience and Drops
[WITHER.Rewards]
#(Percentage, 60 indicates +6000%).
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Experience" = 120.0
#If it is "true", the default star will be added to the firing war.
#Please note that replacing the slim -which (for example, through DataPack), the injection of loot will be automatically removed."Inject Default Loot" = TRUE
#Wither will spawn deadly minions
[Wither.MINIONS]
#What is the difficulty of withering at what difficulty starts to produce mobs
#Range:> 0
"Minion at Diffical" = 1
#When the mobs start to produce mobs, the difficulty of each difficulty will produce one more mobs
#Range:> 0
"Bonus minion every display" = 1
#
#Range:> 0
"Max minions spawned" = 16
#The maximum mobs in the 16 block radius around the wither.After reaching this number, the withering will stop producing mobs.Set to 0 to disable this check
#Range:> 0
"Max minions art" = 18
#The shortest time of mobs can produce (20 tick = 1 second).
#Range:> 0
"Minimum COOLDOWN" = 400
#The maximum time (20 seconds = 1 second) can be produced.
#Range:> 0
"Maximum cooldown" = 800
#When the withering life is less than half, the minimum and maximum cooling time will be taken by this value.Set to 1 when the dungea life is lower than half of the mobs, the cooling time generates unchanged.
#Range: 0.0 ~ 1.7976931348623157e308
"COOLDOWN MULTIPLIR BLOW HEALF Health" = 0.5
#The percentage reward at the maximum difficulty is the speed of the mobs.
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Movement Speed Per Diffical" = 0.25
#The magic damage generated by the withered mobs will be taken by this value.
#Range: 0.0 ~ 1.7976931348623157e308 "Magic Damage Multiplier" = 3.0
#Damn will die when dying.
"Kill MINIONS On Wither Death" = TRUE
[Wither.MINIONS.Equipment]
#When the health of the withering is more than half, the soldiers have a chance to use the bow and arrow instead of the stone sword to launch an attack.
#Range: 0.0 ~ 1.0
"Bow CHANCE ABOVE HALF Health" = 0.6
#When the health of the withering life is less than half, the small soldiers have a chance to use the bow and arrow instead of the stone sword to launch an attack.
#Range: 0.0 ~ 1.0
"Bow CHANCE BELOW HALF Health" = 0.08
[Wither.MINIONS.EQUIPMENT.ENCHANTMENTS]
#The probability of the sword of the withering mobs is a sharp enchantment (the maximum difficulty).Please note that every 100%chance will increase the guarantee level of first -level enchantment, while the remaining chances determine the chance of increasing more levels.
#Range: 0.0 ~ 255.0
"Sharpness CHANCE" = 25
#The probability of the sword of the withering mobs is repelled by the enchantment (the maximum difficulty).Please note that every 100%chance will increase the guarantee level of first -level enchantment, while the remaining chances determine the chance of increasing more levels.
#Range: 0.0 ~ 255.0
"Knockback CHANCE" = 5
#The probability of the bow of the withering mobs (the maximum difficulty).Please note that every 100%chance will increase the guarantee level of first -level enchantment, while the remaining chances determine the chance of increasing more levels.
#Range: 0.0 ~ 255.0
"Power CHANCE" = 25
#The probability of impacting the magic (maximum difficulty).Please note that every 100%chance will increase the guarantee level of first -level enchantment, while the remaining chances determine the chance of increasing more levels.#Range: 0.0 ~ 255.0
"Punch CHANCE" = 5
#Makes The Wither Smarter (Will No Longer Tong on the Player's Head ...), Attack Faster and Hit Harder
[Wither.attack]
#The percentage bonus that caused damage caused by the maximum difficulty.
#Range: 0.0 ~ 1.7976931348623157e308
"Increased damage" = 1.5
[Wither.attack. "CHARGE Attack"]
#Every time you wither, you have a chance to launch an assault attack.The lower the health, the more damage to, the greater the chance.
#This value is the probability of a health value of 0% and 10 damage.
#Range: 0.0 ~ 1.0
"Charge change" = 0.05
#Basic damage to the assault attack.Increase the configuration options through "Increasing Damage" configuration options.
#Range: 0.0 ~ 32.0
"Charge Attack Base Damage" = 12.0
[Wither.attack. "Barrage Attack"]
#Every time it is withered, there is a chance (under the maximum difficulty) to launch a crit.The more damages, the greater the chance.
#This value is the chance of being injured 10 times.
#Range: 0.0 ~ 1.0
"Barrage Attack CHANCE" = 0.15
#The shortest time (in ticks).The less health, the longer the crit.
#Range:> 0
"Min Barrage Duration" = 20 #The critical strike lasts for the longest time (in ticks).The less health, the longer the crit.
#Range:> 0
"Max Barrage Duration" = 140
#Wither Skull Changes
[Wither.attack.skulls]
#The speed of the withering skull ejection will be taken by this value.Set to 1 without changing the speed.
#Range: 1.0 ~ 1.7976931348623157e308
"Skull Velocity Multiplier" = 2.5
#Aattack Speed Changes
[WITHER.ATTACK. "Attack Speed"]
#Every second (20 seconds = 1 second), the middle head will launch a withering head to the target.
#Range:> 0
"Attack interval" = 25
#The closer the target is from the withering, the faster the middle head will attack (award percentage).
#Range: 0.0 ~ 1.0
"Bonus Attack Speed WHEN NEAR" = 0.8
[Dragon]
#Bonus Health and Bonus Regneration.
"Enable health" = true
#Makes The Dragon Hit Harder in Various Different Ways
"Enable Attack" = TRUE
#Bonus Experience and Dragon Egg Per Player
"Enable rewards" = true
#Shulkers that will make you float around.
"Enable minions" = true
#MINI Things that are just annoying.
"Enable Larva" = TRUE
#Handles the damage Resistances and Vulnerabilities "Enable Resistances & Vulnerabilities" = TRUE
#Makes More Crystal spawn and with more cares.
"Enable Crystals" = TRUE
#How Difficulty is handled for the dragon.
[Dragon. "Diffical Settings"]
#If it is FALSE and there is more than one player around the last shadow dragon, then the difficulty will be the average value of all players, not their total.
"Sum Killed Dragons Diffical" = False
#When there is a more difficult percentage of the extra difficulty when there is a more than a player present.Every player after the first player will increase this percentage difficulty.
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Diffical Per Player" = 0.25
#The maximum difficulty (kill).The default setting is 24.
#Range:> 1
"Max Diffical" = 24
#What is the initial difficulty of players when joining the world?Please note that if the current player is less difficult than this value, this value will be applied when the player joins the world.
#Range:> 0
"Starting Diffical" = 24
#Set as FALSE to disable the first dragon's killing information.
"Show First Killed Dragon Message" = TRUE
#Bonus Health and Bonus Regneration.
[Dragon.health]
#At the highest difficulty, the health value of the last shadow dragon will increase according to this value (correspondingly reduced at lower difficulty)
#Range: 0.0 ~ 1.7976931348623157e308
"Health Bonus at Max Diffical" = 20000
#(Will reduce it accordingly at lower difficulty).This will not affect the health recovery of the crystal.
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus regeneration" = 5
#Reward regeneration "provides the maximum rewarding amount per second. Set to 0 to disable health regeneration rewards. It can be lower than" reward renewable ". This will not affect the health recovery of the crystal.
"Maximum Bonus Regency" = 3.0
#When the last shadow dragon is attached to the crystal, how much the health will be restored per second (when the health is 100%).Therefore, if she lacks 30% of the health, it will be an effective value of 30%.This will be added to the normal crystal recovery ability.
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Crystal Regeneration" = 20
#When the last shadow dragon was hit in the last "reward renewable duration", rewarding regeneration (also crystal reward renewable) will take this ratio.
#Range: 0.0 ~ 2.0
"Bonus regeneration ratio where" = 0.4
#Range:> 0
"Bonus regeneration when he duration" = 85
#Makes The Dragon Hit Harder in Various Different Ways
[Dragon.attack]
#What is the damage (percentage) caused by each difficulty in the maximum difficulty?
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Direct Damage" = 5
#(Percentage) will increase?
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Acid Pool Damage" = 9.6
#Generally, the Mo Yinglong will launch an attack only when leaving the Kiyan platform.After activating this function, it has the opportunity to launch a charge to the player after completing the charge/fireball, or before checking whether it should land to the base rock platform.
#This is the probability of launching an assault attack when the difficulty reaches the maximum.Otherwise it will be reduced accordingly.
#The Actual CHANCE IS: (Original Difficulty * (actual difficulty / maximum difficulty)).
#Range: 0.0 ~ 1.7976931348623157e308
"Charge Player Max CHANCE" = 0.8
#Usually, the last shadow dragon will spit out the dragon ball when the crystal is destroyed, and rarely spit out the dragon ball in the battle.After activating this skill, she had the opportunity to spit a dragon ball after completing the charge/launching fireball or before checking whether it should land to the central base rock platform.#This is the probability of launching a dragon ball attack when the difficulty reaches the maximum.Otherwise it will be reduced accordingly.
#The Actual CHANCE IS: (this_value * (Diffical / Max Diffical)).
#Range: 0.0 ~ 1.7976931348623157e308
"Fireball Max CHANCE" = 0.7
#From the 1.13/1.14 version, the final shadow dragon cannot dive more than 3 blocks, so it takes a long time to rise/decrease.After activating this function, the Ferry Dragon will rise and decrease faster, which is easier to hit the player and approach the center.
"Increase Max Rise and Fall" = True
#Will cause magic damage within a certain range.
"Fireball Explosion Magic Damage" = TRUE
#Will produce a three -dimensional effect cloud layer when hitting, not an ordinary plane cloud layer.The duration of the three -dimensional cloud is half of the ordinary cloud
"Fireball 3d Area Effect Cloud" = TRUE
#Increase percentage.
#Range: 0.0 ~ 1.7976931348623157e308
"Fireball Velocity Multiplier" = 2.5
#In the maximum difficulty, the last shadow dragon will launch more (most) the fireball.The rewarding fireball will have a slight shooting error, so it will not directly target the player.
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Fireballs" = 30.0
#Bonus Experience and Dragon Egg Per Player
[Dragon.rewAnts]
#How much experience will lose in the maximum difficulty (percentage, 36 indicates +3600%).
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Experience" = 72.0
#If "True", as long as the player who has never killed the dragon kills the dragon, a dragon egg will fall.For example: If two players kill the dragon for the first time, she will drop 2 dragon eggs.
"Dragon Egg Per Player" = true
#If it is "True", the default dragon egg will be added to the loot of the last shadow dragon.#Please note that replacing the Last Shadow Dragon Warfare Table (for example, through a data packet) will automatically remove the injected loot.
"Inject Default Loot" = TRUE
#Shulkers that will make you float around.
[Dragon.minions]
#Will start to produce mobs under what difficulty
#Range:> 0
"Minion at Diffical" = 1
#Mobs can generate minimum scale (20 tick = 1 second).
#Range:> 0
"Minimum COOLDOWN" = 700
#The maximum scale that mobs can produce (20 tick = 1 second).
#Range:> 0
"Maximum cooldown" = 1000
#In the maximum difficulty, reduce the percentage of the cooling time generated by the soldiers.
#Range: 0.0 ~ 1.0
"COOLDON Reduction" = 0.6
#In the maximum difficulty, mobs are percentage of the chance of blind mobs.
#Range: 0.0 ~ 1.0
"Blinding CHANCE" = 0.4
#The time to cause blindness when the blind projectile was hit (in the unit).
#Range: 0 ~ 6000
"Blinding duration" = 150
#If it is True, the last shadow dragon mobs will only be damaged by the last shadow dragon.
"Reduced Dragon Damage" = TRUE
#MINI Things that are just annoying.
[Dragon.larva]
#The minimum difficulty of mobs starts to produce mobs
#Range:> 0
"Larva at Diffical" = 1
#When the mobs start to produce mobs, every difficulty withering will produce an extra mobs
#Range:> 0 "bonus larva Everyificulty" = 1
#
#Range:> 0
"Max larvae spawned" = 7
#The minimum scale generated by tapeworm
#Range:> 0
"Minimum cooldown" = 800
#The maximum scale generated by tapeworm
#Range:> 0
"Maximum cooldown" = 1400
#If it belongs to True, the tapeworm will only be damaged by the last shadow dragon.
"Reduced Dragon Damage" = TRUE
#Handles the damage Resistances and Vulnerabilities
[Dragon. "Resistances & Vulnerabilities"]
#When the last shadow dragon is on the central base rock platform, melee damage can be reduced under the maximum difficulty.
#Range: 0.0 ~ 1.7976931348623157e308
"Melee Damage Reduction While at the Center" = 0.5
#The damage and exemption when the explosion is impacted (except for fireworks rockets).
#Range: 0.0 ~ 1.7976931348623157e308
"Explove Damage Reduction" = 0.8
#Makes More Crystal spawn and with more cares.
[Dragon.crystals]
#In this difficulty, iron cages will begin around the crystal.-1 This function will be disabled.
#Range:> -1
"More Cages at Diffical" = 1
#The maximum number of extra iron cages around the crystal.(The original version has 2 iron cages)
#Range: 0 ~ 8
"Max Bonus Cages" = 8
#In this difficulty, a crystal will begin inside the obsidian tower.-1 This function will be disabled.
#Range:> -1 "More Crystals at Diffical" = 4
#Every time there is a difficulty, there will be an extra crystal in the tower
#Range:> -1
"More Crystals Step" = 8
#The maximum number of crystals generated in the tower.
#Range: 0 ~ 10
"More Crystals Max" = 8
#The end of each shadow dragon is hit (the health is less than 50%), and there is a chance to trigger the crystal placement effect.When the health of the dragon is> = 50%, the chance of triggering is 0%; when the health of the dragon <= 30%, the chance of triggering is 100%.
"Enable Crystal Respawn" = TRUE
#At the highest difficulty, how much crystal will the last shadow dragon be placed?
#Range: 0.0 ~ 10.0
"Crystal Respawn Per Diffical" = 4
#Can no longer be destroyed by other explosions.
"Explove Immune" = TRUE
#
["Elder Guardian"]
#Bonus Health and Health Regneration.
"Enable health" = true
#Base Feature for the Elder Guardian Harder Fights. Disble this feature will disable the added sound when an elder guardian is killed.
"Enable Base" = TRUE
#Handles the damage Resistances
"Enable Resistances" = TRUE
#More damage and Attack Speed Based Off Elder Guardians Defeated
"Enable Attack" = TRUE
#LEDER Guardians will spawn elder minions.
"Enable minions" = true
#Bonus Experience and Dragon Egg Per Player
"Enable rewards" = true
#Bonus Health and Health Regneration.
["Elder Guardian" .health] #[[[[[[[[[[[[(1 = +100% health value)
#Range: 0.0 ~ 1.7976931348623157e308
"Health Bonus Per Diffical" = 0.5
#Increase the damage absorption ability of the ancient guardians (the damage absorption ability will not be regenerated)
#Range: 0.0 ~ 1.7976931348623157e308
"Absorption health" = 40.0
#
#Range: 0.0 ~ 1.7976931348623157e308
"Health Regen" = 0.5
#Base Feature for the Elder Guardian Harder Fights. Disble this feature will disable the added sound when an elder guardian is killed.
["Elder Guardian" .base]
#If "True", when the ancient guardian is nearby, the player will not be able to break the square.
"Adventure mode" = true
#Handles the damage Resistances
["Elder Guardian" .Resistances]
#Every time you defeat an ancient guardian, it will reduce a certain percentage of damage.
#Range: 0.0 ~ 1.0
"Damage Reduction Per Elder Guardian Defeated" = 0.3
#More damage and Attack Speed Based Off Elder Guardians Defeated
["Elder Guardian" .attack]
#Increased damage percentage reward for each ancient guardian.
#Range: 0.0 ~ 128.0
"Bonus Damage Per Elder Guardian Defeated" = 0.0
#The attack speed of the ancient guards will speed up (the number of ancient guardians who defeats).The original attack duration is 60 tick (3 seconds)
#Range: 0 ~ 60
"Attack Duration Reduction Per Elder Guardian Defeity" = 25 #LEDER Guardians Will Spawn Elder Minions.
["Elder Guardian". Minions]
#Tick (20 ticks = 1 second) will produce a mob.
#Range:> 0
"Base cooldown" = 200
#Every time there is a guardian, the basic cooling time will reduce this value.
#Range:> 0
"COOLDON Reduction Per Missing Elder" = 60
#Bonus Experience and Dragon Egg Per Player
["Elder Guardian" .rewards]
#How much experience will fall.-1 will cause the ancient guardian to drop the original experience.
#Range: -1 ~ 1024
"Base Experience" = 40
#And every time an ancient guardian is killed, how much experience (percentage) will lose the ancient guardians.This percentage is added (for example, if it is set to 100%, the next ancient guardian will drop 200% more experience value)
#Range: 0.0 ~ 1.7976931348623157e308
"Bonus Experience" = 1.0
#If it is "true", it is added to the ancient guardians of the ancient guardians by default.
#Please note that replacing the "Ancient Guardians" (for example, through DataPACK), it will automatically remove "into" inject "injects.
"Inject Default Loot" = TRUE
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