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Configuration file translation [SrrevenantSystem.cfg] [srr] scape and run: revenants mincraft game

2024-12-10 17:47:49|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

Precautions

This translation will continue to follow up, so there may be unequal values, please ignore this difference;

Please make sure what you find is the configuration file in.

Whoever uses decompressing the software to pick up the MOD file, I will make you become a dead soul

This configuration file used before the officials was Chinese.

Both annotations and small TIP use the star number "*" marked

Special: "Level" here is regarded as the world's undeadization level, and "Point" is regarded as an undead.

Reason for translation "Dead Spiritualization": The lexic group about Level below is "DISSOLUTION Levels". DISSOLUTION contains the meaning of "death", and it also means "dissolving". It is more accurate and easy to understand.

#Configuration file

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

#Revenant_disSolution_levels

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

#DISSOLUTION Levels

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

revenant_dissolution_levels {

#Default initial level value for diarsions. [Range: 0 ~ 1, default: 0]

I: "Default Level Start" = 0

// The default initial undeadization level of each dimension

#Default initial points for dimensions. [Range: -2147483640 ~ 2147483640, Default: 0]

I: "DEFAULT POINTS Start" = 0

// The default initial point of each dimension

#Set to false if you want to use vanilla spawner (Revenant Mob Cap will not work if false). [DEFAULT: TRUE]

B: "DISSOLUTION CUSTOM Spawner" = TRUE

// If you want to use the original monster mechanism, it is set to FALSE, but it will ignore the maximum limit // guess whether it is an option for whether the dead soul is generated. (Guess)

// The default is true (yes)

// The same meaning as the same meaning as SRP next door, I don’t know the role of this configuration at all

#SET to false if you dont want to use disanting levels. [DEFAULT: TRUE]

B: "DISSOLUTION Levels" = TRUE

// If you don't want to open the world's undeadization level system, set it to false

// In Chinese translation: the switch used to open the world's undeadization level system

// The default is true (yes, that is, the opening)

#List of Dimensions that Will Start at a Specific DISSOLUTION level. Ex. "1; 8; 10" [default:]

S: "DISSOLUTION Levels Dimension Starting Level List" <

"

// Set the level of specific initial undefeated spiritualization for a specific dimension

// For example, 1; 8; 10 is the dimension of the dimension with the dimension ID of the dimension ID (at the end) at the beginning of the game is 8 levels, and the initial undeadization point is 10

//*Use instructions/forge View dimension ID

#NUMBER of Points GAINED WHEN An Entity (Not Undead) Dies. [Range: 0 ~ 100000000, DEFAULT: 1]

I: "Value for Kills" = 1

// When the deaths of non -undead creatures, the number of undeads that will increase the world will increase

// In Chinese translation: a creature death, if it is not an undead creature, it will increase the world to increase the number of dying spiritual points, x is the set value

}

revenant_dissolution_levels_0 {

#Maximum amplifier value. [Range: 1 ~ 100, default: 0]

I: "Level 0 Anathema AMP Max Value" = 0 // When the dead level is 0, the minimum level of the BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#Base amplifier value. [Range: 1 ~ 100, default: 0]

I: "Level 0 Anathema Base Value" = 0

// When the level of the undead is 0, the highest level of the cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#CHANCE (1 = 100) for a mob to spawn with this effect. [Range: 0.0 ~ 1.0, default: 0.0]

S: "Level 0 Anathema CHANCE" = 0.0

// The probability of comes with a cursed BUFF when the creature is naturally generated

//*1.0=100%%

#If a revenant id is equal to or greater than this number, the revenant will not spawn. [Range: 0 ~ 100, default: 5]

I: "Level 0 Maximum Revenant ID" = 5

// If the ID of the dead soul is higher than this value, then the dead soul will not generate naturally

#If a revenant id is equal to or less than the this number, the revenant will not spawn. [Range: 0 ~ 100, default: 0]

I: "Level 0 minimum revenant id" = 0

// If the ID of the dead soul is lower than this value, the dead soul will not generate naturally

#Mobcap for this level. [Range: 0 ~ 100, default: 0] I: "level 0 mobcap" = 0

// When the level of the undead is 0, the naturally generated limit of the dead soul

#Entity list that will spawn at level 0. ex. "Minecraft: zombie; 1; 3; 90; 0" where:

#"Minecraft: zombie" is the entity,

#"1" is the minimum group count.

#"3" is the maximum group count.

#"90" is spawn weight.

#[Default:]

S: "level 0 spawn entity list" <

"

// Undead level 0 can naturally generate the list of dead souls

// The format is "Registration name; the minimum number of single generation; the maximum number of generated generation; weight; 0"

//*Single organism -generated probability = (the weight of the creature/total weight)*100%

// (Tucao: So what is the use of this "0" that can be added or not)

#Message sent to all players in the Current World When Revenants Reach this level [default:-]

S: "level 0 warning message" =-

// The prompt text when the level of the undead is risen to level 0 (so how to rise to level 0)

// (Tucao: Is this text too casual?

}

revenant_dissolution_levels_1 {

#Maximum amplifier value. [Range: 1 ~ 100, default: 10] i: "level 1 anathema amp max value" "= 10 10

// When the level of the undead is 1, the highest level of the BUFF cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#Base amplifier value. [Range: 1 ~ 100, default: 1]

I: "Level 1 Anathema Base Value" = 1

// When the level of the undead is 1, the minimum level of the cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#CHANCE (1 = 100) for a mob to spawn with this effect. [Range: 0.0 ~ 1.0, default: 0.02]

S: "Level 1 Anathema CHANCE" = 0.02

// The probability of comes with a cursed BUFF when the creature is naturally generated

//*1.0=100%%

#If a revenant id is equal to or greater than this number, the revenant will not spawn. [Range: 0 ~ 100, default: 5]

I: "Level 1 Maximum Revenant ID" = 5

// If the ID of the dead soul is higher than this value, then the dead soul will not generate naturally

#If a revenant id is equal to or less than the this number, the revenant will not spawn. [Range: 0 ~ 100, default: 0]

I: "Level 1 minimum revenant id" = 0 // If the ID of the dead soul is lower than this value, the dead soul will not generate naturally

#Mobcap for this level. [Range: 0 ~ 2147483640, default: 3]

I: "level 1 mobcap" = 3

// When the level of the dead spirit is 1, the natural generation of the dead soul is

#NUMBER of Points Required to Reach Level 1. [Range: 0 ~ 2147483640, DEFAULT: 70]

I: "Level 1 Points" = 70

// Undead level to rise to the undeadization point required for level 1

#Entity list that will spawn at level 1. ex. "Minecraft: zombie; 1; 3; 90; 0" where:

#"Minecraft: zombie" is the entity,

#"1" is the minimum group count.

#"3" is the maximum group count.

#"90" is spawn weight.

#[Default: [srrevenants: for_bear; 1; 2; 3], [srrevenants: for_cow; 1; 2; 3], [srrevenants: for_horse; 1; 3], [srrevenants: for_human; 1; 2; 3], [Srrevenants: for_pig; 1; 2; 3], [Srrevenants: For_sheep; 1; 2; 3]]

S: "level 1 spawn entity list" <

Srrevenants: for_bear; 1; 2; 3

Srrevenants: for_cow; 1; 2; 3 Srrevenants: for_horse; 1; 2; 3

Srrevenants: for_human; 1; 2; 3

Srrevenants: for_pig; 1; 2; 3

Srrevenants: for_sheep; 1; 2; 3

"

// Undead level 1 can naturally generate the list of dead souls

// The format is "Registration name; the minimum number of generation; the maximum number of generated generation; weight; 0"

//*Single organism -generated probability = (the weight of the creature/total weight)*100%

#Message sent to All Players in the Current World When Revenants Reach this level [default:.]

S: "level 1 warning message" =.

// The reminder text when the level of the undead is rising to level 1

}

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

#Status_effects

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

#Status Effects

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

Status_effects {

#CHANCE to Change Damage to IGNORE ARMOR, AFFECTD BY AMPLIFIER (*). [Range: 0.0 ~ 100.0, DEFAULT: 0.07]

S: "Chane Value" = 0.07

#How much damage you will not be doing under this effect, affected by amplifier (*).

#Exp this effect will remove from you when killing mobs, afflicted by amplifier (*). [Range: 0 ~ 100, default: 3]

I: "Vampyri Value" = 3

}