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
}
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