2024-12-10 17:51:55|Myriagame |source:minecraft skins
main.cfg
Various infrastructure settings.
# Sets the maximum level cap for weapons and armor. Default: 10
#The maximum level of the weapon and armor.(Default 10)
I: maxlevel = 10
# The experience amount needed for the first level (1). Default: 100
#Required for the first level.(By default 100)
I: Level1experine = 100
# The experience multiplier for each level base on the first level excelience.
#After the first level (default 1.8, if level 1 to level 2 requires 100 experience values, level 2 to level 3 must be multiplied by 1.8, which requires 180 points of experience)
D: ExperieneMultiplier = 1.8
# Determines Who or not durability will be displayed in Tooltips. DEFAULT: TRUE
# Whether to display the equipment durability in the toolbar.(Default TRUE)
B: ShowDurabilityINTOOLTIP = TRUE
# Items in this blacklist will not gain the leveling systems. Useful for very public items or portal consir.
#Black list, filling in the equipment in brackets will not obtain the skill system, which can be used to eliminate too powerful items or conflict items.(Format: 'Modid: Item')
S: Itemblacklist <
"
# This is it item whitelist, basical. If you do want a whitelist, just leave this emph. If you want a whitelist, file it with items you want. STYLE Should be. 'Modid: item'
#, Stay empty as not effective.(Format: 'Modid: Item')
S: Itemwhitelist <
"
# This is an extra item list to add Custom SUCH MODDED items. Be Careful on this, it may crash if the itm't't. TEM '
#To add custom support to other MODs. It should be noted that if the item cannot be enhanced, it may cause collapse.(Format: 'Modid: Item')
S: EXTRAITEMS <
"
# Determines if the vanilla items wON'T be affatured by this mode. Default: false
#Determine whether the original equipment is not affected by this MOD.
B: onlymodDedITEMS = false
Rarities.cfg
This configuration file determines the probability of equipment quality system.
# SETS The CHANCE The GIVEN RARITY Will Be Applied. DEFAULT: 0.5
#The probability of getting basic equipment
D: Basicchance = 0.5
# SETS The CHANCE The GIVEN RARITY Will Be Applied. Default: 0.18
#The probability of getting rare equipment
D: UncommonChance = 0.18
# SETS The CHANCE The GIVEN RARITY Will Be Applied. Default: 0.10
#The probability of getting rare equipment
D: Rarechance = 0.1
# SETS The CHANCE The GIVEN RARITY Will Be Applied. Default: 0.05
#The probability of obtaining ultra -rare equipment
D: Ultrararechance = 0.05
# SETS The CHANCE The GIVEN RARITY Will Be Applied. Default: 0.02
#The probability of obtaining the legendary equipment
D: LegendaryChaance = 0.02
# SETS The CHANCE The GIVEN RARITY Will Be Applied. Default: 0.01
#
D: Archaicchance = 0.01
# SETS The Effectiveness for the Given Rarity. Default: 0
#The enhancement effect of basic equipment (0 is none)
D: Basicdamage = 0.0
# Sets the efficiencynes for the given rarrance. Default: 0.155
#The enhancement effect of rare equipment (0.155 is 15.5%)
D: Uncommondamage = 0.155
# SETS The Effectiveness for The Given Rarity. Default: 0.305
#Enhancement effect of rare equipment
D: raredamage = 0.305
# SETS The Effectiveness for The Given Rarity. Default: 0.38
#The enhanced effect of super rare equipment
D: Ultrararedamage = 0.38
# SETS The Effectiveness for The Given Rarity. Default: 0.71
#
D: LegendaryDamage = 0.71
# Sets the effectiveness for the given rarrance. Default: 0.91
#
D: Archaicdamage = 0.91
AbilityChances.cfg
Determine the skill to launch the probability. The greater the value, the lower the probability.
# Determines how rare the fire ability will occur.
#The probability of launching flame skills
I: Firechance = 4
# Determines how rare the frame is occur.
# #
I: Frostchance = 6
# Determines how rare the poison ability will occur.
#Toxicity
I: PoisonChaance = 4
# Determines how rare the inNate Ability Will Occur.
#Blooding i: InnateChance = 6
# Determines how rare the bombastic ability will occur.
# #
I: bombasticChance = 7
# Determines how rare the critical point ability occur.
#会 击 会
I: CriticalPointChance = 14
# Determines how rare the molten abilities will occur.
#
I: moltenchance = 4
# Determines how rare the frozen abilities will occur.
#
I: Frozenchance = 6
# Determines how rare the toxic ability will occur.
#
I: Tooxicchance = 4
# Determines how rare the adrenaline ability will occur.
#Adrenaline
I: AdrenalineChance = 7
# Determines how rare the hardyed ability will occur.
# #硬 硬
I: HardnetChaance = 10
Abilities.cfg
Determine whether the skill is enabled in the game, True is enabled, and FALSE is closed.
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# Whether to use the flame skills
B: Fireability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# #
B: Frostability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#Toxicity
B: Poisonability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# #流
B: Innateability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# #
B: Bombasticability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# 会 击 会
B: Criticalpointability = True# Determines WHETHER or Not the Specific Ability Will Be Present In-Game. Default: True
# #光
B: Illuminationability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# #灵
B: Etherealability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# # #
B: BloodThirstAbility = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#
B: moltenability = true
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#
B: FrozenAbility = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#
B: Tooxicability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#Adrenaline
B: Adrenalineability = false
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
#
B: Beastialability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# treat
B: Remedialability = TRUE
# Determines whoTher or not the specification absility will be present in-game. DEFAULT: true
# #硬 硬
B: HardnetDability = TRUE
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