your current location:首页 > news>Configure file translation enhancement equipment

Configure file translation enhancement equipment

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