2024-12-10 17:56:06|Myriagame |source:minecraft skins
This tutorial is set by the author's setting without permission.
Foreword
This article is not a literal translation of the configuration file. It only refers to the configuration options when modifying the configuration. For the purpose of making people understand the configuration description, non -academic translation.
In the game config folder, the configuration file name is Lostsouls.cfg, which can be opened with the software that comes with the system.
If the number of monsters generated in the building has no effect, please check the lost city -specific settings. The configuration file is set up with two settings items. A city that is not indicated. A city that indicates the loss of loss. Pay attention to the modification at the same time.
Basic setting item
# If this is true then the player will get a message when he/she tries to open a local
If the set value is true, a message will get a message when the player tries to open a locking box.[Default: True]
B: AnnoundChestLocked = TRUE
# If this is true then the player will be notify when a builting is clear [default: true]
If set to True, when the monster in the building is cleared, the player will receive a notice [default value: true]
B: Announdceclead = TRUE
# If this is true then the player will be notify when the enters a haunted building [default: true]
If it is set to True, when the player enters the haunted building, he will receive a notification [default value: true]
B: Announdcenter = TRUE
# If this is true the mobs will only spawn if the light level is low.
If it is set to True, the monster will only be generated when the light is low enough.Otherwise, regardless of the level of light, they will generate [default value: false]
B: CheckValidspawn = False
# List of Console Commands to Execute When A Building is Cleared [default:]
List of the console command to be executed after the monster in the building is cleared
S: CommandCleared <
"
# List of Console Commands to Execute Every time a builting is entered [default:]
The console command list to be executed every time you enter the building
S: Commandentered <
"
# List of Console Commands to Execute the First Time A Building is Entected [DEFAULT:]
List of the console command to execute when entering the building for the first time
S: CommandFirstTime <
"
# List of Building Names where this mod without spawn mobs [default:]
Building lists that do not generate monsters
S: Excludedbuildings <>
# The financial that that a a builting is haunted [Range: 0.0 ~ 1.0, default: 0.8]
The chance of haunted building [range: 0.0 ~ 1.0, default value: 0.8]
S: hauntedChance = 0.8
Common modification setting items
# If this is true then all chests will be locked unanting is clear [default: true]
If this value is true, all the box will be locked until the monster in the building is cleared [default value: true]
B: LockchestsuntilcleARED = TRUE
# This option is only useful when 'lockchestsuntilclead'. If true only vanilla chests will be locked. Otherwise all tiles are locked [DEFAULT: True]
This item is only effective when the 'Lockchestsuntilclead = True'.If it is set to True, only ordinary boxes will be locked.Otherwise all the boxes are locked [default value: true]
B: LockonlychesS = TRUE
# The maximum damage bonus that the mob will get [Range: 0.01 ~ 10000.0, default: 5.0]
The maximum damage bonus obtained by monsters [range: 0.01 ~ 10000.0, default: 5.0]
S: maxdamagebonus = 5.0
# The maximum health bonus that the mob will get [Range: 0.01 ~ 10000.0, default: 5.0]
The maximum life value bonus obtained by monsters [range: 0.01 ~ 10000.0, default: 5.0]
S: maxhealthbonus = 5.0
# The maximum amount of mobs that are spawned by a Haunted Building [Range: 1 ~ 10000, Default: 50]
The maximum number of monsters generated by haunted buildings [range: 1 ~ 10000, default: 50]
I: maxmobs = 50
# This message is given when the player cleaning [default: the build feels a lot saffer now!]
This news is given when the player clears the monsters in the building [The default value: the building feels a Lot SAFER now!]
S: MessageBuildingCleared = The Building Feels A Lot Safe Safe!
# This message is given when the player is halfway cleaning a builting [default: About had fun there!] Keep Going!]
When the player is clearing the monsters in the building until half of the settings, the message will appear [default: About Half Way there! Keep Going!]]
S: MessageBuildinghalfway = About Half Way there! Keep Going!
# This message is given when the player enters a haunted building for the first time [default: this building is haunted. Be careful!]
This news is given when the player enters the haunted building for the first time.
S: MessageBuildinghaundted = this building is Haunted. Be Careful!
# This message is given when the player tries to open a chest in a haunted building [default: the build is safe enough!]
This message is given when the player tries to open a box in a haunted building.
S: Messageunsafebuilding = The Building Isn'T Safe Enough!
# The minimum damage bonus that the mob will get [range: 0.01 ~ 10000.0, default: 2.0]
Monster obtained the minimum damage bonus [range: 0.01 ~ 10000.0, default value: 2.0]
S: MindamageBonus = 2.0
# The minimum health bonus that the mob will get [range: 0.01 ~ 10000.0, default: 2.0]
Monster will get the minimum health bonus [range: 0.01 ~ 10000.0, default: 2.0]
S: Minhealthbonus = 2.0
# The minimum amount of mobs that are spawned by a Haunted Building [Range: 1 ~ 10000, default: 10]
The minimum number of creatures generated by haunted buildings [range: 1 ~ 10000, default value: 10]
I: minmobs = 10
# The minimum distance between the player and newly spawned mobs [range: 0.0 ~ 16.0, default: 8.0]
The minimum distance between the player and the new generation monster [range: 0.0 ~ 16.0, default: 8.0]
S: MINSPAWNDISTANCE = 8.0
# List of mobs that can spawn in buildings together with their rarity [default: monster list and scarcity/probability (value of 1 ~ 3, the higher the higher the more).
[.3 = Minecraft: zombie], Zombie 3
[.3 = Minecraft: Spider], Spider 3
[.3 = Minecraft: Skeleton], Skeleton 3
[.2 = MINECRAFT: Husk], corpse case 2
[.2 = MINECRAFT: Stray], Wanderer 2
[.1 = MINECRAFT: WITCH], Witch 1 1
[.1 = MINECRAFT: Enderman]] The last movie person 1
S: Mobs <
.3 = Minecraft: Zombie .3 = Minecraft: Spider
.3 = Minecraft: Skeleton
.2 = Minecraft: Husk
.2 = Minecraft: Stray
.1 = Minecraft: WITCH
.1 = MINECRAFT: Enderman
"
# List of Boots that the mobs can have together with their rarity [default: monster can have boots list and its scarcity/probability (value of 1 ~ 3, the higher the higher) [The default value: the default value:
[.3 = null], no boots 3
[.3 = Minecraft: Diamond_Boots], diamond boots 3
[.3 = MINECRAFT: Iron_Boots]] iron boots 3
S: Randomboots <
.3 = NULL
.3 = MINECRAFT: Diamond_Boots
.3 = Minecraft: Iron_Boots
"
# List of Chestplates that the mobs can have together with their rarity [default: monster can have the threchy armor list and its rarity/probability (value of 1 ~ 3, the higher the more prone to appear: default value: default value: default value: default value: default value:
[.3 = null], no chest armor 3
[. 3 = Minecraft: Diamond_chestplate], diamond chest armor 3
[.3 = MINECRAFT: Iron_chestplate]] Iron chest armor 3
S: Randomchestplates <
.3 = NULL
.3 = MINECRAFT: Diamond_chestplate
.3 = Minecraft: Iron_chestplate
"
# List of Effects that a mobile.
A list of potion effect that a monster can have. Note that there may be multiple effects that exist at the same time (value 1 ~ 3, the higher the higher the more prone) [Default value:
[.3 = MINECRAFT: Regneitive, 3], regeneration 3
[.3 = Minecraft: Speed, 3], speed 3
[.3 = Minecraft: Fire_resistance, 3]] Anti -fire 3
S: Randomeffects <.3 = Minecraft: Regneitive, 3
.3 = MINECRAFT: SPEED, 3
.3 = Minecraft: Fire_resistance, 3
"
# List of helmets that the mobs can have together with their rarity [default: 怪物可以拥有的头盔列表及其稀有度/概率(数值1~3,越高越容易出现)[默认值:
[.3 = null], no helmet 3
[.3 = MINECRAFT: Diamond_helmet], diamond helmet 3
[.3 = MINECRAFT: Iron_helmet]] iron helmet 3
S: Randomhelmets <
.3 = NULL
.3 = Minecraft: Diamond_helmet
.3 = Minecraft: Iron_helmet
"
# List of leggings that the mobs can have together with their rarity [default: 怪物可以拥有的护腿列表及其稀有度/概率(数值1~3,越高越容易出现)[默认值:
[.3 = null], no leg protection 3
[.3 = MINECRAFT: Diamond_Legings], diamond leg protection 3
[.3 = MINECRAFT: Iron_legings]] Iron Leg 3
S: Randomlegings <
.3 = NULL
.3 = Minecraft: Diamond_Legings
.3 = Minecraft: Iron_legings
"
# List of weapons that the mobs can have together with their rarity [default: 怪物可以拥有的武器列表及其稀有度/概率(数值1~3,越高越容易出现)[默认值:
[.3 = null], no weapon 3
[.3 = Minecraft: Diamond_sword], Diamond Sword 3
[.3 = Minecraft: Iron_sword], Iron Sword 3
[.3 = Minecraft: Bow]] Bow 3
S: Randomweapons <
.3 = NULL
.3 = Minecraft: Diamond_Sword
.3 = Minecraft: Iron_sword
.3 = Minecraft: Bow>
# The amount of ticks that the server waits beface checking for new spawns [range: 1 ~ 1000000, default: 200]
Check the number of times before the newly brushed monsters.
I: Serverticktimeout = 200
# The maximum amount of entities that can spawn near each other (of the ame type) [Range: 1 ~ 200, DEFAULT: 6]
The maximum generation of the same type [range: 1 ~ 200, default value: 6]
I: spawnmaxnearby = 6
Lost urban special setting item
# The financial that a builting is haunted. This version is used in caseing is in a lost city space [range: 0.0 ~ 1.0, default: 0.8]]
The chance of building a haunted building.This is the building generated by the loss of urban modules.[Scope: 0.0 ~ 1.0, default: 0.8]
S: SPHEREHAUNTEDCHANCE = 0.8
# The maximum amount of mobs that are spawned by a Haunted Building. This version is used in case the building is in a lot city: 1 ~ 10000, default: 5 0]
The maximum number of monsters generated by haunted buildings.This is the building generated by the loss of urban modules.[Scope: 1 ~ 10000, default: 50]
I: SphereMaxMobs = 50
# The minimum amount of mobs that are spawned by a haunted building. This version is used in case the building is in a Lost City sphere [range: 1 ~ 10000, default: 10]
The minimum number of monsters generated by haunted buildings.This is the building generated by the loss of urban modules.[Range: 1 ~ 10000, default: 10]
I: SPHEMINMOBS = 10
}
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