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champions.cfg's Chinese editorial champion/Champions Minecraft Game

2024-12-10 17:58:20|Myriagame |source:minecraft skins

This tutorial is set by the author to use the CC by-NC protocol.

# Configuration file

General {

#ADITIONAL NATAFIXES that will be added to the pool of names given to champions

#The additional suffix name will be added to the pool to name the strong enemy

#

S: "AdDitional Champion name Suffixes" <

"

#ADITIONAL NATATOTOLL BeEATDED To the POOL of Names Given to Champions

#The additional name will be added to the pool to name the strong enemy

#

S: "adDitional champion names" <

"

# The righte an active beacon will present champion spawns, 0 to disable

#A activated beacon will prevent strong enemies from being generated within a certain range. If it is 0, this function is disabled

#Princhmark protection range

I: "Beacon Blacklist Range" = 64

# List of mobs that will always spawn as champions, can optionally Include Specific Tier (I.E. 'MineCraft: Spider; 2') OR Tier Range (I.E. '' Minecraft: SPI: SPI der; 1; 3

The creatures in the #list will always be generated as a strong enemy. You can choose to include a specific level (that is, 'Minecraft: Spider; 2') or level range (that is, 'Minecraft: Spider; 1; 3)

#

S: "Champion Mobs List" <

Minecraft: Wither; 8; 10

Minecraft: Ender_dragon; 8; 10

Twilightforest: naga; 8; 10

Twilightforest: Lich; 8; 10

Twilightforest: minoshroom; 8; 10

Twilightforest: snow_queen; 8; 10

Twilightforest: Yeti_alpha; 8; 10

Twilightforest: Ur_ghast; 8; 10

Twilightforest: knight_phantom; 8; 10

Twilightforest: Hydra; 10; 12 DraconiceVolution: Draconic_guardian; 10; 12

Botania: doppleganger; 10; 12

ThaumicAugmentation: Primal_wisp; 8

ThaumicAugmentation: Eldritch_golem; 10; 12

ThaumicAugmentation: Eldritch_Warden; 8

"

# SET WHETHER CHAMPIONS Can Spawn from Mob Spawesters

#Set up strong enemy creatures from brushing a monster cage

#

B: "Champions from spawners" = true

# The tier (and about) of champions that will have deth messages sent upon defeat, 0 to disable

#This level (and above) strong enemies will send out death information after death. If it is 0, this function will be disabled

#Death information level

I: "Death Message Tier" = 8

# SET Which Dimensions, Listed As Number ID

#Which dimensions (listing IDs) as a blacklist or white list of strong enemy creatures, leave emptiness to disable this option

#Dimension list

S: "Dimension list" <

"

# SET WHETHER the DIMENSION Configuration is BlackListed or Whitelisted

# Valid Values:

# Blacklist blacklist

# Whitelist white list

#Setting dimension configuration is a blacklist or a white list

#Setting mode

S: "Dimension Permission Mode" = BlackList

# SET WHETHER to Hide Champion Partics and Hud Effects

#Set whether to hide strong enemy particles and HUD effects

#Hide the effect of strong enemies

B: "Hide Champion Effects" = false

# Sets WHETHER to Scale Loot Drop amount to tier number if lootsource.config is active

#Setting if the source of the torrential product is in the Config state, whether the number of drops of the loot is linked to the level #According to the level, the warrior is dropped according to the level

B: "LOOT DROP Scales to Tier" = TRUE

# Sets the loot drops from champions if looot source is set to config, format is tier; modid: name; monadsize; enchant (true/false); weight

#If the source of the loot table is set to Config, the content listed here is used as a source of torrential products.The format is: level; modid: object name; metadata; drop number; true/false; weight

#Drop

S: "LOOT DROPS" <

"

# True if face players can care champion loot drops, otherwise false

#If virtual players can make strong enemies fall off the war, it is true, otherwise False

#

B: "LOOT DROPS FROM FAKE PLAYERS" = TRUE

# SET WHETHER Champion Mobs Drop Loot from the Loot Table, Config, or Both

# Valid Values:

# LOOT_TABL

# Config

# Both two together

#Set up a strong enemy creature or whether the warrior is selected from the loot table or Config, or the two together

#战 战 战

S: "LOOT SOURCE" = LOOT_TABLE

# SET Which Mobs Are BlackListed or Whitelisted for Champion Mobs, Leave Blank to Disable This Option

#Which creatures are set as blacklists or white lists as strong enemy creatures, leave empty to disable this option

#生 生

S: "mob list" <

AETHER_LEGACY: Sun_Spirit

"

# SET WHether The Mobile

# Valid Values:

# Blacklist blacklist

# Whitelist white list

#Set the biological configuration is a blacklist or a whitelist

#Biological settings mode

S: "Mobile" mode "= Blacklist

############################################## This############################################## This#######Client settings

#The client settings

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

# Settings that are only client-size

#Only on the client settings

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

"Client Settings" {{

# The distance, in blocks, from white the health bar can be seen

#You can see the distance of the blood bars, based on square blocks

#

I: "Health Bar Visibility Range" = 50

# The x-offset for the champion health bars

#The offset of the blood bars of strong enemies in the X axis

#

I: "Health Bar X-Offset" = 0

# The y-offset for the champion health bars

#The offset of the blood bars of strong enemies in the Y axis

#Vertical offset

I: "Health Bar Y-Offset" = 0

# SET To TORUE to Render the names of the champions

#Set to true to show the name of a strong enemy

#Name visible

B: "name visibility" = true

# A list of colors, as numbers, for each rank

#Color list, each level corresponds to one color

#等

S: "Rank colors" <>

}

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

# Growth Settings

#成 settings

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

# Settings that aFFECT The Growth Rate of Champion Mobs

#Settings affecting the growth rate of strong enemies

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

"Growth Settings" {{

# The increase in Armor Multiplied by the Growth Factor

#This growth coefficient affects the growth rate of armor value

#Armored value

D: Armor = 2.0

# The increase in Armor Toughs Multiplied by the Growth Factor

#This growth coefficient affects the growth rate of armor toughness

#

D: "Armor Toughness" = 1.0

# The percent increase in Attack Damage Multiplied by the Growth Factor

#This growth coefficient affects the growth rate of attack damage

#Attack damage

D: "Attack damage" = 0.5

# The increase in Creeper Explosion Streangth Multiplied by Tier, Not by Growth Factor

#The explosion intensity of the reptile will be that the number is multiplied by its level, not the growth coefficient

#Explosion intensity

I: "Creeper Explosion Stringth" = 2

# The increase in excerity multiplied by the geowth factor

#This growth coefficient affects the growth rate of the experience value

#经 经

D: experience = 1.0

# The percent increase in health multiplied by the gerthth

#This growth coefficient affects the growth rate of life value

#life

D: Health = 0.35

# The increase in Knockback Resistance Multiplied by the Growth Factor

#This growth coefficient affects the growth rate of repel -resistant resistance

#Anversion resistance

D: "KnockBack Resistance" = 0.05

}

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

# AFFIX SETTINGS

#Inval settings

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

# Settings that affect indidual affixes

#Set the effect of each affix

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

"Affix Settings" {{

# Set the maximum distance that mobs can user,

#Set the maximum distance to use the skill of the target, if it is 0, the function is disabled

#Maximum ability range

I: "Maximum Ability Range" = 0

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

# Adaptable

#adapt

#-------------------------------------------------------------------------------------------------- # # settings for the adaptable affix

#Set "adaptation" affix

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

Adaptable {

# The increase in Damage Reduction for Each Consecutive Attack of the Same Damage Type

#The damage resistance increased during the combos of the same damage type each time

#Damage reduction and exemption increase

D: "Damage Reduction Increment" = 0.15

# The maximum damage reduction

#The upper limit of damage reduction and exemption

#Maximum damage reduction and exemption

D: "Maximum Damage Reduction" = 0.9

}

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

# Arctic

# #极

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

# Settings for the Arctic Affix

#Set "Extreme Cold" affix

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

Arctic {

# How OFTEN The Champion Will Shoot Projectiles (In Ticks) # How long will the strong enemy firing a bullet (in unit unit) will be fired (in unit)

#Interval

I: "Attack Inter" = 20

}

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

# Cinder

#

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

# Settings for the cinder Affix

#Set "ashes affix"

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

Cinder {

# How OFTEN The Champion Will Shoot Projectiles (in Ticks)

#How long will it be fired at a firing bomb (in tick)

# Interval

I: "Attack Inter" = 20

}

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

# Dampening

#

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

# Settings for the dampening affix

#Set "inhibitory" affix

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

Dampence {{

# The amount of damage Reduction to Apply to Indirect Attacks

#Reduction and exemption

#Damage reduction and exemption

D: "Damage Reduction" = 0.8

}

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

# Desecrator

#Blane

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

# Settings for the desecrrator Affix

#Set "blasphemy" affix

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

Desecripor {

# How OFTEN The Champion Will Create Harming Clouds (in Ticks)

#How long will it make a damage cloud (in tick)

#Interval

I: "Attack Inter" = 60

# How long, in ticks, it takes for the effect cloud to active after

#How much tick is needed after the damage cloud is placed to activate

# Activation time

I: "Cloud Activity Time" = 20

# The duration, in ticks, of the cloud effect

#How much will it last

# Duration

I: "Cloud duration" = 200

# The radius of the cloud effect

#The radius of damage cloud

# Damage cloud radius

D: "Cloud Radius" = 4.0

}

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

# Hasty

# #急

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

# Settings for the HaSty Affix

#Set "fast" affix

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

Hasty {

# The base movement speed bonus

#How much movement speed is increased on the original basis

# 移 移 移

D: "Movement bonus" = 0.25

}

############################################## This############################################## This#######Infested

#Infect

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

# Settings for the infested affix

#Set "infection" affixes

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

Infested {

# The amount of silverfish to infest per health point of the champion

#

# How many tapeworms are there in each point

D: "Silverfish Per Health" = 10

# How many Silverfish to Spawn Per Interval

#How how many tapeworms are generated every other time

#

I: "Silverfish spawn amount" = 2

# How long, in ticks, between silverfish spawns

#How many ticks generate a group of tapeworms

#

I: "Silverfish Spawn Interval" = 60

# The topal amount of Silverfish A Champion Can House at ONCE

#A strong enemy can accommodate up to how much tapeworms

#蠹 蠹 蠹

I: "Silverfish Total Amount" = 12

}

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

# Jailer

#

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

# Settings for the Jailer Affix

#Set "jailer" affix

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

Jailer {

# The percent difficult that an attack will jail targets

#The chance of the "imprisonment" effect will cause the goal every time

#Trigger rate

D: "CHANCE PER Attack" = 0.2

}

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

# Knockback

# #

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

# Settings for the Knockback Affix

#Set "Titan" affix

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

Knockback { # The Multiplier to Apply to the Knockback Streangth

#This multiples will be used to multiply to repel strength

#Anversion multiple

D: "KnockBack Multiplier" = 5.0

}

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

# Lively

# #力

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

# Settings for the lively affix

#Set "vitality" prefix

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

Lively {

# SET COOLDOWN (in Seconds) for Regeneration after Getting Attacked

#How long after being attacked, it will start to restore life (in seconds in seconds)

#Cooling time after being hit

I: "cooldown on attacked" = 20

# The amount of health per second regeneration

#Every second

#

D: "Heal amount" = 10.0

# Multiplier to health regeneration when not aggressive

#The multiple of life recovery when there is no attack target

#

D: "Passive Multiplier" = 12.0

}

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

# Molten

#

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

# Settings for the molten affix

#Set "melting" affix

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

Molten {

#WHETHER or Not Champions are damaged by water

#Whether the strong enemy will be damaged by water

#water proof

B: Water-Resistant = false

}

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

# Plagued

#

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

# Settings for the plaguad affix

#Set the "Plague" affix

############################################## This############################################## This###### Plaget {

# The Potion that will be spread through the plaguae effect

#The effect of the potion brought by the plague

# State effect

S: "Infection Potion" = Minecraft: Poison

# The duration (in ticks) of the infection pot

#The duration of the effect of the infection state (in TICK)

#Infection duration

I: "Infection Potion Duration" = 200

# The Power of the Infection Potion (Base: 1)

#The level of the potion effect brought by the plague (foundation: 1)

#Status level

I: "Infection Power Power" = 1

# The range that the infection will spread from hosts

#The radius of the plague can spread

#传

I: "Infection Range" = 3

# The duration (in ticks) of the plaguae effect

#The duration of the effect of the plague state (in tick)

# Plague duration

I: "Plage Duration" = 300}

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

# Reflecting

#Reflection

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

# Settings for the Reflecting Affix

#Set "reflection" affix

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

Reflecting {

# SET WHETHER Or not reflected damage can be deadly

#Setting the rebound damage is fatal

#

B: "Enable Killing Blow" = TRUE

# The maximum amount of damage to reflect back

#The biggest rebound damage

#最 最

D: "maximum damage" = 65536.0

# The maximum percent of damage to reflect back

#The maximum percentage of rebound damage

#Maximum damage percentage

D: "Maximum Percent of Damage" = 0.35

# The minimum percent of damage to reflect back

#The smallest percentage of rebound damage

#Minimum damage percentage

D: "Minimum Percent of Damage" = 0.1

}

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

# Scrapper

# #

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

# Settings for the scrapper affix

#Set "Strike" affix

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

Scrapper {

# The percent difficult that an attack will injure targets

#The probability of the "vulnerability" effect will cause the goal every time

# Trigger rate

D: "CHANCE PER Attack" = 0.4

}

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

# Vortex

#

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

# Settings for the vortex affix

#Set "Vortex" affix

############################################## This############################################## This###### vortex {

# The stringth of the vortex publicing effect

#

# Vortex intensity

D: "Vortex Streadth" = 0.05

}

}

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

# Scaling Health Integration

#Scaling Health linkage

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

# Settings for integrating with the scaling health mod

#Linked to the Scaling Health module

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

"Scaling Health Integration" {{

# List of Tiers with Numbers to Multiply Spawn Rates by Diffical (I.E. '1; 0.02' to Increase Tier 1 Spawns by 2 Percent Per Diffical). CHANCES are cumulating, so increasing lower spawns will natulally increase Higher Tier spawnsThen, then

#The grade list of the difficulty modify the generation rate (that is, "1; 0.02" means that each level of difficulty is a level 1 increase by 2%).Note that the chance of grade generation is accumulated, so increasing the generating rate of low levels will also increase the high level of generating rate.

#Modify level generation rate

S: "Tier Spawn Modifiers" <

100; 0.01

"

}}