CGM configuration file translation [CGM] Mrcrayfish's Gun Mod) MINECRAFT Game

The configuration file of the CGM module is located in the Config folder in the game root directory. The configuration file needs to be installed and started with a game before generating.

Note: You can directly copy the configuration below and paste it into your configuration file to modify.After restarting the game, the translated notes will be written, but the modified values ​​will not be written.

Configuration file (version 1.0.1)

cGM-COMMON.TOML

[COMMON]

#Related attributes

[Common.grenades]

#

#Effective value range: 0.0 ~ 1.7976931348623157e308

Explosionradius = 5.0

#Shock bombs related attributes

[Common.stun_grenades]

#Shocking the blindness effect attribute

[Common.stun_grenades.blind]

#If it is set to True, the hostile creature will not be able to lock the entity as an attack target when being blinded.

BlindMobs = TRUE

[Comm.stun_grenades.blind.effect_criteria]

#(For example, if it is shocked to ride a face, the blind effect will last) (unit tick)

#Effective value range:> 0

DurationMax = 220

#— The angle of the shocking connection must be less than half of this angle before the blindness effect can occur.

#Effective value range: 0.0 ~ 360.0

Angleeffect = 170.0#If it is set to True, the blindness effect does not interact with the connection between the eyes and the shock bomb without intersecting the non -transparent degree of non -transparency.

Raytraceopaqueblocks = true

#The blind effect of the shock bomb is only within this radius.

#Effective value range: 0.0 ~ 1.7976931348623157e308

Radius = 15.0

#After the duration of the blindness effect is attenuated, it will be further attenuated with the angle (unit) of the shocking bomb connection with the eyes. If the angle is 0 degrees, the angle is 0 degrees, and

#Will be multiplied by 1 (no attenuation), otherwise the duration will be multiplied by this value (attenuation).

#Effective value range: 0.0 ~ 1.0

AngleattenuitMax = 0.75

#The shortest effect of blindness will last time (for example, the shock bomb exploded in the farthest position that can produce the farthest effect of blindness, and the blind effect will last) (unit tick)

#Effective value range:> 0

Durationmin = 10#Shocking deafness effect attributes

[Comm.stun_grenades.deafen]

#If it is set to True, neutral creatures will be frightened due to deafness.

PanicMobs = TRUE

[Common.stun_grenades.deafen.effect_criteria]

#The most deaf effect time will last time (for example, if the shocking bomb ride, the deafness effect will last) (unit tick)

#Effective value range:> 0

DurationMax = 280

#— The angle of the shocking connection must be less than half of this angle before the blindness effect can occur.

#Effective value range: 0.0 ~ 360.0

Angleeffect = 360.0

#If it is set to True, the deafness effect is effective only when the connection between the eyes and the shock bomb does not intersect with any non -transparent degree of non -transparency.

Raytraceopaqueblocks = false

#The deafness effect of the shock bomb is only within this radius.#Effective value range: 0.0 ~ 1.7976931348623157e308

Radius = 15.0

#An deafness effect Dumpling at attenuation, it will also be attenuated with the angle (unit) of the eye -shocked bomb connection with the eyes. If the angle is 0 degrees,

#Will be multiplied by 1 (no attenuation), otherwise the duration will be multiplied by this value (attenuation).

#Effective value range: 0.0 ~ 1.0

AngleattenuitMax = 0.75

#The deafness effect will last time (for example, the shock bomb exploded in the farthest position that can produce deafness, the deafness effect will last) (unit tick)

#Effective value range:> 0

Durationmin = 100

##

[Common.aggro_mobs]

#If it is set to True, in addition to causing neutral creatures to be frightened, shooting will also give nearby hostile creatures with the shooter as an attack target.

AngerhostileMobs = TRUE

#The designated creature will not be irritated by the shot

Exemptmobs = []

#If an unprepared weapon is used, the creatures in the radius will be irritated.#Effective value range: 0.0 ~ 1.7976931348623157e308

UnsilenceDrange = 20.0

#If it is set to True, the mechanism of anger/frightening nearby creatures when shooting is enabled.

Enabled = true

#Rocket -related attributes

[Common.missiles]

#

#Effective value range: 0.0 ~ 1.7976931348623157e308

Explosionradius = 5.0

#Bullet distribution related attributes

[Common.projectile_SPREAD]

#Display logic is skipped the previous time (in milliseconds).This value is used to indicate a reasonable amount before the weapon is considered to return to the stable state.

#(Translator's Note: In short, if the time interval between the player's next fire is shorter than the amount of time represented by this value, bullets may occur)

#Effective value range: 0 ~ 1000

Spreadthreshold = 300

#Before the application of the maximum distribution volume, the player must shoot the maximum number of times in the spread threshold.Setting this value higher means that it takes longer to make the bullets spread.

#Effective value range:> 1

Maxcount = 10

#Game rules related attributes

[Comm.gameplay]

#The headshot test for players.Bullet hit the player's head will cause higher damage.

Enableheadshots = true

#If it is set to True, the bullet will be repelled when hitting the entity.The value is default to True to cooperate with Minecraft mechanism.Enableknockback = true

#If it is enabled, the gun burst glass is allowed and the nearby squares are removed during the explosion.

EnablegungrieFing = TRUE

#Check the additional increase of the physical collision box when the bullet collision.The higher the value, the less likely the shooting entity is off the target.

#Effective value range: 0.0 ~ 1.0

Growboundingboxamount = 0.3

#The damage multiple of the headshot.

#Effective value range: 1.0 ~ 1.7976931348623157e308

HeadshotDamageMultiplier = 1.25

#If it is set to TRUE, it will increase the accuracy of the player's ping value to improve the player's use of weapons.This mechanism is invalid for single people.Enable this mechanism may slightly affect server performance.

Improvehitboxes = false

#If it is set to True, the bullet will ignore the leaves during the collision detection.

Ignoreleaves = true

#The damage multiple during the crit.

#Effective value range: 1.0 ~ 1.7976931348623157e308

CriticalDamageMultiplier = 1.5

#Set the knocking strength when the bullet is hit.It is valid only when the repelting mechanism is enabled.If the repeat strength number is 0, the default repellarization strength of Minecraft is used.

#Effective value range: 0.0 ~ 1.0

Knockbackstringh = 0.15

#网 related attributes [Common.network]

#Player must be at this distance to see the new bullet tail.The higher the value, the higher the bullet (tail) that you can see farther.

#Effective value range: 1.0 ~ 1.7976931348623157e308

ProjectiletrackingRange = 200.0

cgm-client.toml

[Client]

#Control related attributes

[Client.controls]

#.In the game (Options> Control> Mouse Settings> Aiming at the View Sensitivity), the mouse sensitivity can be modified.

#Effective value range: 0.0 ~ 1.0

AIMDOWNSIGHTSENSITITY = 0.75

#Control sound effects triggered by weapons

[Client.sounds]

#If you set to True, you will play sound effects when you successfully hit a headshot.

PlaySoundwhenheadshot = TRUE

#The sound of the headshot sound effect

Headshotsound = "Minecraft: Entity.player.attack.knockback"

#If you set to True, you will play sound effects when you successfully hit a critical strike.

PlaySoundwhencripical = TRUE

#

CriticalSound = "Minecraft: Entity.player.attack.crit"

#Configuration of the options related to display

[Client.display]

#.The stars can be modified in the (Options> Control> Mouse Settings> Mouse Settings> Mouse Settings> Mouse Star).Crosshair = "Minecraft: DEFAULT"

#If set to True, enable the old version of the action posture for the weapon.If it is not for nostalgia, it is recommended not to be enabled.

Oldanimations = false

#Particle -related attributes

[Client.particle]

#(In tick)

#Effective value range:> 0

Bulletholelifemax = 200

#(In tick)

#Effective value range:> 0

Bulletholelifemin = 150

#The maximum life cycle percentage must be reached before the particles start attenuation.If it is 0, the particles are always attenuated; if it is 1, the particles will always be declining.

#Effective value range: 0.0 ~ 1.0

Bulletholefadethoreshold = 0.98

#If it is set to true, blood particles will be generated when hitting the entity.

Enableblood = false