Lost soul CFG configuration file translation of lost city (The Lost Cities) Minecraft Game

This tutorial is set by the author's setting without permission.

This module is used to cooperate with the Lost Cites of the module. Below is part of my personal Chinese ...

Some places may be wrong, please forgive me ... Gou is trembling in the first day

Welcome to supplement if you have Chinese errors or imperfection ~

CFG file name: Lostsouls, CFG

The CFG file below is not the original CFG file. I have modified it in part. I will write the default value into the brackets for easy viewing.

# Configuration file

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

# general

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

# General Settings

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

Fill True or False

General {

# If this is true then the player will get a message when he/she tries to open a local

#If you fill in TRUE, when the player tries to open the lock box, it will receive a message.[Default = true]

B: AnnoundChestLocked = TRUE

# If this is true then the player will be notify when a builting is clear [default: true]

#If True, the player will receive the message when the building is empty.[Default: true]

B: Announdceclead = TRUE

# If this is true then the player will be notify when the enters a haunted building [default: true]

#If this is True, the player will receive a notice when entering the haunted building [default: true].

B: Announdcenter = TRUE

# If this is true the mobs will only spawn if the light level is low.

#If True is so ghost, it will only be generated when the light is low enough.Otherwise, regardless of the light level, they will generate [default: false].

B: CheckValidspawn = False

# List of Console Commands to Execute When A Building is Cleared [default:]

#Clear the console command list to execute when the building is executed [default value:]

(It should be instructions, I haven't tried ...)

S: CommandCleared <

"

# List of Console Commands to Execute Every time a builting is entered [default:]

#The console command list to execute when entering the haunted house every time [default value:].S: Commandentered <

"

# List of Console Commands to Execute the First Time A Building is Entected [DEFAULT:]

#The console command list to execute when entering the building for the first time [default value:].

S: CommandFirstTime <

"

# List of Building Names where this mod without spawn mobs [default:]

#[[Default:].What do you mean ...

S: Excludedbuildings <

"

# The financial that that a a builting is haunted [Range: 0.0 ~ 1.0, default: 0.8]

#(Probability of haunted house generation) [Range: 0.0 ~ 1.0, default value: 0.8].

S: hauntedChance = 0.8

# If this is true then all chests will be locked unanting is clear [default: true]

#If you fill in True, then you can't open any box before the ghost house is empty [default: true].

B: LockchestsuntilcleARED = TRUE

# This option is only useful when 'lockchestsuntilclead'. If true only vanilla chests will be locked. Otherwise all tiles are locked: True]

#I don't understand ... this only knows that it is related to the lock box of the previous strip ... Who will add it?[Default: True]

B: LockonlychesS = TRUE

# The maximum damage bonus that the mob will get [Range: 0.01 ~ 10000.0, default: 5.0]

#[Range: 0.0 1 ~ 10000.0, default value: 5].

S: maxdamagebonus = 7

# The maximum health bonus that the mob will get [range: 0.01 ~ 10000.0, default: 5.0]

#[Range: 0.0 1 ~ 10000.0, default value: 5].

S: maxhealthbonus = 4

# The maximum amount of mobs that are spawned by a Haunted Building [Range: 1 ~ 10000, Default: 50]

#The largest number of ghosts appeared in the ghost house [range: 1 ~ 10000, default value: 50].Note: This option will determine the difficulty of cleaning the building. What does it mean?For example, if you fill in 50, you need to kill 50 ghosts to clear the building and open the box; fill in 30 ghosts to open the box. This means.

I: maxmobs = 30

# This message is given when the player cleaning [default: the build feels a lot safer now!] # When the player empty the building, give this message [default: the building feels a lot saffer now !].

S: MessageBuildingCleared = Na, I can feel that the soul energy is decreasing.You are successful, this building is safe, choose to search for materials or be a base or something.

Here I have modified the configuration file so it is Chinese. Normally, it should be The Building Feels a Lot Safeer now!

# This message is given when the player is halfway cleaning a builting [default: About had fun there!] Keep Going!]

#When the player clears the progress halfway, gives this news [default value: About Half Way there! Keep Going!].

S: MessageBuildinghalfway = Don't give up, it's half cleaned up, don't give up!What difficulties we encounter, don't be afraid, face him with a smile, the best way to eliminate fear is to face fear, persistence, is victory, come on!Awesome!

Ibid here, after modifying ... Original: About Half Way there! Keep Going!

Don't care if Oli gives ...

# This message is given when the player enters a haunted building for the first time [default: this building is haunted. Be careful!]

#When the player first entered the haunted building for the first time, the news was given.

S: MessageBuildinghaunted = Be careful, haunted buildings, should not enter.

Same as above, not much to say ~

# This message is given when the player tries to open a chest in a haunted building [default: the build is safe enough!]

#When the player tries to open the box when the ghost is not cleaned up, it will give this news [default: the building isn't saving enough!]

S: Messageunsafebuilding = What do you think? If you do n’t clean up the ghost, you want to grab the loot?Wake up the boy, do n’t want to kill 30 ghosts, do n’t want to take away the box. It ’s useless to knock off. Do n’t waste time ~

# The minimum damage bonus that the mob will get [range: 0.01 ~ 10000.0, default: 2.0]

#The minimum damage bonus obtained by ghosts [range: 0.0 1 ~ 10000.0, default value: 2].

S: Mindamagebonus = 3

# The minimum health bonus that the mob will get [range: 0.01 ~ 10000.0, default: 2.0]

#[Range: 0.0 1 ~ 10000.0, default value: 2.0].

S: Minhealthbonus = 4

# The minimum amount of mobs that are spawned by haunted building [Range: 1 ~ 10000, default: 10] # The smallest number of ghosts generated by the ghost house [range: 1 ~ 10,000, 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 players and new ghosts [range: 0.0 ~ 16.0, default value: 8.0].

S: MINSPAWNDISTANCE = 12

# List of mobs that can spawn in buildings together with their rarity [default: [. 3 = minecraft: zombie], [.3 = minecraft: spider], [. 3 = mineCraft: Skeleton ], [.2 = Minecraft: Husk], [.2 = Minecraft: Stray], [.1 = MINECRAFT: WITCH], [.1 = MINECRAFT: Enderman]]

#The ghost biological list and its rarity in the building [default: [. 3 = My World: Zombies], [. 3 = My World: Spider], [. 3 = My World: Xiaobai], [. 2 = Mine World: Corpse Shell], [. 2 = My World: Wanderer], [. 1 = My World Witch], [. 1 = My World: Xiao Hei]].

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: [.3 = null], [. 3 = minecraft: diamond_boots], [.3 = mineCraft: Iron_boots]]]

#[[Default value: [.3 = null], [.3 = minecraft: diamond_Boots], [.3 = minecraft: Iron_boots]]]

S: Randomboots <

.3 = NULL

.3 = MINECRAFT: Diamond_Boots

.3 = Minecraft: Iron_Boots

The following is added by myself

.2 = botania: Manteelboots

.1 = botania: Elementiumboots

.1 = botania: Terrasteelboots

> # List of Chestplates that the mobs can have together with their rarity [default: [.3 = null], [. 3 = mineCraft: diamond_Chestplate] hestplate]]

#[[Default value: [. 3 = null], [.3 = minecraft: diamond_chestplate], [.3 = minecraft: Iron_chestplate]]]

S: Randomchestplates <

.3 = NULL

.3 = MINECRAFT: Diamond_chestplate

.3 = Minecraft: Iron_chestplate

The following is also added by myself

.2 = botania: Manteelchest

.1 = botania: Elementiumchest

.1 = botania: TerraStelchest

"

# List of Effects that a Mobile. Note that multiple effects are postible [default: [. 3 = Minecraft: regeneration, 3], [. 3 = Minecraft: Speed, 3], [.3 = mine craft: Fire_resistance, 3]]

#Can have a list of potion effects.Please note that a ghost may have multiple effects.Come and restore 3 resistance to 3 speed 3 speed 3, you die 233 233

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: [.3 = null], [. 3 = mineCraft: diamond_helmet], [.3 = mineCraft: Iron_helmet]]]

#Ghosts can have a helmet list and their rarity [default value: [. 3 = null], [.3 = minecraft: diamond_helmet], [. 3 = minecraft: IRON_HELMET]]]

S: Randomhelmets <

.3 = NULL

.3 = Minecraft: Diamond_helmet

.3 = Minecraft: Iron_helmet

I don't need to say more, right?

.2 = botania: manasteelhelm

.1 = botania: Elementiumhelm

.1 = botania: Terrasteelhelm>

# List of leggings that the mobs can have together with their rarity [default: [.3 = null], [. 3 = mineCraft: diamond_Legings]] ]]

#[[Default value: [. 3 = null], [.3 = minecraft: diamond_legings], [.3 = minecraft: Iron_legings]]]

S: Randomlegings <

.3 = NULL

.3 = Minecraft: Diamond_Legings

.3 = Minecraft: Iron_legings

... ...

.2 = botania: Manteellegs

.1 = botania: Elementiumlegs

.1 = botania: Terrasteellegs

"

# List of Weapons that the mobs can have together with their rarity [default: [.3 = null], [.3 = mineCraft: diamond_sword], [.3 = mineCraft: Iron_sword], [.3 .3 = Minecraft: Bow]]]

#[[Default value: [. 3 = null], [.3 = minecraft: diamond_sword], [.3 = minecraft: Iron_sword], [.3 = minecraft: bow]]]

S: Randomweapons <

.3 = NULL

.3 = Minecraft: Diamond_Sword

.3 = Minecraft: Iron_sword

The following is added by myself, don't ask me why I added the sword of Globe.Although the monster is added, it cannot trigger the spike effect

.2 = Avaritia: Skullfire_sword

.1 = extratany: Excaliber

.1 = Extrabotany: Terrasteelshield

.1 = botania: Terrasword

.1 = avaritia: Infinity_sword

"

# The amount of ticks that the server waits beface checking for new spawns [range: 1 ~ 1000000, default: 200]

#... ... [range: 1 ~ 1000000, default value: 200].

I: Serverticktimeout = 200

# The maximumum amount of entities that can spawn near each Other (of the say type) [Range: 1 ~ 200, default: 6] # This does not understand 23333 [range: 1 ~ 200, default value: 6].

I: spawnmaxnearby = 6

The following should be the configuration of the situation surrounded by the city ...

# 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]]

#.This version is used in the building in the loses city sphere [range: 0.0 ~ 1.0, default: 0.8]

S: SPHEREHAUNTEDCHANCE = 0.8

# The maximum amount of mobs that are spawned by haunted building. This version is used in case the building is in a lot city: 1 ~ 10000, default: 5 0]

#The largest number of ghosts produced by haunted buildings.This version is used in the building in the loses in the loses city sphere [range: 1 ~ 10000, default value: 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 number of ghosts produced by haunted buildings.This version is used in the building in the losing city sphere [range: 1 ~ 10000, default value: 10].

I: SPHEMINMOBS = 10

}