Configuration file translation [SrrevenantSystem.cfg] [srr] scape and run: revenants mincraft game

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

Precautions

This translation will continue to follow up, so there may be unequal values, please ignore this difference;

Please make sure what you find is the configuration file in.

Whoever uses decompressing the software to pick up the MOD file, I will make you become a dead soul

This configuration file used before the officials was Chinese.

Both annotations and small TIP use the star number "*" marked

Special: "Level" here is regarded as the world's undeadization level, and "Point" is regarded as an undead.

Reason for translation "Dead Spiritualization": The lexic group about Level below is "DISSOLUTION Levels". DISSOLUTION contains the meaning of "death", and it also means "dissolving". It is more accurate and easy to understand.

#Configuration file

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

#Revenant_disSolution_levels

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

#DISSOLUTION Levels

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

revenant_dissolution_levels {

#Default initial level value for diarsions. [Range: 0 ~ 1, default: 0]

I: "Default Level Start" = 0

// The default initial undeadization level of each dimension

#Default initial points for dimensions. [Range: -2147483640 ~ 2147483640, Default: 0]

I: "DEFAULT POINTS Start" = 0

// The default initial point of each dimension

#Set to false if you want to use vanilla spawner (Revenant Mob Cap will not work if false). [DEFAULT: TRUE]

B: "DISSOLUTION CUSTOM Spawner" = TRUE

// If you want to use the original monster mechanism, it is set to FALSE, but it will ignore the maximum limit // guess whether it is an option for whether the dead soul is generated. (Guess)

// The default is true (yes)

// The same meaning as the same meaning as SRP next door, I don’t know the role of this configuration at all

#SET to false if you dont want to use disanting levels. [DEFAULT: TRUE]

B: "DISSOLUTION Levels" = TRUE

// If you don't want to open the world's undeadization level system, set it to false

// In Chinese translation: the switch used to open the world's undeadization level system

// The default is true (yes, that is, the opening)

#List of Dimensions that Will Start at a Specific DISSOLUTION level. Ex. "1; 8; 10" [default:]

S: "DISSOLUTION Levels Dimension Starting Level List" <

"

// Set the level of specific initial undefeated spiritualization for a specific dimension

// For example, 1; 8; 10 is the dimension of the dimension with the dimension ID of the dimension ID (at the end) at the beginning of the game is 8 levels, and the initial undeadization point is 10

//*Use instructions/forge View dimension ID

#NUMBER of Points GAINED WHEN An Entity (Not Undead) Dies. [Range: 0 ~ 100000000, DEFAULT: 1]

I: "Value for Kills" = 1

// When the deaths of non -undead creatures, the number of undeads that will increase the world will increase

// In Chinese translation: a creature death, if it is not an undead creature, it will increase the world to increase the number of dying spiritual points, x is the set value

}

revenant_dissolution_levels_0 {

#Maximum amplifier value. [Range: 1 ~ 100, default: 0]

I: "Level 0 Anathema AMP Max Value" = 0 // When the dead level is 0, the minimum level of the BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#Base amplifier value. [Range: 1 ~ 100, default: 0]

I: "Level 0 Anathema Base Value" = 0

// When the level of the undead is 0, the highest level of the cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#CHANCE (1 = 100) for a mob to spawn with this effect. [Range: 0.0 ~ 1.0, default: 0.0]

S: "Level 0 Anathema CHANCE" = 0.0

// The probability of comes with a cursed BUFF when the creature is naturally generated

//*1.0=100%%

#If a revenant id is equal to or greater than this number, the revenant will not spawn. [Range: 0 ~ 100, default: 5]

I: "Level 0 Maximum Revenant ID" = 5

// If the ID of the dead soul is higher than this value, then the dead soul will not generate naturally

#If a revenant id is equal to or less than the this number, the revenant will not spawn. [Range: 0 ~ 100, default: 0]

I: "Level 0 minimum revenant id" = 0

// If the ID of the dead soul is lower than this value, the dead soul will not generate naturally

#Mobcap for this level. [Range: 0 ~ 100, default: 0] I: "level 0 mobcap" = 0

// When the level of the undead is 0, the naturally generated limit of the dead soul

#Entity list that will spawn at level 0. ex. "Minecraft: zombie; 1; 3; 90; 0" where:

#"Minecraft: zombie" is the entity,

#"1" is the minimum group count.

#"3" is the maximum group count.

#"90" is spawn weight.

#[Default:]

S: "level 0 spawn entity list" <

"

// Undead level 0 can naturally generate the list of dead souls

// The format is "Registration name; the minimum number of single generation; the maximum number of generated generation; weight; 0"

//*Single organism -generated probability = (the weight of the creature/total weight)*100%

// (Tucao: So what is the use of this "0" that can be added or not)

#Message sent to all players in the Current World When Revenants Reach this level [default:-]

S: "level 0 warning message" =-

// The prompt text when the level of the undead is risen to level 0 (so how to rise to level 0)

// (Tucao: Is this text too casual?

}

revenant_dissolution_levels_1 {

#Maximum amplifier value. [Range: 1 ~ 100, default: 10] i: "level 1 anathema amp max value" "= 10 10

// When the level of the undead is 1, the highest level of the BUFF cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#Base amplifier value. [Range: 1 ~ 100, default: 1]

I: "Level 1 Anathema Base Value" = 1

// When the level of the undead is 1, the minimum level of the cursed BUFF

//*This configuration translation does not guarantee 100%accurate. If there is any suggestion

#CHANCE (1 = 100) for a mob to spawn with this effect. [Range: 0.0 ~ 1.0, default: 0.02]

S: "Level 1 Anathema CHANCE" = 0.02

// The probability of comes with a cursed BUFF when the creature is naturally generated

//*1.0=100%%

#If a revenant id is equal to or greater than this number, the revenant will not spawn. [Range: 0 ~ 100, default: 5]

I: "Level 1 Maximum Revenant ID" = 5

// If the ID of the dead soul is higher than this value, then the dead soul will not generate naturally

#If a revenant id is equal to or less than the this number, the revenant will not spawn. [Range: 0 ~ 100, default: 0]

I: "Level 1 minimum revenant id" = 0 // If the ID of the dead soul is lower than this value, the dead soul will not generate naturally

#Mobcap for this level. [Range: 0 ~ 2147483640, default: 3]

I: "level 1 mobcap" = 3

// When the level of the dead spirit is 1, the natural generation of the dead soul is

#NUMBER of Points Required to Reach Level 1. [Range: 0 ~ 2147483640, DEFAULT: 70]

I: "Level 1 Points" = 70

// Undead level to rise to the undeadization point required for level 1

#Entity list that will spawn at level 1. ex. "Minecraft: zombie; 1; 3; 90; 0" where:

#"Minecraft: zombie" is the entity,

#"1" is the minimum group count.

#"3" is the maximum group count.

#"90" is spawn weight.

#[Default: [srrevenants: for_bear; 1; 2; 3], [srrevenants: for_cow; 1; 2; 3], [srrevenants: for_horse; 1; 3], [srrevenants: for_human; 1; 2; 3], [Srrevenants: for_pig; 1; 2; 3], [Srrevenants: For_sheep; 1; 2; 3]]

S: "level 1 spawn entity list" <

Srrevenants: for_bear; 1; 2; 3

Srrevenants: for_cow; 1; 2; 3 Srrevenants: for_horse; 1; 2; 3

Srrevenants: for_human; 1; 2; 3

Srrevenants: for_pig; 1; 2; 3

Srrevenants: for_sheep; 1; 2; 3

"

// Undead level 1 can naturally generate the list of dead souls

// The format is "Registration name; the minimum number of generation; the maximum number of generated generation; weight; 0"

//*Single organism -generated probability = (the weight of the creature/total weight)*100%

#Message sent to All Players in the Current World When Revenants Reach this level [default:.]

S: "level 1 warning message" =.

// The reminder text when the level of the undead is rising to level 1

}

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

#Status_effects

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

#Status Effects

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

Status_effects {

#CHANCE to Change Damage to IGNORE ARMOR, AFFECTD BY AMPLIFIER (*). [Range: 0.0 ~ 100.0, DEFAULT: 0.07]

S: "Chane Value" = 0.07

#How much damage you will not be doing under this effect, affected by amplifier (*).

#Exp this effect will remove from you when killing mobs, afflicted by amplifier (*). [Range: 0 ~ 100, default: 3]

I: "Vampyri Value" = 3

}