配置文件教程3
气功配置2
    #服务器端!持续气攻击锁定计时器。将其设置为0将在玩家拥有气时锁定敌人。(默认值:5)
    # Server Sided! Continues Energy Attack Lock Timer. Setting it to 0 makes it lock the Enemy while the user has Ki. (default: 5)
    I:"Continues Energy Attack Lock Timer"=5
 
    #服务器端!如果目标移动,持续气攻击消失。(默认值:false)
    # Server Sided! Continues Energy Attacks Die if Target Moves Away. (default: false)
    B:"Continues Energy Attacks Die if Target Moves Away"=false
 
    #服务器端!持续气锁定目标。(默认值:false) 实际表现是气功波打中人或怪后将会把人定在原地不能动,而且BUG非常非常多
    # Server Sided! Continues Energy Attacks Lock the hit entity. (default: false)
    B:"Continues Energy Attacks Lock Target"=false
 
    #服务器端!当被击中的实体离开时,持续气的攻击开始向前移动。(默认值:true)
    # Server Sided! Continues Energy Attacks start to move forward once hit entity moves away. (default: true)
    B:"Continues Energy Attacks Move On Lost Target"=true
 
    #服务器端!如果玩家移动或看向别处,持续的气攻击会慢慢消失。(默认值:true)
    # Server Sided! Continues Energy Attacks Shrink if User Moves or Looks Away. (default: true)
    B:"Continues Energy Attacks Shrink if User Moves or Looks Away"=true
 
    #服务器端!持续气攻击击中实体后减速。(默认值:true)
    # Server Sided! Continues Energy Attacks Slow Down once it hits an entity. (default: true)
    B:"Continues Energy Attacks Slow Down with a Target"=true
 
    #服务器端!像气那样的能量攻击。从0.0到10.0(默认:5.0)。增加密度属性的爆炸大小将受到这个配置的影响!较低将减少爆炸大小,而较高的数字将根据密度统计增加大小。0将禁用爆炸变大!(数字越低延迟越低)
    # Server Sided! Energy Attacks like Ki. From 0.0 to 10.0 (default: 5.0). Explosions size with increased density stat will be affected by this modifier! Lower will reduce the explosion size while Higher numbers will increase the size based on density stat. 0 will disable explosions getting large! (lower number will reduce lag)
    D:"Energy Attack Density Modifier"=5.0
 
    #服务器端!气攻击,如气或忍术。从1到10(默认值:4),1将获得较少延迟但爆炸效果简陋,10将获得最好的效果但延迟最高。(数字越低延迟越低)
    # Server Sided! Energy Attacks like Ki or Ninjutsu. From 1 to 10 (default: 4) where 1 will get players less lag but ugly explosions and 10 will get players probably the best look but with the most lagg. (lower number will reduce lag)
    I:"Energy Attack Explosion Intensity"=4
 
    #服务器端!能量攻击,如气或忍术。从0到100(默认:4.0),数字越低将得到较少的延迟,但气功的爆炸将会变小,更高的数字将导致非常大的爆炸,导致产生较大的延迟,请小心修改它!(数字越低延迟越低)
    # Server Sided! Energy Attacks like Ki or Ninjutsu. From 0 to 100 (default: 4.0) where 1 will get players less lag but very small explosions and higher number will result in a very large explosion but with the most lagg, use it with caution! (lower number will reduce lag)
    I:"Energy Attack Explosion Size"=4
 
    #服务器端!像气那样的能量攻击。从1.0到10.0(默认:3.0)。大爆炸是增加大小的常规爆炸!改变这个配置来改变大爆炸的大小。(数字越低延迟越低)
    # Server Sided! Energy Attacks like Ki. From 1.0 to 10.0 (default: 3.0). Large Blasts are regular Blasts that have increased Size! Change this modifier to change the Large Blasts Size. (lower number will reduce lag)
    D:"Energy Attack Large Blast Size Modifier"=3.0
 
    #服务器端!气功最大维持时间1。设它为0使它成为无穷大。(默认:2000)
    # Server Sided! Energy Attack Max Life Tick 1. Setting it to 0 makes it infinite. (default: 2000)
    I:"Energy Attack Max Life Tick 1"=2000
 
    #服务器端!气功最大维持时间2 -百分比倍率增加(公式:配置*攻击蓄力百分比*0.02)
    # Server Sided! Energy Attack Max Life Tick 2 - Percentage Multiplier (formula: config*attack charge percentage*0.02). Setting it to 0 makes it infinite. (default: 500)
    I:"Energy Attack Max Life Tick 2 - Percentage Multiplier"=500
 
    #服务器端!气攻击,如气或忍术。从0到100(默认值:5)。数字越高,爆炸越大,延迟就越大。0表示无限制,请谨慎使用!
    # Server Sided! Energy Attacks like Ki or Ninjutsu. From 0 to 100 (default: 5). The higher number the larger explosions allowed, the more lagg will happen. 0 means No Limit, use it with caution!
    I:"Energy Attack Size Limit"=5
 
    #服务器端!Tp增益可以从1到100。(默认值:2 2 2 2 3 1 3)。
    # Server Sided! Tp gain can be, from 1 to 100. (default: 2 2 2 2 2 3 1 3).
    S:"TP增益-从气攻击中获得的TP点。" <
    S:"Training Point Gain - TP amount gained from Energy Attacks." <
        Wave 2
        Ball 2
        Disk 2
        Laser 2
        Spiral 2
        Large_Ball 3
        Barrage 1
        Explosion 3
     >
}
 
 
食物配置
    #服务器端!玩家可以在KO状态下吃仙豆?(默认值:false)
    # Server Sided! Player can eat senzu beans while under the KO status effect. (default: false)
    B:"Can Eat Senzu While KOd On"=false
 
    #服务器端!玩家可以在KO状态下吃东西?(默认值:false)
    # Server Sided! Player can eat items while under the KO status effect. (default: false)
    B:"Can Eat While KOd On"=false
 
    #服务器端!公式:(全局食物*最大能量*食物治疗量*独特乘数)。从0到10000。(默认值:0.175)
    # Server Sided! Formula: (Global Multi * Max Energy * Food Heal Amount * Unique Multiplier). From 0 to 10000. (default: 0.175)
    D:"Global Food Energy Heal Multiplier"=0.0175
 
    #服务器端!公式:(全局食物*最大生命值*食物治疗量*唯一乘数)。从0到10000。(默认值:0.03)
    # Server Sided! Formula: (Global Multi * Max Body * Food Heal Amount * Unique Multiplier). From 0 to 10000. (default: 0.03)
    D:"Global Food Health Heal Multiplier"=0.03
 
    #服务器端!这个列表中的食物有一个独特的治疗倍增器。从0到10000。
    # Server Sided! Food items in this list receive a unique heal multiplier. From 0 to 10000. (default: item.ItemDinoMeatCooked 0.95 0.95 item.ItemDinoMeatCooked 0.95 0.95).
    # Each line should contain: (物品名称) (生命恢复量) (气恢复量)
    S:"Unique Food Heal Multiplier" <
        item.ItemDinoMeatCooked 0.95 0.95
        item.ItemDinoMeatCookedBig 0.95 0.95
     >
}
 
综合配置
    #服务器端!玩家可以拥有的最大属性。“最大属性”取值范围为100 ~ 1000000000。使用大的数字可能会引起问题。
    # Server Sided! Maximum Attribute a player can have. Maximum Attribute can be set between 100 and 1000000000. USING BIG NUMBERS CAN CAUSE ISSUES.
    I:"Attribute Maximum"=10000
 
    #服务器端!在计算属性升级成本(UC)时,将您的属性乘以此值。取值范围为0 ~ 1000000000。(默认值:0.75 0.75 0.75 0.75 0.75 0.75)
    # Server Sided! Multiplies your Attributes by this value when calculating the Attribute Upgrade Costs (UC). From 0 to 1000000000. (default: 0.75 0.75 0.75 0.75 0.75 0.75)
    D:"Attribute Upgrade Cost - Attribute Multiplier" <
        0.75
        0.75
        0.75
        0.75
        0.75
        0.75
     >
 
    #服务器端!属性升级成本(UC)的最小值。取值范围为0 ~ 1000000000。(默认值:16)
    # Server Sided! Minimum value for Attribute Upgrade Costs (UC). From 0 to 1000000000. (default: 16)
    I:"Attribute Upgrade Cost - Minimum value"=16
 
    #服务器端!将属性升级成本(UC)除以该值。如果结果低于最小值,则使用该值。取值范围为0 ~ 1000000000。(默认:140)
    # Server Sided! Divides Attribute Upgrade Costs (UC) by this value. If result is below Minimum value then use that instead. From 0 to 1000000000. (default: 140)
    I:"Attribute Upgrade Cost - Start Minus"=140
 
    #服务器端!随机建筑之间的刷出区域大小。从默认的100块之间,可以减少到20个更频繁的生成!(从100到20)
    # Server Sided! Size of the Spawn area between random buildings. From default 100 blocks between each other and can be reduced till 20 for more frequent spawns! (from 100 to 20)
    I:"Blocks Between Random Buildings"=100
 
    #服务器端!奖励属性可以通过'jrmcabonus'命令启用。(默认值:false)
    # Server Sided! Bonus Attributes are enabled from the 'jrmcabonus' command. (default: false)
    B:"Bonus Attributes On"=false
 
    #服务器端!如果为“开”,建筑将生成,如果为“关”,那么它们将永远不会生成。(如果为false可能会减少延迟)
    # Server Sided! If 'true' Buildings will spawn, if 'false' then they will never spawn.  (may reduce lag if false)
    B:"Building Spawn Check"=true
 
    #服务器端!属性的TP成本乘数。数值越高,每次升级后增加的TP点越高。取值范围从0到1000.0(默认:0.5)
    # Server Sided! Attribute's TP cost mulipier. The higher amount the higher will be the increase after each upgrade.Can be from 0 to 1000.0 (default: 0.5)
    D:"Core System - Attribute Cost mulipier"=0.5
 
    #服务器端!如果“为开”,服务器将打印出玩家获得多少TP的信息,这样你就可以搜索黑客或熊孩子
    # Server Sided! If 'true' the server will print informations like how much TP gained the players and so you will be able to search hackers or rule breakers
    B:"Debug Info"=false
 
    #服务器端!如果为“开”,则当前的气将会随着时间再生将被使用,如果为“关”,则不会进行能量再生。(如果为false可能会减少延迟)
    # Server Sided! If 'true' then the current Energy Regeneration Over Time will be used, If 'false' then no Energy Regenartion will be made. (may reduce lag if false)
    B:"Energy Regen"=true
 
    #服务器端!能量率可以是“正常”、“慢”、“快”、“快”。
    # Server Sided! Energy Rate can be, 'normal', 'slow', 'fast','faster'.
    S:"Energy Regen Rate"=normal
 
    #服务器端!如果为“关”,则开启“爆炸破坏方块”,如果为“开”,则关闭爆炸破坏方块。(如果为开,可能会减少延迟)
    # Server Sided! If 'false' then Explosion Griefing is on, If 'true' then its off. (may reduce lag if true)
    B:"Explosion Griefing Off"=false
    
    世界ID没事别改除非和其他模组的世界冲突
    # Server Sided! ExtendedPlayer - Blocking Variable. Has possibility of causing issues once changed. (default: 20)
    I:"ExtendedPlayer - Blocking Variable ID"=20
 
    世界ID没事别改
    # Server Sided! ExtendedPlayer - Haircode Variable. Has possibility of causing issues once changed. (default: 22)
    I:"ExtendedPlayer - Haircode Variable ID"=22
 
    世界ID没事别改
    # Server Sided! ExtendedPlayer - Othercode Variable. Has possibility of causing issues once changed. (default: 21)
    I:"ExtendedPlayer - Othercode Variable ID"=21
    
    #服务器端!如果为“开”,则使用当前的随时间回血,如果为“关”,则不进行回血。(如果为false可能会减少延迟)
    # Server Sided! If 'true' then the current Health Regeneration Over Time will be used, If 'false' then no Health Regenartion will be made. (may reduce lag if false)
    B:"Health Regen"=true    #服务器端!气刃和气镰伤害乘数从0到100。(默认值:1.00)
    # Server Sided! Ki Blade and Scythe Ki Fist Damage multiplier value from 0 to 100. (default: 1.00)
    D:"Ki Blade and Scythe Ki Fist Damage multiplier"=1.0
 
    #服务器端!气刃和气镰伤害灌注伤害乘数从0到100。(默认值:1.00)
    # Server Sided! Ki Blade and Scythe Ki Infuse Damage multiplier value from 0 to 100. (default: 1.00)
    D:"Ki Blade and Scythe Ki Infuse Damage multiplier"=1.0
 
    #服务器端!冥想消耗体力的倍增值从0降至10000。(默认值:0.1)
    # Server Sided! Meditation Stamina Drain multiplier value from 0 to 10000. (default: 0.1)
    D:"Meditation Stamina Drain multiplier"=0.1
 
    #服务器端!神秘形态等级降低计时器从0到100(0 = 禁用等级降低)。(默认值:2.00)[数字越小降低神秘等级速度越快]
    # Server Sided! Mystic Form Level Loss Timer multiplier value from 0 to 100 (0 = timer disabled). (default: 2.00)
    D:"Mystic Form Level Loss Timer multiplier"=2.00
 
    #服务器端!如果“为开”,npc会被每个玩家进行检查,以确保他们生成,如果“为关”,则不进行检查。(如果为false可能会减少延迟)
    # Server Sided! If 'true' NPCs will go through a Check for every player, to make sure they spawned, if 'false' then no check.  (may reduce lag if false)
    B:"NPC Spawn Check"=true
 
    #服务器端!这将阻止某些gui交互,如属性,技能升级或删除或技术内容。时间以秒为单位!取值范围为0 ~ 300(默认为0)
    # Server Sided! This will prevent some gui interactions like attribute, skill upgrades or deleting or tech stuff for a configured time. The time is in seconds! Can be from 0 to 300 (default: 0) !For normal servers this should never be used!
    I:"Offline Server Protector"=0
 
    #服务器端!玩家飞行速度乘数从0到100。(默认值:2.0)
    # Server Sided! Player Flying Speed multiplier value from 0 to 100. (default: 2.0)
    D:"Player Flying Speed multiplier"=2.0
 
    #服务器端!如果“为开”(默认),PK将根据被杀的人的排列方式而改变。
    # Server Sided! If 'true'(default) the PKer will suffer from alignment change depending on the one who was killed what alignment had at the time.
    B:"Player Kill Alignment Changing"=true
 
    #服务器端!玩家的耐力消耗乘数从0到30。(默认值:1.00)
    # Server Sided! Player Punch stamina cost multiplier value from 0 to 30. (default: 1.00)
    D:"Player Punch stamina cost multiplier"=1.0
 
    #服务器端!如果为“开”,那么玩家的大小将根据计划的属性而改变,如果为“关”,那么玩家的大小将保持Minecraft的默认值(1.8格)
    # Server Sided! If 'true' then the size of the players will change depending on the attributs as planned, If 'false' then the size of the players will remain the Minecraft default (2 block height and 1 block width)
    B:"Player Size Change"=true
 
    #服务器端!玩家更新计时器(用于从服务器接收任务,并进入Hyperbolic Time Chamber的传送块)值从1到10000。(较低的数字会导致更大的延迟)(默认值:100)
    # Server Sided! Player Update Timer (for things like receiving missions from Server, and entering the teleporter blocks for the Hyperbolic Time Chamber) value from 1 to 10000. (Lower number can cause more lag) (default: 100)
    I:"Player Update Timer (Tick)"=100
 
    #服务器端!如果为“开”,那么当前的力量释放将以0-100%的百分比使用,如果为“关”,那么力量释放将始终处于50%。(如果为false可能会减少延迟)
    # Server Sided! If 'true' then the current Power Release will be used with percetage from 0-100%, If 'false' then the power will be always at 50%. (may reduce lag if false)
    B:"Power Release"=true
 
    #服务器端!如果为开,那么人们在释放时无法移动,如果为关,那么玩家可以在释放时移动
    # Server Sided! If 'true' then people wont be able to move while Releasing, If 'false' then players can move while Releasing
    B:"Power Release - Still Stand"=true
 
    #服务器端!如果开的种族技能可以使用tp升级。(默认值是开实的)
    # Server Sided! If true Racial Skill can be leveled up using tp. (default: true)
    B:"Racial Skill from tp"=true
 
    #服务器端!如果启用,那么您可以在构建块上放置块(例如杠杆),但它们会产生阴影并可能导致更多延迟。(默认值:false)
    # Server Sided! If enabled then you can place blocks (for example levers) on the Building Blocks, but they will create shadows and could cause more lagg. (default: false)
    B:"Render Building Blocks as Normal Block On"=false
 
    #服务器端!功能暂不可用,请勿更改!
    # Server Sided! Function not available yet, Don't Change!
    S:SSC=empty
 
    # Server Sided! Function not available yet, Don't Change!
    S:SSURL=empty
 
    # Server Sided! Function not available yet, Don't Change!
    S:SSURL2=empty
 
    #服务器端!列出类路径和实体的名称。
    # Server Sided! List down the Class paths and name of the Entities.
    S:“安全区域实体黑名单”<
    S:"Safe Zone Entity Blacklist" <
        net.minecraft.entity.monster.EntityMob
        net.minecraft.entity.IProjectile
        net.minecraft.entity.EntityFlying
        net.minecraft.entity.passive.EntityBat
        JinRyuu.JRMCore.entity.EntityNPCshadow
        JinRyuu.DragonBC.common.Npcs.EntityDBCNeut
        JinRyuu.DragonBC.common.Npcs.EntityDBCEvil
        JinRyuu.DragonBC.common.Npcs.EntityDBCWildlife
        JinRyuu.NarutoC.common.Npcs.EntityNCEvil
     >
 
    #服务器端!列出类路径和实体的名称。
    # Server Sided! List down the Class paths and name of the Entities.
    S:“安全区域实体白名单”<
    S:"Safe Zone Entity Whitelist" <
        JinRyuu.DragonBC.common.Entitys.EntityInstantTransmission
     >
 
    #服务器端!列出您想要允许的块名称,右键单击“安全区域”。(如果空,可以减少延迟)
    # Server Sided! List the Block names you want to be allowed to right click in Safe Zones. (may reduce lag if empty)
    S:"Safe Zone RightClick Access" <
        wooden_door
        jinryuudragonblockc:tile.BlockHealingPodDoor
        crafting_table
        lever
        stone_button
        wooden_button
     >
 
    #服务器端!如果为“true”,则主要npc周围的安全区将被启用,如果为“false”,则安全区将被禁用。(如果为false可能会减少延迟)
    # Server Sided! If 'true' then Safe Zones around main NPCs will be enabled, If 'false' then Safe Zones will be disabled. (may reduce lag if false)
    B:"Safe Zones Enabled"=true
 
    #服务器端!改变服务器更新每个玩家家庭数据的频率。在拥有数百或数千个家庭的服务器上,家庭C数据可能会变得滞后。(从1到1000000)数字越低延迟越低。(默认值:5)
    # Server Sided! Change how often the Server updates each Players' Family Data. Family C data can become laggy on servers with hundreds or thousands of Families. (From 1 to 1000000) Lower numbers equals more lag. (default: 5)
    I:"Server - Family C Player Data Update Timer in Seconds"=5
 
    #服务器端!家族C玩家的数据更新是在一个新的线程中进行的,可能会增加服务器的性能,但也会导致意想不到的小bug。('true'或'false')(默认值:true)
    # Server Sided! Family C player data updates are made in a new Thread, potentially increasing server performace, but also causing unexpected minor bugs. ('true' or 'false') (default: true)
    B:"Server - Family C Player Data Updater Run as Java Thread On"=true
 
    #服务器端!影子傀儡的大小与召唤者相同。(默认是开)
    # Server Sided! Shadow Dummy's size becomes the same as the Summoner's. (default: true)
    B:"Shadow Dummy Scales to the Summoner On"=true
 
    #服务器端!它可以是被动的,也可以是主动的。如果它是“被动”升级这个技能将增加身体,能量和耐力(生存导向)的回血率。如果它是“主动的”,冥想这个技能只会在释放键被按下C聚气时起作用,基本上作为能量补给(战斗方向)。
    # Server Sided! It can be either 'passive' or 'active'. If it is 'passive' upgrading this skill will increase the regen rate for Body, Energy and Stamina (Survival Oriented). If it is 'active' upgrading this skill will only work if Release key is pressed and basicly functions as an energy recharge (Fighter/Console Oriented)
    S:"Skill Meditation - category"=active
    passive 被动    active 主动
 
    #服务器端!技能等级10的最大速率百分比。速率可以从0到500(默认:75)它将增加回复或充能的最大速率除以10乘以技能等级。(默认50%的最大比率在LVL 1将变成5%)
    # Server Sided! The maximum rate at skill level 10 in percentage. Rate can be from 0 to 500 (default: 75) It will increase the regen or recharge with the max rate devided by 10 multiplied with skill level. (default 50% max rate at lvl 1 will become 5%)
    I:"Skill Meditation - max rate at lvl 10"=75
 
    #服务器端!有了这个,你可以改变被动防御输出到一个扩展,数字意味着百分比。速率范围为0 ~ 50(默认为20)。
    # Server Sided! With this you can change the passive defense output to an extend, numbers are meant to be in percentage. Rate can be from 0 to 50 (default: 20) 
    I:"Stat Defense - Passive output"=20
 
    #服务器端!基于心灵属性增加。随着每一个“配置的数量”在属性的TP增益将增加1或配置的数量在“训练点增益- TP获得的数量”。速率范围为1 ~ 10000(默认为5)。
    # Server Sided! Based on Mind Attribute increase. With every 'configured amount' in Mind attribute the TP gain will increase by 1 OR with the amount configured at 'Training Point Gain - TP amount gained'. Rate can be from 1 to 10000 (default: 5) 
    I:"Training Point Gain - 'TP gain / melee' rate"=5
 
    #服务器端!Tp增益可以从1到100。(默认值:2)
    # Server Sided! Tp gain can be, from 1 to 100. (default: 2)
    I:"Training Point Gain - TP amount gained"=2
}
 
客户端配置
    #客户端!如果'true'它将强制JBRA在其他mod上,如果'false'则不。
    # Client Sided! If 'true' it will force JBRA over other mods, if 'false' then not.
    B:"Force JBRA"=true
 
    #客户端!如果是“开”,你不会看到有人戴头盔时的头发,如果是“关”,你总是会看到每个人的头发,不管头盔。(默认值是开实的)
    # Client Sided! If 'true' the you wont see hairs when someone wears a helmet, if 'false' you will always see everyones hair, regarless of helmet. (default: true)
    B:"Hide Hair When Helmet On"=true
}
2024-06-06
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