本来想把所有配置写下来的,后来发现有人写了前半部分HUD的(虽然写的不全) ,决定只写后半部分。

这一部分作者称为服务器相关配置(会做服务器的都不用我教了吧,但是其中包含了十分重要的AI调整。

动态潜行这个模组的ai系统类似僵尸意识,不同的是,作者认识到这一部分同样可以应用在玩家身上,这使得这个模组不再是只影响高怪物,玩家的玩法也会发生改变。

不夸张的说,完全可以以这个mod为核心建立一个整合包,这个mod足以支撑起一个mod的核心,同时作者也给予了其他模组极大的兼容,比如IAF的龙。


如果你是个懒人且不想玩得太硬核,可以直接按照下面步骤修改达到轻松游玩得目的,当时如果你对这个mod感兴趣,建议看完全文统一调配

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

        senses {

            # If enabled, stealth mechanics work on players

            # 如果启用,潜行机制对玩家起作用

            # Basically if this is turned on and that skeleton is holding still in the dark, you might not be able to see him until you get close

            # 基本上,如果这个打开了,骷髅(指大部分生物)在黑暗中静止不动,你可能要靠得更近才能看到它

B:"Use player senses"=true

弃用这个选项,难度大幅度降低,且依旧能够体验怪物AI。

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

以下为整体配置:

   "server settings" {

#服务器设置(我认为是AI设置)

        # Entities in this list will completely bypass all DS systems!

#在这个列表上的生物将不使用DS的AI系统(可以看到作者自己添加了对其他MOD的兼容)

        S:"Entity-Specific Full Bypass" <

            artifact:mimic

            dimdoors:mob_monolith

            iceandfire:deathworm

            iceandfire:firedragon

            iceandfire:gorgon

            iceandfire:icedragon

            iceandfire:troll

            mowziesmobs:ferrous_wroughtnaut

            thaumcraft:cultistportalgreater

            thaumcraft:cultistportallesser

            thaumcraft:taintacle

            thaumcraft:taintaclegaint

            thaumcraft:taintacletiny

            thaumcraft:taintseed

            thaumcraft:taintseedprime

            thaumcraft:taintswarm

            thuttech:lift

         >


        ai {

            # AI classes to add null checks to (to prevent DS compat-related crashes with AI tasks that don't do null checks)

            # 不要留空位不然有可能会崩溃

            # Syntax is...

            # modid, PartialClassName

            # 

            # modid is the exact modid of the mod which contains the crashing AI task class

            # 以上部分介绍了mod的ID,如果崩溃了可以在log文件里查看,MODid为PartialClassName,所有有关DS的部分都会被MODid标记

            # PartialClassName is at least part of the name of the crashing AI task class.  This is a 'contains' check, so any AI task class containing this string as part of its name will have null checks added to it

            S:"Add Null Checks to AI" <

#给AI添加Null检查,不太明白,好像是给其他mod做兼容的(不得不说,作者想得真多,连rwbym都有做兼容)

                lycanitesmobs, com.lycanitesmobs.core.entity.ai.EntityAIAttack

                ancientwarfare, net.shadowmage.ancientwarfare.npc.ai.vehicle.NpcAIAimVehicle

                thermalfoundation, cofh.thermalfoundation.entity.monster

                abyssalcraft, abyssalcraft.common.entity.ai

                magma_monsters, EntityMagmaMonster

                primitivemobs, AIFlameSpewAttack

                primitivemobs, AIChargeAttack

                emberroot, EntityAIAttackOnCollideAggressive

                defiledlands, EntityScuttler$AISpiderAttack

                defiledlands, EntityAIAttackMeleeStrafe

                rwbym, AIChargeAttack

                rwbym, AIPickAttack

                rwbym, AISweepAttack

                rwbym, EntityAIAttackRange

             >


            # If enabled, Custom NPCs reset when they touch water

#如果启用,自定义npc在接触水时会重置

            B:"CNPCs Reset in Water"=false


            # How quickly entities' heads spin during eg. a search sequence

#在搜索时期(eg)实体的头旋转得有多快。(在敌人找不到的情况敌人会进入搜索模式,自带的hud会显示百分比的时间)

            # Min: 1

            # Max: 180

            I:"Head Turn Speed"=3


            # If set to true, wolves, cats, and parrots do not teleport while following their owners

#如果设置为true,狼、猫和鹦鹉在跟随它们的主人时不会传送

            B:"Prevent Pet Teleport"=true


            "entity-specific settings (advanced)" {

#“特定实体设置”(高级){

                # The % of health at which entities start to flee

                # 实体开始逃离时候生命值的百分比

                # entityID, fleeThreshold

                # 实体ID,实体开始逃离时候生命值的百分比(以下list可以添加特殊设定的实体逃亡生命百分比,当为0的时候为默认选项)

                # eg...

                # 

                # minecraft:skeleton, 70

                # 

                # You can also specify entities with a certain name, like so:

                # modid:entity:name

#再次夸赞作者!!替我们写了这么多的ID,都不用去查了

                S:"Entity-Specific Flee Threshold" <

                    player, 0

                    zombie, 0

                    zombie_villager, 0

                    elder_guardian, 0

                    husk, 0

                    skeleton, 0

                    stray, 0

                    wither_skeleton, 0

                    creeper, 0

                    ghast, 0

                    slime, 0

                    magma_cube, 0

                    enderman, 0

                    ender_dragon, 0

                    wither, 0

                    skeleton_horse, 0

                    zombie_horse, 0

                    blaze, 0

                    snowman, 0

                    villager_golem, 0

                    harvestersnight:harvester, 0

                    defiledlands:the_destroyer, 0

                    defiledlands:the_mourner, 0

                    ebwizardry:skeleton_minion, 0

                    ebwizardry:spirit_wolf, 0

                    ebwizardry:ice_wraith, 0

                    ebwizardry:lightning_wraith, 0

                    ebwizardry:shadow_wraith, 0

                    ebwizardry:magic_slime, 0

                    ebwizardry:spirit_horse, 0

                    ebwizardry:phoenix, 0

                    ebwizardry:storm_elemental, 0

                    ebwizardry:wither_skeleton_minion, 0

                    emberroot:rainbowslime, 0

                    emberroot:rainbow_golem, 0

                    emberroot:hero, 0

                    emberroot:creeper, 0

                    emberroot:slime, 0

                    emberroot:dire_wolf, 0

                    emberroot:withercat, 0

                    emberroot:enderminy, 0

                    emberroot:knight_fallen, 0

                    emberroot:fallenmount, 0

                    emberroot:rootsonespriteboss, 0

                    emberroot:skeleton_frozen, 0

                    endreborn:endguard, 0

                    endreborn:watcher, 0

                    endreborn:endlord, 0

                    endreborn:angry_enderman, 0

                    endreborn:chronologist, 0

                    thermalfoundation:blizz, 0

                    thermalfoundation:blitz, 0

                    thermalfoundation:basalz, 0

                    goblinencounter:goblinking, 0

                    nex:gold_golem, 0

                    nex:wight, 0

                    nex:spinout, 0

                    nex:spore_creeper, 0

                    nex:ghastling, 0

                    nex:bone_spider, 0

                    nex:ghast_queen, 0

                    nethergoldplus:zombiepigmanwarrior, 0

                    primitivemobs:treasure_slime, 0

                    primitivemobs:haunted_tool, 0

                    primitivemobs:bewitched_tome, 0

                    primitivemobs:brain_slime, 0

                    primitivemobs:rocket_creeper, 0

                    primitivemobs:festive_creeper, 0

                    primitivemobs:support_creeper, 0

                    primitivemobs:skeleton_warrior, 0

                    primitivemobs:blazing_juggernaut, 0

                    primitivemobs:void_eye, 0

                    varodd:giant_zombie, 0

                    natura:nitrocreeper, 0

                    betteranimalsplus:feralwolf, 0

                    betteranimalsplus:hirschgeist, 0

                    defiledlands:shambler, 0

                    defiledlands:shambler_twisted, 0

                    defiledlands:host, 0

                    defiledlands:slime_defiled, 0

                    eerieentities:pumpkin_slime, 0

                    eerieentities:nether_knight, 0

                    eerieentities:cursed_armor, 0

                    pvj:pvj_ghost, 0

                    pvj:pvj_shade, 0

                    pvj:pvj_banshee, 0

                    pvj:pvj_skeletal_knight, 0

                    pvj:pvj_goon, 0

                    arcticmobs:wendigo, 0

                    demonmobs:rahovart, 0

                    desertmobs:cryptzombie, 0

                    elementalmobs:spriggan, 0

                    elementalmobs:reiver, 0

                    elementalmobs:djinn, 0

                    elementalmobs:eechetik, 0

                    elementalmobs:spectre, 0

                    elementalmobs:zephyr, 0

                    elementalmobs:tremor, 0

                    elementalmobs:geonach, 0

                    elementalmobs:wraith, 0

                    elementalmobs:vapula, 0

                    elementalmobs:grue, 0

                    elementalmobs:cinder, 0

                    elementalmobs:banshee, 0

                    elementalmobs:aegis, 0

                    elementalmobs:sylph, 0

                    elementalmobs:volcan, 0

                    elementalmobs:jengu, 0

                    elementalmobs:xaphan, 0

                    elementalmobs:argus, 0

                    forestmobs:shambler, 0

                    infernomobs:gorger, 0

                    infernomobs:ignibus, 0

                    junglemobs:dawon, 0

                    mountainmobs:jabberwock, 0

                    mountainmobs:beholder, 0

                    plainsmobs:morock, 0

                    plainsmobs:feradon, 0

                    shadowmobs:geist, 0

                    shadowmobs:phantom, 0

                    swampmobs:ghoulzombie, 0

                    switchbow:littleirongolem, 0

                    quark:wraith, 0

                    quark:ashen, 0

                 >


                # How quickly entities' heads spin during eg. a search sequence

                # 这一部分是自定义生物头部转动速度,同上

                # entityID, headTurnSpeed

                # 

                # eg...

                # 

                # minecraft:skeleton, 5

                # 

                # You can also specify entities with a certain name, like so:

                # modid:entity:name

                S:"Head Turn Speed" <

                    ghast, 10

                 >

            }


            flee {

                # If enabled, Custom NPCs flee to their home position instead of away from what hit them

#如果启用此功能,自定义npc将会逃回原来的位置,而不是躲避攻击

                B:"CNPCs flee To Home Position"=false


                # If set to true, then when an entity is *already* in flee mode, damage will increase its flee duration

#如果设置为true,那么当一个实体“已经”处于逃跑模式时,伤害将增加它的逃跑持续时间

                B:"Damage Increases Flee Duration"=true


                # The % of health at which entities start to flee

#实体开始逃离时候生命值的百分比(全局设置)

                # Min: 0

                # Max: 100

                I:"HP Threshold"=40

            }


            "can't reach" {

#"无法到达"模式(不太明白)

                # Deciding we can't reach the target requires at least this many ticks in combat

#决定我们不能到达目标至少需要在战斗中这么多时间(?)

                I:"Combat Time"=1


                # If we can't reach the target, do what brave Sir Robin does

#如果我们不能达到目标,就像勇敢的罗宾爵士一样(意思应该是绝地反击,跑不掉就拼命)

                B:"Flee If Unreachable"=false


                # Deciding we can't reach the target requires at least this many ticks since the last successful attack

#自从上次成功攻击后,我们至少需要这么多时间才能到达目标

                I:"No Attack Time"=200


                # Deciding we can't reach the target requires at least this many ticks without a path to the target

#如果没有到目标的路径,至少需要这么多时间才能确定我们不能到达目标

                I:"No Path Time"=100


                # An entity will not go into 'can't reach' mode if it has one of these potion effects

                # 有这些药剂效果的实体不会进入“无法到达”模式

                # This prevents 'can't reach' mode if the entity has slowness level 99:

#这可以防止实体速度为99级时进入“无法到达”模式:

                # slowness.99

                # 

                # This prevents 'can't reach' mode if the entity has any level of levitation:

#这防止了实体有任何级别的悬浮时出现“无法到达”模式:

                # levitation.*

                S:"Potion Filter" <

                 >


                # Deciding we can't reach the target requires at least this many ticks with a valid target

#决定我们不能到达目标至少需要这么多时间与一个有效的目标

                I:"Target Time"=100

            }


        }


        "client hud allowances" {

            # If enabled, clients can see their current stealth level in their HUD

            # 如果启用,客户端可以在HUD中看到他们当前的隐身级别

            # 0 means disabled for all players

# 0表示所有玩家禁用

            # 1 means enabled for OP players ONLY

# 1 1表示仅对OP玩家启用

            # 2 means enabled for all players

# 2表示对所有玩家启用

            # Min: 0

            # Max: 2

            I:"Allow Stealth Gauge For Clients"=2


            # If enabled, clients' threat HUDs will display green for passive mobs.  If disabled, passives appear as non-passives (blue).

            # 如果启用,客户端的威胁主机将为被动攻击显示绿色。如果禁用,被动式显示为非被动式(蓝色)。

B:"Recognize Passives Automatically"=true


            # Entities in this list will not trigger the stealth gauge!

            # 此列表中的实体将不会触发隐形测量!

            # You can also specify entities with a certain name, like so:

            # modid:entity:name

            S:"Stealth Gauge Blacklist" <

             >


            "targeting allowances" {

                # If enabled, clients can see the names of entities

                # 如果启用,客户端可以看到实体的名称

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

# 同上

                # Min: 0

                # Max: 2

                I:"030 Allow 'Name' Element"=2


                # If enabled, clients can see the HP of entities

                # 如果启用,客户端可以看到实体的HP

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

                # Min: 0

                # Max: 2

                I:"040 Allow 'HP' Element"=2


                # If enabled, clients can see what other entities are targeting

                # 如果启用,客户端可以看到其他实体的目标

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

                # Min: 0

                # Max: 2

                I:"050 Allow 'Action' Element"=2


                # If enabled, clients can see the numerical threat % of entities

                # 如果启用,客户端可以看到实体的威胁(搜索模式)百分比数字

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

                # Min: 0

                # Max: 2

                I:"060 Allow 'Threat' Element"=2


                # If enabled, clients can see the distance to entities

                # 如果启用,客户端可以看到实体的距离

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

                # Min: 0

                # Max: 2

                I:"070 Allow 'Distance' Element"=2

            }


            "ophud allowances" {

                # If enabled, clients can turn on/off a HUD which appears above each entity

                # 如果启用,客户端可以打开/关闭出现在每个实体上方的一个HUD

                # 0 means disabled for all players

                # 1 means enabled for OP players ONLY

                # 2 means enabled for all players

                # Min: 0

                # Max: 2

                I:"000 Allow On-Point HUD For Clients"=2


                # The maximum distance at which on-point HUDs will appear on clients; impacts server performance if too high

# 在客户端出现HUD的最大距离;如果太高会影响服务器性能

                # Min: 0

                # Max: 46340

                I:"010 OPHUD Range"=100


                # How many ticks there are between on-point HUD updates; increasing this will reduce server load

# 在HUD的点位更新之间有多少时间;增加这个值将减少服务器负载

                # Min: 1

                # Max: 2147483647

                I:"020 OPHUD Update Delay"=5

            }


        }


        senses {

            # If enabled, stealth mechanics work on players

            # 如果启用,潜行机制对玩家起作用

            # Basically if this is turned on and that skeleton is holding still in the dark, you might not be able to see him until you get close

            # 基本上,如果这个打开了,骷髅(指大部分生物)在黑暗中静止不动,你可能要靠得更近才能看到它

B:"Use player senses"=true


            touch {

                # If true, entities can feel each other if they bump into one another

# 如果是真的,实体可以感觉到对方,如果他们相撞

                B:"Enable Touch"=true


                # If true, entities that bump into each other both have invisibility removed from them

# 如果为真,那么相互碰撞的实体的不可见性都被移除

                B:"Touch Reveals"=true


                # Entities in this list don't notice when something bumps them

                # 这个列表中的实体不会注意到有什么东西撞击它们

                # You can also specify entities with a certain name, like so:

                # modid:entity:name

                S:Unfeeling <

                    zombie

                    husk

                 >

            }


            sight {

#最有意思的部分,通过适当调节可以使得不关闭玩家感觉的同时,完全享受到这个mod带给你的游戏体验(指抖M)


                ##########################################################################################################

                # stealth multipliers隐形乘数

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

                # Contains multipliers that increase stealth / decrease awareness

                # 包含增加潜行/降低意识的倍数

                # Whichever of these multipliers is currently giving the best (lowest) multiplier is used

# 作者认为现在的参数是最合适,但是我觉得作者没考虑许多因素比如说开了光影,所有有需要还是要改。

                ##########################################################################################################


                "stealth multipliers" {

#隐形乘数

                    # Blinded entities' detection range is multiplied by this

                    # 致盲实体的探测范围将会乘以这个

                    # If set to 1, there is no effect

                    # 如果设置为1,致盲将会没效果

                    # If set to 0, blind entities can't see

# 如果设置为0,盲的实体将看不见

                    # Min: 0.0

                    # Max: 1.0

                    D:"Blindness Multiplier"=0.5


                    # Multiplies an entity's visibility by this decimal when crouching

                    # 当潜行时,实体的可见性将会乘以这个小数

                    # If set to 1, there is no effect

                    # 同上

                    # If set to 0, crouching entities are invisible (except in special cases)

                    # Min: 0.0

                    # Max: 1.0

                    D:"Crouching Multiplier"=0.75


                    # Invisible entities' visibility is multiplied by this

                    # 不可见实体(后面可以自己添加不可见实体)的可见性将会乘以这个

                    # If set to 1, there is no effect

                    # 同上

                    # If set to 0, invisible entities are, uh...invisible

                    # Min: 0.0

                    # Max: 1.0

                    D:"Invisibility Multiplier"=0.1


                    # When an entity (including a player) is wearing a mob head, mobs of that type have reduced chance to realize they're a target

                    # 当一个实体(包括玩家)戴着怪物头时,该类型的怪物将这个实体看作是目标的几率会降低

                    # If set to 1, there is no effect

                    # 同上

                    # If set to 0, mobs of the mob head type cannot notice entities wearing their heads

                    # Min: 0.0

                    # Max: 1.0

                    D:"Mob Head Multiplier"=0.5

                }


                ##########################################################################################################

                # visibility multipliers

# 能见度乘数

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

                # Contains multipliers that decrease stealth / increase awareness

                # 包含降低潜行/增加感知的乘数

                # Whichever of these multipliers is currently giving the worst (highest) multiplier is used

                ##########################################################################################################


                "visibility multipliers" {

                    # An entity's visibility is multiplied by 1 + (this setting * armor)

                    # 一个实体的可见性将会乘以1 +(此设置乘以防具)

                    # If set to 0, there is no effect

                    # 同上

                    # If set to 0.25, an entity with 20 armor (full diamond) is 5x as likely to be seen

                    # Min: 0.0

                    # Max: 1.7976931348623157E308

                    D:"Armor Multiplier (Cumulative)"=0.1

                }


                ##########################################################################################################

                # lighting

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

                # How much of an effect lighting has on stealth.  Nightvision is in here as well

# 灯光对隐身的影响。夜视系统也在这里。

                ##########################################################################################################


                lighting {

                    # At or above this light level, entities receive the maximum light level multiplier

# 在此光级或以上,实体将获得最大的光级倍增器(指下一个选项)

                    # Min: 0

                    # Max: 15

                    I:"000 Light Level (High/Bright)"=11


                    # The light level visibility multiplier when standing in bright areas

# 当你站在明亮的地方时,灯光等级的能见度倍增器

                    # 0 means invisible, 1 means fully visible (other factors not accounted for)

                    # Min: 0.0

                    # Max: 1.0

                    D:"020 Multiplier (High/Bright)"=1.0


                    # At or below this light level, entities receive the minimum light level multiplier

# 在此光级或以下,实体将获得最小光级倍增器(指下一个选项)

                    # Min: 0

                    # Max: 15

                    I:"040 Light Level (Low/Dark)"=0


                    # The light level visibility multiplier when standing in dark areas

# 当你站在黑暗的地方时,灯光级的能见度倍增器

                    # 0 means invisible, 1 means fully visible (other factors not accounted for)

                    # Min: 0.0

                    # Max: 1.0

                    D:"060 Multiplier (Low/Dark)"=0.1


                    # When an entity has the nightvision effect, this value is added to their perceived light levels (and then set to 15 if larger than 15)

                    # #当一个实体有夜视效果时,这个值被添加到他们感知到的光线等级(如果结果大于15,会自动设置为15)

# Min: 0

                    # Max: 15

                    I:"080 Nightvision Bonus"=15


                    # The minimum light level Dynamic Stealth will detect when in a given dimension

# 在给定的维度上,动态隐身将被探测到的最小光级

                    # These are mostly for dimensions with ambient lighting (eg. the nether and the end)

# 这些主要用于特殊环境照明的维度(例如。末地与下界)

                    # The 1st number is the dimension id, the 2nd is the minimum light level for that dimension

# 第一个数字是维度id,第二个是该维度的最小光级

                    S:"Minimum Dimension Light Levels" <

                        0, 0

                        -1, 7

                        1, 8

                     >

                }


                ##########################################################################################################

                # angle

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

                # FOV angles

                ##########################################################################################################


                angle {

                    # The angle inside which an entity can see another entity at close range (distance <= distanceNear), in degrees

                    # 个实体在里面可以近距离看到另一个实体的角度(距离 <= 近距离),单位为度数

                    # This is otherwise similar to angleSmall

                    # 这和angleSmall很相似

                    # If this and angleSmall are both 0, entities (other than exceptions) are blind

                    # 如果这个和angleSmall都是0,则实体(除了例外)是盲的

                    # Cannot be smaller than angleSmall

# 不能比angleSmall小

                    # Min: 0

                    # Max: 180

                    I:"Angle (Large/Wide; Near)"=85


                    # The angle inside which an entity can see another entity at long range (distance >= distanceFar, in degrees

                    # 一个实体在其中可以远距离看到另一个实体的角度(距离>= 远距离,单位为度数)

                    # This is a cone-shaped FOV, and the setting is the angle between the center axis of the cone and the outer surface of the cone

                    # 这是一个锥形的FOV,设置圆锥的中心轴和圆锥的外表面之间的角度

                    # Unless you make it > 90* in which case it's everywhere *except* a cone behind the entity, but w/e

                    # 除非你把它做成> 90*,在这种情况下,它无处不在*除了*实体后面的一个圆锥,但w/e

                    # Also, it's technically not a cone shape with other settings accounted for, but let's not get into that

                    # 此外,从技术上讲,它并不是一个考虑了其他设置的圆锥体,但我们还是不要深入讨论它(这个圆锥指的是视线范围)

                    # If this and angleLarge are both 0, entities (other than exceptions) are blind

                    # 如果这个和angleLarge都是0,则实体(除了异常)是盲的(如果你想深入地设置这个,可以自己百度下FOV,一般都会有一个可视化网站)

                    # Cannot be larger than angleLarge

# 不能大于angleLarge

                    # Min: 0

                    # Max: 180

                    I:"Angle (Small/Thin; Far)"=30

                }


                ##########################################################################################################

                # distance

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

                # FOV distances

                ##########################################################################################################


                distance {

                    # The absolute maximum distance that an entity can see another entity from, in blocks

                    # 一个实体与另一个实体之间的绝对最大距离,以块为单位

                    # Exclusive, so if set to 0 mobs NEVER see anything, with a few exceptions, eg...

                    # 排他,所以如果设置为0,生物永远看不到任何东西,除了一些例外,例如…

                    # Zombies will still attack villagers as normal; this uses completely different logic than what I'm accessing atm so I'm not trying to change it for now

                    # 僵尸仍然会像往常一样攻击村民;这使用了与我访问atm完全不同的逻辑,所以我现在不试图改变它

                    # Some mobs are not affected at all, for the same reason as stated above, including endermen and the ender dragon

                    # 一些怪物完全不受影响,同样的原因如上所述,包括endermen和ender drago

# Min: 0

                    # Max: 2147483647

                    I:"Distance (Far)"=40


                    # The distance before an entity's sight starts degrading naturally (even in good conditions),  in blocks

                    # 实体的视觉距离开始自然降低(即使在良好的条件下),以块为单位

                    # Exclusive, so if set to 0 mobs NEVER see anything, with a few exceptions, eg...

                    # 排他,所以如果设置为0,生物永远看不到任何东西,除了一些例外,例如…

                    # ...zombies will still attack villagers as normal; this uses completely different logic than what I'm accessing atm so I'm not trying to change it for now

                    # 同上

                    # ...some mobs are not affected at all, for the same reason as stated above, including endermen and the ender dragon

                    # Min: 0

                    # Max: 2147483647

                    I:"Distance (Near)"=5

                }


                ##########################################################################################################

                # absolute cases

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

                # Special cases, eg. glowing

                ##########################################################################################################


                "absolute cases" {

                    # If set to true, burning entities are always considered to be standing in full light

# 如果设置为真,燃烧的实体总是被认为是站在全光下

                    B:"See Burning"=true


                    # If set to true, glowing entities will be seen when inside another entity's FOV, ignoring all other factors

                    # 如果设置为真,当另一个实体的FOV中看到发光的实体,会忽略其他所有因素

                    # Allows entities to see invisible players who are glowing, but does not remove invisibility; if glowing runs out before invisibility, you're hard to see again

                    # 许实体看到发光的隐形玩家,但不移除隐形状态;如果在隐形之前光消失了,你就很难再看到了

B:"See Glowing"=true

                }


                #以下部分是自定义实体数据,建议游戏内调整防止语法错误

"entity-specific settings (advanced)" {

                    # How wide an entity's vision is, near and far away

                    # 一个实体的视野,近处和远处的宽度

                    # entityID, angleLarge, angleSmall

                    # 

                    # eg...

                    # 

                    # minecraft:skeleton, 90, 45

                    S:Angle <

                        player, 120, 0

                        ghast, 90, 0

                        wither, 90, 0

                        nex:ghast_queen, 90, 0

                     >


                    # How far an entity can see, at the edge of its vision and at its focal point

                    # 一个实体在其视野的边缘和焦点所能看到的距离

                    # entityID, distanceFar, distanceNear

                    # 

                    # eg...

                    # 

                    # minecraft:skeleton, 40, 3

                    S:Distance <

                        player, 40, 10

                        ghast, 50, 20

                        ender_dragon, 100, 60

                        wither, 100, 30

                        nex:ghast_queen, 100, 30

                     >


                    # How well an entity sees in the dark

                    # 个实体在黑暗中视力的好坏

                    # entityID, lightLevelHigh, lightMultHigh, lightLevelLow, lightMultLow

                    # 

                    # eg...

                    # 

                    # minecraft:skeleton, 15, 1, 0, 0

                    S:Lighting <

                        player, 15, 1, 0, 0.2

                     >


                    # Entities in this list ALWAYS get the nightvision bonus

                    # 这个列表中的实体会得到夜视奖励

                    # You can also specify entities with a certain name, like so:

                    # modid:entity:name

                    S:"Natural Nightvision" <

                        squid

                        guardian

                        elder_guardian

                        cow

                        mooshroom

                        ocelot

                        wolf

                        polar_bear

                        silverfish

                        endermite

                        enderman

                        ender_dragon

                        wither

                        vex

                        ghast

                        nex:ghast_queen

                        defiledlands:the_destroyer

                        demonmobs:rahovart

                        demonmobs:asmodeus

                     >


                    # Entities in this list pretty much see everything

                    # 这个列表中的实体几乎可以看到所有东西

                    # Adding the player keyword to this list makes all players see all entities as if they had glowing (visible through walls)

                    # 在列表中添加玩家关键字可以让所有玩家看到所有发光的实体(透过墙壁可见)(氪金玩家!!!)

                    # You can also specify entities with a certain name, like so:

                    # modid:entity:name

                    S:"Natural Soul Sight" <

                        ender_dragon

                        vex

                        elementalmobs:banshee

                        infernomobs:gorger

                        harvestersnight:harvester

                        defiledlands:the_mourner

                     >


                    # Entities in this list are always treated as if they are standing in max light level

                    # 在这个列表中的实体总是被当作他们站在最大光级

                    # You can also specify entities with a certain name, like so:

                    # modid:entity:name

                    S:"Naturally Bright" <

                        blaze

                        magma_cube

                        ender_dragon

                        wither

                        infernomobs:khalk

                        shadowmobs:phantom

                        infernomobs:afrit

                        infernomobs:lobber

                        infernomobs:gorger

                        infernomobs:salamander

                        infernomobs:cephignis

                        infernomobs:ignibus

                        demonmobs:rahovart

                        elementalmobs:nymph

                        elementalmobs:zephyr

                        elementalmobs:wisp

                        elementalmobs:cinder

                        elementalmobs:banshee

                        elementalmobs:aegis

                        elementalmobs:sylph

                        elementalmobs:xaphan

                        harvestersnight:harvester

                        sanity:ghost_zombie

                     >

                }


            }


            hearing {

                # If the observer doesn't have LOS to the source of the sound, its hearing range is multiplied by this

# 如果观察者对声源没有直接看到,它的听觉范围就乘以这个

                D:"No LOS Multiplier"=0.5


                # How far away entities can hear target death notifications, by default

                # 默认情况下,实体能在多远的距离听到目标死亡通知

                # Hearing a target death notification from an entity they trust makes them drop threat target

                D:"Notification Range"=30.0


                # How far away entities can hear warnings, by default

# 默认情况下,实体听到警告的距离(由生物发出的提醒)

                D:"Warning Range"=30.0

            }


        }


        ##########################################################################################################

        # threat system

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

        # The threat system decides when an entity switches from one attack target to another

        # 威胁系统决定一个实体何时从一个攻击目标切换到另一个攻击目标

        # This is similar to threat systems found in some MMORPGs

# 这类似于一些mmorpg中的威胁系统

        ##########################################################################################################


        "threat system" {

            # If enabled, all entities should bypass the threat system

# 如果启用,所有实体都不会使用威胁系统

            B:"000 Bypass Threat System (Global)"=false


            # When an out-of-combat entity first enters combat, its threat is set to this

# 当一个非战斗实体第一次进入战斗时,它的威胁值被设置为此

            # This can happen from an entity seeing a valid target to attack or from an entity taking damage while out of combat

# 当一个实体看到一个有效的目标要攻击时,或者当一个实体在非战斗状态下受到伤害时,就会发生这种情况

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"010 'Start of Combat' Threat"=30.0


            # When an in-combat entity damages its current target, its threat is increased by the damage dealt times this, divided by its target's max HP

            # 当一个战斗中的实体伤害当前目标时,其威胁值将增加1 / 2,再除以目标的最大生命值

# Min: 0.0

            # Max: 1.7976931348623157E308

            D:"020 Dealt Damage Multiplier"=200.0


            # When an in-combat entity is attacked by its current target, its threat is increased by the damage taken times this, divided by its max HP

            # 当一个战斗中的实体被当前目标攻击时,它的威胁值将以所受伤害乘以它的最大生命值来增加

# Min: 0.0

            # Max: 1.7976931348623157E308

            D:"025 'Attacked By Same' Multiplier"=400.0


            # When an in-combat entity is attacked by something that is *not* its current target, its threat is decreased by damage taken times this, divided by its max HP

            # 当一个战斗实体被*不是*它当前目标的东西攻击时,它的威胁值将按所受伤害乘以这个值除以它的最大生命值降低

# Min: 0.0

            # Max: 1.7976931348623157E308

            D:"030 'Attacked By Other' Multiplier"=400.0


            # When an entity heeds a warning from another entity, its threat is set to this (if less than this)

            # 当一个实体注意到另一个实体的警告时,它的威胁设置为这个(如果小于这个)

# Min: 0.0

            # Max: 1.7976931348623157E308

            D:"035 'Warned' Threat"=30.0


            # When an entity sees an ally die, increase threat

# 当一个实体看到一个盟友死亡,增加的威胁值

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"040 'Ally Killed' Threat"=100.0


            # Every time an entity updates and their target is visible and reachable, this is added to their threat

# 每次实体更新时,他们的目标是可见的和可到达的,这将被添加到他们的威胁

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"060 Seen Target Threat Rate"=0.1


            # Every time an entity updates and their target's position is unknown, this is subtracted from their threat

# 每当一个实体更新时,他们的目标的位置是未知的(指没被发现),这将从他们的威胁扣除这个值

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"065 Unseen Target Degredation Rate"=0.1


            # How fast the threat gauge decreases while fleeing; lower number means they flee for a longer time

# 逃跑时威胁测量下降的速度;人数减少意味着他们逃亡的时间更长(别管我,快跑啊!!!!!)

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"070 Flee Degredation Rate"=0.3


            # Every time an owned entity updates and can't reach their target, this is subtracted from their threat

# 每次拥有目标的实体更新后不能到达他们的目标(可望而不可及),这将从他们的威胁中扣除

            # Min: 0.0

            # Max: 1.7976931348623157E308

            D:"075 Owned Can't Reach Degredation Rate"=0.5


            "entity-specific settings (advanced)" {

#特定实体设置”(高级)

                # Sets whether the threat system detects and entity as passive or not

                # 设置威胁系统是否检测和实体是非为被动

                # entityID, passivity

                # 

                # eg...

                # 

                # minecraft:skeleton, true

                # 

                # You can also specify entities with a certain name, like so:

                # modid:entity:name

                S:Passiveness <

                    shulker, false

                    snowman, false

                    ebwizardry:wizard, false

                    techguns:turret, false

                    rafradek_tf2_weapons:sentry, false

                    ghast, false

                    nex:ghastling, false

                    nex:ghast_queen, false

                    nex:ghastling, false

                    animania:mare_draft, true

                    animania:stallion_draft, true

                    animania:foal_draft, true

                    animania:peachick_charcoal, true

                    animania:peachick_opal, true

                    animania:peachick_peach, true

                    animania:peachick_purple, true

                    animania:peachick_taupe, true

                    animania:peachick_blue, true

                    animania:peachick_white, true

                 >


                # Entities in this bypass the threat system

                # 其中的实体不使用威胁系统

                # This means they will not use the search AI, will appear with ???? as their target and threat level in the targeting HUD, and always appear as full alert in the on-point HUD

                # 这意味着他们不会使用人工智能搜索,会出现??在瞄准界面上显示为目标和威胁等级,并且在点位界面上显示为高度戒备状态

                # For some entities, this option is necessary for them to work right, such as slimes.  For others, like the ender dragon and other players, it has no effect besides how they appear in the HUD

                # 对于某些实体,这个选项对于它们正常工作是必要的,比如slimes。对于其他玩家来说,比如末影龙和其他玩家,除了他们在界面上的表现之外,它没有任何影响

                # You can also specify entities with a certain name, like so:

                # modid:entity:name

                S:"Threat Bypass" <

                    player

                    slime

                    magma_cube

                    ender_dragon

                    dissolution:player_corpse

                    millenaire:genericvillager

                    millenaire:genericsimmfemale

                    millenaire:genericasimmfemale

                    tconstruct:blueslime

                    primitivemobs:treasure_slime

                    pvj:pvj_icecube

                    defiledlands:slime_defiled

                    scp:killer_statue

                    cyclicmagic:robot

                 >

            }


            "cnpc threat settings" {

                # All CNPCs in these factions will bypass the threat system

# 这些npc都将不适用威胁系统

                S:"Faction Threat Bypass" <

                 >

            }


        }


        ##########################################################################################################

        # helper system

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

        # Which entities come to the aid of which other entities

# 哪些实体会帮助哪些其他实体

        ##########################################################################################################


        "helper system" {

            # Whether to help entities of the same type

            # 是否帮助相同类型的实体(作者,能不能这么真实!!)

            # Eg. if set to true, skeletons will help other skeletons (but not zombies)

# 如果设置为真,骷髅会帮助其他骷髅(但僵尸不会)

            B:"Help Same Entity Type"=true


            ownership {

                # DON'T help them if they don't have the same owner (if we have one)

# 如果它们没有同一个主人(如果有主人的话)就不要帮助它们,指宠物不会帮助过去的战友!!(你们这群25仔)

                B:Dedicated=true


                # Help them if we both have the same owner (if we have one)

# 帮助他们,如果属于同一个所有者(如果有所有者)

                B:"Help If Same Owner"=true


                # Help them if we own them

# 如果我们拥有他们,就帮助他们(指主人会帮助宠物)

                B:"Help Owned"=true


                # Help our owner (if we have one)

# 帮助我们的主人(如果我们有的话)

                B:"Help Owner"=true

            }


            teams {

                # Make sure NOT to help entities on other teams

# 确保不要帮助其他团队中的实体

                B:"Don't Help Other Teams"=true


                # Help other entities on our team

# 帮助我们团队中的其他成员

                B:"Help Same Team"=true

            }


            ##########################################################################################################

            # custom npcs factions

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

            # These settings only matter if Custom NPCs is installed

# 这些设置只有在安装了自定义npc后才会起作用

            ##########################################################################################################


            "custom npcs factions" {

                # Make sure NOT to help those we're hostile to

# 务必不要帮助那些我们怀有敌意的人

                B:"Don't Help If Bad Rep"=true


                # Help npcs in the same faction and players with good faction rep

# 帮助同一阵营的npc和阵营为中立的玩家

                B:"Help If Good Rep"=true

            }


        }


        ##########################################################################################################

        # interactions

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

        # Things that happen under special circumstances, eg. stealth attacks

# 在特殊情况下发生的事情。隐形攻击(建议添加背刺)

        ##########################################################################################################


        interactions {


            ##########################################################################################################

            # attack

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

            # When anything attacks anything else (melee)

# 当任何东西攻击任何东西时(近战)

            ##########################################################################################################


            attack {

                # Whether stealth attacks bypass armor or not

# 潜行攻击是否穿甲

                B:"Armor Penetration"=false


                # Potion effects that are applied to the attacker when an attack happens

                # 攻击发生时对攻击者施加的药剂效果

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

# 此效果持续100tick(5秒):

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                 >


                # Damage is multiplied by this when attacking from stealth

# 当潜行攻击时,伤害会乘以这个

                # Min: 1.0

                # Max: 1.7976931348623157E308

                D:"Damage Multiplier"=1.0


                # If set to true, when one living entity hits another living entity, they both lose blindness

                # 如果设置为真,当一个生命实体撞击另一个生命实体时,它们都失明

                # This happens before any new effects are applied

                B:"Remove Blindness On Hit"=true


                # If set to true, when one living entity hits another living entity, they both lose invisibility

                # 如果设置为真,当一个生命实体撞击另一个生命实体时,它们都将失去隐形性

                # This happens before any new effects are applied

                B:"Remove Invisibility On Hit"=true


                # Potion effects that are applied to the victim when an attack happens

                # 攻击发生时对受害者施加的药剂效果

                # This applies blindness for 100 ticks (5 seconds):

                # blindness.100

                S:"Victim Effects" <

                 >


                # Weapon-specific overrides

# Weapon-specific覆盖

                # Syntax is...

                # 看得懂的才会改,看不懂的也不会改。。。。

                # domain:item:meta > nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2, armorpenetration, multiplier, attackerpotion1 & attackerpotion2, vidtimpotion1 & victimpotion2, consumeitem

                # 

                # eg...

                # 

                # backstab:diamond_dagger, true, 3

                # 

                # tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material, true, 3, regeneration.60.3, wither.60.3

                # 

                # dye, false, 0, , blindness.20, true

                S:"Weapon-Specific Settings" <

                    dye, false, 0, , blindness.20, true

                    glowstone_dust, false, 0, , glowing.20, true

                 >

            }


            ##########################################################################################################

            # ranged attack

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

            # When anything attacks anything else (ranged)

# 当任何东西攻击其他东西时(远程)

            ##########################################################################################################


            "ranged attack" {

                # Whether stealth attacks bypass armor or not

# 潜行攻击是否穿甲

                B:"Armor Penetration"=false


                # Potion effects that are applied to the attacker when an attack happens

                # 攻击发生时对攻击者施加的药剂效果

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

# 同上

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                 >


                # Damage is multiplied by this when attacking from stealth

                # Min: 1.0

                # Max: 1.7976931348623157E308

                D:"Damage Multiplier"=1.0


                # If set to true, when one living entity hits another living entity, they both lose blindness

                # 

                # This happens before any new effects are applied

                B:"Remove Blindness On Hit"=true


                # If set to true, when one living entity hits another living entity, they both lose invisibility

                # 如果设置为真,当一个生命实体撞击另一个生命实体时,它们都将失去隐形性

                # This happens before any new effects are applied

                B:"Remove Invisibility On Hit"=true


                # Potion effects that are applied to the victim when an attack happens

                # 

                # This applies blindness for 100 ticks (5 seconds):

                # blindness.100

                S:"Victim Effects" <

                 >

            }


            ##########################################################################################################

            # stealth attack

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

            # When something attacks an unaware victim (melee)

# 当有东西攻击没有意识的受害者(混战)

            ##########################################################################################################


            "stealth attack" {

                # Whether stealth attacks bypass armor or not

# 是否穿甲

                B:"Armor Penetration"=false


                # Potion effects that are applied to the attacker when a stealth attack happens

                # 同上

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                 >


                # Damage is multiplied by this when attacking from stealth

                # Min: 1.0

                # Max: 1.7976931348623157E308

                D:"Damage Multiplier"=1.25


                # Potion effects that are applied to the victim when a stealth attack happens

                # 

                # This applies blindness for 100 ticks (5 seconds):

                # blindness.100

                S:"Victim Effects" <

                 >


                # Weapon-specific overrides

                # Syntax is...

                # 

                # domain:item:meta > nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2, armorpenetration, multiplier, attackerpotion1 & attackerpotion2, vidtimpotion1 & victimpotion2, consumeitem

                # 

                # eg...

                # 

                # backstab:diamond_dagger, true, 3

                # 

                # tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material, true, 3, regeneration.60.3, wither.60.3

                # 

                # dye, false, 0, , blindness.20, true

                S:"Weapon-Specific Settings" <

#再次膜拜作者

                    backstab:wood_dagger, true, 5

                    backstab:stone_dagger, true, 5

                    backstab:iron_dagger, true, 5

                    backstab:diamond_dagger, true, 5

                    backstab:gold_dagger, true, 5

                    tetra:sword_modular > sword/short_blade_material, true, 5

                    architecturecraft:chisel, true, 5

                    chisel:chisel_iron, true, 5

                    chisel:chisel_diamond, true, 5

                    chisel:chisel_hitech, true, 5

                    tcomplement:chisel, true, 5

                    rootsclassic:druidknife, true, 5

                    xreliquary:magicbane, true, 5

                    elderarsenal:wooden_dagger, true, 5

                    elderarsenal:stone_dagger, true, 5

                    elderarsenal:iron_dagger, true, 5

                    elderarsenal:golden_dagger, true, 5

                    elderarsenal:diamond_dagger, true, 5

                    elderarsenal:emerald_dagger, true, 5

                    elderarsenal:hunger_dagger, true, 5

                    elderarsenal:wooden_katar, true, 5

                    elderarsenal:stone_katar, true, 5

                    elderarsenal:iron_katar, true, 5

                    elderarsenal:golden_katar, true, 5

                    elderarsenal:diamond_katar, true, 5

                    elderarsenal:emerald_katar, true, 5

                    elderarsenal:wooden_knife, true, 5

                    elderarsenal:stone_knife, true, 5

                    elderarsenal:iron_knife, true, 5

                    elderarsenal:golden_knife, true, 5

                    elderarsenal:diamond_knife, true, 5

                    elderarsenal:emerald_knife, true, 5

                    spartanweaponry:dagger_wood, true, 5

                    spartanweaponry:dagger_stone, true, 5

                    spartanweaponry:dagger_iron, true, 5

                    spartanweaponry:dagger_gold, true, 5

                    spartanweaponry:dagger_diamond, true, 5

                    spartanweaponry:throwing_knife_wood, true, 5

                    spartanweaponry:throwing_knife_stone, true, 5

                    spartanweaponry:throwing_knife_iron, true, 5

                    spartanweaponry:throwing_knife_gold, true, 5

                    spartanweaponry:throwing_knife_diamond, true, 5

                    spartanweaponry:dagger_copper, true, 5

                    spartanweaponry:throwing_knife_copper, true, 5

                    spartanweaponry:dagger_tin, true, 5

                    spartanweaponry:throwing_knife_tin, true, 5

                    spartanweaponry:dagger_bronze, true, 5

                    spartanweaponry:throwing_knife_bronze, true, 5

                    spartanweaponry:dagger_steel, true, 5

                    spartanweaponry:throwing_knife_steel, true, 5

                    spartanweaponry:dagger_silver, true, 5

                    spartanweaponry:throwing_knife_silver, true, 5

                    spartanweaponry:dagger_invar, true, 5

                    spartanweaponry:throwing_knife_invar, true, 5

                    spartanweaponry:dagger_platinum, true, 5

                    spartanweaponry:throwing_knife_platinum, true, 5

                    spartanweaponry:dagger_electrum, true, 5

                    spartanweaponry:throwing_knife_electrum, true, 5

                    spartanweaponry:dagger_nickel, true, 5

                    spartanweaponry:throwing_knife_nickel, true, 5

                    spartanweaponry:throwing_knife_lead, true, 5

                    sharpbone:sharp_bone, true, 5

                    natura:ghostwood_kama, true, 3

                    natura:bloodwood_kama, true, 3

                    natura:darkwood_kama, true, 3

                    natura:fusewood_kama, true, 3

                    natura:netherquartz_kama, true, 3

                    tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material, true, 3

                    tconstruct:kama, true, 3

                    elderarsenal:wooden_katana, true, 3

                    elderarsenal:stone_katana, true, 3

                    elderarsenal:iron_katana, true, 3

                    elderarsenal:golden_katana, true, 3

                    elderarsenal:diamond_katana, true, 3

                    elderarsenal:emerald_katana, true, 3

                    spartanweaponry:katana_wood, true, 3

                    spartanweaponry:katana_stone, true, 3

                    spartanweaponry:katana_iron, true, 3

                    spartanweaponry:katana_gold, true, 3

                    spartanweaponry:katana_diamond, true, 3

                    spartanweaponry:rapier_wood, true, 3

                    spartanweaponry:rapier_stone, true, 3

                    spartanweaponry:rapier_iron, true, 3

                    spartanweaponry:rapier_gold, true, 3

                    spartanweaponry:rapier_diamond, true, 3

                    spartanweaponry:katana_copper, true, 3

                    spartanweaponry:rapier_copper, true, 3

                    spartanweaponry:katana_tin, true, 3

                    spartanweaponry:rapier_tin, true, 3

                    spartanweaponry:katana_bronze, true, 3

                    spartanweaponry:rapier_bronze, true, 3

                    spartanweaponry:katana_steel, true, 3

                    spartanweaponry:rapier_steel, true, 3

                    spartanweaponry:katana_silver, true, 3

                    spartanweaponry:rapier_silver, true, 3

                    spartanweaponry:katana_invar, true, 3

                    spartanweaponry:rapier_invar, true, 3

                    spartanweaponry:katana_platinum, true, 3

                    spartanweaponry:rapier_platinum, true, 3

                    spartanweaponry:katana_electrum, true, 3

                    spartanweaponry:rapier_electrum, true, 3

                    spartanweaponry:katana_nickel, true, 3

                    spartanweaponry:rapier_nickel, true, 3

                    spartanweaponry:katana_lead, true, 3

                    spartanweaponry:rapier_lead, true, 3

                    thermalfoundation:tool.sickle_copper, true, 3

                    thermalfoundation:tool.sickle_tin, true, 3

                    thermalfoundation:tool.sickle_silver, true, 3

                    thermalfoundation:tool.sickle_lead, true, 3

                    thermalfoundation:tool.sickle_aluminum, true, 3

                    thermalfoundation:tool.sickle_nickel, true, 3

                    thermalfoundation:tool.sickle_platinum, true, 3

                    thermalfoundation:tool.sickle_steel, true, 3

                    thermalfoundation:tool.sickle_electrum, true, 3

                    thermalfoundation:tool.sickle_invar, true, 3

                    thermalfoundation:tool.sickle_bronze, true, 3

                    thermalfoundation:tool.sickle_constantan, true, 3

                    thermalfoundation:tool.sickle_wood, true, 3

                    thermalfoundation:tool.sickle_stone, true, 3

                    thermalfoundation:tool.sickle_iron, true, 3

                    thermalfoundation:tool.sickle_diamond, true, 3

                    thermalfoundation:tool.sickle_gold, true, 3

                 >

            }


            ##########################################################################################################

            # ranged stealth attack

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

            # When something attacks an unaware victim (ranged)

# 当有东西攻击没有意识的受害者(远程)同上

            ##########################################################################################################


            "ranged stealth attack" {

                # Whether stealth attacks bypass armor or not

                B:"Armor Penetration"=false


                # Potion effects that are applied to the attacker when a stealth attack happens

                # 

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                 >


                # Damage is multiplied by this when attacking from stealth

                # Min: 1.0

                # Max: 1.7976931348623157E308

                D:"Damage Multiplier"=1.0


                # Potion effects that are applied to the victim when a stealth attack happens

                # 

                # This applies blindness for 100 ticks (5 seconds):

                # blindness.100

                S:"Victim Effects" <

                 >

            }


            ##########################################################################################################

            # assassination

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

            # When something kills without being detected (melee)

# 某物在未被发现的情况下杀死(近战)同上

            ##########################################################################################################


            assassination {

                # Potion effects that are applied to the attacker when an assassination happens

                # 

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                    dynamicstealth:soulsight.140

                    invisibility.140

                    night_vision.140

                 >


                # Weapon-specific overrides

                # Syntax is...

                # 

                # domain:item:meta > nbtkey1 = nbtvalue1 & nbtkey2 = nbtvalue2, attackerpotion1 & attackerpotion2

                # 

                # eg...

                # 

                # backstab:diamond_dagger, invisibility.200

                # 

                # tetra:duplex_tool_modular > duplex/sickle_left_material & duplex/butt_right_material, regeneration.60.3

                S:"Weapon-Specific Settings" <

                 >

            }


            ##########################################################################################################

            # ramged assassination

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

            # When something kills without being detected (ranged)同上

            ##########################################################################################################


            "ramged assassination" {

                # Potion effects that are applied to the attacker when an assassination happens

                # 

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Attacker Effects" <

                 >

            }


            ##########################################################################################################

            # calm down

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

            # When something was fleeing, but ran out of threat

# 某物正在逃离,但已经没有了威胁

            ##########################################################################################################


            "calm down" {

                # If set to true, cnpcs warp home when calming down

# 如果设置为真,cnpcs在平静下来后会自动返航

                B:"CNPCs Warp Home"=false


                # Potion effects to apply when something calms down after fleeing

                # 某物在逃离后平静下来时,药水效果会生效

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Potion Effects" <

                 >


                # If set to true, all hp is instantly recovered when calming down

# 如果设置为真,所有的生命值会在平静下来后立即恢复

                B:"Recover all HP"=false

            }


            ##########################################################################################################

            # give up search

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

            # When something was searching for a target, but ran out of threat

# 某物正在寻找目标,但失去了威胁

            ##########################################################################################################


            "give up search" {

                # If set to true, cnpcs warp home when they give up searching for a target

# 如果设置为真,npc在放弃搜索目标后会转回家

                B:"CNPCs Warp Home"=false


                # If set to true, all hp is instantly recovered when giving up searching for a target

# 如果设置为真,当放弃寻找目标时,所有的生命值将立即恢复

                B:"Recover all HP"=false

            }


            ##########################################################################################################

            # rally

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

            # When something was fleeing, but regained health

# 某样东西逃跑了,但恢复了健康(指一群跑掉后,增加了一堆buff再回来杀了你)

            ##########################################################################################################


            rally {

                # Potion effects to apply when something rallies

                # 药剂效果在生物聚集时生效

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Potion Effects" <

                    resistance.200.2

                 >

            }


            ##########################################################################################################

            # desperation

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

            # When something is cornered while fleeing(某物在逃跑时被逼到了角落)(嘿嘿嘿嘿)

            ##########################################################################################################


            desperation {

                # Potion effects to apply when something gets cornered and desperate

                # 药剂效果在某个东西陷入绝境时使用

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Potion Effects" <

                    strength.200.3

                 >

            }


            ##########################################################################################################

            # can't reach

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

            # When something cannot reach its target

            ##########################################################################################################


            "can't reach" {

                # Potion effects to apply when something can't reach its target

                # 当某物无法到达目标时,药水效果将会生效

                # This applies strength 2 for 200 ticks (10 seconds):

                # strength.200.2

                # 

                # This applies soul sight for 100 ticks (5 seconds):

                # dynamicstealth:soulsight.100

                S:"Potion Effects" <

                 >

            }


        }


        items {


            potions {

                # Whether to load the blindness potion recipe (thick potion + ink sac)

# 是否加载失明药水配方(浓药水+墨囊)

                B:"Blindness Potion Recipes"=true


                # Whether to load blindness potions (accessible from the brewing tab of the creative menu)

# 是否加载失明药水(可从“创意”菜单的“酿造”选项卡访问)

                B:"Blindness Potions"=true


                # Whether to load the glowing potion recipe (thick potion + glowstone dust)

# 是否加载发光药水配方(浓药水+荧石粉)

                B:"Glowing Potion Recipes"=true


                # Whether to load glowing potions (accessible from the brewing tab of the creative menu)

# 是否加载发光药水(可从“创意”菜单的“酿造”选项卡访问)

                B:"Glowing Potions"=true


                # Whether to load the soul sight potion recipe (thick potion + ender eye)

# 是否装载灵魂视觉药水配方(浓药水+末影之眼)

                B:"Soul Sight Potion Recipes"=true


                # Whether to load soul sight potions (accessible from the brewing tab of the creative menu)

# 是否加载灵魂视觉药水(可从创意菜单的酿造选项卡查看

                B:"Soul Sight Potions"=true