本篇教程由作者设定未经允许禁止转载。

该教程将翻译本mod的1.15.2-0.3.2版本下的配置文件的内容。

如果你不会修改配置文件,那么请看传送门

世界配置


僵尸入侵配置

#安全日天数如果你设置为3,世界建立的前3天不会有任何僵尸入侵事件(除非你用指令)

#If you set to 3,then the first 3 day of the world will not have any zombie attack event.

#Range: 0 ~ 100

SafeDayLength = 3

#僵尸入侵的概率安全日之后,每天发生僵尸入侵事件的概率指标,数值越大概率越大。

#The chance related to zombie attack event. the bigger the more chance it has(chance/100).

#Range: 0 ~ 100

ZombieAttackChance = 40

#僵尸生成的权重增长期:随着时间的推移,僵尸生成的权重会逐渐增大,设置为x,则到x天增加至最大值(后面保持这个值不再增加)。

#How many day will the spawn weight of zombie increase to max. If set to 0, then the initial spawn weight is max.

#Range: 0 ~ 100000

SpawnWeightIncDuration = 100

#是否开启一大波僵尸入侵:设置为true表示开启一大波僵尸入侵。

#If true, players will be invaded by a huge wave of zombies in zombie invasion day

EnableHugeWave = true

#僵尸生成最终最大权重比例:当僵尸权重到达最大值时,他与初始值的比例是多少。加入第一天值为50,此值为x,则最终将增加至50x。

#How many times the final weight is increased to the initial spawn weight(If initial is 60, value is 3, then final is 3 * 60 = 180).

#Range: 1 ~ 6

MaxSpawnWeightMultiple = 3

#是否显示入侵消息:当设置为true时,僵尸入侵到来会在聊天栏显示。

#If true, you will receive detail message about each event when zombie invasion happened.

ShowEventMessages = true


入侵事件概率配置

#铁桶入侵的权重:值越大,僵尸入侵时发生铁桶入侵的概率越大。

#The weight to happen Bucket Invasion when it's a zombie attack day.

#Range: 0 ~ 100000

BucketAttackChance = 100

#水域入侵的权重值越大,僵尸入侵时发生水域入侵的概率越大。

#The weight to happen Water Invasion when it's a zombie attack day.

#Range: 0 ~ 100000

WaterAttackChance = 80

#报纸入侵的权重:值越大,僵尸入侵时发生报纸入侵的概率越大。

#The weight to happen Newspaper Invasion when it's a zombie attack day.

#Range: 0 ~ 100000

NewspaperAttackChance = 40

#橄榄球入侵权重值越大,僵尸入侵时发生橄榄球入侵的概率越大

#The weight to happen Football Invasion when it's a zombie attack day.

#Range: 0 ~ 100000

FootballAttackChance = 50

#万圣节入侵的权重:值越大,僵尸入侵时发生万圣节入侵的概率越大。

#The weight to happen Halloween Invasion when it's a zombie attack day.

#Range: 0 ~ 100000

HalloweenAttackChance = 20

#迷雾入侵的概率:值越大,僵尸入侵时发生迷雾入侵的概率越小。

#The related value to happen Fog Event when it's a zombie attack day(If the value is x, then the chance is 1/x).

#Range: 1 ~ 10000

FogAttackChance = 12

#随机入侵的权重:值越大,僵尸入侵时发生随机入侵的概率越大。

#The weight to happen Random Invasion when it's a zombie attack day.

#Range: 0 ~ 10000

RandomAttackChance = 100


结构配置

#戴夫的别墅之间的距离指数:数值越大间隔越远。

#the distance value between dave villa.

#Range: 1 ~ 1000

DaveVillaDistance = 40

#铁桶小屋之间的距离指数:数值越大间隔越远。

#the distance value between bucket house.

#Range: 1 ~ 1000

BucketHouseDistance = 32

#海豚小屋之间的距离指数:数值越大间隔越远。

#the distance value between dolphin house.

#Range: 1 ~ 1000

DolphinHouseDistance = 32

#墓地小屋之间的距离指数:数值越大间隔越远。

#the distance value between grave house.

#Range: 1 ~ 1000

GraveHouseDistance = 28


实体生成权重配置

#阳光实体的生成权重数值越大权重越大。

#spawn weight of Sun.

#Range: 1 ~ 200

SunSpawnWeight = 50

#僵尸海豚实体的生成权重数值越大权重越大。【暂时还无法生成】

#spawn weight of ZombieDolphin.

#Range: 1 ~ 200

ZombieDolphinSpawnWeight = 1

#吃货僵尸实体的生成权重数值越大权重越大。

#spawn weight of FoodieZombie.

#Range: 1 ~ 200

FoodieZombieSpawnWeight = 1

#潜岩浆僵尸实体在地狱的生成权重数值越大权重越大。

#spawn weight of LavaZombie at nether.

#Range: 1 ~ 200

LavaZombieSpawnWeight = 15


世界其他配置

#能否生成原版的怪物如果为false主世界将取消自然生成原版的怪物。

#if false,there will have no monster of default mc spawn in overworld.

CanSpawnDefaultMonster = true

#给予初始的植物卡帮助:设置为true,玩家第一次进入世界会获得一些基础的植物卡(向日葵卡、豌豆射手卡等等)。

#If you set it true, you will get some basic plantcards when you first join world.

GiveBeginnerReward = false


实体配置

#植物能否以队伍来判断敌人如果为true植物会攻击所有有队伍但与其主人不同队伍的实体(包括玩家)。

#if true,when plant's owner is in a team,the plant will attack the entity from other team(include players).

PlantAttackTeam = false

#能量豆僵尸的生成权值数值越大,能量豆僵尸生成的概率越大。

#the spawn chance of zombie with plant energy(the bigger,the more chance it spawn).

#Range: 0 ~ 50

ZombieSuperChance = 1

#魅惑捣蛋鬼僵尸的成功率:玩家手持糖果右击成功魅惑捣蛋鬼僵尸的概率。

#The value related to the chance to use candy charm TrickZombie(if set to x, the chance is 1/x).

#Range: 1 ~ 100

TrickZombieCharmChance = 3

#毁灭菇核爆破坏方块的范围如果为3,那么毁灭菇会破坏7*7的水平方块(不影响深度)。

#The width range when doom shroom explosion will destroy,0 means no destroy.

#Range: 0 ~ 10

DoomRange = 3


实体存活时间配置

#阳光实体存活的时间tick数值即tick数。

#how many ticks can the sun entity live.

#Range: 1 ~ 1200

SunLiveTick = 400

#钱币实体存活的时间tick:数值即tick数。

#how many ticks can the coin entity live(include gem).

#Range: 1 ~ 1200

CoinLiveTick = 400

#能量豆实体存活的时间tick:数值即tick数。

#how many ticks can the energy entity live.

#Range: 1 ~ 1200

EnergyLiveTick = 400

#普通子弹实体(例如豌豆)存活的时间tick:数值即tick数。

#how many ticks can bullet entity live.

#Range: 100 ~ 1000

BulletLiveTick = 150

#植物实体存活的时间tick:数值即tick数。

#how many ticks can plant entity live.

#Range: 1 ~ 1000000

PlantLiveTick = 24000


方块配置

#原始精华块蔓延的概率可以理解为原始精华块蔓延的时间,数值越大概率越小

#About the chance you got essence_ore from origin_block.the bigger the value is,the lower chance you get(more specificly 1/x).

#Range: 1 ~ 100

OriginChance = 5

#用骨粉使大嘴花方块繁殖的概率数值越大概率越小

#The chance when you use bone meal to grow chomper,the bigger the less chance.

#Range: 5 ~ 100

ChomperGrow = 20

#树苗转化为原始精华矿的概率数值越大概率越小

#The chance when sapling turn to origin ore,the bigger the less chance

#Range: 2 ~ 100

SaplingTurnOrigin = 8


破坏方块配置

#玩家打草掉落豌豆的概率数值越大概率越小

#the drop chance of pea when you break grass.the bigger the value is,the lower chance you get.(more specificly 1/x)

#Range: 1 ~ 1000

DropPeaChance = 16