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须知

该教程是龙珠模组JRMCore 1.3.51和Dragon Block 1.4.85这两个版本的教程

看教程前请核对自己使用的版本,老版本对于新版本会有配置文件上的不同处。


指令提示

    服务端!表示控制台使用命令时通知操作

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmca 控制台使用命令时通知OP

    B:"jrmca - Notify admins if used by Console"=true


    服务端!表示当某人对其他玩家使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmca 当某个人对另一个人使用命令时通知OP

    B:"jrmca - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmca 玩家自己使用命令时通知OP

    B:"jrmca - Notify admins if used on Self"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmcabonus 控制台使用命令时通知op

    B:"jrmcabonus - Notify admins if used by Console"=true


    服务端!表示当某人对其他玩家使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmcabonus 当某个人对另一个人使用命令时通知op

    B:"jrmcabonus - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmcabonus 玩家自己使用命令时通知OP

    B:"jrmcabonus - Notify admins if used on Self"=true


    服务端!jrmcabonuscheck - 允许非OP玩家检查其他玩家的表。(默认:开)

    # Server Sided! jrmcabonuscheck - Allows non OP Players to check other player's sheet. (default: true)

    是否允许非OP玩家检查其他玩家的面板属性

    B:"jrmcabonuscheck - Check other player's sheet without OP On"=true


    服务端!jrmccheck - 允许非OP玩家查看其他玩家的表。(默认:开)

    # Server Sided! jrmccheck - Allows non OP Players to check other player's sheet. (default: true)

    是否允许非OP玩家检查其他玩家的面板属性

    B:"jrmccheck - Check other player's sheet without OP On"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmcheal 控制台使用命令时通知op

    B:"jrmcheal - Notify admins if used by Console"=true


    服务端!表示当某人对其他人使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmcheal 当某个人对另一个人使用命令时通知op

    B:"jrmcheal - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmcheal  玩家自己使用命令时通知op

    B:"jrmcheal - Notify admins if used on Self"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmcm  控制台使用命令时通知op

    B:"jrmcm - Notify admins if used by Console"=true


    服务端!表示当某人对其他人使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmcm  当某个人对另一个人使用命令时通知op

    B:"jrmcm - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmcm  玩家自己使用命令时通知op

    B:"jrmcm - Notify admins if used on Self"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmcracialskill  控制台使用命令时通知op

    B:"jrmcracialskill - Notify admins if used by Console"=true


    服务端!表示当某人对其他人使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmcracialskill  当某个人对另一个人使用命令时通知op

    B:"jrmcracialskill - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmcracialskill  玩家自己使用命令时通知op

    B:"jrmcracialskill - Notify admins if used on Self"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmcse  控制台使用命令时通知op

    B:"jrmcse - Notify admins if used by Console"=true


    服务端!表示当某人对其他人使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmcse  当某个人对另一个人使用命令时通知op

    B:"jrmcse - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmcse  玩家自己使用命令时通知op

    B:"jrmcse - Notify admins if used on Self"=true


    服务端!表示控制台使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by console. (default: true)

    命令:jrmctp  控制台使用命令时通知op

    B:"jrmctp - Notify admins if used by Console"=true


    服务端!表示当某人对其他人使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used by someone on someone else. (default: true)

    命令:jrmctp  当某个人对另一个人使用命令时通知op

    B:"jrmctp - Notify admins if used by Others"=true


    服务端!表示在自身使用命令时通知操作。(默认:开)

    # Server Sided! Means notify ops when command is used on self. (default: true)

    命令:jrmctp  玩家自己使用命令时通知op

    B:"jrmctp - Notify admins if used on Self"=true


气功配置1

    # 服务端!如果为true,它将输入被气攻击击中的实体名称,并可用于“气攻击反应的实体列表”配置。(默认值:假)

    # Server Sided! If true it will type in the Names of Entities that got hit by a Ki Attack and can be used for the 'List of Entities Ki Attacks react to' config. (default: false)

    B:“实体被Ki攻击控制台消息”=false

    B:"Entity Hit by Ki Attack Console message"=false

}


"dbc ki attack server sided configs" {

DBC气攻击服务端配置

    # 服务器端!持续气攻击。

    # Server Sided! Continues Ki Attacks.

    S:“持续Ki攻击。如果玩家使用的为true的气功则会持续攻击造成多段伤害,如果为false气功击中目标后只造成一次伤害<。

    S:"Continues Ki Attacks. User must look forward to hold an attack or it will hit entities once." <

        [气功波]Wave true

        [气功弹]Ball false

        [气圆斩]Disk false

        [激光]Laser false

        [螺旋波]Spiral false

        [能量球]Large_Ball false

     >

    # 服务端!禁用的气攻击类型在生成时会立即消失。

    # Server Sided! Disabled ki attack types will make them instantly die when spawned.

    S:“启用 Ki 攻击类型(气功波、气功弹、气元斩、激光、螺旋波、能量球、弹幕、气屏障、自爆)”<[这个配置选择可让你禁用气功,将true改成false就可以禁用气功]

    S:"Enabled Ki Attack Types (Wave, Ball, Disk, Laser, Spiral, Large Ball, Barrage, Shield, Explosion)" <

        true

        true

        true

        true

        true

        true

        true

        true

        true

     >


    #服务端!气功爆炸最大时间,从0到1000。(默认:60)

    # Server Sided! Explosion Max Age Ticks value from 0 to 1000. (default: 60)

    I:“气功爆炸最大时间”=60

    I:"Explosion Max Age Ticks"=60


    #服务端!气功爆炸对玩家自身产生的伤害百分比,从0到100。(默认:25)

    # Server Sided! Explosion Self Harm Damage Percentage value from 0 to 100. (default: 25)

    I:"Explosion Self Harm Damage Percentage"=25

    

    #服务端!如果为true,如果玩家死亡,最后的气功爆炸将会消失。(默认:开)

    # Server Sided! If true Final explosion will vanish if the user is dead. (default: true)

    B:"Final explosion vanish on death"=true


    #服务端!更改可以检测实体的边界框的大小。数值越大,游戏未响应的可能性就越小。

    # Server Sided! Changes what the size of the bounding box is in which it can detect entities. The higher values may be less likely to Freeze the game.

    # From 0 to 5 (default: 4).

    # Mode 0 = Old, (Size + Motion + Extra 0.5 Blocks)[大小+运动+额外的0.5块]

    # Mode 1 = (Size + Motion)[大小+运动]

    # Mode 2 = (Size + Extra 0.5 Blocks)[尺寸+额外0.5块]

    # Mode 3 = (Size + Motion Version 2)[大小+运动版本2]

    # Mode 4 = (Size)[大小]

    # Mode 5 = (DISABLED! Doesn't check what entity is closest in it.[禁用!不检查其中最接近的实体是什么。

    I:"Ki Attack Closest Entity Check Size Mode"=4


    #服务端!如果为true气攻击的爆炸效果可以使用。

    # Server Sided! If true Ki Attack Effect can be used.

    S:"Ki Attack Effect can be used" <

        Wave true[气功波]

        Ball true[气功弹]

        Disk true[气元斩]

        Laser true[激光]

        Spiral true[螺旋波]

        Large_Ball true[能量球]

        Barrage true[弹幕]

        Shield true[气屏障]

        Explosion true[自爆]

     >


    #服务端!将其设置为0将禁用限制。从0到10000(默认:15.0)(数值越小延迟越少)

    # Server Sided! Setting it to 0 will disable limits. From 0 to 10000 (default: 15.0) (lower number will reduce lag)

    I:“气攻击爆炸大小限制”=15

    I:"Ki Attack Explosion Size Limit"=15


    #服务端!气攻击力公式。用来计算一个气功与另一个气功相互时攻击的威力(默认值:(伤害/2)+(速度*2)+(密度*10)+(1))

    # Server Sided! Ki Attack Power Formula. Used to calculate an attack's power when clashing with another ki attack (default: (Damage/2)+(Speed*2)+(Density*10)+(1))

    S:"Ki Attack Power Formula"=(Damage/2)+(Speed*2)+(Density*10)+(1)


    #服务端!气功实体大小和渲染大小(最小 最大)(默认:0.01 0.1)。

    # Server Sided! Ki Attack Hitbox and Render Sizes (Min Max) (default: 0.01 0.1).

    S:"Ki Attack Sizes (Min Max)" <

        Wave 0.01 0.1

        Ball 0.01 0.1

        Disk 0.01 0.1

        Laser 0.01 0.1

        Spiral 0.01 0.1

        Large_Ball 0.01 0.1

        Barrage 0.01 0.1

     >


    #服务器端!如果true气功命中目标将击退击中目标,是false则造成正常造成伤害。

    # Server Sided! If true Ki Attacks will knockback hit targets as normal.

    S:"Ki Attack knockback" <

        Wave true[气功波]

        Ball true[气功弹]

        Disk true[气元斩]

        Laser true[激光]

        Spiral true[螺旋波]

        Large_Ball true[能量球]

        Barrage true[弹幕]

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“气功弹的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Ball) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“弹幕的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Barrage) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    # Server Sided! Stats are multiplied after attack is created.

    S:“气元斩的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Disk) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“自爆的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Explosion) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >

    

    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“能量球的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Large Ball) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“激光的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Laser) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“气屏障的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Shield) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“螺旋波的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Spiral) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功额外加成包含速度,伤害,气消耗

    # Server Sided! Stats are multiplied after attack is created.

    S:“气功波的属性乘数(速度,伤害,消耗)从0到1000[百分比](默认:1.00)。”<

    S:"Ki Attack stat multipliers for (Wave) (Speed, Damage, Cost) value from 0 to 1000 (defaults: 1.00)." <

        1.0

        1.0

        1.0

     >


    #服务器端!气功大小与玩家的身高大小有关。(默认:true)

    # Server Sided! Ki Attacks scale with user's height. (default: true)

    B:"Ki Attacks scale with user's height"=true


    #服务器端!当气功发生对撞时,如果一个气功比另一个气功弱x(配置量)倍,就摧毁它。取值范围为1 ~ 1000。如果值为1,则配置关闭。(默认:50.00)

    # Server Sided! When Ki Attacks clash if one is x (config amount) times weaker than the other one destroy it. Value from 1 to 1000. IF value is 1 then the config is off. (default: 50.00)

    D:"Ki Clash Destroy weaker one"=50.0


    #服务器端!自爆是否可以跟随着使用者移动。(默认值:false)

    # Server Sided! Ki Explosions move with the user. (default: false)

    B:"Ki Explosions move with the user"=false


    #服务器端!气屏障和自爆增加气的经验百分比。取值范围为0 ~ 100。如果值为0,则配置关闭。(默认值:0)

    # Server Sided! Ki Shields and Explosions give Ki Tech experience percentage. Value from 0 to 100. IF value is 0 then the config is off. (default: 0)

    I:"Ki Shields and Explosions give Ki Tech experience percentage"=0


    #服务器端!气屏障是否可以跟随着使用者移动。(默认值:false)

    # Server Sided! Ki Shields move with the user. (default: false)

    B:"Ki Shields move with the user"=false


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“气功弹”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Ball' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >

    

    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“弹幕”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Barrage' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“气元斩”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Disk' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“自爆”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Explosion' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“能量球”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Large Ball' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“激光”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Laser' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“气屏障”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Shield' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“螺旋波”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Spiral' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“气功波”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities 'Wave' Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        

     >


    #服务器端!Ki攻击对这些实体做出反应。

    # Server Sided! Ki Attacks React to these Entities.

    S:“每一个”气功反应的实体列表。(名称,反应)(反应:气功将…1 =死亡| 2 =摧毁它| 3 =摧毁它如果有效果| 4 =伤害它| 5 =伤害它如果有效果)<

    S:"List of Entities EVERY Ki Attacks react to. (Name, Reaction)(Reactions: Ki Attack will... 1 = Die from it | 2 = Destroy it | 3 = Destroy it IF effect is on | 4 = Damage it | 5 = Damage it IF effect is on)" <

        Snowball 2

        Arrow 2

        SmallFireball 2

        Fireball 2

     >


    #服务器端!螺旋波基于对最初敌人的造成伤害基础上,产生削弱过的伤害(true)或产生一个分裂伤害(false)。(默认值是开实的)

    # Server Sided! Spirals Weaken going through enemies based off on their Start Damage (true) OR their new divided damage (false). (default: true)

    B:"Spirals Weaken going through enemies based off on their Start Damage"=true


    #服务器端!穿过目标后伤害减弱。数值是一个百分比,例如30将是每次命中后的30%减去能量。设置为0将禁用该配置。从0到100。(默认值:30)

    # Server Sided! Spirals Damage weakens after going through targets. Value is a Percentage, for example 30 will be 30% minus power after each hit. Setting to 0 will disable the config. From 0 to 100. (default: 30)

    I:"Spirals Weaken going through enemies by x Percentage"=30


    #服务器端!如果开正的螺旋波会穿过实体。

    # Server Sided! If true Spirals will go through entities.

    S:"Spirals go through entities" <

        EFFECT_OFF true

        EFFECT_ON true

     >


属性和形态增幅消耗等等

注:奖励属性是特殊加成不算形态倍率但是会提升战斗力

    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的冰冻恶魔种族奖励属性乘数加成”<

    S:"Arcosian Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Form0 0.0

        Form1 0.0

        Form2 0.0

        Form3 0.0

        Base 0.0

        Form5 0.01

        Ultimate 0.01

        God 0.0

        Mystic 0.02

     >


    #服务器端!允许属性超过最大属性限制

    # Server Sided! Allow Attributes Over Max Attribute limit with powerups

    B:"Attributes Over Limit"=true


    #服务器端!如果是“true”,那么融合就可以使用,如果是“false”,那么融合就不能使用。(出于平衡原因默认为true)

    # Server Sided! If 'true' then Fusion will be available to use, If 'false' then Fusion wont be usable. (For balancing reasons default: true)

    B:"Fusion - Dance fusion"=true


    #服务器端!你可以改变融合持续的时间,以分钟为单位的时间可以从1到30(默认为5)

    # Server Sided! You can change the duration in minutes that a fusion can last. Time in minutes can be from 1 to 30 (default: 5) 

    I:"Fusion - Dance fusion - Fuse Time"=5


    #服务器端!你可以改变融合结束后的禁止融合持续时间(以分钟为单位),时间单位为分钟,取值范围为1 ~ 1000(默认为10)。

    # Server Sided! You can change the duration in minutes after a fusion has ended, how long one can't perform fustion again. Time in minutes can be from 1 to 1000 (default: 10) 

    I:"Fusion - Dance fusion - NoFuse Time"=10


    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的混血赛亚人种族奖励属性乘数加成”<

    S:"Half-Saiyan Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Base 0.0

        SS 0.0

        SSG2 0.0

        SSG3 0.0

        SSFullPow 0.0

        SS2 0.0

        SS3 0.0

        Oozaru 0.0

        Golden 0.0

        SSGod 0.0

        SSB 0.0

        SSGodR 0.0

        LSS 0.0

        LSS2 0.0

        SS4 0.0

        SSBE 0.0

        Mystic 0.0

     >


    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的人类种族奖励属性乘数加成”<

    S:"Human Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Base 0.0

        Full 0.1

        Buffed 0.1

        God 0.0

        Mystic 0.1

     >

    

    #服务器端!如果“为true”,那么界王拳将在任何形态中都是可使用的,如果“为false”,那么界王拳将无法在任何形态上维持。(这将使模组战力更加不平衡。默认值:false)

    # Server Sided! If 'true' then the Kaioken will be sustainable in any transformation, If 'false' then Kaioken will be hard to maintain with every transformation. (This WILL make the game more unbalanced. default: false)

    B:"Kaioken - Sustainable Super"=false


    #服务器端!如果'true'则锁定启用,如果'false'则锁定禁用。(默认值:true)[气感的锁定]

    # Server Sided! If 'true' then Locking On is enabled, If 'false' then Locking On is disabled. (default: true)

    B:"Lock On"=true


    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的魔人种族奖励属性乘数加成”<

    S:"Majin Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Base 0.0

        Evil 0.075

        Full 0.075

        Pure 0.075

        God 0.0

        Mystic 0.12

     >


    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的那美克星人种族奖励属性乘数加成”<

    S:"Namekian Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Base 0.0

        Full 0.1

        Giant 0.1

        God 0.0

        Mystic 0.12

     >


    #服务器端!玩家在飞行模式下会不断缓慢向下移动。(默认值:true)

    # Server Sided! Players in Fly mode will slowly move downwards constantly. (default: true)

    B:"Player Fly mode descending On"=true


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态冰冻恶魔-形态倍率”<

    S:"Racial Skill Arcosian - Damage multiplier" <

        Form0 30

        Form1 40

        Form2 60

        Form3 80

        Base 100

        Form5 220

        Ultimate 270

        God 360

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000% The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:“种族技能冰冻恶魔 - 气回复倍率”<

    S:"Racial Skill Arcosian - Ki Regeneration multipliers" <

        Form0 300

        Form1 250

        Form2 200

        Form3 150

        Base 100

        Form5 -50

        Ultimate -100

        God -40

     >


    S:“种族技能冰冻恶魔 -灵能点消耗”<

    S:"Racial Skill Arcosian - Power Point Cost" <

        50

        100

        200

        350

        500

     >

    

    #服务器端!灵能点为形态增强消耗。(0 =禁用)。(0 ~ 1000000000)。

    # Server Sided! Arcosian Power Reserver Cost. (0 = Disabled). (From 0 to 1000000000).

    S:“种族技能冰冻恶魔 -灵能点消耗(适用于1.131及以上版本)”<

    S:"Racial Skill Arcosian - Power Point Cost (for Build 1.131 and above)" <

        Form0 0

        Form1 0

        Form2 0

        Form3 0

        Base 20

        Form5 30

        Ultimate 60

        God 90

        Mystic 70

        UltraInstict 100

        GodOfDestruction 100

     >


    S:“种族技能冰冻恶魔 -灵能点增长”<

    S:"Racial Skill Arcosian - Power Point Growth" <

        6

        4

        2

        1

     >

    #服务器端!形态恢复灵能点量。(0 =禁用)。(0 ~ 1000000000)。

    # Server Sided! Arcosian Power Reserver Gain. (0 = Disabled) (From 0 to 1000000000).

    S:“种族技能冰冻恶魔 -灵能点增长(适用于Build 1.131及以上)”

    S:"Racial Skill Arcosian - Power Point Growth (for Build 1.131 and above)" <

        Form0 6

        Form1 4

        Form2 2

        Form3 1

        Base 0

        Form5 0

        Ultimate 0

        God 0

        Mystic 0

        UltraInstict 0

        GodOfDestruction 0

     >

    

    #服务器端!灵能点最大储备。(0 ~ 1000000000)。

    # Server Sided! Arcosian Power Reserver Max. (From 0 to 1000000000).

    S:"种族技能冰冻恶魔 -灵能点最大值" <[以下每一个阶段都是种族天赋等级]

    S:"Racial Skill Arcosian - Power Point Max" <

        0

        500

        1000

        1000

        1500

        2000

        2500

     >

    S:“种族技能冰冻恶魔 -灵能点伤害增益”<

    S:"Racial Skill Arcosian - Power Point damage multiplier" <

        1.15

        1.15

        1.15

        1.15

        1.15

     >

    

    #服务器端!灵能点伤害增加倍率(从0到1000000)。

    # Server Sided! Arcosian Power Reserver Damage Multiplier (From 0 to 1000000).

    S:"种族技能冰冻恶魔 -灵能点伤害增加倍率(1.131及以上版本)" <

    S:"Racial Skill Arcosian - Power Point damage multiplier (for Build 1.131 and above)" <

        Form0 1.0

        Form1 1.0

        Form2 1.0

        Form3 1.0

        Base 1.15

        Form5 1.15

        Ultimate 1.15

        God 1.15

        Mystic 1.15

        UltraInstict 1.15

        GodOfDestruction 1.15

     >

    S:“种族技能冰冻恶魔 -灵能点伤害乘数”<

    S:"Racial Skill Arcosian - Power Point damage multiplier from Points" <

        1.0

        1.0

        1.0

        1.0

        1.0

     >

    

    #服务器端!冰冻恶魔灵能点伤害增加的乘数基于灵能点点数(-1 =禁用)

    # Server Sided! Arcosian Power Reserver Damage Multiplier based off on Points (-1 = Disabled)

    #默认示例:(0分=(1 + 0)* 1.15,最大值点(2500)=这个配置的值(1 + 1)* 1.15)(从0到1000000)。

    # Default Example: (0 Points = (1 + 0) * 1.15, max Points (2500) = This Config's Value (1 + 1) * 1.15) (From 0 to 1000000).

    S:"种族技能冰冻恶魔 -灵能点伤害乘数(1.131及以上版本)" <

    S:"Racial Skill Arcosian - Power Point damage multiplier from Points (for Build 1.131 and above)" <

        Form0 0.0

        Form1 0.0

        Form2 0.0

        Form3 0.0

        Base 1.0

        Form5 1.0

        Ultimate 1.0

        God 1.0

        Mystic 1.0

        UltraInstict 1.0

        GodOfDestruction 1.0

     >

    

    #服务器端!你可以为冰冻恶魔灵能点储备增加基础PP值生成。可以从0.5到50.0(默认:1.0)

    # Server Sided! You can multiply the base PP generation for the Arcosian Power Reserves. Can be from 0.5 to 50.0 (default: 1.0)

    D:“种族技能-灵能点乘数”=1.0

    D:"Racial Skill Arcosian - Power Point multiplier"=1.0


    冰冻恶魔

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态混血赛亚人-形态倍率”<

    S:"Racial Skill Half-Saiyan - Damage multiplier" <

        Base 100

        SS 180

        SSG2 220

        SSG3 240

        SSFullPow 200

        SS2 270

        SS3 300

        Oozaru 130

        Golden 210

        SSGod 320

        SSB 360

        SSGodR 330

        LSS 220

        LSS2 270

        SS4 330

        SSBE 380

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000%. The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:"Racial Skill Half-Saiyan - Ki Regeneration multipliers" <

        Base 100

        SS -20

        SSG2 -30

        SSG3 -40

        SSFullPow -5

        SS2 -20

        SS3 -100

        Oozaru -10

        Golden -40

        SSGod -20

        SSB -40

        SSGodR -30

        LSS -20

        LSS2 -20

        SS4 -50

        SSBE -40

     >


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态人类-形态倍率”<

    S:"Racial Skill Human - Damage multiplier" <

        Base 100

        Full 170

        Buffed 200

        God 310

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000% The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:"Racial Skill Human - Ki Regeneration multipliers" <

        Base 100

        Full -50

        Buffed -25

        God -20

     >


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态魔人-形态倍率”<

    S:"Racial Skill Majin - Damage multiplier" <

        Base 100

        Evil 160

        Full 200

        Pure 175

        God 280

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000% The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:"Racial Skill Majin - Ki Regeneration multipliers" <

        Base 100

        Evil 0

        Full 0

        Pure 50

        God -20

     >


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态那美克星人-形态倍率”<

    S:"Racial Skill Namekian - Damage multiplier" <

        Base 100

        Full 170

        Giant 200

        God 310

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000% The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:"Racial Skill Namekian - Ki Regeneration multipliers" <

        Base 100

        Full -50

        Giant -25

        God -20

     >


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100,000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“种族形态赛亚人-形态倍率”<

    S:"Racial Skill Saiyan - Damage multiplier" <

        Base 100

        SS 180

        SSG2 220

        SSG3 240

        SSFullPow 200

        SS2 270

        SS3 300

        Oozaru 130

        Golden 210

        SSGod 320

        SSB 360

        SSGodR 330

        LSS 220

        LSS2 270

        SS4 330

        SSBE 380

     >


    #服务器端!这些数字以百分比表示,最小值为-1000%,最大值为1000%。负数则会为维持形态的玩家恢复气!此外,气消耗是基于玩家的气为基础。

    # Server Sided! The numbers are meant to be in percetage with the minimum at -1000% and maximum at 1000%. The negatives mean those are the transformation ki costs! Also percentages are still based on Power bonus amount.

    S:"Racial Skill Saiyan - Ki Regeneration multipliers" <

        Base 100

        SS -20

        SSG2 -30

        SSG3 -40

        SSFullPow -5

        SS2 -20

        SS3 -100

        Oozaru -10

        Golden -40

        SSGod -20

        SSB -40

        SSGodR -30

        LSS -20

        LSS2 -20

        SS4 -50

        SSBE -40

     >


    #服务器端!这个系统最初只是为了人类,那美克星人和默认平衡他们的形态属性乘数与赛亚人,因为这些种族只有很少的形态(从0.0到1000000)。

    # Server Sided! This System was originally only for Humans, Namekians and Majins to balance their Form Attribute multipliers with Saiyans due to only having a few Forms (From 0.0 to 1000000).

    S:“每一级种族天赋的赛亚人种族奖励属性乘数加成”<

    S:"Saiyan Race Bonus Attribute Multiplier Per Racial Skill Level" <

        Base 0.0

        SS 0.0

        SSG2 0.0

        SSG3 0.0

        SSFullPow 0.0

        SS2 0.0

        SS3 0.0

        Oozaru 0.0

        Golden 0.0

        SSGod 0.0

        SSB 0.0

        SSGodR 0.0

        LSS 0.0

        LSS2 0.0

        SS4 0.0

        SSBE 0.0

        Mystic 0.0

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 - 冰冻恶魔种族形态的生命消耗倍率”<

    S:"Skill Kaioken - Arcosian Race Form Health Drain multiplier" <

        Form0 100

        Form1 100

        Form2 100

        Form3 100

        Base 100

        Form5 100

        Ultimate 100

        God 100

        Mystic 100

     >


    #服务器端!这些数字以百分比表示,最小值为10%,最大值为100,000%。改变产生的问题请自己负责!倍率过高会导致故障!

    # Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 10000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:“技能界王拳 -倍率”<

    S:"Skill Kaioken - Damage multiplier" <

        1 100

        x2 110

        x3 120

        x4 130

        x5 140

        x10 150

        x20 160

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 - 混血赛亚人种族形态的生命消耗倍率”<

    S:"Skill Kaioken - Half-Saiyan Race Form Health Drain multiplier" <

        Base 100

        SS 100

        SSG2 100

        SSG3 100

        SSFullPow 100

        SS2 100

        SS3 100

        Oozaru 100

        Golden 100

        SSGod 100

        SSB 100

        SSGodR 100

        LSS 100

        LSS2 100

        SS4 100

        SSBE 100

        Mystic 100

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 - 人类种族形态的生命消耗倍率”<

    S:"Skill Kaioken - Human Race Form Health Drain multiplier" <

        Base 100

        Full 100

        Buffed 100

        God 100

        Mystic 100

     >

    

    #服务器端!这些数字是以百分比表示的。(从0.0到10000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 10000.0)%.

    S:“技能界王拳 - 每一级的血量消耗倍率”<

    S:"Skill Kaioken - Level Health Drain multiplier" <

        50

        50

        50

        50

        50

        50

        50

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 - 魔人种族形式生命消耗乘数”<

    S:"Skill Kaioken - Majin Race Form Health Drain multiplier" <

        Base 100

        Evil 100

        Full 100

        Pure 100

        God 100

        Mystic 100

     >


    #服务器端!改变只对你自己负责!

    # Server Sided! Change only to your own responsibility!

    S:“技能界王拳 - 文字提示”<

    S:"Skill Kaioken - Name Changer" <

        x2

        x3

        x4

        x5

        x10

        x20

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 - 那美克星人种族形式生命消耗乘数”<

    S:"Skill Kaioken - Namekian Race Form Health Drain multiplier" <

        Base 100

        Full 100

        Giant 100

        God 100

        Mystic 100

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到10000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 10000.0)%.

    S:“技能界王拳-种族生命消耗倍率”<

    S:"Skill Kaioken - Race Health Drain multiplier" <

        Human 100

        Saiyan 100

        Half-Saiyan 100

        Namekian 100

        Arcosian 100

        Majin 100

     >


    #服务器端!这些数字是以百分比表示的。(从0.0到1000000.0)%。

    # Server Sided! The numbers are meant to be in percentage. (From 0.0 to 1000000.0)%.

    S:“技能界王拳 -赛亚人种族形成生命消耗倍增器”<

    S:"Skill Kaioken - Saiyan Race Form Health Drain multiplier" <

        Base 100

        SS 100

        SSG2 100

        SSG3 100

        SSFullPow 100

        SS2 100

        SS3 100

        Oozaru 100

        Golden 100

        SSGod 100

        SSB 100

        SSGodR 100

        LSS 100

        LSS2 100

        SS4 100

        SSBE 100

        Mystic 100

     >


    #服务器端!神秘形态伤害倍增。-1 =使用旧系统(基于不同种族形态倍率,比如赛亚人就是不耗气的超三)。这些数字是以百分比表示的。(从10.0到10000.0)%。

    # Server Sided! Mystic Form damage multiplier. -1 = Use old System (Power based off on Racial Skill level and power). The numbers are meant to be in percentage. (From 10.0 to 10000.0)%.

    S:"Skill OldKaiUnlock damage multiplier" <

        Human -1

        Saiyan -1

        Half-Saiyan -1

        Namekian -1

        Arcosian -1

        Majin -1

     >


    此配置被废用

    # (UNUSED!) Server Sided! The numbers are meant to be in percetage with the minimum at 10% and maximum at 100000%. Change only to your own responsibility! Having too high multiplier will cause glitches!

    S:"Skill Ultra Instinct - Attribute multiplier" <

        UI 300

     >


传说中的超级赛亚人配置

    #服务器端!所列的形态都可以获得传超所带来的倍率增益!  (default: SS,SSG2,SSG3,SSFullPow,SS2,SS3,Golden,SS4,Full,Buffed,Giant,Form5,Ultimate,Evil,Pure)

    # Server Sided! The listed transformation initials given the Legendary Boost only! (default: SS,SSG2,SSG3,SSFullPow,SS2,SS3,Golden,SS4,Full,Buffed,Giant,Form5,Ultimate,Evil,Pure)

    S:"Status Effect - Legendary - Boosted Transformations"=SS,SSG2,SSG3,SSFullPow,SS2,SS3,Golden,SS4,Full,Buffed,Giant,Form5,Ultimate,Evil,Pure


    #服务器端!无论种族,玩家每20-30分钟获得传超状态效果的几率(以百分比表示)。可以从0到100(默认值:10),0将导致接近于0。(这个配置只有在“每天都有一个幸运的玩家”配置条件不满足的情况下才会被启用,此外,将这个设置为100将导致与“每天都有一个幸运的玩家”配置相同的效果)

    # Server Sided! The chance (in percentage) for a player to receive the Legendary Status Effect every 20-30 mins, regardless of race. Can be from 0 to 100 (default: 10) and 0 will result in close to never. (This config will only be enabled if the 'For every day a Lucky player' config conditions are not met, furthermore setting this to 100 will result in the same effect as the 'For every day a Lucky player' config)

    I:"Status Effect - Legendary - Chance to get it"=10


    #服务器端!超过这个数量的玩家将会选取一个幸运儿获得传超效果,无论种族如何。可以从0到500(默认值:20),0将导致每20-30分钟总是有一个玩家收到它。(设置为0将禁用'机会获得它'配置。)

    # Server Sided! Above this amount a player will be always selected to receive the Legendary status effect, regardless of race. Can be from 0 to 500 (default: 20) and 0 will result in always a player to receive it every 20-30 mins. (Setting this to 0 will disable the 'Chance to get it' config.)

    I:"Status Effect - Legendary - For every day a Lucky player"=20


    #服务器端!这样你就可以让有多少玩家获得传超。取值范围为0 ~ 1000(默认为1)

    # Server Sided! With this you can change how many players may use this state. Can be from 0 to 1000 (default: 1) 

    I:"Status Effect - Legendary - Server limit"=1


    #服务器端!这样你就可以改变传超状态的形态倍率加成百分比。仅在转换时应用!可以值为1 ~ 100000,默认为20。

    # Server Sided! With this you can change the bonus power percentage for the Legendary status effect. Only applied when transformed! Rate can be from 1 to 100000 (default: 20) 

    I:"Status Effect - Legendary - Transformation Boost"=20


巴比迪的魔化配置

    #服务器端!这样你就可以改变魔化状态的倍率加成百分比。可以值为1 ~ 100000(默认为10)。

    # Server Sided! With this you can change the bonus power percentage for the Majin seal status effect. Rate can be from 1 to 100000 (default: 10) 

    I:"Status Effect - Majin"=10


技能点获取增益

    #服务器端!根据玩家的种族(从0到10000),乘以默认的“TP点增益-获得的TP量”配置。

    # Server Sided! Multiplies the Default 'Training Point Gain - TP amount gained' Config by this values depending on the Player's race (From 0 to 10000).

    S:"Training Point Gain per Race - TP amount gained" <

        Human 1

        Saiyan 1

        Half-Saiyan 1

        Namekian 1

        Arcosian 1

        Majin 1

     >


    #服务器端!根据玩家的种族(从0到10000),将默认的“TP点增益-”TP增益/近战“速率”配置乘以此值。

    # Server Sided! Multiplies the Default 'Training Points Gain - 'TP gain / melee' rate' Config by this values depending on the Player's race (From 0 to 10000).

    S:"Training Points Gain per Race - 'TP gain / melee' rate" <

        Human 1

        Saiyan 1

        Half-Saiyan 1

        Namekian 1

        Arcosian 1

        Majin 1

     >

}


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!生命值回复可以是“正常”、“慢”、“快”、“快”。

    # Server Sided! Health Regen can be, 'normal', 'slow', 'fast','faster'.

    S:"Health Regen Rate"=normal


    #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

}


jinryuudragonblockc文件

客户端配置

    如果为“false”,则使用当前的冲刺,如果为“true”,则按下并按住(R)冲刺将可用。

    # If 'false' then the current sprint dash will be used, If 'true' then the one key press and hold (R) dash will be available.

    B:"Old Dash"=false


    如果'false',那么当前的开关飞将被使用,如果'true',那么一个键按住(F)飞和(Ctrl)浮动将可用。

    # If 'false' then the current turn on/off fly will be used, If 'true' then the one key press and hold (F) Fly and (Ctrl) for float will be available.

    B:"Old Fly"=false


    如果'false',那么当前的空格跳跃[技能跳跃]将被使用,如果'true',那么一键按住(X)跳跃将可用。

    # If 'false' then the current space jump will be used, If 'true' then the one key press and hold (X) jump will be available.

    B:"Old Jump"=false

}


地府配置

    服务器端! 邪恶阵营的玩家 在地府的死亡地点。 (X, Y, Z)

    # Server Sided! Death location in the Otherworld for players with Evil alignment. (X, Y, Z)

    D:"Death System - Evil Death Location Otherworld" <

        75.0

        92.0

        127.0

     >

    

    服务器端! 邪恶阵营的玩家死亡后重生的世界 Dimension=DIM  填0代表 DIM-0

    # Server Sided! Revive dimension for players with Evil alignment.

    I:"Death System - Evil Revive Dimension"=0

    

    服务器端! 邪恶玩家重生后的位置。

    # Server Sided! Revive position for players with evil alignment.

    D:"Death System - Evil Revive Location" <

        96.0

        230.0

        7.0

     >

    

    服务器端! 为邪恶阵营的玩家进行轮回转世程度

    # Server Sided! Revive rotation for players with Evil alignment.

    D:"Death System - Evil Revive Rotation" <

        0.0

        0.0

     >

    

    如果为true则玩家可以等待复活cd后直接点击复活,如果为false 则玩家即使过了cd 也无法进行复活 复活方式为神龙许愿和指令复活

    # Server Sided! If 'true' players can revive for free, 'Revive Timer' config will be used to determine the revive interval.If 'false' then players wont be able to revive for free even after time, Only way to revive is to wish revival, by Reincarnation, or dbcrevive command.

    B:"Death System - Free Revive"=true

    

    善良玩家死亡的 地府坐标

    # Server Sided! Death location in the Otherworld for players with Good alignment. (X, Y, Z)

    D:"Death System - Good Death Location Otherworld" <

        75.0

        92.0

        127.0

     >

    

    善良玩家死亡后重生的世界 Dimension=DIM  填0代表 DIM-0

    # Server Sided! Revive dimension for players with Good alignment.

    I:"Death System - Good Revive Dimension"=0

    

    善良玩家复活后的位置

    # Server Sided! Revive position for players with good alignment.

    D:"Death System - Good Revive Location" <

        75.0

        220.0

        55.0

     >

    

    善良玩家死亡后进行轮回转世 百分比

    # Server Sided! Revive rotation for players with Good alignment.

    D:"Death System - Good Revive Rotation" <

        0.0

        0.0

     >

    

    中立玩家死亡地点

    # Server Sided! Death location in the Otherworld for players with Neutral alignment. (X, Y, Z)

    D:"Death System - Neutral Death Location Otherworld" <

        75.0

        92.0

        127.0

     >

    

    中立玩家死亡后重生的世界 Dimension=DIM  填0代表 DIM-0

    # Server Sided! Revive dimension for players with Neutral alignment.

    I:"Death System - Neutral Revive Dimension"=0

    

    中立玩家复活点

    # Server Sided! Revive position for players with neutral alignment.

    D:"Death System - Neutral Revive Location" <

        58.0

        220.0

        7.0

     >

    

    中立玩家轮回转世百分比

    # Server Sided! Revive rotation for players with Neutral alignment.

    D:"Death System - Neutral Revive Rotation" <

        0.0

        0.0

     >

    

    服务端!轮回转生保留属性的百分比 默认是25%  填0代表禁用

    # Server Sided! Reincarnation resets everything like starting new, but leaving a percentage of attributes left. Value can go from 0 to 100. (default: 25) #to disable it use 0!

    I:"Death System - Reincarnation Penalty"=25


    服务端! 如果为“true”,玩家可以使用“免费复活”后的时间(以分钟为单位)。 时间可以从 1 分钟到 100000 分钟(接近一周)。 (默认:1)

    # Server Sided! The time in minutes after a player can use 'Free Revive' if it is 'true'. The time can go from 1 min to 100000 mins (close to a week). (default: 1)

    I:"Death System - Revive Timer"=1


    服务端!如果为true 则玩家死亡后的背包与复活后的背包不同 如果为false则相同

    # Server Sided! If 'true' and keepInventory is On then players will have separate inventory for dead and living states (Creative switching while dead will cause issues). If 'false' then like it was before depending on keepInventory's state

    B:"Death System - Switch Inventory"=false


    服务端! 如果为“false”则死亡系统开启,如果为“true”则其关闭。 (如果为true,可能会减少延迟)

    关闭之后死亡将不会前往地府,也代表无法去和界王学习技能。

    # Server Sided! If 'false' then Death System is on, If 'true' then its off. (may reduce lag if true)

    B:"Death System Off"=false

}


综合配置2

    服务端!GT模式目前主要指的是形态,引入GT中的新赛亚人形态。(默认值是真实的)

    # Server Sided! GT mode refers mainly to transformations for now, like the new saiyan form introduced in DBGT. (default: true)

    B:"DBGT mode"=true

    

    服务端!垃圾山生物群系刷怪速度从0到30。(默认值:15)

    # Server Sided! Dirty Stone biome spawn rate value from 0 to 30. (default: 15)

    I:"Dirty Stone biome spawn rate"=15


    服务端!在玩家周围生成的龙珠的最大数量(默认值:2),半径为 64 块。 (从 0 到 7)

    # Server Sided! The maximum number (default: 4) of Dragon Blocks spawned around the players, in a 64 block radius. (from 0 to 7)

    I:"Dragon Blocks Spawn Chance"=4

    

    服务端!如果“true”龙珠会生成,如果“false”则它们根本不会生成。 (如果为false,可能会减少延迟)

    # Server Sided! If 'true' Dragon Blocks will spawn, if 'false' then they wont spawn at all. (may reduce lag if false)

    B:"Dragon Blocks Spawn Enabled"=true


    服务端!龙块生成的白天 3 个状态,“morning”、“midday”(默认)和“evening”。 分别代表早 中 晚

    # Server Sided! The daytime when the Dragon Blocks will spawn. 3 states, 'morning', 'midday'(default), and 'evening'.

    S:"Dragon Blocks Spawn Time"=midday


    服务端!龙珠的生成率  生成在玩家周围的概率 1——100

    # Server Sided! Spawn rate can only be from 1 (everyday 1 DB, around everyplayer somewhere) to 100 (extremly rare spawn, 100 days 1 DB) 

    I:"Earth Dragon Block Spawn Rate"=2

    

    服务端!如果为“false”则只能使用飞行技能飞行,如果“true”则可以在没有飞行技能的时候使用飞行

    # Server Sided! If 'false' then one can only fly with Fly Skill, If 'true' then one will be able to Fly without Fly Skill.

    B:"Fly with no Fly Skill"=false

    

    服务端!飞行速度乘数值从 0 到 30。(默认值:2.25)

    # Server Sided! Flying Nimbus speed multiplier value from 0 to 30. (default: 2.25)

    D:"Flying Nimbus speed multiplier"=2.25

    

    服务端!True = 气功穿过无法伤害的敌人。 False = 击中无法伤害的敌人时消失。 (true 或 false)(默认:false)

    # Server Sided! True = Go through Enemies they can't damage. False = Vanish when hitting Enemies they can't damage. (true OR false) (default: false)

    B:"Ki Attacks Go Through Invulnerable Enemies"=false


    气刃的气消耗乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Blade Cost multiplier value from 0 to 30. (default: 1.00)

    D:"Ki Blade Cost multiplier"=1.0

    

    气刃的伤害乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Blade Damage multiplier value from 0 to 30. (default: 1.00)

    D:"Ki Blade Damage multiplier"=1.0

    

    气拳的气消耗乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Fist Cost Percentage multiplier value from 0 to 30. (default: 1.00)

    D:"Ki Fist Cost per level"=1.0


    气拳的伤害乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Fist Damage Percentage multiplier value from 0 to 30. (default: 2.50)

    D:"Ki Fist Damage per level"=2.5


    气注入的气消耗乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Infuse Cost Percentage multiplier value from 0 to 30. (default: 1.00)

    D:"Ki Infuse Cost per level"=1.0


    气注入的伤害乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Infuse Damage Percentage multiplier value from 0 to 30. (default: 2.50)

    D:"Ki Infuse Damage per level"=2.5


    气护体的防御效果乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Protection Armor Percentage multiplier value from 0 to 30. (default: 2.00)

    D:"Ki Protection Armor per level"=2.0


    气护体的气消耗乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Protection Cost Percentage multiplier value from 0 to 30. (default: 0.50)

    D:"Ki Protection Cost per level"=0.5


    气镰的气消耗乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Scythe Cost multiplier value from 0 to 30. (default: 3.00)

    D:"Ki Scythe Cost multiplier"=3.0


    气镰的伤害乘数,从 0 到 30。(默认值:1.00)

    # Server Sided! Ki Scythe Damage multiplier value from 0 to 30. (default: 3.00)

    D:"Ki Scythe Damage multiplier"=3.0


    攻击生物的经验值收益[龙珠小怪] 可设置为 0-30000(默认值:1000)[注意这不是TP点是MC的经验]

    # Server Sided! Max training experience limit can be set from 0-30000 (default: 1000). This is not TP this is Exp.

    I:"Max Training Experience Limit"=1000


    那美克星龙珠 生成率  1 ~ 100

    # Server Sided! Spawn rate can only be from 1 (everyday 1 DB, around everyplayer somewhere) to 100 (extremly rare spawn, 100 days 1 DB) 

    I:"Namek Dragon Block Spawn Rate"=3


    地区:无之界 背景颜色为绿色 (TRUE) 或紫色 (FALSE)。

    # Server Sided! Null Realm Background Color is Green (TRUE) or Purple (FALSE).

    B:"Null Realm Background Color Green"=true


    地区:无之界 掉落虚空传送机制的高度设置 将这个 Y 位置下方的人传送到 NPC:维斯 所在地。 (默认:20)

    # Server Sided! Null Realm Minimum Height. Teleports people below this Y location to Whis. (default: 20)

    I:"Null Realm Minimum Height"=20


    如果为'false',则 贝吉塔星 不会对玩家开放,如果 'true',则 可使用空间仓传送。

    # Server Sided! If 'false' then Planet Vegeta wont appear, If 'true' then Planet Vegeta will be available.

    B:"Planet Vegeta"=true


    玩家飞行 气消耗 乘数值从 0 到 30。(默认值:0.50)

    # Server Sided! Player Flying ki cost multiplier value from 0 to 30. (default: 0.5)

    D:"Player Flying ki cost multiplier"=0.5


    玩家飞行 (俯冲) 和躲避耐力 (冲刺) 成本乘数值从 0 到 30。(默认值:0.1)

    # Server Sided! Player Flying, and dodging stamina cost multiplier value from 0 to 30. (default: 0.1)

    D:"Player Flying, and dodging stamina cost multiplier"=0.1


    如果'true' 则开启 龙珠故事系统 如果'false' 则关闭 龙珠故事系统(如果为false,可能会减少延迟)

    # Server Sided! If 'true' Saga System will work, if 'false' then no one will be able to progress in Saga System.  (may reduce lag if false)

    B:"Saga System On"=true


    如果为“true”,太空舱 将在它可以生成的 saga 部分中生成,如果为“false”,则 空间仓 不会生成。

    # Server Sided! If 'true' Spacepods will spawn in the saga part where it can, if 'false' then Spacepods wont spawn.

    B:"Saga System Spawn Spacepods"=true


     如果在“Saga mob despawn timer(也就是下一个配置)”配置选项中设置的特定秒数之后,如果故事模式生成出的怪物 不在生成点的指定块半径的范围中,故事模式的怪物将消失。 如果设置成 0 则不会消失! (默认:100)

    # Server Sided! Saga mobs will despawn if the mob spawner (a player) is not in the area in specified block radius after specific seconds that can be set in 'Saga mob despawn timer' config option. If 0 Saga mobs wont despawn! (Default: 100)

    I:"Saga mob despawn area limit"=100


    如果生成的怪物看不到玩家,则以秒为单位的 剧情怪物 消失计时器。 如果 'Saga mob despawn area limit' 配置选项为 0,这将不起作用! (默认:120)

    # Server Sided! Saga mob despawn timer in seconds, if spawner not near it. If 'Saga mob despawn area limit' config option is 0 this wont work! (Default: 120)

    I:"Saga mob despawn timer"=120


    仙豆的使用冷却时间,以秒为单位! (从 0 到 1200)

    # Server Sided! Indicates how long senzu can not be used, In seconds! (from 0 to 1200)

    I:"Senzu Cooldown"=20


    每天可从加林仙人领到的仙豆数量! (从 1 到 10)

    # Server Sided! Number of Senzu from Korin! (from 1 to 10)

    I:"Senzu from Korin"=1


    太空舱速度 从 0 到 30。(默认值:1.75)

    # Server Sided! Space pod speed multiplier value from 0 to 30. (default: 1.75)

    D:"Space pod speed multiplier"=1.75

    

    如果没有上舱,太空舱 将在给定的几秒钟后掉落。 如果为 0,它们将不会掉落! (默认:60)

    # Server Sided! Spacepods will drop after given seconds if not being ridden. If 0 they wont drop! (Default: 60)

    I:"Spacepods drop timer"=60

}


医疗液配置

    医疗液恢复百分比。 具体数值在“Healing Pod Rate (Health, Ki, Stamina)也就是下一个配置”这里配置,填100后改成true代表恢复100%,此项配置只是个是否百分比恢复的开关! (默认:全是false)

    # Server Sided! Healing Pod Percentage healing. Sets whenever the 'Healing Pod Rate (Health, Ki, Stamina)' config heals by percentage amount, rather than a fix one. (default: true true true)

    B:"Healing Pod Percentage healing (Health, Ki, Stamina)" <

        true

        true

        true

     >


    医疗液恢复 设置它将治愈玩家的数量。 (默认:100 100 100)

    # Server Sided! Healing Pod Rate. Sets the amount it will heal the Players. (default: 5 5 5)

    I:"Healing Pod Rate (Health, Ki, Stamina) from 1 to 10000" <

        5

        5

        5

     >


    医疗液恢复的时间间隔 值从 1 到 10000。(较小的数字会导致更多的延迟)(默认值:100) 100=1s

    # Server Sided! Health pod Update Timer value from 1 to 10000. (Lower number can cause more lag) (default: 100)

    I:"Health pod Update Timer (Tick)"=100

}


龙珠模组怪物配置

    是否启用 DBC 高级 AI 系统。 (true或false)(默认:false)

    # Server Sided! is DBC Advanced AI System enabled. (true OR false) (default: false)

    B:"DBC AAI Disabled"=false


    使用 AAi 系统为 DBC 实体强制设置特定的 AI 难度。 (默认值:-1)

    # Server Sided! Forces a specific AI difficulty for DBC Entities using the AAi System. (default: -1)

    # (-1 = Force Disabled | 0 = Easy | 1 = Medium | 2 = Hard | 3 = Insane)

    I:"DBC Advanced AI Force Difficulty"=-1


    设置 DBC 怪物攻速 从 0 到 10000。(默认值:35)

    # Server Sided! Sets how often a DBC enemy/entity attacks when possible From 0 to 10000. (default: 35)

    I:"DBC Enemy Default Attack Tick Timer"=35


    设置 DBC 怪物移速 (默认: 0.699)

    # Server Sided! From 0 to 100. (default: 0.699)

    D:"DBC Enemy Default Movement Speed"=0.699


    设置 DBC 怪物在可能和接近目标时攻速从 0 到 10000。

    # Server Sided! Sets how often a DBC enemy/entity attacks when possible and close to the target From 0 to 10000.

    # (Must be lower than the Default Attack Tick Timer) (default: 15)

    I:"DBC Enemy Default Short Range Attack Tick Timer"=15


    True = DBC 怪物可以发射出气功。 (true或false)(默认:true)

    # Server Sided! True = DBC Enemies can Teleport out of Continues Ki Wave Locks. (true OR false) (default: true)

    B:"Enemies can Teleport out of Ki Wave Locks On"=true


    阎魔王模型的尺寸大小 (默认: 1.0)

    # Server Sided! Enma Scale. (default: 1.3)

    D:"Enma Scale"=1.3


    那美克星长老模型的尺寸大小 (默认: 1.0)

    # Server Sided! Guru Scale. (default: 1.25)

    D:"Guru Scale"=1.25


    熊贼  NPC 生成率从 0 到 100。(默认值:1)

    # Server Sided! Bear Thief NPCs Spawn rate from 0 to 100. (default: 1)

    I:"NPC Bear Thief Spawn rate"=1


    熊贼 伤害量从 10 到 100000。(默认值:35)

    # Server Sided! Bear Thief NPCs Damage amount from 10 to 100000. (default: 35)

    I:"NPC Bear Thief Stat Damage"=35


    熊贼 生命值从 10 到 100000。(默认值:200)

    # Server Sided! Bear Thief NPCs Health amount from 10 to 100000. (default: 200)

    I:"NPC Bear Thief Stat Health"=200


    恐龙 1 NPC 生成率从 0 到 100。(默认值:2)

    # Server Sided! Dino 1 NPCs Spawn rate from 0 to 100. (default: 2)

    I:"NPC Dino 1 Spawn rate"=2


    恐龙 1 NPC 伤害量从 10 到 100000。(默认值:120)

    # Server Sided! Dino 1 NPCs Damage amount from 10 to 100000. (default: 120)

    I:"NPC Dino 1 Stat Damage"=120


    恐龙1 1 NPC 生命值从 10 到 100000。(默认值:1000)

    # Server Sided! Dino 1 NPCs Health amount from 10 to 100000. (default: 1000)

    I:"NPC Dino 1 Stat Health"=1000


    恐龙 2 NPC 生成率从 0 到 100。(默认值:10)

    # Server Sided! Dino 2 NPCs Spawn rate from 0 to 100. (default: 10)

    I:"NPC Dino 2 Spawn rate"=10


    恐龙 2 NPC 伤害量从 10 到 100000。(默认值:40)

    # Server Sided! Dino 2 NPCs Damage amount from 10 to 100000. (default: 40)

    I:"NPC Dino 2 Stat Damage"=40


    恐龙 2 NPC 生命值从 10 到 100000。(默认值:300)

    # Server Sided! Dino 2 NPCs Health amount from 10 to 100000. (default: 300)

    I:"NPC Dino 2 Stat Health"=300


    恐龙 3 NPC 生成率从 0 到 100。(默认值:5)

    # Server Sided! Dino 3 NPCs Spawn rate from 0 to 100. (default: 5)

    I:"NPC Dino 3 Spawn rate"=5


    恐龙 3 NPC 伤害量从 10 到 100000。(默认值:40)

    # Server Sided! Dino 3 NPCs Damage amount from 10 to 100000. (default: 40)

    I:"NPC Dino 3 Stat Damage"=40


    恐龙3 3 NPC 生命值从 10 到 100000。(默认值:500)

    # Server Sided! Dino 3 NPCs Health amount from 10 to 100000. (default: 500)

    I:"NPC Dino 3 Stat Health"=500


    红绸缎军团 金属上士 NPC 伤害量从 10 到 100000。(默认值:50)

    # Server Sided! Major Metallitron NPCs Damage amount from 10 to 100000. (default: 50)

    I:"NPC Major Metallitron Stat Damage"=50


    红绸缎军团 金属上士 NPC 生命值从 10 到 100000。(默认值:200)

    # Server Sided! Major Metallitron NPCs Health amount from 10 to 100000. (default: 200)

    I:"NPC Major Metallitron Stat Health"=200


    那美克星青蛙生成率从 0 到 100。(默认值:5)

    # Server Sided! Namekian Frog NPCs Spawn rate from 0 to 100. (default: 5)

    I:"NPC Namekian Frog Spawn rate"=5


    如果为“true”,那么地府的 食人魔(小红小蓝) 将被禁用。 如果 'false' 则启用。 (默认:false)

    # Server Sided! If 'true' then Ogres in otherworld will get disabled. If 'false' Ogres are enabled. (default: false)

    B:"NPC Otherworld Ogre Disable"=false


    地府的 食人魔(小红小蓝) NPC 生成率从 0 到 100。(默认值:100)

    # Server Sided! Otherworld Ogre NPCs Spawn rate from 0 to 100. (default: 10)

    I:"NPC Otherworld Ogre Spawn rate"=10


    地府的 食人魔(小红小蓝) NPC 伤害量从 10 到 100000。(默认值:500)

    # Server Sided! Otherworld Ogre NPCs Damage amount from 10 to 100000. (default: 500)

    I:"NPC Otherworld Ogre Stat Damage"=500


    地府的 食人魔(小红小蓝) NPC 生命值从 10 到 100000。(默认值:2000)

    # Server Sided! Otherworld Ogre NPCs Health amount from 10 to 100000. (default: 2000)

    I:"NPC Otherworld Ogre Stat Health"=2000


    红绸缎军团 金属中士 NPC 生成率从 0 到 100。(默认值:1)

    # Server Sided! Red Ribbon Major Metallitron NPCs Spawn rate from 0 to 100. (default: 1)

    I:"NPC Red Ribbon Major Metallitron Spawn rate"=1


    红绸缎军团 机器人 1 - 类型 1 NPC 伤害量从 10 到 100000。(默认值:20)

    # Server Sided! Red Ribbon Mecha 1 - Type 1 NPCs Damage amount from 10 to 100000. (default: 20)

    I:"NPC Red Ribbon Mecha 1 - Type 1 Stat Damage"=20


    红绸缎军团 机器人 1 - 类型 1 NPC 生命值从 10 到 100000。(默认值:200)

    # Server Sided! Red Ribbon Mecha 1 - Type 1 NPCs Health amount from 10 to 100000. (default: 200)

    I:"NPC Red Ribbon Mecha 1 - Type 1 Stat Health"=200


    红绸缎军团 机器人 1 - 类型 2 NPC 伤害量从 10 到 100000。(默认值:35)

    # Server Sided! Red Ribbon Mecha 1 - Type 2 NPCs Damage amount from 10 to 100000. (default: 35)

    I:"NPC Red Ribbon Mecha 1 - Type 2 Stat Damage"=35


    红绸缎军团 机器人 1 - 类型 2 NPC 生命值从 10 到 100000。(默认值:240)

    # Server Sided! Red Ribbon Mecha 1 - Type 2 NPCs Health amount from 10 to 100000. (default: 240)

    I:"NPC Red Ribbon Mecha 1 - Type 2 Stat Health"=240


    红绸缎军团 机器人 1 - 类型 3 NPC 伤害量从 10 到 100000。(默认值:50)

    # Server Sided! Red Ribbon Mecha 1 - Type 3 NPCs Damage amount from 10 to 100000. (default: 50)

    I:"NPC Red Ribbon Mecha 1 - Type 3 Stat Damage"=50


    红绸缎军团 机器人 1 - 类型 3 NPC 生命值从 10 到 100000。(默认值:280)

    # Server Sided! Red Ribbon Mecha 1 - Type 3 NPCs Health amount from 10 to 100000. (default: 280)

    I:"NPC Red Ribbon Mecha 1 - Type 3 Stat Health"=280


    红绸缎军团 机器人 1 NPC 生成率从 0 到 100。(默认值:3)

    # Server Sided! Red Ribbon Mecha 1 NPCs Spawn rate from 0 to 100. (default: 3)

    I:"NPC Red Ribbon Mecha 1 Spawn rate"=3


    红绸缎军团类型 1 NPC 伤害量从 10 到 100000。(默认值:15)

    # Server Sided! Red Ribbon Soldier type 1 NPCs Damage amount from 10 to 100000. (default: 15)

    I:"NPC Red Ribbon Soldier type 1 Stat Damage"=15


    红绸缎军团类型 1 NPC 生命值从 10 到 100000。(默认值:80)

    # Server Sided! Red Ribbon Soldier type 1 NPCs Health amount from 10 to 100000. (default: 80)

    I:"NPC Red Ribbon Soldier type 1 Stat Health"=80


    红绸缎军团类型 2 NPC 伤害量从 10 到 100000。(默认值:20)

    # Server Sided! Red Ribbon Soldier type 2 NPCs Damage amount from 10 to 100000. (default: 20)

    I:"NPC Red Ribbon Soldier type 2 Stat Damage"=20


    红绸缎军团类型 2 NPC 生命值从 10 到 100000。(默认值:80)

    # Server Sided! Red Ribbon Soldier type 2 NPCs Health amount from 10 to 100000. (default: 80)

    I:"NPC Red Ribbon Soldier type 2 Stat Health"=80


    红绸缎军团类型 3 NPC 伤害量从 10 到 100000。(默认值:40)

    # Server Sided! Red Ribbon Soldier type 3 NPCs Damage amount from 10 to 100000. (default: 40)

    I:"NPC Red Ribbon Soldier type 3 Stat Damage"=40


    红绸缎军团类型 3 NPC 生命值从 10 到 100000。(默认值:80)

    # Server Sided! Red Ribbon Soldier type 3 NPCs Health amount from 10 to 100000. (default: 80)

    I:"NPC Red Ribbon Soldier type 3 Stat Health"=80


    红绸缎军团 NPC 生成率从 0 到 100。(默认值:1)

    # Server Sided! Red Ribbon Soldiers NPCs Spawn rate from 0 to 100. (default: 1)

    I:"NPC Red Ribbon Soldiers Spawn rate"=1


    剑齿虎 NPC 生成率从 0 到 100。(默认值:2)

    # Server Sided! Sabertooth NPCs Spawn rate from 0 to 100. (default: 2)

    I:"NPC Sabertooth Spawn rate"=2


    剑齿虎 NPC 伤害量从 10 到 100000。(默认值:15)

    # Server Sided! Sabertooth NPCs Damage amount from 10 to 100000. (default: 15)

    I:"NPC Sabertooth Stat Damage"=15


    剑齿虎 NPC 生命值从 10 到 100000。(默认值:150)

    # Server Sided! Sabertooth NPCs Health amount from 10 to 100000. (default: 150)

    I:"NPC Sabertooth Stat Health"=150


    虎贼 NPC 生成率从 0 到 100。(默认值:1)

    # Server Sided! Tiger Bandit NPCs Spawn rate from 0 to 100. (default: 1)

    I:"NPC Tiger Bandit Spawn rate"=1


    虎贼 NPC 伤害量从 10 到 100000。(默认值:30)

    # Server Sided! Tiger Bandit NPCs Damage amount from 10 to 100000. (default: 30)

    I:"NPC Tiger Bandit Stat Damage"=30


    虎贼 NPC 生命值从 10 到 100000。(默认值:200)

    # Server Sided! Tiger Bandit NPCs Health amount from 10 to 100000. (default: 200)

    I:"NPC Tiger Bandit Stat Health"=200


    贝吉塔星的赛亚人 1 生成率从 0 到 100。(默认值:4)

    # Server Sided! Planet Vegeta Saiyan 1 Spawn rate from 0 to 100. (default: 4)

    I:"Planet Vegeta Saiyan 1 Spawn rate"=2


    传送到无之界的位置。

    # Server Sided! Whis Teleportation Location in the Null Realm.

    D:"Whis Teleportation Location in the Null Realm" <

        8.0

        135.0

        70.0

     >


    维斯带玩家回主世界的传送位置

    # Server Sided! Whis Teleportation Location in the Overworld.

    D:"Whis Teleportation Location in the Overworld" <

        71.0

        217.0

        60.0

     >


    是否可以让维斯带玩家进入无之界。

    # Server Sided! Whis Teleportation can be used.

    B:"Whis Teleportation can be used"=true

}


气配置

    全局气消耗百分比可以从 1 到 1000。(默认值:100)

    # Server Sided! Ki cost modifier, with this you can reduce in percentage the costs of ki attacks. So your Ki attacks can cost less or more Ki. The amount can go from 1 to 1000. (default: 100)

    I:"Ki Technique - Energy cost modifier"=50


    使用 气功 命中每个生物的 经验 增益率。 越高获得的气功 经验 越多。 数量可以从 1 到 10000。(默认值:1) 注意:此经验系是气功,非tp点

    # Server Sided! Exp gain rate per living entity hit for ki techniques. The higher the more exp will be gained. The amount can go from 1 to 10000. (default: 1)

    I:"Ki Technique - Experience gain rate per hit"=1


    升级气功属性所需的经验值,其他等级将乘以该数量。 升级所需的经验越高。 数量可以从 10 到 1000。(默认值:15)

    # Server Sided! Exp amount needed to upgrade to first level, the other levels will multiplied with this amount. The higher the more exp will be needed to upgrade. The amount can go from 10 to 1000. (default: 15)

    I:"Ki Technique - Experience needed to upgrade"=15

}


变身相关配置

    使用瞬间变身(按两下 G) 的气消耗。 (默认值:1000)

    # Server Sided! Instant Transformation Ki Cost. (default: 1000)

    I:"Instant Transformation Ki Cost"=1000


    True = 启用瞬间变身(按两下 G) 来进行秒变身。 (true或false)(默认:true)

    # Server Sided! True = Instant Transformation On. (true OR false) (default: true)

    B:"Instant Transformation On"=true


    使用瞬间变身(按两下 G)的百分比气消耗。 (默认值:3)

    # Server Sided! Instant Transformation Percentage Ki Cost. (default: 3)

    I:"Instant Transformation Percentage Ki Cost"=3


    True = 界王拳 单一形式降级。 (true或false)(默认:false) 注意:是开启界王拳后按双 H 进行降级 并非直接关闭

    # Server Sided! True = Kaioken Single Form Descend On. (true OR false) (default: true)

    B:"Kaioken Single Form Descend On"=true


    True = 玩家可以将 神秘形态 与 界王拳 一起使用。 (true或false)(默认:false)

    # Server Sided! True = Players can use Mystic form together with Kaioken. (true OR false) (default: true)

    B:"Mystic Kaioken Enabled"=true


    是否让 界王拳|自在极意功|老界王仪式兼容双 G 的秒变身? (true) 开启   (false) 关闭

    # Server Sided! A list of Skills and Forms that can be enabled (true) or disabled (false) if players can Instant Transform to them.

    S:"Other Enabled Instant Transformation Skills and Forms" <

        Kaioken false 界王拳

        UltraInstinct false 自在

        Mystic false 神秘

        GodOfDestruction false 自我

     >


    True = 玩家可以在使用瞬间变身(按两下 G)降级(按两下 H) 时移动。 (true或false)(默认:true)

    # Server Sided! True = Players can move while they are Instant Transforming. (true OR false) (default: true)

    B:"Players can Move while Instant Transforming On"=true


    True = 玩家在变身时可以移动 (true或false)(默认:false)

    # Server Sided! True = Players can move while they are Transforming. (true OR false) (default: false)

    B:"Players can Move while Transforming On"=false


    True = 按两下 H 后使当前形态单一形式下降。 (true或false)(默认:true)

    # Server Sided! True = Single Form Descend On. (true OR false) (default: true)

    B:"Single Form Descend On"=true


    进行神仪式后的冷却 。 时间可以从 0 分钟到 1000 分钟。 (默认值:10)

    # Server Sided! How long helper saiyans can't help in SSG ritual again. The time can go from 0 mins to 1000 mins. (default: 10)

    I:"Transformation - SuperSaiyanGod Helpers fatigue"=10


    使用神仪式所需的善良赛亚人数量。 数量可以从 1 到 100。(默认值:5)

    # Server Sided! The amount of Good Saiyans needed to preform the SSG ritual. The amount can go from 1 to 100. (default: 5)

    I:"Transformation - SuperSaiyanGod Helpers needed"=5


    如果为“true”,则将启用神模式形态的切换。 这里指双 G 双 H 如果为“false”,那么禁用

    # Server Sided! If 'true' then God transformations will be enabled. If 'false' then god transformations will be disabled

    B:"Transformations - God Form"=true


    如果“true”,那么神变将有红眼和3D气焰。 如果'false',那么神变在眼睛和气焰上不会有任何区别

    # Client Sided! If 'true' then God transformations will have SSG red eyes and SSG flaming aura. If 'false' then god transformations wont have any difference in eye and aura

    B:"Transformations - God Forms Cosmetics"=true

}


自在极易功

在config的jingames中的dbc文件里面forms文件

ultra_instinct.cfg这个就是自在的配置文件

"ultra instinct" {

    能否闪避这些损害来源

    # Server Sided! Can Counter these Damage Sources

    S:"Ultra Instinct Can Counter these Damage Sources" <

        mob

        player

     >


    无法躲避这些伤害源

    # Server Sided! Can't dodge these Damage Sources

    S:"Ultra Instinct Can't dodge these Damage Sources" <

        outOfWorld

        fall

        drown

        starve

        cactus

        UICounter

     >

    每个等级都有是否可跳的等级要求。(从0到1).(0 -检查每个关卡| 1 -检查最后一个可跳过的等级)

    # Server Sided! Ultra Instinct Check Skippable Level Requirement for each level. (From 0 to 1). (0 - Checks each level | 1 - Checks last skippable level only)

    I:"Ultra Instinct Check Skippable Level Requirement for each level"=0


    在自在极易功状态下忽略基本属性[常态倍率]

    # Server Sided! Ignore Base Attribute Multiplier Config while in UI - On

    B:"Ultra Instinct Ignore Base Attribute Multiplier Config while in UI - On"=true

    

    在自在极易功状态下忽略常态的气恢复倍率

    # Server Sided! Ignore Base Ki Regen Config Multiplier while in UI - On

    B:"Ultra Instinct Ignore Base Ki Regen Config Multiplier while in UI - On"=true


    自在极易功技能等级。(从0到10)(设置为0禁用自在极易功)

    # Server Sided! Ultra Instinct Skill Levels. (From 0 to 10). (Setting to 0 disables Ultra instinct)

    I:"Ultra Instinct Levels"=3


    体力消耗是百分比(反击和闪避体力消耗配置值将成为百分比值)

    # Server Sided! Stamina Costs are Percentage On (Counter and Dodge Stamina Cost Config values will be become percentage values)

    B:"Ultra Instinct Stamina Costs are Percentage On"=true


    疼痛需求(0 =禁用,1 =一次,2 =每次)(进入完美自在等级的需求,玩家是否需要获得痛苦状态效果)

    # Server Sided! Ultra Instinct Was In Pain Requirement(0 = Disable, 1 = Once, 2 = Every time) (Gives a requirement to enter a White Hair level. The player must receive the pain Status effect)

    I:"Ultra Instinct Was In Pain Requirement"=1


    自在极易功在痛苦状态持续时间。(从0到1000)(疼痛状态消失前的时间(仅适用于疼痛模式2))

    # Server Sided! Ultra Instinct Was In Pain Reset Duration. (From 0 to 1000). (Time until the Was in Pain vanishes (ONLY WORKS WITH Was in Pain MODE 2))

    I:"Ultra Instinct Was In Pain Reset Duration"=50

}


"ultra instinct level 1" {

自在极易功等级 1

    属性乘数(百分比)变化由您自己负责!乘数过高会导致故障!(0 ~ 100000)。

    # Server Sided! Attribute Multiplier (Percentage) Change only to your own responsibility! Having too high multiplier will cause glitches!. (From 0 to 100000).

    I:"Ultra Instinct Attribute Multiplier"=370


    每个种族的属性乘数(百分比)更改仅由您自己负责!乘数过高会导致故障!(人类1.0赛亚人1.0半赛亚人1.0Namekian 1.0Arcosian 1.0Majin 0.75)。

    # Server Sided! Attribute Multiplier per Race (Percentage) Change only to your own responsibility! Having too high multiplier will cause glitches!. (Human 1.0Saiyan 1.0Half-Saiyan 1.0Namekian 1.0Arcosian 1.0Majin 0.75).

    S:"Ultra Instinct Attribute Multiplier per Race" <

        Human 1.0

        Saiyan 1.0

        Half-Saiyan 1.0

        Namekian 1.0

        Arcosian 1.0

        Majin 0.75

     >


    反击伤害(百分比)。(从0到1000)

    # Server Sided! Counter Attack Damage (Percentage). (From 0 to 1000).

    I:"Ultra Instinct Counter Attack Damage"=0


    反击率(百分比)(最小最大值)。(从0到100)

    # Server Sided! Counter Attack Rate (Percentage) (Min Max). (From 0 to 100).

    S:"Ultra Instinct Counter Attack Rate" <

        0

        0

     >


    反击体力消耗[如果“体力消耗是百分比上的”为真。(从0到100)否则。(从0到1000)。

    # Server Sided! Counter Attack Stamina Cost [IF 'Stamina Costs are Percentage On' is true then . (From 0 to 100). OTHERWISE . (From 0 to 1000).]

    I:"Ultra Instinct Counter Attack Stamina Cost"=0


    躲闪率(百分比)(最小最大值)。(从0到100)

    # Server Sided! Dodge Rate (Percentage) (Min Max). (From 0 to 100).

    S:"Ultra Instinct Dodge Rate" <

        10

        40

     >


    闪避体力消耗[如果“体力消耗是百分比”为真。(从0到100)否则。(从0到1000)。

    # Server Sided! Dodge Stamina Cost [IF 'Stamina Costs are Percentage On' is true then . (From 0 to 100). OTHERWISE . (From 0 to 1000).]

    I:"Ultra Instinct Dodge Stamina Cost"=0


    血量要求(百分比)。(从0到100)

    # Server Sided! Health Requirement (Percentage). (From 0 to 100).

    I:"Ultra Instinct Health Requirement"=60


    热度值计时器。(从0到1000)

    # Server Sided! Heat Timer. (From 0 to 1000).

    I:"Ultra Instinct Heat Timer"=150

    

    等级要求

    # Server Sided! Level Requirement

    I:"Ultra Instinct Level Requirement"=200


    心灵要求(根据最大属性来定的百分比)

    # Server Sided! Mind Cost/Requirement. (10).

    I:"Ultra Instinct Mind Cost/Requirement"=10


    疼苦buff持续时间

    # Server Sided! Pain Duration. (From 0 to 1000).

    I:"Ultra Instinct Pain Duration"=10


    无视等级要求变身自在极易功的概率(百分比)。(从0到100)

    # Server Sided! Regardless Level Requirement (Percentage). (From 0 to 100).

    I:"Ultra Instinct Regardless Level Requirement"=10


    可跳过的等级打开(如果玩家已经学会了更高等级的自在,那么它会直接跳转到更高等级的自在无需反复变身)

    # Server Sided! Skippable Level On (If the user has learned a higher level then it will jump straight to it)

    B:"Ultra Instinct Skippable Level On"=true


    变身完自在极易功后的聊天信息提示(可中文)

    # Server Sided! Successful transformation Chat Message (Percentage) (Writes the message out for the player only)

    S:"Ultra Instinct Successful transformation Chat Message"=A sign of Ultra Instinct


    TP点需求

    # Server Sided! TP Cost. (50000).

    I:"Ultra Instinct TP Cost"=50000

    

    是否是白色头发(白色头发代表着是完美自在)

    # Server Sided! White Hair On (This will also set whenever the form is the Complete version of Ultra Instinct)

    B:"Ultra Instinct White Hair On"=false

}


自我极易功

这是龙珠模组新更新的形态,破坏神也可以叫自我极易功

在配置文件在config的jingames中的dbc文件里面forms文件

god_of_destruction.cfg这个文件


自我极易功的属性倍率的改变只对你自己负责!乘数过高会导致故障!(0 ~ 100000)。(默认值:3.8)。

注:这个配置的倍率不是像之前那样10是0.1,这个默认的3.8就是3.8倍

    # Server Sided! Attribute Multiplier Change only to your own responsibility! Having too high multiplier will cause glitches! (From 0 to 100000). (Default: 3.8).

    D:"God of Destruction Attribute Multiplier"=3.8


    每个种族的属性乘数改变只对你自己负责!乘数过高会导致故障!(0 ~ 100000)。(默认值:人类1.0赛亚人1.0混血赛亚人1.0那美克星人1.0冰冻恶魔1.0魔人0.75)。

    # Server Sided! Attribute Multiplier per Race Change only to your own responsibility! Having too high multiplier will cause glitches! (From 0 to 100000). (Default: Human 1.0Saiyan 1.0Half-Saiyan 1.0Namekian 1.0Arcosian 1.0Majin 0.75).

    S:"God of Destruction Attribute Multiplier per Race" <

        Human 1.0

        Saiyan 1.0

        Half-Saiyan 1.0

        Namekian 1.0

        Arcosian 1.0

        Majin 0.75

     >


    自我极易功可以忽略的伤害源名称列表

    # Server Sided! List of Damage Source names which this form can ignore.

    S:"God of Destruction Can Ignore these Damage Source Damages" <

        

     >


    自我极易功可以忽略的实体名称列表

    # Server Sided! List of Entity names which this form can ignore.

    S:"God of Destruction Can Ignore these Entity Damages" <

        

     >


    自我极易功爆气特效(true =启用,false =禁用)(默认值:true)。

    # Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Destroyer Aura Enabled"=true


    自我极易功爆气会在每次服务器更新后消耗气。(气消耗成本百分比)。(0 ~ 1000000000)。(默认值:10 0.0025)。

    # Server Sided! Aura Cost per Server update. (FlatCost PercentageCost). (From 0 to 1000000000). (Default: 10 0.0025).

    S:"God of Destruction Destroyer Aura Ki Cost"=10 0.0025


    自我极易功光环只会在爆气下启用

    # Server Sided! Destroyer Aura is ONLY enabled in Turbo Aura Mode. (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Destroyer Aura Only in Turbo Mode Enabled"=true


    当有破坏能量气功与另外一个气功对撞,破坏能量气功的伤害乘以这个值比另外一个气功的伤害高,那么会立刻破坏掉那个气功(0 ~ 100000)(默认:0.8)

    # Server Sided! When a Destroyer Ki Attack hits another Ki Attack then it instantly destroy the other one IF their damage multiplied by this value is stronger than the received damage. (From 0 to 100000). (Default: 0.8).

    D:"God of Destruction Destroyer Energy Damage Multiplier"=0.8


    所有自定义气功都增加破坏能量的特效(true =启用,false =禁用)(默认值:true)。

    # Server Sided! All Custom Ki Attacks are converted to Destroyer Attacks. (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Destroyer Energy Enabled"=true


    自我极易功是否启用(true =启用,false =禁用)(默认值:true)。

    # Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Form Enabled"=true

    

    自我极易功在启用时忽略常态倍率(true =启用,false =禁用)(默认值:true)。

    # Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Ignore Base Attribute Multiplier Config while in GoD Enabled"=true

    

    自我极易功在启用时忽略基础回气配置乘数(true =启用,false =禁用)(默认值:true)。

    # Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Ignore Base Ki Regen Config Multiplier while in GoD Enabled"=true


    爆气处于自我极易功下,当玩家受到攻击时,乘以以下这个值比受到的伤害高,那么将会免疫受到的伤害[只是伤害击退还是会受到的]。(0 ~ 100000)。(默认:0.8)这个并没有还原漫画的自我极易功的受伤就会变强而是无效比自己弱的攻击

    # Server Sided! In Destroyer Aura Mode when a GoD form user is attacked then they can completely negate the damage dealt to them IF their melee attack multiplied by this value is stronger than the received damage. (From 0 to 100000). (Default: 0.8).

    D:"God of Destruction Ignore Damage Multiplier"=0.8

    

    自我极易功忽略投射物伤害是否启用(true =启用,false =禁用)(默认值:true)。

    # Server Sided! (true = Enabled, false = Disabled) (Default: true).

    B:"God of Destruction Ignore Projectile Entity Damages Enabled"=true


    进入自我极易功的等级需求

    # Server Sided! Level Requirement. (From 0 to 1000000). (Default: 200).

    I:"God of Destruction Level Requirement"=200


    自我极易功的正义值/善良值需求

    # Server Sided! Using the Form above this Alignment value is not possible. (From 0 to 100). (Default: 80).

    I:"God of Destruction Max Alignment Limit"=80


    自我极易功的心灵需求(0 ~ 2000000000)。(默认值:10)。

    # Server Sided! Mind Cost/Requirement. (From 0 to 2000000000). (Default: 10).

    I:"God of Destruction Mind Cost/Requirement"=10


    无视等级需求强行变身自我极易功的概率(从0到100)(默认值:10)。

    # Server Sided! Regardless Level Requirement. (From 0 to 100). (Default: 10).

    I:"God of Destruction Regardless Level Requirement"=10


    自我极易功的技能点需求(从-1到2000000000)。(默认值:50000)。

    # Server Sided! TP Cost. (From -1 to 2000000000). (Default: 50000).

    I:"God of Destruction TP Cost"=50000

}


心灵与技能点需求

在配置文件在config的jingames中的jrmc文件里面

skill_costs.cfg这个文件


"dbc racial skills" {

    升级冰冻恶魔种族天赋的心灵消耗需求

    # Server Sided! Arcosian transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Arcosian Racial Skill Mind Requirement" <

        15

     >


    升级冰冻恶魔种族天赋的技能点消耗需求

    # Server Sided! Arcosian transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Arcosian Racial Skill TP Costs" <

        3000

        7500

        11000

        22000

        33000

        44000

     >


    升级混血赛亚人种族天赋的心灵消耗需求

    # Server Sided! Half-Saiyan transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Half-Saiyan Racial Skill Mind Requirement" <

        15

     >


    升级混血赛亚人种族天赋的技能点消耗需求

    # Server Sided! Half-Saiyan transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Half-Saiyan Racial Skill TP Costs" <

        4000

        4500

        5000

        5500

        8000

        15000

        30000

        40000

     >


    升级人类种族天赋的心灵消耗需求

    # Server Sided! Human transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Human Racial Skill Mind Requirement" <

        15

     >


    升级人类种族天赋的技能点消耗需求

    # Server Sided! Human transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Human Racial Skill TP Costs" <

        3500

        7500

        15000

        30000

        60000

     >


    升级魔人种族天赋的心灵消耗需求

    # Server Sided! Majin transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Majin Racial Skill Mind Requirement" <

        15

     >


    升级魔人种族天赋的技能点消耗需求

    # Server Sided! Majin transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Majin Racial Skill TP Costs" <

        2000

        7000

        15000

        30000

        50000

     >


    升级那美克星人种族天赋的心灵消耗需求

    # Server Sided! Namekian transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Namekian Racial Skill Mind Requirement" <

        15

     >


    升级那美克星人种族天赋的技能点消耗需求

    # Server Sided! Namekian transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Namekian Racial Skill TP Costs" <

        3500

        7500

        15000

        30000

        60000

     >


    升级赛亚人种族天赋的心灵消耗需求

    # Server Sided! Saiyan transformation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Saiyan Racial Skill Mind Requirement" <

        15

     >


    升级赛亚人种族天赋的技能点消耗需求

    # Server Sided! Saiyan transformation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Saiyan Racial Skill TP Costs" <

        4000

        4500

        5000

        5500

        8000

        15000

        30000

        40000

     >

}


    升级冲刺的心灵消耗需求

    # Server Sided! Dash skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Dash Skill Mind Requirement" <

        5

        2

     >


    升级冲刺的技能点消耗需求

    # Server Sided! Dash skill leveling TP Cost. (From -1 to 2000000000)

    I:"Dash Skill TP Costs" <

        50

     >


    防御渗透技能升级心灵消耗需求

    # Server Sided! DefensePenetration skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"DefensePenetration Skill Mind Requirement" <

        10

        5

     >


    升级防御渗透的技能点消耗需求

    # Server Sided! DefensePenetration skill leveling TP Cost. (From -1 to 2000000000)

    I:"DefensePenetration Skill TP Costs" <

        600

     >


    升级忍耐力的心灵消耗需求

    # Server Sided! Endurance skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Endurance Skill Mind Requirement" <

        10

        5

     >


    升级忍耐力的技能点消耗需求

    # Server Sided! Endurance skill leveling TP Cost. (From -1 to 2000000000)

    I:"Endurance Skill TP Costs" <

        150

     >


    升级舞空术的心灵消耗需求

    # Server Sided! Fly skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Fly Skill Mind Requirement" <

        10

        5

     >


    升级舞空术的技能点消耗需求

    # Server Sided! Fly skill leveling TP Cost. (From -1 to 2000000000)

    I:"Fly Skill TP Costs" <

        60

     >


    升级融合的心灵消耗需求

    # Server Sided! Fusion skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Fusion Skill Mind Requirement" <

        10

        5

     >


    升级融合的技能点消耗需求

    # Server Sided! Fusion skill leveling TP Cost. (From -1 to 2000000000)

    I:"Fusion Skill TP Costs" <

        300

     >


    升级神模式的心灵消耗需求

    # Server Sided! GodForm skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"GodForm Skill Mind Requirement" <

        10

        5

     >


    升级神模式的技能点消耗需求

    # Server Sided! GodForm skill leveling TP Cost. (From -1 to 2000000000)

    I:"GodForm Skill TP Costs" <

        20000

     >


    升级瞬间移动的心灵消耗需求

    # Server Sided! InstantTransmission skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"InstantTransmission Skill Mind Requirement" <

        10

        5

     >


    升级瞬间移动的技能点消耗需求

    # Server Sided! InstantTransmission skill leveling TP Cost. (From -1 to 2000000000)

    I:"InstantTransmission Skill TP Costs" <

        5000

     >


    升级跳跃的心灵消耗需求

    # Server Sided! Jump skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Jump Skill Mind Requirement" <

        5

        2

     >


    升级跳跃的技能点消耗需求

    # Server Sided! Jump skill leveling TP Cost. (From -1 to 2000000000)

    I:"Jump Skill TP Costs" <

        40

     >


    升级界王拳的心灵消耗需求

    # Server Sided! Kaioken skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Kaioken Skill Mind Requirement" <

        10

        5

     >


    升级界王拳的技能点消耗需求

    # Server Sided! Kaioken skill leveling TP Cost. (From -1 to 2000000000)

    I:"Kaioken Skill TP Costs" <

        400

     >


    升级气增强的心灵消耗需求

    # Server Sided! KiBoost skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"KiBoost Skill Mind Requirement" <

        10

        5

     >


    升级气增强的技能点消耗需求

    # Server Sided! KiBoost skill leveling TP Cost. (From -1 to 2000000000)

    I:"KiBoost Skill TP Costs" <

        800

     >


    升级气拳的心灵消耗需求

    # Server Sided! KiFist skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"KiFist Skill Mind Requirement" <

        10

        5

     >


    升级气拳的技能点消耗需求

    # Server Sided! KiFist skill leveling TP Cost. (From -1 to 2000000000)

    I:"KiFist Skill TP Costs" <

        1000

     >


    升级气注入的心灵消耗需求

    # Server Sided! KiInfuse skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"KiInfuse Skill Mind Requirement" <

        5

        5

     >


    升级气注入的技能点消耗需求

    # Server Sided! KiInfuse skill leveling TP Cost. (From -1 to 2000000000)

    I:"KiInfuse Skill TP Costs" <

        200

     >


    升级气护体的心灵消耗需求

    # Server Sided! KiProtection skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"KiProtection Skill Mind Requirement" <

        10

        5

     >


    升级气护体的技能点消耗需求

    # Server Sided! KiProtection skill leveling TP Cost. (From -1 to 2000000000)

    I:"KiProtection Skill TP Costs" <

        700

     >


    升级气感的心灵消耗需求

    # Server Sided! KiSense skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"KiSense Skill Mind Requirement" <

        10

        5

     >


    升级气感的技能点消耗需求

    # Server Sided! KiSense skill leveling TP Cost. (From -1 to 2000000000)

    I:"KiSense Skill TP Costs" <

        300

     >


    升级冥想的心灵消耗需求

    # Server Sided! Meditation skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"Meditation Skill Mind Requirement" <

        10

        5

     >


   升级冥想的技能点消耗需求

    # Server Sided! Meditation skill leveling TP Cost. (From -1 to 2000000000)

    I:"Meditation Skill TP Costs" <

        250

     >


    升级潜能释放的心灵消耗需求

    # Server Sided! OldKaiUnlock skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"OldKaiUnlock Skill Mind Requirement" <

        10

        5

     >


    潜能释放技能升级技能点消耗需求

    # Server Sided! OldKaiUnlock skill leveling TP Cost. (From -1 to 2000000000)

    I:"OldKaiUnlock Skill TP Costs" <

        1500

     >


    极限解锁技能升级心灵消耗需求

    # Server Sided! PotentialUnlock skill leveling MIND Requirement. (From 0 to 2000000000)

    I:"PotentialUnlock Skill Mind Requirement" <

        10

        5

     >


    极限解锁技能升级技能点消耗需求

    # Server Sided! PotentialUnlock skill leveling TP Cost. (From -1 to 2000000000)

    I:"PotentialUnlock Skill TP Costs" <

        400

     >

}


在配置文件在config的jingames中的jrmc文件里面

instant_transmission这个文件

# Configuration file


"both distance modes" {

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 周围全体玩家 是否启动

    B:"Surround Teleport Mode: 'All Players' Enabled"=true


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 独自 是否启用

    B:"Surround Teleport Mode: 'Alone' Enabled"=true


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    环绕 小队成员 是否启用

    B:"Surround Teleport Mode: 'Group Members' Enabled"=true


    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:"Surround Teleport Mode: Ki Cost per Player" <

        50 0.275

        50 0.25

        50 0.225

        50 0.2

        50 0.175

        50 0.15

        50 0.125

        50 0.1

        50 0.075

        50 0.05

        每级瞬间移动消耗的气成本

     >


    # Server Sided! Block Radius around Target(s) Finder. (Higher number = More Lagg). (From 0 to 1000).

    目标寻找器范围,范围越大越远,但也越卡

    I:"Surround Teleport Mode: Target(s) Finder Range"=3

}



"long distance mode only" {

    # Server Sided! List of Dimension IDs where you can't use OR go into with Dimensional Teleportation.

    瞬间移动世界黑名单,黑名单世界瞬间移动无法进入

    S:"Long Teleport Mode: Dimensional Blacklist" <

        

     >


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    远距离瞬间移动是否允许跨越维度

    B:"Long Teleport Mode: Dimensional Teleport Enabled"=true


    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:"Long Teleport Mode: Dimensional Teleport Ki Cost" <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        远距离瞬间移动气消耗成本

     >


    # Server Sided! (true = Enabled, false = Disabled) (Default: false)

    B:"Long Teleport Mode: Notify Server if someone Teleported Enabled"=false

    玩家使用远距离瞬间移动是否通知服务器

}



main {

    # Server Sided! Set the MAX number of Nearby Players the 'Surround' Mode can Teleport with the user per level. (-1 = No Limit). (From -1 to 1000000000).

    S:"Teleport Mode: 'Long Distance' 'Surround' Player Limit" <

        0

        1

        2

        4

        6

        9

        12

        16

        20

        25

        远距离瞬间移动环绕 周围所有玩家 最大人数限制

     >


    # Server Sided! Cooldown timer. Result is ConfigValue multiplied by 5 Seconds! Timer until the Skill can be used again. (From 0 to 1000000000).

    S:"Teleport Mode: 'Long Distance' Cooldown" <

        12

        11

        10

        9

        8

        7

        6

        5

        4

        3

        远距离瞬间移动CD

     >


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Teleport Mode: 'Long Distance' Enabled"=true

    瞬间移动:远程 是否启用  短距离<远距离<远程


    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:"Teleport Mode: 'Long Distance' Ki Cost" <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        瞬间移动:远程气消耗成本

     >


    # Server Sided! Required level of Ki Sense in order to this teleportation mode. (From 0 to 9).

    I:"Teleport Mode: 'Long Distance' Ki Sense Skill Level Requirement"=3

    瞬间移动:远距离技能等级需求


    # Server Sided! Teleport player targets must have a release level above 0%. (true = Enabled, false = Disabled) (Default: true)

    B:"Teleport Mode: 'Long Distance' Release Level Required Enabled"=true

    传送目标聚气是否要超过0%


    # Server Sided! Set which Instant Transmission Skill Level unlocks this Mode. (From 1 to 10).

    I:"Teleport Mode: 'Long Distance' Unlock level"=1

    远距离瞬间移动释放等级需求


    # Server Sided! Set the MAX number of Nearby Players the 'Surround' Mode can Teleport with the user per level. (-1 = No Limit). (From -1 to 1000000000).

    S:"Teleport Mode: 'Short Distance' 'Surround' Player Limit" <

        0

        1

        2

        4

        6

        9

        12

        16

        20

        25

        短距离瞬间移动环绕 周围所有玩家 最大人数限制

     >


    # Server Sided! Cooldown timer. Result is ConfigValue multiplied by 5 Seconds! Timer until the Skill can be used again. (From 0 to 1000000000).

    S:"Teleport Mode: 'Short Distance' Cooldown" <

        2

        2

        2

        2

        1

        1

        1

        1

        0

        0

        短距离瞬间移动CD

     >


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Teleport Mode: 'Short Distance' Enabled"=true


    # Server Sided! Set the Ki Cost of using the Skill per level (FlatCost PercentageCost). (From 0 to 1000000000).

    S:"Teleport Mode: 'Short Distance' Ki Cost" <

        500 9.5

        500 9

        500 8.5

        500 8

        500 7.5

        500 7

        500 6.5

        500 6

        500 5.5

        500 5

        短距离瞬间移动气消耗成本

     >


    # Server Sided! Required level of Ki Sense in order to this teleportation mode. (From 0 to 9).

    I:"Teleport Mode: 'Short Distance' Ki Sense Skill Level Requirement"=1

    短距离瞬间移动等级需求


    # Server Sided! Teleport player targets must have a release level above 0%. (true = Enabled, false = Disabled) (Default: true)

    B:"Teleport Mode: 'Short Distance' Release Level Required Enabled"=true

    传送目标聚气是否要超过0%


    # Server Sided! Set which Instant Transmission Skill Level unlocks this Mode. (From 1 to 10).

    I:"Teleport Mode: 'Short Distance' Unlock level"=1

    短距离瞬间移动释放等级需求

}



"short distance mode only" {

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Short Teleport Mode: 'Behind Target' Enabled"=true

    短距离传送到目标身后是否启用


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Short Teleport Mode: 'In-front Target' Enabled"=true

    短距离传送到目标身前是否启用


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Short Teleport Mode: 'To Target' Enabled"=true

    短距离传送到目标身中央是否启用


    # Server Sided! (Higher number = More Lagg). (From 0 to 1000000).

    S:"Short Teleport Mode: Target Finder Distance Range" <

        55

        60

        65

        70

        75

        80

        85

        90

        95

        100

        短距离目标查找器距离范围

     >


    # Server Sided! Block Radius around Target Finder. (Higher number = More Lagg). (From 0 to 1000).

    I:"Short Teleport Mode: Target Finder Range per Update"=1

    短距离每次更新目标查找器范围


    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"Short Teleport Mode: Target Finder can go through blocks Enabled"=true

    是目标发现者可以通过瞬间移动来加载区块


种族属性配置

在配置文件在config的jingames中的dbc文件里面的races

里面分别有有着各个种族的基础属性数值和形态熟练度配置文件

[人类]Human  [赛亚人]Saiyan   [混血赛亚人]Half-Saiyan [那美克星人]Namekian

        [冰冻恶魔]Arcosian   [魔人]Majin

main.cfg文件

Martial Artist[武道家]

Spiritualist[气功师]

Warrior[格斗家]

"race main attribute" {

    # Server Sided! DBC [种族名称] Attribute Multiplier. (From -100000 to 100000).

    S:"DBC [种族名称] [职业] Attribute Multiplier" <

        STR 1.0

        DEX 1.0

        CONS 1.0

        WILL 1.0

        MIND 1.0

        SPI 1.0

        属性乘数,举个例子STR 1.1 那么这个种族职业的STR将会获得1.1x的加成

     >


    # Server Sided! DBC [种族名称] Starting Attribute. (From -1000000000 to 1000000000).

    S:"DBC [种族名称] [职业] Starting Attribute" <

        STR 10

        DEX 5

        CONS 15

        WILL 10

        MIND 5

        SPI 15

        初始属性

     >


    # Server Sided! DBC [种族名称] Stat Bonus. (From -1000000000 to 1000000000).

    S:"DBC [种族名称] [职业] Stat Bonus" <

        [近战伤害]Melee 0

        [防御]Defense 20

        [血量]Body 0

        [耐力]Stamina 10

        [气伤害]EnergyPower 0

        [气上限]EnergyPool 0

        [最大技能]MaxSkills 0

        [速度]Speed 30

        [恢复速度血]RegenRateBody 0

        [恢复速度耐力]RegenRateStamina 0

        [恢复速度气]RegenRateEnergy 0

        [飞行速度]FlySpeed 0

        职业属性加成

     >


    # Server Sided! DBC [种族名称] Stat Multiplier from Attribute. (From -100000 to 100000).

    S:"DBC [种族名称] [职业] Stat Multiplier from Attribute" <

        Melee 2.5

        Defense 4.0

        Body 20.0

        Stamina 3.5

        EnergyPower 5.2

        EnergyPool 40.0

        MaxSkills 0.15

        Speed 1.0

        RegenRateBody 1.0

        RegenRateStamina 1.0

        RegenRateEnergy 1.0

        FlySpeed 1.0

        职业属性乘数

     >

魔人种族配置

#服务器端!每个形态对于吸收带来的属性加成乘数。(0 ~ 1000000000)。

    # Server Sided! Set the Attribute Multiplier of using the Skill per Form . (From 0 to 1000000000).

    S:" Absorption Attribute Multiplier" <

        Base 0.01

        Evil 0.01

        Full 0.01

        Pure 0.01

        God 0.01

        Mystic 0.01

        UI 0.01

        G.O.D. 0.01

     >


    #服务器端!每个形态的吸收冷却时间。结果是配置值乘以5秒!直到可以再次使用。(0 ~ 1000000000)。

    # Server Sided! Skill Cooldown timer per Form. Result is ConfigValue multiplied by 5 Seconds! Timer until the Skill can be used again. (From 0 to 1000000000).

    S:" Absorption Cooldown" <

        Base 3

        Evil 3

        Full 3

        Pure 3

        God 3

        Mystic 3

        UI 3

        G.O.D. 3

     >


    #服务器端!每个形态的吸收的球速度倍率。(0 ~ 1000000000)。

    # Server Sided! Set the Speed Multiplier of the Skill per Form. (From 0 to 1000000000).

    S:" Absorption Entity Speed Multiplier" <

        Base 0.75

        Evil 0.75

        Full 0.75

        Pure 0.75

        God 0.75

        Mystic 0.75

        UI 0.75

        G.O.D. 0.75

     >


    #服务器端!每个形态使用吸收的生命值消耗(固定消耗百分比消耗)。(0 ~ 1000000000)。

    # Server Sided! Set the Health Cost of using the Skill per Form (FlatCost PercentageCost). (From 0 to 1000000000).

    S:" Absorption Health Cost" <

        Base 10 0.1

        Evil 10 0.1

        Full 10 0.1

        Pure 10 0.1

        God 10 0.1

        Mystic 10 0.1

        UI 10 0.1

        G.O.D. 10 0.1

     >


    #服务器端!吸收实体黑名单。

    # Server Sided! List down the Class paths and name of the Entities.

    S:" Absorption LivingEntity Blacklist" <

        JinRyuu.JRMCore.entity.EntitySafeZone

        JinRyuu.JRMCore.entity.EntityNPCshadow

     >


    #服务器端!吸收球存在时间计时器。一旦倒计时结束,吸收球就会消失或吸收球停止移动。(0 ~ 1000000000)。

    # Server Sided! Absorption Entity Max Life Tick TImer (TicksExisted CountdownTimer). The Absorption Entity will vanish once the CountdownTimer is done. The CountdownTimer start either when the TicksExisted timer is reached OR if the Entity stops moving. (From 0 to 1000000000).

    S:" Absorption Max Tick Life" <

        Base 500 80

        Evil 525 80

        Full 550 80

        Pure 650 80

        God 575 80

        Mystic 550 80

        UI 575 80

        G.O.D. 575 80

     >


    #服务器端!这个是吸收怪的配置,每个吸收使用者形态使用吸收的乘数,这决定了你是否可以吸收目标。(0 ~ 1000000000)。结果=(目标伤害*伤害上限+目标生命值*生命值上限+目标气伤害 * 气上限)

    # Server Sided! Set the Power Multiplier of using the Skill per Absorption User's Form, which decides whether or not you can Absorb the target (DamageMulti HealthMulti KiPowerMulti). (From 0 to 1000000000). Power Result = (TargetDamage * DamageMulti + TargetHealth * HealthMulti + TargetKiPower * KiPowerMulti)

    S:" Absorption Target Power Multiplier" <

        Base 0.5 0.05 0.25

        Evil 0.5 0.05 0.25

        Full 0.5 0.05 0.25

        Pure 0.5 0.05 0.25

        God 0.5 0.05 0.25

        Mystic 0.5 0.05 0.25

        UI 0.5 0.05 0.25

        G.O.D. 0.5 0.05 0.25

     >


    #服务器端!这个是吸收玩家的配置,每个吸收使用者形态使用吸收的乘数,这决定了你是否可以吸收目标。(0 ~ 1000000000)。结果=(目标伤害*伤害上限+目标生命值*生命值上限+目标气伤害 * 气上限)

    # Server Sided! Set the Power Multiplier of using the Skill per Form, which decides whether or not you can Absorb the target (DamageMulti HealthMulti KiPowerMulti). (From 0 to 1000000000). Power Result = (UserDamage * DamageMulti + UserHealth * HealthMulti + UserKiPower * KiPowerMulti)

    S:" Absorption User Power Multiplier" <

        Base 0.5 0.05 0.25

        Evil 0.5 0.05 0.25

        Full 0.5 0.05 0.25

        Pure 0.5 0.05 0.25

        God 0.5 0.05 0.25

        Mystic 0.5 0.05 0.25

        UI 0.5 0.05 0.25

        G.O.D. 0.5 0.05 0.25

     >


    #服务器端!每个种族等级使用再生获得的生命值(固定消耗 百分比消耗)。

    # Server Sided! Set the Health Gain of using the Skill per Form (FlatCost PercentageCost). (From 0 to 1000000000).

    S:" Super Regeneration Health Gain" <

        Base 1 0.05

        Evil 2 0.075

        Full 3 0.1

        Pure 5 0.175

        God 4 0.125

        Mystic 3 0.125

        UI 5 0.125

        G.O.D. 5 0.125

     >


    #服务器端!每个种族等级使用再生获得的生命值。(0 ~ 1000000000)。

    # Server Sided! Set the Health Gain of using the Skill per Form. (From 0 to 1000000000).

    S:" Super Regeneration Health Gain multiplier per Racial Skill Level" <

        0.9

        0.95

        0.1

        1.05

        1.1

     >


    #服务器端!每个形态使用再生的气消耗(固定消耗 百分比消耗)。(0 ~ 1000000000)。

    # Server Sided! Set the Ki Cost of using the Skill per Form (FlatCost PercentageCost). (From 0 to 1000000000).

    S:" Super Regeneration Ki Cost" <

        Base 1 0.05

        Evil 2 0.06

        Full 3 0.07

        Pure 5 0.09

        God 4 0.08

        Mystic 3 0.07

        UI 4 0.08

        G.O.D. 4 0.08

     >


    #服务器端!每个形态等级使用再生的气消耗(固定消耗 百分比消耗)。(0 ~ 1000000000)。

    # Server Sided! Set the Ki Cost of using the Skill per Form. (From 0 to 1000000000).

    S:" Super Regeneration Ki Cost multiplier per Racial Skill Level" <

        0.9

        0.95

        0.1

        1.15

        1.2

     >


    #服务器端!每个形态使用再生的耐力消耗(固定消耗 百分比消耗)。(0 ~ 1000000000)。

    # Server Sided! Set the Stamina Cost of using the Skill per Form (FlatCost PercentageCost). (From 0 to 1000000000).

    S:" Super Regeneration Stamina Cost" <

        Base 1 0.025

        Evil 2 0.03

        Full 3 0.035

        Pure 5 0.045

        God 4 0.04

        Mystic 3 0.035

        UI 4 0.04

        G.O.D. 4 0.04

     >


    #服务器端!每个种族等级使用再生的耐力消耗(固定消耗 百分比消耗)。(0 ~ 1000000000)。

    # Server Sided! Set the Stamina Cost of using the Skill per Form. (From 0 to 1000000000).

    S:" Super Regeneration Stamina Cost multiplier per Racial Skill Level" <

        0.9

        0.95

        0.1

        1.15

        1.2

     >


    #服务器端!(true =启用(启用吸收增益),false =禁用(禁用吸收增益))(默认值:true)关闭后吸收目标成功后将不会有增幅。

    # Server Sided! (true = Enabled (Add to Absorption Level), false = Disabled (Replace the Absorption Level)) (Default: true)

    B:"DBC Majin Absorption Add Gain Enabled"=true


    服务器端!是否启用吸收(true =启用,false =禁用)(默认值:true)

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"DBC Majin Absorption Enabled"=true


    #服务器端!吸收某人或怪物时获得倍增器。结果=(攻击力/使用者攻击*本配置)。(0 ~ 1000000000)。

    # Server Sided! Gain Multiplier when Absorbing someone. Result = (attackTarget / userAttack * THIS_CONFIG). (From 0 to 1000000000).

    D:"DBC Majin Absorption Gain Multiplier"=500.0


    #服务器端!你能达到的最大吸收等级。(0 ~ 1000000000)。

    # Server Sided! Max Absorption Level you can reach. (From 0 to 1000000000).

    I:"DBC Majin Absorption Max Level"=50


    #服务器端!吸收某人的最小收益。(0 ~ 1000000000)。

    # Server Sided! Minimum Gain from Absorbing someone. (From 0 to 1000000000).

    I:"DBC Majin Absorption Min Gain"=3


    #服务器端!启用=增加奖励属性乘数,禁用=增加奖励属性乘数。(true =启用,false =禁用)(默认值:false)

    # Server Sided! Enabled = Multiplies Bonus Attribute Multipliers, Disabled = Adds to the Bonus Attribute Multipliers. (true = Enabled, false = Disabled) (Default: false)

    B:"DBC Majin Absorption Multiplies Bonus Attribute Multipliers Enabled"=false


    #服务器端!是否启用魔人聚气的蒸汽效果(true =启用,false =禁用)(默认值:true)

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"DBC Majin Ki Powertype Enabled"=true


    #服务器端!是否启用魔人纯粉红色皮肤(true =启用,false =禁用)(默认值:true)

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"DBC Majin Pure Form Pink Skin Color Enabled"=true


    #服务器端!是否启用再生(true =启用,false =禁用)(默认值:true)

    # Server Sided! (true = Enabled, false = Disabled) (Default: true)

    B:"DBC Majin Super Regeneration Enabled"=true


形态熟练度这个配置文件我就不做了,懒