植物大战僵尸mod配置文件教程 |
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本篇教程由作者设定未经允许禁止转载。 该教程将翻译本mod的1.15.2-0.4.2版本下的配置文件的内容。 如果你不会修改配置文件,那么请看传送门。 世界配置 僵尸入侵配置 #安全日天数:如果你设置为3,世界建立的前3天不会有任何僵尸入侵事件(除非你用指令)。 #If you set to 3,then the first 3 day of the world will not have any zombie attack event. #Range: 0 ~ 100 SafeDayLength = 3 #僵尸入侵的概率:安全日之后,每天发生僵尸入侵事件的概率指标,数值越大概率越大。 #The chance related to zombie attack event. the bigger the more chance it has(chance/100). #Range: 0 ~ 100 ZombieAttackChance = 40 #僵尸生成的权重增长期:随着时间的推移,僵尸生成的权重会逐渐增大,设置为x,则到x天增加至最大值(后面保持这个值不再增加)。 #How many day will the spawn weight of zombie increase to max. If set to 0, then the initial spawn weight is max. #Range: 0 ~ 100000 SpawnWeightIncDuration = 100 #是否开启一大波僵尸入侵:设置为true表示开启一大波僵尸入侵。 #If true, players will be invaded by a huge wave of zombies in zombie invasion day EnableHugeWave = true #僵尸生成最终最大权重比例:当僵尸权重到达最大值时,他与初始值的比例是多少。加入第一天值为50,此值为x,则最终将增加至50x。 #How many times the final weight is increased to the initial spawn weight(If initial is 60, value is 3, then final is 3 * 60 = 180). #Range: 1 ~ 6 MaxSpawnWeightMultiple = 3 #是否显示入侵消息:当设置为true时,僵尸入侵到来会在聊天栏显示。 #If true, you will receive detail message about each event when zombie invasion happened. ShowEventMessages = true 入侵事件概率配置 #铁桶入侵的权重:值越大,僵尸入侵时发生铁桶入侵的概率越大。 #The weight to happen Bucket Invasion when it's a zombie attack day. #Range: 0 ~ 100000 BucketAttackChance = 100 #水域入侵的权重:值越大,僵尸入侵时发生水域入侵的概率越大。 #The weight to happen Water Invasion when it's a zombie attack day. #Range: 0 ~ 100000 WaterAttackChance = 80 #报纸入侵的权重:值越大,僵尸入侵时发生报纸入侵的概率越大。 #The weight to happen Newspaper Invasion when it's a zombie attack day. #Range: 0 ~ 100000 NewspaperAttackChance = 40 #橄榄球入侵权重:值越大,僵尸入侵时发生橄榄球入侵的概率越大。 #The weight to happen Football Invasion when it's a zombie attack day. #Range: 0 ~ 100000 FootballAttackChance = 50 #万圣节入侵的权重:值越大,僵尸入侵时发生万圣节入侵的概率越大。 #The weight to happen Halloween Invasion when it's a zombie attack day. #Range: 0 ~ 100000 HalloweenAttackChance = 20 #随机入侵的权重:值越大,僵尸入侵时发生随机入侵的概率越大。 #The weight to happen Random Invasion when it's a zombie attack day. #Range: 0 ~ 10000 RandomAttackChance = 100 #蹦极入侵的权重:值越大,僵尸入侵时发生蹦极入侵的概率越大。 #The weight to happen Bungee Invasion when it's a zombie attack day. #Range: 1 ~ 10000 BungeeAttackChance = 40 #屋顶入侵的权重:值越大,僵尸入侵时发生屋顶入侵的概率越大。 #The weight to happen Roof Invasion when it's a zombie attack day. #Range: 1 ~ 10000 RoofAttackChance = 50 #钢铁入侵的权重:值越大,僵尸入侵时发生钢铁入侵的概率越大。 #The weight to happen Metal Invasion when it's a zombie attack day. #Range: 1 ~ 10000 MetalAttackChance = 25 #巨人入侵的权重:值越大,僵尸入侵时发生巨人入侵的概率越大。 #The weight to happen Giant Invasion when it's a zombie attack day. #Range: 1 ~ 10000 GiantAttackChance = 25 #迷雾来袭的概率:值越大,僵尸入侵时发生迷雾入侵的概率越小。 #The related value to happen Fog Event when it's a zombie attack day(If the value is x, then the chance is 1/x). #Range: 1 ~ 10000 FogAttackChance = 12 #隐形僵尸来袭的概率:值越大,僵尸入侵时发生隐形僵尸来袭的概率越小。 #The related value to happen Invis Event when it's a zombie attack day(If the value is x, then the chance is 1/x). #Range: 1 ~ 10000 InvisEventChance = 15 #迷你僵尸来袭的概率:值越大,僵尸入侵时发生迷你僵尸来袭的概率越小。 #The related value to happen Mini Event when it's a zombie attack day(If the value is x, then the chance is 1/x). #Range: 1 ~ 10000 MiniEventChance = 10 结构配置 #戴夫的别墅之间的距离指数:数值越大间隔越远。 #the distance value between dave villa. #Range: 1 ~ 1000 DaveVillaDistance = 40 #铁桶小屋之间的距离指数:数值越大间隔越远。 #the distance value between bucket house. #Range: 1 ~ 1000 BucketHouseDistance = 32 #海豚小屋之间的距离指数:数值越大间隔越远。 #the distance value between dolphin house. #Range: 1 ~ 1000 DolphinHouseDistance = 32 #墓地小屋之间的距离指数:数值越大间隔越远。 #the distance value between grave house. #Range: 1 ~ 1000 GraveHouseDistance = 28 #雪人小屋之间的距离指数:数值越大间隔越远。 #the distance value between yeti house. #Range: 1 ~ 1000 YetiHouseDistance = 28 #太阳神庙之间的距离指数:数值越大间隔越远。 #the distance value between sun temple. #Range: 1 ~ 1000 SunTempleDistance = 40 实体生成权重配置 #阳光实体的生成权重:数值越大权重越大。 #spawn weight of Sun. #Range: 1 ~ 200 SunSpawnWeight = 50 #僵尸海豚实体的生成权重:数值越大权重越大。【暂时还无法生成】 #spawn weight of ZombieDolphin. #Range: 1 ~ 200 ZombieDolphinSpawnWeight = 1 #吃货僵尸实体的生成权重:数值越大权重越大。 #spawn weight of FoodieZombie. #Range: 1 ~ 200 FoodieZombieSpawnWeight = 1 #潜岩浆僵尸实体在地狱的生成权重:数值越大权重越大。 #spawn weight of LavaZombie at nether. #Range: 1 ~ 200 LavaZombieSpawnWeight = 15 #墓碑实体在主世界的生成权重:数值越大权重越大。 #spawn weight of TombStone at night in overworld when invasion. #Range: 1 ~ 200 TombStoneSpawnWeight = 5 #雪人僵尸在主世界雷雨天的生成权重:数值越大权重越大。 #spawn weight of YetiZombie in overworld. #Range: 1 ~ 200 YetiZombieSpawnWeight = 1 世界其他配置 #能否生成原版的怪物:如果为false,主世界将取消自然生成原版的怪物。 #if false,there will have no monster of default mc spawn in overworld. CanSpawnDefaultMonster = true #给予初始的植物卡帮助:设置为true,玩家第一次进入世界会获得一些基础的植物卡(向日葵卡、豌豆射手卡等等)。 #If you set it true, you will get some basic plantcards when you first join world. GiveBeginnerReward = false 实体配置 #植物能否以队伍来判断敌人:如果为true,植物会攻击所有有队伍但与其主人不同队伍的实体(包括玩家)。 #if true,when plant's owner is in a team,the plant will attack the entity from other team(include players). PlantAttackTeam = false #能量豆僵尸的生成权值:数值越大,能量豆僵尸生成的概率越大。 #the spawn chance of zombie with plant energy(the bigger,the more chance it spawn). #Range: 0 ~ 50 ZombieSuperChance = 1 #阳光僵尸的生成权值:数值越大,能量豆僵尸生成的概率越大。 #the spawn chance of zombie with sun layer(the bigger,the more chance it spawn). #Range: 0 ~ 30 ZombieSunChance = 1 #玩家初始阵营:1为植物阵营,0为中立,-1为僵尸阵营。 #The Group of player, 1 means u are in plant group(zombie will attack u), 0 means u are mid(no plants and zombies attack u), -1 means u are in zombie group(plant will attack u). #Range: -1 ~ 1 PlayerOriginGroup = 1 #魅惑捣蛋鬼僵尸的成功率:玩家手持糖果右击成功魅惑捣蛋鬼僵尸的概率。 #The value related to the chance to use candy charm TrickZombie(if set to x, the chance is 1/x). #Range: 1 ~ 100 TrickZombieCharmChance = 3 #毁灭菇核爆破坏方块的范围:如果为3,那么毁灭菇会破坏7*7的水平方块(不影响深度)。 #The width range when doom shroom explosion will destroy,0 means no destroy. #Range: 0 ~ 10 DoomRange = 3 实体存活时间配置 #阳光实体存活的时间tick:数值即tick数。 #how many ticks can the sun entity live. #Range: 1 ~ 1200 SunLiveTick = 400 #钱币实体存活的时间tick:数值即tick数。 #how many ticks can the coin entity live(include gem). #Range: 1 ~ 1200 CoinLiveTick = 400 #宝石实体存活的时间tick:数值即tick数。 #how many ticks can the jewel entity live. #Range: 1 ~ 1200 JewelLiveTick = 500 #能量豆实体存活的时间tick:数值即tick数。 #how many ticks can the energy entity live. #Range: 1 ~ 1200 EnergyLiveTick = 400 #普通子弹实体(例如豌豆)存活的时间tick:数值即tick数。【0.4.2被删除】 #how many ticks can bullet entity live. #Range: 100 ~ 1000 BulletLiveTick = 150 #植物实体存活的时间tick:数值即tick数。 #how many ticks can plant entity live. #Range: 1 ~ 1000000 PlantLiveTick = 24000 #保龄球实体存活的时间tick:数值即tick数。 #how many ticks can bowling entity live. #Range: 1 ~ 1000000 BowlingLiveTick = 300 #小推车实体存活的时间tick:数值即tick数。 #how many ticks can lawnmower entity live. #Range: 1 ~ 1000000 LawnMowerLiveTick = 200 #雪人僵尸实体存活的时间tick:数值即tick数。 #how many ticks can yeti entity live(how long will it stay). #Range: 1 ~ 1000000 YetiLiveTick = 2400 方块配置 #原始精华块蔓延的概率:可以理解为原始精华块蔓延的时间,数值越大概率越小。 #About the chance you got essence_ore from origin_block.the bigger the value is,the lower chance you get(more specificly 1/x). #Range: 1 ~ 100 OriginChance = 5 #用骨粉使大嘴花方块繁殖的概率:数值越大概率越小。 #The chance when you use bone meal to grow chomper,the bigger the less chance. #Range: 5 ~ 100 ChomperGrow = 20 #树苗转化为原始精华矿的概率:数值越大概率越小。 #The chance when sapling turn to origin ore,the bigger the less chance #Range: 2 ~ 100 SaplingTurnOrigin = 8 破坏方块配置 #玩家打草掉落豌豆的概率:数值越大概率越小。 #the drop chance of pea when you break grass.the bigger the value is,the lower chance you get.(more specificly 1/x) #Range: 1 ~ 1000 DropPeaChance = 16 #玩家打草掉落卷心菜的概率:数值越大概率越小。 #the drop chance of cabbage when you break grass.the bigger the value is,the lower chance you get.(more specificly 1/x) #Range: 1 ~ 1000 DropCabbageChance = 32 物品配置 #玩偶匣物品爆炸概率:右击玩偶匣物品获取惊喜时,爆炸的概率。值越大,概率越小(1/x)。 #The chance when player got a surprise when use jack box.the bigger the value is,the lower chance you get.(more specificly 1/x) #Range: 1 ~ 1000000 JackBoxSurpriseChance = 10 |
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