| config.yml | # For more detailed information go to https://dev.bukkit.org/projects/ ... guration-config-yml
 DistanceAlgorithm: Diamond #生物距离的检测方式. 圆Circle, 菱形Diamond, 方形Square
 AllowAutoUpdates: false #自动检测更新SpawnPoints:VanillaMobEquipmentOverrides: true #设置为true,将会优先选择单独的设置
 IgnoreSpawnerMobs: true #刷怪笼生成的生物是否改动
 MythicDrops:
 Enabled: false
 MythicMobs:
 Enabled: false
 IgnoredWorlds:
 - world_the_end
 SkillAPI:
 Enabled: false #是否使用skillAPI进行计算
 LorinthsRpgItems:
 Enabled: false
 Heroes:
 Enabled: false
 PartyExperienceFormulas:
 '2': "1.5 * {exp} / 2" # 经验设置
 '3': "1.8 * {exp} / 3"
 '4': "2.0 * {exp} / 4"
 '5': "2.2 * {exp} / 5"
 '6': "2.4 * {exp} / 6"
 Vault:
 Enabled: false # 是否启用vault来作为经济
 ExperiencePermissions: # 权限组经验的设置   lrm.experience.名称   例如lrm.experience.vip
 default: 1.0 # 得到的经验的倍数
 vip: 1.5
 Names:
 TagsAlwaysOn: false # 生物的名字是否一直显示
 Format: '[Lvl.{level}] {Variant} {name}' # 全局生物名字显示的格式  等级{level}, 药水效果{Variant}, 名字{name}
 world: # 世界的名称
 mainTown: # 生成点名称
 Disabled: false # 是否启用
 Level: 1 # 怪物的出生等级
 Distance: 50 # 每升一级需要的距离
 MaxLevel: -1 # 怪物最大等级  -1为不限制
 CenterBuffer: 50 # 中心检测的延迟
 Variance: 0 # 获得药水效果的几率
 Location: # 这个生成点的坐标
 X: 0
 Z: 0
 otherTown:
 Disabled: true
 Level: 20
 Distance: 100
 MaxLevel: 50
 CenterBuffer: 0
 Variance: 0
 Location:
 X: 10000
 Z: -5000
 LevelRegions:
 world: # 名称
 undeadkeep: # 区域名称
 Level: 40 # 区域内怪物的等级
 Names: # 自定义怪物的名字
 ZOMBIE: '&5Misaka' # 这个就表示,该区域的僵尸生成出来的名字都叫Misaka
 Bosses:
 ZOMBIE:
 CrystalMiner: 10.0
 Disabled: false
 DisabledEntities:
 # *号表示禁用所有生物生成
 - PIG
 MobVariants:
 Disabled: true # 是否禁用随机属性
 VariantChance: 40 # 几率
 DisabledTypes: #禁止随机属性的生物
 - CREEPER
 Blinding:
 DisplayName: 'Blinding'
 Disabled: false # 是否禁用
 DisabledTypes: [] # 禁用此属性的生物
 Weight: 10 #The chance this variant is selected (怪物获得这个属性的几率?/....我没看懂)
 Blinding: # 属性详情
 Duration: 60 # 持续时间 20表示1秒
 Level: 2 # 药水的等级
 Chance: 100.0 # 几率
 Burning:
 DisplayName: 'Burning'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 DefensiveBurn:
 Ticks: 20
 Chance: 20.0
 Explosive:
 DisplayName: 'Explosive'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 BreakBlocks: false
 IgniteBlocks: false
 Power: 4.0
 Fast:
 DisplayName: 'Fast'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 SpeedMultiplier: 1.5
 Forceful:
 DisplayName: 'Forceful'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 ForceMultiplier: 2.0
 Glowing:
 DisplayName: 'Glowing'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 Invisible:
 DisplayName: 'Invisible'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 Poisonous:
 DisplayName: 'Poisonous'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 Poison:
 Duration: 60
 Level: 0
 Chance: 20.0
 Slow:
 DisplayName: 'Slow'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 SpeedMultiplier: 0.5
 Strong:
 DisplayName: 'Strong'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 Damage: 2
 DamageMultiplier: 1.0
 Sturdy:
 DisplayName: 'Sturdy'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 KnockbackResistance: 1.0
 Tough:
 DisplayName: 'Tough'
 Disabled: false
 DisabledTypes: []
 Weight: 10
 Armor: 2
 ArmorMultiplier: 1.0
 Wealthy:
 DisplayName: 'Wealthy'
 Disabled: false
 DisabledTypes: []
 Weight: 5
 CurrencyValueMutiplier: 5.0
 Entity:
 Animal:
 Disabled: true
 Misc:
 Disabled: true
 Monster:
 Disabled: false # 是否禁用该组
 ZOMBIE:
 Disabled: false # 是否禁止
 Formulas: # 单独设置的怪物等级计算公式
 Damage: rand(3) + ({level} / 10)
 Health: 20 + ({level} / 3) + ({level} / 5) + rand(5)
 Experience: rand(3) + 1
 CurrencyChance: 10.0 + ({level} / 5)
 CurrencyValue: 5.0 + ({level} / 3) + rand(3)
 Equipment: # 生成时怪物的装备
 Weapon:
 '1': SALMON 10% drop:15%, WOODEN_SWORD 10%, WOODEN_AXE 10%, TRIDENT 10% impaling:1 drop:10% # MATERIAL equip% drop:drop%, etc (装备名称及装备几率:equip%     掉落几率:drop%  /我没怎么看懂)
 '12': STONE_SWORD 25%, STONE_AXE 20%
 '20': IRON_SWORD 30%, IRON_AXE 25%
 '30': GOLDEN_SWORD 35%, GOLDEN_AXE 30%
 '40': DIAMOND_SWORD 35%, DIAMOND_SWORD 5% smite:1, DIAMOND_AXE 30%
 Offhand:
 '20': SHIELD 10%
 '40': SHIELD 15%
 Helmet:
 10: LEATHER_HELMET #如果没写装备几率,则默认100%装备
 20: CHAINMAIL_HELMET #没写掉落几率则表示不掉落
 Chestplate:
 12: LEATHER_CHESTPLATE
 22: CHAINMAIL_CHESTPLATE
 Leggings:
 14: LEATHER_LEGGINGS
 24: CHAINMAIL_LEGGINGS
 Boots:
 12: LEATHER_BOOTS
 22: CHAINMAIL_BOOTS
 MythicDrops:
 1: common 50%, uncommon 15%
 10: common 40%, uncommon 25%
 20: common 30%, uncommon 35%
 50: legendary 1%
 Names: # 显示的名字下面的表示1-19级的名字都显示为Misaka  20-39级的显示为zombie_XD
 '1':
 Name: Misaka
 '20':
 Name: zombie_XD
 '40':
 Name: Strong Zombie
 | 
loot.yml | ########### loot.yml
 #   - configure mob loot tables by Level and LootTables
 #
 # ReplaceVanillaDrops: 本插件优先级是否为最低,不会影响你用其他插件修改掉落  (就是说,不会和其他修改掉落插件冲突)
 # Items:
 #   itemId:
 #     Id: MATERIAL:durability   #物品id:物品特殊值
 #     Count: Number of items dropped  #掉落数量
 #     DisplayName: Custom name #显示的名字 可以用&颜色符号
 #     Lore: Lore for the item #物品的lore
 #     Enchantments:
 #       enchantId: level  #附魔名称: 附魔等级
 #     ItemFlags:     #物品的flag  你可以在这里查看 https://hub.spigotmc.org/javadoc ... ntory/ItemFlag.html
 #     - HIDE_ENCHANTS
 ##########
 
 Enabled: true  #是否启用
 ReplaceVanillaDrops: false
 Items:
 smellyFlesh:
 Id: ROTTEN_FLESH
 Count: 1
 DisplayName: '&a腐烂的肉'
 Lore:
 - '&7这是一块肉'
 - '&a一块已经腐烂了的肉'
 Enchantments:
 unbreaking: 1
 ItemFlags:
 - HIDE_ENCHANTS  #隐藏附魔属性(就是只有附魔的发光效果,不会看见附魔属性)
 Drops:
 ZOMBIE:
 1:
 LootTable:
 smellyFlesh: 50.0
 ROTTEN_FLESH: 50.0
 LootTable2:
 smellyFlesh: 1.0
 ROTTEN_FLESH: 5.0
 | 
tasks.yml | ################################### tasks.yml
 # 其他怪物任务设置处
 #
 # PlayerMobLevelNotify: 名称
 #   Enabled: true/false - 启用与否
 #   Interval: Integer - 时间 (20=1秒)
 #   LevelDifferenceTrigger: Integer - 距离上次通知,应该等几个等级才再次通知
 #
 ##################################
 
 PlayerMobLevelNotify:
 Enabled: false
 Interval: 20
 LevelDifferenceTrigger: 2
 | 
messages.yml | ##################################
 # MoneyDrop: 当玩家收到超过0的金币时的提示
 # PlayerMobLevelNotifyIncrease: 切换较高难度的怪物区域时的提示  (你得先在task.yml这个文件里有配置才行)
 # PlayerMobLevelNotifyDecrease: 切换较低难度的怪物区域时的提示  (你得先在task.yml这个文件里有配置才行)
 #
 ##################################
 MoneyDrop: '&7击杀 &r{entity} &7获得了 &6{money}&7 金币!'
 PlayerMobLevelNotifyIncrease: '&c注意! &a怪物等级现已提升至 lvl(s) &e{level}&a!'
 PlayerMobLevelNotifyDecrease: '&a你已进入休闲区,怪物等级为 lvl(s) &e{level}'
 | 
 |