Reorganise config file

This commit is contained in:
Electroblob77
2020-03-25 15:05:32 +00:00
parent e35ee9d126
commit 02480db158
4 changed files with 210 additions and 131 deletions
@@ -1093,18 +1093,6 @@ config.ebwizardry.category.gameplay.tooltip=Configure wizardry's general gamepla
config.ebwizardry.title.gameplay=Gameplay Settings
config.ebwizardry.subtitle.gameplay=Global settings that affect game mechanics.
config.ebwizardry.discovery_mode=Discovery Mode
config.ebwizardry.discovery_mode.tooltip=For those who like a sense of mystery! When enabled, spells you haven't cast yet will be unreadable until you cast them (on a per-world basis). Has no effect when in creative mode. Spells of identification will be unobtainable in survival mode if this is disabled.
config.ebwizardry.legacy_wand_levelling=Legacy Wand Levelling
config.ebwizardry.legacy_wand_levelling.tooltip=Controls whether wands are required to gain progression before they can be upgraded to the next tier. Enable this option to revert to the pre-4.2 system, which only requires tomes of arcana. Wands will still gain progression silently when this is enabled, so if you go back to the new system you won't lose any progress.
config.ebwizardry.legacy_wand_levelling.true=Yes - I liked it how it was!
config.ebwizardry.legacy_wand_levelling.false=No - Level me up!
config.ebwizardry.friendly_fire=Friendly Fire
config.ebwizardry.friendly_fire.tooltip=Controls which creatures may be damaged by your magic when allied to you. Your spells will not target your allies or creatures summoned/owned by them regardless of this setting, but this setting makes them completely immune if disabled.
config.ebwizardry.minion_revenge_targeting=Minion Revenge Targeting
config.ebwizardry.minion_revenge_targeting.tooltip=Whether summoned creatures can revenge-attack players or creatures that they would not otherwise be able to attack.
config.ebwizardry.minion_revenge_targeting.true=Yes - I'd never hurt them!
config.ebwizardry.minion_revenge_targeting.false=No - they must always obey me!
config.ebwizardry.players_move_each_other=Players Move Each Other
config.ebwizardry.players_move_each_other.tooltip=Whether to allow players to move other players around using magic.
config.ebwizardry.players_move_each_other.true=Yes - let the games begin!
@@ -1125,14 +1113,6 @@ config.ebwizardry.world_time_manipulation=World Time Manipulation
config.ebwizardry.world_time_manipulation.tooltip=Whether players are allowed to change the world time with the speed time spell. If disabled, the speed time spell will not change the world time but will still speed up nearby block, entity and tile entity ticks.
config.ebwizardry.world_time_manipulation.true=Yes - daytime, nighttime...
config.ebwizardry.world_time_manipulation.false=No - I need my sleep!
config.ebwizardry.replace_vanilla_fireballs=Replace Vanilla Fireballs
config.ebwizardry.replace_vanilla_fireballs.tooltip=Whether to replace Minecraft's own fireballs with wizardry fireballs. If this is disabled, only wizardry spells will use the custom fireballs.
config.ebwizardry.replace_vanilla_fireballs.true=Yes - give me FIRE!
config.ebwizardry.replace_vanilla_fireballs.false=No - blazes are mean enough
config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
config.ebwizardry.creative_bypasses_arcane_lock=Bypass Arcane Lock
config.ebwizardry.creative_bypasses_arcane_lock.tooltip=Determines which players can bypass arcane locks.
config.ebwizardry.creative_bypasses_arcane_lock.true=Anyone in creative mode
@@ -1155,12 +1135,44 @@ config.ebwizardry.ice_wraith_spawn_rate=Ice Wraith Spawn Rate
config.ebwizardry.ice_wraith_spawn_rate.tooltip=Spawn rate for naturally-spawned ice wraiths; higher numbers mean more ice wraiths will spawn. 5 is equivalent to witches, 100 is equivalent to zombies, skeletons and creepers. Set to 0 to disable ice wraith spawning entirely.
config.ebwizardry.lightning_wraith_spawn_rate=Lightning Wraith Spawn Rate
config.ebwizardry.lightning_wraith_spawn_rate.tooltip=Spawn rate for naturally-spawned lightning wraiths; higher numbers mean more lightning wraiths will spawn. 5 is equivalent to witches, 100 is equivalent to zombies, skeletons and creepers. Set to 0 to disable lightning wraith spawning entirely.
config.ebwizardry.category.difficulty=Difficulty Settings
config.ebwizardry.category.difficulty.tooltip=Configure wizardry's difficulty
config.ebwizardry.title.difficulty=Difficulty Settings
config.ebwizardry.subtitle.difficulty=Settings that affect the mod's difficulty.
config.ebwizardry.discovery_mode=Discovery Mode
config.ebwizardry.discovery_mode.tooltip=For those who like a sense of mystery! When enabled, spells you haven't cast yet will be unreadable until you cast them (on a per-world basis). Has no effect when in creative mode. Spells of identification will be unobtainable in survival mode if this is disabled.
config.ebwizardry.legacy_wand_levelling=Legacy Wand Levelling
config.ebwizardry.legacy_wand_levelling.tooltip=Controls whether wands are required to gain progression before they can be upgraded to the next tier. Enable this option to revert to the pre-4.2 system, which only requires tomes of arcana. Wands will still gain progression silently when this is enabled, so if you go back to the new system you won't lose any progress.
config.ebwizardry.legacy_wand_levelling.true=Yes - I liked it how it was!
config.ebwizardry.legacy_wand_levelling.false=No - Level me up!
config.ebwizardry.friendly_fire=Friendly Fire
config.ebwizardry.friendly_fire.tooltip=Controls which creatures may be damaged by your magic when allied to you. Your spells will not target your allies or creatures summoned/owned by them regardless of this setting, but this setting makes them completely immune if disabled.
config.ebwizardry.minion_revenge_targeting=Minion Revenge Targeting
config.ebwizardry.minion_revenge_targeting.tooltip=Whether summoned creatures can revenge-attack players or creatures that they would not otherwise be able to attack.
config.ebwizardry.minion_revenge_targeting.true=Yes - I'd never hurt them!
config.ebwizardry.minion_revenge_targeting.false=No - they must always obey me!
config.ebwizardry.forfeit_chance=Forfeit Chance
config.ebwizardry.forfeit_chance.tooltip=The chance to 'misread' an undiscovered spell and trigger a forfeit instead. Setting this to 0 effectively disables the forfeit mechanic. Has no effect if discovery mode is disabled.
config.ebwizardry.player_damage_scaling=Player Damage Scaling Factor
config.ebwizardry.player_damage_scaling.tooltip=Global damage scaling factor for the damage dealt by players casting spells, relative to 1.
config.ebwizardry.npc_damage_scaling=NPC Damage Scaling Factor
config.ebwizardry.npc_damage_scaling.tooltip=Global damage scaling factor for the damage dealt by NPCs casting spells, relative to 1.
config.ebwizardry.category.tweaks=Tweaks Settings
config.ebwizardry.category.tweaks.tooltip=Tweak wizardry's behaviour
config.ebwizardry.title.tweaks=Tweaks Settings
config.ebwizardry.subtitle.tweaks=Assorted settings for tweaking the mod's behaviour.
config.ebwizardry.replace_vanilla_fireballs=Replace Vanilla Fireballs
config.ebwizardry.replace_vanilla_fireballs.tooltip=Whether to replace Minecraft's own fireballs with wizardry fireballs. If this is disabled, only wizardry spells will use the custom fireballs.
config.ebwizardry.replace_vanilla_fireballs.true=Yes - give me FIRE!
config.ebwizardry.replace_vanilla_fireballs.false=No - blazes are mean enough
config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
config.ebwizardry.summoned_creature_targets_whitelist=Summoned Creature Target Whitelist
config.ebwizardry.summoned_creature_targets_whitelist.tooltip=List of names of entities which summoned creatures and wizards are allowed to attack, in addition to the defaults. Add mod creatures to this list if you want summoned creatures to attack them and they aren't already doing so. Entity names are not case sensitive. For mod entities, prefix with the mod ID (e.g. ebwizardry\:wizard).
config.ebwizardry.summoned_creature_targets_blacklist=Summoned Creature Target Blacklist
@@ -1093,18 +1093,6 @@ config.ebwizardry.category.gameplay.tooltip=Configure wizardry's general gamepla
config.ebwizardry.title.gameplay=Gameplay Settings
config.ebwizardry.subtitle.gameplay=Global settings that affect game mechanics.
config.ebwizardry.discovery_mode=Discovery Mode
config.ebwizardry.discovery_mode.tooltip=For those who like a sense of mystery! When enabled, spells you haven't cast yet will be unreadable until you cast them (on a per-world basis). Has no effect when in creative mode. Spells of identification will be unobtainable in survival mode if this is disabled.
config.ebwizardry.legacy_wand_levelling=Legacy Wand Levelling
config.ebwizardry.legacy_wand_levelling.tooltip=Controls whether wands are required to gain progression before they can be upgraded to the next tier. Enable this option to revert to the pre-4.2 system, which only requires tomes of arcana. Wands will still gain progression silently when this is enabled, so if you go back to the new system you won't lose any progress.
config.ebwizardry.legacy_wand_levelling.true=Yes - I liked it how it was!
config.ebwizardry.legacy_wand_levelling.false=No - Level me up!
config.ebwizardry.friendly_fire=Friendly Fire
config.ebwizardry.friendly_fire.tooltip=Controls which creatures may be damaged by your magic when allied to you. Your spells will not target your allies or creatures summoned/owned by them regardless of this setting, but this setting makes them completely immune if disabled.
config.ebwizardry.minion_revenge_targeting=Minion Revenge Targeting
config.ebwizardry.minion_revenge_targeting.tooltip=Whether summoned creatures can revenge-attack players or creatures that they would not otherwise be able to attack.
config.ebwizardry.minion_revenge_targeting.true=Yes - I'd never hurt them!
config.ebwizardry.minion_revenge_targeting.false=No - they must always obey me!
config.ebwizardry.players_move_each_other=Players Move Each Other
config.ebwizardry.players_move_each_other.tooltip=Whether to allow players to move other players around using magic.
config.ebwizardry.players_move_each_other.true=Yes - let the games begin!
@@ -1125,14 +1113,6 @@ config.ebwizardry.world_time_manipulation=World Time Manipulation
config.ebwizardry.world_time_manipulation.tooltip=Whether players are allowed to change the world time with the speed time spell. If disabled, the speed time spell will not change the world time but will still speed up nearby block, entity and tile entity ticks.
config.ebwizardry.world_time_manipulation.true=Yes - daytime, nighttime...
config.ebwizardry.world_time_manipulation.false=No - I need my sleep!
config.ebwizardry.replace_vanilla_fireballs=Replace Vanilla Fireballs
config.ebwizardry.replace_vanilla_fireballs.tooltip=Whether to replace Minecraft's own fireballs with wizardry fireballs. If this is disabled, only wizardry spells will use the custom fireballs.
config.ebwizardry.replace_vanilla_fireballs.true=Yes - give me FIRE!
config.ebwizardry.replace_vanilla_fireballs.false=No - blazes are mean enough
config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
config.ebwizardry.creative_bypasses_arcane_lock=Bypass Arcane Lock
config.ebwizardry.creative_bypasses_arcane_lock.tooltip=Determines which players can bypass arcane locks.
config.ebwizardry.creative_bypasses_arcane_lock.true=Anyone in creative mode
@@ -1155,12 +1135,44 @@ config.ebwizardry.ice_wraith_spawn_rate=Ice Wraith Spawn Rate
config.ebwizardry.ice_wraith_spawn_rate.tooltip=Spawn rate for naturally-spawned ice wraiths; higher numbers mean more ice wraiths will spawn. 5 is equivalent to witches, 100 is equivalent to zombies, skeletons and creepers. Set to 0 to disable ice wraith spawning entirely.
config.ebwizardry.lightning_wraith_spawn_rate=Lightning Wraith Spawn Rate
config.ebwizardry.lightning_wraith_spawn_rate.tooltip=Spawn rate for naturally-spawned lightning wraiths; higher numbers mean more lightning wraiths will spawn. 5 is equivalent to witches, 100 is equivalent to zombies, skeletons and creepers. Set to 0 to disable lightning wraith spawning entirely.
config.ebwizardry.category.difficulty=Difficulty Settings
config.ebwizardry.category.difficulty.tooltip=Configure wizardry's difficulty
config.ebwizardry.title.difficulty=Difficulty Settings
config.ebwizardry.subtitle.difficulty=Settings that affect the mod's difficulty.
config.ebwizardry.discovery_mode=Discovery Mode
config.ebwizardry.discovery_mode.tooltip=For those who like a sense of mystery! When enabled, spells you haven't cast yet will be unreadable until you cast them (on a per-world basis). Has no effect when in creative mode. Spells of identification will be unobtainable in survival mode if this is disabled.
config.ebwizardry.legacy_wand_levelling=Legacy Wand Levelling
config.ebwizardry.legacy_wand_levelling.tooltip=Controls whether wands are required to gain progression before they can be upgraded to the next tier. Enable this option to revert to the pre-4.2 system, which only requires tomes of arcana. Wands will still gain progression silently when this is enabled, so if you go back to the new system you won't lose any progress.
config.ebwizardry.legacy_wand_levelling.true=Yes - I liked it how it was!
config.ebwizardry.legacy_wand_levelling.false=No - Level me up!
config.ebwizardry.friendly_fire=Friendly Fire
config.ebwizardry.friendly_fire.tooltip=Controls which creatures may be damaged by your magic when allied to you. Your spells will not target your allies or creatures summoned/owned by them regardless of this setting, but this setting makes them completely immune if disabled.
config.ebwizardry.minion_revenge_targeting=Minion Revenge Targeting
config.ebwizardry.minion_revenge_targeting.tooltip=Whether summoned creatures can revenge-attack players or creatures that they would not otherwise be able to attack.
config.ebwizardry.minion_revenge_targeting.true=Yes - I'd never hurt them!
config.ebwizardry.minion_revenge_targeting.false=No - they must always obey me!
config.ebwizardry.forfeit_chance=Forfeit Chance
config.ebwizardry.forfeit_chance.tooltip=The chance to 'misread' an undiscovered spell and trigger a forfeit instead. Setting this to 0 effectively disables the forfeit mechanic. Has no effect if discovery mode is disabled.
config.ebwizardry.player_damage_scaling=Player Damage Scaling Factor
config.ebwizardry.player_damage_scaling.tooltip=Global damage scaling factor for the damage dealt by players casting spells, relative to 1.
config.ebwizardry.npc_damage_scaling=NPC Damage Scaling Factor
config.ebwizardry.npc_damage_scaling.tooltip=Global damage scaling factor for the damage dealt by NPCs casting spells, relative to 1.
config.ebwizardry.category.tweaks=Tweaks Settings
config.ebwizardry.category.tweaks.tooltip=Tweak wizardry's behaviour
config.ebwizardry.title.tweaks=Tweaks Settings
config.ebwizardry.subtitle.tweaks=Assorted settings for tweaking the mod's behaviour.
config.ebwizardry.replace_vanilla_fireballs=Replace Vanilla Fireballs
config.ebwizardry.replace_vanilla_fireballs.tooltip=Whether to replace Minecraft's own fireballs with wizardry fireballs. If this is disabled, only wizardry spells will use the custom fireballs.
config.ebwizardry.replace_vanilla_fireballs.true=Yes - give me FIRE!
config.ebwizardry.replace_vanilla_fireballs.false=No - blazes are mean enough
config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
config.ebwizardry.summoned_creature_targets_whitelist=Summoned Creature Target Whitelist
config.ebwizardry.summoned_creature_targets_whitelist.tooltip=List of names of entities which summoned creatures and wizards are allowed to attack, in addition to the defaults. Add mod creatures to this list if you want summoned creatures to attack them and they aren't already doing so. Entity names are not case sensitive. For mod entities, prefix with the mod ID (e.g. ebwizardry\:wizard).
config.ebwizardry.summoned_creature_targets_blacklist=Summoned Creature Target Blacklist