{
"常规设置": {
"在UI中可以一次改进堆栈数量": 3,
"保持物品的耐久": true,
"经济学插件 - Economics | IQEconomic | XShop": true,
"升级物品后使用效果": true,
"升级游戏内货币的物品": true,
"用魔法尘埃升级物品": true,
"在盒子中产生魔法尘埃": true,
"奖金挖掘过程中的粉尘辐射": true,
"插件名称": "Economics",
"检查平衡的方法名称(API)": "Balance",
"方法名称(API)": "Withdraw",
"钩子参数类型为[player/userID]": "userID"
},
"魔尘设置": {
"粉尘名称": "魔尘",
"粉尘皮肤ID": 2451516296
},
"配置GUI": {
"背景color_1": "0.517 0.521 0.509 0.95",
"背景color_2": "0.217 0.221 0.209 0.95",
"行数": 6,
"一行有几项": 4
},
"设置魔尘掉出板条箱和桶的机会。 1.0 - 100%": [
{
"板条箱/桶的名称": "crate_tools",
"掉出来的机会": 25.0,
"最小粉尘量": 1,
"最大粉尘量": 2
},
{
"板条箱/桶的名称": "bradley_crate",
"掉出来的机会": 25.0,
"最小粉尘量": 2,
"最大粉尘量": 5
},
{
"板条箱/桶的名称": "codelockedhackablecrate",
"掉出来的机会": 25.0,
"最小粉尘量": 3,
"最大粉尘量": 7
},
{
"板条箱/桶的名称": "crate_elite",
"掉出来的机会": 25.0,
"最小粉尘量": 2,
"最大粉尘量": 5
}
],
"设置奖金挖掘过程中魔尘掉落机会. 1.0 - 100%": [
{
"资源名称": "wood",
"掉出来的机会": 0.0,
"最小魔尘量": 1,
"最大魔尘量": 2
},
{
"资源名称": "stones",
"掉出来的机会": 0.0,
"最小魔尘量": 2,
"最大魔尘量": 7
},
{
"资源名称": "sulfur.ore",
"掉出来的机会": 0.0,
"最小魔尘量": 7,
"最大魔尘量": 10
}
],
"升级项目简称 - [ 要升级的项目 | 升级后的项目 ] ]": {
"multiplegrenadelauncher": {
"项目将升级到的项目的短名称": "rifle.bolt",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"weapon.mod.small.scope": {
"项目将升级到的项目的短名称": "weapon.mod.8x.scope",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"rifle.ak": {
"项目将升级到的项目的短名称": "smg.mp5",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"longsword": {
"项目将升级到的项目的短名称": "salvaged.sword",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"salvaged.sword": {
"项目将升级到的项目的短名称": "icepick.salvaged",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"stonehatchet": {
"项目将升级到的项目的短名称": "pickaxe",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"stone.pickaxe": {
"项目将升级到的项目的短名称": "pickaxe",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"blood": {
"项目将升级到的项目的短名称": "syringe.medical",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"syringe.medical": {
"项目将升级到的项目的短名称": "largemedkit",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 0.1,
"保存附件": true
},
"potato": {
"项目将升级到的项目的短名称": "seed.potato",
"要升级的灰尘数量": 100,
"要升级的余额数": 1000.0,
"升级系数": 5.0,
"保存附件": true
},
"pumpkin": {
"项目将升级到的项目的短名称": "seed.pumpkin",
"要升级的灰尘数量": 100,
"要升级的余额数": 1000.0,
"升级系数": 5.0,
"保存附件": true
},
"corn": {
"项目将升级到的项目的短名称": "seed.corn",
"要升级的灰尘数量": 100,
"要升级的余额数": 1000.0,
"升级系数": 5.0,
"保存附件": true
},
"ammo.rifle": {
"项目将升级到的项目的短名称": "ammo.rifle.hv",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"ammo.rifle.hv": {
"项目将升级到的项目的短名称": "ammo.rifle.explosive",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"sulfur": {
"项目将升级到的项目的短名称": "gunpowder",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"gunpowder": {
"项目将升级到的项目的短名称": "explosives",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"wood": {
"项目将升级到的项目的短名称": "stones",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"horsedung": {
"项目将升级到的项目的短名称": "techparts",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"techparts": {
"项目将升级到的项目的短名称": "fuse",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"door.double.hinged.toptier": {
"项目将升级到的项目的短名称": "wall.frame.garagedoor",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"wall.frame.garagedoor": {
"项目将升级到的项目的短名称": "floor.ladder.hatch",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"workbench1": {
"项目将升级到的项目的短名称": "workbench2",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"workbench2": {
"项目将升级到的项目的短名称": "workbench3",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"sign.pictureframe.xxl": {
"项目将升级到的项目的短名称": "sign.hanging.ornate",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"chair": {
"项目将升级到的项目的短名称": "secretlabchair",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"vending.machine": {
"项目将升级到的项目的短名称": "arcade.machine.chippy",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"roadsigns": {
"项目将升级到的项目的短名称": "sewingkit",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"metalblade": {
"项目将升级到的项目的短名称": "metalspring",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"xmas.present.large": {
"项目将升级到的项目的短名称": "halloween.lootbag.large",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 0.2,
"保存附件": true
},
"xmas.present.small": {
"项目将升级到的项目的短名称": "halloween.lootbag.small",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 0.2,
"保存附件": true
},
"xmas.present.medium": {
"项目将升级到的项目的短名称": "halloween.lootbag.medium",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"samsite": {
"项目将升级到的项目的短名称": "autoturret",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
},
"easter.goldegg": {
"项目将升级到的项目的短名称": "ammo.rocket.basic",
"要升级的灰尘数量": 1000,
"要升级的余额数": 1000.0,
"升级系数": 1.0,
"保存附件": true
}
}
}