<?xml version="1.0"?>
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	<id>https://wiki.dragonminez.com/pt/wiki/Custom_Forms?action=history&amp;feed=atom</id>
	<title>Custom Forms/pt - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.dragonminez.com/pt/wiki/Custom_Forms?action=history&amp;feed=atom"/>
	<link rel="alternate" type="text/html" href="https://wiki.dragonminez.com/pt/wiki/Custom_Forms?action=history"/>
	<updated>2026-10-25T14:26:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=39636&amp;oldid=prev</id>
		<title>Shokkoh: Translation sync from dragonminez-wiki repository</title>
		<link rel="alternate" type="text/html" href="https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=39636&amp;oldid=prev"/>
		<updated>2026-10-22T01:22:13Z</updated>

		<summary type="html">&lt;p&gt;Translation sync from dragonminez-wiki repository&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:22, 22 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l127&quot;&gt;Line 127:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 127:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;tintColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tintIntensity&amp;lt;/code&amp;gt; || Hex / Decimal || &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Tonalidade de cor sobre o jogador enquanto está transformado. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa sem tonalidade.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;tintColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tintIntensity&amp;lt;/code&amp;gt; || Hex / Decimal || &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Tonalidade de cor sobre o jogador enquanto está transformado. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa sem tonalidade.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;outlineShader&amp;lt;/code&amp;gt; || Objeto || — || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;span class=&quot;mw-translate-fuzzy&quot;&amp;gt;&lt;/del&gt;&amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;#7FFFFF&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outlineThickness&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt;).&amp;lt;/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;span&lt;/del&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;outlineShader&amp;lt;/code&amp;gt; || Objeto || — || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;#7FFFFF&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outlineThickness&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;), &amp;lt;code&amp;gt;fireIntensity&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;, padrão &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;: línguas de fogo animadas), &amp;lt;code&amp;gt;colorMode&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;&quot;pulse&quot;&amp;lt;/code&amp;gt;, o padrão, alterna entre as duas cores; &amp;lt;code&amp;gt;&quot;gradient&quot;&amp;lt;/code&amp;gt; vai da &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; junto ao corpo à &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt; na borda externa) e &amp;lt;code&amp;gt;bodyGlow&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, padrão &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;: um brilho da cor do contorno nas bordas do corpo&lt;/ins&gt;). &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;O mesmo &amp;lt;code&amp;gt;outlineThickness&lt;/ins&gt;&amp;lt;/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;code&lt;/ins&gt;&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;desenha um contorno mais largo do que antes da 2.2.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key dmzwiki:diff:1.41:old-38462:rev-39636:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Shokkoh</name></author>
	</entry>
	<entry>
		<id>https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=38462&amp;oldid=prev</id>
		<title>FuzzyBot: Updating to match new version of source page</title>
		<link rel="alternate" type="text/html" href="https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=38462&amp;oldid=prev"/>
		<updated>2026-10-22T01:06:39Z</updated>

		<summary type="html">&lt;p&gt;Updating to match new version of source page&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:06, 22 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l127&quot;&gt;Line 127:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 127:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;tintColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tintIntensity&amp;lt;/code&amp;gt; || Hex / Decimal || &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Tonalidade de cor sobre o jogador enquanto está transformado. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa sem tonalidade.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;tintColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tintIntensity&amp;lt;/code&amp;gt; || Hex / Decimal || &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Tonalidade de cor sobre o jogador enquanto está transformado. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa sem tonalidade.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;outlineShader&amp;lt;/code&amp;gt; || Objeto || — || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;#7FFFFF&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outlineThickness&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt;).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;lt;code&amp;gt;outlineShader&amp;lt;/code&amp;gt; || Objeto || — || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;span class=&quot;mw-translate-fuzzy&quot;&amp;gt;&lt;/ins&gt;&amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;#7FFFFF&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outlineThickness&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt;).&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/span&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key dmzwiki:diff:1.41:old-20406:rev-38462:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>FuzzyBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=20406&amp;oldid=prev</id>
		<title>Shokkoh: Translation sync from dragonminez-wiki repository</title>
		<link rel="alternate" type="text/html" href="https://wiki.dragonminez.com/pt/wiki/Custom_Forms?diff=20406&amp;oldid=prev"/>
		<updated>2026-10-13T23:55:41Z</updated>

		<summary type="html">&lt;p&gt;Translation sync from dragonminez-wiki repository&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;As &amp;#039;&amp;#039;&amp;#039;formas personalizadas&amp;#039;&amp;#039;&amp;#039; são transformações que você adiciona ou altera com arquivos JSON. As formas podem ficar em dois lugares; ambos usam exatamente o mesmo esquema JSON e a mesma classe Java (&amp;lt;code&amp;gt;FormConfig.java&amp;lt;/code&amp;gt;), e só a pasta em que estão muda o que elas significam:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Localização !! O que é&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;config/dragonminez/races/&amp;lt;race&amp;gt;/forms/*.json&amp;lt;/code&amp;gt; || As &amp;#039;&amp;#039;&amp;#039;formas de raça&amp;#039;&amp;#039;&amp;#039; pertencem a uma única raça (por exemplo, o Super Saiyajin só existe para os Saiyajins). Veja [[Special:MyLanguage/Custom Races|Raças personalizadas]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;config/dragonminez/forms/*.json&amp;lt;/code&amp;gt; || As &amp;#039;&amp;#039;&amp;#039;formas acumuláveis&amp;#039;&amp;#039;&amp;#039; são compartilhadas por todas as raças e feitas para se somar por cima da forma de raça que já estiver ativa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Esta página trata do segundo tipo, as formas acumuláveis, mas a [[Special:MyLanguage/Custom Forms#Field reference|referência de campos]] abaixo também vale para as formas de raça.&lt;br /&gt;
&lt;br /&gt;
Carregador: &amp;lt;code&amp;gt;ConfigManager.createOrLoadStackForms()&amp;lt;/code&amp;gt; lê todos os arquivos de &amp;lt;code&amp;gt;config/dragonminez/forms/&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;ConfigLoader.loadStackForms&amp;lt;/code&amp;gt;). Arquivos cujo nome começa com &amp;lt;code&amp;gt;old_&amp;lt;/code&amp;gt; são ignorados.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;What_a_stack_form_is&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== O que é uma forma acumulável ==&lt;br /&gt;
{{Main|Transformations}}&lt;br /&gt;
Uma forma acumulável não substitui sua transformação atual: ela soma seus multiplicadores por cima dela. O exemplo mais claro é o [[Special:MyLanguage/Kaioken|Kaioken]]: um Saiyajin pode estar na forma base ou em Super Saiyajin e &amp;#039;&amp;#039;também&amp;#039;&amp;#039; estar em Kaioken x2 ao mesmo tempo, multiplicando a forma em que já estiver. Os grupos de formas acumuláveis incluídos são &amp;lt;code&amp;gt;kaioken&amp;lt;/code&amp;gt; (x2, x3, x4, x10, x20) e &amp;lt;code&amp;gt;ultimate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;StackForms.java&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Um grupo acumulável é desbloqueado pela habilidade acumulável indicada no seu &amp;lt;code&amp;gt;formType&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;kaioken&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;ultimate&amp;lt;/code&amp;gt;. Uma forma do grupo fica disponível quando essa habilidade atinge o &amp;lt;code&amp;gt;unlockOnSkillLevel&amp;lt;/code&amp;gt; da forma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;File_structure&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Estrutura do arquivo ==&lt;br /&gt;
Há um arquivo por grupo, por exemplo &amp;lt;code&amp;gt;config/dragonminez/forms/kaioken.json&amp;lt;/code&amp;gt; (resumido):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;configVersion&amp;quot;: &amp;quot;2.2.0&amp;quot;,&lt;br /&gt;
  &amp;quot;groupName&amp;quot;: &amp;quot;kaioken&amp;quot;,&lt;br /&gt;
  &amp;quot;formType&amp;quot;: &amp;quot;kaioken&amp;quot;,&lt;br /&gt;
  &amp;quot;forms&amp;quot;: {&lt;br /&gt;
    &amp;quot;x2&amp;quot;: {&lt;br /&gt;
      &amp;quot;name&amp;quot;: &amp;quot;x2&amp;quot;,&lt;br /&gt;
      &amp;quot;unlockOnSkillLevel&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;keepBaseFormHeadBones&amp;quot;: true,&lt;br /&gt;
      &amp;quot;strMultiplier&amp;quot;: 1.1,&lt;br /&gt;
      &amp;quot;skpMultiplier&amp;quot;: 1.1,&lt;br /&gt;
      &amp;quot;defMultiplier&amp;quot;: 1.125,&lt;br /&gt;
      &amp;quot;pwrMultiplier&amp;quot;: 1.1,&lt;br /&gt;
      &amp;quot;speedMultiplier&amp;quot;: 1.1,&lt;br /&gt;
      &amp;quot;healthDrain&amp;quot;: 0.03,&lt;br /&gt;
      &amp;quot;attackSpeed&amp;quot;: 1.1,&lt;br /&gt;
      &amp;quot;tintColor&amp;quot;: &amp;quot;#FF0000&amp;quot;,&lt;br /&gt;
      &amp;quot;tintIntensity&amp;quot;: 0.1,&lt;br /&gt;
      &amp;quot;auraColor&amp;quot;: &amp;quot;#DB182C&amp;quot;,&lt;br /&gt;
      &amp;quot;auraLayer&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;formStackable&amp;quot;: true,&lt;br /&gt;
      &amp;quot;stackDrainMultiplier&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;incompatibleWith&amp;quot;: [&amp;quot;ultimate.ultimate&amp;quot;],&lt;br /&gt;
      &amp;quot;shareMasteryWith&amp;quot;: [&amp;quot;kaioken.x3&amp;quot;],&lt;br /&gt;
      &amp;quot;shareMasteryMultiplier&amp;quot;: 0.25&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;groupName&amp;lt;/code&amp;gt; é a chave do grupo (em minúsculas); os grupos são identificados por ela, não pelo nome do arquivo. Tudo o que está aninhado dentro de &amp;lt;code&amp;gt;forms&amp;lt;/code&amp;gt; é uma entrada de forma, identificada pelo seu próprio &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;. Qualquer campo que você omitir recebe o valor padrão mostrado abaixo.&lt;br /&gt;
&lt;br /&gt;
{{Note|type=config|title=Versão da configuração|text=Use &amp;lt;code&amp;gt;&amp;quot;configVersion&amp;quot;: &amp;quot;2.2.0&amp;quot;&amp;lt;/code&amp;gt;. Um arquivo de forma personalizada com versão mais antiga ou sem versão ganha um backup em &amp;lt;code&amp;gt;config/dragonminez/oldBackup/&amp;lt;/code&amp;gt; e é salvo de novo com a versão atual; seus valores são mantidos. Um arquivo com sintaxe JSON quebrada é ignorado e reportado até você corrigi-lo.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Field_reference&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Referência de campos ==&lt;br /&gt;
Origem do esquema: &amp;lt;code&amp;gt;src/main/java/com/dragonminez/common/config/FormConfig.java&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unlock_and_requirements&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Desbloqueio e requisitos ===&lt;br /&gt;
{{Config|General Server Config|gameplay}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Chave da forma dentro do grupo (por exemplo &amp;lt;code&amp;gt;x2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;x3&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;ultimate&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unlockOnSkillLevel&amp;lt;/code&amp;gt; || Inteiro || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Nível da habilidade de forma do grupo que desbloqueia esta forma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;formRequisite&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Outras formas que precisam ser dominadas primeiro, como &amp;lt;code&amp;gt;&amp;quot;group.form&amp;quot;&amp;lt;/code&amp;gt;. Separe várias com vírgulas.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;formRequisiteType&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;: todas as formas listadas precisam do domínio. &amp;lt;code&amp;gt;any&amp;lt;/code&amp;gt;: basta uma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unlockOnMastery&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Domínio que as formas de &amp;lt;code&amp;gt;formRequisite&amp;lt;/code&amp;gt; precisam ter. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; desativa o requisito.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;levelRequisite&amp;lt;/code&amp;gt; || Inteiro || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Nível de jogador necessário. Até alcançá-lo, a habilidade de forma não pode subir de nível até esta forma. Ativado por &amp;lt;code&amp;gt;levelFormRequisiteEnabled&amp;lt;/code&amp;gt; em &amp;lt;code&amp;gt;general-server.json&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;gameplay&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sagaRequisite&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Missão de saga que precisa ser concluída primeiro, como &amp;lt;code&amp;gt;&amp;quot;sagaId:questId&amp;quot;&amp;lt;/code&amp;gt; (por exemplo &amp;lt;code&amp;gt;&amp;quot;frieza_saga:10&amp;quot;&amp;lt;/code&amp;gt;). Até concluí-la, a habilidade de forma não pode subir de nível até esta forma. É ignorado se o modo história estiver desativado ou se a missão não existir. Ativado por &amp;lt;code&amp;gt;sagaFormRequisiteEnabled&amp;lt;/code&amp;gt; em &amp;lt;code&amp;gt;general-server.json&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;gameplay&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Visuals&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Aparência ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Chave de modelo da forma. É procurada como um modelo de raça: chaves incluídas ou seu próprio &amp;lt;code&amp;gt;geo/entity/races/&amp;lt;key&amp;gt;.geo.json&amp;lt;/code&amp;gt; (veja [[Special:MyLanguage/Custom Models and Assets|Modelos e recursos próprios]]). O modelo de uma forma acumulável tem prioridade sobre o da forma de raça.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;keepBaseFormHeadBones&amp;lt;/code&amp;gt; || Booleano || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Mantém visível nesta forma o osso de cabeça escolhido pelo jogador (orelhas, chifres etc.).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hideTail&amp;lt;/code&amp;gt; || Booleano || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Esconde a cauda Saiyajin enquanto estiver nesta forma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;transformationAnimation&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;transf.generic&amp;lt;/code&amp;gt; || Animação reproduzida enquanto você carrega esta forma. Valores incluídos: &amp;lt;code&amp;gt;transf.generic&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.ssj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.ssj3&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.ssg2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.ozaru&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.absorb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.berserker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.freezer&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.freezer2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.janemba&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf.daima&amp;lt;/code&amp;gt;. Qualquer nome de animação dos arquivos de animação do jogador (&amp;lt;code&amp;gt;assets/dragonminez/animations/entity/races/*.animation.json&amp;lt;/code&amp;gt;) funciona, então um pacote de recursos pode adicionar as suas. Vazio significa a animação genérica.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bodyColor1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bodyColor2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bodyColor3&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hairColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;eye1Color&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;eye2Color&amp;lt;/code&amp;gt; || Texto hex || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Cores que substituem as do jogador. Vazio mantém a cor do jogador. As cores vão se misturando durante a carga.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;furUsesHairColor&amp;lt;/code&amp;gt; || Booleano || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Nos modelos SSJ4 (um &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; que contém &amp;lt;code&amp;gt;ssj4gt&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;ssj4d&amp;lt;/code&amp;gt;), colore os pelos do corpo com a cor do cabelo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hairType&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Qual dos penteados do jogador mostrar: &amp;lt;code&amp;gt;base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ssj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ssj2&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ssj3&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;ssj4&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;forcedHairCode&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Um código de cabelo (do editor de cabelo) forçado enquanto estiver nesta forma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;extraFormLayer&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;extraFormColor&amp;lt;/code&amp;gt; || Texto / Hex || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Textura extra desenhada sobre o corpo, tingida com &amp;lt;code&amp;gt;extraFormColor&amp;lt;/code&amp;gt; (branca se estiver vazio). Use um &amp;lt;code&amp;gt;namespace:path&amp;lt;/code&amp;gt; completo ou um caminho dentro do namespace &amp;lt;code&amp;gt;dragonminez&amp;lt;/code&amp;gt;, por exemplo &amp;lt;code&amp;gt;textures/entity/races/my_overlay.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;auraType&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;kakarot&amp;lt;/code&amp;gt; || Conjunto de sprites da aura 2D: &amp;lt;code&amp;gt;kakarot&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;god&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;auraType3D&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;userPreference&amp;lt;/code&amp;gt; || Estilo da aura 3D: &amp;lt;code&amp;gt;smooth&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparking&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;god&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;userPreference&amp;lt;/code&amp;gt; (a configuração de cada jogador). Uma forma que indica &amp;lt;code&amp;gt;god&amp;lt;/code&amp;gt; o mostra em qualquer raça; como preferência do jogador, é exclusivo dos Glind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;auraColor&amp;lt;/code&amp;gt; || Texto hex || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Cor da aura. Vazio mantém a cor de aura do jogador.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;auraLayer&amp;lt;/code&amp;gt; || Inteiro || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Camada da aura. Formas em camadas diferentes mostram auras separadas ao mesmo tempo (as formas Kaioken usam a camada &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;aura3DStyle&amp;lt;/code&amp;gt; || Objeto || Veja abaixo || Formato da aura 3D (veja [[Special:MyLanguage/Custom Forms#3D aura shape|Formato da aura 3D]]).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;extraAuraType&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;extraAuraType3D&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;extraAuraColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;extraAuraLayer&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;extraAura3DStyle&amp;lt;/code&amp;gt; || — || &amp;lt;code&amp;gt;kakarot&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;userPreference&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;#FFFFFF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;, valores padrão || Uma segunda aura. &amp;lt;code&amp;gt;extraAuraLayer&amp;lt;/code&amp;gt; precisa ser de &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; a &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; para aparecer; &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; significa nenhuma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hasLightnings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;lightningColor&amp;lt;/code&amp;gt; || Booleano / Hex || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Raios ao redor do jogador.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;modelScaling&amp;lt;/code&amp;gt; || Decimais &amp;lt;code&amp;gt;[x, y, z]&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;[0.9375, 0.9375, 0.9375]&amp;lt;/code&amp;gt; || Fatores de escala do modelo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tintColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tintIntensity&amp;lt;/code&amp;gt; || Hex / Decimal || &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Tonalidade de cor sobre o jogador enquanto está transformado. &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa sem tonalidade.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;outlineShader&amp;lt;/code&amp;gt; || Objeto || — || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;primaryColor&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;#7FFFFF&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;secondaryColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outlineThickness&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;3D_aura_shape&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Formato da aura 3D ===&lt;br /&gt;
Estas chaves ficam dentro de &amp;lt;code&amp;gt;aura3DStyle&amp;lt;/code&amp;gt; e &amp;lt;code&amp;gt;extraAura3DStyle&amp;lt;/code&amp;gt; (e dentro do &amp;lt;code&amp;gt;aura3DStyle&amp;lt;/code&amp;gt; de uma raça em &amp;lt;code&amp;gt;character.json&amp;lt;/code&amp;gt;). Todas as chaves são opcionais; uma chave ausente usa o valor padrão.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Chave !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;[1.10, 1.17, 1.02]&amp;lt;/code&amp;gt; || Largura, altura e profundidade da casca da aura.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flamePeaks&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;12&amp;lt;/code&amp;gt; || Número de línguas de fogo ao redor da casca (1–64). Só no estilo smooth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;waveFrequency&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;waveSpeed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;waveAmplitude&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;5.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.75&amp;lt;/code&amp;gt; || Ondas das chamas. No estilo sparking, &amp;lt;code&amp;gt;waveAmplitude&amp;lt;/code&amp;gt; é o alcance das pontas e &amp;lt;code&amp;gt;waveSpeed&amp;lt;/code&amp;gt; é a velocidade das explosões.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;noiseDetail&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;upwardBias&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0.10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.54&amp;lt;/code&amp;gt; || Turbulência das chamas e com que força elas sobem.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;coreAlpha&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rimAlpha&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rimPower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rimThreshold&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0.05&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.05&amp;lt;/code&amp;gt; || Opacidade do centro e da borda.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;coreColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rimColor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;noiseColor&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Cores hex. Vazio significa que são derivadas da cor da aura.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;secondBorderColor&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Cor hex de uma franja externa ao redor da borda. Só no estilo sparking; vazio significa sem franja.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bloomIntensity&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Intensidade do brilho.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;spikeDensity&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;spikeBurstRate&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;spikeRarity&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bandStart&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;32&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;0.50&amp;lt;/code&amp;gt; || Só no estilo sparking: colunas de pontas (4–32), frequência das explosões, quão raras são as pontas e onde começa a faixa do contorno.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Stats_and_drains&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Estatísticas e consumos ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;strMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skpMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stmMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;defMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vitMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pwrMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;eneMultiplier&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;speedMultiplier&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Multiplicadores de estatísticas. RES usa a média de &amp;lt;code&amp;gt;defMultiplier&amp;lt;/code&amp;gt; e &amp;lt;code&amp;gt;stmMultiplier&amp;lt;/code&amp;gt;. Uma forma de raça e uma forma acumulável somam seus bônus, ou os multiplicam se &amp;lt;code&amp;gt;multiplicationInsteadOfAdditionForMultipliers&amp;lt;/code&amp;gt; estiver ativado em &amp;lt;code&amp;gt;general-server.json&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;attackSpeed&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Multiplicador de velocidade de ataque.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;energyDrain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;staminaDrain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;healthDrain&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Consumo enquanto estiver transformado (também usado para o custo de se transformar). Valores abaixo de &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; são tratados como &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;staminaDrainMultiplier&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Multiplicador da estâmina que cada ataque custa enquanto estiver transformado.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;otherworldTimeDrain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;otherworldTimeDrainMastered&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Com que rapidez esta forma consome o temporizador de revivência temporária da Vovó Uranai, com 0 de domínio e com domínio completo (interpolado entre os dois). Veja [[Special:MyLanguage/Otherworld|Outro Mundo]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mastery&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Domínio ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;maxMastery&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;100.0&amp;lt;/code&amp;gt; || Domínio máximo (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; significa que não há progresso de domínio).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;masteryPerHitDealt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;masteryPerHitReceived&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; || Domínio ganho por golpe.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;passiveMasteryEveryFiveSeconds&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.001&amp;lt;/code&amp;gt; || Domínio passivo ganho a cada 5 segundos na forma.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;maxStatsMultiplier&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; || Com domínio completo, os multiplicadores de estatísticas acima de &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; são multiplicados por este valor (cresce de forma linear com o domínio).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;maxCostMultiplier&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; || Com domínio completo, os consumos da forma são multiplicados por este valor (escala de forma linear com o domínio).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stackOnMastery&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; || Domínio que esta forma precisa antes de poder ser combinada com uma forma acumulável (ou, no caso de uma forma acumulável, com uma forma de raça).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;instantTransformOnMastery&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;40.0&amp;lt;/code&amp;gt; || Domínio que esta forma precisa para a transformação instantânea (sem carga, custa ki).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;allowFreeTransformOnMastery&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;50.0&amp;lt;/code&amp;gt; || Domínio que esta forma precisa antes que você possa se transformar diretamente nela em vez de passar pelo grupo em ordem. A primeira forma desbloqueada do grupo nunca precisa dele.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;shareMasteryWith&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shareMasteryMultiplier&amp;lt;/code&amp;gt; || Lista / Decimal || &amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; || Sempre que esta forma ganha domínio, cada forma listada (&amp;lt;code&amp;gt;&amp;quot;group.form&amp;quot;&amp;lt;/code&amp;gt;) ganha essa quantidade × &amp;lt;code&amp;gt;shareMasteryMultiplier&amp;lt;/code&amp;gt;. As formas Kaioken padrão compartilham 25% com a seguinte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Stacking_behavior&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Comportamento de acúmulo ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! Padrão !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;formStackable&amp;lt;/code&amp;gt; || Booleano || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || Tanto a forma de raça quanto a forma acumulável precisam permitir o acúmulo.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stackDrainMultiplier&amp;lt;/code&amp;gt; || Decimal || &amp;lt;code&amp;gt;2.0&amp;lt;/code&amp;gt; || Enquanto uma forma de raça e uma forma acumulável estão combinadas, os consumos das duas formas são multiplicados pelo &amp;lt;code&amp;gt;stackDrainMultiplier&amp;lt;/code&amp;gt; das duas formas.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;incompatibleWith&amp;lt;/code&amp;gt; || Lista de &amp;lt;code&amp;gt;&amp;quot;group.form&amp;quot;&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;[&amp;quot;ultimate.ultimate&amp;quot;]&amp;lt;/code&amp;gt; || Formas que não podem estar ativas ao mesmo tempo que esta (verificado nos dois sentidos). Em uma forma de raça, listar &amp;lt;code&amp;gt;ultimate.ultimate&amp;lt;/code&amp;gt; também impede que a forma Ultimate a copie como sua melhor forma; as formas do próprio DragonMineZ só a listam no nível mais alto de cada raça.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;formCombo&amp;lt;/code&amp;gt; || Texto || &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; || Id de atributos de arma usado nos combos corpo a corpo nesta forma, por exemplo &amp;lt;code&amp;gt;dragonminez:giant&amp;lt;/code&amp;gt; para as formas gigantes. Um nome sem namespace é procurado em &amp;lt;code&amp;gt;dragonminez:&amp;lt;/code&amp;gt; e depois em &amp;lt;code&amp;gt;minecraft:&amp;lt;/code&amp;gt;. Veja [[Special:MyLanguage/Weapon Attributes|Atributos de armas]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Costs_and_effects&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=== Custos e efeitos ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Campo !! Tipo !! O que faz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;triggerItemCosts&amp;lt;/code&amp;gt; || Lista de &amp;lt;code&amp;gt;{ itemId&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;itemTag, nbt, count, consume }&amp;lt;/code&amp;gt; || Itens necessários para se transformar. As entradas são alternativas: é usada a primeira que o jogador puder pagar. &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt; vale &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; por padrão e &amp;lt;code&amp;gt;consume&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;itemTag&amp;lt;/code&amp;gt; é um id de tag sem &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. Jogadores no modo criativo ignoram isso.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;durationItemCosts&amp;lt;/code&amp;gt; || Lista de &amp;lt;code&amp;gt;{ itemId&amp;lt;/code&amp;gt; ou &amp;lt;code&amp;gt;itemTag, nbt, durationSeconds }&amp;lt;/code&amp;gt; || Itens que mantêm a forma ativa: cada item compra &amp;lt;code&amp;gt;durationSeconds&amp;lt;/code&amp;gt; (padrão &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) de tempo de forma. Quando não sobra nenhum, a forma termina.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mobEffects&amp;lt;/code&amp;gt; || Lista de &amp;lt;code&amp;gt;{ effectId, amplifier, durationTicks, ambient, visible, showIcon }&amp;lt;/code&amp;gt; || Efeitos de poção aplicados enquanto estiver transformado. &amp;lt;code&amp;gt;durationTicks&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; (o padrão) significa enquanto a forma durar.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Translation_keys&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Chaves de tradução ==&lt;br /&gt;
Os grupos de formas acumuláveis e suas formas são nomeados com estas chaves:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
race.dragonminez.stack.group.&amp;lt;groupName&amp;gt;       # e.g. &amp;quot;race.dragonminez.stack.group.kaioken&amp;quot; -&amp;gt; &amp;quot;Kaioken&amp;quot;&lt;br /&gt;
race.dragonminez.stack.form.&amp;lt;groupName&amp;gt;.&amp;lt;name&amp;gt;  # e.g. &amp;quot;race.dragonminez.stack.form.kaioken.x2&amp;quot; -&amp;gt; &amp;quot;x2&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adicione-as ao seu &amp;lt;code&amp;gt;en_us.json&amp;lt;/code&amp;gt; ou ao seu próprio arquivo de idioma. As traduções personalizadas se combinam com as do Crowdin do mesmo jeito que nas [[Special:MyLanguage/Custom Races#Step 4: Add translation keys|raças personalizadas]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Reload_and_validate&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Recarregar e validar ==&lt;br /&gt;
# Salve seu arquivo em &amp;lt;code&amp;gt;config/dragonminez/forms/&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Valide a sintaxe JSON (veja [[Special:MyLanguage/How to JSON|Como usar JSON]]).&lt;br /&gt;
# Execute &amp;lt;code&amp;gt;/dmzreload config&amp;lt;/code&amp;gt; (veja [[Special:MyLanguage/Reloading and Updating Changes|Recarregar e atualizar mudanças]]).&lt;br /&gt;
# Transforme-se no jogo e confira se as estatísticas, os consumos, a aparência e o acúmulo funcionam como esperado.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Modding}}&lt;/div&gt;</summary>
		<author><name>Shokkoh</name></author>
	</entry>
</feed>