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Advancement Based Spawning Minecraft

2024-12-15 02:24:50|Myriagame |source:minecraft skins

Overview

This is a small module that allows the server administrator and integrated package authors to control biological generation through data packets. The main function is to allow biological generation based on the progress of unlocked or unlocked.If the player does not generate a skeleton before getting the iron, this provides a good choice for the author who wants to increase the powerful monster but does not want to be crushed in the early days.

Package writing method

start

First of all, you need to make a packet.In this packet, create a directory:

Data/Modid/ABS/

Note that the ID of the data packet needs to be filled in the Modid.

From here, you can start writing the JSON file that controls creatures.

This can create any number of JSON files, which can contain any number of entries, although only one file is required to perform most operations.These files can be named any name, but for the consideration of convenient maintenance, a suitable name should be played.

File structure

The files in this packet contain many fields to define what will happen to players who have completed specific progress.The structure is quite simple and easy to understand. Each of the following fields is optional.

Advancement

This field controls the file path of progress in the rules of biological generation.

Such as Minecraft: Story/Enter_the_END points to data/mincraft/advancements/story/enter_the_end.json.

Priority

Define the priority of the rules when there are conflict rules, and the priority will be executed.

For example, a rule that allows zombies to generate 50 priority will be covered by the 100 -level rules from zombies.

If the priority of a rule is not defined, the default is 1000, which is the maximum priority.

The priority system will automatically deal with the conflict of rules, and the two rules will include and excluded biological mergers to create a new rule. The priority of this merger rule is consistent with the higher priority of the two original rules.

You can add a priority field to the rules:

"Claim_priority": true

When a rule with compulsory use of priority fields is merged with other rules, the former will use the former priority.However, if both rules are forced to use the priority, one of the two rules will be taken again.

Rules

The following rules need to be added with/no markers to give it a judgment that enables and negates, which is also the core of controlling creatures through progress."Yes" is "with" and "none" is "without".For the "having" mark, if the recent players have this achievement, follow -up rules will be enabled.The "None" mark is the same.Each rule needs to be set at least one tag to make the rules take effect.Technically, it will not cause the program errors without setting this mark, but it does not have any effect.

Include/Exclude

Labels, controls that can be generated and not generated.

ENTITIES

A JSON list contains in INCLUDE/EXCLUDE, filling in some creatures here.

Types

Another list tied to Entities, fill in some biological tags generated in a specific way, these labels will be applied to every item in Entities, such as disable the production of monsters and skeleton brushing eggs.If this item is not defined, the module will check the default biological label, which covers most typical labels: chunk_generation, Jockey, Natural, Reinforcement, Patrol.The server and integration package does not need to limit the creatures that can be generated from a monster or command. Players may also strange some creatures why they cannot reproduce or pour out from the barrel.EssenceImpact, so consider carefully when setting.

All labels are as follows:

Natural-The creatures generated from random engraved, that is, the environment is naturally generated.

Chunk_GieRATION -creatures generated when creating blocks, such as ancient guardians.

Spawner -creatures generated from a monster cage box.

Structure -creatures generated in the structure, such as guardians.

Breeding -breeding animal.

Mob_summoned -Summoned support creatures, such as the troubled ghost summoned by the demon.

Jockey-riding other creatures, such as zombie chicken knights.

Event-creatures generated from the event, such as the predators in the attack.

Conversion -The creatures that are changing, such as zombie villagers converted into villagers.

Reinforcement -creatures generated for reinforcements, such as zombies generate more zombies.

TrigGered -creatures from specific blocks, such as the ruling generated from the hidden sharp body.

Bucket -creatures from buckets, such as fish barrels.Spawn_egg -creatures generated by monster eggs.

Command -command generated creatures, such as /Summon instructions.

Dispenser -creatures generated by transmitters, such as eggs thrown by the transmitter.

Patrol -creatures in the predator team.

File example

This is a rule with a weight of 1000.Before the players enter the end, they will always allow spiders to generate and disable the skeleton brushing strange cage. After entering, they always allow the skeleton knights to generate and disable the production of bitterness and skeleton when creating in the block.

 {"Minecraft: Story/Enter_the_end": {"Priority": 1000, "with": {"include": {"Entities": ["Minecraft: Skeleton"], "Types ": [" Jockey "]}," Exclude ": {" Entities ": [Minecraft: Creeper", "Minecraft: Zombie"

], "Types": ["chunk_generation"]}}, "Without": {"Include": ["Minecraft: Spider"], "Exclude": {"Entities": ["Minecraft: Skeleton"], "Types": [Spawner"]

}}}}

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