2024-12-09 18:31:52|Myriagame |source:minecraft skins
Treasure bag type
The following is a rough translation and original text, I hope it will be helpful to you.
The type of treasure bag is the variant of the treasure.They are defined by JSON files.You can use any number of bags in any number of packets.This defines the content in the Tibetan treasure bag.
Bag type files should be placed in Data/*/Treasurebags_types, where*is the name space of the data packet.You can register the luggage type without further operation, just make sure that they are located in the correct folder.You don't need to restart the game for this.You can reload your world or use only the/RELOAD command.
It is much more convenient to add an open MOD.
original:
Bag Types Are Treasure Bag Variants. They are defined by Json Files. You can any number of the back types any number of Data Packs. bag.
BAG Type Files Should Be Placed in Data/*/Treasurebags_Types, where*is your data pack's namespace. No further action is needed to register baby, ju St Make Sure they Are in the Right Folder. You Also Do Not Note TORETARTARTARTARORORORORROROROROationationationationationationationationationationEAER GameFor this. You can either reload your world, or just used the/related commit.
Treasure bag type ID
In some cases, you need to know the bag type ID, such as when writing a loot table to place the bag.Usually, if you have a file located in Data/namespace/timebags_types/file.json, the ID will be namespace: file.You can organize bag types in other folders. These folders will become part of the ID (namely name space: folder/file).For simplicity, just put everything in a folder.
original:
You will need to know the baby ID in some cases, such as when writing looting tables to drop bags. In general, if you have a file local/namespace/time Ascebags_Types/File.json, The ID Would Be namespace: File. You are organize baby in Additive. One Folder.
Json format
group (String) -The bidding identity symbol of luggage type.Can be any string.The configuration file of the MOD can easily disable the entire group.All built -in bag types are in the "default" and "example" group, so avoid allocating them to your bags.By default, the "Example" group is in a disabled state.
*DisplayName
*LOTTABLE (String) -The ID of the loot table used in the bag
*Rarity (string) -The rarity of bags will affect the chance of drop and name (string attributes, usually: ordinary, uncommon, rare, epic)
*Dropsfromgroups (Array) -The "physical group class" (peaceful, hostile, boss, player) list that the bag may fall
*Bagcolor (String) -The main color of the bag (see color annotation)*BagoverlayColor (String) -The color of the pattern on the bag (see color annotation)
*BagstringColor (String) -The color of tie rope on the bag (see color annotation)
original:
group (String) -Froup Identifier for the Bag Type. Can be any String. re in the "default" and "example" groups, so avoidassigning this to your backs. The "example" group is disabled by default.
DisplayName (Text Component Object) -The name of the item (type of the ita
LOOTTABLE (String) -The id of the loot table the baby
Rarity (String) -The Rarity of the Bag, Which Affects Drop CHANCES and name Color (String Property, Typically: Common, UNCOMMON, RARE, EPIC)
Dropsfromgroups (Array) -List of "Entity Groups" (Peaceful, Hostile, BOSS, Player) the Bag May Drop from From
bagcolor (string) -The main color of the baby (See Color Notes)
bagoverlayColor (String) -The color of the design on the baby (See color notes)
BagstringColor (String) -The Color of the Drawstring on the Bag (See Color Notes)
color
The color type can be a hexadecimal code or CSS color name.For the hexadecimal code, the "#" symbol is optional.For CSS color names, you can only use letters, not spaces, and do not distinguish between or lowercase (for example: "AliceBlue").This behavior is universal (1.13.2+) among all mods.
original:
The Color Properties can be hex codes or css color names. For hex codes, the "#" symbol is optional. sitive (example: "aliceBlue"). This behavior isuniversal across all my mods (1.13.2+).
Make a Tibetan treasure bag
introduce
Treasure Bags adds a new type of composition and two new formulas (rules and irregularities), so that Treasure Pack can be used in the formula.These formulas expand the recipes of the original rules and the way, so their formats are very similar.Jei can identify them, and at the same time, JEI can also distinguish different bag types.
original:
TREASURE BAGS Add A New Ingredient Type and Two New Recipe Types (Shaped and Shapeless) To Allow Treasure Bags to Be Used RECIPES. Vanilla shaped and shapeless recipes, so their format is very simialar and jei can under idem. JeiCan Also Tell Different Bag Types Apart.creating Recipes For/USING TREASURE BAGS Is Not Required. It is an operation you can use if you want to.
Matching treasure bag type
Unfortunately, the type of treasure bag is registered after forming and formula, so the type of bag cannot be verified.Check your spelling carefully because you will not see a warning in the log file.The invalid type will produce an invalid recipe, or the formula of an invalid treasure bag (these will not cause the game to collapse, but it does not work).
original:
UnforTunately, Bag Types Are Registered after Ingredients and Recipes, so these cannot verify that baby are corter. Will not see warnings in the log file. Invalid types will propuce non-facting recipes, or recipes, or recipesThat Create Invalid Bags (These Will Not Crash Your Game, They Just WON'T).
constitute
The composition of the Tibetan treasure bag is the type TRASUREBAGS: BAG. There is a attribute BAG_TYPE, that is, the Tibetan treasure bag type ID.The complete object looks like this:
{{"Type": "Treasurebags: Bag",
"Bag_type": "TRASUREBAGS: DEFAULT"
}
formula
Both formulas extend the formulas of the original rules and irregularities.The only change is to add the BAG_TYPE attribute to Result (of course Type).
Please note that if the generated items are not Tibetan bags, these formulas will be warned in the log
Regular
{{"Type": "Treasurebags: Shaped_bag",
"Pattern": [[
"#",
"/"
],,,
"Key": {
"#": {
"Type": "Treasurebags: Bag", "Bag_type": "Treasurebags: Default"
},
"/": {
"Tag": "Forge: Ingots/Gold"
}
},
"Result": {
"Item": "Treasurebags: Treasure_bag",
"Bag_type": "TRASUREBAGS: Test"
}
}
No rules:
{{"Type": "Treasurebags: Shapeless_bag",
"Ingredients": [[
{{
"Type": "Treasurebags: Bag",
"Bag_type": "TRASUREBAGS: Test"
},
{{
"Item": "Minecraft: Clay_ball"
}
],,,
"Result": {
"Item": "treasurebags: treasure_bag", "bag_type": "taraSurebags: default"
}
}
Treasure bag drop
Rareness and physical group
In version 1.3.0 and higher versions, all bags will fall from different types of entities (creatures) according to the degree of rarity.There is a loot watch in each group, and you can cover it with a definition drop rate.
The solid group drops from this.
original:
In Version 1.3.0 and Higher, All Bags Will Drop from Different Types of Entities (MOBS) Based on their RARity. e to cusomize drap rates.
Entity Group Loot Tables Are Found Here: 1.16.x
Loot mechanism
In order to better control the drop, there is a loot function that can set the bag type (because all bags are a item).You have to use this function to get the correct Treasure bag drop type.The function name is TRASUREBAGS: set_bag_type, which has a attribute Type, that is, the bag type ID.See the following example.
original:
For more control, there is a loot function which all set the baby (as all backs are a single item). CTION name is timebags: set_bag_type and it has oneType, which is the baby. See the example belW.
example
This special file (that is, the torrential table) has a reward pool with a basic drop rate of 10%, and the plunder level of each player increases by 2.5%an additional drop rate.If you are willing, of course, you can omit these conditions.You may also hope that the drop rate of most bags is much lower, which may be 1 ~ 5%.
Please note that if you have multiple treasure bags in a reward pool, you need to include an EntryName property with a unique value for each entry.As long as you have multiple entries in the same project, you need to do this.
For bag types, the format should be like your_namespace: bag_type.In this example, the bag type file is located in Data/Schaos_root/TransureBags/Bag_types/BAT.JSON, which converts it to Chaos_root: BAT treasure bag type ID.
original:
This Particular File (Which is the Bat Loot table). ayer kill. You can of the cost the sameIf you like. You will be probably want a much lower drast bags as well, maybe 1 ~ 5%.
Note that if you have more than one treasure baby in a pot, you need to include the entryname with a UNIQUE value for EACH. D anytime you have multiple entries of the ame item.for the baby, this shouldlook like your_namespace: bag_type. In this exmample, the baby type file is all s to a baby id of chaos_loot: bat.
Converting JSON FILE NAME to Bag Type ID:
Data/namespace/timebags/bag_types/file.json => namespace: file
{{"Pools": [[
{{
"Name": "treasure_bags",
"Rolls": 1,
"ENTRIES": [[
{{
"Entryname": "Bat_bag",
"Type": "Item",
"Name": "treasurebags: treasure_bag",
"Weight": 1, "Functions": [[
{{
"Function": "Treasurebags: set_bag_type",, "
"Type": "Chaos_Loot: BAT"
}
]
}
],,,
"Conditions": [[
{{
"Condition": "Killed_by_player"
}, {
"Condition": "Random_Chaance_with_looting",
"CHANCE": 0.1,
"Looting_multiplier": 0.025
}
]
}
]
}
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