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How to modify the weapon attributes in the version of the CGM module below 0.16.0?[CGM] Mrcrayfish's gun

2024-12-10 17:49:22|Myriagame |source:minecraft skins

This tutorial is set by the author to use the CC By-NC-SA protocol.

The reason for writing this tutorial is because in a modified attribute tutorial about the following versions of 0.16.0, the module administrator pointed out that there is an error (the tutorial is indeed a bit of loopholes).

Therefore, I decided to try to rewrite the relevant tutorial.

Note: This tutorial is only applicable to a version below 0.16.0, and the tutorials of the 0.16.0 and above versions, please see here.

How to find the attribute configuration file of the weapon

First of all, you know which auxiliary weapons you want to modify the attribute (whether the weapon belongs to CGM or other subsidiaries, these must be made clear).

Then find the game directory, open the config folder

At this time, find a folder named after the English ID of a module that you want to modify the attribute, as shown in the figure below

As shown in the figure, the folder of the configuration file where the CGM and the Affiliated weapon attributes are located.

(For example, I want to modify the attributes of a weapon affiliated to APEX firearms process, and should open the Apexguns folder marked in the figure above, other affiliated/original CGMs)

After opening the corresponding folder, open the Guns folder inside. A pile of json files inside are the attribute configuration files of the weapon contained in the corresponding attached/original CGM.

Open the JSON file with the same name with the Id Idves of the weapon you want to modify the attribute. The contents are the parameters of this weapon.

The picture shows the general format of the file being generated by the module. Here is an example of the original CGM rifle (this file has been modified because I am doing the integration package, the content is not the original default value)

Introduction to the content configuration file

Noun

Trich: It can be understood as an integer.

Floating point: It can be understood as decimal.

Boolean: its value must be True (true) and false (fake) without quotation marks

General part

Parameter translation meaning data type "Max ammo"

The maximum ammunition amount of ammunition can be loaded "RELOAD Speed"

When the bullet is changed, each time the firearms perform a bomb animation, how much ammunition can be filled in "Projectile Count"

Number of warheads launch

Whenever a bullet is fired, how many warheads can be played by the gun

(If the shotgun, the value of the configuration here is greater than 1)

The integer "always spread" always spreads whether the ammunition of the weapon is scattered "Spread"

The maximum offset floating point of the traveler after the ammunition is scattered

Projectile part

Parameter translation meaning data type "damage"

harm

After the bullet is hit, the damage to the entity

(If the value of "Projectile Count" is greater than 1, the value will be divided into each warhead on average)

After the floating -point "DAMAGE FALLOFF" damage attenuated bullets, the damage will be reduced with factors such as the life cycle. For more information, please see here.After the Gravity "Gravity" gravity bullet is hit, whether the ballistic will be affected by the gravity "Ticks Before Removed" after deleting the bullet entity after deleting the played bullets.Unit

The integer "Reduce Damage if not zoomed" If it does not turn on the mirror, reduce the damage. When the shot is not turned on, the shot of the bullet of the firearm will be reduced.

The collision boundary of the bullet entity fired in the dimension is floating -point type "Speed" speed that occurs.

Modified!What to do next

After changing the file, it is best to confirm that there are errors in the content of the file, and then save the file.

After restarting the game, you can see the final effect.