2024-12-10 17:51:28|Myriagame |source:minecraft skins
This tutorial is set by the author's setting without permission.
No more talk about nonsense, the applicable version 1.20.1, the module version 9.2.8
Modify the supplement of biological blood volume
For spawn.json, all the formats you can use:
Result: This can be 'DENY' (Refusal), 'Allow' (allowed), 'default' (default) or unspecified.If the results are not specified, the decision made by other biological control modules.If you specify Result, "in control" will take over (because "in C
The "ONTROL" rules will be triggered). Using 'Deny' can prevent biological generation. If the "Allow 'is used, even if the original version is usually blocked (such as the light is too strong), the creature will be allowed.For reasons such as insufficient light, creature generation may still be rejected.
NBT: Allows to add NBT to the generated creatures
CUSTMNAME: Setting a custom name for the genetic settings for generating
Healthmultiply: indicates the floating point of the maximum health multiplier of creatures.For example, using 2 will double the healthy birth health.
Healthadd: Add to the maximum floating point number of life
HealthSet: Floating point for maximum health
SpeedMultiply: Indicates the floating point of generating biological speed multiplier
SPEEDADD: Add to the speed of the speed of speed
SpeedSet: Used as a floating point number of speed
DamageMultiply: Indicates a floating point that generates a biology that causes damage multiplication
Damageadd: Add to the floating point number of damage
DamageSet: Used as a floating point for damage
ARMOMULTIPLY: It means the floating point of generating biological armor multiplication
ARMORADD: Add to armor of the armor
ARMORSET: Used as a floating point for armor
ARMortoToughsSSSMultiply: It means the floating point number of biological armor tough multiplication
ARMORTOUGHNESSADD: Add to the number of floating points of armor toughness
ARMORTOUGHNESSSET: Floating point for armor toughness
AttackspeedMultiply: It means the floating point of generating biological attack speed multiplier (
Attackspeedadd: Add to the floating point number of attack speed
AttackSpeedSet: The number of floating points for attack speed
FollowRafMultiply: Indicates the floating point number of generating a biological follow -up range
FollowRageadd: Add to the floating point number that follows the range
FollowRANGESET: Used as a floating point number that follows the range
Angry: It means whether the creature will be angry and/or aim at the nearest player (Boolean) for the zombie pigs, which will make them immediately angry with the players.It is also suitable for the last filmman and wolf
Potion: It can be a single string or string list.Each string represents a potion effect. The format is:
For example, "Minecraft: Invisibility, 10,1"
(Note: Level 0 is level 1 in the game, and level 1 is level 2, so on.)
Helditem: It can be a single string or string list.Each string indicates items that may be held by creatures.This is only suitable for creatures that allow this operation, such as skeletons and zombies.You can also specify the weight by adding
Armorboots: Indicates a single string or string list of random boots that generates creatures
Armorhelmet: Indicates a single string or string list of random helmet that generates a creature
Armorlegs: Indicates a single string or string list of random legs that generates a creature
Armorchest: Indicates a single string or string list of random chest armor that generates a organism of creatures
In addition, it also supports GameStage (game stage), Playerhelditem (player handheld item) and related labels.In this case, the use of the latest players as the basis for determining the rules.
On this basis, when we use the game stage, we can make difficult systems that run with the stage, and even write some more fun things.
{{"SetPhase": 1
},
{{
"SetPhase": 2
},
{{
"GameStage": "Difficult1",
"TogglePhase": "1",
"When": "Onjoin",
"Result": "Allow",
"Healthmultiply": 2, 2,
"Damagemultiply": 2
},
{{
"GameStage": "Difficult2",
"TogglePhase": "2", "2",
"When": "Onjoin",
"Result": "Allow",
"Healthmultiply": 4,
"Damagemultiply": 2, 2,
"Armoradd": 2
},
The definition stage here is to do it in the back of the unique stage.
Open the LOOT folder in the In control folder
Lot.json: Lot.json:
item: This is a string or string list, which represents the new dropped items.
Explanation: In the game, when you meet specific conditions, players can get items.
itemcount: This is a string, indicating how much items should be dropped (optional land depends on the plunder level).For example: "5/7-10/20-30" means that 5 items dropped when the plunder level 0, and 7 to 10 items were dropped when the plunder level was 1, and when the plunder level was 2 or higher, it dropped.Fall to 20 to 30 items.
Explanation: The predatory level in the game may affect the number of items dropped.
NBT: This is a JSON (named binary tag, named binary label) specifically for drop -out items.
Explanation: NBT is a format for storing complex data in MINECRAFT, which can define the attributes and characteristics of items.
Remove: This is a string or string list, indicating the items that are removed from the dropped items.
Explanation: If certain items should not appear in the drop list, they can be removed by this parameter.
Removeall: If this parameter exists, it will be removed from the dropped items (before adding new items specified by this rule).
Explanation: This parameter is used to clear the current drop list, and then add new dropped items
{{"PHASE": "1",
"Player": true, "item": "kubejs: confusion",,
"Itemcount": "0-1"
},
{{
"PHASE": "2",
"Player": true,
"Item": "Kubejs: Confusion",
"Itemcount": "0-2"
},
When the stage is 1, drop 0-1 "Kubejs: Confusion"
If you want to let the drop -off and snatch, you need to write this:
"itemcount": "2-3/3-4/4-6"
experience.json
Fill in the Experience.json folder
This is similar to falling control, but it controls how much experience value is obtained from killing monsters.Except for keywords related to damage types (such as magic, explosion, etc.), all keywords in drop control can be used here, because no damage type information is contained in this incident.These rules have four output options:
Result: Set it "DENY" to give it no experience at all.
setxp: Set a fixed experience value instead of the default value.
MULTXP: Multiply this number of normal experience values.
addxp: After the normal experience value is multiplied by a certain number, this value is added to the final experience value.
So we can write that at the difficulty of 2 times, it dropped 2 times EXP and so on ...
{{"PHASE": 2,
"Player": true,
"MULTXP": 2
},
effects.json
In the rules, you can use "Effects" to specify an additional "Timeout" keyword.This keyword represents the number of waiting (Tick) that will wait before testing the rules.Please note that some of these rules may consume more resources, so the use of higher Timeout will reduce the frequency of the rules to trigger the frequency
Explosion (explosion): This is a string, the format is:
SetBlock: This is a JSON containing a block described for placing blocks.For example: {'block': 'minecraft: chest', 'Properties': {'name': 'facing', 'Value': 'WEST'}} will place a box west.Give: This is a string or string list, each string represents the items that the player may get.You can also specify the weight by adding
Drop: This is similar to "Give", but is used to specify the drop -off items.
Potion (potion effect): This is a string or string list. Each string represents a potion effect. The format is:
Fire (fire): This is an integer, indicating that the player should get angry.
Clear (Clear): Clear all the effects of the potion.
Message: Send a message to the player.
DAMAGE: This is a string containing the name of the source of damage and the amount of damage.For example: Fall = 1.0 will cause 1.0 fall damage.Support all the original damage sources (such as 'Infire', 'Lightningbolt', 'LAVA', 'Cramming', 'Outofworld', 'Magic', etc.).
SetState: If EnigmaScript exists, you can use this action to set a state, the format is: state = value.
SetpState (setting the player status): This is similar to "SetState", but it is used to set the player status.
Command (command): This is a string that means the command to be executed.Among them, @P will be replaced with the player name.For example: give @P MineCraft: Diamond_Sword.
addStage (adding game phase): This is a string, indicating that it will be added to the player's game stage.
RemoveStage: This is a string that indicates the game phase that will be removed from the player.
breakevents.json, Placeevents.json
Text specifications in Breakevents.json, PlaceeEvents.json:
There are no "timeout" keywords here.In addition to the action that can be performed for Effect, it also has a result output, which can be "Allow" (allowed) or "Deny".Please note that (unlike spawn.json), even if the rules represent "false", other operations will still be executed
leftclicks.json, rightClicks.json
Above
Phase systemm
Phase System allows you to define global conditions and name them.In the control rules, these phases can be used so that they can only be effective when they are in a state of activity only in one or more phases.This is more efficient, because the global conditions are evaluated once every 10 drops (Ticks, the time unit in the game), rather than evaluate each time when the creature is generated.In addition, this method is clearer.The phase is only suitable for a set of limited conditions (only the global conditions are real conditions):
Time (Time), Mintime, and MaxTime
Daycount, Mindaycount, and Maxdaycount
Weather (weather)
Winter, Summer, Spring (Spring) and Autumn (Autumn)
Status (state, may refer to some global state in the game)
From the 1.20.1 version, it can now be set up in spawn.json or other rules files.Please note that these phases should be separated from the phase defined in Phases.json, otherwise settings will not take effect.
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