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Detailed explanation of the final shadow skills configuration file [ES] Ender Skills Minecraft Game

2024-12-10 17:52:04|Myriagame |source:minecraft skins

This tutorial is set by the author's setting without permission.

Foreword

The content of the last shadow skills is very rich, but it is not balanced in its own configuration, which may allow players to easily get a large number of supermodel bonuses. Therefore, the module needs to be customized in detail in the integrated package.Fortunately, most of the content can be adjusted.

Basic settings

client

This file is used to adjust the relevant settings of the main interface of the last shadow skill, that is, the position of endurance and skill group.It can be customized to include a variety of settings such as length, color, and display method. For details, please refer to the TIPS inside the configuration file.A very detailed appearance and customization can be performed.

global

Adjust the overall application of skills.

The use of skills can be adjusted in SKILL, such as prohibiting skills from destroying blocks and prohibiting skills from taking effect on other players. It is a basic setting and generally does not need to be adjusted.

Advancement can adjust the maximum reset of the last shadow skills, as well as the overall experience consumption of the skill, the level improvement function, and so on.In addition to the maximum reset times, you generally do not need to be adjusted;

WorldGen can adjust the relevant settings of the last shadow gem ore, including generating dimensions, generating proportion, mining drops, etc., etc., can be made in detail according to the needs of the integrated package.

Skill setting

Skills -related files are all stored in the Ability folder and classified them in detail.You need to find the corresponding file based on the skills you want to adjust.Take the shadow (shadow) in the void branch as an example.

 general {

Config {

S: dsl <

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

⠀ min_level: 0

El max_level: 50

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

W COOLDOWN (

⠀ Curve: FLAT

⠀ Start: 16s

⠀ End: 2S

⠀ ⠀ {0 to 25} [

⠀ Curve: RAMP-50%50%50%

⠀ Start: {Start}

⠀ End: 8s

⠀]

⠀ {25 to 49} [

⠀ Curve: RAMP 50%50%

⠀ Start: {0 to 25}

⠀ End: 6s

⠀]

⠀ {50} [

⠀ Curve: None ⠀ Value: {end}

⠀]

⠀)

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

⠀ Damage_mirror (

⠀ Curve: FLAT

⠀ Start: 25%

⠀ End: 100%

⠀ {0 to 25} [

⠀ Curve: RAMP-50%50%50%

⠀ Start: {Start}

⠀ End: 50%

⠀]

⠀ {25 to 49} [

⠀ Curve: RAMP 50%50%

⠀ Start: {0 to 25}

⠀ End: 75%

⠀]

⠀ {50} [

⠀ Curve: None

⠀ Value: {end}

⠀]

⠀)

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

⠀ xp (

⠀ Curve: Flat ⠀ Start: 170

⠀ End: Infinite

⠀ {0} [

⠀ Curve: None

⠀ Value: {Start}

⠀]

⠀ {1 to 49} [

⠀ Curve: Multiply 4

⠀]

⠀ {50} [

⠀ Curve: f (x, y)-> 200*x

⠀] ⠀)

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

"

}

}

min_Level: 0 -Max_level: 50 refers to the minimum/large level of this skill that can upgrade.It should be noted that if the minimum skill is level 0, after opening the skills, the value of the skills is calculated in 0. At this timeAt the level, this skill is really opened.

COOLDOWN is the cooling time of skill.CURVE refers to the function curve of the cooling time, Flat is flat (can be considered a straight line); Start is the cooling time when the initial, the lowest skill level, and END is the cooling time when the skill is upgraded to the highest level.

Damage_mirror is the same as before.

The experience consumption of XP for upgrading skills is the same as before.It is worth mentioning the beginning and ending part.In the beginning, Start is the first upgrade experience. Even if the skill is 0 after the first upgrade, you still need to consume this part of experience; the last part: Curve: f (x, y) -> 200 * x.Among them, only the thick part can be modified.X in 200 * X is the skill level. If the skill is 2, X is 2 here, the experience you need to consume is 200 * 2 = 400 points, and if the skill is 10, it is 2000 points.You can customize the curve according to your needs, such as CURVE: F (X, Y) -> 100/X + 100 to meet your planning of the experience curve.

Passive settings

Skills -related files are all stored in the Attribute folder and classified them in detail.You need to find the corresponding file based on the skills you want to adjust.Take the passive -damage of the attack system as an example.

 general {

Config {

#Valid Values:

#Multiplication

#ADITION

S: Applyas = Multiplication

S: dsl <

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

⠀ min_level: 0

El max_level: 30

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

Er Modifier (

⠀ Curve: FLAT

⠀ Start: 0%

⠀ End: 30%

⠀ {0} [

⠀ Curve: f (x, y)-> 0.01*x

⠀]

⠀)

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

⠀ xp (

⠀ Curve: FLAT

⠀ Start: 100

⠀ End: Infinite ⠀

⠀ {0} [

⠀ Curve: None

⠀ Value: {Start}

⠀]

⠀ {1} [

⠀ Curve: f (x, y)-> 600*x

⠀]

⠀)

⠀#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~

"

}

}

S: Applyas = Multiplication, you can choose whether your passive is multiply or additional addition.The multiplication type is a percentage change, such as increasing the total attack power by 10%; the additional additional type is based on the current non -passive damage value of the player for additional additional damage.

Modifier is its numerical change.Among them, Curve: FLAT indicates that the function is a straight line; Start: 0%indicates the passive start value, 0; END: 30%means that the value after the upgrade is 30%; CURVE: f (x, y) ->0.01 * x represents the growth of value, consistent with the usage method above.