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Malithful data packet configuration tutorial Leitlan-Minecraft GAME

2024-12-10 17:56:11|Myriagame |source:minecraft skins

Mal malicious difficulty configuration stored in the data package path

 data//l2hostility_config// .json 

Among them, MODID is a module ID configured.If the module of the ID is not loaded, this packet is not loaded.

Type is configured, divided into Diffical, Entity, Trait, and so on.

name is the configuration file name.There is no functional difference between the world and the physical configuration, but for the partial configuration of the entry, the Modid: name must be the same as the ID.

Mainly divided into 3 parts:

World (dimension, group system) difficulty configuration

ENTITY

Trait

World Difficult Configuration

The general format is:

 {{

"Biome_map": {

:

Elastic

},

"Level_map": {

:

Elastic

}

}

Biome_id is a biological group ID, such as Minecraft: DARK_FOREST is a black forest.

Dimension_id is the dimension ID, such as Minecraft: Overworm as the main world.

Diffical Entry is a difficult configuration item, and the main world configuration is:

 {{

"Base": 0,

"Scale": 1.0,

"Var before": 4.0

"Min": 0,

"Apply_Chance": 1.0,

"Trait_chance": 1.0,

}

Here, base is the basic difficulty, Scale is the difficulty multiple, Variation is the difficulty of difficulty, and the min is the lowest difficulty. Apply_Chance is the probability of biological levels. Trait_Chance is the probability of level biological entries.Dimensions, groups, and creatures have their own difficult configuration items.For groups and creatures without configuration items, use base = scale = variation = min = 0, Apply_Chance = Trait_chance = 1.For the dimension without configuration items, the data in the configuration file is used by default: base = defaultlevelbase, scale = defaultLevelScale, variation = defaultLevelvar, min = 0, apply_chance = tract_chance = 1.

When generating creatures, the difficulty configuration items of the integration of dimensions, groups, and creatures: Base, Scale, and Variation are the sum of the corresponding data corresponding to the 3 configuration items.MIN is the maximum of the three configuration items.Apply_Chance and Trait_chance are the product of three configuration items.In addition, Apply_Chance and Trait_chance also need to multiply the GlobalapplyChance and GlobalTraitChance in the configuration file.Monster difficulty is * scale + + n (0, variate), where n is a normal distribution, block difficulty = base + distance difficulty + block accumulation level.The distance difficulty can be adjusted by the configuration file, and the block accumulation level can be switched through the configuration file.Physical difficulty configuration

The general format is:

 {{

"List": [

Elastic

]

}

Among them, Entity Diffical Entry format

 {{

"Entities": [[

,

Elastic

],,,

"Difficulty": ,

"Blacklist": [[

,

Elastic

],,,

"Traits": [[

,

Elastic

]

}

Entity Type ID is a physical type ID, such as Minecraft: Zombie as zombies.What entities are effective in the storage of this configuration project in ENTITIES.Tags are not supported here.

Diffical Entry is the above difficult configuration item.

Trait ID is an entry ID, such as L2HostIlty: Reflect is a reflected entry.Store these monsters in Blacklist that these monsters cannot be available.There is also Blacklist in the entry configuration. The difference is that the entry configuration in the entry configuration cannot have that entry for each entity. This is what entries cannot be configured.The entry configuration supports label (TAG).

Storage default entries in traits.Example of specific format:

 {{

"Trait": , "MIN": 2,

"Free": 1

}

Among them, Trait storage entry ID, Min to store how many levels of these organisms need to be.How many levels of FREE stored these creatures are not involved in the difficulty level consumption points.If the level of monsters is too low, it is not enough to satisfy the difficulty level and the consumption, and the entry of the monster may not be able to reach the level specified by the min.But it will definitely reach the level set by free.When the monster generates the entry, it will give priority to the level of entry specified by the min.If you cannot meet the needs of MIN, random entries are not generated.

Credit difficulty configuration

Each entry has an independent entry difficulty configuration path.For the entry of the ID: name: name, the path is:

 data//l2hostility_config/tract/ .json 

Examples of the format of entry configuration are::

 {{

"Cost": 80,

"Max_rank": 5, 5,

"Min_level": 100,

"Weight": 50

}

COST means the difficulty level of the consumption of this entry.The higher the COST, the less the entries will be generated after generating this entry.

max_rank said the highest level of this entry.It is generally not recommended to modify.

Min_Level indicates the minimum requirements of this entry to monsters.MIN_LEVEL must not be less than COST, and when min_level is much higher than COST, it is not easy for this entry to appear alone.

Weight represents the weight of this entry.When randomly generates the entry, it will be generated from the entry to the alternative entry that meets all conditions according to Weight.The larger the weight, the higher the probability of generating other entries.

Monster entry generation mechanism:

Monsters are allocated to the entry points that are equal to their difficulty levels.First of all, the free entry level in the default entry is generated without consuming points.After that, trying to raise the level of the default entry to the level specified by Min, consumes points.Insufficient points are not generated.If there are left points, the entry is selected randomly from all the entries.Each time the entry is consumed, it is consumed by the entry level.The grade of the generated entry depends on the remaining points: the more the remaining points are, the easier it is to be high level.After each random generation, even if there are remaining points, there is a probability to terminate the generator entry.The probability of terminating the GlobalTraitsUppression in the configuration file is 10%by default.Monsters with the lowest level will not terminate the genre.If nearby players have a proud curse, ordinary monsters will not terminate the generated entries.