2024-12-15 01:07:48|Myriagame |source:minecraft skins
Overview
This module adds some new status effects, and the specific increased potion effect is as follows:
(Note: The values of most effects can be modified in the configuration file)
Positive effect
Static Life: All injury and treatment effects will be delayed after the effect is over;
Solid Shield: Reduced 2 points per level from other creatures;
Injury Limitation: Most damage to other creatures is (maximum health/2^effect level);
IMMORTAL: Provide a chance to avoid death at each level, consume the first -level buff after each death and restore (10% maximum health*effect level).
Immune (IMMUNE): part of the negative effects of each level of immunity, all negative effects of immunization at level IV, all the effects except the positive effect except the positive effect;
Leeching: The blood volume of recovery (10% damage) after damage;
Melee Domain: Extension of 0.5 grids per level, the attack within the field is invalid (can be changed in the configuration file);
More Range: increase 1 point attack distance per level;
Touch (Touch): increase 1 digging distance at each level;
True Damage: All damage is converted into real damage;
Self-healing: recovery per second (5%*effect level*percentage of the remaining health);
Flight: Getting flight ability;
Armor repair (REPAIR): Tick recovery (armor effect level) durability every (20/effect level) tick (armor effect level);
Bleeding Immuntiy: It can be offset or reduced with the bleeding effect;
Accurate: increased 25% attack damage per level;
HUGE Force: Increases melee damage by 25% per level;
Percentage recovery: Restore 10% of the maximum health each at level;
Step up: increased by 0.5 square meters per level (you can go to higher blocks);
Firm (FIRM): Add 1 point of armor per level, armor toughness, repel resistance;
Evasion: The probability dodge attack is increased by 2% per level (can be changed in the configuration file);
Life Link (Injury Link): Caused by all entities around the surrounding (effect level +3) when injured
Slaughter: increased physical damage (physical remaining health/maximum health value*0.5*effect level);
Feast (Feast): When the hunger value is higher than 18, it will return to blood quickly, and it will spontaneously bite to increase saturation and hunger value;
同伴(Companion):每当周围(效果等级+2)格内死去一个同类生物,增加(10%*效果等级)的最大生命值、移动速度、攻击力与(2*效果等级)的护甲与Armor toughness and restore a certain health.The upper limit of the number of upgrades is (effect level +2).
Negative effect
ARRMOR BROKEN: reduced 4 points of armor and 1 point of nail toughness per level;
Bleeding (Bleeding): physical damage from (40/effect level) Tick (1%maximum health+effect level);
Fear (Fear): Cause damage to [Causes damage*(0.3^effect level) -Expressing level];
Fragile: increased 25% of damage per level;
Suffocation: oxygen value of each Tick loss (20*effect level);
Weakening recovery: reduced 10% of the treatment per level;
Corross: reduce the resistance of armor (effect level) every (20/effect level);
Heavy (Heavy): Increases each level (0.5*effect level) points, slowing down (0.045*effect level) movement speed (player's speed default is 0.1);
Highly Toxic (Highly Toxic): Dianxia (20/Effect Level) Tick's toxic damage ((2.5%maximum health +1)*Effect level];
Internal injuries (40/Effect level) Tick (1% loss of life value level) internal injuries (ignorant armor and enchantment) are added (2.5% of the loss of life,*Effect level) internal injuries (ignorance armor and enchantment);
Internal injuries of the injury: at the end of the effect (25% of the loss of life value*effect level); at the end of the effect;
Misalignment: Disables crit, reduced remote damage by 25% per level; imprisoned: unable to move and jump;
Virus (VIRUS): The physical damage of each (40/root number level) tick (the number of effects triggers+the maximum health value of the entity*0.01*effect level) and increase the surrounding entity by 1 infection value.In the current health of the entity*20), the virus effect of the same level of virus will be obtained;
Confusion: There is a certain distance for each tick random displacement.
Neutral effect:
Health SACRIFICE: Loss per second (10%+3) point of life, increase {(causing damage+continuous number of seconds*potion effect level)*[(the effect continues*0.02) +1]*]*]*Effect level} damage;
Lightly loaded: increased by 0.1 per level, reduced 2 points of armor and armor toughness, and increased by 25%.
Heavy Armor: reduced 20% movement speed per level, increased 2 points of armor and armor toughness, and reduced 10% damage.
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