一些引入:
是不是觉得游戏后期相当无聊?尤其加了mod之后,拿着各种神器,佛当杀佛神挡杀神? 这个mod让你在minecraft里体会到RPG游戏里,怪物随主角变强也增强的感受。 这个mod有非常强的定制性,当然你不定制它直接丢入mod文件夹的后果是:你会在5层左右的高度见到140血的全金套僵尸…… |
mod类型:
难度提升 冒险 定制 |
mod功能:
允许特定生物在特定高度无视亮度生成 怪物难度随高度改变 怪物难度随距离坐标0,0的远近改变 怪物难度随维度改变 怪物会随着难度提升获得盔甲 |
mod可配置性
(\.minecraft\config\mobopt.cfg):这个config有点迷,有些我也没搞懂,比方说里面的“level”我翻译为高度,但总觉得好像不是这么回事
# Configuration file "armor and weapons" { # Percent a mob will drop a piece of armor [range: 0.0 ~ 1.0, default: 0.01] 怪物掉落自己盔甲的概率 S:"Armor Drop"=0.01 # Percent a mob will get chain / stone gear per 2 levels approx. [range: 0.0 ~ 1.0, default: 0.04] 海拔?每降低两级怪物获得锁链和石头武器防具的概率增加率 S:"Chain Chance"=0.04 # Percent a mob will get diamond gear per 2 levels approx. [range: 0.0 ~ 1.0, default: 0.01] 海拔?每降低两级怪物获得钻石武器防具的概率增加率 S:"Diamond Chance"=0.01 # Percent a mob will get gold gear per 2 levels approx. [range: 0.0 ~ 1.0, default: 0.02] 海拔?每降低两级怪物获得金武器防具的概率增加率 S:"Gold Chance"=0.02 # Percent a mob will get iron gear per 2 levels approx. [range: 0.0 ~ 1.0, default: 0.01] 海拔?每降低两级怪物获得铁武器防具的概率增加率 S:"Iron Chance"=0.01 # Percent a mob will get leather / wood gear per 2 levels approx. [range: 0.0 ~ 1.0, default: 0.06] 海拔?每降低两级怪物获得皮武器防具的概率增加率 S:"Leather Chance"=0.06 # Percent a mob will drop its weapon [range: 0.0 ~ 1.0, default: 0.0] 怪物掉落手中武器的概率 S:"Weapon Drop"=0.0 } "difficulty settings" { # How much (percentage) attack damage mobs gain approx every two levels. [range: 0.0 ~ 5.0, default: 0.5] 海拔?每降低两级怪物基础攻击增加值 S:"Attack Gain"=0.5 # How quickly will mobs get easier or harder as y increases. (negative is easier) [range: -10.0 ~ 10.0, default: -0.1] S:"Depth Multipler"=-0.1 海拔升高时怪物的难度会以什么样的幅度变化(负数为随高度提升难度降低,反之为随高度提升难度提高,数值越大变化幅度越大) # Mob Strength at y=0 [range: 0.0 ~ 1000.0, default: 5.0] S:"Depth Offset"=5.0 怪物在高度0时的强度 # Distance / Difficulty (Lower is harder!)(2000/200 mobs will be level 10) [range: 0 ~ 1000, default: 200] I:"Distance Difficulty"=200 距离难度变化幅度(值越低变化更大,难度更高) # Radius around 0,0 to not buff mobs by distance (will still buff from height). [range: 0 ~ 10000, default: 400] I:"Spawn Area"=400 怪物在离坐标0,0多远(半径范围)后开始受到强度调整 } "dimension settings" { # If a dimension is not specified use the settings of this dimension [range: -10000 ~ 10000, default: 0] I:"Default Dimension"=0 快速关闭特定维度的配置(?) # Difficulty settings by dimension. (Dimension ID, Base difficulty, Max difficulty, Health cap, Damage cap) Seperate dimensions with ':', each dimension MUST have 5 values. [default: 0, 1, 25, 400, 40 : 7, 5, 30, 500, 50 : -1, 10, 35, 600, 60 : 1, 20, 40, 2000, 75] S:"Dimension Difficulty"=0, 1, 25, 400, 40 : 7, 5, 30, 500, 50 : -1, 10, 35, 600, 60 : 1, 20, 40, 2000, 75 维度难度 对应数值:维度ID 基础难度 最大难度 生命上限 攻击上限 } enchantments { # How many levels does it take for a mob to gain an enchantment? [range: 1.0 ~ 100.0, default: 2.0] S:"Enchantment Cost"=2.0 怪物需要多少等级(?)获得一个附魔 } "mob settings" { # Max creeper speed. (base speed is .25 [range: 0.0 ~ 5.0, default: 0.4] S:"Creeper Max Speed"=0.4 苦力怕的最大速度 # Approx. creeper speed gain per 2 levels. [range: 0.0 ~ 0.5, default: 0.01] S:"Creeper Speed Gain"=0.01 海拔?每降低两级怪物获得的速度增加值 # Approx. tracking range gain per 2 levels. [range: 0.0 ~ 10.0, default: 1.0] S:"Range Gain"=1.0 海拔?每降低两级怪物获得的标记范围增加值 # Max mob tracking range. (base is 16 for most) [range: 16 ~ 100, default: 40] I:"Range Max"=40 怪物的最大标记范围 } "underground spawning" { # Comma seperated list of mobs that will spawn under sea level ignoring light. [default: Zombie, Skeleton, Creeper, Spider] S:"Mobs to Spawn"=Zombie, Skeleton, Creeper, Spider 在海平面下无视亮度生成的怪物列表 # Mobs will spawn more often and are unaffected by light below this Y coordinate. [range: 0 ~ 255, default: 50] I:"Sea Level"=50 海平面高度 # Chance to spawn mobs under sea level. Careful! [range: 0.0 ~ 1.0, default: 0.01] S:"Spawn Chance"=0.01 海平面下生成怪物的概率(不受光照强度影响) # If set to false Mobs to spawn will act as a blacklist. [default: true] B:"Use Whitelist"=true true:在海平面下无视亮度生成的怪物列表 false:在海平面下不会无视亮度生成的怪物列表 } |