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“EliteMobs/物品掉落机制”的版本间的差异

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对于超级怪物, 它们掉落的物品和原版的一样 (当你杀死一只超级猪的时候, 你会获得约同于默认设置的堆叠大小的数目的猪肉和经验).
 
对于超级怪物, 它们掉落的物品和原版的一样 (当你杀死一只超级猪的时候, 你会获得约同于默认设置的堆叠大小的数目的猪肉和经验).
  
Options also exist to only multiply loot from natural (non-mob-spawner) mobs to prevent players from using and abusing mob grinders.
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同时也有只允许自然生成的生物多倍掉落的选项(非刷怪笼生成)来防止玩家滥用这一机制.
  
 
=插件如何处理其特殊掉落物(自定义物品,战利品和独特物品)?=
 
=插件如何处理其特殊掉落物(自定义物品,战利品和独特物品)?=
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=基础掉率=
 
=基础掉率=
First off, 插件会检测在config.yml内配置的基础掉落.
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首先, 插件会检测在config.yml内配置的基础掉落.
  
 
=等级掉率=
 
=等级掉率=
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=类型掉率=
 
=类型掉率=
Assuming that the plugin has determined that an item should drop based on the drop rates previously described, the plugin now has to pick which type of item will drop. There are currently 3 types of items, ordered below by default drop weight:
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假设插件已经确定了一个物品根据先前描述的掉率来掉落, 插件现在必须选择哪种类型的物品掉落.目前有3种类型的物品, 默认的掉落权重如下:
 
#  动态自定义物品
 
#  动态自定义物品
 
#  程序性生成的物品
 
#  程序性生成的物品
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=自定义动态物品=
 
=自定义动态物品=
As described in the Custom Item Creation page, dynamic items are items that either have no weight by default or have dynamic on their weight tag.
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正如在创建自定义物品页面中所提到的那样, 动态物品就是默认没有权重或拥有动态权重的物品.
  
These items have an internal power value based on item material, enchantments and associated potion effects.
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这些物品拥有基于物品材质的潜在能力(附魔和药水效果).
  
The plugin checks the level of mob slain and then hands the drop out.
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插件检测玩家杀死的怪物等级并掉落物品.
  
This prevents situations where a level 2 mob might drop god armor, or a level 200 mob might drop complete garbage.
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这一机制防止了玩家杀死2级的怪物却获得了神装, 或是玩家杀死了200级的怪物却得到了件辣鸡.
  
The drop chance of these items is high because they only drop for mobs of a certain level. Unless a server has vast amounts of very varied loot, it is unlikely players will get to see this loot very often; therefore, when it is available, the chance to get it should be pretty high.
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因为这类物品只作用于某一等级的怪物所以掉率很高. 除非你的服务器设置了大量的战利品, 从而使玩家不太可能经常获得这种战利品.
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当你这些物品时,使用权重的物品就只有程序性生成物品和静态物品了,这显然增加了这两类物品的掉率,所以你在改变这些权重值时要仔细考虑
  
When these items are not available, the only weights taken into account are the ones for procedurally generated items and for static custom items, which significantly increases the drop chance of those two, so think carefully when altering these weight values.
 
  
 
=捡起自定义动态物品=
 
=捡起自定义动态物品=
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=程序性生成物品=
 
=程序性生成物品=
These are the items found in /elitemobs shop. They exist to provide servers with loot variety, as there is a near infinite combination of items that can be created with the default settings alone.
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这些物品是可以在精英怪物商店买到的物品. 它们能够为服务器添加大量的战利品,你可以用默认配置来配置无穷无尽的物品.
  
 
=静态自定义物品=
 
=静态自定义物品=
These are the Custom Items with numeric values assigned to their weight tag.
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这些是分配给其权重标签的数值的自定义物品.
  
These custom items can drop for mobs of any level, from 2 to 2,000,000,000, so make sure they're neither too powerful nor too weak.
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这些物品可以从任何等级的怪物身上掉落,以免装备过于强大或普通.
  
By default, these items fill a utility role, giving players items that might give them night vision / movement speed or something to hold in off hand that will buff their main hand's weapon damage.
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默认,这些物品起很大的作用,可以给玩家带来特殊的药水效果.
  
You really shouldn't put armor and weapons in this static category, as it will break the item progression system and potentially flood your server with easy to farm top quality armor and weapons.
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你不应该把护具和武器放入这一分类里,这会破坏物品级数系统并会使你的服务器平衡性顷刻崩塌.
  
 
=捡起自定义静态物品=
 
=捡起自定义静态物品=
Unlike dynamic custom items, static custom items have a more structured drop system. The value in the weight tags determined their weighted chance to drop. The higher weight value, the higher the chance to drop. By default, all charms but the Owl Charm (which we'll ignore for now) have a weight of 1. This means that if you add an item with a weight of 1, it'll have the same chance to drop as any of the other default items. If you make that weight 2, it will have twice the chance to drop compared to any other static item in the list.
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不像自定义动态物品, 静态自定义物品有更结构化的掉落系统. The value in the weight tags determined their weighted chance to drop. The higher weight value, the higher the chance to drop. By default, all charms but the Owl Charm (which we'll ignore for now) have a weight of 1. This means that if you add an item with a weight of 1, it'll have the same chance to drop as any of the other default items. If you make that weight 2, it will have twice the chance to drop compared to any other static item in the list.
  
 
I recommend you set item weight based on item power. If you are adding something rather good to this list, make it scarce by giving it a low value (the Owl Charm has a weight of 0.1). If you are adding something you're fine with people seeing somewhat often, add it with a higher weight value.
 
I recommend you set item weight based on item power. If you are adding something rather good to this list, make it scarce by giving it a low value (the Owl Charm has a weight of 0.1). If you are adding something you're fine with people seeing somewhat often, add it with a higher weight value.

2018年6月2日 (六) 22:50的版本

这个插件如何处理原版怪物掉落?

就现在来说, EliteMobs 会根据怪物的等级而原版物品多倍掉落 (例如僵尸掉落腐肉).存在一个根据怪物等级而增加掉落数的倍数.

对于超级怪物, 它们掉落的物品和原版的一样 (当你杀死一只超级猪的时候, 你会获得约同于默认设置的堆叠大小的数目的猪肉和经验).

同时也有只允许自然生成的生物多倍掉落的选项(非刷怪笼生成)来防止玩家滥用这一机制.

插件如何处理其特殊掉落物(自定义物品,战利品和独特物品)?

插件有独特的物品掉落机制, 详情如下.

基础掉率

首先, 插件会检测在config.yml内配置的基础掉落.

等级掉率

在config.yml内, 存在一个可以增加物品基础掉率的选项,即为等级掉率,默认为 1.
这意味着50级的怪物有50%的额外掉率, 100级的怪物必定掉落. 你也可以将其设置为0来关闭.

类型掉率

假设插件已经确定了一个物品根据先前描述的掉率来掉落, 插件现在必须选择哪种类型的物品掉落.目前有3种类型的物品, 默认的掉落权重如下:

  1. 动态自定义物品
  2. 程序性生成的物品
  3. 静态自定义物品

这些几率通过权重系统运行. 你设置的这种物品的权重越大, 则其掉率就越高. 权重可以大于100, 但这个值默认为100 ,这可以让你更清晰明了地分配权重(每份权重代表 1%).

自定义动态物品

正如在创建自定义物品页面中所提到的那样, 动态物品就是默认没有权重或拥有动态权重的物品.

这些物品拥有基于物品材质的潜在能力(附魔和药水效果).

插件检测玩家杀死的怪物等级并掉落物品.

这一机制防止了玩家杀死2级的怪物却获得了神装, 或是玩家杀死了200级的怪物却得到了件辣鸡.

因为这类物品只作用于某一等级的怪物所以掉率很高. 除非你的服务器设置了大量的战利品, 从而使玩家不太可能经常获得这种战利品.

当你这些物品时,使用权重的物品就只有程序性生成物品和静态物品了,这显然增加了这两类物品的掉率,所以你在改变这些权重值时要仔细考虑


捡起自定义动态物品

Once the an item power level has been selected, a random item from within the internal list of custom dynamic items with that power level is selected to be dropped for the player.

程序性生成物品

这些物品是可以在精英怪物商店买到的物品. 它们能够为服务器添加大量的战利品,你可以用默认配置来配置无穷无尽的物品.

静态自定义物品

这些是分配给其权重标签的数值的自定义物品.

这些物品可以从任何等级的怪物身上掉落,以免装备过于强大或普通.

默认,这些物品起很大的作用,可以给玩家带来特殊的药水效果.

你不应该把护具和武器放入这一分类里,这会破坏物品级数系统并会使你的服务器平衡性顷刻崩塌.

捡起自定义静态物品

不像自定义动态物品, 静态自定义物品有更结构化的掉落系统. The value in the weight tags determined their weighted chance to drop. The higher weight value, the higher the chance to drop. By default, all charms but the Owl Charm (which we'll ignore for now) have a weight of 1. This means that if you add an item with a weight of 1, it'll have the same chance to drop as any of the other default items. If you make that weight 2, it will have twice the chance to drop compared to any other static item in the list.

I recommend you set item weight based on item power. If you are adding something rather good to this list, make it scarce by giving it a low value (the Owl Charm has a weight of 0.1). If you are adding something you're fine with people seeing somewhat often, add it with a higher weight value.

关于物品级数的说明

物品级数是这个插件的一个重要功能.

默认, 系统采用类似原版的物品级数, where players work through tiers of both material quality and enchantment quality.一些东西会毁掉这种级数. Putting items that are either too powerful or too valuable in the static loot (and making static loot overly common) is one sure-fire way to make sure that your players either have easy access to god armor through killing level 2 Elite Mobs and simply looting or through selling high value items from farmed level 2 Elite Mobs to the shops for massive profit (and then buying the god armor from said shops anyway).

更多有关信息将在之后添加.

什么是独特物品(Unique Items)?

目前这只作为一种自定义静态物品. 之后我会再做修改.