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=精英怪怎样生成?= EliteMobs does not actually spawn mobs, save for a few select instances (check "Why" section). Instead, it detects that a mob has spawned naturally and runs some codes to determine whether or not that entity will become an Elite Mob. The Elite Mob Hunting Set increases the chance that mobs will spawn by 10% for every piece of the set equipped to a maximum of a +50% chance to replace an existing mob with an Elite Mob (helmet, chestpiece, leggings, boots, bow). The baseline chance to spawn and the incremented chance to spawn based on level are configurable in config.yml. =精英怪等级取决于什么?= Elite Mob level is based off of an internal player threat level calculation made by the plugin based on the following factors: * 玩家穿戴的装备 ** 装备材质 ** 装备附魔 * 玩家拥有的药水效果 * 附近的超级怪物 When the player's threat level is 0 (which is to say, when the player has no armor or really weak armor on) no mobs will be replaced around the player, resulting in the plugin spawning 0 Elite Mobs. This is not a bug, the player is simply not ready to face Elite Mobs yet. =什么时候精英怪会消失= Elite Mobs follow the same rules as default Minecraft mobs: If their chunk gets unloaded, they go away. This includes chunk unloads due to restarts. It is rather tricky to change this (to create a config option) due to keeping track of visual effects, but if there's enough interest in such a feature I might take the time to create it. =十万个为什么= ==为什么这个插件影响刷怪?== 有很多原因,主因有: * 确认 that mobs aren't spawned in areas that shouldn't have them (flagged regions, inside walls, so on) * 确认 that amount of entities does not exceed that which was in place before the plugin was introduced (causing lag) * 确认怪物总是生成在玩家附近 * 减小与其他插件的冲突 * 避免怪物生成错误而导致后台报错 When does this plugin spawn mobs? There are only two times when the plugin actually spawns additional mobs: for mob powers and for events. =能力怪物的生成= Powers such as ZombieNecronomicon can spawn a number of mobs, though to minimize any potential issues with this system all mobs are spawned on top of the original Elite Mob (which, in turn, was spawned naturally and had its status upgraded). This means these mobs should never spawn in areas that should contain no mobs. =生成事件= Much like certain powers, certain events may spawn additional mobs. Once again, these will spawn on top of the original mob for the same reasons as the ones listed for Mob power mob spawning. =为什么玩家无法获得经验值?= Player XP (the one used to enchant items) was originally taken into account but was subsequently removed. The reason behind this is that the XP levels very quickly got out of hand for low level players, who might gain vast sums of XP before getting any decent armor, resulting in them consistently dying and losing progress. =为什么我不能改变精英怪等级= The level has to be very carefully calculated. It is exceedingly easy to either create mobs that can't damage the players or mobs that instantly kill the player regardless of armor due to the way Minecraft handles damage reduction. I aim to make this system sturdier with the 6.0.0 combat update, but for now I simply can't risk people tweaking these values as they are beyond temperamental. I do, however, encourage people to tell me whether or not they think the current scaling is fair. I do allow players to multiply damage and health individually (which in practice is very close to adjusting the raw level). ==我可以强制生成精英怪吗?== Yes, there's a command for that: /elitemobs spawnmob [mobType] [mobLevel] [mobPower1] [mobPower2] [keep adding as many powers as you want (or none at all)] ==苦力怕太厉害了== Yes they are. I recommend applying a very powerful explosion nerf to their config option or turning them off entirely. Their damage will be tinkered with for the 6.0.0 combat update ==我可以阻止某种生物变成精英怪吗?== Yes, there's a list of valid Elite Mob types in config.yml which you can toggle off individually. ==我可以杀死已生成的精英怪吗?== 可以,使用这个指令: /em killall aggressiveelites
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