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EliteMobs/物品掉落机制

来自Minecraft插件百科
Qsefthuopq讨论 | 贡献2018年5月31日 (四) 19:19的版本 (创建页面,内容为“=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...”)
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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, they drop items as they are hit closely following vanilla values (mathematically, by the time you fishing slaughtering a Super Pig, you should roughly have the same amount of vanilla drops such as pork meat and XP as you would from slaying whatever the default stack size for Super Mobs is set to).

Options also exist to only multiply loot from natural (non-mob-spawner) mobs to prevent players from using and abusing mob grinders.

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)?

There are several mechanics at play when an item gets dropped, so I'll follow a play-by-play item drop scenario.

基础掉率

First off, the plugin checks if the item will drop based on the base chance to drop that is set on config.yml. Additionally...

等级掉率

Still in config.yml, there exists an option to increase the chance that items will drop based on the level of the mob, by default 1. That means that a level 50 mob has a 50% added chance to drop an item, and that a level 100 mob will always drop an item (100% chance). You can set this to 0 if so you desire.

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:

  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

These chances work on a weight system. The heavier the weight you set for a category of items, the more frequently it will drop. The total weight can go far beyond 100, but it is scaled to 100 by default to make the values easier to understand (meaning each weight represents the drop chance %).

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.

These items have an internal power value based on item material, enchantments and associated potion effects.

The plugin checks the level of mob slain and then hands the drop out.

This prevents situations where a level 2 mob might drop god armor, or a level 200 mob might drop complete garbage.

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.

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

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

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.

静态自定义物品

These are the Custom Items with numeric values assigned to their weight tag.

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.

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.

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.

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.

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

Item progression is a recurring theme in EliteMobs.

By default, the system encourages a vanilla-like item progression, where players work through tiers of both material quality and enchantment quality. Certain things can ruin this progression. 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).

More info about item progression will be added to the wiki as thing move along.

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.