This tutorial is set by the author to use the CC By-NC-SA protocol.
The TFC: TNG version used in this tutorial is 1.7.21.179 (MC1.12.2).
Compared with the original version of Qunluan, the legend of Qunluan: The attributes of the next generation version have been changed to 4 types (minerality, forging, agriculture, slaughter).
change:
Ordinary forging, tool forging, weapon forging, armor forging into forging.
The merger of Jiayu and food dishes into agriculture.
Lining and slaughtering unchanged.
Method:
Lining: Right -click the ore with the mine pick up to get experience.When the ore right is right, it will be centered on this ore, extending 13 grids towards the XYZ coordinate axis, respectively. All ore (including different types) in this range cannot obtain the experience of exploration (equivalent to marking), but within this rangeRight -click on the ore will not trigger this tag judgment again.In other words, you can right -click the most corner ore first, then count the 14 grids, and then right -click this ore with the survey. In this way, you can get 2 or more exploratory experience.
Forging: After the four forging mergers of the original legend of Qunluan, the forging experience and skill bonus are allocated according to the proportion. The proportion is as follows:
Tool category (25%): chisel, hammer, hoe, pick, ore, ax, shovel, saw
Weapon (12.5%): sickle, knife, javelin, sword, wolf stick
Armor category (12.5%): helmet, chest armor, leg protection, boots, shields
Ordinary category (50%): Made in live board doors and other items, double ingots are made into thin plates (excluding square billets, welding types)
The percentage of the skill bonus calculation is as follows:
After the test and data calculation of the author of the tutorial, if X is set for effective success, y is the proportion of technical bonuses and one of the types of forging, then:
Y = 0.625X
Effective successful number: The number of items (excluding welding types) for all anvils is minus the number of successful success.
Number of invalid success: When the proportion of forging experience of this type of item reaches saturation, continuing to make this type of item is deemed to be invalid successful times and will not get forging experience
This formula is suitable for single types of forging or all types of forging.
For example:
Suppose that A player is making the copper hammer, the copper hammer belongs to the tool class, and the experience ratio of all the forging types of all A players is 0%. If the A player repeatedly controls the copper hammer and melts, then according to the function:
Y = 0.625X
After the player made 40 copper hammers, the tool forging experience reached saturation:
y = 0.625*40 = 0.25 = 25
That is, 25%of the experienced experience of tool forging, the 40th bronze hammer obtains 25%skill bonus, and once again make the hammer (all kinds of metal hammers) will not add the tool -class forging experience, which will be considered as invalid successful times.
At this time, if the player of A has to increase the skill bonus, it is necessary to replace the type of type, such as making a sickle (weapon), but it cannot be the same type, such as the mine pick (tool).
It should be noted that the proportion of ordinary forging is the largest, but it can be repeatedly made to make thin plates and melted to enhance ordinary forging experience.
The tool class requires 40 to make saturation, the weapon classes need to be made 20, the armor class needs to be used to be saturated, and the ordinary class needs to be made 80.
About skill bonus:
The tool has the ability to excavate, and the skill bonus percentage:
This tool will speed up the excavation and have the effect of durability tolerance, and has the probability that it does not consume durability.
The tool has no excavation ability, and has a skill bonus percentage:
It will not speed up the excavation speed, but it has the effect of durable enchantment, and has the probability that it does not consume durability.
agriculture:
Harvesting 100%maturity or surviving crops can gain experience, and players can grow or wild.However, it should be noted that dead crops will not drop the product, but only the seeds will be dropped.It has nothing to do with whether the current crop grows.After the level is improved, harvesting mature crops can get extra seeds.
slaughter:
Massacre animals can obtain experience, aggressive and non -aggressive.
After the level is improved, the massacre can get more animal meat.