This tutorial refers to the official github
Basic format:
{{
"Tier":
"Color":
"Affixes":
"GrowthFactor":
"CHANCE":
"Potions":
}
"Tier"
Refers to the stars you are currently edited, and fill in the intersection in the brackets.This is the foundation of everything.
"color"
Specify the lifebar of the current level monster and the color of the particles.
For example, I want to use the color of §9 (RGB is: 85, 85, 255), and you need to convert it to the hexadecimal format (5555FF) first, and then turn it into a 10th -in number (5592575).How to convert into the system?You need 0 degrees!
"Affixes"
How many affixes will specify this level of monsters.This number is constant.
"GrowthFactor"
Specify the growth coefficient of this level of monsters.
"CHANCE"
Specify the generation rate of this level of monsters.However, the algorithm of this probability is multiplied from the bottom.Therefore, changes in low -star generation rate will affect high -star generation rate.
"Potions"
What state effects will be specified when the monster of this star is generated.The format is: potion ID; level.If you do not fill in, there is no state effect.
For example,
{{
"Tier": 5,
"Color": 16777215,
"Affixes": 5,
"GrowthFactor": 25,
"CHANCE": 0.2,
"Potions": ["Minecraft: Invisibility", "Minecraft: Regneitive; 2"]
}
This configuration means that the monster with a star 5 will emit a particle of white (RGB is 255, 255, 255). There are always 5 prefixes, the growth coefficient is 25, and the generating rate is 20%of the star 4, generating generateThe effect of freely stealth and regeneration.
Note that when writing JSON, please use English and half -horn symbols!