Scaling Health Module Configuration File and how to make a data packet magic reform (1.20.1) Scaling Health Minecraft Ga

This tutorial is set by the author's setting without permission.

Scal Health File name} /ServerConfig/scalinghealth- Server.toml

First of all, the client part.

[Debug] debugging tool, don't care

[Hearts]

[Hearts.Health]

[Hearts.headh.icons]

#Heart Style

#血 血 style

#Replace_all: All Rows Replaced with Scaling Health Style Hearts

#Replace_all: All blood bars style replaced with Scaling Health

#Replace_aft_first_row: Leave the first row vanilla style, scaling health style for adDitional rows

#Replace_aFTER_FIRST_ROW: The first blood bars are still made as the original style, and other additional blood bars are scaling health style

#Vanilla: Do not Change Heart Rendering (Use this if you want another mod to handle heart rendering)

#Vanilla: Do not change any blood bar style (if you need to use other modules to modify the blood bar style, please use this option)

#Allowed values: Replace_all, Replace_aFTER_FIRST_ROW, Vanilla

Style = "replace_all" #The color

Of Each Row of Hearts. If the player has more rows than colors, it starts over from the beginning.

#The color of each blood bars, if the number of players' blood bars is more color than below, then after the color is used up, it will start from the first color.

Colors = [#BF0000 ","#E66000 ","#E69900 ","#E6D300 ","#99e600 ","#4ce600 ","#00e699 ","#00e6e6 ","#0099e6 ","#0000e6 ","#9900E6 ","#D580ff ","#8C8C8C ","#E6E6E6 "]]

#The Player's Highest Heart Will Get An Outline Art.

#The last heart of the player will surround it with a outline.

Lastheartoutline = TRUE

#The color of the last heart outline, if enabled (See Lastheartoutline)

#The color of the outline of the last heart.

LastheartOUTLINECOLOR = 16777215

#If true, heart colors will 'loop around' to the first color after going through the                #entire list. Set false to have every row after the last have the same color.

#If set to true, the color of the heart After a full list, circulate to the first color.

#If set to FALSE, the color of the heart After the full list, keep the same color as the last line.

ColorLooping = TRUE

[Hearts.headh.tanks]

#Enable Heart Tanks, The Small Icons ABove Your Hearts Which Indicate the Number of Filled Health Rows

#Enable Heart Tanks, a small icon above this blood bar, indicating the complete number of blood bars (there are several Heart Tanks, there are several blood bars)

Enabled = true

[Hearts.headh.text]

#Style of Health Text

#Display style

#Allowed value: disabled, rows, health_and_max, health_only

#Disabled: Disable; ROWS: Show the remaining row of the remaining health; health_and_max: Show your actual operating status and maximum health; health_only: Only show the current health value style = "rows"

#Health Text Scale, Relacted to my normal size (Which Varies by Style)

#Text size

#Range: 0.01 ~ 1.7976931348623157e308

Scale = 1.0

#Fine-Tune Text Position

#Range:> -2147483648

Offsetx = 0

#Fine-Tune Text Position

#Range:> -2147483648

Offsety = 0

[Hearts.headh.text.color]

#Health Text Color style.

#Text color style

#Transitation: GraDually Goes from Full Color to Empty Color as Health is Lost

#Transitation: With the , the textColor gradually becomes white

#Psychedelic: Taste the Rainbow! #Psychedelic: Taste the rainbow!IntersectionIntersection

#Solid: Just Stays at Full Color Regardless of Health

#Solid: Regardless of the constant

#Allowed value: Transition, SOLID, Psychedelic

STYLE = "Transition"

#Color When Health is Full or Style Is Solid

FULL = 5046092

#Color when health is empty and style is transition

Empty = 16731212

[Hearts.absorption]

[Hearts.absorption.icons]

#Style of absorption icons

# iconstyle

#Allowed value: shield, GOLD_OUTLINE, Vanilla style = "shield"

#The color of each row of absorption hearts. If the player has more rows Than colors, it starts over from the beginning.

#Each line of damage absorption heart The color of the color, if the player's blood bars are more than the color, the color will start from the first color after the color is used.

Colors = [#BF0000 ","#E66000 ","#E69900 ","#E6D300 ","#99e600 ","#4ce600 ","#00e699 ","#00e6e6 ","#0099e6 ","#0000e6 ","#9900E6 ","#D580ff ","#8C8C8C ","#E6E6E6 "]]

[Hearts.absorption.text]

#Style for absorption text. Becaue there no 'max' value, the options are more limited.

#Absorb text style.Because there is no 'max' value, the options are more limited

#Allowed value: disabled, rows, health_only

STYLE = "Disabled"

#Fine -Tune Text Position #Range:> -2147483648

Offsetx = 0

#Fine-Tune Text Position

#Range:> -2147483648

Offsety = 0

#The color of the absorption text

Color = 16777215

[Difficulty]

#DISPLAY A Warning to players trying to sleep, to remind them their disticulty May Change. Sleeping is still all allowed.

#Sending a prompt to the players who try to sleep, the difficulty may change when they sleep.

Warnwhensleeping = TRUE

[Difficulty.meter]

#When to show the diffical meter.

#When is the difficultylist?

#Allowed value: Alway, someTimes, NEVER

Show = "Sometimes"

#Show The Difliculty Meter for this Many Seconds (only on sometimes mode) #shows a few seconds of difficulty tables (only useful in the Sometimes mode)

#Range: 0.0 ~ 1.7976931348623157e308

Showduration = 8.0

[Difficulty.Meter.position]

#Position of the Diffical Meter.

#The position of the difficult table

#Allowed value: top_left, top_center, top_richt, center_left, center, center_richt, bottom_left, bottom_center, bottom_rismt

Anchor = "bottom_left"

#FINE-TUNE The Diffical Meter's Position

#Range:> -2147483648

Offsetx = 5

#FINE-TUNE The Diffical Meter's Position

#Range:> -2147483648 Offsety = -30

[Difficulty.meter.text]

#Scale of Text on the Diffical Meter

#The display size of the difficult table

#Range: 0.0 ~ 1.7976931348623157e308

Scale = 0.6

[Blights]

#Whether The Purple Flame Should Render on Blights or Not.

#Is displayed when monster Blights

#This does not change when the mob is a blood, only hides the effect.

#This will not change whether the monster will Blights, but the display effect is hidden

Render = TRUE

Sever section

[Features]

#ENABLE PLAYER BONUS HP by Crystals.

#Make players increase the upper limit of the HP by using the heart crystal.

CrystalSaddhealth = TRUE

#ENABLE PLAYER BONUS HP BY XP.

#Make players increase the HP upper limit through experience.

Xpadhealth = true

#ENABLE PLAYER Regen HP by Crystals.

CrystalsRegenhealth = TRUE

#ENABLE PET Add HP by Crystals.

#Make pets increase the HP upper limit by using the heart crystal.

CrystalSaddPethealth = TRUE

#Enable Player Add Damage by Crystals.

#Make players increase the basic attack damage by using force engine.

Crystalsaddddamage = TRUE

#ENABLE OR GEN of Health Crystals. Still Drops as Loot.

#The generation of heart crystal ore.Still falling as a loot.

HpcrystalSoregen = TRUE

#ENABLE OR GEN of Power Crystals. Still Drops as Loot.

#的.Still falling as a loot.

PowerCrystalSoregen = TRUE

#Mobs Will Gain Bonus Health with Diffical.

#Will get additional HP.

Mobhpincrease = TRUE

#MOBS Will Gain Bonus Damage with Diffical.

#Coustan with difficulty value, creatures will get additional basic attack damage.

Mobdamageincrease = true

#Enable Player Damage Scaling.

#Change of damage changes.

PlayerDamageScaling = true #Enable Mobile use scaling.

#Changes in biological damage.

MobdamageScaling = true

#Enable Diffical System. If disabled, Everything Will 0 Diffical.

#Difficulty system.If it is disabled, the difficulty value will be 0 at any time.

Enablediffical = true

#Enable Blights. If disabled, no blights will spawn.

#Blights.If it is disabled, there will be no Blights creature.

EnableBlights = TRUE

Make data packets

Create the ZIP compressed package in the following format.Or right -click Scaling Health.jar module file to preview the compressed package, unzip the data folder and Pack.memeta file and put it in any folder (such as 111, name any name), and the forge and mincraft files in the data folderDelete it, open the scalinghead folder, delete the folder except SH_MEChanics, and then compress the (111) folder.

Scaling health.zip

C PACK.MCMETA

∟ DATA

H Scalingheadh

H SH_MECHANICS

U Difficulty.json

J items.json ∟ mobs.json

J Player.json

Disableulty.json

 "startingvalue": 0,

"Minvalue": 0,

"Maxvalue": 250,

"Changepersecond": 0.0011575,

"Mode": {

"Type": "distance_and_time",

"Distance": {

"DistanceFactor": 0.0025

},

"AVERAGE": {

"Radius": 256

}

StartingValue: initial difficulty value; minvalue: minimum difficulty value; maxvalue: maximum difficulty value; changeReperCond: change of difficulty per second;

Fields in the mode structure:

Type: The way to increase difficulty value currently includes: Extreme, Average, Distance, Distance_and_time, Server_wide.

Exteeam: 1. The radius field (RADIUS) that needs to be greater than 64.2. You can select and default to True field (min), which can change the extreme value to the maximum value (the minimum value set for you by default).

Average: 1. Distance radius that is greater than 64.2. You can select and default the field of True. If it is false, the positive average value is used instead of the weighted average.

Distance: You can choose and default to FALSE fields. If it is true, the difficulty will start calculation from the origin (x = 0, z = 0) instead of starting from the world generation point.Distance_AND_TIME: Including the previous point, there are time.

Sever_wide: No field is required.

 "groupbonus": "1+0.05*(AreaPlayerCount-1)",

"groupbonusradius": 128,

"Idlemultiplier": 0.5,

"AFKMESSAGE": True,

"TimebeForeafk": 120,

"SleepWarningMessage": true,

Groupbonus: team reward

GroupBonusradius: Team reward radius (I am not sure what it means)

Idlemultipliper: Leisure multiplication

AFKMESSAGE: Refers to the prompt information of "Away from Keyboard"

TimebeForeafk: AFK's time before

SleepWarningMessage: Sleep warning prompt

 "Multipliers": {

"Lunarmultipliers": [1.1, 1.075, 1.05, 1.0, 0.95, 1.05, 1.075],

"LocationMultipliers": [[

{{

"Scale": 1.05,

"Dimensions": ["Minecraft: The_end", "Minecraft: The_nether"]]]

},

{{

"Scale": 1.025,

"Dimensions": ["Minecraft: Overworld"], "Biomes": [Minecraft: SWAMP "," Minecraft: SWAMP_HILLS "]]]]]]]

}

]

},

Lunarmultipliers: Monthly multiplied, corresponding to the eight -month phase of my world: full moon, loss of convex moon, lower string moon, remnant moon, crescent moon, Emei month, upper string moon, Ying convex monthly, difficult to multiply at the corresponding monthly phase, the difficulty will be multiplied at the corresponding monthly phase.To the corresponding number.

LocationMultipliers: Location multiplication, which can be dimension or group system.

 "mutators": {

"Onblightkilled": "Difficulty",

"Onhostilekilled": "Difficulty",

"Onpeacefulkilled": "Difficulty",

"OnPlayerkilled": "Difficulty+1",

"OnPlayerdeath": "Diffical",

"OnPlayersleep": "Difficulty",

"Byntity": [[

{{

"ENTITIES": [Minecraft: Villager "],],

"Onkilled": "Diffical+0.05"

},

{{

"Entities": [Minecraft: Wither "," Minecraft: Ender_dragon "],

"Onkilled": "Diffical"}

]

}

Change the difficulty value when triggering these events:

Onblightkilled: Kill Blight creatures;

Onhostilekilled: kill hostile creatures;

Onpeacefulkilled: Killing friendly creatures;

OnPlayerkilled: Kill the player;

OnPlayerDeath: Player death;

OnPlayersleep: Players sleep;

Byntity: For separate entities, the above example is to kill villagers (Villager) to increase the difficulty of 0.05 and the difficulty of killing the withering and the last shadow dragon.

Player.json

 {{

"Startinghealth": 20, 20,

"Minhealth": 2,

"Maxhealth": 200,

"Setondeath": "Maxhealth",

"Levelsperhp": 10, 10,

"Hpperlevel": 1,

"Maxattackdamage": 50, 50,

"Regen": {

"Initialdelay": 20, 20,

"TickDlay": 5,

"Exhaustion": 0.1,

"Minfood": 10,

"Maxfood": 2147483647,

"Minhealth": 0, 0,

"Maxhealth": 2147483647,

"Proportionaltomaxhealth": false

}

}

Startinghealth: Initial health.

Minhealth: minimum health.

Maxhealth: Maximum health.

Setondeath: The health of re -born after death.

LevelsperHP: Each .HpperLevel: Each level of health.

MaxattackDamage: Maximum attack damage.

Regen: Reply

InitialDelay: Initial delay.

TickDelay: Delayed per game.

Exhaustion: fatigue value.

Minfood: The health of the smallest food response.

Maxfood: The largest food recovery life.

Minhealth: The value of the minimum reply.

Maxhealth: The maximum return of life.

ProportionalTomaxhealth: Percent and maximum health.

Mobs.json

This is the effect of modifying the creature, and the entry is very simple to say more.

If you have advice, please point out, thank you!