Immersion evolution configuration file description

Variables in the configuration file

 KillnumberlimitCoefficient;

KillnumberattackCoefficient;

KillnumberCoefficient;

Usingumberlimit;

UsingumberCoefficient;

Minednumberlimit;

MineDnumberCoefficient;

Jumpnumberlimit;

JumpnumberCoefficient;

Movenumberlimit;

MovenumberCoefficient;

SWIMNUMBCOEFFICient;

SWIMNUMBLIMIT;

1.1.0 Update ↓↓↓

Climbspeedlimit;

ClimbnumberCoefficient;

Climbnumberlimit;

Ringnumberlimit;

Volumecoeffering;

PitchCoefficient;

Ispercentage;

Absorbnumberlimit;

ABSORBNUMBERCOEFFINT;

1.2.0 Update ↓↓↓

Forgettime;

ForgetCoefficient;

1.3.0 Update ↓↓↓

ISSQRT;

ABSORBSQRTCOEFFICient;

Jumpsqrtcoefficient;

Movesqrtcoefficient;

SWIMSQRTCOEFICient;

MineDSQRTCOEFICient;

Damage calculation formula:

Basic value+KillCount*KillnumberCoeffering*Maxhealth+TooluseCount*UsenumberCoeffering.

Killcount is to kill a certain type of monsters, Maxhealth is the maximum health of the corresponding monster, and KillnumberCoefficient and KillnumBerattackCoeFicient are free configuration.

TOOLUSECOUNT is used for certain types of tools, and the UsenumberCoeffility is freely configured.If KillCount exceeds KillnumberlimitCoefficient*Maxhealth*10, KillCount will always be equal to KillnumberlimitCoefficient*Maxhealth*10.

If ISSQRT is true (default), the formula is

Basic value+killcount^killnumBerattackCoefficient+useCount^UsenumberCoeffility

Digging speed calculation formula

Basic speed*(1+MineDCount*MineDnumberCoefficient).

ISSQRT: Basic Speed*(1+MineDCount^MineDSQRTCOEFICient*MineDNumberCoefficient)

MineDCount is a certain block mining number.

MineDnumberCoeffility is the configuration coefficient.

MineDCount will not exceed MineDCountLimit.

Calculation formula for jump speed

The initial speed of the X, Y, and the Z axis is the basic velocity of each axis*(1+jumpcount*jumpnumberCoefficient).

ISSQRT: The basic speed of each axis*(1+jumpcount^jumpsqrtcoefficient*jumpnumberCoefficient)

Jumpcount is the number of jumps.

JumpnumberCoeffility is the configurable coefficient.

Jumpcount does not exceed JumpCountLimit.

Move speed calculation formula

Basic value+moveCount*MovenumberCoefficient.

ISSQRT: Basic value+MoveCount^MoveSqrtcoefficient*MovenumberCoefficient.

MoveCount is a moving distance, and the unit is centimeter.

MovenumberCoeffering is the configurable coefficient.

Movecount does not exceed MoveCountLimit.

Swimming speed calculation formula

Basic value+moveCount*MovenumberCoefficient.

ISSQRT: Basic value+MoveCount^Swimsqrtcoefficient*MovenumberCoefficient

The SWIMCOUNT unit is centimeter and does not exceed SWIMCOUNTLIMIT.

1.1.0 Update ↓↓↓

Calculation formula for climbing speed

The initial speed of the y -axis is the base speed*(1+ Count*ClimbnumberCoefficient).

Count is a climbing distance, the unit is centimeter, and it will not exceed the climbnumberlimit.

The speed will not exceed Climbspeedlimit.

ClimbnumberCoefficient is the configurable coefficient

ISSQRT is True basic speed*(1+ Count^ClimbnumberCoefficient)

Damage absorption calculation formula percentage method: basic value*

ISSQRT: Basic value* BSQRTCOEFFICient)

Linear way: Basic Value -Count * ABSORBNUMBERCOEFFINT

ISSQRT: Basic Value -Count ^ ABSORBNUMBERCOEFFICient

Count will be damaged for players and will not exceed ABSORBNUMBERLIT

ABSORBNUMBERCOEFFICient is the configurable coefficient

Ispercentage is a percentage method when True, and is a linear way for FALSE

Calculation formula for knocking bell

Volume: Basic Volume+Count * VolumeCoefficient

Tone: Basic Tune+Count * PitchCoefficient

Count is the number of bells, and it will not exceed Ringnumberlimit

ISSQRT is True formula is

Volume: Basic Volume+Count ^ VolumeCoefficient

Tone: Basic Tune+Count *^PitchCoefficient

1.2.0 Update ↓↓↓

Forgotten calculation formula

Whenever a game carrier through FORGETTIME, the proficiency becomes the original ForgetCoeffering

Forgettime defaults to 1728000, that is, the reality does not support each function to set up forgotten time alone. If necessary, you can leave a message

If you are not forgettime, you will not forget

ForgetCoefficient defaults to 0.95, if you want to close the forgetting function, set it to 1