This tutorial is set by the author's setting without permission.
When doing a integrated package, change the configuration of horror creatures, and find that the configuration of horror creatures is really strong, so write a tutorial here to teach you how to set a creature to be tamed or change to BOSS -level creatures.(The cover is the shield fighting fish modified in the integration package.)
Basic configuration:
Name: physical name
CreatureType: physical types (will affect soul stone and biological illustrations);
Groups: physical hatred group
Loaddefault: true (loading the default configuration, the configuration must be turned off this option);
Enabled: true (whether this entity is enabled);
Spawning: {
Enabled: true (whether it is naturally generated);
Spawners (generating conditions);
Disablesubspecies: false (whether variants are disabled);
Dimensionids (dimension ID);
DimensionListtype: BlackList
IGNOREBIOME: FALSE (generating a groupless group, it feels that it does not take effect during testing, but there is no need to change to true, you can directly fill in ALL under biometag);
Biometgs (the corresponding label of the group system, not fill in ID);
Spawnweight: generate weight
Dungeonweight: The weight
Spawnarealimit: 10 (generating area restrictions? It is not determined);
Spawngroupmin: 3 (the minimum number generated in a single generation);
Spawngroupmax: 6 (the maximum number of generated generation);
Spawnsinlight: false (generated under light);
Spawnsindark: true (generated under darkness);
WorldDaymin: -1 (when the number of days when the game is over, it starts to generate);
Despawnnatural: true (naturally generated);
Despawnforced: false (forced generation);
Experience: 5 (the number of experience after killing);
Health: 5 (minimum health, actually changes with the mechanism of level or variant);
Defense: 0 (tough);
ARMOR: 0 (armor);
Speed: 32 (Movement speed);
Damage: 1 (attack damage);
Attackspeed: 2 (attack speed);
Rangedspeed: 1 (not determined);
Effectduration: 5 (negative effect duration);
Effectamplifier: 0 (negative effect superposition);
Pierce: 1 (armor penetration);
Sight: 24 (hatred distance);
KnockbackResistance: 0 (resistance);
Bagsize: 5 (the size of the backpack, the number of grids of the box after tame);
TamingRepputation Tame the need to be tamed with it (a snack is generally more than 100 types of standby)
Eggbackcolor: #112200 (biological egg texture color);
Eggforecolor: #998800 (Layer texture color);
Subspecies: (biological variety);
Index: 1 name: Scarlet (variable name, you can draw a new variant by drawing the post);
Type: Uncommon (Rare degree, divided into four levels, see the detailed explanation below);
Elements (attribute, a entity can have multiple attributes);
Diets (diet);
Peaceful: False (can it be generated in peace mode);
Summonable: false (can it be summoned);
Tameable: False (whether it can be tamed, you need to use TamingReputation Cord, BOSS -level creatures cannot be tamed);
Mountable: False (whether you can ride, the creatures that cannot be ride can not ride even if you change it to True);
Summoncost: 2 (Summoning the soul power, pets and summoning staff to share the entry);
Dungeonlevel: 2 (default level when generated in the dungeon);
Drops (drop);
Item: drop item (MOD registration name+item registration name);
Minamount: 1 (minimum quantity);
Maxamount: 16 (maximum quantity);
CHANCE: 1 (probability of being dropped);
Sizescale: 1 (physical size, if the size of the variant is set separately, the size of the variant will be superimposed on the basis of this entry);
HitboxScale: 1 (the size of the collision box, the collision box itself will change with the value of Sizescale).
Can add entry:
"TamingRepputation" entries can be added under Bagsize, and Tameable: True can make the corresponding creatures that can become players (BOSS -level creatures cannot be tamed by snacks, and can only be obtained through soul stone).
You can add "boss": true, "dungeonLevel": 1, "BossnearbyRane": 60 below, "DungeonLevel": 1, plus the RLTWEAKER module can make an entity a BOSS, and display BOSS blood bars (BOSS -level biomedic biology.It will display boss blood bars).
variant:
The configuration of variants is very easy, and players can also add variants through their preferences.
For example, I want to add a variant to the wind raptors: 缈
Then I want
"Index": 3,
"Name": "xiaowu", (don't ask why name is xiaowu, I just hit it when I tested it)
"Type": "Common" (Common here is convenient to test)
Then draw a sticker with a material bag, the texture is a PNG suffix, and the name must be: the physical registration name
Then open the lang file and add a line
The English after subspecies.name.name = The name you want.
For example: subspecies.xiaowu.name = 缈.
The preparation is completed, the game is opened, the resource package is loaded, and several wind raptors are summoned.
Alas!Success (Actually, there was a grief in the middle. The texture was all pink, and the sickle was changed, but I forgot to save it, only this semi -finished product) based on Lycanites Redux material.The curved model is much higher.Scarce
Rare degree is divided into four levels, namely:
Uncommon - Not common (this is the default)
common -common
SKINS -Skin (Nothing looks, VOID class belongs to it, but there is no organism configuration with Skin)
Rare - Rare (corresponding to the altar BOSS level -such as Moonlight Demon)
normal-basic (corresponding to the biological texture, it cannot be filled in the configuration)
Different scarcity will bring different values of attribute bonuses. Rare has the most bonuses, and Common has no bonus).
How to make a certain entity generated by a specific dimension into a specific variant
We use snake dragons as an example. I want snake dragon to become another variant when the last ground is generated.
"Subspecies": [[
{{
"Index": 0,
"Variants": [[
{{
"Index": 1,
"COLOR": "Golden",
"Type": "Uncommon"
},
{{
"Index": 2,
"Color": "Verdant",
"Type": "Common"
}
]
},
{{
"Index": 1,
"Priority": 1,
"Name": "void",
"Modelclass": "Com.lycanitesmobs.client.model.Creature.modelremobra",
"Elements": [[
"Void"
],,,
"Conditions": [[
{{
"Type": "World",
"Dimensionids": [[
1
], "DimensionListType": "Whitelist"
}
],,,
"Variants": [[
{{
"Index": 1,
"Color": "xiaowu",
"Type": "Uncommon"
},
{{
"Index": 2,
"COLOR": "Keppel",
"Type": "Common"
}
]
}
],,,
Observe the text above, we can see "Index": 1,
"Priority": 1,
"Name": "void",
"Modelclass": "Com.lycanitesmobs.client.model.Creature.modelremobra",
"Elements": [[
"Void"
],,,
"Conditions": [[
{{
"Type": "World",
"Dimensionids": [[
1
],,,
"DimensionListType": "Whitelist"
It means that name: void (Void species, with three SKIN partitions inside the MOD, you can also add text in the lang file)
Modelclass is a model, you can also call other models.
The following is a fixed format. Except for Dimensionlds, this is the dimension ID, because I want to make the snake dragon become a special variant when it is generated at the end, so fill in 1.As for the under Variams, there are variants. This is the new type and Kubo species I added here (we filled in two variants here. In fact, there are three types of generation. VOID is also a variant.For normal)
The name of the texture is not the same as the original name. The original texture is remabra.png. The variant of our name is remabra_void.png.
How to add a boss
First install the RLTWEAKER2 module, and then find the JSON file of the creature you want to change. Add "boss": true under BAGSIZE or Packsize.Add this line under Bagsize) and then add a line of "bossnearbyrange": 60, "groups": add a line of "boss" below, you can set this is a boss -level creature.
Hate group:
This column is very simple, taking monsters as an example:
"Name": "Monster", (name name of the hatred group)
"Loaddefault": false, (this must be banned)
"Hunt": (what will be hostile to what hatred group)
"Wry": (what hate group is neutral)
"Flee": (Fear what hate group creatures)
"IGNORE": (The hate group is passive, the default is generally boss)
"DEFAULT" (The creature of the hatred group treats the player, here is convenient to understand that, in fact, it is passive, neutral, hostile.When you see you, you will still get you a meal))
Biological group
The biological group is CreatureType. Each biological group will have corresponding snacks, saddle and soul stones. New biological groups will also automatically create three corresponding items. The biological grouping affects the sloppy food used in the biological group.Types of soul stone, biological egg style, and illustration classification.
How to add biological groups
Create a new JSON file under the CreatureTypes folder in the configuration file. For example, I want to create a group called Greatbeast.
{{
"Name": "Greatbeast",
"Loaddefault": false, False,
"Spawneggname": "GreatbeastSpawn"
}
Then we prepare the model files and stickers of the items, like this (don't ask me why the giant beasts are waiting for painting, lazy):
Then name the saddle and hospitality of the group name. This is Greatbeast, put it in the material package, the saddle is put on the Item/Saddles folder, the Treats folder is available, the soul stone is named SoulstoneEgg naming group name, layer's sticker named group name_Overlay, biological eggs put SAPWNS folder
Then add the corresponding text to the language file, and then change the value of the CreatureType you want to add a group of creatures to your biological group, finish!
How to modify the biological model
If I want to change the Malga Lich model to other creatures, I will do so in amalgalich.json.
"Modelclass": "Com.lycanitesmobs.client.model.Creature.modelamalgalich",
These two lines are the model of creatures. If I want to change the model of the Almarga to the aids, then I want to change the Modelamalgalich to Modelshade.Then draw a sticker, named amalgalich.png and amalgalich.eyes (creatures with layer texture must add the corresponding layer texture, such as shade_eyes texture of the yin snake.Add the corresponding Layer texture of the creature) After changing the size of the Sizescale model and the size of the HitboxScale collision box, enter the game.
The effect is super good!(If you want to use other MOD models to be paired with Chuangya MOD, or loaded the corresponding MOD)
Some precautions:
If there is a problem with the configuration file of the creature, this creature will be removed directly, yes, it is removed.
If a creature is disabled, the soul stone will still have the probability to obtain this creature, and there is no corresponding entity, which is equivalent to waste a soul stone.
Before modifying, you must talk about loaddefault to FALSE, otherwise it will be covered by default configuration.
Random modification may reduce the gaming experience. Here is a sentence written in the tutorial of horror biological configuration: To hold a good device, it will be important ...