Level HP configuration and mechanism description Level HP Minecraft Game

Foreword

The content in this article is based on a module file with a Level HP MOD version of 4.0.0 (Config update).

The configuration before 4.0.0 must be performed by the/Gamerule after the archive. If you want to make the new file inherit the original configuration, you can use the Global Gamereles mix for modification.If you do not use this module, use the/Gamerule command to debug the parameters the same.

But Global Gamerules does not support the negative number of percentage mode

Configuration content and instructions

1. Basic settings

#

maxhplevel = 15.0

#The initial life of the player's beginning

#10, that is, 10 points ( svg class = "Common-Mcicon" Aria-Hidden = "True"> )

Starthp = 10.0

#

#2, that is, 2 points (

hpperlevel = 2.0

#Whether to display the experience of this module GUI

showhpexpgui = true

#(Does not include this level)

#When this value is equal to -1, it will be set to the maximum HP level. When equal to -2, it will be set to permanently display.

maxshowhplevelupPromaomaomaomaoma = -2.0

#(Does not include this level)

#When this value is equal to -1, it will be set to the maximum HP level. When equal to -2, it will be set to permanently display.

maxshowhpexpgetprompty = -2.0

2. Upgrade related

#Treatment of the player's basic health during upgrade *1

#When this value is less than 0, it will be converted to percentage mode.Therefore, when the parameter value is -100, the percentage effect is 100%.

basehealonLevelup = -100.0

#等 to the next level of basic HP experience demand

basehplevelUpexp = 100.0

#At the time of upgrading, the player's blood volume *1

#When this value is less than 0, it will be converted to percentage mode.

scalingheadlevelup = 0.0

#To the additional HP experience demand for the next level

scalinghplevelUpexp = 50.0

#Ar whether to treat players during the level *no longer use this *but is just separated

#CF Original: HealonLevelup (True)*No Longer Use*

healonLevelup = false

3. Death -related

Experience and level are different, don't change the wrong wrong

#Basic HP level reduced during death *1

#When this value is less than 0, it will be converted to percentage mode.

Basediehplevellost = 0.0

#The additional HP experience dropped at the time of death *1

#When this value is less than 0, it will be converted to percentage mode.

scalingdiehpexplost = 10.0

#Whether to reset the player all HP experience and HP level at the time of death

hpleveldiereset = false

#The basic HP experience at the time of death *1#When this value is less than 0, it will be converted to percentage mode.

Basediehpexplost = 20.0

#The additional HP level dropped when they die *1

#When this value is less than 0, it will be converted to percentage mode.

scalingdiehplevellost = 0.0

4. HP experience acquisition related

The most complicated part

#After killing a creature, calculate the biological blood volume unit when calculating the HP experience *2

#HP-EXP experience is calculated based on the benchmark of the life value of the killing creature. The detailed calculation process will be mentioned below.

UnitenemyhpcalCulatingExpbenchmark = 1.0

#

#This item will be implemented after all calculations are completed, but it is executed when the random increase or decrease is not processed.

#When this value is less than 0, it will be converted to percentage mode.

Morehpexpperlevel = 0.0

#After killing a creature, calculate the standard of biological blood volume when calculating the HP experience *2

#HP-EXP experience is calculated based on the benchmark of the life value of the killing creature.

BasenemyhpculationExpbenchmark = 20.0

#

givehpexpnormal = 2.0

#

#In other words, killing hostile creatures will gain an HP experience that adds non -hostile and the number of hostors

givehpexpmonster = 3.0

#After killing a creature, the number of multiplied multiplications when calculating the HP experience obtained *2

#When this value is less than 0, it will be converted to percentage mode.

scalingnemyhpcalculationExpbenchmark = 0.0

5. Random correlation

#After all the calculations are completed, the additional HP experience volume that can increase or decrease extra or decrease each level *1

#When this value is less than 0, it will be converted to percentage mode.

scalingramdomincreaseRDECREASEEXP = 0.0

#After all the calculations are completed, the basic HP experience volume of additional or decreased or decrease *1

#When this value is less than 0, it will be converted to percentage mode.

BaseramDoRamINCREASEORDECREASEEXP = 0.0

Detailed computing mechanism description

It may be a bit complicated here, so use the color to distinguish the variables of different attributes (please forgive me)

If you have a better way of expressing, or if you want to add a few examples, please assist in modifying!

Except for the part of the experience value obtained by calculating the experience value of the enemy's blood volume (the above bid for*1), the rest of the mechanism is

[ALL*(B+S*LV)]+[B+S*LV]

Variable introduction:

(Plumbers: numerical mode)

(Capital: percentage mode)

(B/B: Basic Value) (S/S: Each level of HP levels per level)

(ALL: Biological type experience value)

(The items related to the mode will automatically hide it when the non -belonging mode is not the mode)

If you turn it into Chinese:

Basic value+additional value per level of HP level*HP level (if it is a percentage mode, first multiply with the experience value of biological types)

Some mechanisms obtained through the experience value of the enemy's blood volume calculation are below (the above bid is*2):

{All*[(eh-b)/u+eh/b]*[s+s]}+{all*mu}

Variable introduction:

(Plumbers: numerical mode)

(Capital: percentage mode)

(B/B: Blood volume standard) (S/s: multiplication) (U: blood volume unit)

(ALL: Biological type experience value) (EH: biological blood volume)

(The items related to the mode will automatically hide it when the non -belonging mode is not the mode)

(MU: When the blood volume standard is a numerical mode, it is 1, and the percentage mode is 0)

Turn into Chinese:

When the blood volume standard is numerical mode

Biological type experience value*[(biological blood volume-blood volume standard)/blood volume unit]*multiplication+biological type experience value

When the blood volume standard is percentage mode

Biological type experience value*[Bioscular blood volume/blood volume standard]*multiplication

If you get up:

Biological type experience value*[(biological blood volume-blood volume standard)/blood volume unit+biological blood volume/blood volume standard]*[multiplication+multiplication]}+{biological type experience value*mode coefficient}