Settings about Star Power [AS] Stram Sorcery Minecraft Game

This tutorial from MC Encyclopedia (mcmod.cn) has not been allowed to reprint without permission.

This tutorial is only suitable for versions after 1.10.1.

Star ability is a new ability that players stand on the resonance altar and constellation resonance in the activation state.After the player has successfully obtained the star ability, you can open the Star Mang Book and click the "Star Ability" tag. At this time, you will see the circular tree -shaped drawing below:

There are three skill points on the picture. The skill points with constellation patterns are called root skills. There are two skill points after the root skills point. Small ones provide weaker skill attributes, and the large circle of circle provides strong skill attributes.

The color of the skill point represents different states. Yellow represents activation, reddish represents options, and light blue represents lock.

The upper limit of the star capacity is increased from level 9 to 30 (1.16 is 40), and the initial level is 0, and a skill point is obtained.At this time, you can activate the skills by clicking the skill points on the connection, and you can get another skill point every one level.After 1.16 removed, it became a gemstone slot. The middle skill point is called "strange point". Its special thing is that after activating this, in addition to getting three skill points in addition, you can also choose other constellations additional to the other constellations.Star ability.

The obtaining method of star ability level depends on different constellations:

Constellation method Non -attack damage physical armor seats are harmed, swimming and flight, but do not include riding, rowing, transient, and riding a mining car.Place the block of the birth seat to unbutton the seat to destroy the block

If the player accidentally chose the wrong constellation, you can re -select the constellation with more stars or radiation stars.But pay attention:

More than the star capability level is low (level 0-10), it will reset your star level and experience to 0, and then remove all the skill points that have been activated before.

The radiation star is suitable for high -star capacity level (level 11-40).All skill points and skill points will be returned for re -selection.

When players choose the skill point, sometimes it is inevitable to choose the wrong skill point.At this time, you can use a closed seal to block those skills that do not like.If your item bar has a closed seal, then they will appear in the grid in the upper left corner when you open the interface in the interface in the diagram.Then, double -click to cancel the shield.Do not return the skill points.

Supplement: In the middle of the strange point, you can choose another four root skills after selection, and the upgrade method of the root cause is valid.Using this technique can be quickly risen to level 30 to wash.

The inherent skills around them are unlocked by five constellations observed by the Panwangtai. I personally think that only the greedy wolf seat is useful.

The three triangles surrounded by epiphany skills, the first lighting skills must be unlocked to unlock the triangle.Each root skill can only unlock the corresponding skill, such as: the corresponding way of unlocking the defense of the armor seat, and the way of the deficiency of the virtual royal seat.When using the odd point to light more than two root skills at the same time, lit a corresponding epiphany after lighting up the other corresponding epiphany skills on the unlocking skill tree, which can directly consume a skill to light up without the need for skill trees to have unlocked skills that have been unlocked.Contact (connected), and will light up the three skills around the triangle together, and the three skills that are lit are not consumed.Note that when unlocking the first epiphany skill, the three skills around the triangle need to consume the skill points.Tips: With multiple enlightenment skills to enjoy higher experience, you can quickly upgrade.

According to the experience of the Xuyu seat, every time Playrtick, added is 0 to make judgments:

If you go, the distance to the added increase and the smaller value in 500;

If you run away, add the distance and the smaller value in 500, and on the basis of added*1.2;

If you fly, the distance to the added increases and the smaller value in 500, and on the basis of added*0.4;

If you use the spleen to fly, add the distance of the pattin flight and the smaller value in 500, and on the basis of added*0.8, and the maximum added is 500. If the added is greater than 0, the added*0.025, and then the AdDed*EXPMultiplier (Configure the exp_multiplier in the file).

The code is as follows:

 Public Void OnPlayrtick (EntityPlayer Player, SIDE SIDE) {

If (size == SIDE.Server && Player InstanceOf Entityplayermp) {uuid uuid = player.getuniqueid ();

StatisticSManager Manager = (Entityplayermp) Player) .GetStatfile ();

Int Walked = Manager.readstat (Statlist.Walk_one_CM);

Int Sprint = Manager.readstat (Statlist.sprint_one_cm);

Int Flown = Manager.readstat (Statlist.fly_one_CM);

Int ELYTRA = Manager.readstat (StatList.aviaviate_one_cm);

Int LastWalked = this.movetrackMap.ComputeiFabSEnt (Statlist.Walk_one_CM, S-> New HashMap <> ()). ComputeifabSt (UUID, U-> Walked)

Int LastSprint = this.movetrackMap.comPuteifabSEnt (statList.sprint_one_cm, s-> new hashmap <> ()). Computeifabsent (UUID, U-> SPRINT)

int lastfly = this.movetrackMap.comPuteifabSEnt (statlist.fly_one_cm, s-> new hashmap <> ()). Int Lastelytra = this.movetrackMap.comPuteifabSEnt (Statlist.aviaviate_one_CM, S->new hashmap <> ()). ComputeifabSEnt (uuid, u-> elytra);

Float added = 0;

If (WALKED> Lastwalked) {

Added+= math.min (Walked-LastWalked, 500F);

If (added> = 500F) {

Added = 500F;

}

This.movetrackMap.get (statlist.Walk_one_cm) .put (uuid, Walked);

}

If (Sprint> LastSprint) {

Added+= math.min (sprint-LastSprint, 500F); if (add> = 500F) {

Added = 500F;

}

Added*= 1.2F;

This.movetrackMap.get (statList.sprint_one_cm) .put (uuid, sprint);

}

If (Flown> Lastfly) {

Added+= math.min (Flown-Lastfly, 500F);

Added*= 0.4F;

This.movetrackMap.get (statlist.fly_one_cm) .put (uuid, flown);

}

Iftra> Lastelytra) {

Added+= math.min (Elytra-Lastelytra, 500F); added*= 0.8F;

This.movetrackMap.get (statList.aviaviate_one_cm) .put (uuid, flown);

}

If (! PlayractivityManager.instance.isplayractiveServer (player)) {

Return;

}

If (added> 0) {

Playerprogress prog = ResearchManager.Getprogress (Player, SIDE);

Added*= 0.025F;

Added*= Expmultiplier;

Added = Perkattributehelper.getorCreateMap (Player, SIDE) .modifyValue (Player, Prog, AttributeTypeRegistry.attr_INC_PERK_EFFECT, ADDED);

Added = Perkattributehelper.getorCreateMap (Player, SIDE) .modifyValue (Player, Prog, AttributeTypery.attr_INC_PERK_EXP, Added); Added = Attributeevent.postProcessModed (Player, AttributetypeRegistry.attr_INC_PERK_EXP, Added);

Float xpgain = added;

Logcategory.perks.info (()-> "Grant"+XPGAIN+"Exp to"+Player.getName ()+"(vicio)");

ResearchManager.modifyExp (player, xpgain);

}

}

}

然后这行 added = PerkAttributeHelper.getOrCreateMap(player, side).modifyValue(player, prog, AttributeTypeRegistry.ATTR_TYPE_INC_PERK_EFFECT, added);

It is the sum of AdDed's enhancement.

This line added = Perkattributehelper.getorCreateMap (Player, SIDE) .modifyValue (Player, Prog, AttributeTeeegistry.attr_inc_perk_exp, Added);

It is the calculation of experience to obtain experience. First of all

Then perform the calculation of increased experience, which is the first calculation of each increase.* (Increase the value of the stack of star capacity* Perkeffectmodifier+1).

Finally, this line added = Attributeevent.postProcessModed (Player, AttributetypeRegistry.attr_inc_int_exp, Added);Attach the code of MODIFYVALUE

 Public Float ModifyValue (EntityPlayer Player, PlayerProgress Progress, String Type, Float Value) {

Perkattributetype Attributetype = AttributetypeRegistry.gettype (Type);

If (attributetype == null) Return value;

Float Perkeffectmodifier = 1F;

If (! Type.equals

PERKEFFECTMODIFIER = MODIFYVALUE (Player, Progress, AttributetypeRegistry.attr_INC_PERK_EFFECT, 1F);

}

For (Perkattributemodifier Mod: Getmodifiersbype (ATTRIBUTETETYPE, Perkattributeifier.mode.adDDITION) {) {) {) {) {) {) {) {) {) {

Value+= (mod.getvalue (player, progress)*perkeffectmodifier);

Float test = value;

}

Float Multiply = Value;

For (Perkattributemodifier Mod: Getmodifiersbype (ATTRIBUTETETYPE, Perkattributemodifier.Mode.added_multiply)) {Value+= = = multiply*(Mod.getValue (Player, Progress)*Perkeffectmodifier);

Float test = value;

}

For (Perkattributemodifier Mod: GetModifiersbype (AttributeType, Perkattributeifier.mode.stacking_multiply)) {) {) {) {) {) {

Value*= ((Mod.getValue (Player, Progress)-1F)*Perkeffectmodifier)+1F;

Float test = value;

}

Return value;

}

Therefore, if the ability to go online is high enough, the experience bonus can be stacked very high (DJ2 test).