By editing data packets, the new version of EpicFight Battle (EPICFIGHT) MOD adapts to other MOD equipment tutorials, an

The EpicFight MOD of the new version (corresponding to the original version of the original version 1.16 and all the versions of 1.18) needs to add equipment adaptation in the form of a packet.

1. Applicable occasions

The epic battle itself has an adaptive function. If you can recognize the weapons and armor, it will automatically add the exclusive equipment attributes of the epic battle (the weight of the armor and the resistance resistance of the weapon, the armor of weapons, the impact, the upper limit of the attack target, etc.),),Generally speaking, the sword axho hoe can be recognized.However, the cooking shovel in Mrcrayfish's furniture will also be recognized as a sword, but not any items with attack speed can be recognized, which is confusing.

If you fail to recognize or are dissatisfied with the automatic generation attributes, you can modify it by the method mentioned below.

2. Package structure

The entire data packet has three files: Pack.mcmeta files located in the root directory, JSON file named after the/data/module name/weapons directory, and the/data/module name/Armors directory is named.JSON file named by the armor name.

Here is a structural diagram for reference:

3. Pack.mcmeta

This file is used to define the data packet and is located in the root directory of the packet. If the format is wrong, it will cause the packet to be unable to be recognized by the game.

Copy the example of the author GitHub here:

{{

"PACK": {

"Pack_format": 6,

"Description": "A Short Description on your Pack"

}

}

"PACK_FORMAT": The number of rear is filled in the table below.

Version value 1.16.2–1.16.561.17.x71.18.29

"Descripting": The following content is a brief description of the content of the packet, which can be edited by itself.

3. Defense editing

Use the compressed software to open the MOD file, find the configuration file of the original armor, and copy it. Anyway, there are only two parameters.

Here are examples (original iron armor):

{{

"Attributes": {

"Stun_armor": 3.0,

"Weight": 18

}

}

Content of each attribute:

Stun_armor: Halog resistance

weight: weight

3. Weapon editing

Use the compressed software to open the MOD file and find the configuration file of the original weapon.

The following is an example (take the original wooden sword as an example):

{{

"Attributes":

{{

"Common":

{{

"IMPACT": 0.5,

"Max_strikes": 1

}

}, "HIT_PARTICLE": "Blunt",

"Hit_sound": "Entity.hit.blunt",

"Type": "Sword"

}

It can be seen that the particle effects and strike sound can be customized, but generally do not need to deliberately modify the two lines of "hit_particle" and "hit_sound" can be deleted.

After "ATTRIBUTES", the brackets are all the specific parameters of the weapon, but it can be seen that there is now "COMMON" in this bracket, and another large bracket is followed.For example, guns), and sword weapons only have conventional mode, that is, "Common".

ARMOR_NEGATION: armor -piercing ability (percentage)

impact: impact force (the basic impact is 0.5, the impact force to fill in here is 0.5 is the impact data seen in the game)

max_Strikes: The upper limit of the attack target (the number of basic targets is 1, the data filled here plus 1 is the in -game data)

damage_bonus: damage bonus

speed_bonus: speed bonus

You need to pay attention to it, that is, do not forget to use comma (,) to separate different attributes. For example, when adding 10%armor -piercing ability to the wooden sword above, the format should be:

{{

"IMPACT": 0.5,

"Max_strikes": 1,

"Armor_negation": 10

}

It can be seen that "max_Strikes": Add a comma after 1, if it is not added, it will cause the file format error to be recognized.

The content of "Type" determines the type of weapon.

The following is a list of all weapon types:

Configuration file writing weapon type weapon types Mode 1 Mode 2 Fist Boxing Double Common Sword No Sword Single/Double Holding COMmon No Axe Ax Mold without Pickaxe Pick Common without SHOVELNo Crossbow Crossbolly Hand Common No Fist Boxing Double Common without Trident Tridential Common without Spear Speed/Hander One-Handtwo-Handlongsword Two-Handliechtenauergreats Word Sword ER dagger one -handed/double hold of CommonTACHI Tao Katana No Katana Katana Both Hands Common No Shield Shield Double Holdings*Common No

4. Some small supplements about weapon types

1. Set the item to a certain weapon type that can only obtain the attack action of this type of weapon. The shield's gear and the dizards are the ability of the shield and trident. It cannot be obtained by modifying the configuration file.

2. Although the shield is counted as a double -holding weapon in the author's classification, it should actually belong to an independent type. The characteristics of the shields include: 2.1. Equipped with the single/two -handed double mode weapon when equipped with the deputy hand (currently only long guns are long gun) Switch to one -handed mode.

2.2. When the deputy and the main hand are one -handed or fist weapons, right -click will prefer to use the deputy effect (the ordinary shield is a block) instead of the block of the main weapon

2.2.1 In other words, if a shield -effective item is not adapted, then it is equipped with a deputy, and it will also use weapons to block.

2.2.2 If the right -click effect of a certain item is not a shield defense, but it is defined as a shield, it can also be used normally. For example, if the chain hammer of the twilight forest is defined as a shieldEssence

2.3. Shield attacks use boxing action when attacking, and the damage and attack speed can take effect (but the original shield does not have these two attributes, so it is karate damage).

2.4. When the master is a two -handed weapon, the shield (and other unsatisfactory double -holding weapons) will be hidden and cannot play any role.

3. The trident has no combat skills but the attack movement is a one -handed action of the gun (regardless of whether the deputy is or not).

4. There are no tools except an ax, nor the crossbow.

5. Boxing weapons attacks when attacking

5.1 If the auxiliary is equipped with unsatisfactory items, shields, or other boxing weapons, its attack power will be calculated (the main deputy attack power is calculated independently).

5.2 Boxing weapons do not have a simple "one -handed" action.

6. The crossbow combat is also used in fisting.

7. Black crossbow is generally automatically identified, but the automatic bow that does not have impact force attributes, while this MOD has the attribute to the original bow.

8. The "Liechtenauer" mode of the long sword in the above table refers to the mode after the effectiveness of the combat skills. The attributes of the long sword in this MOD will not switch mode changes, but it can actually be customized.

9. When double -holding weapons (including boxing), the speed will only be affected by the main weapon, but the attack power is calculated independently.

10. The giant sword and fist cannot attack during horse riding, including the melee of the Bow Crossbow Shield (the remote attack is not affected), and other weapons can attack.

11. In this MOD, no weapons except the double -holding weapon cannot be equipped with the deputy.

12. Other MOD weapons characteristics will take effect and some will be invalid, and you need to test it yourself.