热度:2769语言:中文大小:1MB
版本:1.7.10上传者:网友上传原创者:FatherToast
更新:2015-06-29英文名字:Special AI原址:http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mob
介绍
增加怪物的AI 可在配置文件设置
# Configuration file
##########################################################################################################
# _general
#--------------------------------------------------------------------------------------------------------#
# General and miscellaneous options.
##########################################################################################################
_general {
# (True/false) If true, all mobs will try to avoid TNT and creepers about to explode. Default is true.
B:avoid_explosions=true
是否所有怪物都会回避爆炸物(tnt和苦力怕)
# (0.0-INFINITY) The block breaking speed multiplier for mobs, relative to the player's block breaking speed. Default is 50% speed.
D:break_speed=0
攻击性怪物的破墙速度
# (True/false) If true, all mobs will call for help from nearby mobs of the same type when struck. Default is true.
B:call_for_help=true
怪物死亡时是否会向周围的怪物发出号令(我去,打个没完了)
# (0.0-1.0) Chance for mobs to call for help from a killing blow. Default is 20% chance.
D:call_for_help_on_death=0.1
发出号令的几率
# (0.0-1.0) Chance for a depacify list to be aggressive, instead of just neutral. Default is 0.5% chance.
D:depacify_aggressive_chance=0
友善生物变得具有攻击性的几率
# (Entity list) Comma-separated list of passive mobs (by entity id) that are made "neutral". You may put a tilde (~) in front of any entity id to make it specific. Specific entity ids will not count any entities extending (i.e., based on) the specified entity.
# May or may not work on mod mobs. Defaults to any kind of chicken, cow, pig, and sheep.
S:depacify_list=
友善生物列表……一般是猪牛羊之类的东西
# (True/false) If true, passive mobs will seek out and eat the items used to breed them laying on the floor. Default is true.
B:eat_breeding_items=true
友善生物是否会自己寻找地上的物品吃……
# (True/false) If true, when mobs eat breeding items off the floor, they will regain health like wolves. Default is true.
B:eating_heals=true
} 怪物是否会吃拿在手上的东西
##########################################################################################################
# jockeys 骑乘篇
#--------------------------------------------------------------------------------------------------------#
# Options relating to which mobs should act as riders or mounts.
##########################################################################################################
jockeys {
# (0.0-1.0) Chance for a valid rider mob to actually get the rider AI. Default is 10% chance.
D:_rider_chance=0.1
骑乘者(像原版的骷髅骑士之类的东西)出现的几率
# (Entity list) List of mobs that can be ridden on by normal-sized riders (normally non-aggressive mobs must have pathfinding AI enabled). Defaults to any kind of spider, pig, sheep, or cow.
S:mount_list=Spider,Pig,Sheep,Cow
可被骑乘生物列表
# (Entity list) List of mobs that can be ridden on by small riders or normal-sized riders that are babies (normally non-aggressive mobs must have pathfinding AI enabled). Defaults to any kind of chicken.
S:mount_list_small=Chicken
可被骑乘小生物列表
# (Entity list) List of mobs that can ride normal-sized mounts (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie, skeleton, or creeper.
S:rider_list=Zombie,Skeleton,
可骑乘生物列表
# (Entity list) List of mobs that can only ride small mounts (note that the entity must have pathfinding AI enabled). Defaults to none.
S:rider_list_small=
} 可骑乘小生物列表
##########################################################################################################
# passive_griefin
#--------------------------------------------------------------------------------------------------------#
# Options to customize monsters' passive block griefing.
##########################################################################################################
passive_griefing {
# (True/false) If true, mobs will passively grief you while not doing anything else. Default is true.
B:_enabled=true
怪物无聊时是否会寻找东西破坏
# (True/false) If true, block breaking AI will automatically target all light sources. Default is true.
B:break_lights=true
怪物是否会破坏光源
# (True/false) If false, the lound snapping sound will not be played when greifing. Default is true.
B:break_sound=true
破坏物品时是否有声音
# (Integer > 0) The lower this number is, the more frequently mobs will search for things to grief. Default is 1/20 chance per tick.
I:grief_delay=40
大概是怪物搜索东西破坏的频率
# (0.0-INFINITY) Mobs' reach (from eye height) when griefing blocks. Player reach is about 4.5. Default is 3.5.
D:grief_range=3.5
不知道是神马……
# (Integer > 0) The global maximum number of solid blocks to scan per tick when mobs search for a block to grief. Default is 256 blocks per tick.
I:grief_scan_cap=256
大概是怪物搜索东西破坏的范围
# (True/false) If true, the mod will print a message to your console when more than "grief_scan_max" entities are searching for blocks to grief. Default is false.
B:grief_scan_cap_info=false
调试用
# (Integer > 0) The global maximum number of entities allowed in the queue to scan. Default is 256 entities.
I:grief_scan_max=256
怪物搜索物品的最大范围……
# (Integer >= 0) The range at which mobs will search for blocks to grief. Default is 16 blocks.
I:grief_scan_range=16
怪物搜索方块破坏的最大范围
# (True/false) If true, griefed blocks will leave item drops. Default is true.
B:leave_drops=true
破坏的方块是否作为物品留下
# (True/false) If true, creepers will be very mad about not having arms to break things with, and resort to what they know best... Default is true.
B:mad_creepers=false
苦力怕是否会挑选最有价值的东西破坏
# (Entity list) List of mobs that gain passive griefing AI (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie or creeper.
S:mob_list=Zombie,Creeper
会搜寻和破坏方块的怪物列表
# (True/false) If true, mobs will only target blocks they have the tools to harvest. Default is false.
B:requires_tools=false
破坏方块是否需要怪物手中有对应的工具
# (Block list) Specific blocks that will NOT be targeted by mobs, only really useful if "break_lights" is enabled to create safe light sources or prevent mobs from breaking normal world gen that produces light. Defaults to none.
S:target_blacklist=
禁止被标记为可破坏的方块列表
# (Block list) Specific blocks that will be targeted by mobs. Defaults to farmland, beds, crafting tables, wooden doors, wooden trapdoors, fence gates, ladders, and cakes.
# This is a comma-separated list. You may specify metadata (0-15) with a space after the id, followed by the metadata. For example, "cake" will cause mobs to target all cakes, while "cake 0" will cause mobs to only target cakes that have not been partially eaten.
S:target_blocks=farmland,bed,crafting_table,wooden_door,trapdoor,fence_gate,ladder,cake
标记为可破坏方块的列表(默认:土壤、床、工作台、木门、活板门、铁门、蛋糕)
}
##########################################################################################################
# special_ai
这个设定很奇葩……具有这个AI的怪物一般头上都带有一些奇怪的方块(发射器、南瓜之类的……反正看着就不一般就对了)
#--------------------------------------------------------------------------------------------------------#
# Options to control the types of special AI and their weighted chances of occurring.
##########################################################################################################
special_ai {
# (0.0-1.0) Chance for a valid mob in mob_list_1 to get a special AI pattern. Default is 5% chance.
D:_chance_1=0
第一种类怪物获得AI的几率
# (0.0-1.0) Same as _chance_1, but for for mob_list_2. Multiple AIs can be stacked. Default is 5% chance.
D:_chance_2=0
第二种类怪物获得AI的几率
# (0.0-1.0) Same as _chance_1, but for for mob_list_3. Multiple AIs can be stacked. Default is 20% chance.
D:_chance_3=0
第三种类怪物获得AI的几率
# (Entity list) List of mobs that can gain special AI patterns (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie or skeleton.
S:_mob_list_1=Zombie,Skeleton
第一种类怪物列表
# (Entity list) Same as mob_list_1, but uses _chance_2. Defaults to any kind of zombie.
S:_mob_list_2=Zombie
第二种类怪物列表
# (Entity list) Same as mob_list_1, but uses _chance_3. Defaults to any kind of skeleton.
S:_mob_list_3=Skeleton
第三种类怪物列表
以下的就是特殊AI的名称……但有些我真不知是什么用途
I:ai_barrage=1
I:ai_charge=1
I:ai_jump=1
I:ai_leap=1
I:ai_shaman=1
I:ai_spawner=1
I:ai_sprint=1
I:ai_thief=1
I:ai_throw=1
I:ai_throw_player=1
}
也许可以与这个旧列表对应
突进:具有这种AI的怪物会在足够靠近玩家时扑杀过来,行为类似原版的狼和蜘蛛。
跳跃:具有这种AI的怪物会在距离合适时向玩家跳过来,怪物不会因为这种跳跃受到掉落伤害,但是会承受其他掉落伤害。这类怪物通常装备着高级羽落附魔的鞋子。
疾跑:具有这种AI的怪物会在跟不上玩家脚步时会进行加速,直到它追上玩家加速效果才会消失。
狂暴:具有这种AI的怪物会让你吃头槌,距离目标一定距离时它就会发动能力,直奔目标而去。如果撞到生物,就会击退并伤害这生物;如果撞到方块,它自己就会受到伤害,并且会甩动双臂对周围生物造成伤害。它们一般装备着黄色安全帽,如果失去安全帽,撞到方块时就会受到更多伤害。(好萌……)
投掷:具有这种AI的怪物可以把其他怪物丢出去:当距离目标较远且有其他怪物在旁边时,它就会举起同伴向玩家投掷过来。(略萌)
忍者:具有这种AI的怪物,在距离目标较远或者没有目标时候,会和周围环境融为一体以伪装自己。这类怪物生成时绝对不会穿戴有防具,但是可能携带武器。
萨满:这种怪物头戴南瓜,手擒骨棒,非常显眼。它可以随机治疗周围某个怪物(一次2颗心),移除其燃烧状态或者给它挂上力量II,防护和迅捷等buff。萨满没有目标的时候,即使是被阳光点燃的怪物它也会治疗。
##########################################################################################################
# villages村民相关
#--------------------------------------------------------------------------------------------------------#
# Options to control village aggression and reputation.
##########################################################################################################
villages {
# (0.0-1.0) Chance for you to be marked as an aggressor (to be attacked) when you break a block in a village that is not on the "block_blacklist". Default is 10% chance.
D:block_aggression_chance=0.1
当你破坏村庄附近方块激起5民愤的概率……
# (-30-+10) The "block_aggression_chance" only triggers if your reputation in the village is equal to or less than this limit. Default is -5.
I:block_aggression_limit=-5
你的威望低于多少时会导致破坏村庄时激起民愤
# (Block list) Specific blocks that will NOT aggro villagers when broken. Defaults to wooden doors, stone, grass, dirt, sand, leaves, plants (except poppies and trees), snow cover, and ice.
S:block_blacklist=wooden_door,spruce_door,birch_door,jungle_door,acacia_door,dark_oak_door,stone,grass,dirt,sand,leaves,leaves2,wheat,potatoes,carrots,pumpkin_stem,melon_stem,reeds,nether_wart,pumpkin,melon_block,cocoa,cactus,tallgrass,brown_mushroom,red_mushroom,yellow_flower,double_plant,deadbush,snow_layer,ice
不属于村庄的方块列表
# (0.0-1.0) Chance for you to lose 1 reputation when you break a block in a village that is not on the "block_blacklist". Default is 10% chance.
D:block_rep_loss_chance=0.1
当你破坏村庄方块时会下降多少威望……
# (-30-+10) The "block_rep_loss_chance" only triggers if your reputation in the village is equal to or less than this limit. Default is 8.
I:block_rep_loss_limit=8
不知是啥……
# (0.0-1.0) Chance for you to be marked as an aggressor (to be attacked) when you break a block in a village that is on the "block_special_list". Only triggers if your reputation in the village is -5 or less. Default is 100% chance.
D:block_special_aggression_chance=1.0
当你破坏特殊村庄方块时,被攻击的几率
# (Block list) Specific blocks that use a separate chance for aggression and rep loss from other blocks. Defaults to emerald blocks.
S:block_special_list=emerald_block
村庄特殊方块列表
# (0.0-1.0) Chance for you to lose 1 reputation when you break a block in a village that is on the "block_special_list". Default is 100% chance.
D:block_special_rep_loss_chance=1.0
当你破坏特殊村庄方块时,降低多少威望
# (Block list) Specific blocks that WILL aggro villagers when broken. If any blocks are specified here, they will then be the only blocks that aggro villagers. Default is none.
S:block_whitelist=
村庄特殊方块白名单(如果这里写入了方块,上面的列表将不起作用)
# (0.0-1.0) Chance for you to earn 1 reputation for each monster killed near a village. The only reasonable way to restore rep from below -14 with "villagers_defend" enabled. Default is 20% chance.
D:help_rep_chance=0.2
你在村民旁杀死怪物时有多少几率获得一点威望
以下几个设定涉及村庄的建筑……我看不懂了……也许经常做铁傀儡农场的人能搞清楚?
# (True/false) If true, all players known to a village will gain 1 rep when a new house is added to a village and lose 1 rep when a house is lost. Highly recommended to keep "refresh_houses" enabled when this is. Default is true.
B:house_rep=true
# (True/false) If true, houses will stay a part of a village permanently once added (until their doors are destroyed or all villagers in the village are killed), instead of being constantly added/removed as villagers move around.
# Also potentially fixes a bug causing village reputation to reset when wandering too far from a village. Default is true.
B:refresh_houses=true
# (True/false) If true, villagers will defend their village by attacking its aggressors and players with bad reputation (<= -15), just like iron golems do. Default is true.
B:villagers_defend=true
}