upgrades:
1: #第一级
speed: 3
range: 11
min_damage: 1
max_damage: 2
splash_radius: 1.5
accuracy: 60
health: 50
money_cost: 0
2: #第二级
speed: 2.5
range: 13
min_damage: 8
max_damage: 15
splash_radius: 2.5
accuracy: 80
health: 70
money_cost: 1000
这个动作将会在击中生物后对其造成药水效果.
# 下方例子为击中生物后有60%的几率让它获得7秒的缓慢1
2:
speed: 2.5
range: 13
min_damage: 8
max_damage: 15
splash_radius: 2.5
health: 70
money_cost: 1000
actions:
action1:
type: "potion_effect: SLOW;1"
duration: 7
probability: 60
actions:
action1:
type: "freeze"
duration: 5
probability: 20
actions:
action1:
type: "set_on_fire"
duration: 5
probability: 20
actions:
action1:
# 请使用以下格式:
# "knockback: <击退力>"
# 此动作无需持续时间.
type: "knockback: 0.5"
probability: 100
# 炮塔默认伤害为1-1.5.
# 现在想象一个玩家穿上了一套没有附魔的下界合金装备
# 这意味着他的削减伤害为
# 20 * 0.03 + 0 * 0.03 = 0.6
# <20> 代表护甲值,而 <0> 意味着玩家不具有弹射物保护附魔
# <0.6>最终值意味着玩家将炮塔伤害减少60%
# 如果炮塔伤害为1.2,那么玩家将会受到0.48伤害.
# 那么如果玩家拥有一套附魔着弹射物保护4的下界合金护甲呢?
# %protection_projectile_level%在这种情况下为4+4+4+4 = 16
# 现在方程将变为:
# 20 * 0.03 + 16 * 0.03 = 0.6 + 0.48 = 1.08
# 这意味着将会减少108%的伤害,这是不可能的,所以最终将减少100%的伤害,这意味着玩家无法受到炮塔的伤害
upgrades:
1:
speed: 0.75
range: 10
min_damage: 1
max_damage: 1.5
health: 50
entity_damage_reduction: "%armor%*0.03+%protection_projectile_level%*0.03"
money_cost: 0
# 下方例子为需要五个叫做&eDiamond的钻石和十个叫做&eIron Ingot的铁锭才能把炮塔升级到二级
2:
speed: 5
range: 6
min_heal: 3
max_heal: 5
max_targets: 3
health: 70
item_cost:
item1:
id: DIAMOND
message_displayname: "&eDiamond"
amount: 5
item2:
id: IRON_INGOT
message_displayname: "&eIron Ingot"
amount: 10
3:
speed: 0.25
range: 14
min_damage: 2
max_damage: 3
health: 100
money_cost: 3000
critical_hit:
# 暴击几率
chance: 60
# 暴击伤害加成
min_damage: 4
max_damage: 8
# 治疗暴击加成
min_heal: 2
max_heal: 4