前言
本教程对应的中英对照配置文件为mobs.conf部分,该部分主要的内容为对本模组中的大多数生物的调整与修改。
该部分配置文件所处位置通常位于游戏文件目录下的minecraft\versions\存档名\config\Maelstrom Mod\mobs.conf(使用启动器为PCL2)
善用Ctrl+F组合键可以更加快速的将配置文件和对应部分的中英对照词条对应。
部分攻击力和技能倍率仅供参考
大部分数据更改只需要更改其数值
正文
介绍
# Elements: Azure=0 Golden=1 Crimson=2 None=3
#漩涡元素:Φ(Phi斐)=0,Ω(Omega欧米伽)=1,Σ(Sigma西格玛)=2,无漩涡元素=3。
# Summoning algorithm: this is how the bosses determine which mobs to spawn.
#召唤相关:决定boss生成哪些生物。
# nbt_spawn_data: nbt attributes such as health/speed - you can specify anything that minecraft saves as nbt.
# On any mob in this mob, adding the value: can_be_pushed=false will make mobs not pushable by other entities
#生成时的nbt属性:NBT属性,例如生命值/速度 - 你可以设置minecraft保存为NBT的任何属性
#在这个模组中的所有生物,添加值:can_be_pushed=false将使得生物不可被其他实体推动。
# HOWEVER - it may have side effects so make sure to test thoroughly when using.
#但是 - 它可能会有副作用,所以在使用时一定要彻底测试。
漩涡石碑
monolith(漩涡石碑) {
spawn_nexus_portal_on_death = true
#是否在死亡后生成枢纽传送器(即死亡后不会生成白色石碑和枢纽传送门,正常生存不建议启用)
second_boss_phase_hp = 300 #漩涡石碑进入二阶段的血量
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
fireball_damage = 1.0 #漩涡火雨的火球的伤害倍率
laser_damage = 1.0 #腾焰射线伤害倍率
defensive_burst_damage = 1.0 #黄金冲击伤害倍率
fall_damage = 1.3 #魔碑重压伤害倍率
summoning_algorithm { #召唤物属性
mobs: [
{
entity_id: "mm:shade" #实体id:阴蛇
max_nearby: 4 #最多同时存在数
# You can put nbt_spawn_data here to specify nbt attributes specific to when the mob is spawned by the monolith
#你可以在这里添加生成时的NBT修改指定生物被漩涡石碑召唤时的nbt元素
}
]
mobs_per_spawn: 2 #单次召唤生物数
spawning_area: { #召唤范围
width: 2, #宽
height: 3 #高
}
mob_cap_detection_area: { #生物搜索覆盖范围
width: 40 #宽
height: 3 #高
}
}
nbt_spawn_data { #漩涡石碑生成时的nbt
experienceValue = 1000 #经验值掉落
Health: 600 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 600} #基础生命值
{Name: "generic.attackDamage", Base: 9} #基础攻击力
{Name: "generic.followRange", Base: 30} #索敌范围
]
}
}
漩涡巨掌
maelstrom_gauntlet(漩涡巨掌) {
use_fireball_at_health = 340 #被允许使用漩涡火球的血量
use_lazer_at_health = 280 #被允许使用深红镭射的血量
use_spawning_at_health = 220 #被允许使用漩涡召唤的血量
beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving #激光追踪
玩家的速度
max_laser_distance = 40 # Distance the laser can reach #激光最长距离
punch_impact_size = 2 #巨掌冲拳爆炸范围
laser_explosion_size = 0 #激光爆炸范围(暂未发现作用)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
laser_damage = 1.0 #深红镭射的伤害倍率
fireball_damage = 2.0 #漩涡火球的伤害倍率(仅击中,不包括爆炸)
punch_damage = 1.0 #巨掌冲拳的伤害倍率(仅击中,不包括爆炸)
mobs_per_spawn: 6 #单次漩涡召唤召唤的生物数
summoning_algorithm { #召唤物信息
mobs: [
{
entity_id: "mm:shade" #实体id:阴蛇
spawn_weight: 3 #生成权重
max_nearby: 4 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_lancer" #实体id:漩涡枪兵
spawn_weight: 2 #生成权重
max_nearby: 4 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_mage" #实体id:漩涡法师
spawn_weight: 1 #生成权重
max_nearby: 3 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_healer" #实体id:漩涡治愈者
}
]
spawning_area: { #生成范围
width: 8, #宽
height: 12 #高
}
mob_cap_detection_area: { #生物搜索覆盖范围
width: 40
height: 6
}
}
nbt_spawn_data { #生成时的nbt属性
experienceValue = 1000 #经验掉落
Health: 400.0 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 400.0} #基础生命值
{Name: "generic.attackDamage", Base: 12} #基础攻击力
{Name: "generic.followRange", Base: 64} #索敌范围
{Name: "generic.flyingSpeed", Base: 0.8} #飞行速度
]
}
}
交替漩涡巨掌·阶段一
alternative_maelstrom_gauntlet_stage_1(交替漩涡巨掌·阶段一) {
use_fireball_at_health = 250 #被允许使用漩涡火球的血量
use_lazer_at_health = 200 #被允许使用深红镭射的血量
use_spawning_at_health = 150 #被允许使用漩涡召唤的血量
punch_impact_size = 2 #巨掌冲拳的爆炸范围
beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving
#激光追踪玩家的速度
max_laser_distance = 50 # Distance the laser can reach #激光的最长长度
max_fireball_distance = 35 #漩涡火球最远飞行距离
mobs_per_spawn: 6 #单次漩涡召唤可召唤生物数
laser_explosion_size = 0 #激光爆炸范围(不为0时深红镭射的激光会爆炸,伤害和强度取决于数值)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
laser_damage = 1.0 #深红镭射伤害倍率
fireball_damage = 2.0 #漩涡火球伤害倍率(仅击中,不包括爆炸)
punch_damage = 1.0 #巨掌冲拳伤害倍率(仅击中,不包括爆炸)
# Prioritizes spawning mobs on the ground if there is ground. Otherwise uses aerial_summoning_algorithm to summon aerial mobs
#当有陆地时优先生成陆地生物。否则启用对空模式召唤空中生物。
summoning_algorithm { #召唤物信息(陆地)
mobs: [
{
entity_id: "mm:shade" #实体id:阴蛇
spawn_weight: 3 #生成权重
max_nearby: 4 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_lancer" #实体id:漩涡枪兵
spawn_weight: 2 #生成权重
max_nearby: 4 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_mage" #实体id:漩涡法师
spawn_weight: 1 #生成权重
max_nearby: 3 #最多同时存在数
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
]
spawning_area: { #生成范围
width: 8, #宽
height: 12 #高
}
mob_cap_detection_area: { #生物搜索覆盖范围
width: 40
height: 20
}
}
aerial_summoning_algorithm { #召唤物信息(空中)
mobs: [
{
entity_id: "mm:maelstrom_fury" #实体id:漩涡狂怒者
max_nearby: 6 #最多同时存在数
}
]
spawning_area: { #生成范围
width: 10, #宽
height: 10 #高
}
mob_cap_detection_area: { #生物搜索覆盖范围
width: 100
height: 100
}
}
nbt_spawn_data { #生成时的nbt属性
experienceValue = 0 #经验值掉落
Health: 300.0 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 300.0} #基础生命值
{Name: "generic.attackDamage", Base: 12} #基础攻击力
{Name: "generic.followRange", Base: 80} #索敌范围
{Name: "generic.flyingSpeed", Base: 0.8} #飞行速度
]
}
}
交替漩涡巨掌·阶段二
alternative_maelstrom_gauntlet_stage_2 { (交替漩涡巨掌·阶段二)
beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving
#激光追踪玩家的速度
max_laser_distance = 50 # Distance the laser can reach#激光的最长长度
max_fireball_distance = 35#漩涡火球最远飞行距离
mobs_per_spawn: 6#单次漩涡召唤召唤的生物数
punch_impact_size = 2#巨掌冲拳的爆炸范围
laser_explosion_size = 0#激光爆炸范围(不为0时深红镭射的激光会爆炸,伤害和强度取决于数值)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
laser_damage = 1.0 #深红镭射伤害倍率
fireball_damage = 2.0 #漩涡火球伤害倍率
punch_damage = 1.0 #巨掌冲拳伤害倍率
crystal_explosion_radius = 5 #深红水晶爆炸范围
crystal_lifespan = 100 #深红水晶存在时间
summoning_algorithm { #召唤物信息
mobs: [
{
entity_id: "mm:shade" #实体id:阴蛇
spawn_weight: 3 #生成权重
max_nearby: 4 #最多同时存在
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_lancer" #实体id:漩涡枪兵
spawn_weight: 2 #生成权重
max_nearby: 4 #最多同时存在
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
{
entity_id: "mm:maelstrom_mage"
spawn_weight: 1
max_nearby: 3
elements: [
{id: 2, weight: 1}
{id: 3, weight: 4} #漩涡元素及生成权重
]
}
]
spawning_area: { #生成范围
width: 8,
height: 12
}
mob_cap_detection_area: {
width: 40
height: 20
}
}
aerial_summoning_algorithm { #召唤物信息(对空模式)
mobs: [
{
entity_id: "mm:maelstrom_fury" #实体id:漩涡狂怒者
max_nearby: 6 #最多同时存在
}
]
spawning_area: { #生成范围
width: 10,
height: 10
}
mob_cap_detection_area: {
width: 100
height: 100
}
}
nbt_spawn_data {
experienceValue = 1000 #掉落经验
Health: 200.0 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 200.0} #基础生命值
{Name: "generic.attackDamage", Base: 12} #基础攻击力
{Name: "generic.followRange", Base: 80} #索敌距离
{Name: "generic.flyingSpeed", Base: 0.8} #飞行速度
]
}
}
漩涡狂怒者
maelstrom_fury { (漩涡狂怒者)
seconds_existed_to_be_able_to_despawn = 120 #消失时间
nbt_spawn_data {
experienceValue = 10 #经验掉落
Health: 20.0 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 20.0} #基础生命值
{Name: "generic.attackDamage", Base: 5} #基础攻击力
{Name: "generic.followRange", Base: 64} #索敌范围
{Name: "generic.flyingSpeed", Base: 1.8} #飞行速度
]
}
}
漩涡灾厄村民
maelstrom_illager { (漩涡灾厄村民)
first_dialog_hp = 285 #进行首次对话时的血量
second_dialog_hp = 255 #进行第二次对话时的血量
second_boss_phase_hp = 225 #进入二阶段的血量
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
maelstrom_missile_damage = 1.0 #漩涡魔弹的伤害倍率
ring_damage = 1.0 #漩涡冲击的伤害倍率
defensive_burst_damage = 1.0 #护罩爆发的伤害倍率
summoning_algorithm { #召唤物信息
mobs: [
{
entity_id: "mm:shade" #实体id:阴蛇
max_nearby: 2 #最多同时存在
}
{
entity_id: "mm:maelstrom_mage" #实体id:漩涡法师
max_nearby: 2 #最多同时存在
}
{
entity_id: "mm:horror" #实体id:漩涡坩埚
max_nearby: 2 #最多同时存在
}
]
first_phase_mobs_per_spawn: 2 #一阶段单次漩涡召唤召唤数
second_phase_mobs_per_spawn: 1 #二阶段单次漩涡召唤召唤数
spawning_area: { #召唤范围
width: 8,
height: 6
}
mob_cap_detection_area: { #生物搜索范围
width: 30
height: 3
}
}
nbt_spawn_data {
experienceValue = 1000 #经验掉落
Health: 300.0 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 300.0} #基础生命值
{Name: "generic.attackDamage", Base: 8} #基础攻击力
]
}
}
涅槃神像作者生怕黄金老板这个抽象注册名我看不懂还特地加个注释
golden_boss { # Statue of Nirvana (涅槃神像)
first_summon_hp = 400 #第一次召唤黄金柱的血量
second_summon_hp = 300 #第二次召唤黄金柱的血量
third_summon_hp = 200 #第三次召唤黄金柱的血量
fourth_summon_hp = 100 #第四次召唤黄金柱的血量
second_phase_hp = 150 #进入二阶段的血量
pillar_can_be_summoned_in_air = false #黄金柱是否可以生成在空气中
pillar_protection_range = 20
#黄金柱的保护范围,超出范围时黄金柱无法为涅槃神像提供无敌效果
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
golden_missile_damage = 1.0 #涅槃神像打出的黄金弹丸的伤害倍率
golden_rune_damage = 2.0 #黄金腾破伤害倍率
maelstrom_missile_damage = 1.0 #涅槃神像打出的漩涡弹丸的伤害倍率
maelstrom_rune_damage = 2.0 #紫金腾破伤害倍率
nbt_spawn_data {
experienceValue = 0 #经验掉落
Health: 450 #基础生命值
Attributes: [
{Name: "generic.maxHealth", Base: 450} #基础生命值
{Name: "generic.attackDamage", Base: 8.0} #基础攻击力
{Name: "generic.followRange", Base: 40.0} #索敌范围
{Name: "generic.flyingSpeed", Base: 0.8} #飞行速度
]
}
summoning_algorithm { #召唤物信息
mobs: [
{
entity_id: "mm:golden_pillar" #实体id:黄金柱
max_nearby: 2 #最多同时存在
elements: [
{id: 1, weight: 1} #漩涡元素及生成权重
]
}
]
spawning_area: { #召唤范围
width: 10,
height: 10
}
mob_cap_detection_area: {
width: 40
height: 20
}
mobs_per_spawn: 1 #单次召唤数
}
}
漩涡涅槃神像
maelstrom_statue_of_nirvana { # Statue of Nirvana (Final Stage) #漩涡涅槃神像(涅槃神像·最终阶段)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
maelstrom_missile_damage = 1.0 #漩涡涅槃神像的漩涡弹丸伤害倍率
maelstrom_rune_damage = 2.0 #紫金腾破伤害倍率
homing_projectile_damage = 1.0 #紫金圣球伤害倍率
nbt_spawn_data {
experienceValue = 1000 #经验掉落
Health: 150 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 150} #基础生命值
{Name: "generic.attackDamage", Base: 9.0} #基础攻击力
{Name: "generic.followRange", Base: 40.0} #索敌范围
{Name: "generic.flyingSpeed", Base: 0.8} #飞行速度
]
}
}
漩涡牛头人(注册名是漩涡野兽可还行)
maelstrom_beast { # Maelstrom Minotaur #漩涡牛头人
second_phase_hp = 150 #进入二阶段的血量
swipe_width: 1 #蛮锤横扫范围
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
hammer_wave_damage = 1.0 #蛮锤横扫伤害倍率
bone_hammer_wave_damage = 1.0 #骨浪冲波伤害倍率
swipe_damage = 1.0 #跳跃冲波伤害倍率
high_leap_fireball_damage = 1.0 #越空飞溅伤害倍率
bone_projectile_damage = 0.5 #骨浪冲波等技能召唤的骨头的伤害倍率
spawning_algorithm { #召唤物信息
mobs: [
{
entity_id: "mm:floating_skull" #实体id:浮空头骨
max_nearby: 2 #最多同时存在
}
]
spawning_area: { #召唤范围
width: 8,
height: 6
}
mob_cap_detection_area: {
width: 64
height: 64
}
}
nbt_spawn_data {
experienceValue = 1000 #经验掉落
Health: 400 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 400} #基础生命值
{Name: "generic.attackDamage", Base: 11.0} #基础攻击力
{Name: "generic.followRange", Base: 30.0} #索敌范围
]
}
}
阴蛇注册名为什么是灯罩
shade { # Maelstrom Scout (阴蛇)
nbt_spawn_data {
experienceValue = 10 #经验掉落
Health: 25 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 25} #基础生命值
{Name: "generic.attackDamage", Base: 6} #基础生命值
{Name: "generic.knockbackResistance", Base: 0.3} #爆炸抗性(怕不是抗漩涡石碑友伤的)
{Name: "generic.movementSpeed", Base: 0.26} #移动速度
]
}
}
漩涡坩埚为什么他的注册名是恐怖
horror { # Maelstrom Cauldron (漩涡坩埚)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Health: 25 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 25} #基础生命值
{Name: "generic.attackDamage", Base: 7} #基础攻击力
]
}
}
漩涡爬虫
maelstrom_crawler { (漩涡爬虫)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
spit_damage = 0.5 #爬虫吐息伤害倍率
leap_damage = 1.0 #捕猎扑杀伤害倍率
nbt_spawn_data {
experienceValue: 100 #经验掉落
Health: 250 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 250} #基础生命值
{Name: "generic.attackDamage", Base: 8} #基础攻击力
{Name: "generic.knockbackResistance", Base: 0.5} #爆炸抗性
{Name: "generic.followRange", Base: 30.0} #索敌范围
]
}
}
漩涡法师
maelstrom_mage { (漩涡法师)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Health: 20 #最大生命值
Attributes: [
{Name: "generic.attackDamage", Base: 6.0} #基础攻击力
{Name: "generic.followRange", Base: 25.0} #索敌范围
]
}
}
浮空头骨
floating_skull { (浮空头骨)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Attributes: [
{Name: "generic.attackDamage", Base: 4.0} #基础攻击力
]
}
}
裂隙傀儡
azure_golem { # Fracture Golem (裂隙傀儡)
nbt_spawn_data {
experienceValue: 100 #经验掉落
Health: 250 #最大生命值
Level: 2.0 #漩涡等级
Attributes: [
{Name: "generic.maxHealth", Base: 250} #基础生命值
{Name: "generic.attackDamage", Base: 15} #基础攻击力
{Name: "generic.movementSpeed", Base: 0.3} #移动速度
{Name: "generic.followRange", Base: 20.0} #索敌范围
{Name: "generic.knockbackResistance", Base: 1.0} #爆炸抗性
]
}
}
黄金柱
golden_pillar { (黄金柱)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Health: 40 #最大生命值
Attributes: [
{Name: "generic.followRange", Base: 40.0} #索敌范围
{Name: "generic.knockbackResistance", Base: 1.0} #爆炸抗性
{Name: "generic.attackDamage", Base: 7} #基础攻击力
{Name: "generic.maxHealth", Base: 40} #基础生命值
]
}
}
漩涡女巫
maelstrom_witch { (漩涡女巫)
nbt_spawn_data {
experienceValue: 100 #经验掉落
Health: 150 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 150} #基础生命值
{Name: "generic.attackDamage", Base: 4} #基础攻击力
]
}
}
悬崖石傀儡
cliff_golem { (悬崖石傀儡)
nbt_spawn_data {
experienceValue: 100 #经验掉落
Health: 250 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 250} #基础生命值
{Name: "generic.attackDamage", Base: 18} #基础攻击力
{Name: "generic.movementSpeed", Base: 0.3} #移动速度
{Name: "generic.followRange", Base: 30.0} #索敌范围
{Name: "generic.knockbackResistance", Base: 1.0} #爆炸抗性
]
}
}
漩涡执行官铁 阴 蛇
iron_shade { # Maelstrom Executioner (漩涡执行官)
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
flip_damage = 1.0 #翻滚锤击的伤害倍率
spin_damage = 1.0 #飞旋连打的伤害倍率
nbt_spawn_data {
experienceValue: 100 #经验掉落
Health: 200 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 200} #基础生命值
{Name: "generic.attackDamage", Base: 9} #基础攻击力
{Name: "generic.knockbackResistance", Base: 0.2} #爆炸抗性
{Name: "generic.followRange", Base: 20.0} #索敌范围
{Name: "generic.movementSpeed", Base: 0.24}
]
}
}
HIM最短的一位
herobrine_1 { (HIM)
spin_damage = 1.0 #魔剑旋斩的伤害倍率
}
漩涡枪兵
maelstrom_lancer { (漩涡枪兵)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Attributes: [
{Name: "generic.attackDamage", Base: 8.0} #基础攻击力
{Name: "generic.movementSpeed", Base: 0.26} #移动速度
]
}
}
漩涡治愈者
maelstrom_healer { (漩涡治愈者)
nbt_spawn_data {
experienceValue: 10 #经验掉落
Health: 25 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 25} #基础生命值
{Name: "generic.attackDamage", Base: 3} #基础攻击力
{Name: "generic.followRange", Base: 30.0} #索敌范围
{Name: "generic.movementSpeed", Base: 0.26} #移动速度
]
}
}
漩涡捍卫者混 沌 骑 士
chaos_knight { # Maelstrom Champion (漩涡捍卫者)
slam_explosion_strength = 2.0 #翻腾重爆爆炸强度
swipe_width = 1 #战斧横扫攻击范围
# Damage is multiplied generic.attackDamage #造成伤害=基础攻击力×技能倍率
single_swipe_damage = 1.0 #战斧横扫伤害倍率
leap_slam_damage = 1.5 #翻腾重爆伤害倍率
dash_damage = 1.5 #腾焰冲刺伤害倍率
spin_slash_damage = 1.0 #回旋舞斧伤害倍率
meteor_damage = 1.0 #深红星雨伤害倍率
nbt_spawn_data {
experienceValue: 1000 #经验掉落
Health: 450 #最大生命值
Attributes: [
{Name: "generic.maxHealth", Base: 450} #基础生命值
{Name: "generic.attackDamage", Base: 9} #基础攻击力
{Name: "generic.followRange", Base: 30.0} #索敌范围
{Name: "generic.knockbackResistance", Base: 1} #爆炸抗性
]
}
}
版本信息
配置文件版本:0.4.1.7