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[转载MOD] [1.4.7-1.8.9][ssp/smp]僵尸意识Zombie Awareness[永久更新]

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  • TA的每日心情
    慵懒
    2016-8-15 19:46
  • 签到天数: 2 天

    [LV.1]初来乍到

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    发表于 2016-8-9 10:57:22 | 只看该作者 |0人打赏回帖奖励 |倒序浏览 |阅读模式
    独立MOD
    中文名称: 僵尸意识
    英文名称: Zombie Awareness
    MOD版本: v1.9
    来源: 转载
    适用游戏版本: 其他(请注明) 1.7.10 1.7.2 1.6.4 1.6.2 1.5.2 1.5.1 1.4.7/1.4.6 
    API需求: |Forge API| 
    原帖地址: http://www.coros.us/mods/zombieawareness
    下载地址: http://帖内.com
    更新时间: 2016-08-09
    语言支持: 无文字显示 
    联机兼容性:
    安装方法: 其它(下面注明)
    本帖最后由 千寒 于 2016-9-24 08:03 编辑

    僵尸意识 Zombie Awareness

    ~欢迎浏览~

    这个mod,说白了吧,就是给僵尸们注入了聪明药剂,你以为加入了后,僵尸还是那么愚蠢?那你就错了!

    介绍

    怪物追踪猎物的方式得到了很大的改变,而范围也得到了提升!怪物不会再像以前那样,看见猎物[史蒂夫],要反应至少几秒,才会选择攻击.大幅度提升能力.可以说,怪物得到了更好的听觉,嗅觉,视觉.



    嗅觉

    当你受伤时,会吐出一滩血液,行走的时候,也会散落一地!

    血量低或者严重饥饿的时候,也会吐血液!

    怪物也是从你的血液中闻到气味,会追着你的血液不停脚步,直到你死亡,或者血液停止流下!


    听觉

    你破坏方块,敲击方块,打开方块,使用方块等发出的声音!

    都会影响到一定范围的怪物!

    导致他们受到吸引,前来找你!

    视觉

    前面也说了,僵尸的视觉范围得到了提升!

    你认为僵尸会害怕火光?

    不,现在他已经是逐光族了!

    只要是玩家产生的火光,他会饥渴难耐的冲过来,甚至是超远距离!

    更多

    团队组合:怪物们会像,僵尸猪人,狼这一类的生物一样,对猎物进行团队攻击,即有一只僵尸追捕着你,沿途可能会有更多的怪物加入这个行列当中!                                                
    刷怪重心:夜间的刷怪频率与数量大幅度提升!夜间根本就是噩梦!
    集团呼唤:怪物的吼声如同狼在月崖下的呼喊,是向同类发出邀请狩猎的呼喊!
    怪物增益:怪物在攻击的时候,可能会得到一个增加移动速度的BUFF,而且捕猎方面,可能会完全透视于方块,更快查找到猎物!
    寻路追杀:怪物会选择最佳的捕猎路线[抄近道],来攻击玩家!而怪物只要有和你打过架,你就算逃走,他无论路程多远,也要找到你!
    配置文件

    *配置文件,和其他大部分的MOD一样,靠服务端config文件夹里的ZombieAwareness内对应的"General.cfg"来修改如下
                          general {
    B:awareness_Light=true 怪物感知光线:朝光亮移动
    B:awareness_Scent=true 怪物感知血迹:朝血迹移动
    B:awareness_Sound=true 怪物感知声响:朝声响移动:
    I:frequentSoundThreshold=1000 引起怪物注意的连续敲击时间
    I:maxPFRange=64 寻路AI的最大距离
    I:maxZombiesNight=50 夜间最大僵尸数量
    B:noisyPistons=true 活塞声响是否吸引怪物

    B:noisyZombies=true 僵尸的叫声是否吸引怪物
    B:omnipotent=false 追杀模式
    I:scentStrength=60 血迹吸引距离
    B:seeThroughWalls=false 怪物透视
    I:sightRange=16 视线吸引距离
    I:soundStrength=60 声音吸引距离
    B:wanderingHordes=true 怪物是否团体
    I:zombieRandSpeedBoost=5 加速BUFF速度
    I:zombieSpawnTickDelay=40 刷新延迟
                         }


    安装方法

    将从我这里下载到的"压缩"文件,全部解压[后缀jar文件不用做此步]解压后,你会发现文件夹中又会有2-3个新文件,接着把这2-3个新文件拖入[.minecraft/mods目录]mods文件夹
    提醒:安装该mod,需ZombieWareness本体文件(注1.7.10最新为版本1.9.6)
    CoroUtil前置文件(注1.7.10最新版本为1.1.5-1.8.9最新版本为1.1.4)


    &下载地址&
    -密钥7r4i-
    前置Coroutil for1.7.10 -最新
    前置Coroutil for1.8.9   -最新
    +↑↑↑+
    (文件夹内下载的麻烦手动更新前置文件)

    更新日志
    New in v1.10 for MC 1.7.10:
    - Fixed a bug where senses were still spawning for block mining despite setting sound senses to false
    - Extra spawning system improved greatly, helps make sure caves are populated (default off)
    -- Ability to spawn extra mobs up to a certain amount, define different limits for surface and caves
    -- 3 spawn mode types: zombies only, built in mc spawn list (supports mods), custom spawn list (supports mods)
    --- for custom spawn list, use "/coroutil list" (with latest coroutil) to list out full names of mobs, use that in custom spawn list
    -- use "/za get counts" to see current amount spawned on surface and caves
    -- Custom spawn list works well for modded mobs, eg: A world of just mutant zombies
    - Adjusted a lot of config values to reflect if they are used for surface spawning, or cave spawning
    - Lots of small bugs relating to positioning fixed
    - Heavily tested in a large modpack setup

    New in v1.9.7 for MC 1.8.9:Changes -------
    - Updated to MC 1.8.9
    - Switched from using threaded pathfinder for long distance paths to a piece by piece short pathfinding that is not threaded and occurs on main server thread, will revert if I recieve reports of tps issues due to this change.
    Known issues
    - Blood not rendering for now

    New in v1.9.6 for MC 1.7.10:Changes -------
    - Updated CoroUtil to remove console spam and visual glitchesNew in v1.9.5 for MC 1.7.10:
    Fixed
    - crashing on loading for servers
    - potentially fixed pathfinder failing to get loaded chunks, if not, a fallback approach exists to
    make it still work.

    New in v1.9.4 for MC 1.7.2/1.7.10 (not 1.6.4) versions:
    New
    - Documented all configurations in the cfg files to better explain what they do
    - Extra random surface spawning and duplicating cave spawning is active for all players unless
    whiteListUsedExtraSpawning is set to true (default global max active zombies is 50)
    - Turned off MC feature: spawning of child zombies, added config to adjust rate (MC default is 0.05)
    - Turned off MC feature: summon help on hit for zombies, added config to adjust rate (MC default is 0.1)
    - Config to change AI enhance blacklist into a whitelist for easier customization
    Fixes
    - extra random spawning respects the configured min and max extra spawning ranges

    New in v1.9.3 for MC 1.6.4, 1.7.2 and 1.7.10 versions:
    Changes/Fixes
    - Preventing more than 1 sense being spawned in a 1.5 block diameter (should prevent huge
    counts of senses in modpacks), added config for this
    - Reduced random positioning for sound senses from 10 to 1, added config for this
    - Changed hitbox size of senses from 0.1 to 0 and fixed scents not rendering when size was 0 (should prevent thaumcraft entity viewer from showing senses)
    - made player health bleed use % of max health instead of static value

    New in v1.9.2 for 1.7.2/10:  
    - Updated to MC 1.7.2 / 1.7.10, this does not contain the planned replacement of EntityScents to pure data just yet  

    New in v1.9.2:  Changes -------  
    - Updated to latest CoroUtil - Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done  

    New in v1.91:  Changes -------  - Updated to maintain compatibility with recent Tropicraft update - CoroAI renamed to CoroUtil  

    New in v1.9:  New Features ------------  
    - A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
    - Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
    -- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
    -- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave spawning systems will become preset in Hostile Worlds and this feature will remain random
    -- Lots of ways to configure it, see the standard /config command way
    -- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time  
    - Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use vanilla path following ways
    - New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
    -- Senses (sound, blood)  -- New extra surface spawning
    -- New extra cave spawning  - Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
    - A bunch of other small improvements I've forgotten  
    - Future plan I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....  So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely) Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its passive non event based way of doing its stuff No ETA on when I'll do this, basically when the right kind of motivation hits me  

    New in v1.85:  New Features: - Zombies get a slight randomized speed buff (configurable)
    - Added option for surface zombie spawn delay - Ops can change any config ingame with /za command (restores config file setting on restart)  Bug fixes: - Fixed random blood showing up - Removed limit on max scents, random chance and max spawn time of 1 minute keeps the total amount of them down. - Fixed concurrent modification exceptions for good, CoroAI pathfinding uses a maintained world cache now - Lots of self correcting fixes added to CoroAI PFQueue for better long term dedicated server functionality  
    New in 1.8:  
    - New light awareness, will spot exposed light sources near players (configurable) - Adds around 10-20 more zombies to the surface at night (configurable)  
    New in v1.7:  
    - Chance for hostiles to gather around other zombies (1/40)
    - Chance for hostiles to hear piston noises (1/40)
    - Wandering hordes is default on for those with no config yet


    效果图


    此MOD只是在生物上作提升修改,未增加任何物品!

    强调如果要装进您的服务器,请考虑玩家的感受!

    回复与关注 健康与幸福!

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    沙发
    发表于 2016-8-24 21:40:11 | 只看该作者
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  • TA的每日心情
    开心
    2016-9-6 13:39
  • 签到天数: 2 天

    [LV.1]初来乍到

    板凳
    发表于 2016-9-6 13:58:47 | 只看该作者
    玩家噩梦
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