🌟Running the Default Configuration
The Default Rule and Presets
The above set of code is copied from the rules.yml
file for v4.0.0 b1
.
The initial presets section
Starting from the top section, we see a collection of various use-preset:
options, most of which have been commented out. These make liberal use of the Presets section located in the area above the Default Rule to allow for quickly changing between a handful of both common and useful options; some being the same with different values, others offering optional features and a convenient way to apply them either in the Default Rule or Custom Rules.
In this instance, we have separated the various Preset types into four categories: Challenges, Strategies, Modifiers, and Miscellaneous.
Under the Challenges section, we have six degrees of play-tested challenge presets: Vanilla, Bronze, Silver [Default], Gold, Platinum, and Formula. These presets include the settings associated with altering the attributes of the entities, with Vanilla representing zero change to the attributes; Bronze containing modest increases; Silver, our default, being our middle ground between fun and challenge; Gold often requires players to be fully armored and weaponized to take on, while Platinum is made for the hardcore player or server which gives players non-vanilla abilities. Formula is a new addition with LevelledMobs 4; creating a challenge on par with the Gold challenge, but handled using our new custom formula mechanic, allowing you to use some degree of math to craft your own attribute changes.
The Strategies section includes any enabled Strategy which may be used to calculate the level of a mob. This section, in tandem with the Modifiers section, produce internal-use placeholder tags associated with the relevant strategy. With LevelledMobs 4, you can specify multiple running strategies or modifiers which can be combined together in multiple ways. We suggest using the construct-level:
configuration setting (which is described below) to build your level exactly how you desire.
Beneath this section resides the Miscellaneous options which include presets of optional features from the unique nametags, custom entity names, custom player-death messages, health indicator display, and more.
The Construct-Level
New to LevelledMobs 4, the Construct-Level setting allows you to take the output from various Strategies or Modifiers and incorporate basic math functions to produce a final level to apply. This feature allows you to have multiple strategies enabled at once, each providing their own numerical 'level' value, which can be put together how you choose. Using the default configuration (sampled below), we take the output from the enabled Distance-from-Origin and Weighted Random strategies, in the form of the placeholders of the same name, as well as the modifiers Player Variable and Custom Formula under their own placeholders, added a new Random variable between -5 and 5, and finally using math combine the values to provide a unique levelling strategy.
If you do not specify the construct-level:
, then the strategies and modifiers output will be combined together to produce the final applied level.
The difference between attribute modification and level
There is an important distinction between levels, levelling, and the minLevel
or maxLevel
values; and the actual modification of the attributes of the mob.
When you establish the minLevel
and maxLevel
, you are telling LevelledMobs what the lowest and highest numerical level value can be for a mob. By default, under most instances, minLevel
should probably remain at 1
, but there are valid reasons to have this value higher (perhaps you want mobs to all start out with an artificially higher starting increase to their attributes). As for maxLevel
, that is far more subjective and dependent on how you want to stretch out the changes to the attributes for mobs. By default, we use maxLevel: 50
which means that we stretch attribute changes from Level 1 to Level 50.
Attribute-Modifier
When you set an attribute-modifier:
using the original LevelledMobs method (sampled below), then the plugin will use the value as the 'multiplier increase when at max level' and provide equal portions of that value to every level below maximum.
There are also several special multipliers, whose output must result in a value between 0.0
and 1.0
, due to the nature of how the attribute works in Minecraft. We use the following formula when using the original LevelledMobs method (sampled below) to apply the values these special attributes.
Where attribute.max
is populated by the following values:
However as part of LevelledMobs4, you can now use a basic mathematical formula to adjust the attribute (sampled below). Using this sample, we take the placeholder value of the same attribute, representing the base attribute value of the entity, and then add to this value the level times the their health multiplied by 0.25. The end result of this formula is that for each level, the health increases by 25% of the original entities' health value.
In the next section, we will explain how the Default Rule is applied as part of the default configuration.
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