Mod_v1_Alpha
Compatibility
Changes
- I biuld a mod version of Gost but not the same as the plugin kind.
- Only a Mod Alpha Test Version and based on v2.2.3_B mix v2.3.0.
- If you think that plugin kind is better then you change it,Thanks.
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本模组(Gost Mod)基于 Spigot 插件版 2.2.2 的核心逻辑开发,未完全同步 2.3.0 版本的新增内容。以下列出当前已知的主要差异。道具具体调整与经济机制重写详见附图,文本仅作概括。
一、机制差异 -神圣守护阶段
沿用 2.2.2 版本的触发方式:模式 1 为“存活人类 ≤ 2 人”自动激活,模式 2 由玩家使用“神之救赎”道具激活。猎魔人阶段、母体交互等关联逻辑同样基于该版本,与 2.3.0 有所不同。
-无“鬼转人类”功能
插件版 2.3.0 中可配置的随机转换人类机制(将部分非母体鬼转为人类)在模组版中未移植。除“神之救赎”外,本模组不存在任何阵营转换方式。
-“臭牛排”道具未还原
插件版中的“臭牛排”(速度道具)未在模组版中实现。
二、道具调整
-合并“冲刺矛”与“漂浮药水” 插件版中独立的“冲刺矛”和“漂浮药水”合并为模组版特有道具 “冲刺长矛”,使用后玩家向前冲刺 8 格,沿途鬼魂被击飞并施加漂浮与减速效果。
-多款道具效果修改(详细数值见附图)**
①灵魂探测器 → 仅人类可用,使用后显示所有鬼魂位置(发光)5 秒,冷却 35 秒。
②肾上腺素 → 使用后获得速度 I 与跳跃提升,持续 10 秒。
③狂暴药水 → 使用后获得速度 II,持续 10 秒。
④控魂术(更名为 “灵魂控制”)→ 效果改为冻结周围 10 格内所有鬼魂 6 秒(大幅减速),冷却 18 秒。
⑤其余道具的冷却时间、持续时间等亦有微调,详见附图。
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三、经济与奖励 -经济与奖励系统重写
由于模组与插件平台独立,奖池计算、分配比例及额外击杀奖励已进行全面修改,具体规则见附图。

四、其他说明 以上为目前已明确的差异,更多细节可能在后续实测中逐步发现。
⚠注意:当前模组版本为 v1 测试版本,功能与平衡性仍在迭代。若您更倾向于稳定成熟的体验,建议暂时使用插件版。
This mod (Gost Mod) is developed based on the core logic of Spigot plugin version 2.2.2 and does not fully incorporate new content introduced in version 2.3.0. Below are the known major differences. Specific item adjustments and rewritten economic mechanics are detailed in the attached images; the text below serves only as a summary.
I. Mechanic Differences
-
Sacred Guardian Phase
The activation mechanism remains consistent with version 2.2.2: Mode 1 triggers automatically when the number of surviving humans drops to or below 2, while Mode 2 requires players to activate it using the "Divine Redemption" item. Related mechanics such as the Hunter phase and interactions with the Mother entity also follow this version, differing from those in 2.3.0. -
No "Ghost-to-Human" Conversion Function
The configurable random conversion mechanic from plugin version 2.3.0—allowing certain non-Mother ghosts to transform into humans—has not been implemented in this mod. Aside from "Divine Redemption," there are no other means of faction conversion available. -
"Stinky Steak" Item Not Reimplemented
The "Stinky Steak" item (a speed-enhancing item) from the plugin version has not been included in this mod.
II. Item Adjustments
-
Merged "Sprint Spear" and "Float Potion"
The separate "Sprint Spear" and "Float Potion" items from the plugin version have been merged into a unique mod item called the "Sprint Lance." Upon use, the player dashes forward for 8 blocks, knocking back all encountered ghosts along the path and applying floating and slowing effects. -
Multiple Item Effects Modified (Detailed values in attached image)
① Soul Detector → Available only to humans; reveals the positions of all ghosts (highlighted with glowing effect) for 5 seconds, with a 35-second cooldown.
② Adrenaline → Grants Speed I and increased jump height upon use, lasting 10 seconds.
③ Rage Potion → Grants Speed II upon use, lasting 10 seconds.
④ Soul Control (renamed from "Control Soul") → Now freezes all ghosts within a 10-block radius for 6 seconds (severe slowdown), with an 18-second cooldown.
⑤ Minor adjustments have also been made to cooldown times, durations, and other parameters for several other items—refer to the attached image for details.
-
III. Economy and Rewards
- Economy and reward system rewritten
Due to the independence between the mod and plugin platforms, the reward pool calculation, distribution ratios, and additional kill rewards have been fully revised. Specific rules are detailed in the attached image.

IV. Additional Notes
The above outlines the currently confirmed differences; further details may be discovered gradually through subsequent testing.
⚠ Note: The current mod version is a v1 test release, with features and balance still under iteration. If you prefer a stable and mature experience, we recommend using the plugin version for now.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:SKYebqyY:4eb9lHfx"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SKYebqyY:4eb9lHfx"
}

