2.2.2
Compatibility
Required content
Changes
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新增:
🛡️ 神圣守护系统重置 & 猎魔人
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鬼玩家复活机制 猎魔人阶段鬼玩家被击杀后进入旁观模式,可配置的复活倒计时(默认15秒),倒计时显示在ActionBar上,复活时播放视觉效果和音效。
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智能血量调整系统 普通鬼血量降至2点,母体鬼血量降至3点,猎魔人血量固定为2点(均可配置)。自动适应游戏阶段变化。
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禁止回血机制 猎魔人阶段禁止所有玩家回血(包括自然恢复、饱食度、药水效果),并提供明确的游戏提示。
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收割者伤害系统 基于伤害值而非攻击次数的击杀逻辑,可配置每次攻击伤害值,显示伤害值和剩余血量信息。
配置项:divine-guardian.demon-hunter 下可调整复活时间、血量、伤害等参数。
⚠此版本我还没找玩家测试是否具有可行性,或者是否存在任何Bug,若出现问题请退回使用上一个版本。
加🐧群联系:649213920
或者给我发邮件—>lztkdxtn@qq.com
Newly Added:
🛡️ Sacred Guardian System remake & Enhanced Features for the Demon Hunter Stage
Ghost Player Resurrection Mechanism When a ghost player is killed in the Demon Hunter stage, they enter spectator mode. A configurable resurrection countdown (default 15 seconds) is displayed on the ActionBar, and visual effects and sound effects are played when they resurrect.
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Intelligent Health Adjustment System The health of ordinary ghosts is reduced to 2 points, and that of the mother ghost is reduced to 3 points. The health of the demon hunter is fixed at 2 points (all configurable). Automatically adapts to changes in game stages.
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Prohibition of Health Restoration Mechanism During the Demon Hunter stage, all players are prohibited from restoring their health (including natural recovery, fullness, and potion effects), and clear in-game prompts will be provided.
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Harvester Damage System Kill logic based on damage value rather than attack count, configurable damage value for each attack, display damage value and remaining health information.
The configuration item: divine-guardian.demon-hunter allows for adjustments to parameters such as resurrection time, health points, and damage.
⚠ This version hasn't been tested by any players for feasibility or any bugs yet.
Use with caution,if you get any problem while using,return last version please.
To contact me, please email: lztkdxtn@qq.com
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:EcVJLsC9"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:SKYebqyY:EcVJLsC9"
}


