Second chance 会在玩家本应死亡时,给予他们一次“倒地待救”的机会:队友可以上前施救,敌人也能趁机补刀,让战斗更有张力。
当玩家受到一次本应致命的攻击时,他们不会立刻死亡,而是进入无法移动、无法破坏方块的“倒地(Incapacitated)”状态。
作者原本有一段 YouTube 演示视频,但目前已被下架,新的演示视频预计稍后补上:Coming soon™
如果你有任何问题、建议、意见或反馈,作者建议通过 Discord 联系,以便更快获得回复。
dimwit10⁵#8052配置文件内带有大量注释,整体上应该比较容易理解。下面是原始可配置内容,方便你提前查看。
#Please note, there are no failsafes in the code, if you configure something that doesnt make sense, strange things will happen.
#Common formula variables
# r = number of times revived.
# m = max health of the player
# b = base max health of the player, before any modifiers. Should return 20, unless the base value was modified.
# h = lowest health of the player had while downed.
# c = current health.
# f = current player fire ticks. 20 = 1 second of the player being on fire.
# d = distance traveled since last instance of damage
GeneralOptions
:
#If a players current health is under this when attacked, they'll instantly die instead of being downed.
#-20 means a player at 20 health needs 40 damage in one hit to instantly die, while -5 only needs 25
OverKill
: -20
#Should leftover damage bleed through to downed health? The damage dealt to downed health is modified by the bleedthrough multiplier
BleedThrough
: true
#Should we make a small ding noise to the killer when a player bleeds out?
DingWhenBledout
: true
#Should we allow beacons to apply their regeneration effect to downed players?
BeaconRegen
: true
#Should we place redstone wire down where players take bleeding damage?
RedstoneBleed
: false
#Should a downed player throw their held items in front of them?
DropHeldItems
: false
#Should a downed player throw some of their inventory too? This is affected by damage type, and damage taken when downed
DropInventoryItems
: false
DownedOptions
:
#How fast should players walk while down, this doesnt affect swimming speed.
CrawlSpeed
: 0.07
#Should players aquire the glowing potion effect?
Glow
: true
#Seconds of resistance 5 to apply to players as they get downed. This makes them impervious to all damage for the duration. 0.0 Disables
Resistance
: 3.1
#Should the regeneration buff be removed when down? Note: This doesn't affect regeneration being removed when damaged while down, just the hit downing the player
RemoveRegeneration
: true
#Should players be invisible to monsters while down?
MobInvisibility
: false
#How many blocks should we check for players around before considering someone totally alone? Should they be alone, players cannot go down. 0 means infiinte range. It's probably a good idea to keep this the same as the range in messages.
TotallyAloneRange
: 0.0
Burnouts
:
#This is an option which does several things when true. First, it makes all downed players immune to lava/fire direct damage. However, if the player is on fire when they take bleedout damage, their max health is reduced by the below formula. This lost HP can only be restored by a fully charged beacon set to regeneration.
#Downed players on fire will not stop burning naturally, they must be extinguished by water, or by a revive.
AllowBurnOuts
: false
#I don't have it complicated, this will remove a full heart for each bleedout tick by default. Players can be burned down to a minimum of 1 HP.
BurnoutDamageFormula
:
"-2"
#Multiplier applied to damage to/from a downed player. A multiplier of 0 cancels the attack entirely.
Damage :
Outgoing
: 0.0
#This only multiplies damage coming from other entities, environmental damage is unaffected.
Incoming
: 0.33
#This multiplies damage from everything else, except falling, which is always multiplied by 0.
Environmental
: 1.0
#This multiplies damage done to downed health as part of the initial downing blow. Does nothing if bleedthrogh is off
Bleedthrough
: 1.0
ReviveOptions
:
#Should the revived player recieve absorption so they're not immediately downed again (aka sandbagged)
Absorption :
Enabled
: true
Length
: 7
#Strength of the absorption Note: potion power starts at 0, setting this to 1 applies Absorption II
Power
: 1
#Should players be revived by thrown instant health potions? This can allow self revives if true
ThrowRevive
: false
#Should a kill revive a player?
KillRevive
: false
#Should a revive extinguish fire?
ReviveExtinguish
: true
#How likely is a player to revive themselves? This is a percentage, with 1.0 being 100%
SelfReviveChance
: 0.05
#Settings relating to teams
Teams
:
#Should we care at all about teams?
RespectTeams
: false
#How to handle teamless players. This has several options.
#ALL: Teamless players belong to all teams, and can revive/be revived by anyone.
#OWN: Teamless players belong to a team of their own, and can revive/be revived by other teamless players only.
#NONE: Teamless players belong to no team, and cannot revive/be revived.
IndependentBehavior
:
ALL
#Options on how much health to give after a successful revive
HealthFormula
:
"0.1*m"
#Formula for how much max health to subtract after a successful revive
MaxHealthPenaltyFormula
:
"0"
#Should we delay the revive in some way?
Delay
:
#This has several options:
#REGENERATION: Applies regeneration to the target, allowing them to heal and reviving them when theyre at full health
#TIME: Applies regeneration to the target, reviving them when the regeneration buff expires naturally.
#NONE: Instantly revives the target
#With any option, the regeneration buff is removed when a downed player is damaged.
Type
: REGENERATION
#For TIME setting, how long will the revive take, for REGENERATION setting, how long will the regeneration last.
TimeFormula
:
"20"
#For REGENERATION setting, how strong will the buff be?
Power
: 1
CooldownOptions :
Cooldown
:
#Should a cooldown be enforced, stopping players from going down again within a certain amount of minutes?
Enabled
: false
#For how many minutes?
Time
: 2.0
#Should the cooldown be cancelled when you heal?
CanceledByHeal
: false
#How long should we wait before a down is forgiven (in minutes)
DownResetTime
: 15.0
BleedingOptions :
Health
:
#How much health should a freshly downed player recieve?
DownedHealthFormula
:
"1*m"
#How long do we wait between damage ticks?
Decay
: 3.0
#The damage formula of how much damage to deal with each bleedout tick. Supports a number of variables.
DamageFormula
:
"1 + (1*r)" 死亡消息和标题同样支持配置,只是位于单独的文件中。
#Should announcements be sent to players
Announcements :
Enabled
: true
#Should the custom bleedout messages be used if a player ticks out while down?
BleedOutMessagesEnabled
: true
#Should the Message -> Death text be used?
DeathAnnounce
: false
#How far to send messages/titles
Range
: 256
#Should we use titles? If false, will use standard player chat.
Title :
Enabled
: false
#Fade in / sustain / fade out times, in seconds
FadeIn
: 0.5
Time
: 5
FadeOut
: 0.5
Messages
:
#Customizable messages for everything $ represents the section symbol, allowing for colors
#If a message starts with %, it will need a pair of ' surrounding it
Downed
: $4
%p has been incapacitated!
Revived
: $1
%p has been revived!
SelfRevive
: $1
%p is too stubborn to die!
Death
: $8No one revived
%p.
ReviveIncoming
: You will be revived in
%s seconds
ReviveHeal
: You will be revived when you reach full health
ReviveCancelled
: Damage taken, revive has been cancelled
ReviveOther
: '
%p is being revived!'
#Custom messages for when a player dies to a bleedout tick, these will replace the default messages
BleedOut :
CONTACT
: '
%p bled out after hugging a cactus.'
DRAGON_BREATH
: '
%p bled out after being burnt by the dragon.'
DROWNING
: '
%p has really bad memes'
ENTITY_ATTACK
: '
%p bled out after being attacked.'
EXPLODE
: '
%p bled out after an explosion.'
FALL
: '
%p bled out after falling.'
FALLING_BLOCK
: '
%p bled out after being crushed.'
FIRE
: '
%p finally burned away.'
FLY_INTO_WALL
: '
%p bled out after smashing a wall.'
HOT_FLOOR
: '
%p bled out after stepping on magma.'
LAVA
: '
%p finally burned away after a lava encounter.'
LIGHTNING
: '
%p bled out after being struck by lightning.'
MAGIC
: '
%p bled out after magic happened.'
POISON
: '
%p succomed to the poison.'
PROJECTILE
: '
%p bled out after being shot.'
STARVATION
: '
%p finally starved.'
SUFFOCATION
: '
%p couldn''t expel the blocks from their lungs.'
SUICIDE
: '
%p finally ended it.'
THORNS
: '
%p bled out after hitting thorny armor.'
VOID
: '
%p had the void stare back at it.'
WITHER
: '
%p finally withered away.'
UNKNOWN
: '
%p bled out.'
Killer
: '
%k finally killed %p.' r = 被救起的次数m = 玩家最大生命值b = 玩家基础最大生命值,不包含其他修饰;通常为 20,除非基础值被修改h = 玩家倒地期间曾达到的最低生命值c = 当前生命值f = 当前着火 ticks,20 = 1 秒着火时间d = 自上次受伤以来移动的距离secondchance.down:
description: Allows a player to go down
default: true
secondchance.revive:
description: Allows a player to revive another through right click
default: true3 hearts友情链接: 网易我的世界 | 泰拉瑞亚 | ocent云计算 | 米饭Minecraft插件文档 | 友链合作
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