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elementalcraft-reactions-1.6.0.jar
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- May 1, 2026
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- 1.20.1
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File Name
elementalcraft-reactions-1.6.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
ElementalCraft: Reactions V1.6.0 Update Log
I. Fire Attribute
Core Mechanic Iterations
- Scorch application cooldown is now calculated per attacker: The cooldown for applying Scorch is now bound to the attacker. Different attackers can independently apply Scorch to the same target without interfering with each other.
- Attribute Trigger Logic Consistency Fix: Triggering the Self-Drying effect now requires both conditions to be met simultaneously: the weapon must have a Fire attribute attack, and the attacker must have Fire Enhancement equipped.
- Dynamic Scorch Duration Based on Target Attribute:
- Nature attribute targets: Scorch duration is extended by a multiplier set in the configuration file.
- Frost attribute targets: Scorch duration is shortened by a multiplier set in the configuration file.
- Instant Scorch Removal at High Fire Resistance: If the target's Fire Resistance points reach the threshold set in the configuration file, the Scorch state is completely removed the moment it is detected.
- Removed Bonus Damage Against Nature Targets: Nature attribute targets no longer take an independent Scorch damage multiplier.
Self-Drying Penalty Fix
- The damage penalty from an attacker's own Wetness during a Fire attack no longer persists or triggers repeatedly, making Self-Drying damage calculation more stable and accurate.
Toxic Blast Interaction Logic Adjustment
- When a target that is both affected by Wetness and of the Nature attribute is hit by a Fire attack, it will prioritize triggering the Steam reaction over the Toxic Blast reaction, avoiding reaction conflicts.
- Added a preliminary check before applying Scorch: If the target already carries Flammable Spores and the attacker's Fire Enhancement reaches the Toxic Blast trigger threshold, the Scorch application process is skipped and the Toxic Blast is triggered directly.
- Toxic Blast damage calculation now uses only the portion of Fire Enhancement that exceeds the trigger threshold, making it more closely tied to attribute investment.
- Weak Ignition damage multiplier parameter adjustment: The base damage is now calculated based on the Fire Enhancement value first, and then the damage multiplier is applied.
- After a Flammable Spores explosion is triggered while under the Scorch state, the target's Scorch effect and fire visual effects are immediately removed to prevent state remnants.
Damage, Visual, and Sound Optimizations
- Fire visual lock time optimization: The fire visual lock time now directly follows the remaining Scorch ticks, rather than a fixed duration calculated from the configuration file.
- Scorch damage calculation expansion: A damage multiplier parameter has been added to the Scorch damage calculation to support dynamic damage adjustment within reaction chains.
- Comprehensive enhancement of visual and audio feedback:
- When Scorch is applied, the number of generated lava particles is increased.
- When continuous damage ticks occur, additional smoke particles are generated.
- When entering water and triggering Thermal Shock, steam explosion particles are denser, and the sound maintains high recognizability.
II. Nature Attribute
Core Mechanic Adjustments
- Removed Nature Siphon Mechanic: The Nature Siphon effect attached to Nature attribute attacks has been completely removed.
Complete Overhaul of Flammable Spores Contagion Mechanic
Contagion Source Tracking and Back-Propagation Protection: After a target is infected, it records the source of contagion. Subsequent spreads automatically avoid propagating back to the original source, effectively preventing cyclic cross-infection. This feature can be toggled via the configuration file.
Added an option to reset the infection marker after the Flammable Spores effect expires. When enabled, the same target can be infected again.
Contagion Target Filtering Logic Optimization:
- During contagion spread, targets that already carry the Flammable Spores effect are automatically skipped to avoid redundant application.
- Added an optional "Hostile Mobs Only" spreading restriction. When enabled, players, tamed pets, and neutral creatures will be excluded.
- Added an option that allows contagion to be triggered again once the infected target reaches a threshold.
⚠️ Risk Warning: In scenarios with a large number of Wetness-affected creatures, enabling this re-trigger option may cause serious performance issues!
Unified Wetness-to-Spores Conversion: During contagion spread, the target's Wetness stacks are converted into Flammable Spores stacks at a unified, fixed ratio, consistent with the global Wetness system rules.
Damage and Reduction Rule Refinements
- Flammable Spores Physical Damage Reduction Rule Optimization:
- The physical damage reduction from Flammable Spores stacks only applies to melee attacks and projectiles; spores applied within the same game tick do not contribute to damage reduction for that tick.
- The damage over time from Flammable Spores is no longer reduced by armor.
- A unique death message has been added for units killed by Flammable Spores: "%1$s was consumed by flammable spores".
- Integrated Flammable Spores Fire Vulnerability Calculation: The vulnerability bonus when attacking a spore-infested target with Fire is now calculated together with Wetness reduction and Self-Drying penalty, making the calculation flow more logical.
Status Feedback Enhancement
- A unique sound effect plays when a target first gains the Flammable Spores effect.
- The visual presentation of the particle effect chain during contagion spread is now clearer and more intuitive.
III. Thunder Attribute
Core Mechanic Adjustments
- Thunder Counter trigger condition amendment: A Nature attribute attack triggering Thunder Counter now requires both of the following conditions:
- The target is wielding a weapon with the Thunder attribute and has Thunder Enhancement points.
- The target itself has an active Flammable Spores effect.
- The counter-attack is now guaranteed to trigger when conditions are met, no longer relying on probability.
- Counter target adjustment: The lightning bolt now strikes the one who initiated the Nature attack, rather than the attacked target.
- Effects after being struck by lightning:
- If the attacker carries the Wetness effect, their Wetness is removed and a Paralysis effect is applied based on the Wetness stacks.
- If the attacker does not have the Wetness effect, the Static Shock effect is applied.
- A built-in cooldown has been added to prevent repeated triggers in a short period.
Deep Reconstruction of Static Shock System
- Immunity Blacklist: An immunity entity blacklist for Static Shock and Paralysis has been added to the configuration files. Listed creatures will be completely immune to Static Shock damage and Paralysis.
- Stack Overflow Trimming: When Static Shock stacks unexpectedly exceed the maximum, they are automatically trimmed to the cap with a corresponding duration reduction, preventing state inflation.
- Damage Calculation Enhancement:
- Static Shock damage is now mitigated by the target's Protection and Projectile Protection enchantments, making defensive stats more valuable.
- The damage value is influenced by the target's dominant attribute: Nature and Frost targets will take different multipliers of Static Shock damage (configurable).
- Static Conduction Mechanic: When taking Static Shock damage, if the conduction feature is enabled, damage or effects will be spread to nearby creatures centered on the victim.
- Conduction range is increased by current Static Shock stacks.
- Configurable to affect only hostile mobs or to exclude friendly units.
- If a conduction target is affected by Wetness, it will be directly converted into Paralysis instead of taking further Static Shock damage.
- Targets already affected by Static Shock can optionally be skipped.
- Both conduction damage and Paralysis conversion are subject to cooldown and immunity checks.
Complete Paralysis Mechanic Rework
- Total AI Disable: The Paralysis effect now completely deprives affected creatures of autonomous consciousness—unable to move, attack, or perform any AI actions. The original AI state is automatically restored when the effect ends. The old speed and attack speed reduction mechanism has been removed for a more thorough paralysis.
- Spread Mechanic Rework (Contagious Paralysis):
- Spreads Only via Wetness: Paralysis spread now only requires the target to carry the Wetness effect to trigger, no longer relying on Static Shock stacks. When spreading, the target's Wetness is directly removed and corresponding Paralysis stacks are applied, skipping the intermediate Static phase.
- Contagion Source Tracking and Back-Propagation Protection: Similar to Flammable Spores contagion, Paralysis spread records the source and subsequent spreads automatically avoid looping back to the original source, preventing cyclic infection.
- Intelligent Target Filtering:
- Automatically skips targets that already have Paralysis or are in a cooldown state.
- Added an "Only Hostile Entities" option. When enabled, players, tamed pets, and all friendly creatures will not be paralyzed by spread.
- Excludes previously infected targets (configurable to allow chain spread).
- Infection Marker Lifecycle: Targets infected by Paralysis spread are marked as "infected." The marker is automatically cleared when the Paralysis effect ends, allowing the same target to be paralyzed again later.
- Threshold Changed to Fixed Stacks: The Paralysis stack threshold required to trigger spread has been changed from a percentage to an absolute value in the configuration file, making numerical planning more intuitive.
- Post-Effect Cleanup: When the Paralysis effect wears off on a target, related contagion markers are cleared synchronously to avoid residual data.
- Cooldown Protection: Paralysis spread has a built-in cooldown to prevent repeated bursts in a short time.
New: Static Spore Blast
- When a target carries both Static Shock and Flammable Spores, each stack of Static Shock added or hit of Static Shock damage taken has a chance to trigger an extra Flammable Spores explosion, with the probability increasing with the stacks of both effects.
Log Optimizations
- When Static Conduction is triggered, the debug log now clearly outputs the conduction range, total number of affected entities, and the number that were converted to Paralysis.
- Paralysis trigger logs now mark the source as "Environment" or "Entity" for easier identification of the reaction initiator.
IV. Steam Reaction
Major Trigger Rule Overhaul
- Fire Trigger Condition Restriction: A Fire attribute attack can only trigger a High-Heat Steam Cloud if it hits a target with the Wetness effect. Attacking Frost attribute targets no longer generates steam.
- Attacker Wetness Blocks Trigger: If the Fire attacker themselves carries the Wetness effect, they cannot trigger the Steam reaction.
- Steam Trigger Cooldown Now Attacker-Bound: The cooldown after triggering a Steam reaction is now tied to the attacker. Different attackers can independently trigger Steam reactions on the same target without blocking each other.
- High-Heat Steam Generation Strengthened: When a Fire attack hits a Wet target, the generated Steam Cloud level is now determined by the attacker's Fire Enhancement points combined with the target's Wetness stacks. Higher Fire investment and wetter targets produce more violent steam.
- Low-Heat Steam Calculation Optimized: When a Frost attack hits a Fire attribute target, the Steam Cloud level now comprehensively considers the attacker's Frost Enhancement points and the target's Fire Enhancement points, allowing the confrontation of attributes to be more fully reflected in steam intensity.
Damage and Defense Calculation Optimizations
- Steam Damage Reduction Cap: The total reduction from all sources (Fire Protection, regular Protection, etc.) is now strictly constrained by a global configuration option, preventing over-immunity.
- Low Damage Safety Net: For Frost and Nature attribute targets, Steam Scalding damage has a minimum guaranteed percentage, preventing it from dropping to an unreasonable zero due to high enchantments.
- Steam Cloud Level Damage Adjustment: The scalding damage from High-Heat Steam Clouds scales more smoothly with cloud level, making damage from lower-level clouds more in line with expectations.
Mechanic and Experience Optimizations
- Instant Blindness Removal: The blindness effect gained upon entering a Steam Cloud will vanish immediately upon leaving the cloud's area, leaving no residue.
- Precise Height Check: The height-based influence range of Steam Clouds is now more strictly determined. Entities exceeding the configured height ceiling no longer take scalding damage, effectively preventing airborne units from receiving unreasonable damage.
- Enhanced Mob Escape Behavior: Creatures in High-Heat Steam Clouds that take scalding damage will now attempt to flee more actively, with smarter pathfinding.
- Spore Growth Environment: Carriers of Flammable Spores within a Low-Heat Condensation Cloud will have their spore stacks gradually increase over time (rate is configurable).
- Independent Blindness Management: Steam Clouds no longer apply blindness through the potion cloud mechanic but are managed manually, ensuring the visual disturbance only applies while inside the cloud.
Stability and Sound
- Fixed issues with double-counting damage and log spam in reactions like High-Heat Steam.
- Unified Wetness clearing logic to avoid residual data.
- All steam burst sounds are now unified for more consistent audio feedback.
V. Nature Counter
Trigger Rule Amendments
- Nature Counter now only triggers when a Nature attribute unit is under the Scorch state.
- Logic Fix: When Nature Counter triggers, it now correctly clears the Scorch state from the caster (the Nature attribute unit), not the target. Relevant residual data on the caster is also cleared.
VI. Wetness System
Core Mechanic Adjustments
- Persistent Wetness in Condensation Clouds: When a creature is within the range of a Low-Heat Steam Cloud, its Wetness stacks will no longer decay naturally, and the timer is completely paused, allowing it to maintain the Wetness state indefinitely.
- Scorch Forcefully Clears Wetness:
- When a creature gains the Scorch effect, all Wetness stacks are removed immediately, and related potion effects are completely blocked.
- A unit in the Scorch state cannot be affected by any Wetness effect (including rain, submersion, or potion splashes). Wetness particles and dripping sounds are also suppressed.
- Fire Standing Clear Timer Optimization: When standing on fire, the clear timer only accumulates if the current Wetness stacks are greater than 0. Once Wetness is cleared, the timer resets immediately, fixing an issue where the timer accumulated despite no Wetness state.
Particle and Sound Optimizations
- Water droplet splash and drip particles no longer play while underwater, in rain/snow, or under the Scorch state, resulting in cleaner visual feedback.
- The dripping sound effect now only triggers periodically in completely dry environments (not in water, not exposed to rain/snow, and not scorched), avoiding redundant audio interference when wet or underwater.
Stability Fixes
- Fixed a division by zero exception that could occur when the Wetness check interval was configured to 0.
- Optimized the immunity check during the Wetness-to-Spores conversion process, fixing an issue where potion effects were applied repeatedly.
- Wetness clearing now also removes the fire standing timer to prevent state remnants.
VII. Comprehensive Visual Upgrade
- Steam Cloud Particles Enhanced:
- The distinction between high-heat and low-heat Steam Cloud creation and dissipation particle effects is more obvious, greatly improving visual identification.
- The number of persistent smoke particles within Steam Clouds has been significantly increased, making the cloud bodies more present and their coverage easier to identify.
- Static Shock Effects Full-Link Optimization:
- When an entity takes Static Shock damage, small electric spark particles are generated around its body, intuitively feeding back the trigger effect.
- Entities in the Static Shock state have purple light spots and end rod particles continuously floating around them, strengthening the visual identification of the electrified state.
- When Static Conduction triggers, a flickering arc particle chain is generated between targets, clearly showing the conduction path.
- Attribute-Specific Attack Effect Updates:
- Added a new Thunder attribute-specific attack effect.
- Remade the Fire attribute-specific projectile effect.
- Remade the Nature attribute-specific projectile effect.
- Added a new Frost attribute-specific attack effect.
VIII. Global Mechanism Optimizations
Element Icon System
- Each element attribute now has a unique icon symbol (🔥 Fire, ⚡ Thunder, ❄️ Frost, 🌿 Nature), making element types more intuitive to identify in in-game tooltips.
Configuration Hot Reload
- Changes made to configuration files now take effect automatically in-game without needing to restart the server or client. All caches are automatically refreshed.
Configuration Directory Reorganization
- All configuration files are now uniformly stored in the
ElementalCraftsubfolder for a cleaner structure. - Reaction configuration files are split into independent files by attribute: Fire & Nature reactions, and Thunder & Frost reactions, making it easier to find and adjust parameters.
Trident Attribute Inheritance Fix
- Thrown Tridents now reliably inherit the elemental attributes from their enchantments, fixing an issue where attribute attacks would not trigger.
Elemental Attack Determination Strengthened
- When holding weapons with different elemental attributes in the main and off hands, the system can correctly identify which element type should be active.
- If a weapon has an elemental attribute but the corresponding enhancement points are 0, no elemental reactions or additional damage will trigger.
Elemental Damage Armor Penetration
- Elemental bonus damage now follows the same rule as physical damage: it is first absorbed by the target's damage absorption effects (such as Golden Apple shields) before the remainder is applied.
Blacklist Command Expansion
- Added several independent blacklist commands to separately manage lists for Scorch immunity, Flammable Spores immunity, Static Shock immunity, Paralysis immunity, Steam immunity, and Wetness immunity, offering finer granularity.
Debug Information Display Fully Optimized
- A new summary line after each elemental attack displays key statuses like the attacker's enhancement level, target's resistance level, Wetness stacks, and Spores stacks.
- Damage calculation chain completely transparent: Combat debug information has been fully restructured to display each modifier factor independently, including:
- Elemental damage chain: Base Enhancement Damage → Global Damage Multiplier → Attribute Restraint Multiplier → Spore Vulnerability Multiplier → Wetness Base Reduction → Self-Drying Penalty Multiplier, making each multiplicative step clear at a glance.
- Physical damage chain: When physical damage is reduced by Flammable Spores, it additionally displays the original physical damage, spore stacks, reduction percentage, and final physical damage, visually presenting the spores' defensive contribution.
- Defense side: Target Resistance Reduction × Global Resistance Multiplier, making defense calculations clear and traceable.
- All new debug entries are fully localized to ensure readability.
- The underlying debug architecture has been refactored to use context objects, ensuring complete and easily extensible fields, laying the foundation for future debug feature iterations.
JADE Tooltip
- Added element relation display, including unique icon symbols for each element for more intuitive visual identification.
IX. Command Format Unification
- All blacklist command formats have been unified under the
/elementalcraft blacklistdirectory.
属性锻造:元素反应 V1.6.0 更新日志
一、赤焰属性
核心机制迭代
- 灼烧施加冷却改为攻击者独立计算:灼烧施加冷却现已与攻击者绑定,不同攻击者可独立对同一目标施加灼烧效果,互不干扰。
- 属性触发逻辑一致性修复:触发自我干燥效果,必须同时满足「武器带有赤焰属性攻击」+「装备带有赤焰强化」两个条件。
- 灼烧持续时间动态适配目标属性:
- 自然属性目标:灼烧持续时间按配置文件设定的倍率延长
- 冰霜属性目标:灼烧持续时间按配置文件设定的倍率缩短
- 高火抗即时清除灼烧状态:若目标的赤焰抗性点数达到配置文件阈值,灼烧状态将在检测到的瞬间被完全清除。
- 移除自然属性目标额外伤害加成:自然属性目标不再承受独立的灼烧伤害倍率。
自我干燥惩罚修复
- 赤焰攻击时自身潮湿产生的伤害惩罚不再残留反复生效,自我干燥的伤害计算更稳定准确。
毒爆反应交互逻辑调整
- 同时处于潮湿状态且自身为自然属性的目标,受到赤焰攻击时,将优先触发蒸汽反应,不再触发毒爆反应,避免反应冲突。
- 灼烧施加新增前置检查:若目标已带有易燃孢子,且赤焰强化达到毒爆反应阈值,则跳过灼烧施加流程,直接触发毒爆反应。
- 毒爆反应的伤害计算,改为基于超出阈值的赤焰强化部分,与属性强化的关联更紧密。
- 弱效引燃伤害倍率参数调整:改为先按赤焰强化值计算基础伤害,再应用伤害倍率。
- 灼烧状态下触发易燃孢子爆炸后,将立即移除目标的灼烧效果与火焰视觉效果,防止状态残留。
伤害、视觉与音效优化
- 火焰视觉锁定时间优化:火焰视觉锁定时间将直接跟随灼烧剩余刻数,不再基于配置文件计算固定的锁定时长。
- 灼烧伤害计算扩展:为灼烧伤害计算新增伤害倍率参数,支持在反应链中进行动态伤害调整。
- 视觉与听觉反馈全面强化:
- 施加灼烧时,增加熔岩粒子的生成数量
- 持续跳伤时,额外生成烟雾粒子
- 入水触发热休克时,蒸汽爆炸粒子更密集,音效保持高辨识度
二、自然属性
核心机制调整
- 移除自然汲取机制:自然属性攻击附带的自然汲取机制现已完全移除。
易燃孢子传染机制全面重制
传染源追踪与回传防护:目标被传染后将记录传染源信息,后续扩散时自动规避回传至传染源,有效杜绝重复交叉感染,该功能可通过配置文件开关。
新增易燃孢子效果消失后重置传染标记的选项,开启后同一目标可被再次感染。
传染目标筛选逻辑优化:
- 传染扩散时自动跳过已携带易燃孢子效果的生物,避免无效叠加
- 新增可选「仅敌对生物」传播限制,开启后将排除玩家、已驯服宠物与中立生物
- 新增「被传染目标达到阈值后可再次触发传染」的选项
⚠️ 风险提示:该再次传染选项在存在大量带潮湿效果生物的场景中,触发传染后可能引发严重的性能问题!
潮湿转易燃孢子机制统一:传染扩散过程中,目标的潮湿层数将统一按固定比例转化为易燃孢子层数,转化规则与全局潮湿系统完全一致。
伤害与减伤规则细化
- 易燃孢子物理伤害减免规则优化:
- 易燃孢子层数对物理攻击的伤害减免,仅对近战攻击与投射物生效;且同一游戏刻内施加的孢子,不参与该刻的伤害减免计算
- 易燃孢子的持续伤害,不再被盔甲值减免
- 易燃孢子造成的单位死亡,新增专属死亡信息提示:「%s 被易燃孢子侵蚀致死」
- 易燃孢子赤焰易伤计算整合:赤焰攻击易燃孢子目标时的易伤加成,现在会与潮湿减伤、自我干燥惩罚等共同作用,计算流程更合理。
状态反馈增强
- 目标首次获得易燃孢子效果时,新增专属音效提示
- 传染扩散触发时,粒子特效链路的视觉展示更清晰直观
三、雷霆属性
核心机制调整
- 雷霆反击触发条件修正:自然属性攻击触发雷霆反击,需同时满足以下两个条件:
- 目标手持带有雷霆属性的武器,且拥有雷霆强化点数
- 目标自身带有生效中的易燃孢子效果
- 条件满足后反击必定触发,不再依赖概率判定。
- 反击目标调整:闪电现在会对发动自然攻击的一方降下,而非被攻击的目标。
- 被闪电击中后的效果:
- 若攻击者携带潮湿效果,清除其潮湿并基于潮湿层数施加麻痹效果
- 若攻击者无潮湿效果,则施加静电效果
- 新增内置冷却时间,防止短时间内连续触发。
静电系统深度重构
- 免疫黑名单:配置文件新增静电和麻痹的免疫实体黑名单,被列入的生物将完全不受静电伤害与麻痹影响。
- 层数超限裁剪:当静电层数意外超过最大堆叠数时,会自动裁剪至上限并相应缩减持续时间,避免状态膨胀。
- 伤害计算增强:
- 静电伤害现在受目标装备的保护和弹射物保护附魔减免,使防御属性更具价值。
- 伤害数值受目标主属性影响:自然、冰霜属性的目标会承受不同倍率的静电伤害(可配置)。
- 静电传导机制:受到静电伤害时,若传导功能开启,将以受害者为中心向周围生物扩散伤害或效果。
- 传导范围受当前静电层数加成。
- 可配置只影响敌对生物或排除友好单位。
- 传导目标若处于潮湿状态,会被直接转化为麻痹,而非再次受到静电伤害。
- 传导目标已有静电效果时,可选择跳过。
- 传导伤害与麻痹转化均受冷却和免疫检查约束。
麻痹机制彻底重做
- AI 完全禁用:麻痹效果现在会使受影响生物完全丧失自主意识——无法移动、攻击或进行任何 AI 行为,效果结束后自动恢复原有 AI 状态。旧版的降低速度与攻速的机制已被移除,麻痹表现更彻底。
- 扩散机制重制(传染性麻痹):
- 仅通过潮湿传播:麻痹扩散现在只需目标携带潮湿效果即可触发,不再依赖静电层数。扩散时直接清除目标的潮湿并施加对应层数的麻痹,省略中间的静电阶段。
- 传染源追踪与防回传:与易燃孢子传染类似,麻痹扩散会记录传染源,后续扩散自动规避回传给最初的传播者,杜绝循环感染。
- 智能目标筛选:
- 自动跳过已有麻痹效果或处于冷却中的目标。
- 新增「仅敌对生物」选项,开启后玩家、驯服宠物及所有友好生物将不会被扩散麻痹。
- 排除已感染过的目标(可配置允许链式扩散)。
- 感染标记生命周期:被扩散麻痹的目标会标记为"已感染",麻痹效果结束后标记自动清除,同一目标后续仍可被再次麻痹。
- 阈值改为固定层数:触发扩散所需的麻痹层数阈值从百分比改为配置文件中的绝对数值,数值规划更直观。
- 效果结束后清理:目标麻痹效果消失时,扩散相关的传染标记同步清零,避免残留数据。
- 冷却保护:麻痹触发扩散存在内置冷却,防止短时间内重复爆发。
新增静电孢子爆发
- 目标同时携带静电和易燃孢子时,每次叠加静电层数或承受静电伤害都有几率引发一次额外的易燃孢子爆发,概率随静电与易燃孢子层数上升。
日志优化
- 静电传导触发时,调试日志将明确输出传导范围、受影响实体总数、最终转化为麻痹效果的数量。
- 麻痹触发日志会标注来源为「环境」或「实体」,便于定位反应发起方。
四、蒸汽反应
触发规则大幅调整
- 赤焰触发条件限制:赤焰属性攻击仅对带有潮湿效果的目标才能触发高温蒸汽云,攻击冰霜属性目标不再产生蒸汽。
- 攻击者潮湿阻止触发:若赤焰攻击者自身携带潮湿效果,则无法触发蒸汽反应。
- 蒸汽触发冷却改为攻击者绑定:触发蒸汽反应后的冷却时间现在与攻击者绑定,不同攻击者可独立对同一目标触发蒸汽反应,不再互相阻塞。
- 高温蒸汽生成强化:赤焰攻击命中潮湿目标时,生成的蒸汽云等级现在由攻击者的赤焰强化点数与目标的潮湿层数共同决定,赤焰投入越高、目标越湿,蒸汽越猛烈。
- 低温蒸汽计算优化:冰霜攻击命中赤焰属性目标时,蒸汽云等级将综合考量攻击者的冰霜强化点数与目标的赤焰强化点数,双方的属性对抗更充分反映在蒸汽强度上。
伤害与防御计算优化
- 蒸汽伤害减伤上限限制:所有来源的减伤(火焰保护、普通保护等)总和现在严格受全局配置项约束,避免过度免疫。
- 低伤害保障:对冰霜、自然属性的目标,蒸汽烫伤伤害存在最低保障比例,不会因高附魔而降至不合理的零伤害。
- 蒸汽云等级伤害调整:高温蒸汽云的烫伤伤害随云等级增长的幅度更平滑,低等级云的伤害更符合预期。
机制与体验优化
- 致盲效果即时移除:进入蒸汽云获得的致盲效果,离开云范围后将立即消失,不再残留。
- 高度判定精确化:蒸汽云的高度影响范围判定更严格,超出配置高度上限的实体不再受到烫伤伤害,有效避免高空单位受到不合理伤害。
- 生物逃离逻辑强化:高温蒸汽云中的生物受到烫伤伤害后,逃离行为更积极,寻路逻辑更智能。
- 易燃孢子成长环境:处于低温冷凝云中的易燃孢子携带者,其孢子层数会随时间逐渐增长(速率可配置)。
- 致盲效果独立管理:蒸汽云不再通过药水云施加致盲,改为手动控制,确保视觉干扰只在云内生效。
稳定性与音效
- 修复了高温蒸汽等反应中,伤害重复计算、日志冗余的问题。
- 潮湿清除逻辑统一,避免残留数据。
- 所有蒸汽爆发音效统一,听觉反馈更一致。
五、自然反制
触发规则修正
- 自然反制仅当自然属性单位受到灼烧状态时,才会触发。
- 逻辑修复:触发自然反制时,会清除触发者自身的灼烧状态,而非目标的灼烧状态。触发者的灼烧相关残留数据一并清除。
六、潮湿系统
核心机制调整
- 蒸汽冷凝云持久保潮:生物处于低温蒸汽云范围内时,潮湿层数将不再自然衰减,且计时完全暂停,可无限期保持潮湿状态。
- 灼烧强制清除潮湿:
- 生物获得灼烧效果时,所有潮湿层数将被立即清除,且相关药水效果被完全阻止。
- 处于灼烧状态的单位无法被施加任何潮湿效果(包括雨水、水下、药水溅射等),潮湿粒子与滴水音效也将被抑制。
- 火焰站立清除计时器优化:站在火焰上时,只有当前潮湿层数大于 0 才会累积清除计时器;一旦潮湿被清空,计时器立即重置,修复了无潮湿状态却持续累加计时器的残留问题。
粒子与音效优化
- 水下、雨雪天气或灼烧状态下,不再播放任何水滴飞溅粒子和水滴滴落粒子,视觉反馈更干净。
- 滴水音效现在仅在完全干燥的环境(不在水中、未暴露于雨雪、且无灼烧)时周期性触发,避免了水下/雨天时的冗余听觉干扰。
稳定性修复
- 修复了潮湿检测间隔配置为 0 时,可能引发的除零异常。
- 优化了潮湿转化易燃孢子过程中的免疫检查,修复了药水效果重复添加的问题。
- 潮湿清除现在会一并移除火焰站立计时器,杜绝状态残留。
七、视觉效果全面升级
- 蒸汽云粒子增强:
- 高温/低温蒸汽云的生成、消散粒子效果区分更明显,视觉辨识度大幅提升
- 蒸汽云内的持续烟雾粒子数量显著增加,云体存在感更强,覆盖范围更易识别
- 静电特效全链路优化:
- 实体受到静电伤害时,身体周围会生成小型电火花粒子,直观反馈触发效果
- 处于静电状态的实体,身体周围会持续浮现紫色光点与末地烛粒子,强化带电状态的视觉标识
- 静电传导触发时,目标之间会生成闪烁的电弧粒子链,清晰展示传导路径
- 属性专属攻击特效更新:
- 新增雷霆属性专属攻击特效
- 重制赤焰属性专属投射物特效
- 重制自然属性专属投射物特效
- 新增冰霜属性专属攻击特效
八、全局机制优化
元素图标系统
- 各元素属性现在拥有专属的图标符号(🔥 赤焰、⚡ 雷霆、❄️ 冰霜、🌿 自然),在游戏内的信息提示框中可更直观地识别元素类型。
配置文件热重载
- 现在修改配置文件后无需重启服务器或客户端,改动会在游戏中自动生效。所有缓存会被自动刷新,参数调整即时应用。
配置文件目录重组
- 所有配置文件现统一存放于
ElementalCraft子文件夹下,结构更整洁。 - 反应配置文件按属性拆分为独立文件:赤焰与自然反应、冰霜与雷霆反应各自独立,便于查找和调整各自参数。
三叉戟属性继承修复
- 投掷出的三叉戟可稳定继承附魔的元素属性,修复了属性攻击不生效的问题。
元素攻击判定强化
- 主副手同时持有不同元素属性武器时,系统能正确识别当前应生效的元素类型。
- 武器带有元素属性但对应强化点数为 0 时,不会触发任何元素反应与附加伤害。
元素伤害护甲穿透
- 元素附加伤害现在与物理伤害规则统一,会先被目标的伤害吸收效果(如金苹果护盾)抵消,剩余部分计入最终伤害。
黑名单命令扩展
- 新增多种独立黑名单命令,可分别管理灼烧免疫、易燃孢子免疫、静电免疫、麻痹免疫、蒸汽免疫及潮湿免疫的生物列表,粒度更精细。
调试信息显示全面优化
- 每次元素攻击后,新增一行摘要信息,集中展示攻击方强化等级、目标抗性等级、潮湿层数、孢子层数等关键状态。
- 伤害计算链条完全透明化:战斗调试信息现已全面重构,各项增减益因子均独立展示,包括:
- 元素伤害链:基础强化伤害 → 全局伤害倍率 → 属性克制倍率 → 易燃孢子易伤倍率 → 潮湿基础减伤 → 自我干燥惩罚倍率,每一步的乘算关系一目了然
- 物理伤害链:受到易燃孢子减伤时,额外显示原始物理伤害、孢子层数、减免比例、最终物理伤害,直观呈现孢子的防御贡献
- 防御端:目标抗性减免 × 全局抗性倍率,减伤计算清晰可查
- 所有新增调试条目均完成完整的本地化适配,确保信息可读性。
- 调试信息底层架构重构,统一采用上下文对象传递,确保字段完整且易于扩展,为后续调试功能迭代奠定基础。
JADE 信息提示框
- 新增元素关系展示,包含各元素的专属图标符号,视觉辨识更直观。
九、命令格式统一
- 所有黑名单命令格式,已统一整合至
/elementalcraft blacklist目录下。

