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WorldLevel

A progression-driven world difficulty system with shared world levels, monster rarities, scaling enemies, elite encounters, and configurable progression.
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Description

WorldLevel is a progression-based difficulty system that makes the world grow more dangerous as players advance.

Instead of giving each player an individual difficulty level, WorldLevel uses a shared world level from WL0 to WL8. The entire world progresses together, allowing enemy difficulty and rewards to evolve alongside the players.

Monsters can spawn with one of eight rarity tiers: F, E, D, C, B, A, S, and SSS. Higher-rarity enemies can have increased health, attack damage, movement speed, better equipment, enchantments, improved drops, and other enhancements.

As the world level increases, monsters become stronger and the rarity distribution gradually shifts toward more dangerous enemies. Early world levels are intentionally more forgiving, while later levels can exceed vanilla difficulty significantly and introduce much more threatening encounters.

High-rarity monsters can also become elite encounters. B-tier and above enemies may appear with groups of minions, while powerful Withers and Ender Dragons can receive special shared Boss Bar handling.

WorldLevel is designed with multiplayer in mind. The world level is shared by everyone, and enemy health and rewards can scale further based on the number of players in the same dimension.

Features

  • WL0 – WL8 shared world progression
  • Eight monster rarity tiers from F to SSS
  • Scaling health, attack damage, drops, and rarity distribution
  • Rarity-based speed, size, equipment, enchantments, and drop chances
  • Elite enemies and minion groups at higher rarities
  • Additional multiplayer difficulty scaling
  • Configurable world-level and rarity balance through JSON files
  • Configurable progression conditions
  • Runtime configuration reload with /worldlevel reload
  • Full administrator commands for viewing, changing, testing, and resetting world levels
  • Global enable/disable control through the worldlevel_enabled gamerule

WorldLevel is intended for modpacks, multiplayer servers, and progression-focused gameplay where the world should evolve together with the players rather than remaining at a fixed difficulty

WorldLevel 是一個以遊戲進度為核心的世界難度系統,讓世界隨著玩家的發展逐漸變得更加危險。

WorldLevel 並不是替每個玩家設定獨立難度,而是使用 WL0~WL8 的共享世界等級。所有玩家共同推進同一個世界進度,使敵人的難度與獎勵能隨著玩家的發展一起成長。

怪物生成時可獲得 F、E、D、C、B、A、S、SSS 共八個稀有度階級。更高稀有度的敵人可能擁有更高的生命值、攻擊力、移動速度、更好的裝備與附魔、更高的掉落能力,以及其他額外強化。

隨著世界等級提升,怪物會逐漸變強,同時稀有度分布也會向更高階的敵人偏移。前期世界等級相對友善,而到了後期,敵人的強度將明顯超越原版,帶來更加危險的戰鬥。

高稀有度怪物還可能形成精英遭遇。B 級以上的敵人可以帶領一群同類小兵,而高稀有度的凋零與終界龍也具有額外的共享 Boss Bar 管理。

WorldLevel 同時針對多人遊戲設計。所有玩家共享相同世界等級,並且可以根據同維度玩家數量,進一步提高敵人的生命值與掉落獎勵。

功能特色

  • WL0~WL8 共享世界進度
  • F~SSS 共八階怪物稀有度
  • 動態調整生命值、攻擊力、掉落與稀有度分布
  • 稀有度影響速度、體型、裝備、附魔與掉落機率
  • 高稀有度的精英怪物與小兵群
  • 額外的多人難度倍率
  • 可透過 JSON 自訂世界等級與稀有度平衡
  • 可設定世界等級推進條件
  • 支援 /worldlevel reload 即時重新載入設定
  • 提供完整的世界等級查詢、修改、測試與重設管理指令
  • 可透過 worldlevel_enabled Gamerule 全域啟用或停用系統

WorldLevel 特別適合整合包、多人伺服器與進度型玩法,讓世界難度能真正隨玩家共同成長,而不是從遊戲開始到結束都維持固定強度。

The WorldLevel Team

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