Difficulty

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For how this works in unmodified Minecraft, see Difficulty on the Minecraft Wiki.
Difficulty
種類Mechanic

Difficulty in Matcha Flavoured changes much more than in vanilla Minecraft. Besides the vanilla effects, the world's difficulty decides how hostile モブ are modified when they spawn, how many hearts a 死亡 costs, whether the ウィザー効果 effect takes hearts, and how far a player's maximum 体力 can fall.

The pack describes its three difficulties in its language file as:[1]

  • Easy: 「くつろぎたいプレイヤー向け。」
  • Normal: 「挑戦したいプレイヤー向け。」
  • Hard: 「不公平な挑戦をしたいプレイヤー向け。」

仕組み

難易度の読み取り

The pack reads the world's difficulty only when the datapack loads, and prints it to chat: "Your gamemode is Easy", "Normal" or "Hard", followed by "(You can change this in the world settings, make sure you reload the world after)".[2][3] After changing the difficulty, the world has to be reloaded (with /reload, by rejoining, or by restarting the server) for the pack's own rules to follow. Until then, the pack keeps using the old difficulty while vanilla uses the new one.

自動上昇

On Normal, the difficulty is raised to Hard automatically when any player's minimum hearts drops to 5, which happens at their fifth progression milestone. Every player sees "Game is now set to Hard". The change can be undone in the world settings.[4] See 死亡の最低ハート.

モブの変更

Each time one of the pack's "mundane hostile" mobs appears (zombie, husk, drowned, zombie villager, skeleton, stray, bogged, parched, creeper, spider, cave spider, slime, enderman, witch or silverfish), the pack checks it once and changes its attributes according to the difficulty.[5][6] Mobs not listed in the table keep their vanilla attributes, as do the attributes marked "vanilla".

Mob 属性 イージー ノーマル ハード
スケルトン, stray, bogged and parched Max health 10 ( × 5) 10 ( × 5) 12 ( × 6)
Bow vanilla Punch I Punch II
Bow drop chance vanilla 0% 0%
クリーパー Max health 14 ( × 7) 16 ( × 8) 18 ( × 9)
Cave spider Max health 2 ( × 1) 4 ( × 2) 6 ( × 3)
Movement speed 0.35 0.4 0.42
ゾンビ (adult) Max health vanilla 10 ( × 5) 15 ( × 7.5)
Movement speed vanilla 0.34 0.38
Attack damage vanilla vanilla 5
Step height vanilla 1 1
Jump strength vanilla vanilla 0.6
Baby zombie, zombie villager, drowned and husk Max health 4 ( × 2) 4 ( × 2) 7 ( × 3.5)
ハスク (adult) Max health vanilla 30 ( × 15) 40 ( × 20)
Movement speed vanilla 0.25 0.265
Attack damage vanilla 6 15
Armor vanilla 12 14
Follow range vanilla 50 60
Knockback resistance vanilla 0.9 1
Step height vanilla 1 1
Movement efficiency vanilla 1 1
Water movement efficiency vanilla 1 1
シルバーフィッシュ Max health 2 ( × 1) 2 ( × 1) 4 ( × 2)
クモ Jump strength vanilla 0.85 0.85
Fall damage vanilla none none
Weaving none I (infinite) II (infinite)

[7][8][9]

Easy is close to vanilla mob behavior: zombies, husks and spiders are left unchanged, and only skeletons, creepers, cave spiders, silverfish and baby zombies are weakened. The Normal and Hard skeleton changes replace the skeleton's bow with a new one that has only Punch and can't be dropped. The pack also means to set the equipment drop chances of all of these mobs to 0, but a targeting bug stops this from working reliably; see スポーンのモブの変更.

概要

Easy Normal Hard
死亡ごとに失う最大体力 1 heart 1 heart 2 hearts
最小の最大体力 10 hearts 10 to 3 hearts, by progress 10 to 3 hearts, by progress
ウィザー効果効果 vanilla takes 1 heart after 9 seconds takes 2 hearts after 6 seconds
Raw Estus Raw Estusの取得 再生 V for 4 s, 耐性 I for 10 s 再生 V for 2 s, 耐性 I for 5 s 再生 V for 2 s, 耐性 I for 5 s
自動変更 – raised to Hard at 5 minimum hearts –

[10]

歴史

1.10 Difficulty support added: the difficulty now changes mob behavior, health and damage. Easy is described as "essentially vanilla mob behaviour". Beating the Ender Dragon raises the difficulty.
1.12 Husks slowed on Normal; husk attack damage lowered from 15 to 10 on Normal and from 20 to 15 on Hard.
1.12.1-alpha Killing the dragon no longer raises the difficulty on Normal; progression through advancements does instead. Baby zombies, husks and drowned have 2 hearts on Easy. Husk health on Normal lowered from 40 to 30.
1.12.2 Hard husks slowed slightly. The Wither effect takes hearts, except on Easy.
1.12.6-alpha The ウィザー効果 effect takes its heart after 9 seconds on Normal and 6 seconds on Hard, instead of 8 seconds on both; shakudo armor adds time. Husk attack damage on Normal lowered from 10 to 6.[11]
1.12.7-beta On Peaceful, maximum health never falls below 10 hearts, as on Easy, and no "Minimum Hearts" message is shown; before, Peaceful had no floor.[12][13]

豆知識

  • The 1.10 release notes warn: "If you are playing on HARD, SET IT BACK TO NORMAL, unless you want to be angry".[14]
  • The chat message calls the difficulty the "gamemode".
  • An unused function would give Normal baby zombies 5 ( × 2.5); Normal actually uses the shared Easy and Normal function, which gives 4 ( × 2).[15]
  • The developer added difficulty support after watching a video of a player new to Java Edition who was frustrated by the fast zombies. Having promised a pack for casual players, the developer made Easy close to vanilla while keeping the harder zombies on Normal and Hard for players who liked them.[16] The developer also regretted the word "casual" in the pack's first video, where it was chosen as the opposite of "technical" players.

関連項目

参照

  1. ↑ lang/en us.json
  2. ↑ setup/load.mcfunction
  3. ↑ scoreboard/create scoreboards.mcfunction
  4. ↑ difficulty scaling/increase difficulty.mcfunction
  5. ↑ entity type/mundane hostiles.json
  6. ↑ spawn mechanic/modify mob.mcfunction
  7. ↑ easy modifications/check type.mcfunction
  8. ↑ normal modifications/check type.mcfunction
  9. ↑ hard modifications/check type.mcfunction
  10. ↑ estus/estus effects.mcfunction
  11. ↑ normal modifications/modify husk.mcfunction
  12. ↑ heart container/set max hp.mcfunction
  13. ↑ heart container/decrease minimum hearts.mcfunction
  14. ↑ Matcha Flavoured 1.10 release notes: "If you are playing on HARD, SET IT BACK TO NORMAL, unless you want to be angry"
  15. ↑ normal modifications/modify baby zombies.mcfunction
  16. ↑ Klei Wright, "How Criticism changed Matcha Flavoured" (YouTube): "I made it so that the game scans the world, and as it's scanning, it detects the difficulty level, and it'll change the mob modifications depending on what that difficulty mode is. I did that specifically because of that one player that I watched who was becoming frustrated."