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培育/环境

From Pixelmon Wiki
Revision as of 05:53, 17 September 2020 by Hackel (talk | contribs) (Created page with "下表将宝可梦的培育强度值转换为培育速度(当宝可梦的培育强度过低时宝可梦将不会培育)。")
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操作要领

为了让宝可梦能够进行培育,其所在牧场方块周围的环境必须要能够令它们满意。这项因素取决于适合参与培育宝可梦属性的某些特定方块的有无、品质以及方块数量。

每一类能够满足某一属性宝可梦的方块都会提供1-4的满意度,且不合适的方块不会提供任何满意度,即提供的满意度为0。对于宝可梦的每种属性,满意度即为牧场方块范围内所有方块提供满意度的总和。各个属性培育强度的值会在0-2的区间段被计算,这取决于满意度的总和。对于单属性宝可梦来说,培育强度取决于宝可梦们唯一的属性。对于双属性宝可梦来说,培育强度取决于它们每个属性所对应培育强度的平均值(四舍五入保留整数)。

下表将宝可梦的培育强度值转换为培育速度(当宝可梦的培育强度过低时宝可梦将不会培育)。

A ranch block has a 9×9 area around it by default and has a maximum range (with several ranch upgrades) of 15×15. The block that the ranch block is on and any blocks directly above the ranch block are not included, meaning that a ranch block will take into account between 80 and 224 blocks when determining satisfactions depending on its range. On each coordinate, the highest block that is at most 3 blocks higher than the ranch block is used to calculate satisfaction.

Blocks

Bug

BugType.pngBug
Item Count
Grid Dandelion.pngDandelion 2
Grid Cobweb.pngCobweb 3
Grid Spider Eye.pngSpider Eye 3

Dark

DarkType.pngDark
Item Count
Grid Block of Coal.pngBlock of Coal 2
Grid Skeleton Skull.pngSkeleton Skull 1
Grid Obsidian.pngObsidian 1

Dragon

DragonType.pngDragon
Item Count
Grid Block of Diamond.pngBlock of Diamond 1
Grid Gold Block.pngGold Block 2
Grid End Stone.pngEnd Stone 3

Electric

ElectricType.pngElectric
Item Count
Grid Block of Redstone.pngBlock of Redstone 2
Grid Glowstone.pngGlowstone 3
Grid Redstone Lamp.pngRedstone Lamp 2

Fairy

FairyType.pngFairy
Item Count
Grid Cake.pngCake 1
Grid Lily of the Valley.pngLily of the Valley 3
Grid Chorus Fruit.pngChorus Fruit 3

Fighting

FightingType.pngFighting
Item Count
Grid Oak Planks.pngOak Planks 2
Grid Bricks.pngBricks 2
Grid Temple Brick.pngTemple Brick 2

Fire

FireType.pngFire
Item Count
Grid Flint and Steel.pngFlint and Steel 5
Grid Lava Bucket.pngLava Bucket 2
Grid Blaze Rod.pngBlaze Rod 2

Flying

FlyingType.pngFlying
Item Count
Grid Feather.pngFeather 10
Grid Glass.pngGlass 3
Grid Target.pngTarget 3

Ghost

GhostType.pngGhost
Item Count
Grid Ghast Tear.pngGhast Tear 10
Grid Soul Torch.pngSoul Torch 3
Grid Soul Sand.pngSoul Sand 3

Grass

GrassType.pngGrass
Item Count
Grid Grass.pngGrass 5
Grid Oak Leaves.pngOak Leaves 3
Grid Grass Block.pngGrass Block 3

Ground

GroundType.pngGround
Item Count
Grid Clay.pngClay 3
Grid Brown Hardened Clay.pngBrown Terracotta 3
Grid Soul Soil.pngSoul Soil 3

Ice

IceType.pngIce
Item Count
Grid Ice.pngIce 10
Grid Blue Ice.pngBlue Ice 1
Grid Snow Block.pngSnow Block 5

Normal

NormalType.pngNormal
Item Count
Grid Leather.pngLeather 10
Grid Hay Bale.pngHay Bale 3
Grid White Wool.pngWhite Wool 3

Poison

PoisonType.pngPoison
Item Count
Grid Brewing Stand.pngBrewing Stand 1
Grid Mycelium.pngMycelium 3
Grid Slime Block.pngSlime Block 3

Psychic

PsychicType.pngPsychic
Item Count
Grid Eye of Ender.pngEye of Ender 5
Grid Bookshelf.pngBookshelf 3
Grid Clock New.pngClock 2

Rock

RockType.pngRock
Item Count
Grid Boulder.pngBoulder 5
Grid Granite.pngGranite 5
Grid Stone.pngStone 10

Steel

SteelType.pngSteel
Item Count
Grid Iron Block.pngIron Block 3
Grid Iron Bars New.pngIron Bars 3
Grid Silver Block.pngSilver Block 2

Water

WaterType.pngWater
Item Count
Grid Scute.pngScute 3
Grid Water Bucket.pngWater Bucket 2
Grid Fresh Water.pngFresh Water 5

Config settings

  • "useBreedingEnvironment": If this is set to false, the entire breeding environment mechanic is disabled and Pokémon will always breed at breeding strength 1 ("Pokémon 1 is more attracted to Pokémon 2 every day!").
  • "breedingTicks": This number determines how long it takes for a Pokémon to advance a stage at breeding strength 1. It is influenced by multipliers that derive from different breeding strengths.

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