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An attachment slot is a circular area to which items can be affixed, allowing them to be stored for later use, secured for transportation, or connected to a power network, among other uses. The purpose of attachment slots is broad, but generally speaking, they can be used to:
Attachment slot
An attachment slot is a circular area to which items can be affixed, allowing them to be stored for later use, secured for transportation, or connected to a power network, among other uses.
Types [ edit | edit source ]
- T1: tier 1 slots are single sockets, which can only hold one small item,
- T2: tier 2 slots are paired single sockets surrounded with a red line which clearly associates them with one another. Each socket is, itself, a T1 slot. The pair can hold a single T2 item together, however.
- T3: tier 3 slots are a pair of T2 slots, which are themselves pairs of T1 slots. Modules like the smelting furnace and research chamber take up a whole T3 slot.
- T4: tier 4 slots are a pair of T3 slots paired together. Found on the surface of a large rover or the extra large platforms. The only things that take up a T4 slot are the extra large storage and the extra large shredder.
- Reaction slots: these slots appear on a few modules, such as the large hoop platform A, large hoop platform B, large storage ring and extra large arch platform. The act differently than normal slots. When a player or certain items pass through the rings or under the arch, it will trigger the slot to activate whichever item is on the slot, such as fireworks or a small camera.
- Holograms (all tier), these attachment points have holographic displays that will interact when given its appropriate items. Examples of these are the slots for resources on printers.
Uses [ edit | edit source ]
The purpose of attachment slots is broad, but generally speaking, they can be used to:
- Secure items you don't want to lose or that you need in a toolkit for travel and exploration. For example, you may want to carry resources like compound in your backpack so you can make a chain of tethers to provide power and oxygen as you explore.
- To improve platforms with much-needed features, like power sources or expanded storage. For example, you can attach a power source like the small wind turbine to a rover to provide it with power or add more storage to increase its carrying capability from 2 slots to 8.
Example locations [ edit | edit source ]
Attachment slots can be found in:
- Backpacks - 13 T1, plus 1 crafting slot for the backpack printer.
- Shelters - 2 T1 slots, plus 1 T2 slot in the starting shelter intended for an oxygenator.
- Medium rover - one T3 slot on the surface which can hold a large machine such as a smelting furnace, and a T2 slot on the front and back.
- Large rover - one T4 slot on the surface, which could as well be two T3 slots, and two T3 slots on the front and back each.
- Shuttles - the small shuttle has no general storage. There are two T2 slots on the medium shuttle, two T3 slots on the large shuttle. All shuttles have an separate T2 slot, to the right of the cockpit entrance, intended for an oxygenator, but you can put anything there. They also have another T2 slot, but if you want to leave the planet, this has to be used for a thruster
- Cranes - one T2 on the arm for equipping a drill head (but usable for other items), plus two T1 slots on the side where mined resources are stacked (but also usable for other items).
- Medium storage - eight T1 slots.
- Large storage - four T2 slots.
- Generators have T1 slots designed with the specific function of receiving various types of fuel.
- While likely not intended for player use, world objects such as trees and probes contain hidden functional attachment slots (where research artifacts are usually found). Only 2-slot items can be attached to these.
- A lot of debris and detritus can have attachment slots as well. However, they can’t be used to place items on.
Befehl/replaceitem
/replaceitem ersetzt gegenstände in einem fach (engl. Slot) des inventars von spielern, kreaturen oder behältern.
Inhaltsverzeichnis
Syntax [ bearbeiten ]
/replaceitem ziel slot gegenstand
- Ziel kann ein objekt oder ein block sein. Der befehl muss entsprechend das wort "entity" oder "block" enthalten, gefolgt von genaueren angaben zur identifikation:
entity spieler oder objekt | der name eines spielers oder eine zielauswahl. |
Block x y z | x y z sind die koordinaten, an denen ein behälter (truhe, werfer, ofen etc.) steht. Für absolute koordinaten kann man die koordinaten-schnelleingabe nutzen. Wird ein " " vor eine koordinate geschrieben, ist der koordinatenwert nicht absolut, sondern relativ zur position der befehlsquelle (spieler oder befehlsblock), wobei deren standort Abgekürzt werden kann. Für die höhey sind nur werte zwischen 0 und 255 möglich. |
- Slot kann folgende werte annehmen, wobei anstelle des * eine gültige slotnummer eingesetzt werden muss:
für objekte | inventory.* | spielerinventar mit den slotnummern 0 bis 26. Die erste kreatur, die ebenfalls ein inventar hat, ist der dorfbewohner, siehe slot.Villager. |
Hotbar.* | schnellzugriffsleiste des spielers mit den slotnummern 0 bis 8. Der aktuell ausgewählte slot der schnellzugriffsleiste wird mit slot.Weapon angesprochen. | |
Enderchest.* | inventar der endertruhe mit den slotnummern 0 bis 26. Die endertruhe speichert ihren inhalt nicht als behälter, sondern beim jeweiligen spieler. Daher sieht jeder spieler, der in eine beliebige endertruhe schaut, stets sein eigenes inventar. Die endertruhe zählt also bezüglich des inventars zu den objekten, nicht zu den blöcken. | |
Armor.Head | rüstung: kopfbedeckung bei spieler, skelett, zombie, riese und weiteren menschenähnlichen kreaturen. Als kopfbedeckung sind natürlich helme möglich, aber auch (nicht beim riesen) fast alle blöcke wie stein, holz oder der bekannte kürbis. Besonders interessant ist der kopf, denn damit sind auch alle spielerköpfe möglich, aber auch köpfe von kreaturen wie dem enderman oder herobrine (siehe MHF-köpfe). Auch dorfbewohner können einen anderen kopf oder einen block als kopf tragen, nicht jedoch einen helm. Wie ein block im kopf-slot dargestellt wird, ist in den modelldaten festgelegt. Dort kann z.B. Eine drehung und verschiebung eingetragen sein, wie man am beispiel knochen sieht. Weitere beispiele siehe spieler#kopfslot. | |
Armor.Chest | rüstung: brustpanzer bei spieler, skelett, zombie und riese. | |
Armor.Legs | rüstung: beinschutz bei spieler, skelett, zombie und riese. | |
Armor.Feet | rüstung: stiefel bei spieler, skelett, zombie und riese. | |
Weapon | hand: bei skelett, zombie, riese, hexe, schweinezombie und spieler. Hier kann nicht nur eine waffe, sondern jeder beliebige block oder gegenstand in die hand gegeben werden. | |
Weapon.Mainhand | haupthand: bei skelett, zombie, riese, hexe, schweinezombie und spieler: wie slot.Weapon. | |
Weapon.Offhand | zweithand: bei skelett, zombie, riese, schweinezombie und spieler. Die hexe hat keine zweithand. | |
Horse.Saddle | pferd und esel: sattel. | |
Horse.Armor | pferd: rüstung. | |
Horse.* | esel: inhalt der satteltaschen mit den slotnummern 0 bis 14. | |
Horse.Chest | esel: die angelegten satteltaschen (truhe). | |
Villager.* | dorfbewohner-inventar mit den slotnummern 0 bis 7. Dorfbewohner können gegenstände aufsammeln, z.B. Bei der ernte ihrer felder oder nahrung, die ihnen von anderen dorfbewohnern oder spielern zu füßen geworfen wird. Das dorfbewohner-inventar kann man nicht einsehen. | |
Für blöcke und objekte | container.* | inventar eines behälters oder einer behälterlore. Truhen und güterloren haben die slotnummern 0 bis 26. Große truhen bestehen aus zwei einzelnen truhen, die einzeln angesprochen werden müssen. Bei großen truhen, deren linke hälfte nördlich oder westlich von der rechten hälfte liegt, belegt sie die oberen drei slotreihen, liegt die linke hälfte dagegen südlich oder östlich von der rechten hälfte, belegt sie die unteren drei slotreihen. Spender und werfer haben die slotnummern 0 bis 8, trichter 0 bis 4 und braustände und öfen 0 bis 2. |
- Gegenstand ist der ID-name des gegenstandes (ggf. Mit NBT-daten), der in das inventar gegeben werden soll.
- NBT-daten sind weitere daten (im NBT-format), um den gegenstand genauer zu spezifizieren. Werden sie weggelassen, werden sie mit standardwerten belegt. Eine ausführliche beschreibung steht hier.
- Anzahl ist die anzahl der gegenstände, die in das inventar gegeben werden sollen. Sie muss mindestens 1 und darf höchsten 64 betragen. Die höchstzahl von 64 ist auch für gegenstände möglich, die normalerweise nur kleinere stapel bilden können oder gar nicht stapelbar sind. Wird anzahl weggelassen, wird sie mit 1 angenommen.
Zur eingabe eines befehls siehe befehl#eingabe.
Eigenschaften [ bearbeiten ]
Zum löschen eines slotinhaltes gibt man den gegenstand luft hinein (ID-name air).
Slot-sensor (befehle)
gruppe: vorrichtungen | mit mechaniken | mit redstone | hier: mit befehlen | die vorgestellte technik kann in der redstone-welt angesehen werden. |
Der slot-sensor erfasst die ausgewählten slot, den ein spieler ausgewählt hat. Dies kann auch dazu genutzt werden, um das drehen des mausrades zu prüfen und auch in welche richtung es gedreht wurde.
Inhaltsverzeichnis
Variante 1 [ bearbeiten | quelltext bearbeiten ]
folgende voraussetzungen werden benötigt: | ||
---|---|---|
|
folgende materialien werden benötigt: | |
---|---|
|
Dieser slot-sensor erkennt die richtung in die das mausrad gedreht wurde. Das macht der sensor in dem er sich die letzte position des ausgewählten slot in der aus neun slots bestehenden schnellzugriffsleiste merkt und diesen mit der aktuellen slot-position vergleicht. Ist die differenz zwischen den beiden slot-positionen negativ, so muss das mausrad nach rechts bewegt worden sein, ist die differenz positiv muss das mausrad nach links bewegt worden sein. Es gibt allerdings eine ausnahme, wenn die letzte slot-position die erste (ganz linke) oder die letzte (ganz rechte) slot-position war und nun zum jeweils anderen ersten oder letzen slot wechselt, würde der sensor die verkehrtherum liegende richtung erfassen. Dies muss berücksichtigt werden um eine immer korrekte erfassung zu erhalten.
Wenn man den mausrad-sensor einschaltet, werden zwei punktestand-ziele erstellt.
- Befehl 1.1 das slot-ziel ist dazu gemacht immer die aktuelle position des ausgewählten slots zu speichern,
- Befehl 1.2 und das vergleichs-ziel immer für die letzte position zu speichern.
Wiederholen
Gleichzeitig wird auch die befehlsblock-säule mit dem wiederhol-befehlsblock aktiv.
- Befehl 1.3 dort beginnt die speicherung der letzten slot-position, in dem der punktestand von slot-ziel in den des vergleichs-ziel, vom spieler der 25 blöcke maximal entfernt sein darf, übertragen wird. Beim ersten durchlauf besitzt natürlich das slot-ziel noch keinen wert, daher wird beim vergleichs-ziel einfach der wert null übertragen. Erst bei weiteren durchläufen wird dann immer die letzte position als punktestand übertragen.
- Befehl 1.4 um die slot-position abzufragen und in einen punktestand zu speichern, wird zuerst ein spieler im umkreis von 25 blöcken als ausführer ausgewählt und dann als speicher-ziel markiert. In dem fall wird das resultat des data-befehls in das slot-ziel des spielers gespeichert. Der data-befehl fragt hierbei die aktuelle slot-position ab und übergibt es dem store-result-unterbefehl.
- Befehl 1.5 um nun einen vergleichswert zu erhalten, sodass man entweder einen positiven oder einen negativen wert erhält, wird vom vergleichs-punktestand des spielers der slot-punktestand abgezogen und im vergleichs-punktestand gespeichert. Mit diesem wert kann nun geschlussfolgert werden in welche richtung das mausrad bewegt wurde.
- Befehl 1.6 der weiter oben genannte ausnahmefall erfordert eine interessante unterbefehls-kombination des execute-befehls. Um sicherzustellen, dass nur spieler angesprochen werden die von diesem sensor erfasst werden sollen, wird zuerst der radius von 25 blöcken abgefragt, allerdings auch noch ob der spieler einen vergleichs-punktestand besitzt, der zwischen den minimalen und maximalen vergleichswerten liegt. Um nun abfragen zu können, ob der spieler für das nach links bewegen des mausrades, den wert von eins bis sieben und den wert minus acht besitzt, wurde das ausschlussverfahren angewendet. Wenn der ausgewählte spieler weder den wert minus sieben bis null hat noch den wert acht, dann muss er einen der werte für das nach links bewegen besitzen. So wird anschließend mit dem title-befehl die richtung des mausrades über der schnellzugriffsleiste angezeigt.
- Befehl 1.7 das gleiche verfahren wird dann auch für die rechte bewegung verwendet, um diese dann anzeigen zu lassen.
Ausschalten
Wenn man den sensor wieder ausschaltet, werden die beiden punktestand-ziele entfernt
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this page was last edited on 2019-12-12.
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Commands/replaceitem
Replaces items in the inventories of blocks (chest, furnaces, etc.) or entities (players or mobs) with the given item(s).
Syntax
- Java edition
replaceitem block [amount] replaceitem entity [amount]
- Bedrock edition
replaceitem block slot.Container [amount: int] [data: int] [components: json] replaceitem entity [amount: int] [data: int] [components: json] arguments x y z (BE: position: x y z) ( block mode only) specifies the position of the block to be modified. May use tilde notation to specify a position relative to the command's execution. Selector (BE: target: target) ( entity mode only) specifies one or more entities to modify. Must be a player name or target selector. Slot (BE: slottype: entityequipmentslot and slotid: int) specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified. For blocks, must be container.Slot_number (BE: slot.Container ) where slot_number or slotid: int is replaced with a number specifying the slot.
- Chests, dispensers, droppers, hoppers, and trapped chests are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks.
- A brewing stand's bottom slots are numbered 0 to 2 from left to right, its top slot is 3 and the fuel slot is 4.
- A furnace's slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot.
Other blocks which hold items but don't have inventory guis (flower pots and jukeboxes) can only be changed with /data . For entities, must be one of the following, where slot_number is replaced with a number specifying the slot:
slot | slot numbers | restrictions |
---|---|---|
armor.Chest | armor stands, mobs, and players only (though not all mobs will show or make use of the items) | |
armor.Feet | ||
armor.Head | ||
armor.Legs | ||
weapon.Mainhand | ||
weapon.Offhand | ||
container.Slot_number [ java edition only ] | 0–53 | players and minecarts only |
enderchest.Slot_number (BE: slot.Enderchest ) | 0–26 | players only |
hotbar.Slot_number (BE: slot.Hotbar ) | 0–8 | |
inventory.Slot_number (BE: slot.Inventory ) | 0–26 | item frames (slot 0) and players only |
horse.Saddle (BE: slot.Saddle ) | horses, donkeys, and mules only; item must be a saddle | |
horse.Chest [ java edition only ] | donkeys, and mules only; item must be a chest | |
horse.Armor (BE: slot.Armor ) | horses and llamas only; item must be a type of horse armor (if a horse) or a carpet (if a llama) | |
horse.Slot_number (BE: slot.Chest ) | 0–14 | donkeys and mules with chests only |
villager.Slot_number [ java edition only ] | 0–7 | villagers only |
Container.26 minecraft:sapling 4 1 to replace the items in the rightmost hotbar slot of the nearest player with four spruce saplings: replaceitem entity @p hotbar.8 minecraft:sapling 4 1
Extra slots
Extra slots are available for requisition through some fleet stores.
As with all fleet holdings, you can get yourself invited to a different fleet's holding that is already upgraded if your own fleet is lacking that particular upgrade.
R&D and trait slots [ edit | edit source ]
Extra R&D and trait slots are available for requisition through the fleet research lab.
Research facilities tier III is required to purchase R&D project slot, active ability reputation trait slot and starship trait slot.
Development facilities tier III is required to purchase the space and ground reputation trait slot.
Each extra slot can only be purchased once. Fleet dilithium discount does not apply to these purchases.
Slot | cost |
---|---|
+ 1 R&D project slot | 100,000 |
+ 1 active ability reputation trait slot | 150,000 , 50,000 |
+ 1 space reputation trait slot | 100,000 , 25,000 |
+ 1 ground reputation trait slot | 100,000 , 25,000 |
+ 1 starship trait slot | 250,000 , 100,000 |
Assignment slots [ edit | edit source ]
Extra duty officer assignment slots are available for requisition through the fleet embassy shuttlebay, at the requisition consumables console
Recruitment facilities tier I is required to buy the first additional slot, tier II for the second one, and finally tier III for the third and final additional slot.
Each extra slot can only be purchased once, with the price increasing accordingly (see below).
Slot | cost |
---|---|
+ 1 active duty officer assignment slot | 50,000 |
+ 1 active duty officer assignment slot | 75,000 |
+ 1 active duty officer assignment slot | 100,000 |
Active roster slots [ edit | edit source ]
Extra active duty officer roster slots are available for requisition through the fleet spire.
Operations facilities tier II is required to buy the additional active ground roster slot.
Operations facilities tier III is required to buy the additional active space roster slot.
Each extra slot can only be purchased once.
Ship slot
A ship slot is a spot occupied by a ship. Think of it as a docking space. A player only gets a limited number of ship slots and can therefore only have so many ships. A player begins with two ship slots but can get up to 14 (5 initial slots, 6 from promotions + 3 from accolades) through in-game means, or more still by purchasing it from the C-store.
Ships may be stored in dry dock slots when not in use.
Ship slots are individual to each character, i.E. If you have 2 empty slots on one character, they cannot be used for ships on another.
Obtaining additional ship slots [ edit | edit source ]
Obtaining or purchasing more slots will only apply to one character, with the exception of veteran rewards which apply to your entire account. Methods to obtain more:
- An additional ship slot is added for each promotion (per character):
- Lieutenant commander
- Commander
- Captain
- Rear admiral, lower half / brigadier general
- Rear admiral, upper half / major general
- Vice admiral / lieutenant general, for a maximum of 6 by ranking up.
- Veteran rewards, which unlock once per account but apply for each character:
- 200 day veteran reward adds one ship slot with the accolade redoubtable
- 500 day veteran reward adds another ship slot with the accolade relentless
- 1000 day veteran reward adds another ship slot with the accolades starfleet veteran and empire veteran, for a maximum of 3 from accolades
- “the vault” [FED/KDF] adds a ship slot with the accolade size doesn't matter (per character)
- “small packages” [ROM] adds a ship slot with the accolade size doesn't matter (per character)
- 2 ship slots are available from the C-store for a price of 500 (per character, repeatable). A maximum of 48 ships can be purchased in this way.
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Inventory
The inventory is the pop-up menu that the player uses to manage items they carry. From this screen a player can equip armor, craft items on a 2×2 grid, and equip tools, blocks and items. The player's skin is also displayed here.
Contents
Overview [ edit ]
The inventory is opened and closed by pressing E (
on the xbox 360 & xbox one, on the playstation, on the wii U & nintendo switch, and ••• in bedrock edition). This key can be changed from the in-game options menu. The inventory can also be closed with esc ( on the xbox 360, xbox one, wii U and nintendo switch, on the playstation, and in bedrock edition).The inventory is saved upon exiting a world or server, so the player retains exactly the same items upon re-entering the world or server.
Slots [ edit ]
The inventory consists of 4 armor slots, 27 storage slots, 9 hotbar slots, and an off-hand slot. Items in the hotbar slots can be selected during play using the keyboard (keys 1 – 9 ) or mouse wheel, and placed or wielded with the mouse buttons.
Most items can stack up to a maximum of 64 in one slot. Some items cannot stack, notably tools (with the exception of clocks and compasses), armor, and potions. Certain items, such as snowballs, empty buckets, eggs, signs, honey bottles, banners, and ender pearls can only stack up to 16.
In survival or adventure mode, there is also a 2×2 crafting grid, which allows any recipe that fits to be crafted, but does not offer item storage.
Armor is considered equipped only when it is in an armor slot; when in any of the regular inventory slots, it is not considered "worn" and does not offer protection. Held armor can be equipped by using it, exchanging it with any armor already occupying that slot.
Items have tooltips if the cursor is hovered over them, displaying their name, enchantments, lore, and some item specific information such as the version of a written book. Pressing F3 + H causes items to display additional information, such as their ID, data values, and some item specific information.
Pressing use on a block with an inventory, such as a chest, crafting table, or a furnace opens its GUI and allow items to be transferred between the 27 main slots, the 9 hotbar slots, and the block's GUI.
The only available slots for setting attributes are "mainhand", "offhand", "head", "chest", "legs", and "feet".
Recipe book [ edit ]
The recipe book is a mechanic in minecraft that serves as a catalog of recipes and as a crafting guide. It shows every crafting recipe that the player has had materials for.
Crafting recipes are organized in several different categories, as follows:
- The first, topmost tab contains every unlocked recipe.
- The second tab contains tools, weapons, and armor.
- The third tab contains building materials.
- The fourth tab contains food miscellaneous items.
- The fifth tab contains redstone materials.
In bedrock edition, the tabs are:
Also, in old pocket edition versions where the MATTIS crafting system was used, the tabs were:
- Armor (no crafting, only equip)
- Craft
- Inventory (no crafting, only move and see items)
In older versions of MATTIS, the tabs were:
- Blocks
- Tools
- Armor & food
- Decorative blocks
Managing inventory [ edit ]
Stacks can be grabbed by pressing left click on the stack, and split by pressing right click. If the stack is an odd quantity, then it leaves the smaller half (for example, a stack of 7 leaves 3 items in the slot and grab 4). Conversely, while holding a stack in the inventory, left-clicking places the full stack in the slot, and right-clicking place just one item. Double-clicking an item grabs up to a full stack from all the items within the inventory.
Holding ⇧ shift and clicking on the item sends the item from the player's hotbar to the main 27 slots, or vice versa. Doing so, while a block's inventory (chest, dispenser, etc.) is open, sends the item stack immediately from the player's inventory into the block that they have open or vice versa. Holding ⇧ shift and double-clicking a stack moves all items of that kind between the player's inventory and the block, or their inventory and their hotbar. However, the player's cursor must already be holding an item for this to work. The item held is irrelevant.
Pressing 1 – 9 switches the item hovered over with the cursor with the item in that slot of the hotbar, or move the item from one to the other if either slot is empty.
While an item stack is grabbed, dragging items around with the left mouse button divide the stack equally over the dragged-over slots, while dragging item stacks around with the right mouse button places one of that stack in each dragged-over slot — in both cases only if the slot is empty or contains the same item being dragged.
In creative mode, middle-clicking an item grabs a full stack of the item while leaving the item in the slot, and dragging items with the middle mouse button places a full stack of the item in each dragged-over slot.
Pressing C + 1-9 in creative mode saves the current toolbar in the saved toolbars tab. It can be loaded with X + 1-9 .
Pressing drop while the cursor is hovering over an item in the inventory or a container drops one item. Holding ctrl and pressing drop while hovering over a slot in the inventory or container that has one or more items drops the entire stack of items. While venturing without the full inventory open, the same can be applied for the selected item(s) from the hotbar. Items can also be dropped into the world by clicking outside the inventory window while holding item with the cursor.
Creative inventory [ edit ]
In creative mode, the inventory contains most of the blocks and items from survival mode (with some exceptions, like dragon eggs or command blocks), and a few more (such as spawn eggs). The player can pick up blocks from here to use endlessly.
Java edition [ edit ]
A single item can be grabbed using left click, increasing with continued left clicks on that item. Left or right clicking with an item or stack of items while hovering over any item other that the one held gets rid of the held item. Right clicking an item also picks up one item, but the second click then puts it back down as opposed to picking up more. Shift-clicking an item grabs a full stack. Pressing a number key while hovering over an item instantly places one full stack of that item into the hotbar slot that corresponds with the number.
The creative inventory screen is sorted into 12 sections: building blocks, decoration blocks, redstone, transportation, miscellaneous, foodstuffs, tools, combat and brewing. [ more information needed ] there is also a search box (compass icon), saved toolbars (bookshelf icon), and survival inventory tab (chest icon).
Using the search tab, one can access enchanted books of any levels, whereas books of the maximum levels can be found only in the tools and combat sections.
Guides/game
Written by dezment & twobearhighfiving (updated by jackal of death)
If you have any questions or think of something to add feel free to message me on here or on reddit or join us on discord.
Hero stats and skills edit
Base stats edit
- Atk - physical attack. Is reduced by def.
- Matk - magical attack. Is reduced by mdef.
- Acc - accuracy, determines chance to hit the enemy. See below
- Crit - chance (in %) to score a critical hit. See below
- Cdmg - critical damage modifier. Increases critical damage additively. Base critical damage is 2x damage. Cdmg +20% equals 2.2x critical damage.
- Was crit % untill V2.431.
- Hp - hit points, amount of health.
- Def - physical defense, reduces incoming atk damage.
- Mdef - magical defense, reduces incoming matk damage.
- Eva - evasion. Used by enemies to evade hits. See accuracy
- Ap - ability points. Used to cast skills. See below
- Str - strength increases atk.
- Int - intellect increases matk.
- Dex - dexterity increases acc.
- Luck - per 1 luck gain 1,6% chance for lucky hit. Lucky hits deal 1,35x dmg.
- Str\int\dex scaling you can find on each heroes' page: here.
Percent stats edit
- Atk %, matk %, acc %, def %, mdef %, hp % xp % and cdmg % all stack additively. Including a hero passive modifier like might\intellect. For example, might passive + 2 radiant prefixes gives 1.3x atk bonus. A hero with 20% cdmg and 15% cdmg would deal 2.35x critical damage.
Plv potions edit
- A non-prestiged hero can use 8 enchantment potions, a 1st prestige hero can use 12 and 2nd prestige hero can use 16.
- Prestiging removes all enchantments. Reclassing does not.
- Regardless of a hero's level when given the potion you will gain full benefits. The potions are retroactive.
- For example, a level 40 hero will gain 4 points instantly, the hero will then continue to gain 0.1 point each time they level up.
- Plv potions give more stats than +X potions.
Skills edit
The skills page lists every skill in the game with a detailed explanation.
- At level 10 a hero gains 5 ap and unlocks skills.
- Every 2 levels afterward they gain an additional ability point.
- Heroes level 40 and higher have 20 ap, which is the cap.
- Wisdom passive, unique to mages, clerics, dark knight, and bards raises the ap cap by 2 for a total of 22.
- 2 prefixes: savvy and master's, add 1 and 2 ap respectively.
- Each hero has 7 unique skills (except for bard who has 8), unlocked at levels 10, 15, 20, 25, 30, 35, and 51.
- Skills that deal direct damage can crit and miss.
- True damage cannot crit, but can lucky hit.
- Lesser heal, light's grace and greater heal cannot crit.
- Heals won't overheal your hero, so you cannot heal more than the amount of HP a hero had going into the fight.
- Mana shield grants a shield equal to 0,6x of your hero's matk. Blocks only magical damage, physical and true damage will bypass it.
- Differently named buffs can stack. For example:
- Enrage and vicious strike gives 1.6x + 1.3x = 1.9x damage modifier.
- For example with 500 atk using both skills would boost hero to 950 atk. 950/500 = 1.9x.
- With 500 base atk, might passive and radiant prefix hero will have 2,1x modifier (all modifiers stacks additively)
- Enrage and vicious strike gives 1.6x + 1.3x = 1.9x damage modifier.
Mage skills edit
- Silence cannot miss.
- Silence will not negate enemy shields.
- Amplify magic doubles the effects of all enemy's debuffs and deal 0,8x matk x number of debuffs. Dots are classified as debuffs and their damage will be doubled. Will deal only 0,8x if there are no effects to amplify.
Warrior skills: edit
- Taunt redirects all damage to a warrior, however, it does not redirect debuffs as they will still apply to heroes who should have been hit thus won't affect warrior.
- Block will only reduce physical incoming damage by 78% before mitigations, the magical damage is unchanged.
- Any debuffs applied by the attack will still be applied to the hero.
Paladin skills: edit
- Shield will only reduce magical incoming damage by 78% before mitigations, the physical damage is unchanged.
- Holy shield sets whole party's mdef equal to 1,6x paladin's mdef, the physical damage is unchanged.
- Any debuffs applied by the attack will still be applied to the team.
Rogue and assassin skills: edit
- Evade will reduce all incoming damage for the hero that used it by 78% before mitigations.
- Any debuffs applied by the attack will still be applied to the hero.
Basic combat mechanics edit
THE DAMAGE FORMULA edit
Modifier) $
for example, if a berserker has 500 atk and an enemy has 200 def, using a slash (1.6x atk)--
100/(100 + 200) = 0.33. The hero will only be doing 33% of his damage, which in this case is 266.66 damage (↑ 267.) 100/(100 + 200)*(500*1.6)
- Physical and magical damage is calculated separately and then added together.
- Atk is used with def, and matk is used with mdef.
ACCURACY / HIT CHANCE edit
Chance = \frac < 200 \times Acc >
for example, if your hero has 50 acc and the enemy has 75 eva, you will have an 80% chance to hit. (200*50)/(50+75)
You currently need 250 acc to 100% hit all enemies (in F2P).
Attack order edit
Knowing who attacks first is crucial when planning skill order. Your heroes will always attack first unless fighting one of the weekly bosses, they attack first. Regular epic bosses and special map bosses do not attack first. Order follows this pattern:
so, let's see, what we have: attachment slot an attachment slot is a circular area to which items can be affixed, allowing them to be stored for later use, secured for transportation, or connected to a power network, among at slot game wiki
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