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“MythicMobsExtension”的版本间的差异

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''译者注:mm怪物即为mythicmobs内的怪物''
 
''译者注:mm怪物即为mythicmobs内的怪物''
  
- biomefix{b=[SINGLE/ARRAY];action=[BOOLEAN]}
+
- biomefix{b=[SINGLE/ARRAY];action=[BOOLEAN]}
 
   检测施放者或目标所在的生物群系
 
   检测施放者或目标所在的生物群系
 
   例子: - biomefix{b=DESERT,PLAINS;action=true}
 
   例子: - biomefix{b=DESERT,PLAINS;action=true}
 
   
 
   
- crouching{action=[BOOLEAN]}
+
- crouching{action=[BOOLEAN]}
 
   检测玩家是否处于潜行状态
 
   检测玩家是否处于潜行状态
 
   例子: - crouching{action=true}
 
   例子: - crouching{action=true}
 
   
 
   
- eir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
+
- eir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
 
   检测在所给出范围内的实体数
 
   检测在所给出范围内的实体数
 
   例子: - eir{types=ARMOR_STAND;amount=1;radius=5;action=true}
 
   例子: - eir{types=ARMOR_STAND;amount=1;radius=5;action=true}
 
   
 
   
- facingdirection{d=[CARDINAL-POINT];action=[BOOLEAN]}
+
- facingdirection{d=[CARDINAL-POINT];action=[BOOLEAN]}
 
   检测目标是否看着指定的方向
 
   检测目标是否看着指定的方向
 
   例子: - facingdirection{f=SOUTH_WEST;action=true}
 
   例子: - facingdirection{f=SOUTH_WEST;action=true}
 
   
 
   
- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}
+
- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}
 
   检测 if the faction has a specific flag set or unset
 
   检测 if the faction has a specific flag set or unset
 
   例子: - factionsflag{flag=firespread;action=false}
 
   例子: - factionsflag{flag=firespread;action=false}
 
   
 
   
- getbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
+
- getbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
 
   检测拉弓状态
 
   检测拉弓状态
 
   例子: - getbowtension{range=1;action=true}
 
   例子: - getbowtension{range=1;action=true}
 
   
 
   
- getindicator{value=[数值/数值范围];action=[BOOLEAN]}
+
- getindicator{value=[数值/数值范围];action=[BOOLEAN]}
 
   检测玩家的攻击指示器
 
   检测玩家的攻击指示器
 
   0 = 无攻击指示器, 1 = 满的攻击指示器
 
   0 = 无攻击指示器, 1 = 满的攻击指示器
 
   例子: - getindicator{value=<0.51;action=true}
 
   例子: - getindicator{value=<0.51;action=true}
 
   
 
   
- hasspawner{names=[SINGLE/ARRAY/ANY];action=[BOOLEAN]}
+
- hasspawner{names=[SINGLE/ARRAY/ANY];action=[BOOLEAN]}
 
   检测mm怪物是否来自于刷怪笼
 
   检测mm怪物是否来自于刷怪笼
 
   例子: - hasspawner{names=MySpawner;action=true}
 
   例子: - hasspawner{names=MySpawner;action=true}
 
   
 
   
- hastarget{action=[BOOLEAN]}
+
- hastarget{action=[BOOLEAN]}
 
   检测 if the caster has a target
 
   检测 if the caster has a target
 
   注意: *This only works on the caster, if you use it
 
   注意: *This only works on the caster, if you use it
第86行: 第86行:
 
   例子: - hastarget{action=true}
 
   例子: - hastarget{action=true}
 
   
 
   
- infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
+
- infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
 
   检测 if the caster is in the faction or one of the factions
 
   检测 if the caster is in the faction or one of the factions
 
   注意: 只对mm怪物生效
 
   注意: 只对mm怪物生效
 
   例子: - infaction{faction=MyFaction;action=true}
 
   例子: - infaction{faction=MyFaction;action=true}
 
   
 
   
- inmobarena
+
- inmobarena
 
   检测 施放者, 目标或指定位置是否在怪物竞技场内.
 
   检测 施放者, 目标或指定位置是否在怪物竞技场内.
 
   需要 MobArena 插件
 
   需要 MobArena 插件
 
   
 
   
- inmotion{action=[BOOLEAN]}
+
- inmotion{action=[BOOLEAN]}
 
   检测 if the target is in motion
 
   检测 if the target is in motion
 
   wont work on non-living entities or players
 
   wont work on non-living entities or players
 
   例子: - inmotion{action=true}
 
   例子: - inmotion{action=true}
 
   
 
   
- insolidblock{action=[BOOLEAN]}
+
- insolidblock{action=[BOOLEAN]}
 
   检测 if the targeted entity or location is in a solid block
 
   检测 if the targeted entity or location is in a solid block
 
   例子: - insolidblock{action=true}
 
   例子: - insolidblock{action=true}
 
   
 
   
- jumping{action=[BOOLEAN]}
+
- jumping{action=[BOOLEAN]}
 
   检测 if the targeted entity is jumping
 
   检测 if the targeted entity is jumping
 
   例子: - jumping{action=true}
 
   例子: - jumping{action=true}
 
   
 
   
- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
+
- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
 
   检测 with how much tension the bow was shot
 
   检测 with how much tension the bow was shot
 
   例子: - lastbowtension{range=>0.7;action=true}
 
   例子: - lastbowtension{range=>0.7;action=true}
 
   
 
   
- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}
+
- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}
 
   检测 the last damage event on the caster or target
 
   检测 the last damage event on the caster or target
 
  Note: entity for check must be a MythicMob
 
  Note: entity for check must be a MythicMob
 
   例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
 
   例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
 
   
 
   
- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
+
- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
 
   检测 for the living entities in the given range
 
   检测 for the living entities in the given range
 
   例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}
 
   例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}
 
   
 
   
- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}
+
- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}
 
   检测 the amount of mobs in a given area around the caster/target/location
 
   检测 the amount of mobs in a given area around the caster/target/location
 
   例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
 
   例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
 
   
 
   
- movespeed{range=[数值/数值范围]}
+
- movespeed{range=[数值/数值范围]}
 
   检测 the movementspeed of the targeted living entity
 
   检测 the movementspeed of the targeted living entity
 
   例子: - movespeed{range=>0.1}
 
   例子: - movespeed{range=>0.1}
 
   
 
   
- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}
+
- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}
 
   检测 if the players item is on cooldown
 
   检测 if the players item is on cooldown
 
   例子: - oncooldown{value=1to10;action=true}
 
   例子: - oncooldown{value=1to10;action=true}
 
   
 
   
- owneralive{action=[boolean]}
+
- owneralive{action=[boolean]}
 
   检测 if the owner is online, alive or in the same world
 
   检测 if the owner is online, alive or in the same world
 
   例子: - owneralive{action=true}
 
   例子: - owneralive{action=true}
 
   
 
   
- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
+
- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
 
   检测 if the amount of players are in the given range
 
   检测 if the amount of players are in the given range
 
   例子: - pir{amount=5;radius=10;action=true}
 
   例子: - pir{amount=5;radius=10;action=true}
 
   
 
   
- playertime{time=[数值/数值范围];action=[boolean]}
+
- playertime{time=[数值/数值范围];action=[boolean]}
 
   检测 the targeted player's time only
 
   检测 the targeted player's time only
 
  use it with playertime mechanic
 
  use it with playertime mechanic
 
   例子: - playertime{time=0to12000;action=true}
 
   例子: - playertime{time=0to12000;action=true}
 
   
 
   
- playerweather{weather=[WEATHERTYPE];action=[boolean]}
+
- playerweather{weather=[WEATHERTYPE];action=[boolean]}
 
   检测 the targeted player's weather only
 
   检测 the targeted player's weather only
 
  use it with playerweather mechanic
 
  use it with playerweather mechanic
 
   例子: - playerweather{weather=CLEAR;action=true}
 
   例子: - playerweather{weather=CLEAR;action=true}
 
   
 
   
- running{action=[BOOLEAN]}
+
- running{action=[BOOLEAN]}
 
   检测 if the targeted player is running/sprinting
 
   检测 if the targeted player is running/sprinting
 
   例子: - running{action=true}
 
   例子: - running{action=true}
 
   
 
   
- sleeping{action=[boolean]}
+
- sleeping{action=[boolean]}
 
   检测 if the targeted player is sleeping
 
   检测 if the targeted player is sleeping
 
   例子: - sleeping{action=true}
 
   例子: - sleeping{action=true}
 
   
 
   
- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
+
- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
 
   检测 the caster or target with valid testfor stuff
 
   检测 the caster or target with valid testfor stuff
 
   例子: - testfor{vc="XpLevel:20";action=true}
 
   例子: - testfor{vc="XpLevel:20";action=true}
 
   
 
   
- wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}
+
- wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}
 
   检测 if the region has denied the spawning of defined entities(usually used in randomspawns)
 
   检测 if the region has denied the spawning of defined entities(usually used in randomspawns)
 
   例子: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}
 
   例子: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}
 
   
 
   
- wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}
+
- wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}
 
   检测 if the region has set the defined flag
 
   检测 if the region has set the defined flag
 
   例子: - wgstateflag{flag=mob-spawning;action=false}
 
   例子: - wgstateflag{flag=mob-spawning;action=false}
 
==对比条件==
 
==对比条件==
- attackable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
+
- attackable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
 
   检测 if the target is attackable by the caster with this DamageEvent
 
   检测 if the target is attackable by the caster with this DamageEvent
 
   例子: - attackable{cause=PROJECTILE;action=false}
 
   例子: - attackable{cause=PROJECTILE;action=false}
 
   
 
   
- behind{view=[ANGLE_VALUE];action=[BOOLEAN]}
+
- behind{view=[ANGLE_VALUE];action=[BOOLEAN]}
 
   检测 if the caster is behind of its target
 
   检测 if the caster is behind of its target
 
   例子: - behind{view=90;action=true}
 
   例子: - behind{view=90;action=true}
 
   
 
   
- damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
+
- damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
 
   检测 if the target is damageable with this DamageEvent
 
   检测 if the target is damageable with this DamageEvent
 
   例子: - damageable{cause=PROJECTILE;action=true}
 
   例子: - damageable{cause=PROJECTILE;action=true}
 
   
 
   
- hasmeta{meta="tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}
+
- hasmeta{meta="tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}
 
   compares the meta of 2 entities, can also used on caster itself
 
   compares the meta of 2 entities, can also used on caster itself
 
   can check multiple metas (seperated by && for AND or || for OR)
 
   can check multiple metas (seperated by && for AND or || for OR)
第189行: 第189行:
 
                   type=STRING";cs=true;action=true}
 
                   type=STRING";cs=true;action=true}
 
   
 
   
- hasmetasimple{tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}
+
- hasmetasimple{tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}
 
   same as hasmeta but can only compare 1
 
   same as hasmeta but can only compare 1
 
   例子: - hasmetasimple{tag=lastdamagedentity;value=<target.uuid>;
 
   例子: - hasmetasimple{tag=lastdamagedentity;value=<target.uuid>;
 
                   type=STRING;cs=true;action=true}
 
                   type=STRING;cs=true;action=true}
 
   
 
   
- infront{view=[ANGLE-数值];action=[BOOLEAN]}
+
- infront{view=[ANGLE-数值];action=[BOOLEAN]}
 
   检测 if the caster is infront of its target
 
   检测 if the caster is infront of its target
 
   例子: - infront{view=10;action=false}
 
   例子: - infront{view=10;action=false}
 
   
 
   
- isburning{range=[数值];action=[BOOLEAN]}
+
- isburning{range=[数值];action=[BOOLEAN]}
 
   检测 if the targeted entity is burning
 
   检测 if the targeted entity is burning
 
   when a range is provided  检测 if the amount of ticks provided matches with FIRE_TICKS 例子: - isburning{action=true}
 
   when a range is provided  检测 if the amount of ticks provided matches with FIRE_TICKS 例子: - isburning{action=true}
 
   
 
   
- isgoggling{action=[BOOLEAN]}
+
- isgoggling{action=[BOOLEAN]}
 
   检测 if the player is looking at something
 
   检测 if the player is looking at something
 
   例子: - isgoggling{action=true}
 
   例子: - isgoggling{action=true}
 
   
 
   
- ispresent{action=[BOOLEAN]}
+
- ispresent{action=[BOOLEAN]}
 
   检测 if an entity is present
 
   检测 if an entity is present
 
   例子: - ispresent{action=true}
 
   例子: - ispresent{action=true}
 
   
 
   
- isspinning{action=[BOOLEAN]}
+
- isspinning{action=[BOOLEAN]}
 
   检测 if the player is spinning
 
   检测 if the player is spinning
 
   use with the playerspin mechanic
 
   use with the playerspin mechanic
 
   例子: - isspinning{action=true}
 
   例子: - isspinning{action=true}
 
   
 
   
- isstunned{action=[BOOLEAN]}
+
- isstunned{action=[BOOLEAN]}
 
   检测 if the caster or target is stunned
 
   检测 if the caster or target is stunned
 
   This works also as TargetConditions: keep in mind to set the right targeter
 
   This works also as TargetConditions: keep in mind to set the right targeter
 
   例子: - isstunned{action=true}
 
   例子: - isstunned{action=true}
 
   
 
   
- isvehicle{action=[BOOLEAN]}
+
- isvehicle{action=[BOOLEAN]}
 
   检测 if the target is riding something
 
   检测 if the target is riding something
 
   例子: - isvehicle{action=true}
 
   例子: - isvehicle{action=true}
 
   
 
   
- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
+
- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
 
   检测 if the target is looking at the caster
 
   检测 if the target is looking at the caster
 
   the  example uses the default values that are fine for almost any entity
 
   the  example uses the default values that are fine for almost any entity
第230行: 第230行:
 
   例子: - lookatme{fov=1.999;yo=-0.4}
 
   例子: - lookatme{fov=1.999;yo=-0.4}
 
   
 
   
- onsolidblock{action=[BOOLEAN]}
+
- onsolidblock{action=[BOOLEAN]}
 
   检测 if the targeted entity or location is on a solid block
 
   检测 if the targeted entity or location is on a solid block
 
   例子: - onsolidblock{action=true}
 
   例子: - onsolidblock{action=true}
 
   
 
   
- ownsitem{list="where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT]";action=[BOOLEAN]}
+
- ownsitem{list="where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT]";action=[BOOLEAN]}
 
   检测 one or multiple slots (seperated by && for AND or || for OR)
 
   检测 one or multiple slots (seperated by && for AND or || for OR)
 
   of the target if it has an item or material
 
   of the target if it has an item or material
 
   例子: - ownsitem{list="where=HAND;material=DIAMOND_SWORD;amount=1 && where=INVENTORY;material=DIAMOND_SWORD;amount=1to2";action=true}
 
   例子: - ownsitem{list="where=HAND;material=DIAMOND_SWORD;amount=1 && where=INVENTORY;material=DIAMOND_SWORD;amount=1to2";action=true}
 
   
 
   
- ownsitemsimple{where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT];action=[BOOLEAN]}
+
- ownsitemsimple{where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT];action=[BOOLEAN]}
 
  same as ownsitem but can only check 1 slot
 
  same as ownsitem but can only check 1 slot
 
   例子: - ownsitemsimple{where=HAND;material=SAND;amount=1;action=true}
 
   例子: - ownsitemsimple{where=HAND;material=SAND;amount=1;action=true}
 
   
 
   
- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}
+
- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}
 
   this condition can check if a variable is set as a stance
 
   this condition can check if a variable is set as a stance
 
   usefull with parsedstance mechanic
 
   usefull with parsedstance mechanic
第249行: 第249行:
 
   例子: - parsedstance{s="<target.uuid>";cs=true;action=true}
 
   例子: - parsedstance{s="<target.uuid>";cs=true;action=true}
 
   
 
   
- relativedirection{angle=[数值/数值范围];action=[BOOLEAN]}
+
- relativedirection{angle=[数值/数值范围];action=[BOOLEAN]}
 
   检测 the direction to the target from the caster
 
   检测 the direction to the target from the caster
 
   例子: - relativedirection{angle=90;action=false}
 
   例子: - relativedirection{angle=90;action=false}
 
   
 
   
- samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
+
- samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
 
   检测 if the caster and target are in the same faction or one of the factions
 
   检测 if the caster and target are in the same faction or one of the factions
 
   注意: 只作用于一只mm的怪物
 
   注意: 只作用于一只mm的怪物
 
   例子: - samefaction{faction=MyFaction;action=true}
 
   例子: - samefaction{faction=MyFaction;action=true}
 
   
 
   
- samespawner{action=[BOOLEAN]}
+
- samespawner{action=[BOOLEAN]}
 
   检测 目标MythicMob是否作为来自同一刷怪笼的施放者
 
   检测 目标MythicMob是否作为来自同一刷怪笼的施放者
 
   例子: - samespawner{action=true}
 
   例子: - samespawner{action=true}
 
   
 
   
- sameworld{action=[BOOLEAN]}
+
- sameworld{action=[BOOLEAN]}
 
   检测 if the caster and targeted entity or location are in the same world
 
   检测 if the caster and targeted entity or location are in the same world
 
   例子: - sameworld{action=true}
 
   例子: - sameworld{action=true}
 
   
 
   
- vdistance{d=[NUMERIC];action=[BOOLEAN]}
+
- vdistance{d=[NUMERIC];action=[BOOLEAN]}
 
   检测施放者和目标直之间的距离
 
   检测施放者和目标直之间的距离
 
   例子: - vdistance{d=2to3;action=true}
 
   例子: - vdistance{d=2to3;action=true}

2018年1月16日 (二) 21:46的版本

MythicMobsExtension
外文名MythicMobsExtension
作者muhahahahe
最新版本1.238f
源地址https://www.spigotmc.org/resources/mythicmobsextension.51884/

插件介绍

这个插件是基于mythicmobs的一个API,可以给你的mythicmobs插件添加60多种机械,50多种条件和10多个目标.

前置

至少4.1以上版本的 MythicMobs

一些机械需要用到 HolographicDisplays

条件Conditions

条件的使用方法和mythicmobs内的用法一样

官方教程


可用条件列表

attackable behind BiomeFix crouching damageable
eir facingDirection FactionsFlag getBowTension getIndicator
hasMeta hasSpawner hasTarget inFaction inFront
inMobArena inMotion inSolidBlock isBurning isGoggling
isPresent isSpinning isStunned isVehicle jumping
lastBowTension lastDamageCause leir lookAtMe looksAtMe
MobsInRadius moveSpeed onCooldown onSolidBlock ownerAlive
ownsItem ownsItemSimple parsedStance pir playerTime
playerWeather relativeDirection running sameFaction sameSpawner
sameWorld sleeping testfor vDistance WGDenySpawnFlag WGStateFlag

总体条件

译者注:mm怪物即为mythicmobs内的怪物

- biomefix{b=[SINGLE/ARRAY];action=[BOOLEAN]}

 检测施放者或目标所在的生物群系
 例子: - biomefix{b=DESERT,PLAINS;action=true}

- crouching{action=[BOOLEAN]}

 检测玩家是否处于潜行状态
 例子: - crouching{action=true}

- eir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测在所给出范围内的实体数
 例子: - eir{types=ARMOR_STAND;amount=1;radius=5;action=true}

- facingdirection{d=[CARDINAL-POINT];action=[BOOLEAN]}

 检测目标是否看着指定的方向
 例子: - facingdirection{f=SOUTH_WEST;action=true}

- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}

 检测 if the faction has a specific flag set or unset
 例子: - factionsflag{flag=firespread;action=false}

- getbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}

 检测拉弓状态
 例子: - getbowtension{range=1;action=true}

- getindicator{value=[数值/数值范围];action=[BOOLEAN]}

 检测玩家的攻击指示器
 0 = 无攻击指示器, 1 = 满的攻击指示器
 例子: - getindicator{value=<0.51;action=true}

- hasspawner{names=[SINGLE/ARRAY/ANY];action=[BOOLEAN]}

 检测mm怪物是否来自于刷怪笼
 例子: - hasspawner{names=MySpawner;action=true}

- hastarget{action=[BOOLEAN]}

 检测 if the caster has a target
 注意: *This only works on the caster, if you use it
            in a TargetConditions it will throw an error!*
 例子: - hastarget{action=true}

- infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}

 检测 if the caster is in the faction or one of the factions
 注意: 只对mm怪物生效
 例子: - infaction{faction=MyFaction;action=true}

- inmobarena

 检测 施放者, 目标或指定位置是否在怪物竞技场内.
 需要 MobArena 插件

- inmotion{action=[BOOLEAN]}

 检测 if the target is in motion
 wont work on non-living entities or players
 例子: - inmotion{action=true}

- insolidblock{action=[BOOLEAN]}

 检测 if the targeted entity or location is in a solid block
 例子: - insolidblock{action=true}

- jumping{action=[BOOLEAN]}

 检测 if the targeted entity is jumping
 例子: - jumping{action=true}

- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}

 检测 with how much tension the bow was shot
 例子: - lastbowtension{range=>0.7;action=true}

- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}

 检测 the last damage event on the caster or target
Note: entity for check must be a MythicMob
 例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}

- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测 for the living entities in the given range
 例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}

- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}

 检测 the amount of mobs in a given area around the caster/target/location
 例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}

- movespeed{range=[数值/数值范围]}

 检测 the movementspeed of the targeted living entity
 例子: - movespeed{range=>0.1}

- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}

 检测 if the players item is on cooldown
 例子: - oncooldown{value=1to10;action=true}

- owneralive{action=[boolean]}

 检测 if the owner is online, alive or in the same world
 例子: - owneralive{action=true}

- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测 if the amount of players are in the given range
 例子: - pir{amount=5;radius=10;action=true}

- playertime{time=[数值/数值范围];action=[boolean]}

 检测 the targeted player's time only
use it with playertime mechanic
 例子: - playertime{time=0to12000;action=true}

- playerweather{weather=[WEATHERTYPE];action=[boolean]}

 检测 the targeted player's weather only
use it with playerweather mechanic
 例子: - playerweather{weather=CLEAR;action=true}

- running{action=[BOOLEAN]}

 检测 if the targeted player is running/sprinting
 例子: - running{action=true}

- sleeping{action=[boolean]}

 检测 if the targeted player is sleeping
 例子: - sleeping{action=true}

- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}

 检测 the caster or target with valid testfor stuff
 例子: - testfor{vc="XpLevel:20";action=true}

- wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}

 检测 if the region has denied the spawning of defined entities(usually used in randomspawns)
 例子: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}

- wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}

 检测 if the region has set the defined flag
 例子: - wgstateflag{flag=mob-spawning;action=false}

对比条件

- attackable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}

 检测 if the target is attackable by the caster with this DamageEvent
 例子: - attackable{cause=PROJECTILE;action=false}

- behind{view=[ANGLE_VALUE];action=[BOOLEAN]}

 检测 if the caster is behind of its target
 例子: - behind{view=90;action=true}

- damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}

 检测 if the target is damageable with this DamageEvent
 例子: - damageable{cause=PROJECTILE;action=true}

- hasmeta{meta="tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}

 compares the meta of 2 entities, can also used on caster itself
 can check multiple metas (seperated by && for AND or || for OR)
 例子: - hasmeta{meta="tag=lastdamagedentity;value=<target.uuid>;
                  type=STRING";cs=true;action=true}

- hasmetasimple{tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}

 same as hasmeta but can only compare 1
 例子: - hasmetasimple{tag=lastdamagedentity;value=<target.uuid>;
                  type=STRING;cs=true;action=true}

- infront{view=[ANGLE-数值];action=[BOOLEAN]}

 检测 if the caster is infront of its target
 例子: - infront{view=10;action=false}

- isburning{range=[数值];action=[BOOLEAN]}

 检测 if the targeted entity is burning
 when a range is provided  检测 if the amount of ticks provided matches with FIRE_TICKS 例子: - isburning{action=true}

- isgoggling{action=[BOOLEAN]}

 检测 if the player is looking at something
 例子: - isgoggling{action=true}

- ispresent{action=[BOOLEAN]}

 检测 if an entity is present
 例子: - ispresent{action=true}

- isspinning{action=[BOOLEAN]}

 检测 if the player is spinning
 use with the playerspin mechanic
 例子: - isspinning{action=true}

- isstunned{action=[BOOLEAN]}

 检测 if the caster or target is stunned
 This works also as TargetConditions: keep in mind to set the right targeter
 例子: - isstunned{action=true}

- isvehicle{action=[BOOLEAN]}

 检测 if the target is riding something
 例子: - isvehicle{action=true}

- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}

 检测 if the target is looking at the caster
 the  example uses the default values that are fine for almost any entity
 with debug set to true you will get a console output with the fov and yo
 例子: - lookatme{fov=1.999;yo=-0.4}

- onsolidblock{action=[BOOLEAN]}

 检测 if the targeted entity or location is on a solid block
 例子: - onsolidblock{action=true}

- ownsitem{list="where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT]";action=[BOOLEAN]}

 检测 one or multiple slots (seperated by && for AND or || for OR)
 of the target if it has an item or material
 例子: - ownsitem{list="where=HAND;material=DIAMOND_SWORD;amount=1 && where=INVENTORY;material=DIAMOND_SWORD;amount=1to2";action=true}

- ownsitemsimple{where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT];action=[BOOLEAN]}

same as ownsitem but can only check 1 slot
 例子: - ownsitemsimple{where=HAND;material=SAND;amount=1;action=true}

- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}

 this condition can check if a variable is set as a stance
 usefull with parsedstance mechanic
 (注意: if cs is set to true it will always check the caster)
 例子: - parsedstance{s="<target.uuid>";cs=true;action=true}

- relativedirection{angle=[数值/数值范围];action=[BOOLEAN]}

 检测 the direction to the target from the caster
 例子: - relativedirection{angle=90;action=false}

- samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}

 检测 if the caster and target are in the same faction or one of the factions
 注意: 只作用于一只mm的怪物
 例子: - samefaction{faction=MyFaction;action=true}

- samespawner{action=[BOOLEAN]}

 检测 目标MythicMob是否作为来自同一刷怪笼的施放者
 例子: - samespawner{action=true}

- sameworld{action=[BOOLEAN]}

 检测 if the caster and targeted entity or location are in the same world
 例子: - sameworld{action=true}

- vdistance{d=[NUMERIC];action=[BOOLEAN]}

 检测施放者和目标直之间的距离
 例子: - vdistance{d=2to3;action=true}

机械

技能 描述
asquip 给盔甲架装上装备
cure / removePotion 移除目标身上特点或所有的药水效果
damageArmor 伤害目标身上所有或特定格子顺序的防具
disarm 缴械目标
dropInventory 丢出目标玩家背包内特定倍数或所有的物品
dropStolenItems 掉落之前偷窃的物品 (配合steal使用)
entityGoggle / entityGoggleAt 强制非玩家实体看着施放者
equipSkull 修复MC 1.8.8版本的BUG, 给施放者装上头颅
extinguish 熄灭目标身上的火焰
feed feeds the targeted player
playerGoggle / playerGoggleAt forces the targeted player to look at the caster
playerSpin 旋转目标玩家
playerWeather sets the weather and/or time at the targeted player
playerZoom 旋转目标玩家
oxygen 给目标玩家灌满氧气
setRotation 旋转实体
steal 从目标玩家身上偷取物品
stun makes targeted entities immobile and unable to interact
swap 交互施放者和目标的位置
unEquip 卸下施放者指定格子顺序的防具

链接

github原文