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“MythicMobsExtension”的版本间的差异

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=插件介绍=
 
=插件介绍=
 
=前置=
 
=前置=
 +
至少4.1以上版本的 [https://www.spigotmc.org/resources/%E2%9A%94-mythicmobs-%E2%96%BAthe-1-custom-mob-creator%E2%97%84.5702/ MythicMobs]<br />
 +
 +
一些机械需要用到 [https://dev.bukkit.org/projects/holographic-displays HolographicDisplays]
 
=条件Conditions=
 
=条件Conditions=
 
条件的使用方法和mythicmobs内的用法一样<br />
 
条件的使用方法和mythicmobs内的用法一样<br />
第33行: 第36行:
  
 
==总体条件==
 
==总体条件==
 +
''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]}
   checks the casters or targets biome
+
   检测施放者或目标所在的生物群系
   example: - biomefix{b=DESERT,PLAINS;action=true}
+
   例子: - biomefix{b=DESERT,PLAINS;action=true}
 
   
 
   
 
  - crouching{action=[BOOLEAN]}
 
  - crouching{action=[BOOLEAN]}
   checks if the targeted player is crouching
+
   检测玩家是否处于潜行状态
   example: - crouching{action=true}
+
   例子: - crouching{action=true}
 
   
 
   
  - eir{types=[SINGLE/ARRAY/ALL];amount=[VALUE/VALUE-RANGE];radius=[VALUE];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]}
   checks if the amount of entities are in the given range
+
   检测在所给出范围内的实体数
   example: - 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]}
   checks if the target looks in a specific direction
+
   检测目标是否看着指定的方向
   example: - 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]}
   checks if the faction has a specific flag set or unset
+
   检测 if the faction has a specific flag set or unset
   example: - factionsflag{flag=firespread;action=false}
+
   例子: - factionsflag{flag=firespread;action=false}
 
   
 
   
  - getbowtension{range=[VALUE/VALUE-RANGE];debug=[BOOLEAN];action=[BOOLEAN]}
+
  - getbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
   checks the current bow tension
+
   检测拉弓状态
   example: - getbowtension{range=1;action=true}
+
   例子: - getbowtension{range=1;action=true}
 
   
 
   
  - getindicator{value=[VALUE/VALUE-RANGE];action=[BOOLEAN]}
+
  - getindicator{value=[数值/数值范围];action=[BOOLEAN]}
   checks the attack indicator of a player
+
   检测玩家的攻击指示器
0 = no indicator, 1 = full indicator
+
  0 = 无攻击指示器, 1 = 满的攻击指示器
   example: - 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]}
   checks if the MythicMob comes from that spawner
+
   检测mm怪物是否来自于刷怪笼
   example: - hasspawner{names=MySpawner;action=true}
+
   例子: - hasspawner{names=MySpawner;action=true}
 
   
 
   
 
  - hastarget{action=[BOOLEAN]}
 
  - hastarget{action=[BOOLEAN]}
   checks if the caster has a target
+
   检测 if the caster has a target
NOTE: *This only works on the caster, if you use it
+
  注意: *This only works on the caster, if you use it
 
             in a TargetConditions it will throw an error!*
 
             in a TargetConditions it will throw an error!*
   example: - hastarget{action=true}
+
   例子: - hastarget{action=true}
 
   
 
   
 
  - infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
 
  - infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
   checks 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
NOTE: only works on a MythicMob
+
  注意: 只对mm怪物生效
   example: - infaction{faction=MyFaction;action=true}
+
   例子: - infaction{faction=MyFaction;action=true}
 
   
 
   
 
  - inmobarena
 
  - inmobarena
   checks if the caster, target, or location is in a Mob Arena
+
   检测 施放者, 目标或指定位置是否在怪物竞技场内.
Requires the MobArena Plugin
+
  需要 MobArena 插件
 
   
 
   
 
  - inmotion{action=[BOOLEAN]}
 
  - inmotion{action=[BOOLEAN]}
   checks 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
   example: - inmotion{action=true}
+
   例子: - inmotion{action=true}
 
   
 
   
 
  - insolidblock{action=[BOOLEAN]}
 
  - insolidblock{action=[BOOLEAN]}
   checks if the targeted entity or location is in a solid block
+
   检测 if the targeted entity or location is in a solid block
   example: - insolidblock{action=true}
+
   例子: - insolidblock{action=true}
 
   
 
   
 
  - jumping{action=[BOOLEAN]}
 
  - jumping{action=[BOOLEAN]}
   checks if the targeted entity is jumping
+
   检测 if the targeted entity is jumping
   example: - jumping{action=true}
+
   例子: - jumping{action=true}
 
   
 
   
  - lastbowtension{range=[VALUE/VALUE-RANGE];debug=[BOOLEAN];action=[BOOLEAN]}
+
  - lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
   checks with how much tension the bow was shot
+
   检测 with how much tension the bow was shot
   example: - 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]}
   checks 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
   example: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
+
   例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
 
   
 
   
  - leir{types=[SINGLE/ARRAY/ALL];amount=[VALUE/VALUE-RANGE];radius=[VALUE];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]}
   checks for the living entities in the given range
+
   检测 for the living entities in the given range
   example: - 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-RANGE];r=[NUMERIC];action=[BOOLEAN]}
+
  - mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}
   checks 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
   example: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
+
   例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
 
   
 
   
  - movespeed{range=[VALUE/VALUE-RANGE]}
+
  - movespeed{range=[数值/数值范围]}
   checks the movementspeed of the targeted living entity
+
   检测 the movementspeed of the targeted living entity
   example: - movespeed{range=>0.1}
+
   例子: - movespeed{range=>0.1}
 
   
 
   
  - oncooldown{value=[VALUE/VALUE-Range];action=[BOOLEAN]}
+
  - oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}
   checks if the players item is on cooldown
+
   检测 if the players item is on cooldown
   example: - oncooldown{value=1to10;action=true}
+
   例子: - oncooldown{value=1to10;action=true}
 
   
 
   
 
  - owneralive{action=[boolean]}
 
  - owneralive{action=[boolean]}
   checks if the owner is online, alive or in the same world
+
   检测 if the owner is online, alive or in the same world
   example: - owneralive{action=true}
+
   例子: - owneralive{action=true}
 
   
 
   
  - pir{amount=[VALUE/VALUE-RANGE];radius=[VALUE];action=[boolean];insameblock/isb=[BOOLEAN]}
+
  - pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
   checks if the amount of players are in the given range
+
   检测 if the amount of players are in the given range
   example: - pir{amount=5;radius=10;action=true}
+
   例子: - pir{amount=5;radius=10;action=true}
 
   
 
   
  - playertime{time=[VALUE/VALUE-RANGE];action=[boolean]}
+
  - playertime{time=[数值/数值范围];action=[boolean]}
   checks the targeted player's time only
+
   检测 the targeted player's time only
 
  use it with playertime mechanic
 
  use it with playertime mechanic
   example: - playertime{time=0to12000;action=true}
+
   例子: - playertime{time=0to12000;action=true}
 
   
 
   
 
  - playerweather{weather=[WEATHERTYPE];action=[boolean]}
 
  - playerweather{weather=[WEATHERTYPE];action=[boolean]}
   checks the targeted player's weather only
+
   检测 the targeted player's weather only
 
  use it with playerweather mechanic
 
  use it with playerweather mechanic
   example: - playerweather{weather=CLEAR;action=true}
+
   例子: - playerweather{weather=CLEAR;action=true}
 
   
 
   
 
  - running{action=[BOOLEAN]}
 
  - running{action=[BOOLEAN]}
   checks if the targeted player is running/sprinting
+
   检测 if the targeted player is running/sprinting
   example: - running{action=true}
+
   例子: - running{action=true}
 
   
 
   
 
  - sleeping{action=[boolean]}
 
  - sleeping{action=[boolean]}
   checks if the targeted player is sleeping
+
   检测 if the targeted player is sleeping
   example: - sleeping{action=true}
+
   例子: - sleeping{action=true}
 
   
 
   
 
  - testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
 
  - testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
   checks the caster or target with valid testfor stuff
+
   检测 the caster or target with valid testfor stuff
   example: - testfor{vc="XpLevel:20";action=true}
+
   例子: - testfor{vc="XpLevel:20";action=true}
 
   
 
   
 
  - wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}
 
  - wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}
   checks 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)
   example: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}
+
   例子: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}
 
   
 
   
 
  - wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}
 
  - wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}
   checks if the region has set the defined flag
+
   检测 if the region has set the defined flag
   example: - 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]}
   checks if the target is attackable by the caster with this DamageEvent
+
   检测 if the target is attackable by the caster with this DamageEvent
   example: - attackable{cause=PROJECTILE;action=false}
+
   例子: - attackable{cause=PROJECTILE;action=false}
 
   
 
   
 
  - behind{view=[ANGLE_VALUE];action=[BOOLEAN]}
 
  - behind{view=[ANGLE_VALUE];action=[BOOLEAN]}
   checks if the caster is behind of its target
+
   检测 if the caster is behind of its target
   example: - behind{view=90;action=true}
+
   例子: - behind{view=90;action=true}
 
   
 
   
 
  - damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
 
  - damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}
   checks if the target is damageable with this DamageEvent
+
   检测 if the target is damageable with this DamageEvent
   example: - 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)
   example: - hasmeta{meta="tag=lastdamagedentity;value=<target.uuid>;
+
   例子: - hasmeta{meta="tag=lastdamagedentity;value=<target.uuid>;
 
                   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
   example: - 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-VALUE];action=[BOOLEAN]}
+
  - infront{view=[ANGLE-数值];action=[BOOLEAN]}
   checks if the caster is infront of its target
+
   检测 if the caster is infront of its target
   example: - infront{view=10;action=false}
+
   例子: - infront{view=10;action=false}
 
   
 
   
  - isburning{range=[VALUE];action=[BOOLEAN]}
+
  - isburning{range=[数值];action=[BOOLEAN]}
   checks if the targeted entity is burning
+
   检测 if the targeted entity is burning
   when a range is provided  checks if the amount of ticks provided matches with FIRE_TICKS example: - 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]}
   checks if the player is looking at something
+
   检测 if the player is looking at something
   example: - isgoggling{action=true}
+
   例子: - isgoggling{action=true}
 
   
 
   
 
  - ispresent{action=[BOOLEAN]}
 
  - ispresent{action=[BOOLEAN]}
   checks if an entity is present
+
   检测 if an entity is present
   example: - ispresent{action=true}
+
   例子: - ispresent{action=true}
 
   
 
   
 
  - isspinning{action=[BOOLEAN]}
 
  - isspinning{action=[BOOLEAN]}
   checks if the player is spinning
+
   检测 if the player is spinning
 
   use with the playerspin mechanic
 
   use with the playerspin mechanic
   example: - isspinning{action=true}
+
   例子: - isspinning{action=true}
 
   
 
   
 
  - isstunned{action=[BOOLEAN]}
 
  - isstunned{action=[BOOLEAN]}
   checks 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
   example: - isstunned{action=true}
+
   例子: - isstunned{action=true}
 
   
 
   
 
  - isvehicle{action=[BOOLEAN]}
 
  - isvehicle{action=[BOOLEAN]}
   checks if the target is riding something
+
   检测 if the target is riding something
   example: - isvehicle{action=true}
+
   例子: - isvehicle{action=true}
 
   
 
   
 
  - lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
 
  - lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
   checks 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
 
   with debug set to true you will get a console output with the fov and yo
 
   with debug set to true you will get a console output with the fov and yo
   example: - lookatme{fov=1.999;yo=-0.4}
+
   例子: - lookatme{fov=1.999;yo=-0.4}
 
   
 
   
 
  - onsolidblock{action=[BOOLEAN]}
 
  - onsolidblock{action=[BOOLEAN]}
   checks if the targeted entity or location is on a solid block
+
   检测 if the targeted entity or location is on a solid block
   example: - onsolidblock{action=true}
+
   例子: - onsolidblock{action=true}
 
   
 
   
  - ownsitem{list="where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[VALUE/VALUE-RANGE];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]}
   checks 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
   example: - 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=[VALUE/VALUE-RANGE];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
   example: - 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]}
第233行: 第238行:
 
   usefull with parsedstance mechanic
 
   usefull with parsedstance mechanic
 
   (注意: if cs is set to true it will always check the caster)
 
   (注意: if cs is set to true it will always check the caster)
   example: - parsedstance{s="<target.uuid>";cs=true;action=true}
+
   例子: - parsedstance{s="<target.uuid>";cs=true;action=true}
 
   
 
   
  - relativedirection{angle=[VALUE/VALUE-RANGE];action=[BOOLEAN]}
+
  - relativedirection{angle=[数值/数值范围];action=[BOOLEAN]}
   checks the direction to the target from the caster
+
   检测 the direction to the target from the caster
   example: - relativedirection{angle=90;action=false}
+
   例子: - relativedirection{angle=90;action=false}
 
   
 
   
 
  - samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
 
  - samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}
   checks 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
   example: - samefaction{faction=MyFaction;action=true}
+
   例子: - samefaction{faction=MyFaction;action=true}
 
   
 
   
 
  - samespawner{action=[BOOLEAN]}
 
  - samespawner{action=[BOOLEAN]}
checkes if the target MythicMob comes from the same spawner as the caster
+
  检测 目标MythicMob是否作为来自同一刷怪笼的施放者
   example: - samespawner{action=true}
+
   例子: - samespawner{action=true}
 
   
 
   
 
  - sameworld{action=[BOOLEAN]}
 
  - sameworld{action=[BOOLEAN]}
   checks 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
   example: - sameworld{action=true}
+
   例子: - sameworld{action=true}
 
   
 
   
 
  - vdistance{d=[NUMERIC];action=[BOOLEAN]}
 
  - vdistance{d=[NUMERIC];action=[BOOLEAN]}
   checks the height between target and caster
+
   检测施放者和目标直之间的距离
   example: - vdistance{d=2to3;action=true}
+
   例子: - vdistance{d=2to3;action=true}
 
=机械=
 
=机械=
  
 
=链接=
 
=链接=
 
[https://github.com/BerndiVader/MythicMobsExtension/wiki github原文]
 
[https://github.com/BerndiVader/MythicMobsExtension/wiki github原文]

2018年1月16日 (二) 21:05的版本

插件介绍

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

链接

github原文