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08:53, 31 January 2022: Ym2233 (talk | contribs) triggered filter 5, performing the action "edit" on EliteMobs/指南/创建自定义Boss. Actions taken: Warn; Filter description: 错误使用一级标题 (examine)

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== 实体类型 ==
 
== 实体类型 ==
 
<code>entityType</code> sets the type of entity the Boss Mob will be. ''This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).''
 
<code>entityType</code> sets the type of entity the Boss Mob will be. ''This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).''
 +
翻译:设置Boss Mob的实体类型。''这使用了您可以在这里找到的Spigot API值。只有首先可以成为精英Mobs的实体类型才能成为自定义boss(mobproperties文件夹中的实体)
  
 
== 名称 ==
 
== 名称 ==

Action parameters

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Whether or not the edit is marked as minor (minor_edit)
Name of the user account (user_name)
Ym2233
Groups (including implicit) the user is in (user_groups)
* user
Page ID (article_articleid)
2303
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0
Page title (without namespace) (article_text)
EliteMobs/指南/创建自定义Boss
Full page title (article_prefixedtext)
EliteMobs/指南/创建自定义Boss
Last ten users to contribute to the page (article_recent_contributors)
Qsefthuopq
Action (action)
edit
Edit summary/reason (summary)
/* 实体类型 */
Old content model (old_content_model)
wikitext
New content model (new_content_model)
wikitext
Old page wikitext, before the edit (old_wikitext)
{{模板:ELBox}} = 创建自定义boss = 7.1.0版本后,你就能创建自定义精英Boss了。以下是手动创建自定义Boss的指南。与之配套的网页应用即将推出。 ''请注意,自定义Boss只能通过<code>/em spawn [customboss] [level]</code>指令或使用spawnChance配置选项生成。''高级生成选项只在7.2.0版本后才有。 == 示例boss == 首先你需要知道自定义Boss在哪。它们位于~/EliteMobs/custombosses文件夹(~为插件根目录)。 每个自定义Boss都存储在其文件内,也就是说,如果你想要创建Boss,你就要创建新文件夹。 推荐遵循命名格式:小写并用下划线分隔。 默认的自定义Boss配置文件为<code>test_boss.yml</code>。本指南也将用该测试Boss作为示例。该文件内容如下: isEnabled: true entityType: ZOMBIE name: '&eTest boss' level: dynamic timeout: 10 isPersistent: false healthMultiplier: 2.0 damageMultiplier: 0.5 helmet: GOLDEN_HELMET chestplate: IRON_CHESTPLATE leggings: LEATHER_LEGGINGS boots: CHAINMAIL_BOOTS mainHand: GOLDEN_AXE offHand: SHIELD isBaby: false powers: - invulnerability_knockback.yml spawnMessage: A test boss has been spawned! deathMessage: A test boss has been slain by $players! escapeMessage: A test boss entity has escaped! locationMessage: 'Test entity: $location' uniqueLootList: - magmaguys_toothpick.yml:1 dropsEliteMobsLoot: true dropsVanillaLoot: true trails: - BARRIER onDamageMessages: - I've hit you! onDamagedMessages: - I've been hit! spawnChance: 0 == 是否启用 == <code>isEnabled</code>设置是否启用自定义Boss。''重要提示:''如果你禁用了与事件相关的精英怪物会导致错误发生。你需要在事件文件夹内关闭事件。自定义Boss配置文件只能禁用其通过指令生成。 == 实体类型 == <code>entityType</code> sets the type of entity the Boss Mob will be. ''This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).'' == 名称 == <code>name</code> sets the display name of the Custom Boss. ''If you want to use color codes, make sure you surround your name with <nowiki>'' (such as '&2Test'</nowiki>)'' == 等级 == <code>level</code> sets the level of the Custom Boss. The valid options for these are: * ''Any positive natural numeric value'' * ''<code>dynamic</code>'' Using a positive natural number (such as a number between <code>1</code> and <code>1500</code>) will force the Custom Boss to always use that level. <code>dynamic</code> sets the mob level to be challenging for the highest tier player currently online. As such, no one in the server will find it easy to kill, although lower tier players will have a particularly hard time at it. Also note that this is ignored in the spawn command, as you set the level in the command arguments. == 消失时间 == <code>timeout</code> sets the amount of time, ''in minutes'', that passes before the Custom Boss "escapes" or, in other words, automatically despawns. When set to <code>0</code>, the Custom Boss will never despawn from a timeout. == 永存 == <code>isPersistent</code> sets whether the Custom Boss can survive a chunk unload. This is recommended for big bosses, but not for minions / trash mobs. Too many active persistent Custom Bosses may cause some performance issues (when in the hundreds). == 血量倍数 == <code>healthMultiplier</code> modifies the amount of hit necessary to kill a Custom Boss. Values between <code>0.0001</code> and <code>0.9999</code> lower the amount of hits needed to kill the Custom Boss. Values above <code>1</code> increase the amount of hits needed to kill the Custom Boss. This multiplier doesn't actually change the health, just give it damage reduction or damage increase (armor), but it is called <code>healthMultiplier</code> for the sake of simplicity. == 伤害倍数 == <code>damageMultiplier</code> modifies the damage the Custom Boss deals to players. Values between <code>0.0001</code> and <code>0.9999</code> lowers the damage. Values above <code>1</code> increase it. Does not affect the custom damage of some very specific powers (such as the GoldShotgun). == 头盔/胸甲/护腿/鞋子/主手/副手 == <code>helmet</code>/<code>chestplate</code>/<code>leggings</code>/<code>boots</code>/<code>mainHand</code>/<code>offHand</code> set the items in those slots. ''This uses the Spigot API values which you can find here.'' This only affects entity types that can wear armor. == 幼体 == <code>isBaby</code> sets whether that Custom Boss is spawned as a baby entity. This is only applicable for entity types that can have baby entity variants, such as Zombies. == 能力 == <code>powers</code> lists the powers that the Custom Boss has. These powers are the filenames of the powers that can be found the in <code>~/EliteMobs/powers</code> directory. Some entity types can't have certain powers, and though I can not provide a full list of incompatibilities, I'll let you know that the Phantom entity is prone to causing a some issues. These are not fixable, as they are vanilla Minecraft limitations. == 生成消息 == <code>spawnMessage</code> sets the message that gets broadcasted to players upon Custom Boss spawn. == 死亡消息 == <code>deathMessage</code> sets the message that gets broadcasted to players upon Custom Boss death. This uses the `$players$ placeholder which gets replaced with a list of all the players that participated in killing the Custom Boss using their display name. == 死亡消息列表 == <code>deathMessages</code> sets a list of messages that get broadcasted to players upon Custom Boss Death. This is far more extensive than the deathMessage option, and follows this format: == 逃脱消息 == <code>escapeMessage</code> sets the message that gets broadcasted to players upon Custom Boss escape. This only happens if a <code>timeout</code> time has been set for the Custom Boss, and when that time has elapsed. <code>deathMessages: - '&e&l---------------------------------------------' - '&4The Test Boss has been killed!' - '&c&l 1st Damager: $damager1name &cwith $damager1damage damage!' - '&6&l 2nd Damager: $damager2name &6with $damager2damage damage!' - '&e&l 3rd Damager: $damager3name &ewith $damager3damage damage!' - '&4Slayers: $players' - '&e&l---------------------------------------------'</code> As you can see, it uses the following placeholders: <code>$damager1name</code>, <code>$damager2name</code>, <code>$damager3name</code>, <code>$damager1damage</code>, <code>$damager2damage</code>, <code>$damager3damage</code> and <code>$players</code>. <code>$damager1name</code> etc. display the display name of the player. <code>$damager1damage</code>etc. display the damage the player has dealt to the boss throughout the fight. <code>$players</code> displays a list of all damagers. Numbers 1-3 go through players from the highest damage dealt to the lower damage dealt. == 位置消息 == <code>locationMessage</code> sets the message shown in the BossBar. This is used to track both Custom Boss health and its location in the server. It uses the <code>$location</code> placeholder which gets automatically replaced with the custom boss' coordinates. The <code>$location</code> placeholder can be removed from the message (or the entire configuration option can be removed) for server that do not wish to display the locations near player bases. == 特殊战利品列表 == <code>uniqueLootList</code> sets the loot that drops from the custom boss. This is a list of items which follows the following format: * ''<code>item:chanceToDrop</code>'' The <code>item</code> field is filled with the file name of the custom item in the <code>~/EliteMobs/customitems</code> directory. In our case, it's <code>magmaguys_toothpick.yml</code>. The <code>chanceToDrop</code> is a value between <code>0</code> and <code>1</code> which expresses the odds of the item dropping. <code>0</code> expresses a 0% chance to drop, whereas <code>1</code> expresses a 100% chance to drop. <code>0.5</code> is 50%. The item dropped does not necessarily have to have the <code>unique</code> <code>itemType</code> tag. == 掉落精英怪物战利品 == <code>dropsEliteMobsLoot</code> sets whether the Custom Boss will drop EliteMobs loot, excluding items in the <code>uniqueLootList</code>. This affects the loot that would drop from a normal Elite Mob and the loot shower coins. It is highly recommended that you disable this for trash mobs and reinforcement mobs. == 掉落原版战利品 == <code>dropsVanillaLoot</code> sets whether the Custom Boss will drop the vanilla loot usually associated to its vanilla mob type. == 轨迹 == <code>trails</code> sets the type of trail that the Custom Boss have. These are a list, so multiple can be selected (and repeatedly) to craft unique effects. Trails can both be particles or items. Both particles and item names have to be pulled from the Spigot API - here for items and here for trails. == 击中消息 == <code>onDamageMessage</code> sets the message that the Boss Mob displays when they hit a player. This is a list, and the one used is randomized from the list. == 受伤消息 == <code>onDamagedMessage</code> sets the message that the Boss Mob displays when damaged by a player. This is a list, and the one used is randomized from the list. == 生成率 == <code>spawnChance</code> sets the chance of the custom boss spawning naturally. The odds are contained between <code>0</code> and <code>1</code>, where <code>0</code> is a 0% chance and <code>1</code> is a 100% chance (<code>0.5</code> is a 50% chance). Only Elite Mobs of the same type are eligible for becoming Custom Bosses. This means that if you set your <code>spawnChance</code> to <code>0.5</code> and your custom boss is a Blaze entity type, every time an Elite Blaze spawns there's a 50% chance that it will become your Custom Boss. I recommend you keep the odds of conversion between 1/100 and 1/1000 (<code>0.01</code> and <code>0.001</code>) depending on how many players you have and how rare you want your Custom Boss to be. == 骑乘实体 == <code>mountEntity</code> allows the Custom Boss to mount an entity. Two types of values are allowed here: * Entity types from the spigot api if you want your boss to mount a normal mob (example: <code>mountEntity: BAT</code>) * File names of custom bosses if you want your custom boss to mount another custom boss (example: <code>mountEntity: balrog.yml</code>) Regional bosses will share their leash with the entity they're mounting, meaning they'll both be dragged back to the spawn location if they exceed the distance allowed by their leash. == 公告优先度 == <code>announcementPriority</code> sets the priority level for the spawn/kill/escape announcements and allows or prevents the Custom Boss from being tracked by players. The accepted values are <code>0</code>, <code>1</code>, <code>2</code> and <code>3</code>, with the default being 1. You can click here for more details on how the Announcement Priority System works. Here's an example of a boss that is trackable, is able to send spawn/death/escape messages on chat and on Discord: <code>announcementPriority: 3</code> Note: You will have to configure the spawnMessage, deathMessage/deathMessages, escapeMessage for chat and discord announcements and the locationMessage for the tracking feature if you wish to use the corresponding Announcement Priority level. == 跟随距离 == <code>followDistance</code>set the Minecraft follow distance attribute. This is used to set custom aggro distances. Note that this sometimes does not work properly for certain mob types due to inconsistencies with Minecraft AI. 示例用法: <code>followDistance: 30</code> sets a range of 30 blocks where if a player gets within that distance near the boss it will start chasing/attacking the player. ``Note:** The higher the followDistance, the more intensive the boss. Try to keep these reasonable and make sure you only use them when it matters. == 死亡运行指令 == <code>onDeathCommands</code>sets the list of commands to run on custom boss death. The list supports the following placeholders: <code>$level</code> for the level of the Elite Mob, <code>$name</code> for the name of the Elite Mob and <code>$players</code> for the players that killed the elite mob. ''Please note that this probably doesn't work the way you assume it does!'' The <code>$players</code> placeholder will make the command run multiple times and each time it will replace the placeholder with the name of a player who damaged the Elite Mob. As an example: <code>onDeathCommands: - broadcast $players has killed $name! That was level $level!</code> If Player1, Player2 and Player3 all damaged the boss before killing it, this is what the command output will be from console: <code>broadcast Player1 has killed CustomBossName! That was level X! broadcast Player2 has killed CustomBossName! That was level X! broadcast Player3 has killed CustomBossName! That was level X!</code> The main goal of this command is not to broadcast messages, but to allow admins to give specific non-elitemobs rewards to players for killing Elite Mobs.
New page wikitext, after the edit (new_wikitext)
{{模板:ELBox}} = 创建自定义boss = 7.1.0版本后,你就能创建自定义精英Boss了。以下是手动创建自定义Boss的指南。与之配套的网页应用即将推出。 ''请注意,自定义Boss只能通过<code>/em spawn [customboss] [level]</code>指令或使用spawnChance配置选项生成。''高级生成选项只在7.2.0版本后才有。 == 示例boss == 首先你需要知道自定义Boss在哪。它们位于~/EliteMobs/custombosses文件夹(~为插件根目录)。 每个自定义Boss都存储在其文件内,也就是说,如果你想要创建Boss,你就要创建新文件夹。 推荐遵循命名格式:小写并用下划线分隔。 默认的自定义Boss配置文件为<code>test_boss.yml</code>。本指南也将用该测试Boss作为示例。该文件内容如下: isEnabled: true entityType: ZOMBIE name: '&eTest boss' level: dynamic timeout: 10 isPersistent: false healthMultiplier: 2.0 damageMultiplier: 0.5 helmet: GOLDEN_HELMET chestplate: IRON_CHESTPLATE leggings: LEATHER_LEGGINGS boots: CHAINMAIL_BOOTS mainHand: GOLDEN_AXE offHand: SHIELD isBaby: false powers: - invulnerability_knockback.yml spawnMessage: A test boss has been spawned! deathMessage: A test boss has been slain by $players! escapeMessage: A test boss entity has escaped! locationMessage: 'Test entity: $location' uniqueLootList: - magmaguys_toothpick.yml:1 dropsEliteMobsLoot: true dropsVanillaLoot: true trails: - BARRIER onDamageMessages: - I've hit you! onDamagedMessages: - I've been hit! spawnChance: 0 == 是否启用 == <code>isEnabled</code>设置是否启用自定义Boss。''重要提示:''如果你禁用了与事件相关的精英怪物会导致错误发生。你需要在事件文件夹内关闭事件。自定义Boss配置文件只能禁用其通过指令生成。 == 实体类型 == <code>entityType</code> sets the type of entity the Boss Mob will be. ''This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).'' 翻译:设置Boss Mob的实体类型。''这使用了您可以在这里找到的Spigot API值。只有首先可以成为精英Mobs的实体类型才能成为自定义boss(mobproperties文件夹中的实体) == 名称 == <code>name</code> sets the display name of the Custom Boss. ''If you want to use color codes, make sure you surround your name with <nowiki>'' (such as '&2Test'</nowiki>)'' == 等级 == <code>level</code> sets the level of the Custom Boss. The valid options for these are: * ''Any positive natural numeric value'' * ''<code>dynamic</code>'' Using a positive natural number (such as a number between <code>1</code> and <code>1500</code>) will force the Custom Boss to always use that level. <code>dynamic</code> sets the mob level to be challenging for the highest tier player currently online. As such, no one in the server will find it easy to kill, although lower tier players will have a particularly hard time at it. Also note that this is ignored in the spawn command, as you set the level in the command arguments. == 消失时间 == <code>timeout</code> sets the amount of time, ''in minutes'', that passes before the Custom Boss "escapes" or, in other words, automatically despawns. When set to <code>0</code>, the Custom Boss will never despawn from a timeout. == 永存 == <code>isPersistent</code> sets whether the Custom Boss can survive a chunk unload. This is recommended for big bosses, but not for minions / trash mobs. Too many active persistent Custom Bosses may cause some performance issues (when in the hundreds). == 血量倍数 == <code>healthMultiplier</code> modifies the amount of hit necessary to kill a Custom Boss. Values between <code>0.0001</code> and <code>0.9999</code> lower the amount of hits needed to kill the Custom Boss. Values above <code>1</code> increase the amount of hits needed to kill the Custom Boss. This multiplier doesn't actually change the health, just give it damage reduction or damage increase (armor), but it is called <code>healthMultiplier</code> for the sake of simplicity. == 伤害倍数 == <code>damageMultiplier</code> modifies the damage the Custom Boss deals to players. Values between <code>0.0001</code> and <code>0.9999</code> lowers the damage. Values above <code>1</code> increase it. Does not affect the custom damage of some very specific powers (such as the GoldShotgun). == 头盔/胸甲/护腿/鞋子/主手/副手 == <code>helmet</code>/<code>chestplate</code>/<code>leggings</code>/<code>boots</code>/<code>mainHand</code>/<code>offHand</code> set the items in those slots. ''This uses the Spigot API values which you can find here.'' This only affects entity types that can wear armor. == 幼体 == <code>isBaby</code> sets whether that Custom Boss is spawned as a baby entity. This is only applicable for entity types that can have baby entity variants, such as Zombies. == 能力 == <code>powers</code> lists the powers that the Custom Boss has. These powers are the filenames of the powers that can be found the in <code>~/EliteMobs/powers</code> directory. Some entity types can't have certain powers, and though I can not provide a full list of incompatibilities, I'll let you know that the Phantom entity is prone to causing a some issues. These are not fixable, as they are vanilla Minecraft limitations. == 生成消息 == <code>spawnMessage</code> sets the message that gets broadcasted to players upon Custom Boss spawn. == 死亡消息 == <code>deathMessage</code> sets the message that gets broadcasted to players upon Custom Boss death. This uses the `$players$ placeholder which gets replaced with a list of all the players that participated in killing the Custom Boss using their display name. == 死亡消息列表 == <code>deathMessages</code> sets a list of messages that get broadcasted to players upon Custom Boss Death. This is far more extensive than the deathMessage option, and follows this format: == 逃脱消息 == <code>escapeMessage</code> sets the message that gets broadcasted to players upon Custom Boss escape. This only happens if a <code>timeout</code> time has been set for the Custom Boss, and when that time has elapsed. <code>deathMessages: - '&e&l---------------------------------------------' - '&4The Test Boss has been killed!' - '&c&l 1st Damager: $damager1name &cwith $damager1damage damage!' - '&6&l 2nd Damager: $damager2name &6with $damager2damage damage!' - '&e&l 3rd Damager: $damager3name &ewith $damager3damage damage!' - '&4Slayers: $players' - '&e&l---------------------------------------------'</code> As you can see, it uses the following placeholders: <code>$damager1name</code>, <code>$damager2name</code>, <code>$damager3name</code>, <code>$damager1damage</code>, <code>$damager2damage</code>, <code>$damager3damage</code> and <code>$players</code>. <code>$damager1name</code> etc. display the display name of the player. <code>$damager1damage</code>etc. display the damage the player has dealt to the boss throughout the fight. <code>$players</code> displays a list of all damagers. Numbers 1-3 go through players from the highest damage dealt to the lower damage dealt. == 位置消息 == <code>locationMessage</code> sets the message shown in the BossBar. This is used to track both Custom Boss health and its location in the server. It uses the <code>$location</code> placeholder which gets automatically replaced with the custom boss' coordinates. The <code>$location</code> placeholder can be removed from the message (or the entire configuration option can be removed) for server that do not wish to display the locations near player bases. == 特殊战利品列表 == <code>uniqueLootList</code> sets the loot that drops from the custom boss. This is a list of items which follows the following format: * ''<code>item:chanceToDrop</code>'' The <code>item</code> field is filled with the file name of the custom item in the <code>~/EliteMobs/customitems</code> directory. In our case, it's <code>magmaguys_toothpick.yml</code>. The <code>chanceToDrop</code> is a value between <code>0</code> and <code>1</code> which expresses the odds of the item dropping. <code>0</code> expresses a 0% chance to drop, whereas <code>1</code> expresses a 100% chance to drop. <code>0.5</code> is 50%. The item dropped does not necessarily have to have the <code>unique</code> <code>itemType</code> tag. == 掉落精英怪物战利品 == <code>dropsEliteMobsLoot</code> sets whether the Custom Boss will drop EliteMobs loot, excluding items in the <code>uniqueLootList</code>. This affects the loot that would drop from a normal Elite Mob and the loot shower coins. It is highly recommended that you disable this for trash mobs and reinforcement mobs. == 掉落原版战利品 == <code>dropsVanillaLoot</code> sets whether the Custom Boss will drop the vanilla loot usually associated to its vanilla mob type. == 轨迹 == <code>trails</code> sets the type of trail that the Custom Boss have. These are a list, so multiple can be selected (and repeatedly) to craft unique effects. Trails can both be particles or items. Both particles and item names have to be pulled from the Spigot API - here for items and here for trails. == 击中消息 == <code>onDamageMessage</code> sets the message that the Boss Mob displays when they hit a player. This is a list, and the one used is randomized from the list. == 受伤消息 == <code>onDamagedMessage</code> sets the message that the Boss Mob displays when damaged by a player. This is a list, and the one used is randomized from the list. == 生成率 == <code>spawnChance</code> sets the chance of the custom boss spawning naturally. The odds are contained between <code>0</code> and <code>1</code>, where <code>0</code> is a 0% chance and <code>1</code> is a 100% chance (<code>0.5</code> is a 50% chance). Only Elite Mobs of the same type are eligible for becoming Custom Bosses. This means that if you set your <code>spawnChance</code> to <code>0.5</code> and your custom boss is a Blaze entity type, every time an Elite Blaze spawns there's a 50% chance that it will become your Custom Boss. I recommend you keep the odds of conversion between 1/100 and 1/1000 (<code>0.01</code> and <code>0.001</code>) depending on how many players you have and how rare you want your Custom Boss to be. == 骑乘实体 == <code>mountEntity</code> allows the Custom Boss to mount an entity. Two types of values are allowed here: * Entity types from the spigot api if you want your boss to mount a normal mob (example: <code>mountEntity: BAT</code>) * File names of custom bosses if you want your custom boss to mount another custom boss (example: <code>mountEntity: balrog.yml</code>) Regional bosses will share their leash with the entity they're mounting, meaning they'll both be dragged back to the spawn location if they exceed the distance allowed by their leash. == 公告优先度 == <code>announcementPriority</code> sets the priority level for the spawn/kill/escape announcements and allows or prevents the Custom Boss from being tracked by players. The accepted values are <code>0</code>, <code>1</code>, <code>2</code> and <code>3</code>, with the default being 1. You can click here for more details on how the Announcement Priority System works. Here's an example of a boss that is trackable, is able to send spawn/death/escape messages on chat and on Discord: <code>announcementPriority: 3</code> Note: You will have to configure the spawnMessage, deathMessage/deathMessages, escapeMessage for chat and discord announcements and the locationMessage for the tracking feature if you wish to use the corresponding Announcement Priority level. == 跟随距离 == <code>followDistance</code>set the Minecraft follow distance attribute. This is used to set custom aggro distances. Note that this sometimes does not work properly for certain mob types due to inconsistencies with Minecraft AI. 示例用法: <code>followDistance: 30</code> sets a range of 30 blocks where if a player gets within that distance near the boss it will start chasing/attacking the player. ``Note:** The higher the followDistance, the more intensive the boss. Try to keep these reasonable and make sure you only use them when it matters. == 死亡运行指令 == <code>onDeathCommands</code>sets the list of commands to run on custom boss death. The list supports the following placeholders: <code>$level</code> for the level of the Elite Mob, <code>$name</code> for the name of the Elite Mob and <code>$players</code> for the players that killed the elite mob. ''Please note that this probably doesn't work the way you assume it does!'' The <code>$players</code> placeholder will make the command run multiple times and each time it will replace the placeholder with the name of a player who damaged the Elite Mob. As an example: <code>onDeathCommands: - broadcast $players has killed $name! That was level $level!</code> If Player1, Player2 and Player3 all damaged the boss before killing it, this is what the command output will be from console: <code>broadcast Player1 has killed CustomBossName! That was level X! broadcast Player2 has killed CustomBossName! That was level X! broadcast Player3 has killed CustomBossName! That was level X!</code> The main goal of this command is not to broadcast messages, but to allow admins to give specific non-elitemobs rewards to players for killing Elite Mobs.
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@@ -51,4 +51,5 @@ == 实体类型 == <code>entityType</code> sets the type of entity the Boss Mob will be. ''This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).'' +翻译:设置Boss Mob的实体类型。''这使用了您可以在这里找到的Spigot API值。只有首先可以成为精英Mobs的实体类型才能成为自定义boss(mobproperties文件夹中的实体) == 名称 ==
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翻译:设置Boss Mob的实体类型。''这使用了您可以在这里找到的Spigot API值。只有首先可以成为精英Mobs的实体类型才能成为自定义boss(mobproperties文件夹中的实体)
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href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E9%85%8D%E7%BD%AE&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/配置(页面不存在)">配置</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/Spigot%E5%85%83%E6%95%B0%E6%8D%AE&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/Spigot元数据(页面不存在)">Spigot元数据</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/Vault%E5%85%BC%E5%AE%B9%E6%80%A7&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/Vault兼容性(页面不存在)">Vault兼容性</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E5%BC%80%E5%8F%91%E7%89%88%E6%9C%AC&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/开发版本(页面不存在)">开发版本</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E6%8F%92%E4%BB%B6%E4%BD%9C%E8%80%85%E5%AE%98%E7%BD%91&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/插件作者官网(页面不存在)">插件作者官网</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">机制</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-even"><div style="padding:0em 0.25em"><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E5%85%AC%E4%BC%9A%E7%AD%89%E7%BA%A7%E6%88%98%E5%88%A9%E5%93%81%E9%99%90%E5%88%B6%E5%99%A8&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/公会等级战利品限制器(页面不存在)">公会等级战利品限制器</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E7%94%9F%E6%88%90%E3%80%81%E7%AD%89%E7%BA%A7%E4%B8%8E%E6%88%98%E5%88%A9%E5%93%81&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/生成、等级与战利品(页面不存在)">生成、等级与战利品</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E5%85%AC%E5%91%8A%E4%BC%98%E5%85%88%E5%BA%A6%E7%B3%BB%E7%BB%9F&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/公告优先度系统(页面不存在)">公告优先度系统</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E6%80%AA%E7%89%A9%E8%83%BD%E5%8A%9B&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/怪物能力(页面不存在)">怪物能力</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E9%AB%98%E7%BA%A7%E8%BF%9B%E6%94%BB%E7%B3%BB%E7%BB%9F&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/高级进攻系统(页面不存在)">高级进攻系统</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">指南</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-odd"><div style="padding:0em 0.25em"><a class="mw-selflink selflink">创建自定义Boss</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89%E6%88%98%E5%88%A9%E5%93%81&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/创建自定义战利品(页面不存在)">创建自定义战利品</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E6%8C%87%E4%BB%A4%E5%8F%8A%E6%9D%83%E9%99%90&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/指令及权限(页面不存在)">指令及权限</a> • <a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss/%E5%B7%A2%E7%A9%B4%E3%80%81%E5%B0%8F%E5%9C%B0%E7%89%A2%E5%92%8C%E5%9C%B0%E7%89%A2&amp;action=edit&amp;redlink=1" class="new" title="EliteMobs/指南/创建自定义Boss/巢穴、小地牢和地牢(页面不存在)">巢穴、小地牢和地牢</a> • <a href="/EliteMobs/%E6%8C%87%E5%8D%97/%E5%86%92%E9%99%A9%E8%80%85%E5%85%AC%E4%BC%9A%E4%B8%96%E7%95%8C" title="EliteMobs/指南/冒险者公会世界">冒险者公会世界</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">自定义附魔</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-even"><div style="padding:0em 0.25em"><a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E5%96%B7%E7%81%AB" title="EliteMobs/自定义附魔/喷火">喷火</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E9%92%BB%E5%AD%94" title="EliteMobs/自定义附魔/钻孔">钻孔</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E6%98%9F%E9%99%A8" title="EliteMobs/自定义附魔/星陨">星陨</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E7%B2%BE%E8%8B%B1%E9%94%8B%E5%88%A9" title="EliteMobs/自定义附魔/精英锋利">精英锋利</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E7%B2%BE%E8%8B%B1%E4%BF%9D%E6%8A%A4" title="EliteMobs/自定义附魔/精英保护">精英保护</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E8%87%B4%E5%91%BD%E6%89%93%E5%87%BB" title="EliteMobs/自定义附魔/致命打击">致命打击</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E7%A0%B4%E5%86%B0" title="EliteMobs/自定义附魔/破冰">破冰</a> • <a href="/EliteMobs/%E8%87%AA%E5%AE%9A%E4%B9%89%E9%99%84%E9%AD%94/%E7%81%B5%E9%AD%82%E7%BB%91%E5%AE%9A" title="EliteMobs/自定义附魔/灵魂绑定">灵魂绑定</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">相关插件</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-odd"><div style="padding:0em 0.25em"><a href="/EliteMobsCitizens" title="EliteMobsCitizens">EliteMobsCitizens</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">游戏模式</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-even"><div style="padding:0em 0.25em"><a href="/EliteMobs/%E6%B8%B8%E6%88%8F%E6%A8%A1%E5%BC%8F/%E6%A2%A6%E9%AD%87%E6%A8%A1%E5%BC%8F" title="EliteMobs/游戏模式/梦魇模式">梦魇模式</a> • <a href="/EliteMobs/%E6%B8%B8%E6%88%8F%E6%A8%A1%E5%BC%8F/%E5%8C%BA%E5%9F%9F%E5%8D%87%E7%BA%A7%E6%A8%A1%E5%BC%8F" title="EliteMobs/游戏模式/区域升级模式">区域升级模式</a></div></td></tr><tr style="height:2px"><td></td></tr><tr><td class="navbox-group" style=";;">相关链接</td><td style="text-align:left;border-left:2px solid #fdfdfd;width:100%;padding:0px;;;" class="navbox-list navbox-odd"><div style="padding:0em 0.25em"><a class="external text" href="https://magmaguy.com/EliteMobs_Webapp_Chinese.html">网页战利品编辑器(旧版)</a> • <a class="external text" href="https://github.com/qsefthuopq/magmaguy.com_zh_cn">新版战利品编辑器(下载源码点击html使用)</a> • <a class="external text" href="http://www.mcbbs.net/thread-822085-1-1.html">MCBBS搬运帖</a> • <a class="external text" href="https://github.com/MagmaGuy/EliteMobs/wiki">github</a> • <a class="external text" href="https://discord.gg/QSA2wgh">Discord</a> • <a class="external text" href="https://trello.com/b/ZwxzpBSa/elitemobs">Trello</a> • <a class="external text" href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;hosted_button_id=5PGXDSW7C44QS">paypal</a></div></td></tr></tbody></table></td></tr></tbody></table> <div id="toc" class="toc"><div class="toctitle" lang="zh-CN" dir="ltr"><h2>目录</h2></div> <ul> <li class="toclevel-1 tocsection-1"><a href="#.E5.88.9B.E5.BB.BA.E8.87.AA.E5.AE.9A.E4.B9.89boss"><span class="tocnumber">1</span> <span class="toctext">创建自定义boss</span></a> <ul> <li class="toclevel-2 tocsection-2"><a href="#.E7.A4.BA.E4.BE.8Bboss"><span class="tocnumber">1.1</span> <span class="toctext">示例boss</span></a></li> <li class="toclevel-2 tocsection-3"><a href="#.E6.98.AF.E5.90.A6.E5.90.AF.E7.94.A8"><span class="tocnumber">1.2</span> <span class="toctext">是否启用</span></a></li> <li class="toclevel-2 tocsection-4"><a href="#.E5.AE.9E.E4.BD.93.E7.B1.BB.E5.9E.8B"><span class="tocnumber">1.3</span> <span class="toctext">实体类型</span></a></li> <li class="toclevel-2 tocsection-5"><a href="#.E5.90.8D.E7.A7.B0"><span class="tocnumber">1.4</span> <span class="toctext">名称</span></a></li> <li class="toclevel-2 tocsection-6"><a href="#.E7.AD.89.E7.BA.A7"><span class="tocnumber">1.5</span> <span class="toctext">等级</span></a></li> <li class="toclevel-2 tocsection-7"><a href="#.E6.B6.88.E5.A4.B1.E6.97.B6.E9.97.B4"><span class="tocnumber">1.6</span> <span class="toctext">消失时间</span></a></li> <li class="toclevel-2 tocsection-8"><a href="#.E6.B0.B8.E5.AD.98"><span class="tocnumber">1.7</span> <span class="toctext">永存</span></a></li> <li class="toclevel-2 tocsection-9"><a href="#.E8.A1.80.E9.87.8F.E5.80.8D.E6.95.B0"><span class="tocnumber">1.8</span> <span class="toctext">血量倍数</span></a></li> <li class="toclevel-2 tocsection-10"><a href="#.E4.BC.A4.E5.AE.B3.E5.80.8D.E6.95.B0"><span class="tocnumber">1.9</span> <span class="toctext">伤害倍数</span></a></li> <li class="toclevel-2 tocsection-11"><a href="#.E5.A4.B4.E7.9B.94.2F.E8.83.B8.E7.94.B2.2F.E6.8A.A4.E8.85.BF.2F.E9.9E.8B.E5.AD.90.2F.E4.B8.BB.E6.89.8B.2F.E5.89.AF.E6.89.8B"><span class="tocnumber">1.10</span> <span class="toctext">头盔/胸甲/护腿/鞋子/主手/副手</span></a></li> <li class="toclevel-2 tocsection-12"><a href="#.E5.B9.BC.E4.BD.93"><span class="tocnumber">1.11</span> <span class="toctext">幼体</span></a></li> <li class="toclevel-2 tocsection-13"><a href="#.E8.83.BD.E5.8A.9B"><span class="tocnumber">1.12</span> <span class="toctext">能力</span></a></li> <li class="toclevel-2 tocsection-14"><a href="#.E7.94.9F.E6.88.90.E6.B6.88.E6.81.AF"><span class="tocnumber">1.13</span> <span class="toctext">生成消息</span></a></li> <li class="toclevel-2 tocsection-15"><a href="#.E6.AD.BB.E4.BA.A1.E6.B6.88.E6.81.AF"><span class="tocnumber">1.14</span> <span class="toctext">死亡消息</span></a></li> <li class="toclevel-2 tocsection-16"><a href="#.E6.AD.BB.E4.BA.A1.E6.B6.88.E6.81.AF.E5.88.97.E8.A1.A8"><span class="tocnumber">1.15</span> <span class="toctext">死亡消息列表</span></a></li> <li class="toclevel-2 tocsection-17"><a href="#.E9.80.83.E8.84.B1.E6.B6.88.E6.81.AF"><span class="tocnumber">1.16</span> <span class="toctext">逃脱消息</span></a></li> <li class="toclevel-2 tocsection-18"><a href="#.E4.BD.8D.E7.BD.AE.E6.B6.88.E6.81.AF"><span class="tocnumber">1.17</span> <span class="toctext">位置消息</span></a></li> <li class="toclevel-2 tocsection-19"><a href="#.E7.89.B9.E6.AE.8A.E6.88.98.E5.88.A9.E5.93.81.E5.88.97.E8.A1.A8"><span class="tocnumber">1.18</span> <span class="toctext">特殊战利品列表</span></a></li> <li class="toclevel-2 tocsection-20"><a href="#.E6.8E.89.E8.90.BD.E7.B2.BE.E8.8B.B1.E6.80.AA.E7.89.A9.E6.88.98.E5.88.A9.E5.93.81"><span class="tocnumber">1.19</span> <span class="toctext">掉落精英怪物战利品</span></a></li> <li class="toclevel-2 tocsection-21"><a href="#.E6.8E.89.E8.90.BD.E5.8E.9F.E7.89.88.E6.88.98.E5.88.A9.E5.93.81"><span class="tocnumber">1.20</span> <span class="toctext">掉落原版战利品</span></a></li> <li class="toclevel-2 tocsection-22"><a href="#.E8.BD.A8.E8.BF.B9"><span class="tocnumber">1.21</span> <span class="toctext">轨迹</span></a></li> <li class="toclevel-2 tocsection-23"><a href="#.E5.87.BB.E4.B8.AD.E6.B6.88.E6.81.AF"><span class="tocnumber">1.22</span> <span class="toctext">击中消息</span></a></li> <li class="toclevel-2 tocsection-24"><a href="#.E5.8F.97.E4.BC.A4.E6.B6.88.E6.81.AF"><span class="tocnumber">1.23</span> <span class="toctext">受伤消息</span></a></li> <li class="toclevel-2 tocsection-25"><a href="#.E7.94.9F.E6.88.90.E7.8E.87"><span class="tocnumber">1.24</span> <span class="toctext">生成率</span></a></li> <li class="toclevel-2 tocsection-26"><a href="#.E9.AA.91.E4.B9.98.E5.AE.9E.E4.BD.93"><span class="tocnumber">1.25</span> <span class="toctext">骑乘实体</span></a></li> <li class="toclevel-2 tocsection-27"><a href="#.E5.85.AC.E5.91.8A.E4.BC.98.E5.85.88.E5.BA.A6"><span class="tocnumber">1.26</span> <span class="toctext">公告优先度</span></a></li> <li class="toclevel-2 tocsection-28"><a href="#.E8.B7.9F.E9.9A.8F.E8.B7.9D.E7.A6.BB"><span class="tocnumber">1.27</span> <span class="toctext">跟随距离</span></a></li> <li class="toclevel-2 tocsection-29"><a href="#.E6.AD.BB.E4.BA.A1.E8.BF.90.E8.A1.8C.E6.8C.87.E4.BB.A4"><span class="tocnumber">1.28</span> <span class="toctext">死亡运行指令</span></a></li> </ul> </li> </ul> </div> <h1><span id="创建自定义boss"></span><span class="mw-headline" id=".E5.88.9B.E5.BB.BA.E8.87.AA.E5.AE.9A.E4.B9.89boss">创建自定义boss</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=1" title="编辑小节:创建自定义boss">编辑</a><span class="mw-editsection-bracket">]</span></span></h1> <p>7.1.0版本后,你就能创建自定义精英Boss了。以下是手动创建自定义Boss的指南。与之配套的网页应用即将推出。 </p><p><i>请注意,自定义Boss只能通过<code>/em spawn [customboss] [level]</code>指令或使用spawnChance配置选项生成。</i>高级生成选项只在7.2.0版本后才有。 </p> <h2><span id="示例boss"></span><span class="mw-headline" id=".E7.A4.BA.E4.BE.8Bboss">示例boss</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=2" title="编辑小节:示例boss">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p>首先你需要知道自定义Boss在哪。它们位于~/EliteMobs/custombosses文件夹(~为插件根目录)。 </p><p>每个自定义Boss都存储在其文件内,也就是说,如果你想要创建Boss,你就要创建新文件夹。 推荐遵循命名格式:小写并用下划线分隔。 </p><p>默认的自定义Boss配置文件为<code>test_boss.yml</code>。本指南也将用该测试Boss作为示例。该文件内容如下: </p> <pre>isEnabled: true entityType: ZOMBIE name: '&amp;eTest boss' level: dynamic timeout: 10 isPersistent: false healthMultiplier: 2.0 damageMultiplier: 0.5 helmet: GOLDEN_HELMET chestplate: IRON_CHESTPLATE leggings: LEATHER_LEGGINGS boots: CHAINMAIL_BOOTS mainHand: GOLDEN_AXE offHand: SHIELD isBaby: false powers: - invulnerability_knockback.yml spawnMessage: A test boss has been spawned! deathMessage: A test boss has been slain by $players! escapeMessage: A test boss entity has escaped! locationMessage: 'Test entity: $location' uniqueLootList: - magmaguys_toothpick.yml:1 dropsEliteMobsLoot: true dropsVanillaLoot: true trails: - BARRIER onDamageMessages: - I've hit you! onDamagedMessages: - I've been hit! spawnChance: 0 </pre> <h2><span id="是否启用"></span><span class="mw-headline" id=".E6.98.AF.E5.90.A6.E5.90.AF.E7.94.A8">是否启用</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=3" title="编辑小节:是否启用">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>isEnabled</code>设置是否启用自定义Boss。<i>重要提示:</i>如果你禁用了与事件相关的精英怪物会导致错误发生。你需要在事件文件夹内关闭事件。自定义Boss配置文件只能禁用其通过指令生成。 </p> <h2><span id="实体类型"></span><span class="mw-headline" id=".E5.AE.9E.E4.BD.93.E7.B1.BB.E5.9E.8B">实体类型</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=4" title="编辑小节:实体类型">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>entityType</code> sets the type of entity the Boss Mob will be. <i>This uses the Spigot API values which you can find here. Only entity types that can be Elite Mobs in the first place can be Custom Bosses (the entities in the mobproperties folder).</i> 翻译:设置Boss Mob的实体类型。<i>这使用了您可以在这里找到的Spigot API值。只有首先可以成为精英Mobs的实体类型才能成为自定义boss(mobproperties文件夹中的实体)</i> </p> <h2><span id="名称"></span><span class="mw-headline" id=".E5.90.8D.E7.A7.B0">名称</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=5" title="编辑小节:名称">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>name</code> sets the display name of the Custom Boss. <i>If you want to use color codes, make sure you surround your name with '' (such as '&amp;2Test')</i> </p> <h2><span id="等级"></span><span class="mw-headline" id=".E7.AD.89.E7.BA.A7">等级</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=6" title="编辑小节:等级">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>level</code> sets the level of the Custom Boss. The valid options for these are: </p> <ul><li><i>Any positive natural numeric value</i></li> <li><i><code>dynamic</code></i></li></ul> <p>Using a positive natural number (such as a number between <code>1</code> and <code>1500</code>) will force the Custom Boss to always use that level. </p><p><code>dynamic</code> sets the mob level to be challenging for the highest tier player currently online. As such, no one in the server will find it easy to kill, although lower tier players will have a particularly hard time at it. Also note that this is ignored in the spawn command, as you set the level in the command arguments. </p> <h2><span id="消失时间"></span><span class="mw-headline" id=".E6.B6.88.E5.A4.B1.E6.97.B6.E9.97.B4">消失时间</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=7" title="编辑小节:消失时间">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>timeout</code> sets the amount of time, <i>in minutes</i>, that passes before the Custom Boss "escapes" or, in other words, automatically despawns. When set to <code>0</code>, the Custom Boss will never despawn from a timeout. </p> <h2><span id="永存"></span><span class="mw-headline" id=".E6.B0.B8.E5.AD.98">永存</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=8" title="编辑小节:永存">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>isPersistent</code> sets whether the Custom Boss can survive a chunk unload. This is recommended for big bosses, but not for minions / trash mobs. Too many active persistent Custom Bosses may cause some performance issues (when in the hundreds). </p> <h2><span id="血量倍数"></span><span class="mw-headline" id=".E8.A1.80.E9.87.8F.E5.80.8D.E6.95.B0">血量倍数</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=9" title="编辑小节:血量倍数">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>healthMultiplier</code> modifies the amount of hit necessary to kill a Custom Boss. Values between <code>0.0001</code> and <code>0.9999</code> lower the amount of hits needed to kill the Custom Boss. Values above <code>1</code> increase the amount of hits needed to kill the Custom Boss. This multiplier doesn't actually change the health, just give it damage reduction or damage increase (armor), but it is called <code>healthMultiplier</code> for the sake of simplicity. </p> <h2><span id="伤害倍数"></span><span class="mw-headline" id=".E4.BC.A4.E5.AE.B3.E5.80.8D.E6.95.B0">伤害倍数</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=10" title="编辑小节:伤害倍数">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>damageMultiplier</code> modifies the damage the Custom Boss deals to players. Values between <code>0.0001</code> and <code>0.9999</code> lowers the damage. Values above <code>1</code> increase it. Does not affect the custom damage of some very specific powers (such as the GoldShotgun). </p> <h2><span id="头盔/胸甲/护腿/鞋子/主手/副手"></span><span class="mw-headline" id=".E5.A4.B4.E7.9B.94.2F.E8.83.B8.E7.94.B2.2F.E6.8A.A4.E8.85.BF.2F.E9.9E.8B.E5.AD.90.2F.E4.B8.BB.E6.89.8B.2F.E5.89.AF.E6.89.8B">头盔/胸甲/护腿/鞋子/主手/副手</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=11" title="编辑小节:头盔/胸甲/护腿/鞋子/主手/副手">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>helmet</code>/<code>chestplate</code>/<code>leggings</code>/<code>boots</code>/<code>mainHand</code>/<code>offHand</code> set the items in those slots. <i>This uses the Spigot API values which you can find here.</i> This only affects entity types that can wear armor. </p> <h2><span id="幼体"></span><span class="mw-headline" id=".E5.B9.BC.E4.BD.93">幼体</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=12" title="编辑小节:幼体">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>isBaby</code> sets whether that Custom Boss is spawned as a baby entity. This is only applicable for entity types that can have baby entity variants, such as Zombies. </p> <h2><span id="能力"></span><span class="mw-headline" id=".E8.83.BD.E5.8A.9B">能力</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=13" title="编辑小节:能力">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>powers</code> lists the powers that the Custom Boss has. These powers are the filenames of the powers that can be found the in <code>~/EliteMobs/powers</code> directory. Some entity types can't have certain powers, and though I can not provide a full list of incompatibilities, I'll let you know that the Phantom entity is prone to causing a some issues. These are not fixable, as they are vanilla Minecraft limitations. </p> <h2><span id="生成消息"></span><span class="mw-headline" id=".E7.94.9F.E6.88.90.E6.B6.88.E6.81.AF">生成消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=14" title="编辑小节:生成消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>spawnMessage</code> sets the message that gets broadcasted to players upon Custom Boss spawn. </p> <h2><span id="死亡消息"></span><span class="mw-headline" id=".E6.AD.BB.E4.BA.A1.E6.B6.88.E6.81.AF">死亡消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=15" title="编辑小节:死亡消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>deathMessage</code> sets the message that gets broadcasted to players upon Custom Boss death. This uses the `$players$ placeholder which gets replaced with a list of all the players that participated in killing the Custom Boss using their display name. </p> <h2><span id="死亡消息列表"></span><span class="mw-headline" id=".E6.AD.BB.E4.BA.A1.E6.B6.88.E6.81.AF.E5.88.97.E8.A1.A8">死亡消息列表</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=16" title="编辑小节:死亡消息列表">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>deathMessages</code> sets a list of messages that get broadcasted to players upon Custom Boss Death. This is far more extensive than the deathMessage option, and follows this format: </p> <h2><span id="逃脱消息"></span><span class="mw-headline" id=".E9.80.83.E8.84.B1.E6.B6.88.E6.81.AF">逃脱消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=17" title="编辑小节:逃脱消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>escapeMessage</code> sets the message that gets broadcasted to players upon Custom Boss escape. This only happens if a <code>timeout</code> time has been set for the Custom Boss, and when that time has elapsed. </p> <pre><code>deathMessages: - '&amp;e&amp;l---------------------------------------------' - '&amp;4The Test Boss has been killed!' - '&amp;c&amp;l 1st Damager: $damager1name &amp;cwith $damager1damage damage!' - '&amp;6&amp;l 2nd Damager: $damager2name &amp;6with $damager2damage damage!' - '&amp;e&amp;l 3rd Damager: $damager3name &amp;ewith $damager3damage damage!' - '&amp;4Slayers: $players' - '&amp;e&amp;l---------------------------------------------'</code> </pre> <p>As you can see, it uses the following placeholders: <code>$damager1name</code>, <code>$damager2name</code>, <code>$damager3name</code>, <code>$damager1damage</code>, <code>$damager2damage</code>, <code>$damager3damage</code> and <code>$players</code>. <code>$damager1name</code> etc. display the display name of the player. <code>$damager1damage</code>etc. display the damage the player has dealt to the boss throughout the fight. <code>$players</code> displays a list of all damagers. Numbers 1-3 go through players from the highest damage dealt to the lower damage dealt. </p> <h2><span id="位置消息"></span><span class="mw-headline" id=".E4.BD.8D.E7.BD.AE.E6.B6.88.E6.81.AF">位置消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=18" title="编辑小节:位置消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>locationMessage</code> sets the message shown in the BossBar. This is used to track both Custom Boss health and its location in the server. It uses the <code>$location</code> placeholder which gets automatically replaced with the custom boss' coordinates. The <code>$location</code> placeholder can be removed from the message (or the entire configuration option can be removed) for server that do not wish to display the locations near player bases. </p> <h2><span id="特殊战利品列表"></span><span class="mw-headline" id=".E7.89.B9.E6.AE.8A.E6.88.98.E5.88.A9.E5.93.81.E5.88.97.E8.A1.A8">特殊战利品列表</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=19" title="编辑小节:特殊战利品列表">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>uniqueLootList</code> sets the loot that drops from the custom boss. This is a list of items which follows the following format: </p> <ul><li><i><code>item:chanceToDrop</code></i></li></ul> <p>The <code>item</code> field is filled with the file name of the custom item in the <code>~/EliteMobs/customitems</code> directory. In our case, it's <code>magmaguys_toothpick.yml</code>. The <code>chanceToDrop</code> is a value between <code>0</code> and <code>1</code> which expresses the odds of the item dropping. <code>0</code> expresses a 0% chance to drop, whereas <code>1</code> expresses a 100% chance to drop. <code>0.5</code> is 50%. </p><p>The item dropped does not necessarily have to have the <code>unique</code> <code>itemType</code> tag. </p> <h2><span id="掉落精英怪物战利品"></span><span class="mw-headline" id=".E6.8E.89.E8.90.BD.E7.B2.BE.E8.8B.B1.E6.80.AA.E7.89.A9.E6.88.98.E5.88.A9.E5.93.81">掉落精英怪物战利品</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=20" title="编辑小节:掉落精英怪物战利品">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>dropsEliteMobsLoot</code> sets whether the Custom Boss will drop EliteMobs loot, excluding items in the <code>uniqueLootList</code>. This affects the loot that would drop from a normal Elite Mob and the loot shower coins. It is highly recommended that you disable this for trash mobs and reinforcement mobs. </p> <h2><span id="掉落原版战利品"></span><span class="mw-headline" id=".E6.8E.89.E8.90.BD.E5.8E.9F.E7.89.88.E6.88.98.E5.88.A9.E5.93.81">掉落原版战利品</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=21" title="编辑小节:掉落原版战利品">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>dropsVanillaLoot</code> sets whether the Custom Boss will drop the vanilla loot usually associated to its vanilla mob type. </p> <h2><span id="轨迹"></span><span class="mw-headline" id=".E8.BD.A8.E8.BF.B9">轨迹</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=22" title="编辑小节:轨迹">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>trails</code> sets the type of trail that the Custom Boss have. These are a list, so multiple can be selected (and repeatedly) to craft unique effects. Trails can both be particles or items. Both particles and item names have to be pulled from the Spigot API - here for items and here for trails. </p> <h2><span id="击中消息"></span><span class="mw-headline" id=".E5.87.BB.E4.B8.AD.E6.B6.88.E6.81.AF">击中消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=23" title="编辑小节:击中消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>onDamageMessage</code> sets the message that the Boss Mob displays when they hit a player. This is a list, and the one used is randomized from the list. </p> <h2><span id="受伤消息"></span><span class="mw-headline" id=".E5.8F.97.E4.BC.A4.E6.B6.88.E6.81.AF">受伤消息</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=24" title="编辑小节:受伤消息">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>onDamagedMessage</code> sets the message that the Boss Mob displays when damaged by a player. This is a list, and the one used is randomized from the list. </p> <h2><span id="生成率"></span><span class="mw-headline" id=".E7.94.9F.E6.88.90.E7.8E.87">生成率</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=25" title="编辑小节:生成率">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>spawnChance</code> sets the chance of the custom boss spawning naturally. The odds are contained between <code>0</code> and <code>1</code>, where <code>0</code> is a 0% chance and <code>1</code> is a 100% chance (<code>0.5</code> is a 50% chance). Only Elite Mobs of the same type are eligible for becoming Custom Bosses. This means that if you set your <code>spawnChance</code> to <code>0.5</code> and your custom boss is a Blaze entity type, every time an Elite Blaze spawns there's a 50% chance that it will become your Custom Boss. I recommend you keep the odds of conversion between 1/100 and 1/1000 (<code>0.01</code> and <code>0.001</code>) depending on how many players you have and how rare you want your Custom Boss to be. </p> <h2><span id="骑乘实体"></span><span class="mw-headline" id=".E9.AA.91.E4.B9.98.E5.AE.9E.E4.BD.93">骑乘实体</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=26" title="编辑小节:骑乘实体">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>mountEntity</code> allows the Custom Boss to mount an entity. Two types of values are allowed here: </p> <ul><li>Entity types from the spigot api if you want your boss to mount a normal mob (example: <code>mountEntity: BAT</code>)</li> <li>File names of custom bosses if you want your custom boss to mount another custom boss (example: <code>mountEntity: balrog.yml</code>)</li></ul> <p>Regional bosses will share their leash with the entity they're mounting, meaning they'll both be dragged back to the spawn location if they exceed the distance allowed by their leash. </p> <h2><span id="公告优先度"></span><span class="mw-headline" id=".E5.85.AC.E5.91.8A.E4.BC.98.E5.85.88.E5.BA.A6">公告优先度</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=27" title="编辑小节:公告优先度">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>announcementPriority</code> sets the priority level for the spawn/kill/escape announcements and allows or prevents the Custom Boss from being tracked by players. The accepted values are <code>0</code>, <code>1</code>, <code>2</code> and <code>3</code>, with the default being 1. You can click here for more details on how the Announcement Priority System works. </p><p>Here's an example of a boss that is trackable, is able to send spawn/death/escape messages on chat and on Discord: </p><p><code>announcementPriority: 3</code> </p><p>Note: You will have to configure the spawnMessage, deathMessage/deathMessages, escapeMessage for chat and discord announcements and the locationMessage for the tracking feature if you wish to use the corresponding Announcement Priority level. </p> <h2><span id="跟随距离"></span><span class="mw-headline" id=".E8.B7.9F.E9.9A.8F.E8.B7.9D.E7.A6.BB">跟随距离</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=28" title="编辑小节:跟随距离">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>followDistance</code>set the Minecraft follow distance attribute. This is used to set custom aggro distances. Note that this sometimes does not work properly for certain mob types due to inconsistencies with Minecraft AI. </p><p>示例用法: </p><p><code>followDistance: 30</code> sets a range of 30 blocks where if a player gets within that distance near the boss it will start chasing/attacking the player. </p><p>``Note:** The higher the followDistance, the more intensive the boss. Try to keep these reasonable and make sure you only use them when it matters. </p> <h2><span id="死亡运行指令"></span><span class="mw-headline" id=".E6.AD.BB.E4.BA.A1.E8.BF.90.E8.A1.8C.E6.8C.87.E4.BB.A4">死亡运行指令</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/index.php?title=EliteMobs/%E6%8C%87%E5%8D%97/%E5%88%9B%E5%BB%BA%E8%87%AA%E5%AE%9A%E4%B9%89Boss&amp;action=edit&amp;section=29" title="编辑小节:死亡运行指令">编辑</a><span class="mw-editsection-bracket">]</span></span></h2> <p><code>onDeathCommands</code>sets the list of commands to run on custom boss death. The list supports the following placeholders: <code>$level</code> for the level of the Elite Mob, <code>$name</code> for the name of the Elite Mob and <code>$players</code> for the players that killed the elite mob. </p><p><i>Please note that this probably doesn't work the way you assume it does!</i> The <code>$players</code> placeholder will make the command run multiple times and each time it will replace the placeholder with the name of a player who damaged the Elite Mob. As an example: </p> <pre><code>onDeathCommands: - broadcast $players has killed $name! That was level $level!</code> </pre> <p>If Player1, Player2 and Player3 all damaged the boss before killing it, this is what the command output will be from console: </p> <pre><code>broadcast Player1 has killed CustomBossName! That was level X! broadcast Player2 has killed CustomBossName! That was level X! broadcast Player3 has killed CustomBossName! That was level X!</code> </pre> <p>The main goal of this command is not to broadcast messages, but to allow admins to give specific non-elitemobs rewards to players for killing Elite Mobs. </p> <!-- NewPP limit report Cached time: 20220131005349 Cache expiry: 86400 Dynamic content: false CPU time usage: 0.064 seconds Real time usage: 0.071 seconds Preprocessor visited node count: 812/1000000 Preprocessor generated node count: 10296/1000000 Post‐expand include size: 24197/2097152 bytes Template argument size: 9781/2097152 bytes Highest expansion depth: 9/40 Expensive parser function count: 0/100 Unstrip recursion depth: 0/20 Unstrip post‐expand size: 107/5000000 bytes --> <!-- Transclusion expansion time report (%,ms,calls,template) 100.00% 40.447 1 模板:ELBox 100.00% 40.447 1 -total 92.89% 37.573 1 模板:Navbox 21.12% 8.542 1 模板:Navbar 15.80% 6.389 15 模板:Nbi 6.78% 2.743 3 模板:Lan 3.83% 1.549 29 模板:W 3.00% 1.215 2 模板:· --> </div>
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