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	<title>Minecraft插件百科 - 用户贡献 [zh-cn]</title>
	<link rel="self" type="application/atom+xml" href="https://mineplugin.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lzs"/>
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	<updated>2026-05-25T19:32:56Z</updated>
	<subtitle>用户贡献</subtitle>
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	<entry>
		<id>https://mineplugin.org/index.php?title=Multiverse-Core&amp;diff=4484</id>
		<title>Multiverse-Core</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Multiverse-Core&amp;diff=4484"/>
		<updated>2016-12-04T07:40:59Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 上传你的存档 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名= Multiverse-Core&lt;br /&gt;
|版本= 2.5-b717&lt;br /&gt;
|兼容服务端版本=1.9&lt;br /&gt;
|作者= MultiverseTeam&lt;br /&gt;
|網址= http://dev.bukkit.org/bukkit-plugins/multiverse-core/&lt;br /&gt;
}}&lt;br /&gt;
==基础==&lt;br /&gt;
===介绍===&lt;br /&gt;
Multiverse-Core提供世界的创建功能。它可以控制怪物生成，环境类型，可自定义的地形特征，还有许多功能。&lt;br /&gt;
尽管Multiverse-Core能够做到这些，但是请注意Multiverse-Core自身是无法创建世界的，它只是简单的调用了Bukkit-API来&lt;br /&gt;
创建新的世界。如果同时存在其它创建世界类型的插件，很有可能会与本插件发生冲突。&lt;br /&gt;
（很明显地，Multiverse-Core能够与一些插件共存，但与其它插件则不一定兼容。）&lt;br /&gt;
附带说一句，Bukkit仍监控着创建的世界；Multiverse会尽其所能来控制世界的行为，但最终，其它插件或是Bukkit服务端所发生的意外都有可能覆盖、重置已有的设置。&lt;br /&gt;
&lt;br /&gt;
===上传你的存档===&lt;br /&gt;
如果你是服务器的一名OP，当你在安装Multiverse-Core后首次登入，你将会看到以下的提示信息：&lt;br /&gt;
&lt;br /&gt;
 You don&#039;t have any worlds imported into Multiverse!&lt;br /&gt;
 You can import your current worlds with  /mv import or you can create new ones with /mvcreate&lt;br /&gt;
 If you just wanna see all of the Multiverse Help,type:/mv &lt;br /&gt;
&lt;br /&gt;
这些信息表示，尽管你可能已经在服务端上传了存档，本插件并不能直接调用。告知Multiverse-Core的操作很简单。输入：&lt;br /&gt;
    /mv import WORLD ENV&lt;br /&gt;
你可以将WORLD替换为你的文件夹名称，将ENV替换为环境类型。三个可选的环境类型为：normal(普通), nether(地狱)和 end(末地)。&lt;br /&gt;
如果你忘记类型名称，你可以使用/mv env来查看这些选项。&lt;br /&gt;
大多数服务器会将主世界的文件夹命名为world(即默认)。这里是我输入的一个示例：&lt;br /&gt;
    /mv import world normal&lt;br /&gt;
你将会看到的结果是：&lt;br /&gt;
    Staring world import...&lt;br /&gt;
    Complete!&lt;br /&gt;
现在你只需要重复以上过程，上传你所有的世界即可完成载入。&lt;br /&gt;
（不喜欢你的文件夹名称？不需要重命名文件夹，只需要简单地设置一个Multiverse世界别名！）&lt;br /&gt;
&lt;br /&gt;
===创建新的世界===&lt;br /&gt;
现在，你已经上传了你的主世界与副世界，但是你想要一个创造模式使用的世界？世界的创建是一个十分简单的过程，调用指令如下：&lt;br /&gt;
    /mv create {NAME} {ENV} -s [SEED] -g [GENERATOR[:ID]]&lt;br /&gt;
&lt;br /&gt;
不要担心所有的这些参数，你只需要知道{}之中的内容是必填的，[]中的内容则是选填的。在我们的示例中，我们要做的很简单：&lt;br /&gt;
    /mv create creative NORMAL&lt;br /&gt;
这个过程所需要的时间比上传存档要长一些，你可以在服务器的控制台看到整个创建的过程。&lt;br /&gt;
这个命令创建了一个名为&amp;quot;creative&amp;quot;的世界，整个世界的环境类型为normal。你也可以在命令中输入世界生成器&lt;br /&gt;
的种子代码，或是将环境类型改为nether、end，再或者你也可以思考如何设置生成器代码来&lt;br /&gt;
创建各种炫酷的地形(例如, -g BukkitFullOfMoon)。&lt;br /&gt;
经过以上的命令调用，你的世界现在已经创建完毕。&lt;br /&gt;
&lt;br /&gt;
=== 传送至新的世界 ===&lt;br /&gt;
嗯，现在你已经拥有了自己所创建的世界。去往这个世界同样很简单，只需要输入：&lt;br /&gt;
    /mv tp testworld&lt;br /&gt;
嗯，现在你应该已经到达了新世界。如果你想要带你的朋友过来，只需要输入：&lt;br /&gt;
    /mv tp YOURMATE testworld&lt;br /&gt;
&lt;br /&gt;
=== 设置新世界的出生点 ===&lt;br /&gt;
新世界的0.0坐标并不总是完美的出生点，你也不想玩家在传送到新世界或在新世界重生时坠入虚空吧？&lt;br /&gt;
走、攀爬、挖掘，无论以任何方式，站在你想要设置为出生点的方块上面，输入：&lt;br /&gt;
    /mv setspawn&lt;br /&gt;
即可完成新世界出生点的设置。&lt;br /&gt;
&lt;br /&gt;
=== 回到出生点 ===&lt;br /&gt;
回到出生点：&lt;br /&gt;
   /mv spawn&lt;br /&gt;
完成。&lt;br /&gt;
&lt;br /&gt;
=== 修改某些参数 ===&lt;br /&gt;
嗯，你对苦力怕爆炸造成的物品丢失感到厌烦？想要关闭敌对生物的生成？&lt;br /&gt;
  /mv modify set monsters false&lt;br /&gt;
你可以很容易的修改其他设置的负载情况（阀值）（例如关闭动物生成和PvP）&lt;br /&gt;
&lt;br /&gt;
=== 清除怪物以及其它实体 ===&lt;br /&gt;
只需要输入以下命令即可清除指定世界的所有动物：&lt;br /&gt;
  /mv purge testworld animals&lt;br /&gt;
你也可以将testworld替换为ALL来对全部世界执行清理命令。&lt;br /&gt;
除了动物，你还可以指定一个列表中的怪物来清除。将animals替换为monsters或all即是清除所有怪物。&lt;br /&gt;
&lt;br /&gt;
=== 移除你的世界 ===&lt;br /&gt;
移除世界，只需要输入：&lt;br /&gt;
   /mv delete testworld&lt;br /&gt;
你有十秒钟的时间来确认这个命令，通过输入以下命令来确认操作：&lt;br /&gt;
   /mv confirm&lt;br /&gt;
记住，一旦确认执行命令，这个世界将会被完全地移除。&lt;br /&gt;
&lt;br /&gt;
=== 总结 ===&lt;br /&gt;
以上就是本节的全部内容。&lt;br /&gt;
想了解更多详情，请在游戏中输入/mv或是查看[[Multiverse-Core/Command Reference]]&lt;br /&gt;
这里值得一提的是，我们已经在本教程中讲解了很多冗长的命令。&lt;br /&gt;
想要了解某个具体的命令，只需要在游戏中输入：&lt;br /&gt;
   /COMMAND ?&lt;br /&gt;
游戏中，插件将会为你展示详细内容。&lt;br /&gt;
注意：90%的Multiverse命令可以在控制台执行。只有部分需要指定其它变量的命令才无法在&lt;br /&gt;
控制台使用，例如:/mv setspawn（需要脚下方块作为选定点，所以无法在控制台中使用。）&lt;br /&gt;
&lt;br /&gt;
=== 部分名词说明 === &lt;br /&gt;
阀值 -------- true开启 false关闭&lt;br /&gt;
&lt;br /&gt;
== 权限 ==&lt;br /&gt;
&lt;br /&gt;
•帮助权限&lt;br /&gt;
   multiverse.help——允许拥有该权限的用户使用/mv查看指令帮助&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
•访问权限&lt;br /&gt;
   multiverse.access.NAME——允许拥有该权限的用户去指定的世界&lt;br /&gt;
   multiverse.exempt.NAME——允许拥有该权限的用户去指定的世界无需access权限&lt;br /&gt;
   mv.bypass.gamemode.NAME- - -允许拥有该权限的用户可以保持模式去往各个世界，如果一个玩家拥有mv.bypass.gamemode.*权限，可以保持他的创造模式去往生存模式的世界.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
•传送的权限&lt;br /&gt;
   multiverse.teleport.self.NAME——允许拥有该权限的用户可以使用/mv tp [PLAYER] {WORLD}传送自己进入一个指定世界&lt;br /&gt;
   multiverse.teleport.other.NAME——允许拥有该权限的用户可以使用/mv tp [PLAYER] {WORLD}传送自己和他人进入一个指定的世界&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
•信息权限&lt;br /&gt;
   multiverse.core.confirm——拥有该权限的用户使用/mv confirm可以确认使用上一个指令&lt;br /&gt;
   multiverse.core.coord——拥有该权限的用户可以使用/mv coord显示当前坐标&lt;br /&gt;
   multiverse.core.info——拥有该权限的用户可以使用/mv info显示当前世界&lt;br /&gt;
   multiverse.core.list.environments——拥有该权限的用户可以使用/mv env显示有效的环境&lt;br /&gt;
   multiverse.core.list.who——拥有该权限的用户可以使用/mv who显示目前世界&lt;br /&gt;
   multiverse.core.list.worlds——拥有该权限的用户可以使用/mv list显示你可以进入的世界&lt;br /&gt;
   multiverse.core.version——允许拥有该权限的用户可以使用/mv version 查看版本信息&lt;br /&gt;
   multiverse.core.generator——允许拥有该权限的用户可以使用/mv generators 列出生成器插件&lt;br /&gt;
&lt;br /&gt;
•出生点的权限&lt;br /&gt;
   multiverse.core.spawn.other——允许拥有该权限的用户可以使用/mv spawn *把别人传送去出生点&lt;br /&gt;
   multiverse.core.spawn.self——允许拥有该权限的用户可以使用/mv spawn 把自己传送去出生点&lt;br /&gt;
   multiverse.core.spawn.set——允许拥有该权限的用户可以使用/mv spawn set设置世界的出生点&lt;br /&gt;
&lt;br /&gt;
•编辑世界的权限&lt;br /&gt;
   multiverse.core.create——允许拥有该权限的用户可以使用/mv create创建世界&lt;br /&gt;
   multiverse.core.delete——允许拥有该权限的用户可以使用/mv delete {WORLD}删除世界&lt;br /&gt;
   multiverse.core.load——允许拥有该权限的用户可以使用/mv load加载世界&lt;br /&gt;
   multiverse.core.unload——允许拥有该权限的用户可以使用/mv unload {WORLD}暂时卸载世界&lt;br /&gt;
   multiverse.core.remove——允许拥有该权限的用户可以使用/mv remove {WORLD}从 Multiverse 中卸载一个世界并移除worlds.yml内相应世界信息, 这个指令不会删除该世界文件夹.&lt;br /&gt;
   multiverse.core.import——允许拥有该权限的用户可以使用/mv import转换一个世界为指定类型&lt;br /&gt;
&lt;br /&gt;
   multiverse.core.modify——允许拥有该权限的用户可以使用/mv modify修改世界各个方面的设置&lt;br /&gt;
   multiverse.core.modify.add——允许拥有该权限的用户可以使用/mv modify add 添加世界参数&lt;br /&gt;
   multiverse.core.modify.clear——允许拥有该权限的用户可以使用/mv modify clear 移除所有设置的值. 设置将在所有包含的列表里生效&lt;br /&gt;
   multiverse.core.modify.modify——未知&lt;br /&gt;
   multiverse.core.modify.remove——允许拥有该权限的用户可以使用/mv modify remove 移除世界参数&lt;br /&gt;
   multiverse.core.modify.set——允许拥有该权限的用户可以使用/mv modify set 设置世界参数&lt;br /&gt;
   multiverse.core.purge——允许拥有该权限的用户可以使用/mv purge [WORLD|all] {all|animals|monsters|MOBNAME}从指定世界清除掉指定类型的生物&lt;br /&gt;
&lt;br /&gt;
   multiverse.core.reload——允许拥有该权限的用户可以使用/mv reload重新加载配置文件&lt;br /&gt;
&lt;br /&gt;
•设置的权限&lt;br /&gt;
   multiverse.core.config——允许拥有该权限的用户可以使用/mv config 修改全局配置&lt;br /&gt;
   multiverse.core.debug——允许拥有该权限的用户可以使用/mv debug切换调试模式&lt;br /&gt;
   multiverse.core.silent——允许拥有该权限的用户可以使用/mv silent 切换沉默模式&lt;br /&gt;
&lt;br /&gt;
•有待编辑的权限&lt;br /&gt;
   multiverse.core.anchor&lt;br /&gt;
   multiverse.core.sleep&lt;br /&gt;
   multiverse.core.spout&lt;br /&gt;
   multiverse.core.tp.*&lt;br /&gt;
   multiverse.core.tp.self&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;big&amp;gt;Config&amp;lt;/big&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
 下面是Multiverse-Core（2.9版本）默认Config.yml文件，我们会尽可能地保持和Multiverse-Core更新同步.&lt;br /&gt;
*&amp;lt;big&amp;gt;首先，请确保你的Multiverse-Core已经是最新版本.&amp;lt;/big&amp;gt;&lt;br /&gt;
 在后台输入这个指令&amp;lt;code&amp;gt;/mv version&amp;lt;/code&amp;gt;即会弹出下列数据：&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
...&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
XX:XX:XX [INFO] [Multiverse-Core] [Multiverse-Core] Dumping Config Values: (version 2.9)&amp;lt;br /&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
 后面显示的，就是你当前Multiverse-Core的正确版本.如果&#039;&#039;&#039;你的版本号与下面例子中的版本（2.9）不一致&#039;&#039;&#039;，请立即更新你的&#039;&#039;&#039;Multiverse-Core&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
 （当然，如果大同小异的话用也没什么不合适）以及所有&#039;&#039;&#039;有关Multiverse的插件&#039;&#039;&#039;.&lt;br /&gt;
*&amp;lt;big&amp;gt;Config.&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;#这是一个内部设置，请不要动它.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
multiverse-configuration:&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;# 这是一个让Multiverse-Core更加高效运行的设置.请不要动它.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:==: com.onarandombox.MultiverseCore.MultiverseCoreConfiguration&lt;br /&gt;
:&#039;&#039;&#039;# 如果设置为false，那么Multiverse-Core将不会强制管理&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 每个世界的通过权限.(在其它多世界插件范围内）&#039;&#039;&#039;&lt;br /&gt;
:enforceaccess: &#039;false&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果这个设置为true，那么Multiverse-Core就会在聊天名称前加上&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 你定义的多彩世界前缀；如果这个设置为空，那么Multiverse-Core就会&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 在聊天名称前加上白色单调的世界前缀；如果这个设置为false，那么&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# Multiverse-Core将不会干预聊天窗口.&#039;&#039;&#039;&lt;br /&gt;
:prefixchat: &#039;true&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果这个设置为true，那么Multiverse-Core将强制管理每个&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 世界的通过权限.（在所有插件范围内）&#039;&#039;&#039;&lt;br /&gt;
:teleportintercept: &#039;true&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果这个设置为true，玩家将会被提示他们可以使用多世界的哪些命令.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果设置为false，他们将不会知道自己能使用什么命令.&#039;&#039;&#039;&lt;br /&gt;
:displaypermerrors: &#039;true&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果这个设置为true，将应用Multiverse-Core出生点设置&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 设置为false应用其它出身点管理插件的设置（如果你有的话）&#039;&#039;&#039;&lt;br /&gt;
:firstspawnoverride: &#039;true&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 以下是你想让新玩家出生的世界名.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果这个世界名没有对应文件,将会被自动创建.&#039;&#039;&#039;&lt;br /&gt;
:firstspawnworld: Lobby_World&lt;br /&gt;
:&#039;&#039;&#039;# 给玩家发送信息的时间间隔&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 单位：毫秒 - 5000=5秒&#039;&#039;&#039;&lt;br /&gt;
:messagecooldown: &#039;5000&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;# 玩家使用&#039;&#039;&#039;&amp;lt;code&amp;gt;/MVTP&amp;lt;/code&amp;gt;&#039;&#039;&#039;时间间隔&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 单位：毫秒 - 1000=1秒&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果你上面的&#039;teleportintercept&#039;设置为&#039;true&#039;,&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 那么所有插件的TP（例如/tpa）都会受到限制.&#039;&#039;&#039;&lt;br /&gt;
:teleportcooldown: &#039;1000&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 调试模式设置.值为0~3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 除非你是wiki编译者或者插件开发者，否则不要动.&#039;&#039;&#039;&lt;br /&gt;
:globaldebug: &#039;0&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 版本号&lt;br /&gt;
:&#039;&#039;&#039;# 请不要修改这个值&lt;br /&gt;
:version: &#039;2.9&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 搜索传送门范围.这是Bukkit服务端原生功能&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果设置为true，将允许Multiverse-Core接替Bukkit掌管这一功能&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 并应用自己的搜索半径.如果设置为false，Bukkit就会&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 使用自己的默认搜索半径.&#039;&#039;&#039;&lt;br /&gt;
:defaultportalsearch: &#039;false&#039;&lt;br /&gt;
:&#039;&#039;&#039;# 如果上面的设置为true，就会应用下面这个搜索半径.&lt;br /&gt;
:&#039;&#039;&#039;# 注意，搜索传送门范围这一功能仅对Vanilla类型的传送门有效.&lt;br /&gt;
:&#039;&#039;&#039;# 当然也包括支持Multiverse-NetherPortals的传送门.&lt;br /&gt;
:portalsearchradius: &#039;16&#039;&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Sentinel&amp;diff=4421</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Sentinel&amp;diff=4421"/>
		<updated>2016-11-18T03:48:19Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 可以使用的武器类型 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=0.6&lt;br /&gt;
|兼容服务端版本=Spigot 1.10&lt;br /&gt;
|網址=[http://ci.citizensnpcs.co/job/Sentinel 下载地址]&amp;lt;br/&amp;gt;[https://www.spigotmc.org/resources/sentinel.22017/ 下载地址(Spigot)]&amp;lt;br/&amp;gt;[http://dev.bukkit.org/bukkit-plugins/sentinel/ 下载地址(Bukkit)]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:信息]][[Category:角色]][[Category:综合]][[Category:其他]][[Category:娱乐]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[信息|角色|综合|其他|娱乐]Sentry—— 强大神奇的自定义NPC扩展! [内附教程][全版本]&lt;br /&gt;
http://www.mcbbs.net/forum.php?mod=viewthread&amp;amp;tid=488928&lt;br /&gt;
看了这个这个帖子，你应该能大体明白这个插件的作用&lt;br /&gt;
本地化介绍&lt;br /&gt;
Sentry最新版: 支持 Spigot 1.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
===注意事项===&lt;br /&gt;
* 如果你的NPC没有近战伤害,请您把配置文件config.yml里的workaround damage  改为true&lt;br /&gt;
&lt;br /&gt;
===使用教程===&lt;br /&gt;
* 下载:Citizens与Sentinel并放入plugins文件夹&lt;br /&gt;
* 重启服务器 &lt;br /&gt;
&lt;br /&gt;
* 首先创建一个NPC&lt;br /&gt;
* 使用/npc sel 命令选择NPC，或使用/npc create name 命令新建NPC&lt;br /&gt;
* 接着输入/trait Sentinel，设置NPC为哨兵&lt;br /&gt;
* 再输入/npc equip 设置NPC装备&lt;br /&gt;
* 手持要给NPC装备的护甲或武器，对着NPC右键。&lt;br /&gt;
* 输入/sentinel addtarget MONSTERS，给哨兵添加攻击目标的类型。&lt;br /&gt;
* 输入/sentinel help 显示帮助界面&lt;br /&gt;
&lt;br /&gt;
* 注意：在没有开无敌的模式下，不要给哨兵添加攻击玩家的命令！&lt;br /&gt;
&lt;br /&gt;
===游戏命令===&lt;br /&gt;
&lt;br /&gt;
* /sentinel help - Shows help info.&lt;br /&gt;
* /sentinel addtarget TYPE - Adds a target.&lt;br /&gt;
* /sentinel removetarget TYPE - Removes a target.&lt;br /&gt;
* /sentinel addignore TYPE - Ignores a target.&lt;br /&gt;
* /sentinel removeignore TYPE - Allows targetting a target.&lt;br /&gt;
* /sentinel range RANGE - Sets the NPC&#039;s maximum attack range.&lt;br /&gt;
* /sentinel damage DAMAGE - Sets the NPC&#039;s attack damage.&lt;br /&gt;
* /sentinel armor ARMOR - Sets the NPC&#039;s armor level.&lt;br /&gt;
* /sentinel health HEALTH - Sets the NPC&#039;s health level.&lt;br /&gt;
* /sentinel attackrate RATE - Changes the rate at which the NPC attacks, in ticks.&lt;br /&gt;
* /sentinel healrate RATE - Changes the rate at which the NPC heals, in ticks.&lt;br /&gt;
* /sentinel respawntime TIME - Changes the time it takes for the NPC to respawn, in ticks.&lt;br /&gt;
* /sentinel chaserange RANGE - Changes the maximum distance an NPC will run before returning to base.&lt;br /&gt;
* /sentinel guard (PLAYERNAME) - Makes the NPC guard a specific player. Don&#039;t specify a player to stop guarding.&lt;br /&gt;
* /sentinel invincible - Toggles whether the NPC is invincible.&lt;br /&gt;
* /sentinel fightback - Toggles whether the NPC will fight back.&lt;br /&gt;
* /sentinel needammo - Toggles whether the NPC will need ammo.&lt;br /&gt;
* /sentinel safeshot - Toggles whether the NPC will avoid damaging non-targets.&lt;br /&gt;
* /sentinel chaseclose - Toggles whether the NPC will chase while in &#039;close quarters&#039; fights.&lt;br /&gt;
* /sentinel chaseranged - Toggles whether the NPC will chase while in ranged fights.&lt;br /&gt;
* /sentinel drops - Changes the drops of the current NPC.&lt;br /&gt;
* /sentinel spawnpoint - Changes the NPC&#039;s spawn point to its current location, or removes it if it&#039;s already there.&lt;br /&gt;
* /sentinel forgive - Forgives all current targets.&lt;br /&gt;
* /sentinel enemydrops - Toggles whether enemy mobs of this NPC drop items.&lt;br /&gt;
* /sentinel info - Shows info on the current NPC.&lt;br /&gt;
* /sentinel stats - Shows statistics about the current NPC.&lt;br /&gt;
* /sentinel targets - Shows the targets of the current NPC.&lt;br /&gt;
* /sentinel kill - Kills the NPC.&lt;br /&gt;
* /sentinel respawn - Respawns the NPC.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPC&#039;s enemy target time limit.&lt;br /&gt;
* /sentinel speed - Sets the NPC&#039;s movement speed modifier.&lt;br /&gt;
* /sentinel autoswitch - Toggles whether the NPC automatically switches items.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPCs enemy target time limit.&lt;br /&gt;
* /sentinel greeting GREETING - Sets a greeting message for the NPC to say.&lt;br /&gt;
* /sentinel warning WARNING - Sets a warning message for the NPC to say.&lt;br /&gt;
* /sentinel greetrange RANGE - Sets how far a player can be from an NPC before they are greeted.&lt;br /&gt;
* /sentinel accuracy OFFSET - Sets the accuracy of an NPC.&lt;br /&gt;
* Sentry user?&lt;br /&gt;
* &lt;br /&gt;
* Type &amp;quot;/sentinel sentryimport&amp;quot; on a server running both Sentry and Sentinel to instantly transfer all data to Sentinel!&lt;br /&gt;
===权限===&lt;br /&gt;
&lt;br /&gt;
* sentinel.basic for the /sentinel command&lt;br /&gt;
* sentinel.admin to edit other player&#039;s Sentinel NPCs.&lt;br /&gt;
* sentinel.greet for commands: greeting, warning, greetrange&lt;br /&gt;
* sentinel.info for commands: info, stats, targets&lt;br /&gt;
* Everything else is &amp;quot;sentinel.X&amp;quot; where &amp;quot;X&amp;quot; is the command name, EG &amp;quot;sentinel.damage&amp;quot;.&lt;br /&gt;
===攻击目标的类型列表===&lt;br /&gt;
&lt;br /&gt;
* 主要:&lt;br /&gt;
* NPCS,其他NPC&lt;br /&gt;
* OWNER,拥有者&lt;br /&gt;
* PASSIVE_MOB,被动怪物&lt;br /&gt;
* MOBS,主动怪物&lt;br /&gt;
* MONSTERS,怪物&lt;br /&gt;
* PLAYERS,玩家&lt;br /&gt;
* PIGS,猪&lt;br /&gt;
* OCELOTS,猫&lt;br /&gt;
* COWS,牛&lt;br /&gt;
* RABBITS,兔&lt;br /&gt;
* SHEEP,羊&lt;br /&gt;
* CHICKENS,鸡&lt;br /&gt;
* HORSES,马&lt;br /&gt;
* MUSHROOM_COW,蘑菇牛&lt;br /&gt;
* IRON_GOLEMS,铁傀儡&lt;br /&gt;
* SQUIDS,鱿鱼&lt;br /&gt;
* VILLAGER,村民&lt;br /&gt;
* WOLF,狼&lt;br /&gt;
* SNOWMEN,雪人&lt;br /&gt;
* WITCH,女巫&lt;br /&gt;
* GUARDIANS,守护者&lt;br /&gt;
* SHULKERS,潜影贝&lt;br /&gt;
* CREERERS,苦力怕&lt;br /&gt;
* SKELETONS,骷髅&lt;br /&gt;
* ZOMBIES,僵尸&lt;br /&gt;
* MAGMA_CUBES,岩浆怪&lt;br /&gt;
* ZOMBIE_PIGMEN,僵尸猪人&lt;br /&gt;
* SILVERFISH,蠹虫&lt;br /&gt;
* BATS,蝙蝠&lt;br /&gt;
* BLAZES,烈焰人&lt;br /&gt;
* GHASTS,恶魂&lt;br /&gt;
* GIANTS,巨人&lt;br /&gt;
* SLIME,史莱姆&lt;br /&gt;
* SPIDER,蜘蛛&lt;br /&gt;
* CAVE_SPIDERS,洞穴蜘蛛&lt;br /&gt;
* ENDERMEN,末影人&lt;br /&gt;
* ENDERMITES,末影螨&lt;br /&gt;
* WITHER,凋灵&lt;br /&gt;
* ENDERDRAGON,末影龙&lt;br /&gt;
* &lt;br /&gt;
* player:NAME(REGEX),某个玩家&lt;br /&gt;
* npc:NAME(REGEX),某个NPC&lt;br /&gt;
* entityname:NAME(REGEX),某个实体&lt;br /&gt;
* helditem:MATERIALNAME(REGEX),手持某个物品的实体&lt;br /&gt;
* group:GROUPNAME(EXACT),某个组&lt;br /&gt;
* event:pvp/pvnpc/pve,某个事件状态&lt;br /&gt;
* Some random supported things,随机支持一些事情&lt;br /&gt;
&lt;br /&gt;
===可以使用的武器类型===&lt;br /&gt;
&lt;br /&gt;
* Fists,拳头&lt;br /&gt;
* Swords,剑&lt;br /&gt;
* Tools,工具&lt;br /&gt;
* Bow,弓&lt;br /&gt;
* 可以为NPC设置各种类型的箭！&lt;br /&gt;
* 火焰棒(发射火球)&lt;br /&gt;
* 药水(飞溅,持续)&lt;br /&gt;
* 下界之星(闪电袭击)&lt;br /&gt;
* 光灵箭(使目标发光,而不破坏它)&lt;br /&gt;
* (要使目标发光并伤害它, equip a bow + arm it with spectral arrows!)&lt;br /&gt;
* 雪球&lt;br /&gt;
* Respawning can be set to &amp;quot;-1&amp;quot; to cause the NPC to delete itself on death, or &amp;quot;0&amp;quot; to prevent respawn.&lt;br /&gt;
* Sentinels will guard a point or path if either is set using the command &amp;quot;/npc path&amp;quot;&lt;br /&gt;
* To make a ghast or blaze fire fireballs, give them a blazerod!&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Sentinel&amp;diff=4420</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Sentinel&amp;diff=4420"/>
		<updated>2016-11-18T03:40:38Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 可以设置成为目标的类型 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=0.6&lt;br /&gt;
|兼容服务端版本=Spigot 1.10&lt;br /&gt;
|網址=[http://ci.citizensnpcs.co/job/Sentinel 下载地址]&amp;lt;br/&amp;gt;[https://www.spigotmc.org/resources/sentinel.22017/ 下载地址(Spigot)]&amp;lt;br/&amp;gt;[http://dev.bukkit.org/bukkit-plugins/sentinel/ 下载地址(Bukkit)]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:信息]][[Category:角色]][[Category:综合]][[Category:其他]][[Category:娱乐]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[信息|角色|综合|其他|娱乐]Sentry—— 强大神奇的自定义NPC扩展! [内附教程][全版本]&lt;br /&gt;
http://www.mcbbs.net/forum.php?mod=viewthread&amp;amp;tid=488928&lt;br /&gt;
看了这个这个帖子，你应该能大体明白这个插件的作用&lt;br /&gt;
本地化介绍&lt;br /&gt;
Sentry最新版: 支持 Spigot 1.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
===注意事项===&lt;br /&gt;
* 如果你的NPC没有近战伤害,请您把配置文件config.yml里的workaround damage  改为true&lt;br /&gt;
&lt;br /&gt;
===使用教程===&lt;br /&gt;
* 下载:Citizens与Sentinel并放入plugins文件夹&lt;br /&gt;
* 重启服务器 &lt;br /&gt;
&lt;br /&gt;
* 首先创建一个NPC&lt;br /&gt;
* 使用/npc sel 命令选择NPC，或使用/npc create name 命令新建NPC&lt;br /&gt;
* 接着输入/trait Sentinel，设置NPC为哨兵&lt;br /&gt;
* 再输入/npc equip 设置NPC装备&lt;br /&gt;
* 手持要给NPC装备的护甲或武器，对着NPC右键。&lt;br /&gt;
* 输入/sentinel addtarget MONSTERS，给哨兵添加攻击目标的类型。&lt;br /&gt;
* 输入/sentinel help 显示帮助界面&lt;br /&gt;
&lt;br /&gt;
* 注意：在没有开无敌的模式下，不要给哨兵添加攻击玩家的命令！&lt;br /&gt;
&lt;br /&gt;
===游戏命令===&lt;br /&gt;
&lt;br /&gt;
* /sentinel help - Shows help info.&lt;br /&gt;
* /sentinel addtarget TYPE - Adds a target.&lt;br /&gt;
* /sentinel removetarget TYPE - Removes a target.&lt;br /&gt;
* /sentinel addignore TYPE - Ignores a target.&lt;br /&gt;
* /sentinel removeignore TYPE - Allows targetting a target.&lt;br /&gt;
* /sentinel range RANGE - Sets the NPC&#039;s maximum attack range.&lt;br /&gt;
* /sentinel damage DAMAGE - Sets the NPC&#039;s attack damage.&lt;br /&gt;
* /sentinel armor ARMOR - Sets the NPC&#039;s armor level.&lt;br /&gt;
* /sentinel health HEALTH - Sets the NPC&#039;s health level.&lt;br /&gt;
* /sentinel attackrate RATE - Changes the rate at which the NPC attacks, in ticks.&lt;br /&gt;
* /sentinel healrate RATE - Changes the rate at which the NPC heals, in ticks.&lt;br /&gt;
* /sentinel respawntime TIME - Changes the time it takes for the NPC to respawn, in ticks.&lt;br /&gt;
* /sentinel chaserange RANGE - Changes the maximum distance an NPC will run before returning to base.&lt;br /&gt;
* /sentinel guard (PLAYERNAME) - Makes the NPC guard a specific player. Don&#039;t specify a player to stop guarding.&lt;br /&gt;
* /sentinel invincible - Toggles whether the NPC is invincible.&lt;br /&gt;
* /sentinel fightback - Toggles whether the NPC will fight back.&lt;br /&gt;
* /sentinel needammo - Toggles whether the NPC will need ammo.&lt;br /&gt;
* /sentinel safeshot - Toggles whether the NPC will avoid damaging non-targets.&lt;br /&gt;
* /sentinel chaseclose - Toggles whether the NPC will chase while in &#039;close quarters&#039; fights.&lt;br /&gt;
* /sentinel chaseranged - Toggles whether the NPC will chase while in ranged fights.&lt;br /&gt;
* /sentinel drops - Changes the drops of the current NPC.&lt;br /&gt;
* /sentinel spawnpoint - Changes the NPC&#039;s spawn point to its current location, or removes it if it&#039;s already there.&lt;br /&gt;
* /sentinel forgive - Forgives all current targets.&lt;br /&gt;
* /sentinel enemydrops - Toggles whether enemy mobs of this NPC drop items.&lt;br /&gt;
* /sentinel info - Shows info on the current NPC.&lt;br /&gt;
* /sentinel stats - Shows statistics about the current NPC.&lt;br /&gt;
* /sentinel targets - Shows the targets of the current NPC.&lt;br /&gt;
* /sentinel kill - Kills the NPC.&lt;br /&gt;
* /sentinel respawn - Respawns the NPC.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPC&#039;s enemy target time limit.&lt;br /&gt;
* /sentinel speed - Sets the NPC&#039;s movement speed modifier.&lt;br /&gt;
* /sentinel autoswitch - Toggles whether the NPC automatically switches items.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPCs enemy target time limit.&lt;br /&gt;
* /sentinel greeting GREETING - Sets a greeting message for the NPC to say.&lt;br /&gt;
* /sentinel warning WARNING - Sets a warning message for the NPC to say.&lt;br /&gt;
* /sentinel greetrange RANGE - Sets how far a player can be from an NPC before they are greeted.&lt;br /&gt;
* /sentinel accuracy OFFSET - Sets the accuracy of an NPC.&lt;br /&gt;
* Sentry user?&lt;br /&gt;
* &lt;br /&gt;
* Type &amp;quot;/sentinel sentryimport&amp;quot; on a server running both Sentry and Sentinel to instantly transfer all data to Sentinel!&lt;br /&gt;
===权限===&lt;br /&gt;
&lt;br /&gt;
* sentinel.basic for the /sentinel command&lt;br /&gt;
* sentinel.admin to edit other player&#039;s Sentinel NPCs.&lt;br /&gt;
* sentinel.greet for commands: greeting, warning, greetrange&lt;br /&gt;
* sentinel.info for commands: info, stats, targets&lt;br /&gt;
* Everything else is &amp;quot;sentinel.X&amp;quot; where &amp;quot;X&amp;quot; is the command name, EG &amp;quot;sentinel.damage&amp;quot;.&lt;br /&gt;
===攻击目标的类型列表===&lt;br /&gt;
&lt;br /&gt;
* 主要:&lt;br /&gt;
* NPCS,其他NPC&lt;br /&gt;
* OWNER,拥有者&lt;br /&gt;
* PASSIVE_MOB,被动怪物&lt;br /&gt;
* MOBS,主动怪物&lt;br /&gt;
* MONSTERS,怪物&lt;br /&gt;
* PLAYERS,玩家&lt;br /&gt;
* PIGS,猪&lt;br /&gt;
* OCELOTS,猫&lt;br /&gt;
* COWS,牛&lt;br /&gt;
* RABBITS,兔&lt;br /&gt;
* SHEEP,羊&lt;br /&gt;
* CHICKENS,鸡&lt;br /&gt;
* HORSES,马&lt;br /&gt;
* MUSHROOM_COW,蘑菇牛&lt;br /&gt;
* IRON_GOLEMS,铁傀儡&lt;br /&gt;
* SQUIDS,鱿鱼&lt;br /&gt;
* VILLAGER,村民&lt;br /&gt;
* WOLF,狼&lt;br /&gt;
* SNOWMEN,雪人&lt;br /&gt;
* WITCH,女巫&lt;br /&gt;
* GUARDIANS,守护者&lt;br /&gt;
* SHULKERS,潜影贝&lt;br /&gt;
* CREERERS,苦力怕&lt;br /&gt;
* SKELETONS,骷髅&lt;br /&gt;
* ZOMBIES,僵尸&lt;br /&gt;
* MAGMA_CUBES,岩浆怪&lt;br /&gt;
* ZOMBIE_PIGMEN,僵尸猪人&lt;br /&gt;
* SILVERFISH,蠹虫&lt;br /&gt;
* BATS,蝙蝠&lt;br /&gt;
* BLAZES,烈焰人&lt;br /&gt;
* GHASTS,恶魂&lt;br /&gt;
* GIANTS,巨人&lt;br /&gt;
* SLIME,史莱姆&lt;br /&gt;
* SPIDER,蜘蛛&lt;br /&gt;
* CAVE_SPIDERS,洞穴蜘蛛&lt;br /&gt;
* ENDERMEN,末影人&lt;br /&gt;
* ENDERMITES,末影螨&lt;br /&gt;
* WITHER,凋灵&lt;br /&gt;
* ENDERDRAGON,末影龙&lt;br /&gt;
* &lt;br /&gt;
* player:NAME(REGEX),某个玩家&lt;br /&gt;
* npc:NAME(REGEX),某个NPC&lt;br /&gt;
* entityname:NAME(REGEX),某个实体&lt;br /&gt;
* helditem:MATERIALNAME(REGEX),手持某个物品的实体&lt;br /&gt;
* group:GROUPNAME(EXACT),某个组&lt;br /&gt;
* event:pvp/pvnpc/pve,某个事件状态&lt;br /&gt;
* Some random supported things,随机支持一些事情&lt;br /&gt;
&lt;br /&gt;
===可以使用的武器类型===&lt;br /&gt;
&lt;br /&gt;
* Fists&lt;br /&gt;
* Swords/tools&lt;br /&gt;
* Bow&lt;br /&gt;
* 可以为NPC设置各种类型的箭！&lt;br /&gt;
* Blaze rod (shoots fire balls!)&lt;br /&gt;
* Potions (splash, lingering)&lt;br /&gt;
* Nether star (strikes lightning!)&lt;br /&gt;
* Spectral arrow (makes the target glow, without damaging it.)&lt;br /&gt;
* (To make a target glow ++ damage it, equip a bow + arm it with spectral arrows!)&lt;br /&gt;
* Snowballs&lt;br /&gt;
* Respawning can be set to &amp;quot;-1&amp;quot; to cause the NPC to delete itself on death, or &amp;quot;0&amp;quot; to prevent respawn.&lt;br /&gt;
* Sentinels will guard a point or path if either is set using the command &amp;quot;/npc path&amp;quot;&lt;br /&gt;
* To make a ghast or blaze fire fireballs, give them a blazerod!&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Sentinel&amp;diff=4419</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Sentinel&amp;diff=4419"/>
		<updated>2016-11-18T03:25:34Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 使用教程 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=0.6&lt;br /&gt;
|兼容服务端版本=Spigot 1.10&lt;br /&gt;
|網址=[http://ci.citizensnpcs.co/job/Sentinel 下载地址]&amp;lt;br/&amp;gt;[https://www.spigotmc.org/resources/sentinel.22017/ 下载地址(Spigot)]&amp;lt;br/&amp;gt;[http://dev.bukkit.org/bukkit-plugins/sentinel/ 下载地址(Bukkit)]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:信息]][[Category:角色]][[Category:综合]][[Category:其他]][[Category:娱乐]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[信息|角色|综合|其他|娱乐]Sentry—— 强大神奇的自定义NPC扩展! [内附教程][全版本]&lt;br /&gt;
http://www.mcbbs.net/forum.php?mod=viewthread&amp;amp;tid=488928&lt;br /&gt;
看了这个这个帖子，你应该能大体明白这个插件的作用&lt;br /&gt;
本地化介绍&lt;br /&gt;
Sentry最新版: 支持 Spigot 1.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
===注意事项===&lt;br /&gt;
* 如果你的NPC没有近战伤害,请您把配置文件config.yml里的workaround damage  改为true&lt;br /&gt;
&lt;br /&gt;
===使用教程===&lt;br /&gt;
* 下载:Citizens与Sentinel并放入plugins文件夹&lt;br /&gt;
* 重启服务器 &lt;br /&gt;
&lt;br /&gt;
* 首先创建一个NPC&lt;br /&gt;
* 使用/npc sel 命令选择NPC，或使用/npc create name 命令新建NPC&lt;br /&gt;
* 接着输入/trait Sentinel，设置NPC为哨兵&lt;br /&gt;
* 再输入/npc equip 设置NPC装备&lt;br /&gt;
* 手持要给NPC装备的护甲或武器，对着NPC右键。&lt;br /&gt;
* 输入/sentinel addtarget MONSTERS，给哨兵添加攻击目标的类型。&lt;br /&gt;
* 输入/sentinel help 显示帮助界面&lt;br /&gt;
&lt;br /&gt;
* 注意：在没有开无敌的模式下，不要给哨兵添加攻击玩家的命令！&lt;br /&gt;
&lt;br /&gt;
===游戏命令===&lt;br /&gt;
&lt;br /&gt;
* /sentinel help - Shows help info.&lt;br /&gt;
* /sentinel addtarget TYPE - Adds a target.&lt;br /&gt;
* /sentinel removetarget TYPE - Removes a target.&lt;br /&gt;
* /sentinel addignore TYPE - Ignores a target.&lt;br /&gt;
* /sentinel removeignore TYPE - Allows targetting a target.&lt;br /&gt;
* /sentinel range RANGE - Sets the NPC&#039;s maximum attack range.&lt;br /&gt;
* /sentinel damage DAMAGE - Sets the NPC&#039;s attack damage.&lt;br /&gt;
* /sentinel armor ARMOR - Sets the NPC&#039;s armor level.&lt;br /&gt;
* /sentinel health HEALTH - Sets the NPC&#039;s health level.&lt;br /&gt;
* /sentinel attackrate RATE - Changes the rate at which the NPC attacks, in ticks.&lt;br /&gt;
* /sentinel healrate RATE - Changes the rate at which the NPC heals, in ticks.&lt;br /&gt;
* /sentinel respawntime TIME - Changes the time it takes for the NPC to respawn, in ticks.&lt;br /&gt;
* /sentinel chaserange RANGE - Changes the maximum distance an NPC will run before returning to base.&lt;br /&gt;
* /sentinel guard (PLAYERNAME) - Makes the NPC guard a specific player. Don&#039;t specify a player to stop guarding.&lt;br /&gt;
* /sentinel invincible - Toggles whether the NPC is invincible.&lt;br /&gt;
* /sentinel fightback - Toggles whether the NPC will fight back.&lt;br /&gt;
* /sentinel needammo - Toggles whether the NPC will need ammo.&lt;br /&gt;
* /sentinel safeshot - Toggles whether the NPC will avoid damaging non-targets.&lt;br /&gt;
* /sentinel chaseclose - Toggles whether the NPC will chase while in &#039;close quarters&#039; fights.&lt;br /&gt;
* /sentinel chaseranged - Toggles whether the NPC will chase while in ranged fights.&lt;br /&gt;
* /sentinel drops - Changes the drops of the current NPC.&lt;br /&gt;
* /sentinel spawnpoint - Changes the NPC&#039;s spawn point to its current location, or removes it if it&#039;s already there.&lt;br /&gt;
* /sentinel forgive - Forgives all current targets.&lt;br /&gt;
* /sentinel enemydrops - Toggles whether enemy mobs of this NPC drop items.&lt;br /&gt;
* /sentinel info - Shows info on the current NPC.&lt;br /&gt;
* /sentinel stats - Shows statistics about the current NPC.&lt;br /&gt;
* /sentinel targets - Shows the targets of the current NPC.&lt;br /&gt;
* /sentinel kill - Kills the NPC.&lt;br /&gt;
* /sentinel respawn - Respawns the NPC.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPC&#039;s enemy target time limit.&lt;br /&gt;
* /sentinel speed - Sets the NPC&#039;s movement speed modifier.&lt;br /&gt;
* /sentinel autoswitch - Toggles whether the NPC automatically switches items.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPCs enemy target time limit.&lt;br /&gt;
* /sentinel greeting GREETING - Sets a greeting message for the NPC to say.&lt;br /&gt;
* /sentinel warning WARNING - Sets a warning message for the NPC to say.&lt;br /&gt;
* /sentinel greetrange RANGE - Sets how far a player can be from an NPC before they are greeted.&lt;br /&gt;
* /sentinel accuracy OFFSET - Sets the accuracy of an NPC.&lt;br /&gt;
* Sentry user?&lt;br /&gt;
* &lt;br /&gt;
* Type &amp;quot;/sentinel sentryimport&amp;quot; on a server running both Sentry and Sentinel to instantly transfer all data to Sentinel!&lt;br /&gt;
===权限===&lt;br /&gt;
&lt;br /&gt;
* sentinel.basic for the /sentinel command&lt;br /&gt;
* sentinel.admin to edit other player&#039;s Sentinel NPCs.&lt;br /&gt;
* sentinel.greet for commands: greeting, warning, greetrange&lt;br /&gt;
* sentinel.info for commands: info, stats, targets&lt;br /&gt;
* Everything else is &amp;quot;sentinel.X&amp;quot; where &amp;quot;X&amp;quot; is the command name, EG &amp;quot;sentinel.damage&amp;quot;.&lt;br /&gt;
===可以设置成为目标的类型===&lt;br /&gt;
&lt;br /&gt;
* Primary set:&lt;br /&gt;
* NPCS, -殴打其他NPC&lt;br /&gt;
* OWNER,-殴打你！&lt;br /&gt;
* PASSIVE_MOB,&lt;br /&gt;
* MOBS,&lt;br /&gt;
* MONSTERS, -怪物&lt;br /&gt;
* PLAYERS, 殴打玩家&lt;br /&gt;
* PIGS,  殴打猪&lt;br /&gt;
* OCELOTS, 殴打猫&lt;br /&gt;
* COWS,  殴打牛&lt;br /&gt;
* RABBITS,  殴打兔子-残忍啊&lt;br /&gt;
* SHEEP, 殴打羊-为啥啊&lt;br /&gt;
* CHICKENS, 殴打鸡-有必要吗&lt;br /&gt;
* HORSES,  殴打马-几个意思啊·马也打&lt;br /&gt;
* MUSHROOM_COW, 殴打蘑菇牛-哨兵真能碰到这个么。。&lt;br /&gt;
* IRON_GOLEMS,  殴打铁傀儡 -这是要进攻村庄吗&lt;br /&gt;
* SQUIDS, -殴打鱿鱼&lt;br /&gt;
* VILLAGER, 殴打村民-犯法你知道吗&lt;br /&gt;
* WOLF,  殴打狼&lt;br /&gt;
* SNOWMEN, 殴打雪人&lt;br /&gt;
* WITCH, 殴打女巫&lt;br /&gt;
* GUARDIANS,  殴打守护者-新版生物&lt;br /&gt;
* SHULKERS,&lt;br /&gt;
* CREERERS,&lt;br /&gt;
* SKELETONS,&lt;br /&gt;
* ZOMBIES,&lt;br /&gt;
* MAGMA_CUBES,&lt;br /&gt;
* ZOMBIE_PIGMEN,&lt;br /&gt;
* SILVERFISH, BATS,&lt;br /&gt;
* BLAZES,&lt;br /&gt;
* GHASTS,&lt;br /&gt;
* GIANTS,&lt;br /&gt;
* SLIME,&lt;br /&gt;
* SPIDER,&lt;br /&gt;
* CAVE_SPIDERS,&lt;br /&gt;
* ENDERMEN,&lt;br /&gt;
* ENDERMITES,&lt;br /&gt;
* WITHER,&lt;br /&gt;
* ENDERDRAGON&lt;br /&gt;
* &lt;br /&gt;
* 还有 &lt;br /&gt;
* player:NAME(REGEX),  --玩家名&lt;br /&gt;
* npc:NAME(REGEX),  -NPC名字&lt;br /&gt;
* entityname:NAME(REGEX), &lt;br /&gt;
* helditem:MATERIALNAME(REGEX), &lt;br /&gt;
* group:GROUPNAME(EXACT), &lt;br /&gt;
* event:pvp/pvnpc/pve&lt;br /&gt;
* Some random supported things&lt;br /&gt;
&lt;br /&gt;
===可以使用的武器类型===&lt;br /&gt;
&lt;br /&gt;
* Fists&lt;br /&gt;
* Swords/tools&lt;br /&gt;
* Bow&lt;br /&gt;
* 可以为NPC设置各种类型的箭！&lt;br /&gt;
* Blaze rod (shoots fire balls!)&lt;br /&gt;
* Potions (splash, lingering)&lt;br /&gt;
* Nether star (strikes lightning!)&lt;br /&gt;
* Spectral arrow (makes the target glow, without damaging it.)&lt;br /&gt;
* (To make a target glow ++ damage it, equip a bow + arm it with spectral arrows!)&lt;br /&gt;
* Snowballs&lt;br /&gt;
* Respawning can be set to &amp;quot;-1&amp;quot; to cause the NPC to delete itself on death, or &amp;quot;0&amp;quot; to prevent respawn.&lt;br /&gt;
* Sentinels will guard a point or path if either is set using the command &amp;quot;/npc path&amp;quot;&lt;br /&gt;
* To make a ghast or blaze fire fireballs, give them a blazerod!&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Sentinel&amp;diff=4418</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Sentinel&amp;diff=4418"/>
		<updated>2016-11-18T03:10:36Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 注意事项 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=0.6&lt;br /&gt;
|兼容服务端版本=Spigot 1.10&lt;br /&gt;
|網址=[http://ci.citizensnpcs.co/job/Sentinel 下载地址]&amp;lt;br/&amp;gt;[https://www.spigotmc.org/resources/sentinel.22017/ 下载地址(Spigot)]&amp;lt;br/&amp;gt;[http://dev.bukkit.org/bukkit-plugins/sentinel/ 下载地址(Bukkit)]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:信息]][[Category:角色]][[Category:综合]][[Category:其他]][[Category:娱乐]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[信息|角色|综合|其他|娱乐]Sentry—— 强大神奇的自定义NPC扩展! [内附教程][全版本]&lt;br /&gt;
http://www.mcbbs.net/forum.php?mod=viewthread&amp;amp;tid=488928&lt;br /&gt;
看了这个这个帖子，你应该能大体明白这个插件的作用&lt;br /&gt;
本地化介绍&lt;br /&gt;
Sentry最新版: 支持 Spigot 1.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
===注意事项===&lt;br /&gt;
* 如果你的NPC没有近战伤害,请您把配置文件config.yml里的workaround damage  改为true&lt;br /&gt;
&lt;br /&gt;
===使用教程===&lt;br /&gt;
*首先，让我怀着激动的心，颤抖的手，来介绍下如何使用这个插件吧！&lt;br /&gt;
* 安装&lt;br /&gt;
* 下载:Citizens 插件&lt;br /&gt;
* 上面已经给出了地址&lt;br /&gt;
* 然后下载本插件&lt;br /&gt;
* 把Citizens 和本插件，一起放进服务端插件文件夹里(叫什么我不用告诉你了吧，都玩NPC这么高端的东西了，这位腐竹，你应该懂的)&lt;br /&gt;
* 为了保险起见，请关闭你的服务器重启吧! 来死狗，跟我走吧！向快乐出发&lt;br /&gt;
* 首先，你得创建一个NPC，这个我们略过(你可以去看我帖子上留的那个帖子里的介绍-PS 这话感觉有点像顺口溜)&lt;br /&gt;
* 选择你要成为哨兵的NPC (选择输入/npc sel 或者 新建立一个输入 /npc create Bob)&lt;br /&gt;
* 接着请输入: /trait Sentinel&lt;br /&gt;
* 接着再请输入 /npc equip&lt;br /&gt;
* 为啥要输入/npc equip  呢。这是为了给你的哨兵穿装备！&lt;br /&gt;
* 大哥，你东北的啊！哎呀，你咋知道的呢! 你瞅啥！)&lt;br /&gt;
* 手里拿着你要给NPC装备的护甲和武器！！看好了，是手持！ 然后对着NPC右键！.&lt;br /&gt;
* ---（看，你能分清哪个是NPC，哪个是我不！{:695:}围观群众:当然分得清拉,穷吊哪来的皮肤-哎呀少年，你很机智,今天保护费交了么--）&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
* 我们接着说！&lt;br /&gt;
* {:cb_side:}然后输入 /sentinel addtarget MONSTERS&lt;br /&gt;
* 这么做的目的是干啥呢？听好了！这么做的目的是给哨兵添加目标，&lt;br /&gt;
* 后面的MONSTERS 是类型！你也可以输入成玩家，那你小心了！连你一起切了！{:diamond_sword:}&lt;br /&gt;
* 来，让我们召唤一只[zombie]，我们的哨兵是否会干它呢！这里我们卖个关子!(吊人胃口- 吊人？ 这句成语是这么说的么，我用的搜狗没错吧！)&lt;br /&gt;
* 接着我们再输入: /sentinel help&lt;br /&gt;
* 输入后 会出现一大波英文!你如果看不懂，还是看我的帖子吧！&lt;br /&gt;
* 看了这个你看起来简短，但是打字并不简短的教程！&lt;br /&gt;
* 你应该能够自由的玩转这个哨兵了！&lt;br /&gt;
* 但是，然后我得提醒你以下！在没有开无敌的模式下！不要给哨兵添加攻击玩家的命令！&lt;br /&gt;
* 否则后果自负！&lt;br /&gt;
* 一个自由玩转的栗子:&lt;br /&gt;
* 我在我服里创建了一个剧情，作为主角的你要去城堡里见美丽的公主！&lt;br /&gt;
* 作为公主当然有守卫，而作为主角的你整天手持无敌神剑晃荡,&lt;br /&gt;
* 那么这一点不符合宫廷礼仪！然后当你手持无敌贱在哨兵面前走过时，哨兵会认为你是剑人，于是就会来攻击你！&lt;br /&gt;
* 曾么做到的！你只需要输入！ /sentinel addtarget helditem:.*sword &lt;br /&gt;
===游戏命令===&lt;br /&gt;
&lt;br /&gt;
* /sentinel help - Shows help info.&lt;br /&gt;
* /sentinel addtarget TYPE - Adds a target.&lt;br /&gt;
* /sentinel removetarget TYPE - Removes a target.&lt;br /&gt;
* /sentinel addignore TYPE - Ignores a target.&lt;br /&gt;
* /sentinel removeignore TYPE - Allows targetting a target.&lt;br /&gt;
* /sentinel range RANGE - Sets the NPC&#039;s maximum attack range.&lt;br /&gt;
* /sentinel damage DAMAGE - Sets the NPC&#039;s attack damage.&lt;br /&gt;
* /sentinel armor ARMOR - Sets the NPC&#039;s armor level.&lt;br /&gt;
* /sentinel health HEALTH - Sets the NPC&#039;s health level.&lt;br /&gt;
* /sentinel attackrate RATE - Changes the rate at which the NPC attacks, in ticks.&lt;br /&gt;
* /sentinel healrate RATE - Changes the rate at which the NPC heals, in ticks.&lt;br /&gt;
* /sentinel respawntime TIME - Changes the time it takes for the NPC to respawn, in ticks.&lt;br /&gt;
* /sentinel chaserange RANGE - Changes the maximum distance an NPC will run before returning to base.&lt;br /&gt;
* /sentinel guard (PLAYERNAME) - Makes the NPC guard a specific player. Don&#039;t specify a player to stop guarding.&lt;br /&gt;
* /sentinel invincible - Toggles whether the NPC is invincible.&lt;br /&gt;
* /sentinel fightback - Toggles whether the NPC will fight back.&lt;br /&gt;
* /sentinel needammo - Toggles whether the NPC will need ammo.&lt;br /&gt;
* /sentinel safeshot - Toggles whether the NPC will avoid damaging non-targets.&lt;br /&gt;
* /sentinel chaseclose - Toggles whether the NPC will chase while in &#039;close quarters&#039; fights.&lt;br /&gt;
* /sentinel chaseranged - Toggles whether the NPC will chase while in ranged fights.&lt;br /&gt;
* /sentinel drops - Changes the drops of the current NPC.&lt;br /&gt;
* /sentinel spawnpoint - Changes the NPC&#039;s spawn point to its current location, or removes it if it&#039;s already there.&lt;br /&gt;
* /sentinel forgive - Forgives all current targets.&lt;br /&gt;
* /sentinel enemydrops - Toggles whether enemy mobs of this NPC drop items.&lt;br /&gt;
* /sentinel info - Shows info on the current NPC.&lt;br /&gt;
* /sentinel stats - Shows statistics about the current NPC.&lt;br /&gt;
* /sentinel targets - Shows the targets of the current NPC.&lt;br /&gt;
* /sentinel kill - Kills the NPC.&lt;br /&gt;
* /sentinel respawn - Respawns the NPC.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPC&#039;s enemy target time limit.&lt;br /&gt;
* /sentinel speed - Sets the NPC&#039;s movement speed modifier.&lt;br /&gt;
* /sentinel autoswitch - Toggles whether the NPC automatically switches items.&lt;br /&gt;
* /sentinel targettime TIME - Sets the NPCs enemy target time limit.&lt;br /&gt;
* /sentinel greeting GREETING - Sets a greeting message for the NPC to say.&lt;br /&gt;
* /sentinel warning WARNING - Sets a warning message for the NPC to say.&lt;br /&gt;
* /sentinel greetrange RANGE - Sets how far a player can be from an NPC before they are greeted.&lt;br /&gt;
* /sentinel accuracy OFFSET - Sets the accuracy of an NPC.&lt;br /&gt;
* Sentry user?&lt;br /&gt;
* &lt;br /&gt;
* Type &amp;quot;/sentinel sentryimport&amp;quot; on a server running both Sentry and Sentinel to instantly transfer all data to Sentinel!&lt;br /&gt;
===权限===&lt;br /&gt;
&lt;br /&gt;
* sentinel.basic for the /sentinel command&lt;br /&gt;
* sentinel.admin to edit other player&#039;s Sentinel NPCs.&lt;br /&gt;
* sentinel.greet for commands: greeting, warning, greetrange&lt;br /&gt;
* sentinel.info for commands: info, stats, targets&lt;br /&gt;
* Everything else is &amp;quot;sentinel.X&amp;quot; where &amp;quot;X&amp;quot; is the command name, EG &amp;quot;sentinel.damage&amp;quot;.&lt;br /&gt;
===可以设置成为目标的类型===&lt;br /&gt;
&lt;br /&gt;
* Primary set:&lt;br /&gt;
* NPCS, -殴打其他NPC&lt;br /&gt;
* OWNER,-殴打你！&lt;br /&gt;
* PASSIVE_MOB,&lt;br /&gt;
* MOBS,&lt;br /&gt;
* MONSTERS, -怪物&lt;br /&gt;
* PLAYERS, 殴打玩家&lt;br /&gt;
* PIGS,  殴打猪&lt;br /&gt;
* OCELOTS, 殴打猫&lt;br /&gt;
* COWS,  殴打牛&lt;br /&gt;
* RABBITS,  殴打兔子-残忍啊&lt;br /&gt;
* SHEEP, 殴打羊-为啥啊&lt;br /&gt;
* CHICKENS, 殴打鸡-有必要吗&lt;br /&gt;
* HORSES,  殴打马-几个意思啊·马也打&lt;br /&gt;
* MUSHROOM_COW, 殴打蘑菇牛-哨兵真能碰到这个么。。&lt;br /&gt;
* IRON_GOLEMS,  殴打铁傀儡 -这是要进攻村庄吗&lt;br /&gt;
* SQUIDS, -殴打鱿鱼&lt;br /&gt;
* VILLAGER, 殴打村民-犯法你知道吗&lt;br /&gt;
* WOLF,  殴打狼&lt;br /&gt;
* SNOWMEN, 殴打雪人&lt;br /&gt;
* WITCH, 殴打女巫&lt;br /&gt;
* GUARDIANS,  殴打守护者-新版生物&lt;br /&gt;
* SHULKERS,&lt;br /&gt;
* CREERERS,&lt;br /&gt;
* SKELETONS,&lt;br /&gt;
* ZOMBIES,&lt;br /&gt;
* MAGMA_CUBES,&lt;br /&gt;
* ZOMBIE_PIGMEN,&lt;br /&gt;
* SILVERFISH, BATS,&lt;br /&gt;
* BLAZES,&lt;br /&gt;
* GHASTS,&lt;br /&gt;
* GIANTS,&lt;br /&gt;
* SLIME,&lt;br /&gt;
* SPIDER,&lt;br /&gt;
* CAVE_SPIDERS,&lt;br /&gt;
* ENDERMEN,&lt;br /&gt;
* ENDERMITES,&lt;br /&gt;
* WITHER,&lt;br /&gt;
* ENDERDRAGON&lt;br /&gt;
* &lt;br /&gt;
* 还有 &lt;br /&gt;
* player:NAME(REGEX),  --玩家名&lt;br /&gt;
* npc:NAME(REGEX),  -NPC名字&lt;br /&gt;
* entityname:NAME(REGEX), &lt;br /&gt;
* helditem:MATERIALNAME(REGEX), &lt;br /&gt;
* group:GROUPNAME(EXACT), &lt;br /&gt;
* event:pvp/pvnpc/pve&lt;br /&gt;
* Some random supported things&lt;br /&gt;
&lt;br /&gt;
===可以使用的武器类型===&lt;br /&gt;
&lt;br /&gt;
* Fists&lt;br /&gt;
* Swords/tools&lt;br /&gt;
* Bow&lt;br /&gt;
* 可以为NPC设置各种类型的箭！&lt;br /&gt;
* Blaze rod (shoots fire balls!)&lt;br /&gt;
* Potions (splash, lingering)&lt;br /&gt;
* Nether star (strikes lightning!)&lt;br /&gt;
* Spectral arrow (makes the target glow, without damaging it.)&lt;br /&gt;
* (To make a target glow ++ damage it, equip a bow + arm it with spectral arrows!)&lt;br /&gt;
* Snowballs&lt;br /&gt;
* Respawning can be set to &amp;quot;-1&amp;quot; to cause the NPC to delete itself on death, or &amp;quot;0&amp;quot; to prevent respawn.&lt;br /&gt;
* Sentinels will guard a point or path if either is set using the command &amp;quot;/npc path&amp;quot;&lt;br /&gt;
* To make a ghast or blaze fire fireballs, give them a blazerod!&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=4417</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=4417"/>
		<updated>2016-11-18T03:06:45Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 特点 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.4&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.9&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以给予玩家点券。&lt;br /&gt;
:*可以扣除玩家点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看其他玩家点券数量&lt;br /&gt;
:*查看自己点券数量&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: 是否使用Votifier监听器(默认: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== 概述 ===&lt;br /&gt;
  新的API允许开发人员对是否交易得到反馈.而你仍然可以使用旧的方法调用&lt;br /&gt;
  控制台命令,这些方法可以让你完成同样的事情,而不必通过控制台.&lt;br /&gt;
  在你的plugin.yml中,确保PlayerPoints添加依赖关系.&lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  该API中的所有方法都有JavaDoc.以下是引用的副本.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.&lt;br /&gt;
当玩家的点会被改变。得到目标玩家的名称和数量,它将会改变。&lt;br /&gt;
&lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
当玩家的点数将被重新设置。&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=4416</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=4416"/>
		<updated>2016-11-18T03:06:34Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 特点 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.4&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.9&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以给予玩家点券。&lt;br /&gt;
:*可以扣除玩家点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看其他玩家点券数量&lt;br /&gt;
:*查看自己有多少点券数量&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: 是否使用Votifier监听器(默认: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== 概述 ===&lt;br /&gt;
  新的API允许开发人员对是否交易得到反馈.而你仍然可以使用旧的方法调用&lt;br /&gt;
  控制台命令,这些方法可以让你完成同样的事情,而不必通过控制台.&lt;br /&gt;
  在你的plugin.yml中,确保PlayerPoints添加依赖关系.&lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  该API中的所有方法都有JavaDoc.以下是引用的副本.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.&lt;br /&gt;
当玩家的点会被改变。得到目标玩家的名称和数量,它将会改变。&lt;br /&gt;
&lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
当玩家的点数将被重新设置。&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=AutoMessage&amp;diff=4415</id>
		<title>AutoMessage</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=AutoMessage&amp;diff=4415"/>
		<updated>2016-11-18T03:01:15Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 配置 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Plugin&lt;br /&gt;
|version=v2.5.5&lt;br /&gt;
|URL=http://dev.bukkit.org/bukkit-plugins/AutoMessage/&lt;br /&gt;
}}&lt;br /&gt;
[[Category:聊天]]&lt;br /&gt;
[[Category:信息]]&lt;br /&gt;
==综述==&lt;br /&gt;
===介绍===&lt;br /&gt;
  AutoMessage是一个易于使用的聊天栏公告插件。&lt;br /&gt;
  这个插件非常适合那些想要将一些设定的信息以广播形式重复发布的服务器管理员们。&lt;br /&gt;
  这个插件的特性在于，你可以在游戏中使用命令编辑一切配置。&lt;br /&gt;
  这是一个轻量级的插件，并不会影响服务器的性能。&lt;br /&gt;
  AutoMessages会自动检测更新以确保插件处于最新版本。&lt;br /&gt;
&lt;br /&gt;
===特性===&lt;br /&gt;
  完全可自定义的配置系统!&lt;br /&gt;
  游戏中功能多样的配置编辑器!&lt;br /&gt;
  快速无损的重载机制.&lt;br /&gt;
  可选的随机公告.&lt;br /&gt;
  支持颜色代码.&lt;br /&gt;
  在信息中运行命令.&lt;br /&gt;
&lt;br /&gt;
===安装===&lt;br /&gt;
  将jar文件拖入plugins文件夹并重启服务端即可.&lt;br /&gt;
&lt;br /&gt;
==常见问题及解答==&lt;br /&gt;
Q:为什么我使用&amp;quot;/am add 公告&amp;quot;添加了一个叫&amp;quot;公告&amp;quot;的组后，显示的信息十分杂乱？&lt;br /&gt;
&lt;br /&gt;
A:新的分组后会内置一些默认的公告内容，只需连续执行命令&amp;quot;/am remove 公告 0&amp;quot;删除公告组内序号为0的公告内容连续5次即可删除默认信息。&lt;br /&gt;
&lt;br /&gt;
Q：为什么玩家看不见公告？&lt;br /&gt;
&lt;br /&gt;
A：你需要把权限节点：automessage.receive.default添加进玩家组里面，default为默认组，详细请看下面的权限一栏。&lt;br /&gt;
&lt;br /&gt;
==权限==&lt;br /&gt;
AutoMessage 使用权限来允许用户和组来执行特定的指令。你可以使用例如PermissionsEx or bPermissions等权限管理插件来管理这些权限。在下方你将会找到个列表来查看权限。&lt;br /&gt;
&lt;br /&gt;
automessage.commands.reload: &lt;br /&gt;
&lt;br /&gt;
重新载入配置文件的权限&lt;br /&gt;
&lt;br /&gt;
automessage.commands.update: &lt;br /&gt;
&lt;br /&gt;
当插件不是最新版本时，升级插件的权限。&lt;br /&gt;
&lt;br /&gt;
automessage.commands.add: &lt;br /&gt;
&lt;br /&gt;
创建一个公告列表，或者添加消息到现有的公告列表。&lt;br /&gt;
&lt;br /&gt;
automessage.commands.edit: &lt;br /&gt;
&lt;br /&gt;
编辑一条现有的公告 &lt;br /&gt;
&lt;br /&gt;
automessage.commands.remove: &lt;br /&gt;
&lt;br /&gt;
删除一个公告列表，或者从一个现有的公告列表中删除一条公告&lt;br /&gt;
&lt;br /&gt;
automessage.commands.enabled: &lt;br /&gt;
&lt;br /&gt;
切换到一个指定的公告列表，这个公告列表会始终可以编辑，但是在这段期间，这个列表内的公告将不会被播出。&lt;br /&gt;
&lt;br /&gt;
automessage.commands.interval: &lt;br /&gt;
&lt;br /&gt;
设置公告列表内的时间间隔&lt;br /&gt;
&lt;br /&gt;
automessage.commands.random: &lt;br /&gt;
&lt;br /&gt;
设置一个列表的播出顺序，例如:随机播放&lt;br /&gt;
&lt;br /&gt;
automessage.commands.prefix: &lt;br /&gt;
&lt;br /&gt;
设置公告的前缀&lt;br /&gt;
&lt;br /&gt;
automessage.commands.suffix: &lt;br /&gt;
&lt;br /&gt;
设置公告的后缀&lt;br /&gt;
&lt;br /&gt;
automessage.commands.broadcast: &lt;br /&gt;
&lt;br /&gt;
从一个特定的列表中广播一条消息&lt;br /&gt;
&lt;br /&gt;
automessage.commands.list: &lt;br /&gt;
&lt;br /&gt;
列出所有的公告列表或列出指定一个公告列表的所有公告 ；查看所有公告&lt;br /&gt;
&lt;br /&gt;
automessage.receive.message-list: &lt;br /&gt;
&lt;br /&gt;
Receive broadcasts from a list. Replace message-list with the name of the message list in your config. ；接收来自某列表的公告&lt;br /&gt;
&lt;br /&gt;
==命令==&lt;br /&gt;
==配置==&lt;br /&gt;
Config:&lt;br /&gt;
settings:&lt;br /&gt;
  enabled: true                       ；是否启用 true为是，false为否&lt;br /&gt;
  min-players: 5                         ；最小听见广播的玩家数量？我的理解应该是当有这个数值的玩家或以上在线时才开始播放这个公告&lt;br /&gt;
  log-to-console: true                     ；是否显示在控制台&lt;br /&gt;
message-lists:                            ；公告列表      &lt;br /&gt;
  regular:                                 ；公告列表的名字&lt;br /&gt;
    enabled: true                          ；是否启用&lt;br /&gt;
    random: false                          ；是否随机&lt;br /&gt;
    interval: 45                           ；间隔时间&lt;br /&gt;
    expiry: -1                                ；到期时间(-1为不会到期&lt;br /&gt;
    messages:                                 ；公告内容&lt;br /&gt;
    - &#039;&amp;amp;1First&amp;amp;r message \nin the default list!&#039;&lt;br /&gt;
    - &#039;&amp;amp;2Second&amp;amp;r message \nin the default list!&#039;&lt;br /&gt;
    - &#039;&amp;amp;3Third&amp;amp;r message \nin the default list!&#039;&lt;br /&gt;
    - &#039;These messages will be displayed to users with \nautomessage.receive.default!&#039;&lt;br /&gt;
  json:                                   ；又是一个公告列表的名字    下面的内容和上面的一样&lt;br /&gt;
    enabled: true&lt;br /&gt;
    random: false&lt;br /&gt;
    interval: 45&lt;br /&gt;
    expiry: -1&lt;br /&gt;
    messages:&lt;br /&gt;
    - &#039;{text:&amp;quot;Hover over me!&amp;quot;,hoverEvent:{action:show_text,value:[{text:&amp;quot;Woah, you just hovered over me!&amp;quot;,color:blue}]}}&#039;&lt;br /&gt;
    - &#039;{text:&amp;quot;Click me to run a command!&amp;quot;,clickEvent:{action:run_command,value:&amp;quot;/say Clicked.&amp;quot;}}&#039;&lt;br /&gt;
    - &#039;{text:&amp;quot;Click me to open Google!&amp;quot;,clickEvent:{action:open_url,value:&amp;quot;http://google.com&amp;quot;}}&#039;&lt;br /&gt;
&lt;br /&gt;
==其他==&lt;br /&gt;
&#039;&#039;&#039;代码:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
配设文件内可以添加变量，颜色以及指令等. 如果你的信息前面加入 / 系统会默认为是一条指令. 如果你编辑时想换行请输入 \n. 颜色代码可以随时加入. 同时也可以添加变量. 这些设定会美化你的信息/公告。&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量列表&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 变量 !! 列子 !! 效果&lt;br /&gt;
|-&lt;br /&gt;
| {NAME} || Hey {NAME} || Hey ELCHILEN0!&lt;br /&gt;
ELCHILEN0是原作者ID&lt;br /&gt;
|-&lt;br /&gt;
| {DISPLAYNAME} || Hey {DISPLAYNAME}! || Hey ELCHILEN0!&lt;br /&gt;
|-&lt;br /&gt;
| {WORLD} || 你在{WORLD}! || 你在XX世界!&lt;br /&gt;
|-&lt;br /&gt;
| {BIOME} || 你在{BIOME}生物群系! || 你在XX生物群系!&lt;br /&gt;
|-&lt;br /&gt;
| {ONLINE} || 目前有{ONLINE}玩家在线! || 目前有XX玩家在线!&lt;br /&gt;
|-&lt;br /&gt;
| {MAX_ONLINE} || 服务器最大人数{MAX_ONLINE}! || 服务器最大人数XX!&lt;br /&gt;
|-&lt;br /&gt;
| {YEAR} || 今年是{YEAR}年! || 今年是XX年!&lt;br /&gt;
|-&lt;br /&gt;
| {MONTH} || 现在是{MONTH}月! || 现在是XX月!&lt;br /&gt;
|-&lt;br /&gt;
| {WEEK_OF_MONTH} || 本月第{WEEK_OF_MONTH}个星期! || 本月第XX个星期!&lt;br /&gt;
|-&lt;br /&gt;
| {WEEK_OF_YEAR} || 今年第{WEEK_OF_YEAR}个星期! || 今年第XX个星期!&lt;br /&gt;
|-&lt;br /&gt;
| {DAY_OF_WEEK} || 这个星期已经过了{DAY_OF_WEEK}天! || 这个星期已经过了XX天! &lt;br /&gt;
|-&lt;br /&gt;
| {DAY_OF_MONTH} || 这个月已经过了{DAY_OF_MONTH}天! || 这个月已经过了XX天! &lt;br /&gt;
|-&lt;br /&gt;
| {DAY_OF_YEAR} || 今年已经过了{DAY_OF_MONTH}天!  || 今年已经过了XX天!&lt;br /&gt;
|-&lt;br /&gt;
| {HOUR} || 现在是{HOUR}点 || 现在是XX点&lt;br /&gt;
|-&lt;br /&gt;
| {HOUR_OF_DAY} || It is {HOUR_OF_DAY} hundred hours! || It is XX hundred hours!&lt;br /&gt;
|-&lt;br /&gt;
| {MINUTE} || 已经过了{MINUTE}分钟! || 已经过了XX分钟!&lt;br /&gt;
|-&lt;br /&gt;
| {SECOND} || 已经过了{MINUTE}秒! || 已经过了XX秒!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;颜色代码&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GitHub Repo==&lt;br /&gt;
==Scheduled Messages Ideas==&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=EasyKits&amp;diff=4414</id>
		<title>EasyKits</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=EasyKits&amp;diff=4414"/>
		<updated>2016-11-18T02:51:37Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 功能特色 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:管理]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=EasyKits&lt;br /&gt;
|版本=v2.0.4&lt;br /&gt;
|前置插件=Vault&lt;br /&gt;
|兼容服务端版本=1.6.x-1.8.x&lt;br /&gt;
}}&lt;br /&gt;
==EasyKits==&lt;br /&gt;
&#039;&#039;&#039;版本: v2.0.4&#039;&#039;&#039;&lt;br /&gt;
===简介===&lt;br /&gt;
这是一个可以快速编辑礼包的插件。&lt;br /&gt;
====功能特色====&lt;br /&gt;
*轻松创建和删除礼包&lt;br /&gt;
*第一次加入游戏自动获得礼包&lt;br /&gt;
*在游戏中查看礼包和物品的清单.&lt;br /&gt;
*需要经济插件[Vault]支持&lt;br /&gt;
*支持指示牌&lt;br /&gt;
*兼容1.8.x-1.9.x&lt;br /&gt;
*有GUI列表&lt;br /&gt;
*支持各种物品&lt;br /&gt;
&lt;br /&gt;
====安装====&lt;br /&gt;
1.将EasyKits.jar移动到插件根目录&lt;br /&gt;
&lt;br /&gt;
2.运行服务器&lt;br /&gt;
&lt;br /&gt;
3.编辑config.yml文件[你喜欢的话]&lt;br /&gt;
&lt;br /&gt;
4.输入/kit reload&lt;br /&gt;
&lt;br /&gt;
5.享受游戏吧!&lt;br /&gt;
&lt;br /&gt;
===使用===&lt;br /&gt;
1.8 指令&lt;br /&gt;
http://dev.bukkit.org/bukkit-plugins/easykits/pages/easy-kits-pre-1-8-instructions/&lt;br /&gt;
&lt;br /&gt;
创建一个礼包, 简单的从你背包里收入礼包的物品.&lt;br /&gt;
 /kit create [礼包名字]&lt;br /&gt;
&lt;br /&gt;
设置一个礼包运行如下:&lt;br /&gt;
 /kit price [礼包名字] [价格]&lt;br /&gt;
&lt;br /&gt;
设置礼包领取时间的间隔:&lt;br /&gt;
例如：1s/1m/1h/1d&lt;br /&gt;
 /kit cooldown [礼包名字] [时间]&lt;br /&gt;
&lt;br /&gt;
设置礼包每个玩家最高领取次数:&lt;br /&gt;
 /kit limit [礼包名称] [次数]&lt;br /&gt;
&lt;br /&gt;
给所有有权限的人一本书，查看可领取的礼包:&lt;br /&gt;
 /kit book&lt;br /&gt;
&lt;br /&gt;
重置玩家的领取冷却时间和玩家的最大领取次数:&lt;br /&gt;
 /kit reset cooldown [礼包名字] [玩家]&lt;br /&gt;
 /kit reset limit [礼包名字] [玩家]&lt;br /&gt;
&lt;br /&gt;
====笔记====&lt;br /&gt;
你可以使用这个命令显示礼包列表:&lt;br /&gt;
&lt;br /&gt;
 /kit list&lt;br /&gt;
&lt;br /&gt;
展示一个礼包:&lt;br /&gt;
&lt;br /&gt;
 /kit view [礼包名字]&lt;br /&gt;
&lt;br /&gt;
领取一个礼包:&lt;br /&gt;
&lt;br /&gt;
 /kit [礼包名字]&lt;br /&gt;
&lt;br /&gt;
运行以下得到帮助的命令:&lt;br /&gt;
&lt;br /&gt;
 /kit &lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
 /kit help&lt;br /&gt;
&lt;br /&gt;
运行下面的指令可以获得一个特定的命令信息:&lt;br /&gt;
&lt;br /&gt;
 /kit help [命令]&lt;br /&gt;
&lt;br /&gt;
====牌子====&lt;br /&gt;
创建一个牌子第一行写[kit]然后下一行写礼包名字[这里用kitname代替]&lt;br /&gt;
 http://i.imgur.com/wUunLhM.png&lt;br /&gt;
&lt;br /&gt;
假如你做了正确的话牌子会是这样的:&lt;br /&gt;
 http://i.imgur.com/iYL4Hgt.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
右击使用牌子.&lt;br /&gt;
&lt;br /&gt;
===权限===&lt;br /&gt;
 EasyKits.* - 完全权限.&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.* - 使用指令的完全权限(和上一个没什么区别).&lt;br /&gt;
&lt;br /&gt;
 EasyKits.kits.* - 可领取所有礼包.&lt;br /&gt;
&lt;br /&gt;
 EasyKits.kits.[kitname] - 可领取指定的礼包.&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.reload - 可以使用指令 /kit reload&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.create - 可以使用指令 /kit create&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.remove - 可以使用指令 /kit remove&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.cooldown - 可以使用指令 /kit cooldown&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.limit - 可以使用指令 /kit limit&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.price - 可以使用指令 /kit price&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.give - 可以使用指令 /kit give&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.list - 可以使用指令 /kit list&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.view - 可以使用指令 /kit view&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.help - 可以使用指令 /kit reset&lt;br /&gt;
&lt;br /&gt;
 EasyKits.cmd.reset - 可以使用指令 /kit reset&lt;br /&gt;
&lt;br /&gt;
 EasyKits.bypass.cooldown - 给这权限之后才会受到冷却时间的限制[1.8版本不给才会受到限制]&lt;br /&gt;
&lt;br /&gt;
 EasyKits.bypass.limit - 给这权限之后才会受到最大领取次数的限制[1.8版本不给才会受到限制]&lt;br /&gt;
&lt;br /&gt;
 EasyKits.bypass.price - 可以设置礼包的价格.&lt;br /&gt;
&lt;br /&gt;
 EasyKits.sign.create - 可以创建一个礼包牌子&lt;br /&gt;
&lt;br /&gt;
 EasyKits.sign.remove - 可以移除一个礼包牌子&lt;br /&gt;
&lt;br /&gt;
 EasyKits.sign.use - 可以使用一个礼包牌子&lt;br /&gt;
&lt;br /&gt;
===命令===&lt;br /&gt;
 /kit create [礼包名称]&lt;br /&gt;
&lt;br /&gt;
 /kit remove [礼包名称]&lt;br /&gt;
&lt;br /&gt;
 /kit cooldown [礼包名称] [冷却时间]&lt;br /&gt;
&lt;br /&gt;
 /kit limit [礼包名称] [最大领取次数]&lt;br /&gt;
&lt;br /&gt;
 /kit price [礼包名称] [价格]&lt;br /&gt;
&lt;br /&gt;
 /kit book&lt;br /&gt;
&lt;br /&gt;
 /kit list &lt;br /&gt;
&lt;br /&gt;
 /kit view [礼包名称]&lt;br /&gt;
&lt;br /&gt;
 /kit reset [冷却时间/最大领取次数] [礼包名称] [玩家]&lt;br /&gt;
&lt;br /&gt;
 /kit [礼包名称]&lt;br /&gt;
&lt;br /&gt;
 /kit give [礼包名称] [玩家]&lt;br /&gt;
&lt;br /&gt;
 /kit help&lt;br /&gt;
&lt;br /&gt;
 /kit reload&lt;br /&gt;
&lt;br /&gt;
===下载===&lt;br /&gt;
详见:&lt;br /&gt;
 http://dev.bukkit.org/bukkit-plugins/easykits/files/&lt;br /&gt;
====关于汉化版====&lt;br /&gt;
{{Hide|标题=看不见窝|内容=这是我的汉化版[版本v1.4.7]适合1.7.x[http://pan.baidu.com/s/1bnlZO1T 提取密码txy5]--Men_yu 2015年9月29日 (二) 21:03 (HKT)}}&lt;br /&gt;
&lt;br /&gt;
===漏洞[BUG]===&lt;br /&gt;
所有的错误都被报道在GitHub上的项目页面&lt;br /&gt;
你可以点击[https://github.com/trentech/EasyKits/issues 这里查看]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Dynmap&amp;diff=4413</id>
		<title>Dynmap</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Dynmap&amp;diff=4413"/>
		<updated>2016-11-18T02:51:03Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v1.5.5.7&lt;br /&gt;
|前置插件=[[Vault]]&lt;br /&gt;
|兼容服务端版本=全版本&lt;br /&gt;
|原帖=https://dev.bukkit.org/bukkit-plugins/dynmap/&lt;br /&gt;
}}&lt;br /&gt;
                    &lt;br /&gt;
{{待翻译}}{{待完善}}&lt;br /&gt;
来源：[https://github.com/webbukkit/dynmap/wiki/ wiki], [https://dev.bukkit.org/bukkit-plugins/dynmap/ bukkit]&lt;br /&gt;
&lt;br /&gt;
[[Category:管理]] [[Category:网页]] [[Category:信息]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=简介=&lt;br /&gt;
&lt;br /&gt;
Dynmap是一个可以用网页浏览的、像谷歌地图一样的动态地图插件。Dynmap的网页结构是建立在整个MineCraft游戏之外的，非常实用和易用，Dynmap也可应用于基于Apache类软件的网页。 &amp;lt;br /&amp;gt; &lt;br /&gt;
Dynmap可以用不同的渲染图层渲染你的服务器世界地图, 有些适合于展示, 有些有着更多的地图细节。&lt;br /&gt;
&lt;br /&gt;
这个插件的原始项目是由 k-zed.开发给 hMod 的。&lt;br /&gt;
&lt;br /&gt;
插件的部件可供你按照自己的需要添加/删除功能，使用Dnymap支持的部件,包括聊天泡泡, 网页-游戏聊天, 和可配置的标记, 标签, 下换线。 &lt;br /&gt;
&lt;br /&gt;
[[文件:Dynmap.png]]&lt;br /&gt;
&lt;br /&gt;
==功能==&lt;br /&gt;
* 每个游戏世界深度可设置的地图&lt;br /&gt;
* 实时更新：地图总是和服务器世界实时同步，当你打开着你的网页时更新一直会显示&lt;br /&gt;
* 玩家和他们的头像在地图上可见&lt;br /&gt;
* 地图上的聊天信息可见 (显示在聊天泡泡或者聊天框里)&lt;br /&gt;
* 地图浏览者能和游戏内的玩家聊天&lt;br /&gt;
* 实时Minecraft时间在地图上可见&lt;br /&gt;
* 实时Minecraft季节在地图上可见&lt;br /&gt;
* WorldGuard, Residence, Towny 和 Factions regions 插件都能在地图上可见 (需要相应版本的 Dynmap-* 补丁)&lt;br /&gt;
&lt;br /&gt;
总的来说高度可配置和可定制化&lt;br /&gt;
&lt;br /&gt;
==安装==&lt;br /&gt;
&lt;br /&gt;
复制dynmap-*.jar 进你的补丁文件夹. 如果用于更新, 删除之前安装的 dynmap-*.jar - 你不需要删除任何补丁/地图文件夹或者它的文件。&lt;br /&gt;
&lt;br /&gt;
如果你正在运行一个独立网页服务器 (比如 Apache) 你可能需要先复制文件&#039;plugins/dynmap/web/&#039; 到你的http-root的一个文件夹，里然后再执行此教程。升级时，请确保你也升级了被复制的文件。&lt;br /&gt;
&lt;br /&gt;
==首次使用==&lt;br /&gt;
&lt;br /&gt;
    当你开启 CraftBukkit 时, 你应该可以在浏览器里跳转到 http://yourserverip:8123/（http://你服务器的IP:8123/）。 如果你是用你现在正在使用的PC来运行 CraftBukkit, 你可以跳转到 http://localhost:8123/。 &amp;lt;br /&amp;gt; &lt;br /&gt;
    你应该能够看到在游戏内的玩家。 需要注意的是此时地图还未被渲染, 所以背景应该是黑色的。&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
    如果你计划使用高清渲染, 现在你就可以着手做这件事了。开启configuration.txt顶端的 &#039;deftemplatesuffix: hires&#039; 。更多关于deftemplatesuffix的信息可在基础补丁设置查看。&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
    如果你只是想让Dynmap有效, 在游戏里使用这个命令 /dynmap fullrender。 wiki上有更多关于命令和权限的内容。&amp;lt;br /&amp;gt; &lt;br /&gt;
    地图此时应该会显露出来，给它一些时间。程序信息之后会显示 Dynmap 正在工作 (Dynmap is working) 和 渲染已完成 （render is completed)。&lt;br /&gt;
&lt;br /&gt;
==相关==&lt;br /&gt;
&lt;br /&gt;
    [http://forums.bukkit.org/threads/misc-dynmap-v0-12-1-realtime-minecraft-maps-314.489/ Bukkit论坛 (已失效）]&lt;br /&gt;
    [http://dev.bukkit.org/server-mods/dynmap/ Bukkit项目页面]&lt;br /&gt;
    IRC: irc://irc.esper.net/#dynmap (via web)&lt;br /&gt;
&lt;br /&gt;
=如何使用=&lt;br /&gt;
&lt;br /&gt;
==在无内部网页服务器环境使用==&lt;br /&gt;
&lt;br /&gt;
本页适用于&lt;br /&gt;
&lt;br /&gt;
*你对你正在使用的独立网页服务器有着有丰富的经验&lt;br /&gt;
*你的CraftBukkit和独立网页服务器运行在同一个机器上&lt;br /&gt;
*你的网页服务器支持PHP（用于网页-Minecraft 聊天）&lt;br /&gt;
*如果是基于Linux环境，你应该知道如何使用terminal（终端）和chmod（命令）。&lt;br /&gt;
&lt;br /&gt;
以下代码&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.InternalClientUpdateComponent&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    allowwebchat: true&lt;br /&gt;
    webchat-interval: 5&lt;br /&gt;
  #- class: org.dynmap.JsonFileClientUpdateComponent&lt;br /&gt;
  #  writeinterval: 1&lt;br /&gt;
  #  sendhealth: true&lt;br /&gt;
  #  allowwebchat: false&lt;br /&gt;
&lt;br /&gt;
改变为:&lt;br /&gt;
&lt;br /&gt;
  #- class: org.dynmap.InternalClientUpdateComponent&lt;br /&gt;
  #  sendhealth: true&lt;br /&gt;
  #  allowwebchat: true&lt;br /&gt;
  #  webchat-interval: 5&lt;br /&gt;
  - class: org.dynmap.JsonFileClientUpdateComponent&lt;br /&gt;
    writeinterval: 1&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    allowwebchat: false&lt;br /&gt;
&lt;br /&gt;
用于取消内部（internal）更新机制，开启json-file更新机制。&lt;br /&gt;
这样做会将其写入你的网页路径文件standalone/dynmap_world.json，并指定向writeinterval。&amp;lt; br/&amp;gt;&lt;br /&gt;
(?)(This will write to the file standalone/dynmap_world.json in your web-path at an interval that is specified with writeinterval.)&lt;br /&gt;
&lt;br /&gt;
复制你的文件进网页服务器中的plugins/dynmap/web。更改configuration.txt让其指向到你*nix放置网页文件的地方，同时包括tilespath及webpath。&lt;br /&gt;
&lt;br /&gt;
 tile-files放在路径&lt;br /&gt;
 .tilespath: /path/to/web/server/dynmap/web/tiles&lt;br /&gt;
&lt;br /&gt;
 webpath放在路径&lt;br /&gt;
 .webpath: /path/to/web/server/dynmap/web&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
或者，在Windows环境下&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 tile-files放在路径&lt;br /&gt;
 c:\\path\\to\\web\\server\\dynmap\\web\\tiles&lt;br /&gt;
&lt;br /&gt;
 webpath放在路径&lt;br /&gt;
 c:\\path\\to\\web\\server\\dynmap\\web&lt;br /&gt;
&lt;br /&gt;
现在重启你的Minecraft服务器，加入你的Minecraft服务器随机放置一些方块以触发dynmap的tiles。你也可以在后台输入dynmap全渲染（fullrender）世界名来用新的世界名渲染世界。&lt;br /&gt;
&lt;br /&gt;
现在重启你的浏览器，在http://mywebserver/dynmap/上会显示你的在线玩家并保持更新。&lt;br /&gt;
&lt;br /&gt;
=== 故障处理 ===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
如果你没有看到任何tiles(地块）显示在地图上，检查tiles（地块）目录，看看他们有没有真正的启动。如果里面没有tiles（地块），可能是Minecraft没有权限将tiles（地块）写入你选择的web-path地址。另一个可能是你的tilespath没有填写正确。&lt;br /&gt;
&lt;br /&gt;
如果你没有看到任何玩家或者没有看到玩家在移动，前往 http://mywebserver/standalone/dynmap_world.json (把 world 替换为你的世界的名字)。每隔几秒，你应该可以看到一些代码刷新，（比如服务器时间应该在一直更新），如果你没有看到这个文件，或者看看不到文件有任何刷新和改变，你可能在配置文件里填错了webpath的地址。&lt;br /&gt;
&lt;br /&gt;
在Linux环境下，如果网页-Minecraft 聊天（web-to-mc-chat）不工作，你需要对775或者777独立文件进行chmod。&lt;br /&gt;
&lt;br /&gt;
 chmod -R 775 standalone&lt;br /&gt;
&lt;br /&gt;
这样做可以允许sendmessage.php 创建 jsonfile. 这个步骤是必须的，因为是你的网页服务器创建的文件，而不是minecraft服务器创建文件。&lt;br /&gt;
&lt;br /&gt;
如果网页-Minecraft 聊天（web-to-mc-chat）在IIS不工作, 你可能需要安装 php.&lt;br /&gt;
&lt;br /&gt;
==在Linux环境使用==&lt;br /&gt;
&lt;br /&gt;
阅读本页面的前提是:&lt;br /&gt;
&lt;br /&gt;
* 你的Minecraft服务器放在: /opt/minecraft_server/ 。&lt;br /&gt;
* 你安装了最新的CraftBukkit。&lt;br /&gt;
* 你的Minecraft服务器开在在本地（localhost)。&lt;br /&gt;
&lt;br /&gt;
安装与测试dynmap的步骤为:&lt;br /&gt;
&lt;br /&gt;
*复制文件dynmap.jar和dynmap文件夹至/opt/minecraft_server/plugins/。&lt;br /&gt;
*（重）开启你的Minecraft服务器。 &lt;br /&gt;
* 加入你的Minecraft服务器。&lt;br /&gt;
* 放置几个方块（译者注：即Blocks）。&lt;br /&gt;
* 打开你的浏览器。&lt;br /&gt;
* 前往http://localhost*:8123/。&lt;br /&gt;
&lt;br /&gt;
在左上角你应该能看到你的地图和名字。点击了你的名字，地图会跳转到你的位置，就能看到一部分已启动的地图了。&lt;br /&gt;
&lt;br /&gt;
===向公众开放===&lt;br /&gt;
&lt;br /&gt;
如果你想让其他人也能使用地图，有两个方法可以实现：&lt;br /&gt;
&lt;br /&gt;
* 用TCP端口8123指向一个外部端口到你的内部Minecraft服务器，更多关于端口映射的信息请前往： http://portforward.com/ 查看&lt;br /&gt;
* 将你的大型网页服务器作为部分地图的主机。特别需要注意的是，网页服务器必须已有权使用Minecraft服务器，详见以下指导。&lt;br /&gt;
&lt;br /&gt;
===大型网页服务器===&lt;br /&gt;
&lt;br /&gt;
如果你正使用Apache或者Lighttpd服务器作为主机，若想让Dynmap地址与你网页地址url一致（译者注：即关联网页url），如 http://www.yourwebsite.com/dynmap/ 而不是 http://www.yourwebsite.com:8123/。你可以使用以下列表的网站服务器地址&lt;br /&gt;
&lt;br /&gt;
* 在Debian/Ubuntu系统的apache2环境下设置: 在Debian下用 Apache2 设定你的Dynamic Map&lt;br /&gt;
* 在Arch Linux系统的apache/httpd环境下设置: 在Arch Linux用apache/httpd 设定你的Dynamic Map&lt;br /&gt;
* 在Arch Linux系统的lighttpd环境下设置: 在Arch Linux用lighttpd  设定你的Dynamic Map&lt;br /&gt;
* 在Centos系统的Nginx环境下设置:nginx Setting-up-with-Nginx-server-on-Centos (LukeHandle的courtesy)&lt;br /&gt;
&lt;br /&gt;
==在Windows环境使用==&lt;br /&gt;
&lt;br /&gt;
本页面适用于:&lt;br /&gt;
&lt;br /&gt;
*你的Minecraft服务器路径为D:\minecraft_server\。&lt;br /&gt;
*你安装了最新的CraftBukkit 。&lt;br /&gt;
*你的Minecraft服务器主机在本地。&lt;br /&gt;
&lt;br /&gt;
安装和测试:&lt;br /&gt;
&lt;br /&gt;
*从压缩文件中复制文件dynmap.jar 和dynmap的文件夹并粘贴至D:\minecraft_server\plugins\.&lt;br /&gt;
*启动或是重启你的Minecraft服务器。&lt;br /&gt;
*加入你的Minecraft服务器&lt;br /&gt;
*放置几个方块&lt;br /&gt;
*打开浏览器&lt;br /&gt;
*前往http://localhost:8123/。&lt;br /&gt;
&lt;br /&gt;
在左上角你应该能看到你的地图和名字。点击了你的名字，地图会跳转到你的位置，就能看到一部分已启动的地图了。&lt;br /&gt;
&lt;br /&gt;
===向公众开放===&lt;br /&gt;
&lt;br /&gt;
如果你想让其他人也能使用地图，有两个方法可以实现：&lt;br /&gt;
&lt;br /&gt;
用TCP端口8123指向一个外部端口到你的内部Minecraft服务器，更多关于端口映射的信息请前往： http://portforward.com/ 查看&lt;br /&gt;
将你的大型网页服务器作为部分地图的主机。特别需要注意的是，网页服务器必须已有权使用Minecraft服务器，详见以下指导。&lt;br /&gt;
&lt;br /&gt;
大型网页服务器&lt;br /&gt;
&lt;br /&gt;
如果你正使用IIS或者其他环境下的服务器作为主机，若想让Dynmap地址与你网页地址url一致（译者注：即关联网页url），如 http://www.yourwebsite.com/dynmap/ 而不是 http://www.yourwebsite.com:8123/。&lt;br /&gt;
你能在下面给出的列表中挑选你要用的网站服务器&lt;br /&gt;
&lt;br /&gt;
*IIS: 在IIS环境下用 URL 设置Dynamic Map,rewrite and ApplicationRequestRouting (thanks to Kekec852!)&lt;br /&gt;
*IIS: 在IIS环境下用 URL 设置Dynamic Map&lt;br /&gt;
&lt;br /&gt;
(这还算不上一个列表嘛?如果你有另一台服务器并知道如何去配置它，请将其添加至Wiki)&lt;br /&gt;
&lt;br /&gt;
==在虚拟主机环境使用==&lt;br /&gt;
&lt;br /&gt;
总的来说，在虚拟主机环境下无法使用， Dynmap提供的主机网页服务器标题文件需要文件系统权限.(相对于FTP或者SFTP基础的文件,它们的大多数主机传输服务是被允许的). 以下是一些链接到非官方创作者的地址,一些我们的用户成功将其用来作为特定的hosting解决方案.&lt;br /&gt;
&lt;br /&gt;
Dynmap On Xenon Hosting Service, courtesy of mavbear&lt;br /&gt;
&lt;br /&gt;
==插件设置==&lt;br /&gt;
在这里，我们将描述如何结构化你的配置，以及如何编辑配置。&lt;br /&gt;
&lt;br /&gt;
配置文件存放于 plugins/dynmap/configuration.txt ，为YAML格式。它是一个被indentation定义的等级制结构。Indentation 在配置文件里不能包含任何的标签，只包含空格。it has a hierarchical structure that is defined using indentation. The indentation in the configuration may NOT contain any tabs, only spaces. 这也意味着你需要准确的将正确的空格数量填入配置行之前。This also means that you need to be sure to put the correct number of spaces in front of configuration-lines.&lt;br /&gt;
&lt;br /&gt;
你可以参考这个地址的默认配置：https://github.com/webbukkit/dynmap/blob/recommended/src/main/resources/configuration.txt.&lt;br /&gt;
&lt;br /&gt;
设置文件包括四个部分： 组件（components）, 全局设置(global settings), 世界模板与世界（world-templates and worlds）。全局设置改变渲染和Dynmap网页服务器（交互）行为。易看出，这些部件是如何运行的。给出一个全局设置（global setting）的例子如下：&lt;br /&gt;
&lt;br /&gt;
# tile得到渲染的频率（单位：秒）&lt;br /&gt;
renderinterval: 1 （渲染区间：1）&lt;br /&gt;
注意：版本为v0.20时，默认配置文件是被分开的，&lt;br /&gt;
Note: As of v0.20, the default configuration.txt file has been split, with the templates: section being moved to the templates/ directory and the worlds: section being moved to the worlds.txt file. Users are NOT required to change their existing configuration.txt - templates or worlds defined in configuration.txt are still processed, and templates found there supersede those of the same name from the templates/ directory. It is recommended the existing users, at their convenience, move their worlds: section (if they have one defined) from configuration.txt to worlds.txt, to prevent future impacts on that configuration due to future updates of configuration.txt. Likewise, it is suggested that existing users move their templates: section from configuration.txt to a new file, templates/custom-templates.txt.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
&lt;br /&gt;
组件部分一般看起来是这样的:&lt;br /&gt;
&lt;br /&gt;
components:&lt;br /&gt;
  - class: org.dynmap.ClientConfigurationComponent&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.InternalClientUpdateComponent&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    allowwebchat: true&lt;br /&gt;
    webchat-interval: 5&lt;br /&gt;
...&lt;br /&gt;
Each component can be thought of as an separate feature of Dynmap, which can be disabled and enabled individually. Some components depend on others, but we won&#039;t get into that. Each component starts in the configuration with a - class: ... followed by the properties of that component.&lt;br /&gt;
&lt;br /&gt;
As an example we&#039;re going to disable the component that handles chat-balloons. This component looks like this:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chatballoon&lt;br /&gt;
    focuschatballoons: false&lt;br /&gt;
...&lt;br /&gt;
We can disable it by just deleting these lines, but a safer way is to comment them. For this example I&#039;ve added the lines before and after the component to give a better impression:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chat&lt;br /&gt;
  #- class: org.dynmap.ClientComponent&lt;br /&gt;
  #  type: chatballoon&lt;br /&gt;
  #  focuschatballoons: false&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chatbox&lt;br /&gt;
    showplayerfaces: true&lt;br /&gt;
    messagettl: 5&lt;br /&gt;
...&lt;br /&gt;
Be sure to have still the correct number of spaces in front of the #. After saving the configuration, reloading Dynmap and refreshing the browser, chat balloons won&#039;t pop up anymore. The same method can be used to enable already disabled components.&lt;br /&gt;
&lt;br /&gt;
For details on all components, and their settings, see Component Configuration.&lt;br /&gt;
&lt;br /&gt;
===Worlds and templates===&lt;br /&gt;
&lt;br /&gt;
In the configuration you&#039;ll also see a worlds section (since 0.20, this is found in the worlds.txt file; previously, it was found near the bottom of the configuration,txt file). This section can be left empty - Dynmap will automatically find all worlds defined for a server, and provide them with a default map configuration, based on using templates, as defined in the templates: section. Since 0.20, the templates definitions have been moved from configuration.txt into separate files found in the templates/ directory, but otherwise function as they have previously.&lt;br /&gt;
&lt;br /&gt;
For a comprehensive description of all world settings, see World And Template Settings.&lt;br /&gt;
&lt;br /&gt;
====Templates====&lt;br /&gt;
&lt;br /&gt;
By default there are three templates: normal, nether and skylands. The template that is chosen for a certain world depends on the environment of the world - normal for normal worlds, nether for nether worlds, skylands for skyland worlds. As of 0.20, these definitions are found in files under the templates/ directory, with filenames corresponding to the template&#039;s name: templates/normal.txt, templates/nether.txt, and templates/skylands.txt, respectively.&lt;br /&gt;
&lt;br /&gt;
In 0.20, the names of the templates chosen can be modified by using the deftemplatesuffix setting in configuration.txt. If defined, the name of the template used for a world with a given environment will have a hyphen followed by the value of the deftemplatesuffix setting added: so, setting deftemplatesuffix to hires causes the template normal-hires to be used for normal worlds, nether-hires to be used for nether worlds, and skylands-hires to be used for skylands worlds. This allows dynmap (and other users) to supply matched &amp;quot;sets&amp;quot; of templates, with a common suffix, that can be easily selected using the deftemplatesuffix setting. In 0.20, 3 sets of templates are provided:&lt;br /&gt;
&lt;br /&gt;
the default (normal,nether,skylands)&lt;br /&gt;
&lt;br /&gt;
lowres template set (normal-lowres, nether-lowres, skylands-lowres - which provide HD maps with the &#039;lowres&#039; resolution - about 2x the default maps)&lt;br /&gt;
&lt;br /&gt;
hires template set (normal-hires, nether-hires, skylands-hires - which provide HD surface maps with the &#039;hires&#039; resolution - about 8x the default maps - and &#039;lowres&#039; versions of the flat and cave maps)&lt;br /&gt;
&lt;br /&gt;
In all cases, the template definition can be found in the file under the templates/ directory with the corresponding name, plus .txt (e.g. normal-hires is found in templates/normal-hires.txt).&lt;br /&gt;
&lt;br /&gt;
====Worlds====&lt;br /&gt;
&lt;br /&gt;
Next to the templates we also have a worlds section in the configuration. As of 0.20, the preferred location for this section is the worlds.txt file. Here we can specify options for each individual world. We&#039;ll describe the uses by examples.&lt;br /&gt;
&lt;br /&gt;
Basically each world has a few default values. title is set to the name of the world, template is set to the environment of the world (with a hyphen and the value of the deftemplatesuffix appended, if deftemplatesuffix is defined in configuration.txt) and enabled is by default true (the meaning of these values are explained below). The template of the world can override these values, but the properties in the world-section can in turn override the values of the template.&lt;br /&gt;
&lt;br /&gt;
If you have 3 worlds with the names world, nether and alternative, and you want to show them in a particular order, you can put the following in your configuration:&lt;br /&gt;
&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world&lt;br /&gt;
  - name: alternative&lt;br /&gt;
  - name: nether&lt;br /&gt;
So that they are ordered like world, alternative, nether.&lt;br /&gt;
&lt;br /&gt;
To change the title of a certain world that is shown on the map, you can add a title property for that world:&lt;br /&gt;
&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world&lt;br /&gt;
    title: &amp;quot;My Super Awesome World&amp;quot;&lt;br /&gt;
  - name: alternative&lt;br /&gt;
  - name: nether&lt;br /&gt;
Of course you can do this for all your worlds.&lt;br /&gt;
&lt;br /&gt;
If you want to disable a certain world, for example the world alternative, you can do so by adding the property enable: false:&lt;br /&gt;
&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world&lt;br /&gt;
    title: &amp;quot;My Super Awesome World&amp;quot;&lt;br /&gt;
  - name: alternative&lt;br /&gt;
    enabled: false&lt;br /&gt;
  - name: nether&lt;br /&gt;
You can also use this property in your templates to (for example) disable all worlds of a certain environment.&lt;br /&gt;
&lt;br /&gt;
If you want to change some of the properties for one specific world, you can do so specifying that property. This includes the maps: property, so you can specify the maps for a specific world:&lt;br /&gt;
&lt;br /&gt;
  - name: world&lt;br /&gt;
    title: &amp;quot;My Super Awesome World&amp;quot;&lt;br /&gt;
    center:&lt;br /&gt;
      x: 100&lt;br /&gt;
      y: 64&lt;br /&gt;
      z: 0&lt;br /&gt;
    maps:&lt;br /&gt;
      - class: org.dynmap.flat.FlatMap&lt;br /&gt;
        name: flat&lt;br /&gt;
        title: &amp;quot;Flat&amp;quot;&lt;br /&gt;
        prefix: flat&lt;br /&gt;
        colorscheme: default&lt;br /&gt;
This will, for this particular world, set the center of the world to (100,64,0) and shows only flatmap in the sidebar.&lt;br /&gt;
&lt;br /&gt;
Finally if you have multiple worlds that have the same configuration in common, you can add a template to the templates: section (or, better yet, as a custom template file under the templates/ directory) and specify for those worlds in particular the name of that template.&lt;br /&gt;
&lt;br /&gt;
templates:&lt;br /&gt;
  mycustomtemplate:&lt;br /&gt;
    enabled: true&lt;br /&gt;
    maps:&lt;br /&gt;
      - class: org.dynmap.flat.FlatMap&lt;br /&gt;
        name: flat&lt;br /&gt;
        title: &amp;quot;Flat&amp;quot;&lt;br /&gt;
        prefix: flat&lt;br /&gt;
        colorscheme: ovocean&lt;br /&gt;
...&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world&lt;br /&gt;
    template: mycustomtemplate&lt;br /&gt;
  - name: nether&lt;br /&gt;
    template: mycustomtemplate&lt;br /&gt;
  - name: alternative&lt;br /&gt;
Here world and nether both use the mycustomtemplate template, but alternative will still use the normal template (since alternative has an normal environment in this example).&lt;br /&gt;
&lt;br /&gt;
As you can see above, for each FlatMap or KzedMap map, a certain colorscheme can be set. The colorschemes can be found in plugins/dynmap/colorschemes/, as seen here https://github.com/webbukkit/dynmap/tree/recommended/colorschemes. An overview of how these look like can be found here Color Schemes.&lt;br /&gt;
&lt;br /&gt;
As of 0.20, a new type of map definition has been provided - the HDMap. This map type, besides supporting higher resolution map rendering and use of texture packs, also supports all existing FlatMap and KzedMap features, but with more flexibility (allowing customized direction of view, angle of view, scale, etc). For details on configuring HDMaps, see HD Map Configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===基础补丁设置===&lt;br /&gt;
&lt;br /&gt;
These settings are the top-level settings defined within the configuration.txt file. These settings, in general, cover the common behaviors of the plugin, independent of specific components, worlds, or maps. For component settings, see Component Configuration.&lt;br /&gt;
&lt;br /&gt;
The core settings defined include the following:&lt;br /&gt;
&lt;br /&gt;
*deftemplatesuffix : this optional setting, a string value, is used to modify the names of the templates associated with worlds. If undefined, normal worlds use the normal template, nether worlds use the nether template, and &#039;the end&amp;quot; worlds use the the_end template. When defined and non-blank, the name of the template used will be the default name, followed by and underscore, followed by the value of the deftemplatesuffix setting (e.g. if deftemplatesuffix is set to XXX, normal worlds will use the template normal_XXX instead of normal, nether worlds will use nether_XXX, ans &#039;the end&#039; will use the_end_XXX). See HD Map Configuration for more details. Default template sets are included for vlowres, lowres, hires, and &amp;quot;&amp;quot; (blank).&lt;br /&gt;
&lt;br /&gt;
*display-whitelist : if false (default), users are assumed to be visible until they&#039;ve specifically been set to hidden using the /dynmap hide command. If true, users are assumed to be hidden until they&#039;ve specifically been set to visible using the /dynmap show command.&lt;br /&gt;
&lt;br /&gt;
*renderinterval : this setting, a floating point value in seconds, is used to control how often tiles needing to be updated (due to changes by players, for example) are processed. Setting this too low can cause extra load on the server, due to recalculation of repeatedly updated tiles. Default is 0.5 seconds. Most servers will perform without issue down to 0.2 seconds.&lt;br /&gt;
&lt;br /&gt;
*renderacceleratethreshold : this setting, an integer, defines the size of the tile update queue allowed before the rate that tiles are processed shifts from the rate in renderinterval to the rate in renderaccelerateinterval. This is intended to prevent large tile backlogs from accumulating (which can happen when players are causing large amounts of new map territory to be generated) without requiring routine updates to be processed at a quick pace.&lt;br /&gt;
&lt;br /&gt;
*renderaccelerateinterval : this setting, a floating point value in seconds, is used as the renderinterval value when the length of the tile update queue exceeds renderacceleratethreshold tiles in length.&lt;br /&gt;
&lt;br /&gt;
*tiles-rendered-at-once : this setting controls the maximum number of update tiles that will be rendered concurrently. If not defined, the value defaults to 1/2 the number of processor cores. Settting this to lower values can reduce peek CPU use when large tile update load occur (from newly generated chunks, for example).&lt;br /&gt;
&lt;br /&gt;
*usenormalthreadpriority : this setting, when set to true, causes the render threads to run with normal priority (versus minimum priority). This can help render performance on busy Windows boxes (preventing rendering from starving on busy boxes), but may result in competition for CPU with other processes. Most Linux JVMs ignore priority.&lt;br /&gt;
&lt;br /&gt;
*zoomoutperiod : this setting, an integer value in seconds, specifies how often update processing of zoomed-out tiles is done. This done to prevent unneeded regeneration of the tiles due to repeated changes by players (such as when mining). Default value is 60 seconds.&lt;br /&gt;
&lt;br /&gt;
*enabletilehash : this setting, a boolean, is used to enable the use of tile content hash codes, which are used to avoid re-encoding tiles that have not changed in value after re-rendering (such as due to changes in blocks that are not visible on the tile). This reduces processing load, zoom-out processing, and communications traffic with web clients.&lt;br /&gt;
&lt;br /&gt;
*render-triggers : this setting, a list of strings, is used to enable various mechanisms for detecting the need to generate or update map tiles. The defined triggers are as follows:&lt;br /&gt;
**chunkloaded : this trigger causes tiles to be updated based on the loading of map chunks. This trigger is no longer recommended - use chunkgenerated instead, as chunkloaded can cause significant and unnecessary tile recalculation. Retired in v0.31.&lt;br /&gt;
**playermove : this trigger causes tiles to be updated based on the movement of players. This trigger is not recommended, as it will cause significant and unneeded tile recalculation.&lt;br /&gt;
**playerjoin : this trigger causes tiles to be updated around the position where a player logs in.&lt;br /&gt;
**blockplaced : this trigger causes tiles to be updated when a player places a block (recommended).&lt;br /&gt;
**blockbreak : this trigger causes tiles to be updated when a player breaks a block (recommended).&lt;br /&gt;
**leavesdecay : this trigger causes tiles to be updated when leaves decay due to the cutting of a tree (recommended)&lt;br /&gt;
**blockburn : this trigger causes tiles to be updated when a block is destroyed by fire (recommended)&lt;br /&gt;
**blockfaded : this trigger causes tiles to be updated when a block has faded (such as melted snow or ice) (recommended)&lt;br /&gt;
**blockspread : this trigger causes tiles to be updated when a block has spread (lava or water) (recommended)&lt;br /&gt;
**chunkgenerated : this trigger causes tiles to be updated when new map chunks are generated (recommended)&lt;br /&gt;
**pistonmoved : this trigger causes tiles to be updated when pistons extend or retract (recommended)&lt;br /&gt;
**explosion : this trigger causes tiles to be updated when blocks are destroyed by an explosion (recommended)&lt;br /&gt;
**blockfromto : this trigger causes tiles to be updated when blocks are flowing into new blocks (lova, water) (recommended)&lt;br /&gt;
**blockphysics : this trigger causes tiles to be updated when blocks move due to physics events (falling gravel, water, lava, sand) (recommended)&lt;br /&gt;
**structuregrow : this trigger causes tiles to be updated when saplings grow into trees, or mushrooms grow into giant mushrooms.&lt;br /&gt;
**blockgrow : this trigger causes tiles to be updated when blocks grow, such as crops and mushrooms&lt;br /&gt;
**blockredstone : this trigger causes tiles to be updated when redstone currents change on a block (be very careful with this if you have redstone machines that run constantly)&lt;br /&gt;
&lt;br /&gt;
*webpage-title : this setting, a string, is used to specify the title for the Dynmap maps web page. If not specified, it will attempt to use the &#039;server-name&#039; property from server.properties. If that is undefined or set to &#039;Unknown Server&#039;, the title will default to &#039;Minecraft Dynamic Map&#039;.&lt;br /&gt;
&lt;br /&gt;
*tilespath : this setting, a string, specifies the path (either relative to the Dynmap plugin directory, or absolute) of where map tiles are to be generated (and where they are found by the internal web server).&lt;br /&gt;
&lt;br /&gt;
*webpath : this setting, a string, specifies the root path for the internal web server. All files served by the internal web server (with the exception of the map tiles) are based on this path. The path can be relative to the Dynmap plugin directory, or absolute.&lt;br /&gt;
&lt;br /&gt;
*webserver-bindaddress : this setting, an IP address, controls which network interfaces the internal web server will bind to. The default, 0.0.0.0, will cause the server to bind to ALL interfaces (which should be correct for most configurations). Setting to 127.0.0.1 will cause it to bind to only the localhost (which may be appropriate if an external web server located on the same box is being used). Other values need to match the address of the interface ON THE BOX (not public addresses outside a firewall or proxy).&lt;br /&gt;
&lt;br /&gt;
*webserver-port : this setting, an integer, specifies which port the internal web server binds to. This defaults for 8123. Note: many operating systems require a process to run with root privileges in order to bind to a port below 1024.&lt;br /&gt;
&lt;br /&gt;
*max-sessions : this setting, an integer, sets the limit on the number of concurrent sessions that the internal web server will allow to be active (limiting the resources used by the sessions and threads associated with those sessions). Default value is 30.&lt;br /&gt;
&lt;br /&gt;
*http-response-headers : this setting, a set of attribute/value pairs, provides a way to have the internal web server include custom header values in all HTTP responses. The values under the attribute are formatted with the header field ID as the attribute ID, and the value of the header field as the string value of the attribute. For example:&lt;br /&gt;
&lt;br /&gt;
*http-response-headers:&lt;br /&gt;
    Access-Control-Allow-Origin: &amp;quot;http://mydomain.com&amp;quot;&lt;br /&gt;
    X-Another-Header: &amp;quot;Another Header Value&amp;quot;&lt;br /&gt;
*disable-webserver : if set to true, the internal web server is disabled (this requires using an external web server, and the JSONFileClientUpdateComponent). Other configuration options require this setting to be false.&lt;br /&gt;
&lt;br /&gt;
*allow-symlinks : if set to true, the directories under webpath or tilespath are allowed to contain symbolic links. If false, the internal web server will not follow symbolic links (this is a recommended practice that is followed by nearly all external web servers).&lt;br /&gt;
&lt;br /&gt;
*timesliceinterval : this setting, a floating point in seconds, specifies a minimum time period between tile processing during /dynmap fullrender processing. Default value is 0.0 (no delay). Non-zero values can be used to reduce server load during full-renders, but will significantly lengthen processing time.&lt;br /&gt;
&lt;br /&gt;
*maxchunkspertick : this setting, an integer, limits the number of map chunks loaded during a given server tick (50ms). As loading of map chunks is the main source of load on the Bukkit server&#039;s main thread, this can be used to limit any lag that may be resulting from map processing.&lt;br /&gt;
&lt;br /&gt;
*progressloginterval : this setting, an integer, is the interval used for reporting progress on fullrender requests. The default (and minimum) value is 100.&lt;br /&gt;
&lt;br /&gt;
*parallelrendercnt : this setting, an integer, is optional, and can be used to allow full-render processing to be done by more than one thread. The setting indicates the number of concurrent threads that will be used, and should be limited to the number of physical cores on the server (or less). Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when setting this to equal or exceed the number of physical cores on the system.&lt;br /&gt;
&lt;br /&gt;
*updaterate : this setting, an integer in milliseconds, specifies how often the web clients should poll the server for updates (whether it be tile updates, chat messages, or player position updates). Setting this to a higher value can reduce web server traffic.&lt;br /&gt;
&lt;br /&gt;
*fullrenderplayerlimit : this optional setting defines an option for suspending fullrender/radiusrender processing when the number of active player logins reach or exceed a given limit. Default is 0 (disabled), while a setting of 1 will result in fullrender/radiusrender processing being suspended while any players are logged in.&lt;br /&gt;
&lt;br /&gt;
*showplayerfacesinmenu : this setting, a boolean, is used to control whether to show online players in the tray meny on the web clients. Default is to show the players (true).&lt;br /&gt;
&lt;br /&gt;
*sidebaropened : this setting, a string, is used to optionally pin the sidebar menu permanently open (&#039;true&#039;), pinned by default (&#039;pinned&#039;) or closed by default (&#039;false&#039;). Default is false.&lt;br /&gt;
&lt;br /&gt;
*joinmessage : this setting, a string, is used to control the message reported in web chat when a player logs in to the server. The substitution macro, %playername%, is used to provide the player&#039;s name.&lt;br /&gt;
&lt;br /&gt;
*quitmessage : this setting, a string, is used to control the message reported in web chat when a player logs off ofthe server. The substitution macro, %playername%, is used to provide the player&#039;s name.&lt;br /&gt;
&lt;br /&gt;
*spammessage : this setting, a string, is used to control the message reported to web chat users that attempt to send messages too often.&lt;br /&gt;
&lt;br /&gt;
*webprefix : this setting, a string, is used to provide a prefix for chat messages received from web clients. The escape sequence &#039;&amp;amp;color;&#039; can be used in place of the Bukkit color escape sequence.&lt;br /&gt;
&lt;br /&gt;
*websuffix : this setting, a string, is used to provide a suffix for chat messages received from web clients. The escape sequence &#039;&amp;amp;color;&#039; can be used in place of the Bukkit color escape sequence.&lt;br /&gt;
&lt;br /&gt;
*showlayercontrol : this setting, a boolean, is used to control whether the layer control is shown (setting this to false will cause it to not be shown, even if marker layers are defined). Default is true.&lt;br /&gt;
&lt;br /&gt;
*check-banned-ips : this setting, a boolean, is used to control whether the internal web server checks the banned-ips.txt file to block access to the web client by banned IP addresses.&lt;br /&gt;
&lt;br /&gt;
*persist-ids-by-ip : if true, player IP addresses and the associated player IDs are persistent, and will be saved on server shutdown and reloaded on server startup (allowing known IP address to player ID associations to accumulate). Default is true (0.29 or later).&lt;br /&gt;
&lt;br /&gt;
*defaultzoom : this setting, an integer, specifies the default zoom level for the web client when it is first loaded by a user.&lt;br /&gt;
&lt;br /&gt;
*defaultworld : this setting, a string, specifies the name of the default world for the web client when it is first loaded by a user.&lt;br /&gt;
&lt;br /&gt;
*defaultmap : this setting, a string, specifies the name of the default map for the web client when it is first loaded by a user.&lt;br /&gt;
&lt;br /&gt;
*followzoom : this optional setting, an integer, specifies the default zoom level for the web client when a player is selected to be followed.&lt;br /&gt;
&lt;br /&gt;
*followmap : this ootional setting, a stirng, specifies the name of the default map for the web client to switch to, if needed, when a player is selected to be followed&lt;br /&gt;
&lt;br /&gt;
*verbose : this setting, a boolean, controls how verbose the messages are for the Dynmap plugin during startup. Setting to false will significantly reduce reported messages and details.&lt;br /&gt;
&lt;br /&gt;
*hideores : this setting, a boolean, controls the option to hide any ore blocks, making them appear the same as solid stone (preventing maps from being used to find exposed ores). Default is false.&lt;br /&gt;
&lt;br /&gt;
*better-grass : this setting, a boolean, controls the option to render the sides of grass and snow blocks as they are done with the BetterGrass client mod (if set to true). Default is false.&lt;br /&gt;
&lt;br /&gt;
*smooth-lighting : this setting, a boolean, provides the default setting for the smooth lighting option on all maps supporting the feature. Setting it to &#039;true&#039; is a convenient way to enable smooth lighting on all maps that can use it. The setting is also defined on a per-shader basis, which can be used to control the feature on an individual map level. Enabling this feature will add approximately 10% to rendering processing cost.&lt;br /&gt;
&lt;br /&gt;
*use-generated-textures: this setting, if defined and set to &#039;true&#039;, will cause texturepack based HD map renders to use generated textures for water, lava, and fire equivalent to those used by the Minecraft client. If false, the legacy textures in the texture.png and misc/water.png are used (pre-0.29 behavior). Setting this will require a full map render to see the proper results.&lt;br /&gt;
&lt;br /&gt;
*correct-water-lighting: this setting, if defined and set to &#039;true&#039;, will cause texturepack based HD map renders to process lighting of water equivalently to the Minecraft client. If false, the legacy behavior - which results in darker water - is used (pre-0.29 behavior). Setting this will require a full map render to see the proper results.&lt;br /&gt;
&lt;br /&gt;
*fetchskins : this setting, a boolean, controls whether the server will attempt to fetch skins for players during login. If set to false, no skins are fetched, and the default skin is assumed for all players. Default is true.&lt;br /&gt;
&lt;br /&gt;
*refreshskins : this setting, a boolean, controls whether faces and other images derived from a player&#039;s skin are refreshed each login. If set to false, existing files are never refreshed (which can be useful if faces are locally managed or updated by the server administrator or another plugin). Default is true.&lt;br /&gt;
&lt;br /&gt;
====User Login Security Settings for Web Interface====&lt;br /&gt;
&lt;br /&gt;
The support for login-based security on the web interface can be controlled through the following settings:&lt;br /&gt;
&lt;br /&gt;
*login-enabled : this setting, a boolean, enables login security support (if the setting is defined and set to &#039;true&#039;).&lt;br /&gt;
&lt;br /&gt;
*login-required : this setting, a boolean, forces all web users to log in, in order to access the web interface (if the setting is defined and set to &#039;true&#039;).&lt;br /&gt;
&lt;br /&gt;
===部件配置===&lt;br /&gt;
&lt;br /&gt;
The interface for Dynmap is defined via a set of components. Not all components can be enabled at once, and some are required. Details on the defined compnents, and their attributes, are in the following sections.&lt;br /&gt;
&lt;br /&gt;
====Core Client Components====&lt;br /&gt;
&lt;br /&gt;
The following components defined the core of the client&#039;s interface with the Dynmap server. The Client Configuration Component, and at least one of the Client Update Components is required for any client functionality.&lt;br /&gt;
&lt;br /&gt;
=====Client Configuration Component=====&lt;br /&gt;
&lt;br /&gt;
This component is defined by the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientConfigurationComponent&lt;br /&gt;
This component is required, and has no settings.&lt;br /&gt;
&lt;br /&gt;
=====Internal Client Update Component=====&lt;br /&gt;
&lt;br /&gt;
This component defines the primary interface for the web client via Dynmap&#039;s internal web server (which must be enabled for this component to function). It defines URLs for the client to use under the http://address:port/up/ path, including both fetching configuration data, and fetching map updates, player status and chat messages. The component is configured via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.InternalClientUpdateComponent&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    sendposition: true&lt;br /&gt;
    allowwebchat: true&lt;br /&gt;
    webchat-interval: 5&lt;br /&gt;
    hidewebchatip: false&lt;br /&gt;
    trustclientname: false&lt;br /&gt;
    use-player-login-ip: true&lt;br /&gt;
    require-player-login-ip: false&lt;br /&gt;
    block-banned-player-chat: true&lt;br /&gt;
    webchat-requires-login: false&lt;br /&gt;
    webchat-permissions: false&lt;br /&gt;
    includehiddenplayers: false&lt;br /&gt;
    hideifshadow: 15&lt;br /&gt;
    hideifundercover: 15&lt;br /&gt;
    hideifsneaking: false&lt;br /&gt;
    protected-player-info: false&lt;br /&gt;
The settings are defined as follows:&lt;br /&gt;
&lt;br /&gt;
*sendhealth : this controls whether or not the health data for players is reported to the web client. If it is disabled, other components that report player health will not have the needed data to do so, but player health information is also safe from being inspected. If enabled, health information may still be hidden for players located on specific worlds via the sendhealth: false setting on those worlds.&lt;br /&gt;
&lt;br /&gt;
*sendpostiion : this controls whether or not the position data for players is reported to the web client. If it is disabled, other components that report position will not have the needed data to do so, but player position information is also safe from being inspected. If enabled, position information may still be hidden for players located on specific worlds via the sendposition: false setting on those worlds.&lt;br /&gt;
&lt;br /&gt;
*allowwebchat : this setting controls whether or not the interface to allow chat messages to be sent from the web client to the server is enabled. If false, no web messages may be sent from the client.&lt;br /&gt;
&lt;br /&gt;
*webchat-interval : this controls the minimum period, in seconds, between consecutive chat messages from a given web client.&lt;br /&gt;
&lt;br /&gt;
*hidewebchatip : if set to true, this causes web chat messages to be reported via generic names versus the IP address of the sender.&lt;br /&gt;
&lt;br /&gt;
*trustclientname : if set to true, this causes the hostname/IP reported by the web client (which may be falsified) to be reported as the sender&#039;s address (versus using the address seen by the web server).&lt;br /&gt;
&lt;br /&gt;
*use-player-login-ip : if set to true, web chat messages will be matched with current or previous player IDs having connected from the same IP address - if a match is found, the most recent player ID is used to identify the sender of the web chat message. Default is true (0.29 or later)&lt;br /&gt;
&lt;br /&gt;
*require-player-login-ip : if use-player-login-ip is true, and this setting is true, web chat messages not matching a current or previous player connection address will be ignored. Default is false (0.29 or later).&lt;br /&gt;
&lt;br /&gt;
*block-banned-player-chat : if use-player-login-ip is true, and this setting is true, web chat messages that match a previous player address of a currently banned player will be ignored. Default is true (0.29 or later). Note: does not work with plugins that implement their own ban independent of Bukkit/Minecraft&#039;s ban (currently, this is true of CommandBook).&lt;br /&gt;
&lt;br /&gt;
*webchat-requires-login : if login-enabled is true, and this setting is trye, web chat messages can only be sent from web users that have successfully logged in.&lt;br /&gt;
&lt;br /&gt;
*webchat-permissions : if defined and set to &#039;true&#039;, web chat requests tied to players (via login or ID-by-IP) will be checked for the dynmap.webchat permission, with those not possessing the permission being denied the right to send. This requires a permission system that supports reading permissions for offline players - currently PermissionsEx and bPermissions - in order to work for web users that are not currently logged in using the Minecraft client, as well.&lt;br /&gt;
&lt;br /&gt;
*includehiddenplayers : if set to true, players that are hidden (via the /dynmap hide command) will be reported to the UI as online, but with their position, health, and messages still hidden. They will appear in the player list.&lt;br /&gt;
&lt;br /&gt;
*hideifshadow : if set to a value below 15, each player&#039;s position and health are hidden if the light level of the current location of the player is at or below the given value (0=total darkness, 4=under sky at night, 15=full daylight).&lt;br /&gt;
&lt;br /&gt;
*hideifundercover : if set to a value below 15, each player&#039;s position and health are hidden if the current position of the player is under cover. Due to a current Bukkit limitation (pending acceptance of a pull request we issued), any block will obstruct the view of the player (once updated, this will shift to be based on the relative shadow level of the location - corresponding to how much the location would be in shadow during full daylight).&lt;br /&gt;
&lt;br /&gt;
*hideifsneaking : if set to true, players that are sneaking will be hidden.&lt;br /&gt;
&lt;br /&gt;
*protected-player-info : if set to true, access to player position and health information is protected. Players without the dynmap.playermarkers.seeall permission (operators have this by default) will only see their own player marker, while those with the permission will see all player positions. If this setting is not provided, or is false, all player position and health information is available to all map viewers.&lt;br /&gt;
&lt;br /&gt;
====JSON File Client Update Component====&lt;br /&gt;
&lt;br /&gt;
The alternative to using the internal web server is for all communications between Dynmap and the web client to be done via files served through an external web server. As this is done with files formatted using JSON (JavaScript Object Notation), this mode of operation is often referred to as &amp;quot;JSON File Mode&amp;quot;. This mode allows the internal web server to be disabled, and is the alternative to using the Internal Client Update Component (only one of them may be enabled at a time). The component is defined by the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.JsonFileClientUpdateComponent&lt;br /&gt;
    writeinterval: 1&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    sendposition: true&lt;br /&gt;
    allowwebchat: false&lt;br /&gt;
    webchat-interval: 5&lt;br /&gt;
    hidewebchatip: false&lt;br /&gt;
    trustclientname: false&lt;br /&gt;
    use-player-login-ip: true&lt;br /&gt;
    require-player-login-ip: false&lt;br /&gt;
    block-banned-player-chat: true&lt;br /&gt;
    webchat-requires-login: false&lt;br /&gt;
    webchat-permissions: false&lt;br /&gt;
    includehiddenplayers: false&lt;br /&gt;
    hideifshadow: 15&lt;br /&gt;
    hideifundercover: 15&lt;br /&gt;
    hideifsneaking: false&lt;br /&gt;
    protected-player-info: false&lt;br /&gt;
The definitions of the attributes are the same as the corresponding attributes in the Internal Client Update Component. The additional attributes are as follows:&lt;br /&gt;
&lt;br /&gt;
*writeinterval : this is the period, in seconds, used by the component for writing updated configuration and map update files to the webpath/standalone directory. These are the files loaded by the web client via the external web server to receive the map configuration, as well as notifications of map updates, player position and health data, and chat messages.&lt;br /&gt;
&lt;br /&gt;
====Markers Component====&lt;br /&gt;
&lt;br /&gt;
This component, added in v0.22, provides built-in support for map markers, both through the /dmarker commands and through an API published for use by other plugins. The component is configured via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.MarkersComponent&lt;br /&gt;
    type: markers&lt;br /&gt;
    showlabel: false&lt;br /&gt;
    enablesigns: false&lt;br /&gt;
    showspawn: false&lt;br /&gt;
    spawnicon: world&lt;br /&gt;
    spawnlabel: &amp;quot;Spawn&amp;quot;&lt;br /&gt;
    showofflineplayers: false&lt;br /&gt;
    offlinelabel: &amp;quot;Offline&amp;quot;&lt;br /&gt;
    offlineicon: offlineuser&lt;br /&gt;
    offlinehidebydefault: true&lt;br /&gt;
    offlineminzoom: 0&lt;br /&gt;
    maxofflinetime: 30&lt;br /&gt;
    showspawnbeds: false&lt;br /&gt;
    spawnbedlabel: &amp;quot;Spawn Beds&amp;quot;&lt;br /&gt;
    spawnbedicon: &amp;quot;bed&amp;quot;&lt;br /&gt;
    spawnbedhidebydefault: true&lt;br /&gt;
    spawnbedminzoom: 0&lt;br /&gt;
    spawnbedformat: &amp;quot;%name%&#039;s bed&amp;quot;&lt;br /&gt;
The settings for the component include the following:&lt;br /&gt;
&lt;br /&gt;
showlabel : if defined and set to true, this causes the labels for map markers to be shown all the time, versus only being shown when the user&#039;s mouse is hovering over the icon.&lt;br /&gt;
&lt;br /&gt;
enablesigns : If defined and set to true, this enables support for defining markers using signs. If enabled, and if the player has the dynmap.marker.sign privilege, a player can make a marker by creating a sign with &#039;[dynmap]&#039; as the first line, with the label being derived from the first non-blank line after that (that is not a setting). The icon will be the &#039;sign&#039; icon, unless one of the lines is &#039;icon:&#039;. The marker set for the marker will be the default &#039;markers&#039; set, unless one of the lines is &#039;set:&#039;. Once accepted, the &#039;[dynmap]&#039; line and any settings lines will be blanked, leaving the sign with the label line and any remaining lines. Destroying the sign will delete the corresponding marker.&lt;br /&gt;
&lt;br /&gt;
showspawn : if defined and set to true, this causes the spawn points of each world to be shown with an appropriate marker (the default being the &#039;world&#039; marker) and label (the default being &amp;quot;Spawn&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
spawnicon : if defined, provides the ID of the icon to use for the spawn points (if showspawn is true). Default is &#039;world&#039;.&lt;br /&gt;
&lt;br /&gt;
spawnlabel : if defined, provides the label for the spawn point markers (if showspawn is true). Default is &amp;quot;Spawn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
showofflineplayers : if defined and set to true, a marker layer is defined to show the positions of offline players (markers will be added as players log off).&lt;br /&gt;
&lt;br /&gt;
offlinelabel : Label used for the offline player marker layer - default is &#039;Offline&#039;&lt;br /&gt;
&lt;br /&gt;
offlineicon : Name of the marker icon used for offline players - default is &#039;offlineuser&#039;&lt;br /&gt;
&lt;br /&gt;
offlinehidebydefault : if defined and set true, offline marker layer is hidden by default. Default is &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
offlineminzoom : if set to non-zero, this specifies the minimum zoom in level before offline player markers are displayed.&lt;br /&gt;
&lt;br /&gt;
maxofflinetime : if set above zero, this specifies the number of minutes after a player logs off before their offline icon should be removed (&amp;lt;= 0 means never). All offline player markers are reset on a server restart, independent of this setting.&lt;br /&gt;
&lt;br /&gt;
showspawnbeds : If defined and set to true, a marker layer is defined to show the positions of the online players&#039; spawn beds (markers will be removed when players log off).&lt;br /&gt;
&lt;br /&gt;
spawnbedlabel : Label for player spawn bed marker layer, if enabled. Default is &amp;quot;Spawn Beds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
spawnbedicon : Icon to use for any spawn bed markers. Default is &#039;bed&#039; marker.&lt;br /&gt;
&lt;br /&gt;
spawnbedhidebydefault : If true, spawn bed marker layer will be hidden, by default.&lt;br /&gt;
&lt;br /&gt;
spawnbedminzoom : If set to non-zero, this specifies the minimum zoom in level before spawn bed markers are displayed.&lt;br /&gt;
&lt;br /&gt;
====Server-Side Chat Components====&lt;br /&gt;
&lt;br /&gt;
These components control the server-side implementation of chat, including the sending of chat messages from the server to the client, as well as particulars of how chat messages from the client to the server are delivered to players on the server. Only one of these components should be defined at a time.&lt;br /&gt;
&lt;br /&gt;
====Simple Chat Component====&lt;br /&gt;
&lt;br /&gt;
This component implements access to the standard Bukkit/Minecraft server&#039;s chat channel. When active, all chat messages are shared with the web client, and all messages received from the web client are sent to all players on the server (as well as all other web clients). This component is configured via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.SimpleWebChatComponent&lt;br /&gt;
    allowchat: true&lt;br /&gt;
&lt;br /&gt;
The settings for the component include:&lt;br /&gt;
&lt;br /&gt;
allowchat : if enabled, this setting determines if chat messages on the server are to be sent to the web clients. If set to &#039;false&#039;, no chat messages are sent to the web clients.&lt;br /&gt;
&lt;br /&gt;
====HeroChat Chat Component (Deprecated - not functional with HeroChat 5)====&lt;br /&gt;
&lt;br /&gt;
The HeroChat plugin implements channels and other behaviors that require special treatment. This component interfaces with HeroChat, and allows the selection of which HeroChat channels have their messages reported to the web clients, and which channel messages from the web clients are reported on. This component is configured via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.herochat.HeroWebChatComponent&lt;br /&gt;
    herochatwebchannel: Global&lt;br /&gt;
    herochatchannels:&lt;br /&gt;
      - Global&lt;br /&gt;
The settings for the component are as follows:&lt;br /&gt;
&lt;br /&gt;
herochatwebchannel : this is the name of the HeroChat channel that will be used for any chat messages received from the web clients. Default value is &#039;Global&#039;&lt;br /&gt;
&lt;br /&gt;
herochatchannels : this is the list of HeroChat channel names that will be monitored for chat messages, which will then be shared with the web clients. Zero or more channels may be listed. The default is a single channel list containing &#039;Global&#039;.&lt;br /&gt;
&lt;br /&gt;
====Client-Side Chat Components====&lt;br /&gt;
&lt;br /&gt;
These components control the behavior and availability of the components of the web client used to support sending and receiving of chat messages. These components depend upon the corresponding server-side components being enabled and allowing the requested functions. The components can be defined individually or in any combination.&lt;br /&gt;
&lt;br /&gt;
=====Chat Client Component=====&lt;br /&gt;
&lt;br /&gt;
This component enables the input field for chat messages, allowing the users to enter and send chat messages to the server from the web client. It is defined by the following lines:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chat&lt;br /&gt;
    allowurlname: false&lt;br /&gt;
The component supports the following settings:&lt;br /&gt;
&lt;br /&gt;
allowurlname : if true (and if trustclientname is true in the corresponding ClientUpdateComponent), the user of the web console can supply a chat name using the chatname URL parameter.&lt;br /&gt;
=====Chat Balloon Client Component=====&lt;br /&gt;
&lt;br /&gt;
This component implements support for pop-up balloon messages, with the balloon being placed above the location of the sending player on the map, if any. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chatballoon&lt;br /&gt;
    focuschatballoons: false&lt;br /&gt;
The component supports the following settings:&lt;br /&gt;
&lt;br /&gt;
focuschatballoons : if enabled, this causes the map to pan to the chat balloon, if it is not currently visible on the map.&lt;br /&gt;
Note that placement of the word balloons requires that the position data for the speaking player is known, which may not be the case if sendposition: false has been set for the player&#039;s current world, or globally via the active Client Update Component.&lt;br /&gt;
&lt;br /&gt;
=====Chat Box Client Component=====&lt;br /&gt;
&lt;br /&gt;
This implements the box for viewing chat messages received from players on the server, as well as from other web clients. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: chatbox&lt;br /&gt;
    showplayerfaces: true&lt;br /&gt;
    messagettl: 5&lt;br /&gt;
    scrollback: 100&lt;br /&gt;
    sendbutton: false&lt;br /&gt;
The settings for this component are as follows:&lt;br /&gt;
&lt;br /&gt;
showplayerfaces : if enabled, the face icons for the player that sent a given chat message will be shown next to the message.&lt;br /&gt;
&lt;br /&gt;
messagettl : this controls the number of seconds that a received chat message is shown on the screen before fading. If scrollback is defined, this setting is ignored.&lt;br /&gt;
&lt;br /&gt;
scrollback : if defined, this specifies the number of messages to keep in the scrollable message list. If specified, messages will not age out (messagettl is ignored) and will only be dropped as the number of messages exceeds the scrollback count.&lt;br /&gt;
&lt;br /&gt;
sendbutton : if defined and set to true, this causes a send button to appear on the web UI, allowing messages to be sent without requiring the pressing of the return key.&lt;br /&gt;
&lt;br /&gt;
====Map Controls Components====&lt;br /&gt;
&lt;br /&gt;
These define additional map content, such as player markers, clocks, logos, etc. Any set of these components can be defined.&lt;br /&gt;
&lt;br /&gt;
=====Player Markers Component=====&lt;br /&gt;
&lt;br /&gt;
This component is used to show player positions and names as markers on the displayed map. The player&#039;s position can only be shown if it is available (see the sendposition setting, above). The component is defined by the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: playermarkers&lt;br /&gt;
    showplayerfaces: true&lt;br /&gt;
    showplayerhealth: true&lt;br /&gt;
    showplayerbody: false&lt;br /&gt;
    smallplayerfaces: false&lt;br /&gt;
    hidebydefault: false&lt;br /&gt;
    layerprio: 0&lt;br /&gt;
    label: &amp;quot;Players&amp;quot;&lt;br /&gt;
The settings for the component include the following:&lt;br /&gt;
&lt;br /&gt;
*showplayerfaces : if enabled, this causes the client to attempt to load the custom skin for the player (if any) and to show the face portion of that skin as the icon for the player. Otherwise, a small generic marker is shown instead.&lt;br /&gt;
&lt;br /&gt;
*showplayerhealth : if enabled, the client will attempt to show health and armor attributes for the player, as two rows of small icons below the player&#039;s name. This requires that the player&#039;s health information be available (see sendhealth, above).&lt;br /&gt;
&lt;br /&gt;
*smallplayerfaces : if enabled, player faces are shown (assuming showplayerfaces is true), but at 1/2 the normal size (equivalent to the small generic markers used when showplayerfaces is false).&lt;br /&gt;
&lt;br /&gt;
*showplayerbody : if enabled, whole body icons will be show instead of just faces. Only applicable if showplayerfaces is true and smallplayerfaces is false.&lt;br /&gt;
&lt;br /&gt;
*hidebydefault : this optional parameter, if defined and set to true, changes the default visibility state for the map layer with the player markers to be hidden. The layer can still be made visible with the layer control on the web client UI.&lt;br /&gt;
&lt;br /&gt;
*layerprio : this optional parameter provides an ordering weight for the layer in the layer selection control, which orders from lowest to highest layerprio (and then alphabetically for equal priority layers). Default is 0.&lt;br /&gt;
&lt;br /&gt;
*label : this optional parameter provides the label used for the layer selection control for this layer set. Default is &#039;Players&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Digital Clock Component=====&lt;br /&gt;
&lt;br /&gt;
This is used to display a simple digital clock, corresponding to the time on the world being displayed. The component is defined by the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: digitalclock&lt;br /&gt;
Only one clock component can be enabled at a time.&lt;br /&gt;
&lt;br /&gt;
=====Time Of Day Clock Component=====&lt;br /&gt;
&lt;br /&gt;
This is a more sophisticated clock component, showing day and night via sun and moon icons that rise and set to match the time in the world being shown. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
  - class: org.dynmap.ClientComponent&lt;br /&gt;
    type: timeofdayclock&lt;br /&gt;
    showdigitalclock: true&lt;br /&gt;
    showweather: true&lt;br /&gt;
The settings for the component include the following:&lt;br /&gt;
&lt;br /&gt;
*showdigitalclock : if enabled, the digital clock is displayed (in addition to the sun and moon display)&lt;br /&gt;
&lt;br /&gt;
*showweather : if enabled, an icon is shown to indicate weather (rain, thunder) on the world being shown by the map.&lt;br /&gt;
&lt;br /&gt;
=====Coord Component=====&lt;br /&gt;
&lt;br /&gt;
This component is used to show the world coordinates corresponding to the position of the mouse pointer. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
   - class: org.dynmap.ClientComponent&lt;br /&gt;
     type: coord&lt;br /&gt;
     label: &amp;quot;Location&amp;quot;&lt;br /&gt;
     hidey: false&lt;br /&gt;
     show-mcr: false&lt;br /&gt;
The settings for the component are as follows:&lt;br /&gt;
&lt;br /&gt;
label : this allows control of the label used on the control presenting the coordiates. Default is &#039;x,y,z&#039;.&lt;br /&gt;
&lt;br /&gt;
hidey : this option, if defined and set to true, makes the coordinate control only show X,Z coordinates.&lt;br /&gt;
&lt;br /&gt;
show-mcr : this option, if defined and set to true, causes the display of the Mincraft Region file ID for the current location.&lt;br /&gt;
&lt;br /&gt;
=====Logo Component=====&lt;br /&gt;
&lt;br /&gt;
This component is used to allow an optional logo and link to be shown on the map. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
   - class: org.dynmap.ClientComponent&lt;br /&gt;
     type: logo&lt;br /&gt;
     text: &amp;quot;Dynmap&amp;quot;&lt;br /&gt;
     linkurl: &amp;quot;http://forums.bukkit.org/threads/dynmap.489/&amp;quot;&lt;br /&gt;
The settings for the component are as follows:&lt;br /&gt;
&lt;br /&gt;
*text : the label shown for the logo&lt;br /&gt;
&lt;br /&gt;
*linkurl : the URL associated with the link tied to the displayed label&lt;br /&gt;
&lt;br /&gt;
=====Link Component=====&lt;br /&gt;
&lt;br /&gt;
This component is used to provide a &#039;link to&#039; button on the web UI. This button, when clicked, will navigate the view to a URL with all the needed settings to preserve the world, map, zoom, and coordinates of the current view - allowing a view to be shared, bookmarked, or otherwise linked. The component is defined via the following lines in the components section:&lt;br /&gt;
&lt;br /&gt;
   - class: org.dynmap.ClientComponent&lt;br /&gt;
     type: link&lt;br /&gt;
There are no settings currently defined.&lt;br /&gt;
&lt;br /&gt;
===世界及模板设置===&lt;br /&gt;
There are an extensive set of configurable settings for controlling the map and interface definitions for the worlds on a user&#039;s server. Nearly all of these settings are also settable on templates - which is appropriate, since templates are essentially a collection of settings used to define any settings not defined for the worlds that use them.&lt;br /&gt;
&lt;br /&gt;
Logically, any defined world will have a default set of settings, derived from the template that is associated with its environment type (normal, nether, skylands) - the settings are inherited from the template of the same name as the environment, by default. If the deftemplatesuffix is defined, the name of the template inherited from is modified by appending a hyphen (&#039;-&#039;) and the value of the setting. So, setting deftemplatesuffix to hires causes the template automatically used by a normal world to be normal-hires, and for nether worlds to be nether-hires.&lt;br /&gt;
&lt;br /&gt;
Beyond the values inherited from the template, settings for a given world can always be provided by defining a section for the world in the worlds: section (in worlds.txt, or in configuration.txt). When a section exists for a given world, any setting provided there will override any corresponding setting inherited from the world&#039;s template.&lt;br /&gt;
&lt;br /&gt;
With the exception of the world&#039;s name and maps, all other world settings are optional and have defined defaults, and the maps are typically provided through templates. Consequently, a world definition under the worlds: section can consist of nothing but the world&#039;s name:&lt;br /&gt;
&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world1&lt;br /&gt;
  - name: world2&lt;br /&gt;
This can be used to control the order of the worlds, as defined worlds are always listed in their order of definition, and automatically selected worlds are listed after those.&lt;br /&gt;
&lt;br /&gt;
An example of a more comprehensive set of world settings are shown below:&lt;br /&gt;
&lt;br /&gt;
worlds:&lt;br /&gt;
  - name: world&lt;br /&gt;
    title: &amp;quot;My Great World&amp;quot;&lt;br /&gt;
    enabled: true&lt;br /&gt;
    template: mycustomtemplate&lt;br /&gt;
    sendposition: true&lt;br /&gt;
    sendhealth: true&lt;br /&gt;
    fullrenderlocations:&lt;br /&gt;
      - x: 100&lt;br /&gt;
        y: 64&lt;br /&gt;
        z: 2000&lt;br /&gt;
    visibilitylimits:&lt;br /&gt;
      - x0: -1000&lt;br /&gt;
        z0: -1000&lt;br /&gt;
        x1: 1000&lt;br /&gt;
        z1: 1000&lt;br /&gt;
    hiddenlimits:&lt;br /&gt;
      - x0: 100&lt;br /&gt;
        z0: 0&lt;br /&gt;
        x1: 200&lt;br /&gt;
        z1: 0&lt;br /&gt;
    hidestyle: stone&lt;br /&gt;
    center:&lt;br /&gt;
      x: 0&lt;br /&gt;
      y: 64&lt;br /&gt;
      z: 0&lt;br /&gt;
    bigworld: false&lt;br /&gt;
    extrazoomout: 0&lt;br /&gt;
    maps:&lt;br /&gt;
      - class: org.dynmap.flat.FlatMap&lt;br /&gt;
      ....&lt;br /&gt;
The available settings are defined as follows:&lt;br /&gt;
&lt;br /&gt;
*name : this defines the name of the world within Bukkit, and must be unique. This can not be inherited from a template.&lt;br /&gt;
&lt;br /&gt;
*title : if defined, this string is used as a human-friendly label for the world. The default value is blank.&lt;br /&gt;
&lt;br /&gt;
*enabled : if defined, this allows mapping for a given world to be enabled (by setting true) or disabled (by setting false). All worlds are enabled by default, so defining a worlds entry for a world and setting enabled to false is the only way to prevent a world from being displayed and mapped.&lt;br /&gt;
&lt;br /&gt;
*template : if defined, this overrides the name of the template used to provide the default settings for the world. If not set, the default is based on the world&#039;s environment (normal, nether, or skylands), with a &#039;-&#039; and the deftemplatesuffix value added if deftemplatesuffix is defined. This value cannot be inherited from a template.&lt;br /&gt;
&lt;br /&gt;
*sendposition : if defined and set to false, this allows the option to have the position information for any players located on this world to be hidden on the UI, even if such information is enabled otherwise. Setting this attribute to true will NOT cause player information to be displayed if the global sendposition setting is false. If not defined, this setting defaults to true.&lt;br /&gt;
&lt;br /&gt;
*sendhealth : if defined and set to false, this allows the option to have the armor and health information for any players located on this world to be hidden on the UI, even if such information is enabled otherwise. Setting this attribute to true will NOT cause player information to be displayed if the global sendhealth setting is false. If not defined, this setting defaults to true.&lt;br /&gt;
&lt;br /&gt;
*fullrenderlocations : if defined, this list of world coordinates (each consisting of an x, y, and z coordinate) defines a set of additional locations (beyond x=0, y=64, z=0, or the player&#039;s current location, if a /dynmap fullrender command is issued by an in-game player) to be used to seed a full-render. Logically, fullrender is implemented like a flood fill in a paint program - if a map has gaps in its areas of defined chunks, such as can happen if maps are explored via teleporting or portals, a fullrender seeded from one point may not reach all the patches of the world that have been generated: adding example locations within the other patches to the fullrenderlocations list will cause those patches to be rendered, as well.&lt;br /&gt;
&lt;br /&gt;
*visibilitylimits : if defined, this list of rectangles can be used to restrict the area of the world to be rendered: areas outside of these rectangles will not be rendered with accurate map data, but instead some form of filler will be used (depending on the hidestyle setting, below). If the list is empty (the default), no limits are implemented, and maps will be rendered to the edge of the generated chunks for the world. Each rectangle consists of two coordinate pairs - x0, z0, and x1, z1. As of 1.5-alpha-3, circular areas can also be defined, by providing an x, z value for the center and a r value for the radius, in blocks.&lt;br /&gt;
&lt;br /&gt;
*hiddenlimits : if defined, this list of rectangles that are the opposite of &#039;visibilitylimits&#039; - they define specific areas of the world to be hidden (rendered based on the hidestyle setting, below). If both &#039;visibilitylimits&#039; and &#039;hiddenlimits&#039; are defined, the &#039;visibilitylimits&#039; are applied first (determining which areas are visible), and then the &#039;hiddenlimits&#039; are used to further restrict that. Each rectangle consists of two coordinate pairs - x0, z0, and x1, z1. As of 1.5-alpha-3, circular areas can also be defined, by providing an x, z value for the center and a r value for the radius, in blocks.&lt;br /&gt;
&lt;br /&gt;
*hidestyle : If the visibilitylimits and/or hiddenlimits settings have restricted the visible areas of a world, the hidestyle setting is used to control how the chunks of map data being hidden are presented. 3 settings are supported: stone, which causes a stone plain to fill the hidden areas; ocean, which causes a deep ocean to fill the hidden areas; or air, which causes the hidden area to be empty (like the edge of the generated portion of the world map). The default value is stone.&lt;br /&gt;
&lt;br /&gt;
*center : If defined, this provides the default center-of-focus for the view of the maps of this world. The coordinate includes the x, y and z coordinate of the center point, in world coordinates. If not defined, the center defaults to the spawn point for the given world.&lt;br /&gt;
&lt;br /&gt;
*bigworld : If defined, this enables the use by the FlatMap and KzedMap map types of an alternate file system structure, better suited to use by large worlds that may have tens or even hundreds of thousands of tiles. HDMaps always use this format, and are not affected by this settings. The default value is false, while a value of true enables the alternate layout. If the setting is changed, a /dynmap fullrender will be needed to initialize the new layout.&lt;br /&gt;
&lt;br /&gt;
*extrazoomout : If defined, this specifies how many additional levels of zoom out the maps for this world should have, beyond their default. This results in both offering more levels of zoom on the map viewer, and in additional levels of map tiles being generated (based on the original tiles generated for the maps): each level is 2 x 2 the scale of the previous level, so 4 tiles on one level become 1 tile with less resolution on the next. Enabling this setting, by setting the value to an integer above 0, will add from 25% to 33% to the number of tile files, and total disk space used, by the maps for the given world, but will allow easier navigation of mid-sized to large worlds. The default value is 0 (no extra zoom out).&lt;br /&gt;
&lt;br /&gt;
*maps : if defined, the maps section provides all the definitions for the maps to be rendered for the world, in the order that they are presented on the map viewer. If defined in a world&#039;s section in worlds:, any map definitions provided by the world&#039;s template are replaced. For details on map definition, see Map Configuration and HD Map Configuration.&lt;br /&gt;
&lt;br /&gt;
===高清地图配置===&lt;br /&gt;
&lt;br /&gt;
With their introduction in v0.20, the HDMap map type provides a new, more flexible, and (arguably) more complex means of defining and customizing the maps a user can make available on their server. Several details on how HDMaps are defined and structured are intended to offset the additional complexity - but it is important to understand the basic &amp;quot;theory of operations&amp;quot; behind an HDMap definition, in order to know what you need to do to get what you want out of your maps (and not have to work any harder than necessary to get it).&lt;br /&gt;
&lt;br /&gt;
====Getting Started Quickly: Enabling the default HD templates====&lt;br /&gt;
&lt;br /&gt;
*Dynmap includes 3 sets of templates, each providing map definitions for the various types of worlds (normal, nether, and the_end). To select between the three template sets, edit the configuration.txt file, and change the setting of the deftemplatesuffix setting (found near the top of the default configuration.txt file). The currently defined values for this setting include:&lt;br /&gt;
&lt;br /&gt;
*deftemplatesuffix: &amp;quot;&amp;quot; : This causes dynmap to use the &#039;classic&#039; default templates - these are low resolution and very quick to render, but are far from the most attractive maps. The template files used for this mode are templates/normal.txt, templates/nether.txt, and templates/the_end.txt. This was the default for 0.23 and earlier.&lt;br /&gt;
&lt;br /&gt;
*deftemplatesuffix: vlowres : this selects the &amp;quot;very-low-res&amp;quot; HD maps. These maps are similar to the &#039;classic&#039; defaults (a surface map, an isometric view from the south-east, and a cave map), but they are rendered using the HD renderer. Also, by default the standard Minecraft texture pack will be used to color the blocks, yielding a much more accurate representation of the map. The template files used for this mode are in templates/normal-vlowres.txt, templates/nether-vlowres.txt, and templates/the_end-vlowres.txt. As of 0.24, these are the default templates.&lt;br /&gt;
&lt;br /&gt;
*deftemplatesuffix: lowres : this selects the &amp;quot;low-res&amp;quot; HD maps. These maps are similar to the &#039;classic&#039; defaults (a surface map, an isometric view from the south-east, and a cave map), but they are rendered using the HD renderer with about 2-3x the resolution of the &amp;quot;classic&amp;quot; maps. Also, by default the standard Minecraft texture pack will be used to color the blocks, yielding a much more accurate representation of the map. Rendering these maps will take 4-6 times as long as the default &#039;classic&#039; maps, and about 4x the disk space. The template files used for this mode are in templates/normal-lowres.txt, templates/nether-lowres.txt, and templates/the_end-lowres.txt.&lt;br /&gt;
&lt;br /&gt;
*deftemplatesuffix: hires : this selects the &amp;quot;high-res&amp;quot; HD maps. These maps are the same as the lowres HD maps, except that the surface map (the isometric map) is much higher resolution (4x higher than on lowres, about 8x higher than classic), and rendered from a lower view angle (30 degrees from horizontal versus 60 degrees). The resulting view is VERY nice, but will take quite some time to render (approximately 16x the render time of the lowres map, and about 64x that of the classic map), and much more space (about 16x that of lowres, 64x that of classic). The template files used for this mode are in templates/normal-hires.txt, templates/nether-hires.txt, and templates/the_end-hires.txt.&lt;br /&gt;
&lt;br /&gt;
Once a template set has been selected, the maps can be further customized by editing the template files in use. The following sections describe all the details needed to fully control the map definitions.&lt;br /&gt;
&lt;br /&gt;
====The Basics: How to add an HDMap to templates or worlds====&lt;br /&gt;
&lt;br /&gt;
Defining an HDMap is, at the high level, the same as it is for the existing map type. As with other maps, an HDMap definition is provided under the maps: section of either a template (in either configuration.txt or one of the files in the templates/ directory) or in a world definition under the worlds: section (in either configuration.txt or the worlds.txt file). The following is a complete example of an HDMap definition:&lt;br /&gt;
&lt;br /&gt;
maps:&lt;br /&gt;
  - class: org.dynmap.hdmap.HDMap&lt;br /&gt;
    name: myhdmap&lt;br /&gt;
    title: &amp;quot;My HD Map&amp;quot;&lt;br /&gt;
    prefix: hdm1&lt;br /&gt;
    perspective: iso_S_90_lowres&lt;br /&gt;
    shader: stdtexture&lt;br /&gt;
    lighting: default&lt;br /&gt;
*As with all maps, an HDMap definition needs 3 basic parameters:&lt;br /&gt;
&lt;br /&gt;
*A class: setting - this identifies the general type of map: for HDMaps, this is org.dynmap.hdmap.HDMap&lt;br /&gt;
&lt;br /&gt;
*A name: setting - this is a unique name for the map (unique among the other maps on a given world). This is used for identifying the map, including when selecting the map using the defaultmap setting, or in the URL parameters.&lt;br /&gt;
&lt;br /&gt;
*A prefix: setting - if not provided, the name setting is used for this. This is used as part of the file and directory names used for the map - so it also needs to be unique among the other prefix values for the other maps on a given world.&lt;br /&gt;
&lt;br /&gt;
Now, the settings specific to HDMaps are used to define three specific aspects of how a map is drawn:&lt;br /&gt;
&lt;br /&gt;
*How do we determine what we see in the scene?&lt;br /&gt;
&lt;br /&gt;
*How do we decide how to color what we see?&lt;br /&gt;
&lt;br /&gt;
*What effect does lighting have on the colors we see?&lt;br /&gt;
&lt;br /&gt;
With HDMaps, the answer to these three questions is determined by the next three settings:&lt;br /&gt;
&lt;br /&gt;
*The perspective: setting provides the name of the perspective definition we use to show the map. The perspective controls the type of projection (currently, only an isometric projection), the direction of view into the map (both angle from North, and angle from horizontal), and the scale of the view (how many pixels per block edge).&lt;br /&gt;
&lt;br /&gt;
*The shader: setting provides the name of the shader definition we use to color the map - how we decide the color of what the -perspective- shows us. This can include shaders that work with specific Minecraft Texture Packs, shaders that use the legacy colorschemes (like those used on the FlatMap and KzedMap definitions), shaders that present biome-based coloring, or shaders for cave rendering.&lt;br /&gt;
&lt;br /&gt;
*The lighting: setting provides the name of the lighting definition we used to modify the colors of the map, based on lighting conditions. This can include rendering shadows, rendering night views, or both night and day views.&lt;br /&gt;
&lt;br /&gt;
To simplify the configuration of these settings, Dynmap comes with a number of predefined perspectives, shaders, and lightings. These definitions can be modified, if needed, or used as examples to allow creation of new definitions specific to a user&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
====Predefined Perspectives====&lt;br /&gt;
&lt;br /&gt;
There are quite a few predefined perspectives, which can be found in perspectives.txt. The names of the predefined settings follow a strict naming pattern, to make it easier to tell which setting to use:&lt;br /&gt;
&lt;br /&gt;
projection _ direction _ angle _ scale&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*projection is the type of viewpoint: currently, only iso (isometric) is supported.&lt;br /&gt;
&lt;br /&gt;
*direction is the direction of view: each of the 8 cardinal directions are supported (N, NE, E, SE, S, SW, W, NW)&lt;br /&gt;
&lt;br /&gt;
*angle is the angle from horizontal of the view: 30 (30 degrees) and 60 (60 degrees) are supported for all cardinal directions, 90 (90 degrees - top-down) is defined for N (from North), S (from South), E (from East) and W (from West) view directions.&lt;br /&gt;
&lt;br /&gt;
*scale is the scale of magnification or detail of the view: vlowres corresponds to 2 pixels per block edge (similar to KzedMap resolution), lowres corresponds to 4 pixels per block edge (about 2x the KzedMap resolution), medres corresponds to 8 pixels per block edge, and hires corresponds to 16 pixels per block edge.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/webbukkit/dynmap/wiki/Full-list-of-predefined-perspectives/ Full List of Predefined Perspectives]&lt;br /&gt;
&lt;br /&gt;
====Predefined shaders====&lt;br /&gt;
&lt;br /&gt;
The predefined shader settings (which are found in shaders.txt) include the following:&lt;br /&gt;
&lt;br /&gt;
*default : the default shader, which uses the standard Minecraft Texture Pack for coloring maps&lt;br /&gt;
&lt;br /&gt;
*defaultscheme : this uses the &#039;default&#039; colorscheme (as defined in colorschemes/default.txt) for coloring maps&lt;br /&gt;
&lt;br /&gt;
*ovocean : this uses the &#039;ovocean&#039; colorscheme (as defined in colorschemes/ovocean.txt) for coloring maps&lt;br /&gt;
&lt;br /&gt;
*flames : this uses the &#039;flames&#039; colorscheme (as defined in colorschemes/flames.txt) for coloring maps&lt;br /&gt;
&lt;br /&gt;
*sk89q : this uses the &#039;sk89q&#039; colorscheme (as defined in colorschemes/sk89q.txt) for coloring maps&lt;br /&gt;
&lt;br /&gt;
*biome : this uses the biome types for coloring the maps&lt;br /&gt;
&lt;br /&gt;
*temperature : this uses the biome temperature data for coloring the maps&lt;br /&gt;
&lt;br /&gt;
*rainfall : this uses the biome rainfall/humidity data for coloring the maps&lt;br /&gt;
&lt;br /&gt;
*no_transparency : this uses the &#039;default&#039; colorscheme (as defined in colorschemes/default.txt) for coloring maps, and disables all transparency processing (water, glass, leaves are solid)&lt;br /&gt;
&lt;br /&gt;
*cave : this renders the &#039;cave view&#039; - showing the boundaries between non-air and air below the ground, color coded from green to blue, based on depth&lt;br /&gt;
&lt;br /&gt;
*stdtexture : this uses the standard Minecraft Texture pack (in texturepack/standard/) to color the maps&lt;br /&gt;
&lt;br /&gt;
*stdtexture-nobiome : this uses the standard Minecraft Texture pack (in texturepack/standard/) to color the maps, but disables biome-based shading of grass and leaves&lt;br /&gt;
&lt;br /&gt;
*topo : this creates a color-coded topographical map, based on altitude : oriented around 128 high generated worlds&lt;br /&gt;
&lt;br /&gt;
*topo256 : this creates a color-coded topographical map, based on altitude : scaled to 256 high worlds&lt;br /&gt;
&lt;br /&gt;
*topo-noplants : this creates a color-coded topographical map, based on altitude : oriented around 128 high generated worlds, with all normal plants and trees hidden&lt;br /&gt;
&lt;br /&gt;
*topo256-noplants : this creates a color-coded topographical map, based on altitude : oriented around 256 high generated worlds, with all normal plants and trees hidden&lt;br /&gt;
&lt;br /&gt;
====Predefined lightings====&lt;br /&gt;
&lt;br /&gt;
The predefined lighting configuration, which can be found in lightings.txt, include the following:&lt;br /&gt;
&lt;br /&gt;
*default : this is the default: no special processing, no shadows, full daylight&lt;br /&gt;
&lt;br /&gt;
*shadows : this uses full daylight, with shadow and emitted light processing enabled&lt;br /&gt;
&lt;br /&gt;
*night : this uses standard moon-light, with shadow and emitted light processing enabled&lt;br /&gt;
&lt;br /&gt;
*brightnight : this uses an extra bright moon-light (which makes unlit terrain more visible), with shadow and emitted light processing enabled&lt;br /&gt;
&lt;br /&gt;
*nightandday : this causes two sets of tiles to be rendered, one for daytime (corresponding to the shadows settings) and one for night (corresponding to the night settings), which will be automatically presented based on what the time of day is on the corresponding world&lt;br /&gt;
&lt;br /&gt;
*brightnightandday : this is the same as nightandday, except the night tile set is rendered using the same settings as brightnight.&lt;br /&gt;
&lt;br /&gt;
The choice of perspective has a VERY significant impact on both the ultimate size of the map rendered, and the quality of the rendered map. Specifically, the -scale- will radically impact this: as each block on a map will be shown with more pixels, the number of tiles needed to render will go up as the -scale- goes up. lowres maps will involve about 4x as many tiles as a KzedMap (since its about 2x the resolution horizontally and vertically - 2 x 2 = 4). medres is twice the resolution, so another 4x the number of tiles (or 16x from Kzed), hires is twice the resolution again - so 64x the KzedMap tile population! -hires- maps look VERY nice, but be prepared for the initial -fullrender- of the map to take some time (hours to a day or more for larger maps). Low view angles (the 30 degree angle) results in fewer tiles that take a bit more processing to render (a low view angle means more chunks of map needed to render a given tile - as the view cuts more -across- the map than a more vertical view does). Other settings - -shader- and -lighting- have little to no impact on map size, and very small impacts on render time.&lt;br /&gt;
&lt;br /&gt;
====Customizing perspectives, shaders, and lightings====&lt;br /&gt;
&lt;br /&gt;
For details on defining custom perspectives, shaders or lightings, see the following pages:&lt;br /&gt;
&lt;br /&gt;
[https://github.com/webbukkit/dynmap/wiki/Defining-custom-perspectives/ Defining Custom Perspectives]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/webbukkit/dynmap/wiki/Defining-custom-shaders/ Defining Custom Shaders]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/webbukkit/dynmap/wiki/Defining-custom-lightings/ Defining Custom Lightings]&lt;br /&gt;
&lt;br /&gt;
Once a custom perspective, shader or lighting is defined, maps can use them by name, the same as any of the predefined configurations.&lt;br /&gt;
&lt;br /&gt;
====Additional HDMap Settings====&lt;br /&gt;
&lt;br /&gt;
HDMaps support a number of additional, optional settings, that allow more control of how the map is presented and used by the user. These settings include:&lt;br /&gt;
&lt;br /&gt;
*title : this setting controls the presentation label on the web interface for the map.&lt;br /&gt;
&lt;br /&gt;
*icon : this setting allows control of the URI of the image file used for the map icon on the web interface. If not defined, the value used is images/block_name.png.&lt;br /&gt;
&lt;br /&gt;
*background : this setting provides a color value for the background on the map. Color values are formatted as typical for CSS styles: #rrggbb. If undefined, the background is black (#000000).&lt;br /&gt;
&lt;br /&gt;
*backgroundday : this setting provides a color value for the background of the map during daytime - it overrides the background setting, if defined, when daytime maps are shown. Formatting is CSS style: #rrggbb. Only applicable to night-and-day type maps.&lt;br /&gt;
&lt;br /&gt;
*backgroundnight : this setting provides a color value for the background of the map during nighttime - it overrides the background setting, if defined, when nighttime maps are shown. Formatting is CSS style: #rrggbb. Only applicable to night-and-day type maps.&lt;br /&gt;
&lt;br /&gt;
*mapzoomin : this setting controls the number of zoom-in steps offered for the map beyond the &#039;native&#039; resolution of the map. These zoom levels stretch the map without showing more map data - the same pixels are shown larger (2x bigger for one step, 4x for two steps, 8x for three steps, etc). By default, the value is 2 (allowing 2 extra zoom ins, corresponding to 2x and 4x).&lt;br /&gt;
&lt;br /&gt;
*image-format : this setting controls the format of the tiles generated for the map. The default is PNG, which is a lossless compression format that maximizes quality, but can yield large files that use significant bandwidth. JPG is a lossy compression option that can trade quality for file size. At very high quality levels, JPG will still tend to be significantly smaller than PNG - 2x is common - with little loss of quality. Lower quality levels can still yield very good map quality and MUCH lower file sizes (6x-10x). The supported values are:&lt;br /&gt;
&lt;br /&gt;
**png : lossless (but potentially big) PNG (this is the default)&lt;br /&gt;
**jpg : good quality JPG (85% quality) - same as jpg-q85&lt;br /&gt;
**jpg-q75 : fair quality JPG (75% quality)&lt;br /&gt;
**jpg-q80 : fair quality JPG (80% quality)&lt;br /&gt;
**jpg-q85 : good quality JPG (85% quality)&lt;br /&gt;
**jpg-q90 : good quality JPG (90% quality)&lt;br /&gt;
**jpg-q95 : very good quality JPG (95% quality)&lt;br /&gt;
**jpg-q100 : very good quality JPG (100% quality)&lt;br /&gt;
&lt;br /&gt;
Note: As JPEG does not support transparency, the background color for the tiles is rendered into the tiles (particularly for pixels that pass through the scene to the background). If the backgroundday or backgroundnight colors are changed, all tiles will need to be rerendered. Also, if the day and night colors are not the same, a night-and-day enabled lighting option (e.g. the nightandday or brightnightandday lightings) must be used to generate the two tile sets needed (each with the corresponding night and day backgrounds).&lt;br /&gt;
&lt;br /&gt;
===对基于MinecraftForge的mod的支持===&lt;br /&gt;
&lt;br /&gt;
The following specific mods are supported, although some older versions may not function, and some blocks in current versions may not yet be supported:&lt;br /&gt;
&lt;br /&gt;
*Advanced Machines for IC2&lt;br /&gt;
*Advanced Power Management for IC2&lt;br /&gt;
*Advanced Solar Panels for IC2&lt;br /&gt;
*BetterWorlds&lt;br /&gt;
*BuildCraft&lt;br /&gt;
*Charging Bench for IC2&lt;br /&gt;
*Compact Solars for IC2&lt;br /&gt;
*ComputerCraft&lt;br /&gt;
*Equivalent Exchange 2&lt;br /&gt;
*Ender Storage&lt;br /&gt;
*ExtraBees&lt;br /&gt;
*Extrabiomes XL (v2.x and v3.x)&lt;br /&gt;
*Extrabiomes - Bunyan&lt;br /&gt;
*Forestry (updated in 1.4)&lt;br /&gt;
*Forgotten Nature&lt;br /&gt;
*Greg&#039;s Lighting&lt;br /&gt;
*IndustrialCraft 2&lt;br /&gt;
*Iron Chest&lt;br /&gt;
*LC Trees++&lt;br /&gt;
*Millenaire&lt;br /&gt;
*MystCraft&lt;br /&gt;
*Metallurgy 2&lt;br /&gt;
*NetherOres&lt;br /&gt;
*RailCraft&lt;br /&gt;
*Red Power 2&lt;br /&gt;
*SuperSlopes&lt;br /&gt;
*TerraFirmaCraft&lt;br /&gt;
*ThaumCraft&lt;br /&gt;
*Thermal Expansion&lt;br /&gt;
*Tubestuff&lt;br /&gt;
*Twilight Forest&lt;br /&gt;
*XyCraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===基于CraftBukkit外其他服务端的支持===&lt;br /&gt;
&lt;br /&gt;
Dynmap不仅仅只支持CraftBukkit. 有关最新可用版本都可以在这里找到.以下有现在主要支持的三个平台:&lt;br /&gt;
&lt;br /&gt;
*Bukkit Dynmap (https://github.com/webbukkit/dynmap/)&lt;br /&gt;
*DynmapForge (https://github.com/webbukkit/DynmapForge/)&lt;br /&gt;
*DynmapSpout (https://github.com/webbukkit/DynmapSpout/)&lt;br /&gt;
&lt;br /&gt;
====Spigot====&lt;br /&gt;
&lt;br /&gt;
Spigot完全支持Bukkit版Dynmap.&lt;br /&gt;
&lt;br /&gt;
====MinecraftForge====&lt;br /&gt;
&lt;br /&gt;
Various version of MinecraftForge are supported, via the DynmapForge project. As with all Forge mods, each supported version requires its own binary, and upgrading Forge to a new version will require upgrading to the appropriate version of the DynmapForge mod. In both the case of upgrades and initial installation, the following procedure used for installation:&lt;br /&gt;
&lt;br /&gt;
*Download the corresponding ZIP file, appropriate for the MC version.&lt;br /&gt;
*Unzip the ENTIRE ZIP file, including all subdirectories, into the base directory of the server (NOT the mods directory).&lt;br /&gt;
*If upgrading, delete the older &#039;Dynmap-x.y.zip&#039; from the &#039;mods&#039; directory.&lt;br /&gt;
&lt;br /&gt;
====MCPC+====&lt;br /&gt;
Current versions of MCPC+ (v1.4.7 or later) are ONLY supported via the DynmapForge mods for the corresponding Forge version. The CraftBukkit version is NOT supported. To install, follow the above procedure. In order to support compatibility with Bukkit-based mods that use the API for the Bukkit-based Dynmap, you can download and install the DynmapCBBridge mod (found here. This is a Bukkit plugin, so must be installed in the &#039;plugins&#039; directory, and is ONLY supported on Forge-based servers that also provide Bukkit compatibility (MCPC+ and BukkitForge).&lt;br /&gt;
&lt;br /&gt;
====BukkitForge====&lt;br /&gt;
&lt;br /&gt;
The BukkitForge mod, which is a Forge-based mod that adds Bukkit API compatibility to a Forge server, is NOT supported by the Bukkit version of Dynmap. It IS supported via the DynmapForge deliverable, and can provide API compatibility to other Bukkit-based plugins that use the Dynmap API by installing the DynmapCBBridge plugin. Installation procedures are the same as for MCPC+, above.&lt;br /&gt;
&lt;br /&gt;
====Tekkit Classic====&lt;br /&gt;
&lt;br /&gt;
Tekkit Classic, and the older MCPC (no plus - for v1.2.5), were supported via the Bukkit version of Dynmap. These should continue to function using version of the Bukkit Dynmap that continue to support v1.2.5.&lt;br /&gt;
&lt;br /&gt;
====Tekkit-Lite====&lt;br /&gt;
&lt;br /&gt;
Tekkit-Lite is supported via DynmapForge, not Bukkit Dynmap. Follow all procedures appropriate for Forge.&lt;br /&gt;
&lt;br /&gt;
====Spout====&lt;br /&gt;
&lt;br /&gt;
The Spout server is supported in a development mode via the DynmapSpout project (the ongoing refactoring of Spout has made proper production support impractical so far). Installation on Spout is the same procedure as used for Bukkit (unzip into the plugins directory). Note: This is for Spout (the server), not SpoutPlugin (the Bukkit plugin). SpoutPlugin is supported via the Bukkit Dynmap.&lt;br /&gt;
&lt;br /&gt;
====Moving a Bukkit Dynmap installation to a Forge Dynmap installation====&lt;br /&gt;
&lt;br /&gt;
To migrate an existing Bukkit configuration to a Forge server (including MCPC+ or BukkitForge), do the following:&lt;br /&gt;
&lt;br /&gt;
*Move the /plugins/dynmap directory (and all its contents and subdirectories) to /dynmap on the Forge server&lt;br /&gt;
*Edit configuration.txt: replace the lines for &#039;render-triggers&#039; with the following:&lt;br /&gt;
      render-triggers:&lt;br /&gt;
        - blockupdate&lt;br /&gt;
        #- blockupdate-with-id&lt;br /&gt;
        #- lightingupdate&lt;br /&gt;
        - chunkpopulate&lt;br /&gt;
        - chunkgenerate&lt;br /&gt;
        #- none&lt;br /&gt;
*Delete /plugins/dynmap.jar&lt;br /&gt;
*Follow the installation procedure, above, for installing/upgrading the appropriate Forge version&lt;br /&gt;
&lt;br /&gt;
==[https://github.com/webbukkit/dynmap/wiki/Commands/ 命令]==&lt;br /&gt;
&lt;br /&gt;
{{Hide|标题=命令列表 |内容=&lt;br /&gt;
Hiding and showing players&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
/dynmap hide: Hides the player from the map.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap hide thedude: Hides the player thedude from the map.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap show: Shows the player on the map again.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap show thedude: Shows the player thedude on the map again.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rendering&lt;br /&gt;
&lt;br /&gt;
/dynmap render: renders one tile of the map where you are standing.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap fullrender: Attempts to render all maps of the entire world from your location (or from the center of that world, if issued from the server console).&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap fullrender world: Attempts to render all maps of the world named world from the center of that world.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap fullrender world:surface: Attempts to render the map named surface for the world named world from the center of that world.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap radiusrender radius: attempts to render at least a radius block area, centered on your current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap radiusrender radius mapname: attempts to render at least a radius block area, centered on your current location of map &#039;mapname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap radiusrender world x z radius: attempts to render at least a radius block area, centered on &#039;x,64,z&#039; on world &#039;world&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap updaterender: attempts to render tiles needing updating, starting at current location, for all maps. Stops at edge of map and at tiles that don&#039;t need updating.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap updaterender mapname: attempts to render tiles needing updating, starting at current location, for given map. Stops at edge of map and at tiles that don&#039;t need updating.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap updaterender world x z: attempts to render tiles needing updating, starting at given location on given world, for all maps. Stops at edge of map and at tiles that don&#039;t need updating.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap updaterender world x z mapname: attempts to render tiles needing updating, starting at given location on given world, for given map. Stops at edge of map and at tiles that don&#039;t need updating.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap cancelrender world: cancels any active fullrender or radiusrender on the given world.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap purgequeue: clears the tile update queue&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap purgeworld world: purge all the map files for world &#039;world&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap purgemap world map: purge all the map files for map &#039;map&#039; on world &#039;world&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap pause all: pause all map rendering (updates and full/radius renders)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap pause none: resume all map rendering&amp;lt;br /&amp;gt;&lt;br /&gt;
Statistics&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap stats: shows rendering statistics for all maps on all worlds.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap stats world : shows rendering statistics for maps on world world.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap triggerstats : shows triggered render statistics for all worlds.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap resetstats : resets rendering statistics for all maps on all worlds.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap resetstats world : resets rendering statistics for maps on world world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Markers&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
These commands are only available if the Markers Component has been enabled (v0.22 or later required).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker add &amp;lt;label&amp;gt; icon:&amp;lt;icon&amp;gt; set:&amp;lt;set-id&amp;gt; : adds a new marker at the player&#039;s current location, with a given label and optional icon and optional marker set&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker add id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; icon:&amp;lt;icon&amp;gt; set:&amp;lt;set-id&amp;gt; : adds a new marker at the player&#039;s current location, with the given ID, the given label and optional icon and optional marker set&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker add id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; icon:&amp;lt;icon&amp;gt; set:&amp;lt;set-id&amp;gt; x:&amp;lt;x-coord&amp;gt; y:&amp;lt;y-coord&amp;gt; z:&amp;lt;z-coord&amp;gt; world:&amp;lt;Worldname&amp;gt; : adds a new marker at the given location, with the given ID, the given label and optional icon and optional marker set&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker movehere &amp;lt;label&amp;gt; : updates the location of the first marker matching the given label to match the current player&#039;s position&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker movehere id:&amp;lt;id&amp;gt; : updates the location of the marker with the given ID to match the current player&#039;s position&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker update &amp;lt;label&amp;gt; icon:&amp;lt;newicon&amp;gt; newlabel:&amp;lt;newlabel&amp;gt; : updates the icon and/or label of the first marker matching the given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker update id:&amp;lt;id&amp;gt; icon:&amp;lt;newicon&amp;gt; newlabel:&amp;lt;newlabel&amp;gt; : updates the icon and/or label of the marker with the given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker delete &amp;lt;label&amp;gt; : deletes the first marker matching the given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker delete id:&amp;lt;id&amp;gt; : deletes the marker with the given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker list : lists the attributes of all the defined markers in the default marker set&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker list set:&amp;lt;set-id&amp;gt; : lists the attributes of all the defined markers in the given marker set&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker icons : lists the attributes of all the icons defined for use by markers&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addset &amp;lt;label&amp;gt; hide:&amp;lt;hide-by-def&amp;gt; prio:&amp;lt;priority&amp;gt; minzoom:&amp;lt;minzoom&amp;gt; : add new marker set with given label (ID = label)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addset id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; hide:&amp;lt;hide-by-def&amp;gt; prio:&amp;lt;priority&amp;gt; minzoom:&amp;lt;minzoom&amp;gt; : add new marker set with given ID and label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updateset &amp;lt;label&amp;gt; newlabel:&amp;lt;new-label&amp;gt; hide:&amp;lt;hide-by-def&amp;gt; prio:&amp;lt;priority&amp;gt; minzoom:&amp;lt;minzoom&amp;gt; : update marker set with given label (ID = label)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updateset id:&amp;lt;id&amp;gt; newlabel:&amp;lt;new-label&amp;gt; hide:&amp;lt;hide-by-def&amp;gt; prio:&amp;lt;priority&amp;gt; minzoom:&amp;lt;minzoom&amp;gt; : update marker set with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deleteset &amp;lt;label&amp;gt; : delete marker set with given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deleteset id:&amp;lt;id&amp;gt; : delete marker set with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker listsets : list all markers&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addicon id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; file:&amp;quot;filename&amp;quot; : Install new icon, with given ID and label, and using given file (path is handled relative to MC server directory, and file contents are copied).&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updateicon id:&amp;lt;id&amp;gt; newlabel:&amp;lt;label&amp;gt; file:&amp;quot;filename&amp;quot; : Update icon, replacing existing settings with provided new values.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deleteicon id:&amp;lt;id&amp;gt; : delete icon with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addcorner : add corner to corner list using current location&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addcorner &amp;lt;x&amp;gt; &amp;lt;z&amp;gt; &amp;lt;world&amp;gt; : add corner with given x and z coordinate on given world to corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker clearcorners : clear corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addarea &amp;lt;label&amp;gt; : add new area with given label using corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addarea id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; : add new area with given ID using corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deletearea &amp;lt;label&amp;gt; : delete area with given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deletearea id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; : delete area with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker listareas : list details of all areas&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updatearea &amp;lt;label&amp;gt; &amp;lt;arg&amp;gt;:&amp;lt;value&amp;gt; ... : update attributes of area with given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updatearea id:&amp;lt;id&amp;gt; &amp;lt;arg&amp;gt;:&amp;lt;value&amp;gt; ... : update attributes of area with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addline &amp;lt;label&amp;gt; : add new line with given label using corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker addline id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; : add new line with given ID using corner list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deleteline &amp;lt;label&amp;gt; : delete line with given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker deleteline id:&amp;lt;id&amp;gt; &amp;lt;label&amp;gt; : delete line with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker listlines : list details of all lines&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updateline &amp;lt;label&amp;gt; &amp;lt;arg&amp;gt;:&amp;lt;value&amp;gt; ... : update attributes of line with given label&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmarker updateline id:&amp;lt;id&amp;gt; &amp;lt;arg&amp;gt;:&amp;lt;value&amp;gt; ... : update attributes of line with given ID&amp;lt;br /&amp;gt;&lt;br /&gt;
Map/World Configuration Commands&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldlist : list all worlds configured (enabled or disabled)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname enabled:&amp;lt;true|false&amp;gt; : Set world &#039;worldname&#039; enabled or disabled&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname center:&amp;lt;x/y/z|here|default&amp;gt; : Set map center position for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname extrazoomout:&amp;lt;N&amp;gt; : set extra zoom out levels for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname title:&amp;lt;label&amp;gt; : set title for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname sendposition:&amp;lt;true|false&amp;gt; sendhealth:&amp;lt;true|false&amp;gt; : set send-position and/or send-health flags for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldset worldname order:&amp;lt;N&amp;gt; : set position of world &#039;worldname&#039; to Nth position in world list&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldreset worldname : Reset world &#039;worldname&#039; to its default template configuration&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap worldreset worldname templatename : Reset world &#039;worldname&#039; to template &#039;templatename&#039; configuration&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap maplist worldname : List details of all maps for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapdelete worldname:mapname : Delete map &#039;mapname&#039; of world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapadd worldname:mapname attrib:val attrib:val : Create new map &#039;mapname&#039; on world &#039;worldname&#039;, with given attributes (all &#039;mapset&#039; parameters are usable)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname order:&amp;lt;N&amp;gt; : Set position of map &#039;mapname&#039; to Nth in the list of maps for world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname prefix:&amp;lt;prefix&amp;gt; : Set filename prefix for map &#039;mapname&#039; of world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname title:&amp;lt;label&amp;gt; : Set title for map &#039;mapname&#039; of world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname icon:&amp;lt;icon-file&amp;gt; : Set icon filename for map &#039;mapname&#039; of world &#039;worldname&#039; (relative to &#039;webpath&#039; directory)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname mapzoomin:&amp;lt;N&amp;gt; : Set the map zoom in level for map &#039;mapname&#039; of world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname perspective:&amp;lt;perspective&amp;gt; shader:&amp;lt;shader&amp;gt; lighting:&amp;lt;lighting&amp;gt; : Set perspective, shader and/or lighting for map &#039;mapname&#039; of world &#039;worldname&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap mapset worldname:mapname img-format:&amp;lt;format&amp;gt; : Set the image format for map &#039;mapname&#039; of world &#039;worldname&#039; (png, jpg, jpg-q90, jpq-q95, etc).&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap perspectivelist : List all defined perspectives&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap shaderlist : List all defined shaders&amp;lt;br /&amp;gt;&lt;br /&gt;
/dmap lightinglist : List all defined lightings&amp;lt;br /&amp;gt;&lt;br /&gt;
Miscellaneous&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Various other commands.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap sendtoweb message ... : Send a message to the web UIs only&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap ids-for-ip ip-address : List player IDs that have logged in from given IP address (most recent to least)&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap ips-for-id player-id : List IP addresses that have been used to connect to server by given player ID&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap add-id-for-ip player-id ip-address : Add given player ID to front of list of known IDs for given IP address&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap del-id-for-ip player-id ip-address : Remove given player ID from list of known IDs for given IP address.&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap webregister : Start registration of own account for login on web interface&amp;lt;br /&amp;gt;&lt;br /&gt;
/dynmap webregister player-id : Start registration of another user&#039;s account for login on web interface&amp;lt;br /&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
===用dmap配置地图和世界===&lt;br /&gt;
&lt;br /&gt;
As of v0.31, dynmap provides the option of configuring many of the features of maps and worlds using console commands issued by a user with operator privileges or via the server console. When any of the editing commands are used, the existing configuration will be transferred into the &#039;worlds.txt&#039; file (whether or not the existing maps were based on worlds.txt or on the default templates). New worlds will still be initialized using templates, but once the configuration has been migrated to &#039;worlds.txt&#039;, further updates to the templates will not automatically be reflected to the existing worlds. Also, all map editing commands are limited to HDMap maps - legacy KzedMap and FlatMap maps cannot be edited using /dmap commands.&lt;br /&gt;
&lt;br /&gt;
To start, the /dmap editing commands (all the commands besides the /dmap worldlist, /dmap maplist, /dmap perspectivelist, /dmap shaderlist, or /dmap lightinglist commands) cannot be used while map rendering is active. So, to start, the operator must issue the &#039;/dynmap pause all&#039; command. This will suspend all fullrender and update render processing - DO NOT FORGET TO UNPAUSE PROCESSING WHEN DONE, USING &#039;/dynmap pause none`. FAILING TO UNPAUSE WILL PREVENT PROCESSING, AND RESULT IN A GROWING BACKLOG OF PROCESSING, WITH THE ASSOCIATED MEMORY USE.&lt;br /&gt;
&lt;br /&gt;
Once rendering is paused, the /dmap commands can be used to add, remove, reorder, or modify existing map definitions. The order and many of the settings for the list of worlds can also be controlled. The following are a sample of the sorts of actions that can be done:&lt;br /&gt;
&lt;br /&gt;
*To disable/hide a world: /dmap worldset _worldname_ enabled:false&lt;br /&gt;
&lt;br /&gt;
*To reset a world&#039;s settings and maps to its default template: /dmap worldreset _worldname_&lt;br /&gt;
&lt;br /&gt;
*To reset a world&#039;s settings and maps to a specific template (replacing all existing maps): /dmap worldreset _worldname_ _templatename_&lt;br /&gt;
&lt;br /&gt;
*To make a world first in the list of worlds: /dmap worldset _worldname_ order:1&lt;br /&gt;
&lt;br /&gt;
*To set the title of a world: /dmap worldset _worldname_ title:_&amp;quot;title string&amp;quot;_&lt;br /&gt;
&lt;br /&gt;
*To hide the reporting of player positions and health on a world: /dmap worldset _worldname_ sendposition:false sendhealth:false&lt;br /&gt;
&lt;br /&gt;
*To set the default center position of a world to the player&#039;s current location: /dmap worldset _worldname_ center:here&lt;br /&gt;
&lt;br /&gt;
*To set the default center position of a world to a given location: /dmap worldset _worldname_ center:_X_/_Y_/_Z_&lt;br /&gt;
&lt;br /&gt;
*To set the number of extra zoom out levels of a world to N: /dmap worldset _worldname_ extrazoomout:_N_&lt;br /&gt;
&lt;br /&gt;
*To list the maps for a given world: /dmap maplist _worldname_&lt;br /&gt;
&lt;br /&gt;
*To delete a map from a given world: /map mapdelete _worldname_:_mapname_&lt;br /&gt;
&lt;br /&gt;
*To add a new map to a given world (with a given title, perspective, shader, and lighting): /dmap mapadd _worldname_:_mapname_ title:_&amp;quot;map-title&amp;quot;_ perspective:_perspective-id_ shader:_shader-id_ lighting:_lighting-id_&lt;br /&gt;
&lt;br /&gt;
*To edit the order/position of a map in the list of maps for a world to be Nth: /dmap mapset _worldname_:_mapname_ order:_N_&lt;br /&gt;
&lt;br /&gt;
*To edit the title of a map: /dmap mapset _worldname_:_mapname_ title:_&amp;quot;new-title&amp;quot;_&lt;br /&gt;
&lt;br /&gt;
*To change the perspective of a map (new scale, new point of view): /dmap mapset _worldname_:_mapname_ perspective:_perspective-id_&lt;br /&gt;
&lt;br /&gt;
*To change the filename prefix of a map: /dmap mapset _worldname_:_mapname_ prefix:_prefix_&lt;br /&gt;
&lt;br /&gt;
*To set the icon file for a map (relative path under &#039;webpath&#039; - e.g. images/block_skylands.png) : /dmap mapset _worldname_:_mapname_ icon:images/block_skylands.png&lt;br /&gt;
&lt;br /&gt;
*To set the map zoom in level for a map to N: /dmap mapset _worldname_:_mapname_ mapzoomin:_N_&lt;br /&gt;
&lt;br /&gt;
*To change the image format used for a map to JPG: /dmap mapset _worldname_:_mapname_ img-format:jpg&lt;br /&gt;
&lt;br /&gt;
*To change the default cave map to use the new &#039;textured cave view&#039;: /dmap mapset _worldname_:_mapname_ shader:stdtexture-cave&lt;br /&gt;
&lt;br /&gt;
*To list the available perspectives: /dmap perspectivelist&lt;br /&gt;
&lt;br /&gt;
*To list the availale shaders: /dmap shaderlist&lt;br /&gt;
&lt;br /&gt;
*To list the available lightings: /dmap lighinglist&lt;br /&gt;
&lt;br /&gt;
*To set a map to appear on the same line as maps of another world: /dmap mapset _worldname_:_mapname_ append-to-world:_another_worldname_&lt;br /&gt;
&lt;br /&gt;
Note: any attributes settable using &#039;mapset&#039; can also be set on a new map using &#039;mapadd&#039;.&lt;br /&gt;
&lt;br /&gt;
As with other map edits, many of these changes will require the modified map to be re-rendered to fully implement the changes.&lt;br /&gt;
&lt;br /&gt;
Once all map edits are completed, remember to run &#039;/dynmap pause none` to resume normal render processing.&lt;br /&gt;
&lt;br /&gt;
==[https://github.com/webbukkit/dynmap/wiki/Permissions/ 权限]==&lt;br /&gt;
&lt;br /&gt;
{{Hide|标题=权限列表 |内容= &lt;br /&gt;
SuperPerms-based access control, including specific support for PermissionsEx, BukkitPermissions, bPermissions, and classic Permissions. The following nodes are defined:&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.render - allows /dynmap render command&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.show.self - allows /dynmap show (on self)&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.show.others - allows /dynmap show&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.hide.self - allows /dynmap hide (on self)&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.hide.others - allows /dynmap hide&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.fullrender - allows /dynmap fullrender or /dynmap fullrender&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.radiusrender - allows /dynmap radiusrender&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.updaterender - allows /dynmap updaterender&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.cancelrender - allows /dynmap cancelrender&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.pause - allows /dynmap pause&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.reload - allows /dynmap reload&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.stats - allows /dynmap stats or /dynmap stats or /dynmap triggerstats&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.resetstats - allows /dynmap resetstats or /dynmap resetstats&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.sendtoweb - allows /dynmap sendtoweb&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.purgequeue - allows /dynmap purgequeue&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.ids-for-ip - allows /dynmap ids-for-ip&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.ips-for-id - allows /dynmap ips-for-id&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.add-id-for-ip - allows /dynmap add-id-for-ip&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.del-id-for-ip - allows /dynmap del-id-for-ip&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.add - allows /dmarker add&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.movehere - allows /dmarker movehere&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.update - allows /dmarker update&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.delete - allows /dmarker delete&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.list - allows /dmarker list&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.icons - allows /dmarker icons&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.addset - allows /dmarker addset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.updateset - allows /dmarker updateset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.deleteset - allows /dmarker deleteset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.listsets - allows /dmarker listsets&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.addicon - allows /dmarker addicon&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.updateicon - allows /dmarker updateicon&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.deleteicon - allows /dmarker deleteicon&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.addarea - allows /dmarker addarea&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.updatearea - allows /dmarker updatearea&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.deletearea - allows /dmarker deletearea&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.listareas - allows /dmarker listareas&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.addline - allows /dmarker addline&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.updateline - allows /dmarker updateline&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.deleteline - allows /dmarker deleteline&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.marker.listlines - allows /dmarker listlines&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.worldlist - allows /dmap worldlist&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.worldset - allows /dmap worldset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.worldreset - allows /dmap worldreset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.mapdelete - allows /dmap mapdelete&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.mapset - allows /dmap mapset&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.mapadd - allows /dmap mapadd&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.perspectivelist - allows /dmap perspectivelist&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.shaderlist - allows /dmap shaderlist&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.dmap.lightinglist - allows /dmap lightinglist&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.webregister - allows /dynmap webregister&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.webregister.other - allows /dynmap webregister player-id&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.webchat - allows sending of chat messages from web interface (login or id-by-ip required)&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.playermarkers.showall - allows user to see all player positions when protected-player-info has been set to restrict access&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.world.&amp;lt;world-name&amp;gt; - allows user to see maps on world if that world has been set to protected.&amp;lt;br /&amp;gt;&lt;br /&gt;
dynmap.map.&amp;lt;world-name&amp;gt;.&amp;lt;map-name&amp;gt; - allows user to see specific map on specific world , if that map has been set to be protected.&amp;lt;br /&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===网页UI登陆支持和权限===&lt;br /&gt;
&lt;br /&gt;
Dynmap offers the option of limiting the availability of the information that can be access through the web user interface. To enable login support, the following setting must be configured in configuration.txt:&lt;br /&gt;
&lt;br /&gt;
login-enabled: true&lt;br /&gt;
Once enabled, user accounts can be registered. Registration can be done by users themselves (using the /dynmap webregister command), if the users have the dynmap.webregister permissions. Alternately, registration can be done by administrators on behalf of users using the /dynmap webregister &amp;lt;userid&amp;gt; (which requires the dynmap.webregister.other permission). In either case, the user is supplied with a passcode, which can then be used on the web interface login panel to create a web user account.&lt;br /&gt;
&lt;br /&gt;
Once defined, the web user account will use the permissions associated with the Minecraft user account to control access through the web interface.&lt;br /&gt;
&lt;br /&gt;
If desired, the web interface can be restricted to only logged in users. To do this, set the setting:&lt;br /&gt;
&lt;br /&gt;
login-required: true&lt;br /&gt;
Otherwise, guest access to the interface is permitted - which will only allow access to unprotected features.&lt;br /&gt;
&lt;br /&gt;
====Web Interface Restriction Options====&lt;br /&gt;
&lt;br /&gt;
=====World Protection=====&lt;br /&gt;
&lt;br /&gt;
If the operator wants to restrict access to all map data on a specific world, this can be done by setting the &#039;protected&#039; attribute on the world in worlds.txt (or, equivalently, by setting it using the command /dmap worldset &amp;lt;world-id&amp;gt; protected:true). Once set, only logged in users that also have the permission dynmap.world.&amp;lt;world-id&amp;gt; will be able to see any of the maps for the world .&lt;br /&gt;
&lt;br /&gt;
=====Map Protection=====&lt;br /&gt;
&lt;br /&gt;
If the operator wants to restrict access to specific maps on specific worlds, this can be done by setting the &#039;protected&#039; attribute on the map in worlds.txt (or, equivalently, by setting it using the command /dmap mapset &amp;lt;world-id&amp;gt;:&amp;lt;map-id&amp;gt; protected:true). Once set, only logged in users that also have the permissions dynmap.map.&amp;lt;world-id&amp;gt;.&amp;lt;map-id&amp;gt; will be able to see the protected map. Note: if the map and the world are both protected, both permissions are needed.&lt;br /&gt;
&lt;br /&gt;
=====Chat Protection=====&lt;br /&gt;
&lt;br /&gt;
If the operator wants to restrict access for sending messages from the web interface, this can be done by setting the &#039;webchat-permissions&#039; setting on the ClientUpdateComponent. Once set to &#039;true&#039;, only logged in users that have the dynmap.webchat permission are allowed to send chat messages from the web interface.&lt;br /&gt;
&lt;br /&gt;
=====Player Positions and Information=====&lt;br /&gt;
&lt;br /&gt;
If the operator wants to restrict visibility of the position and status of players, this can be done by setting the &#039;protected-player-info&#039; setting on the ClientUpdateComponent. Once set to &#039;true&#039;, only logged in users that have the dynmap.playermarkers.seeall permission will be able to see the position and/or health information of all visible players. Logged-in players without the permission will only see their own position, while guests will see no players.&lt;br /&gt;
&lt;br /&gt;
==网页UI参数==&lt;br /&gt;
&lt;br /&gt;
The URL used to launch the web user interface supports a number of parameters, which may be used to override the default view presented to the user. This can be used to launch the UI with a given world or map selected, a given zoom level selected, and/or have the map centered on a given set of world coordinates.&lt;br /&gt;
&lt;br /&gt;
The parameters are provided as a sequence of attribute-value pairs, with each parameter formatted as follows:&lt;br /&gt;
&lt;br /&gt;
 attribute-id=value&lt;br /&gt;
&lt;br /&gt;
The base URL must have a question-mark (?) before the first parameter, and each additional parameter must be separated from the previous one by an ampersand (&amp;amp;). So, if the default URL for the map web is:&lt;br /&gt;
&lt;br /&gt;
 http://mygreatserver:8123/&lt;br /&gt;
&lt;br /&gt;
then, launching the site with the world named &#039;fred&#039; selected, and with the map &#039;surface&#039; being shown, would be formatted as:&lt;br /&gt;
&lt;br /&gt;
 http://mygreatserver:8123/?worldname=fred&amp;amp;mapname=surface&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using an external server, the same format applies - add &#039;?&#039; and the corresponding parameters, seperated by ampersands:&lt;br /&gt;
&lt;br /&gt;
 http://mycoolapacheserver.com/dynmap?worldname=fred&amp;amp;mapname=surface&lt;br /&gt;
&lt;br /&gt;
The parameters available are as follows:&lt;br /&gt;
&lt;br /&gt;
* worldname - this specifies the name (not the title) of the world to be selected. If not provided, the first world defined will be shown (unless defaultworld has been set in configuration.txt, in which case that world is shown).&lt;br /&gt;
&lt;br /&gt;
* mapname - this specifies the name (not the title) of the map to be selected. If not provided, the first map for the selected world is shown (unless defaultmap has been set in configuration.txt, in which case that map is shown).&lt;br /&gt;
&lt;br /&gt;
* zoom - this specifies the zoom level to be selected (0 = highest zoom out). If not provided, a zoom level of zero is used (unless defaultzoom has been set in the configuration.txt).&lt;br /&gt;
&lt;br /&gt;
* x - this specifies the X coordinate (in the coordinate system of the world being shown) of the center point of the map view. If not specified, this defaults to the value of the x attribute of the center attribute of the selected world (typically 0).&lt;br /&gt;
&lt;br /&gt;
* y - this specifies the Y coordinate (in the coordinate system of the world being shown) of the center point of the map view. If not specified, this defaults to the value of the y attribute of the center attribute of the selected world (typically 64).&lt;br /&gt;
&lt;br /&gt;
* z - this specifies the Z coordinate (in the coordinate system of the world being shown) of the center point of the map view. If not specified, this defaults to the value of the z attribute of the center attribute of the selected world (typically 0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* nopanel - if defined and set to &#039;true&#039;, the sidebar menu on the map will be removed&lt;br /&gt;
&lt;br /&gt;
* chatname - if defined and set to a string, the web UI will pass this value as the suggested name of the sender for any chat messages. This will only be accepted by the internal web server if the &#039;trustclientname&#039; setting has been set to true, in addition to the &#039;allowurlname&#039; parameter for the &#039;chat&#039; component. Supported on 0.28 and later.&lt;br /&gt;
&lt;br /&gt;
* playername - if defined and set to a player&#039;s account name, the web UI will initialize following the position of the given player, if the are online when the UI starts, or come online sometime after.&lt;br /&gt;
&lt;br /&gt;
* hidechat - if defined and set to &#039;true&#039;, the web UI will disable all chat input and output components (balloons, input fields, and chat box).&lt;br /&gt;
&lt;br /&gt;
* nogui - if defined and set to &#039;true&#039;, the web UI will disable ALL controls, panels and the like, just presenting the map layer itself.&lt;br /&gt;
&lt;br /&gt;
* nocompass - if defined and set to &#039;true&#039;, the compass rose on the UI will be hidden (v2.2-alpha-1)&lt;br /&gt;
&lt;br /&gt;
==使用标记==&lt;br /&gt;
&lt;br /&gt;
Dynmap supports mechanisms for adding content to maps, above what is rendered by the maps. This content is collectively referred to as Markers, and consist of markers (marker icons), marker areas, and marker poly-lines.&lt;br /&gt;
&lt;br /&gt;
===Marker Sets===&lt;br /&gt;
&lt;br /&gt;
Markers are collected and organized as collections, referred to as Marker Sets. Each Marker Set is a labelled layer, selectable using the web UIs layer selector. Every marker is contained within a specific marker set. By default, there is always at least one marker set, labelled Markers, that will be used to contain any markers that are not specifically assigned to another marker set. Deleting a marker set will delete all markers within the set.&lt;br /&gt;
&lt;br /&gt;
New marker sets can be created using the /dmarker addset &amp;lt;markerset-label&amp;gt; or /dmarker addset id:&amp;lt;markerset-id&amp;gt; commands. Additional parameters can be used to refine the set&#039;s behavior: prio:&amp;lt;N&amp;gt; is used to control the order of the layer in the layer control, relative to other sets; hide:&amp;lt;true|false&amp;gt; is used to control whether the set is visible (checked) or hidden (unchecked) by default; &#039;minzoom:` is used to make the markers in the set hidden until a specific zoom level is selected.&lt;br /&gt;
&lt;br /&gt;
Settings on existing marker sets can be altered using the /dmarker updateset &amp;lt;markerset-label&amp;gt; or /dmarker updateset id:&amp;lt;markerset-id&amp;gt; commands, with prio:&amp;lt;N&amp;gt;, hide:&amp;lt;true|false&amp;gt; or newlabel:&amp;lt;new-label&amp;gt; as parameters.&lt;br /&gt;
&lt;br /&gt;
As of 0.32, the setting &#039;showlabels:` is supported. This setting, when true or false, enables or disables the visibility of marker labels (disabled visibility causes labels to only show when the mouse cursor is hovering over the marker). The value null uses the global default behavior (defined by the showlabels setting in the markers component in configuration.txt.&lt;br /&gt;
&lt;br /&gt;
Marker sets (except for the default marker set, Markers) can be deleted using the /dmarker deleteset &amp;lt;markerset-label&amp;gt; or /dmarker deleteset id:&amp;lt;markerset-id&amp;gt; commands.&lt;br /&gt;
&lt;br /&gt;
===Marker===&lt;br /&gt;
&lt;br /&gt;
Markers are the most common map markers - simple icons with an associated label and/or an associated description popup. Each marker has a defined location in world coordinates (X, Y, Z and a world ID), a marker icon ID, a label, and an optional description. The marker icon ID can be one of the standard marker IDs (shown at the bottom of this page), or can correspond to an installed icon (see Marker Icons section, below).&lt;br /&gt;
&lt;br /&gt;
Markers can be added one of a couple of ways:&lt;br /&gt;
&lt;br /&gt;
* /dmarker add &amp;lt;marker-label&amp;gt; icon:&amp;lt;icon-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; - this must be issued by a logged-in player, and will cause a marker to be defined at the player&#039;s current location. If set is not provided, the marker will be created in the default marker set, Markers. If icon is not defined, the default marker icon is used (default, a house).&lt;br /&gt;
&lt;br /&gt;
* /dmarker add id:&amp;lt;marker-id&amp;gt; &amp;lt;marker-label&amp;gt; icon:&amp;lt;icon-id&amp;lt; set:&amp;lt;markerset-id&amp;gt; - Same as above, except that the unique ID of the marker is specified.&lt;br /&gt;
&lt;br /&gt;
* Using a sign: If the enablesigns setting on the markers component is true, users with the appropriate privilege (dynmap.marker.sign) can create markers using specially labelled signs. To use these, the first line of the sign MUST be [dynmap]. After that, any non-blank line will be included in the label of the marker, except for lines formatted as set:&amp;lt;markerset-id&amp;gt; (which allows the marker to be added to a specific marker set) or icon:&amp;lt;icon-id&amp;gt; (which allows the marker to be set to use a specific icon - if not specified, the icon sign is used). If the marker is successfully created, the sign&#039;s text will erase the [dynmap], set: and icon: lines. If the sign is later deleted, the corresponding map marker is deleted.&lt;br /&gt;
&lt;br /&gt;
Once created, markers can be edited using one of a couple of commands:&lt;br /&gt;
&lt;br /&gt;
* /dmarker movehere &amp;lt;marker-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker movehere id:&amp;lt;marker-id&amp;gt; set:&amp;lt;markerset-id&amp;gt;: This will move the existing marker to the player&#039;s current location. Note: the markerset-id is required to select a marker not in the default marker set (markers).&lt;br /&gt;
&lt;br /&gt;
* /dmarker update &amp;lt;marker-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; icon:&amp;lt;icon-id&amp;gt; newlabel:&amp;lt;new-label&amp;gt; or /dmarker update id:&amp;lt;marker-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; icon:&amp;lt;icon-id&amp;gt; newlabel:&amp;lt;new-label&amp;gt;. Note: the markerset-id is required to select a marker not in the default marker set (markers) - the marker set ID is not editable.&lt;br /&gt;
&lt;br /&gt;
Markers can be deleted using the /dmarker delete &amp;lt;marker-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker delete id:&amp;lt;marker-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
Existing markers, and their attributes, can be shown using the /dmarker list set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
===Marker Icons===&lt;br /&gt;
&lt;br /&gt;
 Marker Icons are image resources used to provide the images for markers. Dynmap supplies a number of standard marker icons, shown below, that are always present and defined, and are not deletable. The list of availabile icons can be found by running the /dmarker icons command.&lt;br /&gt;
&lt;br /&gt;
 New marker icons can be installed by doing the following:&lt;br /&gt;
&lt;br /&gt;
* Copy the image file, in PNG format, to the bukkit server&#039;s file system. The image in the file should be 8x8, 16x16 or 32x32 pixels in size.&lt;br /&gt;
&lt;br /&gt;
* Run the command /dmarker addicon id:&amp;lt;icon-id&amp;gt; &amp;lt;icon-label&amp;gt; file:&amp;lt;path-to-image-file&amp;gt; - if successful, the image file will be imported (so it doesn&#039;t need to be left where it was first copied).&lt;br /&gt;
&lt;br /&gt;
To update the image for an existing icon, run the /dmarker updateicon id:&amp;lt;icon-id&amp;gt; newlabel:&amp;lt;new-label&amp;gt; file:&amp;lt;path-to-image-file&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To delete an existing image, run the /dmarker deleteicon id:&amp;lt;icon-id&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[文件:Build_in_mark_icons.png]]&lt;br /&gt;
&lt;br /&gt;
===Area Markers===&lt;br /&gt;
&lt;br /&gt;
Area markers are used to place 2-D or 3-D outlines on the world maps. The area defined by an area marker is defined by a sequence of 2 or more X,Z coordinates, defining a rectangle (if 2 points, they are opposite corners of the rectangle) or a polygon (if 3 or more points, they define the ordered sequence of points for the polygon, with the last point connecting to the first). Optionally, the minimum and maximum Y coordinates can be supplied, to extend the 2-D shape into a 3-D volume (flat on the top and bottom).&lt;br /&gt;
&lt;br /&gt;
The appearance of the edges of the outline can be controlled by setting the color attribute (#RRGGBB), line weight (0-N), and opacity (0.0-1.0). The appearance of the filled area within the outlines can be controled by setting the fill color attribute (#RRGGBB), and fill opacity (0.0-1.0).&lt;br /&gt;
&lt;br /&gt;
To create an area, a list of corners needs to be supplied. Corners can be entered as follows:&lt;br /&gt;
&lt;br /&gt;
*Running /dmarker addcorner to add the player&#039;s current position as a corner.&lt;br /&gt;
&lt;br /&gt;
*Running /dmarker addcorner &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; or /dmarker addcorner &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;world&amp;gt; to add a specific coordinate as a corner.&lt;br /&gt;
&lt;br /&gt;
If needed, the corner list can be reset using the /dmarker clearcorners.&lt;br /&gt;
&lt;br /&gt;
Once all the corners are entered, an area marker can be created using the /dmarker addarea &amp;lt;area-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker addarea id:&amp;lt;area-id&amp;gt; &amp;lt;area-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; commands. Additional attributes can be set with these commands, or later updated using the /dmarker updatearea id:&amp;lt;area-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker updatearea &amp;lt;area-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; command. These settings include:&lt;br /&gt;
&lt;br /&gt;
*color - outline color (#RRGGBB format)&lt;br /&gt;
&lt;br /&gt;
*fillcolor - fill color (within the outlines) (#RRGGBB format)&lt;br /&gt;
&lt;br /&gt;
*&#039;opacity` - Opacity of the outline strokes (0.0 = transparent, 1.0 = solid)&lt;br /&gt;
&lt;br /&gt;
*&#039;fillopacity` - Opacity of the filled color areas (0.0 = transparent, 1.0 = solid)&lt;br /&gt;
&lt;br /&gt;
*weight - Stroke weight of outline (0=minimum, higher=thicker)&lt;br /&gt;
&lt;br /&gt;
*ytop - Y coordinate of the top of the area (default=64)&lt;br /&gt;
&lt;br /&gt;
*ybottom - Y coordinate of the bottom of the area (default=64)&lt;br /&gt;
&lt;br /&gt;
Note: The corners in an existing area cannot currently be updated - delete the existing area and add a new area to update these. Also, the corner list is reset after they are used to create a new area using the /dmarker addarea command.&lt;br /&gt;
&lt;br /&gt;
To delete an area marker, use the /dmarker deletearea id:&amp;lt;area-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
Existing areas, and their attributes, can be shown using the /dmarker listareas set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
===Circle Markers===&lt;br /&gt;
&lt;br /&gt;
Circle markers are used to place 2-D circular (or elliptical) outlines on the world maps. The area defined by a circle marker is defined by a center point (x, y, z) and either a radius (for a circle, via radius setting) or an X vs Z radius (for an ellipse, via radiusx and radiusz setting).&lt;br /&gt;
&lt;br /&gt;
The appearance of the edges of the outline can be controlled by setting the color attribute (#RRGGBB), line weight (0-N), and opacity (0.0-1.0). The appearance of the filled area within the outlines can be controled by setting the fill color attribute (#RRGGBB), and fill opacity (0.0-1.0).&lt;br /&gt;
&lt;br /&gt;
A circle marker can be created using the /dmarker addcircle &amp;lt;circle-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker addcircle id:&amp;lt;circle-id&amp;gt; &amp;lt;circle-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; commands. Additional attributes can be set with these commands, or later updated using the /dmarker updatecircle id:&amp;lt;circle-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker updatecircle &amp;lt;circle-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; command. These settings include:&lt;br /&gt;
&lt;br /&gt;
*x - X coordinate of center (default is current location of player issuing command)&lt;br /&gt;
&lt;br /&gt;
*y - Y coordinate of center (default is current location of player issuing command)&lt;br /&gt;
&lt;br /&gt;
*z - Z coordinate of center (default is current location of player issuing command)&lt;br /&gt;
&lt;br /&gt;
*radius - radius of circle (default is 1)&lt;br /&gt;
&lt;br /&gt;
*&#039;radiusx&#039; - radius of ellipse on X axis (default is 1)&lt;br /&gt;
&lt;br /&gt;
*&#039;radiusz&#039; - radius of ellipse on Z axis (default is 1)&lt;br /&gt;
&lt;br /&gt;
*world - world of center (default is current location of player issuing command)&lt;br /&gt;
&lt;br /&gt;
*color - outline color (#RRGGBB format)&lt;br /&gt;
&lt;br /&gt;
*fillcolor - fill color (within the outlines) (#RRGGBB format)&lt;br /&gt;
&lt;br /&gt;
*&#039;opacity` - Opacity of the outline strokes (0.0 = transparent, 1.0 = solid)&lt;br /&gt;
&lt;br /&gt;
*&#039;fillopacity` - Opacity of the filled color areas (0.0 = transparent, 1.0 = solid)&lt;br /&gt;
&lt;br /&gt;
*weight - Stroke weight of outline (0=minimum, higher=thicker)&lt;br /&gt;
&lt;br /&gt;
To delete a circle marker, use the /dmarker deletecircle id:&amp;lt;circle-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
Existing circles, and their attributes, can be shown using the /dmarker listcircles set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
===Poly-Line Markers===&lt;br /&gt;
&lt;br /&gt;
Poly-line markers are used to place a sequence of connected line segments on the world maps. Each poly-line marker is defined by a sequence of 1 or more X,Y,Z coordinates, along with a label, an optional description popup, and associated line color, weight, and opacity settings.&lt;br /&gt;
&lt;br /&gt;
The appearance of the lines can be controlled by setting the color attribute (#RRGGBB), line weight (0-N), and opacity (0.0-1.0).&lt;br /&gt;
&lt;br /&gt;
To create a poly-line, a list of corners needs to be supplied. Corners can be entered as follows:&lt;br /&gt;
&lt;br /&gt;
*Running /dmarker addcorner to add the player&#039;s current position as a corner.&lt;br /&gt;
&lt;br /&gt;
*Running /dmarker addcorner &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; or /dmarker addcorner &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;world&amp;gt; to add a specific coordinate as a corner.&lt;br /&gt;
&lt;br /&gt;
If needed, the corner list can be reset using the /dmarker clearcorners.&lt;br /&gt;
&lt;br /&gt;
Once all the corners are entered, a poly-line marker can be created using the /dmarker addline &amp;lt;line-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker addline id:&amp;lt;line-id&amp;gt; &amp;lt;line-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; commands. Additional attributes can be set with these commands, or later updated using the /dmarker updateline id:&amp;lt;line-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; or /dmarker updateline &amp;lt;line-label&amp;gt; set:&amp;lt;markerset-id&amp;gt; command. These settings include:&lt;br /&gt;
&lt;br /&gt;
*color - outline color (#RRGGBB format)&lt;br /&gt;
&lt;br /&gt;
*&#039;opacity` - Opacity of the outline strokes (0.0 = transparent, 1.0 = solid)&lt;br /&gt;
&lt;br /&gt;
*weight - Stroke weight of outline (0=minimum, higher=thicker)&lt;br /&gt;
&lt;br /&gt;
Note: The corners in an existing poly-line cannot currently be updated - delete the existing poly-line and add a new poly-line to update these. Also, the corner list is reset after they are used to create a new poly-line using the /dmarker addline command.&lt;br /&gt;
&lt;br /&gt;
To delete an existing poly-line, use the /dmarker deleteline id:&amp;lt;line-id&amp;gt; set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
Existing lines, and their attributes, can be shown using the /dmarker listlines set:&amp;lt;markerset-id&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==自定义方块定义==&lt;br /&gt;
&lt;br /&gt;
Dynmap supports a data-driven method for defining support for new Minecraft Blocks, which may be used to support customized block types, such as those provided via certain plugins and client modifications. These definitions are VERY sensitive to the internal implementation of the Dynmap ray tracer, and may change or become obsolete on future releases with little or no notice - when practical, this will be avoided, but do understand this before investing too heavily in this.&lt;br /&gt;
&lt;br /&gt;
===How blocks are rendered===&lt;br /&gt;
&lt;br /&gt;
The rendering of block in Dynmap is accomplished via a number of distinctive mechanisms, reflecting the needs of the different types of blocks defined by Minecraft and by its mods. In all cases, the rendering of a block consists of two core elements: a model defining the shape of the block to be rendered, and a set of textures used to apply color to the various surfaces of that shape. Thanks to the very &#039;blocky&#039; nature of Minecraft, the majority of blocks are shaped like simple cubes: consequently, most blocks do not need a custom model, and can instead be assumed to be a simple solid cube.&lt;br /&gt;
&lt;br /&gt;
Support files for custom blocks defined by add-on mods are provided through the definition of two files for each mod: one defining the texture mapping (following the naming convention &#039;*-texture.txt&#039;, and placed in the &#039;renderdata&#039; directory (or in a subdirectory under that directory)), and a second defining the models for blocks that are not simple cubes (following the naming convention &#039;*-models.txt&#039;, and also placed in the &#039;renderdata&#039; directory, or a subdirectory). For mods that have nothing but simple cubes, no *-models.txt file is required (as the model for any block without a model defined is assumed to be a simple cube).&lt;br /&gt;
&lt;br /&gt;
===Creating Texture and Model Definition Files===&lt;br /&gt;
&lt;br /&gt;
*For features common to both texture and model definitions files, see Common Features for Texture and Model Definition Files&lt;br /&gt;
*For details on the format of texture definition files, see Texture Definition Files&lt;br /&gt;
*For details on the format of model definition files, see Model Definition Files&lt;br /&gt;
&lt;br /&gt;
===Defining Blocks===&lt;br /&gt;
&lt;br /&gt;
*To define a simple, solid cube block, see Defining a Simple Block&lt;br /&gt;
*To define a cuboid block, see Defining a Cuboid Block&lt;br /&gt;
*To define a block based on a custom block renderer, see Defining a Block using a Custom Block Renderer&lt;br /&gt;
*To define a block based on a volumetric block model, see Defining a Block using a Volumetric Block Model&lt;br /&gt;
&lt;br /&gt;
==用Wavefront OBJ格式传输世界数据==&lt;br /&gt;
As of v1.9.3, Dynmap has incorporated support for generating and exporting externally renderable files in Wavefront OBJ format. This feature, inspired by the standalone jmc-2-obj tool, allows operators within the server (or, optionally, from the server console) to select and export portions of their world data as model files that can then be imported into various tools that support Wavefront OBJ format - including Blender (a free, open source rendering and animation suite), Cinema 4D, Maya, 3D Studio Max, and others. These exported models can be render, using these packages, in ways that Dynmap does not support (including advanced lighting, reflections, and the like). As the OBJ output produced by Dynmap is very similar to that which mcobj or jmc-2-obj would produce, guides and wikis for importing and processing output from these tools are likely to be useful for Dynmap OBJ output.&lt;br /&gt;
&lt;br /&gt;
The definition and execution of the export process is controlled using the new /dynmapexp command. This command allows setting of a number of attributes controlling the export:&lt;br /&gt;
&lt;br /&gt;
*x0, y0, z0 : these are the minimum X, Y, and Z coordinates of the cuboid/rectangular prism to be exported&lt;br /&gt;
*x1, y1, z1 : these are the maximum X, Y, and Z coordinates of the cuboid/rectangular prism to be exported&lt;br /&gt;
*world : this is the name of the world to be exported from&lt;br /&gt;
*byChunk : if set to true, this causes the generation of an object for all the blocks in a given chunk&lt;br /&gt;
*byBlockID : if set to true, this causes the generation of an object for all the blocks of a given block ID&lt;br /&gt;
*byBlockIDData : if set to true, this causes the generation of an object for all the blocks of a given block ID and metadata value&lt;br /&gt;
*byTexture : if set to true, this causes the generation of an object for all the block faces using a given texture&lt;br /&gt;
*shader : This specifies the shader to be used as a source for the textures for the export. By default, &#039;stdtexture&#039; is used. Only Texture Pack based shaders are currently supported.&lt;br /&gt;
&lt;br /&gt;
The subcommands for the /dynmapexp command include:&lt;br /&gt;
&lt;br /&gt;
*/dynmapexp set : this allows setting of the export attributes (above). Additional and pairs can be specified on the same command (e.g. /dynmapexp set x0 0 y0 0 z0 100)&lt;br /&gt;
*/dynmapexp radius : this command can only be used by a player in-game: it allows specifying of an export on the current world, with a radius of from the player&#039;s current position (in the X and Z axes), and from Y=0 to Y=255 vertically.&lt;br /&gt;
*/dynmapexp info : displays the current values of the export attributes&lt;br /&gt;
*/dynmapexp pos0 : this command can only be used by a player in-game: it sets the x0, y0, z0, and world attributes to the current position of the player.&lt;br /&gt;
*/dynmapexp pos1 : this command can only be used by a player in-game: it sets the x1, y1, z1, and world attributes to the current position of the player.&lt;br /&gt;
*/dynmapexp reset : resets the export attributes to their default&lt;br /&gt;
*/dynmapexp export : this initiates an export, creating a file named .zip in the export directory on the server (this defaults to a directory named &#039;export&#039; under the dynmap directory, but can be changed using the &#039;exportpath&#039; setting in configuration.txt). This process runs asynchronously, and can take from a few seconds to many minutes to complete, depending upon the size of the area selected for export.&lt;br /&gt;
*/dynmapexp purge : this deletes an previous export from from the export directory.&lt;br /&gt;
&lt;br /&gt;
Once completed, an exported ZIP file will contain the following:&lt;br /&gt;
&lt;br /&gt;
*A minecraft.obj file, containing the exported model (this can potentially be VERY big)&lt;br /&gt;
*A .mtl file, containing the material library (corresponding to the minecraft textures) used for coloring the model in minecraft.obj&lt;br /&gt;
*A directory, containing the texture files used by the material library&lt;br /&gt;
*To use the file, extract the ZIP file and load the &#039;minecraft.obj&#039; file into the rendering tool.&lt;br /&gt;
&lt;br /&gt;
=其他=&lt;br /&gt;
&lt;br /&gt;
为了展示API，同时也为了协助管理这个已经非常庞大的补丁，我们已经开始了为Dynmap增加额外补丁的进程。所有这些工作都依赖于经由API的Dynmap和接口，只有对这些功能感兴趣的人们才会添加这些附加功能，这些功能有:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  dynmap-mobs: 在dynmap地图上提供指定生物的实时位置。&lt;br /&gt;
&lt;br /&gt;
  dynmap-residence: 继承 &#039;regions&#039; （地区）以支持Residence在Dynmap中的使用, 实时更新Residence的改变。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-WorldGuard: 继承 &#039;regions&#039; （地区）以支持WorldGuard 在Dynmap中的使用, 实时更新WorldGuard的改变。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-Towny: 继承 &#039;regions&#039; （地区）以支持Towny在Dynmap中的使用, 实时更新Towny的改变。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-Factions: 继承 &#039;regions&#039; （地区）以支持Factions在Dynmap中的使用, 实时更新Factions的改变。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-CommandBook: 使用CommandBook，添加对显示/home和/warp 位置的支持。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-Essentials: 使用Essentials，添加对显示/home和/warp 位置的支持。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-GriefPrevention: 添加对显示Grief Protection claims（保护占领）的支持。&lt;br /&gt;
&lt;br /&gt;
  Dynmap2CraftIRC3: 通过CraftIRC，将Dynmap的网页聊天与IRC相结合。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-SimpleClans: Dynmap的网页聊天与SimpleClans 相结合。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-HeroChat: 结合Herochat v5.5+ 与Dynmap。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-PhysicalShop&lt;br /&gt;
&lt;br /&gt;
  Dynmap-pyLandmarks&lt;br /&gt;
&lt;br /&gt;
  Dynmap-PreciousStones: 结合PreciousStones 与Dynmap。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-AdminCmd: 结合AdminCmd与Dynmap。&lt;br /&gt;
&lt;br /&gt;
  Dynmap-PlayerWarp&lt;br /&gt;
&lt;br /&gt;
  Dynmap-Citizens: 结合Citizens与Dynmap。&lt;br /&gt;
&lt;br /&gt;
=开发者相关=&lt;br /&gt;
&lt;br /&gt;
Dynmap 插件由多个部件组成，用于支持多平台服务器，同时为了让我们的“已发布API”能被更好的理解。组成dynmap插件的必须部件 （用于Bukkit的Dynmap 补丁）在下文列出：&lt;br /&gt;
&lt;br /&gt;
    DynmapCoreAPI - 这是用于Dynmap的 neutral API 平台: 插件开发者能以此作为 Dynmap与任何平台的接口（通过指向dynmap 补丁实例 org.dynmap.DynmapCoreAPI 实现）&lt;br /&gt;
&lt;br /&gt;
    DynmapCore - 这是Dynmap的 server-neutral 核心: 几乎所有Dynmap的网页和渲染逻辑都在这（尽我们所能的放进去）。 这样开发的结果就是不可运行 - 所以他们都被放进了 &#039;dynmap&#039; 及其他部件开发里(例如 &#039;DynmapSpout&#039;, 是用于 Spout 服务端的).&lt;br /&gt;
&lt;br /&gt;
    dynmap-api - 这是dynmap专用于Bukkit（Bukkit-specific）的 API 库 - 它定义了 org.dynmap.DynmapAPI 的接口,包括对 Bukkit-specific 的调用。 还包括 DynmapCoreAPI ( DynmapCoreAPI 是 DynmapAPI 的拓展), 即将补丁实例为 &#039;dynmap&#039; 之后指向 org.dynmap.DynmapAPI 然后接入公共接口。&lt;br /&gt;
&lt;br /&gt;
    dynmap - 这个部件让 dynmap-for-Bukkit 真正的可用, 只包含了不可运行为server-neutral的代码。&lt;br /&gt;
&lt;br /&gt;
=兼容性=&lt;br /&gt;
&lt;br /&gt;
The following mods are known to support dynmap integration without needing an add-on:&lt;br /&gt;
&lt;br /&gt;
DeathTPPlus&lt;br /&gt;
xWarp&lt;br /&gt;
Vanish No Packet&lt;br /&gt;
Ultimate Core&lt;br /&gt;
Also, for the best response to questions and such, please post comments to our main forum thread - http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/. Once again, having more than one place just isn&#039;t helpful, and this is where the &#039;Dynmap Community&#039; already operates.&lt;br /&gt;
&lt;br /&gt;
=被公开的信息=&lt;br /&gt;
&lt;br /&gt;
This plugin utilizes Hidendra&#039;s plugin metrics system, which means that the following information is collected and sent to mcstats.org:&lt;br /&gt;
&lt;br /&gt;
A unique identifier&lt;br /&gt;
The server&#039;s version of Java&lt;br /&gt;
Whether the server is in offline or online mode&lt;br /&gt;
The plugin&#039;s version&lt;br /&gt;
The server&#039;s version&lt;br /&gt;
The OS version/name and architecture&lt;br /&gt;
The core count for the CPU&lt;br /&gt;
The number of players online&lt;br /&gt;
The Metrics version&lt;br /&gt;
&lt;br /&gt;
How to compile Dynmap&lt;br /&gt;
还有许多页面没有搬运,会尽快补充请谅解&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4412</id>
		<title>CoreProtect</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4412"/>
		<updated>2016-11-18T02:47:41Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* API Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|图标=[[文件:Coreprotect.png]]&lt;br /&gt;
|插件名=CoreProtect&lt;br /&gt;
|版本=v2.13.1&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=1.10&lt;br /&gt;
}}&lt;br /&gt;
===综述===&lt;br /&gt;
[[文件:Coreprotect.png]]&lt;br /&gt;
&lt;br /&gt;
CoreProtect - 快速，高效的方块记录，回滚和恢复&lt;br /&gt;
&lt;br /&gt;
CoreProtect是一种快速，高效的数据记录和防止恶意破坏的工具。可以回滚和恢复破坏。为大型服务器设计，CoreProtect将记录和管理数据，而不会影响服务器性能。&lt;br /&gt;
CoreProtect是最常用的服务器保护的插件，并自2012年年初得到了大力发展。&lt;br /&gt;
====特性简介====&lt;br /&gt;
*快速高效的数据日志记录.&lt;br /&gt;
*快速回档 - 回档/恢复时没有延迟.&lt;br /&gt;
*多线程以确保服务器执行操作时没有延迟.&lt;br /&gt;
*无需配置配置文件.将插件放入服务器就可以运行.&lt;br /&gt;
*基于SQLite的数据储存.&lt;br /&gt;
*支持MySQL数据库.&lt;br /&gt;
*简单的命令.&lt;br /&gt;
*可以执行回档及恢复功能.随时撤销回档命令.&lt;br /&gt;
*使用（方块记录查询）操作简单.&lt;br /&gt;
*高效的搜索式查询工具.&lt;br /&gt;
*页面形式的日志记录查询.&lt;br /&gt;
*自动升级检测.&lt;br /&gt;
*支持多世界.&lt;br /&gt;
*支持在配置文件中自由开启/关闭任何一个记录类型.&lt;br /&gt;
*回档某个人的方块操作，或是全图恢复一定区域内的所有方块.&lt;br /&gt;
*支持回档/恢复时略过指定类型的方块.&lt;br /&gt;
*限定回档/恢复的特定方块类型.&lt;br /&gt;
*记录基本的玩家操作. (例如当玩家打开一扇门时，记录操作)&lt;br /&gt;
*液体追踪.记录放置水源/岩浆源的玩家.&lt;br /&gt;
*树木追踪.记录树苗的放置者.&lt;br /&gt;
*限定回档/恢复操作所作用的半径范围.&lt;br /&gt;
*支持水桶/岩浆桶的权限系统.&lt;br /&gt;
*支持查询从另一个方块掉落下来的方块记录.&lt;br /&gt;
*如果玩家破坏了放置有木牌的方块，回档时支持恢复方块与其上的木牌.&lt;br /&gt;
*支持删除旧有记录数据.&lt;br /&gt;
*安全的默认参数.&lt;br /&gt;
*支持同时对多个玩家进行回档/恢复操作.&lt;br /&gt;
*每个世界拥有独立的配置文件.&lt;br /&gt;
*限定执行回档、恢复时所作用的动作范围.&lt;br /&gt;
*执行操作时支持跳过多个玩家或方块.&lt;br /&gt;
*预览回档/恢复操作.&lt;br /&gt;
*支持使用WorldEdit选择.&lt;br /&gt;
*支持API.&lt;br /&gt;
*适用于Tekkit服务器&lt;br /&gt;
*还有更多特性.&lt;br /&gt;
&lt;br /&gt;
====日志事件====&lt;br /&gt;
 记录被玩家破坏的方块.&lt;br /&gt;
 记录被玩家放置的方块.&lt;br /&gt;
 记录自然的方块破坏事件. (例如：木牌放置在一个泥土方块，泥土方块被破坏后，木牌会自然弹出变为掉落的物品形式.)&lt;br /&gt;
 记录桶的使用.&lt;br /&gt;
 记录液体的流动.&lt;br /&gt;
 记录树木的生长.&lt;br /&gt;
 记录蘑菇的生长.&lt;br /&gt;
 记录藤蔓的生长.&lt;br /&gt;
 记录爆炸事件. (包括TNT,苦力怕, 恶魂等)&lt;br /&gt;
 记录打火石和火焰弹的使用.&lt;br /&gt;
 记录被火点燃的方块.&lt;br /&gt;
 记录在火中烧掉的方块.&lt;br /&gt;
 记录实体对方块的变动. (末影人/末影龙)&lt;br /&gt;
 记录方块的移动行为. (掉落沙/沙砾)&lt;br /&gt;
 记录树叶的掉落行为.&lt;br /&gt;
 记录玩家的动作.&lt;br /&gt;
 记录地狱门的生成.&lt;br /&gt;
 记录被活塞移动的方块.&lt;br /&gt;
 记录被玩家收割的小麦.&lt;br /&gt;
 记录雪傀儡生成的雪.&lt;br /&gt;
 记录容器中物品的变更. (容器包括箱子,熔炉,发射器等.)&lt;br /&gt;
 记录画与展示框的变更. (支持回档命令.)&lt;br /&gt;
 记录被玩家杀死的实体. (动物/怪物)&lt;br /&gt;
 记录玩家发送的聊天信息与使用过的命令.&lt;br /&gt;
 记录玩家的登录、登出行为.&lt;br /&gt;
 记录WorldEdit插件所造成的地形变更.&lt;br /&gt;
 记录范围仍在不停的拓展...&lt;br /&gt;
&lt;br /&gt;
====使用说明====&lt;br /&gt;
  当你开启查询模式时(输入&amp;quot;/core inspect&amp;quot;或是&amp;quot;/co i&amp;quot;)&lt;br /&gt;
  你可以使用以下方式查询 :&lt;br /&gt;
  左键一个方块来查看放置信息.&lt;br /&gt;
  右键一个方块来查看临近的方块的移除信息.&lt;br /&gt;
  右键放置一个方块来查看该位置的方块的移除信息.&lt;br /&gt;
  右键放置一个方块取代原有方块来查看原有方块的放置信息.      &lt;br /&gt;
  (例如，将泥土放置在水中来查看水源的相关信息)&lt;br /&gt;
  右键门、按钮、拉杆、箱子等可交互的方块来查看其使用信息.&lt;br /&gt;
&lt;br /&gt;
====一些反馈====&lt;br /&gt;
  &amp;quot;使用回档命令既简单又快速.&amp;quot;&lt;br /&gt;
  &amp;quot;自从Bukkit开发以来，我就一直在运行服务器，所以我用过几乎所有的记录插件.CoreProtect是其中最好的，同时也是最快速的.&amp;quot;&lt;br /&gt;
  &amp;quot;使用CoreProtect吧.快速、更新快并且能够记录WorldEdit的操作.&amp;quot;&lt;br /&gt;
  &amp;quot;Overall it felt more natural, simpler, and much faster to use CoreProtect than Prism, which just doesn&#039;t compare.&amp;quot;&lt;br /&gt;
  &amp;quot;CoreProtect brings complex logging and rollbacks, whilst at the same time keeping a low profile.&amp;quot;&lt;br /&gt;
  编写者注：以上内容主观性较强，故只翻译部分，与插件使用无关紧要。&lt;br /&gt;
&lt;br /&gt;
===命令===&lt;br /&gt;
你可以通过输入 &amp;quot;/coreprotect&amp;quot;, &amp;quot;/core&amp;quot;, 或是 &amp;quot;/co&amp;quot;来调用指令.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+命令概览&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|显示命令列表&lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式&lt;br /&gt;
|-&lt;br /&gt;
|/co rollback &amp;lt;params&amp;gt; &lt;br /&gt;
|回档方块数据&lt;br /&gt;
|-&lt;br /&gt;
|/co restore &amp;lt;params&amp;gt;&lt;br /&gt;
|取消回档操作&lt;br /&gt;
|-&lt;br /&gt;
|/co lookup &amp;lt;params&amp;gt; &lt;br /&gt;
|方块记录翻页&lt;br /&gt;
|-&lt;br /&gt;
|/co purge &amp;lt;params&amp;gt; &lt;br /&gt;
|删除旧有数据&lt;br /&gt;
|-&lt;br /&gt;
|/co reload&lt;br /&gt;
|重载配置文件&lt;br /&gt;
|-&lt;br /&gt;
|/co version&lt;br /&gt;
|查看当前插件版本信息&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+简短命令&lt;br /&gt;
|/co near &lt;br /&gt;
|查看半径五格内的方块记录&lt;br /&gt;
|-&lt;br /&gt;
|/co undo&lt;br /&gt;
|撤销回档/恢复操作，即进行相反的动作（下面列出详细的命令信息.）&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|在游戏中列出所有命令. &lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式.再次输入则关闭查询模式.缩写&amp;quot;/co i&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
  /co rollback u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt;    r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
  几乎所有的参数都是可以设置的. 短命令: &amp;quot;/co rb&amp;quot;.&lt;br /&gt;
  参数说明:&lt;br /&gt;
  u:&amp;lt;user&amp;gt; - 指定一名用户进行回档操作.&lt;br /&gt;
  例子: u:Notch&lt;br /&gt;
  t:&amp;lt;time&amp;gt; - 指定回档的时间变量.你可以指定周、天、小时、分钟、秒数.&lt;br /&gt;
  例子 t:2w,5d,7h,2m,10s&lt;br /&gt;
  你可以指定更具体的时间变量.&lt;br /&gt;
  例子: t:5d2h&lt;br /&gt;
  你也可以使用小数&lt;br /&gt;
  例子: t:2.50h (两个半小时)&lt;br /&gt;
  r:&amp;lt;radius&amp;gt; - 指定作用的半径范围.&lt;br /&gt;
  你可以利用这个变量只恢复你附近的方块.&lt;br /&gt;
  你可以直接指定一个数字(例如 r:5),一个世界（例如 r:#world_the_end), 全局回档(r:#global), 或是一个WorldEdit的选区(r:#worldedit 或者 r:#we)&lt;br /&gt;
  举个例子来说,下面这个变量意味着只恢复你周围半径为十格的方块【注：此处是半径抑或就是方块数？】: r:10&lt;br /&gt;
  a:&amp;lt;action&amp;gt; - 限定操作的动作范围&lt;br /&gt;
  举个例子来说，如果你只想恢复放置的方块，输入 a:+block&lt;br /&gt;
  以下是所有动作的变量代码:&lt;br /&gt;
  a:block (方块放置/破坏)&lt;br /&gt;
  a:+block (方块放置)&lt;br /&gt;
  a:-block (方块破坏)&lt;br /&gt;
  a:click (玩家交互)&lt;br /&gt;
  a:container (物品拿出或放入箱子等容器.)&lt;br /&gt;
  a:+container (物品放入箱子等容器.)&lt;br /&gt;
  a:-container (物品拿出箱子等容器.)&lt;br /&gt;
  a:kill (被杀死的怪物/动物)&lt;br /&gt;
  a:chat (聊天栏中的信息)&lt;br /&gt;
  a:command (用过的命令)&lt;br /&gt;
  a:session (玩家登入/登出)&lt;br /&gt;
  a:+session (玩家登入)&lt;br /&gt;
  a:-session (玩家登出)&lt;br /&gt;
&lt;br /&gt;
  b:&amp;lt;blocks&amp;gt; - 限定回档时作用的方块类型.&lt;br /&gt;
  举个例子来说,如果你只想回档石头方块，你可以输入b:1&lt;br /&gt;
  你也可以指定多个物品，像这样b:1,5,7&lt;br /&gt;
  你可以在这里找到方块ID&lt;br /&gt;
  http://www.minecraftwiki.net/wiki/Data_values&lt;br /&gt;
&lt;br /&gt;
  e:&amp;lt;exclude&amp;gt; - 排除回档时作用的方块类型.&lt;br /&gt;
  举个例子来说，如果你不想要TNT在回档后恢复，你可以输入e:46&lt;br /&gt;
&lt;br /&gt;
  #&amp;lt;hashtag&amp;gt; - 添加一个标签在你的指令末端来执行额外的操作.&lt;br /&gt;
  举个例子来说，如果需要执行预览“回档”操作，你可以输入#preview&lt;br /&gt;
  以下是可用的标签列表:&lt;br /&gt;
  #preview (预览回档/恢复操作)&lt;br /&gt;
  #count (返回一个查看记录的行数)&lt;br /&gt;
  #verbose (在执行回档/恢复操作时显示额外的调试信息)&lt;br /&gt;
  #silent (在执行回档/恢复操作时显示少量的调试信息)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   /co restore u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co rs&amp;quot;.&lt;br /&gt;
   /restore同样可以作用于回退/rollback操作.&lt;br /&gt;
   /co lookup u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co l&amp;quot;.&lt;br /&gt;
   本命令也可以用于搜索查看方块记录.&lt;br /&gt;
   /co purge t:&amp;lt;time&amp;gt;&lt;br /&gt;
   清除旧的方块数据. 如果你不需要旧的数据，可以用这个命令来释放你的硬盘储存空间.&lt;br /&gt;
   举个例子来说, &amp;quot;/co purge t:30d&amp;quot; 将会删除所有一个月前的旧数据，仅保留最近30天的数据.&lt;br /&gt;
   在游戏中输入命令，将只有30天以后的数据可以被清除;如果在控制台输入命令，则是24小时以后的数据都可以被清除.&lt;br /&gt;
   回档命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;默认情况下，如果指令中并未指定范围(radius)变量,插件将会自动代入10这个数据，限制操作的作用范围是你周围半径10格的区域.使用&amp;quot;r:#global&amp;quot;来执行全局回档.&lt;br /&gt;
  对玩家Notch一小时内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h&lt;br /&gt;
  预览“对玩家Notch一小时内的所有操作进行回档(默认范围10)”:&lt;br /&gt;
  /co rollback u:Notch t:1h #preview&lt;br /&gt;
  对玩家Notch23小时17分钟内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:23h17m&lt;br /&gt;
  对玩家Notch最近一小时内的石头放置/破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1&lt;br /&gt;
  对玩家Notch最近一小时内的石头破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1 a:-block&lt;br /&gt;
  对玩家Notch最近一小时内除了石头放置/破坏以外的所有操作进行回档(全局):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#global e:1&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(半径20):&lt;br /&gt;
  /co rollback u:Notch t:1h r:20&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(限制在Nether世界):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#nether&lt;br /&gt;
  对所有玩家最近15分钟内的所有操作进行回档(半径30):&lt;br /&gt;
  /co rollback t:15m r:30&lt;br /&gt;
  对在WorldEdit选区内最近15分钟内的所有操作进行回档:&lt;br /&gt;
  /co rollback t:15m r:#worldedit&lt;br /&gt;
  查看命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;查询命令与回档命令的使用基本一样.唯一的区别在于查询命令默认的范围是全局.&lt;br /&gt;
  查看最近一小时内所有钻石原矿的挖掘记录:&lt;br /&gt;
  /co lookup b:56 t:1h a:-block&lt;br /&gt;
  查看最近30分钟内玩家Notch发送的所有聊天信息:&lt;br /&gt;
  /co lookup u:Notch t:30m a:chat&lt;br /&gt;
  查看玩家Notch的所有登陆操作:&lt;br /&gt;
  /co lookup u:Notch a:login&lt;br /&gt;
&lt;br /&gt;
===权限===&lt;br /&gt;
  coreprotect.*&lt;br /&gt;
允许使用全部命令.&lt;br /&gt;
  coreprotect.inspect&lt;br /&gt;
允许使用inspect命令.&lt;br /&gt;
  coreprotect.lookup&lt;br /&gt;
允许使用lookup命令.&lt;br /&gt;
  coreprotect.rollback&lt;br /&gt;
允许使用rollback命令.&lt;br /&gt;
  coreprotect.restore&lt;br /&gt;
允许使用restore命令.&lt;br /&gt;
  coreprotect.purge&lt;br /&gt;
允许使用purge命令.&lt;br /&gt;
  coreprotect.reload&lt;br /&gt;
允许使用reload命令.&lt;br /&gt;
  coreprotect.help&lt;br /&gt;
允许使用help命令.&lt;br /&gt;
====子权限====&lt;br /&gt;
  coreprotect.lookup.block&lt;br /&gt;
可以使用否定节点来限制方块记录查询.&lt;br /&gt;
  coreprotect.lookup.click&lt;br /&gt;
可以使用否定节点来限制动作记录查询.&lt;br /&gt;
  coreprotect.lookup.container&lt;br /&gt;
可以使用否定节点来限制容器记录查询.&lt;br /&gt;
  coreprotect.lookup.kill&lt;br /&gt;
可以使用否定节点来限制实体死亡记录查询.&lt;br /&gt;
  coreprotect.lookup.chat&lt;br /&gt;
可以使用否定节点来限制聊天记录查询.&lt;br /&gt;
  coreprotect.lookup.command&lt;br /&gt;
可以使用否定节点来限制命令记录查询.&lt;br /&gt;
  coreprotect.lookup.session&lt;br /&gt;
可以使用否定节点来限制选区(限定范围)查询.&lt;br /&gt;
&lt;br /&gt;
  特殊名词说明:&lt;br /&gt;
  否定节点指的是权限节点搭配-的组合，与GroupManager插件中的概念相同。&lt;br /&gt;
  如添加-essentials.build则为禁止建筑，详情参照 [[GroupManager]] [http://www.twodam.net/wiki/GroupManager#.E5.90.A6.E5.AE.9A.E8.8A.82.E7.82.B9 GM:否定节点]&lt;br /&gt;
&lt;br /&gt;
===指导与资源===&lt;br /&gt;
====相关链接====&lt;br /&gt;
  兼容的第三方插件与工具列表.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/compatible-third-party-plugins-tools/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
====独立世界配置文件====&lt;br /&gt;
如果你想要独立特定世界的记录设置，只需要按下面这样做:&lt;br /&gt;
  &lt;br /&gt;
#复制 config.yml 文件的所有内容，创建并粘贴到以对应世界名命名的文件中(例如: world_nether.yml)&lt;br /&gt;
#在新文件中自定义你的设置.&lt;br /&gt;
#同时重启服务端, 或是在游戏中输入&amp;quot;/co reload&amp;quot; .&lt;br /&gt;
举个例子来说, 如果你不想记录&amp;quot;The End&amp;quot;的所有日志, 复制 config.yml 文件中的所有内容并粘贴到 &amp;quot;world_the_end.yml&amp;quot; (匹配对应的世界名).&lt;br /&gt;
  &lt;br /&gt;
之后，在新的文件中，调整设置你所期望的选项即可.&lt;br /&gt;
&lt;br /&gt;
====取消记载指定用户的记录====&lt;br /&gt;
如果你想取消记录一些用户, 你可以这样做&lt;br /&gt;
#在CoreProtect插件根目录下创建一个名为“blacklist.txt”的文件.&lt;br /&gt;
#输入需要禁用的用户名称 (每个用户名一行) &lt;br /&gt;
#重新启动服务器, 或者在游戏输入指令“/co reload”&lt;br /&gt;
这可以用于禁用非玩家的记录, 如“#tnt”. 如果你想禁用记录用户“Notch”, 和TNT爆炸, blacklist.txt文件需要这样写:&lt;br /&gt;
  &amp;lt;code&amp;gt;Notch&lt;br /&gt;
  #tnt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CoreProtect 2.00 升级向导====&lt;br /&gt;
  由CoreProtect 1 升级到 2？ 这里有些你需要知道的信息.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/core-protect-2-00-upgrade-guide/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
===API Documentation===&lt;br /&gt;
  给开发者的API.[http://minerealm.com/community/viewtopic.php?f=32&amp;amp;t=14070/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
===IRC===&lt;br /&gt;
===其它===&lt;br /&gt;
[[Category:安全]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4411</id>
		<title>CoreProtect</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4411"/>
		<updated>2016-11-18T02:46:44Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* CoreProtect 2.00 升级向导 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|图标=[[文件:Coreprotect.png]]&lt;br /&gt;
|插件名=CoreProtect&lt;br /&gt;
|版本=v2.13.1&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=1.10&lt;br /&gt;
}}&lt;br /&gt;
===综述===&lt;br /&gt;
[[文件:Coreprotect.png]]&lt;br /&gt;
&lt;br /&gt;
CoreProtect - 快速，高效的方块记录，回滚和恢复&lt;br /&gt;
&lt;br /&gt;
CoreProtect是一种快速，高效的数据记录和防止恶意破坏的工具。可以回滚和恢复破坏。为大型服务器设计，CoreProtect将记录和管理数据，而不会影响服务器性能。&lt;br /&gt;
CoreProtect是最常用的服务器保护的插件，并自2012年年初得到了大力发展。&lt;br /&gt;
====特性简介====&lt;br /&gt;
*快速高效的数据日志记录.&lt;br /&gt;
*快速回档 - 回档/恢复时没有延迟.&lt;br /&gt;
*多线程以确保服务器执行操作时没有延迟.&lt;br /&gt;
*无需配置配置文件.将插件放入服务器就可以运行.&lt;br /&gt;
*基于SQLite的数据储存.&lt;br /&gt;
*支持MySQL数据库.&lt;br /&gt;
*简单的命令.&lt;br /&gt;
*可以执行回档及恢复功能.随时撤销回档命令.&lt;br /&gt;
*使用（方块记录查询）操作简单.&lt;br /&gt;
*高效的搜索式查询工具.&lt;br /&gt;
*页面形式的日志记录查询.&lt;br /&gt;
*自动升级检测.&lt;br /&gt;
*支持多世界.&lt;br /&gt;
*支持在配置文件中自由开启/关闭任何一个记录类型.&lt;br /&gt;
*回档某个人的方块操作，或是全图恢复一定区域内的所有方块.&lt;br /&gt;
*支持回档/恢复时略过指定类型的方块.&lt;br /&gt;
*限定回档/恢复的特定方块类型.&lt;br /&gt;
*记录基本的玩家操作. (例如当玩家打开一扇门时，记录操作)&lt;br /&gt;
*液体追踪.记录放置水源/岩浆源的玩家.&lt;br /&gt;
*树木追踪.记录树苗的放置者.&lt;br /&gt;
*限定回档/恢复操作所作用的半径范围.&lt;br /&gt;
*支持水桶/岩浆桶的权限系统.&lt;br /&gt;
*支持查询从另一个方块掉落下来的方块记录.&lt;br /&gt;
*如果玩家破坏了放置有木牌的方块，回档时支持恢复方块与其上的木牌.&lt;br /&gt;
*支持删除旧有记录数据.&lt;br /&gt;
*安全的默认参数.&lt;br /&gt;
*支持同时对多个玩家进行回档/恢复操作.&lt;br /&gt;
*每个世界拥有独立的配置文件.&lt;br /&gt;
*限定执行回档、恢复时所作用的动作范围.&lt;br /&gt;
*执行操作时支持跳过多个玩家或方块.&lt;br /&gt;
*预览回档/恢复操作.&lt;br /&gt;
*支持使用WorldEdit选择.&lt;br /&gt;
*支持API.&lt;br /&gt;
*适用于Tekkit服务器&lt;br /&gt;
*还有更多特性.&lt;br /&gt;
&lt;br /&gt;
====日志事件====&lt;br /&gt;
 记录被玩家破坏的方块.&lt;br /&gt;
 记录被玩家放置的方块.&lt;br /&gt;
 记录自然的方块破坏事件. (例如：木牌放置在一个泥土方块，泥土方块被破坏后，木牌会自然弹出变为掉落的物品形式.)&lt;br /&gt;
 记录桶的使用.&lt;br /&gt;
 记录液体的流动.&lt;br /&gt;
 记录树木的生长.&lt;br /&gt;
 记录蘑菇的生长.&lt;br /&gt;
 记录藤蔓的生长.&lt;br /&gt;
 记录爆炸事件. (包括TNT,苦力怕, 恶魂等)&lt;br /&gt;
 记录打火石和火焰弹的使用.&lt;br /&gt;
 记录被火点燃的方块.&lt;br /&gt;
 记录在火中烧掉的方块.&lt;br /&gt;
 记录实体对方块的变动. (末影人/末影龙)&lt;br /&gt;
 记录方块的移动行为. (掉落沙/沙砾)&lt;br /&gt;
 记录树叶的掉落行为.&lt;br /&gt;
 记录玩家的动作.&lt;br /&gt;
 记录地狱门的生成.&lt;br /&gt;
 记录被活塞移动的方块.&lt;br /&gt;
 记录被玩家收割的小麦.&lt;br /&gt;
 记录雪傀儡生成的雪.&lt;br /&gt;
 记录容器中物品的变更. (容器包括箱子,熔炉,发射器等.)&lt;br /&gt;
 记录画与展示框的变更. (支持回档命令.)&lt;br /&gt;
 记录被玩家杀死的实体. (动物/怪物)&lt;br /&gt;
 记录玩家发送的聊天信息与使用过的命令.&lt;br /&gt;
 记录玩家的登录、登出行为.&lt;br /&gt;
 记录WorldEdit插件所造成的地形变更.&lt;br /&gt;
 记录范围仍在不停的拓展...&lt;br /&gt;
&lt;br /&gt;
====使用说明====&lt;br /&gt;
  当你开启查询模式时(输入&amp;quot;/core inspect&amp;quot;或是&amp;quot;/co i&amp;quot;)&lt;br /&gt;
  你可以使用以下方式查询 :&lt;br /&gt;
  左键一个方块来查看放置信息.&lt;br /&gt;
  右键一个方块来查看临近的方块的移除信息.&lt;br /&gt;
  右键放置一个方块来查看该位置的方块的移除信息.&lt;br /&gt;
  右键放置一个方块取代原有方块来查看原有方块的放置信息.      &lt;br /&gt;
  (例如，将泥土放置在水中来查看水源的相关信息)&lt;br /&gt;
  右键门、按钮、拉杆、箱子等可交互的方块来查看其使用信息.&lt;br /&gt;
&lt;br /&gt;
====一些反馈====&lt;br /&gt;
  &amp;quot;使用回档命令既简单又快速.&amp;quot;&lt;br /&gt;
  &amp;quot;自从Bukkit开发以来，我就一直在运行服务器，所以我用过几乎所有的记录插件.CoreProtect是其中最好的，同时也是最快速的.&amp;quot;&lt;br /&gt;
  &amp;quot;使用CoreProtect吧.快速、更新快并且能够记录WorldEdit的操作.&amp;quot;&lt;br /&gt;
  &amp;quot;Overall it felt more natural, simpler, and much faster to use CoreProtect than Prism, which just doesn&#039;t compare.&amp;quot;&lt;br /&gt;
  &amp;quot;CoreProtect brings complex logging and rollbacks, whilst at the same time keeping a low profile.&amp;quot;&lt;br /&gt;
  编写者注：以上内容主观性较强，故只翻译部分，与插件使用无关紧要。&lt;br /&gt;
&lt;br /&gt;
===命令===&lt;br /&gt;
你可以通过输入 &amp;quot;/coreprotect&amp;quot;, &amp;quot;/core&amp;quot;, 或是 &amp;quot;/co&amp;quot;来调用指令.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+命令概览&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|显示命令列表&lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式&lt;br /&gt;
|-&lt;br /&gt;
|/co rollback &amp;lt;params&amp;gt; &lt;br /&gt;
|回档方块数据&lt;br /&gt;
|-&lt;br /&gt;
|/co restore &amp;lt;params&amp;gt;&lt;br /&gt;
|取消回档操作&lt;br /&gt;
|-&lt;br /&gt;
|/co lookup &amp;lt;params&amp;gt; &lt;br /&gt;
|方块记录翻页&lt;br /&gt;
|-&lt;br /&gt;
|/co purge &amp;lt;params&amp;gt; &lt;br /&gt;
|删除旧有数据&lt;br /&gt;
|-&lt;br /&gt;
|/co reload&lt;br /&gt;
|重载配置文件&lt;br /&gt;
|-&lt;br /&gt;
|/co version&lt;br /&gt;
|查看当前插件版本信息&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+简短命令&lt;br /&gt;
|/co near &lt;br /&gt;
|查看半径五格内的方块记录&lt;br /&gt;
|-&lt;br /&gt;
|/co undo&lt;br /&gt;
|撤销回档/恢复操作，即进行相反的动作（下面列出详细的命令信息.）&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|在游戏中列出所有命令. &lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式.再次输入则关闭查询模式.缩写&amp;quot;/co i&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
  /co rollback u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt;    r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
  几乎所有的参数都是可以设置的. 短命令: &amp;quot;/co rb&amp;quot;.&lt;br /&gt;
  参数说明:&lt;br /&gt;
  u:&amp;lt;user&amp;gt; - 指定一名用户进行回档操作.&lt;br /&gt;
  例子: u:Notch&lt;br /&gt;
  t:&amp;lt;time&amp;gt; - 指定回档的时间变量.你可以指定周、天、小时、分钟、秒数.&lt;br /&gt;
  例子 t:2w,5d,7h,2m,10s&lt;br /&gt;
  你可以指定更具体的时间变量.&lt;br /&gt;
  例子: t:5d2h&lt;br /&gt;
  你也可以使用小数&lt;br /&gt;
  例子: t:2.50h (两个半小时)&lt;br /&gt;
  r:&amp;lt;radius&amp;gt; - 指定作用的半径范围.&lt;br /&gt;
  你可以利用这个变量只恢复你附近的方块.&lt;br /&gt;
  你可以直接指定一个数字(例如 r:5),一个世界（例如 r:#world_the_end), 全局回档(r:#global), 或是一个WorldEdit的选区(r:#worldedit 或者 r:#we)&lt;br /&gt;
  举个例子来说,下面这个变量意味着只恢复你周围半径为十格的方块【注：此处是半径抑或就是方块数？】: r:10&lt;br /&gt;
  a:&amp;lt;action&amp;gt; - 限定操作的动作范围&lt;br /&gt;
  举个例子来说，如果你只想恢复放置的方块，输入 a:+block&lt;br /&gt;
  以下是所有动作的变量代码:&lt;br /&gt;
  a:block (方块放置/破坏)&lt;br /&gt;
  a:+block (方块放置)&lt;br /&gt;
  a:-block (方块破坏)&lt;br /&gt;
  a:click (玩家交互)&lt;br /&gt;
  a:container (物品拿出或放入箱子等容器.)&lt;br /&gt;
  a:+container (物品放入箱子等容器.)&lt;br /&gt;
  a:-container (物品拿出箱子等容器.)&lt;br /&gt;
  a:kill (被杀死的怪物/动物)&lt;br /&gt;
  a:chat (聊天栏中的信息)&lt;br /&gt;
  a:command (用过的命令)&lt;br /&gt;
  a:session (玩家登入/登出)&lt;br /&gt;
  a:+session (玩家登入)&lt;br /&gt;
  a:-session (玩家登出)&lt;br /&gt;
&lt;br /&gt;
  b:&amp;lt;blocks&amp;gt; - 限定回档时作用的方块类型.&lt;br /&gt;
  举个例子来说,如果你只想回档石头方块，你可以输入b:1&lt;br /&gt;
  你也可以指定多个物品，像这样b:1,5,7&lt;br /&gt;
  你可以在这里找到方块ID&lt;br /&gt;
  http://www.minecraftwiki.net/wiki/Data_values&lt;br /&gt;
&lt;br /&gt;
  e:&amp;lt;exclude&amp;gt; - 排除回档时作用的方块类型.&lt;br /&gt;
  举个例子来说，如果你不想要TNT在回档后恢复，你可以输入e:46&lt;br /&gt;
&lt;br /&gt;
  #&amp;lt;hashtag&amp;gt; - 添加一个标签在你的指令末端来执行额外的操作.&lt;br /&gt;
  举个例子来说，如果需要执行预览“回档”操作，你可以输入#preview&lt;br /&gt;
  以下是可用的标签列表:&lt;br /&gt;
  #preview (预览回档/恢复操作)&lt;br /&gt;
  #count (返回一个查看记录的行数)&lt;br /&gt;
  #verbose (在执行回档/恢复操作时显示额外的调试信息)&lt;br /&gt;
  #silent (在执行回档/恢复操作时显示少量的调试信息)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   /co restore u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co rs&amp;quot;.&lt;br /&gt;
   /restore同样可以作用于回退/rollback操作.&lt;br /&gt;
   /co lookup u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co l&amp;quot;.&lt;br /&gt;
   本命令也可以用于搜索查看方块记录.&lt;br /&gt;
   /co purge t:&amp;lt;time&amp;gt;&lt;br /&gt;
   清除旧的方块数据. 如果你不需要旧的数据，可以用这个命令来释放你的硬盘储存空间.&lt;br /&gt;
   举个例子来说, &amp;quot;/co purge t:30d&amp;quot; 将会删除所有一个月前的旧数据，仅保留最近30天的数据.&lt;br /&gt;
   在游戏中输入命令，将只有30天以后的数据可以被清除;如果在控制台输入命令，则是24小时以后的数据都可以被清除.&lt;br /&gt;
   回档命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;默认情况下，如果指令中并未指定范围(radius)变量,插件将会自动代入10这个数据，限制操作的作用范围是你周围半径10格的区域.使用&amp;quot;r:#global&amp;quot;来执行全局回档.&lt;br /&gt;
  对玩家Notch一小时内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h&lt;br /&gt;
  预览“对玩家Notch一小时内的所有操作进行回档(默认范围10)”:&lt;br /&gt;
  /co rollback u:Notch t:1h #preview&lt;br /&gt;
  对玩家Notch23小时17分钟内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:23h17m&lt;br /&gt;
  对玩家Notch最近一小时内的石头放置/破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1&lt;br /&gt;
  对玩家Notch最近一小时内的石头破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1 a:-block&lt;br /&gt;
  对玩家Notch最近一小时内除了石头放置/破坏以外的所有操作进行回档(全局):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#global e:1&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(半径20):&lt;br /&gt;
  /co rollback u:Notch t:1h r:20&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(限制在Nether世界):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#nether&lt;br /&gt;
  对所有玩家最近15分钟内的所有操作进行回档(半径30):&lt;br /&gt;
  /co rollback t:15m r:30&lt;br /&gt;
  对在WorldEdit选区内最近15分钟内的所有操作进行回档:&lt;br /&gt;
  /co rollback t:15m r:#worldedit&lt;br /&gt;
  查看命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;查询命令与回档命令的使用基本一样.唯一的区别在于查询命令默认的范围是全局.&lt;br /&gt;
  查看最近一小时内所有钻石原矿的挖掘记录:&lt;br /&gt;
  /co lookup b:56 t:1h a:-block&lt;br /&gt;
  查看最近30分钟内玩家Notch发送的所有聊天信息:&lt;br /&gt;
  /co lookup u:Notch t:30m a:chat&lt;br /&gt;
  查看玩家Notch的所有登陆操作:&lt;br /&gt;
  /co lookup u:Notch a:login&lt;br /&gt;
&lt;br /&gt;
===权限===&lt;br /&gt;
  coreprotect.*&lt;br /&gt;
允许使用全部命令.&lt;br /&gt;
  coreprotect.inspect&lt;br /&gt;
允许使用inspect命令.&lt;br /&gt;
  coreprotect.lookup&lt;br /&gt;
允许使用lookup命令.&lt;br /&gt;
  coreprotect.rollback&lt;br /&gt;
允许使用rollback命令.&lt;br /&gt;
  coreprotect.restore&lt;br /&gt;
允许使用restore命令.&lt;br /&gt;
  coreprotect.purge&lt;br /&gt;
允许使用purge命令.&lt;br /&gt;
  coreprotect.reload&lt;br /&gt;
允许使用reload命令.&lt;br /&gt;
  coreprotect.help&lt;br /&gt;
允许使用help命令.&lt;br /&gt;
====子权限====&lt;br /&gt;
  coreprotect.lookup.block&lt;br /&gt;
可以使用否定节点来限制方块记录查询.&lt;br /&gt;
  coreprotect.lookup.click&lt;br /&gt;
可以使用否定节点来限制动作记录查询.&lt;br /&gt;
  coreprotect.lookup.container&lt;br /&gt;
可以使用否定节点来限制容器记录查询.&lt;br /&gt;
  coreprotect.lookup.kill&lt;br /&gt;
可以使用否定节点来限制实体死亡记录查询.&lt;br /&gt;
  coreprotect.lookup.chat&lt;br /&gt;
可以使用否定节点来限制聊天记录查询.&lt;br /&gt;
  coreprotect.lookup.command&lt;br /&gt;
可以使用否定节点来限制命令记录查询.&lt;br /&gt;
  coreprotect.lookup.session&lt;br /&gt;
可以使用否定节点来限制选区(限定范围)查询.&lt;br /&gt;
&lt;br /&gt;
  特殊名词说明:&lt;br /&gt;
  否定节点指的是权限节点搭配-的组合，与GroupManager插件中的概念相同。&lt;br /&gt;
  如添加-essentials.build则为禁止建筑，详情参照 [[GroupManager]] [http://www.twodam.net/wiki/GroupManager#.E5.90.A6.E5.AE.9A.E8.8A.82.E7.82.B9 GM:否定节点]&lt;br /&gt;
&lt;br /&gt;
===指导与资源===&lt;br /&gt;
====相关链接====&lt;br /&gt;
  兼容的第三方插件与工具列表.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/compatible-third-party-plugins-tools/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
====独立世界配置文件====&lt;br /&gt;
如果你想要独立特定世界的记录设置，只需要按下面这样做:&lt;br /&gt;
  &lt;br /&gt;
#复制 config.yml 文件的所有内容，创建并粘贴到以对应世界名命名的文件中(例如: world_nether.yml)&lt;br /&gt;
#在新文件中自定义你的设置.&lt;br /&gt;
#同时重启服务端, 或是在游戏中输入&amp;quot;/co reload&amp;quot; .&lt;br /&gt;
举个例子来说, 如果你不想记录&amp;quot;The End&amp;quot;的所有日志, 复制 config.yml 文件中的所有内容并粘贴到 &amp;quot;world_the_end.yml&amp;quot; (匹配对应的世界名).&lt;br /&gt;
  &lt;br /&gt;
之后，在新的文件中，调整设置你所期望的选项即可.&lt;br /&gt;
&lt;br /&gt;
====取消记载指定用户的记录====&lt;br /&gt;
如果你想取消记录一些用户, 你可以这样做&lt;br /&gt;
#在CoreProtect插件根目录下创建一个名为“blacklist.txt”的文件.&lt;br /&gt;
#输入需要禁用的用户名称 (每个用户名一行) &lt;br /&gt;
#重新启动服务器, 或者在游戏输入指令“/co reload”&lt;br /&gt;
这可以用于禁用非玩家的记录, 如“#tnt”. 如果你想禁用记录用户“Notch”, 和TNT爆炸, blacklist.txt文件需要这样写:&lt;br /&gt;
  &amp;lt;code&amp;gt;Notch&lt;br /&gt;
  #tnt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CoreProtect 2.00 升级向导====&lt;br /&gt;
  由CoreProtect 1 升级到 2？ 这里有些你需要知道的信息.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/core-protect-2-00-upgrade-guide/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
===API Documentation===&lt;br /&gt;
  这是一些给开发看的API&lt;br /&gt;
  [http://minerealm.com/community/viewtopic.php?f=32&amp;amp;t=14070]&lt;br /&gt;
&lt;br /&gt;
===IRC===&lt;br /&gt;
===其它===&lt;br /&gt;
[[Category:安全]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4410</id>
		<title>CoreProtect</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4410"/>
		<updated>2016-11-18T02:45:38Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* CoreProtect 2.00 升级向导 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|图标=[[文件:Coreprotect.png]]&lt;br /&gt;
|插件名=CoreProtect&lt;br /&gt;
|版本=v2.13.1&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=1.10&lt;br /&gt;
}}&lt;br /&gt;
===综述===&lt;br /&gt;
[[文件:Coreprotect.png]]&lt;br /&gt;
&lt;br /&gt;
CoreProtect - 快速，高效的方块记录，回滚和恢复&lt;br /&gt;
&lt;br /&gt;
CoreProtect是一种快速，高效的数据记录和防止恶意破坏的工具。可以回滚和恢复破坏。为大型服务器设计，CoreProtect将记录和管理数据，而不会影响服务器性能。&lt;br /&gt;
CoreProtect是最常用的服务器保护的插件，并自2012年年初得到了大力发展。&lt;br /&gt;
====特性简介====&lt;br /&gt;
*快速高效的数据日志记录.&lt;br /&gt;
*快速回档 - 回档/恢复时没有延迟.&lt;br /&gt;
*多线程以确保服务器执行操作时没有延迟.&lt;br /&gt;
*无需配置配置文件.将插件放入服务器就可以运行.&lt;br /&gt;
*基于SQLite的数据储存.&lt;br /&gt;
*支持MySQL数据库.&lt;br /&gt;
*简单的命令.&lt;br /&gt;
*可以执行回档及恢复功能.随时撤销回档命令.&lt;br /&gt;
*使用（方块记录查询）操作简单.&lt;br /&gt;
*高效的搜索式查询工具.&lt;br /&gt;
*页面形式的日志记录查询.&lt;br /&gt;
*自动升级检测.&lt;br /&gt;
*支持多世界.&lt;br /&gt;
*支持在配置文件中自由开启/关闭任何一个记录类型.&lt;br /&gt;
*回档某个人的方块操作，或是全图恢复一定区域内的所有方块.&lt;br /&gt;
*支持回档/恢复时略过指定类型的方块.&lt;br /&gt;
*限定回档/恢复的特定方块类型.&lt;br /&gt;
*记录基本的玩家操作. (例如当玩家打开一扇门时，记录操作)&lt;br /&gt;
*液体追踪.记录放置水源/岩浆源的玩家.&lt;br /&gt;
*树木追踪.记录树苗的放置者.&lt;br /&gt;
*限定回档/恢复操作所作用的半径范围.&lt;br /&gt;
*支持水桶/岩浆桶的权限系统.&lt;br /&gt;
*支持查询从另一个方块掉落下来的方块记录.&lt;br /&gt;
*如果玩家破坏了放置有木牌的方块，回档时支持恢复方块与其上的木牌.&lt;br /&gt;
*支持删除旧有记录数据.&lt;br /&gt;
*安全的默认参数.&lt;br /&gt;
*支持同时对多个玩家进行回档/恢复操作.&lt;br /&gt;
*每个世界拥有独立的配置文件.&lt;br /&gt;
*限定执行回档、恢复时所作用的动作范围.&lt;br /&gt;
*执行操作时支持跳过多个玩家或方块.&lt;br /&gt;
*预览回档/恢复操作.&lt;br /&gt;
*支持使用WorldEdit选择.&lt;br /&gt;
*支持API.&lt;br /&gt;
*适用于Tekkit服务器&lt;br /&gt;
*还有更多特性.&lt;br /&gt;
&lt;br /&gt;
====日志事件====&lt;br /&gt;
 记录被玩家破坏的方块.&lt;br /&gt;
 记录被玩家放置的方块.&lt;br /&gt;
 记录自然的方块破坏事件. (例如：木牌放置在一个泥土方块，泥土方块被破坏后，木牌会自然弹出变为掉落的物品形式.)&lt;br /&gt;
 记录桶的使用.&lt;br /&gt;
 记录液体的流动.&lt;br /&gt;
 记录树木的生长.&lt;br /&gt;
 记录蘑菇的生长.&lt;br /&gt;
 记录藤蔓的生长.&lt;br /&gt;
 记录爆炸事件. (包括TNT,苦力怕, 恶魂等)&lt;br /&gt;
 记录打火石和火焰弹的使用.&lt;br /&gt;
 记录被火点燃的方块.&lt;br /&gt;
 记录在火中烧掉的方块.&lt;br /&gt;
 记录实体对方块的变动. (末影人/末影龙)&lt;br /&gt;
 记录方块的移动行为. (掉落沙/沙砾)&lt;br /&gt;
 记录树叶的掉落行为.&lt;br /&gt;
 记录玩家的动作.&lt;br /&gt;
 记录地狱门的生成.&lt;br /&gt;
 记录被活塞移动的方块.&lt;br /&gt;
 记录被玩家收割的小麦.&lt;br /&gt;
 记录雪傀儡生成的雪.&lt;br /&gt;
 记录容器中物品的变更. (容器包括箱子,熔炉,发射器等.)&lt;br /&gt;
 记录画与展示框的变更. (支持回档命令.)&lt;br /&gt;
 记录被玩家杀死的实体. (动物/怪物)&lt;br /&gt;
 记录玩家发送的聊天信息与使用过的命令.&lt;br /&gt;
 记录玩家的登录、登出行为.&lt;br /&gt;
 记录WorldEdit插件所造成的地形变更.&lt;br /&gt;
 记录范围仍在不停的拓展...&lt;br /&gt;
&lt;br /&gt;
====使用说明====&lt;br /&gt;
  当你开启查询模式时(输入&amp;quot;/core inspect&amp;quot;或是&amp;quot;/co i&amp;quot;)&lt;br /&gt;
  你可以使用以下方式查询 :&lt;br /&gt;
  左键一个方块来查看放置信息.&lt;br /&gt;
  右键一个方块来查看临近的方块的移除信息.&lt;br /&gt;
  右键放置一个方块来查看该位置的方块的移除信息.&lt;br /&gt;
  右键放置一个方块取代原有方块来查看原有方块的放置信息.      &lt;br /&gt;
  (例如，将泥土放置在水中来查看水源的相关信息)&lt;br /&gt;
  右键门、按钮、拉杆、箱子等可交互的方块来查看其使用信息.&lt;br /&gt;
&lt;br /&gt;
====一些反馈====&lt;br /&gt;
  &amp;quot;使用回档命令既简单又快速.&amp;quot;&lt;br /&gt;
  &amp;quot;自从Bukkit开发以来，我就一直在运行服务器，所以我用过几乎所有的记录插件.CoreProtect是其中最好的，同时也是最快速的.&amp;quot;&lt;br /&gt;
  &amp;quot;使用CoreProtect吧.快速、更新快并且能够记录WorldEdit的操作.&amp;quot;&lt;br /&gt;
  &amp;quot;Overall it felt more natural, simpler, and much faster to use CoreProtect than Prism, which just doesn&#039;t compare.&amp;quot;&lt;br /&gt;
  &amp;quot;CoreProtect brings complex logging and rollbacks, whilst at the same time keeping a low profile.&amp;quot;&lt;br /&gt;
  编写者注：以上内容主观性较强，故只翻译部分，与插件使用无关紧要。&lt;br /&gt;
&lt;br /&gt;
===命令===&lt;br /&gt;
你可以通过输入 &amp;quot;/coreprotect&amp;quot;, &amp;quot;/core&amp;quot;, 或是 &amp;quot;/co&amp;quot;来调用指令.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+命令概览&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|显示命令列表&lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式&lt;br /&gt;
|-&lt;br /&gt;
|/co rollback &amp;lt;params&amp;gt; &lt;br /&gt;
|回档方块数据&lt;br /&gt;
|-&lt;br /&gt;
|/co restore &amp;lt;params&amp;gt;&lt;br /&gt;
|取消回档操作&lt;br /&gt;
|-&lt;br /&gt;
|/co lookup &amp;lt;params&amp;gt; &lt;br /&gt;
|方块记录翻页&lt;br /&gt;
|-&lt;br /&gt;
|/co purge &amp;lt;params&amp;gt; &lt;br /&gt;
|删除旧有数据&lt;br /&gt;
|-&lt;br /&gt;
|/co reload&lt;br /&gt;
|重载配置文件&lt;br /&gt;
|-&lt;br /&gt;
|/co version&lt;br /&gt;
|查看当前插件版本信息&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+简短命令&lt;br /&gt;
|/co near &lt;br /&gt;
|查看半径五格内的方块记录&lt;br /&gt;
|-&lt;br /&gt;
|/co undo&lt;br /&gt;
|撤销回档/恢复操作，即进行相反的动作（下面列出详细的命令信息.）&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|在游戏中列出所有命令. &lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式.再次输入则关闭查询模式.缩写&amp;quot;/co i&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
  /co rollback u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt;    r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
  几乎所有的参数都是可以设置的. 短命令: &amp;quot;/co rb&amp;quot;.&lt;br /&gt;
  参数说明:&lt;br /&gt;
  u:&amp;lt;user&amp;gt; - 指定一名用户进行回档操作.&lt;br /&gt;
  例子: u:Notch&lt;br /&gt;
  t:&amp;lt;time&amp;gt; - 指定回档的时间变量.你可以指定周、天、小时、分钟、秒数.&lt;br /&gt;
  例子 t:2w,5d,7h,2m,10s&lt;br /&gt;
  你可以指定更具体的时间变量.&lt;br /&gt;
  例子: t:5d2h&lt;br /&gt;
  你也可以使用小数&lt;br /&gt;
  例子: t:2.50h (两个半小时)&lt;br /&gt;
  r:&amp;lt;radius&amp;gt; - 指定作用的半径范围.&lt;br /&gt;
  你可以利用这个变量只恢复你附近的方块.&lt;br /&gt;
  你可以直接指定一个数字(例如 r:5),一个世界（例如 r:#world_the_end), 全局回档(r:#global), 或是一个WorldEdit的选区(r:#worldedit 或者 r:#we)&lt;br /&gt;
  举个例子来说,下面这个变量意味着只恢复你周围半径为十格的方块【注：此处是半径抑或就是方块数？】: r:10&lt;br /&gt;
  a:&amp;lt;action&amp;gt; - 限定操作的动作范围&lt;br /&gt;
  举个例子来说，如果你只想恢复放置的方块，输入 a:+block&lt;br /&gt;
  以下是所有动作的变量代码:&lt;br /&gt;
  a:block (方块放置/破坏)&lt;br /&gt;
  a:+block (方块放置)&lt;br /&gt;
  a:-block (方块破坏)&lt;br /&gt;
  a:click (玩家交互)&lt;br /&gt;
  a:container (物品拿出或放入箱子等容器.)&lt;br /&gt;
  a:+container (物品放入箱子等容器.)&lt;br /&gt;
  a:-container (物品拿出箱子等容器.)&lt;br /&gt;
  a:kill (被杀死的怪物/动物)&lt;br /&gt;
  a:chat (聊天栏中的信息)&lt;br /&gt;
  a:command (用过的命令)&lt;br /&gt;
  a:session (玩家登入/登出)&lt;br /&gt;
  a:+session (玩家登入)&lt;br /&gt;
  a:-session (玩家登出)&lt;br /&gt;
&lt;br /&gt;
  b:&amp;lt;blocks&amp;gt; - 限定回档时作用的方块类型.&lt;br /&gt;
  举个例子来说,如果你只想回档石头方块，你可以输入b:1&lt;br /&gt;
  你也可以指定多个物品，像这样b:1,5,7&lt;br /&gt;
  你可以在这里找到方块ID&lt;br /&gt;
  http://www.minecraftwiki.net/wiki/Data_values&lt;br /&gt;
&lt;br /&gt;
  e:&amp;lt;exclude&amp;gt; - 排除回档时作用的方块类型.&lt;br /&gt;
  举个例子来说，如果你不想要TNT在回档后恢复，你可以输入e:46&lt;br /&gt;
&lt;br /&gt;
  #&amp;lt;hashtag&amp;gt; - 添加一个标签在你的指令末端来执行额外的操作.&lt;br /&gt;
  举个例子来说，如果需要执行预览“回档”操作，你可以输入#preview&lt;br /&gt;
  以下是可用的标签列表:&lt;br /&gt;
  #preview (预览回档/恢复操作)&lt;br /&gt;
  #count (返回一个查看记录的行数)&lt;br /&gt;
  #verbose (在执行回档/恢复操作时显示额外的调试信息)&lt;br /&gt;
  #silent (在执行回档/恢复操作时显示少量的调试信息)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   /co restore u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co rs&amp;quot;.&lt;br /&gt;
   /restore同样可以作用于回退/rollback操作.&lt;br /&gt;
   /co lookup u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co l&amp;quot;.&lt;br /&gt;
   本命令也可以用于搜索查看方块记录.&lt;br /&gt;
   /co purge t:&amp;lt;time&amp;gt;&lt;br /&gt;
   清除旧的方块数据. 如果你不需要旧的数据，可以用这个命令来释放你的硬盘储存空间.&lt;br /&gt;
   举个例子来说, &amp;quot;/co purge t:30d&amp;quot; 将会删除所有一个月前的旧数据，仅保留最近30天的数据.&lt;br /&gt;
   在游戏中输入命令，将只有30天以后的数据可以被清除;如果在控制台输入命令，则是24小时以后的数据都可以被清除.&lt;br /&gt;
   回档命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;默认情况下，如果指令中并未指定范围(radius)变量,插件将会自动代入10这个数据，限制操作的作用范围是你周围半径10格的区域.使用&amp;quot;r:#global&amp;quot;来执行全局回档.&lt;br /&gt;
  对玩家Notch一小时内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h&lt;br /&gt;
  预览“对玩家Notch一小时内的所有操作进行回档(默认范围10)”:&lt;br /&gt;
  /co rollback u:Notch t:1h #preview&lt;br /&gt;
  对玩家Notch23小时17分钟内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:23h17m&lt;br /&gt;
  对玩家Notch最近一小时内的石头放置/破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1&lt;br /&gt;
  对玩家Notch最近一小时内的石头破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1 a:-block&lt;br /&gt;
  对玩家Notch最近一小时内除了石头放置/破坏以外的所有操作进行回档(全局):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#global e:1&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(半径20):&lt;br /&gt;
  /co rollback u:Notch t:1h r:20&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(限制在Nether世界):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#nether&lt;br /&gt;
  对所有玩家最近15分钟内的所有操作进行回档(半径30):&lt;br /&gt;
  /co rollback t:15m r:30&lt;br /&gt;
  对在WorldEdit选区内最近15分钟内的所有操作进行回档:&lt;br /&gt;
  /co rollback t:15m r:#worldedit&lt;br /&gt;
  查看命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;查询命令与回档命令的使用基本一样.唯一的区别在于查询命令默认的范围是全局.&lt;br /&gt;
  查看最近一小时内所有钻石原矿的挖掘记录:&lt;br /&gt;
  /co lookup b:56 t:1h a:-block&lt;br /&gt;
  查看最近30分钟内玩家Notch发送的所有聊天信息:&lt;br /&gt;
  /co lookup u:Notch t:30m a:chat&lt;br /&gt;
  查看玩家Notch的所有登陆操作:&lt;br /&gt;
  /co lookup u:Notch a:login&lt;br /&gt;
&lt;br /&gt;
===权限===&lt;br /&gt;
  coreprotect.*&lt;br /&gt;
允许使用全部命令.&lt;br /&gt;
  coreprotect.inspect&lt;br /&gt;
允许使用inspect命令.&lt;br /&gt;
  coreprotect.lookup&lt;br /&gt;
允许使用lookup命令.&lt;br /&gt;
  coreprotect.rollback&lt;br /&gt;
允许使用rollback命令.&lt;br /&gt;
  coreprotect.restore&lt;br /&gt;
允许使用restore命令.&lt;br /&gt;
  coreprotect.purge&lt;br /&gt;
允许使用purge命令.&lt;br /&gt;
  coreprotect.reload&lt;br /&gt;
允许使用reload命令.&lt;br /&gt;
  coreprotect.help&lt;br /&gt;
允许使用help命令.&lt;br /&gt;
====子权限====&lt;br /&gt;
  coreprotect.lookup.block&lt;br /&gt;
可以使用否定节点来限制方块记录查询.&lt;br /&gt;
  coreprotect.lookup.click&lt;br /&gt;
可以使用否定节点来限制动作记录查询.&lt;br /&gt;
  coreprotect.lookup.container&lt;br /&gt;
可以使用否定节点来限制容器记录查询.&lt;br /&gt;
  coreprotect.lookup.kill&lt;br /&gt;
可以使用否定节点来限制实体死亡记录查询.&lt;br /&gt;
  coreprotect.lookup.chat&lt;br /&gt;
可以使用否定节点来限制聊天记录查询.&lt;br /&gt;
  coreprotect.lookup.command&lt;br /&gt;
可以使用否定节点来限制命令记录查询.&lt;br /&gt;
  coreprotect.lookup.session&lt;br /&gt;
可以使用否定节点来限制选区(限定范围)查询.&lt;br /&gt;
&lt;br /&gt;
  特殊名词说明:&lt;br /&gt;
  否定节点指的是权限节点搭配-的组合，与GroupManager插件中的概念相同。&lt;br /&gt;
  如添加-essentials.build则为禁止建筑，详情参照 [[GroupManager]] [http://www.twodam.net/wiki/GroupManager#.E5.90.A6.E5.AE.9A.E8.8A.82.E7.82.B9 GM:否定节点]&lt;br /&gt;
&lt;br /&gt;
===指导与资源===&lt;br /&gt;
====相关链接====&lt;br /&gt;
  兼容的第三方插件与工具列表.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/compatible-third-party-plugins-tools/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
====独立世界配置文件====&lt;br /&gt;
如果你想要独立特定世界的记录设置，只需要按下面这样做:&lt;br /&gt;
  &lt;br /&gt;
#复制 config.yml 文件的所有内容，创建并粘贴到以对应世界名命名的文件中(例如: world_nether.yml)&lt;br /&gt;
#在新文件中自定义你的设置.&lt;br /&gt;
#同时重启服务端, 或是在游戏中输入&amp;quot;/co reload&amp;quot; .&lt;br /&gt;
举个例子来说, 如果你不想记录&amp;quot;The End&amp;quot;的所有日志, 复制 config.yml 文件中的所有内容并粘贴到 &amp;quot;world_the_end.yml&amp;quot; (匹配对应的世界名).&lt;br /&gt;
  &lt;br /&gt;
之后，在新的文件中，调整设置你所期望的选项即可.&lt;br /&gt;
&lt;br /&gt;
====取消记载指定用户的记录====&lt;br /&gt;
如果你想取消记录一些用户, 你可以这样做&lt;br /&gt;
#在CoreProtect插件根目录下创建一个名为“blacklist.txt”的文件.&lt;br /&gt;
#输入需要禁用的用户名称 (每个用户名一行) &lt;br /&gt;
#重新启动服务器, 或者在游戏输入指令“/co reload”&lt;br /&gt;
这可以用于禁用非玩家的记录, 如“#tnt”. 如果你想禁用记录用户“Notch”, 和TNT爆炸, blacklist.txt文件需要这样写:&lt;br /&gt;
  &amp;lt;code&amp;gt;Notch&lt;br /&gt;
  #tnt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CoreProtect 2.00 升级向导====&lt;br /&gt;
  由CoreProtect 1.# 升级到 2.#? [https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/core-protect-2-00-upgrade-guide/ 这里]有些你需要知道的信息.&lt;br /&gt;
&lt;br /&gt;
===API Documentation===&lt;br /&gt;
  这是一些给开发看的API&lt;br /&gt;
  [http://minerealm.com/community/viewtopic.php?f=32&amp;amp;t=14070]&lt;br /&gt;
&lt;br /&gt;
===IRC===&lt;br /&gt;
===其它===&lt;br /&gt;
[[Category:安全]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4409</id>
		<title>CoreProtect</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=CoreProtect&amp;diff=4409"/>
		<updated>2016-11-18T02:44:00Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 下面是与CoreProtect运行有关的页面链接 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|图标=[[文件:Coreprotect.png]]&lt;br /&gt;
|插件名=CoreProtect&lt;br /&gt;
|版本=v2.13.1&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=1.10&lt;br /&gt;
}}&lt;br /&gt;
===综述===&lt;br /&gt;
[[文件:Coreprotect.png]]&lt;br /&gt;
&lt;br /&gt;
CoreProtect - 快速，高效的方块记录，回滚和恢复&lt;br /&gt;
&lt;br /&gt;
CoreProtect是一种快速，高效的数据记录和防止恶意破坏的工具。可以回滚和恢复破坏。为大型服务器设计，CoreProtect将记录和管理数据，而不会影响服务器性能。&lt;br /&gt;
CoreProtect是最常用的服务器保护的插件，并自2012年年初得到了大力发展。&lt;br /&gt;
====特性简介====&lt;br /&gt;
*快速高效的数据日志记录.&lt;br /&gt;
*快速回档 - 回档/恢复时没有延迟.&lt;br /&gt;
*多线程以确保服务器执行操作时没有延迟.&lt;br /&gt;
*无需配置配置文件.将插件放入服务器就可以运行.&lt;br /&gt;
*基于SQLite的数据储存.&lt;br /&gt;
*支持MySQL数据库.&lt;br /&gt;
*简单的命令.&lt;br /&gt;
*可以执行回档及恢复功能.随时撤销回档命令.&lt;br /&gt;
*使用（方块记录查询）操作简单.&lt;br /&gt;
*高效的搜索式查询工具.&lt;br /&gt;
*页面形式的日志记录查询.&lt;br /&gt;
*自动升级检测.&lt;br /&gt;
*支持多世界.&lt;br /&gt;
*支持在配置文件中自由开启/关闭任何一个记录类型.&lt;br /&gt;
*回档某个人的方块操作，或是全图恢复一定区域内的所有方块.&lt;br /&gt;
*支持回档/恢复时略过指定类型的方块.&lt;br /&gt;
*限定回档/恢复的特定方块类型.&lt;br /&gt;
*记录基本的玩家操作. (例如当玩家打开一扇门时，记录操作)&lt;br /&gt;
*液体追踪.记录放置水源/岩浆源的玩家.&lt;br /&gt;
*树木追踪.记录树苗的放置者.&lt;br /&gt;
*限定回档/恢复操作所作用的半径范围.&lt;br /&gt;
*支持水桶/岩浆桶的权限系统.&lt;br /&gt;
*支持查询从另一个方块掉落下来的方块记录.&lt;br /&gt;
*如果玩家破坏了放置有木牌的方块，回档时支持恢复方块与其上的木牌.&lt;br /&gt;
*支持删除旧有记录数据.&lt;br /&gt;
*安全的默认参数.&lt;br /&gt;
*支持同时对多个玩家进行回档/恢复操作.&lt;br /&gt;
*每个世界拥有独立的配置文件.&lt;br /&gt;
*限定执行回档、恢复时所作用的动作范围.&lt;br /&gt;
*执行操作时支持跳过多个玩家或方块.&lt;br /&gt;
*预览回档/恢复操作.&lt;br /&gt;
*支持使用WorldEdit选择.&lt;br /&gt;
*支持API.&lt;br /&gt;
*适用于Tekkit服务器&lt;br /&gt;
*还有更多特性.&lt;br /&gt;
&lt;br /&gt;
====日志事件====&lt;br /&gt;
 记录被玩家破坏的方块.&lt;br /&gt;
 记录被玩家放置的方块.&lt;br /&gt;
 记录自然的方块破坏事件. (例如：木牌放置在一个泥土方块，泥土方块被破坏后，木牌会自然弹出变为掉落的物品形式.)&lt;br /&gt;
 记录桶的使用.&lt;br /&gt;
 记录液体的流动.&lt;br /&gt;
 记录树木的生长.&lt;br /&gt;
 记录蘑菇的生长.&lt;br /&gt;
 记录藤蔓的生长.&lt;br /&gt;
 记录爆炸事件. (包括TNT,苦力怕, 恶魂等)&lt;br /&gt;
 记录打火石和火焰弹的使用.&lt;br /&gt;
 记录被火点燃的方块.&lt;br /&gt;
 记录在火中烧掉的方块.&lt;br /&gt;
 记录实体对方块的变动. (末影人/末影龙)&lt;br /&gt;
 记录方块的移动行为. (掉落沙/沙砾)&lt;br /&gt;
 记录树叶的掉落行为.&lt;br /&gt;
 记录玩家的动作.&lt;br /&gt;
 记录地狱门的生成.&lt;br /&gt;
 记录被活塞移动的方块.&lt;br /&gt;
 记录被玩家收割的小麦.&lt;br /&gt;
 记录雪傀儡生成的雪.&lt;br /&gt;
 记录容器中物品的变更. (容器包括箱子,熔炉,发射器等.)&lt;br /&gt;
 记录画与展示框的变更. (支持回档命令.)&lt;br /&gt;
 记录被玩家杀死的实体. (动物/怪物)&lt;br /&gt;
 记录玩家发送的聊天信息与使用过的命令.&lt;br /&gt;
 记录玩家的登录、登出行为.&lt;br /&gt;
 记录WorldEdit插件所造成的地形变更.&lt;br /&gt;
 记录范围仍在不停的拓展...&lt;br /&gt;
&lt;br /&gt;
====使用说明====&lt;br /&gt;
  当你开启查询模式时(输入&amp;quot;/core inspect&amp;quot;或是&amp;quot;/co i&amp;quot;)&lt;br /&gt;
  你可以使用以下方式查询 :&lt;br /&gt;
  左键一个方块来查看放置信息.&lt;br /&gt;
  右键一个方块来查看临近的方块的移除信息.&lt;br /&gt;
  右键放置一个方块来查看该位置的方块的移除信息.&lt;br /&gt;
  右键放置一个方块取代原有方块来查看原有方块的放置信息.      &lt;br /&gt;
  (例如，将泥土放置在水中来查看水源的相关信息)&lt;br /&gt;
  右键门、按钮、拉杆、箱子等可交互的方块来查看其使用信息.&lt;br /&gt;
&lt;br /&gt;
====一些反馈====&lt;br /&gt;
  &amp;quot;使用回档命令既简单又快速.&amp;quot;&lt;br /&gt;
  &amp;quot;自从Bukkit开发以来，我就一直在运行服务器，所以我用过几乎所有的记录插件.CoreProtect是其中最好的，同时也是最快速的.&amp;quot;&lt;br /&gt;
  &amp;quot;使用CoreProtect吧.快速、更新快并且能够记录WorldEdit的操作.&amp;quot;&lt;br /&gt;
  &amp;quot;Overall it felt more natural, simpler, and much faster to use CoreProtect than Prism, which just doesn&#039;t compare.&amp;quot;&lt;br /&gt;
  &amp;quot;CoreProtect brings complex logging and rollbacks, whilst at the same time keeping a low profile.&amp;quot;&lt;br /&gt;
  编写者注：以上内容主观性较强，故只翻译部分，与插件使用无关紧要。&lt;br /&gt;
&lt;br /&gt;
===命令===&lt;br /&gt;
你可以通过输入 &amp;quot;/coreprotect&amp;quot;, &amp;quot;/core&amp;quot;, 或是 &amp;quot;/co&amp;quot;来调用指令.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+命令概览&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|显示命令列表&lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式&lt;br /&gt;
|-&lt;br /&gt;
|/co rollback &amp;lt;params&amp;gt; &lt;br /&gt;
|回档方块数据&lt;br /&gt;
|-&lt;br /&gt;
|/co restore &amp;lt;params&amp;gt;&lt;br /&gt;
|取消回档操作&lt;br /&gt;
|-&lt;br /&gt;
|/co lookup &amp;lt;params&amp;gt; &lt;br /&gt;
|方块记录翻页&lt;br /&gt;
|-&lt;br /&gt;
|/co purge &amp;lt;params&amp;gt; &lt;br /&gt;
|删除旧有数据&lt;br /&gt;
|-&lt;br /&gt;
|/co reload&lt;br /&gt;
|重载配置文件&lt;br /&gt;
|-&lt;br /&gt;
|/co version&lt;br /&gt;
|查看当前插件版本信息&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+简短命令&lt;br /&gt;
|/co near &lt;br /&gt;
|查看半径五格内的方块记录&lt;br /&gt;
|-&lt;br /&gt;
|/co undo&lt;br /&gt;
|撤销回档/恢复操作，即进行相反的动作（下面列出详细的命令信息.）&lt;br /&gt;
|-&lt;br /&gt;
|/co help&lt;br /&gt;
|在游戏中列出所有命令. &lt;br /&gt;
|-&lt;br /&gt;
|/co inspect&lt;br /&gt;
|开启查询模式.再次输入则关闭查询模式.缩写&amp;quot;/co i&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
  /co rollback u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt;    r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
  几乎所有的参数都是可以设置的. 短命令: &amp;quot;/co rb&amp;quot;.&lt;br /&gt;
  参数说明:&lt;br /&gt;
  u:&amp;lt;user&amp;gt; - 指定一名用户进行回档操作.&lt;br /&gt;
  例子: u:Notch&lt;br /&gt;
  t:&amp;lt;time&amp;gt; - 指定回档的时间变量.你可以指定周、天、小时、分钟、秒数.&lt;br /&gt;
  例子 t:2w,5d,7h,2m,10s&lt;br /&gt;
  你可以指定更具体的时间变量.&lt;br /&gt;
  例子: t:5d2h&lt;br /&gt;
  你也可以使用小数&lt;br /&gt;
  例子: t:2.50h (两个半小时)&lt;br /&gt;
  r:&amp;lt;radius&amp;gt; - 指定作用的半径范围.&lt;br /&gt;
  你可以利用这个变量只恢复你附近的方块.&lt;br /&gt;
  你可以直接指定一个数字(例如 r:5),一个世界（例如 r:#world_the_end), 全局回档(r:#global), 或是一个WorldEdit的选区(r:#worldedit 或者 r:#we)&lt;br /&gt;
  举个例子来说,下面这个变量意味着只恢复你周围半径为十格的方块【注：此处是半径抑或就是方块数？】: r:10&lt;br /&gt;
  a:&amp;lt;action&amp;gt; - 限定操作的动作范围&lt;br /&gt;
  举个例子来说，如果你只想恢复放置的方块，输入 a:+block&lt;br /&gt;
  以下是所有动作的变量代码:&lt;br /&gt;
  a:block (方块放置/破坏)&lt;br /&gt;
  a:+block (方块放置)&lt;br /&gt;
  a:-block (方块破坏)&lt;br /&gt;
  a:click (玩家交互)&lt;br /&gt;
  a:container (物品拿出或放入箱子等容器.)&lt;br /&gt;
  a:+container (物品放入箱子等容器.)&lt;br /&gt;
  a:-container (物品拿出箱子等容器.)&lt;br /&gt;
  a:kill (被杀死的怪物/动物)&lt;br /&gt;
  a:chat (聊天栏中的信息)&lt;br /&gt;
  a:command (用过的命令)&lt;br /&gt;
  a:session (玩家登入/登出)&lt;br /&gt;
  a:+session (玩家登入)&lt;br /&gt;
  a:-session (玩家登出)&lt;br /&gt;
&lt;br /&gt;
  b:&amp;lt;blocks&amp;gt; - 限定回档时作用的方块类型.&lt;br /&gt;
  举个例子来说,如果你只想回档石头方块，你可以输入b:1&lt;br /&gt;
  你也可以指定多个物品，像这样b:1,5,7&lt;br /&gt;
  你可以在这里找到方块ID&lt;br /&gt;
  http://www.minecraftwiki.net/wiki/Data_values&lt;br /&gt;
&lt;br /&gt;
  e:&amp;lt;exclude&amp;gt; - 排除回档时作用的方块类型.&lt;br /&gt;
  举个例子来说，如果你不想要TNT在回档后恢复，你可以输入e:46&lt;br /&gt;
&lt;br /&gt;
  #&amp;lt;hashtag&amp;gt; - 添加一个标签在你的指令末端来执行额外的操作.&lt;br /&gt;
  举个例子来说，如果需要执行预览“回档”操作，你可以输入#preview&lt;br /&gt;
  以下是可用的标签列表:&lt;br /&gt;
  #preview (预览回档/恢复操作)&lt;br /&gt;
  #count (返回一个查看记录的行数)&lt;br /&gt;
  #verbose (在执行回档/恢复操作时显示额外的调试信息)&lt;br /&gt;
  #silent (在执行回档/恢复操作时显示少量的调试信息)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   /co restore u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co rs&amp;quot;.&lt;br /&gt;
   /restore同样可以作用于回退/rollback操作.&lt;br /&gt;
   /co lookup u:&amp;lt;user&amp;gt; t:&amp;lt;time&amp;gt; r:&amp;lt;radius&amp;gt; a:&amp;lt;action&amp;gt; b:&amp;lt;blocks&amp;gt; e:&amp;lt;exclude&amp;gt;&lt;br /&gt;
   与/rollback同样的参数设置. 简短命令: &amp;quot;/co l&amp;quot;.&lt;br /&gt;
   本命令也可以用于搜索查看方块记录.&lt;br /&gt;
   /co purge t:&amp;lt;time&amp;gt;&lt;br /&gt;
   清除旧的方块数据. 如果你不需要旧的数据，可以用这个命令来释放你的硬盘储存空间.&lt;br /&gt;
   举个例子来说, &amp;quot;/co purge t:30d&amp;quot; 将会删除所有一个月前的旧数据，仅保留最近30天的数据.&lt;br /&gt;
   在游戏中输入命令，将只有30天以后的数据可以被清除;如果在控制台输入命令，则是24小时以后的数据都可以被清除.&lt;br /&gt;
   回档命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;默认情况下，如果指令中并未指定范围(radius)变量,插件将会自动代入10这个数据，限制操作的作用范围是你周围半径10格的区域.使用&amp;quot;r:#global&amp;quot;来执行全局回档.&lt;br /&gt;
  对玩家Notch一小时内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h&lt;br /&gt;
  预览“对玩家Notch一小时内的所有操作进行回档(默认范围10)”:&lt;br /&gt;
  /co rollback u:Notch t:1h #preview&lt;br /&gt;
  对玩家Notch23小时17分钟内的所有操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:23h17m&lt;br /&gt;
  对玩家Notch最近一小时内的石头放置/破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1&lt;br /&gt;
  对玩家Notch最近一小时内的石头破坏操作进行回档(默认范围10):&lt;br /&gt;
  /co rollback u:Notch t:1h b:1 a:-block&lt;br /&gt;
  对玩家Notch最近一小时内除了石头放置/破坏以外的所有操作进行回档(全局):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#global e:1&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(半径20):&lt;br /&gt;
  /co rollback u:Notch t:1h r:20&lt;br /&gt;
  对玩家Notch最近一小时内的地形修改操作进行回档(限制在Nether世界):&lt;br /&gt;
  /co rollback u:Notch t:1h r:#nether&lt;br /&gt;
  对所有玩家最近15分钟内的所有操作进行回档(半径30):&lt;br /&gt;
  /co rollback t:15m r:30&lt;br /&gt;
  对在WorldEdit选区内最近15分钟内的所有操作进行回档:&lt;br /&gt;
  /co rollback t:15m r:#worldedit&lt;br /&gt;
  查看命令示例:&lt;br /&gt;
  &amp;gt;&amp;gt;查询命令与回档命令的使用基本一样.唯一的区别在于查询命令默认的范围是全局.&lt;br /&gt;
  查看最近一小时内所有钻石原矿的挖掘记录:&lt;br /&gt;
  /co lookup b:56 t:1h a:-block&lt;br /&gt;
  查看最近30分钟内玩家Notch发送的所有聊天信息:&lt;br /&gt;
  /co lookup u:Notch t:30m a:chat&lt;br /&gt;
  查看玩家Notch的所有登陆操作:&lt;br /&gt;
  /co lookup u:Notch a:login&lt;br /&gt;
&lt;br /&gt;
===权限===&lt;br /&gt;
  coreprotect.*&lt;br /&gt;
允许使用全部命令.&lt;br /&gt;
  coreprotect.inspect&lt;br /&gt;
允许使用inspect命令.&lt;br /&gt;
  coreprotect.lookup&lt;br /&gt;
允许使用lookup命令.&lt;br /&gt;
  coreprotect.rollback&lt;br /&gt;
允许使用rollback命令.&lt;br /&gt;
  coreprotect.restore&lt;br /&gt;
允许使用restore命令.&lt;br /&gt;
  coreprotect.purge&lt;br /&gt;
允许使用purge命令.&lt;br /&gt;
  coreprotect.reload&lt;br /&gt;
允许使用reload命令.&lt;br /&gt;
  coreprotect.help&lt;br /&gt;
允许使用help命令.&lt;br /&gt;
====子权限====&lt;br /&gt;
  coreprotect.lookup.block&lt;br /&gt;
可以使用否定节点来限制方块记录查询.&lt;br /&gt;
  coreprotect.lookup.click&lt;br /&gt;
可以使用否定节点来限制动作记录查询.&lt;br /&gt;
  coreprotect.lookup.container&lt;br /&gt;
可以使用否定节点来限制容器记录查询.&lt;br /&gt;
  coreprotect.lookup.kill&lt;br /&gt;
可以使用否定节点来限制实体死亡记录查询.&lt;br /&gt;
  coreprotect.lookup.chat&lt;br /&gt;
可以使用否定节点来限制聊天记录查询.&lt;br /&gt;
  coreprotect.lookup.command&lt;br /&gt;
可以使用否定节点来限制命令记录查询.&lt;br /&gt;
  coreprotect.lookup.session&lt;br /&gt;
可以使用否定节点来限制选区(限定范围)查询.&lt;br /&gt;
&lt;br /&gt;
  特殊名词说明:&lt;br /&gt;
  否定节点指的是权限节点搭配-的组合，与GroupManager插件中的概念相同。&lt;br /&gt;
  如添加-essentials.build则为禁止建筑，详情参照 [[GroupManager]] [http://www.twodam.net/wiki/GroupManager#.E5.90.A6.E5.AE.9A.E8.8A.82.E7.82.B9 GM:否定节点]&lt;br /&gt;
&lt;br /&gt;
===指导与资源===&lt;br /&gt;
====相关链接====&lt;br /&gt;
  兼容的第三方插件与工具列表.[https://dev.bukkit.org/bukkit-plugins/coreprotect/pages/compatible-third-party-plugins-tools/ 点击查看]&lt;br /&gt;
&lt;br /&gt;
====独立世界配置文件====&lt;br /&gt;
如果你想要独立特定世界的记录设置，只需要按下面这样做:&lt;br /&gt;
  &lt;br /&gt;
#复制 config.yml 文件的所有内容，创建并粘贴到以对应世界名命名的文件中(例如: world_nether.yml)&lt;br /&gt;
#在新文件中自定义你的设置.&lt;br /&gt;
#同时重启服务端, 或是在游戏中输入&amp;quot;/co reload&amp;quot; .&lt;br /&gt;
举个例子来说, 如果你不想记录&amp;quot;The End&amp;quot;的所有日志, 复制 config.yml 文件中的所有内容并粘贴到 &amp;quot;world_the_end.yml&amp;quot; (匹配对应的世界名).&lt;br /&gt;
  &lt;br /&gt;
之后，在新的文件中，调整设置你所期望的选项即可.&lt;br /&gt;
&lt;br /&gt;
====取消记载指定用户的记录====&lt;br /&gt;
如果你想取消记录一些用户, 你可以这样做&lt;br /&gt;
#在CoreProtect插件根目录下创建一个名为“blacklist.txt”的文件.&lt;br /&gt;
#输入需要禁用的用户名称 (每个用户名一行) &lt;br /&gt;
#重新启动服务器, 或者在游戏输入指令“/co reload”&lt;br /&gt;
这可以用于禁用非玩家的记录, 如“#tnt”. 如果你想禁用记录用户“Notch”, 和TNT爆炸, blacklist.txt文件需要这样写:&lt;br /&gt;
  &amp;lt;code&amp;gt;Notch&lt;br /&gt;
  #tnt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CoreProtect 2.00 升级向导====&lt;br /&gt;
  由CoreProtect 1.# 升级到 2.#? 这里有些你需要知道的信息.&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/coreprotect/pages/core-protect-2-00-upgrade-guide/]&lt;br /&gt;
&lt;br /&gt;
===API Documentation===&lt;br /&gt;
  这是一些给开发看的API&lt;br /&gt;
  [http://minerealm.com/community/viewtopic.php?f=32&amp;amp;t=14070]&lt;br /&gt;
&lt;br /&gt;
===IRC===&lt;br /&gt;
===其它===&lt;br /&gt;
[[Category:安全]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4408</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4408"/>
		<updated>2016-11-18T02:38:15Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 如何创建一个牌子 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、指示牌、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  (推荐使用小写文件名,因为权限对大小写要求是非常严格的！)&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用带有大写字母、颜色代码或符号的内部名称(读下面)，请记住，在同菜单中项目名称不可重复。&lt;br /&gt;
  每个项目都是由一个内部名称（对于玩家不可见）和节点组成，可以分配命令，自定义名称与图标。&lt;br /&gt;
  一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为“节点”，每个项目可以有不同的节点来定制它。点击查看[https://dev.bukkit.org/bukkit-plugins/chest-commands/pages/tutorial/nodes/ 节点列表]。&lt;br /&gt;
    每个项目必须要有坐标节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建指示牌 ===&lt;br /&gt;
  放置一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](需要权限： &amp;quot;chestcommands.sign&amp;quot;）&lt;br /&gt;
  在第二行输入菜单名字（需要在名称后加上&amp;quot;.yml&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4407</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4407"/>
		<updated>2016-11-18T02:34:55Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 全部权限与命令 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、指示牌、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  (推荐使用小写文件名,因为权限对大小写要求是非常严格的！)&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用带有大写字母、颜色代码或符号的内部名称(读下面)，请记住，在同菜单中项目名称不可重复。&lt;br /&gt;
  每个项目都是由一个内部名称（对于玩家不可见）和节点组成，可以分配命令，自定义名称与图标。&lt;br /&gt;
  一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为“节点”，每个项目可以有不同的节点来定制它。点击查看[https://dev.bukkit.org/bukkit-plugins/chest-commands/pages/tutorial/nodes/ 节点列表]。&lt;br /&gt;
    每个项目必须要有坐标节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4406</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4406"/>
		<updated>2016-11-18T02:22:05Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 菜单设置 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、指示牌、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  (推荐使用小写文件名,因为权限对大小写要求是非常严格的！)&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用带有大写字母、颜色代码或符号的内部名称(读下面)，请记住，在同菜单中项目名称不可重复。&lt;br /&gt;
  每个项目都是由一个内部名称（对于玩家不可见）和节点组成，可以分配命令，自定义名称与图标。&lt;br /&gt;
  一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为“节点”，每个项目可以有不同的节点来定制它。点击查看[https://dev.bukkit.org/bukkit-plugins/chest-commands/pages/tutorial/nodes/ 节点列表]。&lt;br /&gt;
    每个项目必须要有坐标节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4405</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4405"/>
		<updated>2016-11-18T02:08:57Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 特征 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、指示牌、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  (推荐使用小写文件名,因为权限对大小写要求是非常严格的！)&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4404</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4404"/>
		<updated>2016-11-18T02:06:05Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 创建菜单 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、标志、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  (推荐使用小写文件名,因为权限对大小写要求是非常严格的！)&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4403</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4403"/>
		<updated>2016-11-18T02:05:41Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 创建一个新菜单 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、标志、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4402</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4402"/>
		<updated>2016-11-18T02:04:43Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 修改一个现有的菜单 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、标志、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4401</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4401"/>
		<updated>2016-11-18T02:04:22Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 特征 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多菜单&lt;br /&gt;
  - 可使用物品、标志、可配置的命令打开菜单&lt;br /&gt;
  - 自定义占位符和符号&lt;br /&gt;
  - 高质量代码&lt;br /&gt;
  - 支持经济插件，可支持Vault（可选）&lt;br /&gt;
  - 自动检测新版本&lt;br /&gt;
&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4400</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=4400"/>
		<updated>2016-11-18T01:58:26Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 有用的一些前置插件 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=Chest Commands Gui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|源地址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 扩展插件 ==&lt;br /&gt;
  Player Points - 额外货币&lt;br /&gt;
  Scheduled Commands - 定时执行命令&lt;br /&gt;
  Info Book - 首次登陆赠送教程书&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2937</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2937"/>
		<updated>2016-03-14T16:47:50Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* vote: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: 是否使用Votifier监听器(默认: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== 概述 ===&lt;br /&gt;
  新的API允许开发人员对是否交易得到反馈.而你仍然可以使用旧的方法调用&lt;br /&gt;
  控制台命令,这些方法可以让你完成同样的事情,而不必通过控制台.&lt;br /&gt;
  在你的plugin.yml中,确保PlayerPoints添加依赖关系.&lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  该API中的所有方法都有JavaDoc.以下是引用的副本.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2936</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2936"/>
		<updated>2016-03-14T16:46:46Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== 概述 ===&lt;br /&gt;
  新的API允许开发人员对是否交易得到反馈.而你仍然可以使用旧的方法调用&lt;br /&gt;
  控制台命令,这些方法可以让你完成同样的事情,而不必通过控制台.&lt;br /&gt;
  在你的plugin.yml中,确保PlayerPoints添加依赖关系.&lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  该API中的所有方法都有JavaDoc.以下是引用的副本.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2935</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2935"/>
		<updated>2016-03-14T16:40:12Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* JavaDocs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  该API中的所有方法都有JavaDoc.以下是引用的副本.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2934</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2934"/>
		<updated>2016-03-14T16:38:03Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Event */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  每当玩家点券数量被修改PlayerPoints将发出事件.&lt;br /&gt;
  事件可以进行修改与取消.&lt;br /&gt;
=== 玩家点券更改事件 ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== 玩家点券重置事件 ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2933</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2933"/>
		<updated>2016-03-14T16:32:11Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 命令 &amp;amp; 权限 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令与权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 彩色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 权限!! 描述&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || 可开启ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || 可使用所有ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || 可重载ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || 在加入时可获得ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || 在加入时可打开箱子.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || 可停止所有粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || 可使用爱心效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || 可使用音符效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || 可使用火焰效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || 可使用雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || 可使用岩浆效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || 可使用魔法效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || 可使用涡状效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || 可使用红石效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || 可使用巫术效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || 可使用危险效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || 可使用彩色效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || 可使用烟雾效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || 可使用快乐效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || 可使用愤怒效果.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || 可停止效果&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || 可检测更新&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=配置=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      activate: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu配置&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    前缀: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    箱子名称: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      启用: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      爱心: &#039;&amp;amp;4爱心&#039;&lt;br /&gt;
      音符: &#039;&amp;amp;2音符&#039;&lt;br /&gt;
      火焰: &#039;&amp;amp;6火焰&#039;&lt;br /&gt;
      雨水: &#039;&amp;amp;3雨水&#039;&lt;br /&gt;
      岩浆: &#039;&amp;amp;c岩浆&#039;&lt;br /&gt;
      魔法: &#039;&amp;amp;f魔法&#039;&lt;br /&gt;
      涡状: &#039;&amp;amp;f涡状&#039;&lt;br /&gt;
      红石: &#039;&amp;amp;c红石&#039;&lt;br /&gt;
      巫术: &#039;&amp;amp;5巫术&#039;&lt;br /&gt;
      危险: &#039;&amp;amp;f危险&#039;&lt;br /&gt;
      彩色: &#039;&amp;amp;b彩色&#039;&lt;br /&gt;
      烟雾: &#039;&amp;amp;8烟雾&#039;&lt;br /&gt;
      快乐: &#039;&amp;amp;2快乐&#039;&lt;br /&gt;
      愤怒: &#039;&amp;amp;4愤怒&#039;&lt;br /&gt;
      停止: &#039;&amp;amp;4粒子效果已清除!&#039;&lt;br /&gt;
      已停止: &#039;&amp;amp;c你没有效果可以被清除!&#039;&lt;br /&gt;
      权限: &#039;&amp;amp;c你没有权限!&#039;&lt;br /&gt;
      重载: &#039;&amp;amp;a配置文件已重载!&#039;&lt;br /&gt;
      停止所有: &#039;&amp;amp;4已停止所有粒子效果.&#039;&lt;br /&gt;
  库存消息:&lt;br /&gt;
    爱心: &#039;&amp;amp;4爱心 效果&#039;&lt;br /&gt;
    音符: &#039;&amp;amp;2音符 效果&#039;&lt;br /&gt;
    火焰: &#039;&amp;amp;6火焰效果&#039;&lt;br /&gt;
    雨水: &#039;&amp;amp;3雨水 效果&#039;&lt;br /&gt;
    岩浆: &#039;&amp;amp;c岩浆 效果&#039;&lt;br /&gt;
    魔法: &#039;&amp;amp;f魔法效果&#039;&lt;br /&gt;
    涡状: &#039;&amp;amp;f涡状 效果&#039;&lt;br /&gt;
    红石: &#039;&amp;amp;c红石 效果&#039;&lt;br /&gt;
    巫术: &#039;&amp;amp;5巫术 效果&#039;&lt;br /&gt;
    危险: &#039;&amp;amp;f危险 效果&#039;&lt;br /&gt;
    彩色: &#039;&amp;amp;b彩色 效果&#039;&lt;br /&gt;
    烟雾: &#039;&amp;amp;8烟雾 效果&#039;&lt;br /&gt;
    快乐: &#039;&amp;amp;2快乐 效果&#039;&lt;br /&gt;
    愤怒: &#039;&amp;amp;4愤怒 效果&#039;&lt;br /&gt;
    清楚: &#039;&amp;amp;4清楚效果&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;c你没有这个粒子效果的权限!&#039;&lt;br /&gt;
  设置:&lt;br /&gt;
    自动更新: &#039;开&#039;&lt;br /&gt;
    加入物品: &#039;关&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    范围: &#039;0.4&#039;&lt;br /&gt;
    高度: &#039;2.0&#039;&lt;br /&gt;
    刷新时间: &#039;2&#039;&lt;br /&gt;
    角度: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. 你能重现步骤,直到缺陷发生吗?如果这样的话,怎么做?&lt;br /&gt;
&lt;br /&gt;
是的.这就是你所需要做的所有事.&lt;br /&gt;
&lt;br /&gt;
2. 您正在使用什么版本的ParticleMenu?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. 您正在使用什么版本的Java?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. 预期的输出是什么?&lt;br /&gt;
&lt;br /&gt;
打开ParticleMenu的GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2932</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2932"/>
		<updated>2016-03-14T16:26:49Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 彩色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=配置=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      activate: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu配置&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    前缀: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    箱子名称: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      启用: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      爱心: &#039;&amp;amp;4爱心&#039;&lt;br /&gt;
      音符: &#039;&amp;amp;2音符&#039;&lt;br /&gt;
      火焰: &#039;&amp;amp;6火焰&#039;&lt;br /&gt;
      雨水: &#039;&amp;amp;3雨水&#039;&lt;br /&gt;
      岩浆: &#039;&amp;amp;c岩浆&#039;&lt;br /&gt;
      魔法: &#039;&amp;amp;f魔法&#039;&lt;br /&gt;
      涡状: &#039;&amp;amp;f涡状&#039;&lt;br /&gt;
      红石: &#039;&amp;amp;c红石&#039;&lt;br /&gt;
      巫术: &#039;&amp;amp;5巫术&#039;&lt;br /&gt;
      危险: &#039;&amp;amp;f危险&#039;&lt;br /&gt;
      彩色: &#039;&amp;amp;b彩色&#039;&lt;br /&gt;
      烟雾: &#039;&amp;amp;8烟雾&#039;&lt;br /&gt;
      快乐: &#039;&amp;amp;2快乐&#039;&lt;br /&gt;
      愤怒: &#039;&amp;amp;4愤怒&#039;&lt;br /&gt;
      停止: &#039;&amp;amp;4粒子效果已清除!&#039;&lt;br /&gt;
      已停止: &#039;&amp;amp;c你没有效果可以被清除!&#039;&lt;br /&gt;
      权限: &#039;&amp;amp;c你没有权限!&#039;&lt;br /&gt;
      重载: &#039;&amp;amp;a配置文件已重载!&#039;&lt;br /&gt;
      停止所有: &#039;&amp;amp;4已停止所有粒子效果.&#039;&lt;br /&gt;
  库存消息:&lt;br /&gt;
    爱心: &#039;&amp;amp;4爱心 效果&#039;&lt;br /&gt;
    音符: &#039;&amp;amp;2音符 效果&#039;&lt;br /&gt;
    火焰: &#039;&amp;amp;6火焰效果&#039;&lt;br /&gt;
    雨水: &#039;&amp;amp;3雨水 效果&#039;&lt;br /&gt;
    岩浆: &#039;&amp;amp;c岩浆 效果&#039;&lt;br /&gt;
    魔法: &#039;&amp;amp;f魔法效果&#039;&lt;br /&gt;
    涡状: &#039;&amp;amp;f涡状 效果&#039;&lt;br /&gt;
    红石: &#039;&amp;amp;c红石 效果&#039;&lt;br /&gt;
    巫术: &#039;&amp;amp;5巫术 效果&#039;&lt;br /&gt;
    危险: &#039;&amp;amp;f危险 效果&#039;&lt;br /&gt;
    彩色: &#039;&amp;amp;b彩色 效果&#039;&lt;br /&gt;
    烟雾: &#039;&amp;amp;8烟雾 效果&#039;&lt;br /&gt;
    快乐: &#039;&amp;amp;2快乐 效果&#039;&lt;br /&gt;
    愤怒: &#039;&amp;amp;4愤怒 效果&#039;&lt;br /&gt;
    清楚: &#039;&amp;amp;4清楚效果&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;c你没有这个粒子效果的权限!&#039;&lt;br /&gt;
  设置:&lt;br /&gt;
    自动更新: &#039;开&#039;&lt;br /&gt;
    加入物品: &#039;关&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    范围: &#039;0.4&#039;&lt;br /&gt;
    高度: &#039;2.0&#039;&lt;br /&gt;
    刷新时间: &#039;2&#039;&lt;br /&gt;
    角度: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. 你能重现步骤,直到缺陷发生吗?如果这样的话,怎么做?&lt;br /&gt;
&lt;br /&gt;
是的.这就是你所需要做的所有事.&lt;br /&gt;
&lt;br /&gt;
2. 您正在使用什么版本的ParticleMenu?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. 您正在使用什么版本的Java?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. 预期的输出是什么?&lt;br /&gt;
&lt;br /&gt;
打开ParticleMenu的GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2931</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2931"/>
		<updated>2016-03-14T16:26:26Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 彩色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      activate: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu配置&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    前缀: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    箱子名称: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      启用: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      爱心: &#039;&amp;amp;4爱心&#039;&lt;br /&gt;
      音符: &#039;&amp;amp;2音符&#039;&lt;br /&gt;
      火焰: &#039;&amp;amp;6火焰&#039;&lt;br /&gt;
      雨水: &#039;&amp;amp;3雨水&#039;&lt;br /&gt;
      岩浆: &#039;&amp;amp;c岩浆&#039;&lt;br /&gt;
      魔法: &#039;&amp;amp;f魔法&#039;&lt;br /&gt;
      涡状: &#039;&amp;amp;f涡状&#039;&lt;br /&gt;
      红石: &#039;&amp;amp;c红石&#039;&lt;br /&gt;
      巫术: &#039;&amp;amp;5巫术&#039;&lt;br /&gt;
      危险: &#039;&amp;amp;f危险&#039;&lt;br /&gt;
      彩色: &#039;&amp;amp;b彩色&#039;&lt;br /&gt;
      烟雾: &#039;&amp;amp;8烟雾&#039;&lt;br /&gt;
      快乐: &#039;&amp;amp;2快乐&#039;&lt;br /&gt;
      愤怒: &#039;&amp;amp;4愤怒&#039;&lt;br /&gt;
      停止: &#039;&amp;amp;4粒子效果已清除!&#039;&lt;br /&gt;
      已停止: &#039;&amp;amp;c你没有效果可以被清除!&#039;&lt;br /&gt;
      权限: &#039;&amp;amp;c你没有权限!&#039;&lt;br /&gt;
      重载: &#039;&amp;amp;a配置文件已重载!&#039;&lt;br /&gt;
      停止所有: &#039;&amp;amp;4已停止所有粒子效果.&#039;&lt;br /&gt;
  库存消息:&lt;br /&gt;
    爱心: &#039;&amp;amp;4爱心 效果&#039;&lt;br /&gt;
    音符: &#039;&amp;amp;2音符 效果&#039;&lt;br /&gt;
    火焰: &#039;&amp;amp;6火焰效果&#039;&lt;br /&gt;
    雨水: &#039;&amp;amp;3雨水 效果&#039;&lt;br /&gt;
    岩浆: &#039;&amp;amp;c岩浆 效果&#039;&lt;br /&gt;
    魔法: &#039;&amp;amp;f魔法效果&#039;&lt;br /&gt;
    涡状: &#039;&amp;amp;f涡状 效果&#039;&lt;br /&gt;
    红石: &#039;&amp;amp;c红石 效果&#039;&lt;br /&gt;
    巫术: &#039;&amp;amp;5巫术 效果&#039;&lt;br /&gt;
    危险: &#039;&amp;amp;f危险 效果&#039;&lt;br /&gt;
    彩色: &#039;&amp;amp;b彩色 效果&#039;&lt;br /&gt;
    烟雾: &#039;&amp;amp;8烟雾 效果&#039;&lt;br /&gt;
    快乐: &#039;&amp;amp;2快乐 效果&#039;&lt;br /&gt;
    愤怒: &#039;&amp;amp;4愤怒 效果&#039;&lt;br /&gt;
    清楚: &#039;&amp;amp;4清楚效果&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;c你没有这个粒子效果的权限!&#039;&lt;br /&gt;
  设置:&lt;br /&gt;
    自动更新: &#039;开&#039;&lt;br /&gt;
    加入物品: &#039;关&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    范围: &#039;0.4&#039;&lt;br /&gt;
    高度: &#039;2.0&#039;&lt;br /&gt;
    刷新时间: &#039;2&#039;&lt;br /&gt;
    角度: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. 你能重现步骤,直到缺陷发生吗?如果这样的话,怎么做?&lt;br /&gt;
&lt;br /&gt;
是的.这就是你所需要做的所有事.&lt;br /&gt;
&lt;br /&gt;
2. 您正在使用什么版本的ParticleMenu?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. 您正在使用什么版本的Java?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. 预期的输出是什么?&lt;br /&gt;
&lt;br /&gt;
打开ParticleMenu的GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2930</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2930"/>
		<updated>2016-03-14T16:26:03Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 彩色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      activate: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu配置&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    前缀: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    箱子名称: &#039;&amp;amp;7[&amp;amp;9粒子菜单&amp;amp;7]&#039;&lt;br /&gt;
    消息:&lt;br /&gt;
      启用: &#039;&amp;amp;a你已激活: &#039;&lt;br /&gt;
      爱心: &#039;&amp;amp;4爱心&#039;&lt;br /&gt;
      音符: &#039;&amp;amp;2音符&#039;&lt;br /&gt;
      火焰: &#039;&amp;amp;6火焰&#039;&lt;br /&gt;
      雨水: &#039;&amp;amp;3雨水&#039;&lt;br /&gt;
      岩浆: &#039;&amp;amp;c岩浆&#039;&lt;br /&gt;
      魔法: &#039;&amp;amp;f魔法&#039;&lt;br /&gt;
      涡状: &#039;&amp;amp;f涡状&#039;&lt;br /&gt;
      红石: &#039;&amp;amp;c红石&#039;&lt;br /&gt;
      巫术: &#039;&amp;amp;5巫术&#039;&lt;br /&gt;
      危险: &#039;&amp;amp;f危险&#039;&lt;br /&gt;
      彩色: &#039;&amp;amp;b彩色&#039;&lt;br /&gt;
      烟雾: &#039;&amp;amp;8烟雾&#039;&lt;br /&gt;
      快乐: &#039;&amp;amp;2快乐&#039;&lt;br /&gt;
      愤怒: &#039;&amp;amp;4愤怒&#039;&lt;br /&gt;
      停止: &#039;&amp;amp;4粒子效果已清除!&#039;&lt;br /&gt;
      已停止: &#039;&amp;amp;c你没有效果可以被清除!&#039;&lt;br /&gt;
      权限: &#039;&amp;amp;c你没有权限!&#039;&lt;br /&gt;
      重载: &#039;&amp;amp;a配置文件已重载!&#039;&lt;br /&gt;
      停止所有: &#039;&amp;amp;4已停止所有粒子效果.&#039;&lt;br /&gt;
  库存消息:&lt;br /&gt;
    爱心: &#039;&amp;amp;4爱心 效果&#039;&lt;br /&gt;
    音符: &#039;&amp;amp;2音符 效果&#039;&lt;br /&gt;
    火焰: &#039;&amp;amp;6火焰效果&#039;&lt;br /&gt;
    雨水: &#039;&amp;amp;3雨水 效果&#039;&lt;br /&gt;
    岩浆: &#039;&amp;amp;c岩浆 效果&#039;&lt;br /&gt;
    魔法: &#039;&amp;amp;f魔法效果&#039;&lt;br /&gt;
    涡状: &#039;&amp;amp;f涡状 效果&#039;&lt;br /&gt;
    红石: &#039;&amp;amp;c红石 效果&#039;&lt;br /&gt;
    巫术: &#039;&amp;amp;5巫术 效果&#039;&lt;br /&gt;
    危险: &#039;&amp;amp;f危险 效果&#039;&lt;br /&gt;
    彩色: &#039;&amp;amp;b彩色 效果&#039;&lt;br /&gt;
    烟雾: &#039;&amp;amp;8烟雾 效果&#039;&lt;br /&gt;
    快乐: &#039;&amp;amp;2快乐 效果&#039;&lt;br /&gt;
    愤怒: &#039;&amp;amp;4愤怒 效果&#039;&lt;br /&gt;
    清楚: &#039;&amp;amp;4清楚效果&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;c你没有这个粒子效果的权限!&#039;&lt;br /&gt;
  设置:&lt;br /&gt;
    自动更新: &#039;开&#039;&lt;br /&gt;
    加入物品: &#039;关&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    范围: &#039;0.4&#039;&lt;br /&gt;
    高度: &#039;2.0&#039;&lt;br /&gt;
    刷新时间: &#039;2&#039;&lt;br /&gt;
    角度: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. 你能重现步骤,直到缺陷发生吗?如果这样的话,怎么做?&lt;br /&gt;
&lt;br /&gt;
是的.这就是你所需要做的所有事.&lt;br /&gt;
&lt;br /&gt;
2. 您正在使用什么版本的ParticleMenu?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. 您正在使用什么版本的Java?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. 预期的输出是什么?&lt;br /&gt;
&lt;br /&gt;
打开ParticleMenu的GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2929</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2929"/>
		<updated>2016-03-14T15:55:04Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 命令 &amp;amp; 权限 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 多色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2928</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2928"/>
		<updated>2016-03-14T15:54:43Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 命令 &amp;amp; 权限 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己ParticleMenu箱子.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || 爱心 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || 音符 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || 火焰 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || 雨水效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || 岩浆 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || 魔法 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || 涡状形 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || 红石 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 巫术 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || 危险 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || 多色 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 烟雾 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || 快乐 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || 愤怒 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || 停止 效果.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || 检查 效果.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2927</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2927"/>
		<updated>2016-03-14T15:48:17Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 自动更新 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu使用Gravity的更新自动安装到你的服务器.如果您想禁用自动更新,你可以进入配置文件,并根据设置,设置automaticUpdating为false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己 ParticleMenu Chest.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子(Particles).&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || Stop Effects.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2926</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2926"/>
		<updated>2016-03-14T15:45:00Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Plugin Metrics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==插件指标==&lt;br /&gt;
ParticleMenu使用Hidendra插件的指标体系.发送到mcstats.org的信息,是完全匿名的,公开的,并包含以下指标:&lt;br /&gt;
&lt;br /&gt;
* 唯一标识符&lt;br /&gt;
* 服务器的Java版本&lt;br /&gt;
* 服务器是否处于脱机或联机模式&lt;br /&gt;
* 插件版本&lt;br /&gt;
* 服务器版本&lt;br /&gt;
* 操作系统版本/名称和架构&lt;br /&gt;
* CPU核心数量&lt;br /&gt;
* 服务器在线人数&lt;br /&gt;
* 指标版本&lt;br /&gt;
&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu uses Gravity&#039;s Updater to automatically install updates to your server. If you would like to disable automatic updating, you can go into the configuration file, and under settings, set automaticUpdating to false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己 ParticleMenu Chest.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子(Particles).&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || Stop Effects.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2925</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2925"/>
		<updated>2016-03-14T15:38:13Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 特性 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* 旋转粒子效果&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
&lt;br /&gt;
==Plugin Metrics==&lt;br /&gt;
ParticleMenu uses Hidendra&#039;s plugin metrics system. The information sent to mcstats.org is completely anonymous, publicly viewable, and includes the following metrics:&lt;br /&gt;
&lt;br /&gt;
* A unique identifier&lt;br /&gt;
* The server&#039;s version of Java&lt;br /&gt;
* Whether the server is in offline or online mode&lt;br /&gt;
* The plugin&#039;s version&lt;br /&gt;
* The server&#039;s version&lt;br /&gt;
* The OS version/name and architecture&lt;br /&gt;
* The core count for the CPU&lt;br /&gt;
* The number of players online&lt;br /&gt;
* The Metrics version&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu uses Gravity&#039;s Updater to automatically install updates to your server. If you would like to disable automatic updating, you can go into the configuration file, and under settings, set automaticUpdating to false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己 ParticleMenu Chest.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子(Particles).&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || Stop Effects.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2924</id>
		<title>ParticleMenu</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ParticleMenu&amp;diff=2924"/>
		<updated>2016-03-14T15:37:06Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{待翻译}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=v.2.2&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=CraftBukkit 1.7.9-R0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=主菜单=&lt;br /&gt;
==介绍==&lt;br /&gt;
ParticleMenu是一款有趣,轻量,并且EULA友好的插件。可以非常简单得安装到你的服务器上!ParticleMenu添加了一个GUI，能使炫酷的粒子效果在你的眼前旋转! ParticleMenu是完全可定制的,包括消息, 前缀,加入物品,以及更多.&lt;br /&gt;
&lt;br /&gt;
==特性==&lt;br /&gt;
* 极好的GUI视图&lt;br /&gt;
* Rotating Particle&lt;br /&gt;
* 可移动&lt;br /&gt;
* 轻量级&lt;br /&gt;
* 简单的配置文件&lt;br /&gt;
* 自定义消息&lt;br /&gt;
* 自定义代码&lt;br /&gt;
* 支持颜色代码&lt;br /&gt;
* 音效&lt;br /&gt;
* 权限&lt;br /&gt;
* 可加入物品&lt;br /&gt;
* 自定义半径和高度&lt;br /&gt;
* 自动更新&lt;br /&gt;
* 友好的最终用户协议&lt;br /&gt;
* 还有更多！&lt;br /&gt;
==Plugin Metrics==&lt;br /&gt;
ParticleMenu uses Hidendra&#039;s plugin metrics system. The information sent to mcstats.org is completely anonymous, publicly viewable, and includes the following metrics:&lt;br /&gt;
&lt;br /&gt;
* A unique identifier&lt;br /&gt;
* The server&#039;s version of Java&lt;br /&gt;
* Whether the server is in offline or online mode&lt;br /&gt;
* The plugin&#039;s version&lt;br /&gt;
* The server&#039;s version&lt;br /&gt;
* The OS version/name and architecture&lt;br /&gt;
* The core count for the CPU&lt;br /&gt;
* The number of players online&lt;br /&gt;
* The Metrics version&lt;br /&gt;
==自动更新==&lt;br /&gt;
ParticleMenu uses Gravity&#039;s Updater to automatically install updates to your server. If you would like to disable automatic updating, you can go into the configuration file, and under settings, set automaticUpdating to false.&lt;br /&gt;
&lt;br /&gt;
=安装方法=&lt;br /&gt;
# 下载 ParticleMenu 的最新版本&lt;br /&gt;
# 关掉服务器&lt;br /&gt;
# 把 ParticleMenu.jar 放进插件文件夹内&lt;br /&gt;
# 打开服务器&lt;br /&gt;
# 成功安装！&lt;br /&gt;
&lt;br /&gt;
=命令 &amp;amp; 权限=&lt;br /&gt;
这些命令可以简写为 /pm 或者 /ptm!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 描述&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu || 打开主菜单.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu reload || 重新加载此插件.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu chest || 给自己 ParticleMenu Chest.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stopall || 清除所有人的粒子(Particles).&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu heart || Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu note || Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu flame || Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu water || Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu lava || Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu enchantment || Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu swirl || Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu redstone || Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu witch || Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu colorful || Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu smoke || Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu angry || Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu stop || Stop Effects.&lt;br /&gt;
|-&lt;br /&gt;
| /particlemenu update || Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permission !! Description&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.open || Permission to open the ParticleMenu GUI.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.* || Permission to use all of ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.reload || Permission to reload ParticleMenu.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.itemOnJoin || Permission to get the ParticleMenu Chest on join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.chest || Permission to open the Chest on Join.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.stopall || Permission to stop all the particles.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.heart || Permission to use the Heart Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.note || Permission to use the Note Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.flame || Permission to use the Flame Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.water || Permission to use the Water Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.lava || Permission to use the Lava Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.enchantment || Permission to use the Enchantment Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.swirl || Permission to use the Swirl Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.redstone || Permission to use the Redstone Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.witch || Permission to use the Witch Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.critical || Permission to use the Critical Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.colorful || Permission to use the Colorful Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.smoke || Permission to use the Smoke Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.happy || Permission to use the Happy Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.angry || Permission to use the Angry Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.use.stop || Permission to Stop your Effect.&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMenu.update || Permission to Check for Updates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Configuration=&lt;br /&gt;
&lt;br /&gt;
  # ParticleMenu Configuration&lt;br /&gt;
  ParticleMenu:&lt;br /&gt;
    prefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    invprefix: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    chestname: &#039;&amp;amp;7[&amp;amp;9ParticleMenu&amp;amp;7]&#039;&lt;br /&gt;
    messages:&lt;br /&gt;
      activate: &#039;&amp;amp;aYou activated: &#039;&lt;br /&gt;
      heart: &#039;&amp;amp;4Heart&#039;&lt;br /&gt;
      note: &#039;&amp;amp;2Note&#039;&lt;br /&gt;
      flame: &#039;&amp;amp;6Flame&#039;&lt;br /&gt;
      water: &#039;&amp;amp;3Water&#039;&lt;br /&gt;
      lava: &#039;&amp;amp;cLava&#039;&lt;br /&gt;
      enchantment: &#039;&amp;amp;fEnchantment&#039;&lt;br /&gt;
      swirl: &#039;&amp;amp;fSwirl&#039;&lt;br /&gt;
      redstone: &#039;&amp;amp;cRedstone&#039;&lt;br /&gt;
      witch: &#039;&amp;amp;5Witch&#039;&lt;br /&gt;
      critical: &#039;&amp;amp;fCritical&#039;&lt;br /&gt;
      colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
      smoke: &#039;&amp;amp;8Smoke&#039;&lt;br /&gt;
      happy: &#039;&amp;amp;2Happy&#039;&lt;br /&gt;
      angry: &#039;&amp;amp;4Angry&#039;&lt;br /&gt;
      stop: &#039;&amp;amp;4Effect Cleared!&#039;&lt;br /&gt;
      alreadystop: &#039;&amp;amp;cYou do not have an effect to clear!&#039;&lt;br /&gt;
      permission: &#039;&amp;amp;cYou do not have permission!&#039;&lt;br /&gt;
      reload: &#039;&amp;amp;aConfiguration Reloaded!&#039;&lt;br /&gt;
      stopall: &#039;&amp;amp;4All Particles have been stopped.&#039;&lt;br /&gt;
  inventorymessages:&lt;br /&gt;
    heart: &#039;&amp;amp;4Heart Effect&#039;&lt;br /&gt;
    note: &#039;&amp;amp;2Note Effect&#039;&lt;br /&gt;
    flame: &#039;&amp;amp;6Flame Effect&#039;&lt;br /&gt;
    water: &#039;&amp;amp;3Water Effect&#039;&lt;br /&gt;
    lava: &#039;&amp;amp;cLava Effect&#039;&lt;br /&gt;
    enchantment: &#039;&amp;amp;fEnchantment Effect&#039;&lt;br /&gt;
    swirl: &#039;&amp;amp;fSwirl Effect&#039;&lt;br /&gt;
    redstone: &#039;&amp;amp;cRedstone Effect&#039;&lt;br /&gt;
    witch: &#039;&amp;amp;5Witch Effect&#039;&lt;br /&gt;
    critical: &#039;&amp;amp;fCritical Effect&#039;&lt;br /&gt;
    colorful: &#039;&amp;amp;bColorful Effect&#039;&lt;br /&gt;
    smoke: &#039;&amp;amp;8Smoke Effect&#039;&lt;br /&gt;
    happy: &#039;&amp;amp;2Happy Effect&#039;&lt;br /&gt;
    angry: &#039;&amp;amp;4Angry Effect&#039;&lt;br /&gt;
    stop: &#039;&amp;amp;4Clear Effects&#039;&lt;br /&gt;
    noperm: &#039;&amp;amp;cYou do not have permission to this effect!&#039;&lt;br /&gt;
  settings:&lt;br /&gt;
    automaticUpdating: &#039;true&#039;&lt;br /&gt;
    itemOnJoin: &#039;false&#039;&lt;br /&gt;
    itemSlotOnJoin: &#039;0&#039;&lt;br /&gt;
    radius: &#039;0.4&#039;&lt;br /&gt;
    height: &#039;2.0&#039;&lt;br /&gt;
    refreshtime: &#039;2&#039;&lt;br /&gt;
    angle: &#039;4&#039;&lt;br /&gt;
=Tickets=&lt;br /&gt;
1. Can you re-create the steps until the defect occurred? If so, how?&lt;br /&gt;
&lt;br /&gt;
Yes. All you have to do is /pm.&lt;br /&gt;
&lt;br /&gt;
2. What version of ParticleMenu are you using?&lt;br /&gt;
&lt;br /&gt;
v1.0&lt;br /&gt;
&lt;br /&gt;
3. What version of Java are you using?&lt;br /&gt;
&lt;br /&gt;
Java 7&lt;br /&gt;
&lt;br /&gt;
4. What is the expected output?&lt;br /&gt;
&lt;br /&gt;
Open the ParticleMenu GUI.&lt;br /&gt;
[[Category:娱乐]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2923</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2923"/>
		<updated>2016-03-14T15:06:26Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  PlayerPoints sends out events whenever a player&#039;s point amount will be modified.&lt;br /&gt;
  Events can be modified and cancelled.&lt;br /&gt;
=== PlayerPointsChangeEvent ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== PlayerPointsResetEvent ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2922</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2922"/>
		<updated>2016-03-14T15:05:58Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== : ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  PlayerPoints sends out events whenever a player&#039;s point amount will be modified.&lt;br /&gt;
  Events can be modified and cancelled.&lt;br /&gt;
=== PlayerPointsChangeEvent ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== PlayerPointsResetEvent ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2921</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2921"/>
		<updated>2016-03-14T15:03:59Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* Storage(储存): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== 储存: ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== 版本: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  PlayerPoints sends out events whenever a player&#039;s point amount will be modified.&lt;br /&gt;
  Events can be modified and cancelled.&lt;br /&gt;
=== PlayerPointsChangeEvent ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== PlayerPointsResetEvent ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2920</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2920"/>
		<updated>2016-03-14T15:03:47Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* version: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage(储存): ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== 版本: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  PlayerPoints sends out events whenever a player&#039;s point amount will be modified.&lt;br /&gt;
  Events can be modified and cancelled.&lt;br /&gt;
=== PlayerPointsChangeEvent ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== PlayerPointsResetEvent ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2919</id>
		<title>PlayerPoints</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=PlayerPoints&amp;diff=2919"/>
		<updated>2016-03-14T15:03:23Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* storage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
翻译者注：此插件的API和Event部分的翻译，因为水平原因，无法完成，希望有经验的帮忙翻一下=A=&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=PlayerPoints&lt;br /&gt;
|版本=v2.1.3&lt;br /&gt;
|前置插件=-&lt;br /&gt;
|兼容服务端版本=1.7.4-RO.1&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/playerpoints/&lt;br /&gt;
}}&lt;br /&gt;
== 概览 ==&lt;br /&gt;
 独立于其他经济插件的点券插件，可作为服务器第二款代币。作者将会增加一些不同的功能，如果你的点券数量足够，你便可以做这些&lt;br /&gt;
   如果玩家做了一个不错的建筑，管理员便可以给玩家点券以奖励。&lt;br /&gt;
   如果你的点券达到一定的数量，你将会成为管理员。&lt;br /&gt;
 Development builds of this project can be acquired at the provided continuous integration server. （不太明白这句）&amp;lt;br /&amp;gt; 这些版本没有经过BukkitDev 的批准。需要构建者自己承担风险。&lt;br /&gt;
 http://mineplugin.org/ChestCommandsGUI&lt;br /&gt;
 在正版服务器，这个插件将会连接到api.mojang.com来获取玩家的UUID。&lt;br /&gt;
=== 特点 ===&lt;br /&gt;
:*可以将点券给予玩家。&lt;br /&gt;
:*可以从玩家那里拿去点券。&lt;br /&gt;
:*向玩家支付点券。&lt;br /&gt;
:*查看看其他玩家拥有多少点券？&lt;br /&gt;
:*查看你有多少点券？&lt;br /&gt;
:*排行榜&lt;br /&gt;
:*支持设置权限来限制。&lt;br /&gt;
:*可选Vault的支持&lt;br /&gt;
:*用点券来购买物品 ([http://dev.bukkit.org/bukkit-plugins/pointshop/ PointShop])&lt;br /&gt;
=== 命令 ===&lt;br /&gt;
  /points pay &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    从你的账户内给予玩家点券。&lt;br /&gt;
  /points give &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   给予某个玩家点券。&lt;br /&gt;
  /points take &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;   扣除某个玩家的点券。&lt;br /&gt;
  /points set &amp;lt;玩家名字&amp;gt; &amp;lt;数量&amp;gt;    设置玩家的点券数量。&lt;br /&gt;
  /points reset &amp;lt;玩家名字&amp;gt;         重置玩家的点券数量。&lt;br /&gt;
  /points look &amp;lt;玩家名字&amp;gt;          查看某个玩家的点券。  &lt;br /&gt;
  /points me                       查看自己的点券数量。&lt;br /&gt;
  /points lead [next/prev/#]&lt;br /&gt;
  缩写: /p &amp;lt;give/take/look/me/pay/set/reset&amp;gt;&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
  PlayerPoints.pay      这个权限将会允许你使用pay指令。&lt;br /&gt;
  PlayerPoints.give     这个权限将会允许你使用give指令。&lt;br /&gt;
  PlayerPoints.take     这个权限将会允许你使用take指令。&lt;br /&gt;
  PlayerPoints.set      这个权限将会允许你使用set指令。&lt;br /&gt;
  PlayerPoints.reset    这个权限将会允许你使用reset指令。&lt;br /&gt;
  PlayerPoints.look     这个权限将会允许你使用look指令。&lt;br /&gt;
  PlayerPoints.lead     这个权限将会允许你使用lead指令。&lt;br /&gt;
  PlayerPoints.me       这个权限将会允许你使用me指令。&lt;br /&gt;
=== 视频 ===&lt;br /&gt;
  请前去官网进行观看&lt;br /&gt;
&lt;br /&gt;
=== 待办事项 ===&lt;br /&gt;
  得到各国语言的支持。&lt;br /&gt;
=== Maven ===&lt;br /&gt;
  我们支持Maven，只需添加我们的存储库。&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;repository&amp;gt;&lt;br /&gt;
      &amp;lt;id&amp;gt;dakani&amp;lt;/id&amp;gt;&lt;br /&gt;
      &amp;lt;name&amp;gt;Dakani Nexus Repo&amp;lt;/name&amp;gt;&lt;br /&gt;
      &amp;lt;url&amp;gt;http://repo.dakanilabs.com/content/repositories/public&amp;lt;/url&amp;gt;&lt;br /&gt;
    &amp;lt;/repository&amp;gt;&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  在依赖中加入PlayerPoints。&lt;br /&gt;
 &amp;lt;source lang=&amp;quot;JavaScript&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;dependency&amp;gt;&lt;br /&gt;
    &amp;lt;groupId&amp;gt;org.black_ixx&amp;lt;/groupId&amp;gt;&lt;br /&gt;
    &amp;lt;artifactId&amp;gt;PlayerPoints&amp;lt;/artifactId&amp;gt;&lt;br /&gt;
    &amp;lt;version&amp;gt;2.1.3&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;/dependency&amp;gt;&lt;br /&gt;
 &amp;lt;/source&amp;gt;&lt;br /&gt;
  [https://trello.com/b/Bfy6xx4M/bukkit-plugins Trello开发板]&lt;br /&gt;
  访问 Trello开发板查看所有项目和待办的事项。&lt;br /&gt;
  你可以在这里评论和投票所有的主题。&lt;br /&gt;
  所有的改变都在这里实时呈现。&lt;br /&gt;
&lt;br /&gt;
== Config（配置文件） ==&lt;br /&gt;
  &#039;&#039;&#039;以下选项将出现在Config.yml。&#039;&#039;&#039;&lt;br /&gt;
=== Storage(储存): ===&lt;br /&gt;
  这个选项将会定义数据的储存类型，储存方式通常有三种：MySQL、SQLite、YAML。注意这里一定要区分大小写。如果给的是一个无效的选项，将会以默认的YAML      &lt;br /&gt;
  方式处理（这个选项的默认是YMAL）&lt;br /&gt;
&lt;br /&gt;
=== vault: ===&lt;br /&gt;
  这个选项定义了是否与Vault对接，请注意，任何其他的经济插件都会考虑这一个（这个选项默认的是false）&lt;br /&gt;
=== version: ===&lt;br /&gt;
  这个选项用于标注此配置文件的版本，用于更新的时候使用，注意！请不要修改这个选项！！&lt;br /&gt;
=== Mysql: ===&lt;br /&gt;
注意这段只有在storage:设置为 MySQL或SQLite的时候才生效&lt;br /&gt;
  *host:数据库的（ip）地址（这个选项默认参数是localhost）&lt;br /&gt;
  *port: 数据库的端口（这个选项默认参数是3306）&lt;br /&gt;
  *database: 数据库名称（这个选项默认参数是minecraft）&lt;br /&gt;
  *user:登录数据库所使用的用户名（这个选项的默认参数是root）&lt;br /&gt;
  *password:登录数据库所使用的密码（这个选项的默认参数是pass）&lt;br /&gt;
  &#039;&#039;&#039;其他的一些设置:&#039;&#039;&#039; &lt;br /&gt;
    *use:如果你想设置使用数据库，请设置这项为true（这个选项的默认参数是false）&lt;br /&gt;
=== vote: ===&lt;br /&gt;
  *enabled: Whether or not to use the Votifier listener (Default: false)&lt;br /&gt;
  *amount: Amount of points to give on a vote event (Default: 100)&lt;br /&gt;
  *online: Whether the player must be online to receive the points (Default: false)&lt;br /&gt;
=== debug: ===&lt;br /&gt;
  *database: 开启数据库连接的报错显示（这个选项的默认参数是false）&lt;br /&gt;
== API ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
  The new API allows for developers to get feedback on whether or not transactions occurred. While you can still use the old methods of calling       &lt;br /&gt;
  console commands, these methods will allow you to accomplish the same thing without having to go through console.&lt;br /&gt;
  In your plugin.yml, make sure to add your dependency on PlayerPoints. &lt;br /&gt;
  Either:&lt;br /&gt;
  *depend: [PlayerPoints]&lt;br /&gt;
  Or:&lt;br /&gt;
  *softdepend: [PlayerPoints]&lt;br /&gt;
  During enable, you need to grab the PlayerPoints plugin instance and save that reference somewhere as you will be using the API through it.&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    import org.black_ixx.playerpoints.PlayerPoints;&lt;br /&gt;
&lt;br /&gt;
    private PlayerPoints playerPoints;&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Validate that we have access to PlayerPoints&lt;br /&gt;
     *&lt;br /&gt;
     * @return True if we have PlayerPoints, else false.&lt;br /&gt;
     */&lt;br /&gt;
    private boolean hookPlayerPoints() {&lt;br /&gt;
        final Plugin plugin = this.getServer().getPluginManager().getPlugin(&amp;quot;PlayerPoints&amp;quot;);&lt;br /&gt;
        playerPoints = PlayerPoints.class.cast(plugin);&lt;br /&gt;
        return playerPoints != null; &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    /**&lt;br /&gt;
     * Accessor for other parts of your plugin to retrieve PlayerPoints.&lt;br /&gt;
     *&lt;br /&gt;
     * @return PlayerPoints plugin instance&lt;br /&gt;
     */&lt;br /&gt;
    public PlayerPoints getPlayerPoints() {&lt;br /&gt;
        return playerPoints;&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  If its not enabled, you&#039;re going to have to handle that situation accordingly.&lt;br /&gt;
&lt;br /&gt;
  -If it is enabled, then utilizing the API is rather simple. You don&#039;t need to get an instance, or hold onto some object. All you have to do   &lt;br /&gt;
  is call the method from static class.- The static access of the API had to be changed in order to service situations where multiple linked   &lt;br /&gt;
  servers are referencing the same MySQL table.&lt;br /&gt;
&lt;br /&gt;
  Now, you access the API through the plugin instance that we saved earlier. All the methods of the API are the same as before. &lt;br /&gt;
  Example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
      int balance = playerPoints.getAPI().look(&amp;quot;Player&amp;quot;);&lt;br /&gt;
      The above code will return the amount of points that the player named &amp;quot;Player&amp;quot; has.&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  Another example:&lt;br /&gt;
  &amp;lt;source lang=&amp;quot;Java&amp;quot;&amp;gt;&lt;br /&gt;
    if(playerPoints.getAPI().take(&amp;quot;Player&amp;quot;, 100)) {&lt;br /&gt;
    	//Success&lt;br /&gt;
    } else {&lt;br /&gt;
       //Failed, probably not enough points&lt;br /&gt;
    }&lt;br /&gt;
  &amp;lt;/source&amp;gt;&lt;br /&gt;
  The above code attempts to take 100 points away from the player &amp;quot;Player&amp;quot;. As mentioned before, you get feedback on the operation on whether or       &lt;br /&gt;
  not it succeeded in performing the transaction.&lt;br /&gt;
&lt;br /&gt;
=== JavaDocs ===&lt;br /&gt;
  All the methods in the API have JavaDocs. Here is a copy of that reference.&lt;br /&gt;
&lt;br /&gt;
  give(String playername, int amount)&lt;br /&gt;
    Gives points to specified player&lt;br /&gt;
    Returns: true if we successfully adjusted points, else false&lt;br /&gt;
  take(String playername, int amount)&lt;br /&gt;
    Take points from specified player. If amount given is not already negative, it is done internally.&lt;br /&gt;
    Returns: true if they had enough points to be removed, else false.&lt;br /&gt;
  look(String playername)&lt;br /&gt;
    Look up the current points of a player, if available. If the player is not in the config file, we default to 0.&lt;br /&gt;
    Returns: integer of the amount of points the player has&lt;br /&gt;
  pay(String sorce, String target, int amount)&lt;br /&gt;
    Transfer points from one player to another. Attempts to take the points, if available, from the source player account and then attempts &lt;br /&gt;
     to give that amount to the target player account. If the give portion fails, the amount taken is returned to the source player account.&lt;br /&gt;
    Returns: true if the transfer succeeded, else false.&lt;br /&gt;
  set(String playername, int amount)&lt;br /&gt;
    Sets a player&#039;s points to the given value. This overwrites whatever current amount they had before.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
  reset(String playername)&lt;br /&gt;
    Removes the player from the config, effectively removing the points that the player had.&lt;br /&gt;
    Returns true if successful, else false.&lt;br /&gt;
== Event ==&lt;br /&gt;
  PlayerPoints sends out events whenever a player&#039;s point amount will be modified.&lt;br /&gt;
  Events can be modified and cancelled.&lt;br /&gt;
=== PlayerPointsChangeEvent ===&lt;br /&gt;
Called when the player&#039;s points will be changed. You get the name of the target player and the amount that it will change by.  &lt;br /&gt;
=== PlayerPointsResetEvent ===&lt;br /&gt;
Called when the player&#039;s points will be reset.&lt;br /&gt;
== GitHub ==&lt;br /&gt;
  [https://github.com/Mitsugaru/PlayerPoints/ 点击此处去GitHub]&lt;br /&gt;
== 相关插件 ==&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/bossshop/ BossShop（官网地址）]&lt;br /&gt;
  [http://dev.bukkit.org/bukkit-plugins/karmiconomy/ Karmiconomy（官网地址）]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:修正]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=Essentials&amp;diff=2501</id>
		<title>Essentials</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Essentials&amp;diff=2501"/>
		<updated>2016-02-18T08:02:50Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 相关 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|版本=2.13.1&lt;br /&gt;
}}&lt;br /&gt;
  子页面部分内容取自john180原创教程，已获得作者许可。[[File:截图22.png|frame|Essemtials官方图标]]&lt;br /&gt;
==简介==&lt;br /&gt;
{{待翻译}}&lt;br /&gt;
{{:Essentials/Main}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Essentials因为指令全面，应用范围广，兼容性强，使用简单等特点因而被广大服务器所使用，国内许多知名服务器都在使用这款插件，&lt;br /&gt;
&lt;br /&gt;
==安装==&lt;br /&gt;
[http://wiki.mc-ess.net/wiki/Downloads |下载地址|]&lt;br /&gt;
[http://dev.bukkit.org/server-mods/essentials/ |Bukkit内|]&lt;br /&gt;
[http://www.mcbbs.net/forum.php?mod=viewthread&amp;amp;tid=155737&amp;amp;highlight=Essentials |MCBBS搬运帖|]&lt;br /&gt;
[http://pan.baidu.com/share/init?shareid=2940641890&amp;amp;uk=2601172312 |百度云直通下载_提取码5umq|]&lt;br /&gt;
打开/plugins&lt;br /&gt;
将下载的文件丢进去&lt;br /&gt;
==相关==&lt;br /&gt;
[http://mineplugin.org/GroupManager |GorupManager|]是一个权限管理插件。&lt;br /&gt;
利用它，你可以创建VIP用户或者做些其他的好玩的事情。&lt;br /&gt;
它也是大部分服务器常用的插件，甚至比Essentials还多。&lt;br /&gt;
&lt;br /&gt;
==维基==&lt;br /&gt;
[http://wiki.mc-ess.net/wiki/Main_Page &#039;&#039;&#039;原地址&#039;&#039;&#039;]&amp;lt;br /&amp;gt;&lt;br /&gt;
{{:Essentials/维基/命令/标语}}&lt;br /&gt;
===命令===&lt;br /&gt;
----&lt;br /&gt;
[http://wiki.mc-ess.net/wiki/Command_Reference &#039;&#039;&#039;原地址&#039;&#039;&#039;]&lt;br /&gt;
 &amp;lt;必填&amp;gt;，[选填]，X=无&lt;br /&gt;
----&lt;br /&gt;
====作弊====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| bigtree || largetree || 生成一颗树 || /bigtree &amp;lt;tree\redwood\jungle&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| break || X || 破坏你看着的方块 || /break&lt;br /&gt;
|-&lt;br /&gt;
| enchant || enchantment || 附魔手上的物品 || /enchant [附魔类型（输入/enchant查看）] [等级]&lt;br /&gt;
|-&lt;br /&gt;
| exp || xp || 查看/设置/给与一个玩家经验值 || /exp [玩家]&lt;br /&gt;
/exp &amp;lt;show\set\give&amp;gt; [玩家] [经验值\L&amp;lt;等级（值）&amp;gt;]&lt;br /&gt;
|-&lt;br /&gt;
| feed || eat || 恢复玩家饥饿度 || /feed  [玩家](不填默认为自己）&lt;br /&gt;
|-&lt;br /&gt;
| firework || X || 允许你修改一堆烟花 ||/firework &amp;lt;参数&amp;gt;&lt;br /&gt;
/firework &amp;lt;大小|时间&amp;gt; [值]&lt;br /&gt;
/firework clear &amp;lt;ref group=c&amp;gt;[[Essentials/firework详解]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| fly || X || 让某玩家飞行 &amp;lt;br /&amp;gt; (开启/关闭） || /fly [玩家] [on\off]&lt;br /&gt;
|-&lt;br /&gt;
| gamemode || gm..&amp;lt;ref group=c&amp;gt;还有creative, survival, adventure, gmc, gma, gms, gmt&amp;lt;/ref&amp;gt; || 修改玩家的模式 || /gamemode [c\s\a\t\creative\survival\adventure\toggle] [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| give || X || 给玩家一些物品 &amp;lt;br /&amp;gt; （可添加高级属性） || /&amp;lt;command&amp;gt; &amp;lt;player&amp;gt; &amp;lt;item\item:damage value&amp;gt; [amount [enchant:level...]]&amp;lt;ref group=c&amp;gt;[[Essentials/give详解]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| god || godmode, tgm || 让某玩家不受伤害 || /god [玩家] [on\off]&lt;br /&gt;
|-&lt;br /&gt;
| hat || hand || 把手上的物品戴到头上 &amp;lt;br /&amp;gt; （方块才有效） &amp;lt;br /&amp;gt; \把头上的物品拿下来 || /hat [remove]&lt;br /&gt;
|-&lt;br /&gt;
| heal || X || 恢复某玩家生命值 || /heal [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| item || i || 给你一个设置&amp;lt;ref group=c&amp;gt;译者注：原文规则&amp;lt;/ref&amp;gt;好的物品 || /item &amp;lt;item\item:damage value&amp;gt; &amp;lt;br /&amp;gt;  [amount [enchant:level...]]&lt;br /&gt;
（后面单独成篇）&lt;br /&gt;
|-&lt;br /&gt;
| kit || kits || 给某玩家一个礼包 || /&amp;lt;command&amp;gt; [礼包名称] [玩家名称（不填为自己）]&lt;br /&gt;
|-&lt;br /&gt;
| more || X || 使手上的物品达到最大堆叠 || /more&lt;br /&gt;
|-&lt;br /&gt;
| ptime || playertime || 改变一个玩家的时间 &amp;lt;br /&amp;gt; （即他与其他玩家看到时间不同） || /ptime  [list\reset\day\night\dawn\17:30\4pm\4000ticks] &amp;lt;player\*&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| repair || fix || 修复一个或所有物品 || /repair [hand\all]&lt;br /&gt;
|-&lt;br /&gt;
| skull || playerskull,head || 给与一个玩家的头 || /skull [正版玩家名]&lt;br /&gt;
|-&lt;br /&gt;
| time || day,night || 改变一个服务器的时间 || /time [day\night\dawn\17:30\4pm\4000ticks] [worldname\all]&lt;br /&gt;
|-&lt;br /&gt;
| tree || X || 生成一颗树 || /tree&lt;br /&gt;
&amp;lt;tree\birch\redwood\redmushroom\brownmushroom\jungle\junglebush\swamp&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| unlimited || ul\unl || 使一个物品得以无限使用 || /unlimited &amp;lt;list\item\clear&amp;gt; [玩家（不填为自己）]&lt;br /&gt;
|-&lt;br /&gt;
| workbench || wb,wbench || 打开工作台 || /workbench&lt;br /&gt;
|-&lt;br /&gt;
| speed || flyspeed..&amp;lt;ref group=c&amp;gt;还有walkspeed,fspeed,wspeed&amp;lt;/ref&amp;gt; || 改变某玩家的速度 || /speed &amp;lt;速度（值）&amp;gt; [玩家（不填为自己）]&lt;br /&gt;
/&amp;lt;command&amp;gt; &amp;lt;walk\fly&amp;gt; &amp;lt;速度（值）&amp;gt; [玩家（不填为自己）]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====经济====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| balance || bal,money || 某玩家的金钱数 || /balance [玩家名（不填为自己）&lt;br /&gt;
|-&lt;br /&gt;
| balancetop || baltop || 显示财富排行榜 || /balancetop [页数（不填为第一页）]&lt;br /&gt;
|-&lt;br /&gt;
| eco || economy || 给与\拿走\设置\重置一个玩家的金钱数 || /eco &amp;lt;give\take\reset&amp;gt; &amp;lt;玩家名&amp;gt; [金钱数（值）]&lt;br /&gt;
|-&lt;br /&gt;
| pay || X || 给某玩家一定量的钱 &amp;lt;br /&amp;gt; （从你的账户里提取）&amp;lt;ref group=c&amp;gt;译者注：当值小于0.01时会给0元&amp;lt;/ref&amp;gt; || /pay &amp;lt;玩家&amp;gt; &amp;lt;金钱数（值）&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| sell || X || 出售物品 || /sell &amp;lt;物品名\ID&amp;gt; [数量（值）]&lt;br /&gt;
/sell &amp;lt;hand\invent\blocks&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| setworth || X || 设置一个物品的价格 || /setworth [物品名\id（不填为手上的物品)] &amp;lt;价格（值）&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| worth || price || 查看一个物品的价格 || /worth [hand\all]&lt;br /&gt;
/worth &amp;lt;物品&amp;gt; [数量（值）]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====常用====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| afk || away || 设置是否为AFK状态 || /afk [玩家（不填为自己）]&lt;br /&gt;
|-&lt;br /&gt;
| book || X || 允许你打开并编辑一本书 || /book [title\author [name]]&lt;br /&gt;
|-&lt;br /&gt;
| compass || direction || 查看你的朝向 || /compass&lt;br /&gt;
|-&lt;br /&gt;
| customtext || [make your own] || Allows the creation of custom commands || /&amp;lt;alias&amp;gt; [page]&lt;br /&gt;
|-&lt;br /&gt;
| depth || height || 查看你的海拔高度 || /depth&lt;br /&gt;
|-&lt;br /&gt;
| getpos || coords..&amp;lt;ref group=c&amp;gt;还有position, whereami, getlocation, getloc&amp;lt;/ref&amp;gt; || 查看（某玩家）坐标 || /getpos [player(不填为自己）]&lt;br /&gt;
|-&lt;br /&gt;
| help || X || 打开help || /help [页数（设定好的[http://mineplugin.org/Essentials/%E6%95%99%E7%A8%8B#.E9.AB.98.E7.BA.A7.E5.AE.9A.E5.88.B6 help.txt]内容）\插件名\搜索] [页数]&lt;br /&gt;
|-&lt;br /&gt;
| helpop || amsg,ac || 向在线的op请求帮助 || /helpop &amp;lt;信息&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ignore || X || 忽略一个玩家 || /ignore &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| info || ifo..&amp;lt;ref group=c&amp;gt;还有news,about,inform&amp;lt;/ref&amp;gt; || 查阅与这个服务器有关的信息!? || /info &amp;lt;page number/chapter&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| itemdb || itemno,durability, dura || 搜索物品 || /itemdb [物品]&lt;br /&gt;
|-&lt;br /&gt;
| list || who..&amp;lt;ref group=c&amp;gt;还有payerist,online,plist&amp;lt;/ref&amp;gt; || [http://mineplugin.org/Essentials/%E6%95%99%E7%A8%8B#list.E7.8E.A9.E5.AE.B6.E5.88.97.E8.A1.A8.E7.9B.B8.E5.85.B3.E8.AE.BE.E7.BD.AE 查看在线的玩家] || /list [用户组]&lt;br /&gt;
|-&lt;br /&gt;
| mail || email || 发送和查阅短信 || /mail [read\clear\send [to] [信息]]&lt;br /&gt;
/mail sendall [信息]&lt;br /&gt;
|-&lt;br /&gt;
| me || action，describe || （说）你做出动作 || /me &amp;lt;动作&amp;gt;(输出：§1*你的ID 动作）&lt;br /&gt;
|-&lt;br /&gt;
| motd || X || 查看每日信息 || /motd&lt;br /&gt;
|-&lt;br /&gt;
| msg || tell..&amp;lt;ref group=c&amp;gt;还有m, t, whisper&amp;lt;/ref&amp;gt; || 私聊某玩家 || /msg &amp;lt;玩家&amp;gt; &amp;lt;信息(可带&amp;amp;）&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| near || nearby || 查看附件的玩家 || /near [半径（值）]&lt;br /&gt;
/near &amp;lt;玩家名&amp;gt; &amp;lt;半径(值)&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| nick || nickname || 改变玩家的显示名 || /nick [player] [nick\off]&lt;br /&gt;
|-&lt;br /&gt;
| powertool || pt || 绑定一个命令在你手上的物品 || /powertool [command [arguments]]&lt;br /&gt;
（绑定命令）..&amp;lt;ref group=c&amp;gt;非常用格式:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
/powertool c:&amp;lt;消息&amp;gt;&lt;br /&gt;
（说出消息）&lt;br /&gt;
/powertool [a/r:]&amp;lt;command&amp;gt; &amp;lt;arguments&amp;gt;&lt;br /&gt;
（附加命令）&lt;br /&gt;
/powertool [d/l]:&lt;br /&gt;
（删除命令）&lt;br /&gt;
/powertool&lt;br /&gt;
（删除全部）&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| powertooltoggle || ptt, pttoggle || 打开或关闭powertool || /powertooltoggle&lt;br /&gt;
|-&lt;br /&gt;
| r || reply || 快速回复私聊消息 || /r &amp;lt;信息&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| realname || X || 查看一个玩家的原本的用户名 &amp;lt;br /&amp;gt; （即nick之前的名字） || /realname &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| recipe || method, formula, recipes || 查看怎么去合成一个物品 || /recipe &amp;lt;物品&amp;gt; [合成编号!?]&lt;br /&gt;
|-&lt;br /&gt;
| rules || X || 查看服务器规则 || /rules &amp;lt;页数&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| seen || X || 查看一个玩家最后的下线时间及地点 || /seen &amp;lt;玩家\IP&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| spawner || changms,mobspawner || 改变一个怪物的类型 || /spawner &amp;lt;Mob&amp;gt; &amp;lt;延迟&amp;gt;(为什么后面有一个延迟，我要去试下)&lt;br /&gt;
|-&lt;br /&gt;
| suicide || X || 传说中的自杀 || /suicide&lt;br /&gt;
&amp;lt;ref group=c&amp;gt;权限节点：essentials.suicide&lt;br /&gt;
建议在g:essentials_builder组内删除该权限&lt;br /&gt;
防止刷饥饿&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| whois || X || 显示一个玩家的信息 || /whois &amp;lt;nickname\playername&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====仲裁====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| antioch || grenade，tnt || bui~手榴弹 || /antioch&lt;br /&gt;
|-&lt;br /&gt;
| backup || X || 启动回档 || /backup&lt;br /&gt;
|-&lt;br /&gt;
| ban || X || 禁止一名玩家进入服务器 || /ban &amp;lt;玩家&amp;gt; &amp;lt;理由&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| banip || X || 禁止一个IP进入服务器 || /banip &amp;lt;玩家\IP&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| broadcast || bcast || 发送公告 || /broadcast &amp;lt;信息（可加&amp;amp;)&amp;gt;&amp;lt;ref group=c&amp;gt;输出:§2[公告]§4信息&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| burn || X || 使一个玩家着火 || /brun &amp;lt;玩家&amp;gt; &amp;lt;时间（秒）&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| clearinventory || ci, clean, clearinvent || 清空一个玩家的背包 || /clearinventory [玩家]&lt;br /&gt;
/clearinventory &amp;lt;玩家&amp;gt; [物品[:&amp;lt;损伤值&amp;gt;]|*|**] [数量]&lt;br /&gt;
|-&lt;br /&gt;
| deljail || remjail, rmjail || 删除一个监狱 || /deljail &amp;lt;监狱名&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| enderchest || echest,endersee,ec || 查看某玩家的末影箱 || /enderchest [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| essentials || ess || 回档Ess或重载Ess || /essentials [reload\debug]&lt;br /&gt;
/essentials [reset] [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| ext || extinguish || 熄灭一个玩家身上的火焰 || /ext &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| fireball || X || 发出一个火球 || /fireball [small]&lt;br /&gt;
|-&lt;br /&gt;
| gc || lag..&amp;lt;ref group=c&amp;gt;还有mem, memory, uptime, tps, entities&amp;lt;/ref&amp;gt; || 查看一个服务器的使用信息 || /gc&lt;br /&gt;
|-&lt;br /&gt;
| invsee || X || 查看别的玩家的背包 || /invsee &amp;lt;玩家&amp;gt; [加任意字符查看装备]&lt;br /&gt;
|-&lt;br /&gt;
| jails || X || 监狱列表 || /jails&lt;br /&gt;
|-&lt;br /&gt;
| kick || X || 把一个玩家提出服务器 || /kick &amp;lt;玩家&amp;gt; &amp;lt;理由&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| kickall || X || 踢出所有非op玩家 || /kickall &amp;lt;理由&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| kill || X || 杀死一枚玩家 || /kill &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| lightning || strike..&amp;lt;ref group=c&amp;gt;还有smite, thor, shock&amp;lt;/ref&amp;gt; || 向你看着的地方放闪电 || /lightning [玩家] [伤害]&lt;br /&gt;
|-&lt;br /&gt;
| mute || silence || 禁言某玩家 || /mute &amp;lt;玩家&amp;gt; [时间]&lt;br /&gt;
|-&lt;br /&gt;
| nuke || X || 从天而降许多TNT（不破坏地形) || /nuke [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| ping || pong,echo || 测试消息&amp;lt;ref group=c&amp;gt;原文Pong！..&amp;lt;/ref&amp;gt; || /ping [message（可加&amp;amp;)(不填显示呯！..)]&lt;br /&gt;
|-&lt;br /&gt;
| remove || butcher, killall, mobkill || 移走世界的特定实体 || /remove &amp;lt;all\drops\xp&amp;gt; [半径\世界]&lt;br /&gt;
&amp;lt;ref group=c&amp;gt;&lt;br /&gt;
([MineCraftcolor|4|WorldEdit也有相同命令，因为两者格式相同所以不知道是哪个覆盖哪个])&lt;br /&gt;
非常用格式：&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
/remove &amp;lt;arrows\boats\minecarts\paintings\itemframes\endercrystals&amp;gt; [半径\世界]&lt;br /&gt;
/remove &amp;lt;monsters\animals\ambient\mobs\[mobType]&amp;gt; [半径\世界]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| setjail || createjail || 创建一个新监狱 || /setjail &amp;lt;监狱名&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| socialspy || X || 查看其它玩家的私人消息（例如私聊，附近讲话） || /socialspy [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| spawnmob || mob|| 生成怪物 || /spawnmob &amp;lt;mob&amp;gt; [数量] [玩家]&lt;br /&gt;
&amp;lt;ref group=c&amp;gt;&lt;br /&gt;
非常用格式：&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
/spawnmob &amp;lt;mob&amp;gt;:&amp;lt;data&amp;gt; [数量] [玩家]&lt;br /&gt;
/spawnmob &amp;lt;mob&amp;gt;,&amp;lt;mob&amp;gt;[,&amp;lt;mob&amp;gt;...] [数量 [玩家]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| sudo || X || 使一个玩家执行一个指令（该玩家需要权限） || /sudo &amp;lt;玩家&amp;gt; &amp;lt;command [args]&amp;gt;&lt;br /&gt;
/sudo &amp;lt;玩家&amp;gt; c:&amp;lt;内容&amp;gt;（使玩家强制讲话）&lt;br /&gt;
|-&lt;br /&gt;
| tempban || X || 临时禁止一个玩家进入服务器 || /tempban &amp;lt;玩家&amp;gt; &amp;lt;时间&amp;lt;ref group=c&amp;gt;（1s=一秒，10m=10分钟，100h=100小时，1000d=1000天）&amp;lt;/ref&amp;gt;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| thunder || X || 是否雷雨天气 || /thunder &amp;lt;true|false&amp;gt; [duration]&lt;br /&gt;
|-&lt;br /&gt;
| togglejail || tjail, unjail, jail || 变更一个玩家的监狱状态 || /togglejail &amp;lt;玩家&amp;gt; &amp;lt;监狱名&amp;gt; [时间]（进监狱)&lt;br /&gt;
/togglejail &amp;lt;玩家&amp;gt; [时间](出监狱）&lt;br /&gt;
|-&lt;br /&gt;
| unban || pardon || 取消一个玩家的禁止状态 || /unban &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| unbanip || pardonip || 取消禁止一个IP || /unbanip &amp;lt;玩家名\IP&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| vanish || v || 隐身状态 || /vanish [玩家] [on\off]&lt;br /&gt;
|-&lt;br /&gt;
| weather || sky..&amp;lt;ref group=c&amp;gt;还有sun, storm, rain&amp;lt;/ref&amp;gt; || 改变天气 || /weather &amp;lt;storm\sun&amp;gt; &amp;lt;持续时间&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====主城====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| setspawn || X || 设定出生点（主城） &amp;lt;br /&amp;gt; （给一个用户组设定出生点（主城）） || /setspawn [用户组]&lt;br /&gt;
|-&lt;br /&gt;
| spawn || X || 传送到主城 || /spawn &amp;lt;玩家&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====传送====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| back || return || 返回到上一传送点 || /back&lt;br /&gt;
|-&lt;br /&gt;
| delhome || remhome,rmhome || 删除一个家 || /delhome &amp;lt;家&amp;gt;&lt;br /&gt;
/delhome &amp;lt;玩家&amp;gt;:&amp;lt;家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| delwarp || remwarp,rmwarp || 删除一个坐标点 || /delwarp &amp;lt;坐标&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| home || homes || 传送到一个家 || /home &amp;lt;家&amp;gt;&lt;br /&gt;
/home &amp;lt;玩家&amp;gt;:&amp;lt;家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| jump || j,jumpto || 传送到你看着的地方|| /jump&lt;br /&gt;
|-&lt;br /&gt;
| sethome || createhome || 设置一个家 || /sethome &amp;lt;家&amp;gt;&lt;br /&gt;
/sethome &amp;lt;玩家&amp;gt;:&amp;lt;家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| setwarp || createwarp || 建立一个新坐标点 || /setwarp &amp;lt;坐标点&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| top || X || 传送到最高的方块 || /top&lt;br /&gt;
|-&lt;br /&gt;
| tp || tele, tp2p, teleport || 传送到一个玩家身边 || /tp &amp;lt;玩家&amp;gt;&lt;br /&gt;
/tp &amp;lt;玩家1&amp;gt; &amp;lt;玩家2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tpa || call,tpask || 请求传送到一个玩家身边 || /tpa &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tpaall || X || 向所有人发生一个请求传送你(某玩家)身边来 || /tpaall [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| tpaccept || tpyes || 同意tpa || /tpacept [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| tpahere || X || 请求一个玩家传送到你身边来 || /tpahere [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| tpall || X || 传送所有人到你(某玩家)身边 || /tpall [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| tpdeny || tpno || 拒绝tpa || /tpdeny&lt;br /&gt;
&amp;lt;ref group=c&amp;gt;不知道为什么WiKi后面没加可以拒绝单个玩家的[player],本人亦没试过&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tphere || s || 将一个玩家传送到你身边 || /tphere [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| tpo || X || 强行传送到某玩家，无视拒绝传送 &amp;lt;br /&amp;gt; || /tpo &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tpohere || X || 强行让某玩家传送到自己身边，无视拒绝传送 &amp;lt;br /&amp;gt; || /tophere &amp;lt;玩家&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tppos || X || 传送到某坐标 || /tppos &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; [头左右偏转角度] [头上下倾斜角度]&lt;br /&gt;
|-&lt;br /&gt;
| tptoggle || X || 开关其他玩家是否能传送到你 || /tptoggle [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| warp || warps || 传送到坐标点 || /warp [坐标名] [玩家]&lt;br /&gt;
|-&lt;br /&gt;
| world || X || 允许你传送到其他世界 || /world &amp;lt;nether\normal\0;1;2;3; etc..&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====XMPP====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 别名 !! 作用 !! 输入格式&lt;br /&gt;
|-&lt;br /&gt;
| setxmpp || X || 设置你的XMPP地址 || /setxmpp &amp;lt;地址&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| xmpp || X || 发送信息到玩家的XMPP || /xmpp &amp;lt;玩家&amp;gt; &amp;lt;信息&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| xmppspy || X || 开关XMPP监视 || /xmppspy &amp;lt;玩家&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===权限节点===&lt;br /&gt;
----&lt;br /&gt;
[http://wiki.mc-ess.net/wiki/Command_Reference/Perm &#039;&#039;&#039;原地址&#039;&#039;&#039;]&amp;lt;br /&amp;gt;&lt;br /&gt;
{{:Essentials/维基/命令/标语}}&lt;br /&gt;
  &#039;&#039;&#039;超大当量&#039;&#039;&#039;,&#039;&#039;&#039;&#039;&#039;慎入&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;这里的绝大多数权限都能对你建设属于你的服务器非常大的帮助！！！&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=50%| 权限节点 &lt;br /&gt;
! 作用&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 作弊 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|bigtree&lt;br /&gt;
|-&lt;br /&gt;
| essentials.bigtree || 允许使用/bigtree命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|break&lt;br /&gt;
|-&lt;br /&gt;
| essentials.break || 允许使用/break命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.break.bedrock || 允许破坏基岩&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|enchant&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchant || 允许使用/enchant命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.[enchantmentname(附魔类型)] || 允许附魔指定的附魔类型&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.allowunsafe || 允许附上不安全的附魔&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp || 允许使用/exp&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp.give || 允许给予经验&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp.give.others || 允许给其他人经验&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp.others || 允许查看其他人经验&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp.set || 允许设置经验&lt;br /&gt;
|-&lt;br /&gt;
| essentials.exp.set.others || 允许设置其他人经验&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|feed&lt;br /&gt;
|-&lt;br /&gt;
| essentials.feed || 允许使用feed&lt;br /&gt;
|-&lt;br /&gt;
| essentials.feed.cooldown.bypass || 跳过feed的冷却&lt;br /&gt;
|-&lt;br /&gt;
| essentials.feed.others || 允许feed其他人&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|firework&lt;br /&gt;
|-&lt;br /&gt;
| essentials.firework || 允许使用firework&lt;br /&gt;
|-&lt;br /&gt;
| essentials.firework.fire || 允许修改手上的烟花&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|fly&lt;br /&gt;
|-&lt;br /&gt;
| essentials.fly || 允许使用fly&lt;br /&gt;
|-&lt;br /&gt;
| essentials.fly.others || 允许fly其他人&lt;br /&gt;
|-&lt;br /&gt;
| essentials.fly.safelogin || 在拥有这个权限并登陆在空中时玩家会自动转换为飞行模式&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|gamemode&lt;br /&gt;
|-&lt;br /&gt;
| essentials.gamemode || 允许使用gamemode&lt;br /&gt;
|-&lt;br /&gt;
| essentials.gamemode.others || 允许gamemode其他人&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|give&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|这个命令很可以开发脑洞。。&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-chapter-[chapter] || 允许给与book.txt文件内且只能在其内的book&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.[enchantmentname] || 允许给与已经附魔指定的附魔的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.allowunsafe || 允许不安全的附魔&lt;br /&gt;
|-&lt;br /&gt;
| essentials.give || 允许使用give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.exempt || 允许给与在黑名单中的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-&amp;lt;itemname&amp;gt; || 允许给与&amp;lt;物品名&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-[itemid] || 允许给与&amp;lt;物品ID&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-all || 允许给与所有物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-author || 允许给与时标记书的作者&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-book || 允许给与预先设置好的book.txt&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-firework || 允许给与设定好的烟花&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-head || 允许给与怪物的头&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-lore || 允许给与时标注Lore属性&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-title || 允许在给与时标注title属性&lt;br /&gt;
|-&lt;br /&gt;
| essentials.oversizedstacks || 允许在给与时超过自然堆叠数，最多为配置文件内设置的最大堆叠数&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|god&lt;br /&gt;
|-&lt;br /&gt;
| essentials.god || 允许使用god&lt;br /&gt;
|-&lt;br /&gt;
| essentials.god.others || 允许god其他人&lt;br /&gt;
|-&lt;br /&gt;
| essentials.god.pvp || 允许你攻击其他玩家时处于上帝状态&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|hat&lt;br /&gt;
|-&lt;br /&gt;
| essentials.hat || 允许使用hat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|heal&lt;br /&gt;
|-&lt;br /&gt;
| essentials.heal || 允许使用heal&lt;br /&gt;
|-&lt;br /&gt;
| essentials.heal.cooldown.bypass || 跳过heal的冷却&lt;br /&gt;
|-&lt;br /&gt;
| essentials.heal.others || 允许heal其他人&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|item&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-chapter-[chapter] || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.[enchantmentname] || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enchantments.allowunsafe || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.item || 允许使用item&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.exempt || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-[itemid] || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-[itemname] || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.item-all || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-author || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-book || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-book || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-head || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-lore || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemspawn.meta-title || 见give&lt;br /&gt;
|-&lt;br /&gt;
| essentials.oversizedstacks || 见give&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|kit&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kit || 允许使用/kit命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kit.exemptdelay || 忽略礼包的冷却限制&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kit.others || 允许赠送其他人礼包&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kits.* || 允许获得所有礼包&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kits.[kitname] || 允许获得指定的礼包(指定来源于你设置的[kitname])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|more&lt;br /&gt;
|-&lt;br /&gt;
| essentials.more || 允许使用/more命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.oversizedstacks || 允许达到配置文件中设置的最大堆叠&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|ptime&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ptime || 允许使用命令/ptime命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ptime.others || 允许对其他人使用/ptime命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|repair&lt;br /&gt;
|-&lt;br /&gt;
| essentials.repair || 允许使用/repair命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.repair.all || 允许在使用/repiar命令时,修复全部物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.repair.armor || 允许在使用/repair命令时,修复装甲&lt;br /&gt;
|-&lt;br /&gt;
| essentials.repair.enchanted || 允许在修复时,修复附魔过的物品&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|skull&lt;br /&gt;
|-&lt;br /&gt;
| essentials.skull || 允许使用/skull命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.skull.modify || 允许修改一个已存在的头&lt;br /&gt;
|-&lt;br /&gt;
| essentials.skull.others || 允许创造一个属于其他人的头&lt;br /&gt;
|-&lt;br /&gt;
| essentials.skull.spawn || 允许生成一个头，在玩家没有持有头时&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|speed&lt;br /&gt;
|-&lt;br /&gt;
| essentials.speed || 允许使用/speed命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.speed.bypass || 允许忽略在配置文件|config.fml|中的速度限制&lt;br /&gt;
|-&lt;br /&gt;
| essentials.speed.fly || 允许修改飞行时的速度&lt;br /&gt;
|-&lt;br /&gt;
| essentials.speed.others || 允许修改其他玩家的速度&lt;br /&gt;
|-&lt;br /&gt;
| essentials.speed.walk || 允许修改行走时的速度&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|time&lt;br /&gt;
|-&lt;br /&gt;
| essentials.time || 允许使用/time命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.time.set || 允许设置世界的时间&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|tree&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tree || 允许使用/tree命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|unlimited&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited || 允许使用/unlimited&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited.item-[itemid] || 允许通过unlimited无限使用指定的相对应ID的物品(指定来源于你设置的[itemid])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited.item-[itemname] || 允许通过unlimited无限使用指定的相对应名称的物品(指定来源于你设置的[itemname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited.item-all || 允许通过unlimited无限使用所有物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited.item-bucket || 允许通过unlimited无限使用桶装的岩浆及水&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unlimited.others || 允许以其他玩家作为unlimited的目标&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|workbench&lt;br /&gt;
|-&lt;br /&gt;
| essentials.workbench || 允许使用/workbench命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 经济 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|balance&lt;br /&gt;
|-&lt;br /&gt;
| essentials.balance || 允许使用/balance命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.balance.others || 允许查阅别人的金钱&lt;br /&gt;
|-&lt;br /&gt;
| essentials.balancetop || 允许使用/balancetop命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|eco&lt;br /&gt;
|-&lt;br /&gt;
| essentials.eco || 允许使用/eco命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.eco.loan || 允许透支&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|pay&lt;br /&gt;
|-&lt;br /&gt;
| essentials.pay || 允许你使用/pay命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.pay.multiple || 允许你同时给许多人钱&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|sell&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sell || 允许使用命令/sell&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|setworth&lt;br /&gt;
|-&lt;br /&gt;
| essentials.setworth || 允许使用命令/setworth&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|worth&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worth || 允许使用命令/worth&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 常用 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|afk&lt;br /&gt;
|-&lt;br /&gt;
| essentials.afk || 允许使用命令/afk&lt;br /&gt;
|-&lt;br /&gt;
| essentials.afk.auto || 允许达到配置文件中设置的时间后进入afk状态&lt;br /&gt;
|-&lt;br /&gt;
| essentials.afk.kickexempt || 免除超过afk限制时间后被踢出&lt;br /&gt;
|-&lt;br /&gt;
| essentials.afk.others || 允许对其他人使用/afk命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|book&lt;br /&gt;
|-&lt;br /&gt;
| essentials.book || 允许使用/book命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.book.author || 允许修改书的作者&lt;br /&gt;
|-&lt;br /&gt;
| essentials.book.others || 允许编辑其他人的书&lt;br /&gt;
|-&lt;br /&gt;
| essentials.book.title || 允许修改书本的标题&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|compass&lt;br /&gt;
|-&lt;br /&gt;
| essentials.compass || 允许使用/compass命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|customtext&lt;br /&gt;
|-&lt;br /&gt;
| essentials.customtext || 允许使用/customtext命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|depth&lt;br /&gt;
|-&lt;br /&gt;
| essentials.depth || 允许使用/depth命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|getpos&lt;br /&gt;
|-&lt;br /&gt;
| essentials.getpos || 允许使用/getpos命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.getpos.others || 允许获得其他玩家的坐标&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|help&lt;br /&gt;
|-&lt;br /&gt;
| essentials.help || 允许使用/help命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.help.[pluginname] || 允许查找指定插件的命令(指定来源于你设置的[pluginname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.help.[pluginname].[command] || 允许查找指定插件的指定命令(指定来源于你设置的[pluginname]和[command])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|helpop&lt;br /&gt;
|-&lt;br /&gt;
| essentials.helpop || 允许使用/helpop命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.helpop.receive || 你可以查看helpop的信息&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|chat..[为什么这里有一个chat]&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.ignoreexempt || 允许偷窥你在配置文件中设置的命令的信息[偷窥是我自己加上去的2333]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|ignore&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ignore || 允许使用/ignore指令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|info&lt;br /&gt;
|-&lt;br /&gt;
| essentials.info || 允许使用/info指令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|itemdb&lt;br /&gt;
|-&lt;br /&gt;
| essentials.itemdb || 允许使用/itemdb指令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|list&lt;br /&gt;
|-&lt;br /&gt;
| essentials.list || 允许使用/list指令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.list.hidden || Show出隐身的可爱op&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|mail&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mail || 允许使用/mail指令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mail.send || 允许发送邮件&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mail.sendall || 允许发送给所有人邮件（所有人用*代替)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|me&lt;br /&gt;
|-&lt;br /&gt;
| essentials.me || 允许使用/me命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|mote&lt;br /&gt;
|-&lt;br /&gt;
| essentials.motd || 允许使用/motd命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|msg&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg || 允许使用/msg命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.color || 允许在密语时使用颜色代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.format || 允许在密语时使用格式代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.magic || 允许在谜语中使用矩阵或幻色？&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.multiple || 允许同时谜语多人&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.url || 允许在谜语时添加url连接&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|near&lt;br /&gt;
|-&lt;br /&gt;
| essentials.near || 允许使用/near命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.near.maxexempt || 允许跳过最大半径的限制&lt;br /&gt;
|-&lt;br /&gt;
| essentials.near.others || 允许使用/near命令在其他玩家身上&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|nick&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nick || 允许使用/nick命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nick.color || 允许在昵称内使用颜色代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nick.format || 允许在昵称内使用格式代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nick.magic || 允许在昵称内使用矩阵或幻色？&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nick.others || 允许给其他人设置昵称&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|powertool&lt;br /&gt;
|-&lt;br /&gt;
| essentials.powertool || 允许使用/powertool命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.powertool.append || 允许添加多个命令在物品上&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|powertooltoggle&lt;br /&gt;
|-&lt;br /&gt;
| essentials.powertooltoggle || 允许使用/powertooltoggle&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|r&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg || 见msg&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.color || 见msg&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.format || 见msg&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.magic || 见msg&lt;br /&gt;
|-&lt;br /&gt;
| essentials.msg.url || 见msg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|realname&lt;br /&gt;
|-&lt;br /&gt;
| essentials.realname || 允许使用/realname命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.recipe || 允许使用/repice命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.rules || 允许使用/rules命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|seen&lt;br /&gt;
|-&lt;br /&gt;
| essentials.seen || 允许使用/seen命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.seen.banreason || 允许查看一个已经被禁止的玩家的禁止原因&lt;br /&gt;
|-&lt;br /&gt;
| essentials.seen.extra || 允许查看玩家的IP地址和最后一次登录的所在地&lt;br /&gt;
|-&lt;br /&gt;
| essentials.seen.ipsearch || 允许搜索一个IP地址对应的玩家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|spawner&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawner || 允许使用/spawner命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawner.* || 允许生成所有怪物&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawner.[mob] || 允许生成指定(指定来源于你设置的[mob])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|suicide&lt;br /&gt;
|-&lt;br /&gt;
| essentials.suicide || 允许使用/suicide命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|whois&lt;br /&gt;
|-&lt;br /&gt;
| essentials.geoip.show || 显示玩家的ip位置，如果安装了ip模块&amp;lt;s&amp;gt;（ip模块是麻子)&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| essentials.whois || 允许使用/whios命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 仲裁 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|antioch&lt;br /&gt;
|-&lt;br /&gt;
| essentials.antioch || 允许使用/antioch命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|backup&lt;br /&gt;
|-&lt;br /&gt;
| essentials.backup || 允许使用/backup命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|ban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban || 允许使用/ban命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.exempt || 防止指定的组或玩家被禁止&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.notify || 可以收到ban的通知当拥有这个权限节点时&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.offline || 允许禁止不在线的玩家和已经被防止被禁止的组或玩家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|banip&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.notify || 见ban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.banip || 允许使用/banip命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.broadcast || 允许还有/broadcast命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|burn&lt;br /&gt;
|-&lt;br /&gt;
| essentials.burn || 允许使用/burn命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|clearinventory&lt;br /&gt;
|-&lt;br /&gt;
| essentials.clearinventory || 允许使用/clearinventory&lt;br /&gt;
|-&lt;br /&gt;
| essentials.clearinventory.all || 允许清理所有玩家的背包&lt;br /&gt;
|-&lt;br /&gt;
| essentials.clearinventory.others || 允许清理其他玩家背包&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|deljail&lt;br /&gt;
|-&lt;br /&gt;
| essentials.deljail || 允许使用/deljail命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|enderchest&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enderchest || 允许使用/enderchest命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enderchest.modify || 允许修改其他玩家的的末影箱&lt;br /&gt;
|-&lt;br /&gt;
| essentials.enderchest.others || 允许查看其他玩家的末影箱&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|essentials&lt;br /&gt;
|-&lt;br /&gt;
| essentials.essentials || 允许使用/essentials命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|ext&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ext || 允许还是要/ext命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|fireball&lt;br /&gt;
|-&lt;br /&gt;
| essentials.fireball || 允许使用/fireball命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|gc&lt;br /&gt;
|-&lt;br /&gt;
| essentials.gc || 允许使用/gc命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|invsee&lt;br /&gt;
|-&lt;br /&gt;
| essentials.invsee || 允许使用/invsee命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.invsee.modify || 允许修改其他玩家的背包&lt;br /&gt;
|-&lt;br /&gt;
| essentials.invsee.preventmodify || 防止其他玩家修改你的背包&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|kick&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kick || 允许使用/kick命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kick.exempt || 避免被踢出服务器&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kick.notify || 可以看到kick的提示&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|kickall&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kickall || 允许使用/kickall命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|kill&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kill || 允许使用/kill命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kill.exempt || 避免被其他玩家使用/kill命令杀掉&lt;br /&gt;
|-&lt;br /&gt;
| essentials.kill.force || 强制玩家死亡,即使他拥有essentials.kill.exempt权限&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|lighting&lt;br /&gt;
|-&lt;br /&gt;
| essentials.lightning || 允许使用/lightning命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.lightning.others || 允许以其他玩家为目标使用闪电(即/lighning [player])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|mute&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mute || 允许使用/mute命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mute.exempt || 避免被禁言&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mute.notify || 可以看到禁言的提示&lt;br /&gt;
|-&lt;br /&gt;
| essentials.mute.offline || 允许禁言不在线的玩家和防止禁言的玩家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|nuke&lt;br /&gt;
|-| essentials.nuke || 允许使用/nuke命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|ping&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ping || 允许使用/ping命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|remove&lt;br /&gt;
|-&lt;br /&gt;
| essentials.remove || 允许使用/remove命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|setjail&lt;br /&gt;
|-&lt;br /&gt;
| essentials.setjail || 允许使用/setjail命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|socialspy&lt;br /&gt;
|-&lt;br /&gt;
| essentials.socialspy || 允许使用/socoalspy命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.socialspy.others || 允许以其他人为目标使用/socialspy命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|spawnmob&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawnmob || 允许使用/spawnmob命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawnmob.* || 允许生成所有怪物&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawnmob.[mob] || 允许生成指定的怪物(指定来源于你设置[mob])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawnmob.stack || 允许生成多个怪物&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|sudo&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sudo || 允许使用/sudo命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sudo.exempt || 防止被sudo&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|teamban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.notify || 见ban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tempban || 允许使用/teamban命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tempban.exempt || 防止被临时禁止&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tempban.offline || 允许禁止不在线的玩家和防止被临时禁止的玩家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tempban.unlimited || 禁止的时间可以无限长&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|thunder&lt;br /&gt;
|-&lt;br /&gt;
| essentials.thunder || 允许使用/thunder命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|togglejail&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|togglejail&lt;br /&gt;
|-&lt;br /&gt;
| essentials.jail.allow.&amp;lt;command&amp;gt; || 允许在监狱里使用指定的命令(指定来源于你设定的[command])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.jail.exempt || 防止被监狱&lt;br /&gt;
|-&lt;br /&gt;
| essentials.togglejail || 允许使用/togglejail命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.togglejail.offline || 允许监狱不在线的玩家和防止监狱的玩家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|unban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.notify || 见ban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unban || 允许使用/unban命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|unbanip&lt;br /&gt;
|-&lt;br /&gt;
| essentials.ban.notify || 见ban&lt;br /&gt;
|-&lt;br /&gt;
| essentials.unbanip || 允许使用/unbanip命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|vanish&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish || 允许使用/vanish命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.effect || 有这个权限的人会在隐身时得到隐身2的效果即全身隐身&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.interact || 允许隐身的玩家与其他玩家互相影响&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.others || 允许隐身其他人&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.pvp || 允许子啊隐身时攻击他人&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.see || 允许在list列表Tab列表(等）中看见隐身的玩家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|weather&lt;br /&gt;
|-&lt;br /&gt;
| essentials.weather || 允许使用/weather命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 主城 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|setspawn&lt;br /&gt;
|-&lt;br /&gt;
| essentials.setspawn || 允许使用/setspawn命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|spawn&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawn || 允许使用/spawn命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.spawn.others || 允许将其他人传送回出生点&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== 传送 ====&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|back&lt;br /&gt;
|-&lt;br /&gt;
| essentials.back || 允许使用/back命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.back.ondeath || 允许返回到死亡的地方&lt;br /&gt;
|-&lt;br /&gt;
| essentials.keepxp || 防止在在死亡中掉落经验&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许返回到指定的世界(知道来源于你设定的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|delhome&lt;br /&gt;
|-&lt;br /&gt;
| essentials.delhome || 允许使用/delhome命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.delhome.others || 允许删除别人的家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.delwarp || 允许使用/delwarp命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|home&lt;br /&gt;
|-&lt;br /&gt;
| essentials.home || 允许使用/home命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.home.bed || 允许传送回床的位置&amp;lt;s&amp;gt;（wiki里面居然是香草味的床，能吃吗）&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| essentials.home.others || 允许传送到别人的家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定的世界(知道来源于你设定的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|jump&lt;br /&gt;
|-&lt;br /&gt;
| essentials.jump || 允许使用/jump命令&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|sethome&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome || 允许使用/sethome命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome.bed || 允许玩家在白天右击他的床来设置一个叫做&amp;lt;u&amp;gt;&amp;lt;s&amp;gt;床&amp;lt;/s&amp;gt;&amp;lt;/u&amp;gt;的家,或更新这个叫做&amp;lt;u&amp;gt;&amp;lt;s&amp;gt;床&amp;lt;/u&amp;gt;&amp;lt;/s&amp;gt;的家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome.multiple || 允许玩家设置超过2个自定义名字的家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome.multiple.[set name] || 允许玩家设置指定多的家{知道来源于你设定的[set name]([setname]来源于你在config.yml中设置的}&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome.multiple.unlimited || 允许设置无限多个家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sethome.others || 允许为其它玩家设置家&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|setwarp&lt;br /&gt;
|-&lt;br /&gt;
| essentials.setwarp || 允许使用/setwarp命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warp.overwrite.* || 允许重新设定所有的坐标&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warp.overwrite.[warpname] || 允许重写指定的坐标(知道来源于你设置的[warpname])&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|top&lt;br /&gt;
|-&lt;br /&gt;
| essentials.top|| 允许使用/top命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tp || 允许使用/tp命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tp.others || 允许传送到其他人身边&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpa || 允许使用/tpa命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpaall || 允许使用命令/tpaall命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定的世界&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpaccept || 允许使用/tpaccept命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpahere || 允许使用/tpahere命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpall || 允许使用/tpall命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpdeny || 允许使用/tpdeny命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tphere || 允许使用/tphere命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpo || 允许使用/tpo命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tpohere || 允许使用/tpo命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 允许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tppos || 允许使用/tppos命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.teleport.cooldown.bypass || 忽略使用传送命令在config.yml中设置的冷却限制&lt;br /&gt;
|-&lt;br /&gt;
| essentials.teleport.timer.bypass || 忽略传送时在config.yml中设置的延时&lt;br /&gt;
|-&lt;br /&gt;
| essentials.teleport.timer.move || 允许玩家在延时中移动&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tptoggle || 允许使用/tptoggle&lt;br /&gt;
|-&lt;br /&gt;
| essentials.tptoggle.others || 允许开关其他玩家的传送状态(我觉得翻译成可以强制让其他玩家是否传送会好点)&lt;br /&gt;
|-&lt;br /&gt;
| essentials.vanish.interact || 允许玩家传送到一个正处于隐身状态的玩家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warp || 允许使用/warp命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warp.list || 允许查阅坐标列表&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warp.otherplayers || 允许使用/warp命令传送其他玩家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warps.* || 允许传送到所有坐标点&lt;br /&gt;
|-&lt;br /&gt;
| essentials.warps.[warpname] || 允许传送到指定坐标点(指定来源于你设置的[warpname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.world || 允许使用/world命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.worlds.&amp;lt;worldname&amp;gt; || 许传送到指定世界(指定来源于你设置的[worldname])&lt;br /&gt;
|-&lt;br /&gt;
| essentials.silentjoin || 防止这个用户登入信息显示&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build || 允许玩家使用不支持开关建筑权限系统&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.break.&amp;lt;id&amp;gt;[:datavalue] || 允许破坏指定的物品（&amp;lt;物品ID&amp;gt;:(损伤值))&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.craft.&amp;lt;id&amp;gt;[:datavalue] || 允许合成指定的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.drop.&amp;lt;id&amp;gt;[:datavalue] || 允许丢弃指定的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.interact.&amp;lt;id&amp;gt;[:datavalue] || 允许交互指定的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.pickup.&amp;lt;id&amp;gt;[:datavalue] || 允许拾起指定的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.build.place.&amp;lt;id&amp;gt;[:datavalue] || 允许防止指定的物品&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.color || 允许在聊天时使用颜色代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.format || 允许在聊天时使用格式代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.magic || 允许在聊天时使用幻色/矩阵&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.question || 允许提问&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.shout || 允许喊话&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.spy || 允许窃听&lt;br /&gt;
|-&lt;br /&gt;
| essentials.chat.url || 允许在聊天时使用url代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.geoip.hide || 防止你的国家和城市被拥有essentials.geoip.show权限的玩家看到&lt;br /&gt;
|-&lt;br /&gt;
| essentials.geoip.show || 允许看到别人的国家和城市&lt;br /&gt;
|-&lt;br /&gt;
| essentials.joinfullserver || 当服务器器满人时仍然可以加入&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nocommandcost.[command] || 免费使用指定的命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.nocommandcost.all ||免费使用所有命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect || 允许保护牌子和其附着的方块&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.admin || 允许破坏牌子和其附着的方块&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.alerts || 允许接收保护警报(哈哈，作者把receive打成了receieve了2333)&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.alerts.notrigger || 拥有此权限的玩家不触发保护警报&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.contact || 防止受到接触伤害(仙人掌等)&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.creeper || 防止受到爬行者的伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.disable || 撤销管理员死亡&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.drowning || 防止溺水伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.fall || 防止掉落伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.fire || 防止火焰伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.fireball || 防止火球伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.lava || 防止岩浆伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.lightning || 防止闪电伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.projectiles || 防止抛射物伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.suffocation || 示例窒息伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.damage.tnt || 防止tnt伤害&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.entitytarget.bypass || Allows a player to be targeted by mobs&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.exemptbreak || 允许玩家忽略防破坏物品列表破坏&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.exemptplacement || 允许玩家忽略防放置物品列表放置&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.exemptusage || 允许玩家忽略防使用物品列表使用&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.ownerinfo || 允许检查保护的物品属于哪个玩家&lt;br /&gt;
|-&lt;br /&gt;
| essentials.protect.pvp || 当防PVP设置为开，这允许玩家仍然PVP，这需要攻击者和防御者同时拥有这个权限&lt;br /&gt;
|-&lt;br /&gt;
| essentials.pvpdelay.exempt || 免除在配置文件中设置的pvp延时&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.balance || 允许破坏balance牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.buy || 允许破坏buy牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.disposal || 允许破坏disposal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.enchant || 允许破坏enchant牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.free || 允许破坏free牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.gamemode || 允许破坏gamemode牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.heal || 允许破坏heal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.info || 允许破坏info牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.kit || 允许破坏kit牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.mail || 允许破坏mail牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.protection || 允许破坏protetion牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.repair || 允许破坏repair牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.sell || 允许破坏sell牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.spawnmob || 允许破坏spawnmob牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.time || 允许破坏time牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.trade || 允许破坏trade牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.warp || 允许破坏warp牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.break.weather || 允许破坏weather牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.balance || 允许创建balance牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.buy || 允许创建buy牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.disposal || 允许创建disposal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.enchant || 允许创建enchant牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.free || 允许创建free牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.gamemode || 允许创建gamemode牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.heal || 允许创建heal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.info || 允许创建info牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.kit || 允许创建kit牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.mail || 允许创建mail牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.protection || 允许创建protetion牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.repair || 允许创建repair牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.sell || 允许创建sell牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.spawnmob || 允许创建spawnmob牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.time || 允许创建time牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.trade || 允许创建trade牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.warp || 允许创建warp牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.create.weather || 允许创建weather牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.enchant.allowunsafe || 允许附魔不安全的附魔&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.format || 允许在牌子上使用格式代码&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.magic || 允许在牌子上使用矩阵或幻色&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.protection.override || 重写保护。代表性地给予版主或管理员&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.trade.override || 允许用户重写造物主唯一保护的贸易的牌子。代表性地给予版主或管理员&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.balance || 允许使用balance牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.buy || 允许使用buy牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.disposal || 允许使用disposal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.enchant || 允许使用enchant牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.free || 允许使用free牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.gamemode || 允许使用gamemode牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.heal || 允许使用heal牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.info || 允许使用info牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.kit || 允许使用kit牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.mail || 允许使用mail牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.protection || 允许使用protetion牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.repair || 允许使用repair牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.sell || 允许使用sell牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.spawnmob || 允许使用spawnmob牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.time || 允许使用time牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.trade || 允许使用trade牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.warp || 允许使用warp牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.signs.use.weather || 允许使用weather牌子&lt;br /&gt;
|-&lt;br /&gt;
| essentials.silentquit || 抑制某玩家的加入/退出信息&lt;br /&gt;
|-&lt;br /&gt;
| essentials.sleepingignored || 用户不需要睡觉，直接跳跃到早上&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
==== XMPP ====&lt;br /&gt;
|-&lt;br /&gt;
| essentials.setxmpp || 允许使用/setxmpp命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.xmpp || 允许使用/xmpp命令&lt;br /&gt;
|-&lt;br /&gt;
| essentials.xmppspy || 允许使用/xmppspy命令&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===常见问题及其解答===&lt;br /&gt;
[http://wiki.mc-ess.net/wiki/FAQ &#039;&#039;&#039;原地址&#039;&#039;&#039;]&lt;br /&gt;
====Bukkit====&lt;br /&gt;
----&lt;br /&gt;
 在哪里我可以获得CraftBukkit的最新版本?&lt;br /&gt;
点[http://dl.bukkit.org/latest-rb/craftbukkit.jar 这里]获取&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
这是你一直可以找到最新的推荐版本的craftbukkit. 请记住，CraftBukkit的更新很快，时常可能会获得更好的对插件的兼容性，所以使用推荐的版本总是最好的, 其他CraftBukkit版本可能有一些错误或者你没有意识到的兼容性问题,和不支持很多开发商的插件,有些插件可能只依靠推荐的版本来设计.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 我怎么知道CraftBukkit和Essentials的版本?&lt;br /&gt;
如果你从上面的连接下载了CraftBukkit,你应该知道他的版本. 如果你看着控制台,那么他会告诉你所有插件的版本.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 多久我要升级一次我的插件和CraftBukkit&lt;br /&gt;
不同的人会有不同的方法, 但你在任何时间都应该经常升级CraftBukkit和你的任何插件. 插件总是基于最新的版本更新, 所以安装一个新版本的插件和一个旧版本的CraftBukkit很可能会出错.&lt;br /&gt;
====Essentials====&lt;br /&gt;
----&lt;br /&gt;
 我如何去取消十秒钟的传送冷却?&lt;br /&gt;
这个设定这Essentials的config.yml中. 找到这一行：&lt;br /&gt;
&amp;lt;code&amp;gt;teleport-delay: 10&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
将10修改为0即可,就像这样：&lt;br /&gt;
&amp;lt;code&amp;gt;teleport-delay: 0&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
如果他不在这里,那么你这需要添加这一行即可.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 Essentials使用了一个错误的语言.我如何去修改它?&lt;br /&gt;
这个设定同样在config.yml,[http://wiki.mc-ess.net/wiki/Locale 在这里找到更多区域的语言并设置他].&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 我如何使它如此不同的用户有不同的颜色名称?&amp;lt;&lt;br /&gt;
你可以配置Essentials去个性化名字和聊天格式.[http://wiki.mc-ess.net/wiki/Chat_Formatting 在这里找到更多聊天格式].&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 如果在起点插件时你获得一个&#039;UnsupportedClassVersionError(不支持的类的版本错误)&#039;错误,这是什么?&lt;br /&gt;
这个错误提示同城意味着你运行了一个旧的无法支持的Java版本.你需要新的Java6去运行Essentials.[http://wiki.mc-ess.net/wiki/Updating_Java 更多信息在这里].&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 在升级到EssentialsChat2.9.2我无法设置我的后缀及无法发出有颜色的信息!&lt;br /&gt;
在我们的错误的地方，你可以使用后缀设置插件的颜色信息，造成的问题是固定的。而不是使用格式中的要点config.yml添加消息的颜色.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 我不能在2.9版本中创建某一类型的牌子!&lt;br /&gt;
在2.9.所有的牌子都是默认不能使用的.大约在264行开始的&amp;quot;enabledsigns&amp;quot;部分。删除你想使用的牌子钱的符号“#”,这样你就可以使用了.&amp;lt;br /&amp;gt;&lt;br /&gt;
====Group Manager====&lt;br /&gt;
----&lt;br /&gt;
 我如何给与某个玩家或某个组使用某个命令的能力?&lt;br /&gt;
Essentials和GrupManager插件是打包安装的. 想要了解如何解决这个问题的方法, 查看GroupManager指南.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
 这个组的配置一直保持重载, 我如何去改变他?&lt;br /&gt;
GroupManager 它每10分钟的重新载入一次.如果你想要做出改变，你可以禁用自动保存，或者请求手动重载（/ manload）&amp;lt;br /&amp;gt;&lt;br /&gt;
See also: Group Manager/Config&lt;br /&gt;
&lt;br /&gt;
====YAML====&lt;br /&gt;
----&lt;br /&gt;
当我运行服务器时, 发现了YAML错误?&amp;lt;br /&amp;gt;&lt;br /&gt;
If the server throws a YAML error to the server console the hint as to what is wrong is detailed in the error. It typically highlights a line number it thinks is wrong. Check your YAML file for typos and indentation errors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you see the log say &#039;\t&#039;, then you used tabs. Replace any tabs you have with four spaces.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you still need help come to IRC&lt;br /&gt;
&lt;br /&gt;
====Migration====&lt;br /&gt;
----&lt;br /&gt;
Can I use previously generated warp files in Essentials?&amp;lt;br /&amp;gt;&lt;br /&gt;
If the warps are saved to .txt format you can move that file into the plugins/Essentials folder and it will be loaded, but there is no way to convert MyWarp files at this time.&amp;lt;br /&amp;gt;&lt;br /&gt;
I currently use a permissions system, can I use Essentials?&amp;lt;br /&amp;gt;&lt;br /&gt;
Essentials is compatible with PermissionBukkit/PermissionsEx/BukkitPermissions and other permission plugins, you will simply need to add the correct command nodes and make sure you don&#039;t have EssentialsGroupMananger.jar and EssentialsGroupBridge.jar. You could also convert to Group Manager, which comes pre-configured for Essentials.&lt;br /&gt;
&lt;br /&gt;
==教程==&lt;br /&gt;
本目录下内容较多，请前往子页面查看。&lt;br /&gt;
[[Essentials/教程]]&lt;br /&gt;
==脚注==&lt;br /&gt;
&amp;lt;references group=c/&amp;gt;&lt;br /&gt;
==授权声明==&lt;br /&gt;
本页内容翻译/搬运自[http://wiki.mc-ess.net/wiki/Main_Page wiki.mc-ess]&lt;br /&gt;
:授权方式为[http://creativecommons.org/licenses/by-nc-sa/3.0/ CC BY-NC-SA 3.0] &lt;br /&gt;
[[Category:管理]]&lt;br /&gt;
[[Category:聊天]]&lt;br /&gt;
[[Category:经济]]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:传送]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=NoCheatPlus&amp;diff=2498</id>
		<title>NoCheatPlus</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=NoCheatPlus&amp;diff=2498"/>
		<updated>2016-02-17T17:03:49Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 介绍 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=NoCheatPlus&lt;br /&gt;
|版本=3.12.0-BETA2-sASO-b813&lt;br /&gt;
|前置插件=无&lt;br /&gt;
|兼容服务端版本=1.8.1&lt;br /&gt;
|網址=http://dev.bukkit.org/bukkit-plugins/nocheatplus/&lt;br /&gt;
}}&lt;br /&gt;
{{待翻译}}&lt;br /&gt;
&#039;&#039;&#039;Detect and fight the exploitation of various flaws/bugs in Minecraft!&#039;&#039;&#039;&lt;br /&gt;
[[Category:管理]] [[Category:修正]] [[Category:安全]] &lt;br /&gt;
=介绍=&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus通过禁止客户端利用&#039;&#039;MineCraft数据传输协议的漏洞&#039;&#039;进行作弊来使得你的服务器更加安全可靠. 检测范围包括飞行，加速，战斗作弊, 快速破坏方块与核弹, 背包作弊, 聊天窗广告以及其他的恶意行为. 更全面的介绍请见 [https://github.com/asofold/NCPDocs/blob/master/Features.creole Features Page]（内容已搬至本页面，查看最新内容请点击链接）.&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus将重点放在可配置，当某玩家未通过检查时允许你自定义可执行的操作 (例如 silent cancelling, 执行命令, 只是记录). 白名单权限允许设置检查哪些玩家,全部检测可以在配置文件中被关闭, 也有特殊的世界检查选项. 许多检测允许更详细的配置来调整灵敏度。&lt;br /&gt;
&lt;br /&gt;
当然NoCheatPlus不是一个具有魔法的子弹,它采用了许多启发式机制与猜测机制, 因此你会在各个地方遇到误报并且也不能抓住每一个作弊者. [http://www.youtube.com/watch?v=H8BSpXfrtzI Example video] 如何用NoCheatPlus解决方块作弊(过时的插件版本).&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus由 [http://dev.bukkit.org/profiles/NeatMonster/ NeatMonster] 推出, 基于由[http://dev.bukkit.org/profiles/Evenprime85/ Evenprime]编写的[http://http://dev.bukkit.org/bukkit-plugins/nocheat/ Nocheat]插件.&lt;br /&gt;
==功能==&lt;br /&gt;
* 玩家行动:&lt;br /&gt;
** 禁止飞行(生存/冒险模式下) 或是限制飞行速度(创造模式下)&lt;br /&gt;
** 禁止玩家的行走，冲刺，潜行，游泳和破坏方块的速度过快&lt;br /&gt;
** 禁止玩家无视掉落伤害&lt;br /&gt;
** 禁止玩家进入方块 (穿墙模式)&lt;br /&gt;
** 禁止玩家改变服务器时间&lt;br /&gt;
** 禁止玩家利用 &amp;quot;safe-respawn&amp;quot; 的缺陷&lt;br /&gt;
** 禁止在水和岩浆顶部行走 [尽管现在的作弊者只是在其上保持跳跃]&lt;br /&gt;
** 禁止玩家通过非法移动使服务器崩溃 (CraftBukkit 自身并不包含检测模块,但有时这些移动数据会影响到插件.)&lt;br /&gt;
** 防止玩家伪造&amp;quot;BedLeave&amp;quot;数据包&amp;lt;ref&amp;gt;数据包意义不明，请各位完善&amp;lt;/ref&amp;gt;&lt;br /&gt;
** 禁止玩家悬浮在半空中&lt;br /&gt;
** 禁止玩家利用 &amp;quot;block jumping&amp;quot;来跳过高墙&lt;br /&gt;
** 防止玩家 from V-Clipping or teleporting&lt;br /&gt;
** 禁止玩家滥用钓竿来绕开飞行检测 (这只是一个玩笑...) [未测试! 默认关闭!]&lt;br /&gt;
** 防止玩家通过飞行进行作弊&lt;br /&gt;
** 禁止玩家滥用末影珍珠穿越墙，屋顶和地板&lt;br /&gt;
* 方块交互:&lt;br /&gt;
** 禁止玩家操作正常接触范围之外的方块&lt;br /&gt;
** 强制玩家看着想要操作的方块&lt;br /&gt;
** 禁止玩家透过墙对方块进行操作&lt;br /&gt;
** 防止玩家通过特定方块来传播广告信息（note-blocks&amp;lt;ref&amp;gt;原文如此&amp;lt;/ref&amp;gt;,门,石头,木材等）&lt;br /&gt;
* 方块破坏:&lt;br /&gt;
** 防止玩家使用 &amp;quot;Survival Nuker&amp;quot;, &amp;quot;Smasher&amp;quot;, &amp;quot;Click Nuker&amp;quot; 与 &amp;quot;Creative Nuker(创造模式软件?)&amp;quot;&lt;br /&gt;
** 防止以不正常速度破坏方块, 防止同时破坏过多方块.&lt;br /&gt;
** 限制玩家可破坏方块的距离&lt;br /&gt;
** 强制玩家看着方块(破坏方块时，鼠标准星需对准方块)&lt;br /&gt;
** 防止 &amp;quot;noswing&amp;quot; 作弊 (玩家破坏方块时手臂没有动作)&lt;br /&gt;
** 禁止玩家同时破坏两个及以上的方块&lt;br /&gt;
** 禁止创造模式下的玩家破坏水或岩浆&lt;br /&gt;
* 方块放置:&lt;br /&gt;
** 防止玩家使用 &amp;quot;FastPlace&amp;quot; 和 &amp;quot;Build&amp;quot; 类作弊工具&lt;br /&gt;
** 限制玩家可放置方块的距离&lt;br /&gt;
** 强制对准方块&lt;br /&gt;
** 禁止玩家过快地投掷物品&lt;br /&gt;
** 禁止玩家在除了水和岩浆上的地方放置船只&lt;br /&gt;
** 利用客户端的AutoSign特征防御防止玩家作弊&lt;br /&gt;
** 禁止玩家在半空中放置方块. &lt;br /&gt;
** 禁止玩家在流体上放置方块&lt;br /&gt;
* 玩家聊天:&lt;br /&gt;
** 部分功能受Evenprime的插件启发.&lt;br /&gt;
** Fast spam check + tool-box for slower paced annoyances (可考虑到玩家聊天记录和全体聊天记录).&lt;br /&gt;
** 限制同一时间内允许加入服务器的玩家的数目&lt;br /&gt;
** 禁止短时间内多次重复登陆.&lt;br /&gt;
** 清楚玩家信息的颜色&lt;br /&gt;
** 支持屏蔽聊天窗内的广告内容&lt;br /&gt;
* 背包:&lt;br /&gt;
** 禁止玩家短时间内丢出大量物品以避免服务器的卡顿&lt;br /&gt;
** 禁止玩家过快地填充，发射弓箭&lt;br /&gt;
** 禁止玩家过快地进食&lt;br /&gt;
** 禁止玩家以过快的速度管理他们的物品（包括背包，附魔台，信标）&lt;br /&gt;
** 禁止玩家将非法的附魔保存为附魔书（此漏洞在1.4.3及以上被修复）&lt;br /&gt;
* 战斗:&lt;br /&gt;
** 防止玩家同时攻击过多实体(玩家和怪物都算做实体) &lt;br /&gt;
** 防止不在视线范围内的敌人的攻击&lt;br /&gt;
** 防止没有动作的攻击&lt;br /&gt;
** 防止一秒内对生物攻击多次&lt;br /&gt;
** 禁止攻击过远的目标&lt;br /&gt;
** 防止玩家由于Minecraft的设计缺陷而变得无敌&lt;br /&gt;
** Prevent players from knocking back other players when it&#039;s not technically possible&lt;br /&gt;
** Prevent players from exploiting extremely low jumps to get a pseudo criticals cheat going NEW!&lt;br /&gt;
** Prevent players from giving critical hits to other players when it&#039;s not technically possible&lt;br /&gt;
** Prevent players from hit other players while blocking with their sword&lt;br /&gt;
** Penalize players that change their direction by a lot (against force fields)&lt;br /&gt;
** Prevent players from doing self hits to fly by using the knockback of those&lt;br /&gt;
** Feed combined check to find players that try to execute 2 or more cheats at the same time&lt;br /&gt;
** 防止玩家过快地回复血量&lt;br /&gt;
* 杂项:&lt;br /&gt;
** 禁用 Zombe&#039;s mod (飞行, 穿墙, 作弊)&lt;br /&gt;
** 禁用e CJB&#039;s mod (飞行, 透视, 雷达)&lt;br /&gt;
** 禁用 Rei&#039;s Minimap (洞穴, 雷达)&lt;br /&gt;
** 禁用 Minecraft AutoMap (矿物, 洞穴, 雷达)&lt;br /&gt;
** 禁用 Smart Moving (攀爬, 游泳, 爬行, 滑行, 跳跃, 飞行)&lt;br /&gt;
** 使&amp;quot;OP&amp;quot;命令只能在服务器控制台内执行（默认禁用）&lt;br /&gt;
** Adapts to server sided lag for less false positives on heavy server load&lt;br /&gt;
** 提供了一个API，允许让其他插件与NoCheatPlus兼容&lt;br /&gt;
** Use of BukkitAPI only if the used CraftBukkit version is not supported&lt;br /&gt;
&lt;br /&gt;
==配置==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==在.yml配置文件的一般注意事项==&lt;br /&gt;
* 使用空格缩进。&lt;br /&gt;
* 保持缩进级别：永不改变配置文件“config.yml”前面空格的数量。&lt;br /&gt;
* 不要插入特殊字符，如制表符缩进。如果你计划写复杂的文本条目,可以写为 &#039;...&#039; or &amp;quot;...&amp;quot;。&lt;br /&gt;
* 请参阅默认的配置文件，以供参考。&lt;br /&gt;
* 使用[[http://yaml-online-parser.appspot.com/|YAML parser]]以确保您的配置文件的格式正确。&lt;br /&gt;
* 插入不受支持的字符或改变缩进级别会破坏配置文件.&lt;br /&gt;
* 对于那些使用Notepad++来编辑YAML文件的人：&lt;br /&gt;
   建议启用&amp;quot;Replace by space&amp;quot; in Settings -&amp;gt; Preferences -&amp;gt; Tab Settings&lt;br /&gt;
   建议启用&amp;quot;转换为空格&amp;quot; 在 设置(T) -&amp;gt; 首选项... -&amp;gt; 制表符设置&lt;br /&gt;
[[https://github.com/asofold/NCPDocs/blob/master/wiki/resources/Configuration/cResources.creole#notepad++|Screenshot of Notepad++ preferences]]&lt;br /&gt;
&lt;br /&gt;
==特定世界的配置==&lt;br /&gt;
怎样创建一个特定世界的配置文件呢?（不同世界不同管理）:&lt;br /&gt;
#首先创建一个空的yml文件根据你的服务器世界的名称。例如：world_config.yml（_是必需的！所有字符都是很敏感的！）&lt;br /&gt;
# 在你的服务器安装NocheatPlus或运行 /重新安装NocheatPlus /如果已经在你的服务器运行 请重载&lt;br /&gt;
# NoCheatPlus should now write every setting available for world specific configuration in that/those empty yaml files&lt;br /&gt;
# If you rather prefer to use some settings of your global config.yml then set &amp;quot;savebackconfig&amp;quot; to false and remove them from your world specific configuration file&lt;br /&gt;
&lt;br /&gt;
* End result in your [[https://github.com/asofold/NCPDocs/blob/master/wiki/resources/Configuration/cResources.creole#world-specific-configuration|explorer window]] after successfully creating some world specific config.yml files&lt;br /&gt;
* Other examples: WorldName_config.yml, world_nether_config.yml, world_the_end_config.yml, HungerGames_config.yml or BackupWorld_config.yml&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The world name is case sensitive (MiningWorld, theWorld etc.).&lt;br /&gt;
* You can set savebackconfig to false, in order to not have NoCheatPlus add default values to a config file. Thus you can override just the values you are interested in and keep a minimal world-specific configuration file.&lt;br /&gt;
* WorldName_config.yml has always higher priority then config.yml. So NoCheatPlus will first apply all settings from config.yml and then override them for a specific world using WorldName_config.yml&lt;br /&gt;
* Some settings can only be used in the global config.yml and aren&#039;t multiworld compatible (Please don&#039;t just copy config.yml and rename it to WorldName_config.yml or similar.) &lt;br /&gt;
* World specific files can be created, changed or removed while your server and NoCheatPlus are running. Just use the /ncp reload or /nocheatplus reload command to let NoCheatPlus reread your configuration file.&lt;br /&gt;
* If a world gets unloaded, deleted or renamed then NoCheatPlus will automaticly ignore your world specific configuration files you made for it&lt;br /&gt;
&lt;br /&gt;
==Configversion==&lt;br /&gt;
Set {{{notify}}} to false to suppress the messages about outdated configurations. Only the main configuration file is checked at present.&lt;br /&gt;
\\The other entries are not meant to be changed by hand, they indicate with which version the config was created and last saved back.&lt;br /&gt;
&lt;br /&gt;
==Logging==&lt;br /&gt;
&lt;br /&gt;
Disable all logging with setting {{{active}}} to false.&lt;br /&gt;
&lt;br /&gt;
Individual logging targets can be configured in the sub sections within {{{backends}}}:&lt;br /&gt;
* Set {{{active}}} to false to disable the individual backend. &lt;br /&gt;
* The {{{prefix}}} parameter allows to create a custom appearance for the log messages.&lt;br /&gt;
* File logging allows specifying a file name.&lt;br /&gt;
* For {{{ingamechat}}} you can force NoCheatPlus to check permissions subscriptions, if you use plugins that apply this technique to log to IRC and other for instance.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Set {{{opinconsoleonly}}} to true to prevent op and deop commands from in-game chat. [Will be changed to a list of commands.]&lt;br /&gt;
* Set {{{managelisteners}}} to true to help us testing :) - this feature lets NCP register all its listeners inside of a ListenerManager that allows more intricate registration order than Bukkit. This is a &amp;quot;future feature&amp;quot; and is not needed, not even sure it improves performance.&lt;br /&gt;
* Set {{{reporttometrics}}} to false in order to disable reporting usage-stats to [[http://mcstats.org/plugin/NoCheatPlus|mcstats.org]] (PluginMetrics). Setting this to falss also prevents NoCheatplus from creating the PluginMetrics folder, however other plugins or Spigot could still create that folder. &lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
The data section allows you to specify an expiration duration for players data in minutes. If set to something greater than 0, this will periodically remove players data if the players have been logged out for longer than the specified amount of minutes. At present this would also delete set-back locations and current violation levels, if activated, so it should not be set to a too short duration.&lt;br /&gt;
&lt;br /&gt;
**expiration**&lt;br /&gt;
|**Config**|**Description**|**Default**|&lt;br /&gt;
|**duration**|Duration in minutes after logout, after which data gets erased.|0|&lt;br /&gt;
|**history**|Should the players violation history also be deleted?|false|&lt;br /&gt;
&lt;br /&gt;
**consistencychecks**&lt;br /&gt;
You can suppress consistency check warnings here and alter intervals for periodic checking (usually not needed).&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
===Plugins===&lt;br /&gt;
Features for this and other plugins.&lt;br /&gt;
====Hide====&lt;br /&gt;
This section contains configuration for hiding (some of) your plugins better. You can prevent help-contents display and command usage by setting permissions with a permissions plugin, if the command has a default permission set, but NoCheatPlus allows to set the permission message of some commands, which would otherwise reveal the presence of the command/plugin. So the permission message for some commands can be changed to the &amp;quot;Unknown command&amp;quot; message to hide the presence. You do need to also set the aliases of the commands, use lower case rather.&lt;br /&gt;
\\This feature allows to change command permissions to not be given by default or add a generic filter permission nocheatplus.filter.command.//(commandname)// to a command that does not have one set yet, the following settings allow configuring lists of commands and the message:&lt;br /&gt;
\\**&amp;quot;nopermission&amp;quot;:**\\&lt;br /&gt;
Display the &amp;quot;no permission&amp;quot; message, default to &amp;quot;plugins&amp;quot; and &amp;quot;version&amp;quot; commands, useful for instance if a plugin does not set a permission for a command.&lt;br /&gt;
\\**&amp;quot;unknowncommand&amp;quot;:**\\&lt;br /&gt;
Display the &amp;quot;unknown command&amp;quot; message, empty by default. This can be used to hide a command from users that don&#039;t have the default permission (or the filter permission added by NCP if none was set).&lt;br /&gt;
&lt;br /&gt;
\\TODO: Link docs on how to configure help topics and other.&lt;br /&gt;
===Clients===&lt;br /&gt;
Features that concern client mods.&lt;br /&gt;
Set the {{{active}}} flag to false in the {{{motd}}} section to prevent NoCheatPlus sending any &amp;quot;blank lines&amp;quot; messages to clients on login. Otherwise blank lines can result disregarding if all clients are allowed or not, because some clients use a message to enable features, some need a message to disable features.&lt;br /&gt;
\\Note that it is 100% up to the client to decide on enabling or disabling features, a modified version of any client may ignore any sent messages, without that being detectable.&lt;br /&gt;
&lt;br /&gt;
==Configuration of checks==&lt;br /&gt;
The checks section contains configuration mostly for checks related to players actions, most can generate violation log messages (few exceptions).&lt;br /&gt;
&lt;br /&gt;
===Checks overview===&lt;br /&gt;
&lt;br /&gt;
See: [[checks/checks.creole|Checks Overview]]&lt;br /&gt;
&lt;br /&gt;
Shortcut links:&lt;br /&gt;
\\| &lt;br /&gt;
[[checks/blockbreak/blockbreak.creole|blockbreak]] | &lt;br /&gt;
[[checks/blockinteract/blockinteract.creole|blockinteract]] | &lt;br /&gt;
[[checks/blockplace/blockplace.creole|blockplace]] | &lt;br /&gt;
[[checks/chat/chat.creole|chat]] | &lt;br /&gt;
[[checks/combined/combined.creole|combined]] | &lt;br /&gt;
[[checks/fight/fight.creole|fight]] | &lt;br /&gt;
[[checks/inventory/inventory.creole|inventory]] | &lt;br /&gt;
[[checks/moving/moving.creole|moving]] | &lt;br /&gt;
&lt;br /&gt;
==Strings section==&lt;br /&gt;
This is the section that defines various strings for &amp;quot;log&amp;quot; or &amp;quot;cmd&amp;quot; actions. Each has a name (the part in front of &amp;quot;:&amp;quot;) and a definition (the part behind the &amp;quot;:&amp;quot;). Whenever you use a &amp;quot;log&amp;quot; or &amp;quot;cmd&amp;quot; action in one of the &amp;quot;actions: &amp;quot; options of this config file, the string will be taken from this section. Arbitrary many additional strings may be defined here, or existing strings may be changed.&lt;br /&gt;
\\ \\&lt;br /&gt;
Most messages/commands use place-holders in [ ], which will be replaced at runtime with relevant information. Some of these may only be available in certain circumstances, only &amp;quot;[player]&amp;quot; can be used everywhere, especially in &amp;quot;cmd&amp;quot; actions.|&lt;br /&gt;
\\&lt;br /&gt;
&lt;br /&gt;
==Compatibility section==&lt;br /&gt;
This section allows to configure details for the case of compatibility issues, for instance with other server mods or custom blocks.&lt;br /&gt;
&lt;br /&gt;
[[compatibility/compatibility.creole|compatibility page]]&lt;br /&gt;
&lt;br /&gt;
==Bleeding Edge: Development builds==&lt;br /&gt;
To allow you to keep track with the configuration and permission changes in the latest development versions, we have a simple page set up: **[[../development/dev-pinboard.creole|Development Pinboard]]**&lt;br /&gt;
\\&lt;br /&gt;
For quick overview over recent builds, see: [[../development/build-infos.creole|Important Changes By Build Number]]&lt;br /&gt;
==命令==&lt;br /&gt;
&lt;br /&gt;
=Commands=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus integrates a lightweight command system. It allows you to quickly exempt players from checks or to access and manage check data about a player. &lt;br /&gt;
&lt;br /&gt;
All commands support tab completion and some even allow shortcuts. The root command is named &amp;quot;nocheatplus&amp;quot;, however the alias &amp;quot;ncp&amp;quot; should also work and is used for reference here.&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus also supports aliases from Bukkit [[http://wiki.bukkit.org/Bukkit.yml#aliases|BukkitAliases]] if you wish to have another alias command aside form &amp;quot;nocheatplus&amp;quot; and &amp;quot;ncp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Permissions==&lt;br /&gt;
Root node for commands:&lt;br /&gt;
* **NoCheatPlus 3.10.2** and above: {{{nocheatplus.commands}}}&lt;br /&gt;
* //NoCheatPlus 3.10.1// and below: {{{nocheatplus.admin}}}&lt;br /&gt;
&lt;br /&gt;
You can give a player access to a specific command by giving them the sub-node with the commands default name, like {{{nocheatplus.admin.info}}}.&lt;br /&gt;
For further information about permissions in NoCheatPlus, we recommend looking at the [[../permissions/permissions.creole|Permissions docs]]. &lt;br /&gt;
&lt;br /&gt;
==Administrative commands==&lt;br /&gt;
Those commands are used to basically manage NoCheatPlus on your server.&lt;br /&gt;
**Arguments in () are needed, while arguments in [] are optional.**&lt;br /&gt;
|=Commands|=Explanation|&lt;br /&gt;
|/ncp reload| Reloads, generates and regenerates the configuration file of NoCheatPlus. Run this in-case you changed something on your configuration file while your server was running.|&lt;br /&gt;
|/ncp notify on/off| Toggle all in-game notifications/alerts generated by NoCheatPlus.|&lt;br /&gt;
|/ncp info (player)| Display the violation levels of a given player.|&lt;br /&gt;
|/ncp lag| Show info about server sided latency. The average lag shows the percentage of the server running too slow (0% = 20 tps, 10% = 18 tps) for the last 1 second, 3.33 and 270 seconds, roughly. Also lag spikes are displayed, tracked over at most 1 hour with a resolution of 20 minutes buckets (i.e. not exact) for spikes &amp;gt; 150 ms (3x to 20x) and spikes &amp;gt; 1000 ms (20x +). Be aware that this information is needed to make most NoCheatPlus checks adapt to server sided lag.|&lt;br /&gt;
|/ncp removeplayer (player) [check_type]| Remove all the data collected by NoCheatPlus so far for a given player. You can use the [check_type] option to make NoCheatPlus only remove data from a specific check (Default will clean all data of all checks!). To list all check names execute a command such as this: /ncp removeplayer (PlayerName) list. &amp;quot;*&amp;quot; is supported here.&lt;br /&gt;
|/ncp exempt (player) [check_type]| Exempt a player from being checked by NoCheatPlus or by a specific check.|&lt;br /&gt;
|/ncp unexempt (player) [check_type]| Remove any exemption you given to a specified player. &amp;quot;*&amp;quot; Is supported here.|&lt;br /&gt;
|/ncp exemptions (player)| Gives back a list of all check that a specific player has been exempted from.|&lt;br /&gt;
|/ncp commands| List all commands, more than shown here. The other commands are mainly for use with actions, such as delaying other commands, kicking with a message, telling players messages in colour, deny login for a players, allow it again and other.|&lt;br /&gt;
|/ncp version| Show version information about the server, plugin, compatibility modules and registered hooks.|&lt;br /&gt;
&lt;br /&gt;
==Auxiliary commands==&lt;br /&gt;
Those commands are mainly used by NoCheatPlut itself to execute strings or commands over actions on violating players but you can also make use of them if you wish to do so. Most of them have no difference compared to the vanilla commands apart from the delay otion.&lt;br /&gt;
**Arguments in () are needed, while arguments in [] are optional.**&lt;br /&gt;
|=Commands|=Explanation|&lt;br /&gt;
|/ncp ban [delay=(ticks)] (player) [reason]|Ban a player from your server (banned-players.txt).|&lt;br /&gt;
|/ncp kick [delay=(ticks)] (player) [reason]|Kicks a player from your server|&lt;br /&gt;
|/ncp unkick (player)|Allows you to remove a tempkick/tempban from a player. &amp;quot;*&amp;quot; is supported here.|&lt;br /&gt;
|/ncp kicklist|Lists all players that have been tempkicked/tempbanned on your server by NoCheatPlus actions.|&lt;br /&gt;
|/ncp tell [delay=(ticks)] (player) (message)|Send a private message to a specified player.|&lt;br /&gt;
|/ncp delay [delay=(ticks)] (command)|Execute a command in delayed time.|&lt;br /&gt;
==权限==&lt;br /&gt;
&lt;br /&gt;
**This page describes permissions for NoCheatPlus 3.10.2 and above,**&lt;br /&gt;
\\**NoCheatPlus 3.10.2-RC-sMD5NET-b620 adds new permissions for commands and new short-cut permissions, updates following soon.**&lt;br /&gt;
\\//For older versions see the [[permissions-3-10-1.creole|permissions page for 3.10.1 and below.]]//&lt;br /&gt;
&lt;br /&gt;
NoCheatPlus supports &amp;quot;SuperPerms&amp;quot;, CraftBukkit&#039;s official permission framework. You&#039;ll need to use a permissions plugin that supports &amp;quot;SuperPerms&amp;quot; to manage all the permissions of NoCheatPlus. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
   * PermissionsEx&lt;br /&gt;
   * bPermissions&lt;br /&gt;
   * Essentials GroupManager&lt;br /&gt;
   * Privileges&lt;br /&gt;
   * zPermissions&lt;br /&gt;
&lt;br /&gt;
By default NoCheatPlus assigns all permissions and gives full rights to players that have been /op-ed on your server. If you don&#039;t want to give OPs full access to all NoCheatPlus features then take a look in the configuration of your permissions plugin (Example with PermissionsEx: allowOps: false).\\\\&lt;br /&gt;
==Notifications==&lt;br /&gt;
|nocheatplus.notify|The player will receive notifications through the in-game chat of players failing NoCheatPlus checks. .|&lt;br /&gt;
If you want moderators to be able to toggle notifications, just give the permission nocheatplus.command.notify, which will also give this one then. Mind the &amp;quot;.silent&amp;quot; permission for individual checks permissions (explained on the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
==Administration==&lt;br /&gt;
|{{{nocheatplus.admin}}}|Shortcut permission for all administrative commands including ban (do not give lightly). See nocheatplus.shortcut permissions for faster setup for moderators.|&lt;br /&gt;
===Debug===&lt;br /&gt;
|nocheatplus.admin.debug|Owners of this node will receive debug messages of checks if NoCheatPlus debugging is turned on.|&lt;br /&gt;
==命令权限==&lt;br /&gt;
|nocheatplus.command.notify|Allow toggling notifications and also to receive them (nocheatplus.notify is included here).|&lt;br /&gt;
|nocheatplus.command.info|The player gets access to &amp;quot;/ncp info&amp;quot;, which displays all violations that a player has gotten (if any).|&lt;br /&gt;
|nocheatplus.command.lag|Gives access to &amp;quot;/ncp lag&amp;quot; which shows informations about your server latency (NoCheatPlus uses this informations to adapt some checks for serversided latency).|&lt;br /&gt;
|nocheatplus.command.reload|The player gets access to &amp;quot;/ncp reload&amp;quot;, which causes NoCheatPlus to reread its configuration files (This doesn&#039;t clear NoCheatPlus data or exemptions!).|&lt;br /&gt;
|nocheatplus.command.plugins|Allows the player to execute the &amp;quot;/plugins&amp;quot; or &amp;quot;/pl&amp;quot; command from CraftBukkit (//protectplugins// has be set to true in the configuration file).|&lt;br /&gt;
|nocheatplus.command.version|Owners of this node can execute the &amp;quot;/version&amp;quot; or &amp;quot;/ver&amp;quot; command from CraftBukkit (//protectplugins// has be set to true in the configuration file).|&lt;br /&gt;
|nocheatplus.command.exemptions|Gives access to execute &amp;quot;/ncp exemptions&amp;quot; which list all exemptions for an specified player (Those exemptions will get reset after every reload/restart! For permanent exemptions use the check permissions!).|&lt;br /&gt;
|nocheatplus.command.exempt|Gives access to the &amp;quot;/ncp exempt&amp;quot; command which allows to temporary exempt players for either all (ALL) or specified checks only.|&lt;br /&gt;
|nocheatplus.command.unexempt|Allows to unexempt players from checks by using the &amp;quot;/ncp unexempt&amp;quot; command.|&lt;br /&gt;
|nocheatplus.command.removeplayer|Gives access to execute &amp;quot;/ncp removeplayer&amp;quot;, which causes NoCheatPlus to wipe/clear specified or all collected data from a player including violations and temporary stored check data (This wont wipe exemptions!).|&lt;br /&gt;
|nocheatplus.command.commands|Allows the player to use the &amp;quot;/ncp&amp;quot; command which lists all NoCheatPlus commands.|&lt;br /&gt;
|nocheatplus.command.ban|Gives permissions to use &amp;quot;/ncp ban&amp;quot; which bans a player on your server.|&lt;br /&gt;
|nocheatplus.command.kick|Gives access to &amp;quot;/ncp kick&amp;quot; which kicks a player from your server.|&lt;br /&gt;
|nocheatplus.command.tell|Gives access to &amp;quot;/ncp tell&amp;quot; which allows whispering something to a specified player.|&lt;br /&gt;
|nocheatplus.command.delay|Gives permissions to use the &amp;quot;/ncp delay&amp;quot; command which has the ability to run a specified command with delayed time execution time.|&lt;br /&gt;
|nocheatplus.command.tempkick|Allows the player to tempkick/tempban someone from the server using &amp;quot;/ncp tempkick&amp;quot;.|&lt;br /&gt;
|nocheatplus.command.kicklist|Gives access to the &amp;quot;/ncp kicklist&amp;quot; command which lists all players that got &amp;quot;tempkicked/tempbanned&amp;quot; from NoCheatplus by either using actions or &amp;quot;/ncp tempkick&amp;quot;.|&lt;br /&gt;
|nocheatplus.command.unkick|Gives access to remove a tempkick/tempban from a player using &amp;quot;/ncp unkick&amp;quot;.|&lt;br /&gt;
&lt;br /&gt;
==Filter permissions (plugin hiding)==&lt;br /&gt;
|nocheatplus.filter.command.(commandname)|Allows to use a command protected by command protection, only for the case the command did not have a permission set. Note that (commandname) is just the lower-case command label. In case of incompatibilities of your permission plugin you might have to add nocheatplus.filter.command.nocheatplus to players that are to use /ncp ... commands.|&lt;br /&gt;
==Bypass==&lt;br /&gt;
Specific bypass permissions.&lt;br /&gt;
|nocheatplus.bypass.denylogin|Allows to bypass the login denial, such as exists with the /ncp tempkick command.|&lt;br /&gt;
==Checks==&lt;br /&gt;
Check permissions, directly related to players actions and associated checks.&lt;br /&gt;
|nocheatplus.checks|Parent permission for all checks. TODO: Overview for &amp;quot;full&amp;quot; exemption by permissions (might need few additional permissions?).|&lt;br /&gt;
===BlockBreak===&lt;br /&gt;
|nocheatplus.checks.blockbreak|Parent permission for the blockbreak checks.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.direction|Don&#039;t force the player to look at the blocks that he/she wants to break.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.fastbreak|Allows the player to break blocks very quickly.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.frequency|Allows the player to break 2 or more blocks at the same time.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.noswing|Don&#039;t force players to swing their arm when breaking blocks.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.reach|Allows breaking of blocks that are out of reach distance.|&lt;br /&gt;
|nocheatplus.checks.blockbreak.wrongblock|Don&#039;t force the player to interact with the block first before he/she is allowed break it (interacting=touching).|&lt;br /&gt;
|nocheatplus.checks.blockbreak.break.liquid|Allows the player to break liquids such as water or lava (source blocks) by using a hack in creative gamemode.|&lt;br /&gt;
===BlockInteract===&lt;br /&gt;
|nocheatplus.checks.blockinteract|Parent permission for this check section.|&lt;br /&gt;
|nocheatplus.checks.blockinteract.direction|Don&#039;t force the player to look at the blocks that he/she is trying to interact with (levers, doors and other).|&lt;br /&gt;
|nocheatplus.checks.blockinteract.reach|Allows the player to interact with blocks that are further away than usual.|&lt;br /&gt;
|nocheatplus.checks.blockinteract.speed|Allows the player to spam interaction on blocks such as levers, note blocks, doors and other.|&lt;br /&gt;
|nocheatplus.checks.blockinteract.visible|Everyone that owns this node is allowed to interact through walls to open a chest, furnace and other container without actually seeing them (also prevents from entering a minecart, bed or boat through walls).|&lt;br /&gt;
===BlockPlace===&lt;br /&gt;
|nocheatplus.checks.blockplace|...|&lt;br /&gt;
|nocheatplus.checks.blockplace.direction|Don&#039;t force the player to look at the block that he/she is trying to place on.|&lt;br /&gt;
|nocheatplus.checks.blockplace.boatsanywhere|Allows the player to place boats everywhere and not only in the water.|&lt;br /&gt;
|nocheatplus.checks.blockplace.fastplace|Allows the player to place blocks very quickly.|&lt;br /&gt;
|nocheatplus.checks.blockplace.noswing|Don&#039;t force players to swing their arm when placing a block.|&lt;br /&gt;
|nocheatplus.checks.blockplace.reach|Allows the player to place blocks that are too far away.|&lt;br /&gt;
|nocheatplus.checks.blockplace.speed|Allows a player to throw projectiles very quickly (snowballs, splash potions and other).|&lt;br /&gt;
|nocheatplus.checks.blockplace.against.liquids|Having this permission assigned allows to place block against liquids by using a special hack.|&lt;br /&gt;
|nocheatplus.checks.blockplace.against.air|This permission allows a player to place blocks against air.|&lt;br /&gt;
===Chat===&lt;br /&gt;
|nocheatplus.checks.chat|...|&lt;br /&gt;
|nocheatplus.checks.chat.color|Don&#039;t filter color codes from messages that get sent by players to allow them using colors in their messages. However nearly every chat plugin will override this.|&lt;br /&gt;
|nocheatplus.checks.chat.text|Allows the player to bypass the chat spam check for written text.|&lt;br /&gt;
|nocheatplus.checks.chat.commands|Allow players to bypass the command frequency check that protects against command spam.|&lt;br /&gt;
|nocheatplus.checks.chat.captcha|Owners of this permission wont be forced to type in a captcha if they fail one of the chat checks (this feature is disabled by default).|&lt;br /&gt;
|nocheatplus.checks.chat.relog|Every player that has this permission is allowed to completely bypass the re-log check of NoCheatPlus.|&lt;br /&gt;
|nocheatplus.checks.chat.logins|Allows the player to bypass the login check which prevents too many players loging in at the same time.|&lt;br /&gt;
===Combined===&lt;br /&gt;
|nocheatplus.checks.combined|Parent permission for the combined check group.|&lt;br /&gt;
|nocheatplus.checks.combined.improbable|Allows the player to bypass the Combined_Improbable check which fights against kill-auras ,speed hacks and some other combined hacks also. It also prevents the player from using 2 or more hacks at the same time.|&lt;br /&gt;
|nocheatplus.checks.combined.bedleave|Allows the player to send bed leave packets from anywhere (can be exploited to confuse some other checks of NoCheatPlus).|&lt;br /&gt;
|nocheatplus.checks.combined.munchhausen|Players with this node might be able to use fishing roods for flying (Check is disabled by default in configuration).|&lt;br /&gt;
===Fight===&lt;br /&gt;
|nocheatplus.checks.fight|Fight check group.|&lt;br /&gt;
|nocheatplus.checks.fight.angle|Don&#039;t prevent the player from attacking multiple entities at the time.|&lt;br /&gt;
|nocheatplus.checks.fight.critical|Don&#039;t prevent the player from doing fake critical hits when it&#039;s technically not possible to do so.|&lt;br /&gt;
|nocheatplus.checks.fight.direction|Don&#039;t force the player to look at the targets while fighting them.|&lt;br /&gt;
|nocheatplus.checks.fight.godmode|Don&#039;t prevent the player from keeping the temporary invulnerability that he/she gets when taking damage.|&lt;br /&gt;
|nocheatplus.checks.fight.fastheal|The owner of this node is allowed to regenerate health faster then usually possible.|&lt;br /&gt;
|nocheatplus.checks.fight.knockback|Don&#039;t prevent the player from doing knockbacks when it&#039;s technically not possible to do so.|&lt;br /&gt;
|nocheatplus.checks.fight.noswing|Don&#039;t force the player to move the arm while fighting against someone or something.|&lt;br /&gt;
|nocheatplus.checks.fight.reach|Allows the player to hit players and mobs that are out of allowed distance.|&lt;br /&gt;
|nocheatplus.checks.fight.selfhit|Allows the player to do self hits for flying by exploiting the knockback of those hits.|&lt;br /&gt;
|nocheatplus.checks.fight.speed|Don&#039;t limit the amount of attacks that the player can do per second.|&lt;br /&gt;
===Inventory===&lt;br /&gt;
|nocheatplus.checks.inventory|Inventory check group.|&lt;br /&gt;
|nocheatplus.checks.inventory.drop|Don&#039;t limit the amount of items that a player may drop within a short timeframe.|&lt;br /&gt;
|nocheatplus.checks.inventory.instantbow|Don&#039;t prevent the player from shooting arrows instantly over the bow without taking the usual time to pull the string back.|&lt;br /&gt;
|nocheatplus.checks.inventory.instanteat|Don&#039;t prevent players from eating their food instantly without taking the usual time to munch on it.|&lt;br /&gt;
|nocheatplus.checks.inventory.fastclick|Allows the player to move items around the inventory instantly without using there mouse/keyboard to do so.|&lt;br /&gt;
|nocheatplus.checks.inventory.items|Allows the player to use illegal enchantments on signed books (This got fixed now in Minecraft 1.4.3 and higher).|&lt;br /&gt;
===Moving===&lt;br /&gt;
|nocheatplus.checks.moving|Parent permission for the moving checks group.|&lt;br /&gt;
|nocheatplus.checks.moving.creativefly|Allows the player to fly faster in creative mode then usually possible.|&lt;br /&gt;
|nocheatplus.checks.moving.morepackets|Allow the player to make a lot more movements than normally possible. Doing more movements will result in faster movement speed and causes the server to spend a lot of additional time for processing these movements.|&lt;br /&gt;
|nocheatplus.checks.moving.morepacketsvehicle|Allows players to make a lot more movements in vehicles (boats, minecrats, pigs, ...) than normally possible.|&lt;br /&gt;
|nocheatplus.checks.moving.nofall|Allows the player to avoid fall damage by using cheats. Normally NoCheatPlus will keep track of a player&#039;s movement and rectify the fall-damage calculations of Minecraft so the player always gets the fall damage he/she is supposed to get.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly|Allows the player to fly in survival mode. It also treats the player as if he has the &amp;quot;.nofall&amp;quot; permission too.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly.blocking|Allows the player to block while moving at normal speed.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly.sneaking|Allows the player to sneak while moving at normal speed.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly.sprinting|Allows the player to sprint backwards.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly.speeding|Allows the player to bypass the vanilla walk/run/sprint speed limits.|&lt;br /&gt;
|nocheatplus.checks.moving.survivalfly.step|Don&#039;t check if the player is using the step hack to get faster over blocks then usually possible.|&lt;br /&gt;
==Modifications==&lt;br /&gt;
These permissions allow to control which feature/mod a player may use. There is no guarantee that players use the original client and obey the request to turn off/on features, though.&lt;br /&gt;
===CJB===&lt;br /&gt;
|nocheatplus.mods.cjb|All CJB features.|&lt;br /&gt;
|nocheatplus.mods.cjb.fly|Don&#039;t prevent the player from using CJB&#039;s fly mod on the server.|&lt;br /&gt;
|nocheatplus.mods.cjb.radar|Gives access to use CJB&#039;s radar mod on the server.|&lt;br /&gt;
|nocheatplus.mods.cjb.xray|Don&#039;t prevent the player from using CJB&#039;s xray mod on the server.|&lt;br /&gt;
===MinecraftAutoMap===&lt;br /&gt;
|nocheatplus.mods.minecraftautomap|All features for MinecraftAutoMap.|&lt;br /&gt;
|nocheatplus.mods.minecraftautomap.ores|Don&#039;t prevent the player from using the ore detector from Minecraft AutoMap&#039;s.|&lt;br /&gt;
|nocheatplus.mods.minecraftautomap.cave|Don&#039;t prevent the player from using the cave mode feature of the Minecraft AutoMap&#039;s mod.|&lt;br /&gt;
|nocheatplus.mods.minecraftautomap.radar|Don&#039;t prevent the player from using Minecraft AutoMap&#039;s inbuilt radar.|&lt;br /&gt;
===Rei===&lt;br /&gt;
|nocheatplus.mods.rei.cave|Don&#039;t prevent the player from using Rei&#039;s Minimap&#039;s cave mode.|&lt;br /&gt;
|nocheatplus.mods.rei.radar|Don&#039;t prevent Rei&#039;s Minimap mod users from using all kind of available radar hacks.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.player|Allows the player to use the radar from Rei&#039;s Minimap to track down other players only.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.animal|Allows the player to only use the animal radar from Rei&#039;s Minimap mod.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.mob|Gives access to use the mob radar feature from Rei&#039;s Minimap mod.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.slime|Allows the player to track down slimes only by using the radar feature of Rei&#039;s Minimap.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.squid|Player is allowed to use the Rei&#039;s Minimap radar to track down squids only.|&lt;br /&gt;
|nocheatplus.mods.rei.radar.other|Allows the player to use all the other features of the Rei&#039;s Minimap radar.|&lt;br /&gt;
===SmartMoving===&lt;br /&gt;
|nocheatplus.mods.smartmoving|All SmartMoving features.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.climbing|Don&#039;t prevent the player from using Smart Moving&#039;s climb feature.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.swimming|Don&#039;t prevent the player from using Smart Moving&#039;s swimming.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.crawling|Don&#039;t prevent the player from using Smart Moving&#039;s crawl.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.sliding|Don&#039;t prevent the player from using Smart Moving&#039;s slide.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.jumping|Don&#039;t prevent the player from using Smart Moving&#039;s jump.|&lt;br /&gt;
|nocheatplus.mods.smartmoving.flying|Don&#039;t prevent the player from using Smart Moving&#039;s fly.|&lt;br /&gt;
===Zombe===&lt;br /&gt;
|nocheatplus.mods.zombe|All zombe features.|&lt;br /&gt;
|nocheatplus.mods.zombe.fly|Don&#039;t prevent the player from using Zombe&#039;s fly mod.|&lt;br /&gt;
|nocheatplus.mods.zombe.noclip|Don&#039;t prevent the player from using Zombe&#039;s noclip mod on the server.|&lt;br /&gt;
|nocheatplus.mods.zombe.cheat|Don&#039;t prevent the player from using Zombe&#039;s cheat mods.|\\&lt;br /&gt;
== Parent Nodes ==&lt;br /&gt;
Most permissions have parent nodes, that in fact goes for all check types. Resulting in nocheatplus.admin, nocheatplus.checks.moving, nocheatplus.checks.moving.survivalfly, nocheatplus.checks.fight, etc.&lt;br /&gt;
=== Things to know about Permissions ===&lt;br /&gt;
You can exclude a specific player from getting logged by appending &amp;quot;.silent&amp;quot; to the relevant permission node of the specific check. E.g.\\&lt;br /&gt;
&lt;br /&gt;
   * **nocheatplus.checks.moving.nofall.silent**\\&lt;br /&gt;
&lt;br /&gt;
will prevent NoCheatPlus from recording log messages for that player for the &amp;quot;nofall&amp;quot; check, while still executing all other actions as usual.&lt;br /&gt;
==Shortcut permissions==&lt;br /&gt;
|nocheatplus.admin| see above (full admin perms except check bypassing).|&lt;br /&gt;
|nocheatplus.shortcut.info|info about players|&lt;br /&gt;
|nocheatplus.shortcut.monitor|info about players and diagnostic info like version, lag,|&lt;br /&gt;
|nocheatplus.shortcut.safeadmin|&amp;quot;Safe&amp;quot; admin perms, no banning or reloading but unkick, exemption, data removal|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More to be added (shortcut.bypass - bypass about everything).&lt;br /&gt;
&lt;br /&gt;
=推荐使用=&lt;br /&gt;
&lt;br /&gt;
以下插件可以配合NCP使用.&lt;br /&gt;
&lt;br /&gt;
[http://dev.bukkit.org/server-mods/compatnocheatplus-cncp/ CompatNoCheatPlus (cncp)]&lt;br /&gt;
&lt;br /&gt;
例如 mcMMO, Citizens, MagicSpells 或 MachinaCraft . 大部分插件还不支持NPC，如果你有任何发现都可以联系我们.&lt;br /&gt;
&lt;br /&gt;
[http://dev.bukkit.org/server-mods/orebfuscator/ Orebfuscator]&lt;br /&gt;
&lt;br /&gt;
Orebfuscator 通过修改从服务器发送到客户端的方块信息文件来实现反矿石射线的作用，简单的说就是防X-ray.&lt;br /&gt;
&lt;br /&gt;
=下载和历史更新=&lt;br /&gt;
&lt;br /&gt;
* 下载正式版本请前往 BukkitDev [http://dev.bukkit.org/server-mods/nocheatplus/files/ Files].&lt;br /&gt;
* 下载测试版本请前往 [http://dev.bukkit.org/server-mods/nocheatplus/pages/nocheat-plus-development/jenkins/ Jenkins at EcoCityCraft].&lt;br /&gt;
* 不要从任何其他来源下载，不要使用别人给你的插件.&lt;br /&gt;
* 前往Jenkins查看所有版本的更新记录[http://dev.bukkit.org/server-mods/nocheatplus/pages/nocheat-plus-development/jenkins/ changes list].&lt;br /&gt;
* 前往GitHub查看所有改动 [https://github.com/NoCheatPlus/NoCheatPlus/commits/master commit history].&lt;br /&gt;
* &amp;lt;s&amp;gt;插件统计将不会传送至 mcstats.org.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=帮助=&lt;br /&gt;
&lt;br /&gt;
==其他帮助==&lt;br /&gt;
&lt;br /&gt;
* 你可以到: [https://github.com/asofold/NCPDocs/blob/master/FAQ.creole#faq Frequently asked Questions] 以及 [https://github.com/asofold/NCPDocs/blob/master/Known%20Issues.creole#known-issues Known Issues] 提问.&lt;br /&gt;
* [https://github.com/asofold/NCPDocs/blob/master/README.creole#ncpdocs Wiki] (配设文件, 权限介绍, 指令介绍)&lt;br /&gt;
* 开发者请查看NoCheatPlus的API.&lt;br /&gt;
&lt;br /&gt;
==联系我们==&lt;br /&gt;
你有疑问可以到,&lt;br /&gt;
IRC联系我们 (IRC地址: irc.spi.gt | 默认Port: 6667 | SSL-Port: 6697 | 频道: #nocheat | 网页客户端: WebIRC)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
你可以创造一个提问票 [http://dev.bukkit.org/bukkit-plugins/nocheatplus/create-ticket/ new ticket] 或者查看已存在提问票 [http://dev.bukkit.org/server-mods/nocheatplus/tickets/ existing ticket].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
你可以私聊原作者[http://dev.bukkit.org/home/send-private-message/ @asofold]和[http://dev.bukkit.org/home/send-private-message/ @MyPictures]，@IceAP (IRC: ICE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
请勿联系用户 &#039;NoCheatPlus&#039;, 它仅用于管理，不会及时回复你的提问. 转移到 BukkitDev 和 GitHub 获取更多的帮助, 请勿相信BukkitDev以外的 NCP 管理人员 .&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2497</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2497"/>
		<updated>2016-02-17T16:19:22Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 出售物品 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;从系统买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2496</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2496"/>
		<updated>2016-02-17T16:19:10Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 收购物品 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;卖给系统泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2495</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2495"/>
		<updated>2016-02-17T16:18:47Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 收购物品 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;收购泥土&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2494</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2494"/>
		<updated>2016-02-17T16:17:49Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 出售物品 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
以100元/个钻石的价格卖给使用者。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
下面这个例子将会以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;Sell dirt&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2493</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2493"/>
		<updated>2016-02-17T16:17:24Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 出售物品 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
下面这个例子将会以100元/个钻石的价格卖给点击的玩家。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;买一颗钻石&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
下面这个例子将会以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;Sell dirt&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
	<entry>
		<id>https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2492</id>
		<title>ChestCommandsGUI</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=ChestCommandsGUI&amp;diff=2492"/>
		<updated>2016-02-17T16:16:34Z</updated>

		<summary type="html">&lt;p&gt;Lzs：​/* 全部权限与命令 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{模板:待完善}}&lt;br /&gt;
{{Bukkit Plugin Infobox&lt;br /&gt;
|插件名=ChestCommandsGui&lt;br /&gt;
|版本=v3.1.2&lt;br /&gt;
|前置插件=vault(可选）、PlayerPoints（可选）、任意一款经济插件（可选）。&lt;br /&gt;
|兼容服务端版本=1.8&lt;br /&gt;
|网址=http://dev.bukkit.org/bukkit-plugins/chest-commands/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 概览 ==&lt;br /&gt;
一个简单而功能强大的插件，可以用来创建GUI界面！&lt;br /&gt;
&lt;br /&gt;
== 特征 ==&lt;br /&gt;
  - 支持多个菜单&lt;br /&gt;
  - 打开点击菜单可以实现对应的命令操作&lt;br /&gt;
  - 自定义占位符和符号。&lt;br /&gt;
  - 高质量的代码&lt;br /&gt;
  - 对经济的支持，可以用Vault插件来支持（可选）&lt;br /&gt;
  - 自动更新新的版本和通知新的版本&lt;br /&gt;
== 有用的一些前置插件 ==&lt;br /&gt;
  Player Points - 允许使用另外的一种货币（点券）。&lt;br /&gt;
  Scheduled Commands - 当你需要在一段时间后执行命令。&lt;br /&gt;
  Info Book - 一个管理书籍的插件&lt;br /&gt;
&lt;br /&gt;
== 基础教程 ==&lt;br /&gt;
=== 修改一个现有的菜单 ===&lt;br /&gt;
  路径/plugins/ChestCommands/menu/&lt;br /&gt;
&lt;br /&gt;
=== 创建一个新菜单 ===&lt;br /&gt;
  最简单的方法:复制和粘贴现有的菜单,更改设置,添加/删除/编辑项目。&lt;br /&gt;
  推荐使用小写文件名,因为权限对大小写要求是非常严格的！。&lt;br /&gt;
&lt;br /&gt;
=== 菜单设置 ===&lt;br /&gt;
&#039;&#039;&#039; Menu settings： &#039;&#039;&#039;&lt;br /&gt;
  你可以在菜单的顶部找到这些选项，“Menu settings：”部分&lt;br /&gt;
  name: &#039;&amp;amp;1Menu&#039; (必须)&lt;br /&gt;
    在打开菜单的时候将显示这个名称，自定义标题的长度不能超过30个字符(包括颜色字符).&lt;br /&gt;
&lt;br /&gt;
  rows：6（必须）&lt;br /&gt;
    这个设置规定了菜单有多少行，正常显示的上限为6.&lt;br /&gt;
&lt;br /&gt;
  command: &#039;menu&#039;（可选）&lt;br /&gt;
    这是触发菜单的命令，他将改写现有的指令并且打开菜单，你可以设置多个指令，并用分号隔离，例如：&#039;menu; m; mainmenu&#039;&lt;br /&gt;
&lt;br /&gt;
  auto-refresh: 5 (可选) &lt;br /&gt;
    需要刷新的的菜单将刷新变量。注意金钱和点数在每次交易后都会自动更新。&lt;br /&gt;
&lt;br /&gt;
  open-with-item: (可选) &lt;br /&gt;
    id &#039;wool:1&#039;— 打开一个菜单用一个特定的物品，可以要求特定的数值！&lt;br /&gt;
    right-click: true -可以使用右键点击打开菜单！&lt;br /&gt;
    left-click: false -无法通过左键点击打开菜单！&lt;br /&gt;
&#039;&#039;&#039; Menu items： &#039;&#039;&#039;&lt;br /&gt;
  不要用大写，内部颜色代码和符号的名字（看下面），记住，他必须在于同一个菜单之内的不同图标不同！&lt;br /&gt;
  每一个项目都是由一个内部名称（在任何方式中不可见的玩家）和节点组成，可以分配命令，自定义名称，还有更多的图标。一个单独的项目应该这样写：&lt;br /&gt;
 &lt;br /&gt;
   ➦ 内部名称&lt;br /&gt;
    spawn-item:&lt;br /&gt;
     ID: bed&lt;br /&gt;
     COMMAND: &#039;spawn&#039;&lt;br /&gt;
     NAME: &#039;&amp;amp;aReturn to spawn&#039;&lt;br /&gt;
     LORE:&lt;br /&gt;
        - &#039;This is the lore of the item.&#039;&lt;br /&gt;
        - &#039;These lines appear below the name.&#039;&lt;br /&gt;
     POSITION-X: 1&lt;br /&gt;
     POSITION-Y: 1&lt;br /&gt;
   ➥这些节点&lt;br /&gt;
    NAME, COMMAND, ID, ...被称为节点，每个项目可以有不同的节点来定制它。读取更多的节点（这不是完整的列表）。&lt;br /&gt;
    每个项目必须要有节点：POSITION-X 和 POSITION-Y.&lt;br /&gt;
&lt;br /&gt;
== 节点教程 ==&lt;br /&gt;
  此页包含了一个节点列表，他可以用于所有图标！&lt;br /&gt;
&lt;br /&gt;
  注：这三个节点严格要求每一项 ID position-x position-y.，&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID：&#039;&#039;&#039;&lt;br /&gt;
  图标的项标识。你可以用数字和文字标识，但是我推荐使用文字更好的可读性。文字标识列表：这里（不区分大小写），可以省略下划线。&lt;br /&gt;
  范例：ID: stone、&lt;br /&gt;
  你可以使用数据值，但是必须要把数值放在单引号中！数量是可选的并且用逗号隔开。&lt;br /&gt;
  范例 (10个黑羊毛):&lt;br /&gt;
    ID: &#039;wool:15, 10&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSITION-X 和 POSITION-Y：&#039;&#039;&#039;&lt;br /&gt;
  [[文件:chestcommand.png]]&lt;br /&gt;
  有三个所需的节点。他们设置了图标的位置。你可以很容易地通过这个表找到这个坐标：&lt;br /&gt;
  &lt;br /&gt;
  范例:&lt;br /&gt;
    POSITION-X: 5&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NAME：&#039;&#039;&#039;&lt;br /&gt;
  这个节点可以设置图标的显示名称。你可以使用颜色代码和符号。&lt;br /&gt;
  范例:&lt;br /&gt;
    NAME: &#039;&amp;amp;6这是一个有颜色的名字！&#039;&lt;br /&gt;
&#039;&#039;&#039;LORE：&#039;&#039;&#039;&lt;br /&gt;
  该节点显示下方的文字。你可以使用颜色代码和符号。&lt;br /&gt;
  例子：&lt;br /&gt;
    Example:&lt;br /&gt;
     LORE:&lt;br /&gt;
     - &#039;Description of the item&#039;&lt;br /&gt;
     - &#039;Some other details&#039;&lt;br /&gt;
     - &#039;&amp;amp;cImportant note&#039;&lt;br /&gt;
&#039;&#039;&#039;ENCHANTMENT：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了结界,将出现在一个项目,主要是用于附魔发光的效果。&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;fire aspect, 1&#039;&lt;br /&gt;
  附魔等级是可选的。您可以使用多种附魔,通过用分号分开它们！&lt;br /&gt;
  范例:&lt;br /&gt;
    ENCHANTMENT: &#039;sharpness, 5; durability, 10; silk touch&#039;&lt;br /&gt;
&#039;&#039;&#039;Color：&#039;&#039;&#039;&lt;br /&gt;
  这个节点仅限于修改皮革盔甲。颜色的格式的&amp;lt;red&amp;gt;, &amp;lt;green&amp;gt;, &amp;lt;blue&amp;gt;”。每种颜色必须在0到255之间。&lt;br /&gt;
  范例：&lt;br /&gt;
    COLOR: &#039;255, 0, 0&#039;&lt;br /&gt;
&#039;&#039;&#039;SKULL-OWNER：&#039;&#039;&#039;&lt;br /&gt;
  This node sets the skull owner of an item, only if it&#039;s a player&#039;s head (skull:3). Useful from 1.8 and above, for displaying different head textues.&lt;br /&gt;
  范例:&lt;br /&gt;
     SKULL-OWNER: &#039;filoghost&#039;&lt;br /&gt;
&#039;&#039;&#039;Command：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置可以设置命令。它支持各种各样的命令,这将不会列在这里。正常的命令执行(没有前缀，也就是”/“)当玩家点击图标。命令(这应该称为行动在这种情况下)也可以更多的东西&lt;br /&gt;
  不只是执行命令,看起来这里了解更多信息。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;PRICE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置一个物品的价格。玩家没有足够的钱不会执行命令！。&lt;br /&gt;
  范例:&lt;br /&gt;
    PRICE: 100.0&lt;br /&gt;
&#039;&#039;&#039;Leves：&#039;&#039;&#039;&lt;br /&gt;
  这个值设定了点击指定物品所需要的经验值等级。如果玩家点击时没有足够的经验值等级，命令将不会触发。如果触发，对应的经验值等级将被扣除&lt;br /&gt;
  范例：&lt;br /&gt;
    LEVELS: 5&lt;br /&gt;
&#039;&#039;&#039;Points：&#039;&#039;&#039;&lt;br /&gt;
  这个节点是配合点券插件的！他需要一定量的点券来使用物品，点券会被扣除！&lt;br /&gt;
  POINTS: 50&lt;br /&gt;
&#039;&#039;&#039;REQUIRED-ITEM&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置点击所需要的物品,没有该物品的命令将不会被执行。格式都是相同的ID。&lt;br /&gt;
  范例：（三十个橙色染色玻璃）&lt;br /&gt;
    REQUIRED-ITEM: &#039;stained glass:1, 30&#039;&lt;br /&gt;
&#039;&#039;&#039;KEEP-OPEN&#039;&#039;&#039;&lt;br /&gt;
  该节点规定了如果菜单点击后，是否保持打开（默认不保持），值可以是True或者False。&lt;br /&gt;
  范例：&lt;br /&gt;
    KEEP-OPEN: true&lt;br /&gt;
&#039;&#039;&#039;PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置玩家是否需要一个权限来点击图标，可以选择任意权限，你可以取消他的权限，加一个-在权限之前，那个用户就将没有权限。&lt;br /&gt;
  范例：&lt;br /&gt;
    PERMISSION: &#039;my.custom.permission&#039; &lt;br /&gt;
&#039;&#039;&#039;VIEW-PERMISSION：&#039;&#039;&#039;&lt;br /&gt;
  就想权限节点，但是玩家在没有权限将无法看到这个图标！可以否定他的权限，比如(e.g.: &#039;-my.custom.permission&#039;).&lt;br /&gt;
  范例：&lt;br /&gt;
    VIEW-PERMISSION: &#039;my.custom.permission&#039;&lt;br /&gt;
&#039;&#039;&#039;PERMISSION-MESSAGE：&#039;&#039;&#039;&lt;br /&gt;
  这个节点设置了玩家没有权限时的提示消息(默认config.yml“没有权限”消息是可配置的)。&lt;br /&gt;
  范例：&lt;br /&gt;
     PERMISSION-MESSAGE: &#039;&amp;amp;c你必须是VIP才能购买这个物品!&#039;&lt;br /&gt;
&lt;br /&gt;
== 点击动作教程 ==&lt;br /&gt;
本指南教程了点击某个图标时候所发生的动作，没有其他动作！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;打开其他图形界面的&#039;&#039;&#039;&lt;br /&gt;
  如果一个命令能打开其他插件的图形界面，请设置KEEP-OPEN为True！&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;变量&#039;&#039;&#039;&lt;br /&gt;
  这些变量可以用于点击菜单时候的命令，菜单的叙述列表，菜单的名字。&lt;br /&gt;
    {player} (使用者名字).&lt;br /&gt;
    {world} (使用者所在世界).&lt;br /&gt;
    {online} (在线玩家数量).&lt;br /&gt;
    {max_players} (服务器玩家上限).&lt;br /&gt;
    {money} (玩家的金钱，你必须拥有 Vault 插件).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;一般命令&#039;&#039;&#039;&lt;br /&gt;
  指令前不需要添加“/”，除了WorldEdit的命令。&lt;br /&gt;
  这个例子演示了如何在点击的时候将强制执行命令/Spawn。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn&#039;&lt;br /&gt;
&#039;&#039;&#039;以控制台的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用控制台的身份执行命令,请在命令前方加入&amp;quot;console:&amp;quot;&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;console: say Hello world!&#039;&lt;br /&gt;
&#039;&#039;&#039;以OP的身份执行命令&#039;&#039;&#039;&lt;br /&gt;
  要小心使用这个命令!&lt;br /&gt;
  若要用op的身份执行命令,请在命令前方加入&amp;quot;op:&amp;quot;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;op: say 你好世界!&#039;&lt;br /&gt;
&#039;&#039;&#039;多个指令&#039;&#039;&#039;&lt;br /&gt;
  用分号分隔多个命令；”。这个例子让玩家执行命令，顺序是先执行 /spawn，然后再执行/me!&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;spawn; me 我被传送到重生点!&#039;&lt;br /&gt;
&#039;&#039;&#039;私聊玩家&#039;&#039;&#039;&lt;br /&gt;
  像以前的例子，把tell：后面的内容私聊发送给玩家，你可以使用颜色代码和符号！&lt;br /&gt;
  在范例中，信息将是红色的！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;tell: &amp;amp;c你好!&#039;&lt;br /&gt;
&#039;&#039;&#039;广播事情&#039;&#039;&#039;&lt;br /&gt;
  每个人都能看到这个消息！&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;broadcast: {player}太棒了!&#039;&lt;br /&gt;
&#039;&#039;&#039;播放音乐&#039;&#039;&#039;&lt;br /&gt;
  一个音乐由3个参数构成(只有一个是必须的)这三个参数用逗号分隔。他们的格式是： &#039;sound: &amp;lt;声音的名字&amp;gt;, [范围], [音量]&#039;&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;sound: ghast scream, 2.0, 0.5&#039; &lt;br /&gt;
&#039;&#039;&#039;给予物品&#039;&#039;&#039;&lt;br /&gt;
  这是一个用于给予物品的基础命令，您可以更改给予物品的数量和类型，对于更高级的事情，请使用vanilla命令.&lt;br /&gt;
  下面是给玩家10个黑色羊毛的指令。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give: wool:15, 10&#039;&lt;br /&gt;
&#039;&#039;&#039;给予金钱&#039;&#039;&#039;&lt;br /&gt;
  这个命令将会给使用者金钱。&lt;br /&gt;
  你需要前置插件Vault和一个经济插件。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-money: 100.0&#039;&lt;br /&gt;
&#039;&#039;&#039;打开其他菜单&#039;&#039;&#039;&lt;br /&gt;
  就像在控制台的指令，输入“open：文件名”。“文件名”就是菜单的名字。如果菜单不存在将会显示一个错误的信息。&lt;br /&gt;
  使用者需要相应权限来打开菜单。&lt;br /&gt;
  范例：&lt;br /&gt;
  COMMAND: &#039;open: example.yml&#039;&lt;br /&gt;
&#039;&#039;&#039;BungeeCord服务器的命令&#039;&#039;&#039;&lt;br /&gt;
  你可以使用“Server：&amp;lt;目标服务器&amp;gt;&lt;br /&gt;
  这个命令将会使使用者尝试连接到目标服务器。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;server: hub&#039;&lt;br /&gt;
&#039;&#039;&#039;玩家点券(使用PlayerPoint插件)&#039;&#039;&#039;&lt;br /&gt;
  在范例中，50个点券会给使用者，如果你想实现点击扣除点卷的功能，请看节点points。&lt;br /&gt;
  范例：&lt;br /&gt;
    COMMAND: &#039;give-points: 50&#039;&lt;br /&gt;
&#039;&#039;&#039;Boss血条消息(使用BarApi插件)&#039;&#039;&#039;&lt;br /&gt;
 发送一条boss血条消息, 格式是： &#039;dragon-bar: &amp;lt;以秒为单位的时间&amp;gt; | &amp;lt;消息&amp;gt;&#039;. &lt;br /&gt;
 在下面的范例中, 一个boss血条将会出现在点击这个图标的人的视野内10秒, 消息会显示他的名字。&lt;br /&gt;
  范例:&lt;br /&gt;
    COMMAND: &#039;dragon-bar: 10 | &amp;amp;a你好, {player}!&#039;&lt;br /&gt;
&lt;br /&gt;
== 经济插件设置教程 ==&lt;br /&gt;
=== 要求 ===&lt;br /&gt;
  Vault (必须更新到最新的版本。)&lt;br /&gt;
  一个经济插件 (就像iConomy, BOSEconomy, etc等插件) &lt;br /&gt;
=== 安装 ===&lt;br /&gt;
  放置Vault和经济插件到plugin的文件夹内。&lt;br /&gt;
  现在你就可以使用点击的价格和命令：“give-money：”&lt;br /&gt;
&lt;br /&gt;
== 牌子设置教程 ==&lt;br /&gt;
=== 如何创建一个牌子 ===&lt;br /&gt;
  创建一个牌子&lt;br /&gt;
  在牌子的首行输入[Menu](你需要拥有： &amp;quot;chestcommands.sign&amp;quot;的权限）&lt;br /&gt;
  在第二行输入菜单名字（你需要加入&amp;quot;.yml&amp;quot;)&lt;br /&gt;
=== 验证 ===&lt;br /&gt;
  如果该菜单已经成功创建，则第一行的[Menu]则会变成蓝色，右键即可打开菜单。&lt;br /&gt;
  如果该牌子创建有误，则第一行的[Menu]则会变成红色，并且在聊天框里会返回错误信息。&lt;br /&gt;
=== 范例 ===&lt;br /&gt;
 暂无&lt;br /&gt;
&lt;br /&gt;
== 符号教程 ==&lt;br /&gt;
  这些符号可以运用在文本中。&lt;br /&gt;
=== 符号 ===&lt;br /&gt;
  &amp;lt;3 = ❤&lt;br /&gt;
  [*] = ★&lt;br /&gt;
  [**] = ✹&lt;br /&gt;
  [p] = ●&lt;br /&gt;
  [v] = ✔&lt;br /&gt;
  [+] = ♦&lt;br /&gt;
  [++] = ✦&lt;br /&gt;
  [x] = █&lt;br /&gt;
  [/] = ▌&lt;br /&gt;
  [cross] = ✠&lt;br /&gt;
  [arrow_right] = →&lt;br /&gt;
  [arrow_left] = ←&lt;br /&gt;
  [arrow_up] = ↑&lt;br /&gt;
  [arrow_down] = ↓&lt;br /&gt;
=== 添加新的符号 ===&lt;br /&gt;
  打开文件placeholders.yml，按照这样的格式添加一行：&lt;br /&gt;
  名称: 内容&lt;br /&gt;
   [special]: \u2726 Special Item \u2726&lt;br /&gt;
  这表示着文中的[special]将会被替换✹ Special Item ✹。&lt;br /&gt;
  你可以使用任何的Unicode符号，使用java语言。网站：&lt;br /&gt;
  http://www.fileformat.info/info/unicode/index.htm&lt;br /&gt;
&lt;br /&gt;
== 命令与权限的教程 ==&lt;br /&gt;
=== 全部权限与命令 ===&lt;br /&gt;
  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 命令 !! 权限 !! 叙述&lt;br /&gt;
|-&lt;br /&gt;
| /chestcommands 或 /cc || - || 显示插件信息。&lt;br /&gt;
|-&lt;br /&gt;
| /cc help || chestcommands.command.help ||列出所有命令。&lt;br /&gt;
|-&lt;br /&gt;
| /cc reload || chestcommands.command.reload || 重载插件&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; || chestcommands.command.open || 打开指定菜单。(需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc open &amp;lt;路径&amp;gt; [玩家] || chestcommands.command.open.others || 为其他玩家打开菜单。(不需要相应权限)&lt;br /&gt;
|-&lt;br /&gt;
| /cc list || chestcommands.command.list || 列出所有已加载的菜单。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.update || 显示更新信息。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.open.XXX.yml || 打开XXX菜单的权限。&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.economy.bypass || 免费使用&lt;br /&gt;
|-&lt;br /&gt;
| - || chestcommands.sign || 创建牌子&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 图标权限 ===&lt;br /&gt;
  如需查看图标权限，请上翻去看图标教程。&lt;br /&gt;
== 购买和出售物品教程 ==&lt;br /&gt;
首先，你必须阅读经济的安装和命令的帮助。&lt;br /&gt;
=== 出售物品 ===&lt;br /&gt;
下面这个例子将会以100元/个钻石的价格卖给点击的玩家。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子：&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;give: 264&#039;&lt;br /&gt;
    PRICE: 100&lt;br /&gt;
    NAME: &#039;Buy a diamond&#039;&lt;br /&gt;
    ID: 264&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
=== 收购物品 ===&lt;br /&gt;
下面这个例子将会以10元/64个泥土的价格从玩家背包里收购。&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;例子&#039;&#039;&#039;&lt;br /&gt;
    COMMAND: &#039;givemoney: 10&#039;&lt;br /&gt;
    REQUIRED-ITEM: 3, 64&lt;br /&gt;
    NAME: &#039;Sell dirt&#039;&lt;br /&gt;
    ID: 3&lt;br /&gt;
    POSITION-X: 1&lt;br /&gt;
    POSITION-Y: 1&lt;br /&gt;
== Github ==&lt;br /&gt;
  https://github.com/filoghost/ChestCommands&lt;br /&gt;
== 捐助 ==&lt;br /&gt;
如果你有能力，建议给作者一些捐助&lt;br /&gt;
他的paypal链接： [https://www.paypal.com/cgi-bin/webscr?return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;cn=Add+special+instructions+to+the+addon+author%28s%29&amp;amp;business=filoghost%40gmail.com&amp;amp;bn=PP-DonationsBF%3Abtn_donateCC_LG.gif%3ANonHosted&amp;amp;cancel_return=http%3A%2F%2Fdev.bukkit.org%2Fbukkit-plugins%2Fchest-commands%2F&amp;amp;lc=US&amp;amp;item_name=Chest+Commands+GUI+%28from+Bukkit.org%29&amp;amp;cmd=_donations&amp;amp;rm=1&amp;amp;no_shipping=1&amp;amp;currency_code=EUR 点击这里]&lt;br /&gt;
[[Category:综合]]&lt;br /&gt;
[[Category:娱乐]]&lt;br /&gt;
[[Category:管理]]&lt;/div&gt;</summary>
		<author><name>Lzs</name></author>
	</entry>
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