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	<title>Minecraft插件百科 - 用户贡献 [zh-cn]</title>
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	<updated>2026-05-05T06:05:17Z</updated>
	<subtitle>用户贡献</subtitle>
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		<id>https://mineplugin.org/index.php?title=Crackshot&amp;diff=3106</id>
		<title>Crackshot</title>
		<link rel="alternate" type="text/html" href="https://mineplugin.org/index.php?title=Crackshot&amp;diff=3106"/>
		<updated>2016-04-07T07:04:04Z</updated>

		<summary type="html">&lt;p&gt;TYPE2：​&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[文件:Crackshot.png|缩略图|Crackshot]]&lt;br /&gt;
== CrackShot ==&lt;br /&gt;
CrackShot - 创建你自己的近战或远程武器和复制任何第一人称射击游戏。可以制作出所有武器！&lt;br /&gt;
== 特色 ==&lt;br /&gt;
投掷手榴弹。&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
近战、远程攻击和防暴盾牌。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
地雷爆炸时走进的怪物或玩家。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
呼叫空袭轰炸指定区域。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
你可以远程引爆任何位置的遥控炸弹。&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
使用陷阱保护你的家。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
双持武器。&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
释放出爆炸性炸弹在爆炸。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
在你的武器上添加附件。 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
创造各种近战武器，从最简单的小刀开始。&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 特性 ==&lt;br /&gt;
 一个独立的插件。不需要前置插件。&lt;br /&gt;
 枪：枪的重力，双持，附件和更多！&lt;br /&gt;
 装弹：按Q装弹！&lt;br /&gt;
 自定义声音：给你的武器添加声音吧！&lt;br /&gt;
 定制配方：为你的武器创建各具特色的配方！&lt;br /&gt;
 商店：建立商店买你定制的武器！&lt;br /&gt;
 多世界的支持：在一些世界里禁用武器！&lt;br /&gt;
 力学：爆头造成额外的伤害，近战武器的暴击！&lt;br /&gt;
 防暴盾牌：制作使命召唤系列的武器给您的服务器！&lt;br /&gt;
 炸药：呼叫空袭，部署地雷或远程引爆C4！&lt;br /&gt;
== 入门指南 ==&lt;br /&gt;
=== 安装方法 ===&lt;br /&gt;
 步骤1&lt;br /&gt;
 下载该JAR文件。&lt;br /&gt;
&lt;br /&gt;
 步骤2&lt;br /&gt;
 停止你的服务器。&lt;br /&gt;
&lt;br /&gt;
 步骤3&lt;br /&gt;
 将该jar文件放在您的服务器的插件文件夹中。&lt;br /&gt;
&lt;br /&gt;
 步骤4&lt;br /&gt;
 启动你的服务器。将会产生插件文件夹，其中包含默认的配置文件。&lt;br /&gt;
&lt;br /&gt;
=== 定制武器 ===&lt;br /&gt;
==== 可堆叠的值 ====&lt;br /&gt;
在下面的例子中，你可能会遇到（…）之类的东西：&amp;lt;br /&amp;gt;&lt;br /&gt;
 sounds_acquired：&amp;lt;声音&amp;gt;，（…）&lt;br /&gt;
 firework_player_shoot：&amp;lt;&amp;lt;烟火&amp;gt;&amp;gt;，（…）&lt;br /&gt;
 make_victim_run_commmand：&amp;lt;命令&amp;gt; |（…）&lt;br /&gt;
乍一看，它可能看起来有点奇怪，（…）简单的说就是值可堆叠。这是，多个值支持。&amp;lt;br /&amp;gt;&lt;br /&gt;
实例：&amp;lt;br /&amp;gt;&lt;br /&gt;
 sounds_acquired：&amp;lt; SOUND1 &amp;gt;，&amp;lt; sound2 &amp;gt;、&amp;lt;声音&amp;gt;&lt;br /&gt;
 firework_player_shoot：&amp;lt; firework1 &amp;gt;，&amp;lt; firework2 &amp;gt;&lt;br /&gt;
这些都是可以接受的。一定要格外小心的分离器这是这些值的要求；它通常是不是，或|除非另有规定。&lt;br /&gt;
==== 定制声音 ====&lt;br /&gt;
所有的声音按照下面的格式：sound-volume-pitch-delay&lt;br /&gt;
===== 支持的声音 =====&lt;br /&gt;
 BLOCK_ANVIL_BREAK&lt;br /&gt;
 BLOCK_ANVIL_DESTROY&lt;br /&gt;
 BLOCK_ANVIL_FALL&lt;br /&gt;
 BLOCK_ANVIL_HIT&lt;br /&gt;
 BLOCK_ANVIL_LAND&lt;br /&gt;
 BLOCK_ANVIL_PLACE&lt;br /&gt;
 BLOCK_ANVIL_STEP&lt;br /&gt;
 BLOCK_ANVIL_USE&lt;br /&gt;
 BLOCK_BREWING_STAND_BREW&lt;br /&gt;
 BLOCK_CHEST_CLOSE&lt;br /&gt;
 BLOCK_CHEST_LOCKED&lt;br /&gt;
 BLOCK_CHEST_OPEN&lt;br /&gt;
 BLOCK_CHORUS_FLOWER_DEATH&lt;br /&gt;
 BLOCK_CHORUS_FLOWER_GROW&lt;br /&gt;
 BLOCK_CLOTH_BREAK&lt;br /&gt;
 BLOCK_CLOTH_FALL&lt;br /&gt;
 BLOCK_CLOTH_HIT&lt;br /&gt;
 BLOCK_CLOTH_PLACE&lt;br /&gt;
 BLOCK_CLOTH_STEP&lt;br /&gt;
 BLOCK_COMPARATOR_CLICK&lt;br /&gt;
 BLOCK_DISPENSER_DISPENSE&lt;br /&gt;
 BLOCK_DISPENSER_FAIL&lt;br /&gt;
 BLOCK_DISPENSER_LAUNCH&lt;br /&gt;
 BLOCK_END_GATEWAY_SPAWN&lt;br /&gt;
 BLOCK_ENDERCHEST_CLOSE&lt;br /&gt;
 BLOCK_ENDERCHEST_OPEN&lt;br /&gt;
 BLOCK_FENCE_GATE_CLOSE&lt;br /&gt;
 BLOCK_FENCE_GATE_OPEN&lt;br /&gt;
 BLOCK_FIRE_AMBIENT&lt;br /&gt;
 BLOCK_FIRE_EXTINGUISH&lt;br /&gt;
 BLOCK_FURNACE_FIRE_CRACKLE&lt;br /&gt;
 BLOCK_GLASS_BREAK&lt;br /&gt;
 BLOCK_GLASS_FALL&lt;br /&gt;
 BLOCK_GLASS_HIT&lt;br /&gt;
 BLOCK_GLASS_PLACE&lt;br /&gt;
 BLOCK_GLASS_STEP&lt;br /&gt;
 BLOCK_GRASS_BREAK&lt;br /&gt;
 BLOCK_GRASS_FALL&lt;br /&gt;
 BLOCK_GRASS_HIT&lt;br /&gt;
 BLOCK_GRASS_PLACE&lt;br /&gt;
 BLOCK_GRASS_STEP&lt;br /&gt;
 BLOCK_GRAVEL_BREAK&lt;br /&gt;
 BLOCK_GRAVEL_FALL&lt;br /&gt;
 BLOCK_GRAVEL_HIT&lt;br /&gt;
 BLOCK_GRAVEL_PLACE&lt;br /&gt;
 BLOCK_GRAVEL_STEP&lt;br /&gt;
 BLOCK_IRON_DOOR_CLOSE&lt;br /&gt;
 BLOCK_IRON_DOOR_OPEN&lt;br /&gt;
 BLOCK_LADDER_BREAK&lt;br /&gt;
 BLOCK_LADDER_FALL&lt;br /&gt;
 BLOCK_LADDER_HIT&lt;br /&gt;
 BLOCK_LADDER_PLACE&lt;br /&gt;
 BLOCK_LADDER_STEP&lt;br /&gt;
 BLOCK_LAVA_AMBIENT&lt;br /&gt;
 BLOCK_LAVA_EXTINGUISH&lt;br /&gt;
 BLOCK_LAVA_POP&lt;br /&gt;
 BLOCK_LEVER_CLICK&lt;br /&gt;
 BLOCK_METAL_BREAK&lt;br /&gt;
 BLOCK_METAL_FALL&lt;br /&gt;
 BLOCK_METAL_HIT&lt;br /&gt;
 BLOCK_METAL_PLACE&lt;br /&gt;
 BLOCK_METAL_STEP&lt;br /&gt;
 BLOCK_METAL_PRESSUREPLATE_CLICK_OFF&lt;br /&gt;
 BLOCK_METAL_PRESSUREPLATE_CLICK_ON&lt;br /&gt;
 BLOCK_NOTE_BASEDRUM&lt;br /&gt;
 BLOCK_NOTE_BASS&lt;br /&gt;
 BLOCK_NOTE_HARP&lt;br /&gt;
 BLOCK_NOTE_HAT&lt;br /&gt;
 BLOCK_NOTE_SNARE&lt;br /&gt;
 BLOCK_PISTON_CONTRACT&lt;br /&gt;
 BLOCK_PISTON_EXTEND&lt;br /&gt;
 BLOCK_PORTAL_AMBIENT&lt;br /&gt;
 BLOCK_PORTAL_TRAVEL&lt;br /&gt;
 BLOCK_PORTAL_TRIGGER&lt;br /&gt;
 BLOCK_REDSTONE_TORCH_BURNOUT&lt;br /&gt;
 BLOCK_SAND_BREAK&lt;br /&gt;
 BLOCK_SAND_FALL&lt;br /&gt;
 BLOCK_SAND_HIT&lt;br /&gt;
 BLOCK_SAND_PLACE&lt;br /&gt;
 BLOCK_SAND_STEP&lt;br /&gt;
 BLOCK_SLIME_BREAK&lt;br /&gt;
 BLOCK_SLIME_FALL&lt;br /&gt;
 BLOCK_SLIME_HIT&lt;br /&gt;
 BLOCK_SLIME_PLACE&lt;br /&gt;
 BLOCK_SLIME_STEP&lt;br /&gt;
 BLOCK_SNOW_BREAK&lt;br /&gt;
 BLOCK_SNOW_FALL&lt;br /&gt;
 BLOCK_SNOW_HIT&lt;br /&gt;
 BLOCK_SNOW_PLACE&lt;br /&gt;
 BLOCK_SNOW_STEP&lt;br /&gt;
 BLOCK_STONE_BREAK&lt;br /&gt;
 BLOCK_STONE_FALL&lt;br /&gt;
 BLOCK_STONE_HIT&lt;br /&gt;
 BLOCK_STONE_PLACE&lt;br /&gt;
 BLOCK_STONE_STEP&lt;br /&gt;
 BLOCK_STONE_BUTTON_CLICK_OFF&lt;br /&gt;
 BLOCK_STONE_BUTTON_CLICK_ON&lt;br /&gt;
 BLOCK_STONE_PRESSUREPLATE_CLICK_OFF&lt;br /&gt;
 BLOCK_STONE_PRESSUREPLATE_CLICK_ON&lt;br /&gt;
 BLOCK_TRAPDOOR_CLOSE&lt;br /&gt;
 BLOCK_TRAPDOOR_OPEN&lt;br /&gt;
 BLOCK_TRIPWIRE_ATTACH&lt;br /&gt;
 BLOCK_TRIPWIRE_CLICK_OFF&lt;br /&gt;
 BLOCK_TRIPWIRE_CLICK_ON&lt;br /&gt;
 BLOCK_TRIPWIRE_DETACH&lt;br /&gt;
 BLOCK_WATER_AMBIENT&lt;br /&gt;
 BLOCK_WATERLILY_PLACE&lt;br /&gt;
 BLOCK_WOOD_BREAK&lt;br /&gt;
 BLOCK_WOOD_FALL&lt;br /&gt;
 BLOCK_WOOD_HIT&lt;br /&gt;
 BLOCK_WOOD_PLACE&lt;br /&gt;
 BLOCK_WOOD_STEP&lt;br /&gt;
 BLOCK_WOOD_BUTTON_CLICK_OFF&lt;br /&gt;
 BLOCK_WOOD_BUTTON_CLICK_ON&lt;br /&gt;
 BLOCK_WOOD_PRESSUREPLATE_CLICK_OFF&lt;br /&gt;
 BLOCK_WOOD_PRESSUREPLATE_CLICK_ON&lt;br /&gt;
 BLOCK_WOODEN_DOOR_CLOSE&lt;br /&gt;
 BLOCK_WOODEN_DOOR_OPEN&lt;br /&gt;
 ENCHANT_THORNS_HIT&lt;br /&gt;
 ENTITY_ARMORSTAND_BREAK&lt;br /&gt;
 ENTITY_ARMORSTAND_FALL&lt;br /&gt;
 ENTITY_ARMORSTAND_HIT&lt;br /&gt;
 ENTITY_ARMORSTAND_PLACE&lt;br /&gt;
 ENTITY_ARROW_HIT&lt;br /&gt;
 ENTITY_ARROW_HIT_PLAYER&lt;br /&gt;
 ENTITY_ARROW_SHOOT&lt;br /&gt;
 ENTITY_BAT_AMBIENT&lt;br /&gt;
 ENTITY_BAT_DEATH&lt;br /&gt;
 ENTITY_BAT_HURT&lt;br /&gt;
 ENTITY_BAT_TAKEOFF&lt;br /&gt;
 ENTITY_BLAZE_AMBIENT&lt;br /&gt;
 ENTITY_BLAZE_BURN&lt;br /&gt;
 ENTITY_BLAZE_DEATH&lt;br /&gt;
 ENTITY_BLAZE_HURT&lt;br /&gt;
 ENTITY_BLAZE_SHOOT&lt;br /&gt;
 ENTITY_BOBBER_SPLASH&lt;br /&gt;
 ENTITY_BOBBER_THROW&lt;br /&gt;
 ENTITY_CAT_AMBIENT&lt;br /&gt;
 ENTITY_CAT_DEATH&lt;br /&gt;
 ENTITY_CAT_HURT&lt;br /&gt;
 ENTITY_CAT_PURR&lt;br /&gt;
 ENTITY_CAT_PURREOW&lt;br /&gt;
 ENTITY_CHICKEN_AMBIENT&lt;br /&gt;
 ENTITY_CHICKEN_DEATH&lt;br /&gt;
 ENTITY_CHICKEN_EGG&lt;br /&gt;
 ENTITY_CHICKEN_HURT&lt;br /&gt;
 ENTITY_CHICKEN_STEP&lt;br /&gt;
 ENTITY_COW_AMBIENT&lt;br /&gt;
 ENTITY_COW_DEATH&lt;br /&gt;
 ENTITY_COW_HURT&lt;br /&gt;
 ENTITY_COW_MILK&lt;br /&gt;
 ENTITY_COW_STEP&lt;br /&gt;
 ENTITY_CREEPER_DEATH&lt;br /&gt;
 ENTITY_CREEPER_HURT&lt;br /&gt;
 ENTITY_CREEPER_PRIMED&lt;br /&gt;
 ENTITY_DONKEY_AMBIENT&lt;br /&gt;
 ENTITY_DONKEY_ANGRY&lt;br /&gt;
 ENTITY_DONKEY_CHEST&lt;br /&gt;
 ENTITY_DONKEY_DEATH&lt;br /&gt;
 ENTITY_DONKEY_HURT&lt;br /&gt;
 ENTITY_EGG_THROW&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_AMBIENT&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_AMBIENT_LAND&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_CURSE&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_DEATH&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_DEATH_LAND&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_HURT&lt;br /&gt;
 ENTITY_ELDER_GUARDIAN_HURT_LAND&lt;br /&gt;
 ENTITY_ENDERDRAGON_AMBIENT&lt;br /&gt;
 ENTITY_ENDERDRAGON_DEATH&lt;br /&gt;
 ENTITY_ENDERDRAGON_FLAP&lt;br /&gt;
 ENTITY_ENDERDRAGON_GROWL&lt;br /&gt;
 ENTITY_ENDERDRAGON_HURT&lt;br /&gt;
 ENTITY_ENDERDRAGON_SHOOT&lt;br /&gt;
 ENTITY_ENDERDRAGON_FIREBALL_EXPLODE&lt;br /&gt;
 ENTITY_ENDEREYE_LAUNCH&lt;br /&gt;
 ENTITY_ENDERMEN_AMBIENT&lt;br /&gt;
 ENTITY_ENDERMEN_DEATH&lt;br /&gt;
 ENTITY_ENDERMEN_HURT&lt;br /&gt;
 ENTITY_ENDERMEN_SCREAM&lt;br /&gt;
 ENTITY_ENDERMEN_STARE&lt;br /&gt;
 ENTITY_ENDERMEN_TELEPORT&lt;br /&gt;
 ENTITY_ENDERMITE_AMBIENT&lt;br /&gt;
 ENTITY_ENDERMITE_DEATH&lt;br /&gt;
 ENTITY_ENDERMITE_HURT&lt;br /&gt;
 ENTITY_ENDERMITE_STEP&lt;br /&gt;
 ENTITY_ENDERPEARL_THROW&lt;br /&gt;
 ENTITY_EXPERIENCE_BOTTLE_THROW&lt;br /&gt;
 ENTITY_EXPERIENCE_ORB_PICKUP&lt;br /&gt;
 ENTITY_EXPERIENCE_ORB_TOUCH&lt;br /&gt;
 ENTITY_FIREWORK_BLAST&lt;br /&gt;
 ENTITY_FIREWORK_BLAST_FAR&lt;br /&gt;
 ENTITY_FIREWORK_LARGE_BLAST&lt;br /&gt;
 ENTITY_FIREWORK_LARGE_BLAST_FAR&lt;br /&gt;
 ENTITY_FIREWORK_LAUNCH&lt;br /&gt;
 ENTITY_FIREWORK_SHOOT&lt;br /&gt;
 ENTITY_FIREWORK_TWINKLE&lt;br /&gt;
 ENTITY_FIREWORK_TWINKLE_FAR&lt;br /&gt;
 ENTITY_GENERIC_BIG_FALL&lt;br /&gt;
 ENTITY_GENERIC_BURN&lt;br /&gt;
 ENTITY_GENERIC_DEATH&lt;br /&gt;
 ENTITY_GENERIC_DRINK&lt;br /&gt;
 ENTITY_GENERIC_EAT&lt;br /&gt;
 ENTITY_GENERIC_EXPLODE&lt;br /&gt;
 ENTITY_GENERIC_EXTINGUISH_FIRE&lt;br /&gt;
 ENTITY_GENERIC_HURT&lt;br /&gt;
 ENTITY_GENERIC_SMALL_FALL&lt;br /&gt;
 ENTITY_GENERIC_SPLASH&lt;br /&gt;
 ENTITY_GENERIC_SWIM&lt;br /&gt;
 ENTITY_GHAST_AMBIENT&lt;br /&gt;
 ENTITY_GHAST_DEATH&lt;br /&gt;
 ENTITY_GHAST_HURT&lt;br /&gt;
 ENTITY_GHAST_SHOOT&lt;br /&gt;
 ENTITY_GHAST_WARN&lt;br /&gt;
 ENTITY_GUARDIAN_AMBIENT&lt;br /&gt;
 ENTITY_GUARDIAN_AMBIENT_LAND&lt;br /&gt;
 ENTITY_GUARDIAN_ATTACK&lt;br /&gt;
 ENTITY_GUARDIAN_DEATH&lt;br /&gt;
 ENTITY_GUARDIAN_DEATH_LAND&lt;br /&gt;
 ENTITY_GUARDIAN_FLOP&lt;br /&gt;
 ENTITY_GUARDIAN_HURT&lt;br /&gt;
 ENTITY_GUARDIAN_HURT_LAND&lt;br /&gt;
 ENTITY_HORSE_AMBIENT&lt;br /&gt;
 ENTITY_HORSE_ANGRY&lt;br /&gt;
 ENTITY_HORSE_ARMOR&lt;br /&gt;
 ENTITY_HORSE_BREATHE&lt;br /&gt;
 ENTITY_HORSE_DEATH&lt;br /&gt;
 ENTITY_HORSE_EAT&lt;br /&gt;
 ENTITY_HORSE_GALLOP&lt;br /&gt;
 ENTITY_HORSE_HURT&lt;br /&gt;
 ENTITY_HORSE_JUMP&lt;br /&gt;
 ENTITY_HORSE_LAND&lt;br /&gt;
 ENTITY_HORSE_SADDLE&lt;br /&gt;
 ENTITY_HORSE_STEP&lt;br /&gt;
 ENTITY_HORSE_STEP_WOOD&lt;br /&gt;
 ENTITY_HOSTILE_BIG_FALL&lt;br /&gt;
 ENTITY_HOSTILE_DEATH&lt;br /&gt;
 ENTITY_HOSTILE_HURT&lt;br /&gt;
 ENTITY_HOSTILE_SMALL_FALL&lt;br /&gt;
 ENTITY_HOSTILE_SPLASH&lt;br /&gt;
 ENTITY_HOSTILE_SWIM&lt;br /&gt;
 ENTITY_IRONGOLEM_ATTACK&lt;br /&gt;
 ENTITY_IRONGOLEM_DEATH&lt;br /&gt;
 ENTITY_IRONGOLEM_HURT&lt;br /&gt;
 ENTITY_IRONGOLEM_STEP&lt;br /&gt;
 ENTITY_ ITEM_BREAK&lt;br /&gt;
 ENTITY_ ITEM_PICKUP&lt;br /&gt;
 ENTITY_ ITEMFRAME_ADD_ ITEM&lt;br /&gt;
 ENTITY_ ITEMFRAME_BREAK&lt;br /&gt;
 ENTITY_ ITEMFRAME_PLACE&lt;br /&gt;
 ENTITY_ ITEMFRAME_REMOVE_ ITEM&lt;br /&gt;
 ENTITY_ ITEMFRAME_ROTATE_ ITEM&lt;br /&gt;
 ENTITY_LEASHKNOT_BREAK&lt;br /&gt;
 ENTITY_LEASHKNOT_PLACE&lt;br /&gt;
 ENTITY_LIGHTNING_IMPACT&lt;br /&gt;
 ENTITY_LIGHTNING_THUNDER&lt;br /&gt;
 ENTITY_LINGERINGPOTION_THROW&lt;br /&gt;
 ENTITY_MAGMACUBE_DEATH&lt;br /&gt;
 ENTITY_MAGMACUBE_HURT&lt;br /&gt;
 ENTITY_MAGMACUBE_JUMP&lt;br /&gt;
 ENTITY_MAGMACUBE_SQUISH&lt;br /&gt;
 ENTITY_MINECART_INSIDE&lt;br /&gt;
 ENTITY_MINECART_RIDING&lt;br /&gt;
 ENTITY_MOOSHROOM_SHEAR&lt;br /&gt;
 ENTITY_MULE_AMBIENT&lt;br /&gt;
 ENTITY_MULE_DEATH&lt;br /&gt;
 ENTITY_MULE_HURT&lt;br /&gt;
 ENTITY_PAINTING_BREAK&lt;br /&gt;
 ENTITY_PAINTING_PLACE&lt;br /&gt;
 ENTITY_PIG_AMBIENT&lt;br /&gt;
 ENTITY_PIG_DEATH&lt;br /&gt;
 ENTITY_PIG_HURT&lt;br /&gt;
 ENTITY_PIG_SADDLE&lt;br /&gt;
 ENTITY_PIG_STEP&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_CRIT&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_KNOCKBACK&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_NODAMAGE&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_STRONG&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_SWEEP&lt;br /&gt;
 ENTITY_PLAYER_ATTACK_WEAK&lt;br /&gt;
 ENTITY_PLAYER_BIG_FALL&lt;br /&gt;
 ENTITY_PLAYER_BURP&lt;br /&gt;
 ENTITY_PLAYER_DEATH&lt;br /&gt;
 ENTITY_PLAYER_HURT&lt;br /&gt;
 ENTITY_PLAYER_LEVELUP&lt;br /&gt;
 ENTITY_PLAYER_SMALL_FALL&lt;br /&gt;
 ENTITY_PLAYER_SPLASH&lt;br /&gt;
 ENTITY_PLAYER_SWIM&lt;br /&gt;
 ENTITY_RABBIT_AMBIENT&lt;br /&gt;
 ENTITY_RABBIT_ATTACK&lt;br /&gt;
 ENTITY_RABBIT_DEATH&lt;br /&gt;
 ENTITY_RABBIT_HURT&lt;br /&gt;
 ENTITY_RABBIT_JUMP&lt;br /&gt;
 ENTITY_SHEEP_AMBIENT&lt;br /&gt;
 ENTITY_SHEEP_DEATH&lt;br /&gt;
 ENTITY_SHEEP_HURT&lt;br /&gt;
 ENTITY_SHEEP_SHEAR&lt;br /&gt;
 ENTITY_SHEEP_STEP&lt;br /&gt;
 ENTITY_SHIELD_ BLOCK&lt;br /&gt;
 ENTITY_SHIELD_BREAK&lt;br /&gt;
 ENTITY_SHULKER_AMBIENT&lt;br /&gt;
 ENTITY_SHULKER_CLOSE&lt;br /&gt;
 ENTITY_SHULKER_DEATH&lt;br /&gt;
 ENTITY_SHULKER_HURT&lt;br /&gt;
 ENTITY_SHULKER_HURT_CLOSED&lt;br /&gt;
 ENTITY_SHULKER_OPEN&lt;br /&gt;
 ENTITY_SHULKER_SHOOT&lt;br /&gt;
 ENTITY_SHULKER_TELEPORT&lt;br /&gt;
 ENTITY_SHULKER_BULLET_HIT&lt;br /&gt;
 ENTITY_SHULKER_BULLET_HURT&lt;br /&gt;
 ENTITY_SILVERFISH_AMBIENT&lt;br /&gt;
 ENTITY_SILVERFISH_DEATH&lt;br /&gt;
 ENTITY_SILVERFISH_HURT&lt;br /&gt;
 ENTITY_SILVERFISH_STEP&lt;br /&gt;
 ENTITY_SKELETON_AMBIENT&lt;br /&gt;
 ENTITY_SKELETON_DEATH&lt;br /&gt;
 ENTITY_SKELETON_HURT&lt;br /&gt;
 ENTITY_SKELETON_SHOOT&lt;br /&gt;
 ENTITY_SKELETON_STEP&lt;br /&gt;
 ENTITY_SKELETON_HORSE_AMBIENT&lt;br /&gt;
 ENTITY_SKELETON_HORSE_DEATH&lt;br /&gt;
 ENTITY_SKELETON_HORSE_HURT&lt;br /&gt;
 ENTITY_SLIME_ATTACK&lt;br /&gt;
 ENTITY_SLIME_DEATH&lt;br /&gt;
 ENTITY_SLIME_HURT&lt;br /&gt;
 ENTITY_SLIME_JUMP&lt;br /&gt;
 ENTITY_SLIME_SQUISH&lt;br /&gt;
 ENTITY_SMALL_MAGMACUBE_DEATH&lt;br /&gt;
 ENTITY_SMALL_MAGMACUBE_HURT&lt;br /&gt;
 ENTITY_SMALL_MAGMACUBE_SQUISH&lt;br /&gt;
 ENTITY_SMALL_SLIME_DEATH&lt;br /&gt;
 ENTITY_SMALL_SLIME_HURT&lt;br /&gt;
 ENTITY_SMALL_SLIME_SQUISH&lt;br /&gt;
 ENTITY_SNOWBALL_THROW&lt;br /&gt;
 ENTITY_SNOWMAN_AMBIENT&lt;br /&gt;
 ENTITY_SNOWMAN_DEATH&lt;br /&gt;
 ENTITY_SNOWMAN_HURT&lt;br /&gt;
 ENTITY_SNOWMAN_SHOOT&lt;br /&gt;
 ENTITY_SPIDER_AMBIENT&lt;br /&gt;
 ENTITY_SPIDER_DEATH&lt;br /&gt;
 ENTITY_SPIDER_HURT&lt;br /&gt;
 ENTITY_SPIDER_STEP&lt;br /&gt;
 ENTITY_SPLASH_POTION_BREAK&lt;br /&gt;
 ENTITY_SPLASH_POTION_THROW&lt;br /&gt;
 ENTITY_SQUID_AMBIENT&lt;br /&gt;
 ENTITY_SQUID_DEATH&lt;br /&gt;
 ENTITY_SQUID_HURT&lt;br /&gt;
 ENTITY_TNT_PRIMED&lt;br /&gt;
 ENTITY_VILLAGER_AMBIENT&lt;br /&gt;
 ENTITY_VILLAGER_DEATH&lt;br /&gt;
 ENTITY_VILLAGER_HURT&lt;br /&gt;
 ENTITY_VILLAGER_NO&lt;br /&gt;
 ENTITY_VILLAGER_TRADING&lt;br /&gt;
 ENTITY_VILLAGER_YES&lt;br /&gt;
 ENTITY_WITCH_AMBIENT&lt;br /&gt;
 ENTITY_WITCH_DEATH&lt;br /&gt;
 ENTITY_WITCH_DRINK&lt;br /&gt;
 ENTITY_WITCH_HURT&lt;br /&gt;
 ENTITY_WITCH_THROW&lt;br /&gt;
 ENTITY_WITHER_AMBIENT&lt;br /&gt;
 ENTITY_WITHER_BREAK_ BLOCK&lt;br /&gt;
 ENTITY_WITHER_DEATH&lt;br /&gt;
 ENTITY_WITHER_HURT&lt;br /&gt;
 ENTITY_WITHER_SHOOT&lt;br /&gt;
 ENTITY_WITHER_SPAWN&lt;br /&gt;
 ENTITY_WOLF_AMBIENT&lt;br /&gt;
 ENTITY_WOLF_DEATH&lt;br /&gt;
 ENTITY_WOLF_GROWL&lt;br /&gt;
 ENTITY_WOLF_HURT&lt;br /&gt;
 ENTITY_WOLF_PANT&lt;br /&gt;
 ENTITY_WOLF_SHAKE&lt;br /&gt;
 ENTITY_WOLF_STEP&lt;br /&gt;
 ENTITY_WOLF_WHINE&lt;br /&gt;
 ENTITY_ZOMBIE_AMBIENT&lt;br /&gt;
 ENTITY_ZOMBIE_ATTACK_DOOR_WOOD&lt;br /&gt;
 ENTITY_ZOMBIE_ATTACK_IRON_DOOR&lt;br /&gt;
 ENTITY_ZOMBIE_BREAK_DOOR_WOOD&lt;br /&gt;
 ENTITY_ZOMBIE_CURE&lt;br /&gt;
 ENTITY_ZOMBIE_DEATH&lt;br /&gt;
 ENTITY_ZOMBIE_HURT&lt;br /&gt;
 ENTITY_ZOMBIE_INFECT&lt;br /&gt;
 ENTITY_ZOMBIE_STEP&lt;br /&gt;
 ENTITY_ZOMBIE_UNFECT&lt;br /&gt;
 ENTITY_ZOMBIE_HORSE_AMBIENT&lt;br /&gt;
 ENTITY_ZOMBIE_HORSE_DEATH&lt;br /&gt;
 ENTITY_ZOMBIE_HORSE_HURT&lt;br /&gt;
 ENTITY_ZOMBIE_PIG_AMBIENT&lt;br /&gt;
 ENTITY_ZOMBIE_PIG_ANGRY&lt;br /&gt;
 ENTITY_ZOMBIE_PIG_DEATH&lt;br /&gt;
 ENTITY_ZOMBIE_PIG_HURT&lt;br /&gt;
 ITEM_ARMOR_EQUIP_CHAIN&lt;br /&gt;
 ITEM_ARMOR_EQUIP_DIAMOND&lt;br /&gt;
 ITEM_ARMOR_EQUIP_GENERIC&lt;br /&gt;
 ITEM_ARMOR_EQUIP_GOLD&lt;br /&gt;
 ITEM_ARMOR_EQUIP_IRON&lt;br /&gt;
 ITEM_ARMOR_EQUIP_LEATHER&lt;br /&gt;
 ITEM_BOTTLE_FILL&lt;br /&gt;
 ITEM_BOTTLE_FILL_DRAGONBREATH&lt;br /&gt;
 ITEM_BUCKET_EMPTY&lt;br /&gt;
 ITEM_BUCKET_EMPTY_LAVA&lt;br /&gt;
 ITEM_BUCKET_FILL&lt;br /&gt;
 ITEM_BUCKET_FILL_LAVA&lt;br /&gt;
 ITEM_CHORUS_FRUIT_TELEPORT&lt;br /&gt;
 ITEM_FIRECHARGE_USE&lt;br /&gt;
 ITEM_FLINTANDSTEEL_USE&lt;br /&gt;
 ITEM_HOE_TILL&lt;br /&gt;
 ITEM_SHOVEL_FLATTEN&lt;br /&gt;
 MUSIC_CREATIVE&lt;br /&gt;
 MUSIC_CREDITS&lt;br /&gt;
 MUSIC_DRAGON&lt;br /&gt;
 MUSIC_END&lt;br /&gt;
 MUSIC_GAME&lt;br /&gt;
 MUSIC_MENU&lt;br /&gt;
 MUSIC_NETHER&lt;br /&gt;
 RECORD_11&lt;br /&gt;
 RECORD_13&lt;br /&gt;
 RECORD_ BLOCKS&lt;br /&gt;
 RECORD_CAT&lt;br /&gt;
 RECORD_CHIRP&lt;br /&gt;
 RECORD_FAR&lt;br /&gt;
 RECORD_MALL&lt;br /&gt;
 RECORD_MELLOHI&lt;br /&gt;
 RECORD_STAL&lt;br /&gt;
 RECORD_STRAD&lt;br /&gt;
 RECORD_WAIT&lt;br /&gt;
 RECORD_WARD&lt;br /&gt;
 UI_BUTTON_CLICK&lt;br /&gt;
 WEATHER_RAIN&lt;br /&gt;
 WEATHER_RAIN_ABOVE&lt;br /&gt;
== 默认武器 ==&lt;br /&gt;
该插件有18个默认的武器，可供参考&lt;br /&gt;
 Python&lt;br /&gt;
 Frag Grenade&lt;br /&gt;
 Riot Shield&lt;br /&gt;
 Olympia&lt;br /&gt;
 Hunting Rifle&lt;br /&gt;
 Type 95&lt;br /&gt;
 AK-47&lt;br /&gt;
 Flashbang&lt;br /&gt;
 Toaster&lt;br /&gt;
 Harrier Strike&lt;br /&gt;
 C4&lt;br /&gt;
 Trinket&lt;br /&gt;
 CocoPops&lt;br /&gt;
 Bazooka&lt;br /&gt;
 Desert Eagle&lt;br /&gt;
 Carbine&lt;br /&gt;
 Gauss Shotgun&lt;br /&gt;
 Putty&lt;br /&gt;
== 指令与权限 ==&lt;br /&gt;
=== 指令 ===&lt;br /&gt;
 /shot                                   - 插件帮助&lt;br /&gt;
 /shot list all                          - 列出所有武器&lt;br /&gt;
 /shot list &amp;lt;页&amp;gt;                         - 按页列出武器&lt;br /&gt;
 /shot config reload                     - 重载插件&lt;br /&gt;
 /shot give &amp;lt;玩家&amp;gt; &amp;lt;武器&amp;gt; &amp;lt;数量&amp;gt;         - 给&amp;lt;玩家&amp;gt; &amp;lt;数量&amp;gt;个 &amp;lt;武器&amp;gt;&lt;br /&gt;
 /shot get &amp;lt;武器&amp;gt; &amp;lt;数量&amp;gt;                 - 得到&amp;lt;数量&amp;gt;个 &amp;lt;武器&amp;gt;.&lt;br /&gt;
 /shot reload                            - 刷新手上的武器.&lt;br /&gt;
=== 权限 ===&lt;br /&gt;
==== 普通权限 ====&lt;br /&gt;
 crackshot.reloadplugin      - 允许重载插件&lt;br /&gt;
 crackshot.list              - 允许列出所有武器&lt;br /&gt;
 crackshot.give.all          - 允许给任意玩家武器&lt;br /&gt;
 crackshot.get.all           - 允许得到所有武器&lt;br /&gt;
 crackshot.use.all           - 允许使用所有武器 (Default)&lt;br /&gt;
 crackshot.craft.all         - 允许合成所有武器 (Default)&lt;br /&gt;
 crackshot.buy.all           - 允许买所有武器 (Default)&lt;br /&gt;
 crackshot.shops.all         - 允许建造和删除所有武器商店 (不推荐开启)&lt;br /&gt;
 crackshot.bypass.all        - 允许所有武器绕过ID &lt;br /&gt;
==== 指定权限 ====&lt;br /&gt;
 crackshot.give.&amp;lt;武器&amp;gt;     - 允许给所有人指定武器&lt;br /&gt;
 crackshot.get.&amp;lt;武器&amp;gt;      - 允许得到指定武器&lt;br /&gt;
 crackshot.use.&amp;lt;武器&amp;gt;      - 允许使用指定武器&lt;br /&gt;
 crackshot.craft.&amp;lt;武器&amp;gt;    - 允许合成指定武器&lt;br /&gt;
 crackshot.buy.&amp;lt;武器&amp;gt;      - 允许购买指定武器&lt;br /&gt;
 crackshot.shops.&amp;lt;武器&amp;gt;    - 允许建造和删除指定武器商店 (不推荐开启)&lt;br /&gt;
 crackshot.bypass.&amp;lt;武器&amp;gt;   - 允许指定武器绕过ID&lt;br /&gt;
== 常见问题 ==&lt;br /&gt;
 常见问题 我修改了权限。怎么玩家仍然可以使用所有的武器？&lt;br /&gt;
 使用的权限是crackshot.use.all&lt;br /&gt;
&lt;br /&gt;
 常见问题 我修改了配置。为什么没有武器？&lt;br /&gt;
 您制作的配置文件可能有一点小错误，请仔细检查&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:娱乐]] [[Category:经济]]&lt;/div&gt;</summary>
		<author><name>TYPE2</name></author>
	</entry>
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