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Magic是个可完全自定义的插件。插件的性能、可用的技能、法杖以及游戏内文本都可以自定义 == 前台编辑 == 查看[[Magic/In-Game-Customization|前台编辑]],你可以通过游戏指令或网页编辑器来更改部分内容 == 常见问题 == '''我的编辑无效!''' 请审阅你编辑的文件,文件顶部有注释指引你如何编辑。 最重要的是不要编辑plugins/Magic/defaults中的文件,他们只是作为参考文件,每次载入都会覆盖原有更改。他们代表着所有的现有配置内容,包括默认的以及你编辑的。 你应当在 plugins/Magic 路径下进行操作,如果你还没有明白WIKI的意思,请继续往下看 == 默认生存服配置 == 如果你无需自定义Magic的某些内容,<br /> 那么最好单独留着那个文件,如果下次默认配置有所更新的话可能会好一些 作者一直在尝试让默认配置更加具有游戏平衡性和可玩性。<br /> 作者希望大家也可以参与默认配置的更新<br /> 这样能够更加让插件的默认设置贴合他的设想<br /> 但是如果你迫切需要个性化内容,作者也不会阻拦。 Magic默认提供的体验: * 玩家默认无法使用插件命令 * 玩家可以合成法杖 (如使用烈焰棒和下界之星) * (目前默认已关闭): 玩家可以在自然生成的箱子里拿到法杖 * 法杖默认低等级,但是可以在附魔台升级 * 法杖可以由铁砧制作(??)、从ESS商店中购买或从EssKit中获得等…… * 在铁砧给法杖命名可以绑定给玩家,其他玩家就用不了了 * 管理员可以设置任务或其他奖励以升级或生成法杖 * 法杖是不可破坏的。如果安装了dynmap则会显示出来,玩家由此可以找到丢失的法杖 * 每一个法杖都有一个背包大小的空间储存法术和材料,玩家可以借此使用和操作 * 法杖使用 "法力" 系统,默认玩家会慢慢恢复法力 * 如果找到或者创建一个拥有对应法术的法杖,那么玩家都有权释放所有法术 上述任何内容都可以关闭或修改。下面有些不一样的设置: * 有三种不同的法杖物品栏模式可选择:<br /> chest inventory (默认的箱子物品栏模式), click-to-cycle(点击切换),和hotbar-enabled (热键) * 法杖、法术和命令其实还是基于权限的(可以设置VIP内容) * 玩家死亡可以保留法杖(对于所有玩家 或每一个法杖) * 法杖可预先装填玩家有权限使用的全部法术 * 消耗材料而非法力释放 * 其他物品形式的法杖 (如附魔剑) 另外,默认的法术和法杖模版都是完全可修改的 如果你希望使Magic本地化,你可以修改messages.yml <br /> 并且再留一份参与Github上的本地化。 译者注:作者希望不同国家的使用者自己汉化好可以给大家都留一份 == 插件文件夹的布局 == 有那么些个文件和文件夹在第一次允许Magic时就存在 * '''defaults''': Magic会在此文件夹内放出默认的插件配置以供你随时查看 * '''data''': 诸如玩家数据等数据的储存位置 其余的文件夹都与你的配置相对应。你可以在plugins/Magic中任何YML文件中自定义操作,或者在文件夹的单独文件内 * '''crafting''': 自定义合成配方 * '''enchanting''': 进度(自定义附魔可能不再是了) * '''items''': 自定义非法杖的原版物品 * '''materials''': 自定义Magic与不同方块和物品的交互 * '''messages''': 游戏内文本 * '''mobs''': 自定义怪物,包括可释放技能的怪 * '''spells''': 技能,包括商店,只要是使用行为(Actions)功能的 * '''wands''': 一种自定义的可释放法术的魔法物品,也有一些其他功能 == Simple Customizations == See the [https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/defaults/config/defaults.yml default configs] file for some examples of things admins commonly want to change. The [https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/defaults/config/ config defaults] list all of the default settings, with explanations of each. There is also an example [https://github.com/elBukkit/MagicPlugin/blob/master/Magic/src/examples/customized/spells.yml spells.yml] file were you can look at some of the common simple spell customizations you can make. === Customizing Crafting Recipes === You can edit crafting.yml to modify, remove or add crafting recipes. Do not edit crafting.defaults.yml, it is only there for reference and your changes will be overwritten. To disable a builtin recipe, add some lines like this to the file: <pre class="">battle: enabled: false</pre> Reference<br /> [https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/examples/survival/crafting survival crafting recipes] to see all of the recipes that are included by default. === Customizing Spells === Magic is a configurable system, set up to let admins create their own<br /> experience on their servers. It will create a default configuration<br /> (spells.defaults.yml) with a variety of spells. If you want to add,<br /> remove or create your own spells, edit the "spells.yml" template file<br /> that Magic generates, or replace it with your own. '''Do not''' edit spells.defaults.yml, it is only there for reference and your changes will be overwritten. Similar to spell customization, disabling a spell is simple. Add this to spells.yml to disable the blast spell: <pre class="">blast: enabled: false</pre> Take a look at the<br /> [https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/examples/survival/spells spell defaults] that Magic generates at first run. It contains a list of spells,<br /> that players can use in-game, configured from building-block actions. The default configuration files have detailed instructions on use, as<br /> well as descriptions of all available options. All spells have a few common properties that you might want to tweak: * enabled - Set to "false" to completely remove an existing (default)<br /> spell. * cooldown - spells can only be cast so often (in seconds) * range - How far a spell can target (in blocks) * transparent- What a spell can target through (e.g. glass,<br /> water) * costs - A list of casting costs (items and amounts) consumed when<br /> the spell is cast * name, description, wand icon, etc - All editable in spells.yml Detailed documentation: [[Custom Spells]] === Action System === New in 4.0, spells are now transitioning to use an action-based system. You can identify "action" spells because they have an "actions" list in their configs, and no "class". For example: <pre class="">disintegrate: icon_url: http://i.imgur.com/zZKzDFS.png icon: bone category: combat pvp_restricted: true worth: 2500 actions: cast: - class: Damage - class: ModifyBlock # ... effects and parameters omitted for brevity</pre> Action spells don't necessarily have any custom code- they are constructed from basic "Lego" blocks of behavior that I call "actions". You can see in Disintegrate, it will either do damage to entities or modify (erase) a block. For more information, see the [[Actions|Action System]] documentation. === Adding Custom Wands === You can add new wands to wands.yml, or create a wand in-game and save it with the "/wand save" command. See the default configs for examples of the builtin wands. It is recommended to inherit from the "base_wand" template if you want the item to function like a wand (has a spell inventory, casts on left-click, etc) but this is not necessary. Here is an annotated example taken from the war configs: <pre class=""># This is a base template, it is not an actual item you would use in-game, but rather a set # of common properties that you might want to use for multiple items. base_gun: # This template is hidden since we don't want to use it directly. It will not show up in tab-completion # or in any lists of wands hidden: true # In this case, for guns, we want to cast on right-click, not left-click right_click: cast # Left-click will alt-cast, which for guns is the reload spell left_click: alt_cast # If using custom icons, a wand must always be indestructible. This is because the damage value is # used to differentiate between icons. indestructible: true # This makes spell casts originate from a specific location relative to the player's eyes. In this case # we position them to come roughly out of the barrel of the weapon. cast_location: 0.5,-0.4,0.5 # This prevents the vanilla mechanic that makes the items come up very slowly attributes: GENERIC_ATTACK_SPEED: 10 # This is an actual gun we will use in-game. ak47: # Inherit from the base_gun template above, meaning we will use all of the properties that are set there. inherit: base_gun # This is the icon used. If adding your own items you will also need to add new items to the resource pack, # which is a bit complex and not covered here. icon: diamond_pickaxe:1 # Each gun has only two spells- one that is cast on right-click active_spell: ak47 # And one cast on left-click, to reload. There is no spell inventory alternate_spell: reload_ak47 # Mana for guns represents ammo. It does not regenerate, the reload spell refills it. mana: 70 mana_max: 70</pre> The most important thing that differentiates a wand from a normal item is the ability to cast spells (run a set of actions, basically, doesn't have to be magical) and attach other mechanics to various clicks. In total wands can perform actions on any of the following: * left_click * right_click * swap (usually the F key) * drop (usually the Q key) The actions that can be bound to these keys * cast (cast the currently active spell) * alt_cast (cast the alternate spell) * toggle (open/close the spell inventory) * cycle (cycle to the next spell without using an inventory) * cycle_hotbar (cycle to the next hotbar) Detailed documentation: [[Custom Wands]] === Customizing Progression === The default Magic configurations use a progression system that can be customized. The basics of progression in Magic are: # Players craft a wand, which starts at the "beginner" rank. # Players earn Spell Points by casting spells. # Players interact with an enchantment table to show the spell shop. # The spell shop shows the player spells available to the beginner rank. # Players purchase spells from the spell shop by spending Spell Points. # For each spell purchased, a wand may gain mana, protection or other attributes. # Once a player collects all of the beginner spells, they rank up to student. # Ranking up may give the player a mana boost, change their wand icon, or have other effects. # Now the player will see student spells in the spellshop. Detailed documentation: [[Custom Paths]] === Custom Icons === For information on how to set up your own custom spell and wand icons, see [[Icons|Custom Icons]].
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