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Magic lets you create custom mobs that you can spawn into the world. There are several built-in default mobs that you can look at in the [[elBukkit/MagicPlugin/blob/master/Magic/src/main/resources/examples/survival/mobs/|survival mobs]]. Magic Mobs can have custom equipment, health, names, loot drops and health. They can also randomly cast spells. Magic mob loot can include magic items and Skill Points. == Spawning Via Command == You can spawn a Magic Mob in-game at your target location with the "mmob spawn" command, e.g. <pre class="">/mmob spawn warlock /mmob spawn mutant_captain</pre> As always, use tab-completion for options in-game! You can also spawn mobs from other plugins or via command blocks by providing a location: <pre class="">/mmob spawn warlock 100 64 100 world</pre> == Customizing and Adding new Mobs == You may edit the plugins/Magic/mobs.yml file to add Magic Mobs or customize existing ones, just like you would with spells or wands. === Triggers === Magic mobs can cast spells or run commands when certain triggers occur. * On a specific interval * On death * On damage For interval triggers, you may specify an interval in milliseconds with the <code>interval</code> property. Spellcasting uses a probability table to randomly choose a spell to cast, commands use a simple list of commands to run. For example: <pre class=""> interval: 5000 triggers: damage: cast: push|4: 150 none: 50 death: cast: neutron: 10 fury: 50 commands: - broadcast A bomb went off! - kill @damagers interval: cast: missile|4: 20 railgun: 10 fury: 5 none: 20</pre> Every second this mob will randomly choose a spell to cast. There is a chance it will cast nothing, otherwise it will chose to cast "Magic Missile level 4" (most often) Railgun (Less often) or Fury (rarely). On death, this mob will cast either Fury or Neutron (rarely), and execute a list of commands, killing anyone that damaged it and announcing it to the whole server. On damage, the mob may cast Push Level 4. Trigger definitions can include multiple triggers of the same type, using the "type" property. They may also have certain qualifiers. For example: <pre class=""> triggers: damage1: type: damage min_health: 100 cast: push|4: 150 push|3: 100 none: 50 damage2: type: damage max_health: 100 cast: missile|4: 150 railgun: 100 push|4: 70 shell: 20 none: 20</pre> This mob will get more aggressive as its health gets lower. Qualifiers: * min_health : This trigger will only fire if the mob has at least this much health * max_health : This trigger will only fire if the mob has less than this much health * min''health''percentage : This trigger will only fire if the mob has at least this much health (as a percentage of max health) * max''health''percentage : This trigger will only fire if the mob has less than this much health (as a percentage of max health) * min_damage : This trigger will only fire if the mob takes at least this much damage (only valid on damage triggers) * max_damage : This trigger will only fire if the mob takes than this amount of damage (only valid on damage triggers) === Command Parameters === Valid parameters for commands include: * @x, @y, @z, @world for the location of the mob at time of death * @name for the name of the mob * @killer for the last player to have damaged the mob before death * @damager for the player that did the most damage to the mob * @damagers for all players that damaged the mob === Other Magic Mob Properties === * name : A custom name for a mob, which is required for most other functionality to work * type : The EntityType of this mob, required. * potion_effects : Permanent potion effects can be added * aggro : Magic mobs who cast spells or have other special behavior will auto-target players that damage them. use "aggro: true" to turn on this behavior for simple magic mobs as well. * health : How much health the mob has * default_drops : Set to false to avoid dropping vanilla loot on death * drops : A list of custom items to drop on death == Magic Mob Triggers == Mobs can cast spells, perform commands or run effects based on some triggers. For example: <pre class=""> interval: 1000 triggers: interval: cast: missile: 20 poison: 30 pull: 100</pre> This will automatically cast one spell, chosen with a weighted random pick, every second (1000 ms). Other available triggers include: * '''spawn''' : When the mob spawns * '''interval''' : Every <code>interval</code> milliseconds * '''death''' : When the mob dies * '''damage''' : When the mob is damaged * '''launch''' : When the mob launches a projectile * '''deal_damage''' : When the mob deals damage * '''kill''' : When the mob kills another mob or player == Mob Spawner Blocks == * NOTE: Due to a vanilla feature, you must be opped to place mob spawners. A mob spawner configured to spawn a mob with the same base type and display name as a Magic Mob (e.g. Zombie and "Warlock") will spawn a magic mob instead. This bypasses WorldGuard and other spawn restrictions, so you can use this to set up tightly controlled dungeons with natural spawning disabled! See the "spawnershop" spell/shop or the "warlockspawner" item for examples. == Natural Spawning == You can use the [[elBukkit/MagicWorlds/wiki|Magic Worlds]] plugin to have Magic Mobs spawn naturally in your worlds. See the [[elBukkit/MagicWorlds/blob/master/src/main/resources/examples/mixins/apocalypse.yml|Apocalypse Mix-in]] example for an idea of how to accomplish this. More documentation on MagicWorlds will be added in the future! == Region-Based Spawning == By adding tags to spawn rules in MagicWorlds and WorldGuard regions, you can provide custom spawning per-region. See the [[elBukkit/MagicWorlds/blob/master/src/main/resources/examples/mixins/regions.yml|Region Mix-in]] for an example. In-game you would use <pre class="">/region flag <some region> spawn-tags arena</pre> To tag the region you want these spawn rules to apply in. This can be combined with vanilla spawners to add Magic Mob spawners to specific areas. See http://minecraft.tools/en/spawn.php for a good spawner creation tool. [[MagicMobs-Custom|User-Submitted Mobs]]
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