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MagicSpells/魔法/被动魔法
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被动魔法是释放魔法的特殊类型,它可以被设置成各种各样的触发器,也可以非常方便的同时触发其他技能。 魔法能量可以传给它所触发的下一个魔法。 __TOC__ ==配置== <table border="1" cellspacing="0" align="center"> <tr style="background-color:#EEEEEE;"><th width="7%">选项</th><th>解释</th><th width="7%">默认值</th></tr> <tr><td>triggers</td><td>A list of triggers that activate this spells' effects. See below for more information.</td><td>空</td></tr> <tr><td>chance</td><td>The chance that this spell will activate when the trigger happens. Should be a number between 1 and 100.</td><td>100</td></tr> <tr><td>cast-without-target</td><td>If you use targeted spells but the trigger does not have a target, they will normally not be casted. If you would like them to cast anyway, set this option to true. Note that the External Command Spell is considered a targeted spell.</td><td>false</td></tr> <tr><td>send-failure-messages</td><td>Whether to send failure messages, like on cooldown and missing reagents.</td><td>false</td></tr> <tr><td>delay</td><td>The number of ticks to delay spell activation after the trigger is detected. A value of -1 means that the spells will activate at the same time as the trigger (often means just before), a value of 0 means the spells will activate immediately after the trigger, and any value greater than 0 is the number of ticks to wait before activating the spells.</td><td>-1</td></tr> <tr><td>cancel-default-action</td><td>Whether to cancel the default action that was triggered. For example, with a damage-based trigger, setting this to true would cancel the damage. This will not work if there is any delay (the delay must be -1 for it to work).</td><td>false</td></tr> <tr><td>spells</td><td>A list of spells to activate when this spell is triggered.</td><td>空</td></tr> </table> ==触发器== 触发器格式:<名字>[值],并不是所有触发器都有值。 <table border="1" cellspacing="0" align="center"> <tr style="background-color:#EEEEEE;"><th width="7%">触发器</th><th colspan="2">解释</th></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">伤害触发器</th></tr> <tr><td>takedamage</td><td>Triggers when the player takes damage. The var is the item (or comma-separated list) that the attacker is holding, or a [http://jd.bukkit.org/apidocs/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html damage type] (or comma-separated list). Leave out the var to allow any damage source.</td></tr> <tr><td>givedamage</td><td>Triggers when the player gives damage. The var is the item (or comma-separated list) that the player is holding. Leave out the var to allow any item.</td></tr> <tr><td>kill</td><td>Triggers when the player kills an enemy. The var is the type of entity (or comma-separated list) killed. Leave out the var to allow any entity.</td></tr> <tr><td>death [v3.0]</td><td>Triggers when the player dies. Note that this may cause odd behavior in some situations, since dead players can't really cast spells.</td></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">玩家事件触发器</th></tr> <tr><td>join [v3.0]</td><td>Triggers when the player joins the game.</td></tr> <tr><td>respawn</td><td>Triggers when the player respawns.</td></tr> <tr><td>quit [v3.0]</td><td>Triggers when the player quits the game. Note that this may cause odd behavior in some situations, since offline players can't really cast spells.</td></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">玩家动作触发器</th></tr> <tr><td>sprint</td><td>Triggers when the player starts to sprint. Does not use a var.</td></tr> <tr><td>stopsprint</td><td>Triggers when the player stops sprinting. Does not use a var.</td></tr> <tr><td>sneak</td><td>Triggers when the player starts to sneak. Does not use a var.</td></tr> <tr><td>stopsneak</td><td>Triggers when the player stops sneaking. Does not use a var.</td></tr> <tr><td>fly [v3.0]</td><td>Triggers when the player starts to fly (presses double-jump). Does not use a var.</td></tr> <tr><td>stopfly [v3.0]</td><td>Triggers when the player stops flying. Does not use a var.</td></tr> <tr><td>dropitem [v3.0]</td><td>Triggers when the player drops an item from their inventory. The var is the item type or comma-separated list.</td></tr> <tr><td>pickupitem [v3.0]</td><td>Triggers when the player picks up an item from the ground. The var is the item type or comma-separated list.</td></tr> <tr><td>fish [v3.0]</td><td>Triggers when the player fishes. The var is one of the following: ground, fish, fail, or an entity type.</td></tr> <tr><td>shoot [v3.1]</td><td>Triggers when the player fires a projectile (an arrow from a bow). Does not use a var.</td></tr> <tr><td>teleport [v3.0]</td><td>Triggers when the player teleports. The var is the teleport cause, which is one of the following: command, endportal, enderpearl, netherportal, plugin, or unknown.</td></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">行动触发器</th></tr> <tr><td>blockbreak</td><td>Triggers when the player breaks a block. The var is the block id (or comma-separated list). Leave out the var to trigger on any block break.</td></tr> <tr><td>blockplace</td><td>Triggers when the player places a block. The var is the block id (or comma-separated list). Leave out the var to trigger on any block place.</td></tr> <tr><td>rightclick</td><td>Triggers when the player right clicks. The var is the item that the player is holding (or comma-separated list).</td></tr> <tr><td>rightclickblockcoord</td><td>Triggers when the player right clicks a specific block, or a list of blocks. The var is the coordinates of the block in the format world,x,y,z (can specify a list with semi-colons, ie: world,x,y,z;world,x,y,z).</td></tr> <tr><td>rightclickblocktype</td><td>Triggers when the player right clicks a certain type of block, or list of types. The var is the block id (or comma-separated list).</td></tr> <tr><td>rightclickentity [v3.0]</td><td>Triggers when the player right clicks on an entity. The var is the type of entity.</td></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">技能触发器</th></tr> <tr><td>spellcast</td><td>Triggers when the player casts a spell. The var is the spell name to check. Leave out the var to trigger on any spell cast.</td></tr> <tr><td>spelltarget</td><td>Triggers when the player targets another player or monster with a spell. The var is the spell name to check. Leave out the var to trigger on any targeted spell cast.</td></tr> <tr><td>spelltargeted</td><td>Triggers when the player is targeted by a spell. The var is the spell name being cast. Leave out the var to trigger on any spell.</td></tr> <tr><td>buff</td><td>A special trigger that makes a buff spell always active. Technically triggers on player join, leave, death, and respawn. Does not use a var. Only works with buff spells, and should not generally be used with any other triggers.</td></tr> <tr style="background-color:#EEEEEE;"><th colspan="2">其他触发器</th></tr> <tr><td>ticks</td><td>Triggers periodically. The var is the tick interval, in server ticks (20 = approx 1 second).</td></tr> </table> ==例子== ===样例1:毒剑=== 如果玩家拥有此技能,在他使用金剑攻击的时候将会有30%几率使对方中毒。当触发后,冷却4秒之后才会再进行判定。 <nowiki> poisonsword: spell-class: ".PassiveSpell" triggers: - givedamage 283 chance: 30 cooldown: 4 spells: - poison </nowiki>
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