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QuestCreator/任务类型:修订间差异

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(未显示同一用户的4个中间版本)
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{{模板:qcbox}}
= 任务类型 =
= 任务类型 =
In order for your quests to be detected and to work, they need to be registered in a category.
为了检测到你的任务并正常运行, 任务需要分类.


<code>categories.yml</code> (by default) :
<code>categories.yml</code> (汉化配置) :
  #----------------------------------------------------------------------------------------------------
  #----------------------------------------------------------------------------------------------------
  # Quest categories configuration file for QuestCreator
  # QuestCreator任务类型文件
  #----------------------------------------------------------------------------------------------------
  #----------------------------------------------------------------------------------------------------
   
   
  # Register all your quests here
  # 这里登记了你的所有任务
   
   
  categories:
  categories:
    
    
   # Our example category
   # 示例类型
   example:
   example:
     # Activator (check the wiki for activators and their settings)
     # 激活器 (详情查看插件百科)
     activator:
     activator:
       type: ENABLED
       type: ENABLED
     # Max concurrent quests (for one player)
     # 可同时接受任务上限 (对于单个玩家)
     max_concurrent: 100
     max_concurrent: 100
     # Is the quest list below in the order of execution ?
     # 是否按顺序执行任务列表呢的任务?
     execution_order: false
     execution_order: false
     # ... if yes, should we required the previous quest to be completed to start one ?
     # ... 如果启用, 是否需要完成上一个任务才能开始下一个任务 ?
     previous_quest_required: false
     previous_quest_required: false
     # Quest list
     # 任务列表
     quest_list:
     quest_list:
       - example
       - example
     # GUI name for the category
     # 这个任务类型的菜单名
     gui_name: 'Example Quest'
     gui_name: 'Example Quest'
     # Will right-clicking the quest in a quest GUI start it ?
     # 是否在菜单内右击物品开始任务?
     gui_right_click_start: true
     gui_right_click_start: true
    
    
   # Our default farm category
   # 默认挖掘任务类型
   example_farm:
   example_farm:
     activator:
     activator:
第40行: 第41行:
       - example_farm_1
       - example_farm_1
       - example_farm_2
       - example_farm_2
     gui_name: 'Example Farm Quests'
     gui_name: '示例挖掘任务类型'
     gui_right_click_start: true
     gui_right_click_start: true
# NPC任务类型
# 在这里你可以减少对任务NPC的配置, 名为 'npc_[id]' 的类型将会被自动创建
compact_npc_categories:
  0:
    quest_list:
      - my_quest
    selection_gui_when_one_quest: false
    start_click_type: RIGHT_CLICK
    sneak_click_cancel: false
    particle_available: VILLAGER_HAPPY
    particle_progress: FIREWORKS_SPARK
    particle_cooldown: CLOUD
    particle_completed: CLOUD
=== 简介 ===


=== General ===
* 任务类型是 '一组任务' (也可以是一个任务).
 
* 任务类型可按顺序执行.
* A category is a 'group of quests' (can be one single quest).
* 所有类型的任务都以同样的方式启用 (与NPC、方块交互或自动开始、每日任务、延迟任务、worldguard区域等).
* The category quests can have an execution order or not.
* 一个类型的任务可以设置前置任务才能开始下一个任务(如果设置了执行顺序).
* The category quests all enabled the same way (by NPC, by interacting with a block, or auto starting, daily quests, quests with a delay, world guard region, etc).
* 一个类型的任务可以拥有独立的菜单 (在菜单配置内设置 'link: category_[name]').
* The category can required the previous quest to be done before starting the next one (if execution order is specified).
* 一个类型的任务可以拥有同时进行的任务上限.
* A category can have its own GUI menu (by specifying 'link: category_[name]' in the GUIs configuration).
* 每个类型的任务都有独立的配置.
* A category can have a maximum amount of concurrent quests running.
* A category is a configuration section with its own settings.


  my_category:
  my_category:
   activator:
   activator:
     # activator settings, see below
     # 激活器设置,详情看下面
   max_concurrent: 100
   max_concurrent: 100
   execution_order: true
   execution_order: true
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   gui_right_click_start: true
   gui_right_click_start: true


* <code>activator</code> is a configuration section containing the activation settings. They're all detailed below.
* <code>activator</code> 是包含激活设置的配置部分. 详情如下.
* <code>max_concurrent</code> is the maximum amount of concurrent quests of this category (for one player).
* <code>max_concurrent</code> 为每名玩家的这种任务的最大同时进行上限.
* <code>execution_order</code> (optional) should be true if the quest list is in execution order.
* <code>execution_order</code> (可选) 按任务列表顺序执行.
* <code>previous_quest_required</code> (optional) should be true if <code>execution_order</code> is true and if you want the player to complete the previous quest before starting a new one.
* <code>previous_quest_required</code> (可选) 如果 <code>execution_order</code> true 请启用这些,是否需要前置任务才能开始下一个任务.
* <code>quest_list</code> is a list containing the category quests ids.
* <code>quest_list</code> 任务列表(使用任务id).
* <code>gui_name</code> is the category GUI name.
* <code>gui_name</code> 任务类型菜单名.
* <code>gui_right_click_start</code> (optional) should be true if you want the quest to start when right-clicking the GUI item.
* <code>gui_right_click_start</code> (可选) 是否用右击菜单物品来开始任务.


== Activator ==
== 激活器 ==


* An activator is the quest 'trigger' and defines the conditions under which the quest will be started.
* 激活器是任务的 '触发器' 并且设置了任务开始所需的条件.
* An activator is a configuration section with its own settings.
* 每个激活器拥有独立的配置选项.


  activator:
  activator:
   type: ENABLED
   type: ENABLED


* <code>type</code> is the activator type (all detailed below).
* <code>type</code> 激活器类型 (详情如下).


== Activator types ==
== 激活器类型 ==


=== AUTO ===
=== AUTO · 自动开始 ===
The quest will attempt to start automatically as soon as possible.
任务会尽可能地自动开始.
  activator:
  activator:
   type: AUTO
   type: AUTO


=== BLOCK ===
=== BLOCK · 交互方块 ===
The quest will attempt to start when the player interacts with a block.
任务会在玩家交互一个方块后开始.
  activator:
  activator:
   type: BLOCK
   type: BLOCK
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   particle_completed: CLOUD
   particle_completed: CLOUD


* <code>block</code> is the location of the block.
* <code>block</code> 为方块位置.
* <code>selection_gui_when_one_quest</code> (optional) should be true if you wish the selection GUI to appear when clicking the block even if there's only one quest available.
* <code>selection_gui_when_one_quest</code> (可选) 是否在点击方块时出现选择任务菜单.
* <code>start_click_type</code> is the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')
* <code>start_click_type</code> 开始任务所需的点击类型 (可以为 : `RIGHT_CLICK, LEFT_CLICK')
* <code>sneak_click_cancel</code> (optional) should be true if you wish the active quest to be cancelled when clicking the block while sneaking.
* <code>sneak_click_cancel</code> (可选) 是否可用潜行点击实体来取消任务.
* <code>particle_[...]</code> is the particle effect that will be displayed on this block if there's a quest available (remove those lines for no effect).
* <code>particle_[...]</code> 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).


=== DAILY ===
=== DAILY · 每日任务 ===
The quest will attempt to start every day. Note that this will not restart the quest if it's already running.
任务会每日开始. 注意这不会重置进行中的任务.
  activator:
  activator:
   type: DAILY
   type: DAILY
   hour_of_day: 0
   hour_of_day: 0


* <code>hour_of_day</code> (optional) is the hour of day (24h format).
* <code>hour_of_day</code> (可选) 一天的时间 (24小时格式).


=== DELAY ===
=== DELAY · 延迟任务 ===
The quest will attempt to start after a specific delay since the last completion.
任务会在上一次完成后一段时间重新开始.
  activator:
  activator:
   type: DELAY
   type: DELAY
   delay: 10080
   delay: 10080


* <code>hour_of_day</code> is the delay, in minutes.
* <code>hour_of_day</code> 延迟, 单位为分钟.


=== DISABLED ===
=== DISABLED · 关闭===
The quest will not be available at all.
无法接受任务.
  activator:
  activator:
   type: DISABLED
   type: DISABLED


=== ENABLED ===
=== ENABLED · 启用 ===
The quest will start when the player decides to (by a GUI click or a command for example).
任务由玩家选择开始 (如点击菜单或输入指令).
  activator:
  activator:
   type: ENABLED
   type: ENABLED


=== ENTITY ===
=== ENTITY ·实体 ===
The quest will attempt to start when the player interacts with a named entity. Works if you specify the Citizens NPC name as well, even though it's recommended to use the NPC activator.
任务会在玩家与命名的实体交互时开始. 同样可用于Citizens的NPC名称 , 但推荐使用 NPC 激活器.
  activator:
  activator:
   type: ENTITY
   type: ENTITY
   name: '&cSuper Creeper'
   name: '&c超级苦力怕'
   selection_gui_when_one_quest: false
   selection_gui_when_one_quest: false
   sneak_click_cancel: false
   sneak_click_cancel: false
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   particle_completed: CLOUD
   particle_completed: CLOUD


* <code>name</code> is the entity custom name (can be hidden).
* <code>name</code>为自定义的实体名(可隐藏).
* <code>selection_gui_when_one_quest</code> (optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.
* <code>selection_gui_when_one_quest</code> (可选) 是否在点击实体时出现选择任务菜单.
* <code>sneak_click_cancel</code> (optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.
* <code>sneak_click_cancel</code> (可选) 是否可用潜行点击实体来取消任务.
* <code>particle_yoff</code> is the particle vertical offset.
* <code>particle_yoff</code> 为粒子效果的垂直偏移量.
* <code>particle_[...]</code> is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
* <code>particle_[...]</code> 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).


=== FIRSTCONNECT ===
=== FIRSTCONNECT · 第一次登录 ===
The quest will start when the player first connects to the server.
任务会在玩家第一次登录服务器时开始.
  activator:
  activator:
   type: FIRSTCONNECT
   type: FIRSTCONNECT


=== NPC ===
=== NPC ===
The quest will attempt to start when the player interacts with a NPC.
任务会在玩家与NPC交互时开始.
  activator:
  activator:
   type: NPC
   type: NPC
第172行: 第187行:
   particle_completed: CLOUD
   particle_completed: CLOUD


* <code>id</code> is the Citizens NPC id.
* <code>id</code> NPC的 id.
* <code>selection_gui_when_one_quest</code> (optional) should be true if you wish the selection GUI to appear when clicking the NPC even if there's only one quest available.
* <code>selection_gui_when_one_quest</code> (可选) 是否在点击实体时出现选择任务菜单.
* <code>start_click_type</code> is the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')
* <code>start_click_type</code> 开始任务所需的点击类型 (可以为 : `RIGHT_CLICK, LEFT_CLICK')
* <code>sneak_click_cancel</code> (optional) should be true if you wish the active quest to be cancelled when clicking the NPC while sneaking.
* <code>sneak_click_cancel</code> (可选) 是否可用潜行点击实体来取消任务.
* <code>particle_[...]</code> is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
* <code>particle_[...]</code> 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).


=== PRECISE_ENTITY ===
=== PRECISE_ENTITY · 精准实体 ===
The quest will attempt to start when the player interacts with a precise entity.
任务会在玩家与符合数据的实体交互时开始.
  activator:
  activator:
   type: PRECISE_ENTITY
   type: PRECISE_ENTITY
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   particle_completed: CLOUD
   particle_completed: CLOUD


* <code>uuid</code> is the entity unique id.
* <code>uuid</code> 实体的uuid.
* <code>selection_gui_when_one_quest</code> (optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.
* <code>selection_gui_when_one_quest</code> (可选) 是否显示.
* <code>sneak_click_cancel</code> (optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.
* <code>sneak_click_cancel</code> (可选)是否可以潜行点击实体取消任务.
* <code>particle_yoff</code> is the particle vertical offset.
* <code>particle_yoff</code> 为粒子垂直偏移量.
* <code>particle_[...]</code> is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
* <code>particle_[...]</code> 为在有可接受任务时显示在NPC头上的粒子效果


=== WORLDGUARD_REGION ===
=== WORLDGUARD_REGION · Worldguard区域 ===
The quest will attempt to start when the player will be in a WorldGuard region. Note that this is not instant, the check is made every minute.
任务会在玩家进入一片WorldGuard的区域时开始. 注意,这不是瞬间的, 插件每分钟检测一次.
  activator:
  activator:
   type: WORLDGUARD_REGION
   type: WORLDGUARD_REGION
第204行: 第219行:
   region: region
   region: region


* <code>world</code> is the world in which the region is.
* <code>world</code> 为区域所处的世界.
* <code>region</code> is the WorldGuard region id.
* <code>region</code> 为WorldGuard 区域 id.


<br />
<br />

2019年4月14日 (日) 03:03的最新版本

任务类型

为了检测到你的任务并正常运行, 任务需要分类.

categories.yml (汉化配置) :

#----------------------------------------------------------------------------------------------------
# QuestCreator任务类型文件
#----------------------------------------------------------------------------------------------------

# 这里登记了你的所有任务

categories:
  
  # 示例类型
  example:
    # 激活器 (详情查看插件百科)
    activator:
      type: ENABLED
    # 可同时接受任务上限 (对于单个玩家)
    max_concurrent: 100
    # 是否按顺序执行任务列表呢的任务?
    execution_order: false
    # ... 如果启用, 是否需要完成上一个任务才能开始下一个任务 ?
    previous_quest_required: false
    # 任务列表
    quest_list:
      - example
    # 这个任务类型的菜单名
    gui_name: 'Example Quest'
    # 是否在菜单内右击物品开始任务?
    gui_right_click_start: true
  
  # 默认挖掘任务类型
  example_farm:
    activator:
      type: ENABLED
    max_concurrent: 1
    execution_order: true
    previous_quest_required: true
    quest_list:
      - example_farm_1
      - example_farm_2
    gui_name: '示例挖掘任务类型'
    gui_right_click_start: true

# NPC任务类型
# 在这里你可以减少对任务NPC的配置, 名为 'npc_[id]' 的类型将会被自动创建
compact_npc_categories:
  0:
    quest_list:
      - my_quest
    selection_gui_when_one_quest: false
    start_click_type: RIGHT_CLICK
    sneak_click_cancel: false
    particle_available: VILLAGER_HAPPY
    particle_progress: FIREWORKS_SPARK
    particle_cooldown: CLOUD
    particle_completed: CLOUD

简介

  • 任务类型是 '一组任务' (也可以是一个任务).
  • 任务类型可按顺序执行.
  • 所有类型的任务都以同样的方式启用 (与NPC、方块交互或自动开始、每日任务、延迟任务、worldguard区域等).
  • 一个类型的任务可以设置前置任务才能开始下一个任务(如果设置了执行顺序).
  • 一个类型的任务可以拥有独立的菜单 (在菜单配置内设置 'link: category_[name]').
  • 一个类型的任务可以拥有同时进行的任务上限.
  • 每个类型的任务都有独立的配置.
my_category:
  activator:
    # 激活器设置,详情看下面
  max_concurrent: 100
  execution_order: true
  previous_quest_required: true
  quest_list:
    - my_quest_1
    - my_quest_2
  gui_name: 'Example Quest'
  gui_right_click_start: true
  • activator 是包含激活设置的配置部分. 详情如下.
  • max_concurrent 为每名玩家的这种任务的最大同时进行上限.
  • execution_order (可选) 按任务列表顺序执行.
  • previous_quest_required (可选) 如果 execution_order 为 true 请启用这些,是否需要前置任务才能开始下一个任务.
  • quest_list 任务列表(使用任务id).
  • gui_name 任务类型菜单名.
  • gui_right_click_start (可选) 是否用右击菜单物品来开始任务.

激活器

  • 激活器是任务的 '触发器' 并且设置了任务开始所需的条件.
  • 每个激活器拥有独立的配置选项.
activator:
  type: ENABLED
  • type 激活器类型 (详情如下).

激活器类型

AUTO · 自动开始

任务会尽可能地自动开始.

activator:
  type: AUTO

BLOCK · 交互方块

任务会在玩家交互一个方块后开始.

activator:
  type: BLOCK
  block: world,0,0,0
  selection_gui_when_one_quest: false
  start_click_type: RIGHT_CLICK
  sneak_click_cancel: false
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • block 为方块位置.
  • selection_gui_when_one_quest (可选) 是否在点击方块时出现选择任务菜单.
  • start_click_type 开始任务所需的点击类型 (可以为 : `RIGHT_CLICK, LEFT_CLICK')
  • sneak_click_cancel (可选) 是否可用潜行点击实体来取消任务.
  • particle_[...] 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).

DAILY · 每日任务

任务会每日开始. 注意这不会重置进行中的任务.

activator:
  type: DAILY
  hour_of_day: 0
  • hour_of_day (可选) 一天的时间 (24小时格式).

DELAY · 延迟任务

任务会在上一次完成后一段时间重新开始.

activator:
  type: DELAY
  delay: 10080
  • hour_of_day 延迟, 单位为分钟.

DISABLED · 关闭

无法接受任务.

activator:
  type: DISABLED

ENABLED · 启用

任务由玩家选择开始 (如点击菜单或输入指令).

activator:
  type: ENABLED

ENTITY ·实体

任务会在玩家与命名的实体交互时开始. 同样可用于Citizens的NPC名称 , 但推荐使用 NPC 激活器.

activator:
  type: ENTITY
  name: '&c超级苦力怕'
  selection_gui_when_one_quest: false
  sneak_click_cancel: false
  particle_yoff: 2.0
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • name为自定义的实体名(可隐藏).
  • selection_gui_when_one_quest (可选) 是否在点击实体时出现选择任务菜单.
  • sneak_click_cancel (可选) 是否可用潜行点击实体来取消任务.
  • particle_yoff 为粒子效果的垂直偏移量.
  • particle_[...] 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).

FIRSTCONNECT · 第一次登录

任务会在玩家第一次登录服务器时开始.

activator:
  type: FIRSTCONNECT

NPC

任务会在玩家与NPC交互时开始.

activator:
  type: NPC
  id: 0
  selection_gui_when_one_quest: false
  start_click_type: RIGHT_CLICK
  sneak_click_cancel: false
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • id NPC的 id.
  • selection_gui_when_one_quest (可选) 是否在点击实体时出现选择任务菜单.
  • start_click_type 开始任务所需的点击类型 (可以为 : `RIGHT_CLICK, LEFT_CLICK')
  • sneak_click_cancel (可选) 是否可用潜行点击实体来取消任务.
  • particle_[...] 为在有可接受任务时在NPC头上显示的粒子效果名 (删除这一行则无效果).

PRECISE_ENTITY · 精准实体

任务会在玩家与符合数据的实体交互时开始.

activator:
  type: PRECISE_ENTITY
  uuid: 662812ef-ddba-3699-8a5e-3a924376769c
  selection_gui_when_one_quest: false
  sneak_click_cancel: false
  particle_yoff: 2.0
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • uuid 实体的uuid.
  • selection_gui_when_one_quest (可选) 是否显示.
  • sneak_click_cancel (可选)是否可以潜行点击实体取消任务.
  • particle_yoff 为粒子垂直偏移量.
  • particle_[...] 为在有可接受任务时显示在NPC头上的粒子效果

WORLDGUARD_REGION · Worldguard区域

任务会在玩家进入一片WorldGuard的区域时开始. 注意,这不是瞬间的, 插件每分钟检测一次.

activator:
  type: WORLDGUARD_REGION
  world: world
  region: region
  • world 为区域所处的世界.
  • region 为WorldGuard 区域 id.