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Magic/Customization:修订间差异

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(创建页面,内容为“ Magic is completely customizable. Plugin behavior, available spells and<br /> wands, and all in-game text can be customized. == In-Game Editing == See In-Game-C…”)
 
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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


Magic is completely customizable. Plugin behavior, available spells and<br />
== 前台编辑 ==
wands, and all in-game text can be customized.


== In-Game Editing ==
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


See [[In-Game-Customization|In-Game Customization]], you can make most types of edits in-game using commands or via a web editor.
== 常见问题 ==


== Common Problems ==
'''我的编辑无效!'''


'''My edits are not working!'''
请审阅你编辑的文件,文件顶部有注释指引你如何编辑。


Please read the files you're editing. There are comments at the top of the files that explain how things work.
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。


Most importantly, don't edit the files in plugins/Magic/defaults.
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


Those are there for reference, and will be overwritten on restart. They represent the current set of configs, including defaults and your edits.
== 默认生存服配置 ==


Your edits go in plugins/Magic, if that's confusing please keep reading.
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


== Default Survival Configs ==
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。


If you don't need to customize a specific aspect of Magic, it helps to<br />
Magic默认提供的体验:
leave that file alone, this way you will get the benefit of easy<br />
upgrades as I frequently make changes to the default configurations.


I am making an attempt to have the default configuration be a<br />
* 玩家默认无法使用插件命令
well-balanced, fun experience. I'd like your help to make that happen- I<br />
* 玩家可以合成法杖 (如使用烈焰棒和下界之星)
am always willing to make changes to the defaults if it fits in with my<br />
* (目前默认已关闭): 玩家可以在自然生成的箱子里拿到法杖
overall vision for the plugin. But if you want something really<br />
* 法杖默认低等级,但是可以在附魔台升级
different, feel free to go off on your own!
* 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 &quot;法力&quot; 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


The default Magic experience entails:
上述任何内容都可以关闭或修改。下面有些不一样的设置:


* Players have access to no Magic commands by default
* 有三种不同的法杖物品栏模式可选择:<br />  
* Players may craft wands (with a blaze rod and nether star)
chest inventory (默认的箱子物品栏模式), click-to-cycle(点击切换),和hotbar-enabled (热键)
* (Currently disabled by default): Players may find wands in<br />
* 法杖、法术和命令其实还是基于权限的(可以设置VIP内容)
naturally-spawned chests
* 玩家死亡可以保留法杖(对于所有玩家 或每一个法杖)
* Wands start out low-level, but can be upgraded with XP on an<br />
* 法杖可预先装填玩家有权限使用的全部法术
enchanting table
* 消耗材料而非法力释放
* Wands can be combined on an anvil, bought in Essentials shops, and<br />
* 其他物品形式的法杖 (如附魔剑)
included in Essentials kits.
* Naming a wand on an anvil binds it to the player, and no other<br />
player may wield it.
* Admins can set up quests or other rewards to upgrade or create wands
* Wands are indestructible. They will show up on dynmap (if installed)<br />
so players can find lost wands.
* Each wand has an inventory of spells and materials that the player<br />
can use and manipulate.
* Wands use a &quot;mana&quot; system for slowly-regenerating magic power.
* All players have access to all spells, if they can find or create a<br />
wand that has them.


Any of the above may be disabled or modified. Some different options:
另外,默认的法术和法杖模版都是完全可修改的


* There are 3 different wand inventory modes to choose from: A chest<br />
如果你希望使Magic本地化,你可以修改messages.yml <br />
inventory (the default), click-to-cycle, and a powerful<br />
并且再留一份参与Github上的本地化。
hotbar-enabled inventory mode.
* Permission-based wands, spells and commands (ranking, VIPs, etc)
* Players keep wands on death (all players, or per-wand)
* Wands come pre-filled with all spells the player has permission to<br />
use
* Reagents instead of mana
* Other item types for wands (enchanted swords, etc - maybe Bows +<br />
enchanted arrows one day)


In addition, the default spell and wand templates can be completely<br />
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
modified.
 
If you only wish to localize Magic, you can modify messages.yml and<br />
leave the rest alone. I'd love to add your localization to my resources<br />
section, if you'd share it!


== Plugin Folder Layout ==
== Plugin Folder Layout ==

2021年6月6日 (日) 12:15的版本

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,
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。
作者希望大家也可以参与默认配置的更新
这样能够更加让插件的默认设置贴合他的设想
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:

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
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

Plugin Folder Layout

There will be several files and folders created in plugins/Magic on first run.

  • defaults: where Magic writes out the default configs in case you want to look them over.
  • data: where data is stored, such as player data.

The rest of the folders correspond to your configs. You can make customizations in any of the YML files in plugins/Magic, or in individual files placed in folders.

  • crafting: Custom crafting recipes
  • enchanting: Progression paths (used to be custom enchanting, not really anymore)
  • items: Custom non-wand vanilla items
  • materials: Customize how Magic interacts with different block and item types
  • messages: In-game text
  • mobs: Custom mobs, including ones that cast spells
  • spells: Spells, shops, anything Magic would use as an action script
  • wands: Custom magic items that can cast spells or have other abilities

Simple Customizations

See the default configs file for some examples of things admins commonly want to change. The config defaults list all of the default settings, with explanations of each.

There is also an example 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:

battle:
  enabled: false

Reference
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
experience on their servers. It will create a default configuration
(spells.defaults.yml) with a variety of spells. If you want to add,
remove or create your own spells, edit the "spells.yml" template file
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:

blast:
  enabled: false

Take a look at the
spell defaults that Magic generates at first run. It contains a list of spells,
that players can use in-game, configured from building-block actions.

The default configuration files have detailed instructions on use, as
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)

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,

water)

  • costs - A list of casting costs (items and amounts) consumed when

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:

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

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 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:

# 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

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:

  1. Players craft a wand, which starts at the "beginner" rank.
  2. Players earn Spell Points by casting spells.
  3. Players interact with an enchantment table to show the spell shop.
  4. The spell shop shows the player spells available to the beginner rank.
  5. Players purchase spells from the spell shop by spending Spell Points.
  6. For each spell purchased, a wand may gain mana, protection or other attributes.
  7. Once a player collects all of the beginner spells, they rank up to student.
  8. Ranking up may give the player a mana boost, change their wand icon, or have other effects.
  9. 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 Custom Icons.