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MythicMobsExtension:修订间差异

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无编辑摘要
无编辑摘要
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}}
}}
=插件介绍=
=插件介绍=
这个插件是基于mythicmobs的一个API,可以给你的mythicmobs插件添加60多种机械,50多种条件和10多个目标.
这个插件是基于API链接mythicmobs的,可以给你的mythicmobs插件添加60多种机械,50多种条件和10多个目标.
=前置=
=前置=
至少4.1以上版本的 [https://www.spigotmc.org/resources/%E2%9A%94-mythicmobs-%E2%96%BAthe-1-custom-mob-creator%E2%97%84.5702/ MythicMobs]<br />
至少4.1以上版本的 [https://www.spigotmc.org/resources/%E2%9A%94-mythicmobs-%E2%96%BAthe-1-custom-mob-creator%E2%97%84.5702/ MythicMobs]<br />
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- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}
- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}
   检测 if the faction has a specific flag set or unset
   检测 派系内是否有已设置或为设置的flag
   例子: - factionsflag{flag=firespread;action=false}
   例子: - factionsflag{flag=firespread;action=false}
   
   
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- hastarget{action=[BOOLEAN]}
- hastarget{action=[BOOLEAN]}
   检测 if the caster has a target
   检测施放者是否已经有一个目标
   注意: *This only works on the caster, if you use it
   注意: 这只作用于施放者, 如果你在 TargetConditions 内使用这个条件的话将会出错!
            in a TargetConditions it will throw an error!*
   例子: - hastarget{action=true}
   例子: - hastarget{action=true}
   
   
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- inmotion{action=[BOOLEAN]}
- inmotion{action=[BOOLEAN]}
   检测 if the target is in motion
   检测检测目标是否在移动
   wont work on non-living entities or players
   不对非生物实体起作用
   例子: - inmotion{action=true}
   例子: - inmotion{action=true}
   
   
- insolidblock{action=[BOOLEAN]}
- insolidblock{action=[BOOLEAN]}
   检测 if the targeted entity or location is in a solid block
   检测目标实体或位置是否处于一块固体的方块上
   例子: - insolidblock{action=true}
   例子: - insolidblock{action=true}
   
   
- jumping{action=[BOOLEAN]}
- jumping{action=[BOOLEAN]}
   检测 if the targeted entity is jumping
   检测目标实体是否在跳跃
   例子: - jumping{action=true}
   例子: - jumping{action=true}
   
   
- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}
   检测 with how much tension the bow was shot
   检测射箭时拉弓的力度
   例子: - lastbowtension{range=>0.7;action=true}
   例子: - lastbowtension{range=>0.7;action=true}
   
   
- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}
- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}
   检测 the last damage event on the caster or target
   检测最后一次对施放者或目标造成伤害的事件
Note: entity for check must be a MythicMob
  注意: 只会检测mm生成的实体
   例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
   例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}
   
   
- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
   检测 for the living entities in the given range
   检测所给数值范围内的实体数
   例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}
   例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}
   
   
- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}
- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}
   检测 the amount of mobs in a given area around the caster/target/location
   检测施放者/目标/特定位置在所给范围内的怪物数量
   例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
   例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}
   
   
- movespeed{range=[数值/数值范围]}
- movespeed{range=[数值/数值范围]}
   检测 the movementspeed of the targeted living entity
   检测目标实体的移动速度
   例子: - movespeed{range=>0.1}
   例子: - movespeed{range=>0.1}
   
   
- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}
- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}
   检测 if the players item is on cooldown
   检测玩家的物品是否处于冷却
   例子: - oncooldown{value=1to10;action=true}
   例子: - oncooldown{value=1to10;action=true}
   
   
- owneralive{action=[boolean]}
- owneralive{action=[boolean]}
   检测 if the owner is online, alive or in the same world
   检测某些生物的主人是否在线或在同一个世界内
   例子: - owneralive{action=true}
   例子: - owneralive{action=true}
   
   
- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}
   检测 if the amount of players are in the given range
   检测在所给范围内的玩家数
   例子: - pir{amount=5;radius=10;action=true}
   例子: - pir{amount=5;radius=10;action=true}
   
   
- playertime{time=[数值/数值范围];action=[boolean]}
- playertime{time=[数值/数值范围];action=[boolean]}
   检测 the targeted player's time only
   检测目标玩家的时间
use it with playertime mechanic
  只配合 playerweather机械来使用
   例子: - playertime{time=0to12000;action=true}
   例子: - playertime{time=0to12000;action=true}
   
   
- playerweather{weather=[WEATHERTYPE];action=[boolean]}
- playerweather{weather=[WEATHERTYPE];action=[boolean]}
   检测 the targeted player's weather only
   检测目标玩家的天气
use it with playerweather mechanic
  只配合 playerweather机械来使用
   例子: - playerweather{weather=CLEAR;action=true}
   例子: - playerweather{weather=CLEAR;action=true}
   
   
- running{action=[BOOLEAN]}
- running{action=[BOOLEAN]}
   检测 if the targeted player is running/sprinting
   检测目标玩家是否在奔跑/冲刺
   例子: - running{action=true}
   例子: - running{action=true}
   
   
- sleeping{action=[boolean]}
- sleeping{action=[boolean]}
   检测 if the targeted player is sleeping
   检测目标玩家是否在睡觉
   例子: - sleeping{action=true}
   例子: - sleeping{action=true}
   
   
- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}
   检测 the caster or target with valid testfor stuff
   检测施放者或目标是否有testfor材料
   例子: - testfor{vc="XpLevel:20";action=true}
   例子: - testfor{vc="XpLevel:20";action=true}
   
   
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- infront{view=[ANGLE-数值];action=[BOOLEAN]}
- infront{view=[ANGLE-数值];action=[BOOLEAN]}
   检测 if the caster is infront of its target
   检测施放者是否在目标前
   例子: - infront{view=10;action=false}
   例子: - infront{view=10;action=false}
   
   
- isburning{range=[数值];action=[BOOLEAN]}
- isburning{range=[数值];action=[BOOLEAN]}
   检测 if the targeted entity is burning
   检测如果目标实体在燃烧
   when a range is provided  检测 if the amount of ticks provided matches with FIRE_TICKS 例子: - isburning{action=true}
   在提供的范围内检测 ticks数是否与 FIRE_TICKS 配对
  例子: - isburning{action=true}
   
   
- isgoggling{action=[BOOLEAN]}
- isgoggling{action=[BOOLEAN]}
   检测 if the player is looking at something
   检测玩家正在看到的东西
   例子: - isgoggling{action=true}
   例子: - isgoggling{action=true}
   
   
- ispresent{action=[BOOLEAN]}
- ispresent{action=[BOOLEAN]}
   检测 if an entity is present
   检测一个实体是否在场
   例子: - ispresent{action=true}
   例子: - ispresent{action=true}
   
   
- isspinning{action=[BOOLEAN]}
- isspinning{action=[BOOLEAN]}
   检测 if the player is spinning
   检测玩家是否在旋转
   use with the playerspin mechanic
   use with the playerspin mechanic
   例子: - isspinning{action=true}
   例子: - isspinning{action=true}
   
   
- isstunned{action=[BOOLEAN]}
- isstunned{action=[BOOLEAN]}
   检测 if the caster or target is stunned
   检测施放者或目标是否中了stun技能
   This works also as TargetConditions: keep in mind to set the right targeter
   This works also as TargetConditions: keep in mind to set the right targeter
   例子: - isstunned{action=true}
   例子: - isstunned{action=true}
   
   
- isvehicle{action=[BOOLEAN]}
- isvehicle{action=[BOOLEAN]}
   检测 if the target is riding something
   检测目标是否处于骑乘状态
   例子: - isvehicle{action=true}
   例子: - isvehicle{action=true}
   
   
- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}
   检测 if the target is looking at the caster
   检测目标是否在看着施放者
   the  example uses the default values that are fine for almost any entity
   the  example uses the default values that are fine for almost any entity
   with debug set to true you will get a console output with the fov and yo
   with debug set to true you will get a console output with the fov and yo
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- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}
- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}
   this condition can check if a variable is set as a stance
   this condition can check if a variable is set as a stance
   usefull with parsedstance mechanic
   parsedstance mechanic
   (注意: if cs is set to true it will always check the caster)
   (注意: if cs is set to true it will always check the caster)
   例子: - parsedstance{s="<target.uuid>";cs=true;action=true}
   例子: - parsedstance{s="<target.uuid>";cs=true;action=true}
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|extinguish||熄灭目标身上的火焰
|extinguish||熄灭目标身上的火焰
|-
|-
|feed||feeds the targeted player
|feed||喂养目标玩家
|-
|-
|playerGoggle / playerGoggleAt||forces the targeted player to look at the caster
|playerGoggle / playerGoggleAt||强制目标玩家看着施放者
|-
|-
|playerSpin||旋转目标玩家
|playerSpin||旋转目标玩家
|-
|-
|playerWeather||sets the weather and/or time at the targeted player
|playerWeather||设置目标玩家的天气或时间
|-
|-
|playerZoom||旋转目标玩家
|playerZoom||旋转目标玩家
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|steal||从目标玩家身上偷取物品
|steal||从目标玩家身上偷取物品
|-
|-
|stun||makes targeted entities immobile and unable to interact
|stun||使被标记的生物无法移动和交互
|-
|-
|swap||交互施放者和目标的位置
|swap||交互施放者和目标的位置

2018年1月17日 (三) 07:47的版本

MythicMobsExtension
外文名MythicMobsExtension
作者muhahahahe
最新版本1.238f
源地址https://www.spigotmc.org/resources/mythicmobsextension.51884/

插件介绍

这个插件是基于API链接mythicmobs的,可以给你的mythicmobs插件添加60多种机械,50多种条件和10多个目标.

前置

至少4.1以上版本的 MythicMobs

一些机械需要用到 HolographicDisplays

条件Conditions

条件的使用方法和mythicmobs内的用法一样

官方教程


可用条件列表

attackable behind BiomeFix crouching damageable
eir facingDirection FactionsFlag getBowTension getIndicator
hasMeta hasSpawner hasTarget inFaction inFront
inMobArena inMotion inSolidBlock isBurning isGoggling
isPresent isSpinning isStunned isVehicle jumping
lastBowTension lastDamageCause leir lookAtMe looksAtMe
MobsInRadius moveSpeed onCooldown onSolidBlock ownerAlive
ownsItem ownsItemSimple parsedStance pir playerTime
playerWeather relativeDirection running sameFaction sameSpawner
sameWorld sleeping testfor vDistance WGDenySpawnFlag WGStateFlag

总体条件

译者注:mm怪物即为mythicmobs内的怪物

- biomefix{b=[SINGLE/ARRAY];action=[BOOLEAN]}

 检测施放者或目标所在的生物群系
 例子: - biomefix{b=DESERT,PLAINS;action=true}

- crouching{action=[BOOLEAN]}

 检测玩家是否处于潜行状态
 例子: - crouching{action=true}

- eir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测在所给出范围内的实体数
 例子: - eir{types=ARMOR_STAND;amount=1;radius=5;action=true}

- facingdirection{d=[CARDINAL-POINT];action=[BOOLEAN]}

 检测目标是否看着指定的方向
 例子: - facingdirection{f=SOUTH_WEST;action=true}

- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]}

 检测 派系内是否有已设置或为设置的flag
 例子: - factionsflag{flag=firespread;action=false}

- getbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}

 检测拉弓状态
 例子: - getbowtension{range=1;action=true}

- getindicator{value=[数值/数值范围];action=[BOOLEAN]}

 检测玩家的攻击指示器
 0 = 无攻击指示器, 1 = 满的攻击指示器
 例子: - getindicator{value=<0.51;action=true}

- hasspawner{names=[SINGLE/ARRAY/ANY];action=[BOOLEAN]}

 检测mm怪物是否来自于刷怪笼
 例子: - hasspawner{names=MySpawner;action=true}

- hastarget{action=[BOOLEAN]}

 检测施放者是否已经有一个目标
 注意: 这只作用于施放者, 如果你在 TargetConditions 内使用这个条件的话将会出错!
 例子: - hastarget{action=true}

- infaction{faction=[STRING/ARRAY];action=[BOOLEAN]}

 检测 if the caster is in the faction or one of the factions
 注意: 只对mm怪物生效
 例子: - infaction{faction=MyFaction;action=true}

- inmobarena

 检测 施放者, 目标或指定位置是否在怪物竞技场内.
 需要 MobArena 插件

- inmotion{action=[BOOLEAN]}

 检测检测目标是否在移动
 不对非生物实体起作用
 例子: - inmotion{action=true}

- insolidblock{action=[BOOLEAN]}

 检测目标实体或位置是否处于一块固体的方块上
 例子: - insolidblock{action=true}

- jumping{action=[BOOLEAN]}

 检测目标实体是否在跳跃
 例子: - jumping{action=true}

- lastbowtension{range=[数值/数值范围];debug=[BOOLEAN];action=[BOOLEAN]}

 检测射箭时拉弓的力度
 例子: - lastbowtension{range=>0.7;action=true}

- lastdamagecause{cause=[BukkitDamageCause];damager=[BukkitEntityType];action=[BOOLEAN]}

 检测最后一次对施放者或目标造成伤害的事件
 注意: 只会检测mm生成的实体
 例子: - lastdamagecause{cause=PROJECTILE;damager=PLAYER;action=true}

- leir{types=[SINGLE/ARRAY/ALL];amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测所给数值范围内的实体数
 例子: - leir{types=ZOMBIE,SQUID;amount=2;radius=15;action=true}

- mobsinradius{mobtypes=[SINGLE/ARRAY/ALL];a=[NUMERIC/NUMERIC范围];r=[NUMERIC];action=[BOOLEAN]}

 检测施放者/目标/特定位置在所给范围内的怪物数量
 例子: - mobsinradius{m=ALL;a=5to10;r=20;action=TRUE}

- movespeed{range=[数值/数值范围]}

 检测目标实体的移动速度
 例子: - movespeed{range=>0.1}

- oncooldown{value=[数值/数值-Range];action=[BOOLEAN]}

 检测玩家的物品是否处于冷却
 例子: - oncooldown{value=1to10;action=true}

- owneralive{action=[boolean]}

 检测某些生物的主人是否在线或在同一个世界内
 例子: - owneralive{action=true}

- pir{amount=[数值/数值范围];radius=[数值];action=[boolean];insameblock/isb=[BOOLEAN]}

 检测在所给范围内的玩家数
 例子: - pir{amount=5;radius=10;action=true}

- playertime{time=[数值/数值范围];action=[boolean]}

 检测目标玩家的时间
 只配合 playerweather机械来使用
 例子: - playertime{time=0to12000;action=true}

- playerweather{weather=[WEATHERTYPE];action=[boolean]}

 检测目标玩家的天气
 只配合 playerweather机械来使用
 例子: - playerweather{weather=CLEAR;action=true}

- running{action=[BOOLEAN]}

 检测目标玩家是否在奔跑/冲刺
 例子: - running{action=true}

- sleeping{action=[boolean]}

 检测目标玩家是否在睡觉
 例子: - sleeping{action=true}

- testfor{vc="[valid_testfor_stuff]";action=[BOOLEAN]}

 检测施放者或目标是否有testfor材料
 例子: - testfor{vc="XpLevel:20";action=true}

- wgdenyspawnflag{types=[BukkitEntityType];action=[BOOLEAN]}

 检测 if the region has denied the spawning of defined entities(usually used in randomspawns)
 例子: - wgdenyspawnflag{types=ZOMBIE,SKELETON;action=false}

- wgstateflag{flag=[WorldGuardFlag];action=[BOOLEAN]}

 检测 if the region has set the defined flag
 例子: - wgstateflag{flag=mob-spawning;action=false}

对比条件

- attackable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}

 检测 if the target is attackable by the caster with this DamageEvent
 例子: - attackable{cause=PROJECTILE;action=false}

- behind{view=[ANGLE_VALUE];action=[BOOLEAN]}

 检测 if the caster is behind of its target
 例子: - behind{view=90;action=true}

- damageable{cause=[BukkitEntityDamageEvent];action=[BOOLEAN]}

 检测 if the target is damageable with this DamageEvent
 例子: - damageable{cause=PROJECTILE;action=true}

- hasmeta{meta="tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}

 compares the meta of 2 entities, can also used on caster itself
 can check multiple metas (seperated by && for AND or || for OR)
 例子: - hasmeta{meta="tag=lastdamagedentity;value=<target.uuid>;
                  type=STRING";cs=true;action=true}

- hasmetasimple{tag=[TAGNAME];value=[TAGVALUE];type=[BOOLEAN/NUMERIC/STRING]";compareself=[BOOLEAN];action=[BOOLEAN]}

 same as hasmeta but can only compare 1
 例子: - hasmetasimple{tag=lastdamagedentity;value=<target.uuid>;
                  type=STRING;cs=true;action=true}

- infront{view=[ANGLE-数值];action=[BOOLEAN]}

 检测施放者是否在目标前
 例子: - infront{view=10;action=false}

- isburning{range=[数值];action=[BOOLEAN]}

 检测如果目标实体在燃烧
 在提供的范围内检测 ticks数是否与 FIRE_TICKS 配对
 例子: - isburning{action=true}

- isgoggling{action=[BOOLEAN]}

 检测玩家正在看到的东西
 例子: - isgoggling{action=true}

- ispresent{action=[BOOLEAN]}

 检测一个实体是否在场
 例子: - ispresent{action=true}

- isspinning{action=[BOOLEAN]}

 检测玩家是否在旋转
 use with the playerspin mechanic
 例子: - isspinning{action=true}

- isstunned{action=[BOOLEAN]}

 检测施放者或目标是否中了stun技能
 This works also as TargetConditions: keep in mind to set the right targeter
 例子: - isstunned{action=true}

- isvehicle{action=[BOOLEAN]}

 检测目标是否处于骑乘状态
 例子: - isvehicle{action=true}

- lookatme{fov=[DOUBLE];yo=[DOUBLE];debug=[BOOLEAN]}

 检测目标是否在看着施放者
 the  example uses the default values that are fine for almost any entity
 with debug set to true you will get a console output with the fov and yo
 例子: - lookatme{fov=1.999;yo=-0.4}

- onsolidblock{action=[BOOLEAN]}

 检测 if the targeted entity or location is on a solid block
 例子: - onsolidblock{action=true}

- ownsitem{list="where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT]";action=[BOOLEAN]}

 检测 one or multiple slots (seperated by && for AND or || for OR)
 of the target if it has an item or material
 例子: - ownsitem{list="where=HAND;material=DIAMOND_SWORD;amount=1 && where=INVENTORY;material=DIAMOND_SWORD;amount=1to2";action=true}

- ownsitemsimple{where=[ANY/HAND/ARMOR/INVENTORY];material=[ANY/MATERIALTYPE];amount=[数值/数值范围];lore=[LORETEXT];action=[BOOLEAN]}

same as ownsitem but can only check 1 slot
 例子: - ownsitemsimple{where=HAND;material=SAND;amount=1;action=true}

- parsedstance{s="<variable>";cs=[BOOLEAN];action=[BOOLEAN]}

 this condition can check if a variable is set as a stance
 对 parsedstance mechanic
 (注意: if cs is set to true it will always check the caster)
 例子: - parsedstance{s="<target.uuid>";cs=true;action=true}

- relativedirection{angle=[数值/数值范围];action=[BOOLEAN]}

 检测 the direction to the target from the caster
 例子: - relativedirection{angle=90;action=false}

- samefaction{faction=[STRING/ARRAY];action=[BOOLEAN]}

 检测 if the caster and target are in the same faction or one of the factions
 注意: 只作用于一只mm的怪物
 例子: - samefaction{faction=MyFaction;action=true}

- samespawner{action=[BOOLEAN]}

 检测 目标MythicMob是否作为来自同一刷怪笼的施放者
 例子: - samespawner{action=true}

- sameworld{action=[BOOLEAN]}

 检测 if the caster and targeted entity or location are in the same world
 例子: - sameworld{action=true}

- vdistance{d=[NUMERIC];action=[BOOLEAN]}

 检测施放者和目标直之间的距离
 例子: - vdistance{d=2to3;action=true}

机械

技能 描述
asquip 给盔甲架装上装备
cure / removePotion 移除目标身上特点或所有的药水效果
damageArmor 伤害目标身上所有或特定格子顺序的防具
disarm 缴械目标
dropInventory 丢出目标玩家背包内特定倍数或所有的物品
dropStolenItems 掉落之前偷窃的物品 (配合steal使用)
entityGoggle / entityGoggleAt 强制非玩家实体看着施放者
equipSkull 修复MC 1.8.8版本的BUG, 给施放者装上头颅
extinguish 熄灭目标身上的火焰
feed 喂养目标玩家
playerGoggle / playerGoggleAt 强制目标玩家看着施放者
playerSpin 旋转目标玩家
playerWeather 设置目标玩家的天气或时间
playerZoom 旋转目标玩家
oxygen 给目标玩家灌满氧气
setRotation 旋转实体
steal 从目标玩家身上偷取物品
stun 使被标记的生物无法移动和交互
swap 交互施放者和目标的位置
unEquip 卸下施放者指定格子顺序的防具

链接

github原文