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MythicMobsExtension:修订间差异
Qsefthuopq(留言 | 贡献) 小无编辑摘要 |
Qsefthuopq(留言 | 贡献) 无编辑摘要 |
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第9行: | 第9行: | ||
}} | }} | ||
=插件介绍= | =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= | =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 /> | ||
第64行: | 第64行: | ||
- factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]} | - factionsflag{flag=[SINGLE/ARRAY];action=[BOOLEAN]} | ||
检测 | 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} | ||
第81行: | 第81行: | ||
- hastarget{action=[BOOLEAN]} | - hastarget{action=[BOOLEAN]} | ||
检测施放者是否已经有一个目标 | |||
注意: | 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} | 例子: - hastarget{action=true} | ||
第96行: | 第95行: | ||
- inmotion{action=[BOOLEAN]} | - 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} | 例子: - inmotion{action=true} | ||
- insolidblock{action=[BOOLEAN]} | - 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} | 例子: - insolidblock{action=true} | ||
- jumping{action=[BOOLEAN]} | - jumping{action=[BOOLEAN]} | ||
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} | 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]} | ||
检测目标玩家的时间 | |||
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]} | ||
检测目标玩家的天气 | |||
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} | ||
第195行: | 第194行: | ||
- infront{view=[ANGLE-数值];action=[BOOLEAN]} | - 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} | 例子: - infront{view=10;action=false} | ||
- isburning{range=[数值];action=[BOOLEAN]} | - 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]} | - isgoggling{action=[BOOLEAN]} | ||
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 | ||
第245行: | 第245行: | ||
- 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 | ||
对 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} | ||
第292行: | 第292行: | ||
|extinguish||熄灭目标身上的火焰 | |extinguish||熄灭目标身上的火焰 | ||
|- | |- | ||
|feed|| | |feed||喂养目标玩家 | ||
|- | |- | ||
|playerGoggle / playerGoggleAt|| | |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|| | |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 | ||
第308行: | 第308行: | ||
|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|| | |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
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
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 |