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QuestCreator/任务类型:修订间差异
Qsefthuopq(留言 | 贡献) (创建页面,内容为“= 任务类型 = In order for your quests to be detected and to work, they need to be registered in a category. <code>categories.yml</code> (by default) : #-------…”) |
Qsefthuopq(留言 | 贡献) 无编辑摘要 |
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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. | In order for your quests to be detected and to work, they need to be registered in a category. | ||
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#---------------------------------------------------------------------------------------------------- | #---------------------------------------------------------------------------------------------------- | ||
# | # 这里登记了你的所有任务 | ||
categories: | categories: | ||
# | # 示例任务类型 | ||
example: | example: | ||
# | # 激活器 (详情查看wiki) | ||
activator: | activator: | ||
type: ENABLED | type: ENABLED | ||
# | # 一名玩家可同时进行的任务上限 | ||
max_concurrent: 100 | max_concurrent: 100 | ||
# | # 是否按顺序执行? | ||
execution_order: false | execution_order: false | ||
# ... if yes, should we required the previous quest to be completed to start one ? | # ... if yes, should we required the previous quest to be completed to start one ? | ||
previous_quest_required: false | previous_quest_required: false | ||
# | # 任务列表 | ||
quest_list: | quest_list: | ||
- example | - example | ||
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gui_right_click_start: true | gui_right_click_start: true | ||
# | # 默认挖掘分类 | ||
example_farm: | example_farm: | ||
activator: | activator: | ||
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gui_right_click_start: true | gui_right_click_start: true | ||
=== | === 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. | ||
* 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). | * 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). | ||
* The category can required the previous quest to be done before starting the next one (if execution order is specified). | * The category can required the previous quest to be done before starting the next one (if execution order is specified). | ||
2019年2月13日 (三) 08:23的版本
任务类型
In order for your quests to be detected and to work, they need to be registered in a category.
categories.yml (by default) :
#----------------------------------------------------------------------------------------------------
# Quest categories configuration file for QuestCreator
#----------------------------------------------------------------------------------------------------
# 这里登记了你的所有任务
categories:
# 示例任务类型
example:
# 激活器 (详情查看wiki)
activator:
type: ENABLED
# 一名玩家可同时进行的任务上限
max_concurrent: 100
# 是否按顺序执行?
execution_order: false
# ... if yes, should we required the previous quest to be completed to start one ?
previous_quest_required: false
# 任务列表
quest_list:
- example
# GUI name for the category
gui_name: 'Example Quest'
# Will right-clicking the quest in a quest GUI start it ?
gui_right_click_start: true
# 默认挖掘分类
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: 'Example Farm Quests'
gui_right_click_start: true
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.
- 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).
- The category can required the previous quest to be done before starting the next one (if execution order is specified).
- A category can have its own GUI menu (by specifying 'link: category_[name]' in the GUIs configuration).
- A category can have a maximum amount of concurrent quests running.
- A category is a configuration section with its own settings.
my_category:
activator:
# activator settings, see below
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
activatoris a configuration section containing the activation settings. They're all detailed below.max_concurrentis the maximum amount of concurrent quests of this category (for one player).execution_order(optional) should be true if the quest list is in execution order.previous_quest_required(optional) should be true ifexecution_orderis true and if you want the player to complete the previous quest before starting a new one.quest_listis a list containing the category quests ids.gui_nameis the category GUI name.gui_right_click_start(optional) should be true if you want the quest to start when right-clicking the GUI item.
Activator
- An activator is the quest 'trigger' and defines the conditions under which the quest will be started.
- An activator is a configuration section with its own settings.
activator: type: ENABLED
typeis the activator type (all detailed below).
Activator types
AUTO
The quest will attempt to start automatically as soon as possible.
activator: type: AUTO
BLOCK
The quest will attempt to start when the player interacts with a block.
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
blockis the location of the block.selection_gui_when_one_quest(optional) should be true if you wish the selection GUI to appear when clicking the block even if there's only one quest available.start_click_typeis the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')sneak_click_cancel(optional) should be true if you wish the active quest to be cancelled when clicking the block while sneaking.particle_[...]is the particle effect that will be displayed on this block if there's a quest available (remove those lines for no effect).
DAILY
The quest will attempt to start every day. Note that this will not restart the quest if it's already running.
activator: type: DAILY hour_of_day: 0
hour_of_day(optional) is the hour of day (24h format).
DELAY
The quest will attempt to start after a specific delay since the last completion.
activator: type: DELAY delay: 10080
hour_of_dayis the delay, in minutes.
DISABLED
The quest will not be available at all.
activator: type: DISABLED
ENABLED
The quest will start when the player decides to (by a GUI click or a command for example).
activator: type: ENABLED
ENTITY
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.
activator: type: ENTITY name: '&cSuper Creeper' 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
nameis the entity custom name (can be hidden).selection_gui_when_one_quest(optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.sneak_click_cancel(optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.particle_yoffis the particle vertical offset.particle_[...]is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
FIRSTCONNECT
The quest will start when the player first connects to the server.
activator: type: FIRSTCONNECT
NPC
The quest will attempt to start when the player interacts with a NPC.
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
idis the Citizens NPC id.selection_gui_when_one_quest(optional) should be true if you wish the selection GUI to appear when clicking the NPC even if there's only one quest available.start_click_typeis the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')sneak_click_cancel(optional) should be true if you wish the active quest to be cancelled when clicking the NPC while sneaking.particle_[...]is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
PRECISE_ENTITY
The quest will attempt to start when the player interacts with a precise entity.
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
uuidis the entity unique id.selection_gui_when_one_quest(optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.sneak_click_cancel(optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.particle_yoffis the particle vertical offset.particle_[...]is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).
WORLDGUARD_REGION
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.
activator: type: WORLDGUARD_REGION world: world region: region
worldis the world in which the region is.regionis the WorldGuard region id.