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QuestCreator/任务条件: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2行: | 第2行: | ||
= 任务条件 = | = 任务条件 = | ||
* | * 条件是玩家需要满足的东西. | ||
* 条件可用于开始任务的需求或任务目标的需求 (如果没有类似的目标类型的话). | * 条件可用于开始任务的需求或任务目标的需求 (如果没有类似的目标类型的话). | ||
* 一个条件拥有独立的配置选项. | * 一个条件拥有独立的配置选项. | ||
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* 'error_message' is a text. It will be sent to the player if he hasn't the condition (if the condition is a start condition). | * 'error_message' is a text. It will be sent to the player if he hasn't the condition (if the condition is a start condition). | ||
=== | === 开始条件示例 === | ||
start_conditions: | start_conditions: | ||
my_condition: | my_condition: | ||
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take_after_completion: true | take_after_completion: true | ||
=== | === 使用任务目标示例 === | ||
my_object: | my_object: | ||
type: CONDITIONS | type: CONDITIONS | ||
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take_after_completion: true | take_after_completion: true | ||
== | == 任务条件类型 == | ||
'' | ''列表会在游戏内的编辑器自动生成. 如果你发现了不妥, 请在discord汇报.'' | ||
=== CONDITION_JOBSREBORN_JOB_LEVEL === | === CONDITION_JOBSREBORN_JOB_LEVEL ·工作等级 === | ||
condition: | condition: | ||
# ... generic settings here | # ... generic settings here | ||
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value: '1.0' | value: '1.0' | ||
=== HEROES_CLASS_LEVEL === | === HEROES_CLASS_LEVEL ·职业等级=== | ||
condition: | condition: | ||
# ... generic settings here | # ... generic settings here | ||
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value: '1.0' | value: '1.0' | ||
=== HEROES_SKILL_LEVEL === | === HEROES_SKILL_LEVEL · 技能等级=== | ||
condition: | condition: | ||
# ... generic settings here | # ... generic settings here | ||
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value: '1.0' | value: '1.0' | ||
=== ITEM === | === ITEM · 物品=== | ||
condition: | condition: | ||
# ... generic settings here | # ... generic settings here |
2019年2月18日 (一) 15:06的版本
任务条件
- 条件是玩家需要满足的东西.
- 条件可用于开始任务的需求或任务目标的需求 (如果没有类似的目标类型的话).
- 一个条件拥有独立的配置选项.
每个条件都有通用设置.
my_condition: type: [condition type] check_leader_only: true take_after_check: true error_message: '&cYou don''t have this requirement.'
- 'type' is the condition type. They're all detailed below.
- 'check_leader_only' is a boolean. Set it to true to check the condition only for the leader.
- 'take_after_check' is a boolean. Set it to true to take the condition when the quest starts (only if applicable, for example ITEM or MONEY).
- 'error_message' is a text. It will be sent to the player if he hasn't the condition (if the condition is a start condition).
开始条件示例
start_conditions: my_condition: type: ITEM operation: HAS item: must_have_in_hand: true type: DIAMOND amount: 10 error_message: '&cYou need 10 diamonds to start this quest !' check_leader_only: true take_after_completion: true
使用任务目标示例
my_object: type: CONDITIONS conditions: my_condition: type: MONEY amount: 100.0 check_leader_only: true take_after_completion: true
任务条件类型
列表会在游戏内的编辑器自动生成. 如果你发现了不妥, 请在discord汇报.
CONDITION_JOBSREBORN_JOB_LEVEL ·工作等级
condition: # ... generic settings here type: CONDITION_JOBSREBORN_JOB_LEVEL # job_name (text, mandatory) : name of job job_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition: type: CONDITION_JOBSREBORN_JOB_LEVEL job_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1.0'
HEROES_CLASS_LEVEL ·职业等级
condition: # ... generic settings here type: HEROES_CLASS_LEVEL # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # class_name (text, optional) : name of Heroes class class_name: '/' # class_type (type, optional) : type of Heroes class # possible values : PRIMARY, SECONDARY class_type: 'PRIMARY' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition: type: HEROES_CLASS_LEVEL check_leader_only: 'true' class_name: '/' class_type: 'PRIMARY' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1.0'
HEROES_SKILL_LEVEL · 技能等级
condition: # ... generic settings here type: HEROES_SKILL_LEVEL # skill_name (text, mandatory) : name of Heroes skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # skill_type (type, optional) : type of Heroes skill # possible values : PRIMARY, SECONDARY skill_type: 'PRIMARY' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition: type: HEROES_SKILL_LEVEL skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' skill_type: 'PRIMARY' take_after_completion: 'false' value: '1.0'
ITEM · 物品
condition: # ... generic settings here type: ITEM # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : HAS, HAS_NOT operation: 'HAS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # items (item list setting, mandatory) : list of items needed items: 1: # sample # type (material, mandatory) : type of item type: 'AIR' # amount (number, optional) : amount of items amount: '1' # chance (decimal number, optional) : item apparition chance chance: '-1' # durability (number, optional) : durability of item durability: '0' # enabled (boolean, optional) : is the item enabled enabled: 'true' # enchants (list of text, optional) : list of item enchants, Line format : {enchantment},{level} enchants: [] # lore (list of text, optional) : lore of item lore: [] # max_amount (number, optional) : maximum items amount max_amount: '0' # must_have_in_hand (boolean, optional) : should the item be hold in hand must_have_in_hand: 'false' # name (text, optional) : display name of item name: '/' # nbt (text, optional) : NBT tag of item, base64 encoded nbt: '/' # remove_after_action (boolean, optional) : should the item be removed after action remove_after_action: 'false' # slot (number, optional) : slot in the GUI slot: '-1' # unbreakable (boolean, optional) : does the item has the unbreakable tag unbreakable: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: ITEM check_leader_only: 'true' error_message: [] operation: 'HAS' take_after_completion: 'false' items: 1: type: 'AIR' amount: '1' chance: '-1' durability: '0' enabled: 'true' enchants: [] lore: [] max_amount: '0' must_have_in_hand: 'false' name: '/' nbt: '/' remove_after_action: 'false' slot: '-1' unbreakable: 'false'
MCMMO_LEVEL
condition: # ... generic settings here type: MCMMO_LEVEL # skill_name (text, mandatory) : name of McMMO skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition: type: MCMMO_LEVEL skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1.0'
MCMMO_XP
condition: # ... generic settings here type: MCMMO_XP # skill_name (text, mandatory) : name of McMMO skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition: type: MCMMO_XP skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1.0'
MONEY
condition: # ... generic settings here type: MONEY # amount (decimal number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: MONEY amount: '1' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
PERMISSION
condition: # ... generic settings here type: PERMISSION # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # permission (permission, optional) : permission permission: '/' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: PERMISSION check_leader_only: 'true' error_message: [] permission: '/' take_after_completion: 'false'
QUANTUMRPG_ITEM
condition: # ... generic settings here type: QUANTUMRPG_ITEM # item_name (text, mandatory) : level of item item_name: '/' # module (e module, mandatory) : name of QuantumRPG module # possible values : ACTIVE_ITEMS, ARROWS, BUFFS, COMBAT_LOG, CONSUMABLES, CUSTOM_ITEMS, DROPS, ESSENCES, EXTRACTOR, GEMS, IDENTIFY, ITEM_HINTS, MAGIC_DUST, NOTIFICATIONS, ... module: '/' # amount (number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : HAS, HAS_NOT operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: QUANTUMRPG_ITEM item_name: '/' module: '/' amount: '1' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false'
QUEST_COMPLETED
condition: # ... generic settings here type: QUEST_COMPLETED # quest (quest model, mandatory) : quest model id quest: '/' # amount (number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: QUEST_COMPLETED quest: '/' amount: '1' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
QUEST_COMPLETED_TIME
condition: # ... generic settings here type: QUEST_COMPLETED_TIME # quest (quest model, mandatory) : quest model id quest: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # max_delay (number, optional) : maximum authorized completion delay max_delay: '1' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: QUEST_COMPLETED_TIME quest: '/' check_leader_only: 'true' error_message: [] max_delay: '1' take_after_completion: 'false'
QUEST_WENTTHROUGH_OBJECT
condition: # ... generic settings here type: QUEST_WENTTHROUGH_OBJECT # branch (text, mandatory) : quest branch id branch: '/' # object (text, mandatory) : quest object id object: '/' # quest (quest model, mandatory) : quest model id quest: '/' # check_last_completion_only (boolean, optional) : restricts checks to the latest completion check_last_completion_only: 'false' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: QUEST_WENTTHROUGH_OBJECT branch: '/' object: '/' quest: '/' check_last_completion_only: 'false' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
RACESOFTHANA_RACE
condition: # ... generic settings here type: RACESOFTHANA_RACE # race_name (text, mandatory) : name of RacesOfThana race race_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: RACESOFTHANA_RACE race_name: '/' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
SKILLAPI_CLASS
condition: # ... generic settings here type: SKILLAPI_CLASS # class_name (text, mandatory) : name of SkillAPI class class_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: SKILLAPI_CLASS class_name: '/' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
SKILLAPI_GROUP
condition: # ... generic settings here type: SKILLAPI_GROUP # group_name (text, mandatory) : name of SkillAPI group group_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: SKILLAPI_GROUP group_name: '/' check_leader_only: 'true' error_message: [] take_after_completion: 'false'
SKILLAPI_LEVEL
condition: # ... generic settings here type: SKILLAPI_LEVEL # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition: type: SKILLAPI_LEVEL skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1'
SKILLAPI_POINTS
condition: # ... generic settings here type: SKILLAPI_POINTS # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition: type: SKILLAPI_POINTS skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1'
SKILLAPI_TOTALXP
condition: # ... generic settings here type: SKILLAPI_TOTALXP # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition: type: SKILLAPI_TOTALXP skill_name: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' take_after_completion: 'false' value: '1'
VARIABLE
condition: # ... generic settings here type: VARIABLE # value (text, mandatory) : value of variable value: '/' # variable (text, mandatory) : name of variable variable: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : LESS_THAN, LESS_OR_EQUALS, EQUALS, MORE_OR_EQUALS, MORE_THAN, DIFFERENT operation: 'EQUALS' # placeholder_api (boolean, optional) : should PlaceholderAPI be used placeholder_api: 'false' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: VARIABLE value: '/' variable: '/' check_leader_only: 'true' error_message: [] operation: 'EQUALS' placeholder_api: 'false' take_after_completion: 'false'
XP_LEVEL
condition: # ... generic settings here type: XP_LEVEL # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # level (number, optional) : player XP level level: '1' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition: type: XP_LEVEL check_leader_only: 'true' error_message: [] level: '1' take_after_completion: 'false'