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Magic/Customization

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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

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

插件文件夹的布局

有那么些个文件和文件夹在第一次允许Magic时就存在

  • defaults: Magic会在此文件夹内放出默认的插件配置以供你随时查看
  • data: 诸如玩家数据等数据的储存位置

其余的文件夹都与你的配置相对应。你可以在plugins/Magic中任何YML文件中自定义操作,或者在文件夹的单独文件内

  • crafting: 自定义合成配方
  • enchanting: 进度(自定义附魔可能不再是了)
  • items: 自定义非法杖的原版物品
  • materials: 自定义Magic与不同方块和物品的交互
  • messages: 游戏内文本
  • mobs: 自定义怪物,包括可释放技能的怪
  • spells: 技能,包括商店,只要是使用行为(Actions)功能的
  • wands: 一种自定义的可释放法术的魔法物品,也有一些其他功能

简单个性化

请查阅 默认配置以获取一些管理员常用的可修改的内容范例。 同样列出来了所有默认的设置并附带注释。

这里同样有一个spells.yml 教你如何简单自定义法术的配置

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.