Merge pull request #1 from Phaxius/main

Added English version of special.yml
This commit is contained in:
Xanadu13
2023-04-29 14:08:10 +08:00
committed by GitHub
2 changed files with 265 additions and 62 deletions
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#文件版本,请勿修改
version: 2.0.1
#用于插件内部识别,每一种末影龙的unique_name都需要设为不同值!
unique_name: 'special001'
display_name: '特殊末影龙'
#在edge模式下,此项(priority)会被忽略。
#在pc模式下,数值越大优先级越高,优先级更高的会先判断
priority: 1
#生成概率,允许小数,单位:%
spawn_chance: 10
#gui页面中的图标
icon:
==: org.bukkit.inventory.ItemStack
type: DIAMOND
amount: 1
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: '§r特殊末影龙'
#MC1.19:
#icon:
# ==: org.bukkit.inventory.ItemStack
# v: 3105
# type: DIAMOND
# amount: 1
# meta:
# ==: ItemMeta
# meta-type: UNSPECIFIC
# display-name: '{"text":"特殊末影龙"}'
#gui页面的格式(对应view.yml文件中的gui,允许多种龙共用同一个)
drop_gui: default_gui
#最大生命值,允许小数
max_health: 400
#生成时的生命值,允许小数
spawn_health: 300
#死亡时掉落的经验值,请填整数
#原版第一次击杀末影龙掉落12000经验,此后每一次击杀掉落500经验
exp_drop: 12000
dragon_egg_spawn:
#龙蛋生成概率,允许小数,范围0-100,单位:%
chance: 60
#龙蛋生成延迟,单位tick,20ticks=1s,请填整数
#末影龙死后大约20秒(400ticks)后末地传送门生成,因此加一个延迟可以形成龙蛋和传送门几乎一起出现的效果
#此外,如果在龙蛋生成前玩家在下方放了火把,床之类的方块,龙蛋下落后会直接形成掉落物回主世界,加一个延迟可以减少不必要的麻烦
delay: 410
#龙蛋生成坐标(末地)
#y轴设置70一般没问题,希望更精确的话请依照自己服务器情况而定
x: 0
y: 70
z: 0
#以下含有“modify”的项均为在原来的数值基础上修改,而非最终值
#末影龙冲撞/振翅伤害修改,允许小数,可以是负值
attack_damage_modify: 5.0
#末影龙移速修改,允许小数,可以是负值,原版初始值0.7
move_speed_modify: 0.1
#末影龙护甲值修改,允许小数,可以是负值
armor_modify: 2.0
#末影龙盔甲韧性修改,允许小数,可以是负值
armor_toughness_modify: 1.0
#末地水晶每秒治疗量,允许小数,原版为2.0
crystal_heal_speed: 5.0
#末影龙发光颜色,填none不发光,填random表示随机(1.16.3及以上版本可用)
#AQUA-青色,BLACK-黑色,BLUE-蓝色,DARK_AQUA-深青,DARK_BLUE-深蓝,DARK_GRAY-深灰,DARK_GREEN-深绿,DARK_PURPLE-深紫,DARK_RED-深红,GOLD-金色,GRAY-灰色,GREEN-绿色,LIGHT_PURPLE-紫色,RED-红色,WHITE-白色,YELLOW-黄色
glow_color: gold
#末影龙攻击吸血,公式:最终值=实际伤害*rate(自动按百分数计算)+base_amount
suck_blood:
#是否启用
enable: true
#吸血比率,单位:%
rate: 20
#基础吸血值,允许小数
base_amount: 2
#只在攻击玩家时触发
only_player: true
bossbar:
#BLUE,GREEN,RED,PINK,PURPLE,WHITE,YELLOW
color: green
#SOLID:整条,SEGMENTED_6:将血条分为6个部分,SEGMENTED_10:将血条分为10个部分,SEGMENTED_12:将血条分为12个部分,SEGMENTED_20:将血条分为20个部分
style: 'SEGMENTED_12'
#末影龙火球命中后产生的效果云
effect_cloud:
#初始半径,允许小数
original_radius: 5
#扩大速度(单位:格/秒)
expand_speed: 0.1
#存在时间,请填整数(单位:秒)
duration: 30
#使用RGB颜色格式,比如黄色对应的格式为'255:255:0'
#填"none"代表使用初始的效果(紫色龙息粒子)
color: none
#请严格安装'药水效果 持续时间 药水等级'的格式
#持续时间请填入大于0的整数(单位:秒)
#药水等级取值1-256的整数,输入1即代表1级,与effect指令不同!
#ABSORPTION:伤害吸收,BAD_OMEN:不祥之兆,BLINDNESS:失明,CONDUIT_POWER:潮涌能量,CONFUSION:反胃,DAMAGE_RESISTANCE:抗性提升
#DARKNESS:黑暗,DOLPHINS_GRACE:海豚的恩惠,FAST_DIGGING:急迫,FIRE_RESISTANCE:防火,GLOWING:发光,HARM:瞬间伤害,HEAL:瞬间治疗
#HEALTH_BOOST:生命提升,HERO_OF_THE_VILLAGE:村庄英雄,HUNGER:饥饿,INCREASE_DAMAGE:力量,INVISIBILITY:隐身,JUMP:跳跃提升
#LEVITATION:漂浮,LUCK:幸运,NIGHT_VISION:夜视,POISON:中毒,REGENERATION:生命恢复,SATURATION:饱和,SLOW:缓慢
#SLOW_DIGGING:挖掘疲劳,SLOW_FALLING:缓降,SPEED:速度,UNLUCK:霉运,WATER_BREATHING:水下呼吸,WEAKNESS:虚弱,WITHER:凋零
potion:
- 'harm 60 2'
- 'BLINDNESS 10 1'
#以下配置均可用中括号表示不启用,即:
#attack_potion_effect: []
#末影龙攻击附带药水效果
#格式同上
attack_potion_effect:
- 'wither 10 1'
- 'hunger 60 1'
- 'weakness 30 2'
#这种末影龙生成时执行的命令
spawn_cmd:
- ''
- ''
- ''
#这种末影龙死亡时执行的命令(指令杀死无效),可用%player%代表最终屠龙者,若找不到则含%player%的此行命令不执行
death_cmd:
- ''
- ''
- ''
#这种末影龙生成时全服播报内容
spawn_broadcast_msg:
- '§a第 %times% 条末影龙已被复活'
- '§6这条末影龙散发着神秘的气息...'
#这种末影龙死亡时全服播报内容(指令杀死无效)
death_broadcast_msg:
- '§b第 %times% 条末影龙已被 %player% 击杀'
- ''
- ''
#发送给末影龙最终击杀者的话
msg_to_killer:
- '§6恭喜你,这条龙掉落了龙蛋和大量经验!'
- ''
- ''
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#文件版本,请勿修改
# File version, do not edit
version: 2.0.1
#用于插件内部识别,每一种末影龙的unique_name都需要设为不同值!
# Unique ID used by plugin to identify each type of dragon
# unique_name needs to be different in each dragon settings file
unique_name: 'special001'
display_name: '特殊末影龙'
#在edge模式下,此项(priority)会被忽略。
#在pc模式下,数值越大优先级越高,优先级更高的会先判断
display_name: 'Special Ender Dragon'
# In weight mode this setting will be ignored.
# In PC mode, higher the value, the more likely this dragon type
# will be picked to spawn
priority: 1
#生成概率,允许小数,单位:%
# Spawn probability percentage (Don't add the %). Decimals allowed.
spawn_chance: 10
#gui页面中的图标
# Icons in the gui page
icon:
==: org.bukkit.inventory.ItemStack
type: DIAMOND
@@ -16,7 +22,8 @@ icon:
meta:
==: ItemMeta
meta-type: UNSPECIFIC
display-name: '§r特殊末影龙'
display-name: '§rSpecial Ender Dragon'
#MC1.19:
#icon:
# ==: org.bukkit.inventory.ItemStack
@@ -26,112 +33,171 @@ icon:
# meta:
# ==: ItemMeta
# meta-type: UNSPECIFIC
# display-name: '{"text":"特殊末影龙"}'
#gui页面的格式(对应view.yml文件中的gui,允许多种龙共用同一个)
# display-name: '{"text":"Special Ender Dragon"}'
# The format of the gui page (defined in view.yml, multiple dragons
# can share the same gui page
drop_gui: default_gui
#最大生命值,允许小数
# Max health, decimals allowed
max_health: 400
#生成时的生命值,允许小数
# Health at spawn, decimals allowed
spawn_health: 300
#死亡时掉落的经验值,请填整数
#原版第一次击杀末影龙掉落12000经验,此后每一次击杀掉落500经验
# Experience dropped upon death, integers only
# The vanilla dragon drops 12,000 experience for the first time
# and 500 experience for each subsequent kill
exp_drop: 12000
# Dragon egg spawn settings
dragon_egg_spawn:
#龙蛋生成概率,允许小数,范围0-100,单位:%
# Dragon egg spawn probability in percentage (Don't add %)
# Decimals allowed, range 0-100
chance: 60
#龙蛋生成延迟,单位tick,20ticks=1s,请填整数
#末影龙死后大约20秒(400ticks)后末地传送门生成,因此加一个延迟可以形成龙蛋和传送门几乎一起出现的效果
#此外,如果在龙蛋生成前玩家在下方放了火把,床之类的方块,龙蛋下落后会直接形成掉落物回主世界,加一个延迟可以减少不必要的麻烦
# Dragon egg generation delay in ticks, 20 ticks = 1s, integers only
# The end portal is generated about 20 seconds (400ticks) after the ender dragon
# dies, so adding a delay can cause the dragon egg and the portal to appear nearly
# simultaneously. Also, if the player places torches, beds and other blocks below
# before the dragon egg is generated, it will immediately drop and return to the main
# world once it falls. Adding a delay can make it easier to collect the dragon egg.
delay: 410
#龙蛋生成坐标(末地)
#y轴设置70一般没问题,希望更精确的话请依照自己服务器情况而定
# Dragon egg spawn coordinates (The End)
# It is generally no problem to set the y-axis to 70. If you want to be more precise
# you can adjust this based on your server configuration.
x: 0
y: 70
z: 0
#以下含有“modify”的项均为在原来的数值基础上修改,而非最终值
#末影龙冲撞/振翅伤害修改,允许小数,可以是负值
# The following fields containing "modify" are all modified based off of the vanilla
# value and is not the value of the setting itself.
# Ender dragon impact/flap damage modification, decimals and negative values allowed
attack_damage_modify: 5.0
#末影龙移速修改,允许小数,可以是负值,原版初始值0.7
# Enderdragon speed modification, decimals and negative values allowed
# The vanilla value for speed is 0.7
move_speed_modify: 0.1
#末影龙护甲值修改,允许小数,可以是负值
# Enter dragon armor value modification, decimals and negative values allowed
armor_modify: 2.0
#末影龙盔甲韧性修改,允许小数,可以是负值
# Ender Dragon armor toughness modification, decimals and negative values allowed
armor_toughness_modify: 1.0
#末地水晶每秒治疗量,允许小数,原版为2.0
# End crystal healing amount per second, decimals allowed
# The vanilla value for healing speed is 2.0
crystal_heal_speed: 5.0
#末影龙发光颜色,填none不发光,填random表示随机(1.16.3及以上版本可用)
#AQUA-青色,BLACK-黑色,BLUE-蓝色,DARK_AQUA-深青,DARK_BLUE-深蓝,DARK_GRAY-深灰,DARK_GREEN-深绿,DARK_PURPLE-深紫,DARK_RED-深红,GOLD-金色,GRAY-灰色,GREEN-绿色,LIGHT_PURPLE-紫色,RED-红色,WHITE-白色,YELLOW-黄色
# The color of the ender dragon's glow, if you fill in none, it will not glow,
# if you fill in random, it means random (available in versions 1.16.3 and above)
# Color values are: AQUA (cyan), BLACK (black), BLUE (blue), DARK_AQUA (dark cyan),
# DARK_BLUE (dark blue), DARK_GRAY (dark gray), DARK_GREEN (dark green),
# DARK_PURPLE (dark purple), DARK_RED (dark red), GOLD (gold), GRAY (gray),
# GREEN (green), LIGHT_PURPLE (purple), RED (red), WHITE (white), YELLOW (yellow)
glow_color: gold
#末影龙攻击吸血,公式:最终值=实际伤害*rate(自动按百分数计算)+base_amount
# Ender dragon attacks and sucks blood, formula: final value = actual damage * rate
# (automatically calculated as a percentage) + base_amount
suck_blood:
#是否启用
# Whether or not to enable (true or false)
enable: true
#吸血比率,单位:%
# Blood sucking rate in percent (Don't add %)
rate: 20
#基础吸血值,允许小数
# Basic life-sucking value, decimals allowed
base_amount: 2
#只在攻击玩家时触发
# Only triggers when attacking the player (true or false)
only_player: true
# Boss bar settings
bossbar:
#BLUE,GREEN,RED,PINK,PURPLE,WHITE,YELLOW
#Available options: BLUE,GREEN,RED,PINK,PURPLE,WHITE,YELLOW
color: green
#SOLID:整条,SEGMENTED_6:将血条分为6个部分,SEGMENTED_10:将血条分为10个部分,SEGMENTED_12:将血条分为12个部分,SEGMENTED_20:将血条分为20个部分
# Boss bar style
# Available options are: SOLID (Whole Bar), SEGMENTED_6 (6 Segments), SEGMENTED_10 (10 segments),
# SEGMENTED_12 (12 Segments), SEGMENTED_20 (20 Segments)
style: 'SEGMENTED_12'
#末影龙火球命中后产生的效果云
#The effect cloud produced after the ender dragon fireball hits
effect_cloud:
#初始半径,允许小数
# Initial radius, decimals allowed
original_radius: 5
#扩大速度(单位:格/秒)
# Expansion speed (unit: grid/second) decimals allowed
expand_speed: 0.1
#存在时间,请填整数(单位:秒)
# Linger time (in seconds), integers only
duration: 30
#使用RGB颜色格式,比如黄色对应的格式为'255:255:0'
#填"none"代表使用初始的效果(紫色龙息粒子)
# Dragon's breath particle effects color.
# Uses RGB color format (Ex: the code for yellow is '255:255:0')
# Set to "none" for vanilla particle color (purple dragon's breath)
color: none
#请严格安装'药水效果 持续时间 药水等级'的格式
#持续时间请填入大于0的整数(单位:秒)
#药水等级取值1-256的整数,输入1即代表1级,与effect指令不同!
#ABSORPTION:伤害吸收,BAD_OMEN:不祥之兆,BLINDNESS:失明,CONDUIT_POWER:潮涌能量,CONFUSION:反胃,DAMAGE_RESISTANCE:抗性提升
#DARKNESS:黑暗,DOLPHINS_GRACE:海豚的恩惠,FAST_DIGGING:急迫,FIRE_RESISTANCE:防火,GLOWING:发光,HARM:瞬间伤害,HEAL:瞬间治疗
#HEALTH_BOOST:生命提升,HERO_OF_THE_VILLAGE:村庄英雄,HUNGER:饥饿,INCREASE_DAMAGE:力量,INVISIBILITY:隐身,JUMP:跳跃提升
#LEVITATION:漂浮,LUCK:幸运,NIGHT_VISION:夜视,POISON:中毒,REGENERATION:生命恢复,SATURATION:饱和,SLOW:缓慢
#SLOW_DIGGING:挖掘疲劳,SLOW_FALLING:缓降,SPEED:速度,UNLUCK:霉运,WATER_BREATHING:水下呼吸,WEAKNESS:虚弱,WITHER:凋零
# Add Potion Effects
#
# Format (separated by spaces):
# potion effect (see list), duration (in seconds), potion level (int between 1 and 256)
# Note: Potion level is an integer between 1 and 256 and will be set to that exact potion
# level which differs from how it works in the effect command (as an amplifier)
# Available effects: ABSORPTION (damage absorption), BAD_OMEN (bad omen), BLINDNESS (blindness),
# CONDUIT_POWER (surge energy), CONFUSION (nausea), DAMAGE_RESISTANCE (resistance increase),
# DARKNESS (darkness), DOLPHINS_GRACE (dolphin's grace), FAST_DIGGING (haste),
# FIRE_RESISTANCE (fire resistance), GLOWING (glowing), HARM (instant damage), HEAL (instant heal),
# HEALTH_BOOST (health boost), HERO_OF_THE_VILLAGE (hero of the village), HUNGER (hunger),
# INCREASE_DAMAGE (strength), INVISIBILITY (invisibility), JUMP (jump boost), LEVITATION (levitation),
# LUCK (luck), NIGHT_VISION (night vision), POISON (poison), REGENERATION (health regeneration),
# SATURATION (restores hunger), SLOW (slowness), SLOW_DIGGING (mining fatigue),
# SLOW_FALLING (slow falling), SPEED (speed boost), UNLUCK (bad luck), WATER_BREATHING (water breathing),
# WEAKNESS (weakness), WITHER (wither)
potion:
- 'harm 60 2'
- 'BLINDNESS 10 1'
#以下配置均可用中括号表示不启用,即:
#attack_potion_effect: []
#The following configurations are all available.
# Brackets indicate that they are not enabled ( Ex: attack_potion_effect: [] )
#末影龙攻击附带药水效果
#格式同上
# Ender dragon attack with potion effect
# Format same as above
attack_potion_effect:
- 'wither 10 1'
- 'hunger 60 1'
- 'weakness 30 2'
#这种末影龙生成时执行的命令
# The command(s) to execute when this type of dragon is spawned
spawn_cmd:
- ''
- ''
- ''
#这种末影龙死亡时执行的命令(指令杀死无效),可用%player%代表最终屠龙者,若找不到则含%player%的此行命令不执行
# The command(s) to execute when this type of dragon dies (unless killed with command).
# You can use placeholder %player% to represent the final dragon slayer, if not found
# the command in that line will not be excecuted
death_cmd:
- ''
- ''
- ''
#这种末影龙生成时全服播报内容
# Message broadcast to the whole server when this type of dragon is spawned
spawn_broadcast_msg:
- '§a第 %times% 条末影龙已被复活'
- '§6这条末影龙散发着神秘的气息...'
#这种末影龙死亡时全服播报内容(指令杀死无效)
- '§aEnder dragon number %times% has been spawned.'
- '§6This dragon exudes a mysterious atmosphere...'
# Message broadcast to the whole server when this type of dragon is killed
death_broadcast_msg:
- '§b第 %times% 条末影龙已被 %player% 击杀'
- '§bEnder dragon number %times% has been killed by %player%'
- ''
- ''
#发送给末影龙最终击杀者的话
# Message sent to the final killer of the Ender Dragon
msg_to_killer:
- '§6恭喜你,这条龙掉落了龙蛋和大量经验!'
- '§6Congratulations, this dragon drops dragon eggs and a lot of experience!'
- ''
- ''