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README.md

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前置插件:PacketEvents
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下载请点右边的release
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前置插件:PacketEvents(必须), MythicMobs(可选), PlaceholderAPI(可选)
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模仿原版药水机制的自定义药水插件,添加了一些药水效果:
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- 愤怒(Anger): 每次攻击添加`等级``活力`效果
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来源可为玩家名或UUID
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PAPI变量:
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%custompotion_<玩家名/实体UUID/me>_<药水ID>_<duration/level/multiplier/display/displayname/source/sourceuuid>%
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me代表解析自己,玩家名支持下划线,做了专门处理
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duration获取的是药水剩余时间(刻)
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level和multiplier获取的都是药水等级
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display和displayname获取的都是药水显示名
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source获取的是来源实体显示名
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sourceuuid获取的是来源实体uuid
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配置文件:
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config.yml:
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```yaml
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#Do message returned by command respect the sendCommandFeedback gamerule?
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#命令返回的消息是否遵从sendCommandFeedback游戏规则?
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respect_gamerule: true
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```
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message.yml:
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```yaml
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message:
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command:
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unknown_subcommand: "<red>未知子命令: %command%"
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unknown_effect: "<red>未知效果: %type%"
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invalid_number: "<red>等级和时长需要为有效整数"
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invalid_argument: "<red>无效参数"
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invalid_stacking_mode: "<red>无效的叠加状态,可用状态有: NORMAL, REPLACE, ADD_ALL, ADD_TIME, ADD_AMPLIFIER"
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0_args: "使用方法: /customeffect <modify|clear> ..."
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clear_2_args: "使用方法: /customeffect clear <UUID/玩家名> [类型]"
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modify_3_args_1: "使用方法: /customeffect modify <UUID/玩家名> <类型> [时长] [等级] [叠加状态/来源]"
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modify_3_args_2: "使用方法: /customeffect modify <UUID/玩家名> <类型> [时长] [等级] [叠加状态] [来源]"
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level_lower_than_0: "<red>等级需要大于0"
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duration_lower_than_0: "<red>时长需要大于0"
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not_found: "<red>未找到对应玩家或实体"
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applied: "已将%level%级%type%效果应用于%name%,持续%duration%刻"
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cleared: "已清除%name%的%type%效果"
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cleared_all: "已清除%name%的所有效果"
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display-names:
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anger: "愤怒"
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combust: "内燃"
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death: "终焉"
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lightning: "雷霆"
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moonshine: "月华"
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poison: "剧毒"
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reflection: "反射"
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revealing: "破隐"
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reverse: "逆转"
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sacrifice: "血祭"
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shield: "护盾"
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spin: "旋转"
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sunshine: "晴光"
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taunt: "嘲讽"
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vigor: "活力"
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```
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API:
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- 事件:
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- CustomPotionAddEvent
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- CustomPotionApplyEvent
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- CustomPotionRemoveEvent
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- 管理类:
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- DatabaseManager: 用于管理玩家下线时储存的药水效果
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- PotionManager: 用于管理药水效果的添加/删除/生效等
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具体方法等见源代码
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本来打算添加更多药水效果(大概66种),不过由于将要使其兼容我自己的属性插件,要大改代码,就不继续更新新效果了,如果你有开发经验添加自定义效果应该很容易,你可以自己添加

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