通过 KubeJS 配置更多成就
2.9.3)// 创建自定义触发器
AdvJSEvents.trigger(event => {
event.create("advjs:get_adv")
// 你定义了多少个匹配项,就需要放入多少个测试
// 在这个例子中,我们定义了 2 个匹配项
.match(advancement => advancement.getId() == "minecraft:story/smelt_iron")
.match(playerName => playerName == "Dev")
})
AdvJSEvents.advancement(event => {
const { PREDICATE, TRIGGER } = event;
// 定义触发器
const jump5times = TRIGGER.tick(triggerBuilder =>
triggerBuilder.addStat(Stats.JUMP, Stats.CUSTOM, { min: 5 }));
const bred_in_nether = TRIGGER.bredAnimals(triggerBuilder => {
triggerBuilder.setChildByPredicate(PREDICATE.entityFromJson({
stepping_on: {
dimension: "the_nether"
}
}))
});
// AdvJS 自定义触发器
const destroy_dirt = TRIGGER.blockDestroyed(triggerBuilder => triggerBuilder.setBlock("dirt"));
// 你的自定义触发器
const get_adv = TRIGGER.custom("advjs:get_adv");
// 创建根成就
const root = event.create("advjs:hell")
.display(displayBuilder => {
displayBuilder.setTitle("AdvancementJS")
displayBuilder.setDescription("快速示例")
displayBuilder.setIcon("diamond")
})
.criteria(criteriaBuilder => criteriaBuilder.add("dirt", destroy_dirt))
.rewards(rewardsBuilder => {
rewardsBuilder.setExperience(100)
// AdvJS 自定义奖励
rewardsBuilder.addEffect("absorption", 200)
})
// 使其可重复完成
.repeatable();
// 为根成就添加子成就
root.addChild("child1", childBuilder => {
childBuilder
.display(displayBuilder => {
displayBuilder.setTitle(Text.red("Holy"))
displayBuilder.setDescription(Text.red("Hell starts"))
})
.criteria(criteriaBuilder => {
// 'OR' 意味着如果你想达成这个成就,
// 只需要满足下面两个触发器中的一个
criteriaBuilder.setStrategy(RequirementsStrategy.OR)
criteriaBuilder.add("bred", bred_in_nether)
criteriaBuilder.add("jump", jump5times)
criteriaBuilder.add("get_adv", get_adv)
})
.rewards(rewardsBuilder => {
rewardsBuilder.setRecipes("minecraft:lodestone", "minecraft:brewing_stand")
rewardsBuilder.setExperience(100)
})
});
// 通过 AdvancementFilter 移除一个已存在的成就,可用的过滤器已在文档中写明。
// 你也可以通过 id 移除:'event.remove("minecraft:story/lava_bucket");'
event.remove({
mod: "minecraft",
icon: "minecraft:lava_bucket",
frame: "task"
});
// 修改一个已存在的成就
event.get("minecraft:story/smelt_iron")
// 对显示应用偏移
.displayOffset(1, 1, true)
.modifyDisplay(displayBuilder => displayBuilder.setIcon("diamond_pickaxe"))
.addChild("child2", childBuilder => {
childBuilder
.display(displayBuilder => {
displayBuilder.setIcon("recovery_compass")
displayBuilder.setTitle('我会回来的!')
displayBuilder.setDescription(Text.green("祝你好运"))
// 你也可以在 DisplayBuilder 中应用显示偏移
displayBuilder.offset(-1, 0)
})
// 触发器也可以从 JSON 创建
.criteria(criteriaBuilder => criteriaBuilder.add("go_back_to_home", TRIGGER.fromJson({
"trigger": "minecraft:changed_dimension",
"conditions": {
"from": "minecraft:the_end",
"to": "minecraft:overworld"
}
})))
// 检查父成就是否已完成,否则此成就将无法完成
.requireParentDone()
});
})
AdvJSEvents.lock(event => {
event.result("stone_slab", "minecraft:story/smelt_iron");
event.itemUse("spyglass", "minecraft:story/smelt_iron");
event.blockInteract("chest", "minecraft:story/smelt_iron");
event.entityInteract("villager", "minecraft:story/smelt_iron");
})
// 与 'Better Advancements' 兼容
AdvJSEvents.betterAdv(event => {
event.modify("advjs:hell/child1").posX(0).posY(32).hideLines()
})
PlayerEvents.advancement(event => {
const player = event.getPlayer();
// 第一个参数用于匹配玩家谓词,另外两个是你定义的匹配项
CustomTriggers.of("advjs:get_adv").trigger(player, event.getAdvancement(), player.username)
})
只需使用 /reload
/advjs 用于生成内置示例AdvJSEvents.trigger 中创建自定义触发器。Better Advancements,新的服务器事件:AdvJSEvents.betterAdv
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