#睡眠心跳配置
sleep-tick-system:
# 每隔多少秒为躺在床上的玩家检测一次事件
check-interval-seconds: 5
# 全局设置
global-settings:
# 在这里列出你想要插件生效的世界名称.
# 如果这个列表是空的 (例如: enabled-worlds: []), 插件将在所有世界生效.
# 示例:
# enabled-worlds:
# - "world"
# - "world_nether"
enabled-worlds: []
events:
# 示例1:每击杀10个村民触发奖励
villager_reward:
type: "STAT_THRESHOLD"
chance: 1.0 # 100%触发
conditions:
STAT_TYPE: "VILLAGER_KILLS" # 统计类型
THRESHOLD: 10 # 阈值(每达到10的倍数时触发)
MOD: 0 # 余数(10的倍数:10%10=0)
outcomes:
- chance: 1.0
cooldown: 0
actions:
- "[MESSAGE] &a你每击杀10个村民获得了奖励!"
- "[GIVE] diamond 1" # 给予1个钻石
# 示例2:每种植20个作物触发效果
plant_bonus:
type: "STAT_THRESHOLD"
chance: 1.0
conditions:
STAT_TYPE: "PLANT_COUNT"
THRESHOLD: 20
MOD: 0
outcomes:
- chance: 1.0
cooldown: 60 # 冷却60秒
actions:
- "[POTION] speed:300:1" # 1级速度效果5秒(300 ticks)
- "[MESSAGE] &a种植达人!获得速度加成!"
# ===================================================================
# I. 采集类事件 (挖矿, 砍树, 农业)
# ===================================================================
rare_diamond_find:
# 事件类型: 破坏方块时触发
type: "BLOCK_BREAK"
# 总触发几率: 玩家挖到钻石矿时,有 15% 的几率进入下面的“多重结果”判断
chance: 0.15
conditions:
# 条件1: 破坏的方块必须是钻石矿石
BLOCK_TYPE: "DIAMOND_ORE"
# 条件2: 玩家必须拥有 "stazzasevents.diamondperk" 权限 (适合VIP)
PERMISSION: "stazzasevents.diamondperk"
# 条件3: 玩家手持的物品必须是钻石镐或下界合金镐
PLAYER_HOLDING:
- "DIAMOND_PICKAXE"
- "NETHERITE_PICKAXE"
# 多重结果系统: 触发后,会根据下面的几率选择一个结果执行
outcomes:
# 结果1: 普通奖励 (80%几率)
- chance: 0.80
cooldown: 300 # 此结果对玩家有 5 分钟冷却
actions:
- "[CONSOLE] eco give %player% 100"
- "[MESSAGE] &b&l哇! &f你挖到了一颗蕴含能量的钻石,获得了 &e100 &f金币!"
- "[SOUND] ENTITY_PLAYER_LEVELUP:1.0:1.0" # 播放升级音效
# 结果2: 稀有奖励 (20%几率)
- chance: 0.20
cooldown: 3600 # 此稀有结果对玩家有 1 小时冷却
actions:
- "[MESSAGE] &6&l天哪!&e你发现了一颗被神明祝福过的钻石!"
- "[BROADCAST] &e%player% &f在 %world% 的 (%x%, %y%, %z%) 发现了一颗神赐钻石!"
- "[SOUND] ENTITY_ENDER_DRAGON_GROWL:1.0:1.5"
# 给予一个自定义命名的物品 (注意JSON部分的引号需要转义)
- "[GIVE] minecraft:diamond 1 {display:{Name:'\"{\\\"text\\\":\\\"§b神赐钻石\\\",\\\"italic\\\":false}\"',Lore:['\"§7一颗远古的石头...\\\"']}}"
perfect_harvest:
type: "CROP_HARVEST" # 类型: 收获成熟农作物
chance: 1.0 # 每次收获都判断
conditions:
CROP_TYPE: # 条件: 收获的作物类型
- "WHEAT"
- "CARROTS"
- "POTATOES"
outcomes:
- chance: 0.05 # 5% 的几率触发丰收
cooldown: 10
actions:
- "[MESSAGE] &6&l丰收!&e你获得了额外的作物掉落!"
# 使用 %broken_block_type% 占位符给予玩家破坏的同种作物
- "[CONSOLE] give %player% %broken_block_type% 3"
- "[SOUND] ENTITY_VILLAGER_CELEBRATE:1.0:1.0"
# ===================================================================
# II. 战斗类事件
# ===================================================================
bountiful_planting:
type: "BLOCK_PLACE"
chance: 0.1
conditions:
BLOCK_TYPE:
- "WHEAT"
- "CARROTS"
- "POTATOES"
outcomes:
- chance: 1.0
cooldown: 10
actions:
- "[MESSAGE] &a你感觉到这片土地充满了生机!"
# 新增: 在种植的方块位置(x,y,z)播放村民开心的粒子效果
# 格式: particle <名字> <x> <y> <z> <xd> <yd> <zd> <速度> <数量>
- "[CONSOLE] particle minecraft:happy_villager %x% %y% %z% 0.5 0.5 0.5 0.1 10"
ender_pearl_drop:
type: "ENTITY_KILL"
chance: 0.25 # 25% 的几率
conditions:
ENTITY_TYPE: "ENDERMAN"
outcomes:
- chance: 1.0 # 只有一个结果时,几率设为1.0
cooldown: 5
actions:
- "[CONSOLE] give %player% ender_pearl 1"
- "[MESSAGE] &5你从末影人的身体中获得了一颗额外的珍珠。"
# 给予玩家一个短暂的速度效果 (持续时间 tick, 等级 0=I)
- "[POTION] SPEED:100:0"
# ===================================================================
# III. 技能类事件 (钓鱼, 合成)
# ===================================================================
treasure_catch:
type: "FISHING"
chance: 0.1 # 每次钓鱼有 10% 几率获得宝藏
# 无条件,任何钓鱼成功都可能触发
outcomes:
- chance: 0.70 # 70% 几率获得普通宝藏
cooldown: 60
actions:
- "[MESSAGE] &a你钓上来一个沉甸甸的箱子!"
- "[CONSOLE] give %player% emerald 5"
- chance: 0.25 # 25% 几率获得稀有宝藏
cooldown: 600
actions:
- "[MESSAGE] &b你钓上来一个附有魔法的箱子!"
- "[CONSOLE] give %player% trident 1"
- "[SOUND] ENTITY_FISHING_BOBBER_SPLASH:1.0:0.5"
- chance: 0.05 # 5% 几率获得传说宝藏
cooldown: 86400 # 每天只能获得一次
actions:
- "[BROADCAST] &6恭喜玩家 %player% 钓上来了传说中的海王宝藏!"
- "[GIVE] minecraft:enchanted_book 1 {StoredEnchantments:[{id:\"minecraft:mending\",lvl:1}]}"
master_crafter:
type: "CRAFTING"
chance: 1.0
conditions:
ITEM_TYPE: "DIAMOND_BLOCK"
outcomes:
- chance: 1.0
actions:
- "[MESSAGE] &d你感受到了工匠之魂的祝福!"
- "[CONSOLE] xp add %player% 100"
# ===================================================================
# IV. 世界事件 (村庄袭击)
# ===================================================================
raid_victory:
type: "RAID_FINISH"
chance: 1.0 # 每次袭击结束都触发
conditions:
OUTCOME: "VICTORY" # 条件: 袭击胜利
outcomes:
- chance: 1.0
actions:
# 使用 %raid_world% 占位符
- "[BROADCAST] &a英雄们成功保卫了 %raid_world% 的一座村庄!他们将获得奖励!"
# 使用特殊执行器,为所有参与者执行指令
- "[ALL_PARTICIPANTS_CONSOLE] eco give %player% 500"
- "[ALL_PARTICIPANTS_MESSAGE] &6由于你的英勇表现,你获得了 &e500 &6金币的奖励!"
raid_defeact:
type: "RAID_FINISH"
chance: 1.0 # 每次袭击结束都触发
conditions:
OUTCOME: "DEFEACT" # 条件: 袭击失败
outcomes:
- chance: 1.0
actions:
# 使用 %raid_world% 占位符
- "[BROADCAST] &a %raid_world% 的一座村庄被破坏!他们将获得惩罚!"
forest_encounter:
type: "WALKING" # 类型: 走路
chance: 0.01 # 每次有效移动检测时,有 1% 的几率触发
conditions:
# 新增条件: 玩家所在的生物群系
BIOME: "FOREST"
outcomes:
- chance: 1.0
cooldown: 120 # 2分钟冷却
actions:
- "[MESSAGE] &2你似乎在森林中听到了神秘的低语..."
- "[SOUND] ENTITY_WOLF_HOWL:1.0:0.8"
high_altitude_currents:
type: "FLIGHT"
chance: 0.05 # 5% 的几率
conditions:
# 条件: 玩家必须在 Y=150 以上的高度飞行
# (注意: 这是一个简化的示例,具体的Y坐标条件需要代码支持)
# 我们将通过其他方式实现高度检查,这里仅作展示
outcomes:
- chance: 1.0
cooldown: 60
actions:
- "[MESSAGE] &b你乘上了一股高空的气流!"
- "[POTION] SLOW_FALLING:100:0" # 给予缓降效果
- "[CONSOLE] particle minecraft:cloud %x% %y% %z% 5 2 5 0.1 50"
demolition_expert:
type: "PLAYER_EXPLOSION" # 类型: 玩家制造爆炸
chance: 1.0 # 每次都触发
conditions:
# 新增条件: 爆炸的来源
EXPLOSION_SOURCE: "TNT"
outcomes:
- chance: 0.1 # 10% 的几率不消耗TNT
cooldown: 30
actions:
- "[MESSAGE] &c你的爆破技术出神入化,这次没有消耗任何材料!"
- "[GIVE] TNT 1"
sweet_dreams:
type: "SLEEPING" # 类型: 睡觉
chance: 0.1 # 每次睡觉有 10% 的几率做个美梦
# 无特殊条件,任何时间任何地点睡觉都可能触发
outcomes:
- chance: 1.0
cooldown: 600 # 10分钟冷却
actions:
- "[MESSAGE] &e你做了一个甜美的梦,醒来后感觉精力充沛!"
- "[SOUND] BLOCK_NOTE_BLOCK_CHIME:1.0:1.5"
# 给予一个持续3分钟的生命恢复I效果
- "[POTION] REGENERATION:3600:0"
swamp_nightmare:
type: "SLEEPING"
chance: 0.05 # 5% 的几率做噩梦,应该比美梦更稀有
conditions:
# 条件: 玩家必须在沼泽生物群系睡觉
BIOME: "SWAMP"
outcomes:
- chance: 1.0
cooldown: 300 # 5分钟冷却
actions:
- "[MESSAGE] &8沼泽的湿气让你陷入了噩梦...醒来后感觉有些疲惫。"
- "[SOUND] ENTITY_GHAST_SCREAM:0.8:0.5"
# 给予一个持续1分钟的挖掘疲劳I效果
- "[POTION] MINING_FATIGUE:1200:0"
restless_night:
type: "SLEEPING_TICK" #
chance: 0.15 # 每 5 秒有 15% 的几率触发
conditions:
# 可以在这里加条件,例如必须在特定世界
# WORLD: "world_nether"
outcomes:
- chance: 0.7 # 70% 几率是普通梦境
cooldown: 60
actions:
- "[MESSAGE] &7你辗转反侧,思绪万千..."
- "[SOUND] AMBIENT_CAVE:1.0:1.2"
- chance: 0.3 # 30% 几率是噩梦
cooldown: 300
actions:
- "[MESSAGE] &4你突然惊醒,似乎梦到了什么可怕的东西!"
- "[SOUND] ENTITY_GHAST_SCREAM:0.8:0.5"
- "[POTION] WEAKNESS:600:0" # 给予30秒的虚弱