SPluginsSPlugins

本页面借助 AI 从英文翻译而来。改进此翻译或阅读英文原文。

玩家与目标命令

警告

你需要知道,默认情况下所有命令都由控制台执行,因此如果你希望由玩家执行命令,请在前面添加 SUDO 或 SUDO_OP。

(点击 SUDO 或 SUDO_OP 了解更多信息)


请不要对原版命令和 CUSTOM COMMANDS 使用此选项,若要正确使用原版命令,请前往 FAQ 中的“如何使用原版命令”,

提示

原版命令的“多世界”兼容性。

execute in <<NAMEOFYOUR_WORLD>> run ...

示例:你想在世界 SsomarWorld 中生成一只 Zombie:

execute in <<SsomarWorld>> run summon zombie 100 50 100

使用占位符的示例:

execute in <<%player_world%>> run summon zombie 100 50 100

信息

想在命令中保留原始 HEX 形式吗?请在命令中添加标签 BRUT_HEX。它可以放在命令行的任何位置,但建议放在命令的最前面,以免造成混淆。

信息

默认情况下,如果玩家离线,所有命令都不会被执行。(命令会在玩家连接时执行)

但你可以在命令中添加标签 [<OFFLINE>] 来解除此限制。

(对 broadcast、boost、giveall 等命令非常有用……)

示例:

  • [<OFFLINE>] broadcast hello !
  • [<OFFLINE>] execute at %player% run setblock %block_x_int%+3 %block_y_int%-1 %block_z_int%-14 minecraft:air
信息

如果你希望在玩家断开连接时清除命令,可以使用 [<CLEAR_IF_DISCONNECT>]

示例:

  • [<CLEAR_IF_DISCONNECT>] say meow

混合命令

除了以下命令列表之外,你还可以使用:

docs/tools-for-all-plugins-score/custom-commands/mixed-commands-player-and-entity

这些命令可用于玩家相关命令或实体相关命令。

自定义命令

按字母顺序排列

ABSORPTION

  • 信息:给予玩家吸收效果
  • 命令设置:
    • {amount}:吸收半颗心的数量。支持负值以移除。
    • {time}:效果持续时间(以 tick 为单位)。若希望无限持续,请留空或设为 "0"。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ABSORPTION amount:5 time:200 # Gives the player absorption
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - ABSORPTION amount:5 time:200 # Gives the target absorption
警告

你的 MAX_ABSORPTION 属性值必须大于 0!

输入以下命令检查该值:/attribute PLAYER_NAME minecraft

_absorption base get

你可以输入以下命令来提高它:/attribute PLAYER_NAME minecraft

_absorption base set 20

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    # You can do that to temporary up the max_absorption value of the player
    - minecraft:attribute %player% minecraft:max_absorption base set 5**
    - ABSORPTION amount:5 time:200
    - DELAY_TICK 200
    - minecraft:attribute PLAYER_NAME minecraft:max_absorption base set 0
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    # You can do that to temporary up the max_absorption value of the target
    - minecraft:attribute %player% minecraft:max_absorption base set 5
    - ABSORPTION amount:5 time:200
    - DELAY_TICK 200
    - minecraft:attribute PLAYER_NAME minecraft:max_absorption base set 0

ACTIONBAR

  • 信息:显示动作栏,包含你的文本和剩余时间(59、58、57……)。
  • 命令设置:
    • {text}:要显示的文本
    • {delay}:持续时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - `ACTIONBAR &6Hey &e%player% ! 10` # Sends an ACTIONBAR to the player
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - `ACTIONBAR &6Hey &e%player% ! 10`# Sends an ACTIONBAR to the target

ADD_ITEM_ATTRIBUTE

  • 信息:以加法或减法运算为物品添加属性。
  • 命令设置:
    • {slot}:应用的栏位。-1 表示主手
    • {attribute}:你想添加的属性。属性列表
    • {value}:运算的值
    • {equipmentSlot}:属性生效的栏位。EquipmentSlot 列表
    • {mode}:选择添加模式
      • mode:ADD:将属性添加到物品
      • mode:OVERRIDE:移除物品上相同类型的现有属性,并将该属性添加到物品
      • mode:STACK:与物品上已有的属性叠加,如果不存在则添加
    • affectDefaultAttributes:true 或 false # 为 true 时,OVERRIDE 模式也会覆盖默认属性,而 stack 模式则允许与默认属性叠加(绿色)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ADD_ITEM_ATTRIBUTE slot:%slot% attribute:GENERIC_ATTACK_DAMAGE value:1.0 equipmentSlot:HAND mode:ADD # Add this attribute to the player
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - ADD_ITEM_ATTRIBUTE slot:%slot% attribute:GENERIC_ATTACK_DAMAGE value:1.0 equipmentSlot:HAND mode:STACK affectDefaultAttributes: true # Add this attribute to the target

ADD_ITEM_ENCHANTMENT

  • 信息:在指定栏位的物品上添加指定等级的附魔
  • 命令设置:
    • {slot}:应用的栏位。-1 表示主手
    • {enchantment}:你想应用的附魔,不要使用空格,使用 Minecraft 的附魔名称而不是显示名称。附魔
    • {level}:附魔的等级
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ADD_ITEM_ENCHANTMENT slot:-1 enchantment:unbreaking level:1 
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - ADD_ITEM_ENCHANTMENT slot:-1 enchantment:unbreaking level:1

ADD_ITEM_LORE

  • 信息:添加一行 lore
  • 命令设置:
    • {slot}:应用的栏位。-1 表示主手
    • {text}:新 lore 行的文本
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ADD_ITEM_LORE slot:%slot% text:&7Item of %player%
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    playerCommands:
    - ADD_ITEM_LORE slot:%slot% text:&7Item of %target% added by %player%

BOOTS

  • 信息:将你主手中的物品放入靴子栏位。(如果物品带有“绑定诅咒”则无效)
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - BOOTS

BOSSBAR

  • 信息:创建一个持续一定时间的 bossbar 文本。
  • 命令设置:
    • {time}:bossbar 的持续时间(以 tick 为单位)
    • {color}:bossbar 文本的颜色
    • {text}:bossbar 上的文本(使用下划线 "_" 在参数中添加空格。)
    • {count}:你希望计数的次数
      • 如果存在此选项,则时间参数不再起作用
    • {countTicks}:true/false,表示是否改为以 tick 或以秒计数
    • {countOrder}:
      • ascending:计时器从 0 开始计数
      • descending:计时器从给定的值开始倒计时
    • {overrideMode}:
      • NO_OVERRIDE:不覆盖其他 Bossbar
      • OVERRIDE_ALL:覆盖 SCore 发送的所有其他 BossBar
      • OVERRIDE_SAME_TEXT:覆盖 SCore 发送的包含相同文本的其他 Bossbar
    • {barProgress}:(默认值 = 1.0)进度条的初始进度(0.0 到 1.0)。同时适用于静态进度条和倒计时进度条(仅限 descending 倒计时)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - BOSSBAR time:200 color:RED text:This_is_a_bossbar text
    - BOSSBAR time:20 color:BLUE text:Hello_world count:50 countTicks:true countOrder:ascending
    - BOSSBAR time:200 color:RED text:This is a bossbar text overrideMode:OVERRIDE_SAME_TEXT
    - BOSSBAR time:200 color:GREEN text:Half filled bar barProgress:0.5

CANCEL_PICKUP

  • 信息:在一段时间内禁止玩家拾取物品
  • 命令设置:
    • {time}:玩家在多少 tick 之后才能再次拾取物品
    • {material}:如果设置,玩家只是无法拾取指定的材质,如果为 null 则无法拾取任何物品
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - CANCEL_PICKUP time:600
    - CANCEL_PICKUP time:600 material:stone
信息

在设置了 tick 时间之后,重置此命令的唯一方法是重载或重启服务器。如果你希望有重置的方法,请在 Discord 的 #suggestions 频道中提出建议。

CHAT

  • 信息:以玩家的身份向聊天发送一条消息
  • 命令设置:
    • {text}:要发送的文本
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - CHAT &6Hello !!

CHESTPLATE

  • 信息:将你主手中的物品放入胸甲栏位。(如果物品带有“绑定诅咒”则无效)
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - CHESTPLATE

CLOSE_INVENTORY

  • 信息:为玩家关闭物品栏
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - CLOSE_INVENTORY

CROPS_GROWTH_BOOST

  • 信息:加速你周围作物的生长
  • 命令设置:
    • {radius}:加速的半径(默认 5)
    • {delay}:每次生长加速之间的延迟(以 tick 为单位)
    • {duration}:整个加速的持续时间(以 tick 为单位)
    • {chance}:应用加速时方块生长的几率
  • 示例:

以下命令会每 10 tick 产生一次生长加速,共 20 次。
应用加速时,半径内的所有方块都有 50% 的几率生长。

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - CROPS_GROWTH_BOOST radius:5 delay:10 durations:200 chance:50

DISABLE_FLY_ACTIVATION

  • 信息:禁止玩家使用飞行(使用鞘翅滑翔不被视为飞行)
  • 命令设置:
    • {time}:效果的持续时间(以秒为单位)
  • 示例:(下面的命令会在 1 分钟内禁用飞行的激活)
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - DISABLE_FLY_ACTIVATION time:60

DISABLE_GLIDE_ACTIVATION

  • 信息:在一段时间内禁止使用鞘翅
  • 命令设置:
    • {time}:效果的持续时间(以秒为单位)
  • 示例:(下面的命令会在 20 秒内禁用鞘翅)
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - DISABLE_GLIDE_ACTIVATION time:20

EICOOLDOWN

  • 信息:为指定的 ExecutableItems 应用冷却
  • 命令设置:
    • {PLAYER}:命令的目标玩家
    • {ID}:ExecutableItem 的 id,或使用 "all" 表示所有 ExecutableItems
    • {DURATION}:时间长度
    • {boolean TICKS}:(默认值:false)如果为 false,duration 参数的值将视为秒。如果为 true,则视为 tick。
    • [optional activator id]:(可选)你可以将其应用于指定的激活器 id
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - EICOOLDOWN %player% thisismyid 10 true # For the ExecutableItem thisismyid 
    - EICOOLDOWN %player% all 10 true # For all ExecutableItems
信息

EICOOLDOWN 只能添加冷却:当同一激活器上同时运行多个冷却时,以最长的为准。若要缩短或移除冷却,请使用 EICOOLDOWN_RESET。

EICOOLDOWN_RESET

  • 信息:移除玩家某个 ExecutableItem 的冷却(其所有激活器,或仅某一个激活器)。原版的视觉冷却(enableVisualCooldown)也会被重置。
  • 命令设置:
    • {PLAYER}:命令的目标玩家
    • {ID}:ExecutableItem 的 id,或使用 "all" 表示所有 ExecutableItems
    • [optional activator id]:(可选)仅移除此激活器的冷却;其他激活器保留各自的冷却
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - EICOOLDOWN_RESET %player% thisismyid activator1 # Only activator1 of the ExecutableItem thisismyid
    - EICOOLDOWN_RESET %player% thisismyid # All the activators of thisismyid
    - EICOOLDOWN_RESET %player% all # All ExecutableItems

在控制台中,/score cooldowns clear EI:{ID}:{activator id} {player} 可对单个激活器执行相同的操作。

EBCOOLDOWN

  • 信息:为指定的 ExecutableBlocks 应用冷却
  • 命令设置:
    • {PLAYER}:命令的目标玩家
    • {ID}:ExecutableBlocks 的 id,或使用 "all" 表示所有 ExecutableBlocks
    • {DURATION}:时间长度
    • {boolean TICKS}:(默认值:false)如果为 false,duration 参数的值将视为秒。如果为 true,则视为 tick。
    • [optional activator id]:(可选)你可以将其应用于指定的激活器 id
  • 示例:
activators:**
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - EBCOOLDOWN %player% thisismyid 10 true # For the ExecutableBlock thisismyid 
    - EBCOOLDOWN %player% all 10 true # For all ExecutableBlocks

EECOOLDOWN

  • 信息:为指定的 ExecutableEvents 应用冷却
  • 命令设置:
    • {PLAYER}:命令的目标玩家
    • {ID}:ExecutableEvent 的 id,或使用 "all" 表示所有 ExecutableEvents
    • {DURATION}:时间长度
    • {boolean TICKS}:(默认值:false)如果为 false,duration 参数的值将视为秒。如果为 true,则视为 tick。
    • [optional activator id]:(可选)你可以将其应用于指定的激活器 id
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - EECOOLDOWN %player% thisismyid 10 true # For the ExecutableEvent thisismyid 
    - EECOOLDOWN %player% all 10 true # For all ExecutableEvents

FIREWORK_BOOST

  • 信息:如果施放者在使用鞘翅滑翔时执行此命令,将生成一枚烟花火箭,效果类似于玩家在滑翔时右键手中的烟花以获得推进距离。
  • 命令设置:
    • {duration}:烟花的存在时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - FIREWORK_BOOST 20

FLY OFF

  • 信息:禁用玩家的创造模式飞行,如果玩家在空中被禁用飞行,玩家将被传送到其下方可站立的方块上。
  • 命令设置:
    • [teleportOnTheGround]:(可选)(默认值 = true)是否将玩家传送到地面
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - FLY_OFF teleportOnTheGround:true

FLY_ON

  • 信息:给予玩家创造模式飞行
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - FLY_ON

FORMAT_ENCHANTMENTS

  • 信息:格式化你 lore 中的所有附魔
  • 命令设置:
    • {slot}:目标栏位(-1 表示主手)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - FORMAT_ENCHANTMENTS %slot%

->

GIVE_MONEY

  • 信息:给予玩家金钱
    • 需要 Vault 插件
  • 命令设置:
    • amount:要给予的数额
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - GIVE_MONEY amount:50.0

GRAVITY_DISABLE

  • 信息:停止玩家的重力,使玩家不会向下“坠落”或向上移动。
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - GRAVITY_DISABLE
    - DELAY 5
    - GRAVITY_ENABLE

GRAVITY_ENABLE

  • 信息:重新启用玩家的重力,使玩家正常下落。
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - GRAVITY_DISABLE
    - DELAY 5
    - GRAVITY_ENABLE
  • 信息:将你主手中的物品放入头部栏位。(如果物品带有“绑定诅咒”则无效)
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - HEAD

JOBS_MONEY_BOOST

  • 信息:临时增加获得的金钱。适用于 Jobs reborn
  • 命令设置:
    • {multiplier}:倍率值
    • {time}:加成的持续时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - JOBS_MONEY_BOOST multiplier:2.0 time:10
信息

倍率不会影响 Jobs 动作栏中显示的数值。此命令的倍率仅在 Jobs 插件决定增加所获得的金钱、经验和点数时才会生效。

如果多次执行,且每次加成的持续时间足够长,所有正在进行的加成都可以叠加。

JOBS_XP_BOOST

  • 信息:临时倍增 Jobs 插件的经验获取。适用于 Jobs reborn
  • 命令设置:
    • {multiplier}:经验倍率值(例如 2.0 表示双倍经验)
    • {time}:加成失效前的持续时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - JOBS_XP_BOOST multiplier:2.0 time:10
信息

倍率不会影响 Jobs 动作栏中显示的数值。此命令的倍率仅在 Jobs 插件决定增加所获得的金钱、经验和点数时才会生效。

如果多次执行,且每次加成的持续时间足够长,所有正在进行的加成都可以叠加。

信息

此命令支持多个加成以乘法方式叠加。

LAUNCH

  • 信息:发射一个自定义弹射物。参考
  • 列表:
弹射物类型 * ARROW * DRAGONFIREBALL * EGG * ENDERPEARL * FIREBALL * LARGEFIREBALL * LINGENRINGPOTION * LLAMASPIT * SHULKERBULLET(仅适用于 1.12+) * SIZEDFIREBALL * SNOWBALL * TRIDENT * WITHERSKULL
  • 命令设置:
    • {projectile}:弹射物的类型,或 SCore 中的自定义弹射物 ID(参考)
    • [angleRotationVertical]:(可选)(默认值 = 0)(单位为度)定义实体发射的方向
    • [angleRotationHorizontal]:(可选)(默认值 = 0)(单位为度)定义实体发射的方向
    • [velocity]:(可选)(默认值 = 1)自定义弹射物的速度(在 1.8 到 1.12 上也有效)
    • [name]:(可选)给发射出的弹射物设置的自定义名称,例如用于稍后在条件中识别它(name:&cFire_ball)。
    • [strictYaw]:(可选)(单位为度)发射的水平方向,用于代替玩家注视的方向(0 = 南,90 = 西,180 = 北,-90 = 东)。angleRotation... 设置会叠加到该值上。
    • [strictPitch]:(可选)(单位为度)发射的垂直方向,用于代替玩家注视的方向(0 = 正前方,-90 = 向上,90 = 向下)。angleRotation... 设置会叠加到该值上。
      • VERSION 它还会改变火球(FIREBALL、SIZEDFIREBALL、LARGEFIREBALL、DRAGONFIREBALL、WITHERSKULL)的速度:velocity:2 飞行速度为两倍,velocity:1 保持原版速度。1.20.5 之前火球保持原版速度。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - LAUNCH projectile:My_Custom_Proj velocity:5
  • 多重发射示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - LAUNCH projectile:WITHERSKULL
    - LAUNCH projectile:WITHERSKULL angleRotationVertical:20
    - LAUNCH projectile:WITHERSKULL angleRotationVertical:-20
  • 示例:无论玩家向上还是向下看,始终笔直向前(水平)投掷,并使用带名称的弹射物:
activators:
  activator0:
    option: PLAYER_RIGHT_CLICK
    playerCommands:
    - LAUNCH projectile:SNOWBALL strictPitch:0 name:Frost_Ball
信息

如果你在激活器 PLAYER_LAUNCH_PROJECTILE 中使用 LAUNCH 命令,并且该弹射物是由弓发射的,那么通过自定义 LAUNCH 命令发射的弹射物将保持相同的速度。

信息

如果你使用 SHULKERBULLET 作为弹射物类型,它会选取施放者的光标作为目标。否则,它会以距离施放者最近的实体为目标。

警告

当前问题:

  • Shulker Bullets 无法在 1.9.4、1.10.2、1.11.2 中使用。1.12 及以上版本应该没有问题,只是需要创建一个 SCore 弹射物,才能让 Shulker Bullet 获得正确的飞行速度。

LEGGINGS

  • 信息:将你主手中的物品放入护腿栏位。(如果物品带有“绑定诅咒”则无效)
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - LEGGINGS

LOCATED_LAUNCH

  • 信息:在指定位置发射弹射物
  • 命令设置:
    • {projectileType}:弹射物的类型,或 SCore 中的自定义弹射物 ID(参考)
    • [frontValue]:(可选)(默认值 = 0)正值 = 前,负值 = 后,前后位置。例如,如果你想让弹射物在你面朝方向 5 格远的地方生成,请使用较大的正值
    • [rightValue]:(可选)(默认值 = 0)右 = 正值,负值 = 左,左右位置。例如,如果你想让弹射物在你的左侧生成,请使用较大的负值
    • [yValue]:(可选)(默认值 = 0)弹射物在你的 Y 坐标上方多高的位置生成。
    • [velocity]:(可选)(默认值 = 1)弹射物的飞行速度。将值设为 0 可使弹射物在生成后向下坠落。
    • [angleRotationVertical]:(可选)(默认值 = 0)VERSION 你可以为弹射物添加垂直旋转(单位为度)
    • [angleRotationHorizontal]:(可选)(默认值 = 0)VERSION 你可以为弹射物添加水平旋转(单位为度)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - LOCATED_LAUNCH projectile:ARROW frontValue:0 rightValue:0 yValue:0 velocity:1 angleRotationVertical:0 angleRotationHorizontal:0

MINECART_BOOST

  • 信息:在你乘坐矿车时为你加速(效果接近驶上动力铁轨时)
  • 命令设置:
    • {boost}:加速的速度
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - MINECART_BOOST boost:10

MIX_HOTBAR

  • 信息:打乱玩家的快捷栏
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - MIX_HOTBAR

MODIFY_DURABILITY

  • 修改指定栏位中指定物品的耐久度
  • 命令设置:
    • {modification}:正值表示增加耐久度,负值表示减少耐久度
    • {slot}:物品的栏位编号(-1 表示手持栏位)
    • {supportUnbreaking}:(true 或 false)是否支持耐久附魔
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - MODIFY_DURABILITY modification:-1 slot:%slot% supportUnbreaking:true

OPEN_CHEST

  • 信息:在选定位置打开箱子或木桶
  • 命令设置:
    • {world}:世界名称
    • {x}:X 坐标
    • {y}:Y 坐标
    • {z}:Z 坐标
    • [bypassProtections]:(可选)(默认值 = false)即使箱子受到保护,是否仍然打开
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - OPENCHEST VanillaWorld 100 100 100

OPEN_ENDERCHEST

  • 信息:为运行该激活器的玩家打开末影箱
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - OPEN_ENDERCHEST

OPEN_WORKBENCH

  • 信息:为运行该激活器的玩家打开工作台
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - OPEN_WORKBENCH

OXYGEN

  • 信息:给予目标氧气
  • 命令设置:
    • {time}:你想给予的氧气持续时间(以 tick 为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - OXYGEN time:200

PROJECTILE_CUSTOMDASH1

  • 信息:类似于 CUSTOMDASH1,但 xyz 会被替换为距离你最近的弹射物的 xyz 坐标。
  • 命令设置:
    • {fallDamage}:你是否会受到摔落伤害(如果你忘记设置 true 或 false,默认值为 false。若要受到摔落伤害,请将其设为 true)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - PROJECTILE_CUSTOMDASH1 fallDamage:false

REGAIN_FOOD

  • 信息:给予你指定数量的饱食度/饱和度
  • 命令设置:
    • {amount}:你想获得的饱和度点数。使用负值来减少饥饿点数
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REGAIN_FOOD amount:5

REGAIN_MAGIC

  • 信息:给予玩家指定数值的指定 Ecoskills 魔法值。
  • 命令设置:
    • {ecoSkillsMagicID}:Ecoskills 魔法的 ID。
    • {amount}:要获得的数量。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REGAIN_MAGIC ecoSkillsMagicID:mana amount:15
信息

支持负值。

REGAIN_SATURATION

  • 信息:给予你指定数量的饱和度
  • 命令设置:
    • {amount}:你想给予的饱和度数量
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REGAIN_SATURATION amount:10

REMOVE_ENCHANTMENT

  • 信息:移除某个栏位上的附魔
  • 命令设置:
    • {slot}:要移除附魔的栏位(-1 表示手持栏位)
    • {enchantment}:要移除的附魔(ALL 表示所有附魔)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REMOVE_ENCHANTMENT slot:-1 enchantment:ALL

REMOVE_LORE

  • 信息:移除一行 lore
  • 命令设置:
    • {slot}:要移除 lore 的栏位(-1 表示手持栏位)
    • {line}:你想移除的行
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REMOVE_LORE slot:1 line:5

REPLACE_BLOCK

  • 信息:将玩家正在注视的方块替换为另一种方块
  • 命令设置:
    • {material}:方块 ID(支持方块状态)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - REPLACE_BLOCK STONE_BRICKS
    - REPLACE_BLOCK WATER[LEVEL=0]

SEND_BLANK_MESSAGE

  • 信息:向你发送一条空白消息
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SEND_BLANK_MESSAGE

SEND_MESSAGE

  • 信息:向你发送一条消息
  • 命令设置:
    • {message}:你想发送的消息
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    playerCommands:
    - SEND_MESSAGE text:&fThis is a somewhat random text.
    - SEND_MESSAGE text:<yellow>Hello </yellow><blue>World</blue><yellow>!</yellow> # MiniMessage Suported, but dont use MiniMessage + vanilla at the same time

SEND_CENTERED_MESSAGE

  • 信息:向你发送一条在聊天中居中的消息
  • 命令设置:
    • {message}:你想发送的消息
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SEND_CENTERED_MESSAGE text:&fThis is a somewhat random text.
    - SEND_CENTERED_MESSAGE text:<yellow>Hello </yellow><blue>World</blue><yellow>!</yellow> # MiniMessage Suported, but dont use MiniMessage + vanilla at the same time

SET_ARMOR_TRIM

  • 信息:为指定栏位设置带有指定图案的盔甲纹饰
  • 命令设置:
    • {slot}:应用命令的栏位(栏位 -1 表示主手)
    • {pattern}:纹饰的图案(如果为 'null' 或 'remove',将移除当前图案)。TrimPattern 列表
    • {patternMaterial}:图案的材料。TrimMaterial 列表
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ARMOR_TRIM slot:38 pattern:vex patternMaterial:netherite
    - SET_ARMOR_TRIM slot:38 pattern:null #to clear the armor trim

SET_BLOCK

  • 信息:在玩家所指向的方块上放置一个方块
  • 命令设置:
    • {blockface}:你可以指定或不指定 blockFace,例如强制在上方放置。BlockFaces
    • {material}:方块 ID(支持方块状态)
    • {bypassProtection}:即使玩家没有权限,是否仍然放置该方块
    • [whitelistCurrentBlock]:(可选)(默认值 = 可在所有类型的方块上放置)当前方块必须匹配才会被替换的方块列表
      • 示例:
      • AIR, WATER
      • !STONE, !COBBLESTONE
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_BLOCK blockface:UP material:OAK_WOOD
    - SET_BLOCK material:FURNACE[LIT=TRUE]
    - SET_BLOCK material:GOLD_BLOCK whitelistCurrentBlock:SAND,DIRT

SET_BLOCK_POS

  • 信息:在指定位置放置一个方块
  • 命令设置:
    • {x}:X 坐标
    • {y}:Y 坐标
    • {z}:Z 坐标
    • {material}:方块的材质
    • [bypassProtection]:(可选)(默认值 = false)是否绕过区域、领地、岛屿保护
    • [replace]:(可选)(默认值 = true)如果该位置已有方块,是否替换它
    • [whitelistCurrentBlock]:(可选)(默认值 = 可在所有类型的方块上放置)当前方块必须匹配才会被替换的方块列表
      • 示例:
      • AIR, WATER
      • !STONE, !COBBLESTONE
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_BLOCK_POS x:0 y:0 z:0 material:STONE bypassProtection:false replace:true
    - SET_BLOCK_POS x:0 y:0 z:0 material:GOLD_BLOCK whitelistCurrentBlock:SAND,DIRT

SET_EQUIPPABLE_MODEL

  • 信息:设置指定栏位中物品的 equippable 模型数据
  • 命令设置:
    • {slot}:目标物品所在的栏位编号
    • {model}:你希望分配给物品的装备模型名称
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_EQUIPPABLE_MODEL slot:-1 model:minecraft:diamond

SET_EXECUTABLE_BLOCK

  • 信息:类似 Setblock,但用于 Executable Blocks。(必须安装 EXECUTABLE BLOCKS)
  • 命令设置:
    • {id}:你要放置的 executable block 的 ID
    • {x}:X 坐标
    • {y}:Y 坐标
    • {z}:Z 坐标
    • {world}:世界名称
    • [replace]:(可选)(默认值 = true)是否替换指定坐标上已有的方块
    • [bypassProtection]:(可选)(默认值 = false)是否绕过 worldguard 等保护
    • [ownerUUID]:(可选)(默认值 = 无所有者)该 executable block 的所有者的 uuid
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_EXECUTABLE_BLOCK id:Mithril_Ore x:%block_x_int% y:%block_y_int% z:%block_z_int% world:%block_world% replace:false bypassProtection:true ownerUUID:%player_uuid%

SET_ITEM_COLOR

  • 信息:为物品设置指定颜色(可染色的物品,如皮革盔甲 / 烟火之星)
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_COLOR slot:1 color:0

SET_ITEM_ATTRIBUTE

  • 信息:为物品设置一个属性。
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {attribute}:你想添加的属性。属性
    • {value}:运算的值
    • {equipmentSlot}:属性所在的栏位 EquipmentSlots
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_ATTRIBUTE slot:%slot% attribute:GENERIC_ARMOR value:10 equipmentSlot:CHEST

SET_ITEM_COOLDOWN

  • 给予玩家/目标某个物品的冷却
  • 命令设置:
    • {material or group}:材质的类型或分组。分组的更多信息
    • {cooldown}:冷却时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_COOLDOWN material:ENDER_PEARL cooldown:10
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_COOLDOWN group:my_cooldown_group cooldown:10

SET_ITEM_CUSTOM_MODEL_DATA

  • 信息:为指定物品设置指定的 custom model data
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {customModelData}:customModelData 的值
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_CUSTOM_MODEL_DATA slot:10 customModelData:10

SET_ITEM_LORE

  • 信息:设置一行 lore
  • 命令设置:
    • {slot}:栏位编号(-1 表示主手)

  • {line}:如果你想设置第一行 lore,请输入 1
  • {text}:新的行文本
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_LORE slot:%slot% line:3 text:&6LEGENDARY SWORD

SET_ITEM_MATERIAL

VERSION

  • 将物品的材质替换为另一种材质,同时保留目标物品的 nbt
  • 命令设置:
    • {slot}:栏位编号(-1 表示主手)

  • {material}:你希望物品变成的材质
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_MATERIAL slot:10 material:DIAMOND_HOE

SET_ITEM_MODEL

  • 信息:为指定栏位中的物品设置自定义模型
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {model}:你想应用到目标物品的模型值
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_MODEL slot:-1 model:minecraft:stone

SET_ITEM_NAME

  • 信息:为指定栏位中的物品设置自定义名称
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {name}:物品的新名称
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_NAME slot:%slot% name:&eThis is the new name of the item

SET_ITEM_POTIONCOLOR

  • 信息:为指定栏位中的药水物品设置自定义颜色
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {color}:你想应用的颜色。关于颜色,请前往 https://www.tydac.ch/color/ 并获取你所选颜色的 MapInfo Color 值。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_POTIONCOLOR slot:%slot% color:10944256

SET_ITEM_TOOLTIPSTYLE

  • 信息:设置栏位中物品的自定义 tooltip 样式。
  • 命令设置:
    • {slot}:应用的栏位。(-1 表示主手)
    • {tooltipModel}:(默认值:namespace:id)tooltip 的 id。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_ITEM_TOOLTIPSTYLE slot:-1 tooltipModel:namespace:id

SET_PLAYER_TIME

  • 信息:设置玩家的时间,而不影响服务器端的时间。
  • 命令设置:
    • {time}:时间值。输入 -1 可将玩家的时间重置为依赖服务器端时间。
    • {relative}:(默认值:false)如果不为 true,将按字面意义把用户视角的时间设置为该值。如果为 true,则会取世界当前时间并加上所提供的值,作为你当前视角的时间。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_PLAYER_TIME time:6000 relative:false

SET_PLAYER_WEATHER

  • 信息:设置玩家的天气,而不影响服务器端的时间。
  • 命令设置:
    • {weather The time value}:设置玩家视角中的天气
      • 选项:
        • RESET:恢复为服务器端的天气
        • DOWNFALL:根据生物群系下雨或下雪
        • CLEAR:晴天,有云但无降水。
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_PLAYER_WEATHER weather:CLEAR

SET_TEMP_BLOCK_POS

  • 信息:设置一个临时方块
  • 命令设置:
    • {x}:X 坐标
    • {y}:Y 坐标
    • {z}:Z 坐标
    • {world}:世界名称
    • {material}:方块 ID
    • {time}:时间(以 tick 为单位)
    • [bypassProtection]:(可选)(默认值 = false)是否忽略第三方干预
    • [whitelistCurrentBlock]:(可选)(默认值 = 可在所有类型的方块上放置)需要留意的方块列表
      • 示例:
      • AIR, WATER
      • !STONE, !COBBLESTONE
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SET_TEMP_BLOCK_POS x:%entity_x% y:%entity_y% z:%entity_z% world:%entity_world% material:BEDROCK time:40 bypassProtection:true whitelistCurrentBlock:!AIR,!WATER
警告

它不会替换带有额外数据(物品栏、朝向等)的方块

SPAWN_ENTITY_ON_CURSOR

  • 信息:在你的光标位置生成实体
    • 你可以指定一个 EntityType
    • 或一个实体定义,例如:{HasVisualFire:1b,id:"minecraft:bee"}(1.21.+)
    • 或一个 MythicMob ID
  • 命令设置:
    • {entity}:实体的规格
    • {amount}:在该位置生成的生物数量
    • [maxRange]:(可选)(默认值 = 200)生成的最大范围
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SPAWN_ENTITY_ON_CURSOR entity:CREEPER amount:1
# With EntitySnapshot
- SPAWN_ENTITY_ON_CURSOR entity:{HasVisualFire:1b,id:"minecraft:bee"} amount:1

# With MythicMob ID
- SPAWN_ENTITY_ON_CURSOR entity:MyCustomBossID amount:1

SUDO

  • 信息:强制你执行一条命令
  • 命令设置:
    • {command}:要执行的命令
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SUDO sit
    - SUDO say hi

SUDO_OP

  • 信息:给予玩家 OP,以该玩家身份执行 SUDO,然后取消其 OP
  • 额外信息:在拥有 OP 期间,玩家只能执行 SUDOOP 之后指定的命令,玩家拥有 OP 时所有其他命令都会被阻止,即使服务器崩溃也没有问题。玩家重新连接时会被取消 OP。
  • 命令设置:
    • {command}:以 OP 身份执行的命令
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SUDO_OP summon zombie
    - SUDO_OP fly
    - SUDO_OP god
    - SUDO_OP /replacenear 20 tnt
危险

不建议大量使用此命令。正如本页顶部所述,如果你想执行原版命令,请使用 execute 命令(详见 FAQ 中的 如何使用原版命令)。

只有在确实没有其他选择时才使用 SUDOOP,它应该是你的最后手段,而不是首选。

SWAP_HAND

  • 信息:将当前物品与你副手中的物品互换
  • 无命令设置
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - SWAP_HAND

TRANSFER_ITEM

  • 信息:按栏位互换物品栏中的 2 个物品
  • 命令设置:
    • {slot of launcher}:第 1 个栏位的目标栏位
    • {slot of receiver}:第 2 个栏位的目标栏位

  • [boolean drop]:(可选)(默认值 = false)互换期间发射者的栏位是否会被丢弃

XP_BOOST

  • 信息:在一段时间内提升经验获取。
  • 命令设置:
    • {multiplier}:经验倍率值
    • {timeinsecs}:持续时间(以秒为单位)
  • 示例:
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - XP_BOOST 2 10
信息

请小心!此命令可以叠加,因此如果你多次执行此命令,且两次之间的时间不足以让上一次加成消失,你将获得越来越高的倍率。\

- XP_BOOST 2 5
- DELAY 1
- XP_BOOST 2 5

这意味着经验将按以下顺序被提升:

  • 1 秒:x2
  • 4 秒:x4
  • 1 秒:x2

立即试用

复制到 ExecutableItems 中并重载

摘自本页。将其粘贴到配置中,运行插件的重载命令,你就有了一个可以直接编辑的可用起点。

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ABSORPTION amount:5 time:200 # Gives the player absorption
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - ABSORPTION amount:5 time:200 # Gives the target absorption
ExecutableItems

本页使用的插件

ExecutableItems

带有能力、激活器和命令的自定义物品,无需写代码。

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创建于 2026年11月13日由 Ssomar 最后更新于 2026年11月13日
在 GitHub 上编辑此页