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[Adv JS] AdvanceMent JS Minecraft

2024-12-15 02:11:25|Myriagame |source:minecraft skins

Overview

This is a Kubejs expansion that directly operates the server progress.Although people who write progress can not be used, they do n’t want to use it.

The following is an example of progress operation [version 2.7.0]

Startup script

 advjsevents.trigger (event => {event.create ("advjs: get_adv") // How many matching is defined here, how much parameters need to be matched when triggered it //In the example, we defined two matching .match (advancement => advancement.getid () == "Minecraft: Story/SMELT_IRON") .match (playerName => Playername == "DEV") 

Server script

 Advjsevents.advancement (Event => {const {predicate, trigger} = Event; // Define the trigger instance const jump5times = Trigger. Tick (TriggerBuilder => TriggerBuilder.addstat (stats.Jump, stats.custom, {min: 5})); const bred_in_nether = trigger.bredanimals (triggerBuilder => {triggerBuilder.SetchildBypredicate (Predicate.entityFr omjson ({Stepping_ON: {Dimension: "The_Nether"}})});//Advjs Customize the instance of the trigger constroy_dirt = trigger.blockDestroyed (TriggerBuilder => TriggerBuilder.SetBlock ("DIRT"); // ST GET_ADV = Trigger.CUSTOM ("Advjs: Get_adv"); // Create the root root = event.create ("advjs: hell") .display (displaybuilder => {displayBuilder.Settitle ("Advancementjs")

DisplayBuilder.SetDescription ("Quick Example") DisplayBuilder.Seticon ("Diamond"). Criteria (Criteriabuilder => Criteriabuilder.add ("DiriR t ", destroy_dirt) // Advjs custom reward .rebleds (rewardsbuilder => rewardsbuilder.addeffect ("Absorption", 200); // Add word for the root range to root.addchild ("child1", childbuilder => {childbuilder .display (DisplayBuilder => {DisplayBuilder.Settitle (Text.red ("Holy")) DisplayBuilder.SetDescript (Text.red ("Hell Starts")}). Criteria (Criteriabuilder => {Criteriabuilder.SetStStrategy (Requiremennen tsstrategy.or) Criteriabuilder.add ("Bred", Bred_in_Nether)

criteriabuilder.add ("jump", jump5times) Criteriabuilder.add ("get_adv", get_adv) .Rwardsbuilder => {RWARDSBUI Lder.setRcipes ("Minecraft: Lodestone", "Minecraft: Brewing_STAND") reWARDSBUILERDER.SETETEXPERIENCE (100 (100)}) .Requireparentdone ()}); Event.remove ({icon: minecraft: lava_bucket "}); event.get (" Minecraft: Story/SMELT_IRON ") // AP Ply Office to Display .displayoffset (1, 1,true) .modifydisplay (DisplayBuilder => DisplayBuilder.Seticon ("Diamond_pickaxe"). ADDCHILD ("Child2", Childbuilder => {{{

Childbuilder .display (DisplayBuilder => {DisplayBuilder.Seticon ("Recovery_compass") DisplayBuilder.Settitle ('I Will Come Back!') Displaybuilder.setdescript (text.green ("good lucking") DisplayBuilder.Offset (-1, 0, 0, 0)}). Criteria (Criteriabuilder => Criteriabuilder.add ("GO_BACK_TO_HOME", Trigger.fromjson ({"trigger": "Minecraft: Changed_dimension", "Conditions": {"From": "Minecraft: THE_END",,

"To": "Minecraft: Overworld"}}))})});});) Advjsevents.lock (event => {event.Result ("stone_slab", "minecraft: story/smelt_iron");}) YEREVENTS.ADVANCEMENT (event => {const player = event.getplayer (); // The first parameter is used to match the Player Predicate. The rest of the parameters are your definition of the matchmtriggers.of ("advjs: get_adv")..getAdvancement (), Player.username)})

client script script

 // The linkage event with the reviewary (eventHorizon) Advjsevents.Revelation (event => {event.onflush ((Done, Removed, isfired) => {{ Event.player.SendSystemMamessage (textage.aqua (Done.size ()+"Advancement Has Done")) EVENT.Player.SENDSYSTEMMESSAGE (Text.red (Removed.size ()+"Advancement Has Removed") nt.player.sendSystemMessage (text.green (ISFIRST? "Is": "isn't"+"first flush")})})})}) 

This module supports thermal load

Just enter "/RELOAD" in the game after modifying the code

feature

Custom trigger trigger when the trigger BlockDestroyed: when the player destroys a block.

Playrtouch: Triggered when the player touches an entity.

bossevent: When the player adds a BOSS wartime trigger.

Increasedkillscore: When players are triggered when they kill the creature, it will check the scores obtained by the player

Custom reward

addeffect: The potion to be given

Custom condition

displayOffset: The configuration of the progress component shifts offset

Requireparentdone: Check whether the progress of the parent has been completed, otherwise the progress will not be triggered

Requireothersdone: Check whether all the progress you put

Renderings

Add new progress

Modify the already progress

Minecraft images

Minecraft images

Minecraft images

Minecraft images

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