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")client script scriptDisplayBuilder.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)})
// 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
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