2024-12-10 17:50:18|Myriagame |source:minecraft skins
Wiki: https://docs.blamejared.com/1.12/zh/mods/gamestages/docs.blamejared.com/docs.blamejared.com
Personal translation and coloring (in fact, you made your own notes when you were wiki, try to be as popular as possible, and hope to help the newcomers from getting started)
Gamesages is a framework (front) that helps integrate the process system (stage system) to integrate package creation system (stage system).
Various stages itself does not make much sense. You need to stipulate what the use of them can be played through the original script, such as setting the unlocking phase to unlock items.
Many mods can be configured according to whether the player has a certain stage to make different reactions.
How does it work
You have to understand this first: You do n’t need to be as rigorous as programming statements during the setting stage. You can name it freely, not to say that you must go to the official website to check what stages of names can be used.
You can grant a player at a certain stage as needed.
Many mods can see whether the player meets the requirements through the configuration and through the inspection phase.
Effective stage name
In order to ensure that your stage name is effective, the following requirements must be met.
1. It must be a string with at least one character and less than 65 characters.
2. It can only include lowercase characters.
3. It can only include Latin letters "0-9", "_" and ":".
4. Cannot include spaces! (You can divide the lines to divide words)
No inner ghost, come to instruction
/GameStage ADD
/GameStage Remove
/GameStage Clear
/GameStage Check
/GameStage Info -Show all stages you have unlocked.
Great player stage
1. Give the player stage through instructions:
/GameStage ADD
2. Graduate the player stage through the task module:
Most task mod allows you to use the "unlocking stage" as a mission reward.You can also write a script to award the player stage through the (on) specific trigger factor.
Creation phase limit
GameStages itself is just a front, if you want players to "look like each stage at each stage" (that is, restrict the use of items, enter the dimension, and make synthesis)
Then you have to give it to a third -party plug -in and the Mod in the stage directly. In addition, you can also use the custom system (event system) created by the Crafttweaker script.The following is a recommended plug -in (visible MOD encyclopedia)
The following are three commonly used mods:
1. dimension stages
Allows you to ask players to unlock a game stage before entering a specific dimension.(For example, enter the lower boundary)
2. Item Stages
Allows you to set up some items cannot be used by players unless you unlock a game stage.(The items in the unlocked phase will show Unfamiliar item)
Recipe Stages
Before unlocking a certain stage, some synthetic tables are unavailable.(I can't find it in Jei)
FAQ
Question: I want to name it in the stage, will it be troublesome?
Answer: This is a common misunderstanding: Some people always think that the stage name is pre -named by the GS producer, and they cannot set themselves. They can only use these specific names as the stage name.In fact, you can live according to your own ideas, but the premise is to meet the naming rules.
Question: Can you give me more examples for Grandma?
Answer: There are many old on github, and most plugins will also provide examples on their Github to facilitate everyone to work. These examples can also be automatically generated in the game through instructions/ct exmples.
Stage editing
Corresponding to the previous instructions, but here is edited by the script
Additional stage
At any time you can use the following method to add a stage.
Player.addgamestage ("Stage_name");
Delete stage
At any time you can use the following methods to delete a stage.
Player.removegamestage ("Stage_name");
Clearance
You can also use Clear to clear all stages of the player.
Player.Cleargamestages ();
Check a single stage
At any time you can use the following methods to check whether there is a certain stage.
Player.hasgamestage ("Stage_name"); // Get the Boolean "true" or "false"
Check multiple stages
You can also check whether the player has any stage in the array (at least one stage in the array, True)
Player.hasanygamestages ("Stage_one", "Stage_two", "Defeated_boss_a");//or
var validStagesForx as string [] = ["stage_one", "stage_two", "defEated_boss_a"];
Player.hasanygamestages (ValidStagesform);
You can also check whether the player has all stages in the array.(There must be all stages within the array before True)
Player.hasallgamestages ("Stage_one", "Stage_two", "Defeated_boss_a");//or
var researchstagesForx as string [] = ["stage_one", "Stage_two", "Defeated_boss_a"];
Player.hasallgamestages (RequiredStagesForx);
Give an example
(Don't forget the guide package)
Import Crafttweaker.events.ieventmanager;import crafttweaker.player.iplayer;
Events.onPlayerLoggedin (Function (event as crafttweaker.event.playerLoggedinevent) {) {
Var Player as iPlayer = EVENT.Player;
//Player.addgamestage.com);
//Player.Sendmessage.com.
// The above is "the player log in, give the player a game stage", but there will be a lot of bugs in this way, such as players already have this stage, so you can use if, if there is no additional //, so the following is a new method below
If (! Player.hasgamestage ("Stage_one") {// "!" It means "none", "opposite" meaning
Player.addgamestage ("Stage_one");
Player.sendMessage ("You Logged in! Here is Stage 'One'.");
}
// If there is no stage stage_one, add
});
The stage should be combined with the event system. If there is no event, you will not be able to get the iPlay type of player data
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