飞行棋抽奖
配置由用户 3012235075 提供
功能介绍
玩家从起点出发,通过消耗材料或点数点击前进 1~3 步(可配置),到达对应槽位后可领取奖励,记录将保存至抽奖历史 GUI。支持手动重置、查看记录、使用幸运值获取保底奖励。
飞行棋可配置特殊事件,如回退、重置、增加幸运值或执行动作。管理员可操作幸运值、当前位置、点数与轮次记录,并使用 cx look 查看玩家抽奖数据。
效果展示


配置文件
yaml
# 配置由用户 3012235075 提供
title: "&c&n飞行棋抽奖"
layout:
- "#########"
- "XABCDEFG#"
- "#H Q W I#"
- "#J 1 K#"
- "#LMNPOUZ#"
- "######R##"
entry:
保底1: "绿玄晶" #创建一个保底变量用来随机传入下方- addItem('mm',"{保底}",1)
保底2: "蓝玄晶"
保底3: "紫玄晶"
保底4: "仙阳炎"
保底奖励: "{保底${random(4)+1}}"
#随机事件
事件1: "var add %player_name% 幸运值 10"
事件2: "eco give %player_name% 10000"
特殊事件: "${文本.权重随机('{事件1}', 50, '{事件2}', 50)}"
随机前进: "${random(1, 3)}"
随机幸运值: "${random(1, 3)}"
随机事件: "${random(0, 1)}" #这里指定随机事件是否触发
function:
"玻璃板":
char: "#"
display:
material: BLACK_STAINED_GLASS_PANE
name: " "
lore:
- "&c当前保底进度:&e%variable_info_幸运值%"
- "&c当前总前进步数:&e%variable_info_前进步数%"
- "&c是否启动:&e%variable_info_是否启动%"
- ""
"x":
char: "X"
display:
material: PLAYER_HEAD
skull: "%player_name%"
name: "&c起始位置"
lore:
- "§b▪ &a您当前在起点"
- "§b▪ &a在右下角点击按钮开始前进"
rules:
- condition:
- "%variable_info_是否启动% > 0"
material: BARRIER
name: "&c您已经开始了本轮"
lore:
- "§b▪ &a尝试继续抽奖前进吧"
- "§b▪ &a在右下角点击按钮开始前进"
"1":
char: "1"
display:
material: ender_pearl
name: "&c重新开始"
lore:
- "§b▪ &a点击此处将清除本轮位置数据,重新开始"
- "§b▪ &a需要消耗金币"
condition:
- "%variable_info_是否启动% > 0 else '&7[&a抽奖系统&7] &f你还没有抽奖过,无法为你重置本轮'"
demand:
- "money 100"
action:
- sound('portal.travel')
- variable.set('是否启动', 0)
- variable.set('前进步数', 0)
- variable.set('特殊事件', 0)
- variable.set('A', 0)
- variable.set('B', 0)
- variable.set('C', 0)
- variable.set('D', 0)
- variable.set('E', 0)
- variable.set('F', 0)
- variable.set('G', 0)
- variable.set('H', 0)
- variable.set('I', 0)
- variable.set('J', 0)
- variable.set('K', 0)
- variable.set('L', 0)
- variable.set('M', 0)
- variable.set('N', 0)
- variable.set('O', 0)
- variable.set('P', 0)
- variable.set('U', 0)
- variable.set('Z', 0)
"Q":
char: "Q"
display:
material: CHEST
name: "&d保底奖励领取"
lore:
- "§b▪ &a您当前幸运值:&e%variable_info_幸运值%"
- "§b▪ &a领取保底将会清除&e100&b幸运值"
- "§b▪ &a保底奖励将会在四件大奖中随机获得一个"
condition:
- "%variable_info_幸运值% >= 100 else '&7[&a抽奖系统&7] &f您的幸运值不满足获取保底的要求'"
action:
- sound('firework.twinkle')
- variable.take('幸运值', 100)
- addItem('mm',"{保底奖励}",1)
- 执行指令('op:bc &7[&a抽奖通报&7] &f玩家 &e%player_name% &f刚刚在 &e飞行棋抽奖 &f中获得了一个 &a&n{保底奖励} &f保底奖励')
"w":
char: "W"
display:
material: MAP
name: "&a获奖记录"
lore:
- "§b▪ &a您当前获取过的奖励数量: &e%variable_info_领取记录% &a项"
- "§b▪ &a点击打开获奖记录界面"
- "§b▪ &a你可以在此查看您获得过哪些奖池内物品"
condition:
- "%variable_info_首次抽奖记录% > 0 else '&7[&a抽奖系统&7] &f你还没有抽奖过,无法为你提供抽奖记录查询'"
action:
- sound('note_pling')
- addItem('mm',"{保底奖励}",1)
- close()
- 消息('&7[&a抽奖系统&7] &f正在查询您的抽奖记录,请稍等........')
- delay(3000)
- 执行指令('op:cx open 抽奖记录查询 %player_name%')
"R":
char: "R"
display:
material: COMPASS
name: "&d开始抽奖"
lore:
- "§b▪ &a每次抽奖将随机前进&e1~3&a步"
- "§b▪ &a具体顺序您可以查看对应位置箭头"
- "§b▪ &a每次抽奖获得&e1~2&b幸运值"
- "§b▪ &a目前已经存在的特殊事件:"
- "§b▪ &e&n金币狂潮&7-&a额外获得&e1000金币"
- "§b▪ &b&n天选之子&7-&a额外获得&e10&b幸运值"
demand:
- "money 100"
action:
- variable.add('前进步数', {随机前进})
- variable.add('是否启动', 1)
- variable.add('幸运值', {随机幸运值})
- variable.add('特殊事件', {随机事件})
- sound('note_pling')
rules:
- condition:
- "%variable_info_首次抽奖记录% == 0"
action:
- variable.set('首次抽奖记录', 1)
- condition:
- "%variable_info_前进步数% > 18"
action:
- sound('portal.travel')
- variable.set('是否启动', 0)
- variable.set('前进步数', 0)
- variable.set('特殊事件', 0)
- variable.set('A', 0)
- variable.set('B', 0)
- variable.set('C', 0)
- variable.set('D', 0)
- variable.set('E', 0)
- variable.set('F', 0)
- variable.set('G', 0)
- variable.set('H', 0)
- variable.set('I', 0)
- variable.set('J', 0)
- variable.set('K', 0)
- variable.set('L', 0)
- variable.set('M', 0)
- variable.set('N', 0)
- variable.set('O', 0)
- variable.set('P', 0)
- variable.set('U', 0)
- variable.set('Z', 0)
- close()
- 消息('&7[&a抽奖系统&7] &f本轮已结束')
"A":
char: "A"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cA&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_A%"
- "§b▪ &d存在特殊事件"
- condition:
- "%variable_info_前进步数% == 1 && %variable_info_A% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e努力前进版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 1 && %variable_info_A% == 0"
action:
- variable.add('A', 1)
- variable.add('A获取记录', 1)
- variable.add('领取记录', 1)
- addItem('mm',"A",1)
- 执行指令('op:{特殊事件}')
- condition:
- "%variable_info_特殊事件% == 1"
action:
- variable.take('特殊事件', 1)
- 执行指令('op:{特殊事件}')
"B":
char: "B"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cB&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_B%"
- condition:
- "%variable_info_前进步数% == 2 && %variable_info_B% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e拼搏奋进版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 2 && %variable_info_B% == 0"
action:
- variable.add('B', 1)
- variable.add('领取记录', 1)
- variable.add('B获取记录', 1)
- addItem('mm',"B",1)
- variable.set('特殊事件', 0)
"C":
char: "C"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cC&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_C%"
- condition:
- "%variable_info_前进步数% == 3 && %variable_info_C% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e勇往直前版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 3 && %variable_info_C% == 0"
action:
- variable.add('C', 1)
- variable.add('领取记录', 1)
- variable.add('C获取记录', 1)
- addItem('mm',"C",1)
- variable.set('特殊事件', 0)
"D":
char: "D"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cD&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_D%"
- condition:
- "%variable_info_前进步数% == 4 && %variable_info_D% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e坚持不懈版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 4 && %variable_info_D% == 0"
action:
- variable.add('D', 1)
- variable.add('领取记录', 1)
- variable.add('D获取记录', 1)
- addItem('mm',"D",1)
- variable.set('特殊事件', 0)
"E":
char: "E"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cE&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_E%"
- "§b▪ &d存在特殊事件"
- condition:
- "%variable_info_前进步数% == 5 && %variable_info_E% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e全力以赴版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 5 && %variable_info_E% == 0"
action:
- variable.add('E', 1)
- variable.add('领取记录', 1)
- variable.add('E获取记录', 1)
- addItem('mm',"E",1)
- variable.set('特殊事件', 0)
- condition:
- "%variable_info_特殊事件% == 1"
action:
- variable.take('特殊事件', 1)
- 执行指令('op:{特殊事件}')
"F":
char: "F"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cF&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_F%"
- condition:
- "%variable_info_前进步数% == 6 && %variable_info_F% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e砥砺前行版&7] &a&l→"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 6 && %variable_info_F% == 0"
action:
- variable.add('F', 1)
- variable.add('领取记录', 1)
- variable.add('F获取记录', 1)
- addItem('mm',"F",1)
- variable.set('特殊事件', 0)
"G":
char: "G"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cG&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_G%"
- condition:
- "%variable_info_前进步数% == 7 && %variable_info_G% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e奋勇争先版&7] &a&l↓"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 7 && %variable_info_G% == 0"
action:
- variable.add('G', 1)
- variable.add('领取记录', 1)
- variable.add('G获取记录', 1)
- addItem('mm',"G",1)
- variable.set('特殊事件', 0)
"I":
char: "I"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cI&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_I%"
- condition:
- "%variable_info_前进步数% == 8 && %variable_info_I% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e突破自我版&7] &a&l↓"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 8 && %variable_info_I% == 0"
action:
- variable.add('I', 1)
- variable.add('领取记录', 1)
- variable.add('I获取记录', 1)
- addItem('mm',"I",1)
- variable.set('特殊事件', 0)
"K":
char: "K"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cK&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_K%"
- condition:
- "%variable_info_前进步数% == 9 && %variable_info_K% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e精益求精版&7] &a&l↓"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 9 && %variable_info_K% == 0"
action:
- variable.add('K', 1)
- variable.add('领取记录', 1)
- variable.add('K获取记录', 1)
- addItem('mm',"K",1)
- variable.set('特殊事件', 0)
"Z":
char: "Z"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cZ&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_Z%"
- condition:
- "%variable_info_前进步数% == 10 && %variable_info_Z% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e梦想成真版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 10 && %variable_info_Z% == 0"
action:
- variable.add('Z', 1)
- variable.add('领取记录', 1)
- variable.add('Z获取记录', 1)
- addItem('mm',"Z",1)
- variable.set('特殊事件', 0)
"U":
char: "U"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cU&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_U%"
- condition:
- "%variable_info_前进步数% == 11 && %variable_info_U% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e扬帆远航版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 11 && %variable_info_U% == 0"
action:
- variable.add('U', 1)
- variable.add('领取记录', 1)
- variable.add('U获取记录', 1)
- addItem('mm',"U",1)
- variable.set('特殊事件', 0)
"O":
char: "O"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cO&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_O%"
- condition:
- "%variable_info_前进步数% == 12 && %variable_info_O% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e铸就传奇版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 12 && %variable_info_O% == 0"
action:
- variable.add('O', 1)
- variable.add('领取记录', 1)
- variable.add('O获取记录', 1)
- addItem('mm',"O",1)
- variable.set('特殊事件', 0)
"P":
char: "P"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cP&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_P%"
- condition:
- "%variable_info_前进步数% == 13 && %variable_info_P% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e荣耀启程版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 13 && %variable_info_P% == 0"
action:
- variable.add('P', 1)
- variable.add('领取记录', 1)
- variable.add('P获取记录', 1)
- addItem('mm',"P",1)
- variable.set('特殊事件', 0)
"N":
char: "N"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cN&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_N%"
- "§b▪ &d存在特殊事件"
- condition:
- "%variable_info_前进步数% == 14 && %variable_info_N% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e再创辉煌版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 14 && %variable_info_N% == 0"
action:
- variable.add('N', 1)
- variable.add('领取记录', 1)
- variable.add('N获取记录', 1)
- addItem('mm',"N",1)
- variable.set('特殊事件', 0)
- condition:
- "%variable_info_特殊事件% == 1"
action:
- variable.take('特殊事件', 1)
- 执行指令('op:{特殊事件}')
"M":
char: "M"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cM&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_M%"
- condition:
- "%variable_info_前进步数% == 15 && %variable_info_M% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e永不止步版&7] &a&l←"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 15 && %variable_info_M% == 0"
action:
- variable.add('M', 1)
- variable.add('领取记录', 1)
- variable.add('M获取记录', 1)
- addItem('mm',"M",1)
- variable.set('特殊事件', 0)
"L":
char: "L"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cL&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_L%"
- condition:
- "%variable_info_前进步数% == 16 && %variable_info_L% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e追求卓越版&7] &a&l↑"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 16 && %variable_info_L% == 0"
action:
- variable.add('L', 1)
- variable.add('领取记录', 1)
- variable.add('L获取记录', 1)
- addItem('mm',"L",1)
- variable.set('特殊事件', 0)
"J":
char: "J"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cJ&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_J%"
- condition:
- "%variable_info_前进步数% == 17 && %variable_info_J% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e超越极限版&7] &a&l↑"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 17 && %variable_info_J% == 0"
action:
- variable.add('J', 1)
- variable.add('领取记录', 1)
- variable.add('J获取记录', 1)
- addItem('mm',"J",1)
- variable.set('特殊事件', 0)
"H":
char: "H"
display:
rules:
- condition:
- "%variable_info_前进步数% >= 0"
material: CHEST
name: "&cH&e奖励物品"
lore:
- ""
- "§b▪ §a本轮获取次数:&e%variable_info_H%"
- condition:
- "%variable_info_前进步数% == 18 && %variable_info_H% == 0"
material: PLAYER_HEAD
skull: "%player_name%"
name: "&f%player_name%&7[&e锐意进取版&7] &a&l↑"
lore:
- "§b▪ &a点击领取该奖励"
rules:
- condition:
- "%variable_info_前进步数% == 18 && %variable_info_H% == 0"
action:
- variable.add('H', 1)
- variable.add('领取记录', 1)
- variable.add('H获取记录', 1)
- addItem('mm',"H",1)
- variable.set('特殊事件', 0)
message:
money_false: "§7你没有足够的金币进行抽奖"
desc:
icon:
enough: §a✔§r
insufficient: §c✘§r
demand:
money: '§7[%icon%§7] §f金币 §r× %demand%'
state:
enough: "§3点击合成 §7[§a✔§7]"
insufficient: "§3点击合成 §7[§c✘§7]"
condition: "&7[&a抽奖系统&7] §c领取条件不足"yaml
# 配置由用户 3012235075 提供
title: "&c&n抽奖记录查询"
layout:
- "####X####"
- "#ABCDEFG#"
- "#HIJKLMN#"
- "#POUZ #"
- "#########"
entry:
A物品获取记录: "%variable_info_A获取记录%"
B物品获取记录: "%variable_info_B获取记录%"
C物品获取记录: "%variable_info_C获取记录%"
D物品获取记录: "%variable_info_D获取记录%"
E物品获取记录: "%variable_info_E获取记录%"
F物品获取记录: "%variable_info_F获取记录%"
G物品获取记录: "%variable_info_G获取记录%"
H物品获取记录: "%variable_info_H获取记录%"
I物品获取记录: "%variable_info_I获取记录%"
J物品获取记录: "%variable_info_J获取记录%"
K物品获取记录: "%variable_info_K获取记录%"
L物品获取记录: "%variable_info_L获取记录%"
M物品获取记录: "%variable_info_M获取记录%"
N物品获取记录: "%variable_info_N获取记录%"
O物品获取记录: "%variable_info_O获取记录%"
P物品获取记录: "%variable_info_P获取记录%"
U物品获取记录: "%variable_info_U获取记录%"
Z物品获取记录: "%variable_info_Z获取记录%"
function:
"玻璃板":
char: "#"
display:
material: BLACK_STAINED_GLASS_PANE
name: " "
lore:
- "&c当前保底进度:&e%variable_info_幸运值%"
- "&c当前总前进步数:&e%variable_info_前进步数%"
- "&c是否启动:&e%variable_info_是否启动%"
- ""
"x":
char: "X"
display:
material: PLAYER_HEAD
skull: "%player_name%"
name: "&a%player_name%"
lore:
- "§b▪ &a下方是您奖池物品您的获取次数"
- "§b▪ &a如果没有获取到对应物品不会显示"
"A":
char: "A"
display:
item: "mm A {A物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{A物品获取记录} &a次"
"B":
char: "B"
display:
item: "mm B {B物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{B物品获取记录} &a次"
"C":
char: "C"
display:
item: "mm C {C物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{C物品获取记录} &a次"
"D":
char: "D"
display:
item: "mm D {D物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{D物品获取记录} &a次"
"E":
char: "E"
display:
item: "mm E {E物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{E物品获取记录} &a次"
"F":
char: "F"
display:
item: "mm F {F物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{F物品获取记录} &a次"
"G":
char: "G"
display:
item: "mm G {G物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{G物品获取记录} &a次"
"H":
char: "H"
display:
item: "mm H {H物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{H物品获取记录} &a次"
"I":
char: "I"
display:
item: "mm I {I物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{I物品获取记录} &a次"
"J":
char: "J"
display:
item: "mm J {J物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{J物品获取记录} &a次"
"K":
char: "K"
display:
item: "mm K {K物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{K物品获取记录} &a次"
"L":
char: "L"
display:
item: "mm L {L物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{L物品获取记录} &a次"
"M":
char: "M"
display:
item: "mm M {M物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{M物品获取记录} &a次"
"N":
char: "N"
display:
item: "mm N {N物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{N物品获取记录} &a次"
"O":
char: "O"
display:
item: "mm O {O物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{O物品获取记录} &a次"
"P":
char: "P"
display:
item: "mm P {P物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{P物品获取记录} &a次"
"U":
char: "U"
display:
item: "mm U {U物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{U物品获取记录} &a次"
"Z":
char: "Z"
display:
item: "mm Z {Z物品获取记录}"
reward: false
desc:
- ""
- "§a您此物品获取了:&e{Z物品获取记录} &a次"yaml
"抽奖层数":
name: "抽奖层数"
default: 1
max: 5
min: 1yaml
A:
Id: 399
Display: '&a测试道具A'
Lore:
- '&7类别 §7➥ &a绿宝石'
- '&7来源 §7➥ &c兑换 &7评级 §7➥ &d至臻'
- ''
- '&7镶嵌后增加 §7➥'
- '§f生命力&a+300'
- ' '
Options:
Unbreakable: true
HideFlags: true
B:
Id: 268
Display: '&b测试道具B'
Lore:
- '&7类别 §7➥ &b魔法符文'
- '&7来源 §7➥ &e神秘遗迹的隐秘房间发现 &7评级 §7➥ &d珍稀'
- ''
- '&7镶嵌后增加 §7➥'
- '§f魔法伤害&a+60'
- '§f施法距离增加&a+10%'
- ' '
Options:
Unbreakable: true
HideFlags: true
C:
Id: 399
Display: '&c测试道具C'
Lore:
- '&7类别 §7➥ &c力量护符'
- '&7来源 §7➥ &c击败强力野兽掉落 &7评级 §7➥ &d史诗'
- ''
- '&7镶嵌后增加 §7➥'
- '§f近战攻击力&a+80'
- '§f攻击时有几率触发力量爆发'
- ' '
Options:
Unbreakable: true
HideFlags: true
D:
Id: 264
Display: '&d测试道具D'
Lore:
- '&7类别 §7➥ &d守护镜片'
- '&7来源 §7➥ &d完成守护任务奖励 &7评级 §7➥ &d坚固'
- ''
- '&7镶嵌后增加 §7➥'
- '§f远程防御力&a+50'
- '§f受到远程攻击时有几率反弹伤害'
- ' '
Options:
Unbreakable: true
HideFlags: true
E:
Id: 268
Display: '&e测试道具E'
Lore:
- '&7类别 §7➥ &e敏捷之羽'
- '&7来源 §7➥ &a在飞翔之谷中拾取 &7评级 §7➥ &d灵动'
- ''
- '&7镶嵌后增加 §7➥'
- '§f攻击速度&a+15%'
- '§f移动时几率躲避敌人攻击'
- ' '
Options:
Unbreakable: true
HideFlags: true
F:
Id: 399
Display: '&f测试道具F'
Lore:
- '&7类别 §7➥ &f智慧之书'
- '&7来源 §7➥ &f解开智慧谜题的最终奖励 &7评级 §7➥ &d博学'
- ''
- '&7镶嵌后增加 §7➥'
- '§f智力&a+70'
- '§f技能学习速度加快&a+12%'
- ' '
Options:
Unbreakable: true
HideFlags: true
G:
Id: 264
Display: '&9测试道具G'
Lore:
- '&7类别 §7➥ &9冰霜结晶'
- '&7来源 §7➥ &9探索冰寒洞穴深处获得 &7评级 §7➥ &d寒冷'
- ''
- '&7镶嵌后增加 §7➥'
- '§f冰霜伤害&a+70'
- '§f攻击有几率降低敌人移动速度'
- ' '
Options:
Unbreakable: true
HideFlags: true
H:
Id: 268
Display: '&6测试道具H'
Lore:
- '&7类别 §7➥ &6火焰护腕'
- '&7来源 §7➥ &6在火山口附近找到 &7评级 §7➥ &d炽热'
- ''
- '&7镶嵌后增加 §7➥'
- '§f火焰伤害&a+80'
- '§f攻击有几率点燃敌人'
- ' '
Options:
Unbreakable: true
HideFlags: true
I:
Id: 399
Display: '&5测试道具I'
Lore:
- '&7类别 §7➥ &5生命之种'
- '&7来源 §7➥ &5在生命之森的圣地中发现 &7评级 §7➥ &d生机'
- ''
- '&7镶嵌后增加 §7➥'
- '§f最大生命值&a+400'
- '§f生命恢复速度加快&a+15%'
- ' '
Options:
Unbreakable: true
HideFlags: true
J:
Id: 264
Display: '&4测试道具J'
Lore:
- '&7类别 §7➥ &4暗影手套'
- '&7来源 §7➥ &4击败暗影盗贼掉落 &7评级 §7➥ &d隐秘'
- ''
- '&7镶嵌后增加 §7➥'
- '§f暗影伤害&a+60'
- '§f在暗处时攻击力提升'
- ' '
Options:
Unbreakable: true
HideFlags: true
K:
Id: 268
Display: '&3测试道具K'
Lore:
- '&7类别 §7➥ &3雷电之戒'
- '&7来源 §7➥ &3在雷电交加的山顶获得 &7评级 §7➥ &d轰鸣'
- ''
- '&7镶嵌后增加 §7➥'
- '§f雷电伤害&a+70'
- '§f攻击有几率触发雷电连锁'
- ' '
Options:
Unbreakable: true
HideFlags: true
L:
Id: 399
Display: '&2测试道具L'
Lore:
- '&7类别 §7➥ &2神圣勋章'
- '&7来源 §7➥ &2完成神圣试炼奖励 &7评级 §7➥ &d圣洁'
- ''
- '&7镶嵌后增加 §7➥'
- '§f对邪恶生物伤害&a+90'
- '§f受到邪恶攻击时有几率恢复生命'
- ' '
Options:
Unbreakable: true
HideFlags: true
M:
Id: 264
Display: '&1测试道具M'
Lore:
- '&7类别 §7➥ &1时空碎片'
- '&7来源 §7➥ &1探索时空裂缝得到 &7评级 §7➥ &d神秘'
- ''
- '&7镶嵌后增加 §7➥'
- '§f时间魔法效果增强&a+10%'
- '§f有几率重置技能冷却时间'
- ' '
Options:
Unbreakable: true
HideFlags: true
N:
Id: 268
Display: '&0测试道具N'
Lore:
- '&7类别 §7➥ &0星辰之石'
- '&7来源 §7➥ &0在星空祭坛上找到 &7评级 §7➥ &d璀璨'
- ''
- '&7镶嵌后增加 §7➥'
- '§f魔法暴击率&a+12%'
- '§f夜晚时所有属性提升'
- ' '
Options:
Unbreakable: true
HideFlags: true
O:
Id: 399
Display: '&d测试道具O'
Lore:
- '&7类别 §7➥ &d治愈宝石'
- '&7来源 §7➥ &d在治愈之泉旁边发现 &7评级 §7➥ &d温和'
- ''
- '&7镶嵌后增加 §7➥'
- '§f治疗技能效果&a+20%'
- '§f受到伤害时有几率自动恢复生命'
- ' '
Options:
Unbreakable: true
HideFlags: true
P:
Id: 264
Display: '&c测试道具P'
Lore:
- '&7类别 §7➥ &c破坏之剑碎片'
- '&7来源 §7➥ &c在古老战场遗址挖掘到 &7评级 §7➥ &d残缺'
- ''
- '&7镶嵌后增加 §7➥'
- '§f物理伤害&a+70'
- '§f攻击有几率无视敌人防御'
- ' '
Options:
Unbreakable: true
HideFlags: true
U:
Id: 268
Display: '&e测试道具U'
Lore:
- '&7类别 §7➥ &e祝福项链'
- '&7来源 §7➥ &e参加祝福仪式奖励 &7评级 §7➥ &d幸运'
- ''
- '&7镶嵌后增加 §7➥'
- '§f所有属性&a+20'
- '§f有几率避免一次负面状态'
- ' '
Options:
Unbreakable: true
HideFlags: true
Z:
Id: 399
Display: '&a测试道具Z'
Lore:
- '&7类别 §7➥ &a希望之冠'
- '&7来源 §7➥ &a在希望之巅的宝箱中获得 &7评级 §7➥ &d荣耀'
- ''
- '&7镶嵌后增加 §7➥'
- '§f最大生命值&a+500'
- '§f在濒死状态时攻击力大幅提升'
- ' '
Options:
Unbreakable: true
HideFlags: true