Expansion for MCEntityType
Link to expansion-for-mcentitytype
Additional methods for easier modification of entity-related loot tables.
使用方式
Link to 使用方式
Name: addDrop
Adds an IItemStack to the drops of this entity.
Return Type: void
ZenScript CopyMCEntityType.addDrop(uniqueId as string, stack as IItemStack) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 堆叠 | 类型 IItemstack | 描述 The stack to add to the drops. |
Name: addDrops
Adds a list of IItemStacks to the drops of this entity.
Return Type: void
ZenScript CopyMCEntityType.addDrops(uniqueId as string, stacks as IItemStack[]) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 stacks | 类型 IItemStack[] | 描述 The stacks to add to the drops. |
Name: addLootModifier
Adds an ILootModifier to the current entity.
Return Type: void
ZenScript CopyMCEntityType.addLootModifier(name as string, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addPlayerOnlyDrop
Adds an IItemStack to the drops of this entity, but only if the entity was killed by a player.
Return Type: void
ZenScript CopyMCEntityType.addPlayerOnlyDrop(uniqueId as string, stack as IItemStack) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 堆叠 | 类型 IItemstack | 描述 The stack to add to the drops. |
Name: addPlayerOnlyDrops
Adds a list of IItemStacks to the drops of this entity, but only if the entity was killed by a player.
Return Type: void
ZenScript CopyMCEntityType.addPlayerOnlyDrops(uniqueId as string, stacks as IItemStack[]) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 stacks | 类型 IItemStack[] | 描述 The stacks to add to the drops. |
Name: addPlayerOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed by a player.
Return Type: void
ZenScript CopyMCEntityType.addPlayerOnlyLootModifier(name as string, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponAndPlayerOnlyDrop
Adds an IItemStack to the drops of this entity, but only if the entity was killed by a player with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponAndPlayerOnlyDrop(uniqueId as string, weapon as IItemStack, stack as IItemStack) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 堆叠 | 类型 IItemstack | 描述 The stack to add to the drops. |
Name: addWeaponAndPlayerOnlyDrops
Adds a list of IItemStacks to the drops of this entity, but only if the entity was killed by a player with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponAndPlayerOnlyDrops(uniqueId as string, weapon as IItemStack, stacks as IItemStack[]) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 stacks | 类型 IItemStack[] | 描述 The stacks to add to the drops. |
Name: addWeaponAndPlayerOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed by a player with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponAndPlayerOnlyLootModifier(name as string, weapon as IItemStack, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponAndPlayerOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed by a player with the given weapon, optionally considering its damage.
Additional parameters that further specify the weapon, such as NBT, or count, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponAndPlayerOnlyLootModifier(name as string, weapon as IItemStack, matchDamage as boolean, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 matchDamage | 类型 布尔值 | 描述 Whether to consider damage or not when identifying the weapon. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponAndPlayerOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed by a player with the given weapon, optionally considering its damage and NBT data.
Additional parameters that further specify the weapon, such as count, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponAndPlayerOnlyLootModifier(name as string, weapon as IItemStack, matchDamage as boolean, matchNbt as boolean, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 matchDamage | 类型 布尔值 | 描述 Whether to consider damage or not when identifying the weapon. |
参数 matchNbt | 类型 布尔值 | 描述 Whether to consider NBT data or not when identifying the weapon. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponOnlyDrop
Adds an IItemStack to the drops of this entity, but only if the entity was killed with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponOnlyDrop(uniqueId as string, weapon as IItemStack, stack as IItemStack) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 堆叠 | 类型 IItemstack | 描述 The stack to add to the drops. |
Name: addWeaponOnlyDrops
Adds a list of IItemStacks to the drops of this entity, but only if the entity was killed with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponOnlyDrops(uniqueId as string, weapon as IItemStack, stacks as IItemStack[]) as void
参数 | 类型 | 描述 |
---|---|---|
参数 uniqueId | 类型 string | 描述 A unique id for the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 stacks | 类型 IItemStack[] | 描述 The stacks to add to the drops. |
Name: addWeaponOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed with the given weapon.
Additional parameters that further specify the weapon, such as NBT, count, or damage, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponOnlyLootModifier(name as string, weapon as IItemStack, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed with the given weapon, optionally considering its damage.
Additional parameters that further specify the weapon, such as NBT, or count, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponOnlyLootModifier(name as string, weapon as IItemStack, matchDamage as boolean, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 matchDamage | 类型 布尔值 | 描述 Whether to consider damage or not when identifying the weapon. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |
Name: addWeaponOnlyLootModifier
Adds an ILootModifier to the current entity that fires only if the entity was killed with the given weapon, optionally considering its damage and NBT data.
Additional parameters that further specify the weapon, such as count, are ignored.
Return Type: void
ZenScript CopyMCEntityType.addWeaponOnlyLootModifier(name as string, weapon as IItemStack, matchDamage as boolean, matchNbt as boolean, modifier as ILootModifier) as void
参数 | 类型 | 描述 |
---|---|---|
参数 name(名称) | 类型 string | 描述 The name of the loot modifier. |
参数 weapon | 类型 IItemstack | 描述 The weapon that needs to be used to kill the entity. |
参数 matchDamage | 类型 布尔值 | 描述 Whether to consider damage or not when identifying the weapon. |
参数 matchNbt | 类型 布尔值 | 描述 Whether to consider NBT data or not when identifying the weapon. |
参数 modifier | 类型 ILootModifier | 描述 The loot modifier to add to the entity. |