程序包 org.bukkit

类 GameRule<T>

java.lang.Object
org.bukkit.GameRule<T>
类型参数:
T - 游戏规则数值类型 (布尔值或整数)

public final class GameRule<T> extends Object
游戏规则控制着Minecraft自身的某些行为.
欲了解更多信息请访问 Minecraft Wiki

版权说明:以下常量翻译大部分引自 Minecraft Wiki.

  • 字段详细资料

    • ANNOUNCE_ADVANCEMENTS

      public static final GameRule<Boolean> ANNOUNCE_ADVANCEMENTS
      是否在聊天框中公告玩家进度的达成.
    • COMMAND_BLOCK_OUTPUT

      public static final GameRule<Boolean> COMMAND_BLOCK_OUTPUT
      命令方块执行命令时是否在聊天框中向管理员显示.
    • DISABLE_ELYTRA_MOVEMENT_CHECK

      public static final GameRule<Boolean> DISABLE_ELYTRA_MOVEMENT_CHECK
      是否让服务器停止检查使用鞘翅玩家的移动速度. 有助于减轻因服务器延迟而导致的飞行卡顿, 但有可能导致生存模式下玩家飞行过快 (作弊).
    • DO_DAYLIGHT_CYCLE

      public static final GameRule<Boolean> DO_DAYLIGHT_CYCLE
      是否进行日夜交替和月相变化.
    • DO_ENTITY_DROPS

      public static final GameRule<Boolean> DO_ENTITY_DROPS
      非生物实体是否掉落物品.
    • DO_FIRE_TICK

      public static final GameRule<Boolean> DO_FIRE_TICK
      火是否蔓延及自然熄灭.
    • DO_LIMITED_CRAFTING

      public static final GameRule<Boolean> DO_LIMITED_CRAFTING
      玩家的合成配方是否需要解锁才能使用.
    • DO_MOB_LOOT

      public static final GameRule<Boolean> DO_MOB_LOOT
      生物在死亡是否掉落物品 (战利品).
    • PROJECTILES_CAN_BREAK_BLOCKS

      public static final GameRule<Boolean> PROJECTILES_CAN_BREAK_BLOCKS
      Whether projectiles can break blocks.
    • DO_MOB_SPAWNING

      public static final GameRule<Boolean> DO_MOB_SPAWNING
      生物是否自然生成. 不影响刷怪箱.
    • DO_TILE_DROPS

      public static final GameRule<Boolean> DO_TILE_DROPS
      方块被破坏时是否掉落物品.
    • DO_WEATHER_CYCLE

      public static final GameRule<Boolean> DO_WEATHER_CYCLE
      天气是否变化.
    • KEEP_INVENTORY

      public static final GameRule<Boolean> KEEP_INVENTORY
      玩家死亡后是否保留物品栏物品 (死亡时物品不掉落).
    • LOG_ADMIN_COMMANDS

      public static final GameRule<Boolean> LOG_ADMIN_COMMANDS
      是否在服务器日志中记录管理员使用过的命令.
    • MOB_GRIEFING

      public static final GameRule<Boolean> MOB_GRIEFING
      生物能否捡起物品, 修改以及破坏方块.

      译注:Mob包括的实体详见Mob接口文档.

    • NATURAL_REGENERATION

      public static final GameRule<Boolean> NATURAL_REGENERATION
      玩家是否能在饥饿值足够时自然恢复生命值 (不影响外部治疗效果, 如金苹果、生命恢复状态效果等).
    • REDUCED_DEBUG_INFO

      public static final GameRule<Boolean> REDUCED_DEBUG_INFO
      调式屏幕是否显示简化的信息而非详细信息.
    • SEND_COMMAND_FEEDBACK

      public static final GameRule<Boolean> SEND_COMMAND_FEEDBACK
      玩家执行命令的返回信息是否在聊天框中显示. 同时影响命令方块是否保存命令输出文本.
    • SHOW_DEATH_MESSAGES

      public static final GameRule<Boolean> SHOW_DEATH_MESSAGES
      是否在聊天框中显示玩家以及驯养宠物的死亡信息.
    • SPECTATORS_GENERATE_CHUNKS

      public static final GameRule<Boolean> SPECTATORS_GENERATE_CHUNKS
      是否允许旁观模式的玩家生成区块.
    • DISABLE_RAIDS

      public static final GameRule<Boolean> DISABLE_RAIDS
      是否禁用袭击.
    • DO_INSOMNIA

      public static final GameRule<Boolean> DO_INSOMNIA
      幻翼是否在夜晚生成.
    • DO_IMMEDIATE_RESPAWN

      public static final GameRule<Boolean> DO_IMMEDIATE_RESPAWN
      玩家死亡时是否不显示死亡界面直接重生.
    • DROWNING_DAMAGE

      public static final GameRule<Boolean> DROWNING_DAMAGE
      玩家是否承受窒息伤害.
    • FALL_DAMAGE

      public static final GameRule<Boolean> FALL_DAMAGE
      玩家是否承受跌落伤害.
    • FIRE_DAMAGE

      public static final GameRule<Boolean> FIRE_DAMAGE
      玩家是否承受火焰伤害.
    • FREEZE_DAMAGE

      public static final GameRule<Boolean> FREEZE_DAMAGE
      玩家是否承受冰冻伤害.
    • DO_PATROL_SPAWNING

      public static final GameRule<Boolean> DO_PATROL_SPAWNING
      灾厄巡逻队是否自然生成.
    • DO_TRADER_SPAWNING

      public static final GameRule<Boolean> DO_TRADER_SPAWNING
      流浪商人是否自然生成.
    • DO_WARDEN_SPAWNING

      public static final GameRule<Boolean> DO_WARDEN_SPAWNING
      Whether wardens should naturally spawn.
    • FORGIVE_DEAD_PLAYERS

      public static final GameRule<Boolean> FORGIVE_DEAD_PLAYERS
      当被激怒的中立生物的目标玩家死亡时, 此生物是否恢复中立状态.
    • UNIVERSAL_ANGER

      public static final GameRule<Boolean> UNIVERSAL_ANGER
      当中立生物被激怒时, 是否攻击附近所有玩家 (而不仅仅是激怒此生物的玩家).
    • BLOCK_EXPLOSION_DROP_DECAY

      public static final GameRule<Boolean> BLOCK_EXPLOSION_DROP_DECAY
      Whether block explosions will destroy dropped items.
    • MOB_EXPLOSION_DROP_DECAY

      public static final GameRule<Boolean> MOB_EXPLOSION_DROP_DECAY
      * Whether mob explosions will destroy dropped items.
    • TNT_EXPLOSION_DROP_DECAY

      public static final GameRule<Boolean> TNT_EXPLOSION_DROP_DECAY
      Whether tnt explosions will destroy dropped items.
    • WATER_SOURCE_CONVERSION

      public static final GameRule<Boolean> WATER_SOURCE_CONVERSION
      Whether water blocks can convert into water source blocks.
    • LAVA_SOURCE_CONVERSION

      public static final GameRule<Boolean> LAVA_SOURCE_CONVERSION
      Whether lava blocks can convert into lava source blocks.
    • GLOBAL_SOUND_EVENTS

      public static final GameRule<Boolean> GLOBAL_SOUND_EVENTS
      Whether global level events such as ender dragon, wither, and completed end portal effects will propagate across the entire server.
    • DO_VINES_SPREAD

      public static final GameRule<Boolean> DO_VINES_SPREAD
      Whether vines will spread.
    • ENDER_PEARLS_VANISH_ON_DEATH

      public static final GameRule<Boolean> ENDER_PEARLS_VANISH_ON_DEATH
      Whether ender pearls will vanish on player death.
    • RANDOM_TICK_SPEED

      public static final GameRule<Integer> RANDOM_TICK_SPEED
      每游戏刻每区块中随机的方块刻发生的频率 (例如植物生长,树叶腐烂等). 为0时禁用随机刻, 较高的数字将增大随机刻频率.
    • SPAWN_RADIUS

      public static final GameRule<Integer> SPAWN_RADIUS
      首次进入服务器的玩家和没有重生点的死亡玩家在重生时与世界重生点坐标的距离.
    • MAX_ENTITY_CRAMMING

      public static final GameRule<Integer> MAX_ENTITY_CRAMMING
      玩家或生物能同时推动其它可推动实体的数量, 超过此数量时将承受窒息伤害.
      设置成0可以停用这个规则.
    • MAX_COMMAND_CHAIN_LENGTH

      public static final GameRule<Integer> MAX_COMMAND_CHAIN_LENGTH
      指定工作在连锁模式的命令方块的总数量.
      该值是在同一连锁同一tick时可激活的最大命令方块数量.
    • MAX_COMMAND_FORK_COUNT

      public static final GameRule<Integer> MAX_COMMAND_FORK_COUNT
      Determines the number of different commands/functions which execute commands can fork into.
    • COMMAND_MODIFICATION_BLOCK_LIMIT

      public static final GameRule<Integer> COMMAND_MODIFICATION_BLOCK_LIMIT
      Determines the maximum number of blocks which a command can modify.
    • PLAYERS_SLEEPING_PERCENTAGE

      public static final GameRule<Integer> PLAYERS_SLEEPING_PERCENTAGE
      服务器跳过夜晚所需的入睡玩家的占比.
    • SNOW_ACCUMULATION_HEIGHT

      public static final GameRule<Integer> SNOW_ACCUMULATION_HEIGHT
    • PLAYERS_NETHER_PORTAL_DEFAULT_DELAY

      public static final GameRule<Integer> PLAYERS_NETHER_PORTAL_DEFAULT_DELAY
      The amount of time a player must stand in a nether portal before the portal activates.
    • PLAYERS_NETHER_PORTAL_CREATIVE_DELAY

      public static final GameRule<Integer> PLAYERS_NETHER_PORTAL_CREATIVE_DELAY
      The amount of time a player in creative mode must stand in a nether portal before the portal activates.
    • SPAWN_CHUNK_RADIUS

      public static final GameRule<Integer> SPAWN_CHUNK_RADIUS
      The number of chunks around spawn which will be kept loaded at all times.
  • 方法详细资料