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result.json
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{
"ReservedChannelException":{
"ClassDescription":"如果插件尝试去注册一个预留通道则抛出此异常(例如\"REGISTER通道\")。"
},
"Entity":{
"getLocation":"Stores the entity's current position in the provided Location object.\n<p>\nIf the provided Location is null this method does nothing and returns\nnull.",
"getWorld":"Gets the current world this entity resides in",
"setFallDistance":"Sets the fall distance for this entity",
"hasGravity":"Returns whether gravity applies to this entity.",
"ClassDescription":"Represents a base entity in the world",
"leaveVehicle":"Leave the current vehicle. If the entity is currently in a vehicle (and\nis removed from it), true will be returned, otherwise false will be\nreturned.",
"setGlowing":"Sets whether the entity has a team colored (default: white) glow.",
"setLastDamageCause":"Record the last {@link EntityDamageEvent} inflicted on this entity",
"addPassenger":"Add a passenger to the vehicle.",
"setTicksLived":"Sets the amount of ticks this entity has lived for.\n<p>\nThis is the equivalent to \"age\" in entities. May not be less than one\ntick.",
"setFireTicks":"Sets the entity's current fire ticks (ticks before the entity stops\nbeing on fire).",
"isDead":"Returns true if this entity has been marked for removal.",
"getUniqueId":"Returns a unique and persistent id for this entity",
"eject":"Eject any passenger.",
"setVelocity":"Sets this entity's velocity",
"getNearbyEntities":"Returns a list of entities within a bounding box centered around this\nentity",
"getFireTicks":"Returns the entity's current fire ticks (ticks before the entity stops\nbeing on fire).",
"setInvulnerable":"Sets whether the entity is invulnerable or not.\n<p>\nWhen an entity is invulnerable it can only be damaged by players in\ncreative mode.",
"isGlowing":"Gets whether the entity is glowing or not.",
"getTicksLived":"Gets the amount of ticks this entity has lived for.\n<p>\nThis is the equivalent to \"age\" in entities.",
"getServer":"Gets the {@link Server} that contains this Entity",
"setPassenger":"Set the passenger of a vehicle.",
"getType":"Get the type of the entity.",
"getLastDamageCause":"Retrieve the last {@link EntityDamageEvent} inflicted on this entity.\nThis event may have been cancelled.",
"isCustomNameVisible":"Gets whether or not the mob's custom name is displayed client side.\n<p>\nThis value has no effect on players, they will always display their\nname.",
"getScoreboardTags":"Returns a set of tags for this entity.\n<br>\nEntities can have no more than 1024 tags.",
"getMaxFireTicks":"Returns the entity's maximum fire ticks.",
"getPortalCooldown":"Gets the period of time (in ticks) before this entity can use a portal.",
"getVelocity":"Gets this entity's current velocity",
"getVehicle":"Get the vehicle that this player is inside. If there is no vehicle,\nnull will be returned.",
"teleport":"Teleports this entity to the target Entity. If this entity is riding a\nvehicle, it will be dismounted prior to teleportation.",
"playEffect":"Performs the specified {@link EntityEffect} for this entity.\n<p>\nThis will be viewable to all players near the entity.",
"getWidth":"Gets the entity's width",
"remove":"Mark the entity's removal.",
"getFallDistance":"Returns the distance this entity has fallen",
"getHeight":"Gets the entity's height",
"setSilent":"Sets whether the entity is silent or not.\n<p>\nWhen an entity is silent it will not produce any sound.",
"getEntityId":"Returns a unique id for this entity",
"setCustomNameVisible":"Sets whether or not to display the mob's custom name client side. The\nname will be displayed above the mob similarly to a player.\n<p>\nThis value has no effect on players, they will always display their\nname.",
"setPortalCooldown":"Sets the period of time (in ticks) before this entity can use a portal.",
"isInsideVehicle":"Returns whether this entity is inside a vehicle.",
"isValid":"Returns false if the entity has died or been despawned for some other\nreason.",
"isEmpty":"Check if a vehicle has passengers.",
"isInvulnerable":"Gets whether the entity is invulnerable or not.",
"addScoreboardTag":"Add a tag to this entity.\n<br>\nEntities can have no more than 1024 tags.",
"removeScoreboardTag":"Removes a given tag from this entity.",
"getPassengers":"Gets a list of passengers of this vehicle.\n<p>\nThe returned list will not be directly linked to the entity's current\npassengers, and no guarantees are made as to its mutability.",
"getPistonMoveReaction":"Returns the reaction of the entity when moved by a piston.",
"getPassenger":"Gets the primary passenger of a vehicle. For vehicles that could have\nmultiple passengers, this will only return the primary passenger.",
"isOnGround":"Returns true if the entity is supported by a block. This value is a\nstate updated by the server and is not recalculated unless the entity\nmoves.",
"setGravity":"Sets whether gravity applies to this entity.",
"isSilent":"Gets whether the entity is silent or not.",
"removePassenger":"Remove a passenger from the vehicle."
},
"Creature":{
"getTarget":"Gets the current target of this Creature",
"setTarget":"Instructs this Creature to set the specified LivingEntity as its\r\ntarget.\r\n<p>\r\nHostile creatures may attack their target, and friendly creatures may\r\nfollow their target.",
"ClassDescription":"Represents a Creature. Creatures are non-intelligent monsters or animals\r\nwhich have very simple abilities."
},
"BlockCanBuildEvent":{
"getMaterial":"获取我们试图放置的方块的 Material.\r\n原文:Gets the Material that we are trying to place.",
"setBuildable":"设置此方块是否可以在此建造。\r\n<p>\r\n原文:Sets whether the block can be built here or not.",
"getMaterialId":"获取我们试图放置的方块的ID.\r\n<p>\r\n原文:Gets the Material ID for the Material that we are trying to place.",
"ClassDescription":"当我们尝试建造一个方块的时候,可以看到我们是否可以在此建造它。\r\n<p>\r\n注意:\r\n<ul>\r\n<li>方法 getBlock() 返回的是我们正试图放置在其上面的方块,不是我们试图放置的方块。\r\n<li>如果你想知道玩家放置的是什么方块, 用 {@link #getMaterial()} 或者 {@link #getMaterialId()} 来代替.\r\n</ul>",
"isBuildable":"获取是否可以在此建造此方块\r\n<p>\r\n默认情况下, 是否可以在此建造返回的是 Minecraft的值。\r\n<p>\r\n原文:Gets whether or not the block can be built here.\r\n<p>\r\nBy default, returns Minecraft's answer on whether the block can be\r\nbuilt here or not."
},
"EntityExplodeEvent":{
"getLocation":"返回爆炸发生的位置.\r\n<p>\r\n从此值获取一个实体是不可能的,因为实体不存在于此世界上.\r\n<p>\r\n原文:Returns the location where the explosion happened.\r\n<p>\r\nIt is not possible to get this value from the Entity as the Entity no\r\nlonger exists in the world.",
"blockList":"返回被将移除或已被这次爆炸移除的方块列表.\r\n<p>\r\n原文:\r\nReturns the list of blocks that would have been removed or were removed\r\nfrom the explosion event.",
"ClassDescription":"当一个实体爆炸的时候触发本事件",
"setYield":"设置这次爆炸掉落的方块的百分比.\r\n<p>\r\n原文:Sets the percentage of blocks to drop from this explosion",
"getYield":"返回这次爆炸掉落方块占所有影响到的方块的百分比.\r\n<p>\r\n原文:Returns the percentage of blocks to drop from this explosion"
},
"Server":{
"getRecipesFor":"获取一个合成ItemStack的所有配方,如果副ID为-1将匹配所有的数据值\n<p>\n原文:Get a list of all recipes for a given item. The stack size is ignored\nin comparisons. If the durability is -1, it will match any data value.",
"clearRecipes":"清空配方\n<p>\n原文:Clears the list of crafting recipes.",
"getAdvancement":"Get the advancement specified by this key.",
"getOnlinePlayers":"获得一个当前所有已登录玩家的集合.\n<p>\n原文:Gets a view of all currently logged in players. This {@linkplain\nCollections#unmodifiableCollection(Collection) view} is a reused\nobject, making some operations like {@link Collection#size()}\nzero-allocation.\n<p>\nThe collection is a view backed by the internal representation, such\nthat, changes to the internal state of the server will be reflected\nimmediately. However, the reuse of the returned collection (identity)\nis not strictly guaranteed for future or all implementations. Casting\nthe collection, or relying on interface implementations (like {@link\nSerializable} or {@link List}), is deprecated.\n<p>\nIteration behavior is undefined outside of self-contained main-thread\nuses. Normal and immediate iterator use without consequences that\naffect the collection are fully supported. The effects following\n(non-exhaustive) {@link Entity#teleport(Location) teleportation},\n{@link Player#setHealth(double) death}, and {@link Player#kickPlayer(\nString) kicking} are undefined. Any use of this collection from\nasynchronous threads is unsafe.\n<p>\nFor safe consequential iteration or mimicking the old array behavior,\nusing {@link Collection#toArray(Object[])} is recommended. For making\nsnapshots, {@link ImmutableList#copyOf(Collection)} is recommended.",
"getPlayer":"通过UUID获取玩家的实例\n<p>\n原文:Gets the player with the given UUID.",
"getWorld":"通过UUID获取World实例\n<p>\n原文:Gets the world from the given Unique ID.",
"getName":"获得服务器名字.\n<p>\n原文:Gets the name of this server implementation.",
"getPluginCommand":"获取一个{@link PluginCommand}通过给定的name或者别称\n<p>\n原文:Gets a {@link PluginCommand} with the given name or alias.",
"getMessenger":"获取{@link Messenger}实例\n<p>\n原文:Gets the {@link Messenger} responsible for this server.",
"getMotd":"获得服务器列表中服务器所显示的消息(服务器MOTD).\n<p>\n原文:Gets the message that is displayed on the server list.",
"ClassDescription":"代表执行插件的服务器.",
"getServerName":"获得服务器名字.\n<p>\n原文:Get the name of this server.",
"getConsoleSender":"获取一个{@link ConsoleCommandSender} 将被作为服务器的标准输入(译注:该方法用于获取控制台)",
"getAnimalSpawnLimit":"获取一个区块最大可生成动物数\n<p>\n原文:Gets user-specified limit for number of animals that can spawn in a\nchunk.",
"setDefaultGameMode":"设置新玩家的默认 {@link GameMode}.\n<p>\n原文:Sets the default {@link GameMode} for new players.",
"getOperators":"获取一个包含所有OP的Set实例\n<p>\n原文:Gets a set containing all player operators.",
"getBannedPlayers":"获得一组所有被服务器封禁的玩家.\n<p>\n原文:Gets a set containing all banned players.",
"createChunkData":"创建一个 ChunkData 实例,以用于区块生成。\n<p>\n原文:\nCreate a ChunkData for use in a generator.\n\nSee {@link ChunkGenerator#generateChunkData(org.bukkit.World, java.util.Random, int, int, org.bukkit.generator.ChunkGenerator.BiomeGrid)}",
"reloadWhitelist":"重新加载服务器白名单配置.\n<p>\n原文:Reloads the whitelist from disk.",
"getWaterAnimalSpawnLimit":"获取一个区块最大可生成水生生物数\n<p>\n原文:Gets user-specified limit for number of water animals that can spawn in\na chunk.",
"getSpawnRadius":"获得此世界的出生点保护半径.\n<p>\n原文:Gets the radius, in blocks, around each worlds spawn point to protect.",
"getUnsafe":"",
"loadServerIcon":"从image中缓存为CachedServerIcon\n<p>\n原文:Creates a cached server-icon for the specific image.\n<p>\n大小和类型必须在允许范围内,否则将会抛出{@link Exception}.\n<p>\n原文:Size and type are implementation defined. An incompatible file is\nguaranteed to throw an implementation-defined {@link Exception}.",
"getOfflinePlayers":"获取所有登陆过服务器的玩家\n<p>\n原文:Gets every player that has ever played on this server.",
"getAllowEnd":"获取该服务器是否允许末地\n<p>\n原文:Gets whether this server allows the End or not.",
"unloadWorld":"通过给定的Wrold实例从服务器卸载一个World\n<p>\n原文:Unloads the given world.",
"setWhitelist":"设置该服务器是是否开启白名单\n<p>\n原文:Sets if the server is whitelisted.",
"getLogger":"返回此服务器的日志记录.\n<p>\n原文:Returns the primary logger associated with this server instance.",
"getAllowNether":"Gets whether this server allows the Nether or not.",
"getIPBans":"获取一个被ban的IP的Set实例\n<p>\n原文:Gets a set containing all current IPs that are banned.",
"getBukkitVersion":"获得服务器运行的Bukkit版本.\n<p>\n原文:Gets the Bukkit version that this server is running.",
"getMap":"通过给定的item ID获取MapView实例\n<p>\n原文:Gets the map from the given item ID.",
"isPrimaryThread":"检查当前方法是否在主线程执行\n<p>\n原文:Checks the current thread against the expected primary thread for the\nserver.\n<p>\n<b>注意:</b> 该方法不应该用于检查当前同步状态,当前线程为主线程表明它确实为同步,但是不能排除其他原因.",
"getItemFactory":"获取ItemFactory的实例(用于 {@link ItemMeta})\n<p>\n原文:Gets the instance of the item factory (for {@link ItemMeta}).",
"getOfflinePlayer":"通过UUID获取OfflinePlayer实例\n<p>\n原文:Gets the player by the given UUID, regardless if they are offline or\nonline.\n<p>\n对于该方法而言所有玩家都是存在的,即使玩家从未登录过服务器也会返回一个OfflinePlayer实例\n<p>\n原文:This will return an object even if the player does not exist. To this\nmethod, all players will exist.",
"getScoreboardManager":"获取ScoreboardManager实例\n<p>\n原文:Gets the instance of the scoreboard manager.\n<p>\n该实例在至少有一个世界被加载后才会创建\n<p>\n原文:This will only exist after the first world has loaded.",
"getServicesManager":"获取ServicesManager\n<p>\n原文:Gets a services manager.",
"getServerIcon":"获取服务器默认图标\n<p>\n原文:Gets an instance of the server's default server-icon.",
"createBossBar":"创建一个Boos血量条实例。血量条的进度默认为1.0。\n<p>\n原文:\nCreates a boss bar instance to display to players. The progress\ndefaults to 1.0",
"getServerId":"获得服务器的ID,该ID通常由数字和字母组成,这个ID可以用于识别服务器\n<p>\n原文:Get an ID of this server. The ID is a simple generally alphanumeric ID\nthat can be used for uniquely identifying this server.",
"createMerchant":"Creates an empty merchant.",
"getCommandAliases":"获取一个定义于服务器配置文件中的命令别名列表\n<p>\n原文:Gets a list of command aliases defined in the server properties.",
"shutdown":"彻底关闭服务器.\n<p>\n原文:Shutdowns the server, stopping everything.",
"getWorldContainer":"获取 {@link World}的文件夹的File实例.",
"getTicksPerAnimalSpawns":"获得每隔多少ticks生成动物\n<p>\n原文:Gets default ticks per animal spawns value.\n<p>\n<b>示例:</b>\n<ul>\n<li>值为1时服务器将尝试每tick都生成动物\n<li>值为400服务器将每400tick尝试生成一次动物\n<li>一个低于0的值将会被重置设为默认值(默认为400)\n</ul>\n<p>\n<b>注意:</b>如果设置为0,动物生成将会被禁止,我们推荐使用spawn-animals代替用于控制动物生成\n<p>",
"setSpawnRadius":"设置这个世界的出生点保护半径.\n<p>\n原文:Sets the radius, in blocks, around each worlds spawn point to protect.",
"getBanList":"通过提供的BanList.Type来获取一个BanList\n<p>\n原文:Gets a ban list for the supplied type.\n<p>\nban玩家name将不会受到支持,ban UUID更好\n<p>\n原文:Bans by name are no longer supported and this method will return\nnull when trying to request them. The replacement is bans by UUID.",
"broadcast":"向具有给定权限的玩家发送一条信息\n<p>\n原文:Broadcasts the specified message to every user with the given\npermission name.",
"getIp":"获得当前服务器绑定的IP,当未设置时返回为空\n<p>\n原文:Get the IP that this server is bound to, or empty string if not\nspecified.",
"getIdleTimeout":"获取自动踢出闲置玩家的时间.\n<p>\n原文:Gets the idle kick timeout.",
"getViewDistance":"获得当前设置的视距\n<p>\n原文:Get the view distance from this server.",
"savePlayers":"将以记载的玩家储存到硬盘\n<p>\n原文:Writes loaded players to disk.",
"reloadData":"只重载Minecraft游戏数据. 这包括自定义的进度和掉落表.\n<p>\n原文:Reload only the Minecraft data for the server. This includes custom\nadvancements and loot tables.",
"advancementIterator":"Get an iterator through all advancements. Advancements cannot be removed\nfrom this iterator,",
"getPluginManager":"获取PluginManager接口的实例\n<p>\n原文:Gets the plugin manager for interfacing with plugins.",
"resetRecipes":"重置配方\n<p>\n原文:Resets the list of crafting recipes to the default.",
"reload":"重新加载服务器并刷新设置和插件信息.\n<p>\n原文:Reloads the server, refreshing settings and plugin information.",
"getShutdownMessage":"获取服务器关闭时给玩家发送的默认消息\n<p>\n原文:Gets the default message that is displayed when the server is stopped.",
"getWarningState":"获取当前警告状态\n<p>\n原文:Gets the current warning state for the server.",
"createWorld":"使用给定的名字和配置来创建或者加载一个World\n<p>\n原文:Creates or loads a world with the given name using the specified\noptions.\n<p>\n如果该World已经被加载,它相当于返回getWorld(creator.name())\n<p>\n原文:If the world is already loaded, it will just return the equivalent of\ngetWorld(creator.name()).",
"getUpdateFolderFile":"获取表示更新文件夹的 File 实例. 系统将会在插件加载时选择适当的时机利用此文件夹来安全地更新插件.\n<p>\n原文:\nGets the update folder. The update folder is used to safely update\nplugins at the right moment on a plugin load.",
"getOnlineMode":"获得服务器是否开启了正版模式.\n<p>\n原文:Gets whether the Server is in online mode or not.",
"getScheduler":"获取BukkitScheduler接口的实例用来安排任务\n<p>\n原文:Gets the scheduler for managing scheduled events.",
"getVersion":"获得服务器版本字符串.\n<p>\n原文:Gets the version string of this server implementation.",
"hasWhitelist":"获取该服务器是否有白名单\n<p>\n原文:Gets whether this server has a whitelist or not.",
"getUpdateFolder":"获取更新文件夹的名字. 系统将会在插件加载时选择适当的时机利用此文件夹来安全地更新插件.\n<p>\n更新文件夹相对于插件文件夹.\n<p>\nTips:如何使用更新文件夹来实现更新您的插件呢?(服主和开发者都可以了解下):\n<ol>\n<li>创建更新文件夹,已有则跳过此步.\n<li>下载您要更新的插件到此目录 (注意:jar文件名必须和在插件目录下的jar文件名一样,否则不起作用。).\n<li>重载/重启服务器.\n<li>OK,看效果吧.\n</ol>\n\n原文:\nGets the name of the update folder. The update folder is used to safely\nupdate plugins at the right moment on a plugin load.\n<p>\nThe update folder name is relative to the plugins folder.",
"getDefaultGameMode":"获得新玩家的默认 {@link GameMode}.\n<p>\n原文:Gets the default {@link GameMode} for new players.",
"banIP":"设置禁止此ip地址登陆到服务器.\n<p>\n原文:Bans the specified address from the server.",
"getGenerateStructures":"获得是否允许生成器构造(对应server.properties文件中的generate-structures)\n<p>\n原文:Get generate-structures setting.",
"broadcastMessage":"广播一条消息到所有玩家.\n<p>\n这与调用{@link #broadcast(java.lang.String,\njava.lang.String)}(第二个参数为{@link #BROADCAST_CHANNEL_USERS})相当。\n<p>\n原文:Broadcast a message to all players.\n<p>\nThis is the same as calling {@link #broadcast(java.lang.String,\njava.lang.String)} to {@link Server#BROADCAST_CHANNEL_USERS}",
"getMaxPlayers":"获得服务器可同时在线玩家最高人数.\n<p>\n原文:Get the maximum amount of players which can login to this server.",
"createMap":"创建一个新的MapView实例并且自动分配ID\n<p>\nCreate a new map with an automatically assigned ID.",
"getTicksPerMonsterSpawns":"获得每隔多少ticks生成怪物\n<p>\n原文:Gets the default ticks per monster spawns value.\n<p>\n<b>示例:</b>\n<ul>\n<li>值为1时服务器将尝试每tick都生成怪物\n<li>值为400服务器将每400tick尝试生成一次怪物\n<li>一个低于0的值将会被重重设为默认值(默认为1)\n</ul>\n<p>\n<b>注意:</b>如果设置为0,动物生成将会被禁止,我们推荐使用spawn-monsters代替用于控制动物生成\n<p>",
"getWorldType":"获得主世界的世界类型(检测主世界的世界类型).\n<p>\n原文:Get world type (level-type setting) for default world.",
"getEntity":"用UUID获取实体.\n<p>\n原文:Gets an entity on the server by its UUID",
"getWorlds":"获取服务器以List封装的所有World\n<p>\n原文:Gets a list of all worlds on this server.",
"getMonsterSpawnLimit":"获取一个区块最大可生成怪物数\n<p>\n原文:Gets user-specified limit for number of monsters that can spawn in a\nchunk.",
"matchPlayer":"尝试用name匹配所有玩家并且返回一个所有匹配玩家的List\n<p>\n原文:Attempts to match any players with the given name, and returns a list\nof all possibly matches.\n<p>\n该list未排序,如果准确匹配到某个玩家则该List仅包含该玩家\n<p>\n原文:This list is not sorted in any particular order. If an exact match is\nfound, the returned list will only contain a single result.",
"dispatchCommand":"在服务器执行一个命令\n<p>\n原文:Dispatches a command on this server, and executes it if found.",
"recipeIterator":"获取配方迭代器\n<p>\n原文:Get an iterator through the list of crafting recipes.",
"getHelpMap":"获取该服务器用于提供帮助的{@link HelpMap}\n<p>\n原文:Gets the {@link HelpMap} providing help topics for this server.",
"addRecipe":"向服务器添加一个配方\n<p>\n原文:Adds a recipe to the crafting manager.",
"isHardcore":"获得服务器是否开启了极限生存模式.\n<p>\n原文:Gets whether the server is in hardcore mode or not.",
"getPort":"获得服务器端口.\n<p>\n原文:Get the game port that the server runs on.",
"getAllowFlight":"获得服务器是否开启了飞行模式.\n<p>\n原文:Gets whether this server allows flying or not.",
"getPlayerExact":"通过玩家名准确的查找来获得一个玩家实例,避免大小写问题(译注:该方法使用频率极低)\n<p>\n原文:Gets the player with the exact given name, case insensitive.",
"getAmbientSpawnLimit":"获取一个区块最大生成环境怪物数(疑惑)\nGets user-specified limit for number of ambient mobs that can spawn in\na chunk.",
"getWhitelistedPlayers":"获得所有在白名单中的玩家.\n<p>\n原文:Gets a list of whitelisted players.",
"createInventory":"通过一个特定的大小和标题使用{@link InventoryType#CHEST}来创建一个空的物品栏\n<p>\n原文:Creates an empty inventory of type {@link InventoryType#CHEST} with the\nspecified size and title.",
"unbanIP":"解除禁止此ip地址登陆到服务器.\n<p>\n原文:Unbans the specified address from the server.",
"setIdleTimeout":"设置自动踢出闲置玩家的时间.\n<p>\n原文:Set the idle kick timeout. Any players idle for the specified amount of\ntime will be automatically kicked.\n<p>\n值为0时将不会踢出玩家",
"getConnectionThrottle":"获取玩家重连服务器的间隔(-1则为无限制)\n<p>\n原文:Gets the value of the connection throttle setting."
},
"Donkey":{
"ClassDescription":"Represents a Donkey - variant of {@link ChestedHorse}."
},
"Recipe":{
"getResult":"Get the result of this recipe.",
"ClassDescription":"Represents some type of crafting recipe."
},
"PotionEffect":{
"getAmplifier":"Returns the amplifier of this effect. A higher amplifier means the\npotion effect happens more often over its duration and in some cases\nhas more effect on its target.",
"getDuration":"Returns the duration (in ticks) that this effect will run for when\napplied to a {@link LivingEntity}.",
"apply":"Attempts to add the effect represented by this object to the given\n{@link LivingEntity}.",
"getType":"Returns the {@link PotionEffectType} of this effect.",
"hasParticles":"",
"getColor":"",
"isAmbient":"Makes potion effect produce more, translucent, particles.",
"ClassDescription":"Represents a potion effect, that can be added to a {@link LivingEntity}. A\npotion effect has a duration that it will last for, an amplifier that will\nenhance its effects, and a {@link PotionEffectType}, that represents its\neffect on an entity."
},
"Difficulty":{
"getValue":"获得难度数值.\r\n<p>\r\n原文:Gets the difficulty value associated with this Difficulty.",
"getByValue":"通过难度数值获得难度.",
"ClassDescription":"代表不同的游戏难度."
},
"CreatureSpawner":{
"getSpawnedType":"获取刷怪笼的类型.\n<p>\n原文:\nGet the spawner's creature type.",
"setSpawnedType":"设置刷怪笼的类型.\n<p>\n原文:\nSet the spawner's creature type.",
"getDelay":"获取刷怪笼的刷怪延迟.\n<p>\n原文:\nGet the spawner's delay.",
"getCreatureTypeName":"获取要刷出的生物的名称.\n<p>\n原文:\nGet the spawner's creature type.",
"ClassDescription":"代表一个刷怪笼.",
"setCreatureTypeByName":"设置刷怪笼要生成的生物类型.\n<p>\n原文\nSet the spawner mob type.",
"setDelay":"设置刷怪笼刷怪延迟.\n<p>\n原文:\nSet the spawner's delay."
},
"Golem":{
"ClassDescription":"A mechanical creature that may harm enemies."
},
"Particle":{
"getDataType":"Returns the required data type for the particle"
},
"EndGateway":{
"getExitLocation":"Gets the location that entities are teleported to when \nentering the gateway portal.",
"setExitLocation":"Sets the exit location that entities are teleported to when\nthey enter the gateway portal.",
"ClassDescription":"Represents an end gateway.",
"setExactTeleport":"Sets whether this gateway will teleport entities directly to\nthe exit location instead of finding a nearby location.",
"isExactTeleport":"Gets whether this gateway will teleport entities directly to\nthe exit location instead of finding a nearby location."
},
"Button":{
"getAttachedFace":"获取这个方块附着的方向.\r\n<p>\r\n原文:Gets the face that this block is attached on",
"setFacingDirection":"设置这个按钮所指的方向.\r\n<p>\r\n原文:Sets the direction this button is pointing toward",
"ClassDescription":"代表按钮",
"isPowered":"获取这个按钮的充能状态.\r\n<p>\r\n原文:Gets the current state of this Material, indicating if it's powered or\r\nunpowered",
"setPowered":"设置这个按钮的充能状态.\r\n<p>\r\n原文:Sets the current state of this button"
},
"InventoryInteractEvent":{
"isCancelled":"Gets whether or not this event is cancelled. This is based off of the\r\nResult value returned by {@link #getResult()}. Result.ALLOW and\r\nResult.DEFAULT will result in a returned value of false, but\r\nResult.DENY will result in a returned value of true.\r\n<p>\r\n{@inheritDoc}",
"setResult":"Sets the result of this event. This will change whether or not this\r\nevent is considered cancelled.",
"setCancelled":"Proxy method to {@link #setResult(Event.Result)} for the Cancellable\r\ninterface. {@link #setResult(Event.Result)} is preferred, as it allows\r\nyou to specify the Result beyond Result.DENY and Result.ALLOW.\r\n<p>\r\n{@inheritDoc}",
"getResult":"Gets the {@link Result} of this event. The Result describes the\r\nbehavior that will be applied to the inventory in relation to this\r\nevent.",
"getWhoClicked":"Gets the player who performed the click.",
"ClassDescription":"An abstract base class for events that describe an interaction between a\r\nHumanEntity and the contents of an Inventory."
},
"ShulkerBox":{
"getColor":"Get the {@link DyeColor} corresponding to this ShulkerBox",
"ClassDescription":"Represents a ShulkerBox."
},
"Arrow":{
"getKnockbackStrength":"Gets the knockback strength for an arrow, which is the\n{@link org.bukkit.enchantments.Enchantment#KNOCKBACK KnockBack} level\nof the bow that shot it.",
"setKnockbackStrength":"Sets the knockback strength for an arrow.",
"setPickupStatus":"Sets the current pickup status of this arrow.",
"isCritical":"Gets whether this arrow is critical.\n<p>\nCritical arrows have increased damage and cause particle effects.\n<p>\nCritical arrows generally occur when a player fully draws a bow before\nfiring.",
"ClassDescription":"Represents an arrow.",
"getPickupStatus":"Gets the current pickup status of this arrow.",
"setCritical":"Sets whether or not this arrow should be critical."
},
"LightningStrike":{
"isEffect":"返回雷击是否是没有伤害的效果。\r\n<p>\r\n原文:Returns whether the strike is an effect that does no damage.",
"ClassDescription":"代表雷击的实例,可能会或者不会造成伤害。"
},
"EntityTargetLivingEntityEvent":{
"setTarget":"Set the Entity that you want the mob to target.\r\n<p>\r\nIt is possible to be null, null will cause the entity to be\r\ntarget-less.\r\n<p>\r\nMust be a LivingEntity, or null.",
"ClassDescription":"Called when an Entity targets a {@link LivingEntity} and can only target\r\nLivingEntity's."
},
"HelpCommand":{
"damerauLevenshteinDistance":"Computes the Dameraur-Levenshtein Distance between two strings. Adapted\nfrom the algorithm at <a href=\"http://en.wikipedia.org/wiki/Damerau%E2%80%93Levenshtein_distance\">Wikipedia: Damerau–Levenshtein distance</a>"
},
"Crops":{
"getState":"获取这个农作物的生长阶段.\n<p>\n对于像是甜菜根这样只有四个生长阶段的农作物,只会返回这四个值:SEEDED、SMALL、TALL、RIPE.\n<p>\n原文:Gets the current growth state of this crop\n\nFor crops with only four growth states such as beetroot, only the values SEEDED, SMALL, TALL and RIPE will be\nreturned.",
"setState":"设置这个农作物的生长阶段.\n<p>\n对于像是甜菜根这样只有四个生长阶段的农作物,这8个生长阶段分别映射为这四个阶段:\n\nSEEDED, SMALL, TALL 和 RIPE\n\nGERMINATED 会改为 SEEDED\nVERY_SMALL 会改为 SMALL\nMEDIUM 会改为 TALL\nVERY_TALL 会改为 RIPE\n<p>\n原文:Sets the growth state of this crop\n\nFor crops with only four growth states such as beetroot, the 8 CropStates are mapped into four states:\n\nSEEDED, SMALL, TALL and RIPE\n\nGERMINATED will change to SEEDED\nVERY_SMALL will change to SMALL\nMEDIUM will change to TALL\nVERY_TALL will change to RIPE",
"ClassDescription":"代表不同种类处于不同生长阶段的农作物"
},
"CropState":{
"ClassDescription":"表示农作物的不同生长阶段.",
"getByData":"根据指定的数值获取农作物阶段.\r\n<p>\r\n原文:\r\nGets the CropState with the given data value",
"getData":"获取表示这个生长阶段的相关数值.\r\n<p>\r\n原文:\r\nGets the associated data value representing this growth state"
},
"ElderGuardian":{
"ClassDescription":"Represents an ElderGuardian - variant of {@link Guardian}."
},
"PlayerQuitEvent":{
"getQuitMessage":"获取某玩家离开游戏后,发送给全体玩家的离开消息.\r\n<p>\r\n原文:Gets the quit message to send to all online players",
"setQuitMessage":"设置某玩家离开游戏后,发送给全体玩家的离开消息.\r\n<p>\r\n原文:Sets the quit message to send to all online players",
"ClassDescription":"玩家离开服务器事件."
},
"Sound":{
"ClassDescription":"服务器能给玩家发送的声音的一个枚举。\n<p>\n警告:在某些时候,声音可能被这个枚举或Minecraft自己新增/移除! 不保证声音能播放,不保证一些声音值会从这个枚举移除。\n因此,你不应该依赖这个类的顺序值。"
},
"SignChangeEvent":{
"getPlayer":"获得设置这个牌子上的字的玩家.\r\n<p>\r\n原文:Gets the player changing the sign involved in this event.",
"getLine":"获得牌子被写上的内容的某行.\r\n<p>\r\n原文:Gets a single line of text from the sign involved in this event.",
"getLines":"获得牌子被写上的全部内容.\r\n<p>\r\n原文:Gets all of the lines of text from the sign involved in this event.",
"setLine":"修改牌子被写上的字的某行.\r\n<p>\r\n原文:Sets a single line for the sign involved in this event",
"ClassDescription":"在玩家设置牌子上的内容子时触发.\r\n<p>\r\n若取消本事件,牌子将不会被更改."
},
"VehicleDestroyEvent":{
"ClassDescription":"载具被损毁的事件(包含被玩家/自然损坏)。若有一个船直接被\"删除\"了,这个事件将不会被调用.",
"getAttacker":"获取损毁载具的实体,可能为null.\r\n<p>\r\n原文:Gets the Entity that has destroyed the vehicle, potentially null"
},
"Furnace":{
"ClassDescription":"代表熔炉."
},
"Sapling":{
"isInstantGrowable":"检测这个树苗是否应该在用使用骨粉时瞬间长大(可以长成树).\n<p>\n原文:Checks if the Sapling would grow when next ticked with bonemeal",
"ClassDescription":"代表不同种类的树苗.",
"setIsInstantGrowable":"设置这个树苗是否应该在用使用骨粉时瞬间长大(可以长成树).\n<p>\n原文:Set whether this sapling will grow when next ticked with bonemeal"
},
"ServerEvent":{
"ClassDescription":"其它服务器事件(杂项).\r\n<p>\r\n原文:Miscellaneous server events"
},
"HangingPlaceEvent":{
"getPlayer":"返回放置这个悬挂实体的玩家.\r\n<p>\r\n原文:Returns the player placing the hanging entity",
"getBlock":"返回这个悬挂实体被放置在哪个方块上.\r\n<p>\r\n原文:Returns the block that the hanging entity was placed on",
"getBlockFace":"返回这个悬挂实体被放置在的方块的朝向.\r\n<p>\r\n原文:Returns the face of the block that the hanging entity was placed on",
"ClassDescription":"当一个悬挂实体被放置时触发本事件。"
},
"PistonExtensionMaterial":{
"setSticky":"设置这个活塞臂是否是粘性的.\r\n<p>\r\n原文:Sets whether or not this extension is sticky",
"ClassDescription":"代表活塞臂",
"isSticky":"检测这个活塞臂是否是粘性的.\r\n<p>\r\n原文:Checks if this piston extension is sticky, and returns true if so"
},
"MapCanvas":{
"setCursors":"设置与该画布相关联的游标集合,自从地图游标集合(MapCursorCollection)提供后这个方法通常不需要被调用.\r\n<p>\r\n原文:Set the cursor collection associated with this canvas. This does not\r\nusually need to be called since a MapCursorCollection is already\r\nprovided.",
"drawImage":"画一张图片到地图上,如果必要的话,图像将被裁剪.\r\n<p>\r\n原文:Draw an image to the map. The image will be clipped if necessary.",
"setPixel":"画一个像素到画布上.\r\n<p>\r\n原文:Draw a pixel to the canvas.",
"getMapView":"获取画布依附的地图.\r\n<p>\r\n原文:Get the map this canvas is attached to.",
"drawText":"使用你想要的格式渲染文字到地图上.换行符(\\n)会移动到下一行并返回原来的列,\r\n字体颜色可以使用带字符的数字来改变如\"§12;\",这会把字体颜色换为颜色表中\r\n第12个颜色(参考 {@link MapPalette}).\r\n<p>\r\n原文:Render text to the map using fancy formatting. Newline (\\n) characters\r\nwill move down one line and return to the original column, and the text\r\ncolor can be changed using sequences such as \"§12;\", replacing 12 with\r\nthe palette index of the color (see {@link MapPalette}).",
"getPixel":"获取画布上的一个像素.\r\n<p>\r\n原文:Get a pixel from the canvas.",
"ClassDescription":"代表一个画地图的画布,每个画布都关联着一个特定的\r\n{@link MapRenderer 地图渲染器}并表现为地图上渲染器的一层.",
"getCursors":"获取与该画布相关联的游标集合.\r\n<p>\r\n原文:Get the cursor collection associated with this canvas.",
"getBasePixel":"获取画布下层的一个像素.\r\n<p>\r\n原文:Get a pixel from the layers below this canvas."
},
"Firework":{
"setFireworkMeta":"Apply the provided meta to the fireworks",
"detonate":"Cause this firework to explode at earliest opportunity, as if it has no\r\nremaining fuse.",
"getFireworkMeta":"Get a copy of the fireworks meta"
},
"Note":{
"flattened":"",
"natural":"为一个自然调创建一个note类,例如自然A调。\r\n<p>\r\n原文:\r\nCreates a new note for a natural tone, such as A-natural.",
"flat":"为一个大调创建一个新的note类,例如A大调。\r\n<p>\r\n原文:\r\nCreates a new note for a flat tone, such as A-flat.",
"sharped":"",
"getId":"返回这个音符的内部ID。\r\n<p>\r\n原文:\r\nReturns the internal id of this note.",
"ClassDescription":"用于储存一个指定的音符。",
"getOctave":"返回这个音符的八度音阶。\r\n<p>\r\n原文:\r\nReturns the octave of this note.",
"getTone":"返回这个音符的音调。\r\n<p>\r\n原文:\r\nReturns the tone of this note.",
"isSharped":"返回音符是否升高。\r\n<p>\r\n原文:\r\nReturns if this note is sharped.",
"sharp":"为一个升调创建一个note类,例如A升调。\r\n<p>\r\n原文:\r\nCreates a new note for a sharp tone, such as A-sharp."
},
"EntityTameEvent":{
"ClassDescription":"Thrown when a LivingEntity is tamed",
"getOwner":"Gets the owning AnimalTamer"
},
"ItemStack":{
"getMaxStackSize":"Get the maximum stacksize for the material hold in this ItemStack.\n(Returns -1 if it has no idea)",
"containsEnchantment":"Checks if this ItemStack contains the given {@link Enchantment}",
"getEnchantmentLevel":"Gets the level of the specified enchantment on this item stack",
"setItemMeta":"Set the ItemMeta of this ItemStack.",
"ClassDescription":"Represents a stack of items",
"getTypeId":"Gets the type id of this item",
"getDurability":"Gets the durability of this item",
"addUnsafeEnchantment":"Adds the specified {@link Enchantment} to this item stack.\n<p>\nIf this item stack already contained the given enchantment (at any\nlevel), it will be replaced.\n<p>\nThis method is unsafe and will ignore level restrictions or item type.\nUse at your own discretion.",
"addEnchantment":"Adds the specified {@link Enchantment} to this item stack.\n<p>\nIf this item stack already contained the given enchantment (at any\nlevel), it will be replaced.",
"setDurability":"Sets the durability of this item",
"setAmount":"Sets the amount of items in this stack",
"isSimilar":"This method is the same as equals, but does not consider stack size\n(amount).",
"getData":"Gets the MaterialData for this stack of items",
"getAmount":"Gets the amount of items in this stack",
"deserialize":"Required method for configuration serialization",
"setData":"Sets the MaterialData for this stack of items",
"getItemMeta":"Get a copy of this ItemStack's {@link ItemMeta}.",
"setTypeId":"Sets the type id of this item\n<p>\nNote that in doing so you will reset the MaterialData for this stack",
"setType":"Sets the type of this item\n<p>\nNote that in doing so you will reset the MaterialData for this stack",
"getEnchantments":"Gets a map containing all enchantments and their levels on this item.",
"addEnchantments":"Adds the specified enchantments to this item stack.\n<p>\nThis method is the same as calling {@link\n#addEnchantment(org.bukkit.enchantments.Enchantment, int)} for each\nelement of the map.",
"hasItemMeta":"Checks to see if any meta data has been defined.",
"getType":"Gets the type of this item",
"removeEnchantment":"Removes the specified {@link Enchantment} if it exists on this\nItemStack",
"addUnsafeEnchantments":"Adds the specified enchantments to this item stack in an unsafe manner.\n<p>\nThis method is the same as calling {@link\n#addUnsafeEnchantment(org.bukkit.enchantments.Enchantment, int)} for\neach element of the map."
},
"EulerAngle":{
"add":"Creates a new EulerAngle which is the result of adding\r\nthe x, y, z components to this EulerAngle",
"getX":"Returns the angle on the x axis in radians",
"setY":"Return a EulerAngle which is the result of changing\r\nthe y axis to the passed angle",
"getY":"Returns the angle on the y axis in radians",
"setX":"Return a EulerAngle which is the result of changing\r\nthe x axis to the passed angle",
"getZ":"Returns the angle on the z axis in radians",
"subtract":"Creates a new EulerAngle which is the result of subtracting\r\nthe x, y, z components to this EulerAngle",
"ClassDescription":"EulerAngle is used to represent 3 angles, one for each\r\naxis (x, y, z). The angles are in radians",
"setZ":"Return a EulerAngle which is the result of changing\r\nthe z axis to the passed angle"
},
"BlockEvent":{
"getBlock":"获取这个事件是哪个方块发生的.\r\n<p>\r\n原文:Gets the block involved in this event.",
"ClassDescription":"代表与方块相关的事件."
},
"ExplosiveMinecart":{
"ClassDescription":"代表TNT矿车,可以被引爆."
},
"InventoryOpenEvent":{
"getPlayer":"返回涉及此事件的玩家.\r\n<p>\r\n原文:Returns the player involved in this event",
"isCancelled":"获取此事件的取消状态. 一个取消的事件将不会在服务器上执行,但将仍然传递给其他插件.\r\n<p>\r\n如果一个物品栏打开事件被取消,物品栏界面将不会显示.\r\n<p>\r\n原文:Gets the cancellation state of this event. A cancelled event will not\r\nbe executed in the server, but will still pass to other plugins.\r\n<p>\r\nIf an inventory open event is cancelled, the inventory screen will not\r\nshow.",
"setCancelled":"设置此事件的取消状态. 一个取消的事件将不会在服务器上执行,但将仍然传递给其他插件.\r\n<p>\r\n如果一个物品栏打开事件被取消,物品栏界面将不会显示.\r\n<p>\r\n原文:Sets the cancellation state of this event. A cancelled event will not\r\nbe executed in the server, but will still pass to other plugins.\r\n<p>\r\nIf an inventory open event is cancelled, the inventory screen will not\r\nshow.",
"ClassDescription":"当玩家打开物品栏时触发本事件"
},
"Vindicator":{
"ClassDescription":"Represents a Vindicator."
},
"EntityCombustByBlockEvent":{
"getCombuster":"造成燃烧的可以是岩浆或者一个着火的方块.\r\n<p>\r\n警告: 这个方块可能为null.",
"ClassDescription":"当方块造成实体燃烧时触发该事件.\r\n原文\r\nCalled when a block causes an entity to combust."
},
"AreaEffectCloudApplyEvent":{
"getAffectedEntities":"获取一个受影响实体的可变列表。\r\n<p>\r\n特别注意不是在列表里的每个实体都保证受影响。\r\n药水效果云可能由于{@link AreaEffectCloud#getDurationOnUse()}或{@link AreaEffectCloud#getRadiusOnUse()}的消耗死在应用过程中的影响\r\n<p>\r\n原文:\r\nRetrieves a mutable list of the effected entities\r\n<p>\r\nIt is important to note that not every entity in this list\r\nis guaranteed to be effected. The cloud may die during the\r\napplication of its effects due to the depletion of {@link AreaEffectCloud#getDurationOnUse()}\r\nor {@link AreaEffectCloud#getRadiusOnUse()}",
"ClassDescription":"当滞留药水应用它的效果时触发本事件,期间每5 tick发生一次。"
},
"ConfigurationOptions":{
"copyDefaults":"检查这个{@link Configuration} 是不是直接从缺省值 {@link Configuration} 那里复制过来的.\r\n<p>\r\n如果为真, 表明这个列表中的值都是从缺省值 {@link Configuration} 中复制过来的. \r\n<p>\r\n这个列表将被锁定. 并始终返回缺省值列表中的值. 可以看作是只读的缺省值列表. \r\n<p>\r\n默认值是false.\r\n<p>原文: \r\nChecks if the {@link Configuration} should copy values from its default {@link Configuration} directly.\r\n<p>\r\nIf this is true, all values in the default Configuration will be directly copied, making it impossible to distinguish between values that were set and values that are provided by default. \r\nAs a result, {@link ConfigurationSection#contains(java.lang.String)} will always return the same value as {@link ConfigurationSection#isSet(java.lang.String)}. \r\nThe default value is false.",
"pathSeparator":"设置用于分离 {@link ConfigurationSection} 中路径的 char.\r\n<P>\r\n这个 char 并不会影响数据的储存, 它只是路径的分隔符.\r\n只会影响你在程序中怎样读取数据.默认为 '.'.\r\n<p>原文:\r\nSets the char that will be used to separate {@link ConfigurationSection}s.\r\n<p>\r\nThis value does not affect how the {@link Configuration} is stored, only in how you access the data. \r\nThe default value is '.'.",
"configuration":"返回关联这个配置的 {@link Configuration}.\r\n<p>原文:\r\nReturns the {@link Configuration} that this object is responsible for.",
"ClassDescription":"@link Configuration} 的配置类.\r\n<p>原文:\r\nVarious settings for controlling the input and output of a {@link Configuration}"
},
"SmoothBrick":{
"ClassDescription":"代表不同种类的光滑的砖(石头、苔石、圆石、石砖)."
},
"Merchant":{
"setRecipes":"Set the list of trades currently available from this merchant.\n<br>\nThis will not change the selected trades of players currently trading\nwith this merchant.",
"setRecipe":"Set the recipe at a certain index of this merchant's trade list.",
"isTrading":"Gets whether this merchant is currently trading.",
"getRecipe":"Get the recipe at a certain index of this merchant's trade list.",
"getTrader":"Gets the player this merchant is trading with, or null if it is not\ncurrently trading.",
"getRecipeCount":"Get the number of trades this merchant currently has available.",
"ClassDescription":"Represents a merchant. A merchant is a special type of inventory which can\nfacilitate custom trades between items.",
"getRecipes":"Get a list of trades currently available from this merchant."
},
"DisplaySlot":{
"ClassDescription":"向玩家显示目标位置."
},
"NullConversationPrefix":{
"getPrefix":"Prepends each conversation message with an empty string.",
"ClassDescription":"NullConversationPrefix is a {@link ConversationPrefix} implementation that\r\ndisplays nothing in front of conversation output."
},
"ServiceRegisterEvent":{
"ClassDescription":"当一个服务注册时调用. \r\n<p>\r\n注意:注册和注销的事件顺序不互相依赖."
},
"PlayerExpChangeEvent":{
"ClassDescription":"当玩家经验值发生变化时调用此事件.",
"setAmount":"设置玩家将要获得的经验.\r\n<p>\r\n原文:Set the amount of experience the player will receive",
"getAmount":"获得玩家将要获得的经验.\r\n<p>\r\n原文:Get the amount of experience the player will receive"
},
"EnchantingInventory":{
"setSecondary":"设置被用来附魔的辅助材料的物品. \r\n<p>\r\n原文: Set the secondary item being used for the enchant.",
"getItem":"获取被附魔主要效果的Item项目.\r\n<p>\r\n原文:Get the item being enchanted.",
"ClassDescription":"附魔GUI界面接口",
"setItem":"设置要被附魔主要效果的Item项目.\r\n<p>\r\n原文:Set the item being enchanted.",
"getSecondary":"获取当前附魔物品的辅助的物品. \r\n<p>\r\n原文: Get the secondary item being used for the enchant."
},
"Bed":{
"setHeadOfBed":"设置方块是床头还是床尾\r\n<p>\r\n原文:Configure this to be either the head or the foot of the bed",
"isHeadOfBed":"限定于此方块是否代表床头\r\n<p>\r\n原文:Determine if this block represents the head of the bed",
"setFacingDirection":"设置床头的朝向.注意这只会影响到两个方块的床。\r\n<p>\r\n原文:Set which direction the head of the bed is facing. Note that this will\r\nonly affect one of the two blocks the bed is made of.",
"getFacing":"获取床头的朝向。\r\n原文:Get the direction that this bed's head is facing toward",
"ClassDescription":"代表床."
},
"PortalCreateEvent":{
"getReason":"获取这个传送门的创建理由.\r\n<p>\r\n原文:\r\nGets the reason for the portal's creation",
"ClassDescription":"当传送门被创建时调用.",
"getBlocks":"获取与创建的传送门所相关连的所有区块的数组列表.\r\n<p>\r\n原文:\r\nGets an array list of all the blocks associated with the created portal"
},
"MerchantInventory":{
"getSelectedRecipeIndex":"Get the index of the currently selected recipe.",
"ClassDescription":"Represents a trading inventory between a player and a merchant.\n<br>\nThe holder of this Inventory is the owning Villager, or null if the player is\ntrading with a merchant created by a plugin.",
"getSelectedRecipe":"Get the currently selected recipe."
},
"PlayerChannelEvent":{
"ClassDescription":"当玩家注册/注销一个新的插件通道时触发本事件"
},
"Damageable":{
"resetMaxHealth":"重置最大血量为 20。\n<p>\n原文: Resets the max health to the original amount.",
"damage":"强制某实体伤害这个实体。\n<p>\n原文: Deals the given amount of damage to this entity, \nfrom a specified entity.",
"getMaxHealth":"获取这个实体所能拥有的最大血量。\n<p>\n原文: Gets the maximum health this entity has.",
"setMaxHealth":"设置这个实体所能拥有的最大血量。\n<p>\n如果当前血量高于这个值,那么新的血量将会设置为这个值。\n<p>\nTips: 如果实体有血条,比如({@link Player}, {@link EnderDragon},{@link Wither}, etc...} 也将会有他们相应的血条样式。\n<p>\n原文: Sets the maximum health this entity can have.\n<p>\nIf the health of the entity is above the value provided it will be set\nto that value.\n<p>\nNote: An entity with a health bar ({@link Player}, {@link EnderDragon},\n{@link Wither}, etc...} will have their bar scaled accordingly.",
"ClassDescription":"表示一个有生命值和可以被伤害的实体({@link Entity})。",
"getHealth":"获取当前实体的血量,从0到 {@link #getMaxHealth()},当血量为 0 时为死亡状态.。\n<p>\n原文: Gets the entity's health from 0 to {@link #getMaxHealth()}, \nwhere 0 is dead.",
"setHealth":"设置这个实体的血量,范围是 0 到 {@link #getMaxHealth()},当血量为 0 时为死亡状态。\n<p>\n原文: Sets the entity's health from 0 to \n{@link #getMaxHealth()}, where 0 is dead."
},
"NoteBlock":{
"play":"用任意乐器播放任意音符盒.\r\n<p>\r\n原文:\r\nPlays an arbitrary note with an arbitrary instrument",
"setRawNote":"设置一个音符盒对象.\r\n<p>\r\n原文:\r\nSet the note.",
"setNote":"设置一个音符盒对象.\r\n<p>\r\n原文:\r\nSet the note.",
"ClassDescription":"代表音符盒.",
"getNote":"获取一个音符盒对象.\r\n<p>\r\n原文:\r\nGets the note.",
"getRawNote":"获取一个音符盒对象.\r\n<p>\r\n原文:\r\nGets the note."
},
"Husk":{
"ClassDescription":"Represents a Husk - variant of {@link Zombie}."
},
"PotionBrewer":{
"getEffects":"Returns a collection of {@link PotionEffect} that would be applied from\na potion with the given type.",
"getEffectsFromDamage":"Returns a collection of {@link PotionEffect} that would be applied from\na potion with the given data value.",
"createEffect":"Creates a {@link PotionEffect} from the given {@link PotionEffectType},\napplying duration modifiers and checks.",
"ClassDescription":"Represents a brewer that can create {@link PotionEffect}s."
},
"WeatherEvent":{
"getWorld":"返回天气事件所发生的世界.\r\n<p>\r\n原文:\r\nReturns the World where this event is occurring",
"ClassDescription":"和天气有关的事件"
},
"CocoaPlant":{
"getSize":"获取这个可可豆的体积.\r\n<p>\r\n原文:Get size of plant",
"setSize":"设置这个可可豆的体积.\r\n<p>\r\n原文:Set size of plant",
"ClassDescription":"代表可可豆"
},
"Ambient":{
"ClassDescription":"代表周围的生物.\r\n<p>\r\n原文:Represents an ambient mob"
},
"EntityUnleashEvent":{
"getReason":"Returns the reason for the unleashing.",
"ClassDescription":"Called immediately prior to an entity being unleashed."
},
"Llama":{
"setColor":"Sets the llama's color.",
"setStrength":"Sets the llama's strength. A higher strength llama will have more\ninventory slots and be more threatening to entities. Inventory slots are\nequal to strength * 3.",
"getStrength":"Gets the llama's strength. A higher strength llama will have more\ninventory slots and be more threatening to entities.",
"getColor":"Gets the llama's color.",
"ClassDescription":"Represents a Llama."
},
"ServicesManager":{
"isProvidedFor":"Returns whether a provider has been registered for a service. Do not\ncheck this first only to call <code>load(service)</code> later, as that\nwould be a non-thread safe situation.",
"load":"Queries for a provider. This may return if no provider has been\nregistered for a service. The highest priority provider is returned.",
"getKnownServices":"Get a list of known services. A service is known if it has registered\nproviders for it.",
"unregister":"Unregister a particular provider.",
"getRegistration":"Queries for a provider registration. This may return if no provider\nhas been registered for a service.",
"unregisterAll":"Unregister all the providers registered by a particular plugin.",
"ClassDescription":"Manages services and service providers. Services are an interface\nspecifying a list of methods that a provider must implement. Providers are\nimplementations of these services. A provider can be queried from the\nservices manager in order to use a service (if one is available). If\nmultiple plugins register a service, then the service with the highest\npriority takes precedence.",
"getRegistrations":"Get registrations of providers for a service. The returned list is\nunmodifiable.",
"register":"Register a provider of a service."
},
"MapMeta":{
"getLocationName":"Gets the location name that is set.\r\n<p>\r\nPlugins should check that hasLocationName() returns <code>true</code>\r\nbefore calling this method.",
"setScaling":"设置这个地图是否有缩放比例.\r\n<p>\r\n原文:Sets if this map is scaling or not.",
"hasColor":"Checks for existence of a map color.",
"setColor":"Sets the map color. A custom map color will alter the display of the map\r\nin an inventory slot.",
"getColor":"Gets the map color that is set. A custom map color will alter the display\r\nof the map in an inventory slot.\r\n<p>\r\nPlugins should check that hasColor() returns <code>true</code> before\r\ncalling this method.",
"isScaling":"检测这个地图是否有缩放比例.\r\n<p>\r\n原文:Checks to see if this map is scaling.",
"ClassDescription":"代表可被伸缩的地图.",
"hasLocationName":"Checks for existence of a location name.",
"setLocationName":"Sets the location name. A custom map color will alter the display of the\r\nmap in an inventory slot."
},
"AsyncPlayerPreLoginEvent":{
"allow":"允许玩家登录.\r\n<p>\r\n原文:Allows the player to log in",
"disallow":"以给定的理由不允许玩家登录.\r\n<p>\r\n原文:Disallows the player from logging in, with the given reason",
"getName":"获取玩家的名字.\r\n<p>\r\n原文:Gets the player's name.",
"setResult":"设置登录的状态.\r\n<p>\r\n原文:Sets the new result of the login, as an enum",
"setKickMessage":"设置要显示的踢出消息,如果getResult() != Result.ALLOWED.\r\n<p>\r\n原文:Sets the kick message to display if getResult() != Result.ALLOWED",
"getResult":"获取登录的状态.\r\n<p>\r\n原文:Gets the current result of the login, as an enum",
"setLoginResult":"设置登录的状态.\r\n<p>\r\n原文:Sets the new result of the login, as an enum",
"getAddress":"获取玩家的IP地址.\r\n<p>\r\n原文:Gets the player IP address.",
"ClassDescription":"存储尝试登录的玩家的详细信息,玩家尝试登录服务器的事件.\r\n<p>\r\n这个事件是异步的,不在主线程上执行.",
"getLoginResult":"获取登录的状态.\r\n<p>\r\n原文:Gets the current result of the login, as an enum",
"getKickMessage":"获取将要使用的踢出消息,如果getResult() != Result.ALLOWED.\r\n<p>\r\n原文:Gets the current kick message that will be used if getResult() !=\r\nResult.ALLOWED",
"getUniqueId":"获取玩家的唯一标识.\r\n<p>\r\n原文:Gets the player's unique ID."
},
"BlockChangeDelegate":{
"setRawTypeIdAndData":"Set a block type and data at the specified coordinates without doing\r\nall world updates and notifications.\r\n<p>\r\nIt is safe to have this call World.setTypeId, but it may be slower than\r\nWorld.setRawTypeId.",
"setTypeIdAndData":"Set a block type and data at the specified coordinates.\r\n<p>\r\nThis method cannot call World.setRawTypeId, a full update is needed.",
"getHeight":"Gets the height of the world.",
"isEmpty":"Checks if the specified block is empty (air) or not.",
"ClassDescription":"一个用于处理方块改变的代理。以一个直接的接口\r\n<p>\r\n原文:\r\nA delegate for handling block changes. This serves as a direct interface\r\nbetween generation algorithms in the server implementation and utilizing\r\ncode.",
"setTypeId":"Set a block type at the specified coordinates.\r\n<p>\r\nThis method cannot call World.setRawTypeId, a full update is needed.",
"setRawTypeId":"Set a block type at the specified coordinates without doing all world\r\nupdates and notifications.\r\n<p>\r\nIt is safe to have this call World.setTypeId, but it may be slower than\r\nWorld.setRawTypeId.",
"getTypeId":"Get the block type at the location."
},
"PigZombie":{
"setAnger":"设置僵尸猪人当前的愤怒程度.\r\n<p>\r\n原文:\r\nSet the pig zombie's current anger level.",
"isAngry":"获取僵尸是否愤怒.\r\n<p>\r\n原文:\r\nShorthand; gets whether the zombie is angry.",
"getAnger":"获取僵尸猪人当前的愤怒程度.\r\n<p>\r\n原文:\r\nGet the pig zombie's current anger level.",
"setAngry":"将僵尸猪人的愤怒程度设置为0或默认等级.\r\n<p>\r\n原文:\r\nShorthand; sets to either 0 or the default level.",
"ClassDescription":"代表僵尸猪人."
},
"Snowman":{
"isDerp":"Gets whether this snowman is in \"derp mode\", meaning it is not wearing a\npumpkin.",
"setDerp":"Sets whether this snowman is in \"derp mode\", meaning it is not wearing a\npumpkin. NOTE: This value is not persisted to disk and will therefore\nreset when the chunk is reloaded.",
"ClassDescription":"代表雪人实体."
},
"BlockRedstoneEvent":{
"getNewCurrent":"获取这个方块收到的红石信号强度将要变成的值(0~15).\r\n<p>\r\n原文:Gets the new current of this block",
"setNewCurrent":"设置这个方块收到的红石信号强度将要变成的值(0~15).\r\n<p>\r\n原文:Sets the new current of this block",
"getOldCurrent":"获取这个方块之前的红石信号强度(0~15).\r\n<p>\r\n原文:Gets the old current of this block",
"ClassDescription":"当方块接受到的红石信号变化时触发此事件"
},
"BlockVector":{
"hashCode":"Returns a hash code for this vector.",
"equals":"Checks if another object is equivalent.",
"clone":"Get a new block vector.",
"ClassDescription":"A vector with a hash function that floors the X, Y, Z components, a la\r\nBlockVector in WorldEdit. BlockVectors can be used in hash sets and\r\nhash maps. Be aware that BlockVectors are mutable, but it is important\r\nthat BlockVectors are never changed once put into a hash set or hash map."
},
"NoiseGenerator":{
"noise":"使用特殊的数个音阶和参数产生一个三维坐标的噪音。\r\n<p>\r\n原文:Generates noise for the 3D coordinates using the specified number of\r\noctaves and parameters",
"ClassDescription":"所有噪音产生器的基类。\r\n<p>\r\n原文:Base class for all noise generators",
"floor":"更快速的向下取整算法,比(int)Math.floor(x)快。\r\n<p>\r\n原文:Speedy floor, faster than (int)Math.floor(x)"
},
"PluginEvent":{
"getPlugin":"得到启用/禁用的插件.\r\n<p>\r\n原文: Gets the plugin involved in this event",
"ClassDescription":"用于插件的启用和禁用事件."
},
"PluginMessageRecipient":{
"getListeningPluginChannels":"获取包含了客户端正在监听的插件通道(Plugin Channel)的set集合.\r\n<p>\r\n原文:Gets a set containing all the Plugin Channels that this client is\r\nlistening on.",
"ClassDescription":"代表插件消息(Plugin Message)可能的接收者.",
"sendPluginMessage":"在指定的通道向接收者发送插件消息(Plugin Message).\r\n<p>\r\n这个消息可能不大于{@link Messenger#MAX_MESSAGE_SIZE}字节,还有插件必须注册到指定的通道上发消息.\r\n<p>\r\n原文:Sends this recipient a Plugin Message on the specified outgoing\r\nchannel.\r\n<p>\r\nThe message may not be larger than {@link Messenger#MAX_MESSAGE_SIZE}\r\nbytes, and the plugin must be registered to send messages on the\r\nspecified channel."
},
"DefaultPermissions":{},
"Minecart":{
"getDamage":"Gets a minecart's damage.",
"setFlyingVelocityMod":"Sets the flying velocity modifier. Used for minecarts that are in\r\nmid-air. A flying minecart's velocity is multiplied by this factor each\r\ntick.",
"setSlowWhenEmpty":"Sets whether this minecart will slow down faster without a passenger\r\noccupying it",
"getDerailedVelocityMod":"Gets the derailed velocity modifier. Used for minecarts that are on the\r\nground, but not on rails.\r\n<p>\r\nA derailed minecart's velocity is multiplied by this factor each tick.",
"isSlowWhenEmpty":"Returns whether this minecart will slow down faster without a passenger\r\noccupying it",
"ClassDescription":"Represents a minecart entity.",
"setDamage":"Sets a minecart's damage.",
"setDisplayBlock":"Sets the display block for this minecart.\r\nPassing a null value will set the minecart to have no display block.",
"setDisplayBlockOffset":"Sets the offset of the display block.",
"setDerailedVelocityMod":"Sets the derailed velocity modifier. Used for minecarts that are on the\r\nground, but not on rails. A derailed minecart's velocity is multiplied\r\nby this factor each tick.",
"getDisplayBlockOffset":"Gets the offset of the display block.",
"getMaxSpeed":"Gets the maximum speed of a minecart. The speed is unrelated to the\r\nvelocity.",
"getDisplayBlock":"Gets the display block for this minecart.\r\nThis function will return the type AIR if none is set.",
"setMaxSpeed":"Sets the maximum speed of a minecart. Must be nonnegative. Default is\r\n0.4D.",
"getFlyingVelocityMod":"Gets the flying velocity modifier. Used for minecarts that are in\r\nmid-air. A flying minecart's velocity is multiplied by this factor each\r\ntick."
},
"BukkitWorker":{
"getTaskId":"返回worker执行的任务的任务id。\r\n<p>\r\n原文:Returns the taskId for the task being executed by this worker.",
"getThread":"返回worker的线程。\r\n<p>\r\n原文:Returns the thread for the worker.",
"ClassDescription":"代表调度器的worker线程。这给了任务线程对象的信息、任务的所有者和任务id。\r\n<p>\r\nWorkers是用来执行异步任务的。",
"getOwner":"返回拥有这个任务的插件。\r\n<p>\r\n原文:Returns the Plugin that owns this task."
},
"PluginDescriptionFile":{
"getVersion":"Gives the version of the plugin.\r\n<ul>\r\n<li>Version is an arbitrary string, however the most common format is\r\n MajorRelease.MinorRelease.Build (eg: 1.4.1).\r\n<li>Typically you will increment this every time you release a new\r\n feature or bug fix.\r\n<li>Displayed when a user types <code>/version PluginName</code>\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>version</code>.\r\n<p>\r\nExample:<blockquote><pre>version: 1.4.1</pre></blockquote>",
"getWebsite":"Gives the plugin's or plugin's author's website.\r\n<ul>\r\n<li>A link to the Curse page that includes documentation and downloads\r\n is highly recommended.\r\n<li>Displayed when a user types <code>/version PluginName</code>\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>website</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>website: http://www.curse.com/server-mods/minecraft/myplugin</pre></blockquote>",
"getName":"Gives the name of the plugin. This name is a unique identifier for\r\nplugins.\r\n<ul>\r\n<li>Must consist of all alphanumeric characters, underscores, hyphon,\r\n and period (a-z,A-Z,0-9, _.-). Any other character will cause the\r\n plugin.yml to fail loading.\r\n<li>Used to determine the name of the plugin's data folder. Data\r\n folders are placed in the ./plugins/ directory by default, but this\r\n behavior should not be relied on. {@link Plugin#getDataFolder()}\r\n should be used to reference the data folder.\r\n<li>It is good practice to name your jar the same as this, for example\r\n 'MyPlugin.jar'.\r\n<li>Case sensitive.\r\n<li>The is the token referenced in {@link #getDepend()}, {@link\r\n #getSoftDepend()}, and {@link #getLoadBefore()}.\r\n<li>Using spaces in the plugin's name is deprecated.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>name</code>.\r\n<p>\r\nExample:<blockquote><pre>name: MyPlugin</pre></blockquote>",
"getPrefix":"Gives the token to prefix plugin-specific logging messages with.\r\n<ul>\r\n<li>This includes all messages using {@link Plugin#getLogger()}.\r\n<li>If not specified, the server uses the plugin's {@link #getName()\r\n name}.\r\n<li>This should clearly indicate what plugin is being logged.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>prefix</code>.\r\n<p>\r\nExample:<blockquote><pre>prefix: ex-why-zee</pre></blockquote>",
"getPermissions":"Gives the list of permissions the plugin will register at runtime,\r\nimmediately proceding enabling. The format for defining permissions is\r\na map from permission name to properties. To represent a map without\r\nany specific property, empty <a\r\nhref=\"http://yaml.org/spec/current.html#id2502702\">curly-braces</a> (\r\n<code>{}</code> ) may be used (as a null value is not\r\naccepted, unlike the {@link #getCommands() commands} above).\r\n<p>\r\nA list of optional properties for permissions:\r\n<table border=1>\r\n<caption>The permission section's description</caption>\r\n<tr>\r\n <th>Node</th>\r\n <th>Description</th>\r\n <th>Example</th>\r\n</tr><tr>\r\n <td><code>description</code></td>\r\n <td>Plaintext (user-friendly) description of what the permission\r\n is for.</td>\r\n <td><blockquote><pre>description: Allows you to set yourself on fire</pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>default</code></td>\r\n <td>The default state for the permission, as defined by {@link\r\n Permission#getDefault()}. If not defined, it will be set to\r\n the value of {@link PluginDescriptionFile#getPermissionDefault()}.\r\n <p>\r\n For reference:<ul>\r\n <li><code>true</code> - Represents a positive assignment to\r\n {@link Permissible permissibles}.\r\n <li><code>false</code> - Represents no assignment to {@link\r\n Permissible permissibles}.\r\n <li><code>op</code> - Represents a positive assignment to\r\n {@link Permissible#isOp() operator permissibles}.\r\n <li><code>notop</code> - Represents a positive assignment to\r\n {@link Permissible#isOp() non-operator permissibiles}.\r\n </ul></td>\r\n <td><blockquote><pre>default: true</pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>children</code></td>\r\n <td>Allows other permissions to be set as a {@linkplain\r\n Permission#getChildren() relation} to the parent permission.\r\n When a parent permissions is assigned, child permissions are\r\n respectively assigned as well.\r\n <ul>\r\n <li>When a parent permission is assigned negatively, child\r\n permissions are assigned based on an inversion of their\r\n association.\r\n <li>When a parent permission is assigned positively, child\r\n permissions are assigned based on their association.\r\n </ul>\r\n <p>\r\n Child permissions may be defined in a number of ways:<ul>\r\n <li>Children may be defined as a <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">list</a> of\r\n names. Using a list will treat all children associated\r\n positively to their parent.\r\n <li>Children may be defined as a map. Each permission name maps\r\n to either a boolean (representing the association), or a\r\n nested permission definition (just as another permission).\r\n Using a nested definition treats the child as a positive\r\n association.\r\n <li>A nested permission definition must be a map of these same\r\n properties. To define a valid nested permission without\r\n defining any specific property, empty curly-braces (\r\n <code>{}</code> ) must be used.\r\n <li>A nested permission may carry it's own nested permissions\r\n as children, as they may also have nested permissions, and\r\n so forth. There is no direct limit to how deep the\r\n permission tree is defined.\r\n </ul></td>\r\n <td>As a list:\r\n <blockquote><pre>children: [inferno.flagrate, inferno.burningdeaths]</pre></blockquote>\r\n Or as a mapping:\r\n <blockquote><pre>children:\r\n inferno.flagrate: true\r\n inferno.burningdeaths: true</pre></blockquote>\r\n An additional example showing basic nested values can be seen\r\n <a href=\"doc-files/permissions-example_plugin.yml\">here</a>.\r\n </td>\r\n</tr>\r\n</table>\r\nThe permissions are structured as a hiearchy of <a\r\nhref=\"http://yaml.org/spec/current.html#id2502325\">nested mappings</a>.\r\nThe primary (top-level, no intendentation) node is\r\n`<code>permissions</code>', while each individual permission name is\r\nindented, indicating it maps to some value (in our case, the\r\nproperties of the table above).\r\n<p>\r\nHere is an example using some of the properties:<blockquote><pre>\r\npermissions:\r\n inferno.*:\r\n description: Gives access to all Inferno commands\r\n children:\r\n inferno.flagrate: true\r\n inferno.burningdeaths: true\r\n inferno.flagate:\r\n description: Allows you to ignite yourself\r\n default: true\r\n inferno.burningdeaths:\r\n description: Allows you to see how many times you have burned to death\r\n default: true\r\n</pre></blockquote>\r\nAnother example, with nested definitions, can be found <a\r\nhref=\"doc-files/permissions-example_plugin.yml\">here</a>.",
"getClassLoaderOf":"",
"save":"Saves this PluginDescriptionFile to the given writer",
"getPermissionDefault":"Gives the default {@link Permission#getDefault() default} state of\r\n{@link #getPermissions() permissions} registered for the plugin.\r\n<ul>\r\n<li>If not specified, it will be {@link PermissionDefault#OP}.\r\n<li>It is matched using {@link PermissionDefault#getByName(String)}\r\n<li>It only affects permissions that do not define the\r\n <code>default</code> node.\r\n<li>It may be any value in {@link PermissionDefault}.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>default-permission</code>.\r\n<p>\r\nExample:<blockquote><pre>default-permission: NOT_OP</pre></blockquote>",
"ClassDescription":"这个类是用于储存插件plugin.yml内的数据.\r\n所有的插件都必须有自己的plugin.yml.对于插件来说 plguin.yml是必须使用的标准\r\n这个文件必须位于jar的根目录下.\r\n<p>\r\n当Bukkit加载插件时,它必须知道一些基础的关于这个插件的信息.\r\nBukkit从plugin.tml读取数据.\r\nplugin.yml由一组属性构成,每个属性位于单独的一行并且没有缩进.\r\n<p>\r\n每一个方法(几乎每一个) 都在plugin.yml有其对应的条目.\r\n下面是每一个插件<b>所需</b>的条目.\r\n\n<ul>\r\n<li>{@link #getName()} - <code>name</code>\r\n<li>{@link #getVersion()} - <code>version</code>\r\n<li>{@link #getMain()} - <code>main</code>\r\n</ul>\r\n<p>\r\n未能填写以上条目,将导致一个异常并且使Bukkit忽视你的插件.\r\n<p>\r\n下面是plugin.yml可能拥有的条目表格,具体细节包括各自的方法:\r\n<table border=1>\r\n<caption>The description of the plugin.yml layout</caption>\r\n<tr>\r\n <th>条目</th>\r\n <th>方法</th>\r\n <th>概要</th>\r\n</tr><tr>\r\n <td><code>name</code></td>\r\n <td>{@link #getName()}</td>\r\n <td>该插件的名字</td>\r\n</tr><tr>\r\n <td><code>version</code></td>\r\n <td>{@link #getVersion()}</td>\r\n <td>插件的版本</td>\r\n</tr><tr>\r\n <td><code>main</code></td>\r\n <td>{@link #getMain()}</td>\r\n <td>插件主类的位置</td>\r\n</tr><tr>\r\n <td><code>author</code><br><code>authors</code></td>\r\n <td>{@link #getAuthors()}</td>\r\n <td>插件的作者们</td>\r\n</tr><tr>\r\n <td><code>description</code></td>\r\n <td>{@link #getDescription()}</td>\r\n <td>可读的插件描述</td>\r\n</tr><tr>\r\n <td><code>website</code></td>\r\n <td>{@link #getWebsite()}</td>\r\n <td>插件的网址</td>\r\n</tr><tr>\r\n <td><code>prefix</code></td>\r\n <td>{@link #getPrefix()}</td>\r\n <td>用于控制台的插件前缀</td>\r\n</tr><tr>\r\n <td><code>load</code></td>\r\n <td>{@link #getLoad()}</td>\r\n <td>载入插件的时机</td>\r\n</tr><tr>\r\n <td><code>depend</code></td>\r\n <td>{@link #getDepend()}</td>\r\n <td>必须的前置插件</td>\r\n</tr><tr>\r\n <td><code>softdepend</code></td>\r\n <td>{@link #getSoftDepend()}</td>\r\n <td>非必须的前置插件</td>\r\n</tr><tr>\r\n <td><code>loadbefore</code></td>\r\n <td>{@link #getLoadBefore()}</td>\r\n <td>反softdepend,可理解为在某些插件前加载</td>\r\n</tr><tr>\r\n <td><code>commands</code></td>\r\n <td>{@link #getCommands()}</td>\r\n <td>插件将被注册的命令</td>\r\n</tr><tr>\r\n <td><code>permissions</code></td>\r\n <td>{@link #getPermissions()}</td>\r\n <td>插件将被注册的权限</td>\r\n</tr><tr>\r\n <td><code>default-permission</code></td>\r\n <td>{@link #getPermissionDefault()}</td>\r\n <td>插件将注册的基本的{@link Permission#getDefault() default} 权限 {@link #getPermissions() permissions}</td>\r\n</tr><tr>\r\n <td><code>awareness</code></td>\r\n <td>{@link #getAwareness()}</td>\r\n <td>插件的概念</td>\r\n</tr>\r\n</table>\r\n<p>\r\n一个 plugin.yml 的例子:<blockquote><pre>\r\nname: Inferno\r\nversion: 1.4.1\r\ndescription: 设置自己着火.\r\n# 我们可以把所有的作者放到名单上,但不写说明\r\n# 此外,作者中有领导者,请确保他的名字位于第一个\r\nauthor: CaptainInflamo\r\nauthors: [Cogito, verrier, EvilSeph]\r\nwebsite: http://www.curse.com/server-mods/minecraft/myplugin\r\n\nmain: com.captaininflamo.bukkit.inferno.Inferno\r\ndepend: [NewFire, FlameWire]\r\n\ncommands:\r\n flagrate:\r\n description: Set yourself on fire.\r\n aliases: [combust_me, combustMe]\r\n permission: inferno.flagrate\r\n usage: Syntax error! Simply type /<command> to ignite yourself.\r\n burningdeaths:\r\n description: List how many times you have died by fire.\r\n aliases: [burning_deaths, burningDeaths]\r\n permission: inferno.burningdeaths\r\n usage: |\r\n /<command> [player]\r\n Example: /<command> - see how many times you have burned to death\r\n Example: /<command> CaptainIce - see how many times CaptainIce has burned to death\r\n\npermissions:\r\n inferno.*:\r\n description: Gives access to all Inferno commands\r\n children:\r\n inferno.flagrate: true\r\n inferno.burningdeaths: true\r\n inferno.burningdeaths.others: true\r\n inferno.flagrate:\r\n description: Allows you to ignite yourself\r\n default: true\r\n inferno.burningdeaths:\r\n description: Allows you to see how many times you have burned to death\r\n default: true\r\n inferno.burningdeaths.others:\r\n description: Allows you to see how many times others have burned to death\r\n default: op\r\n children:\r\n inferno.burningdeaths: true\r\n</pre></blockquote>\r\n\n\n原文:\r\nThis type is the runtime-container for the information in the plugin.yml.\r\nAll plugins must have a respective plugin.yml. For plugins written in java\r\nusing the standard plugin loader, this file must be in the root of the jar\r\nfile.\r\n<p>\r\nWhen Bukkit loads a plugin, it needs to know some basic information about\r\nit. It reads this information from a YAML file, 'plugin.yml'. This file\r\nconsists of a set of attributes, each defined on a new line and with no\r\nindentation.\r\n<p>↓\r\nEvery (almost* every) method corresponds with a specific entry in the\r\nplugin.yml. These are the <b>required</b> entries for every plugin.yml:\r\n<ul>\r\n<li>{@link #getName()} - <code>name</code>\r\n<li>{@link #getVersion()} - <code>version</code>\r\n<li>{@link #getMain()} - <code>main</code>\r\n</ul>\r\n<p>\r\nFailing to include any of these items will throw an exception and cause the\r\nserver to ignore your plugin.\r\n<p>\r\nThis is a list of the possible yaml keys, with specific details included in\r\nthe respective method documentations:\r\n<table border=1>\r\n<caption>The description of the plugin.yml layout</caption>\r\n<tr>\r\n <th>Node</th>\r\n <th>Method</th>\r\n <th>Summary</th>\r\n</tr><tr>\r\n <td><code>name</code></td>\r\n <td>{@link #getName()}</td>\r\n <td>The unique name of plugin</td>\r\n</tr><tr>\r\n <td><code>version</code></td>\r\n <td>{@link #getVersion()}</td>\r\n <td>A plugin revision identifier</td>\r\n</tr><tr>\r\n <td><code>main</code></td>\r\n <td>{@link #getMain()}</td>\r\n <td>The plugin's initial class file</td>\r\n</tr><tr>\r\n <td><code>author</code><br><code>authors</code></td>\r\n <td>{@link #getAuthors()}</td>\r\n <td>The plugin contributors</td>\r\n</tr><tr>\r\n <td><code>description</code></td>\r\n <td>{@link #getDescription()}</td>\r\n <td>Human readable plugin summary</td>\r\n</tr><tr>\r\n <td><code>website</code></td>\r\n <td>{@link #getWebsite()}</td>\r\n <td>The URL to the plugin's site</td>\r\n</tr><tr>\r\n <td><code>prefix</code></td>\r\n <td>{@link #getPrefix()}</td>\r\n <td>The token to prefix plugin log entries</td>\r\n</tr><tr>\r\n <td><code>load</code></td>\r\n <td>{@link #getLoad()}</td>\r\n <td>The phase of server-startup this plugin will load during</td>\r\n</tr><tr>\r\n <td><code>depend</code></td>\r\n <td>{@link #getDepend()}</td>\r\n <td>Other required plugins</td>\r\n</tr><tr>\r\n <td><code>softdepend</code></td>\r\n <td>{@link #getSoftDepend()}</td>\r\n <td>Other plugins that add functionality</td>\r\n</tr><tr>\r\n <td><code>loadbefore</code></td>\r\n <td>{@link #getLoadBefore()}</td>\r\n <td>The inverse softdepend</td>\r\n</tr><tr>\r\n <td><code>commands</code></td>\r\n <td>{@link #getCommands()}</td>\r\n <td>The commands the plugin will register</td>\r\n</tr><tr>\r\n <td><code>permissions</code></td>\r\n <td>{@link #getPermissions()}</td>\r\n <td>The permissions the plugin will register</td>\r\n</tr><tr>\r\n <td><code>default-permission</code></td>\r\n <td>{@link #getPermissionDefault()}</td>\r\n <td>The default {@link Permission#getDefault() default} permission\r\n state for defined {@link #getPermissions() permissions} the plugin\r\n will register</td>\r\n</tr><tr>\r\n <td><code>awareness</code></td>\r\n <td>{@link #getAwareness()}</td>\r\n <td>The concepts that the plugin acknowledges</td>\r\n</tr>\r\n</table>\r\n<p>\r\nA plugin.yml example:<blockquote><pre>\r\nname: Inferno\r\nversion: 1.4.1\r\ndescription: This plugin is so 31337. You can set yourself on fire.\r\n# We could place every author in the authors list, but chose not to for illustrative purposes\r\n# Also, having an author distinguishes that person as the project lead, and ensures their\r\n# name is displayed first\r\nauthor: CaptainInflamo\r\nauthors: [Cogito, verrier, EvilSeph]\r\nwebsite: http://www.curse.com/server-mods/minecraft/myplugin\r\n\nmain: com.captaininflamo.bukkit.inferno.Inferno\r\ndepend: [NewFire, FlameWire]\r\n\ncommands:\r\n flagrate:\r\n description: Set yourself on fire.\r\n aliases: [combust_me, combustMe]\r\n permission: inferno.flagrate\r\n usage: Syntax error! Simply type /<command> to ignite yourself.\r\n burningdeaths:\r\n description: List how many times you have died by fire.\r\n aliases: [burning_deaths, burningDeaths]\r\n permission: inferno.burningdeaths\r\n usage: |\r\n /<command> [player]\r\n Example: /<command> - see how many times you have burned to death\r\n Example: /<command> CaptainIce - see how many times CaptainIce has burned to death\r\n\npermissions:\r\n inferno.*:\r\n description: Gives access to all Inferno commands\r\n children:\r\n inferno.flagrate: true\r\n inferno.burningdeaths: true\r\n inferno.burningdeaths.others: true\r\n inferno.flagrate:\r\n description: Allows you to ignite yourself\r\n default: true\r\n inferno.burningdeaths:\r\n description: Allows you to see how many times you have burned to death\r\n default: true\r\n inferno.burningdeaths.others:\r\n description: Allows you to see how many times others have burned to death\r\n default: op\r\n children:\r\n inferno.burningdeaths: true\r\n</pre></blockquote>",
"getMain":"Gives the fully qualified name of the main class for a plugin. The\r\nformat should follow the {@link ClassLoader#loadClass(String)} syntax\r\nto successfully be resolved at runtime. For most plugins, this is the\r\nclass that extends {@link JavaPlugin}.\r\n<ul>\r\n<li>This must contain the full namespace including the class file\r\n itself.\r\n<li>If your namespace is <code>org.bukkit.plugin</code>, and your class\r\n file is called <code>MyPlugin</code> then this must be\r\n <code>org.bukkit.plugin.MyPlugin</code>\r\n<li>No plugin can use <code>org.bukkit.</code> as a base package for\r\n <b>any class</b>, including the main class.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>main</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>main: org.bukkit.plugin.MyPlugin</pre></blockquote>",
"getDescription":"Gives a human-friendly description of the functionality the plugin\r\nprovides.\r\n<ul>\r\n<li>The description can have multiple lines.\r\n<li>Displayed when a user types <code>/version PluginName</code>\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>description</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>description: This plugin is so 31337. You can set yourself on fire.</pre></blockquote>",
"getSoftDepend":"Gives a list of other plugins that the plugin requires for full\r\nfunctionality. The {@link PluginManager} will make best effort to treat\r\nall entries here as if they were a {@link #getDepend() dependency}, but\r\nwill never fail because of one of these entries.\r\n<ul>\r\n<li>Use the value in the {@link #getName()} of the target plugin to\r\n specify the dependency.\r\n<li>When an unresolvable plugin is listed, it will be ignored and does\r\n not affect load order.\r\n<li>When a circular dependency occurs (a network of plugins depending\r\n or soft-dependending each other), it will arbitrarily choose a\r\n plugin that can be resolved when ignoring soft-dependencies.\r\n<li><code>softdepend</code> must be in <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">YAML list\r\n format</a>.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>softdepend</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>softdepend: [OnePlugin, AnotherPlugin]</pre></blockquote>",
"getCommands":"Gives the map of command-name to command-properties. Each entry in this\r\nmap corresponds to a single command and the respective values are the\r\nproperties of the command. Each property, <i>with the exception of\r\naliases</i>, can be defined at runtime using methods in {@link\r\nPluginCommand} and are defined here only as a convenience.\r\n<table border=1>\r\n<caption>The command section's description</caption>\r\n<tr>\r\n <th>Node</th>\r\n <th>Method</th>\r\n <th>Type</th>\r\n <th>Description</th>\r\n <th>Example</th>\r\n</tr><tr>\r\n <td><code>description</code></td>\r\n <td>{@link PluginCommand#setDescription(String)}</td>\r\n <td>String</td>\r\n <td>A user-friendly description for a command. It is useful for\r\n documentation purposes as well as in-game help.</td>\r\n <td><blockquote><pre>description: Set yourself on fire</pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>aliases</code></td>\r\n <td>{@link PluginCommand#setAliases(List)}</td>\r\n <td>String or <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">List</a> of\r\n strings</td>\r\n <td>Alternative command names, with special usefulness for commands\r\n that are already registered. <i>Aliases are not effective when\r\n defined at runtime,</i> so the plugin description file is the\r\n only way to have them properly defined.\r\n <p>\r\n Note: Command aliases may not have a colon in them.</td>\r\n <td>Single alias format:\r\n <blockquote><pre>aliases: combust_me</pre></blockquote> or\r\n multiple alias format:\r\n <blockquote><pre>aliases: [combust_me, combustMe]</pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>permission</code></td>\r\n <td>{@link PluginCommand#setPermission(String)}</td>\r\n <td>String</td>\r\n <td>The name of the {@link Permission} required to use the command.\r\n A user without the permission will receive the specified\r\n message (see {@linkplain\r\n PluginCommand#setPermissionMessage(String) below}), or a\r\n standard one if no specific message is defined. Without the\r\n permission node, no {@link\r\n PluginCommand#setExecutor(CommandExecutor) CommandExecutor} or\r\n {@link PluginCommand#setTabCompleter(TabCompleter)\r\n TabCompleter} will be called.</td>\r\n <td><blockquote><pre>permission: inferno.flagrate</pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>permission-message</code></td>\r\n <td>{@link PluginCommand#setPermissionMessage(String)}</td>\r\n <td>String</td>\r\n <td><ul>\r\n <li>Displayed to a player that attempts to use a command, but\r\n does not have the required permission. See {@link\r\n PluginCommand#getPermission() above}.\r\n <li><permission> is a macro that is replaced with the\r\n permission node required to use the command.\r\n <li>Using empty quotes is a valid way to indicate nothing\r\n should be displayed to a player.\r\n </ul></td>\r\n <td><blockquote><pre>permission-message: You do not have /<permission></pre></blockquote></td>\r\n</tr><tr>\r\n <td><code>usage</code></td>\r\n <td>{@link PluginCommand#setUsage(String)}</td>\r\n <td>String</td>\r\n <td>This message is displayed to a player when the {@link\r\n PluginCommand#setExecutor(CommandExecutor)} {@linkplain\r\n CommandExecutor#onCommand(CommandSender,Command,String,String[])\r\n returns false}. <command> is a macro that is replaced\r\n the command issued.</td>\r\n <td><blockquote><pre>usage: Syntax error! Perhaps you meant /<command> PlayerName?</pre></blockquote>\r\n It is worth noting that to use a colon in a yaml, like\r\n <code>`usage: Usage: /god [player]'</code>, you need to\r\n <a href=\"http://yaml.org/spec/current.html#id2503232\">surround\r\n the message with double-quote</a>:\r\n <blockquote><pre>usage: \"Usage: /god [player]\"</pre></blockquote></td>\r\n</tr>\r\n</table>\r\nThe commands are structured as a hiearchy of <a\r\nhref=\"http://yaml.org/spec/current.html#id2502325\">nested mappings</a>.\r\nThe primary (top-level, no intendentation) node is\r\n`<code>commands</code>', while each individual command name is\r\nindented, indicating it maps to some value (in our case, the\r\nproperties of the table above).\r\n<p>\r\nHere is an example bringing together the piecemeal examples above, as\r\nwell as few more definitions:<blockquote><pre>\r\ncommands:\r\n flagrate:\r\n description: Set yourself on fire.\r\n aliases: [combust_me, combustMe]\r\n permission: inferno.flagrate\r\n permission-message: You do not have /<permission>\r\n usage: Syntax error! Perhaps you meant /<command> PlayerName?\r\n burningdeaths:\r\n description: List how many times you have died by fire.\r\n aliases:\r\n - burning_deaths\r\n - burningDeaths\r\n permission: inferno.burningdeaths\r\n usage: |\r\n /<command> [player]\r\n Example: /<command> - see how many times you have burned to death\r\n Example: /<command> CaptainIce - see how many times CaptainIce has burned to death\r\n # The next command has no description, aliases, etc. defined, but is still valid\r\n # Having an empty declaration is useful for defining the description, permission, and messages from a configuration dynamically\r\n apocalypse:\r\n</pre></blockquote>\r\nNote: Command names may not have a colon in their name.",
"getAwareness":"Gives a set of every {@link PluginAwareness} for a plugin. An awareness\r\ndictates something that a plugin developer acknowledges when the plugin\r\nis compiled. Some implementions may define extra awarenesses that are\r\nnot included in the API. Any unrecognized\r\nawareness (one unsupported or in a future version) will cause a dummy\r\nobject to be created instead of failing.\r\n\n<ul>\r\n<li>Currently only supports the enumerated values in {@link\r\n PluginAwareness.Flags}.\r\n<li>Each awareness starts the identifier with bang-at\r\n (<code>!@</code>).\r\n<li>Unrecognized (future / unimplemented) entries are quietly replaced\r\n by a generic object that implements PluginAwareness.\r\n<li>A type of awareness must be defined by the runtime and acknowledged\r\n by the API, effectively discluding any derived type from any\r\n plugin's classpath.\r\n<li><code>awareness</code> must be in <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">YAML list\r\n format</a>.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>awareness</code>.\r\n<p>\r\nExample:<blockquote><pre>awareness:\r\n- !@UTF8</pre></blockquote>\r\n<p>\r\n<b>Note:</b> Although unknown versions of some future awareness are\r\ngracefully substituted, previous versions of Bukkit (ones prior to the\r\nfirst implementation of awareness) will fail to load a plugin that\r\ndefines any awareness.",
"getLoadBefore":"Gets the list of plugins that should consider this plugin a\r\nsoft-dependency.\r\n<ul>\r\n<li>Use the value in the {@link #getName()} of the target plugin to\r\n specify the dependency.\r\n<li>The plugin should load before any other plugins listed here.\r\n<li>Specifying another plugin here is strictly equivalent to having the\r\n specified plugin's {@link #getSoftDepend()} include {@link\r\n #getName() this plugin}.\r\n<li><code>loadbefore</code> must be in <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">YAML list\r\n format</a>.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>loadbefore</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>loadbefore:\r\n- OnePlugin\r\n- AnotherPlugin</pre></blockquote>",
"getAuthors":"Gives the list of authors for the plugin.\r\n<ul>\r\n<li>Gives credit to the developer.\r\n<li>Used in some server error messages to provide helpful feedback on\r\n who to contact when an error occurs.\r\n<li>A bukkit.org forum handle or email address is recommended.\r\n<li>Is displayed when a user types <code>/version PluginName</code>\r\n<li><code>authors</code> must be in <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">YAML list\r\n format</a>.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this has two entries, <code>author</code> and\r\n<code>authors</code>.\r\n<p>\r\nSingle author example:\r\n<blockquote><pre>author: CaptainInflamo</pre></blockquote>\r\nMultiple author example:\r\n<blockquote><pre>authors: [Cogito, verrier, EvilSeph]</pre></blockquote>\r\nWhen both are specified, author will be the first entry in the list, so\r\nthis example:\r\n<blockquote><pre>author: Grum\r\nauthors:\r\n- feildmaster\r\n- amaranth</pre></blockquote>\r\nIs equivilant to this example:\r\n<pre>authors: [Grum, feildmaster, aramanth]</pre>",
"getRawName":"",
"getDepend":"Gives a list of other plugins that the plugin requires.\r\n<ul>\r\n<li>Use the value in the {@link #getName()} of the target plugin to\r\n specify the dependency.\r\n<li>If any plugin listed here is not found, your plugin will fail to\r\n load at startup.\r\n<li>If multiple plugins list each other in <code>depend</code>,\r\n creating a network with no individual plugin does not list another\r\n plugin in the <a\r\n href=https://en.wikipedia.org/wiki/Circular_dependency>network</a>,\r\n all plugins in that network will fail.\r\n<li><code>depend</code> must be in must be in <a\r\n href=\"http://en.wikipedia.org/wiki/YAML#Lists\">YAML list\r\n format</a>.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>depend</code>.\r\n<p>\r\nExample:\r\n<blockquote><pre>depend:\r\n- OnePlugin\r\n- AnotherPlugin</pre></blockquote>",
"getFullName":"Returns the name of a plugin, including the version. This method is\r\nprovided for convenience; it uses the {@link #getName()} and {@link\r\n#getVersion()} entries.",
"getLoad":"Gives the phase of server startup that the plugin should be loaded.\r\n<ul>\r\n<li>Possible values are in {@link PluginLoadOrder}.\r\n<li>Defaults to {@link PluginLoadOrder#POSTWORLD}.\r\n<li>Certain caveats apply to each phase.\r\n<li>When different, {@link #getDepend()}, {@link #getSoftDepend()}, and\r\n {@link #getLoadBefore()} become relative in order loaded per-phase.\r\n If a plugin loads at <code>STARTUP</code>, but a dependency loads\r\n at <code>POSTWORLD</code>, the dependency will not be loaded before\r\n the plugin is loaded.\r\n</ul>\r\n<p>\r\nIn the plugin.yml, this entry is named <code>load</code>.\r\n<p>\r\nExample:<blockquote><pre>load: STARTUP</pre></blockquote>"
},
"Lockable":{
"setLock":"Sets the key required to access this container. Set to null (or empty\nstring) to remove key.",
"getLock":"Gets the key needed to access the container.",
"isLocked":"Checks if the container has a valid (non empty) key.",
"ClassDescription":"Represents a block (usually a container) that may be locked. When a lock is\nactive an item with a name corresponding to the key will be required to open\nthis block."
},
"UnsafeValues":{
"loadAdvancement":"Load an advancement represented by the specified string into the server.\r\nThe advancement format is governed by Minecraft and has no specified\r\nlayout.\r\n<br>\r\nIt is currently a JSON object, as described by the Minecraft Wiki:\r\nhttp://minecraft.gamepedia.com/Advancements\r\n<br>\r\nLoaded advancements will be stored and persisted across server restarts\r\nand reloads.\r\n<br>\r\nCallers should be prepared for {@link Exception} to be thrown.",
"ClassDescription":"这个接口提供可能在特定运行时间内或含有任意意义的数值的转换(即不安全的参数)。\r\n<p>\r\n这些值的存在形式和行为不能保证在未来的版本可用。可能会非法命名,抛出异常,有误导参数或其他错误。",
"removeAdvancement":"Delete an advancement which was loaded and saved by\r\n{@link #loadAdvancement(org.bukkit.NamespacedKey, java.lang.String)}.\r\n<br>\r\nThis method will only remove advancement from persistent storage. It\r\nshould be accompanied by a call to {@link Server#reloadData()} in order\r\nto fully remove it from the running instance."
},
"Comparator":{
"setSubtractionMode":"设置该红石比较器是否为减法模式.\n<p>\n原文:Sets whether the comparator is in subtraction mode.",
"setFacingDirection":"设置这个红石比较器的朝向.\n<p>\n原文:Sets the direction this comparator is facing",
"getFacing":"获取这个红石比较器的朝向.\n<p>\n原文:Gets the direction this comparator is facing",
"ClassDescription":"代表开启或关闭状态的红石比较器.",
"isPowered":"检测这个红石比较器是否充能.\n<p>\n原文:Checks if the comparator is powered",
"isBeingPowered":"检测这个红石比较器是否输出信号.\n<p>\n原文:Checks if the comparator is being powered",
"isSubtractionMode":"检测这个红石即比较器是否为减法模式.\n<p>\n原文:Checks whether the comparator is in subtraction mode"
},
"FallingBlock":{
"getMaterial":"Get the Material of the falling block",
"setDropItem":"Set if the falling block will break into an item if it cannot be placed",
"canHurtEntities":"Get the HurtEntities state of this block.",
"setHurtEntities":"Set the HurtEntities state of this block.",
"getBlockId":"Get the ID of the falling block",
"getDropItem":"Get if the falling block will break into an item if it cannot be placed",
"getBlockData":"Get the data for the falling block",
"ClassDescription":"Represents a falling block"
},
"Vehicle":{
"getVelocity":"Gets the vehicle's velocity.",
"setVelocity":"Sets the vehicle's velocity.",
"ClassDescription":"Represents a vehicle entity."
},
"PlayerDropItemEvent":{
"getItemDrop":"获得此玩家丢出的物品.\r\n<p>\r\n原文:Gets the ItemDrop created by the player",
"ClassDescription":"玩家丢出物品事件."
},
"ManuallyAbandonedConversationCanceller":{
"ClassDescription":"The ManuallyAbandonedConversationCanceller is only used as part of a {@link\r\nConversationAbandonedEvent} to indicate that the conversation was manually\r\nabandoned by programmatically calling the abandon() method on it."
},
"Explosive":{
"isIncendiary":"Return whether or not this explosive creates a fire when exploding",
"setIsIncendiary":"Set whether or not this explosive's explosion causes fire",
"ClassDescription":"A representation of an explosive entity",
"setYield":"Set the radius affected by this explosive's explosion",
"getYield":"Return the radius or yield of this explosive's explosion"
},
"BrewingStandFuelEvent":{
"getFuel":"Gets the ItemStack of the fuel before the amount was subtracted.",
"setFuelPower":"Sets the fuel power for this fuel. Each unit of power can fuel one\nbrewing operation.",
"isConsuming":"Gets whether the brewing stand's fuel will be reduced / consumed or not.",
"ClassDescription":"Called when an ItemStack is about to increase the fuel level of a brewing\nstand.",
"getFuelPower":"Gets the fuel power for this fuel. Each unit of power can fuel one\nbrewing operation.",
"setConsuming":"Sets whether the brewing stand's fuel will be reduced / consumed or not."
},
"Achievement":{
"getParent":"返回获得这个成就需要的父成就,如果没有则返回null。\n<p>\n原文:Returns the parent achievement of this achievement, or null if none.",
"ClassDescription":"代表成就.",
"hasParent":"返回想获得这个成就是否需要先获得另外一个成就。\n<p>\n原文:Returns whether or not this achievement has a parent achievement.\n<p>\n译注:比如,获得“这是?工作台!”成就必须要先获得“获得木头!”成就."
},
"FoodLevelChangeEvent":{
"setFoodLevel":"设置实体将被设置的饥饿值\r\n<p>\r\n原文:\r\nSets the resultant food level that the entity involved in this event\r\nshould be set to",
"ClassDescription":"当一个人类实体的饥饿值发生变化时触发本事件",
"getFoodLevel":"获取本事件涉及的实体将被设置的饥饿值\r\n<p>\r\n20为饱和状态,0为饥饿状态.\r\n<p>\r\n原文:\r\nGets the resultant food level that the entity involved in this event\r\nshould be set to.\r\n<p>\r\nWhere 20 is a full food bar and 0 is an empty one."
},
"TrapDoor":{
"ClassDescription":"代表活板门",
"setInverted":"设置这个台阶是否被反转。\r\n<p>\r\n原文:Set trapdoor inverted state",
"isInverted":"这个活板门是否被反转.\r\n<p>\r\n原文:Test if trapdoor is inverted"
},
"MetadataValue":{
"asLong":"Attempts to convert the value of this metadata item into a long.",
"asByte":"Attempts to convert the value of this metadata item into a byte.",
"asInt":"Attempts to convert the value of this metadata item into an int.",
"getOwningPlugin":"Returns the {@link Plugin} that created this metadata item.",
"asShort":"Attempts to convert the value of this metadata item into a short.",
"asDouble":"Attempts to convert the value of this metadata item into a double.",
"asString":"Attempts to convert the value of this metadata item into a string.",
"invalidate":"Invalidates this metadata item, forcing it to recompute when next\r\naccessed.",
"asFloat":"Attempts to convert the value of this metadata item into a float.",
"value":"Fetches the value of this metadata item.",
"asBoolean":"Attempts to convert the value of this metadata item into a boolean."
},
"PotionEffectTypeWrapper":{
"getType":"Get the potion type bound to this wrapper."
},
"NumberConversions":{
"ClassDescription":"数字类型转换工具类。"
},
"FurnaceExtractEvent":{
"getPlayer":"获取触发这个事件的玩家. \n<p>\n原文:Get the player that triggered the event",
"getItemType":"获取被取出的物品的类型. \n<p>\n原文:Get the Material of the item being retrieved",
"ClassDescription":"当玩家从熔炉取出产物时触发这个事件.",
"getItemAmount":"获取被取出的物品的数量. \n<p>\n原文:Get the item count being retrieved"
},
"Color":{
"fromRGB":"从一个RGB整数中创建一个新的颜色对象,该对象包含最低24bits",
"fromBGR":"Creates a new color object from an integer that contains the blue,\r\ngreen, and red bytes in the lowest order 24 bits.",
"getRed":"Gets the red component",
"getGreen":"Gets the green component",
"setBlue":"Creates a new Color object with specified component",
"asRGB":"",
"asBGR":"",
"ClassDescription":"这是一个调色板的容器。该类是不可更改的; 使用set方法可以返回一个新的自定义颜色。\r\n这里颜色名字的列表为 HTML4 标准色,\r\n但是随时可能更改",
"setRed":"Creates a new Color object with specified component",
"setGreen":"Creates a new Color object with specified component",
"getBlue":"Gets the blue component"
},
"PlayerTeleportEvent":{
"ClassDescription":"玩家传送事件.",
"getCause":"获得此次传送的传送理由.\n<p>\n原文:Gets the cause of this teleportation event"
},
"LeavesDecayEvent":{
"ClassDescription":"当树叶消失时触发此事件.\r\n<p>\r\n如果此事件被取消则树叶就不会消失."
},
"EntityCreatePortalEvent":{
"ClassDescription":"当一个{@link LivingEntity}在世界中创建传送门时触发该事件.",
"getBlocks":"返回与这个传送门有关的所有方块.\r\n<p>\r\n原文:\r\nGets a list of all blocks associated with the portal.",
"getPortalType":"返回正在尝试创建的传送门类型.\r\n<p>\r\n原文:\r\nGets the type of portal that is trying to be created."
},
"MonsterEggs":{
"ClassDescription":"代表不同种类的刷怪蛋"
},
"LargeFireball":{
"ClassDescription":"代表大的火球( {@link Fireball} )."
},
"InventoryClickEvent":{
"getCursor":"获取当前光标所指的物品\r\n<p>\r\n原文:Gets the current ItemStack on the cursor.",
"setCurrentItem":"Sets the ItemStack currently in the clicked slot.",
"getAction":"Gets the InventoryAction that triggered this event.\r\n<p>\r\nThis action cannot be changed, and represents what the normal outcome of\r\nthe event will be. To change the behavior of this InventoryClickEvent,\r\nchanges must be manually applied.",
"ClassDescription":"当玩家点击物品栏中的格子时触发事件事件.<br>\r\n译注:事实上打开任意容器的物品栏(包括玩家的背包)后点击任何一个地方都会触发这个事件。\r\n<p>\r\n由于{@link InventoryClickEvent}是通过修改{@link org.bukkit.inventory.Inventory 物品栏}\r\n的实现类来触发的,所以并非所有与{@link org.bukkit.inventory.Inventory 物品栏}相关的方法都是安全的。\r\n<p>\r\n下面这些属于{@link HumanEntity}和 {@link InventoryView}的方法不应该被处理\r\n{@link InventoryClickEvent}事件的 {@link org.bukkit.event.EventHandler 事件处理器}调用\r\n<ul>\r\n<li>{@link HumanEntity#closeInventory()}\r\n<li>{@link HumanEntity#openInventory(Inventory)}\r\n<li>{@link HumanEntity#openWorkbench(Location, boolean)}\r\n<li>{@link HumanEntity#openEnchanting(Location, boolean)}\r\n<li>{@link InventoryView#close()}\r\n</ul>\r\n如果一定要调用这些方法,请使用 {@link BukkitScheduler#runTask(Plugin, Runnable)}来执行\r\n,这个方法将在下一个tick执行你的任务。<br>\r\n注意:上面列出来的这些方法并不全,可能还有其它的方法也存在问题。\r\n<p>\r\nAssuming the EntityHuman associated with this event is an instance of a\r\nPlayer, manipulating the MaxStackSize or contents of an Inventory will\r\nrequire an Invocation of {@link Player#updateInventory()}.\r\n<p>\r\nModifications to slots that are modified by the results of this\r\nInventoryClickEvent can be overwritten. To change these slots, this event\r\nshould be cancelled and all desired changes to the inventory applied.\r\nAlternatively, scheduling a task using\r\n{@link BukkitScheduler#runTask( Plugin, Runnable)}, which would execute the\r\ntask on the next tick, would work as well.",
"getHotbarButton":"如果ClickType是NUMVER_KEY(按下数字切换物品),这个方法将返回按下的键的索引(0-8)\r\n<p>\r\n原文:If the ClickType is NUMBER_KEY, this method will return the index of the\r\npressed key (0-8).",
"getCurrentItem":"获取被点击的格子的物品\r\n<p>\r\n原文:Gets the ItemStack currently in the clicked slot.",
"isRightClick":"获取是否右击背包\r\n<p>\r\n原文:\r\nGets whether or not the ClickType for this event represents a right\r\nclick.",
"isShiftClick":"获取是否按住shift点击背包\r\n<p>\r\n原文:Gets whether the ClickType for this event indicates that the key was\r\npressed down when the click was made.",
"getSlot":"返回点击的格子序号,可传递给{@link Inventory#getItem(int)}。注意由于连接两个不同背包的视图,可能两个格子都是同一个格子序号\r\n<p>\r\n原文:The slot number that was clicked, ready for passing to\r\n{@link Inventory#getItem(int)}. Note that there may be two slots with the\r\nsame slot number, since a view links two different inventories.",
"getClick":"获取本事件的ClickType.\r\n<p>\r\n???????????????\r\n<p>\r\n原文:Gets the ClickType for this event.\r\n<p>\r\nThis is insulated against changes to the inventory by other plugins.",
"isLeftClick":"获取是否左击背包\r\n<p>\r\n原文:Gets whether or not the ClickType for this event represents a left click.",
"getSlotType":"获取被点击的格子的类型.\r\n<p>\r\n原文:Gets the type of slot that was clicked.",
"setCursor":"Sets the item on the cursor.",
"getRawSlot":"返回点击的原始格子序号,可传递给{@link InventoryView #getItem(int)}。这个序号对每个视图是唯一的。\r\n<p>\r\n原文:The raw slot number clicked, ready for passing to\r\n{@link InventoryView #getItem(int)} This slot number is unique for the\r\nview."
},
"Ocelot":{
"setCatType":"设置这只猫的种类.\r\n<p>\r\n原文:Sets the current type of this cat.",
"ClassDescription":"代表豹猫.",
"getCatType":"获取这只猫当前的种类.\r\n<p>\r\n原文:Gets the current type of this cat."
},
"Redstone":{
"ClassDescription":"代表可以带有或产生红石电能的物品.",
"isPowered":"这个物品有没有充能.\r\n<p>\r\n原文:Gets the current state of this Material, indicating if it's powered or\r\nunpowered"
},
"Metadatable":{
"setMetadata":"Sets a metadata value in the implementing object's metadata store.",
"getMetadata":"Returns a list of previously set metadata values from the implementing\r\nobject's metadata store.",
"removeMetadata":"Removes the given metadata value from the implementing object's\r\nmetadata store.",
"ClassDescription":"This interface is implemented by all objects that can provide metadata\r\nabout themselves.",
"hasMetadata":"Tests to see whether the implementing object contains the given\r\nmetadata value in its metadata store."
},
"UnknownDependencyException":{
"ClassDescription":"Thrown when attempting to load an invalid Plugin file"
},
"FileConfigurationOptions":{
"copyHeader":"Sets whether or not the header should be copied from a default source.\r\n<p>\r\nIf this is true, if a default {@link FileConfiguration} is passed to\r\n{@link\r\nFileConfiguration#setDefaults(org.bukkit.configuration.Configuration)}\r\nthen upon saving it will use the header from that config, instead of\r\nthe one provided here.\r\n<p>\r\nIf no default is set on the configuration, or the default is not of\r\ntype FileConfiguration, or that config has no header ({@link #header()}\r\nreturns null) then the header specified in this configuration will be\r\nused.\r\n<p>\r\nDefaults to true.",
"header":"Sets the header that will be applied to the top of the saved output.\r\n<p>\r\nThis header will be commented out and applied directly at the top of\r\nthe generated output of the {@link FileConfiguration}. It is not\r\nrequired to include a newline at the end of the header as it will\r\nautomatically be applied, but you may include one if you wish for extra\r\nspacing.\r\n<p>\r\nNull is a valid value which will indicate that no header is to be\r\napplied.",
"ClassDescription":"Various settings for controlling the input and output of a {@link\r\nFileConfiguration}"
},
"PlayerItemHeldEvent":{
"getNewSlot":"获得玩家此次手持物品的物品槽位置.\r\n<p>\r\n原文:Gets the new held slot index",
"getPreviousSlot":"获得玩家上一次手持物品的物品槽位置.\r\n<p>\r\n原文:Gets the previous held slot index",
"ClassDescription":"玩家手持某物品事件."
},
"ThrownExpBottle":{
"ClassDescription":"代表抛出的附魔之瓶."
},
"ChatColor":{
"getChar":"获取与此颜色或格式关联的单个字符. \r\n<p>\r\n原文:Gets the char value associated with this color",
"getLastColors":"获取字符串中最后一个颜色代码.也就是字符串结尾的颜色.\r\n<p>\r\n原文:Gets the ChatColors used at the end of the given input string.",
"isColor":"检测这个代码是否为颜色代码,而不是格式代码.\r\n<p>\r\n原文:Checks if this code is a color code as opposed to a format code.",
"getByChar":"获取指定的颜色代码代表的颜色或格式.\r\n<p>\r\n原文:Gets the color represented by the specified color code",
"translateAlternateColorCodes":"转换交替的颜色代码字符到内部的ChatColor.COLOR_CHAR颜色代码字符.如果它后面紧跟着的是0-9, A-F, a-f, K-O, k-o, R 或 r,其它的颜色代码只会被替换.\r\n<p>\r\n译注:这个方法是用来把其他的颜色代码替换成Minecraft本身的.比如我们在Minecraft服务器聊天时,为了输入方便,就使用\"{@literal &}\"来替换\"§\",服务器要处理这种消息时就要用到本方法.\r\n<p>\r\n范例:<code>System.out.println(translateAlternateColorCodes('{@literal &}', \"{@literal &}cred{@literal &}agreen{@literal &}9blue\"));</code>这段代码会把\"{@literal &}cred{@literal &}agreen{@literal &}9blue\"替换成\"§cred§agreen§9blue\",\"§\"是ChatColor.COLOR_CHAR的默认值.\r\n<p>\r\n原文:Translates a string using an alternate color code character into a\r\nstring that uses the internal ChatColor.COLOR_CODE color code\r\ncharacter. The alternate color code character will only be replaced if\r\nit is immediately followed by 0-9, A-F, a-f, K-O, k-o, R or r.",
"ClassDescription":"聊天框支持的所有颜色",
"stripColor":"去除给定消息的所有颜色代码.\r\n<p>\r\n原文:Strips the given message of all color codes",
"isFormat":"检测这个代码是否为格式代码,而不是颜色代码.\r\n<p>\r\n原文:Checks if this code is a format code as opposed to a color code."
},
"BooleanPrompt":{
"acceptValidatedInput":"Override this method to perform some action with the user's boolean\r\nresponse.",
"ClassDescription":"BooleanPrompt is the base class for any prompt that requires a boolean\r\nresponse from the user."
},
"PlayerSwapHandItemsEvent":{
"setMainHandItem":"设置主手里的物品.\r\n<p>\r\n原文:Sets the item in the main hand.",
"setOffHandItem":"设置副手里的物品.\r\n<p>\r\n原文:Sets the item in the off hand.",
"getOffHandItem":"获取切换到副手的物品.\r\n<p>\r\n原文:Gets the item switched to the off hand.",
"ClassDescription":"玩家用快捷键互换主手和副手的物品时触发本事件.",
"getMainHandItem":"获取切换到主手的物品.\r\n<p>\r\n原文:Gets the item switched to the main hand."
},
"BlockIterator":{
"next":"返回追踪上的下一个方块。\r\n<p>\r\n原文:Returns the next Block in the trace",
"hasNext":"返回true如果迭代器还有更多的元素。\r\n<p>\r\n原文:Returns true if the iteration has more elements",
"ClassDescription":"这个类执行射线追踪(ray tracing)和迭代一条直线上的单独方块。\r\n<p>\r\n原文:This class performs ray tracing and iterates along blocks on a line"
},
"Listener":{
"ClassDescription":"一个触发所有事件监听器的接口"
},
"ThunderChangeEvent":{
"ClassDescription":"世界打雷事件",
"toThunderState":"获取世界是否正在打雷.\r\n<p>\r\n原文:\r\nGets the state of thunder that the world is being set to"
},
"ShapedRecipe":{
"shape":"Set the shape of this recipe to the specified rows. Each character\r\nrepresents a different ingredient; exactly what each character\r\nrepresents is set separately. The first row supplied corresponds with\r\nthe upper most part of the recipe on the workbench e.g. if all three\r\nrows are supplies the first string represents the top row on the\r\nworkbench.",
"setIngredient":"Sets the material that a character in the recipe shape refers to.",
"getResult":"Get the result.",
"getShape":"Get the shape.",
"ClassDescription":"Represents a shaped (ie normal) crafting recipe.",
"getIngredientMap":"Get a copy of the ingredients map."
},
"PluginLoadOrder":{
"ClassDescription":"Represents the order in which a plugin should be initialized and enabled"
},
"Silverfish":{
"ClassDescription":"代表蠢虫."
},
"PlayerDeathEvent":{
"getNewExp":"获取玩家重生时有多少经验.\r\n<p>\r\n不包含多少经验会掉落,要做到这点请看{@link #getDroppedExp()}.\r\n<p>\r\n原文:Gets how much EXP the Player should have at respawn.\r\n<p>\r\nThis does not indicate how much EXP should be dropped, please see\r\n{@link #getDroppedExp()} for that.",
"ClassDescription":"当一个{@link Player 玩家}死亡时触发本事件",
"getDeathMessage":"获取广播给所有人的死亡提示.\r\n<p>\r\n原文:Get the death message that will appear to everyone on the server.",
"setNewTotalExp":"Sets the Total EXP the Player should have at respawn.",
"getNewTotalExp":"Gets the Total EXP the Player should have at respawn.",
"getKeepInventory":"Gets if the Player keeps inventory on death.",
"setNewExp":"Sets how much EXP the Player should have at respawn.\r\n<p>\r\nThis does not indicate how much EXP should be dropped, please see\r\n{@link #setDroppedExp(int)} for that.",
"getKeepLevel":"Gets if the Player should keep all EXP at respawn.\r\n<p>\r\nThis flag overrides other EXP settings",
"setKeepLevel":"Sets if the Player should keep all EXP at respawn.\r\n<p>\r\nThis overrides all other EXP settings\r\n<p>\r\nThis doesn't prevent prevent the EXP from dropping.\r\n{@link #setDroppedExp(int)} should be used stop the\r\nEXP from dropping.",
"getNewLevel":"Gets the Level the Player should have at respawn.",
"setDeathMessage":"设置广播给所有人的死亡提示.\r\n<p>\r\n原文:\r\nSet the death message that will appear to everyone on the server.",
"setKeepInventory":"Sets if the Player keeps inventory on death.",
"setNewLevel":"Sets the Level the Player should have at respawn."
},
"Gate":{
"ClassDescription":"代表栅栏门"
},
"InventoryMoveItemEvent":{
"getDestination":"Gets the Inventory that the ItemStack is being put into",
"getSource":"Gets the Inventory that the ItemStack is being taken from",
"getItem":"Gets the ItemStack being moved; if modified, the original item will not\r\nbe removed from the source inventory.",
"ClassDescription":"Called when some entity or block (e.g. hopper) tries to move items directly\r\nfrom one inventory to another.\r\n<p>\r\nWhen this event is called, the initiator may already have removed the item\r\nfrom the source inventory and is ready to move it into the destination\r\ninventory.\r\n<p>\r\nIf this event is cancelled, the items will be returned to the source\r\ninventory, if needed.\r\n<p>\r\nIf this event is not cancelled, the initiator will try to put the ItemStack\r\ninto the destination inventory. If this is not possible and the ItemStack\r\nhas not been modified, the source inventory slot will be restored to its\r\nformer state. Otherwise any additional items will be discarded.",
"setItem":"Sets the ItemStack being moved; if this is different from the original\r\nItemStack, the original item will not be removed from the source\r\ninventory.",
"getInitiator":"Gets the Inventory that initiated the transfer. This will always be\r\neither the destination or source Inventory."
},
"StandardMessenger":{
"ClassDescription":"@link Messenger}的标准实现.",
"validateChannel":"验证一个插件通道(Plugin Channel)的名称.\r\n<p>\r\n原文:Validates a Plugin Channel name.",
"validatePluginMessage":"验证插件消息(Plugin Message)的输入,确保这些参数都是有效的.\r\n<p>\r\n原文:Validates the input of a Plugin Message, ensuring the arguments are all\r\nvalid."
},
"ServiceEvent":{
"ClassDescription":"事件关联的注册服务器.这就相当于一个{@link org.bukkit.plugin.ServicesManager}."
},
"ItemFactory":{
"getDefaultLeatherColor":"Returns the default color for all leather armor.",
"equals":"This method is used to compare two item meta data objects.",
"getItemMeta":"This creates a new item meta for the material.",
"isApplicable":"This method checks the item meta to confirm that it is applicable (no\r\ndata lost if applied) to the specified Material.\r\n<p>\r\nA {@link SkullMeta} would not be valid for a sword, but a normal {@link\r\nItemMeta} from an enchanted dirt block would.",
"ClassDescription":"An instance of the ItemFactory can be obtained with {@link\r\nServer#getItemFactory()}.\r\n<p>\r\nThe ItemFactory is solely responsible for creating item meta containers to\r\napply on item stacks.",
"asMetaFor":"Returns an appropriate item meta for the specified material.\r\n<p>\r\nThe item meta returned will always be a valid meta for a given\r\nItemStack of the specified material. It may be a more or less specific\r\nmeta, and could also be the same meta or meta type as the parameter.\r\nThe item meta returned will also always be the most appropriate meta.\r\n<p>\r\nExample, if a {@link SkullMeta} is being applied to a book, this method\r\nwould return a {@link BookMeta} containing all information in the\r\nspecified meta that is applicable to an {@link ItemMeta}, the highest\r\ncommon interface."
},
"NamespacedKey":{
"randomKey":"Return a new random key in the {@link #BUKKIT} namespace.",
"minecraft":"Get a key in the Minecraft namespace.",
"ClassDescription":"Represents a String based key which consists of two components - a namespace\nand a key."
},
"LeashHitch":{
"ClassDescription":"Represents a Leash Hitch on a fence"
},
"Spellcaster":{
"setSpell":"Sets the {@link Spell} the entity is currently using.",
"getSpell":"Gets the {@link Spell} the entity is currently using.",
"ClassDescription":"Represents a spell casting \"Illager\"."
},
"WeatherChangeEvent":{
"toWeatherState":"获取世界是否在下雨/雪.\r\n<p>\r\n原文:\r\nGets the state of weather that the world is being set to",
"ClassDescription":"天气改变事件"
},
"Skeleton":{
"getSkeletonType":"获取骷髅当前的种类.\n<p>\n原文:Gets the current type of this skeleton.",
"setSkeletonType":"",
"ClassDescription":"代表骷髅."
},
"SmallFireball":{
"ClassDescription":"代表小的火球( {@link Fireball} )."
},
"PlayerAdvancementDoneEvent":{
"getAdvancement":"Get the advancement which has been completed.",
"ClassDescription":"Called when a player has completed all criteria in an advancement."
},
"ProjectileSource":{
"launchProjectile":"让ProjectileSource以一个初始速度向量发射{@link Projectile}。\r\n<p>\r\n原文:Launches a {@link Projectile} from the ProjectileSource with an\r\ninitial velocity.",
"ClassDescription":"代表一个有效的抛射物发射源。"
},
"PlayerPreLoginEvent":{
"allow":"允许玩家登录.\r\n<p>\r\n原文:Allows the player to log in",
"disallow":"不允许玩家登录.\r\n<p>\r\n原文:Disallows the player from logging in, with the given reason",
"getName":"获得此玩家的名字.\r\n<p>\r\n原文:Gets the player's name.",
"setResult":"设置当前事件的状态.\r\n<p>\r\n原文:Sets the new result of the login, as an enum",
"setKickMessage":"设置如果getResult() !=Result.ALLOWED,那么将要踢出的消息.\r\n<p>\r\n原文:Sets the kick message to display if getResult() != Result.ALLOWED",
"getResult":"获取当前事件的状态.\r\n<p>\r\n原文:Gets the current result of the login, as an enum",
"getAddress":"获得此玩家的IP地址.\r\n<p>\r\n原文:Gets the player IP address.",
"ClassDescription":"玩家尝试登录服务器事件.",
"getKickMessage":"如果getResult() !=Result.ALLOWED,那么获取踢出的信息.\r\n<p>\r\n原文:Gets the current kick message that will be used if getResult() !=\r\nResult.ALLOWED",
"getUniqueId":"获得此玩家的唯一标识.\r\n<p>\r\n原文:Gets the player's unique ID."
},
"Sandstone":{
"getType":"获取这个沙石的种类.\r\n<p>\r\n原文:Gets the current type of this sandstone",
"ClassDescription":"代表不同种类的沙石.",
"setType":"设置这个沙石的种类.\r\n<p>\r\n原文:Sets the type of this sandstone"
},
"PluginCommand":{
"getTabCompleter":"获取与这个命令关联的{@link TabCompleter}.\r\n<p>\r\n原文:Gets the {@link TabCompleter} associated with this command.",
"setTabCompleter":"设置当(玩家)进行命令补全时执行的{@link TabCompleter}.\r\n<p>\r\n如果没有指定 TabCompleter,这个命令执行器实现了TabCompleter,执行器将用来做命令补全.\r\n<p>\r\n原文:Sets the {@link TabCompleter} to run when tab-completing this command.\r\n<p>\r\nIf no TabCompleter is specified, and the command's executor implements\r\nTabCompleter, then the executor will be used for tab completion.",
"getPlugin":"获取拥有这个PluginCommand的插件.\r\n<p>\r\n原文:Gets the owner of this PluginCommand",
"tabComplete":"@inheritDoc}\r\n<p>\r\n委托的tab补全器(如果存在).\r\n<p>\r\n如果它不存在或者返回null,将委托给当前命令的执行器如果它实现了{@link TabCompleter}.如果找不到非null的list,将默认在{@link Command#tabComplete(CommandSender, String, String[])}里使用玩家名字.\r\n<p>\r\n这个方法不会判断权限.\r\n<p>\r\n原文:Delegates to the tab completer if present.\r\n<p>\r\nIf it is not present or returns null, will delegate to the current\r\ncommand executor if it implements {@link TabCompleter}. If a non-null\r\nlist has not been found, will default to standard player name\r\ncompletion in {@link\r\nCommand#tabComplete(CommandSender, String, String[])}.\r\n<p>\r\nThis method does not consider permissions.",
"getExecutor":"获取与这个命令关联的{@link CommandExecutor}.\r\n<p>\r\n原文:Gets the {@link CommandExecutor} associated with this command",
"ClassDescription":"代表属于某个插件的{@link Command 命令}.",
"execute":"执行一个命令.\r\n<p>\r\n原文:Executes the command, returning its success",
"setExecutor":"设置当命令解析时运行的{@link CommandExecutor}.\r\n<p>\r\n原文:Sets the {@link CommandExecutor} to run when parsing this command"
},
"BlockPistonEvent":{
"getDirection":"返回活塞的朝向.\r\n<p>\r\n原文:Return the direction in which the piston will operate.",
"ClassDescription":"活塞相关事件",
"isSticky":"判断是否是粘性活塞.\r\n<p>\r\n原文:Returns true if the Piston in the event is sticky."
},
"PlayerItemBreakEvent":{
"getBrokenItem":"获得因耐久值不足将要被销毁的物品.\r\n<p>\r\n原文:Gets the item that broke",
"ClassDescription":"某玩家工具耐久消耗完毕时触发(比如铲子,打火石,铁制工具).\r\n<p>\r\n当物品耐久值为0时,将触发此事件.事件结束后,物品耐久值将复位至0."
},
"FurnaceAndDispenser":{
"ClassDescription":"代表熔炉或发射器,两种定向容器."
},
"EntityBlockFormEvent":{
"ClassDescription":"方块搭建成实体时调用本事件.\r\n<p>\r\n举个例子:\r\n<ul>\r\n<li>用雪块、南瓜搭建成一个雪傀儡时.\r\n<li>用铁块、南瓜搭建成一个铁傀儡时.\r\n</ul>",
"getEntity":"获取被建造的实体.\r\n<p>\r\n原文:Get the entity that formed the block."
},
"ExactMatchConversationCanceller":{
"ClassDescription":"An ExactMatchConversationCanceller cancels a conversation if the user\r\nenters an exact input string"
},
"TNTPrimed":{
"setFuseTicks":"Set the number of ticks until the TNT blows up after being primed.",
"getSource":"Gets the source of this primed TNT. The source is the entity\nresponsible for the creation of this primed TNT. (I.E. player ignites\nTNT with flint and steel.) Take note that this can be null if there is\nno suitable source. (created by the {@link\norg.bukkit.World#spawn(Location, Class)} method, for example.)\n<p>\nThe source will become null if the chunk this primed TNT is in is\nunloaded then reloaded. The source entity may be invalid if for example\nit has since died or been unloaded. Callers should check\n{@link Entity#isValid()}.",
"ClassDescription":"Represents a Primed TNT.",
"getFuseTicks":"Retrieve the number of ticks until the explosion of this TNTPrimed\nentity"
},
"BukkitRunnable":{
"cancel":"尝试取消这个任务\r\n<p>\r\n原文:Attempts to cancel this task.",
"getTaskId":"获取这个已执行的任务的任务id.\r\n<p>\r\n原文:Gets the task id for this runnable.",
"runTask":"让Bukkit任务调度器在下一个tick运行任务.\r\n<p>\r\n原文:Schedules this in the Bukkit scheduler to run on next tick.",
"runTaskLaterAsynchronously":"让Bukkit任务调度器在指定的tick后异步执行这个任务.\r\n<p>\r\n<b>异步任务不能访问任何Bukkit里的API.应着重保证异步任务的线程安全.</b>\r\n<p>\r\n原文:<b>Asynchronous tasks should never access any API in Bukkit. Great care\r\nshould be taken to assure the thread-safety of asynchronous tasks.</b>\r\n<p>\r\nSchedules this to run asynchronously after the specified number of\r\nserver ticks.",
"runTaskTimerAsynchronously":"让Bukkit任务调度器在指定的tick后开始异步的以指定的间隔不断执行任务.\r\n<p>\r\n<b>异步任务不能访问任何Bukkit里的API.应着重保证异步任务的线程安全.</b>\r\n<p>\r\n原文:<b>Asynchronous tasks should never access any API in Bukkit. Great care\r\nshould be taken to assure the thread-safety of asynchronous tasks.</b>\r\n<p>\r\nSchedules this to repeatedly run asynchronously until cancelled,\r\nstarting after the specified number of server ticks.",
"runTaskAsynchronously":"在Bukkit任务调度器异步运行这个任务.\r\n<p>\r\n<b>异步任务不能访问任何Bukkit里的API.应着重保证异步任务的线程安全.</b>\r\n<p>\r\n原文:<b>Asynchronous tasks should never access any API in Bukkit. Great care\r\nshould be taken to assure the thread-safety of asynchronous tasks.</b>\r\n<p>\r\nSchedules this in the Bukkit scheduler to run asynchronously.",