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示例库 · 饰品 / 消耗 / 材料篇

所属:服主指南物品示例库 · 饰品消耗篇 · 相关:物品类型 · 宝石孔 · 动作系统

本页逐件收录 11 个示例文件的全部物品,每件给出一行说明、完整 YAML 与要点注解。所有物品 ID、字段、键值均按源文件原样复刻,可直接拷入 items/<文件>.yml/qi reload

通用约定:文件名即物品 type;缩进固定 2 空格;actions 块须与 material / type 同级;属性数值由 providers.ap.value 交 AttributePlus 应用,QI 不内置数值。


饰品 accessory.yml

🖼️ [图片占位] 饰品栏装备四件 accessory 的悬浮名与 lore 对比图 · 建议 assets/accessory-overview.png

demo_lucky_charm

最简饰品:仅外观 + 被动暴击率属性。

yaml
demo_lucky_charm:
  type: accessory
  material: gold_nugget
  display_name: "<yellow>幸运护符</yellow>"
  item_name: "幸运护符"
  lore:
    - ""
    - "<gray>据说能带来好运</gray>"
  providers:
    ap:
      value: '{"crit_rate":0.08}'
  • actions,属性由 providers.ap 被动结算,不涉及触发;属性 JSON 写法见 物品定义

demo_void_talisman

传说饰品:发光 + 高配生命/攻击双属性。

yaml
demo_void_talisman:
  type: accessory
  material: heart_of_the_sea
  display_name: "<dark_purple>虚空护符</dark_purple>"
  item_name: "虚空护符"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>蕴含深渊之力的护符</gray>"
  providers:
    ap:
      value: '{"health":80,"attack_damage":8}'
  options:
    glow: true
  • tier: LEGENDARYoptions.glow: true 做传说外观;纯被动无触发。

demo_guardian_pendant

装备触发:戴上即播报并响金甲音效。

yaml
demo_guardian_pendant:
  type: accessory
  material: gold_nugget
  display_name: "<gold>守护吊坠</gold>"
  item_name: "守护吊坠"
  tier: RARE
  lore:
    - ""
    - "<gray>佩戴时守护之力环绕周身</gray>"
    - "<dark_gray>装备即触发</dark_gray>"
  providers:
    ap:
      value: '{"defense":12,"health":20}'
  options:
    glow: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:action_bar
            payload: "<gold>✦ 守护之力已激活 ✦</gold>"
          - handler: qi:sound
            payload: "minecraft:item.armor.equip_gold;1;1.2"
  • equip 触发器 是饰品被动反馈入口;qi:action_bar + qi:sound 两个 处理器

demo_sunfire_emblem

装备/卸下双触发 + 15 级限制。

yaml
demo_sunfire_emblem:
  type: accessory
  material: gold_nugget
  display_name: "<yellow>烈阳徽章</yellow>"
  item_name: "烈阳徽章"
  tier: EPIC
  lore:
    - ""
    - "<gray>戴上时灼焰升腾,卸下时余温散去</gray>"
    - "<dark_gray>需要 15 级</dark_gray>"
  providers:
    ap:
      value: '{"attack_damage":10,"crit_rate":0.1}'
  options:
    glow: true
    restrictions:
      - "level:15"
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:title
            payload: "<yellow>☀ 烈阳 ☀</yellow>||<gray>灼焰升腾</gray>||5||30||10"
          - handler: qi:sound
            payload: "minecraft:entity.blaze.ambient;0.8;1.4"
      unequip:
        trigger:
          atom: unequip
        refs:
          - handler: qi:action_bar
            payload: "<gray>烈阳余温散去…</gray>"

戒指 ring.yml

demo_jade_ring

最简戒指:仅外观 + 生命属性。

yaml
demo_jade_ring:
  type: ring
  material: gold_ingot
  display_name: "<green>翡翠戒指</green>"
  item_name: "翡翠戒指"
  lore:
    - ""
    - "<gray>镶嵌翡翠的精致戒指</gray>"
  providers:
    ap:
      value: '{"health":20}'
  • 纯被动;底物 gold_ingot,无触发。

demo_ruby_ring

稀有戒指:发光 + 攻击/暴击属性。

yaml
demo_ruby_ring:
  type: ring
  material: gold_ingot
  display_name: "<red>赤玉戒指</red>"
  item_name: "赤玉戒指"
  tier: RARE
  lore:
    - ""
    - "<gray>燃烧着赤色火焰</gray>"
  providers:
    ap:
      value: '{"attack_damage":5,"crit_rate":0.05}'
  options:
    glow: true
  • tier: RARE + glow,纯被动属性。

demo_crit_band

装备触发:戴上播报暴击被动激活。

yaml
demo_crit_band:
  type: ring
  material: gold_nugget
  display_name: "<gold>锐光指环</gold>"
  item_name: "锐光指环"
  tier: EPIC
  lore:
    - ""
    - "<gray>戴上后双手更稳、出手更准</gray>"
    - "<dark_gray>装备即生效 · 暴击率 +12%</dark_gray>"
  providers:
    ap:
      value: '{"crit_rate":0.12}'
  options:
    glow: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:action_bar
            payload: "<gold>锐光指环被动已激活</gold>"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_block.chime;1;1.2"

demo_arcane_loop

装备/卸下双触发 + 获得即绑定。

yaml
demo_arcane_loop:
  type: ring
  material: amethyst_shard
  display_name: "<light_purple>秘法之环</light_purple>"
  item_name: "秘法之环"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>环绕指尖的微光,放大每一道法术</gray>"
    - "<dark_gray>装备即生效 · 魔法伤害 +15</dark_gray>"
  providers:
    ap:
      value: '{"magic_damage":15}'
  options:
    glow: true
    bind_on_acquire: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:title
            payload: "<light_purple>秘法环绕</light_purple>||<gray>法力涌动</gray>||5||30||10"
          - handler: qi:sound
            payload: "minecraft:block.enchantment_table.use;1;1"
      unequip:
        trigger:
          atom: unequip
        refs:
          - handler: qi:action_bar
            payload: "<gray>秘法之环的光芒黯淡下来…</gray>"
  • options.bind_on_acquire: true 获得即绑定;equip / unequip触发器

项链 necklace.yml

🖼️ [图片占位] 项链饰品位佩戴前后属性面板对比 · 建议 assets/necklace-equip.png

demo_jade_pendant

最简项链:仅外观 + 生命属性。

yaml
demo_jade_pendant:
  type: necklace
  material: emerald
  display_name: "<green>碧玉吊坠</green>"
  item_name: "碧玉吊坠"
  lore:
    - ""
    - "<gray>温润如水的碧玉吊坠</gray>"
  providers:
    ap:
      value: '{"health":40}'
  • 底物 emerald,纯被动无触发。

demo_phoenix_pendant

史诗项链:发光 + 生命/防御双属性。

yaml
demo_phoenix_pendant:
  type: necklace
  material: emerald
  display_name: "<gold>凤凰项链</gold>"
  item_name: "凤凰项链"
  tier: EPIC
  lore:
    - ""
    - "<gray>蕴含不灭之火</gray>"
  providers:
    ap:
      value: '{"health":60,"defense":6}'
  options:
    glow: true
  • tier: EPIC + glow,纯被动。

demo_star_amulet

装备触发:戴上播放星辰标题与音效。

yaml
demo_star_amulet:
  type: necklace
  material: nether_star
  display_name: "<aqua>星辰护符</aqua>"
  item_name: "星辰护符"
  tier: RARE
  lore:
    - ""
    - "<gray>戴上时星光环绕</gray>"
  providers:
    ap:
      value: '{"health":50,"defense":8}'
  options:
    glow: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:title
            payload: "<aqua>✦ 星辰护佑 ✦</aqua>||<gray>星光环绕周身</gray>||10||40||10"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_block.chime;1;1.4"

demo_amethyst_charm

装备/卸下双触发 + 20 级限制 + 绑定。

yaml
demo_amethyst_charm:
  type: necklace
  material: amethyst_shard
  display_name: "<light_purple>紫晶魅链</light_purple>"
  item_name: "紫晶魅链"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>戴上凝聚紫晶之力,摘下力量随之消散</gray>"
    - "<dark_gray>需要 20 级 · 获得即绑定</dark_gray>"
  providers:
    ap:
      value: '{"health":80,"defense":12}'
  options:
    glow: true
    bind_on_acquire: true
    restrictions:
      - "level:20"
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:action_bar
            payload: "<light_purple>紫晶之力涌入体内…</light_purple>"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_cluster.place;0.8;1.2"
      unequip:
        trigger:
          atom: unequip
        refs:
          - handler: qi:action_bar
            payload: "<gray>紫晶之力悄然消散…</gray>"
  • 同时具备 bind_on_acquirerestrictions: ["level:20"],限制语义见 冷却/消耗/条件

手镯 bracelet.yml

demo_bone_bangle

最简手镯:仅外观 + 攻击属性。

yaml
demo_bone_bangle:
  type: bracelet
  material: bone
  display_name: "<white>白骨手镯</white>"
  item_name: "白骨手镯"
  lore:
    - ""
    - "<gray>以兽骨打磨而成</gray>"
  providers:
    ap:
      value: '{"attack_damage":4}'
  • 底物 bone,纯被动无触发。

demo_copper_bangle

罕见手镯:攻击 + 生命双属性。

yaml
demo_copper_bangle:
  type: bracelet
  material: copper_ingot
  display_name: "<gold>赤铜手镯</gold>"
  item_name: "赤铜手镯"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>泛着铜色光泽</gray>"
  providers:
    ap:
      value: '{"attack_damage":6,"health":15}'
  • tier: UNCOMMON,无 glow,纯被动。

demo_gilded_cuff

装备触发:戴上播放金光标题与音效。

yaml
demo_gilded_cuff:
  type: bracelet
  material: gold_ingot
  display_name: "<yellow>鎏金护腕</yellow>"
  item_name: "鎏金护腕"
  tier: RARE
  lore:
    - ""
    - "<gray>戴上时金光萦绕</gray>"
    - "<dark_gray>装备即生效 · 被动加成</dark_gray>"
  providers:
    ap:
      value: '{"attack_damage":8,"defense":6,"health":20}'
  options:
    glow: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:title
            payload: "<yellow>✦ 鎏金护腕 ✦</yellow>||<gray>金光加身</gray>||10||40||10"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_block.chime;1;1.2"
  • 三维属性(攻击/防御/生命)+ equip 触发器

demo_warding_bangle

装备/卸下双触发 + 绑定。

yaml
demo_warding_bangle:
  type: bracelet
  material: gold_ingot
  display_name: "<aqua>守护手镯</aqua>"
  item_name: "守护手镯"
  tier: EPIC
  lore:
    - ""
    - "<gray>守护之力随佩戴流转</gray>"
    - "<dark_gray>获得即绑定</dark_gray>"
  providers:
    ap:
      value: '{"defense":12,"health":40}'
  options:
    glow: true
    bind_on_acquire: true
  actions:
    triggers:
      equip:
        trigger:
          atom: equip
        refs:
          - handler: qi:action_bar
            payload: "<aqua>守护之力已激活</aqua>"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;0.6;1.4"
      unequip:
        trigger:
          atom: unequip
        refs:
          - handler: qi:action_bar
            payload: "<gray>守护之力已消散…</gray>"
  • bind_on_acquire + equip / unequip触发器

食物 food.yml

🖼️ [图片占位] 食用黄金点心触发标题 + absorption 增益的瞬间 · 建议 assets/food-consume.png

食物专属字段 options.food.nutrition / saturation 自定义饱食恢复,详见 物品定义

demo_traveler_bread

最简食物:旅人面包,仅外观 + 可堆叠。

yaml
demo_traveler_bread:
  type: food
  material: bread
  display_name: "<white>旅人面包</white>"
  item_name: "旅人面包"
  lore:
    - ""
    - "<gray>旅途中的耐饥干粮</gray>"
  options:
    max_stack_size: 64
  • 用原版 bread 的可食用属性,无自定义 food 块、无触发。

demo_roast_feast

炙烤盛宴:自定义饱食度 + 食用提示。

yaml
demo_roast_feast:
  type: food
  material: cooked_beef
  display_name: "<gold>炙烤盛宴</gold>"
  item_name: "炙烤盛宴"
  lore:
    - ""
    - "<gray>香气四溢的烤肉</gray>"
    - "<dark_gray>食用回复充沛体力</dark_gray>"
  options:
    max_stack_size: 64
    food:
      nutrition: 8
      saturation: 12.8
  actions:
    triggers:
      consume:
        trigger:
          atom: consume
        refs:
          - handler: qi:action_bar
            payload: "<gold>暖流自腹中升腾…</gold>"
          - handler: qi:sound
            payload: "minecraft:entity.player.burp;1;1"
  • consume 触发器 仅可食用材质生效;options.food 自定义 nutrition: 8 / saturation: 12.8

demo_golden_treat

黄金点心:食用触发增益指令 + 标题 + 30s 冷却。

yaml
demo_golden_treat:
  type: food
  material: golden_apple
  display_name: "<yellow>黄金点心</yellow>"
  item_name: "黄金点心"
  tier: RARE
  lore:
    - ""
    - "<gray>食用后获得强力增益</gray>"
    - "<dark_gray>冷却 30 秒</dark_gray>"
  options:
    glow: true
    max_stack_size: 64
    food:
      nutrition: 4
      saturation: 9.6
  actions:
    triggers:
      consume:
        trigger:
          atom: consume
        cooldown: 30s
        refs:
          - handler: qi:title
            payload: "<yellow>✦ 黄金之力 ✦</yellow>||<gray>金辉萦绕周身</gray>||5||40||10"
          - handler: qi:console_command
            payload: "effect give {player} minecraft:absorption 30 1"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;1;1.4"
  • cooldown: 30s 防刷增益;qi:console_command 以控制台权限发 effect give {player} ...,冷却语义见 冷却/消耗/条件

卷轴 scroll.yml

卷轴为一次性法术:用 left_click 触发 + consume: ["self:1"] 用掉本张。right_click 对空气不一定触发,卷轴一律用 left_click

demo_teleport_scroll

纯外观卷轴:传送主题,无动作,可叠 16 张。

yaml
demo_teleport_scroll:
  type: scroll
  material: paper
  display_name: "<aqua>传送卷轴</aqua>"
  item_name: "传送卷轴"
  lore:
    - ""
    - "<gray>撕开即可瞬间传送</gray>"
  options:
    max_stack_size: 16
  • 模板基线,无 actionsmax_stack_size: 16

demo_identify_scroll

纯外观卷轴:鉴定主题外观基线。

yaml
demo_identify_scroll:
  type: scroll
  material: writable_book
  display_name: "<yellow>鉴定卷轴</yellow>"
  item_name: "鉴定卷轴"
  lore:
    - ""
    - "<gray>鉴定未知物品的属性</gray>"
  options:
    max_stack_size: 16
  • 底物 writable_book,无触发。

demo_return_scroll

回城卷轴:左键撕开,回主城并消耗本张。

yaml
demo_return_scroll:
  type: scroll
  material: paper
  display_name: "<gold>回城卷轴</gold>"
  item_name: "回城卷轴"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>左键撕开,传送回主城</gray>"
    - "<dark_gray>一次性 · 冷却 3 秒</dark_gray>"
  options:
    max_stack_size: 16
    glow: true
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        consume:
          - "self:1"
        refs:
          - handler: qi:title
            payload: "<gold>✦ 回城 ✦</gold>||<gray>空间撕裂…</gray>||3||30||10"
          - handler: qi:sound
            payload: "minecraft:entity.enderman.teleport;1;1"
          - handler: qi:command
            payload: "spawn"
  • consume: ["self:1"] 一次性消耗 + cooldown: 3s,见 冷却/消耗/条件qi:command 以玩家身份执行 spawn

demo_blessing_scroll

祝福卷轴:左键撕开,播标题/音效并消耗本张。

yaml
demo_blessing_scroll:
  type: scroll
  material: paper
  display_name: "<light_purple>祝福卷轴</light_purple>"
  item_name: "祝福卷轴"
  tier: RARE
  lore:
    - ""
    - "<gray>左键撕开,沐浴神圣祝福</gray>"
    - "<dark_gray>一次性 · 冷却 5 秒</dark_gray>"
  options:
    max_stack_size: 16
    glow: true
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 5s
        consume:
          - "self:1"
        refs:
          - handler: qi:title
            payload: "<light_purple>✦ 祝福降临 ✦</light_purple>||<gray>圣光环绕周身</gray>||5||40||10"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;1;1.2"
          - handler: qi:action_bar
            payload: "<light_purple>你获得了神圣的祝福</light_purple>"
  • 与回城卷轴同结构,cooldown: 5s + self:1,三个反馈 处理器

种子 seed.yml

demo_wheat_seed

最简种子:仅外观,可堆叠。

yaml
demo_wheat_seed:
  type: seed
  material: wheat_seeds
  display_name: "<green>麦穗种子</green>"
  item_name: "麦穗种子"
  lore:
    - ""
    - "<gray>可种植的麦穗种子</gray>"
  options:
    max_stack_size: 64
  • 沿用原版 wheat_seeds 种植行为,无触发。

demo_mystic_seed

稀有种子:蕴含能量的外观款。

yaml
demo_mystic_seed:
  type: seed
  material: pumpkin_seeds
  display_name: "<gold>奇异种子</gold>"
  item_name: "奇异种子"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>蕴含神秘能量的种子</gray>"
  options:
    max_stack_size: 64
  • tier: UNCOMMON,纯外观无触发。

demo_spirit_melon_seed

放置触发:撒入耕地时播报 + 音效,冷却 2 秒。

yaml
demo_spirit_melon_seed:
  type: seed
  material: melon_seeds
  display_name: "<aqua>灵泉瓜种</aqua>"
  item_name: "灵泉瓜种"
  tier: RARE
  lore:
    - ""
    - "<gray>撒入耕地,祈愿丰收</gray>"
    - "<dark_gray>种下时播放音效 · 冷却 2 秒</dark_gray>"
  options:
    glow: true
    max_stack_size: 64
  actions:
    triggers:
      place_block:
        trigger:
          atom: place_block
        cooldown: 2s
        refs:
          - handler: qi:action_bar
            payload: "<aqua>灵泉瓜种已落入土壤…</aqua>"
          - handler: qi:sound
            payload: "minecraft:item.crop.plant;1;1.2"
  • place_block 触发器 在种子撒入耕地时触发;cooldown: 2s

鱼饵 bait.yml

demo_river_bait

最简鱼饵:仅外观,可堆叠。

yaml
demo_river_bait:
  type: bait
  material: wheat
  display_name: "<white>河鲜鱼饵</white>"
  item_name: "河鲜鱼饵"
  lore:
    - ""
    - "<gray>吸引河鱼的普通鱼饵</gray>"
    - "<dark_gray>钓鱼时随身携带即可</dark_gray>"
  options:
    max_stack_size: 64
  • 配合钓鱼随身携带,无触发。

demo_glow_bait

荧光鱼饵:发光 + 品质。

yaml
demo_glow_bait:
  type: bait
  material: slime_ball
  display_name: "<green>荧光鱼饵</green>"
  item_name: "荧光鱼饵"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>荧光诱引深水鱼群</gray>"
  options:
    glow: true
    max_stack_size: 64
  • 底物 slime_ball + glow,纯外观。

demo_lucky_bait

可交互鱼饵:手持左键撒饵提示 + 音效。

yaml
demo_lucky_bait:
  type: bait
  material: glow_berries
  display_name: "<gold>幸运鱼饵</gold>"
  item_name: "幸运鱼饵"
  tier: RARE
  lore:
    - ""
    - "<gray>散发奇异香气,传说能引来稀有渔获</gray>"
    - "<yellow>手持左键挥动:撒下鱼饵</yellow>"
  options:
    glow: true
    max_stack_size: 16
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        refs:
          - handler: qi:action_bar
            payload: "<gold>你撒下了一把幸运鱼饵……</gold>"
          - handler: qi:sound
            payload: "minecraft:entity.fishing_bobber.throw;1;1"
  • left_click 触发器 + cooldown: 3s,无消耗。

材料 material.yml

demo_iron_fragment

最简材料:纯外观 + 可堆叠(被 demo_mystic_essence 产出)。

yaml
demo_iron_fragment:
  type: material
  material: iron_ingot
  display_name: "<white>精铁碎片</white>"
  item_name: "精铁碎片"
  lore:
    - ""
    - "<gray>锻造装备的常用材料</gray>"
  options:
    max_stack_size: 64
  • 纯合成素材,无触发。

demo_copper_fragment

铜质材料:纯外观。

yaml
demo_copper_fragment:
  type: material
  material: copper_ingot
  display_name: "<gold>赤铜碎片</gold>"
  item_name: "赤铜碎片"
  lore:
    - ""
    - "<gray>导能良好的铜质材料</gray>"
  options:
    max_stack_size: 64
  • 纯外观素材。

demo_gold_fragment

贵重材料:纯外观。

yaml
demo_gold_fragment:
  type: material
  material: gold_ingot
  display_name: "<yellow>赤金碎片</yellow>"
  item_name: "赤金碎片"
  lore:
    - ""
    - "<gray>贵重的赤金材料</gray>"
  options:
    max_stack_size: 64
  • 纯外观素材。

demo_mystic_essence

可合成材料:左键消耗自身 3 个,换取一件成品 + 提示。

yaml
demo_mystic_essence:
  type: material
  material: string
  display_name: "<light_purple>秘法精华</light_purple>"
  item_name: "秘法精华"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>蕴含微光的合成素材</gray>"
    - "<gray>集齐 3 份可凝聚成铁碎片</gray>"
    - "<dark_gray>左键凝聚 · 冷却 2 秒</dark_gray>"
  options:
    glow: true
    max_stack_size: 64
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 2s
        consume:
          - "self:3"
        refs:
          - handler: qi:give_item
            payload: "demo_iron_fragment"
          - handler: qi:action_bar
            payload: "<light_purple>秘法精华凝聚成形…</light_purple>"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_block.chime;1;1.2"

工具 tool.yml

🖼️ [图片占位] 勘探之镐挖矿触发矿脉回响 action_bar 的画面 · 建议 assets/tool-break-block.png

工具核心触发是 break_block(破坏方块时手持的工具)。材质多为 *_pickaxe / *_axe / *_shovel

demo_miner_pick

最简工具:矿工镐,外观 + 攻击属性 + 无限耐久。

yaml
demo_miner_pick:
  type: tool
  material: diamond_pickaxe
  display_name: "<aqua>矿工镐</aqua>"
  item_name: "矿工镐"
  lore:
    - ""
    - "<gray>高效采掘的优质镐</gray>"
  providers:
    ap:
      value: '{"attack_damage":6}'
  options:
    unbreakable: true
  • options.unbreakable: true,纯被动无触发。

demo_lumber_axe

伐木斧:外观 + 攻击属性 + 无限耐久。

yaml
demo_lumber_axe:
  type: tool
  material: iron_axe
  display_name: "<white>伐木斧</white>"
  item_name: "伐木斧"
  lore:
    - ""
    - "<gray>砍伐树木的趁手工具</gray>"
  providers:
    ap:
      value: '{"attack_damage":7}'
  options:
    unbreakable: true
  • 同上结构,底物 iron_axe

demo_prospector_pick

破坏方块触发:勘探之镐,挖矿回响 + 冷却 2 秒。

yaml
demo_prospector_pick:
  type: tool
  material: golden_pickaxe
  display_name: "<gold>勘探之镐</gold>"
  item_name: "勘探之镐"
  tier: RARE
  lore:
    - ""
    - "<gray>挖掘方块时回响矿脉之声</gray>"
    - "<dark_gray>冷却 2 秒</dark_gray>"
  providers:
    ap:
      value: '{"attack_damage":6}'
  options:
    unbreakable: true
    glow: true
  actions:
    triggers:
      break_block:
        trigger:
          atom: break_block
        cooldown: 2s
        refs:
          - handler: qi:action_bar
            payload: "<gold>⛏ 矿脉回响…</gold>"
          - handler: qi:sound
            payload: "minecraft:block.amethyst_block.chime;0.8;1.2"

demo_forester_axe

破坏方块 + 左键双触发:林间之斧,需 10 级。

yaml
demo_forester_axe:
  type: tool
  material: netherite_axe
  display_name: "<green>林间之斧</green>"
  item_name: "林间之斧"
  tier: EPIC
  lore:
    - ""
    - "<gray>破坏方块时唤起林间鸟鸣</gray>"
    - "<gray>左键挥动可示意采集方向</gray>"
    - "<dark_gray>需要 10 级</dark_gray>"
  providers:
    ap:
      value: '{"attack_damage":9}'
  options:
    unbreakable: true
    glow: true
    restrictions:
      - "level:10"
  actions:
    triggers:
      break_block:
        trigger:
          atom: break_block
        cooldown: 1s
        refs:
          - handler: qi:sound
            payload: "minecraft:entity.parrot.ambient;0.7;1"
          - handler: qi:action_bar
            payload: "<green>🌿 林间回响…</green>"
      left_click:
        trigger:
          atom: left_click
        cooldown: 500ms
        refs:
          - handler: qi:action_bar
            payload: "<green>选定采集方向</green>"
  • break_blockcooldown: 1s)与 left_clickcooldown: 500ms)两个独立 触发器,各设不同冷却;restrictions: ["level:10"]

钓竿 fishing_rod.yml

钓竿专属触发 fish(收杆上钩时)。right_click 对空气不一定触发,钓竿一般用 fish

demo_angler_rod

最简钓竿:仅外观 + 无限耐久(也被锦鲤之竿当奖励赠出)。

yaml
demo_angler_rod:
  type: fishing_rod
  material: fishing_rod
  display_name: "<white>垂钓者之竿</white>"
  item_name: "垂钓者之竿"
  lore:
    - ""
    - "<gray>钓鱼人的趁手渔具</gray>"
  options:
    unbreakable: true
  • unbreakable: true,无触发。

demo_deepsea_rod

稀有钓竿:发光 + 无限耐久。

yaml
demo_deepsea_rod:
  type: fishing_rod
  material: fishing_rod
  display_name: "<blue>深海钓竿</blue>"
  item_name: "深海钓竿"
  tier: RARE
  lore:
    - ""
    - "<gray>能钓起深海珍奇</gray>"
  options:
    unbreakable: true
    glow: true
  • tier: RARE + glow,纯外观。

demo_harvest_rod

收杆触发:丰收之竿,收线播音效 + 提示,冷却 2 秒。

yaml
demo_harvest_rod:
  type: fishing_rod
  material: fishing_rod
  display_name: "<green>丰收之竿</green>"
  item_name: "丰收之竿"
  tier: EPIC
  lore:
    - ""
    - "<gray>收杆瞬间,水花欢腾</gray>"
    - "<dark_gray>冷却 2 秒</dark_gray>"
  options:
    unbreakable: true
    glow: true
  actions:
    triggers:
      fish:
        trigger:
          atom: fish
        cooldown: 2s
        refs:
          - handler: qi:sound
            payload: "minecraft:entity.fishing_bobber.splash;1;1.2"
          - handler: qi:action_bar
            payload: "<aqua>~ 上钩了!~</aqua>"

demo_lucky_koi_rod

收杆触发 + 赠物:锦鲤之竿,收线额外赠奖励,冷却 5 秒。

yaml
demo_lucky_koi_rod:
  type: fishing_rod
  material: fishing_rod
  display_name: "<gold>锦鲤之竿</gold>"
  item_name: "锦鲤之竿"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>收杆时偶得锦鲤庇佑</gray>"
    - "<dark_gray>冷却 5 秒</dark_gray>"
  options:
    unbreakable: true
    glow: true
  actions:
    triggers:
      fish:
        trigger:
          atom: fish
        cooldown: 5s
        refs:
          - handler: qi:title
            payload: "<gold>★ 锦鲤 ★</gold>||<gray>福运临门</gray>||3||30||10"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;1;1.4"
          - handler: qi:give_item
            payload: "demo_angler_rod"
  • fish 触发 + cooldown: 5sqi:give_item 处理器 赠出 demo_angler_rod

🖼️ [图片占位] 锦鲤之竿收杆赠物时的标题 + give_item 提示链 · 建议 assets/fishing-koi-give.png


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