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飞行棋抽奖

配置由用户 3012235075 提供

功能介绍

玩家从起点出发,通过消耗材料或点数点击前进 1~3 步(可配置),到达对应槽位后可领取奖励,记录将保存至抽奖历史 GUI。支持手动重置、查看记录、使用幸运值获取保底奖励。

飞行棋可配置特殊事件,如回退、重置、增加幸运值或执行动作。管理员可操作幸运值、当前位置、点数与轮次记录,并使用 cx look 查看玩家抽奖数据。

效果展示

配置文件

yaml


# 配置由用户 3012235075 提供



title: "&c&n飞行棋抽奖"



layout:
  - "#########"
  - "XABCDEFG#"
  - "#H Q W I#"
  - "#J  1  K#"
  - "#LMNPOUZ#"
  - "######R##"
entry:
  保底1: "绿玄晶" #创建一个保底变量用来随机传入下方- addItem('mm',"{保底}",1)
  保底2: "蓝玄晶"
  保底3: "紫玄晶"
  保底4: "仙阳炎"
  保底奖励: "{保底${random(4)+1}}"
  #随机事件
  事件1: "var add %player_name% 幸运值 10"
  事件2: "eco give %player_name% 10000"
  特殊事件: "${文本.权重随机('{事件1}', 50, '{事件2}', 50)}"
  随机前进: "${random(1, 3)}"
  随机幸运值: "${random(1, 3)}"
  随机事件: "${random(0, 1)}" #这里指定随机事件是否触发
function:
  "玻璃板":
    char: "#"
    display:
      material: BLACK_STAINED_GLASS_PANE
      name: " "
      lore:
        - "&c当前保底进度:&e%variable_info_幸运值%"
        - "&c当前总前进步数:&e%variable_info_前进步数%"
        - "&c是否启动:&e%variable_info_是否启动%"
        - ""
  "x":
    char: "X"
    display:
      material: PLAYER_HEAD
      skull: "%player_name%"
      name: "&c起始位置"
      lore:
        - "§b▪ &a您当前在起点"
        - "§b▪ &a在右下角点击按钮开始前进"
      rules:
        - condition:
            - "%variable_info_是否启动% > 0"
          material: BARRIER
          name: "&c您已经开始了本轮"
          lore:
            - "§b▪ &a尝试继续抽奖前进吧"
            - "§b▪ &a在右下角点击按钮开始前进"
  "1":
    char: "1"
    display:
      material: ender_pearl
      name: "&c重新开始"
      lore:
        - "§b▪ &a点击此处将清除本轮位置数据,重新开始"
        - "§b▪ &a需要消耗金币"
    condition:
      - "%variable_info_是否启动% > 0 else '&7[&a抽奖系统&7] &f你还没有抽奖过,无法为你重置本轮'"
    demand:
      - "money 100"
    action:
      - sound('portal.travel')
      - variable.set('是否启动', 0)
      - variable.set('前进步数', 0)
      - variable.set('特殊事件', 0)
      - variable.set('A', 0)
      - variable.set('B', 0)
      - variable.set('C', 0)
      - variable.set('D', 0)
      - variable.set('E', 0)
      - variable.set('F', 0)
      - variable.set('G', 0)
      - variable.set('H', 0)
      - variable.set('I', 0)
      - variable.set('J', 0)
      - variable.set('K', 0)
      - variable.set('L', 0)
      - variable.set('M', 0)
      - variable.set('N', 0)
      - variable.set('O', 0)
      - variable.set('P', 0)
      - variable.set('U', 0)
      - variable.set('Z', 0)
  "Q":
    char: "Q"
    display:
      material: CHEST
      name: "&d保底奖励领取"
      lore:
        - "§b▪ &a您当前幸运值:&e%variable_info_幸运值%"
        - "§b▪ &a领取保底将会清除&e100&b幸运值"
        - "§b▪ &a保底奖励将会在四件大奖中随机获得一个"
    condition:
      - "%variable_info_幸运值% >= 100 else '&7[&a抽奖系统&7] &f您的幸运值不满足获取保底的要求'"
    action:
      - sound('firework.twinkle')
      - variable.take('幸运值', 100)
      - addItem('mm',"{保底奖励}",1)
      - 执行指令('op:bc &7[&a抽奖通报&7] &f玩家 &e%player_name% &f刚刚在 &e飞行棋抽奖 &f中获得了一个 &a&n{保底奖励} &f保底奖励')
  "w":
    char: "W"
    display:
      material: MAP
      name: "&a获奖记录"
      lore:
        - "§b▪ &a您当前获取过的奖励数量: &e%variable_info_领取记录% &a项"
        - "§b▪ &a点击打开获奖记录界面"
        - "§b▪ &a你可以在此查看您获得过哪些奖池内物品"
    condition:
      - "%variable_info_首次抽奖记录% > 0 else '&7[&a抽奖系统&7] &f你还没有抽奖过,无法为你提供抽奖记录查询'"
    action:
      - sound('note_pling')
      - addItem('mm',"{保底奖励}",1)
      - close()
      - 消息('&7[&a抽奖系统&7] &f正在查询您的抽奖记录,请稍等........')
      - delay(3000)
      - 执行指令('op:cx open 抽奖记录查询 %player_name%')
  "R":
    char: "R"
    display:
      material: COMPASS
      name: "&d开始抽奖"
      lore:
        - "§b▪ &a每次抽奖将随机前进&e1~3&a步"
        - "§b▪ &a具体顺序您可以查看对应位置箭头"
        - "§b▪ &a每次抽奖获得&e1~2&b幸运值"
        - "§b▪ &a目前已经存在的特殊事件:"
        - "§b▪ &e&n金币狂潮&7-&a额外获得&e1000金币"
        - "§b▪ &b&n天选之子&7-&a额外获得&e10&b幸运值"
    demand:
      - "money 100"
    action:
      - variable.add('前进步数', {随机前进})
      - variable.add('是否启动', 1)
      - variable.add('幸运值', {随机幸运值})
      - variable.add('特殊事件', {随机事件})
      - sound('note_pling')
    rules:
      - condition:
          - "%variable_info_首次抽奖记录% == 0"
        action:
          - variable.set('首次抽奖记录', 1)
      - condition:
          - "%variable_info_前进步数% > 18"
        action:
          - sound('portal.travel')
          - variable.set('是否启动', 0)
          - variable.set('前进步数', 0)
          - variable.set('特殊事件', 0)
          - variable.set('A', 0)
          - variable.set('B', 0)
          - variable.set('C', 0)
          - variable.set('D', 0)
          - variable.set('E', 0)
          - variable.set('F', 0)
          - variable.set('G', 0)
          - variable.set('H', 0)
          - variable.set('I', 0)
          - variable.set('J', 0)
          - variable.set('K', 0)
          - variable.set('L', 0)
          - variable.set('M', 0)
          - variable.set('N', 0)
          - variable.set('O', 0)
          - variable.set('P', 0)
          - variable.set('U', 0)
          - variable.set('Z', 0)
          - close()
          - 消息('&7[&a抽奖系统&7] &f本轮已结束')
  "A":
    char: "A"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cA&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_A%"
            - "§b▪ &d存在特殊事件"
        - condition:
            - "%variable_info_前进步数% == 1 && %variable_info_A% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e努力前进版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 1 && %variable_info_A% == 0"
        action:
          - variable.add('A', 1)
          - variable.add('A获取记录', 1)
          - variable.add('领取记录', 1)
          - addItem('mm',"A",1)
          - 执行指令('op:{特殊事件}')
      - condition:
          - "%variable_info_特殊事件% == 1"
        action:
          - variable.take('特殊事件', 1)
          - 执行指令('op:{特殊事件}')
  "B":
    char: "B"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cB&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_B%"
        - condition:
            - "%variable_info_前进步数% == 2 && %variable_info_B% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e拼搏奋进版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 2 && %variable_info_B% == 0"
        action:
          - variable.add('B', 1)
          - variable.add('领取记录', 1)
          - variable.add('B获取记录', 1)
          - addItem('mm',"B",1)
          - variable.set('特殊事件', 0)
  "C":
    char: "C"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cC&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_C%"
        - condition:
            - "%variable_info_前进步数% == 3 && %variable_info_C% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e勇往直前版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 3 && %variable_info_C% == 0"
        action:
          - variable.add('C', 1)
          - variable.add('领取记录', 1)
          - variable.add('C获取记录', 1)
          - addItem('mm',"C",1)
          - variable.set('特殊事件', 0)
  "D":
    char: "D"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cD&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_D%"
        - condition:
            - "%variable_info_前进步数% == 4 && %variable_info_D% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e坚持不懈版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 4 && %variable_info_D% == 0"
        action:
          - variable.add('D', 1)
          - variable.add('领取记录', 1)
          - variable.add('D获取记录', 1)
          - addItem('mm',"D",1)
          - variable.set('特殊事件', 0)
  "E":
    char: "E"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cE&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_E%"
            - "§b▪ &d存在特殊事件"
        - condition:
            - "%variable_info_前进步数% == 5 && %variable_info_E% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e全力以赴版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 5 && %variable_info_E% == 0"
        action:
          - variable.add('E', 1)
          - variable.add('领取记录', 1)
          - variable.add('E获取记录', 1)
          - addItem('mm',"E",1)
          - variable.set('特殊事件', 0)
      - condition:
          - "%variable_info_特殊事件% == 1"
        action:
          - variable.take('特殊事件', 1)
          - 执行指令('op:{特殊事件}')
  "F":
    char: "F"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cF&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_F%"
        - condition:
            - "%variable_info_前进步数% == 6 && %variable_info_F% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e砥砺前行版&7] &a&l→"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 6 && %variable_info_F% == 0"
        action:
          - variable.add('F', 1)
          - variable.add('领取记录', 1)
          - variable.add('F获取记录', 1)
          - addItem('mm',"F",1)
          - variable.set('特殊事件', 0)
  "G":
    char: "G"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cG&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_G%"
        - condition:
            - "%variable_info_前进步数% == 7 && %variable_info_G% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e奋勇争先版&7] &a&l↓"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 7 && %variable_info_G% == 0"
        action:
          - variable.add('G', 1)
          - variable.add('领取记录', 1)
          - variable.add('G获取记录', 1)
          - addItem('mm',"G",1)
          - variable.set('特殊事件', 0)
  "I":
    char: "I"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cI&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_I%"
        - condition:
            - "%variable_info_前进步数% == 8 && %variable_info_I% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e突破自我版&7] &a&l↓"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 8 && %variable_info_I% == 0"
        action:
          - variable.add('I', 1)
          - variable.add('领取记录', 1)
          - variable.add('I获取记录', 1)
          - addItem('mm',"I",1)
          - variable.set('特殊事件', 0)
  "K":
    char: "K"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cK&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_K%"
        - condition:
            - "%variable_info_前进步数% == 9 && %variable_info_K% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e精益求精版&7] &a&l↓"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 9 && %variable_info_K% == 0"
        action:
          - variable.add('K', 1)
          - variable.add('领取记录', 1)
          - variable.add('K获取记录', 1)
          - addItem('mm',"K",1)
          - variable.set('特殊事件', 0)
  "Z":
    char: "Z"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cZ&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_Z%"
        - condition:
            - "%variable_info_前进步数% == 10 && %variable_info_Z% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e梦想成真版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 10 && %variable_info_Z% == 0"
        action:
          - variable.add('Z', 1)
          - variable.add('领取记录', 1)
          - variable.add('Z获取记录', 1)
          - addItem('mm',"Z",1)
          - variable.set('特殊事件', 0)
  "U":
    char: "U"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cU&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_U%"
        - condition:
            - "%variable_info_前进步数% == 11 && %variable_info_U% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e扬帆远航版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 11 && %variable_info_U% == 0"
        action:
          - variable.add('U', 1)
          - variable.add('领取记录', 1)
          - variable.add('U获取记录', 1)
          - addItem('mm',"U",1)
          - variable.set('特殊事件', 0)
  "O":
    char: "O"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cO&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_O%"
        - condition:
            - "%variable_info_前进步数% == 12 && %variable_info_O% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e铸就传奇版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 12 && %variable_info_O% == 0"
        action:
          - variable.add('O', 1)
          - variable.add('领取记录', 1)
          - variable.add('O获取记录', 1)
          - addItem('mm',"O",1)
          - variable.set('特殊事件', 0)
  "P":
    char: "P"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cP&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_P%"
        - condition:
            - "%variable_info_前进步数% == 13 && %variable_info_P% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e荣耀启程版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 13 && %variable_info_P% == 0"
        action:
          - variable.add('P', 1)
          - variable.add('领取记录', 1)
          - variable.add('P获取记录', 1)
          - addItem('mm',"P",1)
          - variable.set('特殊事件', 0)
  "N":
    char: "N"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cN&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_N%"
            - "§b▪ &d存在特殊事件"
        - condition:
            - "%variable_info_前进步数% == 14 && %variable_info_N% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e再创辉煌版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 14 && %variable_info_N% == 0"
        action:
          - variable.add('N', 1)
          - variable.add('领取记录', 1)
          - variable.add('N获取记录', 1)
          - addItem('mm',"N",1)
          - variable.set('特殊事件', 0)
      - condition:
          - "%variable_info_特殊事件% == 1"
        action:
          - variable.take('特殊事件', 1)
          - 执行指令('op:{特殊事件}')
  "M":
    char: "M"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cM&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_M%"
        - condition:
            - "%variable_info_前进步数% == 15 && %variable_info_M% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e永不止步版&7] &a&l←"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 15 && %variable_info_M% == 0"
        action:
          - variable.add('M', 1)
          - variable.add('领取记录', 1)
          - variable.add('M获取记录', 1)
          - addItem('mm',"M",1)
          - variable.set('特殊事件', 0)
  "L":
    char: "L"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cL&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_L%"
        - condition:
            - "%variable_info_前进步数% == 16 && %variable_info_L% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e追求卓越版&7] &a&l↑"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 16 && %variable_info_L% == 0"
        action:
          - variable.add('L', 1)
          - variable.add('领取记录', 1)
          - variable.add('L获取记录', 1)
          - addItem('mm',"L",1)
          - variable.set('特殊事件', 0)
  "J":
    char: "J"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cJ&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_J%"
        - condition:
            - "%variable_info_前进步数% == 17 && %variable_info_J% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e超越极限版&7] &a&l↑"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 17 && %variable_info_J% == 0"
        action:
          - variable.add('J', 1)
          - variable.add('领取记录', 1)
          - variable.add('J获取记录', 1)
          - addItem('mm',"J",1)
          - variable.set('特殊事件', 0)
  "H":
    char: "H"
    display:
      rules:
        - condition:
            - "%variable_info_前进步数% >= 0"
          material: CHEST
          name: "&cH&e奖励物品"
          lore:
            - ""
            - "§b▪ §a本轮获取次数:&e%variable_info_H%"
        - condition:
            - "%variable_info_前进步数% == 18 && %variable_info_H% == 0"
          material: PLAYER_HEAD
          skull: "%player_name%"
          name: "&f%player_name%&7[&e锐意进取版&7] &a&l↑"
          lore:
            - "§b▪ &a点击领取该奖励"
    rules:
      - condition:
          - "%variable_info_前进步数% == 18 && %variable_info_H% == 0"
        action:
          - variable.add('H', 1)
          - variable.add('领取记录', 1)
          - variable.add('H获取记录', 1)
          - addItem('mm',"H",1)
          - variable.set('特殊事件', 0)



message:
  money_false: "§7你没有足够的金币进行抽奖"
  desc:
    icon:
      enough: §a✔§r
      insufficient: §c✘§r
    demand:
      money: '§7[%icon%§7] §f金币 §r× %demand%'
    state:
      enough: "§3点击合成 §7[§a✔§7]"
      insufficient: "§3点击合成 §7[§c✘§7]"
      condition: "&7[&a抽奖系统&7] §c领取条件不足"
yaml


# 配置由用户 3012235075 提供


title: "&c&n抽奖记录查询"



layout:
  - "####X####"
  - "#ABCDEFG#"
  - "#HIJKLMN#"
  - "#POUZ   #"
  - "#########"
entry:
  A物品获取记录: "%variable_info_A获取记录%"
  B物品获取记录: "%variable_info_B获取记录%"
  C物品获取记录: "%variable_info_C获取记录%"
  D物品获取记录: "%variable_info_D获取记录%"
  E物品获取记录: "%variable_info_E获取记录%"
  F物品获取记录: "%variable_info_F获取记录%"
  G物品获取记录: "%variable_info_G获取记录%"
  H物品获取记录: "%variable_info_H获取记录%"
  I物品获取记录: "%variable_info_I获取记录%"
  J物品获取记录: "%variable_info_J获取记录%"
  K物品获取记录: "%variable_info_K获取记录%"
  L物品获取记录: "%variable_info_L获取记录%"
  M物品获取记录: "%variable_info_M获取记录%"
  N物品获取记录: "%variable_info_N获取记录%"
  O物品获取记录: "%variable_info_O获取记录%"
  P物品获取记录: "%variable_info_P获取记录%"
  U物品获取记录: "%variable_info_U获取记录%"
  Z物品获取记录: "%variable_info_Z获取记录%"
function:
  "玻璃板":
    char: "#"
    display:
      material: BLACK_STAINED_GLASS_PANE
      name: " "
      lore:
        - "&c当前保底进度:&e%variable_info_幸运值%"
        - "&c当前总前进步数:&e%variable_info_前进步数%"
        - "&c是否启动:&e%variable_info_是否启动%"
        - ""
  "x":
    char: "X"
    display:
      material: PLAYER_HEAD
      skull: "%player_name%"
      name: "&a%player_name%"
      lore:
        - "§b▪ &a下方是您奖池物品您的获取次数"
        - "§b▪ &a如果没有获取到对应物品不会显示"
  "A":
    char: "A"
    display:
      item: "mm A {A物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{A物品获取记录} &a次"
  "B":
    char: "B"
    display:
      item: "mm B {B物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{B物品获取记录} &a次"
  "C":
    char: "C"
    display:
      item: "mm C {C物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{C物品获取记录} &a次"
  "D":
    char: "D"
    display:
      item: "mm D {D物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{D物品获取记录} &a次"
  "E":
    char: "E"
    display:
      item: "mm E {E物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{E物品获取记录} &a次"
  "F":
    char: "F"
    display:
      item: "mm F {F物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{F物品获取记录} &a次"
  "G":
    char: "G"
    display:
      item: "mm G {G物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{G物品获取记录} &a次"
  "H":
    char: "H"
    display:
      item: "mm H {H物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{H物品获取记录} &a次"
  "I":
    char: "I"
    display:
      item: "mm I {I物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{I物品获取记录} &a次"
  "J":
    char: "J"
    display:
      item: "mm J {J物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{J物品获取记录} &a次"
  "K":
    char: "K"
    display:
      item: "mm K {K物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{K物品获取记录} &a次"
  "L":
    char: "L"
    display:
      item: "mm L {L物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{L物品获取记录} &a次"
  "M":
    char: "M"
    display:
      item: "mm M {M物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{M物品获取记录} &a次"
  "N":
    char: "N"
    display:
      item: "mm N {N物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{N物品获取记录} &a次"
  "O":
    char: "O"
    display:
      item: "mm O {O物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{O物品获取记录} &a次"
  "P":
    char: "P"
    display:
      item: "mm P {P物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{P物品获取记录} &a次"
  "U":
    char: "U"
    display:
      item: "mm U {U物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{U物品获取记录} &a次"
  "Z":
    char: "Z"
    display:
      item: "mm Z {Z物品获取记录}"
      reward: false
      desc:
        - ""
        - "§a您此物品获取了:&e{Z物品获取记录} &a次"
yaml
"抽奖层数":
  name: "抽奖层数"
  default: 1
  max: 5
  min: 1
yaml

A:
  Id: 399
  Display: '&a测试道具A'
  Lore:
    - '&7类别 §7➥ &a绿宝石'
    - '&7来源 §7➥ &c兑换 &7评级 §7➥ &d至臻'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f生命力&a+300'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true
B:
  Id: 268
  Display: '&b测试道具B'
  Lore:
    - '&7类别 §7➥ &b魔法符文'
    - '&7来源 §7➥ &e神秘遗迹的隐秘房间发现 &7评级 §7➥ &d珍稀'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f魔法伤害&a+60'
    - '§f施法距离增加&a+10%'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

C:
  Id: 399
  Display: '&c测试道具C'
  Lore:
    - '&7类别 §7➥ &c力量护符'
    - '&7来源 §7➥ &c击败强力野兽掉落 &7评级 §7➥ &d史诗'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f近战攻击力&a+80'
    - '§f攻击时有几率触发力量爆发'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

D:
  Id: 264
  Display: '&d测试道具D'
  Lore:
    - '&7类别 §7➥ &d守护镜片'
    - '&7来源 §7➥ &d完成守护任务奖励 &7评级 §7➥ &d坚固'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f远程防御力&a+50'
    - '§f受到远程攻击时有几率反弹伤害'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

E:
  Id: 268
  Display: '&e测试道具E'
  Lore:
    - '&7类别 §7➥ &e敏捷之羽'
    - '&7来源 §7➥ &a在飞翔之谷中拾取 &7评级 §7➥ &d灵动'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f攻击速度&a+15%'
    - '§f移动时几率躲避敌人攻击'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

F:
  Id: 399
  Display: '&f测试道具F'
  Lore:
    - '&7类别 §7➥ &f智慧之书'
    - '&7来源 §7➥ &f解开智慧谜题的最终奖励 &7评级 §7➥ &d博学'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f智力&a+70'
    - '§f技能学习速度加快&a+12%'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

G:
  Id: 264
  Display: '&9测试道具G'
  Lore:
    - '&7类别 §7➥ &9冰霜结晶'
    - '&7来源 §7➥ &9探索冰寒洞穴深处获得 &7评级 §7➥ &d寒冷'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f冰霜伤害&a+70'
    - '§f攻击有几率降低敌人移动速度'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

H:
  Id: 268
  Display: '&6测试道具H'
  Lore:
    - '&7类别 §7➥ &6火焰护腕'
    - '&7来源 §7➥ &6在火山口附近找到 &7评级 §7➥ &d炽热'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f火焰伤害&a+80'
    - '§f攻击有几率点燃敌人'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

I:
  Id: 399
  Display: '&5测试道具I'
  Lore:
    - '&7类别 §7➥ &5生命之种'
    - '&7来源 §7➥ &5在生命之森的圣地中发现 &7评级 §7➥ &d生机'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f最大生命值&a+400'
    - '§f生命恢复速度加快&a+15%'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

J:
  Id: 264
  Display: '&4测试道具J'
  Lore:
    - '&7类别 §7➥ &4暗影手套'
    - '&7来源 §7➥ &4击败暗影盗贼掉落 &7评级 §7➥ &d隐秘'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f暗影伤害&a+60'
    - '§f在暗处时攻击力提升'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

K:
  Id: 268
  Display: '&3测试道具K'
  Lore:
    - '&7类别 §7➥ &3雷电之戒'
    - '&7来源 §7➥ &3在雷电交加的山顶获得 &7评级 §7➥ &d轰鸣'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f雷电伤害&a+70'
    - '§f攻击有几率触发雷电连锁'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

L:
  Id: 399
  Display: '&2测试道具L'
  Lore:
    - '&7类别 §7➥ &2神圣勋章'
    - '&7来源 §7➥ &2完成神圣试炼奖励 &7评级 §7➥ &d圣洁'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f对邪恶生物伤害&a+90'
    - '§f受到邪恶攻击时有几率恢复生命'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

M:
  Id: 264
  Display: '&1测试道具M'
  Lore:
    - '&7类别 §7➥ &1时空碎片'
    - '&7来源 §7➥ &1探索时空裂缝得到 &7评级 §7➥ &d神秘'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f时间魔法效果增强&a+10%'
    - '§f有几率重置技能冷却时间'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

N:
  Id: 268
  Display: '&0测试道具N'
  Lore:
    - '&7类别 §7➥ &0星辰之石'
    - '&7来源 §7➥ &0在星空祭坛上找到 &7评级 §7➥ &d璀璨'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f魔法暴击率&a+12%'
    - '§f夜晚时所有属性提升'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

O:
  Id: 399
  Display: '&d测试道具O'
  Lore:
    - '&7类别 §7➥ &d治愈宝石'
    - '&7来源 §7➥ &d在治愈之泉旁边发现 &7评级 §7➥ &d温和'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f治疗技能效果&a+20%'
    - '§f受到伤害时有几率自动恢复生命'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

P:
  Id: 264
  Display: '&c测试道具P'
  Lore:
    - '&7类别 §7➥ &c破坏之剑碎片'
    - '&7来源 §7➥ &c在古老战场遗址挖掘到 &7评级 §7➥ &d残缺'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f物理伤害&a+70'
    - '§f攻击有几率无视敌人防御'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

U:
  Id: 268
  Display: '&e测试道具U'
  Lore:
    - '&7类别 §7➥ &e祝福项链'
    - '&7来源 §7➥ &e参加祝福仪式奖励 &7评级 §7➥ &d幸运'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f所有属性&a+20'
    - '§f有几率避免一次负面状态'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true

Z:
  Id: 399
  Display: '&a测试道具Z'
  Lore:
    - '&7类别 §7➥ &a希望之冠'
    - '&7来源 §7➥ &a在希望之巅的宝箱中获得 &7评级 §7➥ &d荣耀'
    - ''
    - '&7镶嵌后增加 §7➥'
    - '§f最大生命值&a+500'
    - '§f在濒死状态时攻击力大幅提升'
    - '  '
  Options:
    Unbreakable: true
    HideFlags: true