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本提示词专为我的世界游戏开发者和教育工作者设计,能够根据用户需求生成高质量的指令方块脚本。通过智能分析游戏功能需求、目标实体类型和执行条件,自动构建完整的命令序列。该工具支持复杂游戏机制创建、任务自动化实现和游戏体验增强,具备深度逻辑推理能力和多场景适配性,能够处理从简单物品生成到复杂红石系统的各类指令需求,输出格式规范、注释清晰的可执行代码,大幅提升游戏开发和教学效率。
设计一套“遗迹关卡”指令链:当玩家进入指定入口区域且持有“古钥”时,弹出入场解说;随后按时序启动陷阱,倒计时结束后自动开门并刷新“遗迹守卫”;当守卫被击败(区域内无守卫实体)时,系统自动结算并向达成条件的玩家发放“钥石”。方案采用分阶段状态与计时器控制,避免重复触发,兼容多人环境的基本使用。
建议版本:Java Edition 1.19+(1.20.x均可)
# =========================
# 初始化(脉冲,一次性执行)
# 放置并执行一次
# =========================
scoreboard objectives add ruins_state dummy            # 玩家关卡状态:0未激活,1解说,2陷阱中,3开门刷新守卫中,4守卫存活,5已结算
scoreboard objectives add ruins_timer dummy            # 玩家阶段计时器(tick)
# =========================
# 主检测链(循环 + 连锁)
# 循环方块1:始终激活(无条件)
# 其后所有连锁方块:设为“条件”以利用上一条成功判断
# =========================
# [R] 清理临时标签,每tick重置
tag @a remove ruins_haskey
# [C] 在入口区域内,手持主手古钥则标记
# 入口区域起点坐标和尺寸请替换:x=<ENTR_X>, y=<ENTR_Y>, z=<ENTR_Z>, dx=<ENTR_DX>, dy=<ENTR_DY>, dz=<ENTR_DZ>
execute as @a[x=<ENTR_X>,y=<ENTR_Y>,z=<ENTR_Z>,dx=<ENTR_DX>,dy=<ENTR_DY>,dz=<ENTR_DZ>] if entity @s[nbt={SelectedItem:{id:"minecraft:tripwire_hook",tag:{RuinsKey:1b}}}] run tag @s add ruins_haskey
# [C] 在入口区域内,背包任意槽含古钥也标记(兼容不在主手的情况)
execute as @a[x=<ENTR_X>,y=<ENTR_Y>,z=<ENTR_Z>,dx=<ENTR_DX>,dy=<ENTR_DY>,dz=<ENTR_DZ>] if entity @s[nbt={Inventory:[{id:"minecraft:tripwire_hook",tag:{RuinsKey:1b}}]}] run tag @s add ruins_haskey
# [C] 首次进入条件达成的玩家激活关卡标签
execute as @a[tag=ruins_haskey] unless entity @s[tag=ruins_active] run tag @s add ruins_active
# [C] 初始状态的激活玩家,设置状态=1(入场解说)
execute as @a[tag=ruins_active,scores={ruins_state=0}] run scoreboard players set @s ruins_state 1
# [C] 阶段1:入场弹窗与音效(只对状态=1的玩家执行)
execute as @a[tag=ruins_active,scores={ruins_state=1}] run title @s title {"text":"遗迹探索:序幕","color":"gold","bold":true}
execute as @a[tag=ruins_active,scores={ruins_state=1}] run title @s subtitle {"text":"小心前方机关,击败守卫领取钥石","color":"yellow"}
execute as @a[tag=ruins_active,scores={ruins_state=1}] run playsound minecraft:block.note_block.pling master @s ~ ~ ~ 1 1
# [C] 切换到阶段2(陷阱启动),并将个人计时器置0
execute as @a[tag=ruins_active,scores={ruins_state=1}] run scoreboard players set @s ruins_state 2
execute as @a[tag=ruins_active,scores={ruins_state=2}] run scoreboard players set @s ruins_timer 0
# [C] 启动陷阱(将指定坐标置为红石块供红石/发射器等使用)
# 多个陷阱触发点示例:请按需要增删行
execute if entity @a[tag=ruins_active,scores={ruins_state=2}] run setblock <TRAP1_X> <TRAP1_Y> <TRAP1_Z> minecraft:redstone_block
execute if entity @a[tag=ruins_active,scores={ruins_state=2}] run setblock <TRAP2_X> <TRAP2_Y> <TRAP2_Z> minecraft:redstone_block
# 如使用红石线/中继器自行布线,红石块维持至倒计时结束
# =========================
# 陷阱计时与开门、守卫刷新(循环 + 连锁)
# 循环方块2:始终激活
# 其后连锁方块设为“条件”
# =========================
# [R] 阶段2计时:每tick为状态=2的玩家计时器+1
execute as @a[tag=ruins_active,scores={ruins_state=2}] run scoreboard players add @s ruins_timer 1
# [C] 当计时器达到门控阈值(示例100tick≈5秒)进入阶段3
execute as @a[tag=ruins_active,scores={ruins_state=2,ruins_timer=100..}] run scoreboard players set @s ruins_state 3
# [C] 关闭陷阱电源(移除红石块)
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] run setblock <TRAP1_X> <TRAP1_Y> <TRAP1_Z> air
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] run setblock <TRAP2_X> <TRAP2_Y> <TRAP2_Z> air
# [C] 开门(将门/栅栏/封堵方块替换为空气;如需仅替换指定方块,可加上replace)
# 例:fill 范围开门
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] run fill <DOOR_X1> <DOOR_Y1> <DOOR_Z1> <DOOR_X2> <DOOR_Y2> <DOOR_Z2> minecraft:air
# [C] 刷新遗迹守卫(示例3名卫斧卫道;位置为刷新点中心,按需增删)
# 注意:加入标签"ruins_guard"便于胜利检测
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] positioned <GUARD_X> <GUARD_Y> <GUARD_Z> run summon minecraft:vindicator ~ ~ ~ {CustomName:'{"text":"遗迹守卫"}',Tags:["ruins_guard"],PersistenceRequired:1b,HandItems:[{id:"minecraft:iron_axe",Count:1b},{}]}
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] positioned <GUARD_X> <GUARD_Y> <GUARD_Z> run summon minecraft:vindicator ~ ~ ~ {CustomName:'{"text":"遗迹守卫"}',Tags:["ruins_guard"],PersistenceRequired:1b,HandItems:[{id:"minecraft:iron_axe",Count:1b},{}]}
execute if entity @a[tag=ruins_active,scores={ruins_state=3}] positioned <GUARD_X> <GUARD_Y> <GUARD_Z> run summon minecraft:vindicator ~ ~ ~ {CustomName:'{"text":"遗迹守卫"}',Tags:["ruins_guard"],PersistenceRequired:1b,HandItems:[{id:"minecraft:iron_axe",Count:1b},{}]}
# [C] 进入阶段4(守卫存活阶段)
execute as @a[tag=ruins_active,scores={ruins_state=3}] run scoreboard players set @s ruins_state 4
# =========================
# 胜利检测与结算发奖(循环 + 连锁)
# 循环方块3:始终激活
# 其后连锁方块设为“条件”
# =========================
# [R] 胜利条件:状态=4的玩家周围无守卫(以刷新点为参照或以玩家为参照)
# 这里以“玩家视角”检测:在玩家位置半径R内无守卫即胜利;R请替换
execute as @a[tag=ruins_active,scores={ruins_state=4}] at @s unless entity @e[tag=ruins_guard,distance=.. <RADIUS>] run scoreboard players set @s ruins_state 5
# [C] 发放奖励“钥石”,并弹出结算提示(仅对状态=5的玩家)
execute as @a[tag=ruins_active,scores={ruins_state=5}] run give @s minecraft:nether_star{Keystone:1b,display:{Name:'{"text":"钥石","color":"aqua","bold":true}'}} 1
execute as @a[tag=ruins_active,scores={ruins_state=5}] run title @s title {"text":"挑战成功!","color":"green","bold":true}
execute as @a[tag=ruins_active,scores={ruins_state=5}] run title @s subtitle {"text":"已发放:钥石","color":"white"}
# [C] 清理玩家状态,允许后续重复游玩(或根据需要改为一次性)
execute as @a[tag=ruins_active,scores={ruins_state=5}] run scoreboard players reset @s ruins_state
execute as @a[tag=ruins_active,scores={ruins_state=5}] run scoreboard players reset @s ruins_timer
execute as @a[tag=ruins_active,scores={ruins_state=5}] run tag @s remove ruins_active
如需我将坐标、方块类型和陷阱/门机制替换为你的具体场地,请提供实际坐标与方块清单,我会为你生成已填好的完整脚本。
实现一个“每日任务系统”,按日统计玩家登录与击杀得分,自动在每日20:00(游戏内日间时间 daytime=20000)结算,全服排名并发放奖励;包含挂机检测(超时挂机不计分)与在线时长条件(当日在线≥10分钟才参与结算)。
设计要点:
建议版本:Java版 1.20+(使用 execute store、scoreboard 新语法与 minecraft.custom 统计项)
# ========= 一次性初始化(在聊天栏或单次脉冲命令方块执行) =========
# 记分板目标(当日积分、登录标记、杀敌统计等)
scoreboard objectives add pts dummy "每日积分"
scoreboard objectives add lg dummy "今日登录标记"
scoreboard objectives add pk minecraft.custom:minecraft.player_kills
scoreboard objectives add kill_prev dummy
scoreboard objectives add kill_delta dummy
scoreboard objectives add tmp dummy
# 当日在线与活跃/挂机统计(秒)
scoreboard objectives add online_s dummy "当日在线秒"
scoreboard objectives add active_s dummy "当日活跃秒"
scoreboard objectives add afk_s dummy "AFK累计秒"
# 移动统计(来自 minecraft.custom 的厘米计数)
scoreboard objectives add mv_walk minecraft.custom:minecraft.walk_one_cm
scoreboard objectives add mv_sprint minecraft.custom:minecraft.sprint_one_cm
scoreboard objectives add mv_swim minecraft.custom:minecraft.swim_one_cm
scoreboard objectives add mv_fly minecraft.custom:minecraft.fly_one_cm
scoreboard objectives add mv_climb minecraft.custom:minecraft.climb_one_cm
scoreboard objectives add mv_boat minecraft.custom:minecraft.boat_one_cm
scoreboard objectives add mv_minecart minecraft.custom:minecraft.minecart_one_cm
scoreboard objectives add mv_horse minecraft.custom:minecraft.horse_one_cm
scoreboard objectives add mv_pig minecraft.custom:minecraft.pig_one_cm
scoreboard objectives add mv_strider minecraft.custom:minecraft.strider_one_cm
scoreboard objectives add move dummy
scoreboard objectives add move_prev dummy
scoreboard objectives add move_delta dummy
# 计时与结算锁
scoreboard objectives add sec dummy "每秒节拍"
scoreboard objectives add clock dummy "白天时间"
scoreboard objectives add lock dummy "结算锁"
scoreboard objectives add flag dummy "条件触发标志"
# 常量仓(权重、阈值)
scoreboard objectives add const dummy "常量"
# 常量设置:可根据需要调整
scoreboard players set #LOGIN_POINTS const 10    # 每日首次登录积分
scoreboard players set #KILL_POINTS const 5      # 每次有效击杀积分
scoreboard players set #AFK_THRESHOLD const 60   # AFK阈值(秒),超过则判定AFK
scoreboard players set #REWARD_XP_TOP1 const 200 # 结算奖励:经验(示例)
scoreboard players set #REWARD_XP_TOP2 const 100
scoreboard players set #REWARD_XP_TOP3 const 50
scoreboard players set #REWARD_XP_OTH  const 10
scoreboard players set #ONLINE_NEED   const 600  # 参赛所需当日在线秒=600秒=10分钟
# 初始锁与计时器
scoreboard players set #t sec 0
scoreboard players set #lock lock 0
# ========= 主时钟循环(命令方块1:循环,始终活动) =========
# A1: 每tick存储白天时间到clock
execute store result score #dt clock run time query daytime
# A2: 若当前不是结算刻(20000),解锁结算锁
execute unless score #dt clock matches 20000 run scoreboard players set #lock lock 0
# A3: 每tick更新“每秒节拍”(20tick=1秒)
scoreboard players add #t sec 1
execute if score #t sec matches 20.. run scoreboard players set #t sec 0
# ========= 每秒逻辑链(命令方块2~N:连锁,条件=上一步成功) =========
# B0: 仅当 #t sec 为0(刚重置)时继续整条链
execute if score #t sec matches 0 run scoreboard players set #ok flag 1
# B1: 统计当秒所有玩家的“当日在线秒”
execute as @a run scoreboard players add @s online_s 1
# B2: 汇总移动统计为 move(厘米总量)
execute as @a run scoreboard players operation @s move = @s mv_walk
execute as @a run scoreboard players operation @s move += @s mv_sprint
execute as @a run scoreboard players operation @s move += @s mv_swim
execute as @a run scoreboard players operation @s move += @s mv_fly
execute as @a run scoreboard players operation @s move += @s mv_climb
execute as @a run scoreboard players operation @s move += @s mv_boat
execute as @a run scoreboard players operation @s move += @s mv_minecart
execute as @a run scoreboard players operation @s move += @s mv_horse
execute as @a run scoreboard players operation @s move += @s mv_pig
execute as @a run scoreboard players operation @s move += @s mv_strider
# B3: 当秒移动差值 = move - move_prev (>0视为活跃)
execute as @a run scoreboard players operation @s move_delta = @s move
execute as @a run scoreboard players operation @s move_delta -= @s move_prev
# B4: 移动差>0则视为非AFK,重置afk_s,并+1活跃秒;否则afk_s+1
# 非AFK分支
execute as @a if score @s move_delta matches 1.. run scoreboard players set @s afk_s 0
execute as @a if score @s move_delta matches 1.. run scoreboard players add @s active_s 1
# AFK累计分支
execute as @a unless score @s move_delta matches 1.. run scoreboard players add @s afk_s 1
# B5: 超过AFK阈值则打上afk标签;一旦活跃则去除afk标签
tag @a remove afk
execute as @a if score @s afk_s >= #AFK_THRESHOLD const run tag @s add afk
# B6: 首次登录积分(当天仅发一次)
# 条件:lg==0 的玩家获得登录积分,并将 lg 置为 1
execute as @a if score @s lg matches 0 run scoreboard players operation @s pts += #LOGIN_POINTS const
execute as @a if score @s lg matches 0 run scoreboard players set @s lg 1
# B7: 计算击杀差值并按权重计入积分(仅非AFK)
execute as @a run scoreboard players operation @s kill_delta = @s pk
execute as @a run scoreboard players operation @s kill_delta -= @s kill_prev
# 仅对 kill_delta>0 且未AFK的玩家加分: pts += kill_delta * KILL_POINTS
execute as @a[tag=!afk] if score @s kill_delta matches 1.. run scoreboard players operation @s tmp = @s kill_delta
execute as @a[tag=!afk] if score @s kill_delta matches 1.. run scoreboard players operation @s tmp *= #KILL_POINTS const
execute as @a[tag=!afk] if score @s kill_delta matches 1.. run scoreboard players operation @s pts += @s tmp
# 更新上一击杀计数
execute as @a run scoreboard players operation @s kill_prev = @s pk
# B8: 滚动更新 move_prev
execute as @a run scoreboard players operation @s move_prev = @s move
# ========= 每日结算触发链(命令方块N+:连锁,条件=上一步成功) =========
# C0: 当 daytime==20000 且 lock==0 时,置触发标志 -> 后续链执行一次
execute if score #dt clock matches 20000 if score #lock lock matches 0 run scoreboard players set #do flag 1
# C1: 若触发标志存在,则立即锁定(防重复)
execute if score #do flag matches 1.. run scoreboard players set #lock lock 1
# C2: 选出参赛玩家(当日在线≥10分钟=600秒)
# 先清理标签
tag @a remove eligible
tag @a remove top1
tag @a remove top2
tag @a remove top3
# 打上eligible标签
execute as @a if score @s online_s >= #ONLINE_NEED const run tag @s add eligible
# C3: 计算第一名(允许并列)
# 先将 #top1score 设为极小
scoreboard players set #top1 const -999999
# 扫描eligible玩家,滚动维护最大值
execute as @a[tag=eligible] if score @s pts > #top1 const run scoreboard players operation #top1 const = @s pts
# 将等于最大值的eligible玩家标记为top1
execute as @a[tag=eligible] if score @s pts = #top1 const run tag @s add top1
# 从eligible中移除top1,准备计算第二名
tag @a[tag=eligible,tag=top1] remove eligible
# C4: 计算第二名
scoreboard players set #top2 const -999999
execute as @a[tag=eligible] if score @s pts > #top2 const run scoreboard players operation #top2 const = @s pts
execute as @a[tag=eligible] if score @s pts = #top2 const run tag @s add top2
tag @a[tag=eligible,tag=top2] remove eligible
# C5: 计算第三名
scoreboard players set #top3 const -999999
execute as @a[tag=eligible] if score @s pts > #top3 const run scoreboard players operation #top3 const = @s pts
execute as @a[tag=eligible] if score @s pts = #top3 const run tag @s add top3
# C6: 发放奖励(示例:经验值 + 物品)
# 注意:请根据服务器平衡自行调整奖励内容
# 第一名奖励
execute as @a[tag=top1] run xp add @s #REWARD_XP_TOP1 const points
execute as @a[tag=top1] run give @s diamond 3
# 第二名奖励
execute as @a[tag=top2] run xp add @s #REWARD_XP_TOP2 const points
execute as @a[tag=top2] run give @s diamond 2
# 第三名奖励
execute as @a[tag=top3] run xp add @s #REWARD_XP_TOP3 const points
execute as @a[tag=top3] run give @s diamond 1
# 其他完成在线门槛但未进前三的玩家,发基础奖励
execute as @a[tag=eligible,tag=!top1,tag=!top2,tag=!top3] run xp add @s #REWARD_XP_OTH const points
# C7: 公告(含并列情况)
tellraw @a {"text":"[每日任务] 结算完成!恭喜获奖玩家:","color":"gold"}
tellraw @a {"text":"• 第一名:","color":"yellow","extra":[{"selector":"@a[tag=top1]"}]}
tellraw @a {"text":"• 第二名:","color":"yellow","extra":[{"selector":"@a[tag=top2]"}]}
tellraw @a {"text":"• 第三名:","color":"yellow","extra":[{"selector":"@a[tag=top3]"}]}
# C8: 重置当日数据(次日重新累积)
# 清除标签
tag @a remove eligible
tag @a remove top1
tag @a remove top2
tag @a remove top3
tag @a remove afk
# 置零记分项(保留pk累计以便计算差值)
scoreboard players set @a pts 0
scoreboard players set @a lg 0
scoreboard players set @a online_s 0
scoreboard players set @a active_s 0
scoreboard players set @a afk_s 0
scoreboard players set @a move_prev 0
scoreboard players set @a move_delta 0
scoreboard players set @a kill_delta 0
# 结算标志复位
scoreboard players set #do flag 0
实现“课堂测验流程”:玩家按下答题按钮后立即判分,发送提示与反馈;答对的玩家被传送到实验区开始操作。方案采用就近玩家绑定、记分板判定与标签防重复传送的机制,支持多人同时答题,避免串扰与重复执行。
设计要点:
兼容范围:Java版 1.13+(使用新版 /execute 语法)
# ====== 一次性初始化(在后台或管理区执行) ======
# 记分板目标
scoreboard objectives add quiz_answer dummy          # 玩家选择的答案编号(1/2/3/4)
scoreboard objectives add quiz_status dummy          # 判定状态:1=正确,-1=错误,0/未设置=未判定
scoreboard objectives add quiz_attempts dummy        # 尝试次数统计
scoreboard objectives add quiz_cond dummy            # 执行条件开关:1=允许执行(由你的 #{execution_condition} 外部设定)
scoreboard objectives add quiz_key dummy             # 用于存储题目的正确答案编号(虚拟玩家持有)
# 设置题目1的正确答案(示例:选项2为正确)
scoreboard players set Q1_KEY quiz_key 2
# 允许参与答题的玩家标记(示例,根据你实际课堂区域或名单设定)
# 例如:将教室区域内玩家标记为 quizReady(请替换坐标与范围)
# tag @a[x=0,y=64,z=0,dx=20,dy=10,dz=20] add quizReady
# ====== 按钮A(选项1)后方命令方块链 ======
# [方块1] 脉冲命令方块(需要红石,按钮直接驱动)
# 绑定最近玩家(半径4格)、检查执行条件,打上“本次触发”标记
execute as @p[distance=..4,tag=quizReady] if score @s quiz_cond matches 1 run tag @s add quiz_recent
# [方块2] 连锁命令方块(始终有效)
# 记录该玩家所选答案为 1
execute as @a[tag=quiz_recent] run scoreboard players set @s quiz_answer 1
# [方块3] 连锁
# 增加尝试次数
execute as @a[tag=quiz_recent] run scoreboard players add @s quiz_attempts 1
# [方块4] 连锁
# 判断是否正确,正确则写入状态=1
execute as @a[tag=quiz_recent] if score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status 1
# [方块5] 连锁
# 判断是否错误,错误则写入状态=-1
execute as @a[tag=quiz_recent] unless score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status -1
# [方块6] 连锁
# 正确反馈(大标题)
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run title @s title {"text":"答案正确!前往实验区开始操作","color":"green","bold":true}
# [方块7] 连锁
# 正确音效
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run playsound minecraft:entity.player.levelup master @s ~ ~ ~ 1 1
# [方块8] 连锁
# 正确传送(仅一次,如果尚未传送过)
# 请将下方坐标替换为实验区传送点,例如 100 64 100
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tp @s 100 64 100
# [方块9] 连锁
# 标记已传送,防重复
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tag @s add quizTeleported
# [方块10] 连锁
# 错误反馈(大标题)
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run title @s title {"text":"答错啦!","color":"red","bold":true}
# [方块11] 连锁
# 错误提示(示例提示语,请根据课程内容修改)
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run tellraw @s [{"text":"提示:","color":"yellow"},{"text":"请回忆实验步骤中的关键概念(例如单位换算)。","color":"gold"}]
# [方块12] 连锁
# 错误音效
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run playsound minecraft:block.note_block.bass master @s ~ ~ ~ 1 0.7
# [方块13] 连锁
# 清理本次触发标记
execute as @a[tag=quiz_recent] run tag @s remove quiz_recent
# ====== 按钮B(选项2)后方命令方块链 ======
# [方块1] 脉冲(需要红石)
execute as @p[distance=..4,tag=quizReady] if score @s quiz_cond matches 1 run tag @s add quiz_recent
# [方块2] ~ [方块13] 与上面一致,但将“记录所选答案”改为 2
execute as @a[tag=quiz_recent] run scoreboard players set @s quiz_answer 2
execute as @a[tag=quiz_recent] run scoreboard players add @s quiz_attempts 1
execute as @a[tag=quiz_recent] if score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status 1
execute as @a[tag=quiz_recent] unless score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status -1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run title @s title {"text":"答案正确!前往实验区开始操作","color":"green","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run playsound minecraft:entity.player.levelup master @s ~ ~ ~ 1 1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tp @s 100 64 100
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tag @s add quizTeleported
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run title @s title {"text":"答错啦!","color":"red","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run tellraw @s [{"text":"提示:","color":"yellow"},{"text":"请回忆实验步骤中的关键概念(例如单位换算)。","color":"gold"}]
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run playsound minecraft:block.note_block.bass master @s ~ ~ ~ 1 0.7
execute as @a[tag=quiz_recent] run tag @s remove quiz_recent
# ====== 按钮C(选项3)后方命令方块链 ======
execute as @p[distance=..4,tag=quizReady] if score @s quiz_cond matches 1 run tag @s add quiz_recent
execute as @a[tag=quiz_recent] run scoreboard players set @s quiz_answer 3
execute as @a[tag=quiz_recent] run scoreboard players add @s quiz_attempts 1
execute as @a[tag=quiz_recent] if score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status 1
execute as @a[tag=quiz_recent] unless score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status -1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run title @s title {"text":"答案正确!前往实验区开始操作","color":"green","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run playsound minecraft:entity.player.levelup master @s ~ ~ ~ 1 1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tp @s 100 64 100
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tag @s add quizTeleported
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run title @s title {"text":"答错啦!","color":"red","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run tellraw @s [{"text":"提示:","color":"yellow"},{"text":"请回忆实验步骤中的关键概念(例如单位换算)。","color":"gold"}]
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run playsound minecraft:block.note_block.bass master @s ~ ~ ~ 1 0.7
execute as @a[tag=quiz_recent] run tag @s remove quiz_recent
# ====== 按钮D(选项4)后方命令方块链 ======
execute as @p[distance=..4,tag=quizReady] if score @s quiz_cond matches 1 run tag @s add quiz_recent
execute as @a[tag=quiz_recent] run scoreboard players set @s quiz_answer 4
execute as @a[tag=quiz_recent] run scoreboard players add @s quiz_attempts 1
execute as @a[tag=quiz_recent] if score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status 1
execute as @a[tag=quiz_recent] unless score @s quiz_answer = Q1_KEY quiz_key run scoreboard players set @s quiz_status -1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run title @s title {"text":"答案正确!前往实验区开始操作","color":"green","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 run playsound minecraft:entity.player.levelup master @s ~ ~ ~ 1 1
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tp @s 100 64 100
execute as @a[tag=quiz_recent] if score @s quiz_status matches 1 unless entity @s[tag=quizTeleported] run tag @s add quizTeleported
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run title @s title {"text":"答错啦!","color":"red","bold":true}
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run tellraw @s [{"text":"提示:","color":"yellow"},{"text":"请回忆实验步骤中的关键概念(例如单位换算)。","color":"gold"}]
execute as @a[tag=quiz_recent] if score @s quiz_status matches -1 run playsound minecraft:block.note_block.bass master @s ~ ~ ~ 1 0.7
execute as @a[tag=quiz_recent] run tag @s remove quiz_recent
记分板目标
标签用法
选择器与范围
可调整变量
前期准备
安装命令方块
多题扩展
运行与验证
维护与重置
注意事项:
用自然语言描述关卡需求,即可生成连贯的指令方块链路,迅速实现机关、剧情触发与结算,缩短制作周期。
一键搭建活动与每日任务,自动计分与发放奖励,内置安全边界避免滥用,保持服务器稳定与公平。
轻松创建课堂互动、测验与实验流程,自动生成提示与反馈,学生操作即有结果,提升课堂参与度与效果。
面向开发者、地图作者与教育工作者,帮助用自然语言快速产出专业、可直接部署的指令方块方案;自动补全命令链路、执行顺序与清晰注释,覆盖从基础物品生成、计分与触发,到复杂红石逻辑、多人玩法与教学互动等全场景;降低反复调试与踩坑成本,确保性能稳定与版本兼容,标准化团队协作与教学示例沉淀;3步即可上手:描述功能、选定对象、设定条件,立即获得可落地方案与使用指引,显著缩短从创意到上线的周期,提升玩法质量与玩家留存,助力试用转化与长期复购。
将模板生成的提示词复制粘贴到您常用的 Chat 应用(如 ChatGPT、Claude 等),即可直接对话使用,无需额外开发。适合个人快速体验和轻量使用场景。
把提示词模板转化为 API,您的程序可任意修改模板参数,通过接口直接调用,轻松实现自动化与批量处理。适合开发者集成与业务系统嵌入。
在 MCP client 中配置对应的 server 地址,让您的 AI 应用自动调用提示词模板。适合高级用户和团队协作,让提示词在不同 AI 工具间无缝衔接。
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