henry900326

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Sep 18th, 2018
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  1. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  2. # [ Options 選項 ]
  3. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  4. Options:
  5. Tag: &6技能 &c&l>>
  6.  
  7. #[ 死亡冰結 ]
  8. 死亡冰結.CD: 5
  9. 死亡冰結.MP: 120
  10. 死亡冰結.Max: 5
  11.  
  12. #[ 電光連擊 ]
  13. 電光連擊.CD: 3
  14. 電光連擊.MP: 110
  15. 電光連擊.Max: 5
  16.  
  17. #[ 絕對零度 ]
  18. 絕對零度.CD: 16
  19. 絕對零度.MP: 400
  20. 絕對零度.Max: 10
  21.  
  22. #[ 雷神降臨 ]
  23. 雷神降臨.CD: 16
  24. 雷神降臨.MP: 400
  25. 雷神降臨.Max: 5
  26.  
  27. #[ 遠古法術精通 ]
  28. 遠古法術精通.Max: 10
  29.  
  30. #[ 魔力湧動 ]
  31. 魔力湧動.CD: 60
  32. 魔力湧動.受益時間: 60
  33. 魔力湧動.MP: 350
  34. 魔力湧動.Max: 5
  35.  
  36.  
  37.  
  38.  
  39. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  40. # [ Function 函式 ]
  41. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  42. Function 冰雷魔導skill(P:player):
  43. set slot 4 of {_P}'s current inventory to 1 of diamond hoe with no nbt named "&e冰雷魔導" with lore "&f《&e剩餘技能點&f: &6%{玩家資料.%{_P}%::剩餘技能點}% &f》"
  44. set slot 19 of {_P}'s current inventory to glowing prismarine shard named "&c死亡冰結" with lore "&e技能介紹:||&f凝聚魔力產生一個冰晶魔法球向前推進||&f對路徑上敵人造成重複傷害||&c最多可造成10次傷害||&e單次傷害量: &f(魔法攻擊力)*%(800+200*{技能.%{_P}%::死亡冰結})%%%||&e推進範圍: &f15格||&e冷卻時間: &f5秒||&e魔力消耗量: &b120MP||&e技能類型: &c主動技能"
  45. if {技能.%{_P}%::死亡冰結} >= 5:
  46. set slot 28 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰結}%/5" with lore "&c等級已滿 無法升級"
  47. else if {技能.%{_P}%::死亡冰結} >= 0:
  48. set slot 28 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰結}%/5" with lore "&a點此升級死亡冰結"
  49. set slot 20 of {_P}'s current inventory to glowing blaze rod named "&c電光連擊" with lore "&e技能介紹:||&f向前方射擊一發雷電造成單體傷害||&f並有一定機率將傷害連鎖至目標周圍敵人||&f最多連鎖攻擊5次||&f連鎖攻擊傷害會逐次遞減至最低50%%||&e傷害量: &f(魔法攻擊力)*%(1000+150*{技能.%{_P}%::電光連擊})%%%||&e攻擊範圍: &f8格||&e連鎖範圍: &f6格||&e冷卻時間: &f3秒||&e魔力消耗量: &b110MP||&e技能類型: &c主動技能"
  50. if {技能.%{_P}%::電光連擊} >= 5:
  51. set slot 29 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&c等級已滿 無法升級"
  52. else if {技能.%{_P}%::電光連擊} >= 0:
  53. set slot 29 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&a點此升級電光連擊"
  54. set slot 21 of {_P}'s current inventory to glowing packed ice named "&c絕對零度" with lore "&e技能介紹:||&f使用強大魔力強制降低周圍溫度||&f造成巨大的魔法傷害||&f並給予範圍內敵人緩速效果7秒||&e傷害量: &f(魔法攻擊力)*%(2000+200*{技能.%{_P}%::絕對零度})%%%||&e攻擊範圍: &f15格||&e冷卻時間: &f16秒||&e魔力消耗量: &b400MP||&e技能類型: &c主動技能"
  55. if {技能.%{_P}%::絕對零度} >= 10:
  56. set slot 30 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&c等級已滿 無法升級"
  57. else if {技能.%{_P}%::絕對零度} >= 0:
  58. set slot 30 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&a點此升級絕對零度"
  59. set slot 23 of {_P}'s current inventory to glowing totem of undying named "&a雷神降臨" with lore "&e技能介紹:||&f詠唱遠古咒文喚醒雷神的力量||&f對周圍敵人造成大量傷害||&f並給予持續傷害6秒||&e傷害量: &f(魔法攻擊力)*%(1750+250*{技能.%{_P}%::雷神降臨})%%%||&e持續傷害量: &f(魔法攻擊力)*%(100+20*{技能.%{_P}%::雷神降臨})%%%||&e攻擊範圍: &f10格||&e技能類型: &c主動技能"
  60. if {技能.%{_P}%::雷神降臨} >= 5:
  61. set slot 32 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::雷神降臨}%/5" with lore "&c等級已滿 無法升級"
  62. else if {技能.%{_P}%::雷神降臨} >= 0:
  63. set slot 32 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::雷神降臨}%/5" with lore "&a點此升級雷神降臨"
  64. set slot 24 of {_P}'s current inventory to glowing enchanted book named "&a遠古法術精通" with lore "&e技能介紹:||&f精通多項古老的神祕法術||&f每級提升40點最大MP,30點魔法攻擊力,3點魔量恢復量||&e最大MP提升量: &f%40*{技能.%{_P}%::遠古法術精通}%||&e魔法攻擊力提升量: &f%25*{技能.%{_P}%::遠古法術精通}%||&e魔量恢復量提升量: &f%3*{技能.%{_P}%::遠古法術精通}%||&e技能類型: &a被動技能"
  65. if {技能.%{_P}%::遠古法術精通} >= 10:
  66. set slot 33 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&c等級已滿 無法升級"
  67. else if {技能.%{_P}%::遠古法術精通} >= 0:
  68. set slot 33 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&a點此升級遠古法術精通"
  69. set slot 25 of {_P}'s current inventory to glowing dye:12 named "&5魔力湧動" with lore "&e技能介紹:||&f激發出自身的所有魔力與大自然共鳴||&f效果期間提升魔量恢復量與魔法攻擊力||&e魔量恢復量提升量: &f%5*{技能.%{_P}%::魔力湧動}%%%||&e魔法攻擊力提升量: &f%35*{技能.%{_P}%::魔力湧動}%%%||&e持續時間: &f60秒||&e冷卻時間: &f60秒||&e魔力消耗量: &b350MP||&e技能類型: &a主動技能"
  70. if {技能.%{_P}%::魔力湧動} >= 5:
  71. set slot 34 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&c等級已滿 無法升級"
  72. else if {技能.%{_P}%::魔力湧動} >= 0:
  73. set slot 34 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&a點此升級魔力湧動"
  74.  
  75. Function SkillLevelUp(P:player, S:text, M:number):
  76. if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
  77. {技能.%{_P}%::%{_S}%} < {_M}
  78. {技能.%{_P}%::%{_S}%} >= 0
  79. remove 1 from {玩家資料.%{_P}%::剩餘技能點}
  80. add 1 to {技能.%{_P}%::%{_S}%}
  81. else:
  82. send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
  83.  
  84. Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
  85. set {_Skill} to uncolored {_S}
  86. if {技能.%{_P}%::%{_Skill}%} <= 0:
  87. send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
  88. return false
  89. stop
  90. if {技能.%{_P}%::%{_Skill}%} > {_Max}:
  91. send "{@Tag} &c&l注意! 你的技能等級出現錯誤! 請盡速尋求管理員協助!" to {_P}
  92. return false
  93. stop
  94. set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
  95. replace "seconds" and "second" and " " with "" in {_冷卻}
  96. set {_冷卻} to {_冷卻} parsed as number
  97. set {_CD} to {_CD} parsed as number
  98. if {_冷卻} is less than {_CD}:
  99. set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
  100. replace "seconds" and "second" and " " with "" in {_冷卻}
  101. send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
  102. return false
  103. stop
  104. if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
  105. remove {_MP} from {玩家魔力值.%{_P}%}
  106. set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
  107. if {_math} is more than or equal to 1:
  108. set {_math} to 0.99
  109. set level progress of {_P} to {_math}
  110. set {_P}'s level to {玩家魔力值.%{_P}%}
  111. send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
  112. else:
  113. send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
  114. return false
  115. stop
  116. return true
  117.  
  118.  
  119. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  120. # [ SkillGui 技能介面 ]
  121. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  122. command /skill4C:
  123. trigger:
  124. if {玩家資料.%player%::玩家職業} is "冰雷魔導":
  125. set {技能.%player%::死亡冰結} to {技能.%player%::死亡冰結} parsed as number
  126. set {技能.%player%::電光連擊} to {技能.%player%::電光連擊} parsed as number
  127. set {技能.%player%::絕對零度} to {技能.%player%::絕對零度} parsed as number
  128. set {技能.%player%::雷神降臨} to {技能.%player%::雷神降臨} parsed as number
  129. set {技能.%player%::遠古法術精通} to {技能.%player%::遠古法術精通} parsed as number
  130. set {技能.%player%::魔力湧動} to {技能.%player%::魔力湧動} parsed as number
  131. open chest with 5 rows named "&c&l冰雷魔導[3轉] &6&l技能介面" to player
  132. wait 1 ticks
  133. loop 2 times:
  134. set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  135. set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
  136. set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
  137. loop 6 times:
  138. set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  139. set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  140. loop 7 times:
  141. set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
  142. set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  143. 冰雷魔導skill(player)
  144.  
  145. on inventory click:
  146. name of player's current inventory contains "冰雷魔導[3轉]":
  147. cancel event
  148. if lore of item contains "&a點此升級死亡冰結":
  149. SkillLevelUp(player,"死亡冰結",{@死亡冰結.Max})
  150. if lore of item contains "&a點此升級電光連擊":
  151. SkillLevelUp(player,"電光連擊",{@電光連擊.Max})
  152. if lore of item contains "&a點此升級絕對零度":
  153. SkillLevelUp(player,"絕對零度",{@絕對零度.Max})
  154. if lore of item contains "&a點此升級雷神降臨":
  155. SkillLevelUp(player,"雷神降臨",{@雷神降臨.Max})
  156. if lore of item contains "&a點此升級遠古法術精通":
  157. if {玩家資料.%player%::剩餘技能點} is larger than 0:
  158. SkillLevelUp(player,"遠古法術精通",{@遠古法術精通.Max})
  159. add 40 to {玩家資料.%player%::魔力值}
  160. add 30 to {玩家資料.%player%::魔法攻擊力}
  161. add 3 to {玩家資料.%player%::魔量恢復量}
  162. if lore of item contains "&a點此升級魔力湧動":
  163. SkillLevelUp(player,"魔力湧動",{@魔力湧動.Max})
  164. 冰雷魔導skill(player)
  165.  
  166.  
  167.  
  168. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  169. # [ Skill 技能 ]
  170. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  171. on right click:
  172. name of player is "LeisureAW"
  173. {玩家資料.%player%::玩家職業} is "冰雷魔導"
  174. set {_STRATK} to {玩家資料.%player%::力量} * 0.5
  175. set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
  176. set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
  177. set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
  178. set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
  179. set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
  180. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  181. add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
  182. add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
  183. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  184. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
  185. add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
  186. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  187. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
  188. add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
  189. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  190. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
  191. add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
  192. set {_check} to {玩家資料.%player%::最大血量}
  193. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  194. add ({玩家資料.%player%::力量} * 5) to {_check}
  195. add ({玩家資料.%player%::智慧} * 4) to {_check}
  196. add ({玩家資料.%player%::敏捷} * 3) to {_check}
  197. add ({玩家資料.%player%::幸運} * 2) to {_check}
  198. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  199. add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
  200. add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
  201. add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
  202. add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
  203. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  204. add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
  205. add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
  206. add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
  207. add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
  208. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  209. add ({玩家資料.%player%::力量} * 5)*2 to {_check}
  210. add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
  211. add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
  212. add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
  213. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  214. #[ 死亡冰結 ]
  215. if uncolored name of player's tool contains "死亡冰結":
  216. if Skill(player, "&c死亡冰結", {@死亡冰結.Max}, {@死亡冰結.CD}, {@死亡冰結.MP}) is true:
  217. set {冷卻.%player%::死亡冰結} to now
  218. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 2
  219. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 1
  220. set {_location.1} to location at player
  221. increase y-coordinate of {_location.1} by 1
  222. set {_location.2} to block 15 horizontally in front and 0.4 up player
  223. set {_x.1} to x-coordinate of {_location.1}
  224. set {_x.2} to x-coordinate of {_location.2}
  225. set {_y.1} to y-coordinate of {_location.1}
  226. set {_y.2} to y-coordinate of {_location.2}
  227. set {_z.1} to z-coordinate of {_location.1}
  228. set {_z.2} to z-coordinate of {_location.2}
  229. set {_x.difference} to ({_x.2} - {_x.1}) / 10
  230. set {_y.difference} to ({_y.2} - {_y.1}) / 10
  231. set {_z.difference} to ({_z.2} - {_z.1}) / 10
  232. loop 10 times:
  233. set {_location.1} to location of {_location.1}
  234. increase x-coordinate of {_location.1} by {_x.difference}
  235. increase y-coordinate of {_location.1} by {_y.difference}
  236. increase z-coordinate of {_location.1} by {_z.difference}
  237. drawSphere style 1, particle "redstone", RGB 150, 202, 202, center {_location.1}, id "死亡冰結1%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  238. drawSphere style 1, particle "redstone", RGB 128, 255, 255, center {_location.1}, id "死亡冰結2%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  239. drawSphere style 1, particle "critmagic", XYZ 0.6, 0.6, 0.6, center {_location.1}, id "死亡冰結3%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  240. drawSphere style 1, particle "cloud", XYZ 0.15, 0.15, 0.15, center {_location.1}, id "死亡冰結4%player%", rainbowMode false, radius 1.5, density 3, visibleRange 32, pulseDelay 1
  241. loop entities in radius 2.25 around block at location of {_location.1}:
  242. if loop-entity isn't a player or a dropped item:
  243. make player damage loop-entity by ({_MAGICDMG})*(8+2*{技能.%player%::死亡冰結})
  244. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 0
  245. wait 9 tick
  246. stopEffect "死亡冰結1%player%"
  247. stopEffect "死亡冰結2%player%"
  248. stopEffect "死亡冰結3%player%"
  249. stopEffect "死亡冰結4%player%"
  250. stop
  251.  
  252.  
  253.  
  254. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  255. #[ 電光連擊 ]
  256. if uncolored name of player's tool contains "電光連擊":
  257. if Skill(player, "&c電光連擊", {@電光連擊.Max}, {@電光連擊.CD}, {@電光連擊.MP}) is true:
  258. set {冷卻.%player%::電光連擊} to now
  259. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
  260. set {_location.1} to location at player
  261. increase y-coordinate of {_location.1} by 1
  262. set {_location.2} to block 8 in front player
  263. set {_x.1} to x-coordinate of {_location.1}
  264. set {_x.2} to x-coordinate of {_location.2}
  265. set {_y.1} to y-coordinate of {_location.1}
  266. set {_y.2} to y-coordinate of {_location.2}
  267. set {_z.1} to z-coordinate of {_location.1}
  268. set {_z.2} to z-coordinate of {_location.2}
  269. set {_x.difference} to ({_x.2} - {_x.1}) / 16
  270. set {_y.difference} to ({_y.2} - {_y.1}) / 16
  271. set {_z.difference} to ({_z.2} - {_z.1}) / 16
  272. add player to {_連鎖攻擊::*}
  273. loop 16 times:
  274. set {_location.1} to location of {_location.1}
  275. increase x-coordinate of {_location.1} by {_x.difference}
  276. increase y-coordinate of {_location.1} by {_y.difference}
  277. increase z-coordinate of {_location.1} by {_z.difference}
  278. drawDot count 1, particle "redstone", RGB 250, 250, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  279. drawDot count 1, particle "redstone", RGB 219, 179, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  280. loop entities in radius 1 around block at location of {_location.1}:
  281. if loop-entity isn't a player or a dropped item:
  282. drawDot count 50, particle "critmagic", RGB 0.3, 0.7, 0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  283. make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})
  284. play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
  285. set {_stop} to 1
  286. set {_連鎖} to loop-entity
  287. add loop-entity to {_連鎖攻擊::*}
  288. stop loop
  289. if {_stop} is set:
  290. stop loop
  291. set {_time} to random integer between 0 and 5
  292. loop {_time} times:
  293. wait 3 tick
  294. if {_連鎖} is set:
  295. loop entities in radius 6 of {_連鎖}:
  296. if loop-entity is not {_連鎖}:
  297. if {_連鎖攻擊::*} do not contain loop-entity:
  298. if loop-entity isn't a player or a dropped item:
  299. make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})*(1-(loop-number*0.1))
  300. play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
  301. stopEffect "電光連擊1%player%"
  302. stopEffect "電光連擊2%player%"
  303. stopEffect "電光連擊3%player%"
  304. set {_距離} to distance between {_連鎖} and loop-entity
  305. drawLine particle redstone, RGB 250, 250, 0, center {_連鎖}, target loop-entity, id "電光連擊1%player%", rainbowMode false, solid true, density 10, length {_距離}, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
  306. drawLine particle redstone, RGB 219, 179, 0, center {_連鎖}, target loop-entity, id "電光連擊2%player%", rainbowMode false, solid true, density 10, length {_距離}, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
  307. set {_連鎖} to loop-entity
  308. add loop-entity to {_連鎖攻擊::*}
  309. stop loop
  310. stopEffect "電光連擊1%player%"
  311. stopEffect "電光連擊2%player%"
  312. stopEffect "電光連擊3%player%"
  313. stop
  314. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  315. #[ 絕對零度 ]
  316. if uncolored name of player's tool contains "絕對零度":
  317. if Skill(player, "&c絕對零度", {@絕對零度.Max}, {@絕對零度.CD}, {@絕對零度.MP}) is true:
  318. set {冷卻.%player%::絕對零度} to now
  319. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  320. drawDot count 100, particle "cloud", XYZ 7, 3, 7, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
  321. wait 1 second
  322. play "ENTITY_WITHER_AMBIENT" to player with volume 1000 and pitch 0
  323. play "ENTITY_WITHER_DEATH" to player with volume 1000 and pitch 0
  324. wait 0.5 second
  325. drawWarpRings style 5, particle "redstone", RGB 150, 202, 202, center player, id "絕對零度1%player%", rainbowMode false, scan true, height 2, radius 15, ringCount 20, ringDensity 16, visibleRange 32, pulseDelay 1
  326. drawWarpRings style 6, particle "redstone", RGB 128, 255, 255, center player, id "絕對零度2%player%", rainbowMode false, scan true, height 2, radius 15, ringCount 20, ringDensity 16, visibleRange 32, pulseDelay 1
  327. loop entities in radius 15 of player:
  328. if loop-entity isn't a player or a dropped item:
  329. drawDot count 20, particle "critmagic", XYZ -1, 1, 1, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  330. make player damage loop-entity by ({_MAGICDMG})*(20+2*{技能.%player%::絕對零度})
  331. apply slowness of tier 10 to loop-entity for 7 second
  332. wait 10 tick
  333. stopEffect "絕對零度1%player%"
  334. stopEffect "絕對零度2%player%"
  335. stop
  336. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  337. #[ 雷神降臨 ]1750+250*{技能.%{_P}%::雷神降臨})%%%||&e持續傷害量: &f(魔法攻擊力)*%(100+20
  338. if uncolored name of player's tool contains "雷神降臨":
  339. if Skill(player, "&c雷神降臨", {@雷神降臨.Max}, {@雷神降臨.CD}, {@雷神降臨.MP}) is true:
  340. set {冷卻.%player%::雷神降臨} to now
  341. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  342. drawDot count 20, particle "endrod", XYZ 0.05, 10, 0.05, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
  343. wait 1 second
  344. create fake fake lightning at player
  345. wait 0.5 second
  346. loop entities in radius 10 of player:
  347. if loop-entity isn't a player or a dropped item:
  348. set {_summon.%loop-entity%} to location of loop-entity
  349. add 4 to y-loc of {_summon.%loop-entity%}
  350. drawWarpRings style 4, particle "redstone", RGB 250, 250, 0, center {_summon.%loop-entity%}, id "雷神降臨%player%%UUID of loop-entity%", rainbowMode false, scan true, height 4, radius 1, ringCount 5, ringDensity 8, visibleRange 32, pulseDelay 3
  351. add loop-entity to {_list::*}
  352. wait 5 tick
  353. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 0
  354. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 1
  355. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
  356. wait 5 tick
  357. loop {_list::*}:
  358. make player damage loop-value by ({_MAGICDMG})*(17.5+2.5*{技能.%player%::雷神降臨})
  359. drawDot count 20, particle "critmagic", XYZ 0.1, 4.2, 0.2, center loop-value, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  360. stopEffect "雷神降臨%player%%UUID of loop-value%"
  361. stop
  362. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  363. #[ 魔力湧動 ]
  364. if uncolored name of player's tool contains "魔力湧動":
  365. if Skill(player, "&5魔力湧動", {@魔力湧動.Max}, {@魔力湧動.CD}, {@魔力湧動.MP}) is true:
  366. set {冷卻.%player%::魔力湧動} to now
  367. drawWarpRings style 9, particle "fireworkspark", center player, id "魔力湧動%player%", rainbowMode false, scan true, height 3, radius 6, ringCount 12, ringDensity 12, visibleRange 32, pulseDelay 1
  368. drawWarpRings style 6, particle "spellinstant", center player, id "魔力湧動2%player%", rainbowMode false, scan true, height 5, radius 5, ringCount 10, ringDensity 10, visibleRange 32, pulseDelay 1
  369. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 2
  370. if {BUFF.魔力湧動time::%player%} isn't set:
  371. set {BUFF.魔力湧動time::%player%} to now
  372. set {BUFF.魔力湧動倍率::%player%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
  373. send "{@Tag} &b%player% &f的 &f<&5魔力湧動&f> &f使你增加了 &c%{技能.%player%::魔力湧動}*6% &f額外經驗值倍率"
  374. execute player command "魔力湧動效果持續檢測時間"
  375. loop entities in radius 7 of player:
  376. if loop-entity is a player:
  377. if {BUFF.魔力湧動time::%loop-entity%} isn't set:
  378. set {BUFF.魔力湧動time::%loop-entity%} to now
  379. set {BUFF.魔力湧動倍率::%loop-entity%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
  380. execute loop-entity command "魔力湧動效果持續檢測時間"
  381. send "{@Tag} &b%player% &f的 &f<&5魔力湧動&f> &f使你增加了 &c%{技能.%player%::魔力湧動}*6%%% &f額外經驗值倍率" to loop-entity
  382. wait 10 ticks
  383. stopeffect id "魔力湧動%player%"
  384. stopeffect id "魔力湧動2%player%"
  385. stop
  386.  
  387. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  388. # [ Buff 增益效果 ]
  389. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  390. #[ 魔力湧動 ]
  391. on command:
  392. command is "魔力湧動效果持續檢測時間"
  393. cancel event
  394. if {BUFF.魔力湧動倍率::%player%} isn't set:
  395. stop
  396. set {_executename} to "%player%"
  397. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  398. while {_冷卻} is less than {@魔力湧動.受益時間} second:
  399. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  400. wait 5.1 seconds
  401. if player is online:
  402. send "{@Tag} &c<&5魔力湧動&c> &c持續時間已到" to player
  403. delete {BUFF.魔力湧動time::%{_executename}%}
  404. delete {BUFF.魔力湧動倍率::%{_executename}%}
  405.  
  406. on join:
  407. if {BUFF.魔力湧動time::%player%} is set:
  408. send "{@Tag} &c<&5魔力湧動&c> &c因離線而效果消失" to player
  409. delete {BUFF.魔力湧動time::%player%}
  410. delete {BUFF.魔力湧動倍率::%player%}
  411.  
  412.  
  413.  
  414. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  415. # [ ClearVariable 清除變數 ]
  416. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  417. on any movement:
  418. {冷卻.%player%::死亡冰結} is set:
  419. set {_冷卻} to difference between {冷卻.%player%::死亡冰結} and now
  420. if {_冷卻} >= {@死亡冰結.CD} second:
  421. delete {冷卻.%player%::死亡冰結}
  422.  
  423. {冷卻.%player%::電光連擊} is set:
  424. set {_冷卻} to difference between {冷卻.%player%::電光連擊} and now
  425. if {_冷卻} >= {@電光連擊.CD} second:
  426. delete {冷卻.%player%::電光連擊}
  427.  
  428. {冷卻.%player%::絕對零度} is set:
  429. set {_冷卻} to difference between {冷卻.%player%::絕對零度} and now
  430. if {_冷卻} >= {@絕對零度.CD} second:
  431. delete {冷卻.%player%::絕對零度}
  432.  
  433. {冷卻.%player%::魔力湧動} is set:
  434. set {_冷卻} to difference between {冷卻.%player%::魔力湧動} and now
  435. if {_冷卻} >= {@魔力湧動.CD} second:
  436. delete {冷卻.%player%::魔力湧動}
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