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- on death of player:
- set {abi.ct.%victim%} to true
- delete {abitime::%victim%}
- on offhand switch:
- {abi.ct.%player%} is true
- {fieldmenu.%player%} is true
- if {abi.%player%} is 1:
- push the player forwards at speed 0.7
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 10
- play sound "entity.player.attack.sweep" with volume 1 and pitch 1 at player
- play 20 CLOUD with offset of 0.05, 0.05, 0.05 and speed 20 at player's location
- set {sinpei.%player%} to true
- wait 10 tick
- delete {sinpei.%player%}
- else if {abi.%player%} is 2:
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 25
- play sound "entity.firework.twinkle" with volume 1 and pitch 1 at player
- set {_b} to player's location
- add 3 to {_b}'s y-coordinate
- loop 40 times:
- play 6 huge explosion with offset of 3, 3, 3 and speed 4 at {_b}
- wait 5 tick
- else if {abi.%player%} is 3:
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 37
- set {dome::%player%} to player's location
- play sound "entity.pig.death" with volume 1 and pitch 2 at player
- drawSphere style 1, particle "redstone", RGB 0, 0, 255, center {dome::%player%}, id "%player%.dome", rainbowMode false, radius 5, density 60, visibleRange 32, pulseDelay 1
- wait 7 second
- stopEffect "%player%.dome"
- delete {dome::%player%}
- else if {abi.%player%} is 4:
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 30
- set {kokuu.%player%} to true
- set {kokumute.%player%} to true
- set {_walk} to walking speed of player
- set the player's walk speed to 0.05
- set {_sound} to 0.5
- loop 18 time:
- play sound "block.note.harp" with volume 1 and pitch {_sound} at player
- add 0.1 to {_sound}
- wait 2 tick
- play sound "block.portal.travel" with volume 0.5 and pitch 1 at player
- hide player from all players
- drawComplexCircle particle "redstone", RGB 255, 0, 0, center player, id "%player%.void1", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 70, yRotation 10, zRotation 0
- drawComplexCircle particle "redstone", RGB 100, 149, 237, center player, id "%player%.void2", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 23, yRotation 120, zRotation 0
- set the player's walk speed to 0.32
- wait 3.2 second
- set the player's walk speed to {_walk}
- stopEffect "%player%.void1"
- stopEffect "%player%.void2"
- reveal player to all players
- delete {kokumute.%player%}
- play sound "entity.endermen.teleport" with volume 1 and pitch 1 at player
- wait 10 tick
- delete {kokuu.%player%}
- else if {abi.%player%} is 5:
- set {_hp} to player's health
- if {_hp} < 4.5:
- stop
- remove 4.5 from player's health
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 7
- set {kouhun.%player%} to true
- set {_walk} to walking speed of player
- set {sepa.%player%} to 6
- set the player's walk speed to {_walk} + 0.09
- drawHalo particle "redstone", RGB 0, 255, 0, center player, id "%player%.oku", rainbowMode false, solid true, density 5, visibleRange 32
- while ({kouhun.%player%}):
- play sound "block.note.xylophone" with volume 0.5 and pitch 0.1 at player
- wait "%{sepa.%player%}% tick" parsed as timespan
- play sound "block.note.xylophone" with volume 0.5 and pitch 1 at player
- wait "%{sepa.%player%}% tick" parsed as timespan
- play sound "block.note.xylophone" with volume 0.5 and pitch 2 at player
- wait "%{sepa.%player%}% tick" parsed as timespan
- play sound "block.note.xylophone" with volume 0.5 and pitch 1 at player
- wait "%{sepa.%player%}% tick" parsed as timespan
- remove 1 from {sepa.%player%}
- {sepa.%player%} <= 1
- loop 3 times:
- play sound "block.note.xylophone" with volume 0.5 and pitch 0.5 at player
- wait 2 tick
- play sound "block.note.xylophone" with volume 0.5 and pitch 1 at player
- wait 2 tick
- play sound "block.note.xylophone" with volume 0.5 and pitch 2 at player
- wait 2 tick
- play sound "block.note.xylophone" with volume 0.5 and pitch 1 at player
- wait 2 tick
- set {kouhun.%player%} to false
- stopEffect "%player%.oku"
- play sound "entity.player.levelup" with volume 1 and pitch 1 at player
- set the player's walk speed to {_walk}
- else if {abi.%player%} is 6:
- set {abi.ct.%player%} to false
- set {abitime::%player%} to 30
- spawn 1 chicken at player's location
- set {_e} to last spawned entity
- push {_e} forward at speed 0.8
- push {_e} upward at speed 0.5
- set name of {_e} to "&dヘルスドローン"
- wait 5 tick
- # add "{NoAI:1}" to nbt of {_e}
- add "{Marker:true,NoGravity:true,NoAI:1}" to nbt of {_e}
- # drawSphere style 1, particle "redstone", center {_e}, id "%player%.heal", rainbowMode true, radius 3.5, density 7, visibleRange 32, pulseDelay 1
- set {_l} to {_e}'s location
- loop 100 times:
- loop all players in radius 3.5 of {_e}:
- set {_p} to loop-player's location
- add 1 to {_p}'s y-coordinate
- set {_heal::%loop-player%} to loop-player
- drawLine particle redstone, RGB 244, 164, 96, center {_l}, target location of {_p}, id "%loop-player%.line", rainbowMode false, solid true, density 6, length 0, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
- wait 2 tick
- loop {_heal::*}:
- stopEffect "%loop-value-2%.line"
- set {_a} to mod(loop-number, 5)
- set {_b} to mod(loop-number, 10)
- if {_a} is 0:
- loop {_heal::*}:
- heal the loop-value-2 by 0.8 heart
- if {_b} is 0:
- play 10 heart with offset of 1, 1, 1 and speed 20 at {_l}
- play sound "entity.cat.ambient" with volume 0.6 and pitch 1 at {_e}
- delete {_heal::*}
- # stopEffect "%player%.heal"
- kill {_e}
- on damage:
- {kokuu.%attacker%} is true
- cancel event
- on cs damage:
- loop {dome::*}:
- if distance between event-entity's location and {dome::%loop-index%} <= 4.9:
- if distance between event-player's location and {dome::%loop-index%} >= 5:
- cancel event
- play sound "entity.arrow.hit" with volume 1 and pitch 1 at event-player
- if distance between event-player's location and {dome::%loop-index%} <= 4.9:
- if distance between event-entity's location and {dome::%loop-index%} >= 5:
- cancel event
- play sound "entity.arrow.hit" with volume 1 and pitch 1 at event-player
- command /sizedome:
- trigger:
- set {_a} to size of {dome::*}
- broadcast "%{_a}%"
- on cs shoot:
- size of {dome::*} >= 1
- loop {dome::*}:
- if distance between event-player's location and {dome::%loop-index%} >= 5:
- set {pro.outside::%{pro.num}%} to event-projectile
- add 1 to {pro.outside.num}
- if distance between event-player's location and {dome::%loop-index%} <= 4.9:
- set {pro.inside::%{pro.num}%} to event-projectile
- add 1 to {pro.inside.num}
- on every tick:
- loop {pro.outside::*}:
- if loop-value is alive:
- loop {dome::*}:
- if distance between loop-value-1's location and {dome::%loop-index-2%} <= 4.9:
- kill loop-value-1
- delete {pro.outside::%loop-index-1%}
- else:
- delete {pro.outside::%loop-index-1%}
- loop {pro.inside::*}:
- if loop-value is alive:
- loop {dome::*}:
- if distance between loop-value-1's location and {dome::%loop-index-2%} >=5:
- kill loop-value-1
- delete {pro.inside::%loop-index-1%}
- else:
- delete {pro.inside::%loop-index-1%}
- every 10 second:
- set {pro.inside.num} to 0
- set {pro.outside.num} to 0
- command /ahosinekuso:
- trigger:
- loop {tetu.%player%::*}:
- delete {tetu.%player%::%loop-index%}
- on cs damage:
- {sinpei.%event-entity%} is set
- play sound "entity.player.attack.sweep" with volume 1 and pitch 2 at event-entity
- cancel event
- every second:
- loop {abitime::*}:
- remove 1 from {abitime::%loop-index%}
- {abitime::%loop-index%} is 0
- set {abi.ct.%loop-index%} to true
- delete {abitime::%loop-index%}
- every second:
- loop all players:
- if {abi.ct.%loop-player%} is true:
- set action bar of loop-players to "&d<&aアビリティ準備完了!&d>"
- else if {abi.ct.%loop-player%} is false:
- set action bar of loop-players to "&d<&cクールダウン中...&a(%{abitime::%loop-player%}%秒)!&d>"
- else:
- set action bar of loop-players to "&d<&aスキルをセットしてください...!&d>"
- on cs damage:
- {kokumute.%player%} is true
- if event-player is a player:
- cancel event
- on death of chicken:
- clear drops
- on damage of chicken:
- cancel event
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