motan1205

testskill

Apr 27th, 2019
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  1. on rightclick holding a carrot on a stick:
  2. name of held item contains "&e&l疾雷杖"
  3. player is sneaking
  4. if {MP.%player%} is more than 49:
  5. if {Lv.%player%} is more than 19:
  6. set {_cooldown} to difference between {AOELightning.%player%.lastused} and now
  7. wait 1 tick
  8. if {_cooldown} is less than 20 seconds:
  9. play "entity_ghast_shoot" to player at volume 10
  10. create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
  11. message "<pink>%difference between 20 seconds and {_cooldown}% <white>後に使用可能"
  12. wait 20 tick
  13. stop effect "Failed"
  14. stop
  15. set {AOELightning.%player%.lastused} to now
  16. set {MP.%player%} to 50
  17. loop all entities in radius 10 around the player:
  18. loop-entity is not type of player
  19. chance of 70%:
  20. strike lightning effect at the loop-entity
  21. damage loop-entity by 4 hearts
  22. wait 20 tick
  23. loop all entities in radius 5 around the player:
  24. loop-entity is not type of player
  25. chance of 80%:
  26. strike lightning effect at the loop-entity
  27. damage loop-entity by 4 hearts
  28. wait 20 tick
  29. loop all entities in radius 5 around the player:
  30. loop-entity is not type of player
  31. strike lightning effect at the loop-entity
  32. damage loop-entity by 5 hearts
  33. else:
  34. play "entity_ghast_shoot" to player at volume 10
  35. create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
  36. message "&c疾雷スキルには20Lvではないといけません!"
  37. damage the player by 2 hearts
  38. wait 20 tick
  39. stop effect "Failed"
  40. else:
  41. message "&cMPが足りていません"
  42. play "entity_ghast_shoot" to player at volume 10
  43.  
  44. every 1 seconds:
  45. loop all players:
  46. if {MP.%loop-player%} is more than 99:
  47. set {MP.%loop-player%} to 100
  48. else:
  49. add 1 to {MP.%loop-player%}
  50.  
  51. command /setmp <player> <number>:
  52. permission: admin.setmp
  53. trigger:
  54. set {MP.%arg-1%} to arg-2
  55. message "ok, set to %{MP.%arg-1%}%"
  56.  
  57. on rightclick holding a carrot on a stick:
  58. name of held item contains "&d&l回復杖"
  59. player is sneaking
  60. if {MP.%player%} is more than 29:
  61. if {Lv.%player%} is more than 4:
  62. set {_cooldown} to difference between {HEAL.%player%.lastused} and now
  63. wait 1 tick
  64. if {_cooldown} is less than 10 seconds:
  65. play "entity_ghast_shoot" to player at volume 10
  66. create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
  67. message "<pink>%difference between 10 seconds and {_cooldown}% <white>後に使用可能"
  68. wait 20 tick
  69. stop effect "Failed"
  70. stop
  71. set {HEAL.%player%.lastused} to now
  72. add -30 to {MP.%player%}
  73. add 6 to the player's health
  74. create a circle effect at player with id "HEAL" with particles HEART with radius 1
  75. play "entity_player_levelup" to player at volume 10
  76. wait 20 tick
  77. stop effect "HEAL"
  78. else:
  79. play "entity_ghast_shoot" to player at volume 10
  80. create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
  81. message "&c回復スキルには5Lvではないといけません!"
  82. wait 20 tick
  83. stop effect "Failed"
  84. else:
  85. message "&cMPが足りていません"
  86. play "entity_ghast_shoot" to player at volume 10
  87.  
  88. on rightclick holding a carrot on a stick:
  89. name of held item contains "&d&l範囲回復杖"
  90. player is sneaking
  91. if {MP.%player%} is more than 9:
  92. if {Lv.%player%} is more than 9:
  93. set {_cooldown} to difference between {Heal.%player%.lastused} and now
  94. if {_cooldown} is less than 13 seconds:
  95. play "entity_ghast_shoot" to player at volume 10
  96. create a circle effect at player with id "HealFailed" with particles SMOKE NORMAL with radius 1
  97. message "<pink>%difference between 13 seconds and {_cooldown}% <white>後に使用可能"
  98. wait 20 tick
  99. stop effect "HealFailed"
  100. stop
  101. loop players in radius 5 around the player:
  102. play "entity_player_levelup" to loop-player at volume 10
  103. add 5 to loop-player's health
  104. create a circle effect for loop-player with id "HEAL" with particles HEART with radius 1
  105. set {Heal.%player%.lastused} to now
  106. add -50 to {MP.%player%}
  107. wait 60 tick
  108. stop effect "HEAL"
  109. else:
  110. play "entity_ghast_shoot" to player at volume 10
  111. create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
  112. message "&c回復スキルには10Lvではないといけません!"
  113. wait 20 tick
  114. stop effect "Failed"
  115. else:
  116. message "&cMPが足りていません"
  117. play "entity_ghast_shoot" to player at volume 10
  118.  
  119. command /swordskil:
  120. trigger:
  121. open chest with 1 row named "&7&l« &b&lソードスキル &7&l» &e«&b&l%{SP::%player%}%&e»" to player
  122. wait 1 tick
  123. format slot 0 of player with iron sword named "&aリープクエイク" with lore "&7&l»&a鉄剣のみで使用可能 スニーク右クリックで発動" to close then run [execute player command "swordp"]
  124.  
  125. command /swordp:
  126. trigger:
  127. if {SP::%player%} is more than 14:
  128. set {SPS.%player%} to 1
  129. message "&7&l»&b&l解放しました!"
  130. add -5 to {SP::%player%}
  131. else:
  132. message "&c&lSPが15以上ではないといけません!"
  133.  
  134. on rightclick holding iron sword:
  135. player is sneaking
  136. set {_cooldown} to difference between {Slash.%player%.lastused} and now
  137. if {_cooldown} is less than 3 seconds:
  138. message "<pink>%difference between 3 seconds and {_cooldown}% <white>秒後に使用可能"
  139. stop
  140. loop living entities in radius 5 of player:
  141. if {SPS.%player%} is more than 0:
  142. loop-entity is target entity
  143. loop-entity is not type of player
  144. set {Slash.%player%.lastused} to now
  145. message "&b&lリープクエイクッ!" to player and loop-entity
  146. play "entity_player_attack_crit" to player at volume 10
  147. set {_target} to location of loop-entity
  148. set pitch of {_target} to -90
  149. teleport loop-entity to {_target}
  150. apply resistance 5 to player for 2 seconds
  151. if {combo.%player%} is more than 0:
  152. set {_damage} to 1 * (1+{combo.%player%}/4)
  153. damage loop-entity by {_damage} heart
  154. message "<light aqua>Combo!! +%{combo.%player%}% %{_damage}%damage!" to player
  155. message "<pink>Combo!! +%{combo.%player%}%" to loop-entity
  156. push loop-entity upwards at speed 1
  157. push player upwards at speed 1
  158. set {combo.%player%} to {combo.%player%} + 1
  159. else:
  160. damage loop-entity by 1 heart
  161. push loop-entity upwards at speed 1
  162. push player upwards at speed 1
  163. set {combo.%player%} to 1
  164. set {_combo} to {combo.%player%}
  165. wait 20 ticks
  166. if {_combo} is {combo.%player%}:
  167. set {combo.%player%} to 0
  168. else:
  169. message "&c解放されていません。"
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