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- on death:
- set {_tags::*} to scoreboard tags of victim
- loop {_tags::*}:
- if loop-value contains "GOLD":
- set {_valueG} to loop-value
- replace "GOLD" with "" in {_valueG}
- set {fgold.%attacker%} to {_valueG} parsed as number
- gold(attacker)
- if loop-value contains "EXP":
- set {_valueE} to loop-value
- replace "EXP" with "" in {_valueE}
- set {fexp.%attacker%} to {_valueE} parsed as number
- exp(attacker)
- function gold(p: player):
- message "&6+ %{fgold.%{_p}%}%Gold" to {_p}
- set {gold.%{_p}%} to {gold.%{_p}%} + {fgold.%{_p}%}
- set action bar of {_p} to "%{gold.%{_p}%}%"
- delete {fgold.%{_p}%}
- function exp(p: player):
- message "&6+ %{fexp.%{_p}%}%Exp" to {_p}
- set {exp.%{_p}%} to {exp.%{_p}%} + {fexp.%{_p}%}
- set action bar of {_p} to "%{exp.%{_p}%}%"
- delete {fexp.%{_p}%}
- set {a} to {exp.%{_p}%} + {a}
- #LVUP
- if {needexp.%{_p}%} < {exp.%{_p}%} + 1:
- set {_level} to {lv.%{_p}%}
- lvup({_p})
- message "-----------" to {_p}
- message "&e&lLvup! &8&o%{_level}% &3> &7Lv.&6%{lv.%{_p}%}%" to {_p}
- message "-----------" to {_p}
- play sound "entity.player.levelup" with volume 0.5 and pitch 1 at {_p}
- else:
- play sound "entity.firework.twinkle" with volume 0.5 and pitch 2 at {_p}
- function lvup(p: player):
- if {needexp.%{_p}%} < {exp.%{_p}%} + 1:
- add 1 to {lv.%{_p}%}
- set {exp.%{_p}%} to {exp.%{_p}%} - {needexp.%{_p}%}
- set {_needexpa.%{_p}%} to {needexp.%{_p}%} * 1.1
- set {_needexpb.%{_p}%} to {lv.%{_p}%} * 15
- set {needexp.%{_p}%} to {_needexpa.%{_p}%} + {_needexpb.%{_p}%}
- set {needexp.%{_p}%} to {needexp.%{_p}%} / 2
- set {needexp.%{_p}%} to round({needexp.%{_p}%})
- {needexp.%{_p}%} < {exp.%{_p}%} + 1
- lvup({_p})
- command /exptest:
- trigger:
- message "needexp %{needexp.%player%}% exp %{exp.%player%}% lv %{lv.%player%}% 合計 %{a}%"
- message "gold %{gold.%player%}%"
- command /expreset:
- trigger:
- set {needexp.%player%} to 10
- set {lv.%player%} to 1
- set {a} to 0
- set {exp.%player%} to 0
- set {gold.%player%} to 0
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