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- on rightclick holding a carrot on a stick:
- name of held item contains "&e&l疾雷杖"
- player is sneaking
- if {MP::%player%} is more than 49:
- if {Lv::%player%} is more than 19:
- set {_cooldown} to difference between {AOELightning.%player%.lastused} and now
- wait 1 tick
- if {_cooldown} is less than 20 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 20 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "Failed"
- stop
- set {AOELightning.%player%.lastused} to now
- set {MP::%player%} to 50
- loop all entities in radius 10 around the player:
- loop-entity is not type of player
- chance of 70%:
- strike lightning effect at the loop-entity
- damage loop-entity by 4 hearts
- wait 20 tick
- loop all entities in radius 5 around the player:
- loop-entity is not type of player
- chance of 80%:
- strike lightning effect at the loop-entity
- damage loop-entity by 4 hearts
- wait 20 tick
- loop all entities in radius 5 around the player:
- loop-entity is not type of player
- strike lightning effect at the loop-entity
- damage loop-entity by 5 hearts
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "&c疾雷スキルには20Lvではないといけません!"
- damage the player by 2 hearts
- wait 20 tick
- stop effect "Failed"
- else:
- message "&cMPが足りていません"
- play "entity_ghast_shoot" to player at volume 10
- on rightclick holding a carrot on a stick:
- name of held item contains "&c&l火炎杖"
- player is sneaking
- if {MP::%player%} is more than 29:
- if {Lv::%player%} is more than 9:
- set {_cooldown} to difference between {FIRE.%player%.lastused} and now
- wait 1 tick
- if {_cooldown} is less than 10 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 20 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "Failed"
- stop
- set {FIRE.%player%.lastused} to now
- add -30 to {MP::%player%}
- play "entity_generic_burn" to player at volume 10
- loop all entities in radius 5 around the player:
- loop-entity is not type of player
- ignite the loop-entity for 10 seconds
- damage loop-entity by 2 hearts
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "&c火炎スキルには10Lvではないといけません!"
- wait 20 tick
- stop effect "Failed"
- else:
- message "&cMPが足りていません"
- play "entity_ghast_shoot" to player at volume 10
- every 1 seconds:
- loop all players:
- if {MP::%loop-player%} is more than 99:
- set {MP::%loop-player%} to 100
- else:
- add 1 to {MP::%loop-player%}
- command /setmp <player> <number>:
- permission: admin.setmp
- trigger:
- set {MP::%arg-1%} to arg-2
- message "Success! Player: %{MP::%arg-1%}% MP: %arg-2%"
- on rightclick holding a carrot on a stick:
- name of held item contains "&d&l回復杖"
- player is sneaking
- if {MP::%player%} is more than 29:
- if {Lv::%player%} is more than 4:
- set {_cooldown} to difference between {HEAL.%player%.lastused} and now
- wait 1 tick
- if {_cooldown} is less than 10 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 10 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "Failed"
- stop
- set {HEAL.%player%.lastused} to now
- add -30 to {MP::%player%}
- add 6 to the player's health
- create a circle effect at player with id "HEAL" with particles HEART with radius 1
- play "entity_player_levelup" to player at volume 10
- wait 20 tick
- stop effect "HEAL"
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "&c回復スキルには5Lvではないといけません!"
- wait 20 tick
- stop effect "Failed"
- else:
- message "&cMPが足りていません"
- play "entity_ghast_shoot" to player at volume 10
- on rightclick holding a carrot on a stick:
- name of held item contains "&d&l範囲回復杖"
- player is sneaking
- if {MP::%player%} is more than 9:
- if {Lv::%player%} is more than 9:
- set {_cooldown} to difference between {Heal.%player%.lastused} and now
- if {_cooldown} is less than 13 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "HealFailed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 13 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "HealFailed"
- stop
- loop players in radius 5 around the player:
- play "entity_player_levelup" to loop-player at volume 10
- add 5 to loop-player's health
- create a circle effect for loop-player with id "HEAL" with particles HEART with radius 1
- set {Heal.%player%.lastused} to now
- add -50 to {MP::%player%}
- wait 60 tick
- stop effect "HEAL"
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "&c回復スキルには10Lvではないといけません!"
- wait 20 tick
- stop effect "Failed"
- else:
- message "&cMPが足りていません"
- play "entity_ghast_shoot" to player at volume 10
- command /swordskil:
- trigger:
- 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
- wait 1 tick
- 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"]
- command /swordp:
- trigger:
- if {SP::%player%} is more than 14:
- set {SPS.%player%} to 1
- message "&7&l»&b&l解放しました!"
- add -5 to {SP::%player%}
- else:
- message "&c&lSPが15以上ではないといけません!"
- on rightclick holding iron sword:
- player is sneaking
- set {_cooldown} to difference between {Slash.%player%.lastused} and now
- if {_cooldown} is less than 3 seconds:
- message "<pink>%difference between 3 seconds and {_cooldown}% <white>秒後に使用可能"
- stop
- loop living entities in radius 5 of player:
- if {SPS.%player%} is more than 0:
- loop-entity is target entity
- loop-entity is not type of player
- set {Slash.%player%.lastused} to now
- message "&b&lリープクエイクッ!" to player and loop-entity
- play "entity_player_attack_crit" to player at volume 10
- set {_target} to location of loop-entity
- set pitch of {_target} to -90
- teleport loop-entity to {_target}
- apply resistance 5 to player for 2 seconds
- if {combo.%player%} is more than 0:
- set {_damage} to 1 * (1+{combo.%player%}/4)
- damage loop-entity by {_damage} heart
- message "<light aqua>Combo!! +%{combo.%player%}% %{_damage}%damage!" to player
- message "<pink>Combo!! +%{combo.%player%}%" to loop-entity
- push loop-entity upwards at speed 1
- push player upwards at speed 1
- set {combo.%player%} to {combo.%player%} + 1
- else:
- damage loop-entity by 1 heart
- push loop-entity upwards at speed 1
- push player upwards at speed 1
- set {combo.%player%} to 1
- set {_combo} to {combo.%player%}
- wait 20 ticks
- if {_combo} is {combo.%player%}:
- set {combo.%player%} to 0
- else:
- message "&c解放されていません。"
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