Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Function PHY_DMG(entityToSet: entity) :: number:
- return 1
- Function MAG_DMG(entityToSet: entity) :: number:
- return 1
- Function SKI_DMG(entityToSet: entity) :: number:
- return 1
- on left click:
- world of player isn't "miniwar"
- "%uncolored lore of player's tool%" contain "武器類型:"
- set {_STRATK} to {玩家資料.%player%::力量} * 0.5
- set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
- set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
- set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
- set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
- set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
- set {_check} to {玩家資料.%player%::最大血量}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({玩家資料.%player%::力量} * 5) to {_check}
- add ({玩家資料.%player%::智慧} * 4) to {_check}
- add ({玩家資料.%player%::敏捷} * 3) to {_check}
- add ({玩家資料.%player%::幸運} * 2) to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({玩家資料.%player%::力量} * 5)*2 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
- set {_lore::*} to uncolored lore of player's tool split at "||"
- loop {_lore::*}:
- if {_lore::%loop-index%} contain "等級需求 -":
- replace all "等級需求" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- if {_lore::%loop-index%} is more than {玩家資料.%player%::玩家等級}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!"
- cancel event
- stop
- if {_lore::%loop-index%} contains "[ 技能 ]":
- stop
- if {_lore::%loop-index%} contain "職業需求":
- replace all "職業需求" , ":" , "[" , "]" and " " with "" in {_lore::%loop-index%}
- if {_lore::%loop-index%} is "全職業":
- set {_useless} to 1
- else if {_lore::%loop-index%} isn't {玩家資料.%player%::玩家職業}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!" to player
- cancel event
- stop
- if {_lore::%loop-index%} contain "魔法攻擊力 -":
- replace all "魔法攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_暫時.%player%.武器魔法攻擊力} to {_lore::%loop-index%}
- if {_lore::%loop-index%} contain "物理攻擊力 -":
- replace all "物理攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_暫時.%player%.武器物理攻擊力} to {_lore::%loop-index%}
- if {_lore::%loop-index%} contain "技能 - 魔力回收":
- set {_magicrestore} to 1
- if {_lore::%loop-index%} contain "技能 - 隨機二重標":
- set {_chancedoublestar} to 1
- if {_lore::%loop-index%} contain "技能 - 隨機三重標":
- set {_chancetribblestar} to 1
- if {_lore::%loop-index%} contain "技能 - 命運二重標":
- set {_bigchancedoublestar} to 1
- if {_lore::%loop-index%} contain "技能 - 絕命二重標":
- set {_doublestar} to 1
- if {_lore::%loop-index%} contain "技能 - 隨機二重箭":
- set {_chancedoublearrow} to 1
- if {_lore::%loop-index%} contain "技能 - 隨機三重箭":
- set {_chancetribblearrow} to 1
- if {_lore::%loop-index%} contain "技能 - 命運二重箭":
- set {_bigchancedoublearrow} to 1
- if {_lore::%loop-index%} contain "技能 - 絕命二重箭":
- set {_doublearrow} to 1
- loop 1 times:
- if "%uncolored lore of player's tool%" contain "武器類型: [ 魔杖 ]":
- if difference between {冷卻.%player%::魔環打擊} and now is more than or equal to 1.1 second:
- delete {冷卻.%player%::魔環打擊}
- if {冷卻.%player%::魔環打擊} is set:
- stop
- set {_魔環打擊} to block 2 in front player
- set {_魔環打擊} to location of {_魔環打擊}
- set {冷卻.%player%::魔環打擊} to now
- set {_count} to 0
- drawWarpRings style 2, particle "witchspell", center {_魔環打擊}, id "魔環打擊%player%", rainbowMode false, scan true, height 4, radius 3, ringCount 5, ringDensity 20, visibleRange 32, pulseDelay 1
- wait 3 ticks
- loop entities in radius 3 around block at location of {_魔環打擊}:#給予範圍傷
- if loop-entity isn't a player or a dropped item:
- set {_integer} to MAG_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer}
- if {_magicrestore} is 1:
- if ({玩家魔力值.%player%} + 1) is more than {玩家資料.%player%::魔力值}:
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- else:
- add 1 to {玩家魔力值.%player%}
- set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- set level progress of the player to {_math}
- set player's level to {玩家魔力值.%player%}
- set {_count} to 1
- play "BLOCK_ANVIL_PLACE" to player with volume 1 and pitch 4
- wait 5 ticks
- stopeffect id "魔環打擊%player%"
- if "%uncolored lore of player's tool%" contain "武器類型: [ 權杖 ]":
- if difference between {冷卻.%player%::光擊} and now is more than or equal to 0.4 second:
- delete {冷卻.%player%::光擊}
- if {冷卻.%player%::光擊} is set:
- stop
- set {_光擊} to block 2 in front player
- set {_光擊} to location of {_光擊}
- set {冷卻.%player%::光擊} to now
- set {_count} to 0
- loop entities in radius 3 around block at location of {_光擊}:#給予範圍傷
- if {_count} is 0:
- if loop-entity isn't a player or a dropped item:
- set {_integer} to MAG_DMG(loop-entity)
- drawWarpRings style 1, particle "endrod", center loop-entity, id "光擊%player%", rainbowMode false, scan true, height 3, radius 0.7, ringCount 5, ringDensity 6, visibleRange 32, pulseDelay 0.3
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer}
- if {_magicrestore} is 1:
- if ({玩家魔力值.%player%} + 1) is more than {玩家資料.%player%::魔力值}:
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- else:
- add 1 to {玩家魔力值.%player%}
- set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- set level progress of the player to {_math}
- set player's level to {玩家魔力值.%player%}
- set {_count} to 1
- loop entities in radius 3 around block at location of {_光擊}:#給予範圍傷
- if loop-entity isn't a player or a dropped item:
- set {_integer} to MAG_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- if {玩家資料.%player%::玩家等級} is more than or equal to 105:
- set {_120散光} to 2
- else:
- set {_120散光} to 1
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- if {技能.%player%::神聖之光} is more than or equal to 1:
- make player damage loop-entity by (({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer})*{技能.%player%::神聖之光}*5/100*{_120散光}
- else:
- wait 7 ticks
- stopeffect id "光擊%player%"
- stop
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- if {技能.%player%::神聖之光} is more than or equal to 1:
- make player damage loop-entity by (({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer})*{技能.%player%::神聖之光}*5/100*{_120散光}
- else:
- wait 7 ticks
- stopeffect id "光擊%player%"
- stop
- else:
- if {技能.%player%::復甦之光} is more than or equal to 1:
- heal the loop-entity by 0.05*{技能.%player%::復甦之光}
- play "ENTITY_ELDER_GUARDIAN_DEATH" to player with volume 100 and pitch 2
- wait 7 ticks
- stopeffect id "光擊%player%"
- if "%uncolored lore of player's tool%" contain "武器類型: [ 火杖 ]":
- if {玩家資料.%player%::玩家職業} isn't "火毒魔導" or "巫師":
- if difference between {冷卻.%player%::火杖} and now is more than or equal to 10 second:
- delete {冷卻.%player%::火杖}
- if {冷卻.%player%::火杖} is set:
- stop
- else:
- if difference between {冷卻.%player%::火杖} and now is more than or equal to 1.5 second:
- delete {冷卻.%player%::火杖}
- if {冷卻.%player%::火杖} is set:
- stop
- set {_火杖} to block 5 in front player
- set {_火杖} to location of {_火杖}
- set {冷卻.%player%::火杖} to now
- set {_count} to 0
- loop entities in radius 5 around block at location of {_火杖}:#給予範圍傷
- if loop-entity isn't a player or a dropped item:
- set {_integer} to MAG_DMG(loop-entity)
- drawWarpRings style 1, particle "flame", center player, id "火杖%player%", rainbowMode false, scan true, height 1, radius 0.4, ringCount 8, ringDensity 7, visibleRange 32, pulseDelay 1
- drawDot count 5, particle lava, XYZ 0.1, 2, -0.1, center loop-entity, visibleRange 20, pulseDelay 2, keepFor 0.2 seconds
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer}
- if {_magicrestore} is 1:
- if ({玩家魔力值.%player%} + 1) is more than {玩家資料.%player%::魔力值}:
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- else:
- add 1 to {玩家魔力值.%player%}
- set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- set level progress of the player to {_math}
- set player's level to {玩家魔力值.%player%}
- set {_count} to 1
- play "ENTITY_BLAZE_SHOOT" to player with volume 1 and pitch 2
- wait 8 ticks
- stopeffect id "火杖%player%"
- if "%uncolored lore of player's tool%" contain "武器類型: [ 冰杖 ]":
- if {玩家資料.%player%::玩家職業} isn't "冰雷魔導" or "巫師":
- if difference between {冷卻.%player%::冰杖} and now is more than or equal to 5 second:
- delete {冷卻.%player%::冰杖}
- if {冷卻.%player%::冰杖} is set:
- stop
- if difference between {冷卻.%player%::冰杖} and now is more than or equal to 0.75 second:
- delete {冷卻.%player%::冰杖}
- if {冷卻.%player%::冰杖} is set:
- stop
- set {_冰杖} to block 2 in front player
- set {_冰杖} to location of {_冰杖}
- set {冷卻.%player%::冰杖} to now
- loop entities in radius 4 around block at location of {_冰杖}:#給予範圍傷
- if loop-entity isn't a player or a dropped item:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- set {_integer} to MAG_DMG(loop-entity)
- drawWarpRings style 7, particle "snowball", center player, id "冰杖%player%", rainbowMode false, scan true, height 3, radius 4, ringCount 8, ringDensity 6, visibleRange 32, pulseDelay 1
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer}
- if {_magicrestore} is 1:
- if ({玩家魔力值.%player%} + 1) is more than {玩家資料.%player%::魔力值}:
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- else:
- add 1 to {玩家魔力值.%player%}
- set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- set level progress of the player to {_math}
- set player's level to {玩家魔力值.%player%}
- play "BLOCK_SAND_BREAK" to player with volume 1 and pitch 2
- wait 7 ticks
- stopeffect id "冰杖%player%"
- if "%uncolored lore of player's tool%" contain "武器類型: [ 長杖 ]":
- if difference between {冷卻.%player%::長杖} and now is more than or equal to 1.25 second:
- delete {冷卻.%player%::長杖}
- if {冷卻.%player%::長杖} is set:
- stop
- set {冷卻.%player%::長杖} to now
- set {_攻擊次數} to 1
- set {_傷害} to 1
- if {技能.%player%::魔法之矛} is 0 or 1:
- set {_攻擊次數} to 1
- set {_傷害} to 1
- if {技能.%player%::魔法之矛} is 2 or 3:
- set {_攻擊次數} to 2
- set {_傷害} to 0.9
- if {技能.%player%::魔法之矛} is 4 or 5:
- set {_攻擊次數} to 3
- set {_傷害} to 0.85
- if {技能.%player%::魔法之矛} is 6 or 7:
- set {_攻擊次數} to 4
- set {_傷害} to 0.8
- if {技能.%player%::魔法之矛} is 8 or 9:
- set {_攻擊次數} to 5
- set {_傷害} to 0.75
- if {技能.%player%::魔法之矛} is 10:
- set {_攻擊次數} to 6
- set {_傷害} to 0.7
- loop {_攻擊次數} times:
- set {_長杖} to block 2 in front player
- set {_長杖} to location of {_長杖}
- drawWarpRings style 7, particle "sweep", center {_長杖}, id "長杖%player%", rainbowMode false, scan true, height 0.7, radius 0.6, ringCount 1, ringDensity 1, visibleRange 32, pulseDelay 0.6
- play "ENTITY_PLAYER_ATTACK_WEAK" to player with volume 1 and pitch 2
- play "ENTITY_PLAYER_ATTACK_WEAK" to player with volume 1 and pitch 1
- loop entities in radius 1.8 around block at location of {_長杖}:
- if loop-entity isn't a player or a dropped item:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- set {_integer} to MAG_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 5) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 11
- make player damage loop-entity by (({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力})*( 1.05 + {_boom.damage} / 100) * {_integer}) * {_傷害}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by (({_MAGICDMG} + {_暫時.%player%.武器魔法攻擊力}) * {_integer}) * {_傷害}
- if {_magicrestore} is 1:
- if ({玩家魔力值.%player%} + 1) is more than {玩家資料.%player%::魔力值}:
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- else:
- add 1 to {玩家魔力值.%player%}
- set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
- set level progress of the player to {_math}
- set player's level to {玩家魔力值.%player%}
- wait 1.5 ticks
- stopeffect id "長杖%player%"
- if "%uncolored lore of player's tool%" contain "武器類型: [ 長槍 ]":
- if {玩家資料.%player%::玩家職業} isn't "龍騎士" or "騎士" or "聖騎士":
- if difference between {冷卻.%player%::揮刺} and now is more than or equal to 4 second:
- delete {冷卻.%player%::揮刺}
- if {冷卻.%player%::揮刺} is set:
- stop
- if difference between {冷卻.%player%::揮刺} and now is more than or equal to 0.6 second:
- delete {冷卻.%player%::揮刺}
- if {冷卻.%player%::揮刺} is set:
- stop
- set {_揮刺} to block 2 in front player
- set {_揮刺} to location of {_揮刺}
- set {冷卻.%player%::揮刺} to now
- set {_pass} to 0
- drawWarpRings style 7, particle "crit", center {_揮刺}, id "揮刺%player%", rainbowMode false, scan true, height 2, radius 3, ringCount 4, ringDensity 5, visibleRange 32, pulseDelay 1
- wait 3 ticks
- loop entities in radius 3 around block at location of {_揮刺}:#給予範圍傷
- if loop-entity isn't a player or a dropped item:
- set {_integer} to PHY_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 15) / 100
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + round({玩家資料.%player%::力量} / 80)
- make player damage loop-entity by ({_PHYSICDMG} + {_暫時.%player%.武器物理攻擊力})*( 1.1 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_PHYSICDMG} + {_暫時.%player%.武器物理攻擊力}) * {_integer}
- drawDot count 1, particle "sweep", material portal, XYZ 0.5, 0.5, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- play "ENTITY_PLAYER_ATTACK_SWEEP" to player with volume 1 and pitch 2
- wait 5 ticks
- stopeffect id "揮刺%player%"
- if {技能.%player%::槍連擊} is set:
- if {玩家資料.%player%::玩家等級} is more than or equal to 100:
- set {_120武器槍連擊} to 2
- else:
- set {_120武器槍連擊} to 1
- loop {_120武器槍連擊} times:
- set {_攻擊範圍} to block 2 infront player
- set {_攻擊範圍} to location of {_攻擊範圍}
- drawDot count 5, particle critmagic, XYZ 0.5, 1, 0.5, center player, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- play "ENTITY_PLAYER_ATTACK_CRIT" to player with volume 1 and pitch 2
- loop entities in radius 5 of {_攻擊範圍}:
- if loop-entity isn't a player or a dropped item:
- set loop-entity's target to player
- make player damage loop-entity by ({_PHYSICDMG})*(2.5+0.5*{技能.%player%::槍連擊})/2
- set loop-entity's target to player
- drawDot count 6, particle "blockdust", material redstone block, XYZ 0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 2, particle sweep, XYZ 0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- add loop-entity to {_暈眩::*}
- add "{NoAI:1}" to nbt of loop-entity
- loop {_暈眩::*}:
- add "{NoAI:0}" to nbt of loop-value-2
- stop
- if "%uncolored lore of player's tool%" contain "武器類型: [ 弩 ]":
- cancel event
- if {玩家資料.%player%::玩家職業} isn't "獵人" or "神箭手":
- if difference between {冷卻.%player%::弓箭發射} and now is more than or equal to 4 second:
- delete {冷卻.%player%::弓箭發射}
- if {冷卻.%player%::弓箭發射} is set:
- stop
- if difference between {冷卻.%player%::弓箭發射} and now is more than or equal to 0.6 second:
- delete {冷卻.%player%::弓箭發射}
- if {冷卻.%player%::弓箭發射} is set:
- stop
- set {冷卻.%player%::弓箭發射} to now
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- wait 2 ticks
- if {冷卻.%player%::萬箭齊發} is set:
- chance of 15%:
- loop 5 times:
- loop 2 times:
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- drawDot count 6, particle "sweep", XYZ -2, 2, -2, center player, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- wait 1 ticks
- if {_chancetribblearrow} is set:
- chance of 20%:
- loop 2 times:
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- wait 2 ticks
- if {_chancedoublearrow} is set:
- chance of 20%:
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if {_bigchancedoublearrow} is set:
- chance of 40%:
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if {_doublearrow} is set:
- shoot an arrow from the player with velocity 3
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if "%uncolored lore of player's tool%" contain "武器類型: [ 弓 ]":
- cancel event
- if {玩家資料.%player%::玩家職業} isn't "遊俠" or "箭神" or "弓箭手":
- if difference between {冷卻.%player%::弓箭發射} and now is more than or equal to 6 second:
- delete {冷卻.%player%::弓箭發射}
- if {冷卻.%player%::弓箭發射} is set:
- stop
- if difference between {冷卻.%player%::弓箭發射} and now is more than or equal to 1 second:
- delete {冷卻.%player%::弓箭發射}
- if {冷卻.%player%::弓箭發射} is set:
- stop
- set {冷卻.%player%::弓箭發射} to now
- shoot an arrow from the player with velocity 2.5
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- wait 2 ticks
- if {_chancetribblearrow} is set:
- chance of 20%:
- loop 2 times:
- shoot an arrow from the player with velocity 2.4
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- wait 2 ticks
- if {_chancedoublearrow} is set:
- chance of 20%:
- shoot an arrow from the player with velocity 2.4
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if {_bigchancedoublearrow} is set:
- chance of 40%:
- shoot an arrow from the player with velocity 2.4
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if {_doublearrow} is set:
- shoot an arrow from the player with velocity 2.4
- play "ENTITY_ARROW_SHOOT" to player with volume 2 and pitch 3
- if {技能.%player%::火鳳衝擊} is set:
- chance of 5*{技能.%player%::火鳳衝擊}%:
- wait 2 ticks
- drawDot count 10, particle "flame", XYZ -2, 2, -2, center player, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- play "ENTITY_BLAZE_SHOOT" to player with volume 2 and pitch 3
- shoot an arrow from the player with velocity 10
- if "%uncolored lore of player's tool%" contain "武器類型: [ 飛鏢 ]":
- if {玩家資料.%player%::玩家職業} isn't "夜使者" or "暗器使" or "刺客" or "盜賊":
- if difference between {冷卻.%player%::飛鏢發射} and now is more than or equal to 3 second:
- delete {冷卻.%player%::飛鏢發射}
- if {冷卻.%player%::飛鏢發射} is set:
- stop
- if difference between {冷卻.%player%::飛鏢發射} and now is more than or equal to 0.38 second:
- delete {冷卻.%player%::飛鏢發射}
- if {冷卻.%player%::飛鏢發射} is set:
- stop
- set {冷卻.%player%::飛鏢發射} to now
- shoot an arrow from the player with velocity 1.4
- if difference between {冷卻.%player%::四飛閃} and now is less than 8 seconds:
- shoot an arrow from the player with velocity 1.4
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- if {技能.%player%::暗鏢連攜} is set:
- chance of {技能.%player%::暗鏢連攜}*10%:
- wait 2.15 ticks
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- shoot an arrow from the player with velocity 1.4
- wait 2.15 ticks
- if {_chancedoublestar} is set:
- chance of 20%:
- shoot an arrow from the player with velocity 1.4
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- if {_chancetribblestar} is set:
- chance of 20%:
- loop 3 times:
- shoot an arrow from the player with velocity 1.4
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- wait 2.2 ticks
- if {_bigchancedoublestar} is set:
- chance of 40%:
- shoot an arrow from the player with velocity 1.4
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- if {_doublestar} is set:
- shoot an arrow from the player with velocity 1.4
- play "ENTITY_ARROW_SHOOT" to player with volume 1 and pitch 0
- if "%uncolored lore of player's tool%" contain "武器類型: [ 火槍 ]":
- if {裝彈中.%player%} is not set:
- set {_Weapon::*} to name of player's tool split at "«"
- replace all "»" with "" in {_Weapon::2}
- set {_Weapon2::*} to {_Weapon::2} split at "/"
- set {_剩餘子彈} to {_Weapon2::1} parsed as number
- set {_補充} to "%20 - {_剩餘子彈}%" parsed as number
- if {_剩餘子彈} is 20:
- send "&6武器 >> &c彈藥已滿" to player
- stop
- if {玩家資料.%player%::子彈} is not set:
- set {玩家資料.%player%::子彈} to 0
- if {玩家資料.%player%::子彈} = 0:
- send "&6武器 >> &c彈藥不足 無法填充 請補充彈藥" to player
- stop
- set {裝彈中.%player%} to 1
- send "&6武器 >> &c彈藥裝填中 請稍後" to player
- apply slowness 3 without any particles to the player for 1 second
- loop 5 times:
- play "ENTITY_BAT_TAKEOFF" to player with volume 1 and pitch 2
- wait 4 tick
- send "%{_補充}%"
- send "%{_剩餘子彈}%"
- send "%{玩家資料.%player%::子彈}%"
- if {玩家資料.%player%::子彈} >= {_補充}:
- add {_補充} to {_剩餘子彈}
- remove {_補充} from {玩家資料.%player%::子彈}
- else if {玩家資料.%player%::子彈} < {_補充}:
- add {玩家資料.%player%::子彈} to {_剩餘子彈}
- remove {玩家資料.%player%::子彈} from {玩家資料.%player%::子彈}
- if "%uncolored lore of player's tool%" contain "武器類型: [ 火槍 ]":
- set name of player's tool to "%{_Weapon::1}%«%{_剩餘子彈}%/%{玩家資料.%player%::子彈}%»"
- delete {裝彈中.%player%}
- stop
- on right click:
- world of player isn't "miniwar"
- "%uncolored lore of player's tool%" contain "武器類型:"
- set {_lore::*} to uncolored lore of player's tool split at "||"
- loop {_lore::*}:
- if {_lore::%loop-index%} contain "等級需求 -":
- replace all "等級需求" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- if {_lore::%loop-index%} is more than {玩家資料.%player%::玩家等級}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!"
- cancel event
- stop
- if {_lore::%loop-index%} contains "[ 技能 ]":
- stop
- if {_lore::%loop-index%} contain "職業需求":
- replace all "職業需求" , ":" , "[" , "]" and " " with "" in {_lore::%loop-index%}
- if {_lore::%loop-index%} is "全職業":
- set {_useless} to 1
- else if {_lore::%loop-index%} isn't {玩家資料.%player%::玩家職業}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!" to player
- cancel event
- stop
- if {_lore::%loop-index%} contain "魔法攻擊力 -":
- replace all "魔法攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_暫時.%player%.武器魔法攻擊力} to {_lore::%loop-index%}
- if {_lore::%loop-index%} contain "物理攻擊力 -":
- replace all "物理攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_暫時.%player%.武器物理攻擊力} to {_lore::%loop-index%}
- loop 1 times:
- if "%uncolored lore of player's tool%" contain "武器類型: [ 火槍 ]":
- if {玩家資料.%player%::火槍射擊} isn't "槍神":
- if difference between {冷卻.%player%::火槍射擊} and now is more than or equal to 3 second:
- delete {冷卻.%player%::火槍射擊}
- if {冷卻.%player%::火槍射擊} is set:
- stop
- if difference between {冷卻.%player%::火槍射擊} and now is more than or equal to 0.3 second:
- delete {冷卻.%player%::火槍射擊}
- if {冷卻.%player%::火槍射擊} is set:
- stop
- if {裝彈中.%player%} is 1:
- stop
- set {冷卻.%player%::火槍射擊} to now
- set {_Weapon::*} to name of player's tool split at "«"
- replace all "»" with "" in {_Weapon::2}
- set {_Weapon2::*} to {_Weapon::2} split at "/"
- set {_剩餘子彈} to {_Weapon2::1} parsed as number
- if {_剩餘子彈} > 0:
- remove 1 from {_剩餘子彈}
- else if {_剩餘子彈} < 0:
- set {_剩餘子彈} to 0
- else if {_剩餘子彈} = 0:
- if {玩家資料.%player%::子彈} is not set:
- set {玩家資料.%player%::子彈} to 0
- if {玩家資料.%player%::子彈} = 0:
- send "&6武器 >> &c彈藥不足 無法填充 請補充彈藥" to player
- set name of player's tool to "%{_Weapon::1}%«0/0»"
- stop
- set {裝彈中.%player%} to 1
- send "&6武器 >> &c彈藥裝填中 請稍後" to player
- apply slowness 3 without any particles to the player for 1 second
- loop 5 times:
- play "ENTITY_BAT_TAKEOFF" to player with volume 1 and pitch 2
- wait 4 tick
- if {玩家資料.%player%::子彈} < 20:
- add {玩家資料.%player%::子彈} to {_剩餘子彈}
- remove {玩家資料.%player%::子彈} from {玩家資料.%player%::子彈}
- else if {玩家資料.%player%::子彈} >= 20:
- add 20 to {_剩餘子彈}
- remove 20 from {玩家資料.%player%::子彈}
- if "%uncolored lore of player's tool%" contain "武器類型: [ 火槍 ]":
- set name of player's tool to "%{_Weapon::1}%«%{_剩餘子彈}%/%{玩家資料.%player%::子彈}%»"
- delete {裝彈中.%player%}
- stop
- set name of player's tool to "%{_Weapon::1}%«%{_剩餘子彈}%/%{玩家資料.%player%::子彈}%»"
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 1
- set {_location.1} to block above player
- set {_location.2} to block 12 in front player
- add 2 to y-coordinate of {_location.2}
- set {_x.1} to x-coordinate of {_location.1}
- set {_x.2} to x-coordinate of {_location.2}
- set {_y.1} to y-coordinate of {_location.1}
- set {_y.2} to y-coordinate of {_location.2}
- set {_z.1} to z-coordinate of {_location.1}
- set {_z.2} to z-coordinate of {_location.2}
- set {_x.difference} to ({_x.2} - {_x.1}) / 10
- set {_y.difference} to ({_y.2} - {_y.1}) / 10
- set {_z.difference} to ({_z.2} - {_z.1}) / 10
- loop 10 times:
- set {_location.1} to location of {_location.1}
- drawDot count 4, particle "smoke", XYZ 0, 0, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- increase x-coordinate of {_location.1} by {_x.difference}
- increase y-coordinate of {_location.1} by {_y.difference}
- increase z-coordinate of {_location.1} by {_z.difference}
- loop entities in radius 1.1 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- set {_命中} to 1
- set {_integer} to PHY_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 10) / 100
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 2
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 2
- make player damage loop-entity by ({_PHYSICDMG}+{_暫時.%player%.武器物理攻擊力}) * ( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_PHYSICDMG}+{_暫時.%player%.武器物理攻擊力}) * {_integer}
- play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 1
- exit loop
- if {_命中} is 1:
- exit loop
- stop
- if "%uncolored lore of player's tool%" contain "武器類型: [ 重砲 ]":
- if {玩家資料.%player%::重砲手} isn't "重砲手":
- if difference between {冷卻.%player%::重砲射擊} and now is more than or equal to 5 second:
- delete {冷卻.%player%::重砲射擊}
- if {冷卻.%player%::重砲射擊} is set:
- stop
- if difference between {冷卻.%player%::重砲射擊} and now is more than or equal to 1.25 second:
- delete {冷卻.%player%::重砲射擊}
- if {冷卻.%player%::重砲射擊} is set:
- stop
- if {玩家資料.%player%::子彈} is not set:
- set {玩家資料.%player%::子彈} to 0
- if {玩家資料.%player%::子彈} = 0:
- send "&6武器 >> &c彈藥不足 無法開火 請補充彈藥" to player
- stop
- set {冷卻.%player%::重砲射擊} to now
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 0
- play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 1
- set {_location.1} to block above player
- set {_距離} to 12+round({技能.%player%::重砲精通}/2)
- set {_距離} to {_距離} parsed as integer
- set {_距離2} to round({_距離}*2/3)
- set {_location.2} to block {_距離} in front player
- add 2 to y-coordinate of {_location.2}
- set {_x.1} to x-coordinate of {_location.1}
- set {_x.2} to x-coordinate of {_location.2}
- set {_y.1} to y-coordinate of {_location.1}
- set {_y.2} to y-coordinate of {_location.2}
- set {_z.1} to z-coordinate of {_location.1}
- set {_z.2} to z-coordinate of {_location.2}
- set {_x.difference} to ({_x.2} - {_x.1}) / {_距離2}
- set {_y.difference} to ({_y.2} - {_y.1}) / {_距離2}
- set {_z.difference} to ({_z.2} - {_z.1}) / {_距離2}
- set {_命中} to 0
- add player to {_命中::*}
- loop {_距離2} times:
- set {_location.1} to location of {_location.1}
- drawDot count 1, particle "flame", XYZ 0.25, 0.25, 0.25, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 1, particle "flame", XYZ -0.25, 0.25, 0.25, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 1, particle "flame", XYZ 0.25, 0.25, -0.25, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 1, particle "flame", XYZ -0.25, 0.25, -0.25, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 6, particle "smoke", XYZ 0, 0, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- increase x-coordinate of {_location.1} by {_x.difference}
- increase y-coordinate of {_location.1} by {_y.difference}
- increase z-coordinate of {_location.1} by {_z.difference}
- loop entities in radius 2 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- if {_命中::*} do not contain loop-entity:
- add 1 to {_命中}
- add loop-entity to {_命中::*}
- set {_integer} to PHY_DMG(loop-entity)
- set {_幾率.%player%} to ({玩家資料.%player%::爆擊率} + 10) / 100
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 2
- Chance of {_幾率.%player%}:
- set {_boom.damage} to {玩家資料.%player%::爆擊傷害} + 2
- make player damage loop-entity by ({_PHYSICDMG}+{_暫時.%player%.武器物理攻擊力}) * ( 1.05 + {_boom.damage} / 100) * {_integer} * ((10.5-{_命中}*0.5)/10)
- play "ENTITY_ENDERDRAGON_HURT" to player with volume 1 and pitch 1
- else:
- make player damage loop-entity by ({_PHYSICDMG}+{_暫時.%player%.武器物理攻擊力}) * {_integer}
- play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 0
- if {_命中} is 5:
- stop
- wait 1 tick
- on inventory click:
- if {玩家資料.%player%::玩家職業} is "槍神":
- if {裝彈中.%player%} is set:
- send "&6武器 >> &c彈藥裝填中 無法切換" to player
- cancel event
- on hotbar switch:
- if {玩家資料.%player%::玩家職業} is "槍神":
- if {裝彈中.%player%} is set:
- send "&6武器 >> &c彈藥裝填中 無法切換" to player
- cancel event
- on right click:
- name of player's tool is "&6彈夾":
- remove 1 of player's tool from player's tool
- add 100 to {玩家資料.%player%::子彈}
- send "你獲得了 100 個子彈"
- command /裝彈:
- trigger:
- player is an OP:
- give 1 of dye:8 named "&6彈夾" with lore "&7右鍵獲得100發子彈" to player
- on quit:
- if {玩家資料.%player%::玩家職業} is "槍神":
- delete {裝彈中.%player%}
- on damage:
- world of shooter isn't "miniwar"
- if shooter is player:
- if projectile is an arrow:
- set {_STRATK} to {玩家資料.%shooter%::力量} * 0.5
- set {_DEXATK} to {玩家資料.%shooter%::敏捷} * 0.7
- set {_INTATK} to {玩家資料.%shooter%::智慧} * 0.6
- set {_LUKATK} to {玩家資料.%shooter%::幸運} * 0.4
- set {_PHYSICDMG} to {玩家資料.%shooter%::物理攻擊力}
- set {_MAGICDMG} to {玩家資料.%shooter%::魔法攻擊力}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 0:
- add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 1:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 2:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 3:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
- set {_check} to {玩家資料.%shooter%::最大血量}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 0:
- add ({玩家資料.%shooter%::力量} * 5) to {_check}
- add ({玩家資料.%shooter%::智慧} * 4) to {_check}
- add ({玩家資料.%shooter%::敏捷} * 3) to {_check}
- add ({玩家資料.%shooter%::幸運} * 2) to {_check}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 1:
- add ({玩家資料.%shooter%::力量} * 5)*1.25 to {_check}
- add ({玩家資料.%shooter%::智慧} * 4)*1.25 to {_check}
- add ({玩家資料.%shooter%::敏捷} * 3)*1.25 to {_check}
- add ({玩家資料.%shooter%::幸運} * 2)*1.25 to {_check}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 2:
- add ({玩家資料.%shooter%::力量} * 5)*1.5 to {_check}
- add ({玩家資料.%shooter%::智慧} * 4)*1.5 to {_check}
- add ({玩家資料.%shooter%::敏捷} * 3)*1.5 to {_check}
- add ({玩家資料.%shooter%::幸運} * 2)*1.5 to {_check}
- if {幾轉職業::%{玩家資料.%shooter%::玩家職業}%} is 3:
- add ({玩家資料.%shooter%::力量} * 5)*2 to {_check}
- add ({玩家資料.%shooter%::智慧} * 4)*2 to {_check}
- add ({玩家資料.%shooter%::敏捷} * 3)*2 to {_check}
- add ({玩家資料.%shooter%::幸運} * 2)*2 to {_check}
- if {冷卻.%shooter%::暴風神射} is set:
- set {_PHYSICDMG} to {_PHYSICDMG}*1.75
- set {_lore::*} to uncolored lore of shooter's tool split at "||"
- set {_integer} to PHY_DMG(victim)
- set {_幾率.%shooter%} to ({玩家資料.%shooter%::爆擊率} + 10) / 100
- loop {_lore::*}:
- if {_lore::%loop-index%} contain "等級需求 -":
- replace all "等級需求" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- if {_lore::%loop-index%} is more than {玩家資料.%shooter%::玩家等級}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!"
- cancel event
- stop
- if {_lore::%loop-index%} contain "職業需求":
- replace all "職業需求" , ":" , "[" , "]" and " " with "" in {_lore::%loop-index%}
- if {_lore::%loop-index%} is "全職業":
- set {_useless} to 1
- else if {_lore::%loop-index%} isn't {玩家資料.%shooter%::玩家職業}:
- send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!" to shooter
- cancel event
- stop
- if {_lore::%loop-index%} contain "物理攻擊力 -":
- replace all "物理攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_武器物理攻擊力} to {_lore::%loop-index%}
- Chance of {_幾率.%shooter%}:
- set {_boom.damage} to {玩家資料.%shooter%::爆擊傷害} + 2
- set damage to ({_PHYSICDMG}+{_武器物理攻擊力}) * 0.5 *( 1.05 + {_boom.damage} / 100) * {_integer}
- play "ENTITY_ENDERDRAGON_HURT" to shooter with volume 1 and pitch 1
- else:
- set damage to ({_PHYSICDMG}+{_武器物理攻擊力}) * 0.5 * {_integer}
- # if difference between {冷卻.%attacker%::魔力值恢復} and now is more than or equal to 1 second:
- # delete {冷卻.%attacker%::魔力值恢復}
- # if {冷卻.%attacker%::魔力值恢復} is set:
- # stop
- # add {玩家資料.%attacker%::魔量吸收量} to {玩家魔力值.%attacker%}
- # set {_math} to 0.99 * {玩家魔力值.%attacker%} / {玩家資料.%attacker%::魔力值}
- # if {_math} is more than or equal to 1:
- # set {_math} to 0.99
- # set {玩家魔力值.%attacker%} to {玩家資料.%attacker%::魔力值}
- # set level progress of the attacker to {_math}
- # set attacker's level to {玩家魔力值.%attacker%}
- # set {冷卻.%attacker%::魔力值恢復} to now
- command /testcd:
- trigger:
- loop all players:
- if {冷卻.%loop-player%::*} is set:
- loop {冷卻.%loop-player%::*}:
- add 1 to {_cdlist.%loop-player%}
- send "%loop-player% %{_cdlist.%loop-player%}%" to player
Advertisement
Add Comment
Please, Sign In to add comment