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- on rightclick holding wood hoe:
- player's tool is enchanted with Unbreaking 100
- the block below the player is not air
- set {effect.phrea.%player%} to "HugeExplosion"
- if {T.%player%} is not alive:
- broadcast "<pink>ターゲットがいません"
- stop
- if level of player is more than 100:
- set {_cooldown} to difference between {Phrea.%player%.lastused} and now
- if {_cooldown} is less than 100 seconds:
- play "entity_ghast_shoot" to players at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 30 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "Failed"
- stop
- play "item_elytra_flying" to players at volume 5
- set {casting.%player%} to true
- apply speed 5 to the player for 3 seconds
- apply night vision 1 to the player for 5 seconds
- execute console command "/effect %player% 25 3 0 0"
- create a circle effect at player with id "Fire1" with particles flame with radius 1
- wait 20 ticks
- create a circle effect at player with id "Fire2" with particles flame with radius 2
- wait 20 ticks
- create a circle effect at player with id "Fire3" with particles flame with radius 3
- wait 20 ticks
- if {casting.%player%} is false:
- stop effect "Fire"
- stop
- set {casting.%player%} to false
- reduce level progress of player by 100
- wait a tick
- set {Phrea.%player%.lastused} to now
- create fake explosion at the player
- shoot a small fire ball at speed 1 upwards
- ignite the shot projectile
- stop effect "Fire1"
- stop effect "Fire2"
- stop effect "Fire3"
- wait 20 ticks
- loop 300 times:
- if {T.%player%} is not alive:
- stop
- set {_t.%player%} to location of {T.%player%} to vector
- set {_p.%player%} to location of shot projectile to vector
- set {_v.%player%} to vector {_t.%player%} - {_p.%player%}
- set {_v.%player%} to vector {_v.%player%} normalized * 0.5
- set velocity of shot projectile to {_v.%player%}
- wait a tick
- 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 "<pink>このスキルには100Lv以上のXPが必要です!"
- wait 20 tick
- stop effect "Failed"
- #被弾時のダメージ処理&ターゲッティング
- on damage:
- projectile is small fire ball
- attacker's tool is wood hoe
- if {effect.phrea.%attacker%} is "Target":
- damage victim by 1 hearts
- create safe explosion of force 1 at victim
- set {T.%attacker%} to victim
- wait a tick
- delete {effect.phrea.%attacker%}
- if {effect.phrea.%attacker%} is "HugeExplosion":
- damage victim by 20 hearts
- create safe explosion of force 7 at victim
- if {effect.phrea.%attacker%} is "SmallExplosion":
- damage victim by 2 hearts
- create safe explosion of force 1 at victim
- delete {effect.phrea.%attacker%}
- else:
- message "<pink>[ERROR!!] {effect.phrea.%attacker%} = %{effect.phrea.%attacker%}%"
- on projectile hit:
- projectile is small fire ball
- if {effect.phrea.%shooter%} is "HugeExplosion":
- wait 20 tick
- loop all blocks in radius 3 around event-location:
- loop-block is air
- chance of 8%:
- create a safe explosion of force 5 at loop-block
- wait 10 tick
- chance of 3%:
- create a safe explosion of force 10 at loop-block
- wait 10 tick
- delete {effect.phrea.%shooter%}
- if {effect.phrea.%shooter%} is "Target":
- create safe explosion of force 1 at event-location
- delete {effect.phrea.%shooter%}
- if {effect.phrea.%shooter%} is "SmallExplosion":
- create safe explosion of force 2 at event-location
- delete {effect.phrea.%shooter%}
- else:
- message "<pink>[ERROR!!] {effect.phrea.%shooter%} = %{effect.phrea.%shooter%}%"
- on damage:
- victim is player
- if {casting.%victim%} is true:
- set {casting.%victim%} to false
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