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- #スニーク右クリ
- 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"
- message "浄天!" to attacker and victim
- stop
- loop living entities in radius 3 of player:
- loop-entity is target entity
- set {Slash.%player%.lastused} to now
- message "足払い!" 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
- #空中にいる敵を叩き落とす
- on damage:
- attacker's tool is iron sword
- the block below victim is air
- make fake explosion at victim
- push victim downwards at speed 10
- increase damage by 2 * (1+{combo.%attacker%}/4)
- message "流星斬!" to attacker and victim
- if {combo.%attacker%} is more than 0:
- message "<light aqua>Combo!! +%{combo.%attacker%}% %damage%damage!" to attacker
- message "<pink>Combo!! +%{combo.%attacker%}%" to victim
- set {combo.%attacker%} to {combo.%attacker%} + 1
- set {_combo} to {combo.%attacker%}
- wait 30 ticks
- if {_combo} is {combo.%attacker%}:
- set {combo.%attacker%} to 0
- #ダッシュ中に右クリ
- on rightclick holding iron sword:
- player is sprinting
- loop living entities in radius 3 around the block 4 meter infront of the player:
- loop-entity is not player
- wait a tick
- create fake fake lightning at loop-entity
- set {_target} to location of loop-entity to vector
- set {_player} to location of player to vector
- set {_vector} to vector {_target} - {_player}
- set velocity of player to {_vector}
- set {_damage} to health of loop-entity
- set {_damage} to {_damage} *1/4
- damage loop-entity by {_damage}+2
- message "刀破斬!" to attacker and victim
- stop
- #2段ジャンプ中にスニーク左クリ
- on leftclick holding iron sword:
- block 2 meters below player is air
- player is sneaking
- loop living entities in radius 15 of player:
- loop-entity is target entity
- damage loop-entity by 3
- play "entity_player_attack_sweep" to player at volume 10
- set {_target} to location of loop-entity to vector
- set {_player} to location of player to vector
- set {_vector} to vector {_target} - {_player}
- set {_vector} to vector {_vector} * 10
- set velocity of player to {_vector}
- wait a tick
- play "entity_player_attack_sweep" to player at volume 10
- message "竜牙剣!" to attacker and victim
- #通常攻撃コンボゲージシステム
- on damage:
- attacker is holding iron sword
- if {combo.%attacker%} is more than 0:
- set damage to damage * (1+{combo.%attacker%}/4)
- message "<light aqua>Combo!! +%{combo.%attacker%}% %damage%damage!" to attacker
- message "<pink>Combo!! +%{combo.%attacker%}%" to victim
- set {combo.%attacker%} to {combo.%attacker%} + 1
- set {_combo} to {combo.%attacker%}
- wait 15 ticks
- if {_combo} is {combo.%attacker%}:
- set {combo.%attacker%} to 0
- #コンボフィニッシュ技(コンボが4発目または5発目の時に発動)
- on rightclick holding iron sword:
- player is not sneaking
- if {combo.%player%} is 3 or 4:
- set {_damage} to 1 * (1+{combo.%player%}/4)
- set {_combo} to {combo.%player%}
- set {combo.%player%} to 0
- wait a tick
- create a tornado effect at the block 2 below the player with id "Smash" with tornado particle cloud and cloud particle CRIT set radius 5 and max height 1
- loop living entities in radius 5 of player:
- loop-entity is not player
- play "entity_player_attack_sweep" to player at volume 10
- set {_damage.%loop-entity%} to max health of loop-entity * 1/3 * {_damage}
- damage loop-entity by {_damage.%loop-entity%}
- message "<light aqua>Combo!! +%{_combo}% %{_damage.%loop-entity%}%damage to %loop-entity%!" to player
- message "<pink>Combo!! +%{_combo}%" to loop-entity
- push player forward at speed 2
- play "entity_player_attack_sweep" to player at volume 10
- wait a tick
- stop effect "Smash"
- message "五連斬!" to attacker and victim
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