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- #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"
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