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- on respawn:
- set the maximum health of the player to 10 + {hp::%player%} * 0.5
- on damage:
- victim is player:
- damage is caused by attack:
- set damage to damage - {vit::%victim%} * 0.5 - attacker's armor value
- command /exp [<numbers>]:
- permission: op
- trigger:
- add arg 1 to {exp::%player%}
- command /exp1:
- permission: op
- trigger:
- send "%{exp::%player%}%" to player
- send "%{lv::%player%}%" to player
- command /reset <player>:
- permission: op
- trigger:
- set {exp::%player%} to 0
- set {exp1::%player%} to 0
- set {lv::%player%} to 0
- set {sp::%player%} to 0
- set {sp1::%player%} to 0
- set {hp::%player%} to 0
- set {str::%player%} to 0
- set {vit::%player%} to 0
- command /resetjob <player>:
- permission: op
- trigger:
- set {job1::%player%} to 0
- every second in "world":
- loop all players:
- if {exp::%loop-player%} <= 26019:
- set {exp1::%loop-player%} to {lv::%loop-player%} ^ 3 * 6 * 0.5 + {lv::%loop-player%}
- add 1 to {lv::%loop-player%} if {exp::%loop-player%} > {exp1::%loop-player%}
- if {exp::%loop-player%} >= 26020:
- set {exp1::%loop-player%} to 26020
- set {exp::%loop-player%} to 26020
- set {lv::%loop-player%} to 20
- on damage:
- if victim's health / victim's max health * 100 >= 100:
- set action bar of attacker to "&f&l(&a&l||||||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 95:
- if victim's health / victim's max health * 100 < 100:
- set action bar of attacker to "&f&l(&a&l||||||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 90:
- if victim's health / victim's max health * 100 < 95:
- set action bar of attacker to "&f&l(&a&l|||||||||||||||||||&c&l|&f&l)"
- if victim's health / victim's max health * 100 >= 85:
- if victim's health / victim's max health * 100 < 90:
- set action bar of attacker to "&f&l(&a&l||||||||||||||||||&c&l||&f&l)"
- if victim's health / victim's max health * 100 >= 80:
- if victim's health / victim's max health * 100 < 85:
- set action bar of attacker to "&f&l(&a&l|||||||||||||||||&c&l|||&f&l)"
- if victim's health / victim's max health * 100 >= 80:
- if victim's health / victim's max health * 100 < 85:
- set action bar of attacker to "&f&l(&a&l||||||||||||||||&c&l||||&f&l)"
- if victim's health / victim's max health * 100 >= 75:
- if victim's health / victim's max health * 100 < 80:
- set action bar of attacker to "&f&l(&a&l|||||||||||||||&c&l|||||&f&l)"
- if victim's health / victim's max health * 100 >= 70:
- if victim's health / victim's max health * 100 < 75:
- set action bar of attacker to "&f&l(&a&l||||||||||||||&c&l||||||&f&l)"
- if victim's health / victim's max health * 100 >= 70:
- if victim's health / victim's max health * 100 < 75:
- set action bar of attacker to "&f&l(&a&l|||||||||||||&c&l|||||||&f&l)"
- if victim's health / victim's max health * 100 >= 65:
- if victim's health / victim's max health * 100 < 70:
- set action bar of attacker to "&f&l(&a&l||||||||||||&c&l||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 60:
- if victim's health / victim's max health * 100 < 65:
- set action bar of attacker to "&f&l(&a&l|||||||||||&c&l|||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 55:
- if victim's health / victim's max health * 100 < 60:
- set action bar of attacker to "&f&l(&a&l||||||||||&c&l||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 50:
- if victim's health / victim's max health * 100 < 55:
- set action bar of attacker to "&f&l(&a&l|||||||||&c&l|||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 45:
- if victim's health / victim's max health * 100 < 50:
- set action bar of attacker to "&f&l(&a&l||||||||&c&l||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 40:
- if victim's health / victim's max health * 100 < 45:
- set action bar of attacker to "&f&l(&a&l|||||||&c&l|||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 35:
- if victim's health / victim's max health * 100 < 40:
- set action bar of attacker to "&f&l(&a&l||||||&c&l||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 30:
- if victim's health / victim's max health * 100 < 35:
- set action bar of attacker to "&f&l(&a&l|||||&c&l|||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 25:
- if victim's health / victim's max health * 100 < 30:
- set action bar of attacker to "&f&l(&a&l||||&c&l||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 20:
- if victim's health / victim's max health * 100 < 25:
- set action bar of attacker to "&f&l(&a&l|||&c&l|||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 15:
- if victim's health / victim's max health * 100 < 20:
- set action bar of attacker to "&f&l(&a&l||&c&l||||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 10:
- if victim's health / victim's max health * 100 < 15:
- set action bar of attacker to "&f&l(&a&l|&c&l|||||||||||||||||||&f&l)"
- if victim's health / victim's max health * 100 >= 5:
- if victim's health / victim's max health * 100 < 10:
- set action bar of attacker to "&f&l(&c&l||||||||||||||||||||&f&l)"
- on death:
- set action bar of attacker to "&f&l(&c&l||||||||||||||||||||&f&l)"
- command /str:
- trigger:
- if {sp::%player%} >= 1:
- add 1 to {str::%player%}
- remove 1 from {sp::%player%}
- send "&a&lSTRのステータスを上昇しました!" to player
- if {sp::%player%} = 0:
- send "&c&lSPが足りません!" to player
- command /vit:
- trigger:
- if {sp::%player%} >= 1:
- add 1 to {vit::%player%}
- remove 1 from {sp::%player%}
- send "&a&lVITのステータスを上昇しました!" to player
- if {sp::%player%} = 0:
- send "&c&lSPが足りません!" to player
- command /hp:
- trigger:
- if {sp::%player%} >= 1:
- add 1 to {hp::%player%}
- remove 1 from {sp::%player%}
- send "&a&lHPのステータスを上昇しました!" to player
- set the maximum health of the player to 10 + {hp::%player%} * 0.5
- if {sp::%player%} = 0:
- send "&c&lSPが足りません!" to player
- command /status:
- trigger:
- send "&d&lHP:%{hp::%player%}%" to player
- send "&c&lSTR:%{str::%player%}%" to player
- send "&b&lVIT:%{vit::%player%}%" to player
- on join:
- add 0 to {hp::%player%}
- add 0 to {vit::%player%}
- add 0 to {str::%player%}
- add 0 to {reido::%player%}
- every second in "world":
- add 1 to {nannid}
- if {nannid} = 990:
- broadcast "&cあと10秒でピースフルになります!"
- if {nannid} = 995:
- broadcast "&cあと5秒でピースフルになります!"
- if {nannid} = 996:
- broadcast "&cあと4秒でピースフルになります!"
- if {nannid} = 997:
- broadcast "&cあと3秒でピースフルになります!"
- if {nannid} = 998:
- broadcast "&cあと2秒でピースフルになります!"
- if {nannid} = 999:
- broadcast "&cあと1秒でピースフルになります!"
- if {nannid} = 1000:
- set the difficulty of "world" to peaceful
- broadcast "&aモンスターの増えすぎを抑制するために一時的にピースフルになりました!この処理は1000秒ごとに行われます!"
- command "/setblock 2000 6 1064 wooden_button 5"
- if {nannid} = 1001:
- set the difficulty of "world" to normal
- set {nannid} to 1
- command /psps :
- permission: op
- trigger:
- send "現在進行時間%{nannid}%" to player
- command /job:
- permission: op
- trigger:
- send "%{job::%player%}%" to player
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