henry900326

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Sep 19th, 2018
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  1. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  2. # [ Options 選項 ]
  3. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  4. Options:
  5. Tag: &6技能 &c&l>>
  6.  
  7. #[ 死亡冰結 ]
  8. 死亡冰結.CD: 5
  9. 死亡冰結.MP: 120
  10. 死亡冰結.Max: 5
  11.  
  12. #[ 電光連擊 ]
  13. 電光連擊.CD: 3
  14. 電光連擊.MP: 110
  15. 電光連擊.Max: 5
  16.  
  17. #[ 絕對零度 ]
  18. 絕對零度.CD: 16
  19. 絕對零度.MP: 400
  20. 絕對零度.Max: 10
  21.  
  22. #[ 雷神降臨 ]
  23. 雷神降臨.CD: 16
  24. 雷神降臨.MP: 350
  25. 雷神降臨.Max: 5
  26.  
  27. #[ 遠古法術精通 ]
  28. 遠古法術精通.Max: 10
  29.  
  30. #[ 魔力湧動 ]
  31. 魔力湧動.CD: 60
  32. 魔力湧動.受益時間: 60
  33. 魔力湧動.MP: 350
  34. 魔力湧動.Max: 5
  35.  
  36.  
  37.  
  38.  
  39. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  40. # [ Function 函式 ]
  41. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  42. Function 冰雷魔導skill(P:player):
  43. set slot 4 of {_P}'s current inventory to 1 of diamond hoe with no nbt named "&e冰雷魔導" with lore "&f《&e剩餘技能點&f: &6%{玩家資料.%{_P}%::剩餘技能點}% &f》"
  44. set slot 19 of {_P}'s current inventory to glowing prismarine shard named "&c死亡冰結" with lore "&e技能介紹:||&f凝聚魔力產生一個冰晶魔法球向前推進||&f對路徑上敵人造成重複傷害||&c最多可造成10次傷害||&e單次傷害量: &f(魔法攻擊力)*%(800+200*{技能.%{_P}%::死亡冰結})%%%||&e推進範圍: &f15格||&e冷卻時間: &f5秒||&e魔力消耗量: &b120MP||&e技能類型: &c主動技能"
  45. if {技能.%{_P}%::死亡冰結} >= 5:
  46. set slot 28 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰結}%/5" with lore "&c等級已滿 無法升級"
  47. else if {技能.%{_P}%::死亡冰結} >= 0:
  48. set slot 28 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰結}%/5" with lore "&a點此升級死亡冰結"
  49. set slot 20 of {_P}'s current inventory to glowing blaze rod named "&c電光連擊" with lore "&e技能介紹:||&f向前方射擊一發雷電造成單體傷害||&f並有一定機率將傷害連鎖至目標周圍敵人||&f最多連鎖攻擊5次||&f連鎖攻擊傷害會逐次遞減至最低50%%||&e傷害量: &f(魔法攻擊力)*%(1000+150*{技能.%{_P}%::電光連擊})%%%||&e攻擊範圍: &f8格||&e連鎖範圍: &f6格||&e冷卻時間: &f3秒||&e魔力消耗量: &b110MP||&e技能類型: &c主動技能"
  50. if {技能.%{_P}%::電光連擊} >= 5:
  51. set slot 29 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&c等級已滿 無法升級"
  52. else if {技能.%{_P}%::電光連擊} >= 0:
  53. set slot 29 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&a點此升級電光連擊"
  54. set slot 21 of {_P}'s current inventory to glowing packed ice named "&c絕對零度" with lore "&e技能介紹:||&f使用強大魔力強制降低周圍溫度||&f造成巨大的魔法傷害||&f並給予範圍內敵人緩速效果7秒||&e傷害量: &f(魔法攻擊力)*%(2000+200*{技能.%{_P}%::絕對零度})%%%||&e攻擊範圍: &f15格||&e冷卻時間: &f16秒||&e魔力消耗量: &b400MP||&e技能類型: &c主動技能"
  55. if {技能.%{_P}%::絕對零度} >= 10:
  56. set slot 30 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&c等級已滿 無法升級"
  57. else if {技能.%{_P}%::絕對零度} >= 0:
  58. set slot 30 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&a點此升級絕對零度"
  59. set slot 23 of {_P}'s current inventory to glowing totem of undying named "&a雷神降臨" with lore "&e技能介紹:||&f詠唱遠古咒文喚醒雷神的力量||&f對周圍敵人造成大量傷害||&f並給予持續傷害6秒||&e傷害量: &f(魔法攻擊力)*%(1750+250*{技能.%{_P}%::雷神降臨})%%%||&e持續傷害量: &f(魔法攻擊力)*%(100+20*{技能.%{_P}%::雷神降臨})%%%||&e攻擊範圍: &f10格||&e冷卻時間: &f16秒||&e魔力消耗量: &b350MP||&e技能類型: &c主動技能"
  60. if {技能.%{_P}%::雷神降臨} >= 5:
  61. set slot 32 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::雷神降臨}%/5" with lore "&c等級已滿 無法升級"
  62. else if {技能.%{_P}%::雷神降臨} >= 0:
  63. set slot 32 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::雷神降臨}%/5" with lore "&a點此升級雷神降臨"
  64. set slot 24 of {_P}'s current inventory to glowing enchanted book named "&a遠古法術精通" with lore "&e技能介紹:||&f精通多項古老的神祕法術||&f每級提升40點最大MP,25點魔法攻擊力,3點魔量恢復量||&e最大MP提升量: &f%40*{技能.%{_P}%::遠古法術精通}%||&e魔法攻擊力提升量: &f%25*{技能.%{_P}%::遠古法術精通}%||&e魔量恢復量提升量: &f%3*{技能.%{_P}%::遠古法術精通}%||&e技能類型: &a被動技能"
  65. if {技能.%{_P}%::遠古法術精通} >= 10:
  66. set slot 33 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&c等級已滿 無法升級"
  67. else if {技能.%{_P}%::遠古法術精通} >= 0:
  68. set slot 33 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&a點此升級遠古法術精通"
  69. set slot 25 of {_P}'s current inventory to glowing dye:12 named "&5魔力湧動" with lore "&e技能介紹:||&f激發出自身的所有魔力與大自然共鳴||&f效果期間提升魔量恢復量與魔法攻擊力||&e魔量恢復量提升量: &f%10*{技能.%{_P}%::魔力湧動}%||&e魔法攻擊力提升量: &f%40*{技能.%{_P}%::魔力湧動}%||&e持續時間: &f60秒||&e冷卻時間: &f60秒||&e魔力消耗量: &b350MP||&e技能類型: &a主動技能"
  70. if {技能.%{_P}%::魔力湧動} >= 5:
  71. set slot 34 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&c等級已滿 無法升級"
  72. else if {技能.%{_P}%::魔力湧動} >= 0:
  73. set slot 34 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&a點此升級魔力湧動"
  74.  
  75. Function SkillLevelUp(P:player, S:text, M:number):
  76. if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
  77. {技能.%{_P}%::%{_S}%} < {_M}
  78. {技能.%{_P}%::%{_S}%} >= 0
  79. remove 1 from {玩家資料.%{_P}%::剩餘技能點}
  80. add 1 to {技能.%{_P}%::%{_S}%}
  81. else:
  82. send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
  83.  
  84. Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
  85. set {_Skill} to uncolored {_S}
  86. if {技能.%{_P}%::%{_Skill}%} <= 0:
  87. send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
  88. return false
  89. stop
  90. if {技能.%{_P}%::%{_Skill}%} > {_Max}:
  91. send "{@Tag} &c&l注意! 你的技能等級出現錯誤! 請盡速尋求管理員協助!" to {_P}
  92. return false
  93. stop
  94. set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
  95. replace "seconds" and "second" and " " with "" in {_冷卻}
  96. set {_冷卻} to {_冷卻} parsed as number
  97. set {_CD} to {_CD} parsed as number
  98. if {_冷卻} is less than {_CD}:
  99. set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
  100. replace "seconds" and "second" and " " with "" in {_冷卻}
  101. send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
  102. return false
  103. stop
  104. if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
  105. remove {_MP} from {玩家魔力值.%{_P}%}
  106. set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
  107. if {_math} is more than or equal to 1:
  108. set {_math} to 0.99
  109. set level progress of {_P} to {_math}
  110. set {_P}'s level to {玩家魔力值.%{_P}%}
  111. send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
  112. else:
  113. send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
  114. return false
  115. stop
  116. return true
  117.  
  118.  
  119. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  120. # [ SkillGui 技能介面 ]
  121. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  122. command /skill4C:
  123. trigger:
  124. if {玩家資料.%player%::玩家職業} is set:
  125. set {技能.%player%::死亡冰結} to {技能.%player%::死亡冰結} parsed as number
  126. set {技能.%player%::電光連擊} to {技能.%player%::電光連擊} parsed as number
  127. set {技能.%player%::絕對零度} to {技能.%player%::絕對零度} parsed as number
  128. set {技能.%player%::雷神降臨} to {技能.%player%::雷神降臨} parsed as number
  129. set {技能.%player%::遠古法術精通} to {技能.%player%::遠古法術精通} parsed as number
  130. set {技能.%player%::魔力湧動} to {技能.%player%::魔力湧動} parsed as number
  131. open chest with 5 rows named "&c&l冰雷魔導[3轉] &6&l技能介面" to player
  132. wait 1 ticks
  133. loop 2 times:
  134. set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  135. set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
  136. set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
  137. loop 6 times:
  138. set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  139. set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  140. loop 7 times:
  141. set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
  142. set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  143. 冰雷魔導skill(player)
  144.  
  145. on inventory click:
  146. name of player's current inventory contains "冰雷魔導[3轉]":
  147. cancel event
  148. if lore of item contains "&a點此升級死亡冰結":
  149. SkillLevelUp(player,"死亡冰結",{@死亡冰結.Max})
  150. if lore of item contains "&a點此升級電光連擊":
  151. SkillLevelUp(player,"電光連擊",{@電光連擊.Max})
  152. if lore of item contains "&a點此升級絕對零度":
  153. SkillLevelUp(player,"絕對零度",{@絕對零度.Max})
  154. if lore of item contains "&a點此升級雷神降臨":
  155. SkillLevelUp(player,"雷神降臨",{@雷神降臨.Max})
  156. if lore of item contains "&a點此升級遠古法術精通":
  157. if {玩家資料.%player%::剩餘技能點} is larger than 0:
  158. SkillLevelUp(player,"遠古法術精通",{@遠古法術精通.Max})
  159. add 40 to {玩家資料.%player%::魔力值}
  160. add 25 to {玩家資料.%player%::魔法攻擊力}
  161. add 3 to {玩家資料.%player%::魔量恢復量}
  162. if lore of item contains "&a點此升級魔力湧動":
  163. SkillLevelUp(player,"魔力湧動",{@魔力湧動.Max})
  164. 冰雷魔導skill(player)
  165.  
  166.  
  167. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  168. # [ Skill 技能 ]
  169. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  170. on right click:
  171. {玩家資料.%player%::玩家職業} is "冰雷魔導"
  172. set {_STRATK} to {玩家資料.%player%::力量} * 0.5
  173. set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
  174. set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
  175. set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
  176. set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
  177. set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
  178. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  179. add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
  180. add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
  181. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  182. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
  183. add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
  184. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  185. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
  186. add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
  187. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  188. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
  189. add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
  190. set {_check} to {玩家資料.%player%::最大血量}
  191. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  192. add ({玩家資料.%player%::力量} * 5) to {_check}
  193. add ({玩家資料.%player%::智慧} * 4) to {_check}
  194. add ({玩家資料.%player%::敏捷} * 3) to {_check}
  195. add ({玩家資料.%player%::幸運} * 2) to {_check}
  196. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  197. add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
  198. add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
  199. add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
  200. add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
  201. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  202. add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
  203. add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
  204. add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
  205. add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
  206. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  207. add ({玩家資料.%player%::力量} * 5)*2 to {_check}
  208. add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
  209. add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
  210. add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
  211. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  212. #[ 死亡冰結 ]
  213. if uncolored name of player's tool contains "死亡冰結":
  214. if Skill(player, "&c死亡冰結", {@死亡冰結.Max}, {@死亡冰結.CD}, {@死亡冰結.MP}) is true:
  215. set {冷卻.%player%::死亡冰結} to now
  216. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 2
  217. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 1
  218. set {_location.1} to location at player
  219. increase y-coordinate of {_location.1} by 1
  220. set {_location.2} to block 15 horizontally in front and 0.4 up player
  221. set {_x.1} to x-coordinate of {_location.1}
  222. set {_x.2} to x-coordinate of {_location.2}
  223. set {_y.1} to y-coordinate of {_location.1}
  224. set {_y.2} to y-coordinate of {_location.2}
  225. set {_z.1} to z-coordinate of {_location.1}
  226. set {_z.2} to z-coordinate of {_location.2}
  227. set {_x.difference} to ({_x.2} - {_x.1}) / 10
  228. set {_y.difference} to ({_y.2} - {_y.1}) / 10
  229. set {_z.difference} to ({_z.2} - {_z.1}) / 10
  230. loop 10 times:
  231. set {_location.1} to location of {_location.1}
  232. increase x-coordinate of {_location.1} by {_x.difference}
  233. increase y-coordinate of {_location.1} by {_y.difference}
  234. increase z-coordinate of {_location.1} by {_z.difference}
  235. drawSphere style 1, particle "redstone", RGB 150, 202, 202, center {_location.1}, id "死亡冰結1%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  236. drawSphere style 1, particle "redstone", RGB 128, 255, 255, center {_location.1}, id "死亡冰結2%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  237. drawSphere style 1, particle "critmagic", XYZ 0.6, 0.6, 0.6, center {_location.1}, id "死亡冰結3%player%", rainbowMode false, radius 1.5, density 15, visibleRange 32, pulseDelay 1
  238. drawSphere style 1, particle "cloud", XYZ 0.15, 0.15, 0.15, center {_location.1}, id "死亡冰結4%player%", rainbowMode false, radius 1.5, density 3, visibleRange 32, pulseDelay 1
  239. loop entities in radius 2.25 around block at location of {_location.1}:
  240. if loop-entity isn't a player or a dropped item:
  241. make player damage loop-entity by ({_MAGICDMG})*(8+2*{技能.%player%::死亡冰結})
  242. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 0
  243. wait 9 tick
  244. stopEffect "死亡冰結1%player%"
  245. stopEffect "死亡冰結2%player%"
  246. stopEffect "死亡冰結3%player%"
  247. stopEffect "死亡冰結4%player%"
  248. stop
  249.  
  250.  
  251.  
  252. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  253. #[ 電光連擊 ]
  254. if uncolored name of player's tool contains "電光連擊":
  255. if Skill(player, "&c電光連擊", {@電光連擊.Max}, {@電光連擊.CD}, {@電光連擊.MP}) is true:
  256. set {冷卻.%player%::電光連擊} to now
  257. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
  258. set {_location.1} to location at player
  259. increase y-coordinate of {_location.1} by 1
  260. set {_location.2} to block 8 in front player
  261. set {_x.1} to x-coordinate of {_location.1}
  262. set {_x.2} to x-coordinate of {_location.2}
  263. set {_y.1} to y-coordinate of {_location.1}
  264. set {_y.2} to y-coordinate of {_location.2}
  265. set {_z.1} to z-coordinate of {_location.1}
  266. set {_z.2} to z-coordinate of {_location.2}
  267. set {_x.difference} to ({_x.2} - {_x.1}) / 16
  268. set {_y.difference} to ({_y.2} - {_y.1}) / 16
  269. set {_z.difference} to ({_z.2} - {_z.1}) / 16
  270. add player to {_連鎖攻擊::*}
  271. loop 16 times:
  272. set {_location.1} to location of {_location.1}
  273. increase x-coordinate of {_location.1} by {_x.difference}
  274. increase y-coordinate of {_location.1} by {_y.difference}
  275. increase z-coordinate of {_location.1} by {_z.difference}
  276. drawDot count 1, particle "redstone", RGB 250, 250, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  277. drawDot count 1, particle "redstone", RGB 219, 179, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  278. loop entities in radius 1 around block at location of {_location.1}:
  279. if loop-entity isn't a player or a dropped item:
  280. drawDot count 50, particle "critmagic", RGB 0.3, 0.7, 0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  281. make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})
  282. play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
  283. set {_stop} to 1
  284. set {_連鎖} to loop-entity
  285. add loop-entity to {_連鎖攻擊::*}
  286. stop loop
  287. if {_stop} is set:
  288. stop loop
  289. set {_time} to random integer between 0 and 5
  290. loop {_time} times:
  291. wait 3 tick
  292. if {_連鎖} is set:
  293. loop entities in radius 6 of {_連鎖}:
  294. if loop-entity is not {_連鎖}:
  295. if {_連鎖攻擊::*} do not contain loop-entity:
  296. if loop-entity isn't a player or a dropped item:
  297. make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})*(1-(loop-number*0.1))
  298. play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
  299. stopEffect "電光連擊1%player%"
  300. stopEffect "電光連擊2%player%"
  301. stopEffect "電光連擊3%player%"
  302. set {_距離} to distance between {_連鎖} and loop-entity
  303. drawLine particle redstone, RGB 250, 250, 0, center {_連鎖}, target loop-entity, id "電光連擊1%player%", rainbowMode false, solid true, density 10, length {_距離}, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
  304. drawLine particle redstone, RGB 219, 179, 0, center {_連鎖}, target loop-entity, id "電光連擊2%player%", rainbowMode false, solid true, density 10, length {_距離}, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
  305. set {_連鎖} to loop-entity
  306. add loop-entity to {_連鎖攻擊::*}
  307. stop loop
  308. stopEffect "電光連擊1%player%"
  309. stopEffect "電光連擊2%player%"
  310. stopEffect "電光連擊3%player%"
  311. stop
  312. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  313. #[ 絕對零度 ]
  314. if uncolored name of player's tool contains "絕對零度":
  315. if Skill(player, "&c絕對零度", {@絕對零度.Max}, {@絕對零度.CD}, {@絕對零度.MP}) is true:
  316. set {冷卻.%player%::絕對零度} to now
  317. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  318. drawDot count 100, particle "cloud", XYZ 7, 3, 7, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
  319. wait 1 second
  320. play "ENTITY_WITHER_AMBIENT" to player with volume 1000 and pitch 0
  321. play "ENTITY_WITHER_DEATH" to player with volume 1000 and pitch 0
  322. wait 0.5 second
  323. drawWarpRings style 5, particle "redstone", RGB 150, 202, 202, center player, id "絕對零度1%player%", rainbowMode false, scan true, height 2, radius 15, ringCount 20, ringDensity 16, visibleRange 32, pulseDelay 1
  324. drawWarpRings style 6, particle "redstone", RGB 128, 255, 255, center player, id "絕對零度2%player%", rainbowMode false, scan true, height 2, radius 15, ringCount 20, ringDensity 16, visibleRange 32, pulseDelay 1
  325. loop entities in radius 15 of player:
  326. if loop-entity isn't a player or a dropped item:
  327. drawDot count 20, particle "critmagic", XYZ -1, 1, 1, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  328. make player damage loop-entity by ({_MAGICDMG})*(20+2*{技能.%player%::絕對零度})
  329. apply slowness of tier 10 to loop-entity for 7 second
  330. wait 10 tick
  331. stopEffect "絕對零度1%player%"
  332. stopEffect "絕對零度2%player%"
  333. stop
  334. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  335. #[ 雷神降臨 ]
  336. if uncolored name of player's tool contains "雷神降臨":
  337. if Skill(player, "&c雷神降臨", {@雷神降臨.Max}, {@雷神降臨.CD}, {@雷神降臨.MP}) is true:
  338. set {冷卻.%player%::雷神降臨} to now
  339. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  340. drawDot count 20, particle "endrod", XYZ 0.05, 10, 0.05, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
  341. wait 1 second
  342. create fake fake lightning at player
  343. wait 0.5 second
  344. loop entities in radius 10 of player:
  345. if loop-entity isn't a player or a dropped item:
  346. set {_summon.%loop-entity%} to location of loop-entity
  347. add 4 to y-loc of {_summon.%loop-entity%}
  348. drawWarpRings style 4, particle "redstone", RGB 250, 250, 0, center {_summon.%loop-entity%}, id "雷神降臨%player%%UUID of loop-entity%", rainbowMode false, scan true, height 4, radius 1, ringCount 5, ringDensity 8, visibleRange 32, pulseDelay 3
  349. add loop-entity to {_list::*}
  350. wait 5 tick
  351. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 0
  352. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 1
  353. play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
  354. wait 5 tick
  355. loop {_list::*}:
  356. make player damage loop-value by ({_MAGICDMG})*(17.5+2.5*{技能.%player%::雷神降臨})
  357. drawDot count 30, particle "critmagic", XYZ 0.15, 4.2, 0.15, center loop-value, visibleRange 32, pulseDelay 2, keepFor 1 seconds
  358. stopEffect "雷神降臨%player%%UUID of loop-value%"
  359. loop 6 times:
  360. loop {_list::*}:
  361. if loop-value-2's health > 0:
  362. make player damage loop-value-2 by ({_MAGICDMG})*(1+0.2*{技能.%player%::雷神降臨})
  363. drawDot count 20, particle "critmagic", XYZ 0.3, 1, 0.3, center loop-value-2, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
  364. wait 1 second
  365. stop
  366. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  367. #[ 魔力湧動 ]
  368. if uncolored name of player's tool contains "魔力湧動":
  369. if Skill(player, "&5魔力湧動", {@魔力湧動.Max}, {@魔力湧動.CD}, {@魔力湧動.MP}) is true:
  370. set {冷卻.%player%::魔力湧動} to now
  371. drawRings particle "waterdrip", center player, id "魔力湧動1%player%", randomRotation true, animated false, radius 1, ringCount 1, ringDensity 5, visibleRange 32
  372. drawRings particle "enchantmenttable", center player, id "魔力湧動2%player%", randomRotation true, animated false, radius 0.7, ringCount 2, ringDensity 2, visibleRange 32
  373. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 1
  374. if {BUFF.魔力湧動time::%player%} isn't set:
  375. set {BUFF.魔力湧動time::%player%} to now
  376. set {BUFF.魔力湧動魔量恢復量::%player%} to {技能.%player%::魔力湧動}*10
  377. set {BUFF.魔力湧動魔法攻擊力::%player%} to {技能.%player%::魔力湧動}*40
  378. add {BUFF.魔力湧動魔量恢復量::%player%} to {玩家資料.%player%::魔量恢復量}
  379. add {BUFF.魔力湧動魔法攻擊力::%player%} to {玩家資料.%player%::魔法攻擊力}
  380. execute player command "魔力湧動效果持續檢測時間"
  381. wait 60 second
  382. stopeffect "魔力湧動1%player%"
  383. stopeffect "魔力湧動2%player%"
  384. stop
  385.  
  386. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  387. # [ Buff 增益效果 ]
  388. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  389. #[ 魔力湧動 ]
  390. on command:
  391. command is "魔力湧動效果持續檢測時間"
  392. if {BUFF.魔力湧動魔量恢復量::%player%} isn't set:
  393. stop
  394. cancel event
  395. set {_executename} to "%player%"
  396. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  397. while {_冷卻} is less than {@魔力湧動.受益時間} second:
  398. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  399. wait 5.1 seconds
  400. if player is online:
  401. remove {BUFF.魔力湧動魔量恢復量::%{_executename}%} from {玩家資料.%{_executename}%::魔量恢復量}
  402. remove {BUFF.魔力湧動魔法攻擊力::%{_executename}%} from {玩家資料.%{_executename}%::魔法攻擊力}
  403. send "{@Tag} &c<&5魔力湧動&c> &c持續時間已到" to player
  404. delete {BUFF.魔力湧動魔量恢復量::%{_executename}%}
  405. delete {BUFF.魔力湧動魔法攻擊力::%{_executename}%}
  406. delete {BUFF.魔力湧動time::%{_executename}%}
  407.  
  408. on join:
  409. if {BUFF.魔力湧動魔量恢復量::%player%} is set:
  410. remove {BUFF.魔力湧動魔量恢復量::%player%} from {玩家資料.%player%::魔量恢復量}
  411. remove {BUFF.魔力湧動魔法攻擊力::%player%} from {玩家資料.%player%::魔法攻擊力}
  412. send "{@Tag} &c<&5魔力湧動&c> &c因離線而效果消失" to player
  413. delete {BUFF.魔力湧動魔量恢復量::%player%}
  414. delete {BUFF.魔力湧動魔法攻擊力::%player%}
  415. delete {BUFF.魔力湧動time::%player%}
  416. on quit:
  417. if {BUFF.魔力湧動魔量恢復量::%player%} is set:
  418. stopeffect id "魔力湧動1%player%"
  419. stopeffect id "魔力湧動2%player%"
  420.  
  421.  
  422.  
  423. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  424. # [ ClearVariable 清除變數 ]
  425. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  426. on any movement:
  427. {冷卻.%player%::死亡冰結} is set:
  428. set {_冷卻} to difference between {冷卻.%player%::死亡冰結} and now
  429. if {_冷卻} >= {@死亡冰結.CD} second:
  430. delete {冷卻.%player%::死亡冰結}
  431.  
  432. {冷卻.%player%::電光連擊} is set:
  433. set {_冷卻} to difference between {冷卻.%player%::電光連擊} and now
  434. if {_冷卻} >= {@電光連擊.CD} second:
  435. delete {冷卻.%player%::電光連擊}
  436.  
  437. {冷卻.%player%::絕對零度} is set:
  438. set {_冷卻} to difference between {冷卻.%player%::絕對零度} and now
  439. if {_冷卻} >= {@絕對零度.CD} second:
  440. delete {冷卻.%player%::絕對零度}
  441.  
  442. {冷卻.%player%::雷神降臨} is set:
  443. set {_冷卻} to difference between {冷卻.%player%::雷神降臨} and now
  444. if {_冷卻} >= {@雷神降臨.CD} second:
  445. delete {冷卻.%player%::雷神降臨}
  446.  
  447. {冷卻.%player%::魔力湧動} is set:
  448. set {_冷卻} to difference between {冷卻.%player%::魔力湧動} and now
  449. if {_冷卻} >= {@魔力湧動.CD} second:
  450. delete {冷卻.%player%::魔力湧動}
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