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- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Options 選項 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Options:
- Tag: &6技能 &c&l>>
- #[ 死亡冰結 ]
- 死亡冰結.CD: 5
- 死亡冰結.MP: 120
- 死亡冰結.Max: 5
- #[ 電光連擊 ]
- 電光連擊.CD: 3
- 電光連擊.MP: 110
- 電光連擊.Max: 5
- #[ 絕對零度 ]
- 絕對零度.CD: 16
- 絕對零度.MP: 400
- 絕對零度.Max: 10
- #[ 雷神降臨 ]
- 雷神降臨.CD: 16
- 雷神降臨.MP: 350
- 雷神降臨.Max: 5
- #[ 遠古法術精通 ]
- 遠古法術精通.Max: 10
- #[ 魔力湧動 ]
- 魔力湧動.CD: 60
- 魔力湧動.受益時間: 60
- 魔力湧動.MP: 350
- 魔力湧動.Max: 5
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Function 函式 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Function 冰雷魔導skill(P:player):
- 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》"
- 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"
- if {技能.%{_P}%::死亡冰結} >= 5:
- 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"
- else if {技能.%{_P}%::死亡冰結} >= 0:
- 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"
- 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"
- if {技能.%{_P}%::電光連擊} >= 5:
- 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"
- else if {技能.%{_P}%::電光連擊} >= 0:
- 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"
- 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"
- if {技能.%{_P}%::絕對零度} >= 10:
- 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"
- else if {技能.%{_P}%::絕對零度} >= 0:
- 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"
- 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"
- if {技能.%{_P}%::雷神降臨} >= 5:
- 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"
- else if {技能.%{_P}%::雷神降臨} >= 0:
- 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"
- 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"
- if {技能.%{_P}%::遠古法術精通} >= 10:
- 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"
- else if {技能.%{_P}%::遠古法術精通} >= 0:
- 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"
- 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"
- if {技能.%{_P}%::魔力湧動} >= 5:
- 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"
- else if {技能.%{_P}%::魔力湧動} >= 0:
- 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"
- Function SkillLevelUp(P:player, S:text, M:number):
- if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
- {技能.%{_P}%::%{_S}%} < {_M}
- {技能.%{_P}%::%{_S}%} >= 0
- remove 1 from {玩家資料.%{_P}%::剩餘技能點}
- add 1 to {技能.%{_P}%::%{_S}%}
- else:
- send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
- Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
- set {_Skill} to uncolored {_S}
- if {技能.%{_P}%::%{_Skill}%} <= 0:
- send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
- return false
- stop
- if {技能.%{_P}%::%{_Skill}%} > {_Max}:
- 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}
- return false
- stop
- set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
- replace "seconds" and "second" and " " with "" in {_冷卻}
- set {_冷卻} to {_冷卻} parsed as number
- set {_CD} to {_CD} parsed as number
- if {_冷卻} is less than {_CD}:
- set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
- replace "seconds" and "second" and " " with "" in {_冷卻}
- send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
- return false
- stop
- if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
- remove {_MP} from {玩家魔力值.%{_P}%}
- set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set level progress of {_P} to {_math}
- set {_P}'s level to {玩家魔力值.%{_P}%}
- send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
- else:
- send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
- return false
- stop
- return true
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ SkillGui 技能介面 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- command /skill4C:
- trigger:
- if {玩家資料.%player%::玩家職業} is set:
- set {技能.%player%::死亡冰結} to {技能.%player%::死亡冰結} parsed as number
- set {技能.%player%::電光連擊} to {技能.%player%::電光連擊} parsed as number
- set {技能.%player%::絕對零度} to {技能.%player%::絕對零度} parsed as number
- set {技能.%player%::雷神降臨} to {技能.%player%::雷神降臨} parsed as number
- set {技能.%player%::遠古法術精通} to {技能.%player%::遠古法術精通} parsed as number
- set {技能.%player%::魔力湧動} to {技能.%player%::魔力湧動} parsed as number
- open chest with 5 rows named "&c&l冰雷魔導[3轉] &6&l技能介面" to player
- wait 1 ticks
- loop 2 times:
- set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
- loop 6 times:
- set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- loop 7 times:
- set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
- set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- 冰雷魔導skill(player)
- on inventory click:
- name of player's current inventory contains "冰雷魔導[3轉]":
- cancel event
- if lore of item contains "&a點此升級死亡冰結":
- SkillLevelUp(player,"死亡冰結",{@死亡冰結.Max})
- if lore of item contains "&a點此升級電光連擊":
- SkillLevelUp(player,"電光連擊",{@電光連擊.Max})
- if lore of item contains "&a點此升級絕對零度":
- SkillLevelUp(player,"絕對零度",{@絕對零度.Max})
- if lore of item contains "&a點此升級雷神降臨":
- SkillLevelUp(player,"雷神降臨",{@雷神降臨.Max})
- if lore of item contains "&a點此升級遠古法術精通":
- if {玩家資料.%player%::剩餘技能點} is larger than 0:
- SkillLevelUp(player,"遠古法術精通",{@遠古法術精通.Max})
- add 40 to {玩家資料.%player%::魔力值}
- add 25 to {玩家資料.%player%::魔法攻擊力}
- add 3 to {玩家資料.%player%::魔量恢復量}
- if lore of item contains "&a點此升級魔力湧動":
- SkillLevelUp(player,"魔力湧動",{@魔力湧動.Max})
- 冰雷魔導skill(player)
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Skill 技能 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on right click:
- {玩家資料.%player%::玩家職業} is "冰雷魔導"
- set {_STRATK} to {玩家資料.%player%::力量} * 0.5
- set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
- set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
- set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
- set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
- set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
- set {_check} to {玩家資料.%player%::最大血量}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({玩家資料.%player%::力量} * 5) to {_check}
- add ({玩家資料.%player%::智慧} * 4) to {_check}
- add ({玩家資料.%player%::敏捷} * 3) to {_check}
- add ({玩家資料.%player%::幸運} * 2) to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({玩家資料.%player%::力量} * 5)*2 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 死亡冰結 ]
- if uncolored name of player's tool contains "死亡冰結":
- 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:
- set {冷卻.%player%::死亡冰結} to now
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 2
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 1
- set {_location.1} to location at player
- increase y-coordinate of {_location.1} by 1
- set {_location.2} to block 15 horizontally in front and 0.4 up player
- set {_x.1} to x-coordinate of {_location.1}
- set {_x.2} to x-coordinate of {_location.2}
- set {_y.1} to y-coordinate of {_location.1}
- set {_y.2} to y-coordinate of {_location.2}
- set {_z.1} to z-coordinate of {_location.1}
- set {_z.2} to z-coordinate of {_location.2}
- set {_x.difference} to ({_x.2} - {_x.1}) / 10
- set {_y.difference} to ({_y.2} - {_y.1}) / 10
- set {_z.difference} to ({_z.2} - {_z.1}) / 10
- loop 10 times:
- set {_location.1} to location of {_location.1}
- increase x-coordinate of {_location.1} by {_x.difference}
- increase y-coordinate of {_location.1} by {_y.difference}
- increase z-coordinate of {_location.1} by {_z.difference}
- 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
- 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
- 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
- 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
- loop entities in radius 2.25 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(8+2*{技能.%player%::死亡冰結})
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 0
- wait 9 tick
- stopEffect "死亡冰結1%player%"
- stopEffect "死亡冰結2%player%"
- stopEffect "死亡冰結3%player%"
- stopEffect "死亡冰結4%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 電光連擊 ]
- if uncolored name of player's tool contains "電光連擊":
- 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:
- set {冷卻.%player%::電光連擊} to now
- play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
- set {_location.1} to location at player
- increase y-coordinate of {_location.1} by 1
- set {_location.2} to block 8 in front player
- set {_x.1} to x-coordinate of {_location.1}
- set {_x.2} to x-coordinate of {_location.2}
- set {_y.1} to y-coordinate of {_location.1}
- set {_y.2} to y-coordinate of {_location.2}
- set {_z.1} to z-coordinate of {_location.1}
- set {_z.2} to z-coordinate of {_location.2}
- set {_x.difference} to ({_x.2} - {_x.1}) / 16
- set {_y.difference} to ({_y.2} - {_y.1}) / 16
- set {_z.difference} to ({_z.2} - {_z.1}) / 16
- add player to {_連鎖攻擊::*}
- loop 16 times:
- set {_location.1} to location of {_location.1}
- increase x-coordinate of {_location.1} by {_x.difference}
- increase y-coordinate of {_location.1} by {_y.difference}
- increase z-coordinate of {_location.1} by {_z.difference}
- drawDot count 1, particle "redstone", RGB 250, 250, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 1, particle "redstone", RGB 219, 179, 0, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- loop entities in radius 1 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- drawDot count 50, particle "critmagic", RGB 0.3, 0.7, 0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
- make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})
- play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
- set {_stop} to 1
- set {_連鎖} to loop-entity
- add loop-entity to {_連鎖攻擊::*}
- stop loop
- if {_stop} is set:
- stop loop
- set {_time} to random integer between 0 and 5
- loop {_time} times:
- wait 3 tick
- if {_連鎖} is set:
- loop entities in radius 6 of {_連鎖}:
- if loop-entity is not {_連鎖}:
- if {_連鎖攻擊::*} do not contain loop-entity:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(10+15*{技能.%player%::電光連擊})*(1-(loop-number*0.1))
- play "ENTITY_BLAZE_HURT" to player with volume 1000 and pitch 2
- stopEffect "電光連擊1%player%"
- stopEffect "電光連擊2%player%"
- stopEffect "電光連擊3%player%"
- set {_距離} to distance between {_連鎖} and loop-entity
- 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
- 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
- set {_連鎖} to loop-entity
- add loop-entity to {_連鎖攻擊::*}
- stop loop
- stopEffect "電光連擊1%player%"
- stopEffect "電光連擊2%player%"
- stopEffect "電光連擊3%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 絕對零度 ]
- if uncolored name of player's tool contains "絕對零度":
- 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:
- set {冷卻.%player%::絕對零度} to now
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
- drawDot count 100, particle "cloud", XYZ 7, 3, 7, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
- wait 1 second
- play "ENTITY_WITHER_AMBIENT" to player with volume 1000 and pitch 0
- play "ENTITY_WITHER_DEATH" to player with volume 1000 and pitch 0
- wait 0.5 second
- 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
- 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
- loop entities in radius 15 of player:
- if loop-entity isn't a player or a dropped item:
- drawDot count 20, particle "critmagic", XYZ -1, 1, 1, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 1 seconds
- make player damage loop-entity by ({_MAGICDMG})*(20+2*{技能.%player%::絕對零度})
- apply slowness of tier 10 to loop-entity for 7 second
- wait 10 tick
- stopEffect "絕對零度1%player%"
- stopEffect "絕對零度2%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 雷神降臨 ]
- if uncolored name of player's tool contains "雷神降臨":
- 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:
- set {冷卻.%player%::雷神降臨} to now
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
- drawDot count 20, particle "endrod", XYZ 0.05, 10, 0.05, center player, visibleRange 32, pulseDelay 2, keepFor 1.5 seconds
- wait 1 second
- create fake fake lightning at player
- wait 0.5 second
- loop entities in radius 10 of player:
- if loop-entity isn't a player or a dropped item:
- set {_summon.%loop-entity%} to location of loop-entity
- add 4 to y-loc of {_summon.%loop-entity%}
- 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
- add loop-entity to {_list::*}
- wait 5 tick
- play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 0
- play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 1
- play "ENTITY_LIGHTNING_THUNDER" to player with volume 1000 and pitch 2
- wait 5 tick
- loop {_list::*}:
- make player damage loop-value by ({_MAGICDMG})*(17.5+2.5*{技能.%player%::雷神降臨})
- drawDot count 30, particle "critmagic", XYZ 0.15, 4.2, 0.15, center loop-value, visibleRange 32, pulseDelay 2, keepFor 1 seconds
- stopEffect "雷神降臨%player%%UUID of loop-value%"
- loop 6 times:
- loop {_list::*}:
- if loop-value-2's health > 0:
- make player damage loop-value-2 by ({_MAGICDMG})*(1+0.2*{技能.%player%::雷神降臨})
- drawDot count 20, particle "critmagic", XYZ 0.3, 1, 0.3, center loop-value-2, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- wait 1 second
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 魔力湧動 ]
- if uncolored name of player's tool contains "魔力湧動":
- 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:
- set {冷卻.%player%::魔力湧動} to now
- drawRings particle "waterdrip", center player, id "魔力湧動1%player%", randomRotation true, animated false, radius 1, ringCount 1, ringDensity 5, visibleRange 32
- 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
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 1
- if {BUFF.魔力湧動time::%player%} isn't set:
- set {BUFF.魔力湧動time::%player%} to now
- set {BUFF.魔力湧動魔量恢復量::%player%} to {技能.%player%::魔力湧動}*10
- set {BUFF.魔力湧動魔法攻擊力::%player%} to {技能.%player%::魔力湧動}*40
- add {BUFF.魔力湧動魔量恢復量::%player%} to {玩家資料.%player%::魔量恢復量}
- add {BUFF.魔力湧動魔法攻擊力::%player%} to {玩家資料.%player%::魔法攻擊力}
- execute player command "魔力湧動效果持續檢測時間"
- wait 60 second
- stopeffect "魔力湧動1%player%"
- stopeffect "魔力湧動2%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Buff 增益效果 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 魔力湧動 ]
- on command:
- command is "魔力湧動效果持續檢測時間"
- if {BUFF.魔力湧動魔量恢復量::%player%} isn't set:
- stop
- cancel event
- set {_executename} to "%player%"
- set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
- while {_冷卻} is less than {@魔力湧動.受益時間} second:
- set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
- wait 5.1 seconds
- if player is online:
- remove {BUFF.魔力湧動魔量恢復量::%{_executename}%} from {玩家資料.%{_executename}%::魔量恢復量}
- remove {BUFF.魔力湧動魔法攻擊力::%{_executename}%} from {玩家資料.%{_executename}%::魔法攻擊力}
- send "{@Tag} &c<&5魔力湧動&c> &c持續時間已到" to player
- delete {BUFF.魔力湧動魔量恢復量::%{_executename}%}
- delete {BUFF.魔力湧動魔法攻擊力::%{_executename}%}
- delete {BUFF.魔力湧動time::%{_executename}%}
- on join:
- if {BUFF.魔力湧動魔量恢復量::%player%} is set:
- remove {BUFF.魔力湧動魔量恢復量::%player%} from {玩家資料.%player%::魔量恢復量}
- remove {BUFF.魔力湧動魔法攻擊力::%player%} from {玩家資料.%player%::魔法攻擊力}
- send "{@Tag} &c<&5魔力湧動&c> &c因離線而效果消失" to player
- delete {BUFF.魔力湧動魔量恢復量::%player%}
- delete {BUFF.魔力湧動魔法攻擊力::%player%}
- delete {BUFF.魔力湧動time::%player%}
- on quit:
- if {BUFF.魔力湧動魔量恢復量::%player%} is set:
- stopeffect id "魔力湧動1%player%"
- stopeffect id "魔力湧動2%player%"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ ClearVariable 清除變數 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on any movement:
- {冷卻.%player%::死亡冰結} is set:
- set {_冷卻} to difference between {冷卻.%player%::死亡冰結} and now
- if {_冷卻} >= {@死亡冰結.CD} second:
- delete {冷卻.%player%::死亡冰結}
- {冷卻.%player%::電光連擊} is set:
- set {_冷卻} to difference between {冷卻.%player%::電光連擊} and now
- if {_冷卻} >= {@電光連擊.CD} second:
- delete {冷卻.%player%::電光連擊}
- {冷卻.%player%::絕對零度} is set:
- set {_冷卻} to difference between {冷卻.%player%::絕對零度} and now
- if {_冷卻} >= {@絕對零度.CD} second:
- delete {冷卻.%player%::絕對零度}
- {冷卻.%player%::雷神降臨} is set:
- set {_冷卻} to difference between {冷卻.%player%::雷神降臨} and now
- if {_冷卻} >= {@雷神降臨.CD} second:
- delete {冷卻.%player%::雷神降臨}
- {冷卻.%player%::魔力湧動} is set:
- set {_冷卻} to difference between {冷卻.%player%::魔力湧動} and now
- if {_冷卻} >= {@魔力湧動.CD} second:
- delete {冷卻.%player%::魔力湧動}
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