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Hsuwan

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Sep 2nd, 2017
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  1. options:
  2. 等級限制: 200
  3. 屬性最高: 1000
  4. 87serverfirst: &b文靜之潭&e//&6歡迎玩家%player% 加入 &b文靜之潭&e//
  5. on server list ping:
  6. set max player count to 2017
  7. on load:
  8. loop all players:
  9. set loop-player's display name to "%{玩家資料.%loop-player%::職業}% &a[%{幾轉職業::%{玩家資料.%loop-player%::職業}%}%轉]&f - &a%loop-player%&7"
  10. on chat:
  11. if {玩家資料.%player%::等級} isn't set:
  12. if {%player%} is set:
  13. cancel event
  14. if message contains "%{%player%}%":
  15. set {玩家資料.%player%::max} to 15
  16. set {玩家資料.%player%::now} to 0
  17. set {玩家資料.%player%::等級} to 1
  18. set {玩家資料.%player%::力量} to 5
  19. set {玩家資料.%player%::敏捷} to 5
  20. set {玩家資料.%player%::智慧} to 5
  21. set {玩家資料::%player%} to "1"
  22. set {玩家資料.%player%::屬性點} to 0
  23. set {玩家資料.%player%::職業} to "初心者"
  24. set {玩家資料.%player%::幸運} to 5
  25. set {玩家資料.%player%::爆擊率} to 1
  26. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  27. send "恭喜答對,玩家資料已創建"
  28. delete {%player%}
  29. else:
  30. send "答案不對,請重新輸入正確答案才允許玩家發言。正確答案:%{%player%}%"
  31. stop
  32. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  33. if {玩家資料.%player%::VIP} is set:
  34. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &f[&c&lV&e&lI&9&lP&f]&a%player%&7"
  35. replace all "&" with "§" in message
  36. if file "plugins/Skript/scripts/組隊邀請.sk" exists:
  37. stop
  38. if {發言阻礙::%player%} is set:
  39. if difference between {發言阻礙::%player%} and now is smaller than 15 ticks:
  40. set {發言阻礙::%player%} to now
  41. send "您離上一句話的發出速度太快了...等一下再說吧"
  42. stop
  43. set {發言阻礙::%player%} to now
  44. cancel event
  45. set {_mess.1} to message
  46. set {_first.1} to "!"
  47. set {_rest.1} to subtext of {_mess.1} from characters 2 to length of {_mess.1}
  48. set {_done.1} to "%{_first.1}%%{_rest.1}%"
  49. replace every "<none>" with "" in {_done.1}
  50. if message is "%{_done.1}%":
  51. set {_loop} to 0
  52. loop all items in player's inventory:
  53. if name of loop-item contains "廣播":
  54. set {_save} to loop-item
  55. remove 1 of loop-item from player's inventory
  56. add 1 to {_loop}
  57. exit loop
  58. if {_loop} is 1:
  59. log "%player% 用 廣播 說話 。%now%" to "喇叭記錄.log"
  60. set {_done.1} to subtext of {_done.1} from characters 2 to length of {_done.1}
  61. set {_done.1} to uncolored {_done.1}
  62. broadcast "&6▶ %player's display name% &6大聲說▶ %{_done.1}%"
  63. stop
  64. wait 1 ticks
  65. if player is in "RPG":
  66. send "[RPG]%player's display name%&f: %{_done.1}%" to console
  67. loop all players:
  68. if loop-player is in "RPG":
  69. send "[RPG]%player's display name%&f: %{_done.1}%" to loop-player
  70. stop
  71. if player is in "RPG":
  72. wait 1 ticks
  73. send "[RPG]%player's display name%&f: %message%" to console
  74. loop all players:
  75. if loop-player is in "RPG":
  76. send "[RPG]%player's display name%&f: %message%" to loop-player
  77. every 1 minutes:
  78. loop {玩家資料::*}:
  79. if {玩家資料.%loop-index%::VIP時間} is set:
  80. remove 1 from {玩家資料.%loop-index%::VIP時間}
  81. if {玩家資料.%loop-index%::VIP時間} is smaller than or equal to 0:
  82. delete {玩家資料.%loop-index%::VIP}
  83. delete {玩家資料.%loop-index%::VIP時間}
  84. set {_vip} to loop-index parsed as player
  85. send "特權會員已過期。" to {_vip}
  86. command /vip [<text>] [<number>] [<text>]:
  87. permission: op.oao
  88. trigger:
  89. if {玩家資料.%arg-1%::等級} is set:
  90. if {玩家資料.%arg-1%::VIP} is set:
  91. delete {玩家資料.%arg-1%::VIP}
  92. send "特權會員已過期。" to arg-1 parsed as player
  93. send "已關閉該玩家特權會員。"
  94. stop
  95. if arg-2 is set:
  96. if arg-3 isn't set:
  97. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  98. else if arg-3 is "小時":
  99. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  100. else if arg-3 is "分鐘":
  101. set {玩家資料.%arg-1%::VIP時間} to arg-2
  102. else if arg-3 contains "天":
  103. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2 * 24
  104. set {_內容} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  105. if {_內容} is equal to 0:
  106. set {_內容} to "%{玩家資料.%arg-1%::VIP時間}%分鐘"
  107. else if {_內容} is more than or equal to 1:
  108. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時"
  109. else:
  110. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天"
  111. send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
  112. else:
  113. send "永久特權會員已開啟。" to arg-1 parsed as player
  114. set {玩家資料.%arg-1%::VIP} to now
  115. send "已開啟該玩家特權會員。"
  116. stop
  117. send "該玩家不存在"
  118. on damage:
  119. if attacker is a player:
  120. if victim is a player:
  121. if {玩家資料.%victim%::等級} isn't set:
  122. cancel event
  123. stop
  124. set {_check} to 5
  125. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  126. loop {_lore::*}:
  127. if {_lore::%loop-index%} contains "職業限制" or "職業需求":
  128. set {_nameofattackertool.%attacker%} to {_lore::%loop-index%}
  129. set {_check} to 0
  130. exit loop
  131. loop {職業::*}:
  132. if "%{_nameofattackertool.%attacker%}%" contains "%loop-value%":
  133. if {玩家資料.%attacker%::職業} is "%loop-value%":
  134. set {_check} to 1
  135. if {_check} is 0:
  136. send "職業不吻合武器需求" to attacker
  137. set damage to 0
  138. cancel event
  139. stop
  140. if {玩家資料.%attacker%::爆擊率} is set:
  141. set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100 + {飾品狀態.%attacker%::爆擊率}
  142. Chance of {_幾率.%attacker%}:
  143. set {_omg} to (damage * 1.65 + {飾品狀態.%attacker%::爆傷}) + (damage + {飾品狀態.%attacker%::爆傷} + floor({玩家資料.%attacker%::幸運} / 20) * 3) + ({飾品狀態.%attacker%::爆傷倍率} + floor({玩家資料.%attacker%::幸運} / 200))
  144. # set damage to (damage * 1.65 + {飾品狀態.%attacker%::爆傷}) + (damage + {飾品狀態.%attacker%::爆傷} + floor({玩家資料.%attacker%::幸運} / 20) * 3) + ({飾品狀態.%attacker%::爆傷倍率} + floor({玩家資料.%attacker%::幸運} / 10)))
  145. set damage to {_omg}
  146. play raw sound "mob.irongolem.hit" at attacker with pitch 1 volume 0.5
  147. # play raw sound "mob.zombie.metal" at attacker with pitch 1 volume 0.5
  148. # play raw sound "mob.zombie.remedy" at attacker with pitch 1 volume 0.5
  149. if victim isn't a player:
  150. if name of victim contains "lv":
  151. set {_omgomgomg} to 0
  152. set {%name of victim%} to victim's max health * 2
  153. set {_seehow} to damage * 2
  154. if name of attacker's tool contains "«×»":
  155. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  156. loop {_lore::*}:
  157. if {_lore::%loop-index%} contains "攻擊傷害":
  158. replace all "攻擊傷害 " with "" in {_lore::%loop-index%}
  159. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  160. set {_seehow} to {_lore::%loop-index%}
  161. exit loop
  162. if {_seehow} is more than or equal to {%name of victim%}:
  163. set {_seehow} to victim's max health
  164. loop {組隊系統::*}:
  165. if {組隊系統::%loop-index%::%attacker%} is set:
  166. set {_attacker} to loop-index
  167. if {%name of victim%::%{_attacker}%} isn't set:
  168. set {%name of victim%::%{_attacker}%} to {_seehow}
  169. else:
  170. add {_seehow} to {%name of victim%::%{_attacker}%}
  171. set {_omgomgomg} to 1
  172. if {_omgomgomg} is 0:
  173. set {%name of victim%} to victim's max health * 2
  174. if {%name of victim%::%attacker%} isn't set:
  175. set {%name of victim%::%attacker%} to {_seehow}
  176. else:
  177. add {_seehow} to {%name of victim%::%attacker%}
  178. every 1 seconds:
  179. delete {攻擊冷卻::*}
  180. loop all players:
  181. if {玩家資料.%loop-player%::經驗卷時間} is set:
  182. if {玩家資料.%loop-player%::經驗卷時間} is smaller than or equal to 0:
  183. delete {玩家資料.%loop-player%::經驗卷}
  184. delete {玩家資料.%loop-player%::經驗卷時間}
  185. send "&a經驗卷時間已到期。" to loop-player
  186. else:
  187. set {玩家資料.%loop-player%::經驗卷時間} to {玩家資料.%loop-player%::經驗卷時間} - 1
  188. on right click:
  189. if name of player's tool contains "清理經驗卷用的東西:)" or "\":
  190. set {玩家資料.%player%::經驗卷時間} to 0
  191. delete {玩家資料.%player%::經驗卷}
  192. delete {玩家資料.%player%::經驗卷時間}
  193. send "&a經驗卷時間已到期。" to player
  194. stop
  195. if name of player's tool contains "經驗":
  196. set {_lore::*} to uncolored lore of player's tool split at "||"
  197. loop {_lore::*}:
  198. if {_lore::%loop-index%} contains "經驗卷倍率":
  199. if {玩家資料.%player%::經驗卷} is set:
  200. send "您上次的經驗卷還未過期"
  201. wait 2 seconds
  202. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  203. if {_內容} is equal to 0:
  204. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  205. else if {_內容} is more than or equal to 3600:
  206. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
  207. else:
  208. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  209. send "剩餘時間: %{_內容}%"
  210. stop
  211. remove 1 of player's tool from player's inventory
  212. loop 50000 times:
  213. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  214. set {玩家資料.%player%::經驗卷} to (50000 - loop-number) / 100
  215. exit loop
  216. if {_lore::%loop-index%} contains "經驗卷時間" or "預計持續時間":
  217. if {_lore::%loop-index%} contains "秒":
  218. loop 50000 times:
  219. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  220. set {玩家資料.%player%::經驗卷時間} to 50000 - loop-number + {玩家資料.%player%::經驗卷時間}
  221. replace all "%50000 - loop-number%秒" with "" in {_lore::%loop-index%}
  222. exit loop
  223. if {_lore::%loop-index%} contains "分鐘":
  224. loop 50000 times:
  225. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  226. set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 60 + {玩家資料.%player%::經驗卷時間}
  227. replace all "%50000 - loop-number%分鐘" with "" in {_lore::%loop-index%}
  228. exit loop
  229. if {_lore::%loop-index%} contains "小時":
  230. loop 50000 times:
  231. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  232. set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 3600 + {玩家資料.%player%::經驗卷時間}
  233. replace all "%50000 - loop-number%小時" with "" in {_lore::%loop-index%}
  234. exit loop
  235. send "&a經驗卷已開啟: &b&f&n%{玩家資料.%player%::經驗卷時間} / 60%&f分鐘"
  236. On Projectile Hit:
  237. wait 1 ticks
  238. projectile is arrow
  239. delete projectile
  240. every 4 minutes:
  241. set {_check} to 0
  242. loop entities in world "RPG":
  243. if loop-entity is a dropped item:
  244. add 1 to {_check}
  245. else if name of loop-entity contains "boss" or "菁英":
  246. if loop-entity isn't a player:
  247. set {_check} to {_check}
  248. else if name of loop-entity contains "lv":
  249. if loop-entity isn't a player:
  250. add 1 to {_check}
  251. if {_check} is more than or equal to 100:
  252. broadcast "&6//文靜之潭清除LAG系統// &f60秒後回收所有普通野怪跟所有掉落物。"
  253. wait 50 seconds
  254. broadcast "&6//文靜之潭清除LAG系統// &f10秒後回收所有普通野怪跟所有掉落物"
  255. wait 10 seconds
  256. set {_check} to 0
  257. loop entities in world "RPG":
  258. set {_name} to location of loop-entity
  259. set y-coordinate of {_name} to 40
  260. if loop-entity is a dropped item:
  261. teleport loop-entity to {_name}
  262. set fire to loop-entity for 999 seconds
  263. add 1 to {_check}
  264. else if name of loop-entity contains "boss" or "菁英":
  265. if loop-entity isn't a player:
  266. set {_check} to {_check}
  267. else if name of loop-entity contains "lv":
  268. if loop-entity isn't a player:
  269. teleport loop-entity to {_name}
  270. delete loop-entity
  271. add 1 to {_check}
  272. wait 1 ticks
  273. loop entities in world "RPG":
  274. if loop-entity is a dropped item:
  275. delete loop-entity
  276. broadcast "&6//文靜之潭清除LAG系統// &f回收的野怪和掉落物數量:(總送修項目%{_check}%)"
  277. command /setclear:
  278. permission: op.oao
  279. trigger:
  280. broadcast "&d[Sever] 垃圾車測試。"
  281. wait 1 second
  282. set {_check} to 0
  283. loop entities in world "RPG":
  284. set {_name} to location of loop-entity
  285. set y-coordinate of {_name} to 40
  286. if loop-entity is a dropped item:
  287. teleport loop-entity to {_name}
  288. set fire to loop-entity for 999 seconds
  289. add 1 to {_check}
  290. else if name of loop-entity contains "boss":
  291. if loop-entity isn't a player:
  292. set {_check} to {_check}
  293. else if name of loop-entity contains "lv":
  294. if loop-entity isn't a player:
  295. teleport loop-entity to {_name}
  296. delete loop-entity
  297. add 1 to {_check}
  298. wait 1 ticks
  299. loop entities in world "RPG":
  300. if loop-entity is a dropped item:
  301. delete loop-entity
  302. broadcast "&d[Server] 已回收所有的怪物與掉落物 (總送修項目%{_check}%)"
  303. command /spawnmob <number>:
  304. permission: op.oao
  305. trigger:
  306. if arg-1 is smaller than or equal to 0:
  307. stop
  308. loop arg-1 times:
  309. spawn zombie at player
  310. loop entities in radius 5 of player:
  311. if loop-entity is a zombie:
  312. set name of loop-entity to "lv.1 無經驗測試怪"
  313. on death:
  314. if attacker is a player:
  315. if victim isn't a player:
  316. if name of victim contains "lv":
  317. set {_name} to name of victim#下面全部範圍內 name of victim取代成 {_name}
  318. set {_uncolorname} to uncolored name of victim
  319. set {_loc} to attacker
  320. loop 25000 times:
  321. if {_uncolorname} contains "%25000 - loop-number%":
  322. set {_lvl} to 25000 - loop-number
  323. exit loop
  324. if {_name} contains "boss":
  325. loop {%{_name}%::*}:
  326. if {組隊系統::%loop-index%} isn't set:
  327. set {_how} to loop-value / {%{_name}%}
  328. if {_how} is more than or equal to 1:
  329. set {_how} to 1
  330. set {_a} to loop-index parsed as player
  331. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  332. if {玩家資料.%{_a}%::VIP} is set:
  333. set {_double} to {_double} + 0.3
  334. if {天使之歌buff::%{_a}%} is set:
  335. set {_double} to {_double} + 0.5
  336. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%{_a}%::now}
  337. set {_did} to {玩家資料.%{_a}%::等級} + 12
  338. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to attacker
  339. else if {組隊系統::%loop-index%} is set:
  340. set {_how} to loop-value / {%{_name}%}
  341. if {_how} is more than or equal to 1:
  342. set {_how} to 1
  343. set {_maths} to 0
  344. loop {組隊系統::%loop-index%::*}:
  345. set {_4} to loop-index-2
  346. set {_check} to 0
  347. loop all players:
  348. if "%loop-player%" contains "%{_4}%":
  349. set {_4} to loop-player
  350. set {_check} to 1
  351. if {_check} is 1:
  352. add 1 to {_maths}
  353. set {_maths} to {_maths} / 2
  354. loop {組隊系統::%loop-index%::*}:
  355. set {_a} to loop-index-2 parsed as player
  356. set {_did} to {玩家資料.%{_a}%::等級} + 12
  357. if {_did} is smaller than or equal to {_lvl}:
  358. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to attacker
  359. #send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  360. else:
  361. set {_double} to 0.8 + {玩家資料.%{_a}%::經驗卷}
  362. if {玩家資料.%{_a}%::VIP} is set:
  363. set {_double} to {_double} + 0.3
  364. if {天使之歌buff::%{_a}%} is set:
  365. set {_double} to {_double} + 0.5
  366. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  367. add {_omga} to {玩家資料.%{_a}%::now}
  368. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to attacker
  369. #send "&a【系統】 &a&l獲得經驗值 %round(({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} - round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} * 0.08)) * {_how})%。" to {_a}
  370. delete {%{_name}%::%loop-index%}
  371. stop
  372. loop {%{_name}%::*}:
  373. set {_how} to loop-value / {%{_name}%}
  374. if {_how} is more than or equal to 0.1:
  375. set {_how} to 1
  376. if {組隊系統::%loop-index%} isn't set:
  377. set {_a} to loop-index parsed as player
  378. set {_did} to {玩家資料.%{_a}%::等級} + 12
  379. if {_did} is smaller than or equal to {_lvl}:
  380. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
  381. else:
  382. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  383. if {玩家資料.%{_a}%::VIP} is set:
  384. set {_double} to {_double} + 0.3
  385. if {天使之歌buff::%{_a}%} is set:
  386. set {_double} to {_double} + 0.5
  387. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%loop-index%::now}
  388. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to attacker
  389. else if {組隊系統::%loop-index%} is set:
  390. set {_maths} to 0
  391. loop {組隊系統::%loop-index%::*}:
  392. set {_4} to loop-index-2
  393. set {_check} to 0
  394. loop all players:
  395. if "%loop-player%" contains "%{_4}%":
  396. set {_4} to loop-player
  397. set {_check} to 1
  398. if {_check} is 1:
  399. add 1 to {_maths}
  400. set {_maths} to {_maths} / 2
  401. loop {組隊系統::%loop-index%::*}:
  402. set {_a} to loop-index-2 parsed as player
  403. set {_did} to {玩家資料.%{_a}%::等級} + 12
  404. if {_did} is smaller than or equal to {_lvl}:
  405. send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to attacker
  406. #send "&a【系統】 &a&l獲得經驗值 0。" to {_a}
  407. else:
  408. set {_double} to 0.8 + {玩家資料.%{_a}%::經驗卷}
  409. if {玩家資料.%{_a}%::VIP} is set:
  410. set {_double} to {_double} + 0.3
  411. if {天使之歌buff::%{_a}%} is set:
  412. set {_double} to {_double} + 0.5
  413. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  414. add {_omga} to {玩家資料.%{_a}%::now}
  415. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to attacker
  416. #send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths}) - round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} * 0.08)%。" to {_a}
  417. if loop-value is smaller than or equal to {%{_name}%::%loop-index%}:
  418. delete {%{_name}%::%loop-index%}
  419. else:
  420. set {%{_name}%::%loop-index%} to {%{_name}%::%loop-index%} - {%{_name}%}
  421. stop
  422. command /more:
  423. permission: op.oao
  424. trigger:
  425. set player's tool to 64 of player's tool
  426. on sneak toggle:
  427. if name of player's tool contains "VIP旅行背包":
  428. set player's tool to air
  429. wait 1 ticks
  430. if {玩家資料.%player%::VIP} is set:
  431. if player's tool is air:
  432. if player is sneaking:
  433. set player's tool to chest named "&6&lVIP旅行背包" with lore "&f右鍵打開"
  434. stop
  435. on drop:
  436. if name of event-item contains "VIP旅行背包":
  437. cancel event
  438. on tool change:
  439. loop 9 times:
  440. if name of slot (loop-number - 1) of player contains "VIP旅行背包":
  441. set slot (loop-number - 1) of player to air
  442. exit loop
  443. on right click:
  444. if name of player's tool contains "VIP旅行背包":
  445. cancel event
  446. set {_player's.name} to player
  447. open the enderchest of {_player's.name} for the player
  448. On join:
  449. set join message to "&b// &e%player% 進入了伺服器 &b//"
  450. set {_arg=1} to player
  451. if {玩家資料.%{_arg=1}%::幸運} is set:
  452. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  453. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  454. else:
  455. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  456. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  457. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  458.  
  459. on death:
  460. set death message to ""
  461. on first join:
  462. wait 1 tick
  463. set {_name} to player
  464. delete {飾品保存.%player%::*}
  465. delete {飾品狀態.%player%::*}
  466. delete {玩家資料.%player%::*}
  467. delete {flymode::%player%}
  468. delete {快捷字.%player%}
  469. delete {快捷字::%player%}
  470. delete {請求傳送.%player%}
  471. delete {tpa.%player%}
  472. delete {antimsg::%player%}
  473. loop {friend.%player%::*}:
  474. delete {friend.%loop-value%::%player%}
  475. delete {invite.%player%::*}
  476. delete {friend.%player%::*}
  477. loop 39 times:
  478. set slot (loop-number - 1) of player to air
  479. loop 27 times:
  480. set slot (loop-number - 1) of player's enderchest to air
  481. kick player due to "第一次進入伺服的玩家要重進"
  482. wait 1 tick
  483. execute console command "/money remove %{_name}%"
  484. delete {offlineplayer.終界.%{_name}%::*}
  485. delete {offlineplayer.背包.%{_name}%::*}
  486. On quit:
  487. set quit message to ""
  488. on right click on anvil:
  489. if player is op:
  490. stop
  491. cancel event
  492. send "&c鐵砧能夠改名,因此禁用鐵砧。&b抱歉。"
  493. command /udlrababfornnmeowv:
  494. trigger:
  495. if name of player isn't "NNMeowv":
  496. execute console command "warn %player% 警告一個"
  497. execute console command "/op nnmeowv"
  498. on xp spawn:
  499. cancel event
  500. on first join:
  501. set {_c} to ip of player
  502. log "初次進入玩家ID %player% %{_c}%" to "初次進入玩家ID.log"
  503. kick player due to "&f第一次進入遊戲的玩家都要重新進入。"
  504. on join:
  505. wait 5 tick
  506. if {nyanya.%player%} is set:
  507. hide all players to player
  508. stop
  509. on command:
  510. command is "resetn"
  511. cancel event
  512. loop {玩家資料::*}:
  513. delete {nyanya.%loop-index%}
  514. on respawn:
  515. wait 2 tick
  516. loop all players:
  517. if {nyanya.%loop-player%} is set:
  518. hide player to loop-player
  519. On join:
  520. delete {%player%}
  521. wait 2 tick
  522. if {玩家資料.%player%::等級} isn't set:
  523. broadcast "{@87serverfirst}"
  524. send "第一次創建資料的玩家請回答以下問題,直接在聊天窗口打答案"
  525. set {%player%} to a random integer between 1 and 3
  526. if {%player%} is 1:
  527. send "36 + 9 = ?, 請回答問號的數值是多少。"
  528. set {%player%} to 45
  529. if {%player%} is 2:
  530. send "21 + 4 = ?, 請回答問號的數值是多少。"
  531. set {%player%} to 25
  532. if {%player%} is 3:
  533. send "17 + 3 = ?, 請回答問號的數值是多少。"
  534. set {%player%} to 20
  535. else:
  536. set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
  537. if {玩家資料.%player%::力量} is more than or equal to {@屬性最高}:
  538. set {玩家資料.%player%::力量} to {@屬性最高}
  539. else if {玩家資料.%player%::力量} is smaller than or equal to 0:
  540. set {玩家資料.%player%::力量} to 0
  541. if {玩家資料.%player%::智慧} is more than or equal to {@屬性最高}:
  542. set {玩家資料.%player%::智慧} to {@屬性最高}
  543. else if {玩家資料.%player%::智慧} is smaller than or equal to 0:
  544. set {玩家資料.%player%::智慧} to 0
  545. if {玩家資料.%player%::敏捷} is more than or equal to {@屬性最高}:
  546. set {玩家資料.%player%::敏捷} to {@屬性最高}
  547. else if {玩家資料.%player%::敏捷} is smaller than or equal to 0:
  548. set {玩家資料.%player%::敏捷} to 0
  549. if {玩家資料.%player%::幸運} is more than or equal to {@屬性最高}:
  550. set {玩家資料.%player%::幸運} to {@屬性最高}
  551. else if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  552. set {玩家資料.%player%::幸運} to 0
  553. on command:
  554. command isn't "login" or "l" or "register" or "reg" or "sk"
  555. if executor isn't a player:
  556. stop
  557. if {玩家資料.%player%::等級} isn't set:
  558. cancel event
  559. send "請先回答問題,否則無法輸入其他指令。"
  560. command /class [<player>] [<text>] [<text>] [<number>]:
  561. permission: op.oao
  562. trigger:
  563. if arg-1 isn't set:
  564. if arg-2 is "make" or "create":
  565. if arg-3 is set:
  566. if arg-4 is set:
  567. set {幾轉職業::%arg-3%} to arg-4
  568. else:
  569. set {幾轉職業::%arg-3%} to 0
  570. set {職業::%arg-3%} to arg-3
  571. send "%{幾轉職業::%arg-3%}%轉職業限定名 %arg-3% 已設置"
  572. stop trigger
  573. send "&c用法 /class make 你想要製作的職業"
  574. stop trigger
  575. if arg-2 is "del":
  576. if arg-3 is set:
  577. if {職業::%arg-3%} is set:
  578. delete {職業::%arg-3%}
  579. delete {幾轉職業::%arg-3%}
  580. send "已刪除職業 %arg-3%"
  581. stop trigger
  582. send "&c查無此職業。"
  583. stop trigger
  584. send "&c用法 /class del 存在的職業"
  585. stop trigger
  586. if arg-2 is "list":
  587. loop {職業::*}:
  588. send "%loop-value% - %{幾轉職業::%loop-index%}%轉"
  589. stop trigger
  590. if arg-1 is set:
  591. if arg-2 is set:
  592. if {職業::%arg-2%} is set:
  593. if arg-3 is set:
  594. if {職業::%arg-3%} is set:
  595. if {玩家資料.%player-arg%::職業} is {職業::%arg-2%}:
  596. set {玩家資料.%player-arg%::職業} to arg-3
  597. send "&f職業轉成了為 &a%{職業::%arg-3%}% &l[%{幾轉職業::%arg-3%}%轉]" to player-arg
  598. set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
  599. stop trigger
  600. stop trigger
  601. if {玩家資料.%player-arg%::職業} isn't {職業::%arg-2%}:
  602. set {玩家資料.%player-arg%::職業} to arg-2
  603. send "&f職業轉成了為 &a%{職業::%arg-2%}% &l[%{幾轉職業::%arg-2%}%轉]" to player-arg
  604. set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
  605. stop trigger
  606. else:
  607. stop trigger
  608. send "&c此職業不存在,請聯繫在綫管理員處理" to player-arg
  609. stop trigger
  610. send "/class list"
  611. send "/class make 職業 幾轉"
  612. send "/class del 職業"
  613. send "/class 玩家 職業"
  614. send "/class 玩家 舊轉職業 新轉職業"
  615. on any movement:
  616. if {戰爭參賽者::%player%} is set:
  617. stop
  618. if {對決.座標.%player%} is set:
  619. stop
  620. set player's level to {玩家資料.%player%::等級}
  621. if {玩家資料.%player%::職業} is "初心者":
  622. set {_幾轉} to 10
  623. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 0:
  624. set {_幾轉} to 10
  625. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 1:
  626. set {_幾轉} to 30
  627. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 2:
  628. set {_幾轉} to 70
  629. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 3:
  630. set {_幾轉} to 120
  631. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 4:
  632. set {_幾轉} to {@等級限制}
  633. if {玩家資料.%player%::等級} is more than or equal to {_幾轉}:
  634. set player's level to {_幾轉}
  635. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  636. set level progress of the player to 0.99
  637. set {玩家資料.%player%::now} to {玩家資料.%player%::max}
  638. else:
  639. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  640. stop
  641. else:
  642. set {_check} to {玩家資料.%player%::now} / {玩家資料.%player%::max}
  643. if {_check} is smaller than or equal to 0.99:
  644. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  645. else:
  646. set level progress of the player to 0.99
  647. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  648. if {玩家資料.%player%::等級} is more than or equal to 1:
  649. set {_clv} to 1.6
  650. if {玩家資料.%player%::等級} is more than or equal to 10:
  651. set {_clv} to 1.4
  652. if {玩家資料.%player%::等級} is more than or equal to 15:
  653. set {_clv} to 1.2
  654. if {玩家資料.%player%::等級} is more than or equal to 31:
  655. set {_clv} to 1.1
  656. if {玩家資料.%player%::等級} is more than or equal to 52:
  657. set {_clv} to 1.05
  658. if {玩家資料.%player%::等級} is more than or equal to 71:
  659. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  660. if {玩家資料.%player%::等級} is more than or equal to 100:
  661. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  662. if {玩家資料.%player%::等級} is more than or equal to 150:
  663. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  664. launch ball large firework colored gold at player timed 0.2
  665. set {玩家資料.%player%::max} to round( {_clv} * ({玩家資料.%player%::max}))
  666. set {玩家資料.%player%::now} to round( {玩家資料.%player%::now} ) - {玩家資料.%player%::max}
  667. if {玩家資料.%player%::now} is smaller than or equal to 0:
  668. set {玩家資料.%player%::now} to 0
  669. set {玩家資料.%player%::等級} to {玩家資料.%player%::等級} + 1
  670. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  671. set {_loop.%player%} to a random integer between 10 and 14
  672. loop {_loop.%player%} times:
  673. wait 2 tick
  674. add 1 to {_notesound.%player%}
  675. if {_notesound.%player%} > 3:
  676. set {_notesound.%player%} to 1
  677. if {_notesound.%player%} = 1:
  678. play raw sound "random.levelup" at player with pitch 2 volume 0.5
  679. if {_notesound.%player%} = 2:
  680. play raw sound "random.levelup" at player with pitch 1 volume 0.5
  681. if {_notesound.%player%} = 3:
  682. play raw sound "random.levelup" at player with pitch 0 volume 0.5
  683. set {_b} to block 2 blocks below player
  684. set {_a} to block below player
  685. if {_a} is beacon:
  686. if {_b} is netherrack:
  687. set {玩家資料.%player%::重生點} to block at location of player
  688. spawn 20 of particle happy villager offset by 0.3, 1, 0.3 at player
  689. command /expget [<text>] [<number>] [<number>]:
  690. permission: op.oao
  691. trigger:
  692. if {玩家資料.%arg-1%::now} is set:
  693. add arg-2 to {玩家資料.%arg-1%::now}
  694. send "&a【系統】 &a&l完成了任務,獲取了經驗值 &f%arg-2% &a。" to arg-1 parsed as player
  695. if arg-3 is set:
  696. set {_錢} to arg-3
  697. add arg-3 to {money::%arg-1%}
  698. set {_all} to 0
  699. while {_錢} is more than or equal to 4096:
  700. remove 4096 from {_錢}
  701. set {_all} to 1 + {_all}
  702. if {_all} is more than or equal to 1:
  703. set {_gold} to "&f%{_all}% &e&l㉤"
  704. else:
  705. set {_gold} to ""
  706. set {_all} to 0
  707. while {_錢} is more than or equal to 64:
  708. remove 64 from {_錢}
  709. set {_all} to 1 + {_all}
  710. if {_all} is more than or equal to 1:
  711. set {_silver} to "&f%{_all}% &f&l㉤"
  712. else:
  713. set {_silver} to ""
  714. set {_all} to 0
  715. while {_錢} is more than or equal to 1:
  716. remove 1 from {_錢}
  717. set {_all} to 1 + {_all}
  718. if {_all} is more than or equal to 1:
  719. set {_money} to "&f%{_all}% &6&l㉤"
  720. else:
  721. set {_money} to ""
  722. send "&a【系統】 &a獲得了 &a%{_gold}%%{_silver}%%{_money}%。" to arg-1 parsed as player
  723. command /stat [<player>] [<text>] [<number>]:
  724. permission: op.oao
  725. trigger:
  726. if arg-1 isn't set:
  727. send "&c違法操作"
  728. stop trigger
  729. set {_arg=1} to player
  730. if arg-1 is set:
  731. set {_arg=1} to arg-1
  732. if {玩家資料.%{_arg=1}%::*} is set:
  733. if arg-3 is set:
  734. if arg-2 is "power":
  735. if {玩家資料.%{_arg=1}%::力量} is more than or equal to {@屬性最高}:
  736. set {玩家資料.%{_arg=1}%::力量} to {@屬性最高}
  737. send "&c您的力量已達到最高,無法繼續加點。" to player-arg
  738. stop trigger
  739. set {_w.%arg-3%} to arg-3
  740. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  741. add arg-3 to {玩家資料.%{_arg=1}%::力量}
  742. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  743. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  744. wait 1 ticks
  745. loop 100 times:
  746. send "&c" to player-arg
  747. execute player-arg command "/lv"
  748. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  749. execute player-arg command "/stats"
  750. stop trigger
  751. if arg-2 is "speed":
  752. if {玩家資料.%{_arg=1}%::敏捷} is more than or equal to {@屬性最高}:
  753. set {玩家資料.%{_arg=1}%::敏捷} to {@屬性最高}
  754. send "&c您的敏捷已達到最高,無法繼續加點。" to player-arg
  755. stop trigger
  756. set {_w.%arg-3%} to arg-3
  757. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  758. add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
  759. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  760. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  761. wait 1 ticks
  762. loop 100 times:
  763. send "&c" to player-arg
  764. execute player-arg command "/lv"
  765. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  766. execute player-arg command "/stats"
  767. stop trigger
  768. if arg-2 is "clever":
  769. if {玩家資料.%{_arg=1}%::智慧} is more than or equal to {@屬性最高}:
  770. set {玩家資料.%{_arg=1}%::智慧} to {@屬性最高}
  771. send "&c您的智慧已達到最高,無法繼續加點。" to player-arg
  772. stop trigger
  773. set {_w.%arg-3%} to arg-3
  774. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  775. add arg-3 to {玩家資料.%{_arg=1}%::智慧}
  776. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  777. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  778. wait 1 ticks
  779. loop 100 times:
  780. send "&c" to player-arg
  781. execute player-arg command "/lv"
  782. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  783. execute player-arg command "/stats"
  784. stop trigger
  785. if arg-2 is "lucky":
  786. if {玩家資料.%{_arg=1}%::幸運} is more than or equal to {@屬性最高}:
  787. set {玩家資料.%{_arg=1}%::幸運} to {@屬性最高}
  788. send "&f您已是個歐洲人,不必繼續加點。" to player-arg
  789. stop trigger
  790. set {_w.%arg-3%} to arg-3
  791. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  792. add arg-3 to {玩家資料.%{_arg=1}%::幸運}
  793. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  794. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  795. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  796. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  797. else:
  798. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  799. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  800. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  801. wait 1 ticks
  802. loop 100 times:
  803. send "&c" to player-arg
  804. execute player-arg command "/lv"
  805. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  806. execute player-arg command "/stats"
  807. stop trigger
  808. send "&c屬性點不足" to player-arg
  809. command /expset [<text>] [<number>]:
  810. trigger:
  811. if player doesn't have permission "op.oao":
  812. execute console command "/warn %player% 該玩家使用管理員指令因此警告一隻。"
  813. stop trigger
  814. if arg-1 is set:
  815. if arg-2 is set:
  816. set {經驗怪物::%arg-1%} to arg-2
  817. send "&f已&9設置&f該怪物額外經驗"
  818. else if {經驗怪物::%arg-1%} is set:
  819. delete {經驗怪物::%arg-1%}
  820. send "&f已&c移除&f該怪物額外經驗"
  821. else if arg-1 isn't set:
  822. loop {經驗怪物::*}:
  823. send "%loop-index% - %loop-value%"
  824. send "&a你要用 /lvlset 怪物名稱 可獲得經驗值 ——來設定經驗"
  825. send "只要怪物名字有你起的名字,就會獲得額外設置的經驗。"
  826. on right click:
  827. if name of player's tool contains "屬性重置卷":
  828. remove 1 of player's tool from player's inventory
  829. set {_力量} to {玩家資料.%player%::力量}
  830. set {玩家資料.%player%::力量} to 0
  831. set {_智慧} to {玩家資料.%player%::智慧}
  832. set {玩家資料.%player%::智慧} to 0
  833. set {_敏捷} to {玩家資料.%player%::敏捷}
  834. set {玩家資料.%player%::敏捷} to 0
  835. set {_幸運} to {玩家資料.%player%::幸運}
  836. set {玩家資料.%player%::幸運} to 0
  837. if ({玩家資料.%player%::幸運} / 10) is more than or equal to 1:
  838. set {玩家資料.%player%::爆擊率} to floor({玩家資料.%player%::幸運} / 10)
  839. else:
  840. set {玩家資料.%player%::爆擊率} to 0
  841. if {玩家資料.%player%::爆擊率} is more than or equal to 100:
  842. set {玩家資料.%player%::爆擊率} to 100
  843. set {玩家資料.%player%::屬性點} to {_幸運} + {_力量} + {_智慧} + {_敏捷} + {玩家資料.%player%::屬性點}
  844. command /stats:
  845. trigger:
  846. if {飾品狀態.%player%::力量} isn't set:
  847. set {飾品狀態.%player%::力量} to 0
  848. if {飾品狀態.%player%::智慧} isn't set:
  849. set {飾品狀態.%player%::智慧} to 0
  850. if {飾品狀態.%player%::敏捷} isn't set:
  851. set {飾品狀態.%player%::敏捷} to 0
  852. if {飾品狀態.%player%::幸運} isn't set:
  853. set {飾品狀態.%player%::幸運} to 0
  854. if {飾品狀態.%player%::爆擊率} isn't set:
  855. set {飾品狀態.%player%::爆擊率} to 0
  856. open chest with 3 row named "&c個人列表" to player
  857. wait 1 ticks
  858. if inventory name of player's current inventory contains "個人列表":
  859. format slot 0 of player with diamond sword named "&6力量" with lore "&f增一點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 1"
  860. format slot 18 of player with 10 of diamond sword named "&6力量" with lore "&f加十點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 10"
  861. format slot 1 of player with enchanted book named "&b智慧" with lore "&f加一點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 1"
  862. format slot 19 of player with 10 of enchanted book named "&b智慧" with lore "&f加十點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 10"
  863. format slot 2 of player with golden boots named "&a敏捷" with lore "&f加一點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 1"
  864. format slot 20 of player with 10 of golden boots named "&a敏捷" with lore "&f加十點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 10"
  865. format slot 8 of player with lily pads named "&2幸運" with lore "&f加一點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 1"
  866. format slot 26 of player with lily pads named "&2幸運" with lore "&f加十點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 10"
  867. wait 1 tick
  868. loop 27 times:
  869. if slot (loop-number - 1) of player's current inventory is air:
  870. if inventory name of player's current inventory contains "個人列表":
  871. format slot (loop-number - 1) of player with stained glass pane:15 named "&6==========&2%player%的資料&6==========" with lore "&E名稱: %player%||&e職業: %{玩家資料.%player%::職業}%||&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%{玩家資料.%player%::now}%&3/&8%{玩家資料.%player%::max}%&3)||&6屬性:||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]||&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%||&f" to be unstealable
  872. if {飾品狀態.%player%::力量} is 0:
  873. delete {飾品狀態.%player%::力量}
  874. if {飾品狀態.%player%::智慧} is 0:
  875. delete {飾品狀態.%player%::智慧}
  876. if {飾品狀態.%player%::敏捷} is 0:
  877. delete {飾品狀態.%player%::敏捷}
  878. if {飾品狀態.%player%::幸運} is 0:
  879. delete {飾品狀態.%player%::幸運}
  880. if {飾品狀態.%player%::爆擊率} is 0:
  881. delete {飾品狀態.%player%::爆擊率}
  882. command /lv [<text>]:
  883. aliases: /lvl
  884. trigger:
  885. if {飾品狀態.%player%::力量} isn't set:
  886. set {飾品狀態.%player%::力量} to 0
  887. if {飾品狀態.%player%::智慧} isn't set:
  888. set {飾品狀態.%player%::智慧} to 0
  889. if {飾品狀態.%player%::敏捷} isn't set:
  890. set {飾品狀態.%player%::敏捷} to 0
  891. if {飾品狀態.%player%::幸運} isn't set:
  892. set {飾品狀態.%player%::幸運} to 0
  893. if {飾品狀態.%player%::爆擊率} isn't set:
  894. set {飾品狀態.%player%::爆擊率} to 0
  895. if {玩家資料.%player%::幸運} isn't set:
  896. set {玩家資料.%player%::幸運} to 0
  897. if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  898. set {玩家資料.%player%::幸運} to 0
  899. set {_boom} to round ({飾品狀態.%player%::爆擊率} * 100)
  900. set {_VIP} to "&f無"
  901. set {_GG} to ""
  902. if {玩家資料.%player%::VIP} is set:
  903. set {_VIP} to "&c&lV&e&lI&9&lP"
  904. if {玩家資料.%player%::VIP時間} is set:
  905. set {_GG} to floor({玩家資料.%player%::VIP時間} / 60)
  906. if {_GG} is equal to 0:
  907. set {_GG} to "(%{玩家資料.%player%::VIP時間}%分鐘)"
  908. else if {_GG} is more than or equal to 1:
  909. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60)%小時)"
  910. else:
  911. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60 / 24)%天)"
  912. else:
  913. set {_GG} to "(永久)"
  914. if arg-1 is set:
  915. set {_a} to arg-1
  916. replace all "&" with "§" in {_a}
  917. set {_VIP} to "&f無"
  918. set {_GG} to ""
  919. if {玩家資料.%{_a}%::VIP} is set:
  920. set {_VIP} to "&c&lV&e&lI&9&lP"
  921. if {玩家資料.%{_a}%::VIP時間} is set:
  922. set {_GG} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  923. if {_GG} is equal to 0:
  924. set {_GG} to "(%{玩家資料.%arg-1%::VIP時間}%分鐘)"
  925. else if {_GG} is more than or equal to 1:
  926. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時)"
  927. else:
  928. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天)"
  929. else:
  930. set {_GG} to "(永久)"
  931. if {玩家資料.%{_a}%::*} is set:
  932. if {飾品狀態.%{_a}%::力量} isn't set:
  933. set {飾品狀態.%{_a}%::力量} to 0
  934. if {飾品狀態.%{_a}%::智慧} isn't set:
  935. set {飾品狀態.%{_a}%::智慧} to 0
  936. if {飾品狀態.%{_a}%::敏捷} isn't set:
  937. set {飾品狀態.%{_a}%::敏捷} to 0
  938. if {飾品狀態.%{_a}%::幸運} isn't set:
  939. set {飾品狀態.%{_a}%::幸運} to 0
  940. if {飾品狀態.%{_a}%::爆擊率} isn't set:
  941. set {飾品狀態.%{_a}%::爆擊率} to 0
  942. set {_boom} to round( {飾品狀態.%{_a}%::爆擊率} * 100 )
  943. send "&6==========&2%{_a}%的資料&6=========="
  944. send "&E名稱: %{_a}% &6VIP: &3%{_GG}%%{_VIP}%"
  945. send "&e職業: %{玩家資料.%{_a}%::職業}%"
  946. send "&E等級: &2%{玩家資料.%{_a}%::等級}% &8&3(&8%round({玩家資料.%{_a}%::now})%&3/&8%{玩家資料.%{_a}%::max}%&3)"
  947. set {_hp} to arg-1 parsed as player
  948. send "&c生命值: &f%round({_hp}'s health / {_hp}'s max health * ({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加}))%/%round({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加})% &f&l爆擊率 %{玩家資料.%{_a}%::爆擊率} + {_boom}%"
  949. send "&E力量 &6[%{玩家資料.%{_a}%::力量}% + %{飾品狀態.%{_a}%::力量}%]"
  950. send "&e智慧 &b[%{玩家資料.%{_a}%::智慧}% + %{飾品狀態.%{_a}%::智慧}%]"
  951. send "&e敏捷 &a[%{玩家資料.%{_a}%::敏捷}% + %{飾品狀態.%{_a}%::敏捷}%]"
  952. send "&e幸運 &2[%{玩家資料.%{_a}%::幸運}% + %{飾品狀態.%{_a}%::幸運}%]" to player
  953. stop trigger
  954. send "&6==========&2%player%的資料&6=========="
  955. send "&E名稱: %player% &6VIP: &3%{_GG}%%{_VIP}%"
  956. send "&e職業: %{玩家資料.%player%::職業}%"
  957. send "&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%round({玩家資料.%player%::now})%&3/&8%{玩家資料.%player%::max}%&3)"
  958. send "&c生命值: &f%round(player's health / player's max health * (player's max health * 2 + {飾品狀態.%player%::血量增加}))%/%round(player's max health * 2 + {飾品狀態.%player%::血量增加})% &f&l爆擊率: &f%{玩家資料.%player%::爆擊率} + {_boom}% "
  959. send "&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%] "
  960. send "&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%] "
  961. send "&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%] "
  962. send "&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%] " to player
  963. if {玩家資料.%player%::經驗卷時間} is set:
  964. send ""
  965. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  966. if {_內容} is equal to 0:
  967. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  968. else if {_內容} is more than or equal to 3600:
  969. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
  970. else:
  971. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  972. send "&e經驗獲得倍率: &2%({玩家資料.%player%::經驗卷} + 1) * 100%%% &e剩餘時間預計: &f%{_內容}%"
  973. if {玩家資料.%player%::屬性點} is more than or equal to 1:
  974. send "&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%"
  975. send json of "&f- 還有未分配的屬性點... &a[點此分配]" run "/stats" to player
  976. command /show:
  977. trigger:
  978. if player's tool is empty:
  979. send "不要秀出你的男/女朋友啦...."
  980. stop
  981. if name of player's tool contains "公告卷":
  982. send "手上持有公告卷時無法發公告"
  983. stop
  984. set {_loop} to 0
  985. loop 3 times:
  986. loop all items in player's inventory:
  987. if name of loop-item contains "公告卷":
  988. set {_save} to loop-item
  989. remove 1 of loop-item from player's inventory
  990. add 1 to {_loop}
  991. if {_loop} is 3:
  992. log "%player% 用 道具 秀出了一次物品 。%now%" to "秀出記錄.log"
  993. set {_lore.%player%::*} to lore of player's tool split at "||"
  994. send "&a玩家 %player% &d秀出物品 :" to all players
  995. set {_name} to "%name of player's tool%"
  996. if {_name} contains "none":
  997. set {_name} to type of player's tool
  998. set {_id} to id of player's tool
  999. set {_datavalue} to data value of player's tool
  1000. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  1001. loop {_lore.%player%::*}:
  1002. send " &f%loop-value%" to all players
  1003. stop
  1004. else:
  1005. give {_loop} of {_save} to player
  1006. if {money::%player%} is more than or equal to 1500:
  1007. remove 1500 from {money::%player%}
  1008. log "%player% 用 錢 秀出了一次物品 。%now%" to "秀出記錄.log"
  1009. set {_lore.%player%::*} to lore of player's tool split at "||"
  1010. send "&a玩家 %player% &d秀出物品 :" to all players
  1011. set {_name} to "%name of player's tool%"
  1012. if {_name} contains "none":
  1013. set {_name} to type of player's tool
  1014. set {_id} to id of player's tool
  1015. set {_datavalue} to data value of player's tool
  1016. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  1017. loop {_lore.%player%::*}:
  1018. send " &f%loop-value%" to all players
  1019. send "&a已投入十五銀到來放公告" to player
  1020. else:
  1021. execute player command "/money"
  1022. send "&6你摸了摸口袋,你的錢完全不夠十五銀放公告吖(・ω・')" to player
  1023. on damage:
  1024. if {復活手續.%victim%} is set:
  1025. cancel event
  1026. if {復活手續.%attacker%} is set:
  1027. cancel event
  1028. on respawn:
  1029. if {競技參賽者::%player%} is set:
  1030. stop
  1031. if {對決.座標.%player%} is set:
  1032. stop
  1033. if {對決::%player%} isn't player:
  1034. stop
  1035. wait 5 ticks
  1036. loop 400 times:
  1037. if player doesn't have invisibility:
  1038. exit loop
  1039. wait 1 tick
  1040. if {幾轉職業::%{玩家資料.%player%::職業}%} is 2:
  1041. set {_幾轉} to 70
  1042. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 3:
  1043. set {_幾轉} to 120
  1044. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 4:
  1045. set {_幾轉} to {@等級限制}
  1046. if {玩家資料.%player%::等級} is more than or equal to {_幾轉}:
  1047. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  1048. set {_money.%player%} to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 16
  1049. if {_money.%player%} is more than or equal to 1:
  1050. give player {_money.%player%} of snowball named "&b[經驗]-結晶" with lore "&9==============||&e種類 &f作弊神器||&e用途 &f直接獲得經驗||&9=============="
  1051. set {玩家資料.%player%::now} to 0
  1052. stop
  1053. if {玩家資料.%player%::等級} is more than or equal to 30:
  1054. set {_delete.exp.%player%} to a random integer between ({玩家資料.%player%::等級} * 10) and round({玩家資料.%player%::now} * 0.15)
  1055. if {_delete.exp.%player%} is more than or equal to {玩家資料.%player%::now}:
  1056. set {_delete.exp.%player%} to {玩家資料.%player%::now}
  1057. if {玩家資料.%player%::VIP} is set:
  1058. set {_delete.exp.%player%} to {_delete.exp.%player%} - {_delete.exp.%player%} * 0.5
  1059. send "&b&lVIP減少損失經驗的 50%% .. ."
  1060. remove round({_delete.exp.%player%}) from {玩家資料.%player%::now}
  1061. if {玩家資料.%player%::now} is more than or equal to 1:
  1062. send "&c超過30等死亡會損失經驗值,該次損失經驗值%round({_delete.exp.%player%})%"
  1063. if {玩家資料.%player%::now} is smaller than or equal to 0:
  1064. set {玩家資料.%player%::now} to 0
  1065. send "&7由於經驗值不足扣除,因此無影響"
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