henry900326

Untitled

Sep 21st, 2018
151
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.70 KB | None | 0 0
  1. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  2. # [ Options 選項 ]
  3. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  4. Options:
  5. Tag: &6技能 &c&l>>
  6.  
  7. #[ 死神圓舞曲 ]
  8. 死神圓舞曲.CD: 15
  9. 死神圓舞曲.MP: 200
  10. 死神圓舞曲.Max: 3
  11.  
  12.  
  13.  
  14. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  15. # [ Function 函式 ]
  16. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  17. Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
  18. set {_Skill} to uncolored {_S}
  19. if {技能.%{_P}%::%{_Skill}%} <= 0:
  20. send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
  21. return false
  22. stop
  23. if {技能.%{_P}%::%{_Skill}%} > {_Max}:
  24. 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}
  25. return false
  26. stop
  27. set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
  28. replace "seconds" and "second" and " " with "" in {_冷卻}
  29. set {_冷卻} to {_冷卻} parsed as number
  30. set {_CD} to {_CD} parsed as number
  31. if {_冷卻} is less than {_CD}:
  32. set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
  33. replace "seconds" and "second" and " " with "" in {_冷卻}
  34. send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
  35. return false
  36. stop
  37. if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
  38. remove {_MP} from {玩家魔力值.%{_P}%}
  39. set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
  40. if {_math} is more than or equal to 1:
  41. set {_math} to 0.99
  42. set level progress of {_P} to {_math}
  43. set {_P}'s level to {玩家魔力值.%{_P}%}
  44. send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
  45. else:
  46. send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
  47. return false
  48. stop
  49. return true
  50.  
  51. on command:
  52. player is an op
  53. command is "test123"
  54. cancel event
  55.  
  56. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  57. # [ Skill 技能 ]
  58. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  59. on right click:
  60. {玩家資料.%player%::玩家職業} is "影武者"
  61. set {_STRATK} to {玩家資料.%player%::力量} * 0.5
  62. set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
  63. set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
  64. set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
  65. set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
  66. set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
  67. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  68. add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
  69. add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
  70. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  71. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
  72. add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
  73. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  74. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
  75. add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
  76. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  77. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
  78. add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
  79. set {_check} to {玩家資料.%player%::最大血量}
  80. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  81. add ({玩家資料.%player%::力量} * 5) to {_check}
  82. add ({玩家資料.%player%::智慧} * 4) to {_check}
  83. add ({玩家資料.%player%::敏捷} * 3) to {_check}
  84. add ({玩家資料.%player%::幸運} * 2) to {_check}
  85. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  86. add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
  87. add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
  88. add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
  89. add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
  90. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  91. add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
  92. add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
  93. add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
  94. add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
  95. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  96. add ({玩家資料.%player%::力量} * 5)*2 to {_check}
  97. add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
  98. add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
  99. add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
  100. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  101. #[ 死神圓舞曲 ]damage_indicator
  102. if uncolored name of player's tool contains "死神圓舞曲":
  103. if Skill(player, "&6死神圓舞曲", {@死神圓舞曲.Max}, {@死神圓舞曲.CD}, {@死神圓舞曲.MP}) is true:
  104. set {冷卻.%player%::死神圓舞曲} to now
  105. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  106. drawWarpRings style 4, particle "redstone", RGB 237, 21, 93, center player, id "死神圓舞曲%player%", rainbowMode false, scan true, height 4, radius 2, ringCount 5, ringDensity 20, visibleRange 32, pulseDelay 3
  107. wait 1 tick
  108. set {_location.1} to location of player
  109. set {_location.2} to block 6 horizontally in front player
  110. set {_location.2} to location of {_location.2}
  111. add 3.5 to y-coordinate of {_location.2}
  112. set {_x1} to x-coordinate of {_location.1}
  113. set {_y1} to y-coordinate of {_location.1}
  114. set {_z1} to z-coordinate of {_location.1}
  115. set {_x2} to x-coordinate of {_location.2}
  116. set {_y2} to y-coordinate of {_location.2}
  117. set {_z2} to z-coordinate of {_location.2}
  118. set {_x} to "%({_x2}-{_x1})/4%" parsed as number
  119. set {_y} to "%({_y2}-{_y1})/8%" parsed as number
  120. set {_z} to "%({_z2}-{_z1})/4%" parsed as number
  121. set velocity of player to new Vector {_x}, {_y}, {_z}
  122. wait 3 tick
  123. stopEffect "死神圓舞曲%player%"
  124. drawAtom particle1 "crit", particle2 "sweep", center player, XYZ 0, -1, 0, id "死神圓舞曲%player%", rainbowMode false, innerPCount 1, innerRadius 2, outerPCount 12, orbitCount 4, start 0, visibleRange 30, rotation 75
  125. loop 16 times:
  126. loop entities in radius 2 of player:
  127. if loop-entity isn't a player or a dropped item:
  128. make player damage loop-entity by {_PHYSICDMG}*(4+0.25*{技能.%player%::死神圓舞曲})
  129. drawDot count 10, particle "smoke", XYZ 0, 1, 0, center player, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
  130. drawDot count 10, particle "mobspell", XYZ 0, 1, 0, center player, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
  131. wait 1 tick
  132. stopEffect "死神圓舞曲%player%"
Advertisement
Add Comment
Please, Sign In to add comment