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- on rightclick holding gold sword:
- name of player's tool is "&e&l雷剣"
- player is sneaking
- if level of player is more than 9:
- set {_cooldown} to difference between {AOELightning.%player%.lastused} and now
- wait 1 tick
- if {_cooldown} is less than 20 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 20 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "Failed"
- stop
- reduce level progress
- reduce level progress of player by 10
- set {AOELightning.%player%.lastused} to now
- loop all entities in radius 50 around the player:
- loop-entity is not the player
- chance of 80%:
- strike lightning effect at the loop-entity
- damage loop-entity by 4 hearts
- wait 20 tick
- loop all entities in radius 30 around the player:
- loop-entity is not the player
- chance of 90%:
- strike lightning effect at the loop-entity
- damage loop-entity by 4 hearts
- wait 20 tick
- loop all entities in radius 10 around the player:
- loop-entity is not the player
- strike lightning effect at the loop-entity
- damage loop-entity by 5 hearts
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>疾雷スキルには10Lv以上のXPが必要です!"
- damage the player by 2 hearts
- wait 20 tick
- stop effect "Failed"
- on leftclick holding gold sword:
- player's tool is enchanted with fortune
- player is sneaking
- if level of player is more than 3:
- set {_cooldown} to difference between {LightningShot.%player%.lastused} and now
- if {_cooldown} is less than 5 seconds:
- stop
- reduce level progress of player by 4
- shoot a snowball at speed 5
- set {Lightning.%player%.lastused} to now
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>雷鳴スキルには4Lv以上のXPが必要です!"
- wait 20 tick
- stop effect "Failed"
- on damage:
- projectile is snowball
- attacker's tool is gold sword
- attacker's tool is enchanted with fortune
- strike lightning at the victim
- if victim is a player:
- apply speed 2 to the attacker for 10 seconds
- apply strength 5 to the attacker for 10 seconds
- on rightclick holding diamond hoe:
- cancel the event
- player's tool is enchanted with PROTECTION 10
- player is sneaking
- if level of player is more than 5:
- set {_cooldown} to difference between {Heal.%player%.lastused} and now
- if {_cooldown} is less than 10 seconds:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "HealFailed" with particles SMOKE NORMAL with radius 1
- message "<pink>%difference between 10 seconds and {_cooldown}% <white>後に使用可能"
- wait 20 tick
- stop effect "HealFailed"
- stop
- loop players in radius 5 around the player:
- play "entity_player_levelup" to loop-player at volume 10
- add 6 to loop-player's health
- reduce level progress of player by 6
- create a circle effect for loop-player with id "HEAL" with particles HEART with radius 1
- set {Heal.%player%.lastused} to now
- wait 60 tick
- stop effect "HEAL"
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>回復スキルには6Lv以上のXPが必要です!"
- wait 20 tick
- stop effect "Failed"
- #アイスショット
- on leftclick holding diamond hoe:
- player's tool is enchanted with PROTECTION 10
- if level of player is more than 0:
- set {_cooldown} to difference between {IceShot.%player%.lastused} and now
- if {_cooldown} is less than 0.5 seconds:
- stop
- play "block_glass_break" to player at volume 10
- reduce level progress of player by 1
- shoot a snowball at speed 2
- set {_num} to 0.5
- set {_Particle} to location of the block {_num} meter in front of player's head
- loop 30 times:
- show 10 water splash particles at {_Particle} offset by 0, 0, 0
- set {_num} to {_num} + 0.5
- set {_Particle} to location of the block {_num} meter infront of player's head
- if the block {_num} meter infront of player's head is not air:
- stop loop
- set {IceShot.%player%.lastused} to now
- else:
- play "entity_ghast_shoot" to player at volume 10
- create a circle effect at player with id "Failed" with particles SMOKE NORMAL with radius 1
- message "<pink>アイスショットスキルには1Lv以上のXPが必要です!"
- wait 20 tick
- stop effect "Failed"
- on damage:
- projectile is snowball
- attacker's tool is diamond hoe
- damage victim by 1 hearts
- apply slow 5 to the victim for 1 seconds
- create a circle effect at victim with id "Prison" with particles drip water with radius 1
- wait 30 tick
- stop effect "Prison"
- every seconds:
- loop all players:
- level of loop-player is less than 20
- if loop-player is sneaking:
- the block below loop-player is not air
- add 0.5 to level progress of loop-player
- add 0.05 to level progress of loop-player
- on respawn:
- level of player is less than 20
- wait 1 tick
- set level of player to 20
- on sneak toggle:
- {jump.%player%.air} is not set
- player is not sneaking
- set {jump.%player%.air} to "1"
- the block below player is air
- push player upwards at speed 1
- push player in direction of player at speed 0.75
- on sneak toggle:
- the block below player is not air
- delete {jump.%player%.air}
- on tool change:
- if tool is enchanted with feather falling 1:
- set {RISE.%player%} to 0.1
- if tool is enchanted with feather falling 2:
- set {RISE.%player%} to 0.2
- if tool is enchanted with feather falling 3:
- set {RISE.%player%} to 0.3
- if tool is enchanted with protection 1:
- set {DRIVE.%player%} to 2
- if tool is enchanted with protection 2:
- set {DRIVE.%player%} to 1
- if tool is enchanted with protection 3:
- set {DRIVE.%player%} to 0.5
- if tool is enchanted with blast protection 1:
- set {MGCT.%player%} to 1 seconds
- if tool is enchanted with blast protection 2:
- set {MGCT.%player%} to 0.1 seconds
- if tool is enchanted with blast protection 3:
- set {MGCT.%player%} to 0 second
- on rightclick:
- player is not sneaking
- player's tool is enchanted with fortune
- set {_cooldown} to difference between {MG.%player%.lastused} and now
- if {_cooldown} is less than {MGCT.%player%}:
- stop
- push player upwards at speed {RISE.%player%}
- push player in direction of player at speed {DRIVE.%player%}
- chance of 10%:
- reduce level progress of player by 0.1
- set {MG.%player%.lastused} to now
- on first join:
- clear player's inventory
- set slot 0 of player to diamond named "&d&l初回&b&lダイヤ"
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