henry900326

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Feb 19th, 2018
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  1. Options:
  2. 玩家等級限制: 100
  3. On Chat:
  4. set {_玩家聊天訊息} to message
  5. cancel event
  6. if {玩家資料.%player%::高級會員} is set:
  7. broadcast "&e[&a%{幾轉職業::%{玩家資料.%player%::玩家職業}%}%轉&e] &e%{玩家資料.%player%::玩家職業}% &a- &eLv.%{玩家資料.%player%::玩家等級}%&a - &c&l[&6&lV&a&lI&b&lP&5&l]&e%player% &f: &f%{_玩家聊天訊息}%"
  8. stop
  9. broadcast "&e[&a%{幾轉職業::%{玩家資料.%player%::玩家職業}%}%轉&e] &e%{玩家資料.%player%::玩家職業}% &a- &eLv.%{玩家資料.%player%::玩家等級}%&a - &e%player% &f: &f%{_玩家聊天訊息}%"
  10. on command:
  11. command is "boomlvl"
  12. cancel event
  13. delete {玩家資料.%player%::*}
  14. delete app "plugins\players\%player%.yml"
  15. kick player due to "Disconneted."
  16. every 15 minutes:
  17. make console execute command "savedata"
  18. on command:
  19. command is "savedata"
  20. send "&b// &6文靜之潭 &e資料備份中 可能會有點卡頓 &b//" to all players
  21. wait 1 seconds
  22. loop all players:
  23. loop {玩家資料.%loop-player%::*}:
  24. set "%loop-index%" to "%loop-value-2%" in yaml file "plugins/players/%loop-player%.yml"
  25. loop all players:
  26. loop {技能.%loop-player%::*}:
  27. set yaml value "技能.%loop-index%" from "plugins/players/%loop-player%.yml" to "%loop-value-2%"
  28. send "&b// &6文靜之潭 &e資料備份成功 可繼續遊玩 &b//" to all players
  29. command /updateHp <number>:
  30. permission: op
  31. trigger:
  32. set "最大血量" to "%arg-1%" in yaml file "plugins/players/%player%.yml"
  33. set {玩家資料.%player%::最大血量} to arg-1
  34. command /expget <text> <number> <number>:
  35. permission: op.oao
  36. trigger:
  37. if {玩家資料.%arg-1%::目前經驗值} is set:
  38. add arg-2 to {玩家資料.%arg-1%::目前經驗值}
  39. send "&6經驗 >> &e您獲得了 %arg-2% EXP。" to arg-1 parsed as player
  40. on damage:
  41. if attacker is a player:
  42. if difference between {冷卻.%attacker%::魔力值恢復} and now is more than or equal to 1 second:
  43. delete {冷卻.%attacker%::魔力值恢復}
  44. add {玩家資料.%attacker%::魔量吸收量} to {玩家魔力值.%attacker%}
  45. set {_math} to 0.99 * {玩家魔力值.%attacker%} / {玩家資料.%attacker%::魔力值}
  46. if {_math} is more than or equal to 1:
  47. set {_math} to 0.99
  48. set {玩家魔力值.%attacker%} to {玩家資料.%attacker%::魔力值}
  49. set level progress of the attacker to {_math}
  50. set attacker's level to {玩家魔力值.%attacker%}
  51. set {_check} to {玩家資料.%attacker%::最大血量}
  52. add ({玩家資料.%attacker%::力量} * 5) to {_check}
  53. add ({玩家資料.%attacker%::智慧} * 3) to {_check}
  54. add ({玩家資料.%attacker%::敏捷} * 4) to {_check}
  55. add ({玩家資料.%attacker%::幸運} * 3) to {_check}
  56. heal attacker by {玩家資料.%attacker%::血量吸收量} / (attacker's max health + {_check}) * attacker's max health
  57. set {冷卻.%attacker%::魔力值恢復} to now
  58. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  59. loop {_lore::*}:
  60. if {_lore::%loop-index%} contain "等級需求 -":
  61. replace all "等級需求" , "-" and " " with "" in {_lore::%loop-index%}
  62. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  63. if {_lore::%loop-index%} is more than {玩家資料.%attacker%::玩家等級}:
  64. send "&6武器 >> &c等級不符合武器要求,無法攻擊或施放武器技能"
  65. cancel event
  66. stop
  67. if {_lore::%loop-index%} contain "職業需求":
  68. replace all "職業需求" , ":" , "[" , "]" and " " with "" in {_lore::%loop-index%}
  69. if {_lore::%loop-index%} is "全職業":
  70. set {_useless} to 1
  71. else if {_lore::%loop-index%} isn't {玩家資料.%attacker%::玩家職業}:
  72. send "&6武器 >> &c等級不符合職業要求,無法攻擊或施放武器技能" to attacker
  73. cancel event
  74. stop
  75. if {_lore::%loop-index%} contain "物品類型: [ 武器 ]":
  76. set {_pass} to 1
  77. if {_lore::%loop-index%} contain "物理攻擊力 -":
  78. replace all "物理攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
  79. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  80. set {_武器攻擊力} to {_lore::%loop-index%}
  81. if {_lore::%loop-index%} contain "物品類型: [ 技能 ]" or "武器類型: [ 魔杖 ]" or "武器類型: [ 弓 ]" or "武器類型: [ 飛鏢 ]":
  82. stop
  83. if {_lore::%loop-index%} contain "武器類型: [ 劍 ]":
  84. if difference between {冷卻.%attacker%::劍擊} and now is more than or equal to 0.4 second:
  85. delete {冷卻.%attacker%::劍擊}
  86. if {冷卻.%attacker%::劍擊} is set:
  87. if difference between {冷卻.%attacker%::波及} and now is less than or equal to 1 ticks:
  88. set {_yee} to 1
  89. else:
  90. cancel event
  91. stop
  92. set {冷卻.%attacker%::劍擊} to now
  93. if {_lore::%loop-index%} contain "武器類型: [ 匕首 ]":
  94. if difference between {冷卻.%attacker%::匕首擊} and now is more than or equal to 0.15 second:
  95. delete {冷卻.%attacker%::匕首擊}
  96. if {冷卻.%attacker%::匕首擊} is set:
  97. cancel event
  98. stop
  99. set {冷卻.%attacker%::匕首擊} to now
  100. if {_pass} is 1:
  101. set {_STRATK} to floor({玩家資料.%attacker%::力量} * 0.5)
  102. set {_DEXATK} to floor({玩家資料.%attacker%::敏捷} * 0.6)
  103. set {_INTATK} to floor({玩家資料.%attacker%::智慧} * 0.6)
  104. set {_LUKATK} to floor({玩家資料.%attacker%::幸運} * 0.7)
  105. set {_PHYSICDMG} to {玩家資料.%attacker%::物理攻擊力}
  106. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  107. set damage to ({_PHYSICDMG} + {_武器攻擊力})/2
  108. if {玩家資料.%attacker%::爆擊率} is set:
  109. set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100
  110. Chance of {_幾率.%attacker%}:
  111. set {_omg} to 0.01 * {玩家資料.%attacker%::爆擊傷害} * damage
  112. set damage to (({_PHYSICDMG} + {_武器攻擊力})/2)*( 1 + {玩家資料.%attacker%::爆擊傷害} / 100)
  113. play "ENTITY_ENDERDRAGON_HURT" to attacker with volume 1 and pitch 1
  114. stop
  115. stop
  116. on death:
  117. remove all 1 xp from drops
  118. command /stat [<player>] [<text>] [<number>]:
  119. permission: op.oao
  120. trigger:
  121. if arg-1 isn't set:
  122. send "&c違法操作"
  123. stop trigger
  124. set {_arg=1} to player
  125. if arg-1 is set:
  126. set {_arg=1} to arg-1
  127. if {玩家資料.%{_arg=1}%::*} is set:
  128. if arg-3 is set:
  129. if arg-2 is "power":
  130. set {_w.%arg-3%} to arg-3
  131. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  132. add arg-3 to {玩家資料.%{_arg=1}%::力量}
  133. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  134. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  135. stop trigger
  136. if arg-2 is "speed":
  137. set {_w.%arg-3%} to arg-3
  138. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  139. add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
  140. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  141. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  142. stop trigger
  143. if arg-2 is "clever":
  144. set {_w.%arg-3%} to arg-3
  145. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  146. add arg-3 to {玩家資料.%{_arg=1}%::智慧}
  147. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  148. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  149. stop trigger
  150. if arg-2 is "lucky":
  151. set {_w.%arg-3%} to arg-3
  152. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  153. add arg-3 to {玩家資料.%{_arg=1}%::幸運}
  154. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  155. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  156. stop trigger
  157. send "&c屬性點不足" to player-arg
  158. function LoadAP(P:player):
  159. set slot 10 of {_P}'s current inventory to diamond sword named "&6《增加力量屬性一點》" with lore "&E目前力量 &f[ &6%{玩家資料.%{_P}%::力量}% &f]"
  160. set slot 14 of {_P}'s current inventory to enchanted book named "&b《增加智慧屬性一點》" with lore "&e目前智慧 &f[ &b%{玩家資料.%{_P}%::智慧}% &f]"
  161. set slot 12 of {_P}'s current inventory to golden boots named "&a《增加敏捷屬性一點》" with lore "&e目前敏捷 &f[ &a%{玩家資料.%{_P}%::敏捷}% &f]"
  162. set slot 16 of {_P}'s current inventory to lily pads named "&2《增加幸運屬性一點》" with lore "&e目前幸運 &f[ &2%{玩家資料.%{_P}%::幸運}% &f]"
  163. command /stats:
  164. trigger:
  165. open chest with 3 row named "&9&l 文靜之潭&6&l配點介面" to player
  166. if inventory name of player's current inventory contains "配點介面":
  167. loop 9 times:
  168. set slot (loop-number - 1) of player's current inventory to 1 of black stained glass pane named "&7"
  169. loop 5 times:
  170. set slot (9 + (loop-number - 1) * 2) of player's current inventory to 1 of black stained glass pane named "&7"
  171. set slot (18 + (loop-number - 1) * 2) of player's current inventory to 1 of black stained glass pane named "&7"
  172. set slot 10 of player's current inventory to diamond sword named "&6《增加力量屬性一點》" with lore "&E目前力量 &f[ &6%{玩家資料.%player%::力量}% &f]"
  173. set slot 14 of player's current inventory to enchanted book named "&b《增加智慧屬性一點》" with lore "&e目前智慧 &f[ &b%{玩家資料.%player%::智慧}% &f]"
  174. set slot 12 of player's current inventory to golden boots named "&a《增加敏捷屬性一點》" with lore "&e目前敏捷 &f[ &a%{玩家資料.%player%::敏捷}% &f]"
  175. set slot 16 of player's current inventory to lily pads named "&2《增加幸運屬性一點》" with lore "&e目前幸運 &f[ &2%{玩家資料.%player%::幸運}% &f]"
  176. set slot 19 of player's current inventory to 1 of red stained glass pane named "&7"
  177. set slot 21 of player's current inventory to 1 of light green stained glass pane named "&7"
  178. set slot 23 of player's current inventory to 1 of light blue stained glass pane named "&7"
  179. set slot 25 of player's current inventory to 1 of yellow stained glass pane named "&7"
  180. on inventory click:
  181. if inventory name of player's current inventory contains "配點介面":
  182. if name of clicked item is "&7":
  183. cancel event
  184. stop
  185. on mor.inventory click:
  186. if inventory name of player's current inventory contains "配點介面":
  187. cancel event
  188. if name of event-item contains "力量" or "智慧" or "敏捷" or "幸運":
  189. if name of event-item contains "力量":
  190. execute command "stat %player% power 1"
  191. if name of event-item contains "敏捷":
  192. execute command "stat %player% speed 1"
  193. if name of event-item contains "智慧":
  194. execute command "stat %player% clever 1"
  195. if name of event-item contains "幸運":
  196. execute command "stat %player% lucky 1"
  197. wait 1 ticks
  198. LoadAP(player)
  199. on rightclick:
  200. if name of player's held item contains "屬性重置卷":
  201. set {_amount} to amount of player's held item
  202. set amount of player's held item to {_amount}-1
  203. set "力量" to "4" in yaml file "plugins/players/%player%.yml"
  204. set "智慧" to "4" in yaml file "plugins/players/%player%.yml"
  205. set "敏捷" to "4" in yaml file "plugins/players/%player%.yml"
  206. set "幸運" to "4" in yaml file "plugins/players/%player%.yml"
  207. set {玩家資料.%player%::力量} to 4
  208. set {玩家資料.%player%::智慧} to 4
  209. set {玩家資料.%player%::敏捷} to 4
  210. set {玩家資料.%player%::幸運} to 4
  211. set {_屬性點} to ({玩家資料.%player%::玩家等級}-1)*5
  212. set "剩餘屬性點" to "%{_屬性點}%" in yaml file "plugins/players/%player%.yml"
  213. set {玩家資料.%player%::剩餘屬性點} to {_屬性點}
  214. stop
  215. every 1 minutes:
  216. loop {玩家資料::*}:
  217. if {玩家資料.%loop-index%::高級會員時間} is set:
  218. remove 1 from {玩家資料.%loop-index%::高級會員時間}
  219. if {玩家資料.%loop-index%::高級會員時間} is smaller than or equal to 0:
  220. delete {玩家資料.%loop-index%::高級會員}
  221. delete {玩家資料.%loop-index%::高級會員時間}
  222. set {_高級會員} to loop-index parsed as player
  223. send "特權會員已過期。" to {_高級會員}
  224. command /vip [<text>] [<number>] [<text>]:
  225. permission: op.oao
  226. trigger:
  227. if {玩家資料.%arg-1%::玩家等級} is set:
  228. if {玩家資料.%arg-1%::高級會員} is set:
  229. delete {玩家資料.%arg-1%::高級會員}
  230. send "特權會員已過期。" to arg-1 parsed as player
  231. send "已關閉該玩家特權會員。"
  232. stop
  233. if arg-2 is set:
  234. if arg-3 isn't set:
  235. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2
  236. else if arg-3 is "小時":
  237. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2
  238. else if arg-3 is "分鐘":
  239. set {玩家資料.%arg-1%::高級會員時間} to arg-2
  240. else if arg-3 contains "天":
  241. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2 * 24
  242. set {_內容} to floor({玩家資料.%arg-1%::高級會員時間} / 60)
  243. if {_內容} is equal to 0:
  244. set {_內容} to "%{玩家資料.%arg-1%::高級會員時間}%分鐘"
  245. else if {_內容} is more than or equal to 1:
  246. set {_內容} to "%floor({玩家資料.%arg-1%::高級會員時間} / 60)%小時"
  247. else:
  248. set {_內容} to "%floor({玩家資料.%arg-1%::高級會員時間} / 60 / 24)%天"
  249. send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
  250. else:
  251. send "永久特權會員已開啟。" to arg-1 parsed as player
  252. set {玩家資料.%arg-1%::高級會員} to now
  253. send "已開啟該玩家特權會員。"
  254. stop
  255. send "該玩家不存在"
  256. on any movement:
  257. set player's walk speed to 0.2 * ({玩家資料.%player%::移動速度}+{技能加速.%player%})/100
  258. if {玩家資料.%player%::玩家職業} is "初心者":
  259. set {_幾轉} to 10
  260. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  261. set {_幾轉} to 30
  262. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  263. set {_幾轉} to 60
  264. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  265. set {_幾轉} to {@玩家等級限制}
  266. if {玩家資料.%player%::玩家等級} is more than or equal to {_幾轉}:
  267. if {玩家資料.%player%::目前經驗值} is more than or equal to {玩家資料.%player%::最大經驗值}:
  268. set {玩家資料.%player%::目前經驗值} to {玩家資料.%player%::最大經驗值}
  269. stop
  270. if {玩家資料.%player%::目前經驗值} is more than or equal to {玩家資料.%player%::最大經驗值}:
  271. if {玩家資料.%player%::玩家等級} is more than or equal to 1:
  272. set {_clv} to 1.6
  273. if {玩家資料.%player%::玩家等級} is more than or equal to 10:
  274. set {_clv} to 1.4
  275. if {玩家資料.%player%::玩家等級} is more than or equal to 15:
  276. set {_clv} to 1.2
  277. if {玩家資料.%player%::玩家等級} is more than or equal to 31:
  278. set {_clv} to 1.1
  279. if {玩家資料.%player%::玩家等級} is more than or equal to 52:
  280. set {_clv} to 1.05
  281. set {玩家資料.%player%::最大經驗值} to round( {_clv} * ({玩家資料.%player%::最大經驗值}))
  282. set {玩家資料.%player%::目前經驗值} to round( {玩家資料.%player%::目前經驗值} ) - {玩家資料.%player%::最大經驗值}
  283. if {玩家資料.%player%::目前經驗值} is smaller than or equal to 0:
  284. set {玩家資料.%player%::目前經驗值} to 0
  285. if {玩家資料.%player%::玩家等級} is more than or equal to {_幾轉}:
  286. if {玩家資料.%player%::目前經驗值} is more than or equal to {玩家資料.%player%::最大經驗值}:
  287. set {玩家資料.%player%::目前經驗值} to {玩家資料.%player%::最大經驗值}
  288. stop
  289. set {玩家資料.%player%::玩家等級} to {玩家資料.%player%::玩家等級} + 1
  290. set {玩家資料.%player%::剩餘屬性點} to {玩家資料.%player%::剩餘屬性點} + 5
  291. set {玩家資料.%player%::剩餘技能點} to {玩家資料.%player%::剩餘技能點} + 1
  292. if {玩家資料.%player%::目前經驗值} is smaller than or equal to {玩家資料.%player%::最大經驗值}:
  293. execute player command "showshowshow"
  294. on damage:
  295. attacker is a player
  296. set victim's damage delay to 0 second
  297. command /debugmp:
  298. trigger:
  299. send "%{玩家資料.%player%::魔力值}%" to player
  300. send "%{玩家魔力值.%player%}%" to player
  301. on join:
  302. set {_max魔力值} to {玩家資料.%player%::魔力值}
  303. set {玩家魔力值.%player%} to 0
  304. while {玩家魔力值.%player%} is smaller than or equal to {玩家資料.%player%::魔力值}:
  305. wait 5 seconds
  306. set {_check} to {玩家資料.%player%::最大血量}
  307. add ({玩家資料.%player%::力量} * 5) to {_check}
  308. add ({玩家資料.%player%::智慧} * 3) to {_check}
  309. add ({玩家資料.%player%::敏捷} * 4) to {_check}
  310. add ({玩家資料.%player%::幸運} * 3) to {_check}
  311. heal player by {玩家資料.%player%::血量恢復量} / (player's max health + {_check}) * player's max health
  312. add {玩家資料.%player%::魔量恢復量} to {玩家魔力值.%player%}
  313. if {玩家魔力值.%player%} is larger than {玩家資料.%player%::魔力值}:
  314. set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
  315. set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
  316. set player's level to {玩家魔力值.%player%}
  317. if {_math} is more than or equal to 1:
  318. set {_math} to 0.99
  319. set {玩家魔力值.%player%} to {玩家資料.%player%::魔力值}
  320. set level progress of the player to {_math}
  321. if player isn't online:
  322. stop
  323. on quit:
  324. delete {玩家魔力值.%player%}
  325. command /spelltest:
  326. trigger:
  327. if {玩家魔力值.%player%} is larger or equal to 20:
  328. send "&cBANG!" to player
  329. remove 20 from {玩家魔力值.%player%}
  330. set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
  331. if {_math} is more than or equal to 1:
  332. set {_math} to 0.99
  333. set level progress of the player to {_math}
  334. set player's level to {玩家魔力值.%player%}
  335. else:
  336. send "&4魔力不足!" to player
  337. stop
  338. on command:
  339. command is "showshowshow"
  340. cancel event
  341. drawWings style 11, particle1 "totem", speed 0, XYZ 0, 0, 0, particle2 "lava", particle3 "fireworkspark", center player, id "%player%show", rainbowMode false, flapSpeed 1, flapRange 1, angle 120, height 3, space 0.4, visibleRange 30, tps 0, second 1
  342. set {_loop.%player%} to a random integer between 10 and 14
  343. loop {_loop.%player%} times:
  344. wait 2 tick
  345. add 1 to {_notesound.%player%}
  346. if {_notesound.%player%} > 3:
  347. set {_notesound.%player%} to 1
  348. if {_notesound.%player%} = 1:
  349. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 2
  350. if {_notesound.%player%} = 2:
  351. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 1
  352. if {_notesound.%player%} = 3:
  353. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 0
  354. wait 1.5 seconds
  355. stopeffect id "%player%show"
  356. on damage:
  357. if attacker is victim:
  358. cancel event
  359. stop
  360. #請看死亡復活
  361. command /lv [<text>]:
  362. trigger:
  363. set {_player} to player
  364. if arg-1 is set:
  365. set {_pass} to 0
  366. set {_player} to arg-1 parsed as offlineplayer
  367. if {_player} is online:
  368. set {_pass} to 1
  369. if file existance of "plugins/players/%arg-1%.yml" is false:
  370. set {_player} to player
  371. else:
  372. if {_pass} is 0:
  373. clear {_玩家資料.%{_player}%::*}
  374. set {_玩家資料.%{_player}%::玩家等級} to single value "玩家等級" get of "plugins/players/%{_player}%.yml"
  375. set {_玩家資料.%{_player}%::目前經驗值} to single value "目前經驗值" get of "plugins/players/%{_player}%.yml"
  376. set {_玩家資料.%{_player}%::最大經驗值} to single value "最大經驗值" get of "plugins/players/%{_player}%.yml"
  377. set {_玩家資料.%{_player}%::剩餘屬性點} to single value "剩餘屬性點" get of "plugins/players/%{_player}%.yml"
  378. set {_玩家資料.%{_player}%::剩餘技能點} to single value "剩餘技能點" get of "plugins/players/%{_player}%.yml"
  379. set {_玩家資料.%{_player}%::力量} to single value "力量" get of "plugins/players/%{_player}%.yml"
  380. set {_玩家資料.%{_player}%::智慧} to single value "智慧" get of "plugins/players/%{_player}%.yml"
  381. set {_玩家資料.%{_player}%::敏捷} to single value "敏捷" get of "plugins/players/%{_player}%.yml"
  382. set {_玩家資料.%{_player}%::幸運} to single value "幸運" get of "plugins/players/%{_player}%.yml"
  383. set {_玩家資料.%{_player}%::最大血量} to single value "最大血量" get of "plugins/players/%{_player}%.yml"
  384. set {_玩家資料.%{_player}%::魔力值} to single value "魔力值" get of "plugins/players/%{_player}%.yml"
  385. set {_玩家資料.%{_player}%::防禦力} to single value "防禦力" get of "plugins/players/%{_player}%.yml"
  386. set {_玩家資料.%{_player}%::物理攻擊力} to single value "物理攻擊力" get of "plugins/players/%{_player}%.yml"
  387. set {_玩家資料.%{_player}%::魔法攻擊力} to single value "魔法攻擊力" get of "plugins/players/%{_player}%.yml"
  388. set {_玩家資料.%{_player}%::血量恢復量} to single value "血量恢復量" get of "plugins/players/%{_player}%.yml"
  389. set {_玩家資料.%{_player}%::魔量恢復量} to single value "魔量恢復量" get of "plugins/players/%{_player}%.yml"
  390. set {_玩家資料.%{_player}%::爆擊率} to single value "爆擊率" get of "plugins/players/%{_player}%.yml"
  391. set {_玩家資料.%{_player}%::爆擊傷害} to single value "爆擊傷害" get of "plugins/players/%{_player}%.yml"
  392. set {_玩家資料.%{_player}%::無視防禦} to single value "無視防禦" get of "plugins/players/%{_player}%.yml"
  393. set {_玩家資料.%{_player}%::總傷害} to single value "總傷害" get of "plugins/players/%{_player}%.yml"
  394. set {_玩家資料.%{_player}%::移動速度} to single value "移動速度" get of "plugins/players/%{_player}%.yml"
  395. set {_玩家資料.%{_player}%::跳躍力} to single value "跳躍力" get of "plugins/players/%{_player}%.yml"
  396. set {_玩家資料.%{_player}%::血量吸收量} to single value "血量吸收量" get of "plugins/players/%{_player}%.yml"
  397. set {_玩家資料.%{_player}%::魔量吸收量} to single value "魔量吸收量" get of "plugins/players/%{_player}%.yml"
  398. set {_玩家資料.%{_player}%::經驗卷倍率} to single value "經驗卷倍率" get of "plugins/players/%{_player}%.yml"
  399. set {_玩家資料.%{_player}%::經驗卷時間} to single value "經驗卷時間" get of "plugins/players/%{_player}%.yml"
  400. set {_玩家資料.%{_player}%::高級會員時間} to single value "高級會員時間" get of "plugins/players/%{_player}%.yml"
  401. set {_玩家資料.%{_player}%::伴侶} to single value "伴侶" get of "plugins/players/%{_player}%.yml"
  402. loop {_玩家資料.%{_player}%::*}:
  403. set {_pass} to 0
  404. if loop-index is "高級會員時間":
  405. if loop-value is "永久":
  406. set {_pass} to 1
  407. if {_pass} is 0:
  408. set {_玩家資料.%{_player}%::%loop-index%} to {_玩家資料.%{_player}%::%loop-index%} parsed as integer
  409. set {_玩家資料.%{_player}%::玩家職業} to single value "玩家職業" get of "plugins/players/%{_player}%.yml"
  410. set {_玩家資料.%{_player}%::高級會員} to single value "高級會員" get of "plugins/players/%{_player}%.yml"
  411. if {_玩家資料.%{_player}%::高級會員} isn't "無":
  412. set {_高級會員} to "&c&lV&e&lI&9&lP"
  413. if {_玩家資料.%{_player}%::高級會員時間} isn't "永久":
  414. set {_GG} to floor({_玩家資料.%{_player}%::高級會員時間} / 60)
  415. if {_GG} is equal to 0:
  416. set {_GG} to "(%{_玩家資料.%{_player}%::高級會員時間}%分鐘)"
  417. else if {_GG} is more than or equal to 1:
  418. set {_GG} to "(%floor({_玩家資料.%{_player}%::高級會員時間} / 60)%小時)"
  419. else:
  420. set {_GG} to "(%floor({_玩家資料.%{_player}%::高級會員時間} / 60 / 24)%天)"
  421. else:
  422. set {_GG} to "(永久)"
  423. else:
  424. set {_高級會員} to "&f無"
  425. set {_GG} to ""
  426. send "&6●=--------=《&c&l%{_player}% &4角色資料&6》=--------=●"
  427. send "&e名稱: &9%{_player}% &e高級會員: &9%{_GG}%%{_高級會員}%"
  428. send "&e職業: &b%{_玩家資料.%{_player}%::玩家職業}% &e配偶: &d%{_玩家資料.%{_player}%::伴侶}%"
  429. send "&e等級: &6%{_玩家資料.%{_player}%::玩家等級}% &8&3(&a%round({_玩家資料.%{_player}%::目前經驗值})%&3/&a%{_玩家資料.%{_player}%::最大經驗值}%&3)"
  430. set {_check} to {_玩家資料.%{_player}%::最大血量}
  431. add ({_玩家資料.%{_player}%::力量} * 5) to {_check}
  432. add ({_玩家資料.%{_player}%::智慧} * 3) to {_check}
  433. add ({_玩家資料.%{_player}%::敏捷} * 4) to {_check}
  434. add ({_玩家資料.%{_player}%::幸運} * 3) to {_check}
  435. send "&e生命值: &c%{_check}% &e魔力值: &6%{_玩家資料.%{_player}%::魔力值}%"
  436. send "&e力量: &f[ &6%{_玩家資料.%{_player}%::力量}% &f] &e智慧: &f[ &b%{_玩家資料.%{_player}%::智慧}% &f] "
  437. send "&e敏捷: &f[ &a%{_玩家資料.%{_player}%::敏捷}% &f] &e幸運: &f[ &2%{_玩家資料.%{_player}%::幸運}% &f] "
  438. send "&6●=--------=&c----------------------------&6=--------=●"
  439. send "&e防禦力: &6%{_玩家資料.%{_player}%::防禦力}% "
  440. set {_STRATK} to {_玩家資料.%{_player}%::力量} * 0.5
  441. set {_DEXATK} to {_玩家資料.%{_player}%::敏捷} * 0.6
  442. set {_INTATK} to {_玩家資料.%{_player}%::智慧} * 0.6
  443. set {_LUKATK} to {_玩家資料.%{_player}%::幸運} * 0.7
  444. set {_PHYSICDMG} to {_玩家資料.%{_player}%::物理攻擊力}
  445. set {_MAGICDMG} to {_玩家資料.%{_player}%::魔法攻擊力}
  446. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  447. add {_INTATK} to {_MAGICDMG}
  448. send "&e物理攻擊力: &c%{_PHYSICDMG}% &e魔法攻擊力: &b%{_MAGICDMG}% "
  449. send "&e血量恢復量: &c%{_玩家資料.%{_player}%::血量恢復量}% &e魔量恢復量: &b%{_玩家資料.%{_player}%::魔量恢復量}%"
  450. send "&e血量吸收量: &c%{_玩家資料.%{_player}%::血量吸收量}% &e魔量吸收量: &b%{_玩家資料.%{_player}%::魔量吸收量}% "
  451. send "&e爆擊率: &2%{_玩家資料.%{_player}%::爆擊率}%&f%% &e爆擊傷害: &2%{_玩家資料.%{_player}%::爆擊傷害}%&f%% "
  452. send "&e無視防禦: &5%{_玩家資料.%{_player}%::無視防禦}%&f%% &e總傷害: &5%{_玩家資料.%{_player}%::總傷害}%&f%% "
  453. send "&e移動速度: &a%{_玩家資料.%{_player}%::移動速度}%&f%% &e跳躍力: &a%{_玩家資料.%{_player}%::跳躍力}%&f%% "
  454. send "&6●=--------=&c----------------------------&6=--------=●"
  455. stop
  456. if {玩家資料.%{_player}%::高級會員} isn't "無":
  457. set {_高級會員} to "&c&lV&e&lI&9&lP"
  458. if {玩家資料.%{_player}%::高級會員時間} isn't "永久":
  459. set {_GG} to floor({玩家資料.%{_player}%::高級會員時間} / 60)
  460. if {_GG} is equal to 0:
  461. set {_GG} to "(%{玩家資料.%{_player}%::高級會員時間}%分鐘)"
  462. else if {_GG} is more than or equal to 1:
  463. set {_GG} to "(%floor({玩家資料.%{_player}%::高級會員時間} / 60)%小時)"
  464. else:
  465. set {_GG} to "(%floor({玩家資料.%{_player}%::高級會員時間} / 60 / 24)%天)"
  466. else:
  467. set {_GG} to "(永久)"
  468. else:
  469. set {_高級會員} to "&f無"
  470. set {_GG} to ""
  471. send "&6●=--------=《&c&l%{_player}% &4角色資料&6》=--------=●"
  472. send "&e名稱: &9%{_player}% &e高級會員: &9%{_GG}%%{_高級會員}%"
  473. send "&e職業: &b%{玩家資料.%{_player}%::玩家職業}% &e配偶: &d%{玩家資料.%{_player}%::伴侶}%"
  474. send "&e等級: &6%{玩家資料.%{_player}%::玩家等級}% &8&3(&a%round({玩家資料.%{_player}%::目前經驗值})%&3/&a%{玩家資料.%{_player}%::最大經驗值}%&3)"
  475. set {_check} to {玩家資料.%{_player}%::最大血量}
  476. add ({玩家資料.%{_player}%::力量} * 5) to {_check}
  477. add ({玩家資料.%{_player}%::智慧} * 3) to {_check}
  478. add ({玩家資料.%{_player}%::敏捷} * 4) to {_check}
  479. add ({玩家資料.%{_player}%::幸運} * 3) to {_check}
  480. send "&e生命值: &c%{_check}% &e魔力值: &6%{玩家資料.%{_player}%::魔力值}%"
  481. send "&e力量: &f[ &6%{玩家資料.%{_player}%::力量}% &f] &e智慧: &f[ &b%{玩家資料.%{_player}%::智慧}% &f] "
  482. send "&e敏捷: &f[ &a%{玩家資料.%{_player}%::敏捷}% &f] &e幸運: &f[ &2%{玩家資料.%{_player}%::幸運}% &f] "
  483. if {_player} is executor:
  484. send "&e剩餘屬性點: &f%{玩家資料.%{_player}%::剩餘屬性點}%"
  485. send "&e剩餘技能點: &f%{玩家資料.%{_player}%::剩餘技能點}%"
  486. send "&6●=--------=&c----------------------------&6=--------=●"
  487. send "&e防禦力: &6%{玩家資料.%{_player}%::防禦力}% "
  488. set {_STRATK} to floor({玩家資料.%{_player}%::力量} * 0.5)
  489. set {_DEXATK} to floor({玩家資料.%{_player}%::敏捷} * 0.6)
  490. set {_INTATK} to floor({玩家資料.%{_player}%::智慧} * 0.6)
  491. set {_LUKATK} to floor({玩家資料.%{_player}%::幸運} * 0.7)
  492. set {_PHYSICDMG} to {玩家資料.%{_player}%::物理攻擊力}
  493. set {_MAGICDMG} to {玩家資料.%{_player}%::魔法攻擊力}
  494. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  495. add {_INTATK} to {_MAGICDMG}
  496. send "&e物理攻擊力: &c%{_PHYSICDMG}% &e魔法攻擊力: &b%{_MAGICDMG}% "
  497. send "&e血量恢復量: &c%{玩家資料.%{_player}%::血量恢復量}% &e魔量恢復量: &b%{玩家資料.%{_player}%::魔量恢復量}%"
  498. send "&e血量吸收量: &c%{玩家資料.%{_player}%::血量吸收量}% &e魔量吸收量: &b%{玩家資料.%{_player}%::魔量吸收量}%"
  499. send "&e爆擊率: &6%{玩家資料.%{_player}%::爆擊率}%&6%% &e爆擊傷害: &6%{玩家資料.%{_player}%::爆擊傷害}%&6%%"
  500. send "&e無視防禦: &d%{玩家資料.%{_player}%::無視防禦}%&d%% &e總傷害: &d%{玩家資料.%{_player}%::總傷害}%&d%%"
  501. send "&e移動速度: &a%{玩家資料.%{_player}%::移動速度}%&a%% &e跳躍力: &a%{玩家資料.%{_player}%::跳躍力}%&a%%"
  502. send "&6●=--------=&c----------------------------&6=--------=●"
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