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- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Options 選項 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Options:
- Tag: &6技能 &c&l>>
- #[ 聖騎士 - 玄光神擊 ]
- 玄光神擊.CD: 20
- 玄光神擊.MP: 200
- 玄光神擊.Max: 1
- #[ 槍神 - 槍彈盛宴 ]
- 槍彈盛宴.CD: 10
- 槍彈盛宴.MP: 150
- 槍彈盛宴.Max: 1
- #[ 煉獄巫師 - 死亡黑煞 ]
- 死亡黑煞.CD: 10
- 死亡黑煞.Max: 1
- #[ 拳霸 - 霸龍狂襲 ]
- 霸龍狂襲.CD: 4
- 霸龍狂襲.EP: 0
- # 霸龍狂襲.EP: 20
- 霸龍狂襲.Max: 1
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Function 函式 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- 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
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Skill 技能 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on right click:
- {玩家資料.%player%::玩家職業} is set
- 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}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 聖騎士 - 玄光神擊 ]
- if uncolored name of player's tool contains "玄光神擊":
- {玩家資料.%player%::玩家職業} is "聖騎士"
- if {玩家資料.%player%::玩家等級} < 120:
- send "{@Tag} &c等級不足 無法使用該技能" to player
- stop
- if Skill(player, "&6玄光神擊", {@玄光神擊.Max}, {@玄光神擊.CD}, {@玄光神擊.MP}) is true:
- set {冷卻.%player%::玄光神擊} to now
- stop
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 8
- wait 0.5 seconds
- drawWarpRings style 1, particle "redstone", RGB 240, 240, 0, center location of player, id "玄光神擊1%player%", rainbowMode false, scan true, height 6, radius 1.8, ringCount 10, ringDensity 8, visibleRange 32, pulseDelay 0.6
- drawWarpRings style 1, particle "redstone", RGB 240, 240, 0, center location of player, id "玄光神擊2%player%", rainbowMode false, scan true, height 3, radius 10, ringCount 20, ringDensity 8, visibleRange 32, pulseDelay 0.2
- drawWarpRings style 1, particle "endrod", center location of player, id "玄光神擊3%player%", rainbowMode false, scan true, height 6, radius 1.8, ringCount 10, ringDensity 8, visibleRange 32, pulseDelay 0.6
- add player to {_庇護::*}
- add player to {_禁錮::*}
- loop entities in radius 10 of player:
- if loop-entity is a player:
- if {_庇護::*} do not contain loop-entity:
- drawDot count 1, particle "endrod", XYZ 0.02, 0.6, 0.02, center location of loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.3 seconds
- add loop-entity to {_庇護::*}
- if loop-entity is a animal or a monster:
- if {_禁錮::*} do not contain loop-entity:
- drawDot count 1, particle "endrod", XYZ 0.02, 0.6, 0.02, center location of loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.3 seconds
- add loop-entity to {_禁錮::*}
- wait 1 tick
- loop {_庇護::*}:
- set {玄光神擊::%loop-value%} to true
- loop {_禁錮::*}:
- make player damage loop-value by ({_PHYSICDMG})*(20)
- add "{NoAI:1}" to nbt of loop-value
- wait 1 second
- stopeffect id "玄光神擊1%player%"
- stopeffect id "玄光神擊2%player%"
- stopeffect id "玄光神擊3%player%"
- loop {_禁錮::*}:
- add "{NoAI:0}" to nbt of loop-value
- wait 2 second
- loop {_庇護::*}:
- delete {玄光神擊::%loop-value%}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 槍神 - 槍彈盛宴 ]
- if uncolored name of player's tool contains "槍彈盛宴":
- {玩家資料.%player%::玩家職業} is "槍神"
- if {玩家資料.%player%::玩家等級} < 120:
- send "{@Tag} &c等級不足 無法使用該技能" to player
- stop
- if Skill(player, "&6槍彈盛宴", {@槍彈盛宴.Max}, {@槍彈盛宴.CD}, {@槍彈盛宴.MP}) is true:
- set {冷卻.%player%::槍彈盛宴} to now
- wait 5 tick
- set {_Target} to location 7 horizontally in front and 0.5 up player
- wait 5 tick
- apply slowness of tier 10 to player for 999 days
- add player to {_list1::*}
- add player to {_list2::*}
- add player to {_list3::*}
- set {_c} to 0
- loop entities in radius 10 of {_Target}:
- if loop-entity is a animal or a monster:
- if {_c} < 20:
- add 1 to {_c}
- add loop-entity to {_list1::*}
- add loop-entity to {_list2::*}
- add loop-entity to {_list3::*}
- remove player from {_list1::*}
- remove player from {_list2::*}
- remove player from {_list3::*}
- set {_Damage} to {_PHYSICDMG}*(10)
- loop 3 times:
- set {_throw1} to location 1.5 up and 2 infront player
- shoot a snowball from {_throw1} at speed 1.5
- setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
- setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
- set {_throw4} to location 4 left and 2 up player
- shoot a snowball from {_throw4} at speed 1
- setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
- setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
- set {_throw5} to location 4 right and 2 up player
- shoot a snowball from {_throw5} at speed 1.5
- setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
- setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 2
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 0
- loop {_c} times:
- push the player horizontal forward at speed -0.2
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 1
- play "ENTITY_BLAZE_SHOOT" to player with volume 1 and pitch 0
- play "ENTITY_BLAZE_BURN" to player with volume 1 and pitch 1
- set {_location.1} to location of player
- loop {_list%loop-number-1%::*}:
- set {_location.2} to location 0.5 up loop-value-3
- remove loop-value-3 from {_list%loop-number-1%::*}
- make player damage loop-value-3 by ({_PHYSICDMG})*(20)
- exit loop
- 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}
- drawDot count 10, particle "flame", XYZ 0, 0, 0, center {_location.1}, visibleRange 64, pulseDelay 2, keepFor 0.2 seconds
- drawDot count 10, particle "smoke", XYZ 0, 0, 0, center {_location.1}, visibleRange 64, pulseDelay 2, keepFor 0.2 seconds
- 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}
- wait 1.2 tick
- wait 2 tick
- wait 0.5 second
- set {_location.1} to location above and 2 horizontally infront player
- set {_location.2} to location 40 in front player
- add 2 to y-coordinate of {_location.2}
- loop 5 times:
- stopEffect "槍彈盛宴1%player%"
- stopEffect "槍彈盛宴2%player%"
- set {_R} to (7-loop-number)/5
- set {_D} to (7-loop-number)/5
- drawSphere style 1, particle "redstone", RGB 180, 20, 20, center {_location.1}, id "槍彈盛宴1%player%", rainbowMode false, radius 0.5*{_R}, density 15*{_D}, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "flame", center {_location.1}, id "槍彈盛宴2%player%", rainbowMode false, radius 0.5*{_R}, density 15*{_D}, visibleRange 32, pulseDelay 1
- play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 2
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 2
- wait 2 ticks
- wait 0.5 second
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 2
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 1
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 0
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 2
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 1
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 0
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 2
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 1
- play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 0
- 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}) / 40
- set {_y.difference} to ({_y.2} - {_y.1}) / 40
- set {_z.difference} to ({_z.2} - {_z.1}) / 40
- set {_命中} to 0
- add player to {_目標::*}
- loop 5 times:
- loop 8 times:
- set {_location.1} to location of {_location.1}
- drawDot count 5, particle "flame", XYZ 0, 0, 0, center {_location.1}, visibleRange 32, pulseDelay 0, keepFor 0.25 seconds
- drawDot count 2, particle "lava", XYZ 0.1, 0.1, 0.1, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 15, particle "lavadrip", XYZ 0.35, 0.35, 0.35, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- 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}
- loop entities in radius 2.2 around block at location of {_location.1}:
- if loop-entity is a animal or a monster:
- if {_目標::*} do not contain loop-entity:
- add loop-entity to {_目標::*}
- if {_命中} = 0:
- make player damage loop-entity by {_PHYSICDMG}*(80)
- else if {_命中} > 0:
- make player damage loop-entity by {_PHYSICDMG}*(80)*(0.9^{_命中})
- drawDot count 8, particle "flame", material netherrack, XYZ 0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 1
- add 1 to {_命中}
- wait 1 tick
- stopEffect id "槍彈盛宴1%player%"
- stopEffect id "槍彈盛宴2%player%"
- remove slowness from player
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 煉獄巫師 - 死亡黑煞 ]
- if uncolored name of player's tool contains "死亡黑煞":
- {玩家資料.%player%::玩家職業} is "煉獄巫師"
- if {玩家資料.%player%::玩家等級} < 120:
- send "{@Tag} &c等級不足 無法使用該技能" to player
- stop
- set {_消耗mp} to round({玩家魔力值.%player%}*0.5)
- if Skill(player, "&6死亡黑煞", {@死亡黑煞.Max}, {@死亡黑煞.CD}, {_消耗mp}) is true:
- set {冷卻.%player%::死亡黑煞} to now
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 2
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 8
- wait 0.5 seconds
- set {_location.1} to location of player
- increase y-coordinate of {_location.1} by 1
- set {_location.2} to location 6 horizontally in front and 0.5 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:
- stopEffect "死亡黑煞1%player%"
- stopEffect "死亡黑煞2%player%"
- drawSphere style 1, particle "redstone", RGB 70, 0, 70, center {_location.1}, id "死亡黑煞1%player%", rainbowMode false, radius 1, density 20, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 40, 0, 70, center {_location.1}, id "死亡黑煞2%player%", rainbowMode false, radius 0.5, density 20, visibleRange 32, pulseDelay 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}
- wait 1.5 ticks
- wait 20 tick
- set {_TargetPoint} to location of {_location.1}
- set {_sphere} to location of {_location.1}
- loop 5 times:
- stopEffect "死亡黑煞1%player%"
- stopEffect "死亡黑煞2%player%"
- set {_R} to 1+(-1+loop-number)*0.04
- set {_D} to 1+(-1+loop-number)*0.5
- drawSphere style 1, particle "redstone", RGB 70, 0, 70, center {_sphere}, id "死亡黑煞1%player%", rainbowMode false, radius 1*{_R}, density 20*{_D}, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 40, 0, 40, center {_sphere}, id "死亡黑煞2%player%", rainbowMode false, radius 0.5*{_R}, density 20*{_D}, visibleRange 32, pulseDelay 1
- increase y-coordinate of {_sphere} by 1
- play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 0
- wait 3.5 ticks
- wait 8 tick
- loop 6 times:
- stopEffect "死亡黑煞1%player%"
- stopEffect "死亡黑煞2%player%"
- set {_R} to (7-loop-number)/6
- set {_D} to (7-loop-number)/6
- drawSphere style 1, particle "redstone", RGB 70, 0, 70, center {_sphere}, id "死亡黑煞1%player%", rainbowMode false, radius 1*{_R}, density 20*{_D}, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 40, 0, 40, center {_sphere}, id "死亡黑煞2%player%", rainbowMode false, radius 0.5*{_R}, density 20*{_D}, visibleRange 32, pulseDelay 1
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 0
- wait 2 ticks
- wait 10 tick
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 0
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 1
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 2
- set {_C} to 0
- loop entities in radius 15 of {_TargetPoint}:
- if loop-entity is a animal or a monster:
- add 1 to {_C}
- set {_E} to location of loop-entity
- set {_L} to distance between {_E} and {_sphere}
- if {_L} < 0:
- set {_L} to {_L}*-1
- drawLine particle redstone, RGB 140, 25, 130, center {_sphere}, target loop-entity, id "死亡黑煞炸裂%{_C}%%player%", rainbowMode false, solid true, density 15, length {_L}, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
- make player damage loop-value by ({_MAGICDMG})*(30)*{_消耗mp}/100
- if name of loop-entity contains "Lv" or "lv":
- teleport loop-value to {_sphere}
- wait 5 tick
- stopEffect "死亡黑煞1%player%"
- stopEffect "死亡黑煞2%player%"
- loop {_C} times:
- stopEffect "死亡黑煞炸裂%loop-number%%player%"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 拳霸 - 霸龍狂襲 ]
- if uncolored name of player's tool contains "霸龍狂襲":
- {玩家資料.%player%::玩家職業} is "拳霸"
- if {玩家資料.%player%::玩家等級} < 120:
- send "{@Tag} &c等級不足 無法使用該技能" to player
- stop
- if SkillEnergy(player, "&6霸龍狂襲", {@霸龍狂襲.Max}, {@霸龍狂襲.CD}, {@霸龍狂襲.EP}) is true:
- set {冷卻.%player%::霸龍狂襲} to now
- play "ENTITY_ENDERDRAGON_GROWL" to player with volume 1 and pitch 0
- wait 5 tick
- set {_location.player} to location above and 1.5 infront player
- set {_location.last} to location above and 40 infront player
- set {_location.1} to location 1 left {_location.player}
- set {_location.2} to location 1.065 left and 1.065 up {_location.player}
- set {_location.3} to location 1 up {_location.player}
- set {_location.4} to location 1.065 up and 1.065 right {_location.player}
- set {_location.5} to location 1 right {_location.player}
- set {_location.6} to location 1.065 right and 1.065 down {_location.player}
- set {_location.7} to location 1 down {_location.player}
- set {_location.8} to location 1.065 down and 1.065 left {_location.player}
- set {_x.player} to x-coordinate of {_location.player}
- set {_x.last} to x-coordinate of {_location.last}
- set {_y.player} to y-coordinate of {_location.player}
- set {_y.last} to y-coordinate of {_location.last}
- set {_z.player} to z-coordinate of {_location.player}
- set {_z.last} to z-coordinate of {_location.last}
- set {_x.difference} to ({_x.last} - {_x.player}) / 32
- set {_y.difference} to ({_y.last} - {_y.player}) / 32
- set {_z.difference} to ({_z.last} - {_z.player}) / 32
- loop 32 times:
- set {_location.player} to location of {_location.player}
- increase x-coordinate of {_location.player} by {_x.difference}
- increase y-coordinate of {_location.player} by {_y.difference}
- increase z-coordinate of {_location.player} by {_z.difference}
- if loop-number is 1 or 9 or 17 or 25:
- set {_location.particle.1} to location 1.5*1.2 left {_location.player}
- set {_location.particle.2} to location 1.5*1.2 right {_location.player}
- if loop-number is 2 or 10 or 18 or 26:
- set {_location.particle.1} to location 1.065*1.2 left and 1.065*1.2 up {_location.player}
- set {_location.particle.2} to location 1.065*1.2 right and 1.065*1.2 down {_location.player}
- if loop-number is 3 or 11 or 19 or 27:
- set {_location.particle.1} to location 1.5*1.2 up {_location.player}
- set {_location.particle.2} to location 1.5*1.2 down {_location.player}
- if loop-number is 4 or 12 or 20 or 28:
- set {_location.particle.1} to location 1.065*1.2 up and 1.065*1.2 right {_location.player}
- set {_location.particle.2} to location 1.065*1.2 down and 1.065*1.2 left {_location.player}
- if loop-number is 5 or 13 or 21 or 29:
- set {_location.particle.1} to location 1.5*1.2 right {_location.player}
- set {_location.particle.2} to location 1.5*1.2 left {_location.player}
- if loop-number is 6 or 14 or 22 or 30:
- set {_location.particle.1} to location 1.065*1.2 right and 1.065*1.2 down {_location.player}
- set {_location.particle.2} to location 1.065*1.2 left and 1.065*1.2 up {_location.player}
- if loop-number is 7 or 15 or 23 or 31:
- set {_location.particle.1} to location 1.5*1.2 down {_location.player}
- set {_location.particle.2} to location 1.5*1.2 up {_location.player}
- if loop-number is 8 or 19 or 24 or 32:
- set {_location.particle.1} to location 1.065*1.2 down and 1.065*1.2 left {_location.player}
- set {_location.particle.2} to location 1.065*1.2 up and 1.065*1.2 right {_location.player}
- drawDot count 2, particle "redstone", RGB 71, 163, 255, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "critmagic", XYZ 0.35, 0.35, 0.35, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "critmagic", XYZ -0.35, -0.35, -0.35, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "critmagic", XYZ 0.15, 0.15, 0.15, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "critmagic", XYZ -0.15, -0.15, -0.15, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "redstone", RGB 255, 163, 71, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
- drawDot count 2, particle "flame", XYZ 0.35, 0.35, 0.35, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- drawDot count 2, particle "flame", XYZ -0.35, -0.35, -0.35, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- drawDot count 2, particle "flame", XYZ 0.15, 0.15, 0.15, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- drawDot count 2, particle "flame", XYZ -0.15, -0.15, -0.15, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- loop entities in radius 2 around block at location of {_location.player}:
- if loop-entity is a animal or a monster:
- make player damage loop-entity by {_PHYSICDMG}*(20)
- play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 0
- wait 2 tick
- on join:
- set gravity state of player to true
- command /fspeed <number>:
- trigger:
- set player's fly speed to arg
- command /testggg:
- trigger:
- set gravity state of player to false
- command /testggg2:
- trigger:
- set gravity state of player to true
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ ClearVariable 清除變數 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on any movement:
- {冷卻.%player%::玄光神擊} is set:
- set {_冷卻} to difference between {冷卻.%player%::玄光神擊} and now
- if {_冷卻} >= {@玄光神擊.CD} second:
- delete {冷卻.%player%::玄光神擊}
- on any movement:
- {冷卻.%player%::死亡黑煞} is set:
- set {_冷卻} to difference between {冷卻.%player%::死亡黑煞} and now
- if {_冷卻} >= {@死亡黑煞.CD} second:
- delete {冷卻.%player%::死亡黑煞}
- on any movement:
- {冷卻.%player%::死亡黑煞} is set:
- set {_冷卻} to difference between {冷卻.%player%::死亡黑煞} and now
- if {_冷卻} >= {@死亡黑煞.CD} second:
- delete {冷卻.%player%::死亡黑煞}
- on any movement:
- {冷卻.%player%::霸龍狂襲} is set:
- set {_冷卻} to difference between {冷卻.%player%::霸龍狂襲} and now
- if {_冷卻} >= {@霸龍狂襲.CD} second:
- delete {冷卻.%player%::霸龍狂襲}
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