henry900326

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Nov 30th, 2018
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  1. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  2. # [ Options 選項 ]
  3. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  4. Options:
  5. Tag: &6技能 &c&l>>
  6.  
  7. #[ 聖騎士 - 玄光神擊 ]
  8. 玄光神擊.CD: 20
  9. 玄光神擊.MP: 200
  10. 玄光神擊.Max: 1
  11.  
  12. #[ 槍神 - 槍彈盛宴 ]
  13. 槍彈盛宴.CD: 10
  14. 槍彈盛宴.MP: 150
  15. 槍彈盛宴.Max: 1
  16.  
  17. #[ 煉獄巫師 - 死亡黑煞 ]
  18. 死亡黑煞.CD: 10
  19. 死亡黑煞.Max: 1
  20.  
  21. #[ 拳霸 - 霸龍狂襲 ]
  22. 霸龍狂襲.CD: 4
  23. 霸龍狂襲.EP: 0
  24. # 霸龍狂襲.EP: 20
  25. 霸龍狂襲.Max: 1
  26.  
  27.  
  28. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  29. # [ Function 函式 ]
  30. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  31. Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
  32. set {_Skill} to uncolored {_S}
  33. if {技能.%{_P}%::%{_Skill}%} <= 0:
  34. send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
  35. return false
  36. stop
  37. if {技能.%{_P}%::%{_Skill}%} > {_Max}:
  38. 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}
  39. return false
  40. stop
  41. set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
  42. replace "seconds" and "second" and " " with "" in {_冷卻}
  43. set {_冷卻} to {_冷卻} parsed as number
  44. set {_CD} to {_CD} parsed as number
  45. if {_冷卻} is less than {_CD}:
  46. set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
  47. replace "seconds" and "second" and " " with "" in {_冷卻}
  48. send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
  49. return false
  50. stop
  51. if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
  52. remove {_MP} from {玩家魔力值.%{_P}%}
  53. set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
  54. if {_math} is more than or equal to 1:
  55. set {_math} to 0.99
  56. set level progress of {_P} to {_math}
  57. set {_P}'s level to {玩家魔力值.%{_P}%}
  58. send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
  59. else:
  60. send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
  61. return false
  62. stop
  63. return true
  64.  
  65.  
  66.  
  67. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  68. # [ Skill 技能 ]
  69. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  70. on right click:
  71. {玩家資料.%player%::玩家職業} is set
  72. set {_STRATK} to {玩家資料.%player%::力量} * 0.5
  73. set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
  74. set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
  75. set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
  76. set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
  77. set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
  78. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  79. add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
  80. add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
  81. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  82. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
  83. add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
  84. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  85. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
  86. add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
  87. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  88. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
  89. add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
  90. set {_check} to {玩家資料.%player%::最大血量}
  91. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  92. add ({玩家資料.%player%::力量} * 5) to {_check}
  93. add ({玩家資料.%player%::智慧} * 4) to {_check}
  94. add ({玩家資料.%player%::敏捷} * 3) to {_check}
  95. add ({玩家資料.%player%::幸運} * 2) to {_check}
  96. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  97. add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
  98. add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
  99. add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
  100. add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
  101. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  102. add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
  103. add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
  104. add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
  105. add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
  106. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  107. add ({玩家資料.%player%::力量} * 5)*2 to {_check}
  108. add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
  109. add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
  110. add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
  111. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  112. #[ 聖騎士 - 玄光神擊 ]
  113. if uncolored name of player's tool contains "玄光神擊":
  114. {玩家資料.%player%::玩家職業} is "聖騎士"
  115. if {玩家資料.%player%::玩家等級} < 120:
  116. send "{@Tag} &c等級不足 無法使用該技能" to player
  117. stop
  118. 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:
  119. set {冷卻.%player%::玄光神擊} to now
  120. stop
  121.  
  122.  
  123.  
  124.  
  125.  
  126.  
  127.  
  128.  
  129. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 8
  130. wait 0.5 seconds
  131. 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
  132. 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
  133. 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
  134. add player to {_庇護::*}
  135. add player to {_禁錮::*}
  136. loop entities in radius 10 of player:
  137. if loop-entity is a player:
  138. if {_庇護::*} do not contain loop-entity:
  139. 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
  140. add loop-entity to {_庇護::*}
  141. if loop-entity is a animal or a monster:
  142. if {_禁錮::*} do not contain loop-entity:
  143. 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
  144. add loop-entity to {_禁錮::*}
  145. wait 1 tick
  146. loop {_庇護::*}:
  147. set {玄光神擊::%loop-value%} to true
  148. loop {_禁錮::*}:
  149. make player damage loop-value by ({_PHYSICDMG})*(20)
  150. add "{NoAI:1}" to nbt of loop-value
  151. wait 1 second
  152. stopeffect id "玄光神擊1%player%"
  153. stopeffect id "玄光神擊2%player%"
  154. stopeffect id "玄光神擊3%player%"
  155. loop {_禁錮::*}:
  156. add "{NoAI:0}" to nbt of loop-value
  157. wait 2 second
  158. loop {_庇護::*}:
  159. delete {玄光神擊::%loop-value%}
  160. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  161. #[ 槍神 - 槍彈盛宴 ]
  162. if uncolored name of player's tool contains "槍彈盛宴":
  163. {玩家資料.%player%::玩家職業} is "槍神"
  164. if {玩家資料.%player%::玩家等級} < 120:
  165. send "{@Tag} &c等級不足 無法使用該技能" to player
  166. stop
  167. 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:
  168. set {冷卻.%player%::槍彈盛宴} to now
  169. wait 5 tick
  170. set {_Target} to location 7 horizontally in front and 0.5 up player
  171. wait 5 tick
  172. apply slowness of tier 10 to player for 999 days
  173. add player to {_list1::*}
  174. add player to {_list2::*}
  175. add player to {_list3::*}
  176. set {_c} to 0
  177. loop entities in radius 10 of {_Target}:
  178. if loop-entity is a animal or a monster:
  179. if {_c} < 20:
  180. add 1 to {_c}
  181. add loop-entity to {_list1::*}
  182. add loop-entity to {_list2::*}
  183. add loop-entity to {_list3::*}
  184. remove player from {_list1::*}
  185. remove player from {_list2::*}
  186. remove player from {_list3::*}
  187. set {_Damage} to {_PHYSICDMG}*(10)
  188. loop 3 times:
  189. set {_throw1} to location 1.5 up and 2 infront player
  190. shoot a snowball from {_throw1} at speed 1.5
  191. setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
  192. setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
  193. set {_throw4} to location 4 left and 2 up player
  194. shoot a snowball from {_throw4} at speed 1
  195. setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
  196. setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
  197. set {_throw5} to location 4 right and 2 up player
  198. shoot a snowball from {_throw5} at speed 1.5
  199. setKeyValueTag(last shot snowball, "ExplosionBall.Damage", "%{_Damage}%")
  200. setKeyValueTag(last shot snowball, "ExplosionBall.Shooter", "%player%")
  201. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 2
  202. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 0
  203. loop {_c} times:
  204. push the player horizontal forward at speed -0.2
  205. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1 and pitch 1
  206. play "ENTITY_BLAZE_SHOOT" to player with volume 1 and pitch 0
  207. play "ENTITY_BLAZE_BURN" to player with volume 1 and pitch 1
  208. set {_location.1} to location of player
  209. loop {_list%loop-number-1%::*}:
  210. set {_location.2} to location 0.5 up loop-value-3
  211. remove loop-value-3 from {_list%loop-number-1%::*}
  212. make player damage loop-value-3 by ({_PHYSICDMG})*(20)
  213. exit loop
  214. set {_x.1} to x-coordinate of {_location.1}
  215. set {_x.2} to x-coordinate of {_location.2}
  216. set {_y.1} to y-coordinate of {_location.1}
  217. set {_y.2} to y-coordinate of {_location.2}
  218. set {_z.1} to z-coordinate of {_location.1}
  219. set {_z.2} to z-coordinate of {_location.2}
  220. set {_x.difference} to ({_x.2} - {_x.1}) / 10
  221. set {_y.difference} to ({_y.2} - {_y.1}) / 10
  222. set {_z.difference} to ({_z.2} - {_z.1}) / 10
  223. loop 10 times:
  224. set {_location.1} to location of {_location.1}
  225. drawDot count 10, particle "flame", XYZ 0, 0, 0, center {_location.1}, visibleRange 64, pulseDelay 2, keepFor 0.2 seconds
  226. drawDot count 10, particle "smoke", XYZ 0, 0, 0, center {_location.1}, visibleRange 64, pulseDelay 2, keepFor 0.2 seconds
  227. increase x-coordinate of {_location.1} by {_x.difference}
  228. increase y-coordinate of {_location.1} by {_y.difference}
  229. increase z-coordinate of {_location.1} by {_z.difference}
  230. wait 1.2 tick
  231. wait 2 tick
  232. wait 0.5 second
  233. set {_location.1} to location above and 2 horizontally infront player
  234. set {_location.2} to location 40 in front player
  235. add 2 to y-coordinate of {_location.2}
  236. loop 5 times:
  237. stopEffect "槍彈盛宴1%player%"
  238. stopEffect "槍彈盛宴2%player%"
  239. set {_R} to (7-loop-number)/5
  240. set {_D} to (7-loop-number)/5
  241. 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
  242. 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
  243. play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 2
  244. play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 2
  245. wait 2 ticks
  246. wait 0.5 second
  247. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 2
  248. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 1
  249. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 0
  250. play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 2
  251. play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 1
  252. play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 0
  253. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 2
  254. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 1
  255. play "ENTITY_ZOMBIE_ATTACK_DOOR_WOOD" to player with volume 1000 and pitch 0
  256. set {_x.1} to x-coordinate of {_location.1}
  257. set {_x.2} to x-coordinate of {_location.2}
  258. set {_y.1} to y-coordinate of {_location.1}
  259. set {_y.2} to y-coordinate of {_location.2}
  260. set {_z.1} to z-coordinate of {_location.1}
  261. set {_z.2} to z-coordinate of {_location.2}
  262. set {_x.difference} to ({_x.2} - {_x.1}) / 40
  263. set {_y.difference} to ({_y.2} - {_y.1}) / 40
  264. set {_z.difference} to ({_z.2} - {_z.1}) / 40
  265. set {_命中} to 0
  266. add player to {_目標::*}
  267. loop 5 times:
  268. loop 8 times:
  269. set {_location.1} to location of {_location.1}
  270. drawDot count 5, particle "flame", XYZ 0, 0, 0, center {_location.1}, visibleRange 32, pulseDelay 0, keepFor 0.25 seconds
  271. drawDot count 2, particle "lava", XYZ 0.1, 0.1, 0.1, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  272. drawDot count 15, particle "lavadrip", XYZ 0.35, 0.35, 0.35, center {_location.1}, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
  273. increase x-coordinate of {_location.1} by {_x.difference}
  274. increase y-coordinate of {_location.1} by {_y.difference}
  275. increase z-coordinate of {_location.1} by {_z.difference}
  276. loop entities in radius 2.2 around block at location of {_location.1}:
  277. if loop-entity is a animal or a monster:
  278. if {_目標::*} do not contain loop-entity:
  279. add loop-entity to {_目標::*}
  280. if {_命中} = 0:
  281. make player damage loop-entity by {_PHYSICDMG}*(80)
  282. else if {_命中} > 0:
  283. make player damage loop-entity by {_PHYSICDMG}*(80)*(0.9^{_命中})
  284. drawDot count 8, particle "flame", material netherrack, XYZ 0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  285. play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 1
  286. add 1 to {_命中}
  287. wait 1 tick
  288. stopEffect id "槍彈盛宴1%player%"
  289. stopEffect id "槍彈盛宴2%player%"
  290. remove slowness from player
  291.  
  292. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  293. #[ 煉獄巫師 - 死亡黑煞 ]
  294. if uncolored name of player's tool contains "死亡黑煞":
  295. {玩家資料.%player%::玩家職業} is "煉獄巫師"
  296. if {玩家資料.%player%::玩家等級} < 120:
  297. send "{@Tag} &c等級不足 無法使用該技能" to player
  298. stop
  299. set {_消耗mp} to round({玩家魔力值.%player%}*0.5)
  300. if Skill(player, "&6死亡黑煞", {@死亡黑煞.Max}, {@死亡黑煞.CD}, {_消耗mp}) is true:
  301. set {冷卻.%player%::死亡黑煞} to now
  302. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 0
  303. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 2
  304. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 8
  305. wait 0.5 seconds
  306. set {_location.1} to location of player
  307. increase y-coordinate of {_location.1} by 1
  308. set {_location.2} to location 6 horizontally in front and 0.5 up player
  309. set {_x.1} to x-coordinate of {_location.1}
  310. set {_x.2} to x-coordinate of {_location.2}
  311. set {_y.1} to y-coordinate of {_location.1}
  312. set {_y.2} to y-coordinate of {_location.2}
  313. set {_z.1} to z-coordinate of {_location.1}
  314. set {_z.2} to z-coordinate of {_location.2}
  315. set {_x.difference} to ({_x.2} - {_x.1}) / 10
  316. set {_y.difference} to ({_y.2} - {_y.1}) / 10
  317. set {_z.difference} to ({_z.2} - {_z.1}) / 10
  318. loop 10 times:
  319. stopEffect "死亡黑煞1%player%"
  320. stopEffect "死亡黑煞2%player%"
  321. 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
  322. 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
  323. increase x-coordinate of {_location.1} by {_x.difference}
  324. increase y-coordinate of {_location.1} by {_y.difference}
  325. increase z-coordinate of {_location.1} by {_z.difference}
  326. wait 1.5 ticks
  327. wait 20 tick
  328. set {_TargetPoint} to location of {_location.1}
  329. set {_sphere} to location of {_location.1}
  330. loop 5 times:
  331. stopEffect "死亡黑煞1%player%"
  332. stopEffect "死亡黑煞2%player%"
  333. set {_R} to 1+(-1+loop-number)*0.04
  334. set {_D} to 1+(-1+loop-number)*0.5
  335. 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
  336. 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
  337. increase y-coordinate of {_sphere} by 1
  338. play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 0
  339. wait 3.5 ticks
  340. wait 8 tick
  341. loop 6 times:
  342. stopEffect "死亡黑煞1%player%"
  343. stopEffect "死亡黑煞2%player%"
  344. set {_R} to (7-loop-number)/6
  345. set {_D} to (7-loop-number)/6
  346. 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
  347. 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
  348. play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 0
  349. wait 2 ticks
  350. wait 10 tick
  351. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 0
  352. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 1
  353. play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 2
  354. set {_C} to 0
  355. loop entities in radius 15 of {_TargetPoint}:
  356. if loop-entity is a animal or a monster:
  357. add 1 to {_C}
  358. set {_E} to location of loop-entity
  359. set {_L} to distance between {_E} and {_sphere}
  360. if {_L} < 0:
  361. set {_L} to {_L}*-1
  362. 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
  363. make player damage loop-value by ({_MAGICDMG})*(30)*{_消耗mp}/100
  364. if name of loop-entity contains "Lv" or "lv":
  365. teleport loop-value to {_sphere}
  366. wait 5 tick
  367. stopEffect "死亡黑煞1%player%"
  368. stopEffect "死亡黑煞2%player%"
  369. loop {_C} times:
  370. stopEffect "死亡黑煞炸裂%loop-number%%player%"
  371.  
  372.  
  373. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  374. #[ 拳霸 - 霸龍狂襲 ]
  375. if uncolored name of player's tool contains "霸龍狂襲":
  376. {玩家資料.%player%::玩家職業} is "拳霸"
  377. if {玩家資料.%player%::玩家等級} < 120:
  378. send "{@Tag} &c等級不足 無法使用該技能" to player
  379. stop
  380. 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:
  381. set {冷卻.%player%::霸龍狂襲} to now
  382.  
  383. play "ENTITY_ENDERDRAGON_GROWL" to player with volume 1 and pitch 0
  384. wait 5 tick
  385. set {_location.player} to location above and 1.5 infront player
  386. set {_location.last} to location above and 40 infront player
  387. set {_location.1} to location 1 left {_location.player}
  388. set {_location.2} to location 1.065 left and 1.065 up {_location.player}
  389. set {_location.3} to location 1 up {_location.player}
  390. set {_location.4} to location 1.065 up and 1.065 right {_location.player}
  391. set {_location.5} to location 1 right {_location.player}
  392. set {_location.6} to location 1.065 right and 1.065 down {_location.player}
  393. set {_location.7} to location 1 down {_location.player}
  394. set {_location.8} to location 1.065 down and 1.065 left {_location.player}
  395. set {_x.player} to x-coordinate of {_location.player}
  396. set {_x.last} to x-coordinate of {_location.last}
  397. set {_y.player} to y-coordinate of {_location.player}
  398. set {_y.last} to y-coordinate of {_location.last}
  399. set {_z.player} to z-coordinate of {_location.player}
  400. set {_z.last} to z-coordinate of {_location.last}
  401. set {_x.difference} to ({_x.last} - {_x.player}) / 32
  402. set {_y.difference} to ({_y.last} - {_y.player}) / 32
  403. set {_z.difference} to ({_z.last} - {_z.player}) / 32
  404. loop 32 times:
  405. set {_location.player} to location of {_location.player}
  406. increase x-coordinate of {_location.player} by {_x.difference}
  407. increase y-coordinate of {_location.player} by {_y.difference}
  408. increase z-coordinate of {_location.player} by {_z.difference}
  409. if loop-number is 1 or 9 or 17 or 25:
  410. set {_location.particle.1} to location 1.5*1.2 left {_location.player}
  411. set {_location.particle.2} to location 1.5*1.2 right {_location.player}
  412. if loop-number is 2 or 10 or 18 or 26:
  413. set {_location.particle.1} to location 1.065*1.2 left and 1.065*1.2 up {_location.player}
  414. set {_location.particle.2} to location 1.065*1.2 right and 1.065*1.2 down {_location.player}
  415. if loop-number is 3 or 11 or 19 or 27:
  416. set {_location.particle.1} to location 1.5*1.2 up {_location.player}
  417. set {_location.particle.2} to location 1.5*1.2 down {_location.player}
  418. if loop-number is 4 or 12 or 20 or 28:
  419. set {_location.particle.1} to location 1.065*1.2 up and 1.065*1.2 right {_location.player}
  420. set {_location.particle.2} to location 1.065*1.2 down and 1.065*1.2 left {_location.player}
  421. if loop-number is 5 or 13 or 21 or 29:
  422. set {_location.particle.1} to location 1.5*1.2 right {_location.player}
  423. set {_location.particle.2} to location 1.5*1.2 left {_location.player}
  424. if loop-number is 6 or 14 or 22 or 30:
  425. set {_location.particle.1} to location 1.065*1.2 right and 1.065*1.2 down {_location.player}
  426. set {_location.particle.2} to location 1.065*1.2 left and 1.065*1.2 up {_location.player}
  427. if loop-number is 7 or 15 or 23 or 31:
  428. set {_location.particle.1} to location 1.5*1.2 down {_location.player}
  429. set {_location.particle.2} to location 1.5*1.2 up {_location.player}
  430. if loop-number is 8 or 19 or 24 or 32:
  431. set {_location.particle.1} to location 1.065*1.2 down and 1.065*1.2 left {_location.player}
  432. set {_location.particle.2} to location 1.065*1.2 up and 1.065*1.2 right {_location.player}
  433. drawDot count 2, particle "redstone", RGB 71, 163, 255, center {_location.particle.1}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
  434. 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
  435. 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
  436. 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
  437. 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
  438. drawDot count 2, particle "redstone", RGB 255, 163, 71, center {_location.particle.2}, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 1.2 seconds
  439. 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
  440. 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
  441. 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
  442. 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
  443. loop entities in radius 2 around block at location of {_location.player}:
  444. if loop-entity is a animal or a monster:
  445. make player damage loop-entity by {_PHYSICDMG}*(20)
  446. play "ENTITY_BLAZE_HURT" to player with volume 1 and pitch 0
  447.  
  448. wait 2 tick
  449.  
  450.  
  451.  
  452.  
  453.  
  454.  
  455.  
  456.  
  457.  
  458.  
  459.  
  460.  
  461.  
  462.  
  463.  
  464.  
  465.  
  466.  
  467.  
  468. on join:
  469. set gravity state of player to true
  470. command /fspeed <number>:
  471. trigger:
  472. set player's fly speed to arg
  473. command /testggg:
  474. trigger:
  475. set gravity state of player to false
  476. command /testggg2:
  477. trigger:
  478. set gravity state of player to true
  479. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  480. # [ ClearVariable 清除變數 ]
  481. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  482. on any movement:
  483. {冷卻.%player%::玄光神擊} is set:
  484. set {_冷卻} to difference between {冷卻.%player%::玄光神擊} and now
  485. if {_冷卻} >= {@玄光神擊.CD} second:
  486. delete {冷卻.%player%::玄光神擊}
  487.  
  488. on any movement:
  489. {冷卻.%player%::死亡黑煞} is set:
  490. set {_冷卻} to difference between {冷卻.%player%::死亡黑煞} and now
  491. if {_冷卻} >= {@死亡黑煞.CD} second:
  492. delete {冷卻.%player%::死亡黑煞}
  493.  
  494. on any movement:
  495. {冷卻.%player%::死亡黑煞} is set:
  496. set {_冷卻} to difference between {冷卻.%player%::死亡黑煞} and now
  497. if {_冷卻} >= {@死亡黑煞.CD} second:
  498. delete {冷卻.%player%::死亡黑煞}
  499.  
  500. on any movement:
  501. {冷卻.%player%::霸龍狂襲} is set:
  502. set {_冷卻} to difference between {冷卻.%player%::霸龍狂襲} and now
  503. if {_冷卻} >= {@霸龍狂襲.CD} second:
  504. delete {冷卻.%player%::霸龍狂襲}
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