on death: set {_tags::*} to scoreboard tags of victim loop {_tags::*}: if loop-value contains "GOLD": set {_valueG} to loop-value replace "GOLD" with "" in {_valueG} set {fgold.%attacker%} to {_valueG} parsed as number gold(attacker) if loop-value contains "EXP": set {_valueE} to loop-value replace "EXP" with "" in {_valueE} set {fexp.%attacker%} to {_valueE} parsed as number exp(attacker) function gold(p: player): message "&6+ %{fgold.%{_p}%}%Gold" to {_p} set {gold.%{_p}%} to {gold.%{_p}%} + {fgold.%{_p}%} set action bar of {_p} to "%{gold.%{_p}%}%" delete {fgold.%{_p}%} function exp(p: player): message "&6+ %{fexp.%{_p}%}%Exp" to {_p} set {exp.%{_p}%} to {exp.%{_p}%} + {fexp.%{_p}%} set action bar of {_p} to "%{exp.%{_p}%}%" delete {fexp.%{_p}%} set {a} to {exp.%{_p}%} + {a} #LVUP if {needexp.%{_p}%} < {exp.%{_p}%} + 1: set {_level} to {lv.%{_p}%} lvup({_p}) message "-----------" to {_p} message "&e&lLvup! &8&o%{_level}% &3> &7Lv.&6%{lv.%{_p}%}%" to {_p} message "-----------" to {_p} play sound "entity.player.levelup" with volume 0.5 and pitch 1 at {_p} else: play sound "entity.firework.twinkle" with volume 0.5 and pitch 2 at {_p} function lvup(p: player): if {needexp.%{_p}%} < {exp.%{_p}%} + 1: add 1 to {lv.%{_p}%} set {exp.%{_p}%} to {exp.%{_p}%} - {needexp.%{_p}%} set {_needexpa.%{_p}%} to {needexp.%{_p}%} * 1.1 set {_needexpb.%{_p}%} to {lv.%{_p}%} * 15 set {needexp.%{_p}%} to {_needexpa.%{_p}%} + {_needexpb.%{_p}%} set {needexp.%{_p}%} to {needexp.%{_p}%} / 2 set {needexp.%{_p}%} to round({needexp.%{_p}%}) {needexp.%{_p}%} < {exp.%{_p}%} + 1 lvup({_p}) command /exptest: trigger: message "needexp %{needexp.%player%}% exp %{exp.%player%}% lv %{lv.%player%}% 合計 %{a}%" message "gold %{gold.%player%}%" command /expreset: trigger: set {needexp.%player%} to 10 set {lv.%player%} to 1 set {a} to 0 set {exp.%player%} to 0 set {gold.%player%} to 0