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Feb 29th, 2020
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  1. options:
  2. SYSTEM_PREFIX: &7》
  3. GAME_PREFIX: &9》
  4. MATCH_TIME: 120
  5. STICK_TIME: 30
  6. SHOWDOWN_TIME: 60
  7. DEATHMATCH_TIME: 90
  8. CHEST_ROWS: 6
  9.  
  10. command /sumoadm [<text>] [<text>]:
  11. permission: admin
  12. permission message: §7》 §c必要な権限を持っていません
  13. trigger:
  14. if arg 1 is "waitingpoint":
  15. set {stage.waitingPoint} to location of player
  16. message "{@SYSTEM_PREFIX}&7待機場所を&a%location of player%&7に設定しました"
  17. else if arg 1 is "lobby":
  18. set {lobby} to location of player
  19. message "{@SYSTEM_PREFIX}&7ロビーを&a%location of player%&7に設定しました"
  20. else if arg 1 is "standpoint":
  21. if arg 2 is "A":
  22. set {stage.standPoint::A} to location of player
  23. message "{@SYSTEM_PREFIX}&7プレイヤー&eA&7のスタート地点を&a%location of player%&7に設定しました"
  24. else if arg 2 is "B":
  25. set {stage.standPoint::B} to location of player
  26. message "{@SYSTEM_PREFIX}&7プレイヤー&eB&7のスタート地点を&a%location of player%&7に設定しました"
  27. else:
  28. message "&c使用方法: /sumoadm standpoint <A / B>"
  29. else if arg 1 is "start":
  30. clear {game.result::*}
  31. clear {game.firstJoiners::*}
  32. clear {game.totalRateChange::*}
  33. clear {game.matchTime}
  34. set {game.isStarted} to true
  35. clear inventory of {game.joiners::*}
  36. teleport {game.joiners::*} to {stage.waitingpoint}
  37. set {game.mode} to "RANKED"
  38. loop {game.joiners::*}:
  39. add loop-value to {game.firstJoiners::*}
  40. set slot 4 of player to nether star named "&e総当たり表を確認する"
  41. loop {game.joiners::*}:
  42. if loop-value-1 is not loop-value-2:
  43. set {game.result::%loop-value-1%::%loop-value-2%} to "NONE"
  44. else:
  45. set {game.result::%loop-value-1%::%loop-value-2%} to "MYSELF"
  46. gameLoop()
  47. else if arg 1 is "stop":
  48. loop {game.joiners::*}:
  49. clear inventory of loop-value
  50. set slot 4 of loop-value to slimeball named "&a参加する"
  51. teleport {game.joiners::*} to {lobby}
  52. clear {game.joiners::*}
  53. clear {game.firstJoiners::*}
  54. clear {game.result::*}
  55. clear {game.totalRateChange::*}
  56. set {game.isStarted} to false
  57.  
  58. command /join:
  59. trigger:
  60. if {game.joiners::*} doesn't contain player:
  61. if {game.isStarted} is false:
  62. add player to {game.joiners::*}
  63. play sound "UI_BUTTON_CLICK" to player with volume 1 and pitch 8
  64. broadcast "{@GAME_PREFIX}&e%player%&7がゲームに参加しました"
  65. else:
  66. message "{@GAME_PREFIX}&c既に開始しています"
  67. else:
  68. message "{@GAME_PREFIX}&c既に参加しています"
  69.  
  70. command /evaluate <text>:
  71. permission: admin
  72. trigger:
  73. evaluate "%arg%"
  74.  
  75. command /oi <text> <integer> <integer>:
  76. executable by: console
  77. trigger:
  78. openTable(arg 1 parsed as player, arg 2, arg 3)
  79.  
  80. on drop:
  81. cancel event
  82.  
  83. on damage:
  84. if {game.isStarted} is false:
  85. cancel event
  86. else if {game.joiners::*} doesn't contain victim:
  87. cancel event
  88. else if {game.isMatching::%attacker%} is false:
  89. cancel event
  90. else if {game.isMatching::%victim%} is false:
  91. cancel event
  92. else if "%damage cause%" is "void":
  93. set {_list::*} to getMatchingPlayers()
  94. remove victim from {_list::*}
  95. finishMatch(getSinglePlayer({_list::*}), victim, "O")
  96. else if {game.moveable} is false:
  97. cancel event
  98. else if {game.harmable} is false:
  99. heal victim
  100. else:
  101. if damage cause is projectile:
  102. set damage to damage * 0.3
  103. else if damage cause is attack:
  104. set damage to damage * 0.6
  105. else:
  106. cancel event
  107.  
  108. on death:
  109. if {game.isMatching::%victim%} is true:
  110. heal victim
  111. set {_list::*} to getMatchingPlayers()
  112. remove victim from {_list::*}
  113. finishMatch(getSinglePlayer({_list::*}), victim, "O")
  114.  
  115. on quit:
  116. set the quit message to "{@SYSTEM_PREFIX}&6%player%&7が退出しました"
  117. if {game.joiners::*} contains player:
  118. if {game.isStarted} is true:
  119. remove player from {game.joiners::*}
  120. if {game.isMatching::%player%} is true:
  121. set {_list::*} to getMatchingPlayers()
  122. remove player from {_list::*}
  123. finishMatch(getSinglePlayer({_list::*}), player, "O")
  124. loop {game.result::%player%::*}:
  125. set {game.result::%player%::%loop-index%} to "LOSE"
  126. set {game.result::%loop-index%::%player%} to "WIN"
  127.  
  128. on join:
  129. set the join message to "{@SYSTEM_PREFIX}&6%player%&7がサーバーに参加しました"
  130. if {stats.rate::%uuid of player%} is not set:
  131. set {stats.rate::%uuid of player%} to 5000
  132. if {stats.playedTimes::%uuid of player%} is not set:
  133. set {stats.playedTimes::%uuid of player%} to 0
  134. clear player's inventory
  135. set slot 4 of player to 1 of slimeball named "&a参加する"
  136.  
  137. on chat:
  138. cancel event
  139. broadcast "&e%player%&f》 %message%"
  140.  
  141. on rightclick:
  142. if tool of player is nether star named "&e総当たり表を確認する":
  143. if {game.joiners::*} contains player:
  144. openTable(player, 1, 1)
  145. else:
  146. message "{@GAME_PREFIX}&cそのアイテムは参加者以外は使えません"
  147. else if tool of player is slimeball:
  148. make player execute command "join"
  149.  
  150. function getSinglePlayer(p: players) :: player:
  151. loop {_p::*}:
  152. if loop-value is set:
  153. return loop-value
  154.  
  155. function openTable(player: player, pageX: integer, pageY: integer):
  156. open chest with {@CHEST_ROWS} rows named "総当たり表(%{_pageX}%, %{_pageY}%)" to {_player}
  157. wait a tick
  158. set {_a} to 0
  159. loop {game.firstJoiners::*}:
  160. add 1 to {_a}
  161. if floor(({_a} - 1) / 6) + 1 is {_pageX}:
  162. set {_slot} to mod(({_a} - 1), 6) + 2
  163. format slot {_slot} of {_player} with skull of loop-value named "&c%loop-value%" with lore "&f" and "&7レート: &a%{stats.rate::%uuid of loop-value%}%" to be unstealable
  164. if floor(({_a} - 1) / ({@CHEST_ROWS} - 1)) + 1 is {_pageY}:
  165. set {_slot} to ((mod(({_a} - 1), ({@CHEST_ROWS} - 1)) + 1) * 9) + 1
  166. format slot {_slot} of {_player} with skull of loop-value named "&e%loop-value%" with lore "&f" and "&7レート: &a%{stats.rate::%uuid of loop-value%}%" to be unstealable
  167. set {_b} to 0
  168. loop {game.firstJoiners::*}:
  169. add 1 to {_b}
  170. set {_value2} to loop-value-2
  171. set {_value1} to loop-value-1
  172. if floor(({_b} - 1) / 6) + 1 is {_pageX}:
  173. set {_slot} to (mod({_a} - 1, {@CHEST_ROWS} - 1) + 1) * 9 + 2 + mod({_b} - 1, 6)
  174. #broadcast "1: %loop-value-1% 2: %loop-value-2% slot: %{_slot}%"
  175. if loop-value-1 is not loop-value-2:
  176. if {game.result::%loop-value-1%::%loop-value-2%} is "WIN":
  177. format slot {_slot} of {_player} with 1 of white stained glass pane named "&e%loop-value-1%" with lore "&f" and "&f&l勝利" to be unstealable
  178. else if {game.result::%loop-value-1%::%loop-value-2%} is "LOSE":
  179. format slot {_slot} of {_player} with 1 of black stained glass pane named "&e%loop-value-1%" with lore "&f" and "&0&l敗北" to be unstealable
  180. else if {game.result::%loop-value-1%::%loop-value-2%} is "DRAW":
  181. format slot {_slot} of {_player} with 1 of light gray stained glass pane named "&e%loop-value-1%" with lore "&f" and "&7&l引き分け" to be unstealable
  182. else if {game.result::%loop-value-1%::%loop-value-2%} is "NONE":
  183. format slot {_slot} of {_player} with 1 of glass pane named "&e%loop-value-1%" with lore "&f" and "&7&lまだ試合が行われていません" to be unstealable
  184. else:
  185. format slot {_slot} of {_player} with 1 of barrier named "&c" to be unstealable
  186. else:
  187. format slot {_slot} of {_player} with 1 of barrier named "&c" to be unstealable
  188. if {_pageY} > 1:
  189. format slot 0 of {_player} with 1 arrow named "&e上ページへ行く" to run "oi %{_player}% %{_pageX}% %{_pageY} - 1%"
  190. if {_pageX} > 1:
  191. format slot 27 of {_player} with 1 arrow named "&e左ページへ行く" to run "oi %{_player}% %{_pageX} - 1% %{_pageY}%"
  192. if {_pageY} < floor((size of {game.firstJoiners::*} - 1) / ({@CHEST_ROWS} - 1)) + 1:
  193. format slot 53 of {_player} with 1 arrow named "&e下ページへ行く" to run "oi %{_player}% %{_pageX}% %{_pageY} + 1%"
  194. if {_pageX} < floor((size of {game.firstJoiners::*} - 1) / 6) + 1:
  195. format slot 26 of {_player} with 1 arrow named "&e右ページへ行く" to run "oi %{_player}% %{_pageX} + 1% %{_pageY}%"
  196.  
  197. function gameLoop():
  198. set {_isGameFinished} to true
  199. loop {game.joiners::*}:
  200. if {game.result::%loop-value%::*} contains "NONE":
  201. set {_isGameFinished} to false
  202. exit a loop
  203. if {_isGameFinished} is true:
  204. wait 1 second
  205. finishGame()
  206. else:
  207. makeMatch()
  208.  
  209. function finishGame():
  210. message "{@GAME_PREFIX}&7すべての試合が終了しました" to {game.joiners::*}
  211. play sound "ENTITY_ENDERDRAGON_AMBIENT" to {game.joiners::*} with volume 1 and pitch 7
  212. clear {_data::*}
  213. loop {game.firstJoiners::*}:
  214. set {_wins} to 0
  215. set {_loses} to 0
  216. loop {game.result::%loop-value%::*}:
  217. if loop-value-2 is "WIN":
  218. add 1 to {_wins}
  219. else if loop-value-2 is "LOSE":
  220. add 1 to {_loses}
  221. set {_data::%loop-value%::wins} to {_wins}
  222. set {_data::%loop-value%::loses} to {_loses}
  223. loop {game.firstJoiners::*}:
  224. set {_point} to {_data::%loop-value%::wins} - {_data::%loop-value%::loses}
  225. broadcast "%loop-value% : %{_point}%"
  226. set {_place} to 1
  227. loop {game.firstJoiners::*}:
  228. set {_comparedPoint} to {_data::%loop-value-2%::wins} - {_data::%loop-value-2%::loses}
  229. if {_point} < {_comparedPoint}:
  230. add 1 to {_place}
  231. set {_data::%loop-value%::place} to {_place}
  232. loop {game.joiners::*}:
  233. send loop-value title "&a---- GAME END ----" with subtitle "&eあなたは &6&l##%{_data::%loop-value%::place}%&eでした" for 3 seconds
  234. message "&7----------------------------" to {game.joiners::*}
  235. message "&f" to {game.joiners::*}
  236. message "{@GAME_PREFIX}&a&l最終結果" to {game.joiners::*}
  237. message "&f" to {game.joiners::*}
  238. set {_number} to 1
  239. loop size of {game.firstJoiners::*} times:
  240. loop {game.firstJoiners::*}:
  241. if {_number} is {_data::%loop-value-2%::place}:
  242. message "{@GAME_PREFIX}&e&l##%{_number}% &6%loop-value-2% &7(&f%{_data::%loop-value-2%::wins}%&7勝 &0%{_data::%loop-value-2%::loses}%&7敗)" to {game.joiners::*}
  243. add 1 to {_number}
  244. message "&f" to {game.joiners::*}
  245. message "&7----------------------------" to {game.joiners::*}
  246. if {game.mode} is "RANKED":
  247. message "&7----------------------------" to {game.joiners::*}
  248. message "&f" to {game.joiners::*}
  249. message "{@GAME_PREFIX}&a&lレート変動" to {game.joiners::*}
  250. message "&f" to {game.joiners::*}
  251. loop {game.firstJoiners::*}:
  252. if {game.totalRateChange::%loop-value%} < 0:
  253. message "{@GAME_PREFIX}&6%loop-value% &e%{stats.rate::%uuid of loop-value%}% &f> &c%{game.totalRateChange::%loop-value%}% &f> &4&l%{stats.rate::%uuid of loop-value%} + {game.totalRateChange::%loop-value%}%" to {game.joiners::*}
  254. else if {game.totalRateChange::%loop-value%} > 0:
  255. message "{@GAME_PREFIX}&6%loop-value% &e%{stats.rate::%uuid of loop-value%}% &f> &b+%{game.totalRateChange::%loop-value%}% &f> &9&l%{stats.rate::%uuid of loop-value%} + {game.totalRateChange::%loop-value%}%" to {game.joiners::*}
  256. else:
  257. message "{@GAME_PREFIX}&6%loop-value% &e%{stats.rate::%uuid of loop-value%}% &f> &a±0 &f> &f&l%{stats.rate::%uuid of loop-value%} + {game.totalRateChange::%loop-value%}%" to {game.joiners::*}
  258. add {game.totalRateChange::%loop-value%} to {stats.rate::%uuid of loop-value%}
  259. add 1 to {stats.playedTimes::%uuid of loop-value%}
  260. message "&f" to {game.joiners::*}
  261. message "&7----------------------------" to {game.joiners::*}
  262. command "sumoadm stop"
  263.  
  264. function makeMatch():
  265. set {_a} to random element out of {game.joiners::*}
  266. while {game.result::%{_a}%::*} doesn't contain "NONE":
  267. set {_a} to random element out of {game.joiners::*}
  268. while 1 is 1:
  269. if {_a} is not {_b}:
  270. if {game.result::%{_b}%::%{_a}%} is "NONE":
  271. exit a loop
  272. else:
  273. set {_b} to random element out of {game.joiners::*}
  274. else:
  275. set {_b} to random element out of {game.joiners::*}
  276. loop random integer between 5 and 20 times:
  277. play sound "ENTITY_EXPERIENCE_ORB_PICKUP" to {game.joiners::*} with volume 1 and pitch 8
  278. send {game.joiners::*} title "&e%random element out of {game.joiners::*}% &8> vs < &e%random element out of {game.joiners::*}%" with subtitle "&7抽選中です..." for 2 seconds
  279. wait 4 ticks
  280. set {_list::*} to {game.joiners::*}
  281. remove {_a} and {_b} from {_list::*}
  282. play sound "ENTITY_PLAYER_LEVELUP" to {game.joiners::*} with volume 1 and pitch 1
  283. send {_a} title "&6&l%{_a}% &8> vs < &e%{_b}%" with subtitle "&a試合に出場します" for 4 seconds
  284. message "{@GAME_PREFIX}&6&l%{_a}% &8> vs < &e%{_b}%" to {_a}
  285. send {_b} title "&e%{_a}% &8> vs < &6&l%{_b}%" with subtitle "&a試合に出場します" for 4 seconds
  286. message "{@GAME_PREFIX}&e%{_a}% &8> vs < &6&l%{_b}%" to {_b}
  287. send {_list::*} title "&e%{_a}% &8> vs < &e%{_b}%" with subtitle "&7試合を観戦します" for 4 seconds
  288. message "{@GAME_PREFIX}&e%{_a}% &8> vs < &e%{_b}%" to {_list::*}
  289. wait 3 seconds
  290. startMatch({_a}, {_b})
  291.  
  292. function changeTablist(p: player):
  293. set {_u} to uuid of {_p}
  294. set tablist name of {_p} to "&7[%{stats.rate::%{_u}%}%]"
  295.  
  296. function startMatch(a: player, b: player):
  297. set {game.isMatching::%{_a}%} to true
  298. set {game.isMatching::%{_b}%} to true
  299. set {game.matching} to false
  300. set {game.harmable} to false
  301. set {game.moveable} to false
  302. set {game.stopMatch} to false
  303. set {game.matchTime} to 0
  304. teleport {_a} to {stage.standPoint::A}
  305. teleport {_b} to {stage.standPoint::B}
  306. clear inventory of getMatchingPlayers()
  307. set {_str} to "%random number between 0.9 and 4.0% seconds"
  308. set {_wait} to {_str} parsed as time span
  309. send getMatchingPlayers() title "&8---- &8&lREADY &8----" with subtitle "&f" for {_wait}
  310. wait {_wait}
  311. send getMatchingPlayers() title "&8---! &6&lFIGHT &8!---" with subtitle "&f" for {_wait}
  312. set {game.moveable} to true
  313. loop {@MATCH_TIME} times:
  314. wait 1 second
  315. add 1 to {game.matchTime}
  316. if {game.matchTime} is {@STICK_TIME}:
  317. giveStick()
  318. else if {game.matchTime} is {@SHOWDOWN_TIME}:
  319. showDown()
  320. else if {game.matchTime} is {@DEATHMATCH_TIME}:
  321. deathMatch()
  322. if {game.stopMatch} is true:
  323. stop
  324. finishMatch({_a}, {_b}, "X")
  325.  
  326. function giveStick():
  327. give stick of sharpness 2 and knockback 1 named "&6タオルの腕" to be unbreakable to getMatchingPlayers()
  328.  
  329. function showDown():
  330. send {game.joiners::*} title "&8--!! &c&lSHOWDOWN &8!!--" with subtitle "&7弓矢が使用可能になった" for 2 seconds
  331. message "{@GAME_PREFIX}&cショーダウン!!" to {game.joiners::*}
  332. give bow of infinity 1 and punch 1 named "&6タオルの胸" to be unbreakable to getMatchingPlayers()
  333. give arrow named "&7タオルの脚" to getMatchingPlayers()
  334.  
  335. function deathMatch():
  336. send {game.joiners::*} title "&8-!!! &4&lDEATHMATCH &8!!!-" with subtitle "&7ダメージを受けるようになった" for 2 seconds
  337. message "{@GAME_PREFIX}&4デスマッチ!!!" to {game.joiners::*}
  338. set {game.harmable} to true
  339.  
  340. function finishMatch(winner: player, loser: player, xo: text):
  341. if {_xo} is "X":
  342. send {game.joiners::*} title "&8--- &a&lDRAW &8---" with subtitle "&7時間切れ" for 4 seconds
  343. set {game.result::%{_winner}%::%{_loser}%} to "DRAW"
  344. set {game.result::%{_loser}%::%{_winner}%} to "DRAW"
  345. else if {_xo} is "O":
  346. send {game.joiners::*} title "&8--- &7WINNER: &6&l%{_winner}% &8---" with subtitle "&7試合時間: &6%{game.matchTime}%&7秒" for 4 seconds
  347. message "{@SYSTEM_PREFIX}&6%{_winner}% &e》 勝利 》 &8%{_loser}%" to {game.joiners::*}
  348. set {_UUIDOfWinner} to uuid of {_winner}
  349. set {_UUIDOfLoser} to uuid of {_loser}
  350. set {game.result::%{_winner}%::%{_loser}%} to "WIN"
  351. set {game.result::%{_loser}%::%{_winner}%} to "LOSE"
  352. add 1 to {stats.aganist::%{_UUIDOfLoserWinner}%::%{_UUIDOfLoser}%::wins}
  353. add 1 to {stats.aganist::%{_UUIDOfLoser}%::%{_UUIDOfLoserWinner}%::loses}
  354. if {game.mode} is "RANKED":
  355. set {_x} to {stats.rate::%{_UUIDOfWinner}%} - {stats.rate::%{_UUIDOfLoser}%}
  356. add getRateChange({_x}) * 1 to {game.totalRateChange::%{_winner}%}
  357. add getRateChange({_x}) * -1 to {game.totalRateChange::%{_loser}%}
  358. set {game.matching} to false
  359. set {game.moveable} to false
  360. set {game.harmable} to false
  361. set {game.stopMatch} to true
  362. loop getMatchingPlayers():
  363. heal loop-value
  364. clear loop-value's inventory
  365. set slot 4 of loop-value to nether star named "&e総当たり表を確認する"
  366. teleport loop-value to {stage.waitingPoint}
  367. set {game.isMatching::%loop-value%} to false
  368. wait 1.5 seconds
  369. gameLoop()
  370.  
  371. function getMatchingPlayers() :: players:
  372. clear {_temp::*}
  373. loop {game.joiners::*}:
  374. if {game.isMatching::%loop-value%} is true:
  375. add loop-value to {_temp::*}
  376. return {_temp::*}
  377.  
  378. function getRateChange(val: number) :: integer:
  379. if {_val} > 6590:
  380. return 0
  381. else if {_val} > 4999:
  382. return 1
  383. else if {_val} > 3963:
  384. return 2
  385. else if {_val} > 3233:
  386. return 3
  387. else if {_val} > 2671:
  388. return 4
  389. else if {_val} > 2212:
  390. return 5
  391. else if {_val} > 1819:
  392. return 6
  393. else if {_val} > 1476:
  394. return 7
  395. else if {_val} > 1168:
  396. return 8
  397. else if {_val} > 889:
  398. return 9
  399. else if {_val} > 633:
  400. return 10
  401. else if {_val} > 395:
  402. return 11
  403. else if {_val} > 174:
  404. return 12
  405. else if {_val} > -34:
  406. return 13
  407. else if {_val} > -231:
  408. return 14
  409. else if {_val} > -418:
  410. return 15
  411. else if {_val} > -596:
  412. return 16
  413. else if {_val} > -767:
  414. return 17
  415. else if {_val} > -931:
  416. return 18
  417. else if {_val} > -1090:
  418. return 19
  419. else if {_val} > -1243:
  420. return 20
  421. else if {_val} > -1392:
  422. return 21
  423. else if {_val} > -1536:
  424. return 22
  425. else if {_val} > -1676:
  426. return 23
  427. else if {_val} > -1813:
  428. return 24
  429. else if {_val} > -1946:
  430. return 25
  431. else if {_val} > -2076:
  432. return 26
  433. else if {_val} > -2203:
  434. return 27
  435. else if {_val} > -2329:
  436. return 28
  437. else if {_val} > -2450:
  438. return 29
  439. else if {_val} > -2569:
  440. return 30
  441. else if {_val} > -2687:
  442. return 31
  443. else if {_val} > -2803:
  444. return 32
  445. else if {_val} > -2915:
  446. return 33
  447. else if {_val} > -3027:
  448. return 34
  449. else if {_val} > -3136:
  450. return 35
  451. else if {_val} > -3245:
  452. return 36
  453. else if {_val} > -3353:
  454. return 37
  455. else if {_val} > -3456:
  456. return 38
  457. else if {_val} > -3557:
  458. return 39
  459. else if {_val} > -3682:
  460. return 40
  461. else if {_val} > -3760:
  462. return 41
  463. else if {_val} > -3861:
  464. return 42
  465. else if {_val} > -3959:
  466. return 43
  467. else if {_val} > -4055:
  468. return 44
  469. else if {_val} > -4150:
  470. return 45
  471. else if {_val} > -4252:
  472. return 46
  473. else if {_val} > -4344:
  474. return 47
  475. else if {_val} > -4443:
  476. return 48
  477. else if {_val} > -4525:
  478. return 49
  479. else if {_val} > -4608:
  480. return 50
  481. else if {_val} > -4697:
  482. return 51
  483. else if {_val} > -4804:
  484. return 52
  485. else if {_val} > -4895:
  486. return 53
  487. else if {_val} > -4958:
  488. return 54
  489. else if {_val} > -5050:
  490. return 55
  491. else if {_val} > -5133:
  492. return 56
  493. else if {_val} > -5252:
  494. return 57
  495. else if {_val} > -5301:
  496. return 58
  497. else if {_val} > -5419:
  498. return 59
  499. else if {_val} > -5487:
  500. return 60
  501. else if {_val} > -5551:
  502. return 61
  503. else if {_val} > -5641:
  504. return 62
  505. else if {_val} > -5723:
  506. return 63
  507. else if {_val} > -5793:
  508. return 64
  509. else if {_val} > -5882:
  510. return 65
  511. else if {_val} > -5966:
  512. return 66
  513. else if {_val} > -6046:
  514. return 67
  515. else if {_val} > -6117:
  516. return 68
  517. else if {_val} > -6208:
  518. return 69
  519. else if {_val} > -6299:
  520. return 70
  521. else if {_val} > -6341:
  522. return 71
  523. else if {_val} > -6420:
  524. return 72
  525. else if {_val} > -6504:
  526. return 73
  527. else if {_val} > -6596:
  528. return 74
  529. else if {_val} > -6691:
  530. return 75
  531. else if {_val} > -6728:
  532. return 76
  533. else if {_val} > -6834:
  534. return 77
  535. else if {_val} > -6912:
  536. return 78
  537. else if {_val} > -7017:
  538. return 79
  539. else if {_val} > -7066:
  540. return 80
  541. else if {_val} > -7204:
  542. return 81
  543. else if {_val} > -7286:
  544. return 82
  545. else if {_val} > -7324:
  546. return 83
  547. else if {_val} > -7427:
  548. return 84
  549. else if {_val} > -7495:
  550. return 85
  551. else if {_val} > -7534:
  552. return 86
  553. else if {_val} > -7631:
  554. return 87
  555. else if {_val} > -7708:
  556. return 88
  557. else if {_val} > -7784:
  558. return 89
  559. else if {_val} > -7834:
  560. return 90
  561. else if {_val} > -8011:
  562. return 91
  563. else if {_val} > -8109:
  564. return 92
  565. else if {_val} > -8133:
  566. return 93
  567. else if {_val} > -8216:
  568. return 94
  569. else if {_val} > -8275:
  570. return 95
  571. else if {_val} > -8411:
  572. return 96
  573. else if {_val} > -8505:
  574. return 97
  575. else if {_val} > -8615:
  576. return 98
  577. else if {_val} > -8764:
  578. return 99
  579. else if {_val} > -8844:
  580. return 100
  581. else if {_val} > -8936:
  582. return 101
  583. else if {_val} > -9054:
  584. return 102
  585. else if {_val} > -9144:
  586. return 103
  587. else if {_val} > -9240:
  588. return 104
  589. else if {_val} > -9349:
  590. return 105
  591. else if {_val} > -9472:
  592. return 106
  593. else if {_val} > -9582:
  594. return 107
  595. else if {_val} > -9693:
  596. return 108
  597. else if {_val} > -9845:
  598. return 109
  599. else if {_val} > -9959:
  600. return 110
  601. else:
  602. return 111
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