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- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Options 選項 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Options:
- Tag: &6技能 &c&l>>
- #[ 炎靈地獄]
- 炎靈地獄.CD: 4
- 炎靈地獄.MP: 85
- 炎靈地獄.Max: 5
- #[ 流星雨 ]
- 流星雨.CD: 18
- 流星雨.MP: 250
- 流星雨.Max: 10
- #[ 毒霧 ]
- 毒霧.CD: 12
- 毒霧.MP: 135
- 毒霧.Max: 5
- #[ 劇毒麻痺 ]
- 劇毒麻痺.CD: 6
- 劇毒麻痺.MP: 80
- 劇毒麻痺.Max: 5
- #[ 智慧昇華 ]
- 智慧昇華.Max: 10
- #[ 元素傳動-火毒 ]
- 元素傳動-火毒.CD: 120
- 元素傳動-火毒.受益時間: 120
- 元素傳動-火毒.MP: 200
- 元素傳動-火毒.Max: 5
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Function 函式 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Function 火毒魔導skill(P:player):
- set slot 4 of {_P}'s current inventory to 1 of gold hoe with no nbt named "&e火毒魔導" with lore "&f《&e剩餘技能點&f: &6%{玩家資料.%{_P}%::剩餘技能點}% &f》"
- set slot 19 of {_P}'s current inventory to magma block with no nbt named "&c炎靈地獄" with lore "&e技能介紹:||&f釋放難以掌控的火精靈向前攻擊||&f對直線敵人造成1~3次魔法傷害||&e傷害量: &f(魔法攻擊力)*%(650+50*{技能.%{_P}%::炎靈地獄})%%%||&e有效範圍: &f30格||&e冷卻時間: &f4秒||&e魔力消耗量: &f85MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::炎靈地獄} >= 5:
- set slot 28 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::炎靈地獄}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::炎靈地獄} >= 0:
- set slot 28 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::炎靈地獄}%/5" with lore "&a點此升級炎靈地獄"
- set slot 20 of {_P}'s current inventory to fire charge with no nbt named "&c流星雨" with lore "&e技能介紹:||&f召喚宇宙中徘徊的流星雨||&f對範圍內所有敵人造成1次大量魔法傷害||&e傷害量: &f(魔法攻擊力)*%(1500+200*{技能.%{_P}%::流星雨})%%%||&e攻擊範圍: &f12格||&e冷卻時間: &f18秒||&e魔力消耗量: &b250MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::流星雨} >= 10:
- set slot 29 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::流星雨}%/10" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::流星雨} >= 0:
- set slot 29 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::流星雨}%/10" with lore "&a點此升級流星雨"
- set slot 21 of {_P}'s current inventory to slimeball with no nbt named "&c劇毒麻痺" with lore "&e技能介紹:||&f在前方召喚一個劇毒魔法球||&f1.5秒後爆炸並對魔法球周圍6格內敵人造成傷害||&f在魔法球中心敵人將受到2倍傷害||&e傷害量: &f(魔法攻擊力)*%(1000+150*{技能.%{_P}%::劇毒麻痺})%||&e麻痺時間: &f5秒||&e冷卻時間: &f6秒||&e魔力消耗量: &f80MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::劇毒麻痺} >= 5:
- set slot 30 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::劇毒麻痺}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::劇毒麻痺} >= 0:
- set slot 30 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::劇毒麻痺}%/5" with lore "&a點此升級劇毒麻痺"
- set slot 23 of {_P}'s current inventory to glowing dye:2 with no nbt named "&a毒霧" with lore "&e技能介紹:||&f召喚出持續反應的劇毒||&f時間內對固定範圍敵人每2秒造成傷害||&e每秒傷害量: &f(魔法攻擊力)*%(500+30*{技能.%{_P}%::毒霧})%%%||&e持續時間: &f10秒||&e攻擊範圍: &f7格||&e冷卻時間: &f12秒||&e魔力消耗量: &b135MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::毒霧} >= 5:
- set slot 32 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::毒霧}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::毒霧} >= 0:
- set slot 32 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::毒霧}%/5" with lore "&a點此升級毒霧"
- set slot 24 of {_P}'s current inventory to glowing dye:5 named "&a智慧昇華" with lore "&e技能介紹:||&f將智慧的效果提高至另一層級||&f每級提升40點最大MP,20點魔法攻擊力||&e最大MP提升量: &f%40*{技能.%{_P}%::智慧昇華}%||&e魔法攻擊力提升量: &f%25*{技能.%{_P}%::智慧昇華}%||&e技能類型: &a被動技能"
- if {技能.%{_P}%::智慧昇華} >= 10:
- set slot 33 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::智慧昇華}%/10" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::智慧昇華} >= 0:
- set slot 33 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::智慧昇華}%/10" with lore "&a點此升級智慧昇華"
- set slot 25 of {_P}'s current inventory to beacon named "&5元素傳動-火毒" with lore "&e技能介紹:||&f讓體內的魔力轉換屬性||&f時間內每級提高自身的||&f8%%爆擊傷害,25點魔法攻擊力,200點最大血量,10點魔量吸收量||&e爆擊傷害提升量: &f%8*{技能.%{_P}%::火毒傳動}%%%||&e魔法攻擊力提升量: &f%25*{技能.%{_P}%::火毒傳動}%||&e最大血量提升量: &f%200*{技能.%{_P}%::火毒傳動}%%%||&e魔量吸收量提升量: &f%10*{技能.%{_P}%::火毒傳動}%%%||&e持續時間: &f120秒||&e冷卻時間: &f120秒||&e魔力消耗量: &b200MP||&e技能類型: &a主動技能"
- if {技能.%{_P}%::火毒傳動} >= 5:
- set slot 34 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::火毒傳動}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::火毒傳動} >= 0:
- set slot 34 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::火毒傳動}%/5" with lore "&a點此升級元素傳動-火毒"
- Function SkillLevelUp(P:player, S:text, M:number):
- if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
- {技能.%{_P}%::%{_S}%} < {_M}
- {技能.%{_P}%::%{_S}%} >= 0
- remove 1 from {玩家資料.%{_P}%::剩餘技能點}
- add 1 to {技能.%{_P}%::%{_S}%}
- else:
- send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
- 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
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ SkillGui 技能介面 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- command /skill3c3:
- trigger:
- if {玩家資料.%player%::玩家職業} is "火毒魔導":
- set {技能.%player%::炎靈地獄} to {技能.%player%::炎靈地獄} parsed as number
- set {技能.%player%::流星雨} to {技能.%player%::流星雨} parsed as number
- set {技能.%player%::劇毒麻痺} to {技能.%player%::劇毒麻痺} parsed as number
- set {技能.%player%::毒霧} to {技能.%player%::毒霧} parsed as number
- set {技能.%player%::智慧昇華} to {技能.%player%::智慧昇華} parsed as number
- set {技能.%player%::火毒傳動} to {技能.%player%::火毒傳動} parsed as number
- open chest with 5 rows named "&c&l火毒魔導[3轉] &6&l技能介面" to player
- wait 1 ticks
- loop 2 times:
- set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
- loop 6 times:
- set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- loop 7 times:
- set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
- set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- 火毒魔導skill(player)
- on inventory click:
- name of player's current inventory contains "火毒魔導[3轉]":
- cancel event
- if lore of item contains "&a點此升級炎靈地獄":
- SkillLevelUp(player,"炎靈地獄",{@炎靈地獄.Max})
- if lore of item contains "&a點此升級流星雨":
- SkillLevelUp(player,"流星雨",{@流星雨.Max})
- if lore of item contains "&a點此升級劇毒麻痺":
- SkillLevelUp(player,"劇毒麻痺",{@劇毒麻痺.Max})
- if lore of item contains "&a點此升級毒霧":
- SkillLevelUp(player,"毒霧",{@毒霧.Max})
- if lore of item contains "&a點此升級智慧昇華":
- if {玩家資料.%player%::剩餘技能點} is larger than 0:
- SkillLevelUp(player,"智慧昇華",{@智慧昇華.Max})
- add 40 to {玩家資料.%player%::魔力值}
- add 20 to {玩家資料.%player%::魔法攻擊力}
- if lore of item contains "&a點此升級元素傳動-火毒":
- SkillLevelUp(player,"火毒傳動",{@元素傳動-火毒.Max})
- 火毒魔導skill(player)
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Skill 技能 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on right click:
- {玩家資料.%player%::玩家職業} is "火毒魔導"
- 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
- 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}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 炎靈地獄 ]
- if uncolored name of player's tool contains "炎靈地獄":
- if Skill(player, "&c炎靈地獄", {@炎靈地獄.Max}, {@炎靈地獄.CD}, {@炎靈地獄.MP}) is true:
- set {冷卻.%player%::炎靈地獄} to now
- drawWings style 12, particle1 "flame", speed 0, XYZ 0, 0, 0, particle2 "redstone", particle3 "redstone", center player, id "炎靈地獄%player%", isSingle false, player, rainbowMode true, flapSpeed 2, flapRange 30, angle 120, height 0, space 0.2, visibleRange 30, tps 0, second 3
- play "ENTITY_WITHER_AMBIENT" to player with volume 1 and pitch 2
- set {_location.1} to location at player
- if {玩家資料.%player%::玩家等級} is more than or equal to 100:
- set {_120炎靈} to 25
- else:
- set {_120炎靈} to 15
- increase y-coordinate of {_location.1} by -1
- set {_location.2} to block 30 in front 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}) / {_120炎靈}
- set {_y.difference} to ({_y.2} - {_y.1}) / {_120炎靈}
- set {_z.difference} to ({_z.2} - {_z.1}) / {_120炎靈}
- set {_count} to 0
- wait 5 tick
- play "ENTITY_WITHER_SHOOT" to player with volume 1 and pitch 3
- loop {_120炎靈} times:
- increase {_count} by 1
- stopEffect "炎靈地獄%player%-1"
- set {_location.1} to location of {_location.1}
- drawAtom particle1 "redstone", particle2 "flame", center {_location.1}, id "炎靈地獄%player%-1", rainbowMode true, innerPCount 5, innerRadius 1, outerPCount 2, orbitCount 5, start 0, visibleRange 30, rotation 15
- 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}
- if {_count} is 3 or 6 or 9 or 12 or 15 or 18 or 21 or 24:
- set {_location.3} to {_location.1}
- increase x-coordinate of {_location.3} by {_x.difference}
- increase y-coordinate of {_location.3} by {_y.difference}
- increase z-coordinate of {_location.3} by {_z.difference}
- loop entities in radius 3 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(6.5+0.5*{技能.%player%::炎靈地獄})
- drawDot count 4, particle "lava", XYZ 0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1 and pitch 2
- push loop-entity (direction from loop-entity to {_location.3}) at speed 0.2
- wait 1 ticks
- stopEffect "炎靈地獄%player%"
- stopEffect "炎靈地獄%player%-1"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 流星雨 ]
- if uncolored name of player's tool contains "流星雨":
- if Skill(player, "&c流星雨", {@流星雨.Max}, {@流星雨.CD}, {@流星雨.MP}) is true:
- set {冷卻.%player%::流星雨} to now
- set {_location.1} to location of player
- increase y-coordinate of {_location.1} by 4
- # drawImage file "流星雨.png", center {_location.1}, id "流星雨%player%-2", randomRotation false, "y", pixelStepX 5, pixelStepY 5, scale 20, visibleRange 300, tps 0, second 2
- # wait 1 seconds
- # stopeffect "流星雨%player%-2"
- if {玩家資料.%player%::玩家等級} is more than or equal to 110:
- set {_120流星} to 17
- else:
- set {_120流星} to 12
- loop entities in radius {_120流星} of player:
- if loop-entity isn't a player or a dropped item:
- add loop-entities to {_流星雨::*}
- loop {_流星雨::*}:
- set {_location} to location of loop-value
- set {_X} to 4
- set {_y} to 6
- set {_z} to 4
- add {_X} to x-loc of {_location}
- add {_Y} to y-loc of {_location}
- add {_Z} to z-loc of {_location}
- set {_location1} to {_location}
- add 2 to y-loc of {_location1}
- drawWarpRings style 4, particle "redstone", RGB 237, 21, 93, center {_location1}, id "流星雨%player%", rainbowMode false, scan true, height 4, radius 2, ringCount 5, ringDensity 20, visibleRange 32, pulseDelay 3
- wait 2 tick
- stopeffect "流星雨%player%"
- loop {_流星雨::*}:
- play "ENTITY_ENDERDRAGON_SHOOT" to player with volume 1000 and pitch 1
- set {_location} to location of loop-value
- set {_X} to 4
- set {_y} to 6
- set {_z} to 4
- add {_X} to x-loc of {_location}
- add {_Y} to y-loc of {_location}
- add {_Z} to z-loc of {_location}
- loop 10 times:
- if {_X} isn't 0:
- reduce x-loc of {_location} by 1
- reduce {_X} by 1
- if {_Y} isn't 0:
- reduce y-loc of {_location} by 2
- reduce {_Y} by 1
- if {_Z} isn't 0:
- reduce z-loc of {_location} by 1
- reduce {_Z} by 1
- drawAtom particle1 "redstone", particle2 "flame", center {_location}, id "流星雨%player%-1", rainbowMode true, innerPCount 10, innerRadius .5, outerPCount 2, orbitCount 5, start 0, visibleRange 30, rotation 15
- wait 1 tick
- stopeffect id "流星雨%player%-1"
- drawDot count 1, particle "explosionlarge", speed 1, XYZ 0.5, 1, 0.5, center loop-value, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- make player damage loop-value by ({_MAGICDMG})*(15+2*{技能.%player%::流星雨})
- drawDot count 1, particle "explosionlarge", speed 1, XYZ 0.5, 1, 0.5, center loop-value, rainbowMode false, visibleRange 32, pulseDelay 2, keepFor 0.5 seconds
- play "ENTITY_ENDERDRAGON_FIREBALL_EXPLODE" to player with volume 1000 and pitch 1
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 劇毒麻痺 ]
- if uncolored name of player's tool contains "劇毒麻痺":
- if Skill(player, "&c劇毒麻痺", {@劇毒麻痺.Max}, {@劇毒麻痺.CD}, {@劇毒麻痺.MP}) is true:
- set {冷卻.%player%::劇毒麻痺} to now
- if {玩家資料.%player%::玩家等級} is more than or equal to 105:
- set {_120劇毒} to 2
- else:
- set {_120劇毒} to 1
- play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 2
- set {_location.1} to location at player
- increase y-coordinate of {_location.1} by 1
- set {_location.2} to block 6 horizontally in front and 0.4 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:
- drawSphere style 1, particle "critmagic", center {_location.1}, id "劇毒麻痺1%player%", rainbowMode true, radius 1, density 30, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 68, 166, 99, center {_location.1}, id "劇毒麻痺2%player%", rainbowMode false, radius 1, density 30, 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 ticks
- stopEffect "劇毒麻痺1%player%"
- stopEffect "劇毒麻痺2%player%"
- wait 0.5 second
- loop 3 times:
- drawSphere style 1, particle "critmagic", center {_location.1}, id "劇毒麻痺1%player%", rainbowMode true, radius (0.5+(loop-number*0.5)), density 30, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 68, 166, 99, center {_location.1}, id "劇毒麻痺2%player%", rainbowMode false, radius (0.5+(loop-number*0.5)), density 30, visibleRange 32, pulseDelay 1
- wait 0.5 second
- wait 1 ticks
- stopEffect "劇毒麻痺1%player%"
- stopEffect "劇毒麻痺2%player%"
- play "ENTITY_GENERIC_EXPLODE" to player with volume 1000 and pitch 0
- play "BLOCK_FIRE_EXTINGUISH" to player with volume 1000 and pitch 0
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1000 and pitch 2
- drawWarpRings style 3, particle "redstone", RGB 68, 166, 99, center {_location.1}, id "劇毒麻痺3%player%", rainbowMode false, scan true, height 3.5, radius 5, ringCount 20, ringDensity 8, visibleRange 32, pulseDelay 1
- loop entities in radius 1.5 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(10+1.5*{技能.%player%::劇毒麻痺})*{_120劇毒}
- apply slowness of tier 10 to loop-entity for 5 second
- loop entities in radius 6 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(10+1.5*{技能.%player%::劇毒麻痺})*{_120劇毒}
- apply slowness of tier 10 to loop-entity for 5 second
- wait 1 second
- stopEffect "劇毒麻痺3%player%"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 毒霧 ]
- if uncolored name of player's tool contains "毒霧":
- if Skill(player, "&c毒霧", {@毒霧.Max}, {@毒霧.CD}, {@毒霧.MP}) is true:
- set {冷卻.%player%::毒霧} to now
- wait 10 tick
- set {_毒霧} to 0
- set {_毒霧.loc} to location of player
- set {_毒霧.loc.1} to location of player
- increase y-coordinate of {_毒霧.loc.1} by 4
- # drawImage file "毒霧.png", center {_毒霧.loc.1}, id "毒霧%player%-5", randomRotation false, "y", pixelStepX 1, pixelStepY 1, scale 20, visibleRange 30, tps 0, second 2
- # wait 1 second
- # stopeffect id "毒霧%player%-5"
- loop 7 times:
- increase {_毒霧} by 1
- drawSphere style 1, particle "redstone", RGB 68, 166, 99, center {_毒霧.loc}, id "毒霧%player%", rainbowMode false, radius {_毒霧}, density 10, visibleRange 32, pulseDelay 1
- if {_毒霧} < 6:
- if {玩家資料.%player%::玩家等級} is more than or equal to 115:
- wait 2 ticks
- else:
- wait 5 ticks
- stopeffect id "毒霧%player%"
- else:
- stop loop
- loop 5 times:
- loop entities in radius 7 of {_毒霧.loc}:
- if loop-entity isn't a player or a dropped item:
- if player is online:
- make player damage loop-entity by ({_MAGICDMG})*(5+0.3*{技能.%player%::毒霧})
- drawDot count 8, particle "redstone", RGB 68, 166, 99, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.3 seconds
- play "ENTITY_WITCH_HURT" to player with volume 1 and pitch 2
- wait 40 ticks
- stopeffect id "毒霧%player%"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 元素傳動-火毒 ]
- if uncolored name of player's tool contains "元素傳動-火毒":
- if Skill(player, "&5火毒傳動", {@元素傳動-火毒.Max}, {@元素傳動-火毒.CD}, {@元素傳動-火毒.MP}) is true:
- play "ENTITY_BLAZE_BURN" to player with volume 100 and pitch 2
- play "BLOCK_FIRE_EXTINGUISH" to player with volume 100 and pitch 2
- set {冷卻.%player%::火毒傳動} to now
- set {_location.1} to block 3 left of player
- set {_location.2} to block 3 right of player
- set {_location.3} to block 3 in front of player
- increase y-coordinate of {_location.1} by 1.5
- increase y-coordinate of {_location.2} by 1.5
- increase y-coordinate of {_location.3} by 1.5
- drawSphere style 1, particle "redstone", RGB 250, 0, 0, center {_location.1}, id "元素傳動-火毒%player%", rainbowMode false, radius 1, density 20, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 0, 250, 0, center {_location.2}, id "元素傳動-火毒%player%-1", rainbowMode false, radius 1, density 20, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 0, 255, 255, center {_location.3}, id "元素傳動-火毒%player%-2", rainbowMode false, radius 1, density 20, visibleRange 32, pulseDelay 1
- wait 10 tick
- drawLine particle redstone, RGB 255, 255, 255, center {_location.1}, target {_location.2}, id "元素傳動-火毒%player%-3", rainbowMode false, solid true, density 10, length 0, zigZag count 50, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
- drawLine particle redstone, RGB 255, 255, 255, center {_location.1}, target {_location.3}, id "元素傳動-火毒%player%-4", rainbowMode false, solid true, density 10, length 0, zigZag count 50, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
- drawLine particle redstone, RGB 255, 255, 255, center {_location.2}, target {_location.3}, id "元素傳動-火毒%player%-5", rainbowMode false, solid true, density 10, length 0, zigZag count 50, height 0, visibleRange 32, displacementXYZ 0, 0, 0, pulseDelay 1
- drawSphere style 1, particle "spellinstant", XYZ 0, 2, 0, center player, id "元素傳動-火毒%player%-6", rainbowMode true, radius 1, density 10, visibleRange 32, pulseDelay 1
- wait 1 second
- stopEffect "元素傳動-火毒%player%"
- stopEffect "元素傳動-火毒%player%-1"
- stopEffect "元素傳動-火毒%player%-2"
- stopEffect "元素傳動-火毒%player%-3"
- stopEffect "元素傳動-火毒%player%-4"
- stopEffect "元素傳動-火毒%player%-5"
- stopEffect "元素傳動-火毒%player%-6"
- if {BUFF.火毒傳動time::%player%} isn't set:
- set {BUFF.火毒傳動time::%player%} to now
- set {BUFF.火毒傳動爆擊傷害::%player%} to "%({技能.%player%::火毒傳動}*8)%" parsed as number
- set {BUFF.火毒傳動魔法攻擊力::%player%} to "%({技能.%player%::火毒傳動}*25)%" parsed as number
- set {BUFF.火毒傳動最大血量::%player%} to "%({技能.%player%::火毒傳動}*200)%" parsed as number
- set {BUFF.火毒傳動魔量吸收量::%player%} to "%({技能.%player%::火毒傳動}*10)%" parsed as number
- add {BUFF.火毒傳動爆擊傷害::%player%} to {玩家資料.%player%::爆擊傷害}
- add {BUFF.火毒傳動魔法攻擊力::%player%} to {玩家資料.%player%::魔法攻擊力}
- add {BUFF.火毒傳動最大血量::%player%} to {玩家資料.%player%::最大血量}
- add {BUFF.火毒傳動魔量吸收量::%player%} to {玩家資料.%player%::魔量吸收量}
- send "{@Tag} &b%player% &f的 &f<&5元素傳動-火毒&f> &f使你增加了 &c%{技能.%player%::火毒傳動}*8%%% &f爆擊傷害"
- send "{@Tag} &b%player% &f的 &f<&5元素傳動-火毒&f> &f使你增加了 &c%{技能.%player%::火毒傳動}*25% &f魔法攻擊力"
- send "{@Tag} &b%player% &f的 &f<&5元素傳動-火毒&f> &f使你增加了 &c%{技能.%player%::火毒傳動}*200% &f最大血量"
- send "{@Tag} &b%player% &f的 &f<&5元素傳動-火毒&f> &f使你增加了 &c%{技能.%player%::火毒傳動}*10% &f魔量吸收量"
- execute player command "火毒傳動效果持續檢測時間"
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Buff 增益效果 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 元素傳動-火毒 ]
- on command:
- command is "火毒傳動效果持續檢測時間"
- cancel event
- if {BUFF.火毒傳動魔量吸收量::%player%} isn't set:
- stop
- set {_executename} to "%player%"
- set {_冷卻} to difference between {BUFF.火毒傳動time::%{_executename}%} and now
- while {_冷卻} is less than {@元素傳動-火毒.受益時間} second:
- set {_冷卻} to difference between {BUFF.火毒傳動time::%{_executename}%} and now
- wait 0.5 seconds
- if player is online:
- send "{@Tag} &c<&5元素傳動-火毒&c> &c持續時間已到" to player
- delete {BUFF.火毒傳動time::%{_executename}%}
- remove {BUFF.火毒傳動爆擊傷害::%{_executename}%} from {玩家資料.%{_executename}%::爆擊傷害}
- remove {BUFF.火毒傳動魔法攻擊力::%{_executename}%} from {玩家資料.%{_executename}%::魔法攻擊力}
- remove {BUFF.火毒傳動最大血量::%{_executename}%} from {玩家資料.%{_executename}%::最大血量}
- remove {BUFF.火毒傳動魔量吸收量::%{_executename}%} from {玩家資料.%{_executename}%::魔量吸收量}
- delete {BUFF.火毒傳動爆擊傷害::%{_executename}%}
- delete {BUFF.火毒傳動魔法攻擊力::%{_executename}%}
- delete {BUFF.火毒傳動最大血量::%{_executename}%}
- delete {BUFF.火毒傳動魔量吸收量::%{_executename}%}
- on join:
- if {BUFF.火毒傳動time::%player%} is set:
- set {_executename} to "%player%"
- send "{@Tag} &c<&5元素傳動-火毒&c> &c因離線而效果消失" to player
- delete {BUFF.火毒傳動time::%{_executename}%}
- remove {BUFF.火毒傳動爆擊傷害::%{_executename}%} from {玩家資料.%{_executename}%::爆擊傷害}
- remove {BUFF.火毒傳動魔法攻擊力::%{_executename}%} from {玩家資料.%{_executename}%::魔法攻擊力}
- remove {BUFF.火毒傳動最大血量::%{_executename}%} from {玩家資料.%{_executename}%::最大血量}
- remove {BUFF.火毒傳動魔量吸收量::%{_executename}%} from {玩家資料.%{_executename}%::魔量吸收量}
- delete {BUFF.火毒傳動爆擊傷害::%{_executename}%}
- delete {BUFF.火毒傳動魔法攻擊力::%{_executename}%}
- delete {BUFF.火毒傳動最大血量::%{_executename}%}
- delete {BUFF.火毒傳動魔量吸收量::%{_executename}%}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ ClearVariable 清除變數 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on any movement:
- {冷卻.%player%::炎靈地獄} is set:
- set {_冷卻} to difference between {冷卻.%player%::炎靈地獄} and now
- if {_冷卻} >= {@炎靈地獄.CD} second:
- delete {冷卻.%player%::炎靈地獄}
- {冷卻.%player%::流星雨} is set:
- set {_冷卻} to difference between {冷卻.%player%::流星雨} and now
- if {_冷卻} >= {@流星雨.CD} second:
- delete {冷卻.%player%::流星雨}
- {冷卻.%player%::劇毒麻痺} is set:
- set {_冷卻} to difference between {冷卻.%player%::劇毒麻痺} and now
- if {_冷卻} >= {@劇毒麻痺.CD} second:
- delete {冷卻.%player%::劇毒麻痺}
- {冷卻.%player%::毒霧} is set:
- set {_冷卻} to difference between {冷卻.%player%::毒霧} and now
- if {_冷卻} >= {@毒霧.CD} second:
- delete {冷卻.%player%::毒霧}
- {冷卻.%player%::火毒傳動} is set:
- set {_冷卻} to difference between {冷卻.%player%::火毒傳動} and now
- if {_冷卻} >= {@元素傳動-火毒.CD} second:
- delete {冷卻.%player%::火毒傳動}
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