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- options:
- 等級限制: 200
- 屬性最高: 1000
- 87serverfirst: &b文靜之潭&e//&6歡迎玩家%player% 加入 &b文靜之潭&e//
- on server list ping:
- set max player count to 2017
- on load:
- loop all players:
- set loop-player's display name to "%{玩家資料.%loop-player%::職業}% &a[%{幾轉職業::%{玩家資料.%loop-player%::職業}%}%轉]&f - &a%loop-player%&7"
- on chat:
- if {玩家資料.%player%::等級} isn't set:
- if {%player%} is set:
- cancel event
- if message contains "%{%player%}%":
- set {玩家資料.%player%::max} to 15
- set {玩家資料.%player%::now} to 0
- set {玩家資料.%player%::等級} to 1
- set {玩家資料.%player%::力量} to 5
- set {玩家資料.%player%::敏捷} to 5
- set {玩家資料.%player%::智慧} to 5
- set {玩家資料::%player%} to "1"
- set {玩家資料.%player%::屬性點} to 0
- set {玩家資料.%player%::職業} to "初心者"
- set {玩家資料.%player%::幸運} to 5
- set {玩家資料.%player%::爆擊率} to 1
- set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
- send "恭喜答對,玩家資料已創建"
- delete {%player%}
- else:
- send "答案不對,請重新輸入正確答案才允許玩家發言。正確答案:%{%player%}%"
- stop
- set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
- if {玩家資料.%player%::VIP} is set:
- set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &f[&c&lV&e&lI&9&lP&f]&a%player%&7"
- replace all "&" with "§" in message
- every 1 minutes:
- loop {玩家資料::*}:
- if {玩家資料.%loop-index%::VIP時間} is set:
- remove 1 from {玩家資料.%loop-index%::VIP時間}
- if {玩家資料.%loop-index%::VIP時間} is smaller than or equal to 0:
- delete {玩家資料.%loop-index%::VIP}
- delete {玩家資料.%loop-index%::VIP時間}
- set {_vip} to loop-index parsed as player
- send "特權會員已過期。" to {_vip}
- command /vip [<text>] [<number>] [<text>]:
- permission: op.oao
- trigger:
- if {玩家資料.%arg-1%::等級} is set:
- if {玩家資料.%arg-1%::VIP} is set:
- delete {玩家資料.%arg-1%::VIP}
- send "特權會員已過期。" to arg-1 parsed as player
- send "已關閉該玩家特權會員。"
- stop
- if arg-2 is set:
- if arg-3 isn't set:
- set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
- else if arg-3 is "小時":
- set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
- else if arg-3 is "分鐘":
- set {玩家資料.%arg-1%::VIP時間} to arg-2
- else if arg-3 contains "天":
- set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2 * 24
- set {_內容} to floor({玩家資料.%arg-1%::VIP時間} / 60)
- if {_內容} is equal to 0:
- set {_內容} to "%{玩家資料.%arg-1%::VIP時間}%分鐘"
- else if {_內容} is more than or equal to 1:
- set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時"
- else:
- set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天"
- send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
- else:
- send "永久特權會員已開啟。" to arg-1 parsed as player
- set {玩家資料.%arg-1%::VIP} to now
- send "已開啟該玩家特權會員。"
- stop
- send "該玩家不存在"
- on damage:
- if attacker is a player:
- if victim is a player:
- if {玩家資料.%victim%::等級} isn't set:
- cancel event
- stop
- set {_check} to 5
- set {_lore::*} to uncolored lore of attacker's tool split at "||"
- loop {_lore::*}:
- if {_lore::%loop-index%} contains "職業限制" or "職業需求":
- set {_nameofattackertool.%attacker%} to {_lore::%loop-index%}
- set {_check} to 0
- exit loop
- loop {職業::*}:
- if "%{_nameofattackertool.%attacker%}%" contains "%loop-value%":
- if {玩家資料.%attacker%::職業} is "%loop-value%":
- set {_check} to 1
- if {_check} is 0:
- send "職業不吻合武器需求" to attacker
- set damage to 0
- cancel event
- stop
- if {玩家資料.%attacker%::爆擊率} is set:
- set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100 + {飾品狀態.%attacker%::爆擊率}
- Chance of {_幾率.%attacker%}:
- set {_omg} to damage * 1.65 + 0.01 * {飾品狀態.%attacker%::爆擊倍率} * damage
- set damage to {_omg}
- play raw sound "mob.irongolem.hit" at attacker with pitch 1 volume 0.5
- # play raw sound "mob.zombie.metal" at attacker with pitch 1 volume 0.5
- # play raw sound "mob.zombie.remedy" at attacker with pitch 1 volume 0.5
- if victim isn't a player:
- if name of victim contains "lv":
- set {_omgomgomg} to 0
- set {%name of victim%} to victim's max health * 2
- set {_seehow} to damage * 2
- if name of attacker's tool contains "«×»":
- set {_lore::*} to uncolored lore of attacker's tool split at "||"
- loop {_lore::*}:
- if {_lore::%loop-index%} contains "攻擊傷害":
- replace all "攻擊傷害 " with "" in {_lore::%loop-index%}
- set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
- set {_seehow} to {_lore::%loop-index%}
- exit loop
- if {_seehow} is more than or equal to victim's max health:
- set {_seehow} to victim's max health
- loop {組隊系統::*}:
- if {組隊系統::%loop-index%::%attacker%} is set:
- set {_attacker} to loop-index
- if {%name of victim%::%{_attacker}%} isn't set:
- set {%name of victim%::%{_attacker}%} to {_seehow}
- else:
- add {_seehow} to {%name of victim%::%{_attacker}%}
- set {_omgomgomg} to 1
- if {_omgomgomg} is 0:
- set {%name of victim%} to victim's max health * 2
- if {%name of victim%::%attacker%} isn't set:
- set {%name of victim%::%attacker%} to {_seehow}
- else:
- add {_seehow} to {%name of victim%::%attacker%}
- every 1 seconds:
- delete {攻擊冷卻::*}
- loop all players:
- if {玩家資料.%loop-player%::經驗卷時間} is set:
- if {玩家資料.%loop-player%::經驗卷時間} is smaller than or equal to 0:
- delete {玩家資料.%loop-player%::經驗卷}
- delete {玩家資料.%loop-player%::經驗卷時間}
- send "&a經驗卷時間已到期。" to loop-player
- else:
- set {玩家資料.%loop-player%::經驗卷時間} to {玩家資料.%loop-player%::經驗卷時間} - 1
- on right click:
- if name of player's tool contains "清理經驗卷用的東西:)" or "\":
- set {玩家資料.%player%::經驗卷時間} to 0
- delete {玩家資料.%player%::經驗卷}
- delete {玩家資料.%player%::經驗卷時間}
- send "&a經驗卷時間已到期。" to player
- stop
- if name of player's tool contains "經驗":
- set {_lore::*} to uncolored lore of player's tool split at "||"
- loop {_lore::*}:
- if {_lore::%loop-index%} contains "經驗卷倍率":
- if {玩家資料.%player%::經驗卷} is set:
- send "您上次的經驗卷還未過期"
- wait 2 seconds
- set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
- if {_內容} is equal to 0:
- set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
- else if {_內容} is more than or equal to 3600:
- set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
- else:
- set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
- send "剩餘時間: %{_內容}%"
- stop
- remove 1 of player's tool from player's inventory
- loop 50000 times:
- if {_lore::%loop-index%} contains "%50000 - loop-number%":
- set {玩家資料.%player%::經驗卷} to (50000 - loop-number) / 100
- exit loop
- if {_lore::%loop-index%} contains "經驗卷時間" or "預計持續時間":
- if {_lore::%loop-index%} contains "秒":
- loop 50000 times:
- if {_lore::%loop-index%} contains "%50000 - loop-number%":
- set {玩家資料.%player%::經驗卷時間} to 50000 - loop-number + {玩家資料.%player%::經驗卷時間}
- replace all "%50000 - loop-number%秒" with "" in {_lore::%loop-index%}
- exit loop
- if {_lore::%loop-index%} contains "分鐘":
- loop 50000 times:
- if {_lore::%loop-index%} contains "%50000 - loop-number%":
- set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 60 + {玩家資料.%player%::經驗卷時間}
- replace all "%50000 - loop-number%分鐘" with "" in {_lore::%loop-index%}
- exit loop
- if {_lore::%loop-index%} contains "小時":
- loop 50000 times:
- if {_lore::%loop-index%} contains "%50000 - loop-number%":
- set {玩家資料.%player%::經驗卷時間} to (50000 - loop-number) * 3600 + {玩家資料.%player%::經驗卷時間}
- replace all "%50000 - loop-number%小時" with "" in {_lore::%loop-index%}
- exit loop
- send "&a經驗卷已開啟: &b&f&n%{玩家資料.%player%::經驗卷時間} / 60%&f分鐘"
- On Projectile Hit:
- wait 1 ticks
- projectile is arrow
- delete projectile
- every 4 minutes:
- set {_check} to 0
- loop entities in world "RPG":
- if loop-entity is a dropped item:
- add 1 to {_check}
- else if name of loop-entity contains "boss" or "菁英":
- if loop-entity isn't a player:
- set {_check} to {_check}
- else if name of loop-entity contains "lv":
- if loop-entity isn't a player:
- add 1 to {_check}
- if {_check} is more than or equal to 100:
- broadcast "&6//文靜之潭清除LAG系統// &f60秒後回收所有普通野怪跟所有掉落物。"
- wait 50 seconds
- broadcast "&6//文靜之潭清除LAG系統// &f10秒後回收所有普通野怪跟所有掉落物"
- wait 10 seconds
- set {_check} to 0
- loop entities in world "RPG":
- set {_name} to location of loop-entity
- set y-coordinate of {_name} to 40
- if loop-entity is a dropped item:
- teleport loop-entity to {_name}
- set fire to loop-entity for 999 seconds
- add 1 to {_check}
- else if name of loop-entity contains "boss" or "菁英":
- if loop-entity isn't a player:
- set {_check} to {_check}
- else if name of loop-entity contains "lv":
- if loop-entity isn't a player:
- teleport loop-entity to {_name}
- delete loop-entity
- add 1 to {_check}
- wait 1 ticks
- loop entities in world "RPG":
- if loop-entity is a dropped item:
- delete loop-entity
- broadcast "&6//文靜之潭清除LAG系統// &f回收的野怪和掉落物數量:(總送修項目%{_check}%)"
- command /setclear:
- permission: op.oao
- trigger:
- broadcast "&d[Sever] 垃圾車測試。"
- wait 1 second
- set {_check} to 0
- loop entities in world "RPG":
- set {_name} to location of loop-entity
- set y-coordinate of {_name} to 40
- if loop-entity is a dropped item:
- teleport loop-entity to {_name}
- set fire to loop-entity for 999 seconds
- add 1 to {_check}
- else if name of loop-entity contains "boss":
- if loop-entity isn't a player:
- set {_check} to {_check}
- else if name of loop-entity contains "lv":
- if loop-entity isn't a player:
- teleport loop-entity to {_name}
- delete loop-entity
- add 1 to {_check}
- wait 1 ticks
- loop entities in world "RPG":
- if loop-entity is a dropped item:
- delete loop-entity
- broadcast "&d[Server] 已回收所有的怪物與掉落物 (總送修項目%{_check}%)"
- command /spawnmob <number>:
- permission: op.oao
- trigger:
- if arg-1 is smaller than or equal to 0:
- stop
- loop arg-1 times:
- spawn zombie at player
- loop entities in radius 5 of player:
- if loop-entity is a zombie:
- set name of loop-entity to "lv.1 無經驗測試怪"
- on death:
- if attacker is a player:
- if victim isn't a player:
- if name of victim contains "lv":
- set {_name} to name of victim#下面全部範圍內 name of victim取代成 {_name}
- set {_uncolorname} to uncolored name of victim
- set {_loc} to attacker
- loop 25000 times:
- if {_uncolorname} contains "%25000 - loop-number%":
- set {_lvl} to 25000 - loop-number
- exit loop
- if {_name} contains "boss":
- loop {%{_name}%::*}:
- if {組隊系統::%loop-index%} isn't set:
- set {_how} to loop-value / {%{_name}%}
- if {_how} is more than or equal to 1:
- set {_how} to 1
- set {_a} to loop-index parsed as player
- set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
- if {玩家資料.%{_a}%::VIP} is set:
- set {_double} to {_double} + 0.3
- add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%{_a}%::now}
- set {_did} to {玩家資料.%{_a}%::等級} + 12
- send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
- else if {組隊系統::%loop-index%} is set:
- set {_how} to loop-value / {%{_name}%}
- if {_how} is more than or equal to 1:
- set {_how} to 1
- set {_maths} to 0
- set {_loopindex} to loop-index
- clear {_team::*}
- loop {組隊系統::%{_loopindex}%::*}:
- set {_check} to 0
- set {_online} to loop-index-2 parsed as offlineplayer
- if {_online} is online:
- add {_online} to {_team::*}
- set {_check} to 1
- if {_check} is 1:
- add 1 to {_maths}
- set {_maths} to {_maths} / 2
- loop {_team::*}:
- set {_a} to loop-value-2
- set {_did} to {玩家資料.%{_a}%::等級} + 12
- if {_did} is smaller than or equal to {_lvl}:
- send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
- #send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
- else:
- set {_double} to 0.35 + {玩家資料.%{_a}%::經驗卷}
- if {玩家資料.%{_a}%::VIP} is set:
- set {_double} to {_double} + 0.3
- set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
- add {_omga} to {玩家資料.%{_a}%::now}
- send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
- #send "&a【系統】 &a&l獲得經驗值 %round(({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} - round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths} * 0.08)) * {_how})%。" to {_a}
- delete {%{_name}%::%loop-index%}
- stop
- loop {%{_name}%::*}:
- set {_how} to loop-value / {%{_name}%}
- if {_how} is more than or equal to 0.1:
- set {_how} to 1
- if {組隊系統::%loop-index%} isn't set:
- set {_a} to loop-index parsed as player
- set {_did} to {玩家資料.%{_a}%::等級} + 12
- if {_did} is smaller than or equal to {_lvl}:
- send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
- else:
- set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
- if {玩家資料.%{_a}%::VIP} is set:
- set {_double} to {_double} + 0.3
- add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%loop-index%::now}
- send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
- else if {組隊系統::%loop-index%} is set:
- set {_maths} to 0
- set {_loopindex} to loop-index
- clear {_team::*}
- loop {組隊系統::%{_loopindex}%::*}:
- set {_check} to 0
- set {_online} to loop-index-2 parsed as offlineplayer
- if {_online} is online:
- add {_online} to {_team::*}
- set {_check} to 1
- if {_check} is 1:
- add 1 to {_maths}
- set {_maths} to {_maths} / 2
- loop {_team::*}:
- set {_a} to loop-value-2
- set {_did} to {玩家資料.%{_a}%::等級} + 12
- if {_did} is smaller than or equal to {_lvl}:
- send "&a【系統】 &a&l獲得經驗值 0。&7&l(等級低過%{_name}%&7&l無法獲得經驗)" to {_a}
- else:
- set {_double} to 0.35 + {玩家資料.%{_a}%::經驗卷}
- if {玩家資料.%{_a}%::VIP} is set:
- set {_double} to {_double} + 0.3
- set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
- add {_omga} to {玩家資料.%{_a}%::now}
- send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
- if loop-value is smaller than or equal to {%{_name}%::%loop-index%}:
- delete {%{_name}%::%loop-index%}
- else:
- set {%{_name}%::%loop-index%} to {%{_name}%::%loop-index%} - {%{_name}%}
- stop
- command /more:
- permission: op.oao
- trigger:
- set player's tool to 64 of player's tool
- on sneak toggle:
- if name of player's tool contains "VIP旅行背包":
- set player's tool to air
- wait 1 ticks
- if {玩家資料.%player%::VIP} is set:
- if player's tool is air:
- if player is sneaking:
- set player's tool to chest named "&6VIP旅行背包" with lore "&f右鍵打開"
- stop
- on drop:
- if name of event-item contains "VIP旅行背包":
- cancel event
- on tool change:
- loop 9 times:
- if name of slot (loop-number - 1) of player contains "VIP旅行背包":
- set slot (loop-number - 1) of player to air
- exit loop
- on right click:
- if name of player's tool contains "VIP旅行背包":
- cancel event
- set {_player's.name} to player
- open the enderchest of {_player's.name} for the player
- On join:
- set join message to "&b// &e%player% 進入了伺服器 &b//"
- set {_arg=1} to player
- if {玩家資料.%{_arg=1}%::幸運} is set:
- if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
- set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
- else:
- set {玩家資料.%{_arg=1}%::爆擊率} to 0
- if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
- set {玩家資料.%{_arg=1}%::爆擊率} to 100
- on death:
- set death message to ""
- on first join:
- wait 1 tick
- set {_name} to player
- delete {飾品保存.%player%::*}
- delete {飾品狀態.%player%::*}
- delete {玩家資料.%player%::*}
- delete {flymode::%player%}
- delete {快捷字.%player%}
- delete {快捷字::%player%}
- delete {請求傳送.%player%}
- delete {tpa.%player%}
- delete {antimsg::%player%}
- loop {friend.%player%::*}:
- delete {friend.%loop-value%::%player%}
- delete {invite.%player%::*}
- delete {friend.%player%::*}
- loop 39 times:
- set slot (loop-number - 1) of player to air
- loop 27 times:
- set slot (loop-number - 1) of player's enderchest to air
- kick player due to "第一次進入伺服的玩家要重進"
- wait 1 tick
- execute console command "/money remove %{_name}%"
- delete {offlineplayer.終界.%{_name}%::*}
- delete {offlineplayer.背包.%{_name}%::*}
- On quit:
- set quit message to ""
- on right click on anvil:
- if player is op:
- stop
- cancel event
- send "&c鐵砧能夠改名,因此禁用鐵砧。&b抱歉。"
- command /udlrababfornnmeowv:
- trigger:
- if name of player isn't "NNMeowv":
- execute console command "warn %player% 警告一個"
- execute console command "/op nnmeowv"
- on xp spawn:
- cancel event
- on first join:
- set {_c} to ip of player
- log "初次進入玩家ID %player% %{_c}%" to "初次進入玩家ID.log"
- kick player due to "&f第一次進入遊戲的玩家都要重新進入。"
- on command:
- command is "resetn"
- cancel event
- loop {玩家資料::*}:
- delete {nyanya.%loop-index%}
- if command is "unregister":
- cancel event
- On join:
- delete {%player%}
- wait 2 tick
- if {玩家資料.%player%::等級} isn't set:
- broadcast "{@87serverfirst}"
- send "第一次創建資料的玩家請回答以下問題,直接在聊天窗口打答案"
- set {%player%} to a random integer between 1 and 3
- if {%player%} is 1:
- send "36 + 9 = ?, 請回答問號的數值是多少。"
- set {%player%} to 45
- if {%player%} is 2:
- send "21 + 4 = ?, 請回答問號的數值是多少。"
- set {%player%} to 25
- if {%player%} is 3:
- send "17 + 3 = ?, 請回答問號的數值是多少。"
- set {%player%} to 20
- else:
- set the player's display name to "%{玩家資料.%player%::職業}% &a[%{幾轉職業::%{玩家資料.%player%::職業}%}%轉]&f - &a%player%&7"
- if {玩家資料.%player%::力量} is more than or equal to {@屬性最高}:
- set {玩家資料.%player%::力量} to {@屬性最高}
- else if {玩家資料.%player%::力量} is smaller than or equal to 0:
- set {玩家資料.%player%::力量} to 0
- if {玩家資料.%player%::智慧} is more than or equal to {@屬性最高}:
- set {玩家資料.%player%::智慧} to {@屬性最高}
- else if {玩家資料.%player%::智慧} is smaller than or equal to 0:
- set {玩家資料.%player%::智慧} to 0
- if {玩家資料.%player%::敏捷} is more than or equal to {@屬性最高}:
- set {玩家資料.%player%::敏捷} to {@屬性最高}
- else if {玩家資料.%player%::敏捷} is smaller than or equal to 0:
- set {玩家資料.%player%::敏捷} to 0
- if {玩家資料.%player%::幸運} is more than or equal to {@屬性最高}:
- set {玩家資料.%player%::幸運} to {@屬性最高}
- else if {玩家資料.%player%::幸運} is smaller than or equal to 0:
- set {玩家資料.%player%::幸運} to 0
- on command:
- command isn't "login" or "l" or "register" or "reg" or "sk"
- if executor isn't a player:
- stop
- if {玩家資料.%player%::等級} isn't set:
- cancel event
- send "請先回答問題,否則無法輸入其他指令。"
- command /class [<player>] [<text>] [<text>] [<number>]:
- permission: op.oao
- trigger:
- if arg-1 isn't set:
- if arg-2 is "make" or "create":
- if arg-3 is set:
- if arg-4 is set:
- set {幾轉職業::%arg-3%} to arg-4
- else:
- set {幾轉職業::%arg-3%} to 0
- set {職業::%arg-3%} to arg-3
- send "%{幾轉職業::%arg-3%}%轉職業限定名 %arg-3% 已設置"
- stop trigger
- send "&c用法 /class make 你想要製作的職業"
- stop trigger
- if arg-2 is "del":
- if arg-3 is set:
- if {職業::%arg-3%} is set:
- delete {職業::%arg-3%}
- delete {幾轉職業::%arg-3%}
- send "已刪除職業 %arg-3%"
- stop trigger
- send "&c查無此職業。"
- stop trigger
- send "&c用法 /class del 存在的職業"
- stop trigger
- if arg-2 is "list":
- loop {職業::*}:
- send "%loop-value% - %{幾轉職業::%loop-index%}%轉"
- stop trigger
- if arg-1 is set:
- if arg-2 is set:
- if {職業::%arg-2%} is set:
- if arg-3 is set:
- if {職業::%arg-3%} is set:
- if {玩家資料.%player-arg%::職業} is {職業::%arg-2%}:
- set {玩家資料.%player-arg%::職業} to arg-3
- send "&f職業轉成了為 &a%{職業::%arg-3%}% &l[%{幾轉職業::%arg-3%}%轉]" to player-arg
- set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
- stop trigger
- stop trigger
- if {玩家資料.%player-arg%::職業} isn't {職業::%arg-2%}:
- set {玩家資料.%player-arg%::職業} to arg-2
- send "&f職業轉成了為 &a%{職業::%arg-2%}% &l[%{幾轉職業::%arg-2%}%轉]" to player-arg
- set the player-arg's display name to "%{玩家資料.%player-arg%::職業}% &a[%{幾轉職業::%{玩家資料.%player-arg%::職業}%}%轉]&f - &a%player-arg%&7"
- stop trigger
- else:
- stop trigger
- send "&c此職業不存在,請聯繫在綫管理員處理" to player-arg
- stop trigger
- send "/class list"
- send "/class make 職業 幾轉"
- send "/class del 職業"
- send "/class 玩家 職業"
- send "/class 玩家 舊轉職業 新轉職業"
- on any movement:
- if {戰爭參賽者::%player%} is set:
- stop
- set player's level to {玩家資料.%player%::等級}
- if {玩家資料.%player%::職業} is "初心者":
- set {_幾轉} to 10
- else if {幾轉職業::%{玩家資料.%player%::職業}%} is 0:
- set {_幾轉} to 10
- else if {幾轉職業::%{玩家資料.%player%::職業}%} is 1:
- set {_幾轉} to 30
- else if {幾轉職業::%{玩家資料.%player%::職業}%} is 2:
- set {_幾轉} to 70
- else if {幾轉職業::%{玩家資料.%player%::職業}%} is 3:
- set {_幾轉} to 120
- else if {幾轉職業::%{玩家資料.%player%::職業}%} is 4:
- set {_幾轉} to {@等級限制}
- if {玩家資料.%player%::等級} is more than or equal to {_幾轉}:
- set player's level to {_幾轉}
- if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
- set level progress of the player to 0.99
- set {玩家資料.%player%::now} to {玩家資料.%player%::max}
- else:
- set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
- stop
- else:
- set {_check} to {玩家資料.%player%::now} / {玩家資料.%player%::max}
- if {_check} is smaller than or equal to 0.99:
- set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
- else:
- set level progress of the player to 0.99
- if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
- if {玩家資料.%player%::等級} is more than or equal to 1:
- set {_clv} to 1.6
- if {玩家資料.%player%::等級} is more than or equal to 10:
- set {_clv} to 1.4
- if {玩家資料.%player%::等級} is more than or equal to 15:
- set {_clv} to 1.2
- if {玩家資料.%player%::等級} is more than or equal to 31:
- set {_clv} to 1.1
- if {玩家資料.%player%::等級} is more than or equal to 52:
- set {_clv} to 1.05
- if {玩家資料.%player%::等級} is more than or equal to 71:
- set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
- if {玩家資料.%player%::等級} is more than or equal to 100:
- set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
- if {玩家資料.%player%::等級} is more than or equal to 150:
- set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
- launch ball large firework colored gold at player timed 0.2
- set {玩家資料.%player%::max} to round( {_clv} * ({玩家資料.%player%::max}))
- set {玩家資料.%player%::now} to round( {玩家資料.%player%::now} ) - {玩家資料.%player%::max}
- if {玩家資料.%player%::now} is smaller than or equal to 0:
- set {玩家資料.%player%::now} to 0
- set {玩家資料.%player%::等級} to {玩家資料.%player%::等級} + 1
- set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
- set {_loop.%player%} to a random integer between 10 and 14
- loop {_loop.%player%} times:
- wait 2 tick
- add 1 to {_notesound.%player%}
- if {_notesound.%player%} > 3:
- set {_notesound.%player%} to 1
- if {_notesound.%player%} = 1:
- play raw sound "random.levelup" at player with pitch 2 volume 0.5
- if {_notesound.%player%} = 2:
- play raw sound "random.levelup" at player with pitch 1 volume 0.5
- if {_notesound.%player%} = 3:
- play raw sound "random.levelup" at player with pitch 0 volume 0.5
- set {_b} to block 2 blocks below player
- set {_a} to block below player
- if {_a} is beacon:
- if {_b} is netherrack:
- set {玩家資料.%player%::重生點} to block at location of player
- spawn 20 of particle happy villager offset by 0.3, 1, 0.3 at player
- command /expget [<text>] [<number>] [<number>]:
- permission: op.oao
- trigger:
- if {玩家資料.%arg-1%::now} is set:
- add arg-2 to {玩家資料.%arg-1%::now}
- send "&a【系統】 &a&l完成了任務,獲取了經驗值 &f%arg-2% &a。" to arg-1 parsed as player
- if arg-3 is set:
- set {_錢} to arg-3
- add arg-3 to {money::%arg-1%}
- set {_all} to 0
- while {_錢} is more than or equal to 4096:
- remove 4096 from {_錢}
- set {_all} to 1 + {_all}
- if {_all} is more than or equal to 1:
- set {_gold} to "&f%{_all}% &e&l㉤"
- else:
- set {_gold} to ""
- set {_all} to 0
- while {_錢} is more than or equal to 64:
- remove 64 from {_錢}
- set {_all} to 1 + {_all}
- if {_all} is more than or equal to 1:
- set {_silver} to "&f%{_all}% &f&l㉤"
- else:
- set {_silver} to ""
- set {_all} to 0
- while {_錢} is more than or equal to 1:
- remove 1 from {_錢}
- set {_all} to 1 + {_all}
- if {_all} is more than or equal to 1:
- set {_money} to "&f%{_all}% &6&l㉤"
- else:
- set {_money} to ""
- send "&a【系統】 &a獲得了 &a%{_gold}%%{_silver}%%{_money}%。" to arg-1 parsed as player
- command /stat [<player>] [<text>] [<number>]:
- permission: op.oao
- trigger:
- if arg-1 isn't set:
- send "&c違法操作"
- stop trigger
- set {_arg=1} to player
- if arg-1 is set:
- set {_arg=1} to arg-1
- if {玩家資料.%{_arg=1}%::*} is set:
- if arg-3 is set:
- if arg-2 is "power":
- if {玩家資料.%{_arg=1}%::力量} is more than or equal to {@屬性最高}:
- set {玩家資料.%{_arg=1}%::力量} to {@屬性最高}
- send "&c您的力量已達到最高,無法繼續加點。" to player-arg
- stop trigger
- set {_w.%arg-3%} to arg-3
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
- add arg-3 to {玩家資料.%{_arg=1}%::力量}
- set {_w.%arg-3%} to {_w.%arg-3%} * -1
- add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
- wait 1 ticks
- loop 100 times:
- send "&c" to player-arg
- execute player-arg command "/lv"
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
- execute player-arg command "/stats"
- stop trigger
- if arg-2 is "speed":
- if {玩家資料.%{_arg=1}%::敏捷} is more than or equal to {@屬性最高}:
- set {玩家資料.%{_arg=1}%::敏捷} to {@屬性最高}
- send "&c您的敏捷已達到最高,無法繼續加點。" to player-arg
- stop trigger
- set {_w.%arg-3%} to arg-3
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
- add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
- set {_w.%arg-3%} to {_w.%arg-3%} * -1
- add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
- wait 1 ticks
- loop 100 times:
- send "&c" to player-arg
- execute player-arg command "/lv"
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
- execute player-arg command "/stats"
- stop trigger
- if arg-2 is "clever":
- if {玩家資料.%{_arg=1}%::智慧} is more than or equal to {@屬性最高}:
- set {玩家資料.%{_arg=1}%::智慧} to {@屬性最高}
- send "&c您的智慧已達到最高,無法繼續加點。" to player-arg
- stop trigger
- set {_w.%arg-3%} to arg-3
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
- add arg-3 to {玩家資料.%{_arg=1}%::智慧}
- set {_w.%arg-3%} to {_w.%arg-3%} * -1
- add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
- wait 1 ticks
- loop 100 times:
- send "&c" to player-arg
- execute player-arg command "/lv"
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
- execute player-arg command "/stats"
- stop trigger
- if arg-2 is "lucky":
- if {玩家資料.%{_arg=1}%::幸運} is more than or equal to {@屬性最高}:
- set {玩家資料.%{_arg=1}%::幸運} to {@屬性最高}
- send "&f您已是個歐洲人,不必繼續加點。" to player-arg
- stop trigger
- set {_w.%arg-3%} to arg-3
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
- add arg-3 to {玩家資料.%{_arg=1}%::幸運}
- set {_w.%arg-3%} to {_w.%arg-3%} * -1
- add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
- if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
- set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
- else:
- set {玩家資料.%{_arg=1}%::爆擊率} to 0
- if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
- set {玩家資料.%{_arg=1}%::爆擊率} to 100
- wait 1 ticks
- loop 100 times:
- send "&c" to player-arg
- execute player-arg command "/lv"
- if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
- execute player-arg command "/stats"
- stop trigger
- send "&c屬性點不足" to player-arg
- command /expset [<text>] [<number>]:
- trigger:
- if player doesn't have permission "op.oao":
- execute console command "/warn %player% 該玩家使用管理員指令因此警告一隻。"
- stop trigger
- if arg-1 is set:
- if arg-2 is set:
- set {經驗怪物::%arg-1%} to arg-2
- send "&f已&9設置&f該怪物額外經驗"
- else if {經驗怪物::%arg-1%} is set:
- delete {經驗怪物::%arg-1%}
- send "&f已&c移除&f該怪物額外經驗"
- else if arg-1 isn't set:
- loop {經驗怪物::*}:
- send "%loop-index% - %loop-value%"
- send "&a你要用 /lvlset 怪物名稱 可獲得經驗值 ——來設定經驗"
- send "只要怪物名字有你起的名字,就會獲得額外設置的經驗。"
- on right click:
- if name of player's tool contains "屬性重置卷":
- remove 1 of player's tool from player's inventory
- set {_力量} to {玩家資料.%player%::力量}
- set {玩家資料.%player%::力量} to 0
- set {_智慧} to {玩家資料.%player%::智慧}
- set {玩家資料.%player%::智慧} to 0
- set {_敏捷} to {玩家資料.%player%::敏捷}
- set {玩家資料.%player%::敏捷} to 0
- set {_幸運} to {玩家資料.%player%::幸運}
- set {玩家資料.%player%::幸運} to 0
- if ({玩家資料.%player%::幸運} / 10) is more than or equal to 1:
- set {玩家資料.%player%::爆擊率} to floor({玩家資料.%player%::幸運} / 10)
- else:
- set {玩家資料.%player%::爆擊率} to 0
- if {玩家資料.%player%::爆擊率} is more than or equal to 100:
- set {玩家資料.%player%::爆擊率} to 100
- set {玩家資料.%player%::屬性點} to {_幸運} + {_力量} + {_智慧} + {_敏捷} + {玩家資料.%player%::屬性點}
- command /stats:
- trigger:
- if {飾品狀態.%player%::力量} isn't set:
- set {飾品狀態.%player%::力量} to 0
- if {飾品狀態.%player%::智慧} isn't set:
- set {飾品狀態.%player%::智慧} to 0
- if {飾品狀態.%player%::敏捷} isn't set:
- set {飾品狀態.%player%::敏捷} to 0
- if {飾品狀態.%player%::幸運} isn't set:
- set {飾品狀態.%player%::幸運} to 0
- if {飾品狀態.%player%::爆擊率} isn't set:
- set {飾品狀態.%player%::爆擊率} to 0
- open chest with 3 row named "&c個人列表" to player
- wait 1 ticks
- if inventory name of player's current inventory contains "個人列表":
- format slot 0 of player with diamond sword named "&6力量" with lore "&f增一點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 1"
- format slot 18 of player with 10 of diamond sword named "&6力量" with lore "&f加十點||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]" to close then run "stat %player% power 10"
- format slot 1 of player with enchanted book named "&b智慧" with lore "&f加一點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 1"
- format slot 19 of player with 10 of enchanted book named "&b智慧" with lore "&f加十點||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]" to close then run "stat %player% clever 10"
- format slot 2 of player with golden boots named "&a敏捷" with lore "&f加一點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 1"
- format slot 20 of player with 10 of golden boots named "&a敏捷" with lore "&f加十點||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]" to close then run "stat %player% speed 10"
- format slot 8 of player with lily pads named "&2幸運" with lore "&f加一點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 1"
- format slot 26 of player with lily pads named "&2幸運" with lore "&f加十點||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]" to close then run "stat %player% lucky 10"
- wait 1 tick
- loop 27 times:
- if slot (loop-number - 1) of player's current inventory is air:
- if inventory name of player's current inventory contains "個人列表":
- format slot (loop-number - 1) of player with stained glass pane:15 named "&6==========&2%player%的資料&6==========" with lore "&E名稱: %player%||&e職業: %{玩家資料.%player%::職業}%||&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%{玩家資料.%player%::now}%&3/&8%{玩家資料.%player%::max}%&3)||&6屬性:||&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%]||&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%]||&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%]||&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%]||&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%||&f" to be unstealable
- if {飾品狀態.%player%::力量} is 0:
- delete {飾品狀態.%player%::力量}
- if {飾品狀態.%player%::智慧} is 0:
- delete {飾品狀態.%player%::智慧}
- if {飾品狀態.%player%::敏捷} is 0:
- delete {飾品狀態.%player%::敏捷}
- if {飾品狀態.%player%::幸運} is 0:
- delete {飾品狀態.%player%::幸運}
- if {飾品狀態.%player%::爆擊率} is 0:
- delete {飾品狀態.%player%::爆擊率}
- command /lv [<text>]:
- aliases: /lvl
- trigger:
- if {飾品狀態.%player%::力量} isn't set:
- set {飾品狀態.%player%::力量} to 0
- if {飾品狀態.%player%::智慧} isn't set:
- set {飾品狀態.%player%::智慧} to 0
- if {飾品狀態.%player%::敏捷} isn't set:
- set {飾品狀態.%player%::敏捷} to 0
- if {飾品狀態.%player%::幸運} isn't set:
- set {飾品狀態.%player%::幸運} to 0
- if {飾品狀態.%player%::爆擊率} isn't set:
- set {飾品狀態.%player%::爆擊率} to 0
- if {玩家資料.%player%::幸運} isn't set:
- set {玩家資料.%player%::幸運} to 0
- if {玩家資料.%player%::幸運} is smaller than or equal to 0:
- set {玩家資料.%player%::幸運} to 0
- set {_boom} to round ({飾品狀態.%player%::爆擊率} * 100)
- set {_VIP} to "&f無"
- set {_GG} to ""
- if {玩家資料.%player%::VIP} is set:
- set {_VIP} to "&c&lV&e&lI&9&lP"
- if {玩家資料.%player%::VIP時間} is set:
- set {_GG} to floor({玩家資料.%player%::VIP時間} / 60)
- if {_GG} is equal to 0:
- set {_GG} to "(%{玩家資料.%player%::VIP時間}%分鐘)"
- else if {_GG} is more than or equal to 1:
- set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60)%小時)"
- else:
- set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60 / 24)%天)"
- else:
- set {_GG} to "(永久)"
- if arg-1 is set:
- set {_a} to arg-1
- replace all "&" with "§" in {_a}
- set {_VIP} to "&f無"
- set {_GG} to ""
- if {玩家資料.%{_a}%::VIP} is set:
- set {_VIP} to "&c&lV&e&lI&9&lP"
- if {玩家資料.%{_a}%::VIP時間} is set:
- set {_GG} to floor({玩家資料.%arg-1%::VIP時間} / 60)
- if {_GG} is equal to 0:
- set {_GG} to "(%{玩家資料.%arg-1%::VIP時間}%分鐘)"
- else if {_GG} is more than or equal to 1:
- set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時)"
- else:
- set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天)"
- else:
- set {_GG} to "(永久)"
- if {玩家資料.%{_a}%::*} is set:
- if {飾品狀態.%{_a}%::力量} isn't set:
- set {飾品狀態.%{_a}%::力量} to 0
- if {飾品狀態.%{_a}%::智慧} isn't set:
- set {飾品狀態.%{_a}%::智慧} to 0
- if {飾品狀態.%{_a}%::敏捷} isn't set:
- set {飾品狀態.%{_a}%::敏捷} to 0
- if {飾品狀態.%{_a}%::幸運} isn't set:
- set {飾品狀態.%{_a}%::幸運} to 0
- if {飾品狀態.%{_a}%::爆擊率} isn't set:
- set {飾品狀態.%{_a}%::爆擊率} to 0
- set {_boom} to round( {飾品狀態.%{_a}%::爆擊率} * 100 )
- send "&6==========&2%{_a}%的資料&6=========="
- send "&E名稱: %{_a}% &6VIP: &3%{_GG}%%{_VIP}%"
- send "&e職業: %{玩家資料.%{_a}%::職業}%"
- send "&E等級: &2%{玩家資料.%{_a}%::等級}% &8&3(&8%round({玩家資料.%{_a}%::now})%&3/&8%{玩家資料.%{_a}%::max}%&3)"
- set {_hp} to arg-1 parsed as player
- send "&c生命值: &f%round({_hp}'s health / {_hp}'s max health * ({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加}))%/%round({_hp}'s max health * 2 + {飾品狀態.%{_hp}%::血量增加})% &f&l爆擊率 %{玩家資料.%{_a}%::爆擊率} + {_boom}%"
- send "&E力量 &6[%{玩家資料.%{_a}%::力量}% + %{飾品狀態.%{_a}%::力量}%]"
- send "&e智慧 &b[%{玩家資料.%{_a}%::智慧}% + %{飾品狀態.%{_a}%::智慧}%]"
- send "&e敏捷 &a[%{玩家資料.%{_a}%::敏捷}% + %{飾品狀態.%{_a}%::敏捷}%]"
- send "&e幸運 &2[%{玩家資料.%{_a}%::幸運}% + %{飾品狀態.%{_a}%::幸運}%]" to player
- stop trigger
- send "&6==========&2%player%的資料&6=========="
- send "&E名稱: %player% &6VIP: &3%{_GG}%%{_VIP}%"
- send "&e職業: %{玩家資料.%player%::職業}%"
- send "&E等級: &2%{玩家資料.%player%::等級}% &8&3(&8%round({玩家資料.%player%::now})%&3/&8%{玩家資料.%player%::max}%&3)"
- send "&c生命值: &f%round(player's health / player's max health * (player's max health * 2 + {飾品狀態.%player%::血量增加}))%/%round(player's max health * 2 + {飾品狀態.%player%::血量增加})% &f&l爆擊率: &f%{玩家資料.%player%::爆擊率} + {_boom}% "
- send "&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%] "
- send "&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%] "
- send "&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%] "
- send "&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%] " to player
- if {玩家資料.%player%::經驗卷時間} is set:
- send ""
- set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
- if {_內容} is equal to 0:
- set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
- else if {_內容} is more than or equal to 3600:
- set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 3600)%小時%floor({玩家資料.%player%::經驗卷時間} / 60) - 3600%分鐘"
- else:
- set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
- send "&e經驗獲得倍率: &2%({玩家資料.%player%::經驗卷} + 1) * 100%%% &e剩餘時間預計: &f%{_內容}%"
- if {玩家資料.%player%::屬性點} is more than or equal to 1:
- send "&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%"
- send json of "&f- 還有未分配的屬性點... &a[點此分配]" run "/stats" to player
- command /show:
- trigger:
- if player's tool is empty:
- send "不要秀出你的男/女朋友啦...."
- stop
- if name of player's tool contains "公告卷":
- send "手上持有公告卷時無法發公告"
- stop
- set {_loop} to 0
- loop 3 times:
- loop all items in player's inventory:
- if name of loop-item contains "公告卷":
- set {_save} to loop-item
- remove 1 of loop-item from player's inventory
- add 1 to {_loop}
- if {_loop} is 3:
- log "%player% 用 道具 秀出了一次物品 。%now%" to "秀出記錄.log"
- set {_lore.%player%::*} to lore of player's tool split at "||"
- send "&a玩家 %player% &d秀出物品 :" to all players
- set {_name} to "%name of player's tool%"
- if {_name} contains "none":
- set {_name} to type of player's tool
- set {_id} to id of player's tool
- set {_datavalue} to data value of player's tool
- send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
- loop {_lore.%player%::*}:
- send " &f%loop-value%" to all players
- stop
- else:
- give {_loop} of {_save} to player
- if {money::%player%} is more than or equal to 1500:
- remove 1500 from {money::%player%}
- log "%player% 用 錢 秀出了一次物品 。%now%" to "秀出記錄.log"
- set {_lore.%player%::*} to lore of player's tool split at "||"
- send "&a玩家 %player% &d秀出物品 :" to all players
- set {_name} to "%name of player's tool%"
- if {_name} contains "none":
- set {_name} to type of player's tool
- set {_id} to id of player's tool
- set {_datavalue} to data value of player's tool
- send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
- loop {_lore.%player%::*}:
- send " &f%loop-value%" to all players
- send "&a已投入十五銀到來放公告" to player
- else:
- execute player command "/money"
- send "&6你摸了摸口袋,你的錢完全不夠十五銀放公告吖(・ω・')" to player
- on damage:
- if {復活手續.%victim%} is set:
- cancel event
- if {復活手續.%attacker%} is set:
- cancel event
- on damage:
- if attacker is a player:
- if attacker has invisibility:
- cancel event
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