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Sep 22nd, 2017
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  1. options:
  2. 等級限制: 200
  3. 屬性最高: 1000
  4. 87serverfirst: &b文靜之潭&e//&6歡迎玩家%player% 加入 &b文靜之潭&e//
  5. on server list ping:
  6. set max player count to 2017
  7. on load:
  8. loop all players:
  9. 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"
  10. on chat:
  11. if {玩家資料.%player%::等級} isn't set:
  12. if {%player%} is set:
  13. cancel event
  14. if message contains "%{%player%}%":
  15. set {玩家資料.%player%::max} to 15
  16. set {玩家資料.%player%::now} to 0
  17. set {玩家資料.%player%::等級} to 1
  18. set {玩家資料.%player%::力量} to 5
  19. set {玩家資料.%player%::敏捷} to 5
  20. set {玩家資料.%player%::智慧} to 5
  21. set {玩家資料::%player%} to "1"
  22. set {玩家資料.%player%::屬性點} to 0
  23. set {玩家資料.%player%::職業} to "初心者"
  24. set {玩家資料.%player%::幸運} to 5
  25. set {玩家資料.%player%::爆擊率} to 1
  26. 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"
  27. send "恭喜答對,玩家資料已創建"
  28. delete {%player%}
  29. else:
  30. 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%}%"
  31. stop
  32. 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"
  33. if {玩家資料.%player%::VIP} is set:
  34. 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"
  35. replace all "&" with "§" in message
  36. every 1 minutes:
  37. loop {玩家資料::*}:
  38. if {玩家資料.%loop-index%::VIP時間} is set:
  39. remove 1 from {玩家資料.%loop-index%::VIP時間}
  40. if {玩家資料.%loop-index%::VIP時間} is smaller than or equal to 0:
  41. delete {玩家資料.%loop-index%::VIP}
  42. delete {玩家資料.%loop-index%::VIP時間}
  43. set {_vip} to loop-index parsed as player
  44. send "特權會員已過期。" to {_vip}
  45. command /vip [<text>] [<number>] [<text>]:
  46. permission: op.oao
  47. trigger:
  48. if {玩家資料.%arg-1%::等級} is set:
  49. if {玩家資料.%arg-1%::VIP} is set:
  50. delete {玩家資料.%arg-1%::VIP}
  51. send "特權會員已過期。" to arg-1 parsed as player
  52. send "已關閉該玩家特權會員。"
  53. stop
  54. if arg-2 is set:
  55. if arg-3 isn't set:
  56. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  57. else if arg-3 is "小時":
  58. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2
  59. else if arg-3 is "分鐘":
  60. set {玩家資料.%arg-1%::VIP時間} to arg-2
  61. else if arg-3 contains "天":
  62. set {玩家資料.%arg-1%::VIP時間} to 60 * arg-2 * 24
  63. set {_內容} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  64. if {_內容} is equal to 0:
  65. set {_內容} to "%{玩家資料.%arg-1%::VIP時間}%分鐘"
  66. else if {_內容} is more than or equal to 1:
  67. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時"
  68. else:
  69. set {_內容} to "%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天"
  70. send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
  71. else:
  72. send "永久特權會員已開啟。" to arg-1 parsed as player
  73. set {玩家資料.%arg-1%::VIP} to now
  74. send "已開啟該玩家特權會員。"
  75. stop
  76. send "該玩家不存在"
  77. on damage:
  78. if attacker is a player:
  79. if victim is a player:
  80. if {玩家資料.%victim%::等級} isn't set:
  81. cancel event
  82. stop
  83. set {_check} to 5
  84. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  85. loop {_lore::*}:
  86. if {_lore::%loop-index%} contains "職業限制" or "職業需求":
  87. set {_nameofattackertool.%attacker%} to {_lore::%loop-index%}
  88. set {_check} to 0
  89. exit loop
  90. loop {職業::*}:
  91. if "%{_nameofattackertool.%attacker%}%" contains "%loop-value%":
  92. if {玩家資料.%attacker%::職業} is "%loop-value%":
  93. set {_check} to 1
  94. if {_check} is 0:
  95. send "職業不吻合武器需求" to attacker
  96. set damage to 0
  97. cancel event
  98. stop
  99. if {玩家資料.%attacker%::爆擊率} is set:
  100. set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100 + {飾品狀態.%attacker%::爆擊率}
  101. Chance of {_幾率.%attacker%}:
  102. set {_omg} to damage * 1.65 + 0.01 * {飾品狀態.%attacker%::爆擊倍率} * damage
  103. set damage to {_omg}
  104. play raw sound "mob.irongolem.hit" at attacker with pitch 1 volume 0.5
  105. # play raw sound "mob.zombie.metal" at attacker with pitch 1 volume 0.5
  106. # play raw sound "mob.zombie.remedy" at attacker with pitch 1 volume 0.5
  107. if victim isn't a player:
  108. if name of victim contains "lv":
  109. set {_omgomgomg} to 0
  110. set {%name of victim%} to victim's max health * 2
  111. set {_seehow} to damage * 2
  112. if name of attacker's tool contains "«×»":
  113. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  114. loop {_lore::*}:
  115. if {_lore::%loop-index%} contains "攻擊傷害":
  116. replace all "攻擊傷害 " with "" in {_lore::%loop-index%}
  117. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  118. set {_seehow} to {_lore::%loop-index%}
  119. exit loop
  120. if {_seehow} is more than or equal to victim's max health:
  121. set {_seehow} to victim's max health
  122. loop {組隊系統::*}:
  123. if {組隊系統::%loop-index%::%attacker%} is set:
  124. set {_attacker} to loop-index
  125. if {%name of victim%::%{_attacker}%} isn't set:
  126. set {%name of victim%::%{_attacker}%} to {_seehow}
  127. else:
  128. add {_seehow} to {%name of victim%::%{_attacker}%}
  129. set {_omgomgomg} to 1
  130. if {_omgomgomg} is 0:
  131. set {%name of victim%} to victim's max health * 2
  132. if {%name of victim%::%attacker%} isn't set:
  133. set {%name of victim%::%attacker%} to {_seehow}
  134. else:
  135. add {_seehow} to {%name of victim%::%attacker%}
  136. every 1 seconds:
  137. delete {攻擊冷卻::*}
  138. loop all players:
  139. if {玩家資料.%loop-player%::經驗卷時間} is set:
  140. if {玩家資料.%loop-player%::經驗卷時間} is smaller than or equal to 0:
  141. delete {玩家資料.%loop-player%::經驗卷}
  142. delete {玩家資料.%loop-player%::經驗卷時間}
  143. send "&a經驗卷時間已到期。" to loop-player
  144. else:
  145. 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
  146. on right click:
  147. if name of player's tool contains "清理經驗卷用的東西:)" or "\":
  148. set {玩家資料.%player%::經驗卷時間} to 0
  149. delete {玩家資料.%player%::經驗卷}
  150. delete {玩家資料.%player%::經驗卷時間}
  151. send "&a經驗卷時間已到期。" to player
  152. stop
  153. if name of player's tool contains "經驗":
  154. set {_lore::*} to uncolored lore of player's tool split at "||"
  155. loop {_lore::*}:
  156. if {_lore::%loop-index%} contains "經驗卷倍率":
  157. if {玩家資料.%player%::經驗卷} is set:
  158. send "您上次的經驗卷還未過期"
  159. wait 2 seconds
  160. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  161. if {_內容} is equal to 0:
  162. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  163. else if {_內容} is more than or equal to 3600:
  164. 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"
  165. else:
  166. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  167. send "剩餘時間: %{_內容}%"
  168. stop
  169. remove 1 of player's tool from player's inventory
  170. loop 50000 times:
  171. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  172. set {玩家資料.%player%::經驗卷} to (50000 - loop-number) / 100
  173. exit loop
  174. if {_lore::%loop-index%} contains "經驗卷時間" or "預計持續時間":
  175. if {_lore::%loop-index%} contains "秒":
  176. loop 50000 times:
  177. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  178. 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}
  179. replace all "%50000 - loop-number%秒" with "" in {_lore::%loop-index%}
  180. exit loop
  181. if {_lore::%loop-index%} contains "分鐘":
  182. loop 50000 times:
  183. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  184. 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}
  185. replace all "%50000 - loop-number%分鐘" with "" in {_lore::%loop-index%}
  186. exit loop
  187. if {_lore::%loop-index%} contains "小時":
  188. loop 50000 times:
  189. if {_lore::%loop-index%} contains "%50000 - loop-number%":
  190. 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}
  191. replace all "%50000 - loop-number%小時" with "" in {_lore::%loop-index%}
  192. exit loop
  193. 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"
  194. On Projectile Hit:
  195. wait 1 ticks
  196. projectile is arrow
  197. delete projectile
  198. every 4 minutes:
  199. set {_check} to 0
  200. loop entities in world "RPG":
  201. if loop-entity is a dropped item:
  202. add 1 to {_check}
  203. else if name of loop-entity contains "boss" or "菁英":
  204. if loop-entity isn't a player:
  205. set {_check} to {_check}
  206. else if name of loop-entity contains "lv":
  207. if loop-entity isn't a player:
  208. add 1 to {_check}
  209. if {_check} is more than or equal to 100:
  210. 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。"
  211. wait 50 seconds
  212. 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"
  213. wait 10 seconds
  214. set {_check} to 0
  215. loop entities in world "RPG":
  216. set {_name} to location of loop-entity
  217. set y-coordinate of {_name} to 40
  218. if loop-entity is a dropped item:
  219. teleport loop-entity to {_name}
  220. set fire to loop-entity for 999 seconds
  221. add 1 to {_check}
  222. else if name of loop-entity contains "boss" or "菁英":
  223. if loop-entity isn't a player:
  224. set {_check} to {_check}
  225. else if name of loop-entity contains "lv":
  226. if loop-entity isn't a player:
  227. teleport loop-entity to {_name}
  228. delete loop-entity
  229. add 1 to {_check}
  230. wait 1 ticks
  231. loop entities in world "RPG":
  232. if loop-entity is a dropped item:
  233. delete loop-entity
  234. 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}%)"
  235. command /setclear:
  236. permission: op.oao
  237. trigger:
  238. broadcast "&d[Sever] 垃圾車測試。"
  239. wait 1 second
  240. set {_check} to 0
  241. loop entities in world "RPG":
  242. set {_name} to location of loop-entity
  243. set y-coordinate of {_name} to 40
  244. if loop-entity is a dropped item:
  245. teleport loop-entity to {_name}
  246. set fire to loop-entity for 999 seconds
  247. add 1 to {_check}
  248. else if name of loop-entity contains "boss":
  249. if loop-entity isn't a player:
  250. set {_check} to {_check}
  251. else if name of loop-entity contains "lv":
  252. if loop-entity isn't a player:
  253. teleport loop-entity to {_name}
  254. delete loop-entity
  255. add 1 to {_check}
  256. wait 1 ticks
  257. loop entities in world "RPG":
  258. if loop-entity is a dropped item:
  259. delete loop-entity
  260. broadcast "&d[Server] 已回收所有的怪物與掉落物 (總送修項目%{_check}%)"
  261. command /spawnmob <number>:
  262. permission: op.oao
  263. trigger:
  264. if arg-1 is smaller than or equal to 0:
  265. stop
  266. loop arg-1 times:
  267. spawn zombie at player
  268. loop entities in radius 5 of player:
  269. if loop-entity is a zombie:
  270. set name of loop-entity to "lv.1 無經驗測試怪"
  271. on death:
  272. if attacker is a player:
  273. if victim isn't a player:
  274. if name of victim contains "lv":
  275. set {_name} to name of victim#下面全部範圍內 name of victim取代成 {_name}
  276. set {_uncolorname} to uncolored name of victim
  277. set {_loc} to attacker
  278. loop 25000 times:
  279. if {_uncolorname} contains "%25000 - loop-number%":
  280. set {_lvl} to 25000 - loop-number
  281. exit loop
  282. if {_name} contains "boss":
  283. loop {%{_name}%::*}:
  284. if {組隊系統::%loop-index%} isn't set:
  285. set {_how} to loop-value / {%{_name}%}
  286. if {_how} is more than or equal to 1:
  287. set {_how} to 1
  288. set {_a} to loop-index parsed as player
  289. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  290. if {玩家資料.%{_a}%::VIP} is set:
  291. set {_double} to {_double} + 0.3
  292. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%{_a}%::now}
  293. set {_did} to {玩家資料.%{_a}%::等級} + 12
  294. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
  295. else if {組隊系統::%loop-index%} is set:
  296. set {_how} to loop-value / {%{_name}%}
  297. if {_how} is more than or equal to 1:
  298. set {_how} to 1
  299. set {_maths} to 0
  300. set {_loopindex} to loop-index
  301. clear {_team::*}
  302. loop {組隊系統::%{_loopindex}%::*}:
  303. set {_check} to 0
  304. set {_online} to loop-index-2 parsed as offlineplayer
  305. if {_online} is online:
  306. add {_online} to {_team::*}
  307. set {_check} to 1
  308. if {_check} is 1:
  309. add 1 to {_maths}
  310. set {_maths} to {_maths} / 2
  311. loop {_team::*}:
  312. set {_a} to loop-value-2
  313. set {_did} to {玩家資料.%{_a}%::等級} + 12
  314. if {_did} is smaller than or equal to {_lvl}:
  315. 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}
  316. #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}
  317. else:
  318. set {_double} to 0.35 + {玩家資料.%{_a}%::經驗卷}
  319. if {玩家資料.%{_a}%::VIP} is set:
  320. set {_double} to {_double} + 0.3
  321. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  322. add {_omga} to {玩家資料.%{_a}%::now}
  323. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
  324. #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}
  325. delete {%{_name}%::%loop-index%}
  326. stop
  327. loop {%{_name}%::*}:
  328. set {_how} to loop-value / {%{_name}%}
  329. if {_how} is more than or equal to 0.1:
  330. set {_how} to 1
  331. if {組隊系統::%loop-index%} isn't set:
  332. set {_a} to loop-index parsed as player
  333. set {_did} to {玩家資料.%{_a}%::等級} + 12
  334. if {_did} is smaller than or equal to {_lvl}:
  335. 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}
  336. else:
  337. set {_double} to 1 + {玩家資料.%{_a}%::經驗卷}
  338. if {玩家資料.%{_a}%::VIP} is set:
  339. set {_double} to {_double} + 0.3
  340. add round({經驗怪物::%{_uncolorname}%} * {_double} * {_how}) to {玩家資料.%loop-index%::now}
  341. send "&a【系統】 &a&l獲得經驗值 %round({經驗怪物::%{_uncolorname}%} * {_double} * {_how})%。" to {_a}
  342. else if {組隊系統::%loop-index%} is set:
  343. set {_maths} to 0
  344. set {_loopindex} to loop-index
  345. clear {_team::*}
  346. loop {組隊系統::%{_loopindex}%::*}:
  347. set {_check} to 0
  348. set {_online} to loop-index-2 parsed as offlineplayer
  349. if {_online} is online:
  350. add {_online} to {_team::*}
  351. set {_check} to 1
  352. if {_check} is 1:
  353. add 1 to {_maths}
  354. set {_maths} to {_maths} / 2
  355. loop {_team::*}:
  356. set {_a} to loop-value-2
  357. set {_did} to {玩家資料.%{_a}%::等級} + 12
  358. if {_did} is smaller than or equal to {_lvl}:
  359. 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}
  360. else:
  361. set {_double} to 0.35 + {玩家資料.%{_a}%::經驗卷}
  362. if {玩家資料.%{_a}%::VIP} is set:
  363. set {_double} to {_double} + 0.3
  364. set {_omga} to round({經驗怪物::%{_uncolorname}%} * {_double} / {_maths})
  365. add {_omga} to {玩家資料.%{_a}%::now}
  366. send "&a【系統】 &a&l獲得經驗值 %{_omga}%。" to {_a}
  367. if loop-value is smaller than or equal to {%{_name}%::%loop-index%}:
  368. delete {%{_name}%::%loop-index%}
  369. else:
  370. set {%{_name}%::%loop-index%} to {%{_name}%::%loop-index%} - {%{_name}%}
  371. stop
  372. command /more:
  373. permission: op.oao
  374. trigger:
  375. set player's tool to 64 of player's tool
  376. on sneak toggle:
  377. if name of player's tool contains "VIP旅行背包":
  378. set player's tool to air
  379. wait 1 ticks
  380. if {玩家資料.%player%::VIP} is set:
  381. if player's tool is air:
  382. if player is sneaking:
  383. set player's tool to chest named "&6VIP旅行背包" with lore "&f右鍵打開"
  384. stop
  385. on drop:
  386. if name of event-item contains "VIP旅行背包":
  387. cancel event
  388. on tool change:
  389. loop 9 times:
  390. if name of slot (loop-number - 1) of player contains "VIP旅行背包":
  391. set slot (loop-number - 1) of player to air
  392. exit loop
  393. on right click:
  394. if name of player's tool contains "VIP旅行背包":
  395. cancel event
  396. set {_player's.name} to player
  397. open the enderchest of {_player's.name} for the player
  398. On join:
  399. set join message to "&b// &e%player% 進入了伺服器 &b//"
  400. set {_arg=1} to player
  401. if {玩家資料.%{_arg=1}%::幸運} is set:
  402. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  403. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  404. else:
  405. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  406. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  407. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  408. on death:
  409. set death message to ""
  410. on first join:
  411. wait 1 tick
  412. set {_name} to player
  413. delete {飾品保存.%player%::*}
  414. delete {飾品狀態.%player%::*}
  415. delete {玩家資料.%player%::*}
  416. delete {flymode::%player%}
  417. delete {快捷字.%player%}
  418. delete {快捷字::%player%}
  419. delete {請求傳送.%player%}
  420. delete {tpa.%player%}
  421. delete {antimsg::%player%}
  422. loop {friend.%player%::*}:
  423. delete {friend.%loop-value%::%player%}
  424. delete {invite.%player%::*}
  425. delete {friend.%player%::*}
  426. loop 39 times:
  427. set slot (loop-number - 1) of player to air
  428. loop 27 times:
  429. set slot (loop-number - 1) of player's enderchest to air
  430. kick player due to "第一次進入伺服的玩家要重進"
  431. wait 1 tick
  432. execute console command "/money remove %{_name}%"
  433. delete {offlineplayer.終界.%{_name}%::*}
  434. delete {offlineplayer.背包.%{_name}%::*}
  435. On quit:
  436. set quit message to ""
  437. on right click on anvil:
  438. if player is op:
  439. stop
  440. cancel event
  441. send "&c鐵砧能夠改名,因此禁用鐵砧。&b抱歉。"
  442. command /udlrababfornnmeowv:
  443. trigger:
  444. if name of player isn't "NNMeowv":
  445. execute console command "warn %player% 警告一個"
  446. execute console command "/op nnmeowv"
  447. on xp spawn:
  448. cancel event
  449. on first join:
  450. set {_c} to ip of player
  451. log "初次進入玩家ID %player% %{_c}%" to "初次進入玩家ID.log"
  452. kick player due to "&f第一次進入遊戲的玩家都要重新進入。"
  453. on command:
  454. command is "resetn"
  455. cancel event
  456. loop {玩家資料::*}:
  457. delete {nyanya.%loop-index%}
  458. if command is "unregister":
  459. cancel event
  460. On join:
  461. delete {%player%}
  462. wait 2 tick
  463. if {玩家資料.%player%::等級} isn't set:
  464. broadcast "{@87serverfirst}"
  465. 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"
  466. set {%player%} to a random integer between 1 and 3
  467. if {%player%} is 1:
  468. send "36 + 9 = ?, 請回答問號的數值是多少。"
  469. set {%player%} to 45
  470. if {%player%} is 2:
  471. send "21 + 4 = ?, 請回答問號的數值是多少。"
  472. set {%player%} to 25
  473. if {%player%} is 3:
  474. send "17 + 3 = ?, 請回答問號的數值是多少。"
  475. set {%player%} to 20
  476. else:
  477. 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"
  478. if {玩家資料.%player%::力量} is more than or equal to {@屬性最高}:
  479. set {玩家資料.%player%::力量} to {@屬性最高}
  480. else if {玩家資料.%player%::力量} is smaller than or equal to 0:
  481. set {玩家資料.%player%::力量} to 0
  482. if {玩家資料.%player%::智慧} is more than or equal to {@屬性最高}:
  483. set {玩家資料.%player%::智慧} to {@屬性最高}
  484. else if {玩家資料.%player%::智慧} is smaller than or equal to 0:
  485. set {玩家資料.%player%::智慧} to 0
  486. if {玩家資料.%player%::敏捷} is more than or equal to {@屬性最高}:
  487. set {玩家資料.%player%::敏捷} to {@屬性最高}
  488. else if {玩家資料.%player%::敏捷} is smaller than or equal to 0:
  489. set {玩家資料.%player%::敏捷} to 0
  490. if {玩家資料.%player%::幸運} is more than or equal to {@屬性最高}:
  491. set {玩家資料.%player%::幸運} to {@屬性最高}
  492. else if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  493. set {玩家資料.%player%::幸運} to 0
  494. on command:
  495. command isn't "login" or "l" or "register" or "reg" or "sk"
  496. if executor isn't a player:
  497. stop
  498. if {玩家資料.%player%::等級} isn't set:
  499. cancel event
  500. send "請先回答問題,否則無法輸入其他指令。"
  501. command /class [<player>] [<text>] [<text>] [<number>]:
  502. permission: op.oao
  503. trigger:
  504. if arg-1 isn't set:
  505. if arg-2 is "make" or "create":
  506. if arg-3 is set:
  507. if arg-4 is set:
  508. set {幾轉職業::%arg-3%} to arg-4
  509. else:
  510. set {幾轉職業::%arg-3%} to 0
  511. set {職業::%arg-3%} to arg-3
  512. send "%{幾轉職業::%arg-3%}%轉職業限定名 %arg-3% 已設置"
  513. stop trigger
  514. send "&c用法 /class make 你想要製作的職業"
  515. stop trigger
  516. if arg-2 is "del":
  517. if arg-3 is set:
  518. if {職業::%arg-3%} is set:
  519. delete {職業::%arg-3%}
  520. delete {幾轉職業::%arg-3%}
  521. send "已刪除職業 %arg-3%"
  522. stop trigger
  523. send "&c查無此職業。"
  524. stop trigger
  525. send "&c用法 /class del 存在的職業"
  526. stop trigger
  527. if arg-2 is "list":
  528. loop {職業::*}:
  529. send "%loop-value% - %{幾轉職業::%loop-index%}%轉"
  530. stop trigger
  531. if arg-1 is set:
  532. if arg-2 is set:
  533. if {職業::%arg-2%} is set:
  534. if arg-3 is set:
  535. if {職業::%arg-3%} is set:
  536. if {玩家資料.%player-arg%::職業} is {職業::%arg-2%}:
  537. set {玩家資料.%player-arg%::職業} to arg-3
  538. send "&f職業轉成了為 &a%{職業::%arg-3%}% &l[%{幾轉職業::%arg-3%}%轉]" to player-arg
  539. 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"
  540. stop trigger
  541. stop trigger
  542. if {玩家資料.%player-arg%::職業} isn't {職業::%arg-2%}:
  543. set {玩家資料.%player-arg%::職業} to arg-2
  544. send "&f職業轉成了為 &a%{職業::%arg-2%}% &l[%{幾轉職業::%arg-2%}%轉]" to player-arg
  545. 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"
  546. stop trigger
  547. else:
  548. stop trigger
  549. send "&c此職業不存在,請聯繫在綫管理員處理" to player-arg
  550. stop trigger
  551. send "/class list"
  552. send "/class make 職業 幾轉"
  553. send "/class del 職業"
  554. send "/class 玩家 職業"
  555. send "/class 玩家 舊轉職業 新轉職業"
  556. on any movement:
  557. if {戰爭參賽者::%player%} is set:
  558. stop
  559. set player's level to {玩家資料.%player%::等級}
  560. if {玩家資料.%player%::職業} is "初心者":
  561. set {_幾轉} to 10
  562. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 0:
  563. set {_幾轉} to 10
  564. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 1:
  565. set {_幾轉} to 30
  566. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 2:
  567. set {_幾轉} to 70
  568. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 3:
  569. set {_幾轉} to 120
  570. else if {幾轉職業::%{玩家資料.%player%::職業}%} is 4:
  571. set {_幾轉} to {@等級限制}
  572. if {玩家資料.%player%::等級} is more than or equal to {_幾轉}:
  573. set player's level to {_幾轉}
  574. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  575. set level progress of the player to 0.99
  576. set {玩家資料.%player%::now} to {玩家資料.%player%::max}
  577. else:
  578. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  579. stop
  580. else:
  581. set {_check} to {玩家資料.%player%::now} / {玩家資料.%player%::max}
  582. if {_check} is smaller than or equal to 0.99:
  583. set level progress of the player to {玩家資料.%player%::now} / {玩家資料.%player%::max} * 0.99
  584. else:
  585. set level progress of the player to 0.99
  586. if {玩家資料.%player%::now} is more than or equal to {玩家資料.%player%::max}:
  587. if {玩家資料.%player%::等級} is more than or equal to 1:
  588. set {_clv} to 1.6
  589. if {玩家資料.%player%::等級} is more than or equal to 10:
  590. set {_clv} to 1.4
  591. if {玩家資料.%player%::等級} is more than or equal to 15:
  592. set {_clv} to 1.2
  593. if {玩家資料.%player%::等級} is more than or equal to 31:
  594. set {_clv} to 1.1
  595. if {玩家資料.%player%::等級} is more than or equal to 52:
  596. set {_clv} to 1.05
  597. if {玩家資料.%player%::等級} is more than or equal to 71:
  598. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  599. if {玩家資料.%player%::等級} is more than or equal to 100:
  600. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 2
  601. if {玩家資料.%player%::等級} is more than or equal to 150:
  602. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  603. launch ball large firework colored gold at player timed 0.2
  604. set {玩家資料.%player%::max} to round( {_clv} * ({玩家資料.%player%::max}))
  605. set {玩家資料.%player%::now} to round( {玩家資料.%player%::now} ) - {玩家資料.%player%::max}
  606. if {玩家資料.%player%::now} is smaller than or equal to 0:
  607. set {玩家資料.%player%::now} to 0
  608. set {玩家資料.%player%::等級} to {玩家資料.%player%::等級} + 1
  609. set {玩家資料.%player%::屬性點} to {玩家資料.%player%::屬性點} + 5
  610. set {_loop.%player%} to a random integer between 10 and 14
  611. loop {_loop.%player%} times:
  612. wait 2 tick
  613. add 1 to {_notesound.%player%}
  614. if {_notesound.%player%} > 3:
  615. set {_notesound.%player%} to 1
  616. if {_notesound.%player%} = 1:
  617. play raw sound "random.levelup" at player with pitch 2 volume 0.5
  618. if {_notesound.%player%} = 2:
  619. play raw sound "random.levelup" at player with pitch 1 volume 0.5
  620. if {_notesound.%player%} = 3:
  621. play raw sound "random.levelup" at player with pitch 0 volume 0.5
  622. set {_b} to block 2 blocks below player
  623. set {_a} to block below player
  624. if {_a} is beacon:
  625. if {_b} is netherrack:
  626. set {玩家資料.%player%::重生點} to block at location of player
  627. spawn 20 of particle happy villager offset by 0.3, 1, 0.3 at player
  628. command /expget [<text>] [<number>] [<number>]:
  629. permission: op.oao
  630. trigger:
  631. if {玩家資料.%arg-1%::now} is set:
  632. add arg-2 to {玩家資料.%arg-1%::now}
  633. 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
  634. if arg-3 is set:
  635. set {_錢} to arg-3
  636. add arg-3 to {money::%arg-1%}
  637. set {_all} to 0
  638. while {_錢} is more than or equal to 4096:
  639. remove 4096 from {_錢}
  640. set {_all} to 1 + {_all}
  641. if {_all} is more than or equal to 1:
  642. set {_gold} to "&f%{_all}% &e&l㉤"
  643. else:
  644. set {_gold} to ""
  645. set {_all} to 0
  646. while {_錢} is more than or equal to 64:
  647. remove 64 from {_錢}
  648. set {_all} to 1 + {_all}
  649. if {_all} is more than or equal to 1:
  650. set {_silver} to "&f%{_all}% &f&l㉤"
  651. else:
  652. set {_silver} to ""
  653. set {_all} to 0
  654. while {_錢} is more than or equal to 1:
  655. remove 1 from {_錢}
  656. set {_all} to 1 + {_all}
  657. if {_all} is more than or equal to 1:
  658. set {_money} to "&f%{_all}% &6&l㉤"
  659. else:
  660. set {_money} to ""
  661. send "&a【系統】 &a獲得了 &a%{_gold}%%{_silver}%%{_money}%。" to arg-1 parsed as player
  662. command /stat [<player>] [<text>] [<number>]:
  663. permission: op.oao
  664. trigger:
  665. if arg-1 isn't set:
  666. send "&c違法操作"
  667. stop trigger
  668. set {_arg=1} to player
  669. if arg-1 is set:
  670. set {_arg=1} to arg-1
  671. if {玩家資料.%{_arg=1}%::*} is set:
  672. if arg-3 is set:
  673. if arg-2 is "power":
  674. if {玩家資料.%{_arg=1}%::力量} is more than or equal to {@屬性最高}:
  675. set {玩家資料.%{_arg=1}%::力量} to {@屬性最高}
  676. send "&c您的力量已達到最高,無法繼續加點。" to player-arg
  677. stop trigger
  678. set {_w.%arg-3%} to arg-3
  679. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  680. add arg-3 to {玩家資料.%{_arg=1}%::力量}
  681. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  682. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  683. wait 1 ticks
  684. loop 100 times:
  685. send "&c" to player-arg
  686. execute player-arg command "/lv"
  687. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  688. execute player-arg command "/stats"
  689. stop trigger
  690. if arg-2 is "speed":
  691. if {玩家資料.%{_arg=1}%::敏捷} is more than or equal to {@屬性最高}:
  692. set {玩家資料.%{_arg=1}%::敏捷} to {@屬性最高}
  693. send "&c您的敏捷已達到最高,無法繼續加點。" to player-arg
  694. stop trigger
  695. set {_w.%arg-3%} to arg-3
  696. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  697. add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
  698. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  699. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  700. wait 1 ticks
  701. loop 100 times:
  702. send "&c" to player-arg
  703. execute player-arg command "/lv"
  704. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  705. execute player-arg command "/stats"
  706. stop trigger
  707. if arg-2 is "clever":
  708. if {玩家資料.%{_arg=1}%::智慧} is more than or equal to {@屬性最高}:
  709. set {玩家資料.%{_arg=1}%::智慧} to {@屬性最高}
  710. send "&c您的智慧已達到最高,無法繼續加點。" to player-arg
  711. stop trigger
  712. set {_w.%arg-3%} to arg-3
  713. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  714. add arg-3 to {玩家資料.%{_arg=1}%::智慧}
  715. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  716. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  717. wait 1 ticks
  718. loop 100 times:
  719. send "&c" to player-arg
  720. execute player-arg command "/lv"
  721. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  722. execute player-arg command "/stats"
  723. stop trigger
  724. if arg-2 is "lucky":
  725. if {玩家資料.%{_arg=1}%::幸運} is more than or equal to {@屬性最高}:
  726. set {玩家資料.%{_arg=1}%::幸運} to {@屬性最高}
  727. send "&f您已是個歐洲人,不必繼續加點。" to player-arg
  728. stop trigger
  729. set {_w.%arg-3%} to arg-3
  730. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to {_w.%arg-3%}:
  731. add arg-3 to {玩家資料.%{_arg=1}%::幸運}
  732. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  733. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::屬性點}
  734. if ({玩家資料.%{_arg=1}%::幸運} / 10) is more than or equal to 1:
  735. set {玩家資料.%{_arg=1}%::爆擊率} to floor({玩家資料.%{_arg=1}%::幸運} / 10)
  736. else:
  737. set {玩家資料.%{_arg=1}%::爆擊率} to 0
  738. if {玩家資料.%{_arg=1}%::爆擊率} is more than or equal to 100:
  739. set {玩家資料.%{_arg=1}%::爆擊率} to 100
  740. wait 1 ticks
  741. loop 100 times:
  742. send "&c" to player-arg
  743. execute player-arg command "/lv"
  744. if {玩家資料.%{_arg=1}%::屬性點} is more than or equal to 1:
  745. execute player-arg command "/stats"
  746. stop trigger
  747. send "&c屬性點不足" to player-arg
  748. command /expset [<text>] [<number>]:
  749. trigger:
  750. if player doesn't have permission "op.oao":
  751. execute console command "/warn %player% 該玩家使用管理員指令因此警告一隻。"
  752. stop trigger
  753. if arg-1 is set:
  754. if arg-2 is set:
  755. set {經驗怪物::%arg-1%} to arg-2
  756. send "&f已&9設置&f該怪物額外經驗"
  757. else if {經驗怪物::%arg-1%} is set:
  758. delete {經驗怪物::%arg-1%}
  759. send "&f已&c移除&f該怪物額外經驗"
  760. else if arg-1 isn't set:
  761. loop {經驗怪物::*}:
  762. send "%loop-index% - %loop-value%"
  763. send "&a你要用 /lvlset 怪物名稱 可獲得經驗值 ——來設定經驗"
  764. send "只要怪物名字有你起的名字,就會獲得額外設置的經驗。"
  765. on right click:
  766. if name of player's tool contains "屬性重置卷":
  767. remove 1 of player's tool from player's inventory
  768. set {_力量} to {玩家資料.%player%::力量}
  769. set {玩家資料.%player%::力量} to 0
  770. set {_智慧} to {玩家資料.%player%::智慧}
  771. set {玩家資料.%player%::智慧} to 0
  772. set {_敏捷} to {玩家資料.%player%::敏捷}
  773. set {玩家資料.%player%::敏捷} to 0
  774. set {_幸運} to {玩家資料.%player%::幸運}
  775. set {玩家資料.%player%::幸運} to 0
  776. if ({玩家資料.%player%::幸運} / 10) is more than or equal to 1:
  777. set {玩家資料.%player%::爆擊率} to floor({玩家資料.%player%::幸運} / 10)
  778. else:
  779. set {玩家資料.%player%::爆擊率} to 0
  780. if {玩家資料.%player%::爆擊率} is more than or equal to 100:
  781. set {玩家資料.%player%::爆擊率} to 100
  782. 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}
  783. command /stats:
  784. trigger:
  785. if {飾品狀態.%player%::力量} isn't set:
  786. set {飾品狀態.%player%::力量} to 0
  787. if {飾品狀態.%player%::智慧} isn't set:
  788. set {飾品狀態.%player%::智慧} to 0
  789. if {飾品狀態.%player%::敏捷} isn't set:
  790. set {飾品狀態.%player%::敏捷} to 0
  791. if {飾品狀態.%player%::幸運} isn't set:
  792. set {飾品狀態.%player%::幸運} to 0
  793. if {飾品狀態.%player%::爆擊率} isn't set:
  794. set {飾品狀態.%player%::爆擊率} to 0
  795. open chest with 3 row named "&c個人列表" to player
  796. wait 1 ticks
  797. if inventory name of player's current inventory contains "個人列表":
  798. 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"
  799. 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"
  800. 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"
  801. 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"
  802. 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"
  803. 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"
  804. 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"
  805. 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"
  806. wait 1 tick
  807. loop 27 times:
  808. if slot (loop-number - 1) of player's current inventory is air:
  809. if inventory name of player's current inventory contains "個人列表":
  810. 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
  811. if {飾品狀態.%player%::力量} is 0:
  812. delete {飾品狀態.%player%::力量}
  813. if {飾品狀態.%player%::智慧} is 0:
  814. delete {飾品狀態.%player%::智慧}
  815. if {飾品狀態.%player%::敏捷} is 0:
  816. delete {飾品狀態.%player%::敏捷}
  817. if {飾品狀態.%player%::幸運} is 0:
  818. delete {飾品狀態.%player%::幸運}
  819. if {飾品狀態.%player%::爆擊率} is 0:
  820. delete {飾品狀態.%player%::爆擊率}
  821. command /lv [<text>]:
  822. aliases: /lvl
  823. trigger:
  824. if {飾品狀態.%player%::力量} isn't set:
  825. set {飾品狀態.%player%::力量} to 0
  826. if {飾品狀態.%player%::智慧} isn't set:
  827. set {飾品狀態.%player%::智慧} to 0
  828. if {飾品狀態.%player%::敏捷} isn't set:
  829. set {飾品狀態.%player%::敏捷} to 0
  830. if {飾品狀態.%player%::幸運} isn't set:
  831. set {飾品狀態.%player%::幸運} to 0
  832. if {飾品狀態.%player%::爆擊率} isn't set:
  833. set {飾品狀態.%player%::爆擊率} to 0
  834. if {玩家資料.%player%::幸運} isn't set:
  835. set {玩家資料.%player%::幸運} to 0
  836. if {玩家資料.%player%::幸運} is smaller than or equal to 0:
  837. set {玩家資料.%player%::幸運} to 0
  838. set {_boom} to round ({飾品狀態.%player%::爆擊率} * 100)
  839. set {_VIP} to "&f無"
  840. set {_GG} to ""
  841. if {玩家資料.%player%::VIP} is set:
  842. set {_VIP} to "&c&lV&e&lI&9&lP"
  843. if {玩家資料.%player%::VIP時間} is set:
  844. set {_GG} to floor({玩家資料.%player%::VIP時間} / 60)
  845. if {_GG} is equal to 0:
  846. set {_GG} to "(%{玩家資料.%player%::VIP時間}%分鐘)"
  847. else if {_GG} is more than or equal to 1:
  848. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60)%小時)"
  849. else:
  850. set {_GG} to "(%floor({玩家資料.%player%::VIP時間} / 60 / 24)%天)"
  851. else:
  852. set {_GG} to "(永久)"
  853. if arg-1 is set:
  854. set {_a} to arg-1
  855. replace all "&" with "§" in {_a}
  856. set {_VIP} to "&f無"
  857. set {_GG} to ""
  858. if {玩家資料.%{_a}%::VIP} is set:
  859. set {_VIP} to "&c&lV&e&lI&9&lP"
  860. if {玩家資料.%{_a}%::VIP時間} is set:
  861. set {_GG} to floor({玩家資料.%arg-1%::VIP時間} / 60)
  862. if {_GG} is equal to 0:
  863. set {_GG} to "(%{玩家資料.%arg-1%::VIP時間}%分鐘)"
  864. else if {_GG} is more than or equal to 1:
  865. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60)%小時)"
  866. else:
  867. set {_GG} to "(%floor({玩家資料.%arg-1%::VIP時間} / 60 / 24)%天)"
  868. else:
  869. set {_GG} to "(永久)"
  870. if {玩家資料.%{_a}%::*} is set:
  871. if {飾品狀態.%{_a}%::力量} isn't set:
  872. set {飾品狀態.%{_a}%::力量} to 0
  873. if {飾品狀態.%{_a}%::智慧} isn't set:
  874. set {飾品狀態.%{_a}%::智慧} to 0
  875. if {飾品狀態.%{_a}%::敏捷} isn't set:
  876. set {飾品狀態.%{_a}%::敏捷} to 0
  877. if {飾品狀態.%{_a}%::幸運} isn't set:
  878. set {飾品狀態.%{_a}%::幸運} to 0
  879. if {飾品狀態.%{_a}%::爆擊率} isn't set:
  880. set {飾品狀態.%{_a}%::爆擊率} to 0
  881. set {_boom} to round( {飾品狀態.%{_a}%::爆擊率} * 100 )
  882. send "&6==========&2%{_a}%的資料&6=========="
  883. send "&E名稱: %{_a}% &6VIP: &3%{_GG}%%{_VIP}%"
  884. send "&e職業: %{玩家資料.%{_a}%::職業}%"
  885. 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)"
  886. set {_hp} to arg-1 parsed as player
  887. 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}%"
  888. send "&E力量 &6[%{玩家資料.%{_a}%::力量}% + %{飾品狀態.%{_a}%::力量}%]"
  889. send "&e智慧 &b[%{玩家資料.%{_a}%::智慧}% + %{飾品狀態.%{_a}%::智慧}%]"
  890. send "&e敏捷 &a[%{玩家資料.%{_a}%::敏捷}% + %{飾品狀態.%{_a}%::敏捷}%]"
  891. send "&e幸運 &2[%{玩家資料.%{_a}%::幸運}% + %{飾品狀態.%{_a}%::幸運}%]" to player
  892. stop trigger
  893. send "&6==========&2%player%的資料&6=========="
  894. send "&E名稱: %player% &6VIP: &3%{_GG}%%{_VIP}%"
  895. send "&e職業: %{玩家資料.%player%::職業}%"
  896. 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)"
  897. 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}% "
  898. send "&E力量 &6[%{玩家資料.%player%::力量}% + %{飾品狀態.%player%::力量}%] "
  899. send "&e智慧 &b[%{玩家資料.%player%::智慧}% + %{飾品狀態.%player%::智慧}%] "
  900. send "&e敏捷 &a[%{玩家資料.%player%::敏捷}% + %{飾品狀態.%player%::敏捷}%] "
  901. send "&e幸運 &2[%{玩家資料.%player%::幸運}% + %{飾品狀態.%player%::幸運}%] " to player
  902. if {玩家資料.%player%::經驗卷時間} is set:
  903. send ""
  904. set {_內容} to floor({玩家資料.%player%::經驗卷時間} / 60)
  905. if {_內容} is equal to 0:
  906. set {_內容} to "%{玩家資料.%player%::經驗卷時間}%秒"
  907. else if {_內容} is more than or equal to 3600:
  908. 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"
  909. else:
  910. set {_內容} to "%floor({玩家資料.%player%::經驗卷時間} / 60)%分鐘"
  911. 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}%"
  912. if {玩家資料.%player%::屬性點} is more than or equal to 1:
  913. send "&e剩下屬性點數: &F%{玩家資料.%player%::屬性點}%"
  914. send json of "&f- 還有未分配的屬性點... &a[點此分配]" run "/stats" to player
  915. command /show:
  916. trigger:
  917. if player's tool is empty:
  918. send "不要秀出你的男/女朋友啦...."
  919. stop
  920. if name of player's tool contains "公告卷":
  921. send "手上持有公告卷時無法發公告"
  922. stop
  923. set {_loop} to 0
  924. loop 3 times:
  925. loop all items in player's inventory:
  926. if name of loop-item contains "公告卷":
  927. set {_save} to loop-item
  928. remove 1 of loop-item from player's inventory
  929. add 1 to {_loop}
  930. if {_loop} is 3:
  931. log "%player% 用 道具 秀出了一次物品 。%now%" to "秀出記錄.log"
  932. set {_lore.%player%::*} to lore of player's tool split at "||"
  933. send "&a玩家 %player% &d秀出物品 :" to all players
  934. set {_name} to "%name of player's tool%"
  935. if {_name} contains "none":
  936. set {_name} to type of player's tool
  937. set {_id} to id of player's tool
  938. set {_datavalue} to data value of player's tool
  939. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  940. loop {_lore.%player%::*}:
  941. send " &f%loop-value%" to all players
  942. stop
  943. else:
  944. give {_loop} of {_save} to player
  945. if {money::%player%} is more than or equal to 1500:
  946. remove 1500 from {money::%player%}
  947. log "%player% 用 錢 秀出了一次物品 。%now%" to "秀出記錄.log"
  948. set {_lore.%player%::*} to lore of player's tool split at "||"
  949. send "&a玩家 %player% &d秀出物品 :" to all players
  950. set {_name} to "%name of player's tool%"
  951. if {_name} contains "none":
  952. set {_name} to type of player's tool
  953. set {_id} to id of player's tool
  954. set {_datavalue} to data value of player's tool
  955. send "&b物品名:&f %{_name}% &f(#%{_id}%:%{_datavalue}%)" to all players
  956. loop {_lore.%player%::*}:
  957. send " &f%loop-value%" to all players
  958. send "&a已投入十五銀到來放公告" to player
  959. else:
  960. execute player command "/money"
  961. 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
  962. on damage:
  963. if {復活手續.%victim%} is set:
  964. cancel event
  965. if {復活手續.%attacker%} is set:
  966. cancel event
  967. on damage:
  968. if attacker is a player:
  969. if attacker has invisibility:
  970. cancel event
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