Hsuwan

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Dec 12th, 2017
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  1. Options:
  2. 玩家等級限制: 100
  3. on command:
  4. command is "boomlvl"
  5. cancel event
  6. set {_name} to "%player%"
  7. kick player due to "Disconneted."
  8. wait 20 ticks
  9. delete {玩家資料.%{_name}%::*}
  10. delete app "plugins\players\%{_name}%.yml"
  11. every 15 minutes:
  12. make console execute command "savedata"
  13. on command:
  14. command is "savedata"
  15. send "&b// &6文靜之潭 &e資料備份中 可能會有點卡頓 &b//" to all players
  16. wait 1 seconds
  17. loop all players:
  18. loop {玩家資料.%loop-player%::*}:
  19. set "%loop-index%" to "%loop-value-2%" in yaml file "plugins/players/%loop-player%.yml"
  20. loop all players:
  21. loop {技能.%loop-player%::*}:
  22. set yaml value "技能.%loop-index%" from "plugins/players/%loop-player%.yml" to "%loop-value-2%"
  23. send "&b// &6文靜之潭 &e資料備份成功 可繼續遊玩 &b//" to all players
  24. command /updateHp <number>:
  25. permission: op
  26. trigger:
  27. set "最大血量" to "%arg-1%" in yaml file "plugins/players/%player%.yml"
  28. set {玩家資料.%player%::最大血量} to arg-1
  29. command /expget <text> <number> <number>:
  30. permission: op.oao
  31. trigger:
  32. if {玩家資料.%arg-1%::目前經驗值} is set:
  33. add arg-2 to {玩家資料.%arg-1%::目前經驗值}
  34. send "&6經驗 >> &e您獲得了 %arg-2% EXP。" to arg-1 parsed as player
  35. on damage:
  36. if {玩家資料.%attacker%::遊戲模式} is "非打怪":
  37. stop
  38. if attacker is a player:
  39. if difference between {冷卻.%attacker%::魔力值恢復} and now is more than or equal to 1 second:
  40. delete {冷卻.%attacker%::魔力值恢復}
  41. if ({玩家資料.%attacker%::魔量吸收量} + {玩家魔力值.%attacker%}) is more than {玩家資料.%attacker%::魔力值}:
  42. set {玩家魔力值.%attacker%} to {玩家資料.%attacker%::魔力值}
  43. else:
  44. add {玩家資料.%attacker%::魔量吸收量} to {玩家魔力值.%attacker%}
  45. set {_math} to 0.99 * {玩家魔力值.%attacker%} / {玩家資料.%attacker%::魔力值}
  46. if {_math} is more than 1:
  47. set {_math} to 0.99
  48. set {玩家魔力值.%attacker%} to {玩家資料.%attacker%::魔力值}
  49. set level progress of the attacker to {_math}
  50. set attacker's level to {玩家魔力值.%attacker%}
  51. set {_check} to {玩家資料.%attacker%::最大血量}
  52. add ({玩家資料.%attacker%::力量} * 5) to {_check}
  53. add ({玩家資料.%attacker%::智慧} * 3) to {_check}
  54. add ({玩家資料.%attacker%::敏捷} * 4) to {_check}
  55. add ({玩家資料.%attacker%::幸運} * 3) to {_check}
  56. heal attacker by {玩家資料.%attacker%::血量吸收量} / (attacker's max health + {_check}) * attacker's max health
  57. set {冷卻.%attacker%::魔力值恢復} to now
  58. if {冷卻.%attacker%::魔力值恢復} isn't set:
  59. set {冷卻.%attacker%::魔力值恢復} to now
  60. set {_lore::*} to uncolored lore of attacker's tool split at "||"
  61. loop {_lore::*}:
  62. if {_lore::%loop-index%} contain "等級需求 -":
  63. if {_lore::%loop-index%} contains "技能":
  64. stop
  65. replace all "等級需求" , "-" and " " with "" in {_lore::%loop-index%}
  66. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  67. if {_lore::%loop-index%} is more than {玩家資料.%attacker%::玩家等級}:
  68. send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!"
  69. cancel event
  70. stop
  71. if {_lore::%loop-index%} contain "職業需求":
  72. replace all "職業需求" , ":" , "[" , "]" and " " with "" in {_lore::%loop-index%}
  73. if {_lore::%loop-index%} contains "技能":
  74. stop
  75. if {_lore::%loop-index%} is "全職業":
  76. set {_useless} to 1
  77. else if {_lore::%loop-index%} isn't {玩家資料.%attacker%::玩家職業}:
  78. send "&6武器 >> &c武器無法使用,請確認是否符合武器使用條件!" to attacker
  79. cancel event
  80. stop
  81. if {_lore::%loop-index%} contain "物品類型: [ 武器 ]":
  82. set {_pass} to 1
  83. if {_lore::%loop-index%} contain "物理攻擊力 -":
  84. replace all "物理攻擊力" , "-" and " " with "" in {_lore::%loop-index%}
  85. set {_lore::%loop-index%} to {_lore::%loop-index%} parsed as integer
  86. set {_武器攻擊力} to {_lore::%loop-index%}
  87. if {_lore::%loop-index%} contain "物品類型: [ 技能 ]" or "武器類型: [ 魔杖 ]" or "武器類型: [ 弓 ]" or "武器類型: [ 飛鏢 ]" or "武器類型: [ 權杖 ]" or "武器類型: [ 長槍 ]":
  88. stop
  89. if {_lore::%loop-index%} contain "武器類型: [ 劍 ]":
  90. if difference between {冷卻.%attacker%::劍擊} and now is more than or equal to 0.4 second:
  91. delete {冷卻.%attacker%::劍擊}
  92. if {冷卻.%attacker%::劍擊} is set:
  93. if difference between {冷卻.%attacker%::波及} and now is less than or equal to 1 ticks:
  94. set {_yee} to 1
  95. else:
  96. cancel event
  97. stop
  98. set {冷卻.%attacker%::劍擊} to now
  99. if {_lore::%loop-index%} contain "武器類型: [ 匕首 ]":
  100. if difference between {冷卻.%attacker%::匕首擊} and now is more than or equal to 0.15 second:
  101. delete {冷卻.%attacker%::匕首擊}
  102. if {冷卻.%attacker%::匕首擊} is set:
  103. cancel event
  104. stop
  105. set {冷卻.%attacker%::匕首擊} to now
  106. if {_pass} is 1:
  107. set {_STRATK} to floor({玩家資料.%attacker%::力量} * 0.5)
  108. set {_DEXATK} to floor({玩家資料.%attacker%::敏捷} * 0.6)
  109. set {_INTATK} to floor({玩家資料.%attacker%::智慧} * 0.6)
  110. set {_LUKATK} to floor({玩家資料.%attacker%::幸運} * 0.7)
  111. set {_PHYSICDMG} to {玩家資料.%attacker%::物理攻擊力}
  112. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  113. set damage to ({_PHYSICDMG} + {_武器攻擊力})/2
  114. if {玩家資料.%attacker%::爆擊率} is set:
  115. set {_幾率.%attacker%} to {玩家資料.%attacker%::爆擊率} / 100
  116. Chance of {_幾率.%attacker%}:
  117. set {_omg} to 0.01 * {玩家資料.%attacker%::爆擊傷害} * damage
  118. set damage to (({_PHYSICDMG} + {_武器攻擊力})/2)*( 1 + {玩家資料.%attacker%::爆擊傷害} / 100)
  119. play "ENTITY_ENDERDRAGON_HURT" to attacker with volume 1 and pitch 1
  120. stop
  121. stop
  122. on death:
  123. remove all 1 xp from drops
  124. command /stat [<player>] [<text>] [<number>]:
  125. permission: op.oao
  126. trigger:
  127. if arg-1 isn't set:
  128. send "&c違法操作"
  129. stop trigger
  130. set {_arg=1} to player
  131. if arg-1 is set:
  132. set {_arg=1} to arg-1
  133. if {玩家資料.%{_arg=1}%::*} is set:
  134. if arg-3 is set:
  135. if arg-2 is "power":
  136. set {_w.%arg-3%} to arg-3
  137. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  138. add arg-3 to {玩家資料.%{_arg=1}%::力量}
  139. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  140. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  141. stop trigger
  142. if arg-2 is "speed":
  143. set {_w.%arg-3%} to arg-3
  144. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  145. add arg-3 to {玩家資料.%{_arg=1}%::敏捷}
  146. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  147. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  148. stop trigger
  149. if arg-2 is "clever":
  150. set {_w.%arg-3%} to arg-3
  151. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  152. add arg-3 to {玩家資料.%{_arg=1}%::智慧}
  153. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  154. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  155. stop trigger
  156. if arg-2 is "lucky":
  157. set {_w.%arg-3%} to arg-3
  158. if {玩家資料.%{_arg=1}%::剩餘屬性點} is more than or equal to {_w.%arg-3%}:
  159. add arg-3 to {玩家資料.%{_arg=1}%::幸運}
  160. set {_w.%arg-3%} to {_w.%arg-3%} * -1
  161. add {_w.%arg-3%} to {玩家資料.%{_arg=1}%::剩餘屬性點}
  162. stop trigger
  163. send "&c屬性點不足" to player-arg
  164. function LoadAP(P:player):
  165. set slot 10 of {_P}'s current inventory to diamond sword named "&6《增加力量屬性一點》" with lore "&E目前力量 &f[ &6%{玩家資料.%{_P}%::力量}% &f]"
  166. set slot 14 of {_P}'s current inventory to enchanted book named "&b《增加智慧屬性一點》" with lore "&e目前智慧 &f[ &b%{玩家資料.%{_P}%::智慧}% &f]"
  167. set slot 12 of {_P}'s current inventory to golden boots named "&a《增加敏捷屬性一點》" with lore "&e目前敏捷 &f[ &a%{玩家資料.%{_P}%::敏捷}% &f]"
  168. set slot 16 of {_P}'s current inventory to lily pads named "&2《增加幸運屬性一點》" with lore "&e目前幸運 &f[ &2%{玩家資料.%{_P}%::幸運}% &f]"
  169. command /stats:
  170. trigger:
  171. open chest with 3 row named "&9&l 文靜之潭&6&l配點介面" to player
  172. if inventory name of player's current inventory contains "配點介面":
  173. loop 9 times:
  174. set slot (loop-number - 1) of player's current inventory to 1 of black stained glass pane named "&7"
  175. loop 5 times:
  176. set slot (9 + (loop-number - 1) * 2) of player's current inventory to 1 of black stained glass pane named "&7"
  177. set slot (18 + (loop-number - 1) * 2) of player's current inventory to 1 of black stained glass pane named "&7"
  178. set slot 10 of player's current inventory to diamond sword named "&6《增加力量屬性一點》" with lore "&E目前力量 &f[ &6%{玩家資料.%player%::力量}% &f]"
  179. set slot 14 of player's current inventory to enchanted book named "&b《增加智慧屬性一點》" with lore "&e目前智慧 &f[ &b%{玩家資料.%player%::智慧}% &f]"
  180. set slot 12 of player's current inventory to golden boots named "&a《增加敏捷屬性一點》" with lore "&e目前敏捷 &f[ &a%{玩家資料.%player%::敏捷}% &f]"
  181. set slot 16 of player's current inventory to lily pads named "&2《增加幸運屬性一點》" with lore "&e目前幸運 &f[ &2%{玩家資料.%player%::幸運}% &f]"
  182. set slot 19 of player's current inventory to 1 of red stained glass pane named "&7"
  183. set slot 21 of player's current inventory to 1 of light green stained glass pane named "&7"
  184. set slot 23 of player's current inventory to 1 of light blue stained glass pane named "&7"
  185. set slot 25 of player's current inventory to 1 of yellow stained glass pane named "&7"
  186. on inventory click:
  187. if inventory name of player's current inventory contains "配點介面":
  188. if name of clicked item is "&7":
  189. cancel event
  190. stop
  191. on mor.inventory click:
  192. if inventory name of player's current inventory contains "配點介面":
  193. cancel event
  194. if name of event-item contains "力量" or "智慧" or "敏捷" or "幸運":
  195. if name of event-item contains "力量":
  196. execute command "stat %player% power 1"
  197. if name of event-item contains "敏捷":
  198. execute command "stat %player% speed 1"
  199. if name of event-item contains "智慧":
  200. execute command "stat %player% clever 1"
  201. if name of event-item contains "幸運":
  202. execute command "stat %player% lucky 1"
  203. wait 1 ticks
  204. LoadAP(player)
  205. on rightclick:
  206. if name of player's held item contains "屬性重置卷":
  207. set {_amount} to amount of player's held item
  208. set amount of player's held item to {_amount}-1
  209. set "力量" to "4" in yaml file "plugins/players/%player%.yml"
  210. set "智慧" to "4" in yaml file "plugins/players/%player%.yml"
  211. set "敏捷" to "4" in yaml file "plugins/players/%player%.yml"
  212. set "幸運" to "4" in yaml file "plugins/players/%player%.yml"
  213. set {玩家資料.%player%::力量} to 4
  214. set {玩家資料.%player%::智慧} to 4
  215. set {玩家資料.%player%::敏捷} to 4
  216. set {玩家資料.%player%::幸運} to 4
  217. set {_屬性點} to ({玩家資料.%player%::玩家等級}-1)*5
  218. set "剩餘屬性點" to "%{_屬性點}%" in yaml file "plugins/players/%player%.yml"
  219. set {玩家資料.%player%::剩餘屬性點} to {_屬性點}
  220. stop
  221. every 1 minutes:
  222. loop {玩家資料::*}:
  223. if {玩家資料.%loop-index%::高級會員時間} is set:
  224. remove 1 from {玩家資料.%loop-index%::高級會員時間}
  225. if {玩家資料.%loop-index%::高級會員時間} is smaller than or equal to 0:
  226. delete {玩家資料.%loop-index%::高級會員}
  227. delete {玩家資料.%loop-index%::高級會員時間}
  228. set {_高級會員} to loop-index parsed as player
  229. send "特權會員已過期。" to {_高級會員}
  230. command /vip [<text>] [<number>] [<text>]:
  231. permission: op.oao
  232. trigger:
  233. if {玩家資料.%arg-1%::玩家等級} is set:
  234. if {玩家資料.%arg-1%::高級會員} is set:
  235. delete {玩家資料.%arg-1%::高級會員}
  236. send "特權會員已過期。" to arg-1 parsed as player
  237. send "已關閉該玩家特權會員。"
  238. stop
  239. if arg-2 is set:
  240. if arg-3 isn't set:
  241. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2
  242. else if arg-3 is "小時":
  243. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2
  244. else if arg-3 is "分鐘":
  245. set {玩家資料.%arg-1%::高級會員時間} to arg-2
  246. else if arg-3 contains "天":
  247. set {玩家資料.%arg-1%::高級會員時間} to 60 * arg-2 * 24
  248. set {_內容} to floor({玩家資料.%arg-1%::高級會員時間} / 60)
  249. if {_內容} is equal to 0:
  250. set {_內容} to "%{玩家資料.%arg-1%::高級會員時間}%分鐘"
  251. else if {_內容} is more than or equal to 1:
  252. set {_內容} to "%floor({玩家資料.%arg-1%::高級會員時間} / 60)%小時"
  253. else:
  254. set {_內容} to "%floor({玩家資料.%arg-1%::高級會員時間} / 60 / 24)%天"
  255. send "特權會員已開啟。%{_內容}%" to arg-1 parsed as player
  256. else:
  257. send "永久特權會員已開啟。" to arg-1 parsed as player
  258. set {玩家資料.%arg-1%::高級會員} to now
  259. send "已開啟該玩家特權會員。"
  260. stop
  261. send "該玩家不存在"
  262. on any movement:
  263. if {玩家資料.%player%::遊戲模式} is "非打怪":
  264. stop
  265. set player's walk speed to 0.2 * ({玩家資料.%player%::移動速度}+{技能加速.%player%})/100
  266. if {玩家資料.%player%::玩家職業} is "初心者":
  267. set {_幾轉} to 10
  268. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  269. set {_幾轉} to 30
  270. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  271. set {_幾轉} to 60
  272. else if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  273. set {_幾轉} to {@玩家等級限制}
  274. if {玩家資料.%player%::玩家等級} is more than or equal to {_幾轉}:
  275. if {玩家資料.%player%::目前經驗值} is more than {玩家資料.%player%::最大經驗值}:
  276. set {玩家資料.%player%::目前經驗值} to {玩家資料.%player%::最大經驗值}
  277. stop
  278. if {玩家資料.%player%::目前經驗值} is more than {玩家資料.%player%::最大經驗值}:
  279. if {玩家資料.%player%::玩家等級} is more than or equal to 1:
  280. set {_clv} to 1.6
  281. if {玩家資料.%player%::玩家等級} is more than or equal to 10:
  282. set {_clv} to 1.4
  283. if {玩家資料.%player%::玩家等級} is more than or equal to 15:
  284. set {_clv} to 1.2
  285. if {玩家資料.%player%::玩家等級} is more than or equal to 31:
  286. set {_clv} to 1.1
  287. if {玩家資料.%player%::玩家等級} is more than or equal to 52:
  288. set {_clv} to 1.05
  289. set {玩家資料.%player%::最大經驗值} to round( {_clv} * ({玩家資料.%player%::最大經驗值}))
  290. set {玩家資料.%player%::目前經驗值} to round( {玩家資料.%player%::目前經驗值} ) - {玩家資料.%player%::最大經驗值}
  291. if {玩家資料.%player%::目前經驗值} is smaller than 0:
  292. set {玩家資料.%player%::目前經驗值} to 0
  293. if {玩家資料.%player%::玩家等級} is more than {_幾轉}:
  294. if {玩家資料.%player%::目前經驗值} is more than {玩家資料.%player%::最大經驗值}:
  295. set {玩家資料.%player%::目前經驗值} to {玩家資料.%player%::最大經驗值}
  296. stop
  297. if {玩家資料.%player%::目前經驗值} is {玩家資料.%player%::最大經驗值}:
  298. stop
  299. set {玩家資料.%player%::玩家等級} to {玩家資料.%player%::玩家等級} + 1
  300. set {玩家資料.%player%::剩餘屬性點} to {玩家資料.%player%::剩餘屬性點} + 5
  301. set {玩家資料.%player%::剩餘技能點} to {玩家資料.%player%::剩餘技能點} + 1
  302. if {玩家資料.%player%::目前經驗值} is smaller than {玩家資料.%player%::最大經驗值}:
  303. execute player command "showshowshow"
  304. send "&6等級 >> &e您的等級提升至 &6&l%{玩家資料.%player%::玩家等級}% 等 &e了!"
  305. on damage:
  306. attacker is a player
  307. set victim's damage delay to 0 second
  308. command /debugmp:
  309. trigger:
  310. send "%{玩家資料.%player%::魔力值}%" to player
  311. send "%{玩家魔力值.%player%}%" to player
  312. on quit:
  313. delete {玩家魔力值.%player%}
  314. command /spelltest:
  315. trigger:
  316. if {玩家魔力值.%player%} is larger or equal to 20:
  317. send "&cBANG!" to player
  318. remove 20 from {玩家魔力值.%player%}
  319. set {_math} to 0.99 * {玩家魔力值.%player%} / {玩家資料.%player%::魔力值}
  320. if {_math} is more than or equal to 1:
  321. set {_math} to 0.99
  322. set level progress of the player to {_math}
  323. set player's level to {玩家魔力值.%player%}
  324. else:
  325. send "&4魔力不足!" to player
  326. stop
  327. on command:
  328. command is "showshowshow"
  329. cancel event
  330. drawWings style 11, particle1 "totem", speed 0, XYZ 0, 0, 0, particle2 "lava", particle3 "fireworkspark", center player, id "%player%show", rainbowMode false, flapSpeed 1, flapRange 1, angle 120, height 3, space 0.4, visibleRange 30, tps 0, second 1
  331. set {_loop.%player%} to a random integer between 10 and 14
  332. loop {_loop.%player%} times:
  333. wait 2 tick
  334. add 1 to {_notesound.%player%}
  335. if {_notesound.%player%} > 3:
  336. set {_notesound.%player%} to 1
  337. if {_notesound.%player%} = 1:
  338. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 2
  339. if {_notesound.%player%} = 2:
  340. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 1
  341. if {_notesound.%player%} = 3:
  342. play "ENTITY_PLAYER_LEVELUP" to player with volume 1 and pitch 0
  343. wait 1.5 seconds
  344. stopeffect id "%player%show"
  345. on damage:
  346. if attacker is victim:
  347. cancel event
  348. stop
  349. #請看死亡復活
  350. command /lv [<text>]:
  351. trigger:
  352. set {_player} to player
  353. if arg-1 is set:
  354. set {_pass} to 0
  355. set {_player} to arg-1 parsed as offlineplayer
  356. if {_player} is online:
  357. set {_pass} to 1
  358. if file existance of "plugins/players/%arg-1%.yml" is false:
  359. set {_player} to player
  360. else:
  361. if {_pass} is 0:
  362. clear {_玩家資料.%{_player}%::*}
  363. set {_玩家資料.%{_player}%::玩家等級} to single value "玩家等級" get of "plugins/players/%{_player}%.yml"
  364. set {_玩家資料.%{_player}%::目前經驗值} to single value "目前經驗值" get of "plugins/players/%{_player}%.yml"
  365. set {_玩家資料.%{_player}%::最大經驗值} to single value "最大經驗值" get of "plugins/players/%{_player}%.yml"
  366. set {_玩家資料.%{_player}%::剩餘屬性點} to single value "剩餘屬性點" get of "plugins/players/%{_player}%.yml"
  367. set {_玩家資料.%{_player}%::剩餘技能點} to single value "剩餘技能點" get of "plugins/players/%{_player}%.yml"
  368. set {_玩家資料.%{_player}%::力量} to single value "力量" get of "plugins/players/%{_player}%.yml"
  369. set {_玩家資料.%{_player}%::智慧} to single value "智慧" get of "plugins/players/%{_player}%.yml"
  370. set {_玩家資料.%{_player}%::敏捷} to single value "敏捷" get of "plugins/players/%{_player}%.yml"
  371. set {_玩家資料.%{_player}%::幸運} to single value "幸運" get of "plugins/players/%{_player}%.yml"
  372. set {_玩家資料.%{_player}%::最大血量} to single value "最大血量" get of "plugins/players/%{_player}%.yml"
  373. set {_玩家資料.%{_player}%::魔力值} to single value "魔力值" get of "plugins/players/%{_player}%.yml"
  374. set {_玩家資料.%{_player}%::防禦力} to single value "防禦力" get of "plugins/players/%{_player}%.yml"
  375. set {_玩家資料.%{_player}%::物理攻擊力} to single value "物理攻擊力" get of "plugins/players/%{_player}%.yml"
  376. set {_玩家資料.%{_player}%::魔法攻擊力} to single value "魔法攻擊力" get of "plugins/players/%{_player}%.yml"
  377. set {_玩家資料.%{_player}%::血量恢復量} to single value "血量恢復量" get of "plugins/players/%{_player}%.yml"
  378. set {_玩家資料.%{_player}%::魔量恢復量} to single value "魔量恢復量" get of "plugins/players/%{_player}%.yml"
  379. set {_玩家資料.%{_player}%::爆擊率} to single value "爆擊率" get of "plugins/players/%{_player}%.yml"
  380. set {_玩家資料.%{_player}%::爆擊傷害} to single value "爆擊傷害" get of "plugins/players/%{_player}%.yml"
  381. set {_玩家資料.%{_player}%::無視防禦} to single value "無視防禦" get of "plugins/players/%{_player}%.yml"
  382. set {_玩家資料.%{_player}%::總傷害} to single value "總傷害" get of "plugins/players/%{_player}%.yml"
  383. set {_玩家資料.%{_player}%::移動速度} to single value "移動速度" get of "plugins/players/%{_player}%.yml"
  384. set {_玩家資料.%{_player}%::跳躍力} to single value "跳躍力" get of "plugins/players/%{_player}%.yml"
  385. set {_玩家資料.%{_player}%::血量吸收量} to single value "血量吸收量" get of "plugins/players/%{_player}%.yml"
  386. set {_玩家資料.%{_player}%::魔量吸收量} to single value "魔量吸收量" get of "plugins/players/%{_player}%.yml"
  387. set {_玩家資料.%{_player}%::經驗卷倍率} to single value "經驗卷倍率" get of "plugins/players/%{_player}%.yml"
  388. set {_玩家資料.%{_player}%::經驗卷時間} to single value "經驗卷時間" get of "plugins/players/%{_player}%.yml"
  389. set {_玩家資料.%{_player}%::高級會員時間} to single value "高級會員時間" get of "plugins/players/%{_player}%.yml"
  390. set {_玩家資料.%{_player}%::伴侶} to single value "伴侶" get of "plugins/players/%{_player}%.yml"
  391. loop {_玩家資料.%{_player}%::*}:
  392. set {_pass} to 0
  393. if loop-index is "高級會員時間":
  394. if loop-value is "永久":
  395. set {_pass} to 1
  396. if {_pass} is 0:
  397. set {_玩家資料.%{_player}%::%loop-index%} to {_玩家資料.%{_player}%::%loop-index%} parsed as integer
  398. set {_玩家資料.%{_player}%::玩家職業} to single value "玩家職業" get of "plugins/players/%{_player}%.yml"
  399. set {_玩家資料.%{_player}%::高級會員} to single value "高級會員" get of "plugins/players/%{_player}%.yml"
  400. if {_玩家資料.%{_player}%::高級會員} isn't "無":
  401. set {_高級會員} to "&c&lV&e&lI&9&lP"
  402. if {_玩家資料.%{_player}%::高級會員時間} isn't "永久":
  403. set {_GG} to floor({_玩家資料.%{_player}%::高級會員時間} / 60)
  404. if {_GG} is equal to 0:
  405. set {_GG} to "(%{_玩家資料.%{_player}%::高級會員時間}%分鐘)"
  406. else if {_GG} is more than or equal to 1:
  407. set {_GG} to "(%floor({_玩家資料.%{_player}%::高級會員時間} / 60)%小時)"
  408. else:
  409. set {_GG} to "(%floor({_玩家資料.%{_player}%::高級會員時間} / 60 / 24)%天)"
  410. else:
  411. set {_GG} to "(永久)"
  412. else:
  413. set {_高級會員} to "&f無"
  414. set {_GG} to ""
  415. send "&6●=--------=《&c&l%{_player}% &4角色資料&6》=--------=●"
  416. send "&e名稱: &9%{_player}% &e高級會員: &9%{_GG}%%{_高級會員}%"
  417. send "&e職業: &b%{_玩家資料.%{_player}%::玩家職業}% &e配偶: &d%{_玩家資料.%{_player}%::伴侶}%"
  418. send "&e等級: &6%{_玩家資料.%{_player}%::玩家等級}% &8&3(&a%round({_玩家資料.%{_player}%::目前經驗值})%&3/&a%{_玩家資料.%{_player}%::最大經驗值}%&3)"
  419. set {_check} to {_玩家資料.%{_player}%::最大血量}
  420. add ({_玩家資料.%{_player}%::力量} * 5) to {_check}
  421. add ({_玩家資料.%{_player}%::智慧} * 3) to {_check}
  422. add ({_玩家資料.%{_player}%::敏捷} * 4) to {_check}
  423. add ({_玩家資料.%{_player}%::幸運} * 3) to {_check}
  424. send "&e生命值: &c%{_check}% &e魔力值: &6%{_玩家資料.%{_player}%::魔力值}%"
  425. send "&e力量: &f[ &6%{_玩家資料.%{_player}%::力量}% &f] &e智慧: &f[ &b%{_玩家資料.%{_player}%::智慧}% &f] "
  426. send "&e敏捷: &f[ &a%{_玩家資料.%{_player}%::敏捷}% &f] &e幸運: &f[ &2%{_玩家資料.%{_player}%::幸運}% &f] "
  427. send "&6●=--------=&c----------------------------&6=--------=●"
  428. send "&e防禦力: &6%{_玩家資料.%{_player}%::防禦力}% "
  429. set {_STRATK} to {_玩家資料.%{_player}%::力量} * 0.5
  430. set {_DEXATK} to {_玩家資料.%{_player}%::敏捷} * 0.6
  431. set {_INTATK} to {_玩家資料.%{_player}%::智慧} * 0.6
  432. set {_LUKATK} to {_玩家資料.%{_player}%::幸運} * 0.7
  433. set {_PHYSICDMG} to {_玩家資料.%{_player}%::物理攻擊力}
  434. set {_MAGICDMG} to {_玩家資料.%{_player}%::魔法攻擊力}
  435. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  436. add {_INTATK} to {_MAGICDMG}
  437. send "&e物理攻擊力: &c%{_PHYSICDMG}% &e魔法攻擊力: &b%{_MAGICDMG}% "
  438. send "&e血量恢復量: &c%{_玩家資料.%{_player}%::血量恢復量}% &e魔量恢復量: &b%{_玩家資料.%{_player}%::魔量恢復量}%"
  439. send "&e血量吸收量: &c%{_玩家資料.%{_player}%::血量吸收量}% &e魔量吸收量: &b%{_玩家資料.%{_player}%::魔量吸收量}% "
  440. send "&e爆擊率: &2%{_玩家資料.%{_player}%::爆擊率}%&f%% &e爆擊傷害: &2%{_玩家資料.%{_player}%::爆擊傷害}%&f%% "
  441. send "&e無視防禦: &5%{_玩家資料.%{_player}%::無視防禦}%&f%% &e總傷害: &5%{_玩家資料.%{_player}%::總傷害}%&f%% "
  442. send "&e移動速度: &a%{_玩家資料.%{_player}%::移動速度}%&f%% &e跳躍力: &a%{_玩家資料.%{_player}%::跳躍力}%&f%% "
  443. send "&6●=--------=&c----------------------------&6=--------=●"
  444. stop
  445. if {玩家資料.%{_player}%::高級會員} isn't "無":
  446. set {_高級會員} to "&c&lV&e&lI&9&lP"
  447. if {玩家資料.%{_player}%::高級會員時間} isn't "永久":
  448. set {_GG} to floor({玩家資料.%{_player}%::高級會員時間} / 60)
  449. if {_GG} is equal to 0:
  450. set {_GG} to "(%{玩家資料.%{_player}%::高級會員時間}%分鐘)"
  451. else if {_GG} is more than or equal to 1:
  452. set {_GG} to "(%floor({玩家資料.%{_player}%::高級會員時間} / 60)%小時)"
  453. else:
  454. set {_GG} to "(%floor({玩家資料.%{_player}%::高級會員時間} / 60 / 24)%天)"
  455. else:
  456. set {_GG} to "(永久)"
  457. else:
  458. set {_高級會員} to "&f無"
  459. set {_GG} to ""
  460. send "&6●=--------=《&c&l%{_player}% &4角色資料&6》=--------=●"
  461. send "&e名稱: &9%{_player}% &e高級會員: &9%{_GG}%%{_高級會員}%"
  462. send "&e職業: &b%{玩家資料.%{_player}%::玩家職業}% &e配偶: &d%{玩家資料.%{_player}%::伴侶}%"
  463. send "&e等級: &6%{玩家資料.%{_player}%::玩家等級}% &8&3(&a%round({玩家資料.%{_player}%::目前經驗值})%&3/&a%{玩家資料.%{_player}%::最大經驗值}%&3)"
  464. set {_check} to {玩家資料.%{_player}%::最大血量}
  465. add ({玩家資料.%{_player}%::力量} * 5) to {_check}
  466. add ({玩家資料.%{_player}%::智慧} * 3) to {_check}
  467. add ({玩家資料.%{_player}%::敏捷} * 4) to {_check}
  468. add ({玩家資料.%{_player}%::幸運} * 3) to {_check}
  469. send "&e生命值: &c%{_check}% &e魔力值: &6%{玩家資料.%{_player}%::魔力值}%"
  470. send "&e力量: &f[ &6%{玩家資料.%{_player}%::力量}% &f] &e智慧: &f[ &b%{玩家資料.%{_player}%::智慧}% &f] "
  471. send "&e敏捷: &f[ &a%{玩家資料.%{_player}%::敏捷}% &f] &e幸運: &f[ &2%{玩家資料.%{_player}%::幸運}% &f] "
  472. if {_player} is executor:
  473. send "&e剩餘屬性點: &f%{玩家資料.%{_player}%::剩餘屬性點}%"
  474. send "&e剩餘技能點: &f%{玩家資料.%{_player}%::剩餘技能點}%"
  475. send "&6●=--------=&c----------------------------&6=--------=●"
  476. send "&e防禦力: &6%{玩家資料.%{_player}%::防禦力}% "
  477. set {_STRATK} to floor({玩家資料.%{_player}%::力量} * 0.5)
  478. set {_DEXATK} to floor({玩家資料.%{_player}%::敏捷} * 0.6)
  479. set {_INTATK} to floor({玩家資料.%{_player}%::智慧} * 0.6)
  480. set {_LUKATK} to floor({玩家資料.%{_player}%::幸運} * 0.7)
  481. set {_PHYSICDMG} to {玩家資料.%{_player}%::物理攻擊力}
  482. set {_MAGICDMG} to {玩家資料.%{_player}%::魔法攻擊力}
  483. add {_STRATK} + {_DEXATK} + {_LUKATK} to {_PHYSICDMG}
  484. add {_INTATK} to {_MAGICDMG}
  485. send "&e物理攻擊力: &c%{_PHYSICDMG}% &e魔法攻擊力: &b%{_MAGICDMG}% "
  486. send "&e血量恢復量: &c%{玩家資料.%{_player}%::血量恢復量}% &e魔量恢復量: &b%{玩家資料.%{_player}%::魔量恢復量}%"
  487. send "&e血量吸收量: &c%{玩家資料.%{_player}%::血量吸收量}% &e魔量吸收量: &b%{玩家資料.%{_player}%::魔量吸收量}%"
  488. send "&e爆擊率: &6%{玩家資料.%{_player}%::爆擊率}%&6%% &e爆擊傷害: &6%{玩家資料.%{_player}%::爆擊傷害}%&6%%"
  489. send "&e無視防禦: &d%{玩家資料.%{_player}%::無視防禦}%&d%% &e總傷害: &d%{玩家資料.%{_player}%::總傷害}%&d%%"
  490. send "&e移動速度: &a%{玩家資料.%{_player}%::移動速度}%&a%% &e跳躍力: &a%{玩家資料.%{_player}%::跳躍力}%&a%%"
  491. send "&6●=--------=&c----------------------------&6=--------=●"
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