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- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Options 選項 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Options:
- Tag: &6技能 &c&l>>
- #[ 死亡冰刺 ]
- 死亡冰刺.CD: 5
- 死亡冰刺.MP: 120
- 死亡冰刺.Max: 5
- #[ 電光連擊 ]
- 電光連擊.CD: 3
- 電光連擊.MP: 110
- 電光連擊.Max: 5
- #[ 絕對零度 ]
- 絕對零度.CD: 16
- 絕對零度.MP: 400
- 絕對零度.Max: 10
- #[ 遠古法術精通 ]
- 遠古法術精通.Max: 10
- #[ 閃雷 ]
- 閃雷.Max: 5
- #[ 魔力湧動 ]
- 魔力湧動.CD: 60
- 魔力湧動.受益時間: 60
- 魔力湧動.MP: 350
- 魔力湧動.Max: 5
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Function 函式 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- Function 冰雷魔導skill(P:player):
- set slot 4 of {_P}'s current inventory to 1 of gold hoe with no nbt named "&e冰雷魔導" with lore "&f《&e剩餘技能點&f: &6%{玩家資料.%{_P}%::剩餘技能點}% &f》"
- set slot 19 of {_P}'s current inventory to glowing prismarine shard named "&c死亡冰刺" with lore "&e技能介紹:||&f凝聚魔力產生一個冰晶魔法球向前推進||&f對路徑上敵人造成重複傷害||&c最多可造成10次傷害||&e單次傷害量: &f(魔法攻擊力)*%(800+200*{技能.%{_P}%::死亡冰刺})%%%||&e推進範圍: &f15格||&e冷卻時間: &f5秒||&e魔力消耗量: &f120MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::死亡冰刺} >= 5:
- set slot 28 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰刺}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::死亡冰刺} >= 0:
- set slot 28 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::死亡冰刺}%/5" with lore "&a點此升級死亡冰刺"
- set slot 20 of {_P}'s current inventory to glowing blaze rod named "&c電光連擊" with lore "&e技能介紹:||&f向前方射擊一發雷電造成單體傷害||&f並將傷害連鎖至命中目標周圍敵人||&e傷害量: &f(魔法攻擊力)*%(1000+150*{技能.%{_P}%::電光連擊})%%%||&e攻擊範圍: &f8格||&e連鎖範圍: &f6格||&e冷卻時間: &f3秒||&e魔力消耗量: &b110MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::電光連擊} >= 5:
- set slot 29 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::電光連擊} >= 0:
- set slot 29 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::電光連擊}%/5" with lore "&a點此升級電光連擊"
- set slot 21 of {_P}'s current inventory to glowing packed ice named "&c絕對零度" with lore "&e技能介紹:||&f使用強大魔力強制降低周圍溫度||&f造成巨大的魔法傷害||&f並給予範圍內敵人緩速效果7秒||&e傷害量: &f(魔法攻擊力)*%(2000+200*{技能.%{_P}%::絕對零度})%%%||&e攻擊範圍: &f15格||&e冷卻時間: &f16秒||&e魔力消耗量: &b400MP||&e技能類型: &c主動技能"
- if {技能.%{_P}%::絕對零度} >= 10:
- set slot 30 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::絕對零度} >= 0:
- set slot 30 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::絕對零度}%/10" with lore "&a點此升級絕對零度"
- set slot 23 of {_P}'s current inventory to totem of undying named "&a閃雷" with lore "&e技能介紹:||&f瞬間移動發動時||&f對路徑上的敵人造成傷害||&e傷害量: &f(魔法攻擊力)*%(50+20*{技能.%{_P}%::閃雷})%%%||&e技能類型: &a被動技能"
- if {技能.%{_P}%::閃雷} >= 5:
- set slot 32 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::閃雷}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::閃雷} >= 0:
- set slot 32 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::閃雷}%/5" with lore "&a點此升級閃雷"
- set slot 24 of {_P}'s current inventory to glowing enchanted book named "&a遠古法術精通" with lore "&e技能介紹:||&f精通多項古老的神祕法術||&f每級提升40點最大MP,30點魔法攻擊力,3點魔量恢復量||&e最大MP提升量: &f%40*{技能.%{_P}%::遠古法術精通}%||&e魔法攻擊力提升量: &f%25*{技能.%{_P}%::遠古法術精通}%||&e魔量恢復量提升量: &f%3*{技能.%{_P}%::遠古法術精通}%||&e技能類型: &a被動技能"
- if {技能.%{_P}%::遠古法術精通} >= 10:
- set slot 33 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::遠古法術精通} >= 0:
- set slot 33 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::遠古法術精通}%/10" with lore "&a點此升級遠古法術精通"
- set slot 25 of {_P}'s current inventory to beacon named "&5魔力湧動" with lore "&e技能介紹:||&f激發出自身的所有魔力與大自然共鳴||&f效果期間提升魔量恢復量與魔法攻擊力||&e魔量恢復量提升量: &f%5*{技能.%{_P}%::魔力湧動}%%%||&e魔法攻擊力提升量: &f%35*{技能.%{_P}%::魔力湧動}%%%||&e持續時間: &f60秒||&e冷卻時間: &f60秒||&e魔力消耗量: &b350MP||&e技能類型: &a主動技能"
- if {技能.%{_P}%::魔力湧動} >= 5:
- set slot 34 of {_P}'s current inventory to blue stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&c等級已滿 無法升級"
- else if {技能.%{_P}%::魔力湧動} >= 0:
- set slot 34 of {_P}'s current inventory to white stained glass pane named "&6技能等級&7: &f%{技能.%{_P}%::魔力湧動}%/5" with lore "&a點此升級魔力湧動"
- Function SkillLevelUp(P:player, S:text, M:number):
- if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
- {技能.%{_P}%::%{_S}%} < {_M}
- {技能.%{_P}%::%{_S}%} >= 0
- remove 1 from {玩家資料.%{_P}%::剩餘技能點}
- add 1 to {技能.%{_P}%::%{_S}%}
- else:
- send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
- Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
- set {_Skill} to uncolored {_S}
- if {技能.%{_P}%::%{_Skill}%} <= 0:
- send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
- return false
- stop
- if {技能.%{_P}%::%{_Skill}%} > {_Max}:
- send "{@Tag} &c&l注意! 你的技能等級出現錯誤! 請盡速尋求管理員協助!" to {_P}
- return false
- stop
- set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
- replace "seconds" and "second" and " " with "" in {_冷卻}
- set {_冷卻} to {_冷卻} parsed as number
- set {_CD} to {_CD} parsed as number
- if {_冷卻} is less than {_CD}:
- set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
- replace "seconds" and "second" and " " with "" in {_冷卻}
- send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
- return false
- stop
- if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
- remove {_MP} from {玩家魔力值.%{_P}%}
- set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
- if {_math} is more than or equal to 1:
- set {_math} to 0.99
- set level progress of {_P} to {_math}
- set {_P}'s level to {玩家魔力值.%{_P}%}
- send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
- else:
- send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
- return false
- stop
- return true
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ SkillGui 技能介面 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- command /skill4C:
- trigger:
- if {玩家資料.%player%::玩家職業} is "冰雷魔導":
- set {技能.%player%::死亡冰刺} to {技能.%player%::死亡冰刺} parsed as number
- set {技能.%player%::電光連擊} to {技能.%player%::電光連擊} parsed as number
- set {技能.%player%::絕對零度} to {技能.%player%::絕對零度} parsed as number
- set {技能.%player%::閃雷} to {技能.%player%::閃雷} parsed as number
- set {技能.%player%::遠古法術精通} to {技能.%player%::遠古法術精通} parsed as number
- set {技能.%player%::魔力湧動} to {技能.%player%::魔力湧動} parsed as number
- open chest with 5 rows named "&c&l冰雷魔導[3轉] &6&l技能介面" to player
- wait 1 ticks
- loop 2 times:
- set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
- loop 6 times:
- set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
- loop 7 times:
- set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
- set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
- 冰雷魔導skill(player)
- on inventory click:
- name of player's current inventory contains "冰雷魔導[3轉]":
- cancel event
- if lore of item contains "&a點此升級死亡冰刺":
- SkillLevelUp(player,"死亡冰刺",{@死亡冰刺.Max})
- if lore of item contains "&a點此升級電光連擊":
- SkillLevelUp(player,"電光連擊",{@電光連擊.Max})
- if lore of item contains "&a點此升級絕對零度":
- SkillLevelUp(player,"絕對零度",{@絕對零度.Max})
- if lore of item contains "&a點此升級閃雷":
- SkillLevelUp(player,"閃雷",{@閃雷.Max})
- if lore of item contains "&a點此升級遠古法術精通":
- if {玩家資料.%player%::剩餘技能點} is larger than 0:
- SkillLevelUp(player,"遠古法術精通",{@遠古法術精通.Max})
- add 40 to {玩家資料.%player%::魔力值}
- add 30 to {玩家資料.%player%::魔法攻擊力}
- add 3 to {玩家資料.%player%::魔量恢復量}
- if lore of item contains "&a點此升級魔力湧動":
- SkillLevelUp(player,"魔力湧動",{@魔力湧動.Max})
- 冰雷魔導skill(player)
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Skill 技能 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on right click:
- name of player is "LeisureAW"
- {玩家資料.%player%::玩家職業} is "冰雷魔導"
- set {_STRATK} to {玩家資料.%player%::力量} * 0.5
- set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
- set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
- set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
- set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
- set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
- add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
- set {_check} to {玩家資料.%player%::最大血量}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
- add ({玩家資料.%player%::力量} * 5) to {_check}
- add ({玩家資料.%player%::智慧} * 4) to {_check}
- add ({玩家資料.%player%::敏捷} * 3) to {_check}
- add ({玩家資料.%player%::幸運} * 2) to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
- add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
- add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
- if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
- add ({玩家資料.%player%::力量} * 5)*2 to {_check}
- add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
- add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
- add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 死亡冰刺 ]
- if uncolored name of player's tool contains "死亡冰刺":
- if Skill(player, "&c死亡冰刺", {@死亡冰刺.Max}, {@死亡冰刺.CD}, {@死亡冰刺.MP}) is true:
- set {冷卻.%player%::死亡冰刺} to now
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 2
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 1
- set {_location.1} to location at player
- increase y-coordinate of {_location.1} by 1
- set {_location.2} to block 15 horizontally in front and 0.4 up player
- set {_x.1} to x-coordinate of {_location.1}
- set {_x.2} to x-coordinate of {_location.2}
- set {_y.1} to y-coordinate of {_location.1}
- set {_y.2} to y-coordinate of {_location.2}
- set {_z.1} to z-coordinate of {_location.1}
- set {_z.2} to z-coordinate of {_location.2}
- set {_x.difference} to ({_x.2} - {_x.1}) / 10
- set {_y.difference} to ({_y.2} - {_y.1}) / 10
- set {_z.difference} to ({_z.2} - {_z.1}) / 10
- loop 10 times:
- set {_location.1} to location of {_location.1}
- increase x-coordinate of {_location.1} by {_x.difference}
- increase y-coordinate of {_location.1} by {_y.difference}
- increase z-coordinate of {_location.1} by {_z.difference}
- drawSphere style 1, particle "redstone", RGB 150, 202, 202, center {_location.1}, id "死亡冰刺1%player%", rainbowMode false, radius 1.5, density 50, visibleRange 32, pulseDelay 1
- drawSphere style 1, particle "redstone", RGB 128, 255, 255, center {_location.1}, id "死亡冰刺2%player%", rainbowMode false, radius 1.5, density 50, visibleRange 32, pulseDelay 1
- loop entities in radius 2.25 around block at location of {_location.1}:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(8+2*{技能.%player%::死亡冰刺})
- apply slowness of tier 10 to loop-entity for 7 second
- play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 0
- wait 5 tick
- stopEffect "死亡冰刺1%player%"
- stopEffect "死亡冰刺2%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 電光連擊 ]
- if uncolored name of player's tool contains "電光連擊":
- if Skill(player, "&c電光連擊", {@電光連擊.Max}, {@電光連擊.CD}, {@電光連擊.MP}) is true:
- set {冷卻.%player%::電光連擊} to now
- play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 0
- play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 1
- play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 2
- drawWings style 1, particle1 "spellinstant", speed 0, XYZ 0, 0, 0, particle2 "spell", particle3 "endrod", center player, id "電光連擊%player%", rainbowMode false, flapSpeed 10, flapRange 6, angle 120, height 5, space 0.8, visibleRange 30, tps 0, second 1
- wait 0.5 seconds
- if {玩家資料.%player%::玩家等級} is more than or equal to 115:
- set {_120電光連擊} to 17
- else:
- set {_120電光連擊} to 12
- drawDot count 25, particle "snowshovel", XYZ 0, 5, 0, center player, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- loop entities in radius {_120電光連擊} of player:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(16+1.2*{技能.%player%::電光連擊})
- drawDot count 8, particle "blockdust", material glowstone, XYZ -0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 8, particle "crit", XYZ -0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 25, particle "fireworkspark", XYZ 0.3, 5, -0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- else if loop-entity is a player:
- heal loop-entity by 10
- wait 15 ticks
- stopeffect id "電光連擊%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 絕對零度 ]
- if uncolored name of player's tool contains "絕對零度":
- if Skill(player, "&c絕對零度", {@絕對零度.Max}, {@絕對零度.CD}, {@絕對零度.MP}) is true:
- set {冷卻.%player%::絕對零度} to now
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 0
- wait 0.5 second
- if {玩家資料.%player%::玩家等級} is more than or equal to 100:
- set {_120核爆A} to 5
- set {_120核爆B} to 2
- else:
- set {_120核爆A} to 3
- set {_120核爆B} to 1
- play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
- drawDot count 1, particle "explosionhuge", XYZ 0, 0, 0, center player, visibleRange 32, pulseDelay 2, keepFor 0.3 seconds
- loop entities in radius 7 of player:
- if loop-entity isn't a player or a dropped item:
- drawDot count 14, particle "crit", XYZ -1, 1, 1, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
- drawDot count 8, particle "explosion", XYZ 0.3, 1, -0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
- make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})
- wait 1 tick
- play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
- loop entities in radius 5 of player:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})
- wait 1 tick
- play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
- loop entities in radius {_120核爆A} of player:
- if loop-entity isn't a player or a dropped item:
- make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})*{_120核爆B}
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 魔力湧動 ]
- if uncolored name of player's tool contains "魔力湧動":
- if Skill(player, "&5魔力湧動", {@魔力湧動.Max}, {@魔力湧動.CD}, {@魔力湧動.MP}) is true:
- set {冷卻.%player%::魔力湧動} to now
- drawWarpRings style 9, particle "fireworkspark", center player, id "魔力湧動%player%", rainbowMode false, scan true, height 3, radius 6, ringCount 12, ringDensity 12, visibleRange 32, pulseDelay 1
- drawWarpRings style 6, particle "spellinstant", center player, id "魔力湧動2%player%", rainbowMode false, scan true, height 5, radius 5, ringCount 10, ringDensity 10, visibleRange 32, pulseDelay 1
- play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 2
- if {BUFF.魔力湧動time::%player%} isn't set:
- set {BUFF.魔力湧動time::%player%} to now
- set {BUFF.魔力湧動倍率::%player%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
- send "{@Tag} &b%player% &f的 &f<&5魔力湧動&f> &f使你增加了 &c%{技能.%player%::魔力湧動}*6% &f額外經驗值倍率"
- execute player command "魔力湧動效果持續檢測時間"
- loop entities in radius 7 of player:
- if loop-entity is a player:
- if {BUFF.魔力湧動time::%loop-entity%} isn't set:
- set {BUFF.魔力湧動time::%loop-entity%} to now
- set {BUFF.魔力湧動倍率::%loop-entity%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
- execute loop-entity command "魔力湧動效果持續檢測時間"
- send "{@Tag} &b%player% &f的 &f<&5魔力湧動&f> &f使你增加了 &c%{技能.%player%::魔力湧動}*6%%% &f額外經驗值倍率" to loop-entity
- wait 10 ticks
- stopeffect id "魔力湧動%player%"
- stopeffect id "魔力湧動2%player%"
- stop
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ Buff 增益效果 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- #[ 魔力湧動 ]
- on command:
- command is "魔力湧動效果持續檢測時間"
- cancel event
- if {BUFF.魔力湧動倍率::%player%} isn't set:
- stop
- set {_executename} to "%player%"
- set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
- while {_冷卻} is less than {@魔力湧動.受益時間} second:
- set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
- wait 5.1 seconds
- if player is online:
- send "{@Tag} &c<&5魔力湧動&c> &c持續時間已到" to player
- delete {BUFF.魔力湧動time::%{_executename}%}
- delete {BUFF.魔力湧動倍率::%{_executename}%}
- on join:
- if {BUFF.魔力湧動time::%player%} is set:
- send "{@Tag} &c<&5魔力湧動&c> &c因離線而效果消失" to player
- delete {BUFF.魔力湧動time::%player%}
- delete {BUFF.魔力湧動倍率::%player%}
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- # [ ClearVariable 清除變數 ]
- #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
- on any movement:
- {冷卻.%player%::死亡冰刺} is set:
- set {_冷卻} to difference between {冷卻.%player%::死亡冰刺} and now
- if {_冷卻} >= {@死亡冰刺.CD} second:
- delete {冷卻.%player%::死亡冰刺}
- {冷卻.%player%::電光連擊} is set:
- set {_冷卻} to difference between {冷卻.%player%::電光連擊} and now
- if {_冷卻} >= {@電光連擊.CD} second:
- delete {冷卻.%player%::電光連擊}
- {冷卻.%player%::絕對零度} is set:
- set {_冷卻} to difference between {冷卻.%player%::絕對零度} and now
- if {_冷卻} >= {@絕對零度.CD} second:
- delete {冷卻.%player%::絕對零度}
- {冷卻.%player%::魔力湧動} is set:
- set {_冷卻} to difference between {冷卻.%player%::魔力湧動} and now
- if {_冷卻} >= {@魔力湧動.CD} second:
- delete {冷卻.%player%::魔力湧動}
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