henry900326

Untitled

Sep 17th, 2018
146
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 29.57 KB | None | 0 0
  1. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  2. # [ Options 選項 ]
  3. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  4. Options:
  5. Tag: &6技能 &c&l>>
  6.  
  7. #[ 死亡冰刺 ]
  8. 死亡冰刺.CD: 5
  9. 死亡冰刺.MP: 120
  10. 死亡冰刺.Max: 5
  11.  
  12. #[ 電光連擊 ]
  13. 電光連擊.CD: 3
  14. 電光連擊.MP: 110
  15. 電光連擊.Max: 5
  16.  
  17. #[ 絕對零度 ]
  18. 絕對零度.CD: 16
  19. 絕對零度.MP: 400
  20. 絕對零度.Max: 10
  21.  
  22. #[ 遠古法術精通 ]
  23. 遠古法術精通.Max: 10
  24.  
  25. #[ 閃雷 ]
  26. 閃雷.Max: 5
  27.  
  28. #[ 魔力湧動 ]
  29. 魔力湧動.CD: 60
  30. 魔力湧動.受益時間: 60
  31. 魔力湧動.MP: 350
  32. 魔力湧動.Max: 5
  33.  
  34.  
  35.  
  36.  
  37. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  38. # [ Function 函式 ]
  39. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  40. Function 冰雷魔導skill(P:player):
  41. 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》"
  42. 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"
  43. if {技能.%{_P}%::死亡冰刺} >= 5:
  44. 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"
  45. else if {技能.%{_P}%::死亡冰刺} >= 0:
  46. 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"
  47. 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"
  48. if {技能.%{_P}%::電光連擊} >= 5:
  49. 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"
  50. else if {技能.%{_P}%::電光連擊} >= 0:
  51. 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"
  52. 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"
  53. if {技能.%{_P}%::絕對零度} >= 10:
  54. 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"
  55. else if {技能.%{_P}%::絕對零度} >= 0:
  56. 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"
  57. 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"
  58. if {技能.%{_P}%::閃雷} >= 5:
  59. 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"
  60. else if {技能.%{_P}%::閃雷} >= 0:
  61. 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"
  62. 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"
  63. if {技能.%{_P}%::遠古法術精通} >= 10:
  64. 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"
  65. else if {技能.%{_P}%::遠古法術精通} >= 0:
  66. 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"
  67. 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"
  68. if {技能.%{_P}%::魔力湧動} >= 5:
  69. 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"
  70. else if {技能.%{_P}%::魔力湧動} >= 0:
  71. 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"
  72.  
  73. Function SkillLevelUp(P:player, S:text, M:number):
  74. if {玩家資料.%{_P}%::剩餘技能點} is larger than 0:
  75. {技能.%{_P}%::%{_S}%} < {_M}
  76. {技能.%{_P}%::%{_S}%} >= 0
  77. remove 1 from {玩家資料.%{_P}%::剩餘技能點}
  78. add 1 to {技能.%{_P}%::%{_S}%}
  79. else:
  80. send "&6技能 >> &c您的技能點數不足 無法升級該技能" to {_P}
  81.  
  82. Function Skill(P:player, S:text, Max:number, CD:number, MP:number) :: boolean:
  83. set {_Skill} to uncolored {_S}
  84. if {技能.%{_P}%::%{_Skill}%} <= 0:
  85. send "{@Tag} &c尚未學習 &f<%{_S}%&f>" to {_P}
  86. return false
  87. stop
  88. if {技能.%{_P}%::%{_Skill}%} > {_Max}:
  89. 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}
  90. return false
  91. stop
  92. set {_冷卻} to "%difference between {冷卻.%{_P}%::%{_Skill}%} and now%"
  93. replace "seconds" and "second" and " " with "" in {_冷卻}
  94. set {_冷卻} to {_冷卻} parsed as number
  95. set {_CD} to {_CD} parsed as number
  96. if {_冷卻} is less than {_CD}:
  97. set {_冷卻} to "%difference between {_CD} and {_冷卻}%"
  98. replace "seconds" and "second" and " " with "" in {_冷卻}
  99. send "{@Tag} &f技能冷卻中 &f<%{_S}%&f> &f還有 &e%{_冷卻}% &f秒" to {_P}
  100. return false
  101. stop
  102. if {玩家魔力值.%{_P}%} is larger or equal to {_MP}:
  103. remove {_MP} from {玩家魔力值.%{_P}%}
  104. set {_math} to 0.99 * {玩家魔力值.%{_P}%} / {玩家資料.%{_P}%::魔力值}
  105. if {_math} is more than or equal to 1:
  106. set {_math} to 0.99
  107. set level progress of {_P} to {_math}
  108. set {_P}'s level to {玩家魔力值.%{_P}%}
  109. send "{@Tag} &f施放技能 &f<%{_S}%&f> &f消耗了 &9%{_MP}% &f魔力值" to {_P}
  110. else:
  111. send "{@Tag} &c魔力不足 無法施放 &f<%{_S}%&f>" to {_P}
  112. return false
  113. stop
  114. return true
  115.  
  116.  
  117. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  118. # [ SkillGui 技能介面 ]
  119. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  120. command /skill4C:
  121. trigger:
  122. if {玩家資料.%player%::玩家職業} is "冰雷魔導":
  123. set {技能.%player%::死亡冰刺} to {技能.%player%::死亡冰刺} parsed as number
  124. set {技能.%player%::電光連擊} to {技能.%player%::電光連擊} parsed as number
  125. set {技能.%player%::絕對零度} to {技能.%player%::絕對零度} parsed as number
  126. set {技能.%player%::閃雷} to {技能.%player%::閃雷} parsed as number
  127. set {技能.%player%::遠古法術精通} to {技能.%player%::遠古法術精通} parsed as number
  128. set {技能.%player%::魔力湧動} to {技能.%player%::魔力湧動} parsed as number
  129. open chest with 5 rows named "&c&l冰雷魔導[3轉] &6&l技能介面" to player
  130. wait 1 ticks
  131. loop 2 times:
  132. set slot (loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  133. set slot (loop-number + 5) of player's current inventory to 1 of gray stained glass pane named "&7"
  134. set slot (1 + (loop-number * 2)) of player's current inventory to 1 of orange stained glass pane named "&7"
  135. loop 6 times:
  136. set slot ((loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  137. set slot (8 + (loop-number - 1) * 9) of player's current inventory to 1 of gray stained glass pane named "&7"
  138. loop 7 times:
  139. set slot (9 + loop-number) of player's current inventory to 1 of orange stained glass pane named "&7"
  140. set slot (36 + loop-number) of player's current inventory to 1 of gray stained glass pane named "&7"
  141. 冰雷魔導skill(player)
  142.  
  143. on inventory click:
  144. name of player's current inventory contains "冰雷魔導[3轉]":
  145. cancel event
  146. if lore of item contains "&a點此升級死亡冰刺":
  147. SkillLevelUp(player,"死亡冰刺",{@死亡冰刺.Max})
  148. if lore of item contains "&a點此升級電光連擊":
  149. SkillLevelUp(player,"電光連擊",{@電光連擊.Max})
  150. if lore of item contains "&a點此升級絕對零度":
  151. SkillLevelUp(player,"絕對零度",{@絕對零度.Max})
  152. if lore of item contains "&a點此升級閃雷":
  153. SkillLevelUp(player,"閃雷",{@閃雷.Max})
  154. if lore of item contains "&a點此升級遠古法術精通":
  155. if {玩家資料.%player%::剩餘技能點} is larger than 0:
  156. SkillLevelUp(player,"遠古法術精通",{@遠古法術精通.Max})
  157. add 40 to {玩家資料.%player%::魔力值}
  158. add 30 to {玩家資料.%player%::魔法攻擊力}
  159. add 3 to {玩家資料.%player%::魔量恢復量}
  160. if lore of item contains "&a點此升級魔力湧動":
  161. SkillLevelUp(player,"魔力湧動",{@魔力湧動.Max})
  162. 冰雷魔導skill(player)
  163.  
  164.  
  165.  
  166. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  167. # [ Skill 技能 ]
  168. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  169. on right click:
  170. name of player is "LeisureAW"
  171. {玩家資料.%player%::玩家職業} is "冰雷魔導"
  172. set {_STRATK} to {玩家資料.%player%::力量} * 0.5
  173. set {_DEXATK} to {玩家資料.%player%::敏捷} * 0.7
  174. set {_INTATK} to {玩家資料.%player%::智慧} * 0.6
  175. set {_LUKATK} to {玩家資料.%player%::幸運} * 0.4
  176. set {_PHYSICDMG} to {玩家資料.%player%::物理攻擊力}
  177. set {_MAGICDMG} to {玩家資料.%player%::魔法攻擊力}
  178. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  179. add ({_STRATK} + {_DEXATK} + {_LUKATK}) to {_PHYSICDMG}
  180. add ({_INTATK} + {_LUKATK}) to {_MAGICDMG}
  181. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  182. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.2 to {_PHYSICDMG}
  183. add ({_INTATK} + {_LUKATK})*1.2 to {_MAGICDMG}
  184. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  185. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.4 to {_PHYSICDMG}
  186. add ({_INTATK} + {_LUKATK})*1.4 to {_MAGICDMG}
  187. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  188. add ({_STRATK} + {_DEXATK} + {_LUKATK})*1.8 to {_PHYSICDMG}
  189. add ({_INTATK} + {_LUKATK})*1.8 to {_MAGICDMG}
  190. set {_check} to {玩家資料.%player%::最大血量}
  191. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 0:
  192. add ({玩家資料.%player%::力量} * 5) to {_check}
  193. add ({玩家資料.%player%::智慧} * 4) to {_check}
  194. add ({玩家資料.%player%::敏捷} * 3) to {_check}
  195. add ({玩家資料.%player%::幸運} * 2) to {_check}
  196. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 1:
  197. add ({玩家資料.%player%::力量} * 5)*1.25 to {_check}
  198. add ({玩家資料.%player%::智慧} * 4)*1.25 to {_check}
  199. add ({玩家資料.%player%::敏捷} * 3)*1.25 to {_check}
  200. add ({玩家資料.%player%::幸運} * 2)*1.25 to {_check}
  201. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 2:
  202. add ({玩家資料.%player%::力量} * 5)*1.5 to {_check}
  203. add ({玩家資料.%player%::智慧} * 4)*1.5 to {_check}
  204. add ({玩家資料.%player%::敏捷} * 3)*1.5 to {_check}
  205. add ({玩家資料.%player%::幸運} * 2)*1.5 to {_check}
  206. if {幾轉職業::%{玩家資料.%player%::玩家職業}%} is 3:
  207. add ({玩家資料.%player%::力量} * 5)*2 to {_check}
  208. add ({玩家資料.%player%::智慧} * 4)*2 to {_check}
  209. add ({玩家資料.%player%::敏捷} * 3)*2 to {_check}
  210. add ({玩家資料.%player%::幸運} * 2)*2 to {_check}
  211. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  212. #[ 死亡冰刺 ]
  213. if uncolored name of player's tool contains "死亡冰刺":
  214. 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:
  215. set {冷卻.%player%::死亡冰刺} to now
  216. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 2
  217. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 1
  218. set {_location.1} to location at player
  219. increase y-coordinate of {_location.1} by 1
  220. set {_location.2} to block 15 horizontally in front and 0.4 up player
  221. set {_x.1} to x-coordinate of {_location.1}
  222. set {_x.2} to x-coordinate of {_location.2}
  223. set {_y.1} to y-coordinate of {_location.1}
  224. set {_y.2} to y-coordinate of {_location.2}
  225. set {_z.1} to z-coordinate of {_location.1}
  226. set {_z.2} to z-coordinate of {_location.2}
  227. set {_x.difference} to ({_x.2} - {_x.1}) / 10
  228. set {_y.difference} to ({_y.2} - {_y.1}) / 10
  229. set {_z.difference} to ({_z.2} - {_z.1}) / 10
  230. loop 10 times:
  231. set {_location.1} to location of {_location.1}
  232. increase x-coordinate of {_location.1} by {_x.difference}
  233. increase y-coordinate of {_location.1} by {_y.difference}
  234. increase z-coordinate of {_location.1} by {_z.difference}
  235. 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
  236. 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
  237. loop entities in radius 2.25 around block at location of {_location.1}:
  238. if loop-entity isn't a player or a dropped item:
  239. make player damage loop-entity by ({_MAGICDMG})*(8+2*{技能.%player%::死亡冰刺})
  240. apply slowness of tier 10 to loop-entity for 7 second
  241. play "BLOCK_GLASS_BREAK" to player with volume 1000 and pitch 0
  242. wait 5 tick
  243. stopEffect "死亡冰刺1%player%"
  244. stopEffect "死亡冰刺2%player%"
  245. stop
  246.  
  247.  
  248.  
  249. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  250. #[ 電光連擊 ]
  251. if uncolored name of player's tool contains "電光連擊":
  252. 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:
  253. set {冷卻.%player%::電光連擊} to now
  254. play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 0
  255. play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 1
  256. play "ENTITY_WITHER_SPAWN" to player with volume 1 and pitch 2
  257. 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
  258. wait 0.5 seconds
  259. if {玩家資料.%player%::玩家等級} is more than or equal to 115:
  260. set {_120電光連擊} to 17
  261. else:
  262. set {_120電光連擊} to 12
  263. drawDot count 25, particle "snowshovel", XYZ 0, 5, 0, center player, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
  264. loop entities in radius {_120電光連擊} of player:
  265. if loop-entity isn't a player or a dropped item:
  266. make player damage loop-entity by ({_MAGICDMG})*(16+1.2*{技能.%player%::電光連擊})
  267. drawDot count 8, particle "blockdust", material glowstone, XYZ -0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  268. drawDot count 8, particle "crit", XYZ -0.5, 1, 0.5, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  269. drawDot count 25, particle "fireworkspark", XYZ 0.3, 5, -0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
  270. else if loop-entity is a player:
  271. heal loop-entity by 10
  272. wait 15 ticks
  273. stopeffect id "電光連擊%player%"
  274. stop
  275. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  276. #[ 絕對零度 ]
  277. if uncolored name of player's tool contains "絕對零度":
  278. 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:
  279. set {冷卻.%player%::絕對零度} to now
  280. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 0
  281. wait 0.5 second
  282. if {玩家資料.%player%::玩家等級} is more than or equal to 100:
  283. set {_120核爆A} to 5
  284. set {_120核爆B} to 2
  285. else:
  286. set {_120核爆A} to 3
  287. set {_120核爆B} to 1
  288. play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
  289. drawDot count 1, particle "explosionhuge", XYZ 0, 0, 0, center player, visibleRange 32, pulseDelay 2, keepFor 0.3 seconds
  290. loop entities in radius 7 of player:
  291. if loop-entity isn't a player or a dropped item:
  292. drawDot count 14, particle "crit", XYZ -1, 1, 1, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.1 seconds
  293. drawDot count 8, particle "explosion", XYZ 0.3, 1, -0.3, center loop-entity, visibleRange 32, pulseDelay 2, keepFor 0.2 seconds
  294. make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})
  295. wait 1 tick
  296. play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
  297. loop entities in radius 5 of player:
  298. if loop-entity isn't a player or a dropped item:
  299. make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})
  300. wait 1 tick
  301. play "ENTITY_GENERIC_EXPLODE" to player with volume 1 and pitch 0
  302. loop entities in radius {_120核爆A} of player:
  303. if loop-entity isn't a player or a dropped item:
  304. make player damage loop-entity by ({_MAGICDMG})*(3+0.6*{技能.%player%::絕對零度})*{_120核爆B}
  305. stop
  306. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  307. #[ 魔力湧動 ]
  308. if uncolored name of player's tool contains "魔力湧動":
  309. 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:
  310. set {冷卻.%player%::魔力湧動} to now
  311. 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
  312. 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
  313. play "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 2
  314. if {BUFF.魔力湧動time::%player%} isn't set:
  315. set {BUFF.魔力湧動time::%player%} to now
  316. set {BUFF.魔力湧動倍率::%player%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
  317. 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"
  318. execute player command "魔力湧動效果持續檢測時間"
  319. loop entities in radius 7 of player:
  320. if loop-entity is a player:
  321. if {BUFF.魔力湧動time::%loop-entity%} isn't set:
  322. set {BUFF.魔力湧動time::%loop-entity%} to now
  323. set {BUFF.魔力湧動倍率::%loop-entity%} to "%({技能.%player%::魔力湧動}*6)%" parsed as number
  324. execute loop-entity command "魔力湧動效果持續檢測時間"
  325. 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
  326. wait 10 ticks
  327. stopeffect id "魔力湧動%player%"
  328. stopeffect id "魔力湧動2%player%"
  329. stop
  330.  
  331. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  332. # [ Buff 增益效果 ]
  333. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  334. #[ 魔力湧動 ]
  335. on command:
  336. command is "魔力湧動效果持續檢測時間"
  337. cancel event
  338. if {BUFF.魔力湧動倍率::%player%} isn't set:
  339. stop
  340. set {_executename} to "%player%"
  341. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  342. while {_冷卻} is less than {@魔力湧動.受益時間} second:
  343. set {_冷卻} to difference between {BUFF.魔力湧動time::%{_executename}%} and now
  344. wait 5.1 seconds
  345. if player is online:
  346. send "{@Tag} &c<&5魔力湧動&c> &c持續時間已到" to player
  347. delete {BUFF.魔力湧動time::%{_executename}%}
  348. delete {BUFF.魔力湧動倍率::%{_executename}%}
  349.  
  350. on join:
  351. if {BUFF.魔力湧動time::%player%} is set:
  352. send "{@Tag} &c<&5魔力湧動&c> &c因離線而效果消失" to player
  353. delete {BUFF.魔力湧動time::%player%}
  354. delete {BUFF.魔力湧動倍率::%player%}
  355.  
  356.  
  357.  
  358. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  359. # [ ClearVariable 清除變數 ]
  360. #───────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────#
  361. on any movement:
  362. {冷卻.%player%::死亡冰刺} is set:
  363. set {_冷卻} to difference between {冷卻.%player%::死亡冰刺} and now
  364. if {_冷卻} >= {@死亡冰刺.CD} second:
  365. delete {冷卻.%player%::死亡冰刺}
  366.  
  367. {冷卻.%player%::電光連擊} is set:
  368. set {_冷卻} to difference between {冷卻.%player%::電光連擊} and now
  369. if {_冷卻} >= {@電光連擊.CD} second:
  370. delete {冷卻.%player%::電光連擊}
  371.  
  372. {冷卻.%player%::絕對零度} is set:
  373. set {_冷卻} to difference between {冷卻.%player%::絕對零度} and now
  374. if {_冷卻} >= {@絕對零度.CD} second:
  375. delete {冷卻.%player%::絕對零度}
  376.  
  377. {冷卻.%player%::魔力湧動} is set:
  378. set {_冷卻} to difference between {冷卻.%player%::魔力湧動} and now
  379. if {_冷卻} >= {@魔力湧動.CD} second:
  380. delete {冷卻.%player%::魔力湧動}
Advertisement
Add Comment
Please, Sign In to add comment