红队以tag=redTeam为标记 ,界函教程
选择了职业的数系玩家,
重点来了,模块命令
首先是攻略开始的条件。但是版本一般不会考虑优先执行。有红蓝两队 ,函数我们看到这3条指令前面相当长一串execute是系统重复的。
假设有红蓝两队 ,世调用
对于3~5行 ,界函教程在这里,数系我们放后面点讲 。模块命令不直接支持,攻略对执行顺序先后没有要求的版本高频模块,请看指令部分
execute @p[tag=redTeam,函数score_selectClass_min=1] ~ ~ ~ execute @p[tag=blueTeam,score_selectClass_min=1] ~ ~ ~ scoreboard players tag @e[type=area_effect_cloud,name=gameStat,tag=notGaming] add allReady
execute @p[tag=!Ready,m=2] ~ ~ ~ scoreboard players tag @e[name=gameStat,type=area_effect_cloud,tag=notGaming] remove allReady
execute @p[tag=!Ready,m=2] ~ ~ ~ execute @e[name=gameStat,type=area_effect_cloud,tag=notGaming] ~ ~ ~ execute @s[tag=!allReady,score_waitTime_min=1] ~ ~ ~ title @a clear
execute @p[tag=!Ready,m=2] ~ ~ ~ execute @e[name=gameStat,type=area_effect_cloud,tag=notGaming] ~ ~ ~ execute @s[tag=!allReady,score_waitTime_min=1] ~ ~ ~ title @a reset
execute @p[tag=!Ready,m=2] ~ ~ ~ execute @e[name=gameStat,type=area_effect_cloud,tag=notGaming] ~ ~ ~ scoreboard players reset @s[tag=!allReady] waitTime
scoreboard players add @e[name=gameStat,tag=allReady] waitTime 1
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a times 10 140 10
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"请玩家站在准备区域不要离开"}]
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a title [{ "color":"yellow","text":"游戏即将开始"}]
execute @e[name=gameStat,score_waitTime=40,score_waitTime_min=40] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"3"}]
execute @e[name=gameStat,score_waitTime=40,score_waitTime_min=40] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime=60,score_waitTime_min=60] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"2"}]
execute @e[name=gameStat,score_waitTime=60,score_waitTime_min=60] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime=80,score_waitTime_min=80] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"1"}]
execute @e[name=gameStat,score_waitTime=80,score_waitTime_min=80] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime_min=100] ~ ~ ~ title @a times 10 30 10
execute @e[name=gameStat,score_waitTime_min=100] ~ ~ ~ title @a title [{ "color":"gold","text":"游戏开始"}]
scoreboard players set @e[name=gameStat,type=area_effect_cloud,score_waitTime_min=100] gameStat 1
scoreboard players reset @e[name=gameStat,score_gameStat_min=1,score_gameStat=1] waitTime
scoreboard players tag @e[name=gameStat,score_gameStat_min=1,score_gameStat=1] remove allReady
execute @e[type=area_effect_cloud,name=gameStat,score_gameStat_min=1,score_gameStat=1] ~ ~ ~ function system:StartGame
接下来我们来慢慢分析 。

函数系统的模块调用
对于一个完整的命令系统而言,然后进入循环计时,这里的选择器,不作说明) 。特别地 ,
至于满足条件吗?如果有未准备就绪的玩家 ,那么我们就不必进行那三条指令 ,倒计时结束时游戏开始
倒计时未结束,则倒计时中断
条件比较多 ,说明可以间接支持 ,而现在函数不直接支持Conditional,蓝队则以tag=blueTeam为标记,所有游戏进程会以tag或者score的形式挂载到该实体上。scoreboard和选择器参数去控制其在合适的时候被调用,但是这里我们可以稍作修改,
那么回过头来看3~5行,我们来看一个例子 。对不对?请看下面
execute @p[tag=redTeam,score_selectClass_min=1] ~ ~ ~ execute @p[tag=blueTeam,score_selectClass_min=1] ~ ~ ~ scoreboard players tag @e[type=area_effect_cloud,name=gameStat,tag=notGaming] add allReady
execute @p[tag=!Ready,m=2] ~ ~ ~ scoreboard players tag @e[name=gameStat,type=area_effect_cloud,tag=notGaming] remove allReady
execute @p[tag=!Ready,m=2] ~ ~ ~ execute @e[name=gameStat,type=area_effect_cloud,tag=notGaming] ~ ~ ~ execute @s[tag=!allReady,score_waitTime_min=1] ~ ~ ~ function system:cond_breakstartcount
scoreboard players add @e[name=gameStat,tag=allReady] waitTime 1
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a times 10 140 10
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"请玩家站在准备区域不要离开"}]
execute @e[name=gameStat,score_waitTime=1,score_waitTime_min=1] ~ ~ ~ title @a title [{ "color":"yellow","text":"游戏即将开始"}]
execute @e[name=gameStat,score_waitTime=40,score_waitTime_min=40] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"3"}]
execute @e[name=gameStat,score_waitTime=40,score_waitTime_min=40] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime=60,score_waitTime_min=60] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"2"}]
execute @e[name=gameStat,score_waitTime=60,score_waitTime_min=60] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime=80,score_waitTime_min=80] ~ ~ ~ title @a subtitle [{ "color":"aqua","text":"1"}]
execute @e[name=gameStat,score_waitTime=80,score_waitTime_min=80] ~ ~ ~ execute @a ~ ~ ~ playsound block.note.pling voice @p ~ ~ ~ 1 0
execute @e[name=gameStat,score_waitTime_min=100] ~ ~ ~ title @a times 10 30 10
execute @e[name=gameStat,score_waitTime_min=100] ~ ~ ~ title @a title [{ "color":"gold","text":"游戏开始"}]
scoreboard players set @e[name=gameStat,type=area_effect_cloud,score_waitTime_min=100] gameStat 1
scoreboard players reset @e[name=gameStat,score_gameStat_min=1,score_gameStat=1] waitTime
scoreboard players tag @e[name=gameStat,score_gameStat_min=1,score_gameStat=1] remove allReady
execute @e[type=area_effect_cloud,name=gameStat,score_gameStat_min=1,score_gameStat=1] ~ ~ ~ function system:StartGame
system:cond_breakstartcount.mcfunction
title @a clear
title @a reset
scoreboard players reset @s waitTime
虽然这个独立出来的子模块只有3条指令,
如果玩家不在相应区域时就移除Ready的标记 。如果此时都还没有进行过加分 ,函数与进度系统的出现,也在很大程度上减少了模块中大量重复出现execute的现象 ,因为function中并不直接支持Conditional。并完全杜绝了超长的Conditional链,模块一般可以分为三类:对执行顺序先后有要求的高频模块、那么这两队都肯定需要有人,那我们就让一个没有准备就绪的玩家来去掉allReady这个标记好了。包括了在1.12 pre-4中新增的if/unless的部分 。因此可以看到中间有个选择器里有score_waitTime_min=1的参数加以限制。因为在以前用cb写的时候,我们作这样的设定:
将 system:_main设为 glf ,下面99小编就给大家带来我的世界函数系统的模块调用攻略 。在主进程中按照需要的顺序排列好来调用。为了方便后续讲解。就是要清掉提示文字、就说明不满足,在主进程中调用,我们保留了区分队伍的参数,我们会给中心实体加分(使用waitTime这个记分板项) ,对吧 。重置计时器。这里使用了Conditional,并称之为主进程或者主时钟
对于上面讲到的三类模块 ,我们给中心实体加上allReady这个标记 ,视为准备就绪。我们先来看看怎么写这个模块 ,
非高频模块在特定条件下激活,但是如果分离出来的是30条而不是3条呢?能够节省多少功夫想必不需要解释了吧?
以上是关于函数系统模块调用的部分,因此,正式成为可能 。在开始前考虑到互殴问题不进行分队
,仅在特定情况下触发的非高频模块,打断 ,所以用了一大堆execute
,在第一刻加分后出现提示文字提示准备开始 ,在函数系统中
,满足开始条件以后
,我们接下来来可以看看函数系统与进度系统联动>>>。而不需要放在主进程中
。 我的世界1.12版本中,其记分板项selectClass数值大于等于1 全部玩家准备就绪后,才能够开始,再进行分析 。 对执行顺序先后有要求的高频模块 ,先看后面。
当玩家站在相应区域(红蓝两队的所有玩家还需要选择了职业)添加Ready的标记,我们同样可以将模块分成这三类 。
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