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《我的世界》1.12函数命令系统入门教程 函数命令怎么用

发布时间:2017-06-09 11:09:52 所属栏目:攻略战报 来源:我的世界中文论坛
导读:副标题#e# 《我的世界》1.12版本新增了函数命令这一内容,很多玩家觉得非常复杂,也有玩家发现这个命令可以完全脱离命令方块而存在,那么下面小编就为大家带来《我的世界》1.12函数命令系统入门教程,告诉大家函数命令怎么用,希望大家喜欢。 写在前面的话

  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。

  首先是开始的条件。有红蓝两队,那么这两队都肯定需要有人,才能够开始,考虑到同一选择器中不能重复使用tag的参数,我们保留了区分队伍的参数,而不是区分是否准备就绪的参数。因此,第一条指令的意思是,当存在选了职业并选红队的玩家以及选了职业并选蓝队的玩家,我们给中心实体加上allReady这个标记,以表明可能满足开始条件。

  至于满足条件吗?如果有未准备就绪的玩家,就说明不满足,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。

  对于3~5行,我们放后面点讲。先看后面。满足开始条件以后,我们会给中心实体加分(使用waitTime这个记分板项),在第一刻加分后出现提示文字提示准备开始,然后进入循环计时,最后计时满了,调用system:startgame这个函数来开始游戏(这里不是例子的部分,不作说明)。

  那么回过头来看3~5行,这里明显是打断的部分。打断,就是要清掉提示文字、重置计时器。如果此时都还没有进行过加分,那么我们就不必进行那三条指令,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。

  重点来了,我们看到这3条指令前面相当长一串execute是重复的。因为在以前用cb写的时候,这里我使用了Conditional,而现在函数不直接支持Conditional,所以我用了一大堆execute,但是这里我们可以稍作修改,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,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我解释了吧?

  以上是关于函数系统模块调用的部分,当中有提到使用进度系统来调用部分独立模块,我们接下来来讲这一部分。

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