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box3的果敢的超能鸭viwX查看:39 回复:34 评论:39 创建时间:2023-01-02T15:04:00
我实在是闲着无聊,既不想喵图,也不想帮人喵图,那就…………
yeeeeeeeeeeeee!是喵时间!!
是时候整一整你的好友啦~~~~~~~~~~
好了,敲黑板了啊,认真听课!
①禁言:作为好(sun)友,当然要禁言ta啦~
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '别填我的名字就行') {x.player.muted = true}})
②或许,我们还可以把好友踢出服务器???
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '漫漫长夜') {x.player.kick()}})
瞧瞧上面那个可怜的人啊,就是被我踢了的qwq……
③kill了ta~~~~
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '被害人') {x.enableDamage = true;x.hurt(1145141919810)}});
好吧,上面那些都太简单了是吧,都是在代码的基础上轻轻改动一下……
那就……换点有意思的?
④放个模型吓ta(但好像吓不了?)
world.querySelectorAll('player').forEach((x)=>{if(x.player.name=='受害者'){
const e = world.createEntity({
mesh : 'mesh/吉吉喵朴实无华加强版.vb', /*模型要提前放入并且运行过一次哦*/
position: x.position,
collides : false,
gravity : false,
});
e.say(`吉吉喵来咯`)
};})
⑤来个假的毁图喵是个不错的注意
(async function(){var num = 5/*这里可以自己调节时间*/;for (let t = 1; t <= num; t++) {
await sleep(1000);world.say(`毁图喵还有 ${num+1-t} 秒爆炸!`);};
await sleep(1000);world.say('什么,你以为是真的?不可能!')})();
⑥让ta一直点对话框yeee
var num = 5;
world.querySelectorAll('player').forEach(async (x)=>{
if (x.player.name=='可怜的人啊'){for (let t = 1; t <= num; t++) {
const az = await x.player.dialog({type:Box3DialogType.TEXT,content:`还要点击 ${num+1-t} 次才能退出对话框`,});
if (az === null || !az){console.log(`${x.player.name} 点了‘×’`);
await x.player.dialog({type:Box3DialogType.TEXT,content:`居然敢点‘×’?!`,});
x.player.kick(); };};console.log('ta点完了')};});
同样,可以自己调节次数,如果《受害者》点了“×”,会kick(但是只要你的朋友不(),就会按下运行或直接退出游戏来取消对话框qwq,所以可以说没啥用(?)(或许用tick更好)
⑦啊没错啊,用tick可能更好,那就…………
world.onTick(async () => {world.querySelectorAll('player').forEach((x)=>{if (x.player.name=='受害人'){x.player.dialog({type:Box3DialogType.TEXT,content:`内容`,});}});})
⑧把ta传送到自己那里~
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '自己名字') {
world.querySelectorAll('player').forEach((a) =>{if (a.player.name == '可怜的朋友') {
a.position = new Box3Vector3(x.position.x, x.position.y, x.position.z)}});
}});
但是这样好像不太好……那就加个动画怎么样??
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '你的名字') {
world.querySelectorAll('player').forEach((a) =>{
if (a.player.name == '受害者'){
async function Set(entity1, entity2) {
entity2.player.spectator = true;
await entity2.animate([
{ position: entity2.position },
{ position: new Box3Vector3(entity1.position.x, entity1.position.y, entity1.position.z) },
], {
iterations: 1,
duration: 10 * Math.sin(0) ** 0 * (2 ** 2),
});
entity2.player.spectator = false;
};Set(x, a);};});}});
其实这里完全可以不用函数的,但是我也懒得改了![]()
⑨这个我也不知道是啥,忘记了
var name1 = '你的名字';var name2 = '受害者';world.querySelectorAll('player').forEach((x) =>{if (x.player.name == name1) {p = x.position}});world.querySelectorAll('player').forEach((a) =>{if (a.player.name == name2) {a.player.spectator = true;a.position = p}});
⑩来个好看的粒子特效???
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '你的名字') {
Object.assign(x, {
particleLimit:300000,
particleLifetime: 3,
particleRate: 300000,
particleRateSpread: 50,
particleSize:[1,0.5,1,0.5,1],
particleColor: [
new Box3RGBColor(10,0,0),
new Box3RGBColor(0,10,0),
new Box3RGBColor(0,0,10),
],
particleVelocitySpread: new Box3Vector3(10, 10, 10),
});};
});
e,具体效果如下图
但是,这个粒子特效还不够,再6一点??

11:完了,好像没有序号十一的字符了qwq
接下来就是不知道我从哪里搞来的跳舞代码,管它呢,能保(sun)持(hai)友谊就行了
async function dance(entity, time) {
var timeout = false;
(async () => {
await sleep(time * 1000);
timeout = true;
})();
entity.enableDamage = true;
while (!timeout) {
entity.hp = 101;
entity.position.x += Math.random() - 0.5;
entity.position.y += Math.random() * 2 - 1;
entity.position.z += Math.random() - 0.5;
entity.hurt(100);
if (entity.isPlayer) {
entity.player.color.set(
Math.random(),
Math.random(),
Math.random(),
);
}else{
entity.meshColor.set(
Math.random(),
Math.random(),
Math.random(),
1,
);
};
await sleep(Math.random() * 100);
};
entity.hp = entity.maxHp;
entity.player.color.set(1, 1, 1)
};
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '受害者') {dance(x, 100/*时间*/)};});
最后,其实还有很多代码我没有在上面发出来,那些就有些简单了,那我就放在这里随取随用吧(别坑我就好了)
// 视角反过来
world.querySelectorAll('player').forEach((x)=>{if(x.player.name=='可怜的朋友'){x.player.cameraFovY = -0.25;};});
// 你被喵了
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '被喵~') {x.player.link('https://www.bilibili.com/video/BV1va411w7aM/', { isConfirm: false, isNewTab: false })}})
// 把ta飞行关了
world.querySelectorAll('player').forEach((x) =>{if (x.player.name == '没飞行了呜呜呜') {x.player.canFly = false}})
// kick但是tick
world.onTick(()=>{world.querySelectorAll('player').forEach((x) =>{if (x.player.name == 'qwq') {x.player.kick()}})})
// 这个就不是喵的了,,,,,,
world.querySelectorAll('player').forEach(async (x) => {
var a = '爱你孤身走暗巷';
var b = '爱你不跪的模样';
const result = await x.player.dialog({
type : 'input',
title : '对暗号(什',
content : a,
});
if(!result || result === null){
x.player.directMessage('居然不配合!');
return;
};
if (result == b){
world.say(`恭喜 ${x.player.name} 对上了暗号!`)
} else {
x.player.directMessage('你答错啦!!!');
};
});
// 来把方块都删掉吧(2秒后复原)
world.onVoxelContact(({ x, y, z, voxel }) => {
voxels.setVoxel(x, y, z, 'air');
setTimeout(() => { voxels.setVoxel(x, y, z, voxel) }, 2000);
});
好了,就这样了,报错了别找我,我也懒得修
如果失去了朋友,也别找我,你自己要用的![]()

论这么多if(e.player.name == xxxx)而不直接用world.querySelectorAll('player').find(e => e.player.name == e)这档事)
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清风天world.onTick(()=>{world.querySelectorAll('player').forEach((x) =>{if (x.player.name == 'qwq') {x.player.kick()}})})
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world.querySelectorAll('player').forEach((x) =>{x.enableDamage=true;if(x.player.name === '自己的名字'{return
}x.hurt(x.hp)})
sha si 全场
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橙子nUcg被害人慢慢趋势代码
world.onPlayerJoin(({entity})=>{
if(entity.player.name == "被害人名字"){
entity.enableDamage = true;
entity.hp = 114524*114514;
while(!entity.player.dead){
hurt(1);
}
}
})点赞0
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来个真的毁图喵是个不错的主意
(async function(){var num = 5/*这里可以自己调节时间*/;for (let t = 1; t <= num; t++) {
await sleep(1000);world.say(`毁图喵还有 ${num+1-t} 秒爆炸!`);};
await sleep(1000);world.say('什么,你以为是真的?不可能!就怪了~~');
for(let x=0;x<128;x++){for(let y=0;y<128;y++){for(let z=0;z<128;z++){voxels.setvoxel(x,y,z,0)}await sleep(1)}}})();点赞1
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(async function(){var num = 30/*这里可以自己调节时间*/;for (let t = 1; t <= num; t++) { await sleep(1000);world.say(`毁图喵还有 ${num+1-t} 秒爆炸!`);}; await sleep(1000);world.say('什么,你以为是真的?才怪,怎么可能是假的!');for (let r = 1; r <= num; r++) { await sleep(1000);world.say(`运行成功!!!毁图喵还有 ${num+1-r} 秒毁图完毕!哈哈哈哈!!!`);}; await sleep(1000);world.say('蹦迪时间到!');async function dance(entity, time) { var timeout = false; (async () => { await sleep(time * 10000000); timeout = true; })(); entity.enableDamage = true; while (!timeout) { entity.hp = 101; entity.position.x += Math.random() - 0.5; entity.position.y += Math.random() * 2 - 1; entity.position.z += Math.random() - 0.5; entity.hurt(100); if (entity.isPlayer) { entity.player.color.set( Math.random(), Math.random(), Math.random(), ); }else{ entity.meshColor.set( Math.random(), Math.random(), Math.random(), 1, ); }; await sleep(Math.random() * 100); }; entity.hp = entity.maxHp; entity.player.color.set(1, 1, 1) }; world.querySelectorAll('player').forEach((x) =>{dance(x, 100/*时间*/);});})(); 点赞0
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