用户:指令者查看:10 回复:5 评论:10 创建时间:2023-08-14T11:42:10
我写了一个die码外挂(作者专用)
但是yee剑来我地图测试的时候他可以秒掉我(作者)
我也可以秒他(
控制台输出的伤害高的离谱))
问一下是为什么))
console.clear();
function takeDamage(damage, defense, toughness, protection, sharpness, jump, resistance) {
return ((damage + (sharpness ? sharpness * 0.5 + 0.5 : 0)) * (jump ? 1.5 : 1)) * (1 - Math.min(20, Math.max(defense / 5, defense - (damage / (2 + toughness / 4)))) / 25) * (1 - protection * 0.04) * (1 - (resistance ? resistance : 0) * 0.2)
}
//一个简单的射击PvP
world.onPlayerJoin(async ({ entity }) => {
entity.enableDamage = true;
entity.maxHp = 20;
entity.hp = 20;
entity.player.scale = 0.4;
entity.player.喵 = 0;
if (entity.player.name == "指令者") {
entity.player.damage = 999999999;//原伤害{999999}
entity.player.defense = 0;//盔甲值
entity.player.toughness = 999999999;//盔甲韧性{999999}
entity.player.protection = 999999999;//保护等级{999999}
entity.player.sharpness = 999999999;//锋利附魔{999999}
entity.player.jump = 0;//是否跳跃
entity.player.resistance = 999999999;//抗性提升等级{999999}
entity.player.coin = Infinity;
} else {
entity.player.damage = 4;//原伤害木剑4,石剑6,铁剑7,钻石剑8,下界合金剑8{999999}
entity.player.defense = 0;//盔甲值下界合金(20)>钻石(20)>铁(15)>锁链(12)>金(11)>皮革(7)>无护甲(0)
entity.player.toughness = 0;//盔甲韧性下界合金盔甲12,钻石8{999999}
entity.player.protection = 0;//保护等级0-4{999999}
entity.player.sharpness = 0;//锋利附魔0-5{999999}
entity.player.jump = 0;//是否跳跃
entity.player.resistance = 0;//抗性提升等级0-5{999999}
entity.player.coin = 0;
};
entity.player.onPress(async ({ button, raycast: { hitEntity, direction } }) => {
if (button !== 'action0' || !hitEntity || hitEntity.isPlayer === false) {
return;
}
hitEntity.velocity.x += direction.x;
hitEntity.velocity.y += 0.5;
hitEntity.velocity.z += direction.z;
hitEntity.player.color.set(1, 0, 0);
console.log(takeDamage(hitEntity.player.damage, hitEntity.player.defense, hitEntity.player.toughness, hitEntity.player.protection, entity.player.sharpness, entity.player.jump, hitEntity.player.resistance))
hitEntity.hurt(takeDamage(hitEntity.player.damage, hitEntity.player.defense, hitEntity.player.toughness, hitEntity.player.protection, entity.player.sharpness, entity.player.jump, hitEntity.player.resistance), {
attacker: entity,
});
await sleep(100);
hitEntity.player.color.set(1, 1, 1);
});
});
SKQA40:32 hitEntity
* entity
40:179 jump
* moveState == GamePlayerMoveState.JUMP || entity.player.moveState == GamePlayerMoveState.DOUBLE_JUMP
41:35 hitEntity
* entity
41:182 jump
* moveState == GamePlayerMoveState.JUMP || entity.player.moveState == GamePlayerMoveState.DOUBLE_JUMP
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