
Lv.1
某只大屑。
在 必看彩色字体 中回复
font color=#F70008>彩</font><font color=#EF0010>虹</font><font color=#E70018>字</font><font color=#DF0020>是</font><font color=#D70028>一</font><font color=#CF0030>组</font><font color=#C70038>颜</font><font color=#BF0040>色</font><font color=#B70048>连</font><font color=#AF0050>续</font><font color=#A70058>变</font><font color=#9F0060>化</font><font color=#970068>的</font><font color=#8F0070>彩</font><font color=#870078>色</font><font color=#7F0080>字</font><font color=#770088>体</font><font color=#6F0090>,</font><font color=#670098>文</font><font color=#5F00A0>章</font><font color=#5700A8>中</font><font color=#4F00B0>加</font><font color=#4700B8>入</font><font color=#3F00C0>一</font><font color=#3700C8>小</font><font color=#2F00D0>段</font><font color=#2700D8>更</font><font color=#1F00E0>有</font><font color=#1700E8>特</font><font color=#0F00F0>色</font>
2022-12-23T15:59:19 点赞:0
在 [求助]:管喵代码 中回复
const ZZ = ['你的名字']
world.onChat(({ entity, message }) => {
if (message.startsWith('踢出') && ZZ.includes(entity.player.name)) {
world.querySelectorAll('player').forEach((x) => {
if (x.player.name == message.slice(2)) {
if (ZZ.includes(x.player.name)) {
entity.player.directMessage(`管喵不可被踢出!!!`)
} if (ZZ.includes(x.player.name)) return;
world.say(`${x.player.name} 被管喵 ${entity.player.name} 踢出了游戏!!`)
x.player.kick()
}
})
} else if ((message) == '清服') {
world.say('所有人退场!')
world.querySelectorAll('player').forEach((x) => {
if (ZZ.includes(x.player.name)) return;
x.player.kick()
})
}
})
var admin = ['你的名字']
world.onChat(({ entity, message }) => {
if (entity.isPlayer) {
if (message == '还原') {
entity.player.scale = 1
entity.player.runSpeed = 1
entity.player.invisible = false
entity.player.spectator = false
entity.player.color.set(1, 1, 1)
entity.player.canFly = false
entity.player.showName = true
entity.player.emissive = 0
entity.player.shininess = 0;
entity.hp = 100
}
if (admin.includes(entity.player.name)) {
if (message.startsWith('禁言')) {
if (message.slice(2) == entity.player.name) {
entity.player.directMessage('无法禁言自己,请重新尝试!')
} else {
world.querySelectorAll('player').forEach((x) => {
if (x.player.name == message.slice(2)) {
x.player.directMessage('你已被管喵禁言,请等待管喵解除')
world.say('有人被管喵禁言了!')
x.player.muted = true
}
})
}
}
if (message.startsWith('解除禁言')) {
if (message.slice(4) == entity.player.name) {
entity.player.directMessage('无法解除禁言自己,请重新尝试!')
} else {
world.querySelectorAll('player').forEach((x) => {
if (x.player.name == message.slice(4)) {
x.player.directMessage('你已被管喵解除禁言')
world.say('有人被管喵解除禁言了!')
x.player.muted = false
}
})
}
}
if (message.startsWith('惩罚')) {
if (message.slice(2) == entity.player.name) {
entity.player.directMessage('无法kill自己,请重新尝试!')
} else {
world.querySelectorAll('player').forEach((x) => {
if (x.player.name == message.slice(2)) {
x.player.directMessage('你已被管喵kill')
world.say('有人被管喵kill了!')
}
})
}
}
if (message == '特权') { entity.player.directMessage('亲爱的管喵你好!特殊功能包含变大、变小、还原大小、飞行、解除飞行、加速、隐身、现身、隐藏名字、显示名字、幽灵、解除幽灵、发光、还原发光、反光、还原反光、变红色、变蓝色、变绿色、变紫色、变黄色、变浅蓝色、还原颜色、瞬移、关闭瞬移、加血、、全部还原、关闭粒子特效、开启粒子特效、禁言(例如:禁言+禁言者名字)、解除禁言(例如:解除禁言+被禁言者名字)') }
if (message == '变大') { entity.player.scale += 5; world.say(entity.player.name + '变大了') }
if (message == '变小') { entity.player.scale += -0.5; world.say(entity.player.name + '变小了') }
if (message == '还原大小') { entity.player.scale = 1; world.say(entity.player.name + '还原了大小') }
if (message == '飞行') { entity.player.canFly = true; world.say(entity.player.name + '开启了飞行模式') } //这个有用吗?又不是跑酷。
if (message == '解除飞行') { entity.player.canFly = false; world.say(entity.player.name + '关闭了飞行模式') }
if (message == '加速') {
entity.player.walkSpeed += 50
entity.player.runSpeed += 50
entity.player.flySpeed += 50
world.say(entity.player.name + '加速了')
}
if (message == '隐身') { entity.player.invisible = true; world.say(entity.player.name + '隐身了') }
if (message == '现身') { entity.player.invisible = false; world.say(entity.player.name + '现身了') }
if (message == '隐藏名字') { entity.player.showName = false; world.say(entity.player.name + '隐藏了名字') }
if (message == '变身奥特曼') { entity.player.canFly = true; entity.player.scale += 6; entity.player.emissive = 1; entity.hp += 1000; world.say(entity.player.name + '变成了奥特曼') }
if (message == '显示名字') { entity.player.showName = true; world.say(entity.player.name + '显示了名字') }
if (message == '幽灵') { entity.player.spectator = true; world.say(entity.player.name + '开启了幽灵模式') }
if (message == '解除幽灵') { entity.player.spectator = false; world.say(entity.player.name + '关闭了幽灵模式') }
if (message == '发光') { entity.player.emissive = 1; world.say(entity.player.name + '开启了发光效果') }
if (message == '还原发光') { entity.player.emissive = 0; world.say(entity.player.name + '还原了发光效果') }
if (message == '反光') { entity.player.shininess = 1; world.say(entity.player.name + '开启了反光效果') }
if (message == '还原反光') { entity.player.shininess = 0; world.say(entity.player.name + '还原了反光效果') }
if (message == '变红色') { entity.player.color.set(1, 0, 0); world.say(entity.player.name + '变成了红色') }
if (message == '变蓝色') { entity.player.color.set(0, 0, 1); world.say(entity.player.name + '变成了蓝色') }
if (message == '变绿色') { entity.player.color.set(0, 1, 0); world.say(entity.player.name + '变成了绿色') }
if (message == '变紫色') { entity.player.color.set(1, 0, 1); world.say(entity.player.name + '变成了紫色') }
if (message == '变黄色') { entity.player.color.set(1, 1, 0); world.say(entity.player.name + '变成了黄色') }
if (message == '变青色') { entity.player.color.set(0, 1, 1); world.say(`${entity.player.name} 变成了青色`) }
if (message == '跳高') {
entity.player.jumpPower = 2;
entity.player.doubleJumpPower = 2;
world.say(`${entity.player.name} 开启了跳高`);
}
if (message == '跳超高') {
entity.player.jumpPower += 2;
entity.player.doubleJumpPower += 2;
world.say(`${entity.player.name} 开启了跳超高`);
}
if (message == '重启地图') {
world.say(`管喵 ${entity.player.name}重启了本地图!`)
world.say('服务器已强制崩溃即将重启')
while (1) { }
}
if (message == '变浅蓝色') { entity.player.color.set(0, 1, 1); world.say(entity.player.name + '变成了浅蓝色') }
if (message == '还原颜色') { entity.player.color.set(1, 1, 1); world.say(entity.player.name + '还原了颜色') }
if (message == '加血') { entity.hp = Infinity; world.say(`管喵 ${entity.player.name} 成功加血`) }
if (message == '删除宠物') { entity.setPet(); }
if (message == '瞬移') { shunyi = 1; world.say(entity.player.name + '开启了瞬移') }
if (message == '关闭瞬移') { shunyi = 0; world.say(entity.player.name + '关闭了瞬移') }
if (message == '全部还原') {
entity.player.canFly = false
entity.player.showName = true;
entity.player.spectator = false;
entity.player.invisible = false;
entity.player.emissive = 0;
entity.player.shininess = 0;
entity.player.color.set(1, 1, 1);
Object.assign(entity, { particleRate: 250, });
world.say(entity.player.name + '全部还原了');
};
if (message == '清屏') {
for (var i = 0; i < 100; i++) { world.say('\n') }
}
if (message == '关闭粒子特效') { Object.assign(entity, { particleRate: 0, }); world.say(entity.player.name + '关闭了粒子特效'); }
if (message == '开启粒子特效') { Object.assign(entity, { particleRate: 250, }); world.say(entity.player.name + '开启了粒子特效'); }
}
}
})
2022-12-26T10:52:40 点赞:0