
Lv.1
我披星斩月 我奋不顾身 只为证明 你是个托(
在 教程:背包换武器 勿喷! 中回复
world.onPress(async({ button, entity }) => { if(button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return; const result = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, options: ['切换武器','切换视角','脱离卡点'], });
if (!result || result === null) return; // 判断玩家选了什么选项。 switch (result.index) { case 0:
const result = await entity.player.dialog({ type: Box3DialogType.SELECT, content: `切换魔法`, options: ['剑','剑之刃','蓝之剑','圣之法杖','冰——喵','法仗','星月权杖','穹破刀','弓'] });
if (!result || result === null) return;
switch (result.index) { case 0: entity.fashuy = 1 entity.fashu = `剑` entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1.4),
}); break; case 1: entity. fashuy = 2 entity.fashu = `剑之刃` entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears1[0]); entity.player.directMessage(`切换成功`); entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑之刃.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), offset: new Box3Vector3(-0.05, 0.4 ,1.4), });
break; case 2: entity.fashu = `蓝之剑` entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears2[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/蓝之剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), });
break; case 3: entity.fashu = `圣之法杖` entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears3[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/圣之法杖.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2.5), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.2 ,0.4) });
break; case 4: entity.fashu = `冰——喵` entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears4[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/冰——喵.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 5: entity.fashu = `法仗` entity.act = 170 const handWears5= entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears5[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh:'mesh/法仗.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 6: entity.fashu = `星月权杖` entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears6[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/星月权杖.vb', orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.55, 0.4), offset: new Box3Vector3(0, 0.7 ,0.6), }); break; case 7: entity.fashu = `穹破刀` entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears7[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/穹破刀.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); } break; case 1: const result1 = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, content: `视角切换`, options: ['第一人称','第三人称'] });
if (!result1 || result1=== null) return;
switch (result1.index) { case 0: entity.player.cameraMode = 'FPS' break;
case 1: entity.player.cameraMode = 'FOLLOW' break; default: } case 2: entity.position.set(54,10,58) break; default: } });
world.onPlayerJoin(({ entity }) => { Object.assign(entity, { particleRate: 7, particleSize: [2, 4, 8, 4, 10], particleColor: [ new Box3RGBColor(10, 9, 2), new Box3RGBColor(5, 0.25, 0.1), new Box3RGBColor(3, 0.05, 0.05), new Box3RGBColor(0, 0, 0), new Box3RGBColor(0, 0, 0), ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(2, 2, 2), }); });
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2022-04-16T19:59:54 点赞:0
在 【岛三喵)】反向按键) 中回复
world.onPlayerJoin(async function(entity){
entity.player.runSpeed=-1;
entity.player.walkSpeed=-1;
})
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2022-04-20T17:02:58 点赞:0
在 【正经调查】关于你猫低龄化现象 中回复
2018末2019初晓得bcm(雾
2019末正式上猫站(雾,然后直接转了神岛(那时候是代码岛3.0)去了(梅开二雾
15岁)![]()
2022-04-24T14:42:43 点赞:0
在 【神岛】讲讲神岛这次论坛爆炸 中回复
第一,你不学怎么知道自己学不会() 第二,你这不扣题啊,最近都是讨论了神岛风气而已,你这是搁哪里掏的文章?()喵不通() 第三,没啥好说的了)跑路——()
2022-05-02T17:14:44 点赞:0
在 【神奇代码岛】无语了....... 中回复
关于这种帖子出现评论就不行吗?
论坛你家开的?
你说的观点不符合实际,大家说出来你搁哪搁这捏?
哈人哈哈人,今年就是多()
2022-05-02T17:17:17 点赞:0
在 【神岛】关于创作水的问题 中回复
切)
什么叫初中以上的不会退岛
难道就小学学业重吗()
再就是)水作谁没出过啊()要慢慢来()某些人只是说一下这个图是水作()
2022-05-15T19:02:03 点赞:1