# 小游戏结束 execute if score $mini_type mem matches 1 run function mini:parkour/game_end execute if score $mini_type mem matches 2 run function mini:tntrun/game_end execute if score $mini_type mem matches 3 run function mini:hotpm/game_end execute if score $mini_type mem matches 4 run function mini:colormatch/game_end execute if score $mini_type mem matches 5 run function mini:phantom/game_end execute if score $mini_type mem matches 6 run function mini:diamond/game_end # 计算排名 tag @a remove mini_rank1 tag @a remove mini_rank2 tag @a remove mini_rank3 tag @a remove mini_rank4 # 1 function mini:main/get_max_score execute as @a if score @s mini_score = #score_max mem run tag @s[team=playing] add mini_rank1 tag @a[tag=mini_rank1] add max_uncounted # 2 function mini:main/get_max_score execute as @a[tag=!max_uncounted] if score @s mini_score = #score_max mem run tag @s[team=playing] add mini_rank2 tag @a[tag=mini_rank2] add max_uncounted # 3 function mini:main/get_max_score execute as @a[tag=!max_uncounted] if score @s mini_score = #score_max mem run tag @s[team=playing] add mini_rank3 tag @a[tag=max_uncounted] remove max_uncounted # 4 tag @a[tag=!mini_rank1,tag=!mini_rank2,tag=!mini_rank3,team=playing] add mini_rank4 # 给予进度 execute if score $mini_type mem matches 2 run advancement grant @a[tag=mini_rank1,scores={layer=3..}] only ltw:parkour/tnt2 execute if score $mini_type mem matches 3 run advancement grant @a[tag=mini_rank1,scores={mini_heart=2..}] only ltw:vs/potato2 execute if score $mini_type mem matches 3 run advancement grant @a[tag=mini_rank1,scores={mini_heart=5..}] only ltw:vs/potato3 execute if score $mini_type mem matches 4 if score $color_match_time mem matches ..13 run advancement grant @a[tag=mini_rank1] only ltw:parkour/colormatch2 # 进入状态 6 function ltw:state/6/state_enter