# 每 2 Tick 执行一次 schedule function ltw:clock/tick2 2t replace # # 死亡触发 # execute as @a[x=-12,y=7,z=-102,distance=..5] at @s run function ltw:main/player_death # execute as @a[x=-12,y=7,z=-102,distance=..5] run tp @s -13 9 -42 # # 调用其他模块 # function lib:bossbar/tick2 # execute if score $state mem matches 0 run function ltw:state/0/tick2 # execute if score $state mem matches 3 run function ltw:state/3/tick2 # execute if score $state mem matches 4 run function ltw:state/4/tick2 # execute if score $state mem matches 5 run function ltw:state/5/tick2 # execute if score $state mem matches 6 run function ltw:state/6/tick2 # execute if score $state mem matches 7 run function ltw:state/7/tick2 # # 特殊方块给予效果 # function lib:effect/floating # # 调用节奏方块模块 # execute if score $tempo_enable mem matches 1 run function lib:tempo_block/tick2 # # 调用粒子模块 # function item:particle/show_particle # # 调用物品模块(必须最后调用) # function item:tick2 # # 全局倒计时 # execute if score $countdown_fast mem matches 1.. run scoreboard players remove $countdown_fast mem 1 # scoreboard players remove @e[scores={countdown_fast=1..}] countdown_fast 1