# 给予进度 execute as @a[team=playing,scores={temp=1..,kill_phantom=8}] run advancement grant @s only ltw:blood/phantom1 execute as @a[team=playing,scores={temp=1..,kill_phantom=16}] run advancement grant @s only ltw:blood/phantom2 execute as @a[team=playing,scores={temp=1..,kill_phantom=24}] run advancement grant @s only ltw:blood/phantom3 execute as @a[team=playing,scores={temp=1..,kill_phantom=32}] run advancement grant @s only ltw:blood/phantom4 # 判断是否符合刷出新物品的条件:0 为可以,其他为不可以 scoreboard players set #new_item mem 0 # 当前场地上没有奖励幻翼 execute if entity @e[tag=bonus_phantom] run scoreboard players set #new_item mem 1 # 如果没有物品,则计算冷却 execute if score #new_item mem matches 0 run scoreboard players add $new_item_cd mem 1 # 已经超过 15s 冷却时间 execute if score $new_item_cd mem matches ..14 run scoreboard players set #new_item mem 1 # 召唤幻翼 execute if score $countdown mem matches 11.. run function mini:phantom/game/try_summon # 显示倒计时 execute if score $countdown mem matches ..10 run title @a times 3 14 2 execute if score $countdown mem matches ..10 run title @a subtitle {"score":{"name":"$countdown","objective":"mem"}} execute if score $countdown mem matches ..10 run title @a title [""] execute if score $countdown mem matches ..10 as @a at @s run function lib:sounds/hit2 # 0s:游戏结束 execute if score $countdown mem matches 0 run function mini:main/game_end # 回复生命值 execute if score $foursec mem matches 1 run effect give @a[team=playing] regeneration 1 10 true execute if score $foursec mem matches 1 run schedule function mini:phantom/game/clear_effect 1t replace