# 执行重生方法 function mini:diamond/game/respawn # 复活特效 execute as @a at @s run function lib:sounds/error effect give @s blindness 3 0 true # 处理玩家掉落物品 # 获取玩家死亡位置 kill @e[type=armor_stand,tag=dead_marker] summon armor_stand 1000 0 5000 {Marker:1b,Invisible:1b,Invulnerable:1b,Small:1b,NoGravity:1b,Tags:["dead_marker"]} execute store result entity @e[type=armor_stand,tag=dead_marker,limit=1] Pos[0] double 1 run scoreboard players get @s posX execute store result entity @e[type=armor_stand,tag=dead_marker,limit=1] Pos[1] double 1 run scoreboard players get @s posY execute store result entity @e[type=armor_stand,tag=dead_marker,limit=1] Pos[2] double 1 run scoreboard players get @s posZ # 单独处理钻石 execute store result score #diamond_count temp run clear @s diamond scoreboard players add #diamond_count temp 1 execute if score #diamond_count temp matches 2.. at @e[type=armor_stand,tag=dead_marker,limit=1] run summon item ~ ~ ~ {Tags:["temp_diamond"],Item:{id:"minecraft:diamond",Count:1b},Glowing:1b} execute as @e[type=item,tag=temp_diamond,limit=1] store result entity @s Item.Count byte 0.5 run scoreboard players get #diamond_count temp tag @e[type=item,tag=temp_diamond,limit=1] remove temp_diamond # 随机槽位掉落 function mini:diamond/game/random_slot function mini:diamond/game/pop_slot # 返还钻石 scoreboard players remove #diamond_count temp 1 scoreboard players operation #diamond_count temp /= #const_2 mem execute if score #diamond_count temp matches 1.. run function mini:diamond/game/give_diamond # 删除marker kill @e[type=armor_stand,tag=dead_marker]