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- # 生成奖励物品
- kill @e[type=item]
- execute store result score $t_bonus_count mem if entity @a[tag=!watcher]
- # scoreboard players add $t_bonus_count mem 1
- execute if score $t_bonus_count mem matches 1.. positioned 9.0 12.5 2012.5 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 2.. positioned 5.0 12.5 2012.5 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 3.. positioned 1.5 12.5 2009.0 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 4.. positioned 1.5 12.5 2005.0 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 5.. positioned 5.0 12.5 2001.5 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 6.. positioned 9.0 12.5 2001.5 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 7.. positioned 12.5 12.5 2005.0 run function item:bonus_item/rank/random
- execute if score $t_bonus_count mem matches 8.. positioned 12.5 12.5 2009.0 run function item:bonus_item/rank/random
- # 生成拾取窗口
- execute as @e[type=item] at @s run fill ~-0.2 ~ ~-0.2 ~0.2 ~ ~0.2 air
- execute as @e[type=item] at @s run fill ~-0.2 ~1 ~-0.2 ~0.2 ~1 ~0.2 barrier
- # 防止幽灵实体,分 tick 执行
- schedule function ltw:state/6/generate_bonus2 1t
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