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- # 每 2 Tick 执行一次
- schedule function ltw:clock/tick2 2t replace
- # 调用其他模块
- 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
- # function lib:bossbar/tick2
- # 物品模块必须最后调用,以清理弹出的临时物品
- function item:tick2
- # TODO: 未完成的重构
- # # 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
- # # 特殊方块给予效果
- # function lib:effect/floating
- # # 调用粒子模块
- # function item:particle/show_particle
- # # 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
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