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- # 执行重生方法
- function mini:diamond/game/respawn1
- # 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 at @e[type=armor_stand,tag=dead_marker,limit=1] run summon item ~ ~ ~ {Tags:["temp_diamond"],Item:{id:"minecraft:diamond",Count: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]
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