support mc1.21;需要放弃支持mc1.20
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# 调用者:advancements/fzsd:~
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execute if predicate fzsd:is_real_player run function fzsd:game_event/player/on_aviate_one_meter
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## 重置事件
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scoreboard players operation @s fzsd.event.aviating_distance %= 200 fzsd.variable.integer
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advancement revoke @s from fzsd:game_event/on_aviate_one_meter
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# 调用者:advancements/fzsd:~
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execute if predicate fzsd:is_real_player run function fzsd:game_event/player/on_dead
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## 重置事件
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scoreboard players set @s fzsd.event.death_count 0
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advancement revoke @s from fzsd:game_event/on_dead
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "进入了下届传送门"}]
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function #fzsd:game_event/player/on_entered_nether_portal
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_entered_nether_portal
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "钓鱼上钩"}]
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## 运行事件
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function #fzsd:game_event/player/on_fished
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_fished
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "使用了挖掘工具攻击实体"}]
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## 计算挖掘数据偏移量
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scoreboard players remove @s fzsd.event.used_tool.dig_offset 1
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## 运行事件
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function #fzsd:game_event/player/on_hurt_entity_with_tools
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_hurt_entity_with_tools
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "击杀了生物"}]
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## 运行事件
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function #fzsd:game_event/player/on_killed_mob_or_player
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_killed_mob_or_player
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# 调用者:advancements/fzsd:~
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scoreboard players set @s fzsd.event.leave_game 0
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execute if predicate fzsd:is_real_player if score @s fzsd.event.leave_game matches 0 run function fzsd:game_event/player/on_login
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## 重制所有触发器、事件进度
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function #fzsd:game_event/reset_all
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "与猪灵交易"}]
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## 运行事件
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function #fzsd:game_event/player/on_piglin_trade
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_piglin_trade
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "放置了方块/流体"}]
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function #fzsd:game_event/player/on_placed_block
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_placed_block
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "放置了流体"}]
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function #fzsd:game_event/player/on_placed_liquid
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_placed_block/on_placed_liquid
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "放置了方块"}]
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function #fzsd:game_event/player/on_placed_solid
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_placed_block/on_placed_solid
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# 调用者:advancements/fzsd:~
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execute if predicate fzsd:is_real_player run function fzsd:game_event/player/on_play_one_hour
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## 重置事件
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scoreboard players operation @s fzsd.event.play_ticks %= 72000 fzsd.variable.integer
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advancement revoke @s from fzsd:game_event/on_play_one_hour
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "对实体使用剪刀"}]
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## 计算挖掘数据偏移量
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scoreboard players remove @s fzsd.event.used_tool.dig_offset 1
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## 运行事件
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function #fzsd:game_event/player/on_shears_used_on_entity
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_shears_used_on_entity
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "正在睡觉"}]
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## 运行事件
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function #fzsd:game_event/player/on_sleeping
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_sleeping
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "蹲下"}]
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## 运行事件
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function #fzsd:game_event/player/on_sneak
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# 调用者:advancements/fzsd:~
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execute if predicate fzsd:is_real_player run function fzsd:game_event/player/on_took_damage
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## 重置事件
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scoreboard players operation @s fzsd.event.damage_taken %= 10 fzsd.variable.integer
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advancement revoke @s from fzsd:game_event/on_took_damage
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "在方块上使用了工具"}]
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## 计算挖掘数据偏移量
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scoreboard players remove @s fzsd.event.used_tool.dig_offset 1
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## 运行事件
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function #fzsd:game_event/player/on_tools_used_on_block
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_tools_used_on_block
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "从蹲下状态站起"}]
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# 调用者:advancement/fzsd:unskeak
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##### 当玩家蹲起后触发此事件
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## 运行事件
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function #fzsd:game_event/player/on_unsneak
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## 重置事件进度
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advancement revoke @s through fzsd:game_event/on_unsneak
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# 调用者:advancements/fzsd:~
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execute if predicate fzsd:is_real_player run function fzsd:game_event/player/on_used_tool
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## 重置事件计分板
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function #fzsd:game_event/player/on_used_tool/reset_used_tool
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_used_tool
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# 调用者:advancements/fzsd:~
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "事件已触发:玩家"}, {"selector": "@s"}, {"text": "与村民交易"}]
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## 运行事件
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function #fzsd:game_event/player/on_villager_trade
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## 重置事件进度
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advancement revoke @s from fzsd:game_event/on_villager_trade
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## 复位所有事件进度
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### 所有事件进度都继承了fzsd:game_event进度,因此只需要一行指令:
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advancement revoke @s from fzsd:game_event
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## 调试
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execute if score fzsd.logger.level fzsd.variable.integer matches ..400 run tellraw @a [{"nbt": "fzsd.level.debug", "interpret": true, "storage": "fzsd:logger"}, {"text": "已重置玩家"}, {"selector": "@s"}, {"text": "的游戏事件进度"}]
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