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簡介

在此頁面上,您將發現使用 EliteScript 和 WebApp 創建的各種自定義首領技能範例。這些簡單明瞭的範例展示了如何利用多種動作和其他功能來打造獨特的首領技能。

此外,每個範例都附有視覺演示,讓您更容易理解腳本在遊戲中的運作方式。

歡迎隨意複製任何範例並在您自己的地牢或世界中使用。

技能範例

猛擊墜地

此腳本將使首領傳送到對其造成傷害的玩家上方 8 格處,然後猛擊地面。之後,它會對首領周圍 3 格內的所有玩家施加緩速藥水效果,並在螢幕上顯示「眩暈」訊息 3 秒鐘。

展開範例
eliteScript:
SlamDown:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: TELEPORT
FinalTarget:
targetType: DIRECT_TARGET
offset: 0,8,0
Target:
targetType: SELF
- action: PUSH
vValue: 0,-5,0
Target:
targetType: SELF
wait: 15
- action: POTION_EFFECT
potionEffectType: SLOW
amplifier: 3
duration: 60
Target:
targetType: NEARBY_PLAYERS
range: 3
wait: 20
- action: TITLE_MESSAGE
subtitle: "Stunned!"
duration: 40
fadeIn: 10
fadeOut: 10
Target:
targetType: NEARBY_PLAYERS
range: 3
wait: 20
Cooldowns:
local: 180
global: 80

推開

此腳本將在首領周圍生成一個 4 格的穹頂。隨後,它會在區域邊界發起粒子效果,持續一秒鐘,然後另一個動作會推開區域內的任何玩家。由於推力設置的偏移量,玩家會被稍微向上推動。最後,腳本會向區域內的任何玩家發送訊息。

展開範例
eliteScript:
PushAway:
Events:
- EliteMobDamagedEvent
Zone:
shape: DOME
radius: 4
borderRadius: 3
Target:
targetType: SELF
track: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_BORDER
track: true
repeatEvery: 5
times: 4
- action: PUSH
Target:
targetType: ZONE_FULL
track: true
RelativeVector:
SourceTarget:
targetType: SELF
DestinationTarget:
targetType: ACTION_TARGET
normalize: true
multiplier: 1.0
offset: 0,0.2,0
repeatEvery: 1
times: 20
- action: MESSAGE
sValue: "&cCool boss!: &fBE GONE!"
Target:
targetType: ZONE_FULL
repeatEvery: 10
times: 2
Cooldowns:
local: 140
global: 80

箭雨

製作一個腳本,該腳本將在對怪物造成傷害的玩家周圍地面上畫一個圓圈,並在螢幕上顯示一條訊息,告訴玩家離開圓圈。然後 2 秒後,它會從 10 格高處向下發射箭矢到同一位置。

展開範例
eliteScript:
MakeCircle:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 5
borderRadius: 4
height: 1
Target:
targetType: DIRECT_TARGET
track: false
Actions:
- action: SPAWN_PARTICLE
Target:
targetType: ZONE_BORDER
track: false
coverage: 1.0
repeatEvery: 5
times: 8
particles:
- particle: FLAME
- action: TITLE_MESSAGE
Target:
targetType: DIRECT_TARGET
fadeOut: 10
duration: 20
fadeIn: 10
subtitle: Move out of the zone!
- action: RUN_SCRIPT
scripts:
- "ArrowRain"
Cooldowns:
local: 160
global: 80
ArrowRain:
Zone:
shape: CYLINDER
radius: 5
borderRadius: 4
height: 1
Target:
targetType: DIRECT_TARGET
track: false
offset: 0,10,0
Actions:
- action: SUMMON_ENTITY
wait: 40
sValue: ARROW
Target:
targetType: ZONE_FULL
track: false
vValue: 0,-1,0
repeatEvery: 10
times: 4

火焰光環

這將創建一個腳本,使用圓柱區域在首領周圍生成粒子,持續 6 秒。首領還將被標記為 FireOn 標籤 6 秒。

如果玩家在標籤處於活動狀態時攻擊首領,則玩家將被點燃 1 秒。這是使用條件完成的,SetOnFire 腳本只有在首領擁有匹配的 FireOn 標籤時才能執行。

展開範例
eliteScript:
Visual:
Events:
- PlayerDamagedByEliteMobEvent
Zone:
shape: CYLINDER
radius: 2
height: 3
Target:
targetType: SELF
track: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: FLAME
Target:
targetType: ZONE_FULL
track: true
coverage: 1.0
repeatEvery: 5
times: 24
- action: TAG
tags:
- "FireOn"
duration: 120
Target:
targetType: SELF
Cooldowns:
local: 180
global: 80
SetOnFire:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_ON_FIRE
duration: 20
Target:
targetType: DIRECT_TARGET
Conditions:
Target:
targetType: SELF
conditionType: BLOCKING
hasTags:
- "FireOn"

毒線

此腳本將創建兩個以首領為中心的長方體區域。首領 AI 將被關閉 2 秒。長方體區域的配置方式使它們在地面上形成一個加號符號。

然後,腳本將在區域中生成雲粒子 2 秒,然後生成煙霧粒子並在區域內施加中毒藥水效果 3 秒。

展開範例
eliteScript:
PoisonLine1:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CUBOID
x: 20
y: 1
z: 2
Target:
targetType: SELF
track: false
Actions:
- action: SET_MOB_AI
bValue: false
duration: 40
Target:
targetType: SELF
scripts:
- "PoisonLine2"
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
coverage: 1
repeatEvery: 5
times: 8
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_NORMAL
Target:
targetType: ZONE_FULL
coverage: 1
wait: 40
repeatEvery: 5
times: 12
- action: POTION_EFFECT
potionEffectType: POISON
amplifier: 4
duration: 50
Target:
targetType: ZONE_FULL
wait: 40
repeatEvery: 5
times: 12
Cooldowns:
local: 200
global: 80
PoisonLine2:
Zone:
shape: CUBOID
x: 2
y: 1
z: 20
Target:
targetType: SELF
track: false
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
coverage: 1
repeatEvery: 5
times: 8
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_NORMAL
Target:
targetType: ZONE_FULL
coverage: 1
wait: 40
repeatEvery: 5
times: 12
- action: POTION_EFFECT
potionEffectType: POISON
amplifier: 4
duration: 50
Target:
targetType: ZONE_FULL
wait: 40
repeatEvery: 5
times: 12

彈跳

此腳本創建一個以首領為中心的 10 格圓柱區域,然後在區域內施加粒子效果和推力 10 秒。

推力動作每個刻度都會將玩家稍微向上推,創造出玩家在區域內彈跳的錯覺。

展開範例
eliteScript:
Bounce:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 10
height: 2
Target:
targetType: SELF
track: false
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: EXPLOSION_NORMAL
repeatEvery: 10
times: 20
Target:
targetType: ZONE_FULL
track: false
coverage: 0.2
- action: PUSH
vValue: 0,0.4,0
Target:
targetType: ZONE_FULL
repeatEvery: 1
times: 200
Cooldowns:
local: 220
global: 80

召喚

此腳本將創建一個圓柱區域(由於應用的偏移量,位於玩家上方 6 格處),以對首領造成傷害的玩家為中心。此外,它還會在螢幕上向該玩家顯示一條訊息。

延遲 2 秒後,增援將生成到指定區域。但是,由於我們使用了 coverage,只有一部分區域會被增援佔據。如果玩家未能消滅所有增援,它們將在 20 秒(400 刻)後自動消失。

展開範例
eliteScript:
Summon:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 3
height: 1
Target:
targetType: DIRECT_TARGET
offset: 0,6,0
Actions:
- action: SUMMON_REINFORCEMENT
sValue: "fc_boss.yml"
duration: 400
Target:
targetType: ZONE_FULL
coverage: 0.2
wait: 40
- action: TITLE_MESSAGE
subtitle: "Friends! Help!!!"
duration: 30
fadeIn: 10
fadeOut: 10
Target:
targetType: DIRECT_TARGET
Cooldowns:
local: 333
global: 80

藥水區域

當玩家對首領造成傷害時,此腳本被激活。然後它會執行 PotionZoneBadPotionZoneGood 腳本。

PotionZoneBad 腳本中,會在距離首領 20 格內的附近玩家周圍生成一個圓柱區域。它會產生具有指定覆蓋範圍的雲和大型煙霧粒子效果,施加凋零藥水效果,並向附近玩家發送訊息。

PotionZoneGood 腳本中,會在距離首領 20 格內的玩家周圍生成一個圓柱區域。此腳本的粒子效果是反轉的。此腳本施加治療藥水效果而不是凋零,並向附近玩家發送訊息。

展開範例
eliteScript:
Trigger:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: RUN_SCRIPT
scripts:
- "PotionZoneBad"
- "PotionZoneGood"
onlyRunOneScript: true
Cooldowns:
local: 110
global: 80
PotionZoneBad:
Zone:
shape: CYLINDER
height: 2
radius: 5
Target:
targetType: NEARBY_PLAYERS
range: 20
track: false
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
coverage: 0.3
track: false
repeatEvery: 10
times: 4
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_LARGE
Target:
targetType: ZONE_FULL
coverage: 0.3
track: false
wait: 40
repeatEvery: 10
times: 6
- action: POTION_EFFECT
potionEffectType: WITHER
amplifier: 3
duration: 80
Target:
targetType: ZONE_FULL
track: false
wait: 40
repeatEvery: 10
times: 6
- action: MESSAGE
sValue: "&cCool boss!: &fFeel the burn!"
Target:
targetType: NEARBY_PLAYERS
range: 20
PotionZoneGood:
Zone:
shape: CYLINDER
height: 2
radius: 5
Target:
targetType: NEARBY_PLAYERS
range: 20
track: false
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_LARGE
Target:
targetType: ZONE_FULL
coverage: 0.3
track: false
repeatEvery: 10
times: 4
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
coverage: 0.3
track: false
wait: 40
repeatEvery: 10
times: 6
- action: POTION_EFFECT
potionEffectType: HEAL
amplifier: 1
duration: 80
Target:
targetType: ZONE_FULL
track: false
wait: 40
repeatEvery: 10
times: 6
- action: MESSAGE
sValue: "&cCool boss!: &fFeel the... Wait, this is the wrong one."
Target:
targetType: NEARBY_PLAYERS
range: 20

致盲波

此腳本啟動兩個從首領發出的地面射線波,分別投射到正負 X 方向。

我們利用 offset 參數來確定射線的長度和大小,特別是通過定義 Z 值。此外,我們通過設置 X 值來指定波的傳播方向。(這只是對此特定腳本如何使用這些值的解釋,您不必完全按照此方式製作)

雖然可以調整 Y 值來增加射線波的高度,但我們將其保持在 0,以允許玩家可以選擇跳過射線。

參數 animationDuration 決定了射線波從目標移動到最終目標所需的時間。減少此值將使射線更快,更難以躲避。

隨後,會施加粒子和藥水效果。未能躲避或跳過射線波的玩家將被致盲 5 秒(100 刻)。

展開範例
eliteScript:
Blind:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: TRANSLATING_RAY
Target:
targetType: SELF
offset: 0,0,5
track: false
FinalTarget:
targetType: SELF
offset: 10,0,5
track: false
Target2:
targetType: SELF
offset: 0,0,-5
track: false
FinalTarget2:
targetType: SELF
offset: 10,0,-5
track: false
animationDuration: 100
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_NORMAL
Target:
targetType: ZONE_FULL
track: false
coverage: 1.0
repeatEvery: 5
times: 20
- action: POTION_EFFECT
potionEffectType: BLINDNESS
amplifier: 5
duration: 100
Target:
targetType: ZONE_FULL
track: true
repeatEvery: 1
times: 100
scripts: "Blind2"
Cooldowns:
local: 200
global: 80
Blind2:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: TRANSLATING_RAY
Target:
targetType: SELF
offset: 0,0,5
track: false
FinalTarget:
targetType: SELF
offset: -10,0,5
track: false
Target2:
targetType: SELF
offset: 0,0,-5
track: false
FinalTarget2:
targetType: SELF
offset: -10,0,-5
track: false
animationDuration: 100
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_NORMAL
Target:
targetType: ZONE_FULL
track: false
coverage: 1.0
repeatEvery: 5
times: 20
- action: POTION_EFFECT
potionEffectType: BLINDNESS
amplifier: 5
duration: 100
Target:
targetType: ZONE_FULL
track: true
repeatEvery: 1
times: 100

冰凍之牆

此腳本創建 3 個以首領為中心的旋轉射線。我們需要 3 個不同的旋轉射線,因為我們無法定義射線高度,所以我們使用多個腳本和 offset 使射線在高度上堆疊,使它們看起來像一個單一的旋轉

所有 3 個腳本都有相同的區域,只是 offset 不同。它們被設置為從首領開始 6 格長,並設置為在 10 秒(200 刻)內進行 360 度偏航旋轉。

所有腳本都設置了粒子效果,並將對被射線牆擊中的任何玩家施加 VISUAL_FREEZE 動作 5 秒(100 刻)。

展開範例
eliteScript:
Trigger:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: RUN_SCRIPT
scripts:
- "FreezeWall"
- "FreezeWall2"
- "FreezeWall3"
Cooldowns:
local: 300
global: 80
FreezeWall:
Zone:
shape: ROTATING_RAY
Target:
targetType: SELF
track: false
Target2:
targetType: SELF
offset: 6,0,0
track: false
yawRotation: 360
animationDuration: 200
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SNOWFLAKE
repeatEvery: 10
times: 20
Target:
targetType: ZONE_FULL
track: false
coverage: 1.0
- action: VISUAL_FREEZE
duration: 100
Target:
targetType: ZONE_FULL
track: false
repeatEvery: 1
times: 200
FreezeWall2:
Zone:
shape: ROTATING_RAY
Target:
targetType: SELF
track: false
offset: 0,1,0
Target2:
targetType: SELF
track: false
offset: 6,1,0
yawRotation: 360
animationDuration: 200
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SNOWFLAKE
repeatEvery: 10
times: 20
Target:
targetType: ZONE_FULL
track: false
coverage: 1.0
- action: VISUAL_FREEZE
duration: 100
Target:
targetType: ZONE_FULL
track: false
repeatEvery: 1
times: 200
FreezeWall3:
Zone:
shape: ROTATING_RAY
Target:
targetType: SELF
track: false
offset: 0,2,0
Target2:
targetType: SELF
track: false
offset: 6,2,0
yawRotation: 360
animationDuration: 200
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SNOWFLAKE
repeatEvery: 10
times: 20
Target:
targetType: ZONE_FULL
track: false
coverage: 1.0
- action: VISUAL_FREEZE
duration: 100
Target:
targetType: ZONE_FULL
track: false
repeatEvery: 1
times: 200