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- on load:
- set {SkillNumber} to 11
- set {AbilityNumber} to 6
- on join:
- set {abi.unlock.%player%::1} to true
- command /sethelmet:
- permission: admin
- trigger:
- loop {SkillNumber} times:
- if loop-number = 1:
- set {hel%loop-number%} to leather helmet named "&b&l新兵" with lore "&e&l特殊スキル:&b&l移動速度が上昇する" and "&5「戦場で生き残るため、仕事を即座に覚える必要があった」" and "&5名のない兵士"
- set {SkillName%loop-number%} to "新兵"
- else if loop-number = 2:
- set {hel%loop-number%} to leather helmet named "&b&l鉄壁" with lore "&e&l特殊スキル:&b&l体力が上昇する" and "&5「俺は神頼みで強くなったんじゃない、努力したんだ」" and "&5ジブラルタル"
- dye {hel%loop-number%} red
- set {SkillName%loop-number%} to "鉄壁"
- else if loop-number = 3:
- set {hel%loop-number%} to leather helmet named "&b&l忍者" with lore "&e&l特殊スキル:&b&l落下ダメージを無効化する" and "&b&lさらに低確率で銃弾を弾き返す" and "&b&l(発動時、甲高い金属音が鳴る)" and "&5「目立たず仕事をやり遂げるのが一流の忍者ってもんだ」" and "&5横山光輝"
- dye {hel%loop-number%} black
- set {SkillName%loop-number%} to "忍者"
- else if loop-number = 4:
- set {hel%loop-number%} to leather helmet named "&b&l職業軍人" with lore "&e&l特殊スキル:&b&l被弾時、移動速度がかなり上昇" and "&5「猛者はスコープを使わないって?私は大砲よ」" and "&5バンガロール"
- dye {hel%loop-number%} brown
- set {SkillName%loop-number%} to "職業軍人"
- else if loop-number = 5:
- set {hel%loop-number%} to leather helmet named "&b&l衛生兵" with lore "&e&l特殊スキル:&b&l回復速度が上昇する" and "&5「死ぬほど痛いだろうが、死にはせん。さあ行くぞ!」" and "&5ウィリアム・ビル"
- dye {hel%loop-number%} green
- set {SkillName%loop-number%} to "衛生兵"
- else if loop-number = 6:
- set {hel%loop-number%} to leather helmet named "&b&l狩人" with lore "&e&l特殊スキル:&b&l被弾した際、相手を発光させる" and "&5「恐れなき狩人など、獣と何が変わろうものかね…」" and "&5アイリーン"
- dye {hel%loop-number%} blue
- set {SkillName%loop-number%} to "狩人"
- else if loop-number = 7:
- set {hel%loop-number%} to leather helmet named "&b&l豆腐" with lore "&e&l特殊スキル:&b&l&b&lキル時の入手ペルが10増える" and "&b&c代償として、体力が低下する" and "&5「俺100g当たりのたんぱく質は、卵一個と同じなんだぜ」" and "&5豆腐"
- dye {hel%loop-number%} red
- set {SkillName%loop-number%} to "豆腐"
- else if loop-number = 8:
- set {hel%loop-number%} to leather helmet named "&b&l範馬勇次郎" with lore "&e&l特殊スキル:&b&l素手で簡単にキルできるようになる、" and "&c代わりに銃が一切使えなくなる(素手以外は強化されません)" and "&5「強くなりたくば喰らえ!!」" and "&5範馬勇次郎"
- dye {hel%loop-number%} yellow
- set {SkillName%loop-number%} to "範馬勇次郎"
- else if loop-number = 9:
- set {hel%loop-number%} to leather helmet named "&b&l賞金首狩り" with lore "&e&l特殊スキル:&b&lランダムなプレイヤーを発光させる" and "&b&l発光したプレイヤーを倒すと、入手ペルが10増える" and "&5「正義から逃れることはできない!」" and "&5Lex"
- dye {hel%loop-number%} white
- set {SkillName%loop-number%} to "賞金首狩り"
- else if loop-number = 10:
- set {hel%loop-number%} to leather helmet named "&b&l高速兵" with lore "&e&l特殊スキル:&b&l移動速度がかなり上昇する" and "&c薬の影響で体力が低下する" and "&5「限界は挑むものじゃない。超えるものだ!」" and "&5オクタン"
- dye {hel%loop-number%} purple
- set {SkillName%loop-number%} to "高速兵"
- else if loop-number = 11:
- set {hel%loop-number%} to leather helmet named "&b&lギャンブラー" with lore "&e&l特殊スキル:&b&l被弾時、確率でダメージを無効化する" and "&b&l入手ペルが増えることもあるが&c減る場合もある" and "&5「バレなければイカサマではない」" and "&5ダニエル・J・ダービー"
- dye {hel%loop-number%} orange
- set {SkillName%loop-number%} to "ギャンブラー"
- command /setability:
- permission:admin
- trigger:
- loop {AbilityNumber} time:
- if loop-number = 1:
- set {abi.%loop-number%} to white wool named "&a&lデッド・バード" with lore "&e&l特殊能力:&b&lスキル発動時、向いている方向に飛ぶ。" and "&b&l短時間無敵を得る" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "デッド・ハード"
- else if loop-number = 2:
- set {abi.%loop-number%} to black wool named "&a&lスモークグレネード" with lore "&e&l特殊能力:&b&l足元にスモークグレネードを投げ" and "&b&l周辺を煙で満たさせる" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "スモークグレネード"
- else if loop-number = 3:
- set {abi.%loop-number%} to red wool named "&a&lドームシールド" with lore "&e&l特殊能力:&b&l足元にドームシールドを展開する。" and "&b&l内側、外側の銃弾を防ぐことができる" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "ドームシールド"
- else if loop-number = 4:
- set {abi.%loop-number%} to light blue wool named "&a&l虚空" with lore "&e&l特殊能力:&b&l少しの貯め時間のあと、透明とスピード" and "&b&l無敵を得て前線から離脱することができる" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "虚空"
- else if loop-number = 5:
- set {abi.%loop-number%} to lime wool named "&a&l興奮剤" with lore "&e&l特殊能力:&b&l移動速度を一時的に上昇させる" and "&c&lしかし発動時にHPを消費する" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "興奮剤"
- else if loop-number = 6:
- set {abi.%loop-number%} to orange wool named "&a&lヘルスドローン" with lore "&e&l特殊能力:&b&l範囲内にいるプレイヤーを" and "&b&l一秒ごとに回復するドローンを展開する" and "&d&lクールタイム:"
- set {abilityname.%loop-number%} to "ヘルスドローン"
- #キルアシスト
- every 1 second:
- loop {time::*}:
- remove 1 from {time::%loop-index%}
- if {time::%loop-index%} is 0:
- delete {time::%loop-value%}
- set {_a} to loop-index
- replace all "|" with "::" in {_a}
- delete {%{_a}%}
- #範馬
- on damage:
- if {skill%attacker%} = 8:
- if attacker's tool is air:
- increase damage by 600%
- else:
- cancel event
- on cs prepare shoot:
- if {skill%event-player%} is 8:
- cancel event
- if {kokuu.%event-player%} is true:
- cancel event
- #ギャンブラー
- on cs damage:
- {skill%event-entity%} is 11
- set {_a} to a random integer between 1 and 8
- if {_a} is 1:
- cancel event
- play sound "entity.experience_orb.pickup" with volume 0.8 and pitch 2 to the event-entity
- on death of player:
- {skill%attacker%} is 11
- set {_a} to a random integer between -5 and 10
- if {_a} is 0:
- else if {_a} >= 1:
- send "&d[ギャンブル]&e追加で%{_a}%ペルゲット!" to attacker
- add {_a} to {money::%attacker%}
- else:
- send "&d[ギャンブル]&e%{_a}%ペル減ってしまった...!" to attacker
- remove {_a} from {money::%attacker%}
- #賞金首
- on death of player:
- if {skill%attacker%} is 9:
- loop {bounty.%attacker%::*}:
- loop-value is victim:
- add 10 to {money::%attacker%}
- send "&a[賞金首システム]&e賞金首を撃破!追加で10ペルだ!" to attacker
- make victim unglow for attacker
- delete {bounty.%attacker%::%loop-index%}
- set {_a} to 0
- loop all players:
- add 1 to {_a}
- if {_a} is 1:
- send "&a[賞金首システム]&eプレイヤーが他に存在しません!他にプレイヤーがいる時に再度このスキルを選択してください!"
- loop all players:
- loop-player is not attacker
- {fieldmenu.%loop-player%} is true
- set {_bounty::%loop-player%} to loop-player
- set {_boun} to a random element out of {_bounty::*}
- set {bounty.%attacker%::%{_boun}%} to {_boun}
- delete {bounty::%attacker%}
- set {bounty::%attacker%} to {_boun}
- else:
- loop all players:
- if {bounty.%loop-player%::%victim%} is set:
- delete {bounty.%loop-player%::%victim%}
- loop all players:
- loop-player-2 is not loop-player-1
- {fieldmenu.%loop-player-2%} is true
- set {_bounty::%loop-player-2%} to loop-player-2
- set {_boun} to a random element out of {_bounty::*}
- set {bounty.%loop-player-1%::%{_boun}%} to {_boun}
- make {_boun} glow for loop-player-1
- delete {bounty::%loop-player%}
- set {bounty::%loop-player%} to {_boun}
- #狩人
- on damage:
- if {skill%victim%} = 6:
- make attacker glow for victim
- wait 4 seconds
- make attacker unglow for victim
- #キルアシスト
- on damage:
- attacker is a player
- victim is a player
- set {assist.%victim%::%attacker%} to attacker
- set {time::assist.%victim%|%attacker%} to 6
- #忍者
- on damage:
- {skill%victim%} is 3
- damage was caused by fall
- cancel event
- on cs damage:
- {skill%event-entity%} is 3
- set {_a} to a random integer between 1 and 12
- {_a} is 1
- set {_d} to cs damage
- cancel event
- if {_a} > event-player's health:
- set event-player's health to 2
- damage event-player by 1.5 hearts
- else:
- damage event-player by {_a} hearts
- play sound "BLOCK_ANVIL_PLACE" with volume 0.8 and pitch 2 at event-entity
- #落下死防止
- on damage:
- if victim's health <= damage:
- {skill%victim%} is not 3
- damage was caused by fall
- cancel event
- set victim's health to 2
- damage victim by 1.5 hearts
- #大砲
- on damage of player:
- {skill%victim%} = 4
- set {gunzin.%victim%} to 5
- set {gunzin::%victim%} to victim
- set the victim's walk speed to 0.31
- every 5 tick:
- loop {gunzin::*}:
- remove 1 from {gunzin.%loop-index%}
- if {gunzin.%loop-index%} is 0:
- set the loop-value's walk speed to 0.2
- delete {gunzin::%loop-index%}
- delete {gunzin.%loop-index%}
- #-------------------------------
- on death of villager:
- wait 1 second
- set {_loc} to event-entity's location
- spawn villager at {_loc}
- on spawn of villager:
- set the max health of the event-entity to 20
- heal event-entity
- on offhand switch:
- cancel event
- on drop:
- cancel event
- on cs damage:
- set {attacker.%event-entity%} to event-player
- set {attacker.we.%event-player%} to event-string
- on death of player:
- force victim to respawn
- delete {fieldmenu.%player%}
- if {skill%victim%} is 8:
- set the max health of the victim to 17
- if attacker is a player:
- loop all players:
- show 50 "FLAME" particle at player's location for loop-player
- play sound "BLOCK_ANVIL_PLACE" with volume 0.8 and pitch 1 to the attacker
- set {_p} to event-projectile's weapon name
- set {_w} to weapon display name of "%{_p}%"
- loop {setting.killlog::*}:
- if {skill%attacker%} is 8:
- attacker's tool is air:
- send "&b<%attacker%(HP:&d%attacker's health%)[%{SkillName%{Skill%attacker%}%}%]>&7-&7[&a拳&7]→&c<%victim%[%{SkillName%{Skill%victim%}%}%]>" to loop-value
- else:
- send "&b<%attacker%(HP:&d%attacker's health%)[%{SkillName%{Skill%attacker%}%}%]>&7-&7[&e%{_w}%&7]→&c<%victim%[%{SkillName%{Skill%victim%}%}%]>" to loop-value
- set the death message to ""
- if {guild.membername.%attacker%} is set:
- add 1 to {guild.playerkill.%attacker%}
- add 1 to {guild.kill::%{guild.membername.%attacker%}%}
- loop {guild.%{guild.membername.%attacker%}%.member::*}:
- if loop-value is online:
- loop-value is not attacker
- add {guild.getmoney.%{guild.membername.%attacker%}%} to {money::%loop-value%}
- send "&d[GuildMemberKill]&e1ペル入手した!" to loop-value
- heal attacker
- add 10 * {KillBoost} to {money::%attacker%}
- loop {assist.%victim%::*}:
- if loop-value is not attacker:
- send "&e[キルアシスト!]&d5ペル&cゲット!" to loop-value
- add 5 to {money::%loop-value%}
- play sound "block.note.bell" with volume 0.8 and pitch 1 to the loop-value
- delete {assist.%victim%::%loop-value%}
- else:
- delete {assist.%victim%::%loop-value%}
- if {skill%attacker%} is 7:
- add 10 to {money::%attacker%}
- add 1 to {kill::%attacker%}
- add 1 to {exp::%attacker%}
- add 1 to {strike::%attacker%}
- set {strike::%victim%} to 0
- add 1 to {death::%victim%}
- set {strike::%victim's uuid%} to 0
- if {strike::%attacker%} is 5:
- broadcast "&b[Field]&e&l%attacker%が連続5キル!30ペルとサマーチケットを与えます!"
- give 1 paper named "&b[Summer]&eチケット" with lore "&32021年夏イベント用チケット!" and "&3ロビーで専用武器などと交換することができる" to attacker
- add 30 to {money::%attacker%}
- else if {strike::%attacker%} is 10:
- broadcast "[Field]&e&l%attacker%が連続10キル!100ペルとサマーチケットを与えます!"
- give 1 paper named "&b[Summer]&eチケット" with lore "&32021年夏イベント用チケット!" and "&3ロビーで専用武器などと交換することができる" to attacker
- add 100 to {money::%attacker%}
- else if {strike::%attacker%} is 15:
- broadcast "&b[ゲームマスター]&e&l%attacker%が連続15キル!誰かこの化け物を止めてくれ!"
- broadcast "&5[システム]&c&l%attacker%が賞金首に指定されました・・・倒した者には100ペルが与えられます"
- set {kensyou%attacker%} to true
- if {kensyou%victim%} is true:
- broadcast "&b[ゲームマスター]&e&l%attacker%が賞金首を仕留めたぞ!よくやった!%victim%もい~いファイトだったぜ!お互いに100ペルとサマチケプレゼントだ!"
- add 100 to {money::%attacker%}
- add 100 to {money::%victim%}
- give 1 paper named "&b[Summer]&eチケット" with lore "&32021年夏イベント用チケット!" and "&3ロビーで専用武器などと交換することができる" to attacker
- give 1 paper named "&b[Summer]&eチケット" with lore "&32021年夏イベント用チケット!" and "&3ロビーで専用武器などと交換することができる" to victim
- set {kensyou%victim%} to false
- if {exp::%attacker%} >= {nextexp::%attacker%}:
- add 1 to {level::%attacker%}
- broadcast "&b[Field]&e&l%attacker%のレベルが&b%{level::%attacker%}%&eになりました!"
- add 1 to {nextexp::%attacker%}
- add 1 to {exppoint::%attacker%}
- set {exp::%attacker%} to 0
- loop all players:
- play sound "ENTITY_FIREWORK_LAUNCH" with volume 0.3 and pitch 1 to the loop-players
- wait 15 ticks
- play sound "ENTITY_FIREWORK_TWINKLE" with volume 1 and pitch 1.0 to the loop-players
- else if attacker is a tnt:
- {attacker.%victim%} is victim
- remove 10 from {money::%victim%}
- loop {setting.killlog::*}:
- send "[&e%victim%&7]&eー自爆→&c<%attacker%>" to loop-value
- send "&d[自爆ペナルティ]&e10ペル没収されました・・・" to victim
- set the death message to ""
- else:
- loop {setting.killlog::*}:
- send "[&e%attacker%&7]→&c<%victim%>" to loop-value
- set the death message to ""
- command /setskspawn:
- permission:admin
- trigger:
- set {spawn} to event-entity's location
- command /setskshop:
- permission:admin
- trigger:
- set {shop} to event-entity's location
- command /setskbuild:
- permission:admin
- trigger:
- set {Build} to event-entity's location
- command /setskcasino:
- permission:admin
- trigger:
- set {casino} to event-entity's location
- on walking on yellow wool:
- block under the event-block is bedrock
- teleport player to {shop}
- on walking on black wool:
- set player's gamemode to adventure
- block under the event-block is bedrock
- teleport player to {spawn}
- on walking on blue wool:
- set player's gamemode to survival
- block under the event-block is bedrock
- teleport player to {Build}
- on walking on green wool:
- block under the event-block is bedrock
- teleport player to {casino}
- command /setskfirstspawn:
- permission:admin
- trigger:
- set {firstspawn} to event-entity's location
- command /setskjailspawn:
- permission:admin
- trigger:
- set {jailspawn} to event-entity's location
- command /jail <player>:
- permission:admin
- trigger:
- if arg is online:
- teleport arg to {jailspawn}
- set {jail.%arg%} to true
- broadcast "&b[ゲームマスター]&e&l%arg%が投獄されたぜ・・・皆も彼みたいにならないよう気を付けような!"
- else:
- send "対象はオンラインではありません"
- command /unjail <player>:
- permission:admin
- trigger:
- if arg is online:
- delete {jail.%arg%}
- broadcast "&b[ゲームマスター]&e&l%arg%が釈放されたぜ!もう戻ってくんなよ!"
- teleport arg to {spawn}
- else:
- send "対象はオンラインではありません"
- command /mutesk <player>:
- permission:admin
- trigger:
- if arg is online:
- set {mute.%arg%} to true
- broadcast "&b[ゲームマスター]&e&l%arg%がミュートされたぜ!言動に気をつけろよ!"
- else:
- send "対象はオンラインではありません"
- command /unmutesk <player>:
- permission:admin
- trigger:
- if arg is online:
- delete {mute.%arg%}
- broadcast "&b[ゲームマスター]&e&l%arg%がミュート解除されたぜ!皆も気をつけろよな!!"
- else:
- send "対象はオンラインではありません"
- on damage:
- play sound "ENTITY_ARROW_HIT_PLAYER" with volume 2 and pitch 1.1 to the attacker
- on chat:
- if {mute.%player%} is true:
- send "&4&l貴方は一時的にミュートされています!もし意義がある場合はこちらでお願いします→https://discord.gg/AfS24ZuaJb"
- cancel event
- else:
- loop all players:
- play sound "BLOCK_STONE_BUTTON_CLICK_OFF" with volume 0.3 and pitch 1 to the loop-players
- command /firstset:
- permission:admin
- trigger:
- set {kill::%player%} to 0
- set {money::%player%} to 0
- set {exp::%player%} to 0
- set {nextexp::%player%} to 20
- set {exppoint::%player%} to 5
- set {level::%player%} to 1
- set {strike::%player%} to 0
- set {kensyou%player%} to false
- set {skill%player%} to 0
- loop {SkillNumber} times:
- set {skillunlock::%player%::%loop-number%} to false
- set {skillunlock::%player%::1} to true
- set {death::%player%} to 0
- set {BuildShopPage.%player%} to 1
- delete {firstjoin.%player%}
- on join:
- set player's gamemode to adventure
- add "{Attributes:[{Name:""generic.knockbackResistance"",Base:1d}]}" to nbt of player
- if {kabu::%player%} is not set:
- set {kabu::%player%} to 0
- if {guild.playerkill.%player%} is not set:
- set {guild.playerkill.%player%} to 0
- {firstjoin.%player%} is not set:
- set the max health of the player to 20
- teleport player to {firstspawn}
- set {kill::%player%} to 0
- set {money::%player%} to 0
- set {exp::%player%} to 0
- set {nextexp::%player%} to 20
- set {exppoint::%player%} to 5
- set {level::%player%} to 1
- set {strike::%player%} to 0
- set {kensyou%player%} to false
- set {skill%player%} to 0
- set {skillunlock::%player%::1} to true
- set {abi.unlock.%player%::1} to true
- set {death::%player%} to 0
- set {BuildShopPage.%player%} to 1
- set the join message to "&d[FirstJoin]&e%player%"
- set {firstjoin.%player%} to true
- set {SkillName0} to "なし"
- set {setting.killlog::%player%} to player
- loop {firstitems::*}:
- give {firstitems::%loop-index%} to player
- loop all players:
- wait 3 tick
- play sound "entity.cat.ambient" with volume 0.3 and pitch 1 to the loop-players
- else:
- set the join message to "&b[Join]&e%player%"
- loop all players:
- wait 3 tick
- play sound "entity.wolf.ambient" with volume 0.3 and pitch 1 to the loop-players
- {jail.%player%} is not set
- teleport player to {spawn}
- command /setfirstitems:
- permission:admin
- trigger:
- if {firstitems.num} is not set:
- set {firstitems.num} to 0
- send "アイテム番号を生成したのでもう一度入力してください" to player
- else:
- set {firstitems::%{firstitems.num}%} to player's tool
- add 1 to {firstitems.num}
- command /deletefirstitems:
- permission:admin
- trigger:
- loop {firstitems::*}:
- delete {firstitems::%loop-index%}
- delete {firstitems.num}
- on quit:
- set the quit message to "&c[Quit]&e%player%"
- loop all players:
- play sound "entity.villager.hurt" with volume 0.3 and pitch 1 to the loop-players
- every 300 seconds:
- broadcast "&a[BadGunServer]&eサーバーDiscordはこちら→https://discord.gg/gTZjCaz3V2"
- on rightclick:
- if block is sign:
- if line 1 is "&d&l100ペル引き出す":
- if {money::%player%} >= 100:
- give 1 gold nugget named "&d&l100ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「俺にとっては銃弾より" and "&5価値のあるものさ」" and "&5ジョン・グレー" to player
- remove 100 from {money::%player%}
- else:
- send "&cどうやらペルが足りないようだ・・・" to player
- else if line 1 is "&e&l1000ペル引き出す":
- if {money::%player%} >= 1000:
- give 1 gold ingot named "&d&l1000ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「こいつのためなら、俺は" and "&5命を懸けてもいい」" and "&5ジョン・グレー" to player
- remove 1000 from {money::%player%}
- else:
- send "&cどうやらペルが足りないようだ・・・" to player
- else if line 1 is "&b&l10000ペル引き出す":
- if {money::%player%} >= 10000:
- give 1 gold block named "&d&l10000ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「俺がくたばったら" and "&5こいつと俺を一緒に埋めてくれ」" and "&5ジョン・グレー" to player
- remove 10000 from {money::%player%}
- else:
- send "&cどうやらペルが足りないようだ・・・" to player
- on rightclick:
- name of held item is "&d&l10000ペル"
- player is sneaking
- wait a tick
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- remove gold block named "&d&l10000ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「俺がくたばったら" and "&5こいつと俺を一緒に埋めてくれ」" and "&5ジョン・グレー" from player's inventory
- add 10000 to {money::%player%}
- on rightclick:
- name of held item is "&d&l1000ペル"
- player is sneaking
- wait a tick
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- remove gold ingot named "&d&l1000ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「こいつのためなら、俺は" and "&5命を懸けてもいい」" and "&5ジョン・グレー" from player's inventory
- add 1000 to {money::%player%}
- on rightclick:
- name of held item is "&d&l100ペル"
- player is sneaking
- wait a tick
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- remove gold nugget named "&d&l100ペル" with lore "&e&lシフト右クリックで電子化できる" and "&5「俺にとっては銃弾より" and "&5価値のあるものさ」" and "&5ジョン・グレー" from player's inventory
- add 100 to {money::%player%}
- on sign change:
- if line 1 is "100ペル":
- set line 1 to "&d&l100ペル引き出す"
- else if line 1 is "1000ペル":
- set line 1 to "&e&l1000ペル引き出す"
- else if line 1 is "10000ペル":
- set line 1 to "&b&l10000ペル引き出す"
- command /setmoney <int>:
- permission:admin
- trigger:
- set {money::%player%} to arg
- on walking on red glass:
- block under the event-block is beacon
- set {pointloc} to location of event-block
- if {pointplayer::%player%} is not set:
- loop {pointplayer::*}:
- delete {pointplayer::%loop-index%}
- set {pointplayer::%player%} to 0
- else if {pointplayer::%player%} >= 1:
- send "&5[System]&e連続で拠点を制圧することはできません!"
- stop
- else:
- add 1 to {pointplayer::%player%}
- broadcast "&c[Field]&d%player%&eが拠点を制圧しました!"
- give 1 paper named "&b[Summer]&eチケット" with lore "&32021年夏イベント用チケット!" and "&3ロビーで専用武器などと交換することができる" to player
- add 100 to {money::%player%}
- play sound "ENTITY_PLAYER_LEVELUP" with volume 1 and pitch 1.0 to player
- set block to glass
- set {point} to 40
- command /testpoint:
- permission:admin
- trigger:
- set {point} to 45
- command /testpointdelete:
- permission:admin
- trigger:
- loop {pointplayer::*}:
- clear {pointplayer::%loop-index%}
- every 2 second:
- loop all players:
- {skill%loop-player%} = 5
- heal loop-player by 0.5 hearts
- every seconds:
- if {point} <= 45:
- remove 1 from {point}
- if {point} == 0:
- set block at {pointloc} to red glass
- broadcast "&c[Field]&e拠点が復活しました!!"
- on rightclick on entity:
- if display name of event-entity is "スキルショップ":
- cancel event
- open chest inventory with 6 row named "&a&lスキルショップ" to player
- loop 10 times:
- set slot loop-number - 1 of player's current inventory to iron bars named ""
- set slot 4 of player's current inventory to magma cream named "&e&lスキルショップ" with lore "&a&lレベルアップなどで入手できる経験値を消費して" and "&a&lスキルを購入することができる。" and "&a&l使用するスキルの選択は、メニューから行ってね" and "&c&lなおスキルの購入には5経験値pointが必要です" and "&5「経験は、何よりの宝になる」 ロック・ロバート"
- set {_num} to 9
- set {_num1} to 1
- loop {SkillNumber} time:
- set slot {_num} of player's current inventory to {hel%{_num1}%}
- add 1 to {_num} and {_num1}
- loop {SkillNumber} times:
- if {skillunlock::%player%::%loop-number%} is true:
- set slot loop-number - 1 + 9 of player's current inventory to red wool named "&d&l開放済み"
- on inventory click:
- name of clicked inventory is "&a&lスキルショップ"
- cancel event
- set {_num} to 1
- loop {SkillNumber} time:
- if event-item is {hel%{_num}%}:
- SkillShop(player, {_num})
- add 1 to {_num}
- function SkillShop(p :player, n :number):
- if {exppoint::%{_p}%} >= 5:
- send "&5[システム]&c&l%{SkillName%{_n}%}%を開放しました!" to {_p}
- remove 5 from {exppoint::%{_p}%}
- set {skillunlock::%{_p}%::%{_n}%} to true
- close {_p}'s inventory
- wait 10 ticks
- play sound "ENTITY_FIREWORK_LAUNCH" with volume 1 and pitch 1.0 to {_p}
- wait 20 ticks
- play sound "ENTITY_FIREWORK_TWINKLE" with volume 1 and pitch 1.0 to {_p}
- else:
- send "経験値が足りないようだ・・・" to {_p}
- play sound "BLOCK_LAVA_POP" with volume 1 and pitch 1.0 to {_p}
- close {_p}'s inventory
- on rightclick on entity:
- if display name of event-entity is "アビリティショップ":
- cancel event
- open chest inventory with 6 row named "&a&lアビリティショップ" to player
- loop 10 times:
- set slot loop-number - 2 of player's current inventory to iron bars named ""
- set slot 4 of player's current inventory to magma cream named "&e&lアビリティショップ" with lore "&a&l1000ペルを消費して" and "&a&lアビリティを購入することができる。" and "&a&l使用するアビリティの選択は、メニューから行ってね" and "&5「自分たちの力を、強さを信じましょう」 マララ・ユスフザイ"
- set {_num} to 9
- set {_num1} to 1
- loop {AbilityNumber} time:
- set slot {_num} of player's current inventory to {abi.%{_num1}%}
- add 1 to {_num} and {_num1}
- loop {AbilityNumber} times:
- if {abi.unlock.%player%::%loop-number%} is true:
- set slot loop-number - 1 + 9 of player's current inventory to tnt named "&d&l開放済み"
- on inventory click:
- name of clicked inventory is "&a&lアビリティショップ"
- cancel event
- set {_num} to 1
- loop {SkillNumber} time:
- if event-item is {abi.%{_num}%}:
- AbilityShop(player, {_num})
- add 1 to {_num}
- function AbilityShop(p :player, n :number):
- if {money::%{_p}%} >= 500:
- send "&5[システム]&c&l%{abilityname.%{_n}%}%を開放しました!" to {_p}
- remove 500 from {money::%{_p}%}
- set {abi.unlock.%{_p}%::%{_n}%} to true
- close {_p}'s inventory
- wait 10 ticks
- play sound "ENTITY_FIREWORK_LAUNCH" with volume 1 and pitch 1.0 to {_p}
- wait 20 ticks
- play sound "ENTITY_FIREWORK_TWINKLE" with volume 1 and pitch 1.0 to {_p}
- else:
- send "ペルが足りないようだ・・・" to {_p}
- play sound "BLOCK_LAVA_POP" with volume 1 and pitch 1.0 to {_p}
- close {_p}'s inventory
- command /setexp <int>:
- permission:admin
- trigger:
- set {exppoint::%player%} to arg
- every 5 second:
- loop all players:
- if {guild.membername.%loop-player%} is set:
- set {_guild} to "&f[&e%{guild.name.%{guild.membername.%loop-player%}%}%&f]"
- else:
- set {_guild} to ""
- set the loop-player's tablist name to "%{_guild}%&b%loop-player%&c[LV:%{level::%loop-player%}%]"
- wipe loop-player's sidebar
- set name of sidebar of loop-player to "&e-Your Status-"
- set score "&aLevel:%{level::%loop-player%}%" in sidebar of loop-player to 7
- set score "&bEXP:%{exp::%loop-player%}%/%{nextexp::%loop-player%}%" in sidebar of loop-player to 6
- set score "&d所持経験値:%{exppoint::%loop-player%}%point" in sidebar of loop-player to 5
- set score "&5保有株数:&e%{kabu::%loop-player%}%株" in sidebar of loop-player to 4
- set score "&a現在の株価:&b%{kabuka}%ペル" in sidebar of loop-player to 3
- set score "&b所持金:&c%{money::%loop-player%}%ペル" in sidebar of loop-player to 2
- set score "&d連続キル:&b%{strike::%loop-player%}%KILL" in sidebar of loop-player to 1
- if {kabu} >= 0:
- set score "&e前回の株価の変動:+%{kabu}%" in sidebar of loop-player to 0
- else:
- set score "&e前回の株価の変動:%{kabu}%" in sidebar of loop-player to 0
- command /buildshop <number>:
- permission: admin
- trigger:
- set {testchest%player%} to true
- set {BuildShopNumber} to arg
- open chest inventory with 6 row named "&a&l建材ショップ Page:%arg%" to player
- set {_num} to 0
- loop {BuildShop.%arg%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- on inventory close:
- if {testchest%player%} is true:
- set {_num} to 0
- loop 54 times:
- set {BuildShop.%{BuildShopNumber}%::%{_num}%} to slot {_num} of event-inventory
- add 1 to {_num}
- clear {testchest%player%}
- on rightclick on entity:
- if display name of event-entity is "&d建材ショップ":
- open chest inventory with 6 row named "&a&l建材ショップ Page:1" to player
- set {_num} to 0
- set {BuildShopPage.%player%} to 1
- loop {BuildShop.1::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 53 of player's current inventory to arrow named "次のページへ"
- on rightclick on entity:
- if display name of event-entity is "&dその他ショップ":
- open chest inventory with 6 row named "&a&lその他ショップ Page:1" to player
- set {_num} to 0
- set {OtherShopPage.%player%} to 1
- loop {BuildShop.1::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 53 of player's current inventory to arrow named "次のページへ"
- command /testbuildvari:
- trigger:
- send "%{BuildShop.1::0}%" to player
- command /openbuildshop <number>:
- permission:admin
- trigger:
- open chest inventory with 6 row named "&a&l建材ショップ Page:%arg%" to player
- set {_num} to 0
- loop {BuildShop.%arg%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- on inventory click:
- name of clicked inventory contains "&a&l建材ショップ"
- {testchest%player%} is not set
- cancel event
- wait a tick
- if event-item is arrow named "次のページへ":
- close player's inventory
- add 1 to {BuildShopPage.%player%}
- open chest inventory with 6 row named "&a&l建材ショップ Page:%{BuildShopPage.%player%}%" to player
- set {_num} to 0
- loop {BuildShop.%{BuildShopPage.%player%}%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 45 of player's current inventory to arrow named "前のページへ"
- {BuildShopPage.%player%} <= 50
- set slot 53 of player's current inventory to arrow named "次のページへ"
- else if event-item is arrow named "前のページへ":
- close player's inventory
- remove 1 from {BuildShopPage.%player%}
- open chest inventory with 6 row named "&a&l建材ショップ Page:%{BuildShopPage.%player%}%" to player
- set {_num} to 0
- loop {BuildShop.%{BuildShopPage.%player%}%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 53 of player's current inventory to arrow named "次のページへ"
- {BuildShopPage.%player%} >= 2
- set slot 45 of player's current inventory to arrow named "前のページへ"
- else if {money::%player%} >= 100:
- remove 100 from {money::%player%}
- give event-item to player
- play sound "BLOCK_NOTE_HARP" with volume 2 and pitch 1.0 to player
- else if event-item is air:
- else:
- send "ペルが足りないようだ・・・" to player
- play sound "BLOCK_LAVA_POP" with volume 1 and pitch 1.0 to player
- close player's inventory
- on inventory click:
- name of clicked inventory contains "&a&lその他ショップ"
- {testchest%player%} is not set
- cancel event
- wait a tick
- if event-item is arrow named "次のページへ":
- close player's inventory
- add 1 to {BuildShopPage.%player%}
- open chest inventory with 6 row named "&a&l建材ショップ Page:%{BuildShopPage.%player%}%" to player
- set {_num} to 0
- loop {BuildShop.%{BuildShopPage.%player%}%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 45 of player's current inventory to arrow named "前のページへ"
- {BuildShopPage.%player%} <= 50
- set slot 53 of player's current inventory to arrow named "次のページへ"
- else if event-item is arrow named "前のページへ":
- close player's inventory
- remove 1 from {BuildShopPage.%player%}
- open chest inventory with 6 row named "&a&l建材ショップ Page:%{BuildShopPage.%player%}%" to player
- set {_num} to 0
- loop {BuildShop.%{BuildShopPage.%player%}%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- set slot 53 of player's current inventory to arrow named "次のページへ"
- {BuildShopPage.%player%} >= 2
- set slot 45 of player's current inventory to arrow named "前のページへ"
- else if {money::%player%} >= 30:
- remove 30 from {money::%player%}
- give event-item to player
- play sound "BLOCK_NOTE_HARP" with volume 2 and pitch 1.0 to player
- else if event-item is air:
- else:
- send "ペルが足りないようだ・・・" to player
- play sound "BLOCK_LAVA_POP" with volume 1 and pitch 1.0 to player
- close player's inventory
- command /setgatya <String> <number>:
- permission: admin
- trigger:
- set {Gatya::%arg-1%} to player's tool
- set {GatyaChance::%arg-1%} to arg-2
- give name tag named "&e%arg-1%のガチャチケット" with lore "&d当選確率: 1/%arg-2%" and "&a右クリックでガチャを引くことができる" to player
- loop {Gatya::*}:
- send loop-index to player
- on rightclick with name tag:
- loop {Gatya::*}:
- if player have name tag named "&e%loop-index%のガチャチケット" with lore "&d当選確率: 1/%{GatyaChance::%loop-index%}%" and "&a右クリックでガチャを引くことができる":
- wait 2 ticks
- remove name tag named "&e%loop-index%のガチャチケット" with lore "&d当選確率: 1/%{GatyaChance::%loop-index%}%" and "&a右クリックでガチャを引くことができる" from the player
- set {_gatya} to a random integer between 1 and {GatyaChance::%loop-index%}
- if {_gatya} = 1:
- broadcast "&e&l%player%さんが、%loop-index%を当てました!"
- give {Gatya::%loop-index%} to player
- loop all players:
- loop 5 times:
- play sound "ENTITY_FIREWORK_LAUNCH" with volume 0.3 and pitch 1 to the loop-players
- wait 10 ticks
- else:
- play sound "BLOCK_LAVA_POP" with volume 1 and pitch 1.0 to player
- command /patinko:
- permission:admin
- trigger:
- give iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" to player
- on rightclick:
- if block is sign:
- if line 1 is "&d&l10ペルパチンコ":
- if line 2 is "当たり:30玉":
- player have iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える"
- wait 1 tick
- remove iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" from player
- set {_10pati} to a random integer between 1 and 30
- if {_10pati} = 1:
- play sound "ENTITY_PLAYER_LEVELUP" with volume 0.5 and pitch 2 to the players
- give 30 iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" to player
- else:
- play sound "BLOCK_NOTE_BELL" with volume 0.5 and pitch 1 to the players
- if line 2 is "当たり:10玉":
- player have iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える"
- wait 1 tick
- remove iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" from player
- set {_10pati} to a random integer between 1 and 10
- if {_10pati} = 1:
- play sound "ENTITY_PLAYER_LEVELUP" with volume 0.5 and pitch 2 to the players
- give 10 iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" to player
- else:
- play sound "BLOCK_NOTE_BELL" with volume 0.5 and pitch 1 to the players
- else if line 2 is "当たり:5玉":
- player have iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える"
- wait 1 tick
- remove iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" from player
- set {_10pati} to a random integer between 1 and 5
- if {_10pati} = 1:
- play sound "ENTITY_PLAYER_LEVELUP" with volume 0.5 and pitch 2 to the players
- give 5 iron nugget named "&b&l10ペルパチンコ玉" with lore "&a10ペルと同じ価値を持つ玉" and "&a10ペルパチンコ台で使える" to player
- else:
- play sound "BLOCK_NOTE_BELL" with volume 0.5 and pitch 1 to the players
- on sign change:
- if line 1 is "10ペルパチンコ5":
- set line 1 to "&d&l10ペルパチンコ"
- set line 2 to "当たり:5玉"
- set line 3 to "&a確率:高"
- if line 1 is "10ペルパチンコ10":
- set line 1 to "&d&l10ペルパチンコ"
- set line 2 to "当たり:10玉"
- set line 3 to "&a確率:中"
- if line 1 is "10ペルパチンコ30":
- set line 1 to "&d&l10ペルパチンコ"
- set line 2 to "当たり:30玉"
- set line 3 to "&a確率:低"
- command /hanma:
- permission: admin
- trigger:
- loop all players:
- {skill%loop-player%} is 8:
- set {skill%loop-player%} to 1
- command /menuitem:
- permission:admin
- trigger:
- give 1 clock named "&c&lメニュー" with lore "&e便利な機能を利用したり、設定を変更できる" to player
- command /fieldspawn:
- permission: admin
- trigger:
- if {FieldNumber} is not set:
- set {FieldNumber} to 0
- send "フィールドナンバーが設定されていなかったのでもう一度コマンド入力してください" to player
- else:
- set {FieldSpawn::%{FieldNumber}%} to location of player
- add 1 to {FieldNumber}
- command /firstsetspawn:
- permission:admin
- trigger:
- set {FieldNumber} to 0
- command /deletefield <number>:
- permission:admin
- trigger:
- if arg is not set:
- loop {FieldSpawn::*}:
- delete {FieldSpawn::%loop-index%}
- set {FieldNumber} to 0
- send "すべてのフィールド座標を削除しました" to player
- else if {FieldSpawn} is set:
- delete {FieldSpawn::%arg%}
- send "%arg%番の座標を削除しました" to player
- else:
- send "その番号は存在しません" to player
- command /fieldlist:
- permission: admin
- trigger:
- loop {FieldSpawn::*}:
- send "%loop-index% : %{FieldSpawn::%loop-index%}%" to player
- command /fieldtp:
- permission:admin
- trigger:
- set {_tpcheck} to true
- while ({_tpcheck}):
- set {_tpnum%player%} to a random integer between 0 and size of {FieldSpawn::*} - 1
- spawn an armor stand at location of {FieldSpawn::%{_tpnum%player%}%}
- set {_entity%player%} to last spawned armor stand
- add "{Marker:true,Invisible:true,NoGravity:true}" to entity-nbt of {_entity%player%}
- loop all players:
- if distance between the last spawned entity and loop-player is smaller than 15:
- send "エリア内に敵がいます" to player
- kill {_entity%player%}
- wait 8 ticks
- else:
- send "エリア内に敵がいないので出撃します" to player
- set {_tpcheck} to false
- kill {_entity%player%}
- teleport player to {FieldSpawn::%{_tpnum%player%}%}
- on walking on red wool:
- block under the event-block is bedrock
- {tptime%player%} is not set
- set {tptime%player%} to true
- set {_tpcheck} to true
- while ({_tpcheck}):
- set {_onlineplayer.num} to number of all players
- set {_onlineplayer} to 0
- set {_tpnum%player%} to a random integer between 0 and size of {FieldSpawn::*} - 1
- spawn an armor stand at location of {FieldSpawn::%{_tpnum%player%}%}
- set {_entity%player%} to last spawned armor stand
- add "{Marker:true,Invisible:true,NoGravity:true}" to entity-nbt of {_entity%player%}
- loop all players:
- if distance between the last spawned entity and loop-player is smaller than 20:
- wait a tick
- else:
- add 1 to {_onlineplayer}
- kill {_entity%player%}
- {_onlineplayer} == {_onlineplayer.num}
- set {_tpcheck} to false
- delete {tptime%player%}
- teleport player to {FieldSpawn::%{_tpnum%player%}%}
- set {fieldmenu.%player%} to true
- command /setgun <String> <Number>:
- permission: admin
- trigger:
- if {GunNum::%arg-1%} is not set:
- set {GunNum::%arg-1%} to 0
- set {Gun::%arg-1%::%{GunNum::%arg-1%}%} to player's tool
- set {GunType::%arg-1%} to arg-1
- send "{Gun::%arg-1%::%{GunNum::%arg-1%}%}" to player
- set {GunPrice::%arg-1%::%{GunNum::%arg-1%}%} to arg-2
- add 1 to {GunNum::%arg-1%}
- command /deletegun <String>:
- permission: admin
- trigger:
- loop {Gun::%arg-1%::*}:
- delete {Gun::%arg-1%::%loop-index%}
- delete {GunNum::%arg-1%}
- delete {GunPrice::%arg-1%::%loop-index%}
- on rightclick on entity:
- loop {GunType::*}:
- if display name of event-entity is "%loop-value-1%ショップ":
- cancel event
- open chest inventory with 6 row named "&c&l%loop-value-1%ショップ" to player
- set {_gui%player%} to 0
- loop 9 times:
- set slot loop-number - 1 of player's current inventory to iron bars named " "
- set slot loop-number - 1 + 27 of player's current inventory to iron bars named " "
- loop {Gun::%loop-value-1%::*}:
- set slot {_gui%player%} + 9 of player's current inventory to {Gun::%loop-value-1%::%loop-index-2%}
- set slot {_gui%player%} + 18 of player's current inventory to gold nugget named "&b&l値段" with lore "&c&l%{GunPrice::%loop-value-1%::%loop-index-2%}%ペル"
- add 1 to {_gui%player%}
- set slot 4 of player's current inventory to magma cream named "&e&l銃ショップ" with lore "&a&lペルを消費して銃を購入することができる" and "&a&l価格は銃の下の金塊に表示されます"
- on inventory click:
- name of clicked inventory contains "ショップ"
- loop {GunType::*}:
- if name of clicked inventory is "&c&l%loop-value-1%ショップ":
- cancel event
- loop {Gun::%loop-value-1%::*}:
- if event-item is {Gun::%loop-value-1%::%loop-index-2%}:
- GunShop(player, loop-value-1, loop-index-2)
- close player's inventory
- function GunShop(p: player,s: string,n: string):
- if {money::%{_p}%} >= {GunPrice::%{_s}%::%{_n}%}:
- give {Gun::%{_s}%::%{_n}%} to {_p}
- play sound "ENTITY_PLAYER_LEVELUP" with volume 1 and pitch 1 at {_p} for {_p}
- send "&a&l銃を購入しました!" to {_p}
- remove {GunPrice::%{_s}%::%{_n}%} from {money::%{_p}%}
- else:
- send "&a&lどうやらペルが足りないようだ・・・" to {_p}
- command /listgun <String>:
- permission: admin
- trigger:
- send "-%arg-1%-"
- loop {Gun::%arg-1%::*}:
- send "%loop-index% : %{Gun::%arg-1%::%loop-index%}%"
- every 10 seconds:
- delete holo object "killrank"
- set {_high} to 0
- set {_count} to 7
- loop {kill::*}:
- set {_killrank::%loop-index%} to loop-value
- loop {_count} times:
- loop {_killrank::*}:
- loop-value-2 > {_high}
- set {_high} to loop-value-2
- set {_highplayer} to loop-index
- if {_ranktext} is not set:
- set {_ranktext} to "&dキルランキング;&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%Kill;"
- else:
- set {_ranktext} to "%{_ranktext}%&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%Kill;"
- set {_high} to 0
- delete {_killrank::%{_highplayer}%}
- create holo object "ItemStack:Diamond Sword;%{_ranktext}%" with id "killrank" at {KillrankHolo}
- delete holo object "moneyrank"
- set {_count} to 7
- loop {money::*}:
- set {_moneyrank::%loop-index%} to loop-value
- loop {_count} times:
- loop {_moneyrank::*}:
- loop-value-2 > {_high}
- set {_high} to loop-value-2
- set {_highplayer} to loop-index
- if {_rankmoneytext} is not set:
- set {_rankmoneytext} to "&d所持金ランキング;&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%ペル;"
- else:
- set {_rankmoneytext} to "%{_rankmoneytext}%&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%ペル;"
- set {_high} to 0
- delete {_moneyrank::%{_highplayer}%}
- create holo object "ItemStack:Gold Block;%{_rankmoneytext}%" with id "moneyrank" at {MoneyrankHolo}
- delete holo object "guildkill"
- set {_count} to 7
- loop {guild.kill::*}:
- set {_guild.kill::%loop-index%} to loop-value
- loop {_count} times:
- loop {_guild.kill::*}:
- loop-value-2 > {_high}
- set {_high} to loop-value-2
- set {_highplayer} to {guild.name.%loop-index%}
- if {_guildkilltext} is not set:
- set {_guildkilltext} to "&dギルドの総キル数ランキング;&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%キル;"
- else:
- set {_guildkilltext} to "%{_guildkilltext}%&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%キル;"
- set {_high} to 0
- delete {_guild.kill::%{_highplayer}%}
- create holo object "ItemStack:gold sword;%{_guildkilltext}%" with id "guildkill" at {GuildKillHolo}
- command /sethololoc <string>:
- permission: admin
- trigger:
- if arg is "Kill":
- set {KillrankHolo} to player's location
- send "キルランキングの座標をセットしました!"
- else if arg is "Money":
- set {MoneyrankHolo} to player's location
- send "所持金ランキングの座標をセットしました!"
- else if arg is "GuildKill":
- set {GuildKillHolo} to player's location
- send "ギルドのキル数ランキングの座標をセットしました"
- else:
- send "KillかMoneyを入力してください!"
- on inventory click:
- clicked inventory is inventory of player
- clicked slot is 39
- cancel event
- on craft:
- cancel event
- command /exppointfix:
- permission:admin
- trigger:
- loop {level::*}:
- add {level::%loop-index%} - 1 to {exppoint::%loop-index%}
- command /lookexp:
- permission:admin
- trigger:
- loop {exppoint::*}:
- send "%loop-index%:%{exppoint::%loop-index%}%" to player
- command /syuuseiexp <int> <string>:
- permission: admin
- trigger:
- add arg-1 to {exppoint::%arg-2%}
- command /killboost <string> <num>:
- permission: admin
- trigger:
- set {KillBoost} to arg-2
- set {KillBoost.time} to 300
- broadcast "&b[KillBoost]&d%arg-1%さん&eが&bキルブースト&eを発動させました!5分間キルによる入手ペルが&c%arg-2%倍&eになります!"
- create bossbar titled "&a&l現在キルブースト&d&l%{KillBoost}%倍&b&l発動中!" and id "killboost" for all players with progress {KillBoost.time}/3 with colors green
- loop all players:
- play sound "item.totem.use" with volume 0.3 and pitch 1 to the loop-players
- command /bossbarhoge:
- trigger:
- add player to bossbar "bar"
- every second:
- if {KillBoost.time} <= 300:
- remove 1 from {KillBoost.time}
- create bossbar titled "&a&l現在キルブースト&d&l%{KillBoost}%倍&b&l発動中!" and id "killboost" for all players with progress {KillBoost.time}/3 with colors green
- if {KillBoost.time} == 0:
- set {KillBoost} to 1
- broadcast "&d[KillBoost]&eキルブーストが終了しました..."
- remove bossbar "killboost"
- set {KillBoost.time} to 500
- on load:
- set {KillBoost} to 1
- set {KillBoost.time} to 500
- remove bossbar "killboost"
- on inventory click:
- {fieldswitch} is false
- {fieldmenu.%player%} is set
- cancel event
- command /fieldswitch <boolean>:
- permission: admin
- trigger:
- set {fieldswitch} to arg
- command /money [<player>]:
- trigger:
- if arg is not set:
- send "&c%player%さん&eの所持金:&d%{money::%arg%}%ペル"
- else:
- send "&c%arg%さん&eの所持金:&d%{money::%arg%}%ペル"
- on right click with brick:
- name of held item contains "&dカロリーメイト"
- set {_p} to player's food level
- add 3.5 to {_p}
- set player's food level to {_p}
- set saturation of player to 6
- remove brick from player's tool
- play sound "ENTITY_GENERIC_EAT" with volume 0.3 and pitch 1 at player
- command /foodget:
- permission:admin
- trigger:
- give brick named "&dカロリーメイト" with lore "&e右クリックで手軽に食べれます" and "&cカビを取り入れた完全栄養食です" and "&c(体質によっては体がカビますのでご注意ください)" to player
- command /dataswitch <string> <string>:
- permission: admin
- trigger:
- if {kill::%arg-1%} is set:
- if {kill::%arg-2%} is set:
- set {kill::%arg-2%} to {kill::%arg-1%} + {kill::%arg-2%}
- set {money::%arg-2%} to {money::%arg-1%} + {money::%arg-2%}
- set {exp::%arg-2%} to {exp::%arg-1%}
- set {nextexp::%arg-2%} to {nextexp::%arg-1%}
- set {exppoint::%arg-2%} to {exppoint::%arg-1%}
- set {level::%arg-2%} to {level::%arg-1%}
- set {kill::%arg-2%} to {kill::%arg-1%} + {kill::%arg-2%}
- set {death::%arg-2%} to {death::%arg-1%} + {death::%arg-2%}
- loop {skillunlock::%arg-1%::*}:
- set {skillunlock::%arg-2%::%loop-index%} to loop-value
- else:
- send "二番目のプレイヤーが存在しません" to player
- stop
- else:
- send "一番目のプレイヤーが存在しません" to player
- stop
- on quit:
- {setting.killlog::%player%} is set
- delete {setting.killlog::%player%}
- set {killlog.quit.%player%} to true
- on join:
- {killlog.quit.%player%} is true
- delete {killlog.quit.%player%}
- set {setting.killlog::%player%} to player
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