Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- on death of villager:
- wait 1 second
- set {_loc} to location of event-entity
- spawn villager at {_loc}
- on spawn of villager:
- set the max health of the event-entity to 20
- heal event-entity
- on death of player:
- if attacker is players:
- play sound "BLOCK_ANVIL_PLACE" with volume 0.8 and pitch 1 to the attacker
- set death message to "&b<%attacker%>&7-&7[&e%name of attacker's tool%&7]→&c<%victim%>"
- add 10 to {money::%attacker%}
- add 1 to {kill::%attacker%}
- add 1 to {exp::%attacker%}
- add 1 to {strike::%attacker%}
- add 1 to {death::%player%}
- set {strike::%victim's uuid%} to 0
- if {exp::%attacker%} >= {nextexp::%attacker%}:
- add 1 to {level::%attacker%}
- broadcast "&b[ゲームマスター]&e&l%attacker%のレベルが%{level::%attacker%}%になった!みんな祝え!"
- add 1 to {nextexp::%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
- on death of player:
- if {strike::%attacker%} is 5:
- broadcast "&b[ゲームマスター]&e&l%attacker%が連続5キル!報酬として30ペルくれてやろう!!"
- add 30 to {money::%attacker%}
- else if {strike::%attacker%} is 10:
- broadcast "&b[ゲームマスター]&e&l%attacker%が連続10キル!やるじゃねえか!ほらよ100ペルだ受け取れ!"
- 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's uuid%} 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ペルプレゼントだ!"
- add 100 to {money::%attacker%}
- add 100 to {money::%victim's uuid%}
- set {kensyou%victim's uuid%} to false
- on damage:
- play sound "ENTITY_ARROW_HIT_PLAYER" with volume 2 and pitch 1.1 to the attacker
- on chat:
- loop all players:
- play sound "BLOCK_STONE_BUTTON_CLICK_OFF" with volume 0.3 and pitch 1 to the loop-players
- command /firstset:
- 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 {SkillNumber} to 5
- set {BuildShopPage.%player%} to 1
- every 5 tick:
- loop all players:
- set action bar of loop-players to "&1&l<スキル:%{SkillName%{Skill%loop-player%}%}%> &d&l<所持金:%{money::%loop-player%}%ペル> &c&l<連続キル:%{strike::%loop-player%}%KILL>"
- 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
- 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特殊能力:&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特殊能力:&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特殊能力:&b&l落下ダメージを無効化する" 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特殊能力:&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特殊能力:&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"
- on damage:
- {skill%victim%} = 3
- damage was caused by fall
- cancel event
- on crackshot damage:
- {skill%event-entity%} = 4
- apply potion of speed 3 to the event-entity for 1 seconds
- on walking on red glass:
- block under the event-block is beacon
- set {pointloc} to location of event-block
- set {_pointmessage} to a random integer between 1 and 3
- if {_pointmessage} == 1:
- broadcast "&b[ゲームマスター]&e&l%player%が拠点を制圧したぜ!奴を狙うなら今がチャンスだ!"
- if {_pointmessage} == 2:
- broadcast "&b[ゲームマスター]&e&l%player%が拠点を制圧しやがった!他の奴ら残念だったな!次頑張れ!"
- if {_pointmessage} == 3:
- broadcast "&b[ゲームマスター]&e&l%player%が拠点を制圧したのか?他のやつに賭けてたんだが・・・チクショウ!"
- add 150 to {money::%player%}
- play sound "ENTITY_PLAYER_LEVELUP" with volume 1 and pitch 1.0 to player
- set block to glass
- set {point} to 60
- every seconds:
- loop all players:
- {skill%loop-player%} = 5
- heal loop-player by 0.5 hearts
- if {point} <= 60:
- remove 1 from {point}
- if {point} == 0:
- set block at {pointloc} to red glass
- set {_pointmes} to a random integer between 1 and 3
- if {_pointmes} == 1:
- broadcast "&b[ゲームマスター]&e&l拠点が復活したぞお前ら!報酬は早い者勝ちだ!"
- if {_pointmes} == 2:
- broadcast "&b[ゲームマスター]&e&l拠点が復活したぞ・・・もうそんな時間か?!"
- if {_pointmes} == 3:
- broadcast "&b[ゲームマスター]&e&l拠点が復活したぜ!俺は%random element out of all players%が制圧するに1000ペル賭ける!"
- #---------------------2-----------------------
- 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 slot 9 of player's current inventory to {hel1}
- set slot 10 of player's current inventory to {hel2}
- set slot 11 of player's current inventory to {hel3}
- set slot 12 of player's current inventory to {hel4}
- set slot 13 of player's current inventory to {hel5}
- 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
- if event-item is {hel1}:
- SkillShop(player, 1)
- else if event-item is {hel2}:
- SkillShop(player, 2)
- else if event-item is {hel3}:
- SkillShop(player, 3)
- else if event-item is {hel4}:
- SkillShop(player, 4)
- else if event-item is {hel5}:
- SkillShop(player, 5)
- 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
- command /setexp <int>:
- trigger:
- set {exppoint::%player%} to arg
- every 3 second:
- loop all players:
- wipe loop-player's sidebar
- set name of sidebar of loop-player to "&e-%loop-player% Status-"
- set score "&aLevel:%{level::%loop-player%}%" in sidebar of loop-player to 3
- set score "&bEXP:%{exp::%loop-player%}%/%{nextexp::%loop-player%}%" in sidebar of loop-player to 2
- set score "所持経験値:%{exppoint::%loop-player%}%point" in sidebar of loop-player to 1
- 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 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"
- command /openbuildshop <number>:
- 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 close:
- {testchest%player%} is true
- loop 54 times:
- set {BuildShop.%{BuildShopNumber}%::%loop-number - 1%} to slot "%loop-number - 1%" parsed as an integer of current inventory of player
- set {testchest%player%} to false
- on inventory click:
- name of clicked inventory contains "&a&l建材ショップ"
- {testchest%player%} is false
- cancel event
- if {money::%player%} >= 100:
- remove 100 from {money::%player%}
- give event-item to player
- play sound "BLOCK_NOTE_HARP" with volume 1 and pitch 1.0 to player
- 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
- 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 53 of player's current inventory to arrow named "次のページへ"
- set slot 45 of player's current inventory to arrow named "前のページへ"
- 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"
- 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:
- 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"
- #-----------------------menu----------------------
- on rightclick with clock:
- if name of event-item is "&c&lメニュー":
- open chest inventory with 1 row named "&c&lメニュー" to player
- set slot 0 of player's current inventory to ender pearl named "&b&lテレポート" with lore "&e&l各施設などにテレポートできる" and "&e&l戦場に出撃中は使用できない"
- set slot 1 of player's current inventory to book named "&b&lスキル変更" with lore "&e&l解放済みのスキルに変更できる" and "&e&l戦場に出撃中は使用できない"
- set slot 7 of player's current inventory to paper named "&b&lキルランキング" with lore "&e&lプレイヤーのキルやキルレートなどの" and "&e&lランキングを表示する"
- set slot 8 of player's current inventory to lime dye named "&b&l設定" with lore "&e&l連続出撃、キルログ非表示など" and "&e&l便利な設定などが行える"
- on inventory click:
- name of clicked inventory is "&c&lメニュー"
- cancel event
- if event-item is ender pearl named "&b&lテレポート" with lore "&e&l各施設などにテレポートできる" and "&e&l戦場に出撃中は使用できない":
- else if event-item is book named "&b&lスキル変更" with lore "&e&l解放済みのスキルに変更できる" and "&e&l戦場に出撃中は使用できない":
- open chest inventory with 1 row named "&a&lスキル変更" to player
- set slot 0 of player's current inventory to {hel1}
- set slot 1 of player's current inventory to {hel2}
- set slot 2 of player's current inventory to {hel3}
- set slot 3 of player's current inventory to {hel4}
- set slot 4 of player's current inventory to {hel5}
- loop {SkillNumber} times:
- if {skill%player%} is loop-number:
- set slot loop-number - 1 of player's current inventory to purple wool named "&d&l選択中"
- loop {SkillNumber} times:
- if {skillunlock::%player%::%loop-number%} is false:
- set slot loop-number - 1 of player's current inventory to red wool named "&d&l未開放"
- else if event-item is paper named "&b&lキルランキング" with lore "&e&lプレイヤーのキルやキルレートなどの" and "&e&lランキングを表示する":
- open chest inventory with 1 row named "&a&lランキング一覧" to player
- set {_high} to 0
- set {_count} to 7
- set {_killrankitem} to diamond sword named "&aキルランキング"
- 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
- set line loop-number of lore of {_killrankitem} to "&a%loop-number%位.&b%{_highplayer}%: &c%{_high}%Kill"
- set {_high} to 0
- delete {_killrank::%{_highplayer}%}
- set slot 0 of player's current inventory to {_killrankitem}
- else if event-item is lime dye named "&b&l設定" with lore "&e&l連続出撃、キルログ非表示など" and "&e&l便利な設定などが行える":
- on inventory click:
- name of clicked inventory is "&a&lスキル変更"
- cancel event
- if event-item is {hel1}:
- set {skill%player%} to 1
- send "&5[システム]&c&lスキルを新兵に変更しました"
- set the player's walk speed to 0.3
- set the max health of the player to 20
- set player's helmet to unbreakable {hel1}
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- close player's inventory
- else if event-item is {hel2}:
- set {skill%player%} to 2
- send "&5[システム]&c&lスキルを鉄壁に変更しました"
- set the max health of the player to 30
- heal the player
- set the player's walk speed to 0.20
- set player's helmet to unbreakable {hel2}
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- close player's inventory
- else if event-item is {hel3}:
- set {skill%player%} to 3
- send "&5[システム]&c&lスキルを忍者に変更しました"
- set the max health of the player to 20
- set the player's walk speed to 0.20
- set player's helmet to unbreakable {hel3}
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- close player's inventory
- else if event-item is {hel4}:
- set {skill%player%} to 4
- send "&5[システム]&c&lスキルを職業軍人に変更しました"
- set the max health of the player to 20
- set the player's walk speed to 0.20
- set player's helmet to unbreakable {hel4}
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- close player's inventory
- else if event-item is {hel5}:
- set {skill%player%} to 5
- send "&5[システム]&c&lスキルを衛生兵に変更しました"
- set the max health of the player to 20
- set the player's walk speed to 0.20
- set player's helmet to unbreakable {hel5}
- play sound "BLOCK_NOTE_HARP" with volume 100 and pitch 7 at player for player
- close player's inventory
- command /menuitem:
- 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:
- trigger:
- set {FieldNumber} to 0
- command /deletefield <number>:
- 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:
- trigger:
- set {_tpcheck%player%} to true
- while ({_tpcheck%player%}):
- 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:
- send "エリア内に敵がいます" to player
- kill {_entity%player%}
- wait 3 ticks
- else:
- send "エリア内に敵がいないので出撃します" to player
- set {_tpcheck%player%} to false
- kill {_entity%player%}
- teleport player to {FieldSpawn::%{_tpnum%player%}%}
- 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%}
- command /aaa:
- trigger:
- send "%{Gun::*}%" to player
- command /bbb:
- trigger:
- set {test12::test13::test14} to 0
- loop {test12::*}:
- send "a" to player
- 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%}%"
- command /getgun:
- trigger:
- give {testgun} to player
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement