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- options:
- PrefixSkyWars: &bSkyWars &f»
- SetSpawn: &7Tu as bien set le &3%arg 2% &7 &b%player's location% &7!
- SetLobby: &7Tu as bien set le &3%arg 2% &7 &b%player's location% &7!
- Reset: &cLes variables ont bien été resets !
- ResetBase: &cLes blocs de glasses ont été réinitialisées !
- JoinTheGame: &3%player% &7a rejoint la partie ! (&a%size of {skywars.player::*}%&7/&28&7)
- LeaveTheGame: &3%player% &7a quitté la partie ! (&a%size of {skywars.player::*}%&7/&28&7)
- StartTheGameIn: &7La partie va commencer...
- Téléportation: &7Téléportation en cours...
- DébutDeLaPartie: &bLa partie commence...
- MsgMortAttacker: &e%victim% &7a été tué par &6%attacker% &7! (&e%size of {skywars.player::*}%&7/&68&7)
- MsgMort: &e%victim% &7est mort ! (&e%size of {skywars.player::*}%&7/&68&7)
- MsgLeave: &e%player% &7s'est déconnecté ! (&e%size of {skywars.player::*}%&7/&68&7)
- Mort: &cTu es mort !
- Victoire: &bFélicitation à &3%{_gagnant}% &bqui gagne la partie !
- Bungee: false #True or False
- BungeeHub: HUB
- on load:
- broadcast "&bReload du &3SkyWars"
- clear {random.item.list::*}
- add 1 diamond helmet to {random.item.list::*}
- add 1 diamond leggings to {random.item.list::*}
- add 1 diamond sword of sharpness 1 to {random.item.list::*}
- add 1 golden boots to {random.item.list::*}
- add 1 chainmail chestplate to {random.item.list::*}
- add 16 steak to {random.item.list::*}
- add 16 cooked porkchop to {random.item.list::*}
- add 1 water bucket to {random.item.list::*}
- add 1 lava bucket to {random.item.list::*}
- add 1 diamond pickaxe to {random.item.list::*}
- add 32 stone to {random.item.list::*}
- add 32 oak wood planks to {random.item.list::*}
- add 1 flint and steel to {random.item.list::*}
- add 2 golden apple to {random.item.list::*}
- add 1 golden apple to {random.item.list::*}
- add 1 golden sword to {random.item.list::*}
- add 1 diamond sword to {random.item.list::*}
- add 1 anvil to {random.item.list::*}
- command /skywarsadm [<text>] [<text>]:
- trigger:
- if player is op:
- if arg 1 is "set":
- if arg 2 is "spawn1":
- set {skywars.spawn.1} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn2" :
- set {skywars.spawn.2} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn3":
- set {skywars.spawn.3} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn4":
- set {skywars.spawn.4} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn5":
- set {skywars.spawn.5} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn6":
- set {skywars.spawn.6} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn7":
- set {skywars.spawn.7} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawn8":
- set {skywars.spawn.8} to player's location
- send "{@SetSpawn}" to player
- loop all blocks in radius 3 around player's location:
- if loop-block is glass:
- set {blocklocation.%{count}%} to location of loop-block
- set {blocktype.%{count}%} to type of loop-block
- set block at {blocklocation.%{count}%} to air
- add 1 to {count}
- if arg 2 is "spawnclear":
- set {_count} to 1
- loop {count} times:
- clear {blocklocation.%{_count}%}
- clear {blocktype.%{_count}%}
- add 1 to {_count}
- set {count} to 0
- if arg 2 is "lobby":
- set {skywars.lobby} to player's location
- send "{@SetLobby}" to player
- if arg 1 is "reset":
- loop all players:
- delete {skywars.play.%loop-player%}
- delete {skywars.start}
- clear {skywars.player::*}
- send "{@Reset}" to player
- if arg 1 is "resetspawn":
- set {_count} to 1
- loop {count} times:
- clear {blocklocation.%{_count}%}
- clear {blocktype.%{_count}%}
- add 1 to {_count}
- set {count} to 1
- send "{@ResetBase}" to player
- command /skywars:
- trigger:
- if {skywars.play.%player%} isn't set:
- if {skywars.start} isn't set:
- if size of {skywars.player::*} < 9:
- set {skywars.play.%player%} to true
- add player to {skywars.player::*}
- loop all players in world "%player's world%":
- send "{@PrefixSkyWars} {@JoinTheGame}" to loop-player
- if size of {skywars.player::*} >= 2:
- set {skywars.start} to true
- loop all players in world "%player's world%":
- send "{@PrefixSkyWars} {@StartTheGameIn}" to loop-player
- play note bass at loop-player with pitch 1
- teleport {skywars.player::*} at {skywars.lobby}
- clear {skywars.player::*}'s inventory
- set {skywars.player::*}'s gamemode to survival
- heal {skywars.player::*}
- wait a second
- set {_count} to 1
- loop {count} times:
- set block at {blocklocation.%{_count}%} to {blocktype.%{_count}%}
- add 1 to {_count}
- if size of {skywars.player::*} = 2:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- if size of {skywars.player::*} = 3:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- if size of {skywars.player::*} = 4:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- teleport {skywars.player::4} at {skywars.spawn.4}
- if size of {skywars.player::*} = 5:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- teleport {skywars.player::4} at {skywars.spawn.4}
- teleport {skywars.player::5} at {skywars.spawn.5}
- if size of {skywars.player::*} = 6:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- teleport {skywars.player::4} at {skywars.spawn.4}
- teleport {skywars.player::5} at {skywars.spawn.5}
- teleport {skywars.player::6} at {skywars.spawn.6}
- if size of {skywars.player::*} = 7:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- teleport {skywars.player::4} at {skywars.spawn.4}
- teleport {skywars.player::5} at {skywars.spawn.5}
- teleport {skywars.player::6} at {skywars.spawn.6}
- teleport {skywars.player::7} at {skywars.spawn.7}
- if size of {skywars.player::*} = 8:
- teleport {skywars.player::1} at {skywars.spawn.1}
- teleport {skywars.player::2} at {skywars.spawn.2}
- teleport {skywars.player::3} at {skywars.spawn.3}
- teleport {skywars.player::4} at {skywars.spawn.4}
- teleport {skywars.player::5} at {skywars.spawn.5}
- teleport {skywars.player::6} at {skywars.spawn.6}
- teleport {skywars.player::7} at {skywars.spawn.7}
- teleport {skywars.player::8} at {skywars.spawn.8}
- wait 2 ticks
- set {skywars.don'tmove} to true
- heal {skywars.player::*}
- wait a second
- set action bar of {skywars.player::*} to "{@PrefixSkyWars} {@Téléportation}"
- send {skywars.player::*} title "{@PrefixSkyWars}" with subtitle "{@Téléportation}" for 1 second
- play note bass at {skywars.player::*} with pitch 1
- wait a second
- set action bar of {skywars.player::*} to "{@PrefixSkyWars} {@Téléportation}"
- send {skywars.player::*} title "{@PrefixSkyWars}" with subtitle "{@Téléportation}" for 1 second
- play note bass at {skywars.player::*} with pitch 1
- wait a second
- set action bar of {skywars.player::*} to "{@PrefixSkyWars} {@DébutDeLaPartie}"
- send {skywars.player::*} title "{@PrefixSkyWars}" with subtitle "{@DébutDeLaPartie}" for 2 second
- play level up at {skywars.player::*} with pitch 1
- loop {skywars.player::*}:
- make console execute command "/effect %loop-value% clear"
- delete {skywars.don'tmove}
- set {skywars.damagechute.%{skywars.player::1}%} to true
- set {skywars.damagechute.%{skywars.player::2}%} to true
- set {skywars.damagechute.%{skywars.player::3}%} to true
- set {skywars.damagechute.%{skywars.player::4}%} to true
- set {skywars.damagechute.%{skywars.player::5}%} to true
- set {skywars.damagechute.%{skywars.player::6}%} to true
- set {skywars.damagechute.%{skywars.player::7}%} to true
- set {skywars.damagechute.%{skywars.player::8}%} to true
- loop {chest.location::*}:
- set {_slot::*} to ""
- loop 27 times:
- add loop-number to {_number::*}
- clear inventory of block at loop-value
- set {_nbr} to a random number between 5 and 9
- loop {_nbr} times:
- set {_item} to a random element out of {random.item.list::*}
- set {_slot} to a random element out of {_number::*}
- add {_item} to slot ({_slot} - 1) of block at loop-value-1
- set {_count1} to 1
- loop {count} times:
- set block at {blocklocation.%{_count1}%} to air
- add 1 to {_count1}
- else:
- send "{@PrefixSkyWars} {@LeaveTheGame}" to {skywars.player::*}
- delete {skywars.play.%player%}
- remove player from {skywars.player::*}
- if size of {skywars.player::*} = 0:
- delete {skywars.start}
- if "{@Bungee}" is "false":
- make player execute command "/hub"
- stop
- if "{@Bungee}" is "true":
- bungeecord connect player to "{@BungeeHub}"
- stop
- on place:
- add 1 to {skywarsp.count}
- set {skywarsp.blocklocation.%{count}%} to location of loop-block
- set {skywarsp.blocktype.%{count}%} to type of loop-block
- on break:
- add 1 to {skywarsb.count}
- set {skywarsb.blocklocation.%{count}%} to location of loop-block
- set {skywarsb.blocktype.%{count}%} to type of loop-block
- on any move:
- if {skywars.play.%player%} is true:
- if {skywars.don'tmove} is true:
- set {_loc} to player's location
- wait 2 ticks
- teleport player at {_loc}
- on damage:
- if damage cause is fall:
- if {skywars.damagechute.%victim%} is true:
- cancel event
- delete {skywars.damagechute.%victim%}
- on quit:
- if {skywars.play.%player%} is true:
- clear drops
- make player execute command "/hub"
- delete {skywars.play.%player%}
- loop all players in world "%player's world%":
- send "{@PrefixSkyWars} {@MsgLeave}" to loop-player
- if size of {skywars.player::*} = 1:
- set {_gagnant} to "%{skywars.player::*}%"
- loop all players in world "%{_gagnant}'s world%":
- set loop-player's gamemode to spectator
- send "{@PrefixSkyWars} {@Victoire}" to loop-player
- delete {skywars.start}
- remove "%{skywars.player::*}%" from {skywars.player::*}
- clear {skywars.player::*}
- delete {skywars.play.%{_gagnant}%}
- add 1 to {_countp}
- loop {skywarsp.count} times:
- set block at {skywarsp.blocklocation.%{_countp}%} to {skywarsp.blocktype.%{_countp}%}
- clear {skywarsp.blocklocation.%{_countp}%}
- clear {skywarsp.blocktype.%{_countp}%}
- add 1 to {_countp}
- set {skywarsp.count} to 0
- add 1 to {_countb}
- loop {skywarsb.count} times:
- set block at {skywarsb.blocklocation.%{_countb}%} to {skywarsb.blocktype.%{_countb}%}
- clear {skywarsb.blocklocation.%{_countb}%}
- clear {skywarsb.blocktype.%{_countb}%}
- add 1 to {_countb}
- set {skywarsb.count} to 0
- set action bar of victim to "{@PrefixSkyWars} {@Victoire}"
- send victim title "{@PrefixSkyWars}" with subtitle "{@Victoire}" for 4 second
- launch creeper firework colored red at {_gagnant} timed 3
- launch star firework colored blue and white at {_gagnant} timed 3
- launch ball large firework colored green and red at {_gagnant} timed 3
- launch burst firework colored black and white at {_gagnant} timed 3
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- loop all players in world "%victim's world%":
- set loop-player's gamemode to survival
- if "{@Bungee}" is "false":
- make loop-player execute command "/hub"
- if "{@Bungee}" is "true":
- bungeecord connect loop-player to "{@BungeeHub}"
- stop
- on death of player:
- if {skywars.play.%victim%} is true:
- clear drops
- heal the victim
- set victim's gamemode to spectator
- remove victim from {skywars.player::*}
- delete {skywars.play.%victim%}
- set action bar of victim to "{@PrefixSkyWars} {@Mort}"
- send victim title "{@PrefixSkyWars}" with subtitle "{@Mort}" for 1 second
- play note bass at victim with pitch 1
- set death message to ""
- if attacker is a player:
- loop all players in world "%victim's world%":
- send "{@PrefixSkyWars} {@MsgMortAttacker}" to loop-player
- else:
- loop all players in world "%victim's world%":
- send "{@PrefixSkyWars} {@MsgMort}" to loop-player
- if size of {skywars.player::*} = 1:
- set {_gagnant} to "%{skywars.player::*}%"
- loop all players in world "%{_gagnant}'s world%":
- set loop-player's gamemode to spectator
- send "{@PrefixSkyWars} {@Victoire}" to loop-player
- delete {skywars.start}
- remove "%{skywars.player::*}%" from {skywars.player::*}
- clear {skywars.player::*}
- delete {skywars.play.%{_gagnant}%}
- add 1 to {_countp}
- loop {skywarsp.count} times:
- set block at {skywarsp.blocklocation.%{_countp}%} to {skywarsp.blocktype.%{_countp}%}
- clear {skywarsp.blocklocation.%{_countp}%}
- clear {skywarsp.blocktype.%{_countp}%}
- add 1 to {_countp}
- set {skywarsp.count} to 0
- add 1 to {_countb}
- loop {skywarsb.count} times:
- set block at {skywarsb.blocklocation.%{_countb}%} to {skywarsb.blocktype.%{_countb}%}
- clear {skywarsb.blocklocation.%{_countb}%}
- clear {skywarsb.blocktype.%{_countb}%}
- add 1 to {_countb}
- set {skywarsb.count} to 0
- set action bar of victim to "{@PrefixSkyWars} {@Victoire}"
- send victim title "{@PrefixSkyWars}" with subtitle "{@Victoire}" for 4 second
- launch creeper firework colored red at {_gagnant} timed 3
- launch star firework colored blue and white at {_gagnant} timed 3
- launch ball large firework colored green and red at {_gagnant} timed 3
- launch burst firework colored black and white at {_gagnant} timed 3
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- wait a second
- launch creeper firework colored red at {_gagnant} timed 2
- launch star firework colored blue and white at {_gagnant} timed 2
- launch ball large firework colored green and red at {_gagnant} timed 2
- launch burst firework colored black and white at {_gagnant} timed 2
- loop all players in world "%victim's world%":
- set loop-player's gamemode to survival
- if "{@Bungee}" is "false":
- make loop-player execute command "/hub"
- if "{@Bungee}" is "true":
- bungeecord connect loop-player to "{@BungeeHub}"
- stop
- command /skywarschest [<text>]:
- trigger:
- if player is op:
- if arg 1 is "clear":
- clear {chest.location::*}
- send "{@PrefixSkyWars} &cTous les coffres de la liste ont été supprimés !" to player
- stop
- if arg 1 is "add":
- if targeted block is a chest:
- if size of {chest.location::*} = 0:
- add location of targeted block to {chest.location::*}
- send "{@PrefixSkyWars} &bVous avez bien ajouté ce coffre, il y a maintenant &3%size of {chest.location::*}% &bcoffres !" to player
- stop
- loop {chest.location::*}:
- if loop-value is location of targeted block:
- send "{@PrefixSkyWars} &cLe coffre est déjà dans la liste !" to player
- stop
- else:
- add location of targeted block to {chest.location::*}
- send "{@PrefixSkyWars} &bVous avez bien ajouté ce coffre, il y a maintenant &3%size of {chest.location::*}% &bcoffres !" to player
- stop
- else:
- send "{@PrefixSkyWars} &cVous devez cibler un coffre !" to player
- if arg 1 is "remove":
- if targeted block is a chest:
- loop {chest.location::*}:
- if loop-value is location of targeted block:
- send "{@PrefixSkyWars} &bVous avez bien supprimé ce coffre, il y a maintenant &3%size of {chest.location::*}% &bcoffres !" to player
- remove location of targeted block from {chest.location::*}
- stop
- send "{@PrefixSkyWars} &cLe coffre n'est pas dans la liste !" to player
- else:
- send "{@PrefixSkyWars} &cVous devez cibler un coffre !" to player
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