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- on quit:
- clear {duel.limit::%player%}
- clear {duel.from::%player%}
- clear {hey::%player%}
- loop all players:
- {duel.from::%loop-player%} is player
- clear {duel.limit::%loop-player%}
- clear {duel.from::%loop-player%}
- on load:
- broadcast "&7* Skript Reload"
- {reloaddatabasetoo} is true
- broadcast "&7* DataBase Reload"
- wait 10 ticks
- command "/loaddatabase"
- command /menu [<integer>]:
- trigger:
- open chest with 3 rows named "&eMenu" to player
- wait a tick
- if arg 1 is not set:
- set {_item} to "nether_star named ""&6&lアスレチック"" with lore ""&eテレポートリスト""" parsed as items
- format slot 13 of player with {_item} to run [execute player command "menu 1"]
- if arg 1 is 1:
- set {_item} to "diamond_block named ""&c&l新&f&l年&c&lア&f&lス&c&lレ&e&l'19"" with lore ""&7難易度:**________""" parsed as items
- format slot 10 of player with {_item} to close then run "tp %player% 2000 7 2008"
- command /init <player>:
- executable by: console
- trigger:
- if {deck.amount::%arg 1%} is not set:
- set {deck.amount::%arg 1%} to 0
- command /dstatus <player>:
- permission: cop.dstatus
- trigger:
- message "player name: %arg 1%"
- message "deck amount: %{deck.amount::%arg 1%}%"
- command /rdbt <boolean>:
- permission: cop.rdbt
- trigger:
- set {reloaddatabasetoo} to arg 1
- command /skr:
- permission: cop.skr
- trigger:
- execute player command "sk reload scripts"
- command /loaddatabase:
- permission: cop.loaddatabase
- trigger:
- set {database.card.id::1} to paper
- set {database.card.type::1} to "p"
- set {database.card.name::1} to "&c&lまるぶ&c/Malb7mm"
- set {database.card.lore::1} to "1 &8&l&oC||&eCost: &a&l2||&7Health: &f&l300||&7Attack: &f&l160 &7/ &cFire||&7Defense: &f&l40 &7/ &bIce &eHoly||&7Skill: &8None"
- set {database.card.stat.health::1} to 300
- set {database.card.stat.attack::1} to 160
- set {database.card.stat.attr-a::1} to "Fire"
- set {database.card.stat.defense::1} to 40
- set {database.card.stat.attr-w1::1} to "Ice"
- set {database.card.stat.attr-w2::1} to "Holy"
- set {database.card.stat.cost::1} to 2
- set {database.card.stat.skillname::1} to "&7None"
- set {database.card.stat.skilllore::1} to "&7-"
- set {database.card.id::2} to paper
- set {database.card.type::2} to "p"
- set {database.card.name::2} to "&d&lKR&d/k2R_Options"
- set {database.card.lore::2} to "2 &9&l&oUC||&eCost: &a&l4||&7Health: &f&l220||&7Attack: &f&l110 &7/ &bIce||&7Defense: &f&l30 &7/ &bIce &eHoly||&7Skill: &9Water Heal||&fこのカードに対してアタックが無かったターンは||&f自フィールドのプレイヤーカード||&fどれかのHPを10回復できる"
- set {database.card.stat.health::2} to 220
- set {database.card.stat.attack::2} to 110
- set {database.card.stat.attr-a::2} to "Ice"
- set {database.card.stat.defense::2} to 30
- set {database.card.stat.attr-w1::2} to "Ice"
- set {database.card.stat.attr-w2::2} to "Holy"
- set {database.card.stat.cost::2} to 4
- set {database.card.stat.skillname::2} to "&9Water Heal"
- set {database.card.stat.skilllore::2} to "&fこのカードに対してアタックが無かったターンは||&f自フィールドのプレイヤーカード||&fどれかのHPを10回復できる"
- set {database.card.id::3} to paper
- set {database.card.type::3} to "p"
- set {database.card.name::3} to "&d&lしぐ&d/_hanamisigu_"
- set {database.card.lore::3} to "3 &8&l&oC||&eCost: &a&l2||&7Health: &f&l180||&7Attack: &f&l200 &7/ &cFire||&7Defense: &f&l50 &7/ &eHoly &5Dark||&7Skill: &8None"
- set {database.card.stat.health::3} to 180
- set {database.card.stat.attack::3} to 200
- set {database.card.stat.attr-a::3} to "Fire"
- set {database.card.stat.defense::3} to 50
- set {database.card.stat.attr-w1::3} to "Holy"
- set {database.card.stat.attr-w2::3} to "Dark"
- set {database.card.stat.cost::3} to 2
- set {database.card.stat.skillname::3} to "&7None"
- set {database.card.stat.skilllore::3} to "&7-"
- set {database.card.id::4} to paper
- set {database.card.type::4} to "p"
- set {database.card.name::4} to "&b&lちょここあ&b/chococoa_sg"
- set {database.card.lore::4} to "4 &8&l&oC||&eCost: &a&l2||&7Health: &f&l180||&7Attack: &f&l130 &7/ &bIce||&7Defense: &f&l70 &7/ &cFire||&7Skill: &8None"
- set {database.card.stat.health::4} to 180
- set {database.card.stat.attack::4} to 130
- set {database.card.stat.attr-a::4} to "Ice"
- set {database.card.stat.defense::4} to 70
- set {database.card.stat.attr-w1::4} to "Fire"
- set {database.card.stat.attr-w2::4} to "-"
- set {database.card.stat.cost::4} to 2
- set {database.card.stat.skillname::4} to "&7None"
- set {database.card.stat.skilllore::4} to "&7-"
- set {database.card.id::5} to paper
- set {database.card.type::5} to "p"
- set {database.card.name::5} to "&f&l白犬&f/white_dog333"
- set {database.card.lore::5} to "5 &e&l&oR||&eCost: &a&l4||&7Health: &f&l420||&7Attack: &f&l170 &7/ &eHoly||&7Defense: &f&l50 &7/ &5Dark &aWood||&7Skill: &8None"
- set {database.card.stat.health::5} to 420
- set {database.card.stat.attack::5} to 170
- set {database.card.stat.attr-a::5} to "Holy"
- set {database.card.stat.defense::5} to 50
- set {database.card.stat.attr-w1::5} to "Dark"
- set {database.card.stat.attr-w2::5} to "Wood"
- set {database.card.stat.cost::5} to 4
- set {database.card.stat.skillname::5} to "&7None"
- set {database.card.stat.skilllore::5} to "&7-"
- set {database.card.id::6} to diamond
- set {database.card.type::6} to "s"
- set {database.card.name::6} to "&e&lプレミアムサーバー"
- set {database.card.lore::6} to "6 &9&l&oUC||&eCost: &a&l2 &a&o[継続]||&bType: &a&lSet||&7Lore:||&f10万RC払って念願のプレミアムサーバー!||&7Effect:||&fこのカードが場にある間枠が二つ増える||&fこのカードがなくなった時、拡張していた||&f部分にあったカードは手札に戻る"
- set {database.card.stat.cost::6} to -2
- set {database.card.stat.lore::6} to "&f10万RC払って念願のプレミアムサーバー!"
- set {database.card.stat.effect::6} to "&fこのカードが場にある間枠が二つ増える||&fこのカードがなくなった時、拡張していた||&f部分にあったカードは手札に戻る"
- set {database.card.id::7} to diamond
- set {database.card.type::7} to "s"
- set {database.card.name::7} to "&6&l大盛況"
- set {database.card.lore::7} to "7 &e&l&oR||&eCost: &a&l5||&bType: &a&lSet||&7Lore:||&f大盛況!RCの稼ぎ時だ!||&7Effect:||&fこのカードが場にある間||&fターン開始時に貰えるコストが倍になる"
- set {database.card.stat.cost::7} to 5
- set {database.card.stat.lore::7} to "&f大盛況!RCの稼ぎ時だ!"
- set {database.card.stat.effect::7} to "&fこのカードが場にある間||&fターン開始時に貰えるコストが倍になる"
- set {database.card.id::8} to diamond
- set {database.card.type::8} to "i"
- set {database.card.name::8} to "&c&lサーバーリスタート"
- set {database.card.lore::8} to "8 &9&l&oUC||&eCost: &a&l4||&bType: &a&lItem||&7Lore:||&f/realmからサーバーを再起動しよう||&7Effect:||&f場に出ているプレイヤーカードを||&f全てドレインする、または全て手札に戻す"
- set {database.card.stat.cost::8} to 4
- set {database.card.stat.lore::8} to "&f/realmからサーバーを再起動しよう"
- set {database.card.stat.effect::8} to "&f場に出ているプレイヤーカードを||&f全てドレインする、または全て手札に戻す"
- set {database.scard.id::1} to nether_star
- set {database.scard.name::1} to "&e&lCard&7&l-&e&lof&7&l-&b&lP&d&lR"
- set {database.scard.lore::1} to "S1||&bDP: &d&l3000||&aLore:||&fPlayerRealmsの人物や||&fサーバーを使ったカードゲーム!||&fカードを駆使して勝利を目指せ!||&6SE:||&9&l(Active) &f1ターンの間、自分の||&fプレイヤーカード、サーバーカードに||&f対してのダメージを半減する"
- set {database.scard.stat.dp::1} to 3000
- set {database.scard.stat.lore::1} to "&fPlayerRealmsの人物や||&fサーバーを使ったカードゲーム!||&fカードを駆使して勝利を目指せ!"
- set {database.scard.stat.se::1} to "&9&l(Active) &f1ターンの間、自分の||&fプレイヤーカード、サーバーカードに||&f対してのダメージを半減する"
- set {database.scard.stat.setype::1} to "Active"
- command /myroom:
- trigger:
- if {myroom.number-of::%player%} is not set:
- add 1 to {myroom.amount}
- set {myroom.number-of::%player%} to {myroom.amount}
- set {myroom.player-of::%{myroom.amount}%} to player
- #load chunk chunk of location at (29999983, 12, 0)
- #load chunk chunk of location at (29999983, 12, 0+({myroom.number-of::%player%}*8))
- set {_n} to {myroom.number-of::%player%}*8
- set {_z} to ({myroom.number-of::%player%}*8.0)+4.0
- # - WE使用部
- command "pex user %player% add worldedit.*"
- execute player command "//pos1 29999976,4,0"
- execute player command "//pos2 29999983,11,7"
- command "teleport %player% 29999980.0 5.2 4.0 -90 ~"
- execute player command "//copy"
- command "teleport %player% 29999980.0 5.2 %{_z}% -90 ~"
- execute player command "//paste"
- command "pex user %player% remove worldedit.*"
- # - ここまで
- command "teleport %player% 29999980.0 8 %{_z}% -90 ~"
- message "&aマイルームを作成しました(ID: %{myroom.number-of::%player%}%)"
- else:
- set {_z} to ({myroom.number-of::%player%}*8.0)+4.0
- command "teleport %player% 29999980.0 5.2 %{_z}% -90 ~"
- command /myroomreset:
- trigger:
- player is "Malb7mm" parsed as player
- set {myroom.amount} to 0
- clear {myroom.number-of::*}
- clear {myroom.player-of::*}
- command /card <text> <int> [<int>]:
- permission: cop.card
- trigger:
- set {_id} to {database.card.id::%arg-2%}
- set {_name} to {database.card.name::%arg-2%}
- set {_lore} to {database.card.lore::%arg-2%}
- set {_amount} to arg-3
- if arg-3 is not set:
- set {_amount} to 1
- if arg 1 is "@":
- set {_player} to player
- else:
- set {_player} to arg 1 parsed as player
- give {_player} {_amount} of {_id} named {_name} with lore {_lore}
- command /scard <text> <int> [<int>]:
- permission: cop.card
- trigger:
- set {_id} to {database.scard.id::%arg-2%}
- set {_name} to {database.scard.name::%arg-2%}
- set {_lore} to {database.scard.lore::%arg-2%}
- set {_amount} to arg-3
- if arg-3 is not set:
- set {_amount} to 1
- if arg 1 is "@":
- set {_player} to player
- else:
- set {_player} to arg 1 parsed as player
- give {_player} {_amount} of {_id} named {_name} with lore {_lore}
- command /svset:
- trigger:
- set {_id} to line 1 of lore of player's held item
- set {_id::*} to {_id} parsed as "%text%%number%"
- if {_id::1} is "S":
- set {deck.svcard::%player%} to {_id::2}
- message "&aサーバーカードを「%name of player's held item%&a」に設定しました"
- else:
- message "&cサーバーカードを手に持って実行してください"
- message "%{_id}%"
- message "%{_id::1}% %{_id::2}%"
- command /deckset <int>:
- trigger:
- if {room.%{room::%player%}%.scene} is set:
- message "&cゲーム中です"
- stop
- if {myroom.number-of::%player%} is not set:
- message "&cまずは /myroom でマイルームを作成してください"
- stop
- if arg 1 is 1:
- set {_loc} to location(29999982, 6, 1+{myroom.number-of::%player%}*8, world)
- if arg 1 is 2:
- set {_loc} to location(29999982, 5, 2+{myroom.number-of::%player%}*8, world)
- if arg 1 is 3:
- set {_loc} to location(29999982, 5, 5+{myroom.number-of::%player%}*8, world)
- if arg 1 is 4:
- set {_loc} to location(29999982, 6, 6+{myroom.number-of::%player%}*8, world)
- set {_cnt} to 0
- set {deck.amount::%player%} to 0
- loop items in block at {_loc}'s inventory:
- set {_id} to line 1 of lore of loop-item
- set {_next} to false
- if first character of {_id} is "S":
- set {_next} to true
- {_next} is false
- add 1 to {_cnt}
- add 1 to {deck.amount::%player%}
- set {_id::*} to {_id} parsed as "%number% %text%"
- set {deck.%{_cnt}%::%player%} to {_id::1}
- loop 27-{_cnt} times:
- add 1 to {_cnt}
- clear {deck.%{_cnt}%::%player%}
- command /deck:
- trigger:
- if {myroom.number-of::%player%} is not set:
- message "&cまずは /myroom でマイルームを作成してください"
- stop
- open chest with 3 rows named "&eYour Deck" to player
- wait a tick
- set {_cnt} to 0
- loop 27 times:
- add 1 to {_cnt}
- if {deck.%{_cnt}%::%player%} is not set:
- clear slot {_cnt}-1 of player's current inventory
- {deck.%{_cnt}%::%player%} is set
- set {_id} to {database.card.id::%{deck.%{_cnt}%::%player%}%}
- set {_name} to {database.card.name::%{deck.%{_cnt}%::%player%}%}
- set {_lore} to {database.card.lore::%{deck.%{_cnt}%::%player%}%}
- set {_item} to "%{_id}% named %{_name}% with lore %{_lore}%" parsed as item
- format slot {_cnt}-1 of player with {_item} to be unstealable
- command /duelclear <player>:
- permission: cop.duelclear
- trigger:
- clear {duel.limit::%arg 1%}
- clear {duel.from::%arg 1%}
- command /duel <player>:
- trigger:
- if {room.%{room::%player%}%.scene} is set:
- message "&cゲーム中です"
- stop
- if {deck.svcard::%player%} is not set:
- message "&cサーバーカードが設定されていません"
- stop
- if {deck.amount::%player%} < 27:
- message "&cデッキ内のカード数が足りません"
- stop
- if {deck.svcard::%player%} is not set:
- message "&c相手がサーバーカードを設定していません"
- message "&c%player%さんにゲームを申請されました" to arg 1
- message "&cあなたにサーバーカードが設定されていないので申請を却下しました" to arg 1
- stop
- if {deck.amount::%arg 1%} < 27:
- message "&c相手のデッキ内のカード数が足りません"
- message "&c%player%さんにゲームを申請されました" to arg 1
- message "&cあなたのデッキ内のカード数が不足していたので申請を却下しました" to arg 1
- stop
- if player is arg 1:
- message "&c自分に申請することはできません"
- stop
- if {duel.from::%arg 1%} is set:
- if {duel.from::%arg 1%} is player:
- message "&c既に申請しています"
- stop
- else:
- message "&c%arg 1%さんは既に申請を受けています"
- message "&c少ししてから再びお試しください"
- message "&c%player%さんにゲームを申請されました" to arg 1
- message "&c%{duel.from::%arg 1%}%さんに既に申請を受けているため申請を却下しました" to arg 1
- stop
- command "execute %player% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 1.0"
- command "execute %arg 1% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 1.0"
- message "&e%arg 1%さんにゲームを申請しました"
- message "&6%player%さんにゲームを申請されました" to arg 1
- message "&a30秒以内に //a で承諾します" to arg 1
- message "&c30秒経つか //r で拒否します" to arg 1
- set {duel.limit::%arg 1%} to now
- set {duel.from::%arg 1%} to player
- set {_refuse} to 600
- while {_refuse} > 0:
- if {duel.limit::%arg 1%} is not set:
- set {_refuse} to -1
- remove 1 from {_refuse}
- wait a tick
- {_refuse} is 0
- command "execute %player% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 0.5"
- command "execute %arg 1% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 0.5"
- message "&c申請は却下されました"
- message "&e申請を却下しました" to arg 1
- clear {duel.limit::%arg 1%}
- clear {duel.from::%arg 1%}
- command //a:
- trigger:
- if {room.%{room::%player%}%.scene} is set:
- message "&cゲーム中です"
- if difference between {duel.limit::%player%} and now < 30 seconds:
- message "&a申請が承諾されました" to {duel.from::%player%}
- message "&a申請を承諾しました"
- set {_p::1} to player
- set {_p::2} to {duel.from::%player%}
- command "execute %player% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 2.0"
- command "execute %{duel.from::%player%}% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 2.0"
- clear {duel.limit::%player%}
- clear {duel.from::%player%}
- set {_go} to true
- {_go} is true
- message "&e- 先攻後攻サイコロ -" to {_p::*}
- wait 2 second
- set {_r::1} to random integer between 1 to 6
- set {_r::2} to random integer between 1 to 6
- message "&7%{_p::1}% ... &f&l%{_r::1}%" to {_p::*}
- message "&7%{_p::2}% ... &f&l%{_r::2}%" to {_p::*}
- if {_r::1} < {_r::2}:
- message "&a%{_p::2}%さんが先攻になりました" to {_p::*}
- set {__} to {_p::1}
- set {_p::1} to {_p::2}
- set {_p::2} to {__}
- else if {_r::1} > {_r::2}:
- message "&a%{_p::1}%さんが先攻になりました" to {_p::*}
- else:
- message "&a同じ値になりました" to {_p::*}
- message "&6相手よりも先に &6&l/get &6を入力して先攻を勝ち取りましょう!" to {_p::*}
- set {getstandby::%{_p::1}%} to true
- set {getstandby::%{_p::2}%} to true
- while true:
- if {get::%{_p::2}%} is true:
- set {_x} to false
- if {get::%{_p::1}%} is true:
- message "&c同じタイミングだったので相殺しました" to {_p::*}
- set {_x} to true
- {_x} is false
- message "&a%{_p::2}%さんが先攻になりました" to {_p::*}
- set {__} to {_p::1}
- set {_p::1} to {_p::2}
- set {_p::2} to {__}
- exit loop
- else if {get::%{_p::1}%} is true:
- message "&a%{_p::1}%さんが先攻になりました" to {_p::*}
- exit loop
- wait a tick
- set {get::%{_p::2}%} to false
- set {get::%{_p::1}%} to false
- set {getstandby::%{_p::1}%} to false
- set {getstandby::%{_p::2}%} to false
- add 1 to {roomamount}
- set {room::%{_p::1}%} to {roomamount}
- set {room::%{_p::2}%} to {roomamount}
- set {room.%{roomamount}%.scene} to 1
- set {room.%{roomamount}%.p1} to {_p::1}
- set {room.%{roomamount}%.p2} to {_p::2}
- broadcast "&c&lDuel &7>> &e%{room.%{roomamount}%.p1}% &7vs. &e%{room.%{roomamount}%.p2}% &9(Room ID: %{roomamount}%)"
- wait a tick
- command "//gs %{roomamount}%"
- command //gs <integer>:
- permission: cop.gc
- trigger:
- if {room.%arg 1%.scene} is 1:
- #SetUp
- set {room.%arg 1%.deck.p1.amount} to 27
- set {room.%arg 1%.deck.p2.amount} to 27
- loop 27 times:
- add 1 to {_cnt}
- set {room.%arg 1%.deck.p1::%{_cnt}%} to {deck.%{_cnt}%::%{room.%arg 1%.p1}%}
- set {room.%arg 1%.deck.p2::%{_cnt}%} to {deck.%{_cnt}%::%{room.%arg 1%.p2}%}
- shuffle(arg-1, 1)
- shuffle(arg-1, 2)
- draw(arg-1, 1, 3)
- draw(arg-1, 2, 3)
- set {room.%arg 1%.gem.p1} to 3
- set {room.%arg 1%.gem.p2} to 3
- set {room.%arg 1%.svcard.id.p1} to {deck.svcard::%{room.%arg 1%.p1}%}
- set {room.%arg 1%.svcard.dpmax.p1} to {database.scard.stat.dp::%{room.%arg 1%.svcard.id.p1}%}
- set {room.%arg 1%.svcard.dp.p1} to {room.%arg 1%.svcard.dpmax.p1}
- set {room.%arg 1%.svcard.id.p2} to {deck.svcard::%{room.%arg 1%.p2}%}
- set {room.%arg 1%.svcard.dpmax.p2} to {database.scard.stat.dp::%{room.%arg 1%.svcard.id.p2}%}
- set {room.%arg 1%.svcard.dp.p2} to {room.%arg 1%.svcard.dpmax.p2}
- set {room.%arg 1%.scene} to 2
- command "//gs %arg 1%"
- else if {room.%arg 1%.scene} is 2:
- #CardDraw
- add 2 to {room.%arg 1%.gem.p1}
- execute {room.%arg 1%.p1} command "//g 1"
- execute {room.%arg 1%.p2} command "//g 2"
- set {room.%arg 1%.flag} to 0
- while {room.%arg 1%.flag} is 0:
- wait a tick
- set {room.%arg 1%.scene} to 3
- broadcast "2"
- command "//gs %arg 1%"
- else if {room.%arg 1%.scene} is 3:
- #Game
- broadcast "3"
- execute {room.%arg 1%.p1} command "//g 1"
- execute {room.%arg 1%.p2} command "//g 2"
- set {room.%arg 1%.flag} to 0
- while {room.%arg 1%.flag} is 0:
- wait a tick
- set {room.%arg 1%.scene} to 4
- command "//gs %arg 1%"
- command //g [<integer>] [<integer>]:
- trigger:
- if arg 1 is not set:
- if {room.%{room::%player%}%.p1} is player:
- set {_arg1} to 1
- if {room.%{room::%player%}%.p2} is player:
- set {_arg1} to 2
- else:
- set {_arg1} to arg 1
- if {_arg1} is 1:
- {room.%{room::%player%}%.p1} is player
- if {room.%{room::%player%}%.scene} is 2:
- if arg 2 is not set:
- open chest with 6 rows named "&lGame UI &7[P1, S2]" to player
- wait a tick
- set {_cnt_} to 35
- loop {room.%{room::%player%}%.hand.p1.amount} times:
- add 1 to {_cnt}
- add 1 to {_cnt_}
- set {_cardid} to {room.%{room::%player%}%.deck.p1::%{_cnt}%}
- set {_id} to {database.card.id::%{_cardid}%}
- set {_name} to {database.card.name::%{_cardid}%}
- if {database.card.type::%{_cardid}%} is "p":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&7Health: &f&l%{database.card.stat.health::%{_cardid}%}%||&7Attack: &f&l%{database.card.stat.attack::%{_cardid}%}% &7/ &cFire||&7Defense: &f&l%{database.card.stat.defense::%{_cardid}%}% &7/ &bIce &eHoly||&7Skill: %{database.card.stat.skillname::%{_cardid}%}%||%{database.card.stat.skilllore::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "s":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lSet||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "i":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lItem||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- set {_item} to "%{_id}% named %{_name}% with lore %{_lore}%" parsed as item
- format slot {_cnt_} of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p1.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p1.amount}%/27""" parsed as item
- format slot 35 of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&c相手&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p2.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p2.amount}%/27""" parsed as item
- format slot 0 of player with {_item} to be unstealable
- set {_item} to "nether_star named %{database.scard.name::%{room.%{room::%player%}%.svcard.id.p1}%}% with lore ""&bDP: &d&l%{room.%{room::%player%}%.svcard.dp.p1}%/%{room.%{room::%player%}%.svcard.dpmax.p1}%||&aLore:||%{database.scard.stat.lore::%{room.%{room::%player%}%.svcard.id.p1}%}%||&6SE:||&9&l%{database.scard.stat.se::%{room.%{room::%player%}%.svcard.id.p1}%}%""" parsed as item
- format slot 31 of player with {_item} to be unstealable
- set {_item} to "nether_star named %{database.scard.name::%{room.%{room::%player%}%.svcard.id.p2}%}% with lore ""&bDP: &d&l%{room.%{room::%player%}%.svcard.dp.p2}%/%{room.%{room::%player%}%.svcard.dpmax.p2}%||&aLore:||%{database.scard.stat.lore::%{room.%{room::%player%}%.svcard.id.p2}%}%||&6SE:||&9&l%{database.scard.stat.se::%{room.%{room::%player%}%.svcard.id.p2}%}%""" parsed as item
- format slot 4 of player with {_item} to be unstealable
- set {_item} to "wool:0 named ""&fカードを引かない""" parsed as item
- format slot 47 of player with {_item} to run "//gp %{room::%player%}% 1 0"
- set {_item} to "wool:4 named ""&eカードを1枚引く""" parsed as item
- format slot 49 of player with {_item} to run "//gp %{room::%player%}% 1 1"
- set {_item} to "wool:1 named ""&6カードを2枚引く""" parsed as item
- format slot 51 of player with {_item} to run "//gp %{room::%player%}% 1 2"
- if {room.%{room::%player%}%.scene} is 3:
- if arg 2 is not set:
- open chest with 6 rows named "&lGame UI &7[P1, S3]" to player
- wait a tick
- set {_cnt_} to 35
- loop {room.%{room::%player%}%.hand.p1.amount} times:
- add 1 to {_cnt}
- add 1 to {_cnt_}
- set {_cardid} to {room.%{room::%player%}%.deck.p1::%{_cnt}%}
- set {_id} to {database.card.id::%{_cardid}%}
- set {_name} to {database.card.name::%{_cardid}%}
- if {database.card.type::%{_cardid}%} is "p":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&7Health: &f&l%{database.card.stat.health::%{_cardid}%}%||&7Attack: &f&l%{database.card.stat.attack::%{_cardid}%}% &7/ &cFire||&7Defense: &f&l%{database.card.stat.defense::%{_cardid}%}% &7/ &bIce &eHoly||&7Skill: %{database.card.stat.skillname::%{_cardid}%}%||%{database.card.stat.skilllore::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "s":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lSet||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "i":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lItem||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- set {_item} to "%{_id}% named %{_name}% with lore %{_lore}%" parsed as item
- format slot {_cnt_} of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p1.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p1.amount}%/27""" parsed as item
- format slot 35 of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&c相手&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p2.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p2.amount}%/27""" parsed as item
- format slot 0 of player with {_item} to be unstealable
- if {_arg1} is 2:
- {room.%{room::%player%}%.p2} is player
- if {room.%{room::%player%}%.scene} is 2:
- if arg 2 is not set:
- open chest with 6 rows named "&lGame UI &7[P2, S2]" to player
- wait a tick
- set {_cnt_} to 35
- loop {room.%{room::%player%}%.hand.p2.amount} times:
- add 1 to {_cnt}
- add 1 to {_cnt_}
- set {_cardid} to {room.%{room::%player%}%.deck.p2::%{_cnt}%}
- set {_id} to {database.card.id::%{_cardid}%}
- set {_name} to {database.card.name::%{_cardid}%}
- if {database.card.type::%{_cardid}%} is "p":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&7Health: &f&l%{database.card.stat.health::%{_cardid}%}%||&7Attack: &f&l%{database.card.stat.attack::%{_cardid}%}% &7/ &cFire||&7Defense: &f&l%{database.card.stat.defense::%{_cardid}%}% &7/ &bIce &eHoly||&7Skill: %{database.card.stat.skillname::%{_cardid}%}%||%{database.card.stat.skilllore::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "s":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lSet||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- else if {database.card.type::%{_cardid}%} is "i":
- set {_lore} to "&eCost: &a&l%{database.card.stat.cost::%{_cardid}%}%||&bType: &a&lItem||&7Lore:||%{database.card.stat.lore::%{_cardid}%}%||&7Effect:||%{database.card.stat.effect::%{_cardid}%}%"
- set {_item} to "%{_id}% named %{_name}% with lore %{_lore}%" parsed as item
- format slot {_cnt_} of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&c相手&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p1.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p1.amount}%/27""" parsed as item
- format slot 0 of player with {_item} to be unstealable
- set {_item} to "nether_star named ""&7手持ちカード数"" with lore ""&b手札: &d%{room.%{room::%player%}%.hand.p2.amount}%/7||&a山札: &d%{room.%{room::%player%}%.deck.p2.amount}%""" parsed as item
- format slot 35 of player with {_item} to be unstealable
- set {_item} to "redstone_block named ""&c相手のターンです""" parsed as item
- format slot 49 of player with {_item} to run "//gp %{room::%player%}% 1 0"
- command //gp <integer> <integer> [<integer>] [<integer>]:
- permission: cop.gp
- trigger:
- if arg 2 is 1:
- if {room.%arg 1%.scene} is 2:
- if arg 3 is 0:
- set {room.%arg 1%.flag} to 1
- else if arg 3 is 1:
- {room.%arg 1%.hand.p1.amount} <= 6
- draw(arg 1, 1, 1)
- set {room.%arg 1%.flag} to 1
- else if arg 3 is 2:
- {room.%arg 1%.hand.p1.amount} <= 5
- draw(arg 1, 1, 2)
- set {room.%arg 1%.flag} to 1
- command //gc <text> [<text>] [<text>]:
- permission: cop.gc
- trigger:
- if arg 1 is "stop":
- set {_arg2} to arg 2 parsed as integer
- message "&cコマンドによりゲームが強制終了されました" to {room.%{_arg2}%.p1}
- message "&cコマンドによりゲームが強制終了されました" to {room.%{_arg2}%.p2}
- clear {room.%{_arg2}%.scene}
- set {room::%{room.%{_arg2}%.p1}%} to 0
- set {room::%{room.%{_arg2}%.p2}%} to 0
- clear {room.%{_arg2}%.p1}
- clear {room.%{_arg2}%.p2}
- command //st <integer>:
- permission: cop.st
- trigger:
- if arg 1 < 0:
- set {_arg1} to abs(arg 1)
- loop {_arg1} times:
- add 1 to {_cnt}
- set {_room} to {roomamount}-{_cnt}
- message "Room %{_room}%"
- if {room.%{_room}%.scene} is set:
- message "Scene %{room.%{_room}%.scene}%"
- message "Player1: %{room.%{_room}%.p1}%"
- message "Player2: %{room.%{_room}%.p2}%"
- else:
- message "Not Active"
- else if arg 1 is 0:
- if {room::%player%} < 1:
- message "&c「0」はプレイ中のルームを探す機能です"
- stop
- else:
- message "Room %{room::%player%}%"
- message "Scene %{room.%{room::%player%}%.scene}%"
- message "Player1: %{room.%{room::%player%}%.p1}%"
- message "Player2: %{room.%{room::%player%}%.p2}%"
- else:
- message "Room %arg 1%"
- if {room.%arg 1%.scene} is set:
- message "Scene %{room.%arg 1%.scene}%"
- message "Player1: %{room.%arg 1%.p1}%"
- message "Player2: %{room.%arg 1%.p2}%"
- else:
- message "Not Active"
- function shuffle(r: integer , p: integer):
- set {_am} to {room.%{_r}%.deck.p%{_p}%.amount}
- loop {_am} times:
- add 1 to {_cnt}
- set {_rnd} to random integer between 1 to {_am}
- set {_v} to {room.%{_r}%.deck.p%{_p}%::%{_rnd}%}
- set {room.%{_r}%.deck.p%{_p}%::%{_rnd}%} to {room.%{_r}%.deck.p%{_p}%::%{_cnt}%}
- set {room.%{_r}%.deck.p%{_p}%::%{_cnt}%} to {_v}
- function draw(r: integer , p: integer , i: integer):
- loop {_i} times:
- add 1 to {room.%{_r}%.hand.p%{_p}%.amount}
- set {room.%{_r}%.hand.p%{_p}%::1} to {room.%{_r}%.deck.p%{_p}%::1}
- loop {room.%{_r}%.deck.p%{_p}%.amount}-1 times:
- add 1 to {_cnt}
- set {_cnt1} to {_cnt}-1
- set {room.%{_r}%.deck.p%{_p}%::%{_cnt1}%} to {room.%{_r}%.deck.p%{_p}%::%{_cnt}%}
- clear {room.%{_r}%.deck.p%{_p}%::%{room.%{_r}%.deck.p%{_p}%.amount}%}
- remove 1 from {room.%{_r}%.deck.p%{_p}%.amount}
- command //r:
- trigger:
- if {room.%{room::%player%}%.scene} is set:
- message "&cゲーム中です"
- stop
- {duel.limit::%player%} is set
- message "&c申請は却下されました" to {duel.from::%player%}
- message "&e申請を却下しました"
- command "execute %player% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 0.5"
- command "execute %{duel.from::%player%}% ~ ~ ~ playsound block.note.pling master @p ~ ~ ~ 1 0.5"
- clear {duel.limit::%player%}
- clear {duel.from::%player%}
- command /get:
- trigger:
- {getstandby::%player%} is true
- set {get::%player%} to true
- #ミニゲーム
- command /mnga <text> <text>:
- permission: cop.mnga
- trigger:
- if arg 1 is "start":
- set {minigame.now} to arg 2
- clear {minigame.member::*}
- clear {minigame.join::*}
- command "/mnga countdown 60"
- if arg 1 is "countdown":
- if {minigame.now} is "tok":
- broadcast "&eミニゲームが&6&lあと60秒&eで開始されます"
- broadcast "&e現在のミニゲームは&6&l「Tell-or-Kill」&eです"
- broadcast "&6/join で参加できます"
- wait 30 seconds
- broadcast "&eミニゲームが&6&lあと30秒&eで開始されます"
- broadcast "&e現在のミニゲームは&6&l「Tell-or-Kill」&eです"
- wait 20 seconds
- broadcast "&eミニゲームが&6&lあと10秒&eで開始されます"
- broadcast "&e現在のミニゲームは&6&l「Tell-or-Kill」&eです"
- wait 5 seconds
- set {_cnt} to 6
- loop 5 times:
- remove 1 from {_cnt}
- broadcast "&eミニゲームが&c&lあと%{_cnt}%秒&eで開始されます"
- wait a second
- command "/toka"
- if arg 1 is "loop":
- set {minigame.loop} to arg 2 parsed as boolean
- command /mng:
- trigger:
- if {minigame.now} is "tok":
- message "&e現在のミニゲームは&6&l「Tell-or-Kill」&eです"
- message "&c-参加者一覧-"
- loop all players:
- {minigame.join::%loop-player%} is true
- message "&7- %loop-player%"
- command /join:
- trigger:
- if {duel.from::%player%} is set:
- message "&c申請を受けています"
- stop
- if {room.%{room::%player%}%.scene} is set:
- message "&cゲーム中です"
- stop
- loop all players:
- if {duel.from::%loop-player%} is player:
- message "&c申請をしています"
- stop
- set {minigame.join::%player%} to true
- message "&aミニゲームに参加しました"
- command /leave:
- trigger:
- set {minigame.join::%player%} to false
- message "&aミニゲームの参加を取り消しました"
- command /toka:
- permission: cop.toka
- trigger:
- loop all players:
- if {minigame.join::%loop-player%} is true:
- add 1 to {_cnt}
- set {minigame.member::%{_cnt}%} to loop-player
- if {_cnt} < {minigame-tok.playermin}:
- broadcast "&c参加人数が%{minigame-tok.playermin}%人を下回ったためゲームが開始されませんでした"
- if {minigame.loop} is true:
- broadcast "&cゲームを変更します"
- command "/mnga start tok"
- stop
- set {minigame.member::*}'s gamemode to adventure
- message "&7&l==============================" to {minigame.member::*}
- message "&6&lTell or Kill &c参加者一覧" to {minigame.member::*}
- loop {minigame.member::*}:
- command "/tp %loop-value% 4001 19 4151"
- command "/invsave %loop-value%"
- command "/clear %loop-value%"
- add 1 to {minigame.remain}
- message "&7- %loop-value%" to {minigame.member::*}
- message "&7&l==============================" to {minigame.member::*}
- message "&eゲームは&6&l20秒後&eに開始されます" to {minigame.member::*}
- wait 2 seconds
- message "&7&l==============================" to {minigame.member::*}
- message "&c&l【ルール】&6&lTell or Kill" to {minigame.member::*}
- message "&7制限時間は120秒" to {minigame.member::*}
- message "&7他のプレイヤーを&e「キル(殺害)」&7すると&63ポイント&7得られる" to {minigame.member::*}
- message "&7最終的に&6ポイントを一番持っていたプレイヤーが勝ち" to {minigame.member::*}
- message "&7ただし、他人のキルを見た場合&e「テル(報告)」&7することができる" to {minigame.member::*}
- message "&7テルは/ktコマンドを使うことでできる: &c/kt <殺害者> <被害者>" to {minigame.member::*}
- message "&7テルが成功すれば&6殺害者は警察に殺され&7報告者は&65ポイント得る" to {minigame.member::*}
- message "&7テルが失敗すれば&6報告者は警察に殺される" to {minigame.member::*}
- message "&6死んでしまうとその場で脱落になる&7、なるべく生存しながらポイントを集めろ" to {minigame.member::*}
- message "&7&l==============================" to {minigame.member::*}
- wait 8 seconds
- message "&eゲームは&6&l10秒後&eに開始されます" to {minigame.member::*}
- wait 10 seconds
- message "&c&lゲーム開始" to {minigame.member::*}
- message "&6武器が支給されました" to {minigame.member::*}
- loop {minigame.member::*}:
- command "/give %loop-value% iron_sword"
- set {minigame.state} to true
- wait 3 second
- loop 117 times:
- if loop-number is 57:
- message "&6&l残り60秒です" to {minigame.member::*}
- if loop-number is 107:
- message "&6&l残り10秒です" to {minigame.member::*}
- if {minigame.remain} <= 1:
- exit loop
- if {minigame.stop} is true:
- set {minigame.stop} to false
- exit loop
- wait a second
- message "&c&lゲーム終了" to {minigame.member::*}
- loop {minigame.member::*}:
- loop-value is a player
- command "/tp %loop-value% 3994 5 4004"
- command "/invload %loop-value%"
- command "/invsaveclear %loop-value%"
- loop {minigame.member::*}:
- message "&6あなたの最終結果は&l%{minigame.point::%loop-value%}%ポイント&6でした" to loop-value
- set {minigame.state} to false
- set {minigame.member::*}'s gamemode to adventure
- clear {minigame.killby::*}
- clear {minigame.point::*}
- clear {minigame.remain}
- {minigame.loop} is true
- command "/mnga start tok"
- command /mngstop:
- permission: cop.mngstop
- trigger:
- message "&c&lゲーム終了" to {minigame.member::*}
- loop {minigame.member::*}:
- loop-value is a player
- command "/tp %loop-value% 3994 5 4004"
- command "/invload %loop-value%"
- command "/invsaveclear %loop-value%"
- loop {minigame.member::*}:
- message "&6あなたの最終結果は&l%{minigame.point::%loop-value%}%ポイント&6でした" to loop-value
- set {minigame.state} to false
- set {minigame.member::*}'s gamemode to adventure
- clear {minigame.killby::*}
- clear {minigame.point::*}
- clear {minigame.remain}
- command /mngs [<text>] [<text>] [<text>]:
- permission: cop.mngs
- trigger:
- if arg 1 is "tok":
- if arg 2 is "playermin":
- set {minigame-tok.playermin} to arg 3 parsed as integer
- if arg 1 is "stop":
- set {minigame.stop} to true
- wait 2 second
- set {minigame.stop} to false
- on damage:
- victim is a player
- if {minigame.now} is "tok":
- loop {minigame.member::*}:
- victim is loop-value
- set {_continue} to true
- if {_continue} is true:
- {minigame.state} is true
- if victim's health < 20:
- remove 1 from {minigame.remain}
- if damage cause is attack:
- attacker is a player
- heal victim
- set victim's gamemode to spectator
- set {minigame.killby::%victim%} to attacker
- message "&k&6&l00000000&7 は &c&lコロシヤ &7によって殺害された" to {minigame.member::*}
- message "&6&l3ポイントを得ました" to attacker
- add 3 to {minigame.point::%attacker%}
- else:
- heal victim
- set victim's gamemode to spectator
- message "&6&l%victim%&7 は &a&lケイサツ &7によって処刑された" to {minigame.member::*}
- stop
- damage cause is attack
- cancel event
- on chat:
- if {minigame.now} is "tok":
- loop {minigame.member::*}:
- player is loop-value
- set {_continue} to true
- if {_continue} is true:
- {minigame.state} is true
- message "&c現在チャットはできません"
- cancel event
- command /kt <player> <player>:
- trigger:
- loop {minigame.member::*}:
- if arg 1 is loop-value:
- set {_y} to true
- if arg 2 is loop-value:
- set {_z} to true
- if player is loop-value:
- set {_x} to true
- if player's gamemode is not adventure:
- message "&cあなたは既に死亡しています"
- stop
- if {_x} is false:
- message "&cあなたはゲームに参加していません"
- stop
- if {_y} is false:
- message "&c殺害者に指定したプレイヤーはゲームに参加していません"
- stop
- if {_z} is false:
- message "&c被害者に指定したプレイヤーはゲームに参加していません"
- stop
- if {minigame.killby::%arg 2%} is arg 1:
- message "&c&lテルに成功しました"
- message "&6&l5ポイントを得ました"
- message "&c&lテルされました" to arg 1
- add 5 to {minigame.point::%player%}
- wait a second
- damage arg 1 by 1 hearts
- else:
- message "&7&lテルに失敗しました"
- wait a second
- damage player by 1 hearts
- command /invsave <player>:
- permission: cop.invsave
- trigger:
- set {_cnt} to -1
- loop 36 times:
- add 1 to {_cnt}
- slot {_cnt} of player's inventory is set
- set {invsave.%arg 1%::%{_cnt}%} to slot {_cnt} of arg 1's inventory
- command /invload <player>:
- permission: cop.invload
- trigger:
- clear arg 1's inventory
- set {_cnt} to -1
- loop 36 times:
- add 1 to {_cnt}
- {invsave.%arg 1%::%{_cnt}%} is set
- set slot {_cnt} of arg 1's inventory to {invsave.%arg 1%::%{_cnt}%}
- command /invsaveclear <player>:
- permission: cop.invsaveclear
- trigger:
- clear {invsave.%arg 1%::*}
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