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Zeldaboy111

Skript Tutorial #52

Nov 28th, 2018
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  1. options:
  2. {colosseumgeld::total::%loop-player%} = {colosseumgeld::total::%player%}
  3. {colosseumgeld::total::%player%} = {colosseumgeld::total::%player%}
  4. {colosseumgeld::total::%player%} = {colosseumgeld::total::%arg 3%}
  5. {colosseumarena::%arg 1%} = {colosseumarena::%arg 2%}
  6. {exp::level::%player%} = {exp::level::%attacker%}
  7. {exp::level::%player%} = {exp::level::%loop-player%}
  8. {level::%player%} = {level::%loop-player%}
  9.  
  10. function itemsInInventory(p: player, item: material) :: number:
  11. loop all items in {_p}'s inventory:
  12. "%loop-item%" contains "%{_item}%"
  13. set {_num::*} to ("%loop-item%") split at " "
  14. "%{_num::1}%" parsed as a number is a number:
  15. add {_num::1} parsed as a number to {_result}
  16. else:
  17. add 1 to {_result}
  18. {_result} is set:
  19. return {_result}
  20. stop
  21. return 0
  22.  
  23. on join:
  24. if {level::%player%} is not set:
  25. set {level::%player%} to 1
  26. if {exp::level::%player%} is not set:
  27. set {exp::level::%player%} to 0
  28.  
  29. every 1 tick:
  30. loop all players in world "Colosseum-w1":
  31. loop all items in the inventory of loop-player:
  32. if loop-item is gold ingot named "&6Gold" with lore "&eLever deze bij de shop in, en krijg er items voor":
  33. set {colosseumgeld::%loop-player%} to itemsInInventory(loop-player, gold ingot named "&6Gold" with lore "&eLever deze bij de shop in, en krijg er items voor")
  34. remove loop-item from loop-player
  35. stop
  36.  
  37. every 1 tick:
  38. loop all players in world "Colosseum-w1":
  39. set {colosseumgeld::total::%loop-player%} to {colosseumgeld::total::%loop-player%}+{colosseumgeld::%loop-player%}
  40. set {colosseumgeld::%loop-player%} to 0
  41. stop
  42.  
  43. every 1 tick:
  44. loop all players in world "Colosseum-w1":
  45. wipe loop-player's sidebar
  46. set name of sidebar of loop-player to "&6&lColosseum"
  47. set score "&e&lWereld: &e%world of loop-player%" in sidebar of loop-player to 10
  48. set score "&e&lLevel: &e%{level::%loop-player%}%" in sidebar of loop-player to 9
  49. set score "&e&lGeld: &e%{colosseumgeld::total::%loop-player%}%" in sidebar of loop-player to 8
  50.  
  51.  
  52. command /colosseumgeld [<text>] [<number>] [<offline player>]:
  53. aliases: cg
  54. trigger:
  55. if arg 1 is "see":
  56. send "&e<&6Colosseum&e> &e%{colosseumgeld::total::%player%}%"
  57. stop
  58. if arg 1 is "set" OR "add":
  59. if player has permission "cg.*" OR "cg.set":
  60. if arg 2 is set:
  61. if arg 3 is set:
  62. if arg 1 is "set":
  63. set {colosseumgeld::total::%arg 3%} to arg 2
  64. send "&e<&6Colosseum&e> &6Je hebt het geld van &e%arg 3% &6naar &e%{colosseumgeld::total::%arg 3%}% &6gezet."
  65. stop
  66. if arg 1 is "add":
  67. add arg 2 to {colosseumgeld::total::%arg 3%}
  68. send "&e<&6Colosseum&e> &6Je hebt het geld van &e%arg 3% &6naar &e%{colosseumgeld::total::%arg 3%}% &6gezet."
  69. stop
  70. else:
  71. send "&e<&6Colosseum&e> &4Doe &c/cg [speler] [set/add] [nummer]&4."
  72. stop
  73. else:
  74. send "&e<&6Colosseum&e> &4Doe &c/cg [speler] [set/add] [nummer]&4."
  75. stop
  76. else:
  77. send "&e<&6Colosseum&e> &4Doe &c/cg [speler] [set/add] [nummer]&4."
  78. stop
  79.  
  80. else:
  81. send "&e<&6Colosseum&6> &4Je hebt &convoldoende permissies &4om deze command uit te voeren."
  82. stop
  83. else:
  84. send "&e<&6Colosseum&e> &4Doe &c/cg see&4."
  85. stop
  86.  
  87.  
  88.  
  89. command /level:
  90. trigger:
  91. send "&e<&6Colosseum&e> &6Je bent level &e%{level::%player%}%&6."
  92. stop
  93.  
  94.  
  95. on death:
  96. if the victim is in the world "Colosseum-w1":
  97. clear drops
  98. remove all xp from drops
  99. if victim is a zombie:
  100. drop ((random integer between 0 and 2)) of gold ingot named "&6Gold" with lore "&eLever deze bij de shop in, en krijg er items voor" at victim
  101. add 1 to {exp::level::%attacker%}
  102. stop
  103.  
  104. if victim is a baby zombie:
  105. drop ((random integer between 0 and 1)) of gold ingot named "&6Gold" with lore "&eLever deze bij de shop in, en krijg er items voor" at victim
  106. add 1 to {exp::level::%attacker%}
  107. stop
  108.  
  109. command /setexp [<number>]:
  110. trigger:
  111. add arg 1 to {exp::level::%player%}
  112. stop
  113.  
  114. command /exp:
  115. trigger:
  116. send "%{exp::level::%player%}%"
  117. stop
  118.  
  119. command /leset:
  120. trigger:
  121. set {level::%player%} to 1
  122. set {exp::level::%player%} to 0
  123. stop
  124.  
  125. every 1 tick:
  126. loop all players in world "Colosseum-w1":
  127. if {level::%loop-player%} is 1:
  128. if {exp::level::%loop-player%} is more than 10-1:
  129. set {level::%loop-player%} to 2
  130. set {exp::level::%loop-player%} to 0
  131. send "&e<&6Colosseum&e> &6Je bent &elevel 2 &6geworden!" to loop-player
  132. launch star firework colored yellow and orange at loop-player timed 0.2
  133. stop
  134.  
  135. if {level::%loop-player%} is 2:
  136. if {exp::level::%loop-player%} is more than 30-1:
  137. set {level::%loop-player%} to 3
  138. set {exp::level::%loop-player%} to 0
  139. send "&e<&6Colosseum&e> &6Je bent &elevel 3 &6geworden!" to loop-player
  140. launch star firework colored yellow and orange at loop-player timed 0.2
  141. stop
  142.  
  143. if {level::%loop-player%} is 3:
  144. if {exp::level::%loop-player%} is more than 60-1:
  145. set {level::%loop-player%} to 4
  146. set {exp::level::%loop-player%} to 0
  147. send "&e<&6Colosseum&e> &6Je bent &elevel 4 &6geworden!" to loop-player
  148. launch star firework colored yellow and orange at loop-player timed 0.2
  149. stop
  150.  
  151. if {level::%loop-player%} is 4:
  152. if {exp::level::%loop-player%} is more than 100-1:
  153. set {level::%loop-player%} to 5
  154. set {exp::level::%loop-player%} to 0
  155. send "&e<&6Colosseum&e> &6Je bent &elevel 5 &6geworden!" to loop-player
  156. launch star firework colored pink and purple at loop-player timed 0.2
  157. stop
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