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- command /bj <text>:
- trigger:
- if arg is "join":
- if {gamekojosen} is not set:
- if {joined::*} contains player:
- send "&0&l【Black&4&lJack】 &c既に参加しています。"
- else:
- add player to {joined::*}
- set {_spawn} to random string of {bjspawn::*}
- teleport player to {_spawn}
- remove {_spawn} from {bjspawn::*}
- set {myspawn.%player%} to {_spawn}
- broadcast "&0&l【Black&4&lJack】&8%player%&bさんが参加。現在&e%size of {joined::*}%&b人。"
- if size of {joined::*} = 2:
- broadcast "&0&l【Black&4&lJack】&830秒後にゲームを開始します。"
- wait 20 second
- broadcast "&0&l【Black&4&lJack】&810秒後にゲームを開始します。"
- wait 5 second
- broadcast "&0&l【Black&4&lJack】&85秒後にゲームを開始します。"
- wait 1 second
- broadcast "&0&l【Black&4&lJack】&84秒後にゲームを開始します。"
- wait 1 second
- broadcast "&0&l【Black&4&lJack】&83秒後にゲームを開始します。"
- wait 1 second
- broadcast "&0&l【Black&4&lJack】&82秒後にゲームを開始します。"
- wait 1 second
- broadcast "&0&l【Black&4&lJack】&81秒後にゲームを開始します。"
- wait 1 second
- set {gamekojosen} to true
- gamestart()
- else:
- send "&0&l【Black&4&lJack】&8現在ゲームが始まっています。"
- on quit:
- if {joined::*} contains player:
- remove player from {joined::*}
- add {myspawn.%player%} to {bjspawn::*}
- command /reset:
- permission: admin
- trigger:
- set {bjspawn::*} to {bjsetspawn::*}
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