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- on break:
- if {Nomodif.%player%} is set:
- stop
- if {InReset} is set:
- send "&cImpossible : Map en reset !"
- cancel event
- stop
- if {blockis.%location of event-block%} is set:
- stop
- else:
- set {blocklocation.%{count}%} to event-location
- set {block.%{count}%} to type of event-block
- set {blockis.%location of event-block%} to true
- add 1 to {Count}
- on place:
- if {Nomodif.%player%} is set:
- stop
- if {InReset} is set:
- send "&cImpossible : Map en reset !"
- cancel event
- stop
- if {blockis.%location of event-block%} is set:
- stop
- else:
- set {blockis.%location of event-block%} to true
- set {blocklocation.%{count}%} to event-location
- set {block.%{count}%} to air
- add 1 to {Count}
- on enderman pickup:
- if {InReset} is set:
- cancel event
- stop
- if {blockis.%location of event-block%} is set:
- stop
- else:
- set {blocklocation.%{count}%} to event-location
- set {block.%{count}%} to type of event-block
- set {blockis.%location of event-block%} to true
- add 1 to {Count}
- on enderman place:
- if {InReset} is set:
- cancel event
- stop
- if {blockis.%location of event-block%} is set:
- stop
- else:
- set {blockis.%location of event-block%} to true
- set {blocklocation.%{count}%} to event-location
- set {block.%{count}%} to air
- add 1 to {Count}
- on explode:
- loop exploded blocks:
- if {InReset} is set:
- cancel event
- stop
- if {blockis.%location of loop-block%} is set:
- stop
- else:
- set {blocklocation.%{count}%} to loop-block's location
- set {block.%{count}%} to type of loop-block
- set {blockis.%location of loop-block%} to true
- add 1 to {Count}
- command /reset:
- permission: reset.reset
- trigger:
- if {InReset} is set:
- send "&aマップ修復中..."
- stop
- set {InReset} to true
- send "&a合計 &6%{Count}% &aブロックが修復されました!"
- set {_count} to 0
- loop {Count} times:
- clear {blockis.%{blocklocation.%{_count}%}%}
- set block at {blocklocation.%{_count}%} to {block.%{_count}%}
- clear {blocklocation.%{_count}%}
- clear {block.%{_count}%}
- send "修復した合計ブロック : %{_count}% / %{Count}%" to console
- add 1 to {_count}
- set {Count} to 0
- clear {InReset}
- send "&a&l修復完了!"
- command /nomodif:
- permission: nomodif.reset
- trigger:
- if {Nomodif.%player%} is not set:
- set {Nomodif.%player%} to true
- send "&4&l[WARNING] &aビルドモードに変更されました。 / &7今ブロックを破壊したら修復できません。"
- stop
- else:
- clear {NoModif.%player%}
- send "&4&l[WARNING] &aゲームモードに変更されました。 / &7今ブロックを置いて/resetをするとすべて修復されます。"
- stop
- on join:
- if player has permission "nomodif.reset":
- if {Nomodif.%player%} is set:
- wait 5 ticks
- send "&4&l[WARNING] &aゲームモードに変更されました。 / &7今ブロックを置いて/resetをするとすべて修復されます。"
- stop
- else:
- wait 5 ticks
- send "&4&l[WARNING] &aビルドモードに変更されました。 / &7今ブロックを破壊したら修復できません。"
- stop
- else:
- clear {NoModif.%player%}
- options:
- StoneSword: 500
- IronSword: 1000
- DiamondSword: 3000
- on right click on villager:
- cancel event
- wait 1 tick
- execute console command "/shopmain %player%"
- command /shopmain <player>:
- trigger:
- wait 1 tick
- open chest with 1 rows named "&aItem Shop" to argument 1
- format slot 1 of argument 1 with golden sword named "&a武器 &7(left click)" with lore "&7このメニューでは武器を買うことができます。" to run "weaponshop %argument 1%"
- wait 1 tick
- command /weaponshop <player>:
- trigger:
- wait 1 tick
- open chest with 1 row named "&aWeapon" to argument 1
- wait 1 tick
- format slot 1 of argument 1 with golden sword named "&6石の剣" with lore "&7コスト: &6500" to run "bs %argument 1%"
- wait 1 tick
- format slot 2 of argument 1 with iron sword named "&6鉄の剣" with lore "&7コスト: &61000" to run "bi %argument 1%"
- wait 1 tick
- format slot 3 of argument 1 with diamond sword named "&6ダイヤモンドの剣" with lore "&7コスト: &63000" to run "bd %argument 1%"
- command /bs <player>:
- permission: sk.admin
- trigger:
- wait 1 tick
- send "&6石の剣 &aを購入しました。"
- execute console command "/playsound block.note.flute master %player% ~ ~ ~ 1 1 1"
- if {coin.%argument 1%} is more than {@StoneSword}-1:
- give argument stone sword
- subtract {@StoneSword} from {coin.%argument 1%}
- else:
- message "&cコインが足りません!" to argument 1
- command /bi <player>:
- permission: sk.admin
- trigger:
- wait 1 tick
- send "&6鉄の剣 &aを購入しました。"
- execute console command "/playsound block.note.flute master %player% ~ ~ ~ 1 1 1"
- if {coin.%argument 1%} is more than {@IronSword}-1:
- give argument iron sword
- subtract {@IronSword} from {coin.%argument 1%}
- else:
- message "&cコインが足りません!" to argument 1
- command /bd <player>:
- permission: sk.admin
- trigger:
- wait 1 tick
- send "&6ダイヤモンドの剣 &aを購入しました。"
- execute console command "/playsound block.note.flute master %player% ~ ~ ~ 1 1 1"
- if {coin.%argument 1%} is more than {@DiamondSword}-1:
- give argument diamond sword
- subtract {@DiamondSword} from {coin.%argument 1%}
- else:
- message "&cコインが足りません!" to argument 1
- command /addgcoin <player>:
- trigger:
- add 1000 to {coin.%player%}
- command /hi:
- trigger:
- send "&ahello!"
- command /minerchat:
- trigger:
- send "&e[NPC] Miner: おい! ここは危険だぞ! 仕事の邪魔にもなるからどっか行け!"
- command /removegcoin <player>:
- trigger:
- add -1000 to {coin.%player%}
- on break of coal ore:
- add 5 to {coin.%player%}
- execute console command "/playsound entity.experience_orb.pickup master %player% ~ ~ ~ 1 1 1"
- send "&6+5 Coins"
- on break of iron ore:
- add 10 to {coin.%player%}
- execute console command "/playsound entity.experience_orb.pickup master %player% ~ ~ ~ 1 1 1"
- send "&6+10 Coins"
- on break of gold ore:
- add 500 to {coin.%player%}
- execute console command "/playsound entity.experience_orb.pickup master %player% ~ ~ ~ 1 1 1"
- send "&6+500 Coins"
- on break of diamond ore:
- add 100 to {coin.%player%}
- execute console command "/playsound entity.experience_orb.pickup master %player% ~ ~ ~ 1 1 1"
- send "&6+100 Coins"
- on break of emerald ore:
- add 150 to {coin.%player%}
- execute console command "/playsound entity.experience_orb.pickup master %player% ~ ~ ~ 1 1 1"
- send "&6+150 Coins"
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