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- #全体オプション
- options:
- Title: 未定(後々設定)
- #SK reload
- on load:
- broadcast "&a[&cSkript&a] リロードが完了しました。"
- every 3 ticks:
- loop all players:
- set the text of id "%loop-player%10" to "&7&l< &e&l%loop-player% &7&l>"
- set the text of id "%loop-player%9" to "&e"
- set the text of id "%loop-player%8" to "&6&lLevel &7&l> &c&l%{Level.%loop-player%}%"
- set the text of id "%loop-player%7" to "&6&lExp &7&l> &c&l%{Exp.%loop-player%}%&7/&6%2*(5*{Level.%loop-player%}+{Level.%loop-player%}^2)+100%"
- set the text of id "%loop-player%6" to "&f"
- set the text of id "%loop-player%5" to "&6&lMoney &7&l> &c&l%{Money.%loop-player%}%&6G"
- set the text of id "%loop-player%4" to "&6&lふはは"
- #sidebar on join
- on join:
- wait 0.2 seconds
- create a new stylish scoreboard named "%player%"
- set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
- create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
- create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
- create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
- create a new id based score "%player%7" with text "&6&lExp &7&l> &c&l%{Exp.%player%}%&7/&6%2*(5*{Level.%player%}+{Level.%player%}^2)+100%" slot 7 for stylish scoreboard "%player%"
- create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
- create a new id based score "%player%5" with text "&6&lMoney &7&l> &c&l%{Money.%player%}%&6G" slot 5 for stylish scoreboard "%player%"
- create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
- set stylish scoreboard of player to "%player%"
- #reset
- command /reset:
- trigger:
- set {Level.%player%} to 1
- set {Exp.%player%} to 0
- set {Money.%player%} to 100
- set {Soul.%player%} to 5
- send "&bステータスをリセットしました。"
- #status set
- command /setstatus [<text>] [<text>] [<number>] :
- trigger:
- if arg 2 is "level":
- set {Level.%arg 1%} to arg 3
- send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
- stop
- if arg 2 is "exp":
- set {Exp.%arg 1%} to arg 3
- send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
- stop
- if arg 2 is "money":
- set {Money.%arg 1%} to arg 3
- send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
- stop
- if arg 2 is "soul":
- set {Soul.%arg 1%} to arg 3
- send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
- stop
- else:
- send "&4Skript error"
- stop
- #score 設定
- command /applyboard:
- trigger:
- create a new stylish scoreboard named "%player%"
- set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
- create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
- create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
- create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
- create a new id based score "%player%7" with text "&6&lExp &7&l> &c&l%{Exp.%player%}%&7/&6%2*(5*{Level.%player%}+{Level.%player%}^2)+100%" slot 7 for stylish scoreboard "%player%"
- create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
- create a new id based score "%player%5" with text "&6&lMoney &7&l> &c&l%{Money.%player%}%&6G" slot 5 for stylish scoreboard "%player%"
- create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
- set stylish scoreboard of player to "%player%"
- command /updatescores:
- trigger:
- set the text of id "%player%10" to "&7&l< &e&l%player% &7&l>"
- set the text of id "%player%9" to "&e"
- set the text of id "%player%8" to "&6&lLevel &7&l> &c&l%{Level.%player%}%"
- set the text of id "%player%7" to "&6&lExp &7&l> &c&l%{Exp.%player%}%&7/&6%2*(5*{Level.%player%}+{Level.%player%}^2)+100%"
- set the text of id "%player%6" to "&f"
- set the text of id "%player%5" to "&6&lMoney &7&l> &c&l%{Money.%player%}%&6G"
- set the text of id "%player%4" to "&6&lふはは"
- command /removeboard:
- trigger:
- reset stylish scoreboard of player
- delete stylish scoreboard named "%player%"
- #TAB
- on join:
- loop all players:
- set tab header to "&6&lThe Fantasy RPG Server" and footer to "&eOnline players &7: &e%amount of all players%&7/&e15" for loop-player
- on quit:
- loop all players:
- wait 0.5 ticks
- set tab header to "&6&lThe Fantasy RPG Server" and footer to "&eOnline players &7: &e%amount of all players%&7/&e15" for loop-player
- #Join&Quitメッセージ表示
- on join:
- set join message to "&7[&a+&7] &7%player%"
- on quit:
- set quit message to "&7[&c-&7] &7%player%"
- on first join:
- message "&7[&a+&7] &7%player% &e-&6New&e-"
- set {Level.%player%} to 1
- set {Exp.%player%} to 0
- set {Money.%player%} to 100
- set {Soul.%player%} to 5
- #level up
- on death:
- wait 2 ticks
- if {Exp.%attacker%} is more than 2*(5*{Level.%attacker%}+{Level.%attacker%}^2)+99:
- send "&bレベルが上がりました。" to attacker
- #respawn
- on respawn:
- wait 2 ticks
- create a new stylish scoreboard named "%player%"
- set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
- create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
- create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
- create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
- create a new id based score "%player%7" with text "&6&lExp &7&l> &c&l%{Exp.%player%}%&7/&6%2*(5*{Level.%player%}+{Level.%player%}^2)+100%" slot 7 for stylish scoreboard "%player%"
- create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
- create a new id based score "%player%5" with text "&6&lMoney &7&l> &c&l%{Money.%player%}%&6G" slot 5 for stylish scoreboard "%player%"
- create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
- set stylish scoreboard of player to "%player%"
- #&6&lSoul &7&l> &c&l%{Soul.%player%}%&7/&65
- #attribution
- command /attribution [<number>] [<player>]:
- trigger:
- if arg 1 is 1:
- wait 2 ticks
- open chest with 0 rows named "&9&l≫&6&lFireを付与する武器を選択してください" to arg 2
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- if arg 1 is 2:
- wait 2 ticks
- open chest with 0 rows named "&9&l≫&6&Waterを付与する武器を選択してください" to arg 2
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- if arg 1 is 3:
- wait 2 ticks
- open chest with 0 rows named "&9&l≫&6&lLeafを付与する武器を選択してください" to arg 2
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- if arg 1 is 4:
- wait 2 ticks
- open chest with 0 rows named "&9&l≫&6&lElectricityを付与する武器を選択してください" to arg 2
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- if arg 1 is 5:
- wait 2 ticks
- open chest with 0 rows named "&9&l≫&6&lShadowを付与する武器を選択してください" to arg 2
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- on inventory click:
- if inventory name of player's current inventory is "&9&l≫&6&lFireを付与する武器を選択してください":
- cancel event
- if clicked item is iron sword:
- send "test"
- on right click on enchantment table:
- block under block is lapis block
- cancel event
- player's tool exist
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- wait 2 ticks
- open chest with 5 rows named "&9&l≫&6&l付与する属性を選択してください" to player
- wait 1 tick
- format slot 11 of player with iron sword named "&4&lFire&6を付与する" with lore "&4選択する武器にFireを付与します" to run "attribution 1 %player%"
- format slot 13 of player with iron sword named "&b&lWater&6を付与する" with lore "&b選択する武器にWaterを付与します" to run "attribution 2 %player%"
- format slot 15 of player with iron sword named "&2&lLeaf&6を付与する" with lore "&3選択する武器にLeafを付与します" to run "attribution 3 %player%"
- format slot 30 of player with iron sword named "&e&lElectricity&6を付与する" with lore "&e選択する武器にElectricityを付与します" to run "attribution 4 %player%"
- format slot 32 of player with iron sword named "&5&lShadow&6を付与する" with lore "&5選択する武器にShadowを付与します" to run "attribution 5 %player%"
- #attribution of Mobs
- #sound
- on inventory click:
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
- on command:
- play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 3
- #command log
- on command:
- sender is player
- loop all players:
- loop-player have permission "admin"
- message "&7[&bCommandLog&7] &b%player%&7 /%full command%" to loop-player
- #monster spawn
- command /spawnmonster [<text>] [<text>] [<number>] [<number>]:
- trigger:
- if arg 1 is "zombie"
- spawn a zombie at {zombie.spawn}
- set name of spawned entity to "&a[Lv. 1] Zombie"
- set {entity} to last spawned entity
- on death:
- wait 3 seconds
- if victim is {entity}:
- spawn a zombie at {zombie.spawn}
- set name of spawned entity to "&a[Lv. 1] Zombie"
- set {entity} to last spawned entity
- command /setmonster [<text>] [<text>] [<number>] [<number>]:
- trigger:
- if player is op:
- set {zombie.spawn} to location of player
- send "&8[&bMobspawn&8] &7設定を追加しました。"
- command /removemonster [<text>] [<text>] [<number>] [<number>]:
- trigger:
- if player is op:
- delete {zombie.spawn}
- send "&8[&bMobspawn&8] &7設定を追加しました。"
- #protection
- on place:
- player do not have permission "admin"
- cancel event
- on break:
- player do not have permission "admin"
- cancel event
- on drop:
- player do not have permission "admin"
- cancel event
- on explode:
- cancel event
- on craft:
- player do not have permission "admin"
- cancel event
- on server stop:
- cancel event
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