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kuragonn

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Nov 15th, 2018
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  1. #全体オプション
  2.  
  3. options:
  4. Title: 未定(後々設定)
  5.  
  6. #SK reload
  7.  
  8. on load:
  9. broadcast "&a[&cSkript&a] リロードが完了しました。"
  10.  
  11.  
  12. every 3 ticks:
  13. loop all players:
  14. set the text of id "%loop-player%10" to "&7&l< &e&l%loop-player% &7&l>"
  15. set the text of id "%loop-player%9" to "&e"
  16. set the text of id "%loop-player%8" to "&6&lLevel &7&l> &c&l%{Level.%loop-player%}%"
  17. 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%"
  18. set the text of id "%loop-player%6" to "&f"
  19. set the text of id "%loop-player%5" to "&6&lMoney &7&l> &c&l%{Money.%loop-player%}%&6G"
  20. set the text of id "%loop-player%4" to "&6&lふはは"
  21.  
  22. #sidebar on join
  23.  
  24. on join:
  25. wait 0.2 seconds
  26. create a new stylish scoreboard named "%player%"
  27. set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
  28. create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
  29. create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
  30. create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
  31. 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%"
  32. create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
  33. 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%"
  34. create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
  35. set stylish scoreboard of player to "%player%"
  36.  
  37. #reset
  38.  
  39. command /reset:
  40. trigger:
  41. set {Level.%player%} to 1
  42. set {Exp.%player%} to 0
  43. set {Money.%player%} to 100
  44. set {Soul.%player%} to 5
  45. send "&bステータスをリセットしました。"
  46.  
  47. #status set
  48.  
  49. command /setstatus [<text>] [<text>] [<number>] :
  50. trigger:
  51. if arg 2 is "level":
  52. set {Level.%arg 1%} to arg 3
  53. send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
  54. stop
  55. if arg 2 is "exp":
  56. set {Exp.%arg 1%} to arg 3
  57. send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
  58. stop
  59. if arg 2 is "money":
  60. set {Money.%arg 1%} to arg 3
  61. send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
  62. stop
  63. if arg 2 is "soul":
  64. set {Soul.%arg 1%} to arg 3
  65. send "&b%arg 1% の %arg 2% を %arg 3% に設定しました。"
  66. stop
  67. else:
  68. send "&4Skript error"
  69. stop
  70.  
  71.  
  72.  
  73. #score 設定
  74.  
  75. command /applyboard:
  76. trigger:
  77. create a new stylish scoreboard named "%player%"
  78. set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
  79. create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
  80. create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
  81. create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
  82. 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%"
  83. create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
  84. 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%"
  85. create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
  86. set stylish scoreboard of player to "%player%"
  87.  
  88.  
  89.  
  90. command /updatescores:
  91. trigger:
  92. set the text of id "%player%10" to "&7&l< &e&l%player% &7&l>"
  93. set the text of id "%player%9" to "&e"
  94. set the text of id "%player%8" to "&6&lLevel &7&l> &c&l%{Level.%player%}%"
  95. 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%"
  96. set the text of id "%player%6" to "&f"
  97. set the text of id "%player%5" to "&6&lMoney &7&l> &c&l%{Money.%player%}%&6G"
  98. set the text of id "%player%4" to "&6&lふはは"
  99.  
  100. command /removeboard:
  101. trigger:
  102. reset stylish scoreboard of player
  103. delete stylish scoreboard named "%player%"
  104.  
  105. #TAB
  106.  
  107. on join:
  108. loop all players:
  109. 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
  110.  
  111.  
  112. on quit:
  113. loop all players:
  114. wait 0.5 ticks
  115. 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
  116.  
  117.  
  118.  
  119. #Join&Quitメッセージ表示
  120. on join:
  121. set join message to "&7[&a+&7] &7%player%"
  122.  
  123.  
  124. on quit:
  125. set quit message to "&7[&c-&7] &7%player%"
  126.  
  127.  
  128. on first join:
  129. message "&7[&a+&7] &7%player% &e-&6New&e-"
  130. set {Level.%player%} to 1
  131. set {Exp.%player%} to 0
  132. set {Money.%player%} to 100
  133. set {Soul.%player%} to 5
  134.  
  135. #level up
  136.  
  137. on death:
  138. wait 2 ticks
  139. if {Exp.%attacker%} is more than 2*(5*{Level.%attacker%}+{Level.%attacker%}^2)+99:
  140. send "&bレベルが上がりました。" to attacker
  141.  
  142. #respawn
  143.  
  144. on respawn:
  145. wait 2 ticks
  146. create a new stylish scoreboard named "%player%"
  147. set title of stylish scoreboard "%player%" to "&6&l-&c&lLostWorld&6&l-"
  148. create a new id based score "%player%10" with text "&7&l< &e&l%player% &7&l>" slot 10 for stylish scoreboard "%player%"
  149. create a new id based score "%player%9" with text "&e" slot 9 for stylish scoreboard "%player%"
  150. create a new id based score "%player%8" with text "&6&lLevel &7&l> &c&l%{Level.%player%}%" slot 8 for stylish scoreboard "%player%"
  151. 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%"
  152. create a new id based score "%player%6" with text "&f" slot 6 for stylish scoreboard "%player%"
  153. 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%"
  154. create a new id based score "%player%4" with text "&6&lふはは" slot 4 for stylish scoreboard "%player%"
  155. set stylish scoreboard of player to "%player%"
  156.  
  157.  
  158. #&6&lSoul &7&l> &c&l%{Soul.%player%}%&7/&65
  159.  
  160.  
  161. #attribution
  162. command /attribution [<number>] [<player>]:
  163. trigger:
  164. if arg 1 is 1:
  165. wait 2 ticks
  166. 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
  167. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  168. if arg 1 is 2:
  169. wait 2 ticks
  170. 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
  171. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  172. if arg 1 is 3:
  173. wait 2 ticks
  174. 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
  175. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  176. if arg 1 is 4:
  177. wait 2 ticks
  178. 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
  179. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  180. if arg 1 is 5:
  181. wait 2 ticks
  182. 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
  183. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  184.  
  185.  
  186. on inventory click:
  187. 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":
  188. cancel event
  189. if clicked item is iron sword:
  190. send "test"
  191.  
  192.  
  193.  
  194. on right click on enchantment table:
  195. block under block is lapis block
  196. cancel event
  197. player's tool exist
  198. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  199. wait 2 ticks
  200. 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
  201. wait 1 tick
  202. 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%"
  203. 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%"
  204. 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%"
  205. 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%"
  206. 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%"
  207.  
  208.  
  209. #attribution of Mobs
  210.  
  211.  
  212. #sound
  213.  
  214. on inventory click:
  215. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 6
  216.  
  217. on command:
  218. play sound "BLOCK_LEVER_CLICK" to player with volume 5 and pitch 3
  219.  
  220.  
  221. #command log
  222.  
  223.  
  224. on command:
  225. sender is player
  226. loop all players:
  227. loop-player have permission "admin"
  228. message "&7[&bCommandLog&7] &b%player%&7 /%full command%" to loop-player
  229.  
  230.  
  231. #monster spawn
  232.  
  233.  
  234. command /spawnmonster [<text>] [<text>] [<number>] [<number>]:
  235. trigger:
  236. if arg 1 is "zombie"
  237. spawn a zombie at {zombie.spawn}
  238. set name of spawned entity to "&a[Lv. 1] Zombie"
  239. set {entity} to last spawned entity
  240.  
  241. on death:
  242. wait 3 seconds
  243. if victim is {entity}:
  244. spawn a zombie at {zombie.spawn}
  245. set name of spawned entity to "&a[Lv. 1] Zombie"
  246. set {entity} to last spawned entity
  247.  
  248. command /setmonster [<text>] [<text>] [<number>] [<number>]:
  249. trigger:
  250. if player is op:
  251. set {zombie.spawn} to location of player
  252. send "&8[&bMobspawn&8] &7設定を追加しました。"
  253.  
  254. command /removemonster [<text>] [<text>] [<number>] [<number>]:
  255. trigger:
  256. if player is op:
  257. delete {zombie.spawn}
  258. send "&8[&bMobspawn&8] &7設定を追加しました。"
  259.  
  260. #protection
  261.  
  262. on place:
  263. player do not have permission "admin"
  264. cancel event
  265.  
  266. on break:
  267. player do not have permission "admin"
  268. cancel event
  269.  
  270. on drop:
  271. player do not have permission "admin"
  272. cancel event
  273.  
  274. on explode:
  275. cancel event
  276.  
  277. on craft:
  278. player do not have permission "admin"
  279. cancel event
  280.  
  281. on server stop:
  282. cancel event
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