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- # Field Getter Skript Code
- # 作成者: Malb7mm
- #/fgp 1
- #/fgp 2
- #/fgptauto add <id>
- #/fgp 1
- #/fgp 2
- #/fgopt <id> fill
- #/fgopt <id> fillid <block>
- #/fgopt <id> icon <block>
- #/fgp 0
- #/fgopt <id> spawn <block>
- #/fgopt <id> name <text>
- #/fgopt <id> time <number>
- #/fgopt <id> text <text>
- #/fgopt <id> made <text>
- #/fgopt <id> type
- #/fgm stat <id>
- #/fgm add <id>
- on load:
- command "difficulty 0"
- set {fg::shortcut::types::1} to iron block
- set {fg::shortcut::types::2} to gold block
- set {fg::shortcut::types::3} to diamond block
- on join:
- command "gamemode 2 %player%"
- command "/scoreboard players set %player% score -1"
- if {serverjoin::%player%} is not set:
- command "execute @a ~ ~ ~ playsound entity.player.levelup master @s ~ ~ ~ 1 0.5"
- set join message to "&2&lEntrance&f: &dFirstJoin: %player%"
- add 1 to {serverjoin::%player%}
- stop
- add 1 to {serverjoin::%player%}
- command "execute @a ~ ~ ~ playsound entity.player.levelup master @s"
- set join message to "&2&lEntrance&f: &eJoin: %player%"
- if mod({lbwar.player.join::%player%},50) is 0:
- broadcast "&6&l%{lbwar.player.join::%player%}%th Join!"
- every second:
- loop all players:
- if {fg::player::%loop-player%::level} is not set:
- set {fg::player::%loop-player%::level} to 1
- set {fg::player::%loop-player%::exp} to 0
- heal loop-player
- on quit:
- set quit message to "&2&lEntrance&f: &cQuit: %player%"
- command "execute @a ~ ~ ~ playsound entity.creeper.primed master @s"
- remove player from {fg::game::join::*}
- clear {fg::game::score::%player%}
- command /autojoin <boolean>:
- trigger:
- set {fg::player::%player%::opt::autojoin} to arg 1
- message "&b&lFG_System&f: &6自動参加を%arg 1%にしました"
- command /fgspawn:
- permission: fieldgetter.fgspawn
- trigger:
- set {fg::shortcut::spawn} to player's location
- command /fgp <integer>:
- permission: fieldgetter.fgp
- trigger:
- set {fg::adm::%player%::pos%arg 1%} to location of player's target block
- command /fgopt <text> <text> [<text>]:
- permission: fieldgetter.fgopt
- trigger:
- if arg 2 is "fill":
- set {fg::sys.field::%arg 1%::pos1} to {fg::adm::%player%::pos1}
- set {fg::sys.field::%arg 1%::pos2} to {fg::adm::%player%::pos2}
- if arg 2 is "fillexec":
- message {fg::sys.field::%arg 1%::fillid}
- loop blocks within {fg::sys.field::%arg 1%::pos1} to {fg::sys.field::%arg 1%::pos2}:
- set {_loc} to location of loop-block
- set block at {_loc} to {fg::sys.field::%arg 1%::fillid}
- if arg 2 is "fillid":
- set {fg::sys.field::%arg 1%::fillid} to player's held item
- if arg 2 is "icon":
- set {fg::sys.field::%arg 1%::icon} to player's held item
- if arg 2 is "name":
- set {fg::sys.field::%arg 1%::name} to arg 3
- if arg 2 is "time":
- set {fg::sys.field::%arg 1%::time} to arg 3 parsed as integer
- if arg 2 is "spawn":
- set {fg::sys.field::%arg 1%::spawn} to {fg::adm::%player%::pos0}
- if arg 2 is "type":
- clear {fg::sys.field::%arg 1%::type-quant.1}
- clear {fg::sys.field::%arg 1%::type-quant.2}
- clear {fg::sys.field::%arg 1%::type-quant.3}
- clear {fg::sys.field::%arg 1%::point-quant}
- clear {fg::sys.field::%arg 1%::score-quant}
- loop {fg::sys.field::%arg 1%::type::*}:
- add 1 to {fg::sys.field::%arg 1%::type-quant.%loop-value%}
- add 1 to {fg::sys.field::%arg 1%::point-quant}
- if loop-value is 1:
- add 1 to {fg::sys.field::%arg 1%::score-quant}
- if loop-value is 2:
- add 4 to {fg::sys.field::%arg 1%::score-quant}
- if loop-value is 3:
- add 12 to {fg::sys.field::%arg 1%::score-quant}
- if arg 2 is "text":
- set {fg::sys.field::%arg 1%::text} to arg 3
- if arg 2 is "made":
- set {fg::sys.field::%arg 1%::made} to arg 3
- command /fgpt <text> <text>:
- permission: fieldgetter.fgpt
- trigger:
- if arg 1 is "add":
- if player's target block is iron block:
- add 1 to {fg::sys.field::%arg 2%::type::*}
- else if player's target block is gold block:
- add 2 to {fg::sys.field::%arg 2%::type::*}
- else if player's target block is diamond block:
- add 3 to {fg::sys.field::%arg 2%::type::*}
- else:
- stop
- add location of player's target block to {fg::sys.field::%arg 2%::point::*}
- if arg 1 is "remove":
- loop {fg::sys.field::%arg 2%::point::*}:
- loop-value is location of player's target block
- clear {fg::sys.field::%arg 2%::point::%loop-index%}
- clear {fg::sys.field::%arg 2%::type::%loop-index%}
- if arg 1 is "clear":
- clear {fg::sys.field::%arg 2%::point::*}
- clear {fg::sys.field::%arg 2%::type::*}
- if arg 1 is "list":
- message "&7&nPoint List of %arg 2%"
- loop {fg::sys.field::%arg 2%::point::*}:
- message "&b%{fg::sys.field::%arg 2%::point::%loop-index%}%: &e%{fg::sys.field::%arg 2%::type::%loop-index%}%"
- if arg 1 is "show":
- if {fg::sys.field::%arg 2%::point.quant} > 0:
- loop {fg::sys.field::%arg 2%::point.quant} times:
- holoDelete("fgshow.%loop-number%")
- set {fg::sys.field::%arg 2%::point.quant} to 0
- loop {fg::sys.field::%arg 2%::point::*}:
- add 1 to {_cnt}
- set {_lv} to loop-value
- add 0.3 to y-coord of {_lv}
- holoCreate("fgshow.%{_cnt}%",{_lv})
- if {fg::sys.field::%arg 2%::type::%loop-index%} is 1:
- holoLineAdd("fgshow.%{_cnt}%","&lIron")
- if {fg::sys.field::%arg 2%::type::%loop-index%} is 2:
- holoLineAdd("fgshow.%{_cnt}%","&lGold")
- if {fg::sys.field::%arg 2%::type::%loop-index%} is 3:
- holoLineAdd("fgshow.%{_cnt}%","&lDiamond")
- add 1 to {fg::sys.field::%arg 2%::point.quant}
- if arg 1 is "hide":
- {fg::sys.field::%arg 2%::point.quant} > 0
- loop {fg::sys.field::%arg 2%::point.quant} times:
- holoDelete("fgshow.%loop-number%")
- clear {fg::sys.field::%arg 2%::point.quant}
- command /fgptauto <text> <text>:
- permission: fieldgetter.fgpt
- trigger:
- if arg 1 is "add":
- loop blocks within {fg::adm::%player%::pos1} to {fg::adm::%player%::pos2}:
- add 1 to {_cnt}
- if mod({_cnt},100000) is 0:
- wait a tick
- set {_skip} to false
- if loop-block is iron block:
- add 1 to {fg::sys.field::%arg 2%::type::*}
- else if loop-block is gold block:
- add 2 to {fg::sys.field::%arg 2%::type::*}
- else if loop-block is diamond block:
- add 3 to {fg::sys.field::%arg 2%::type::*}
- else:
- set {_skip} to true
- {_skip} is false
- add location of loop-block to {fg::sys.field::%arg 2%::point::*}
- message "処理が完了しました"
- if arg 1 is "remove":
- loop blocks within {fg::adm::%player%::pos1} to {fg::adm::%player%::pos2}:
- add 1 to {_cnt}
- if mod({_cnt},100000) is 0:
- wait a tick
- loop {fg::sys.field::%arg 2%::point::*}:
- loop-value-2 is location of loop-block
- clear {fg::sys.field::%arg 2%::point::%loop-index%}
- clear {fg::sys.field::%arg 2%::type::%loop-index%}
- message "処理が完了しました"
- command /sp:
- trigger:
- {fg::game::stat} is "game"
- {fg::game::join::*} contains player
- set {_loc} to player's location
- teleport player to {fg::sys.field::%{fg::game::map}%::spawn}
- message "&b&lFG_System&f: &aスポーンへ戻りました"
- message "&7&l%player%さんがスポーンへ戻りました(%{_loc}%)"
- command /fgg <text> [<text>]:
- permission: fieldgetter.fgg
- trigger:
- if arg 1 is "stop":
- broadcast "&b&lFG_System&f: &c&lコマンドによりゲームが強制停止しました"
- set {fg::game::stop} to true
- if arg 1 is "start":
- if {fg::game::stat} is not "end":
- broadcast "&b&lFG_System&f: &c&l前回正常に終了できていないため終了処理を行います"
- command "fgg oendprcs"
- stop
- broadcast "&b&lFG_System&f: &e&l参加者の募集を開始します"
- clear {fg::game::join::*}
- loop all players:
- {fg::player::%loop-player%::opt::autojoin} is true
- message "&b&lFG_System&f: &d自動参加しました" to loop-player
- add loop-player to {fg::game::join::*}
- command "/fgg countdown"
- if arg 1 is "countdown":
- set {_cnt} to 30
- set {fg::game::stat} to "standby"
- set {fg::game::join-quant} to size of {fg::game::join::*}
- while {fg::game::join-quant} < 2:
- set {fg::game::join-quant} to size of {fg::game::join::*}
- send action bar with "&6&l参加者募集中 &d&l/fj &6で参加できます &b&l%{fg::game::join-quant}%人参加中" to all players
- if {fg::game::stop} is true:
- exit loop
- wait a second
- if {fg::game::stop} is true:
- set {fg::game::stop} to false
- set {fg::game::stat} to "end"
- stop
- broadcast "&b&lFG_System&f: &e&l募集時間が残り30秒になりました"
- command "execute @a ~ ~ ~ playsound block.sand.step master @s"
- while {_cnt} >= 0:
- set {fg::game::join-quant} to size of {fg::game::join::*}
- loop all players:
- if {fg::game::join::*} contains loop-player:
- send action bar with "&6&l参加中 &a残り%{_cnt}%秒 &b&l%{fg::game::join-quant}%人参加中" to loop-player
- else:
- if mod({_cnt},4) > 1:
- send action bar with "&6&l参加者募集中 &a残り%{_cnt}%秒 &b&l%{fg::game::join-quant}%人参加中" to loop-player
- else:
- send action bar with "&d&l/fj &6で参加できます" to loop-player
- if {_cnt} is 5:
- {fg::player::%loop-player%::opt::autojoin} is true
- message "&b&lFG_System&f: &d自動参加しました" to loop-player
- add loop-player to {fg::game::join::*}
- if {_cnt} < 3:
- command "execute @a ~ ~ ~ playsound block.note.pling master @s ~ ~ ~ 0.5"
- if {fg::game::join-quant} < 2:
- broadcast "&b&lFG_System&f: &e&l参加人数が2人を下回ったためカウントダウンを停止しました"
- set {_cnt} to -1
- if {fg::game::stop} is true:
- exit loop
- add -1 to {_cnt}
- wait a second
- if {fg::game::stop} is true:
- set {fg::game::stop} to false
- set {fg::game::stat} to "end"
- stop
- if {_cnt} is -2:
- command "/fgg countdown"
- stop
- set {fg::game::stat} to "ready"
- broadcast "&b&lFG_System&f: &eマップの抽選を行います"
- wait 5 ticks
- loop {fg::game::join::*}:
- {fg::player::%loop-value%::opt::beststage} is set
- {fg::player::%loop-value%::opt::beststage} is not {fg::sys::lastmap}
- broadcast "&7&l確率アップ! &f&l【%coloured {fg::sys.field::%{fg::player::%loop-value%::opt::beststage}%::name}%】&e(by %loop-value%)"
- wait 3 second
- loop 2 times:
- loop {fg::sys::maps::*}:
- {_maps::%loop-index%} is not {fg::sys::lastmap}
- add loop-value-2 to {_maps::*}
- loop {fg::game::join::*}:
- {fg::player::%loop-value%::opt::beststage} is set
- {fg::player::%loop-value%::opt::beststage} is not {fg::sys::lastmap}
- add {fg::player::%loop-value%::opt::beststage} to {_maps::*}
- set {_map} to random element of {_maps::*}
- set {fg::sys::lastmap} to {_map}
- set {fg::game::map} to {_map}
- set {_time} to {fg::sys.field::%{_map}%::time}
- set {_pls} to number of {fg::game::join::*}
- remove 2 from {_pls}
- if number of {fg::game::join::*} > 0:
- set {_pls} to {_pls}*0.05
- if {_pls} > 0.5:
- set {_pls} to 0.5
- remove {_time}*{_pls} from {_time}
- set {_time} to floor({_time})
- broadcast "&b&lFG_System&f: &eマップが決まりました!"
- broadcast "&6&lMAP - &b&l"" %colored {fg::sys.field::%{_map}%::name}% &b&l"""
- broadcast "&6&lCreator: %{fg::sys.field::%{_map}%::made}%"
- broadcast colored {fg::sys.field::%{_map}%::text}
- broadcast "&6ポイント内訳 &f鉄 &lx%{fg::sys.field::%{_map}%::type-quant.1}% &e金 &lx%{fg::sys.field::%{_map}%::type-quant.2}% &bダイヤ &lx%{fg::sys.field::%{_map}%::type-quant.3}% &6計 &l%{fg::sys.field::%{_map}%::point-quant}%ポイント &6&n( %{fg::sys.field::%{_map}%::score-quant}%点 )"
- broadcast "&6&l制限時間 &c&l%{_time}%&6&l秒"
- wait a second
- broadcast "&b&lFG_System&f: &eテレポートします・・・・・・"
- wait a second
- loop {fg::game::join::*}:
- set {_p} to "%loop-value%" parsed as player
- {_p} is a player
- teleport {_p} to {fg::sys.field::%{_map}%::spawn}
- command "gamemode 2 %loop-value%"
- command "clear %loop-value%"
- wait a second
- set {_cnt} to 5
- while {_cnt} > 0:
- broadcast "&b&lFG_System&f: &e開始まで &c&l%{_cnt}%秒"
- command "execute @a ~ ~ ~ playsound ui.button.click master @s"
- add -1 to {_cnt}
- wait second
- broadcast "&b&lFG_System&f: &e&lゲーム開始!"
- command "scoreboard players set %{fg::game::join::*}% score 0"
- set {fg::game::stat} to "game"
- command "execute @a ~ ~ ~ playsound entity.generic.explode master @s"
- loop blocks within {fg::sys.field::%{_map}%::pos1} to {fg::sys.field::%{_map}%::pos2}:
- set block at location of loop-block to {fg::sys.field::%{_map}%::fillid}
- clear {fg::game::pointstat::*}
- clear {fg::game::score::*}
- loop {fg::game::join::*}:
- set {fg::game::score::%loop-value%} to 0
- set {fg::game::pointremain} to {fg::sys.field::%{_map}%::point-quant}
- set {_cnt} to {_time}
- while {_cnt} >= 0:
- loop all players:
- if {fg::game::join::*} contains loop-player:
- send action bar with "&a残り%{_cnt}%秒 &6現在%{fg::game::score::%loop-value%}%点 &b残り%{fg::game::pointremain}%ポイント" to loop-player
- else if {fg::game::spec::*} contains loop-player:
- send action bar with "&a残り%{_cnt}%秒 &6(観戦中です) &b残り%{fg::game::pointremain}%ポイント" to loop-player
- else:
- send action bar with "&a残り%{_cnt}%秒 &6(参加していません) &b残り%{fg::game::pointremain}%ポイント" to loop-player
- command "scoreboard players set %loop-value% score %{fg::game::score::%loop-value%}%"
- if mod({_cnt},60) = 0:
- {_cnt} is not 0
- command "execute @a ~ ~ ~ playsound ui.button.click master @s"
- broadcast "&b&lFG_System&f: &c&l残り%{_cnt}%秒"
- if {_cnt} <= 10:
- command "execute @a ~ ~ ~ playsound ui.button.click master @s"
- {_cnt} = 10
- broadcast "&b&lFG_System&f: &c&l残り10秒"
- loop 20 times:
- loop {fg::game::join::*}:
- if {fg::shortcut::types::*} contains block below loop-value-2:
- loop {fg::sys.field::%{_map}%::point::*}:
- loop-value-3 is location of block below loop-value-2
- {fg::game::pointstat::%loop-index-2%} is not set
- set {fg::game::pointstat::%loop-index-2%} to loop-value-2
- add -1 to {fg::game::pointremain}
- holoCreate("fggame.%loop-index-2%",loop-value-3)
- holoLineAdd("fggame.%loop-index-2%","&l%loop-value-2%")
- if {fg::sys.field::%{_map}%::type::%loop-index-2%} is 1:
- add 1 to {fg::game::score::%loop-value-2%}
- command "execute %loop-value-2% ~ ~ ~ playsound entity.experience_orb.pickup master @s ~ ~ ~ 1 2"
- broadcast "&f&l%loop-value-2% &n+1&r &7( Score: %{fg::game::score::%loop-value-2%}% )"
- if {fg::sys.field::%{_map}%::type::%loop-index-2%} is 2:
- add 4 to {fg::game::score::%loop-value-2%}
- command "execute %loop-value-2% ~ ~ ~ playsound entity.player.levelup master @s ~ ~ ~ 1 2"
- broadcast "&e&l%loop-value-2% &n+4&r &7( Score: %{fg::game::score::%loop-value-2%}% )"
- if {fg::sys.field::%{_map}%::type::%loop-index-2%} is 3:
- add 12 to {fg::game::score::%loop-value-2%}
- command "execute %loop-value-2% ~ ~ ~ playsound entity.player.levelup master @s ~ ~ ~ 1 0.8"
- broadcast "&b&l%loop-value-2% &n+12&r &7( Score: %{fg::game::score::%loop-value-2%}% )"
- wait a tick
- if {fg::game::stop} is true:
- exit loop
- if {fg::game::pointremain} <= 0:
- set {fg::game::fieldget} to true
- send player title "&e&lF&c&lI&e&lE&c&ll&e&lD &e&lGA&c&lI&e&lNED&c&l!" with subtitle "%coloured {fg::sys.field::%{_map}%::name}%" for 5 seconds
- wait 5 seconds
- exit loop
- add -1 to {_cnt}
- set {fg::game::stop} to false
- command "/fgg endprcs"
- if arg 1 is "endprcs":
- set {_map} to {fg::game::map}
- set {_cnt} to 0
- set {_high} to -1
- set {_rank} to 1
- set {fg::game::stat} to "end"
- loop {fg::game::score::*}:
- set {_list::%loop-index%} to loop-value
- if {fg::game::fieldget} is true:
- clear {fg::game::fieldget}
- loop {fg::game::join::*}:
- add 1 to {fg::player::%loop-value%::fieldget::%{_map}%}
- loop number of {fg::game::score::*} times:
- loop {_list::*}:
- loop-value-2 > {_high}
- set {_high} to loop-value-2
- set {_highplayer} to loop-index
- if {_prevhigh} > {_high}:
- add 1 to {_rank}
- if {_rank} is 1:
- broadcast "&c&l##1 &d&l&n%{_highplayer}%&b Score: &n%{_high}%"
- add 1 to {fg::player::%{_highplayer}%::win}
- add 1 to {fg::player::%{_highplayer}%::stroke}
- else:
- set {fg::player::%{_highplayer}%::stroke} to 0
- if {_rank} is 2:
- broadcast "&6&l##2 &d&l&n%{_highplayer}%&b Score: &n%{_high}%"
- add 1 to {fg::player::%{_highplayer}%::num2}
- if {_rank} is 3:
- broadcast "&e&l##3 &d&l&n%{_highplayer}%&b Score: &n%{_high}%"
- if {_rank} >= 4:
- message "&e&l##%{_rank}% &d&l&n%{_highplayer}%&b Score: &n%{_high}%" to {_highplayer}
- set {_prevhigh} to {_high}
- set {_high} to -1
- clear {_list::%{_highplayer}%}
- message "&6&l[ Result ]" to {fg::game::join::*}
- loop {fg::game::join::*}:
- add 1 to {fg::player::%loop-value%::play}
- message "&e《参加賞》&610 EXP" to loop-value
- set {_rate} to {fg::game::score::%loop-value%}/{fg::sys.field::%{_map}%::score-quant}*100
- set {_exp} to floor({_rate}*1.4)
- message "&e《スコア》&d%{fg::game::score::%loop-value%}%点&l(%{_rate}%%%) &7&l>> &6%{_exp}% EXP" to loop-value
- message "" to loop-value
- message "&e&l《合計》&6&l%{_exp}+10% EXP" to loop-value
- add {_exp}+10 to {fg::player::%loop-value%::exp}
- levelup(loop-value)
- achievement(loop-value)
- broadcast "&b&lFG_System&f: &c&lGAMEOVER!!"
- broadcast "&b&lFG_System&f: &d次回もプレイしてね!"
- command "execute @a ~ ~ ~ playsound entity.generic.explode master @s"
- wait 5 second
- loop blocks within {fg::sys.field::%{_map}%::pos1} to {fg::sys.field::%{_map}%::pos2}:
- set block at location of loop-block to air
- loop {fg::sys.field::%{_map}%::point-quant} times:
- holoDelete("fggame.%loop-number%")
- loop {fg::game::spec::*}:
- set {_p} to "%loop-value%" parsed as player
- {_p} is a player
- teleport {_p} to {fg::shortcut::spawn}
- loop {fg::game::join::*}:
- set {_p} to "%loop-value%" parsed as player
- {_p} is a player
- teleport {_p} to {fg::shortcut::spawn}
- command "gamemode 2 %loop-value%"
- clear {fg::game::spec::*}
- loop all offline players:
- command "scoreboard players set %loop-offlineplayer% score -1"
- command "fgg start"
- if arg 1 is "oendprcs":
- set {_map} to {fg::game::map}
- set {_cnt} to 0
- set {_high} to -1
- set {_rank} to 1
- set {fg::game::stat} to "end"
- set {fg::game::stop} to false
- wait 1 second
- loop blocks within {fg::sys.field::%{_map}%::pos1} to {fg::sys.field::%{_map}%::pos2}:
- set block at location of loop-block to air
- loop {fg::sys.field::%{_map}%::point-quant} times:
- holoDelete("fggame.%loop-number%")
- loop {fg::game::spec::*}:
- set {_p} to "%loop-value%" parsed as player
- {_p} is a player
- teleport {_p} to {fg::shortcut::spawn}
- loop {fg::game::join::*}:
- set {_p} to "%loop-value%" parsed as player
- {_p} is a player
- teleport {_p} to {fg::shortcut::spawn}
- command "gamemode 2 %loop-value%"
- clear {fg::game::spec::*}
- loop all offline players:
- command "scoreboard players set %loop-offlineplayer% score -1"
- command "fgg start"
- if arg 1 is "pendprcs":
- set {_map} to arg 2
- loop blocks within {fg::sys.field::%{_map}%::pos1} to {fg::sys.field::%{_map}%::pos2}:
- set block at location of loop-block to air
- loop {fg::sys.field::%{_map}%::point-quant} times:
- holoDelete("fggame.%loop-number%")
- function levelup(p: player):
- set {_lvup} to floor((30+{fg::player::%{_p}%::level}*5)^1.2)
- {fg::player::%{_p}%::exp} > {_lvup}
- add 1 to {fg::player::%{_p}%::level}
- remove {_lvup} from {fg::player::%{_p}%::exp}
- broadcast "&c&lLevel_UP&f: &e%{_p}%のレベルは&l&n%{fg::player::%{_p}%::level}%&eに上がった! &b&lおめでとう!"
- levelup({_p})
- function achievement(p: player):
- if {fg::player::%{_p}%::play} >= 10:
- {fg::player::%{_p}%::achievement::play10} is not set
- add 1 to {fg::player::%{_p}%::achievement::play10}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「10回プレイする」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・10回プレイする" to {_p}
- message "&a称号&a&l「&6&l探索者&6&oI&a&l」&aを手に入れた" to {_p}
- message "&a&l100EXP &aを手に入れた" to {_p}
- add 100 to {_exp}
- if {fg::player::%{_p}%::play} >= 30:
- {fg::player::%{_p}%::achievement::play30} is not set
- add 1 to {fg::player::%{_p}%::achievement::play30}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「30回プレイする」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・30回プレイする" to {_p}
- message "&a称号&a&l「&6&l探索者&6&oII&a&l」&aを手に入れた" to {_p}
- message "&a&l200EXP &aを手に入れた" to {_p}
- add 200 to {_exp}
- if {fg::player::%{_p}%::play} >= 60:
- {fg::player::%{_p}%::achievement::play60} is not set
- add 1 to {fg::player::%{_p}%::achievement::play600}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「60回プレイする」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・60回プレイする" to {_p}
- message "&a称号&a&l「&6&l探索者&6&oIII&a&l」&aを手に入れた" to {_p}
- message "&a&l300EXP &aを手に入れた" to {_p}
- add 300 to {_exp}
- if {fg::player::%{_p}%::play} >= 100:
- {fg::player::%{_p}%::achievement::play100} is not set
- add 1 to {fg::player::%{_p}%::achievement::play100}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「100回プレイする」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・100回プレイする" to {_p}
- message "&a称号&a&l「&6&l探索者&6&oIV&a&l」&aを手に入れた" to {_p}
- message "&a&l400EXP &aを手に入れた" to {_p}
- add 400 to {_exp}
- if {fg::player::%{_p}%::play} >= 200:
- {fg::player::%{_p}%::achievement::play200} is not set
- add 1 to {fg::player::%{_p}%::achievement::play200}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「200回プレイする」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・200回プレイする" to {_p}
- message "&a称号&a&l「&6&l探索者&6&oV&a&l」&aを手に入れた" to {_p}
- message "&a&l500EXP &aを手に入れた" to {_p}
- add 500 to {_exp}
- if {fg::player::%{_p}%::win} >= 3:
- {fg::player::%{_p}%::achievement::win3} is not set
- add 1 to {fg::player::%{_p}%::achievement::win3}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「3回勝利する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・3回勝利する" to {_p}
- message "&a称号&a&l「&c&l心得&c&oI&a&l」&aを手に入れた" to {_p}
- message "&a&l100EXP &aを手に入れた" to {_p}
- add 100 to {_exp}
- if {fg::player::%{_p}%::win} >= 10:
- {fg::player::%{_p}%::achievement::win10} is not set
- add 1 to {fg::player::%{_p}%::achievement::win10}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「10回勝利する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・10回勝利する" to {_p}
- message "&a称号&a&l「&c&l心得&c&oII&a&l」&aを手に入れた" to {_p}
- message "&a&l200EXP &aを手に入れた" to {_p}
- add 200 to {_exp}
- if {fg::player::%{_p}%::win} >= 30:
- {fg::player::%{_p}%::achievement::win30} is not set
- add 1 to {fg::player::%{_p}%::achievement::win30}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「30回勝利する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・30回勝利する" to {_p}
- message "&a称号&a&l「&c&l心得&c&oIII&a&l」&aを手に入れた" to {_p}
- message "&a&l300EXP &aを手に入れた" to {_p}
- add 300 to {_exp}
- if {fg::player::%{_p}%::win} >= 60:
- {fg::player::%{_p}%::achievement::win60} is not set
- add 1 to {fg::player::%{_p}%::achievement::win60}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「60回勝利する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・60回勝利する" to {_p}
- message "&a称号&a&l「&c&l心得&c&oIV&a&l」&aを手に入れた" to {_p}
- message "&a&l500EXP &aを手に入れた" to {_p}
- add 500 to {_exp}
- if {fg::player::%{_p}%::win} >= 100:
- {fg::player::%{_p}%::achievement::win100} is not set
- add 1 to {fg::player::%{_p}%::achievement::win100}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「100回勝利する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・100回勝利する" to {_p}
- message "&a称号&a&l「&c&l心得&c&oV&a&l」&aを手に入れた" to {_p}
- message "&a&l800EXP &aを手に入れた" to {_p}
- add 800 to {_exp}
- if {fg::player::%{_p}%::stroke} >= 2:
- {fg::player::%{_p}%::achievement::stroke2} is not set
- add 1 to {fg::player::%{_p}%::achievement::stroke2}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「2連勝する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・2連勝する" to {_p}
- message "&a称号&a&l「&b&l賢&f&l者&a&l」&aを手に入れた" to {_p}
- message "&a&l200EXP &aを手に入れた" to {_p}
- add 200 to {_exp}
- if {fg::player::%{_p}%::stroke} >= 3:
- {fg::player::%{_p}%::achievement::stroke3} is not set
- add 1 to {fg::player::%{_p}%::achievement::stroke3}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「3連勝する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・3連勝する" to {_p}
- message "&a称号&a&l「&a&l名&f&l人&a&l」&aを手に入れた" to {_p}
- message "&a&l400EXP &aを手に入れた" to {_p}
- add 400 to {_exp}
- if {fg::player::%{_p}%::stroke} >= 4:
- {fg::player::%{_p}%::achievement::stroke4} is not set
- add 1 to {fg::player::%{_p}%::achievement::stroke4}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「4連勝する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・4連勝する" to {_p}
- message "&a称号&a&l「&e&l師&f&l範&a&l」&aを手に入れた" to {_p}
- message "&a&l600EXP &aを手に入れた" to {_p}
- add 600 to {_exp}
- if {fg::player::%{_p}%::stroke} >= 5:
- {fg::player::%{_p}%::achievement::stroke5} is not set
- add 1 to {fg::player::%{_p}%::achievement::stroke5}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「5連勝する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・5連勝する" to {_p}
- message "&a称号&a&l「&c&l達&f&l人&a&l」&aを手に入れた" to {_p}
- message "&a&l800EXP &aを手に入れた" to {_p}
- add 800 to {_exp}
- if {fg::player::%{_p}%::stroke} >= 8:
- {fg::player::%{_p}%::achievement::stroke8} is not set
- add 1 to {fg::player::%{_p}%::achievement::stroke8}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「8連勝する」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・8連勝する" to {_p}
- message "&a称号&a&l「&6&l皆&f&l伝&a&l」&aを手に入れた" to {_p}
- message "&a&l2000EXP &aを手に入れた" to {_p}
- add 2000 to {_exp}
- if {fg::player::%{_p}%::fieldget::malb_1} > 0:
- {fg::player::%{_p}%::achievement::fg-malb_1} is not set
- add 1 to {fg::player::%{_p}%::achievement::fg-malb_1}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「&eFieldGetter: &dThe Simple Field&6&l」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・FieldGetter: &dThe Simple Field&6&l" to {_p}
- message "&a称号&a&l「&7E&cZ&7F&8ill&a&l」&aを手に入れた" to {_p}
- message "&a&l300EXP &aを手に入れた" to {_p}
- add 300 to {_exp}
- if {fg::player::%{_p}%::fieldget::reo_1} > 0:
- {fg::player::%{_p}%::achievement::fg-reo_1} is not set
- add 1 to {fg::player::%{_p}%::achievement::fg-reo_1}
- broadcast "&c&lAchievement&f: &e%{_p}%さんが実績&6&l「&eFieldGetter: &dTown of NODOKA&6&l」&eを達成しました!"
- message "&6&l[ &d&l&n実績達成&6&l ]" to {_p}
- message "&e・FieldGetter: &dTown of NODOKA&6&l" to {_p}
- message "&a称号&a&l「&6T&co&4w&cn&6e&er&a&l」&aを手に入れた" to {_p}
- message "&a&l400EXP &aを手に入れた" to {_p}
- add 400 to {_exp}
- add {_exp} to {fg::player::%{_p}%::exp}
- levelup({_p})
- command /acv [<integer>]:
- trigger:
- achievement(player)
- set {_arg1} to arg 1
- if {_arg1} is not set:
- set {_arg1} to 1
- open chest with 6 rows named "&cAchievements & Titles &7(Page %{_arg1}%)" to player
- wait 1 tick
- set slot 45 of player's current inventory to arrow named "&7<< Prev" with lore "&fPage: %({_arg1}-1)%"
- set slot 53 of player's current inventory to arrow named "&7Next >>" with lore "&fPage: %({_arg1}+1)%"
- if {_arg1} is 1:
- if {fg::player::%player%::achievement::play10} > 0:
- set slot 0 of player's current inventory to light green stained glass pane named "&7称号「 &6&l探索者&6&oI&7 」" with lore "&7実績 &6""10回プレイする"""
- else:
- set slot 0 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""10回プレイする"""
- if {fg::player::%player%::achievement::play30} > 0:
- set slot 9 of player's current inventory to light green stained glass pane named "&7称号「 &6&l探索者&6&oII&7 」" with lore "&7実績 &6""30回プレイする"""
- else:
- set slot 9 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""30回プレイする"""
- if {fg::player::%player%::achievement::play60} > 0:
- set slot 18 of player's current inventory to light green stained glass pane named "&7称号「 &6&l探索者&6&oIII&7 」" with lore "&7実績 &6""60回プレイする"""
- else:
- set slot 18 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""60回プレイする"""
- if {fg::player::%player%::achievement::play100} > 0:
- set slot 27 of player's current inventory to light green stained glass pane named "&7称号「 &6&l探索者&6&oIV&7 」" with lore "&7実績 &6""100回プレイする"""
- else:
- set slot 27 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""100回プレイする"""
- if {fg::player::%player%::achievement::play200} > 0:
- set slot 36 of player's current inventory to light green stained glass pane named "&7称号「 &6&l探索者&6&oV&7 」" with lore "&7実績 &6""200回プレイする"""
- else:
- set slot 36 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""200回プレイする"""
- if {fg::player::%player%::achievement::win3} > 0:
- set slot 1 of player's current inventory to light green stained glass pane named "&7称号「 &c&l心得&c&oI&7 」" with lore "&7実績 &6""3回勝利する"""
- else:
- set slot 1 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""3回勝利する"""
- if {fg::player::%player%::achievement::win10} > 0:
- set slot 10 of player's current inventory to light green stained glass pane named "&7称号「 &c&l心得&c&oII&7 」" with lore "&7実績 &6""10回勝利する"""
- else:
- set slot 10 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""10回勝利する"""
- if {fg::player::%player%::achievement::win30} > 0:
- set slot 19 of player's current inventory to light green stained glass pane named "&7称号「 &c&l心得&c&oIII&7 」" with lore "&7実績 &6""30回勝利する"""
- else:
- set slot 19 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""30回勝利する"""
- if {fg::player::%player%::achievement::win60} > 0:
- set slot 28 of player's current inventory to light green stained glass pane named "&7称号「 &c&l心得&c&oIV&7 」" with lore "&7実績 &6""60回勝利する"""
- else:
- set slot 28 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""60回勝利する"""
- if {fg::player::%player%::achievement::win100} > 0:
- set slot 37 of player's current inventory to light green stained glass pane named "&7称号「 &c&l心得&c&oV&7 」" with lore "&7実績 &6""100回勝利する"""
- else:
- set slot 37 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""100回勝利する"""
- if {fg::player::%player%::achievement::stroke2} > 0:
- set slot 2 of player's current inventory to light green stained glass pane named "&7称号「 &b&l賢&f&l者&7 」" with lore "&7実績 &6""2連勝する"""
- else:
- set slot 2 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""2連勝する"""
- if {fg::player::%player%::achievement::stroke3} > 0:
- set slot 11 of player's current inventory to light green stained glass pane named "&7称号「 &a&l名&f&l人&7 」" with lore "&7実績 &6""3連勝する"""
- else:
- set slot 11 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""3連勝する"""
- if {fg::player::%player%::achievement::stroke4} > 0:
- set slot 20 of player's current inventory to light green stained glass pane named "&7称号「 &e&l師&f&l範&7 」" with lore "&7実績 &6""4連勝する"""
- else:
- set slot 20 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""4連勝する"""
- if {fg::player::%player%::achievement::stroke5} > 0:
- set slot 29 of player's current inventory to light green stained glass pane named "&7称号「 &c&l達&f&l人&7 」" with lore "&7実績 &6""5連勝する"""
- else:
- set slot 29 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""5連勝する"""
- if {fg::player::%player%::achievement::stroke8} > 0:
- set slot 38 of player's current inventory to light green stained glass pane named "&7称号「 &6&l皆&f&l伝&7 」" with lore "&7実績 &6""8連勝する"""
- else:
- set slot 38 of player's current inventory to red stained glass pane named "&7称号「 &f???&7 」" with lore "&7実績 &6""8連勝する"""
- if {_arg1} is 2:
- if {fg::player::%player%::achievement::fg-malb_1} > 0:
- set slot 0 of player's current inventory to light green stained glass pane named "&7称号「 &7E&cZ&7F&8ill&7 」" with lore "&7実績 &6""&eFieldGetter: &dThe Simple Field&6"""
- else:
- set slot 0 of player's current inventory to red stained glass pane named "&7称号「 &0EZFill&7 」" with lore "&7実績 &6""&eFieldGetter: &dThe Simple Field&6"""
- if {fg::player::%player%::achievement::fg-reo_1} > 0:
- set slot 9 of player's current inventory to light green stained glass pane named "&7称号「 &6T&co&4w&cn&6e&er&7 」" with lore "&7実績 &6""&eFieldGetter: &dThe Simple Field&6"""
- else:
- set slot 9 of player's current inventory to red stained glass pane named "&7称号「 &0Towner&7 」" with lore "&7実績 &6""&eFieldGetter: &dTown of NODOKA&6"""
- command /menu [<text>]:
- trigger:
- set {_arg1} to arg 1
- if {_arg1} is not set:
- set {_arg1} to "0"
- if {_arg1} is "0":
- open chest with 6 rows named "&8Menu: &6Command Shortcut" to player
- set slot 0 of player's current inventory to glowing command block named "&6Command Shortcut" with lore "&e各種コマンドを素早く実行できます"
- set slot 1 of player's current inventory to diamond named "&aSet Best Stage" with lore "&e自分のお気に入りのステージを設定します", "&e選んだステージはステージ抽選で選ばれる確率が上がります", and "&6選択中:%colored {fg::sys.field::%{fg::player::%player%::opt::beststage}%::name}%"
- set slot 9 of player's current inventory to lime dye named "&a/fj" with lore "&7ゲームに参加する"
- set slot 18 of player's current inventory to red dye named "&a/fl" with lore "&7ゲームへの参加を取り消す"
- set slot 27 of player's current inventory to orange dye named "&a/fjl" with lore "&7ゲームに参加中のプレイヤーの一覧を見る"
- set slot 10 of player's current inventory to pieces of paper named "&a/stat" with lore "&7自分のステータスを見る"
- set slot 11 of player's current inventory to nether star named "&a/acv" with lore "&7称号を設定する"
- set slot 12 of player's current inventory to wheat seed named "&a/fgspec" with lore "&7ゲームを観戦する" and "&cゲーム中、かつゲームに参加していない時のみ使用できます"
- if {_arg1} is "1":
- open chest with 6 rows named "&8Menu: &2Best Stage" to player
- set slot 0 of player's current inventory to command block named "&6Command Shortcut" with lore "&e各種コマンドを素早く実行できます"
- set slot 1 of player's current inventory to glowing diamond named "&aSet Best Stage" with lore "&e自分のお気に入りのステージを設定します", "&e選んだステージはステージ抽選で選ばれる確率が上がります", and "&6選択中:%colored {fg::sys.field::%{fg::player::%player%::opt::beststage}%::name}%"
- loop {fg::sys::maps::*}:
- add 1 to {_cnt}
- set slot 8+{_cnt} of player's current inventory to {fg::sys.field::%loop-value%::icon} named "%colored {fg::sys.field::%loop-value%::name}%" with lore "&eお気に入り数:&d&l%number of {fg::sys.field::%loop-value%::beststage::*}%"
- on inventory click:
- if name of player's current inventory contains "&cAchievements & Titles":
- if clicked slot is 45 or 53:
- set {_page::*} to lore of slot (clicked slot) of player's current inventory
- set {_.page::*} to {_page::1} parsed as "%text% %number%"
- execute player command "/acv %{_.page::2}%"
- if name of player's current inventory contains "&cAchievements & Titles &7(Page 1)":
- if clicked slot is 0:
- cancel event
- {fg::player::%player%::achievement::play10} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l探索者&6&oI"
- if clicked slot is 9:
- cancel event
- {fg::player::%player%::achievement::play30} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l探索者&6&oII"
- if clicked slot is 18:
- cancel event
- {fg::player::%player%::achievement::play60} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l探索者&6&oIII"
- if clicked slot is 27:
- cancel event
- {fg::player::%player%::achievement::play100} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l探索者&6&oIV"
- if clicked slot is 36:
- cancel event
- {fg::player::%player%::achievement::play200} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l探索者&6&oV"
- if clicked slot is 1:
- cancel event
- {fg::player::%player%::achievement::win3} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l心得&c&oI"
- if clicked slot is 10:
- cancel event
- {fg::player::%player%::achievement::win10} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l心得&c&oII"
- if clicked slot is 19:
- cancel event
- {fg::player::%player%::achievement::win30} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l心得&c&oIII"
- if clicked slot is 28:
- cancel event
- {fg::player::%player%::achievement::win60} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l心得&c&oIV"
- if clicked slot is 37:
- cancel event
- {fg::player::%player%::achievement::win100} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l心得&c&oV"
- if clicked slot is 2:
- cancel event
- {fg::player::%player%::achievement::stroke2} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&b&l賢&f&l者"
- if clicked slot is 11:
- cancel event
- {fg::player::%player%::achievement::stroke3} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&a&l名&f&l人"
- if clicked slot is 20:
- cancel event
- {fg::player::%player%::achievement::stroke4} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&e&l師&f&l範"
- if clicked slot is 29:
- cancel event
- {fg::player::%player%::achievement::stroke5} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&c&l達&f&l人"
- if clicked slot is 38:
- cancel event
- {fg::player::%player%::achievement::stroke8} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6&l皆&f&l伝"
- if name of player's current inventory contains "&cAchievements & Titles &7(Page 2)":
- if clicked slot is 0:
- cancel event
- {fg::player::%player%::achievement::fg-malb_1} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&7E&cZ&7F&8ill"
- if clicked slot is 9:
- cancel event
- {fg::player::%player%::achievement::fg-reo_1} > 0
- message "&c&lAchievement&f: &e称号を変更しました!"
- set {fg::player::%player%::prefix} to "&6T&co&4w&cn&6e&er"
- if name of player's current inventory contains "&8Menu: &6Command Shortcut":
- if clicked slot is 0:
- cancel event
- execute player command "/menu 0"
- if clicked slot is 1:
- cancel event
- execute player command "/menu 1"
- if clicked slot is 9:
- cancel event
- execute player command "/fj"
- if clicked slot is 18:
- cancel event
- execute player command "/fl"
- if clicked slot is 27:
- cancel event
- execute player command "/fjl"
- if clicked slot is 10:
- cancel event
- execute player command "/stat"
- if clicked slot is 11:
- cancel event
- execute player command "/acv"
- if clicked slot is 12:
- cancel event
- execute player command "/fgspec"
- if name of player's current inventory contains "&8Menu: &2Best Stage":
- if clicked slot is 0:
- cancel event
- execute player command "/menu 0"
- if clicked slot is 1:
- cancel event
- execute player command "/menu 1"
- loop {fg::sys::maps::*}:
- add 1 to {_loopcnt}
- if clicked slot is 8+{_loopcnt}:
- cancel event
- remove player from {fg::sys.field::%{fg::player::%player%::opt::beststage}%::beststage::*}
- set {fg::player::%player%::opt::beststage} to loop-value
- add player to {fg::sys.field::%{fg::player::%player%::opt::beststage}%::beststage::*}
- message "&7&lOption&f: &eお気に入りのステージを変更しました"
- execute player command "/menu 1"
- on chat:
- cancel event
- if {fg::player::%player%::prefix} is not set:
- set {fg::player::%player%::prefix} to "&a初心者"
- if {fg::player::%player%::suffix} is not set:
- set {fg::player::%player%::suffix} to "&7@Player"
- broadcast "&8&l[%{fg::player::%player%::prefix}%&8&l]&f%player%%{fg::player::%player%::suffix}%&e: &r%message%"
- command /suffix <offline player> <text>:
- permission: fieldgetter.suffix
- trigger:
- set {fg::player::%arg 1%::suffix} to colored arg 2
- command /stat [<offline player>]:
- trigger:
- set {_p} to arg 1
- if arg 1 is not set:
- set {_p} to player
- set {_lvup} to floor((30+{fg::player::%{_p}%::level}*5)^1.2)
- message "&6%{_p}% &cLv.%{fg::player::%{_p}%::level}%"
- message "&aExp: %{fg::player::%{_p}%::exp}%/%{_lvup}%"
- message ""
- message "&eプレイ数: %{fg::player::%{_p}%::play}% &d勝利数: %{fg::player::%{_p}%::win}%"
- command /fgspec [<player>]:
- trigger:
- set {_p} to arg 1
- if arg 1 is not set:
- set {_p} to player
- else:
- {_p} is not op
- set {_p2} to player
- {_p2} is set
- set {_cancel} to true
- {_cancel} is not set
- if {fg::game::stat} is not "game":
- message "&b&lFG_System&f: &c現在は観戦できません" to {_p}
- stop
- if {fg::game::join::*} contains {_p}:
- message "&b&lFG_System&f: &c試合に参加中です" to {_p}
- message "&b&lFG_System&f: &c観戦モードになりました" to {_p}
- add {_p} to {fg::game::spec::*}
- set gamemode of {_p} to spectator
- teleport {_p} to {fg::sys.field::%{fg::game::map}%::spawn}
- command /fgm <text> [<text>]:
- permission: fieldgetter.fgm
- trigger:
- if arg 1 is "add":
- arg 2 is set
- add arg 2 to {fg::sys::maps::*}
- if arg 1 is "remove":
- arg 2 is set
- remove arg 2 from {fg::sys::maps::*}
- if arg 1 is "list":
- message {fg::sys::maps::*}
- if arg 1 is "stat":
- set {_arg2} to arg 2
- if arg 2 is "@@":
- set {_arg2} to {fg::game::map}
- message "&6&lMAP - &b&l"" %colored {fg::sys.field::%{_arg2}%::name}% &b&l"""
- message "&6&lCreator: %{fg::sys.field::%{_arg2}%::made}%"
- message colored {fg::sys.field::%{_arg2}%::text}
- message "&6ポイント内訳 &f鉄 &lx%{fg::sys.field::%{_arg2}%::type-quant.1}% &e金 &lx%{fg::sys.field::%{_arg2}%::type-quant.2}% &bダイヤ &lx%{fg::sys.field::%{_arg2}%::type-quant.3}% &6計 &l%{fg::sys.field::%{_arg2}%::point-quant}%ポイント &6&n( %{fg::sys.field::%{_arg2}%::score-quant}%点 )"
- message "&6&l制限時間 &c&l%{fg::sys.field::%{_arg2}%::time}%&6&l秒"
- if arg 1 is "tp":
- set {_arg2} to arg 2
- if arg 2 is "@@":
- set {_arg2} to {fg::game::map}
- teleport player to {fg::sys.field::%{_arg2}%::spawn}
- command /fj:
- trigger:
- if {fg::game::stat} is not "standby":
- message "&b&lFG_System&f: &c現在は参加できません"
- stop
- if {fg::game::join::*} contains player:
- message "&b&lFG_System&f: &c既に参加しています"
- stop
- message "&b&lFG_System&f: &a試合に参加しました"
- message "&b&lFG_System&f: &d&l/fl &aで取り消します"
- add player to {fg::game::join::*}
- command /fl:
- trigger:
- if {fg::game::stat} is not "standby":
- message "&b&lFG_System&f: &c現在は取り消しできません"
- stop
- if {fg::game::join::*} contains player:
- message "&b&lFG_System&f: &a試合への参加を取り消しました"
- remove player from {fg::game::join::*}
- stop
- message "&b&lFG_System&f: &c参加していません"
- command /fjl:
- trigger:
- message "&b&lFG_System&f: &a参加中のプレイヤー"
- loop {fg::game::join::*}:
- message "&7- &e%loop-value%"
- command /holoCreate <text>:
- permission: holo
- trigger:
- set {_loc} to player's location
- holoCreate(arg-1,{_loc})
- command /holoLineAdd <text> <text>:
- permission: holo
- trigger:
- holoLineAdd(arg-1,arg-2)
- command /holoLineReset <text>:
- permission: holo
- trigger:
- holoLineReset(arg-1)
- command /holoDelete <text>:
- permission: holo
- trigger:
- holoDelete(arg-1)
- command /holoList:
- permission: holo
- trigger:
- message {lbfunc::holo.list::*}
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