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- options:
- s: &c[&5&lMurder&f&c]&6
- command /jk:
- permission: skript.admin
- trigger:
- delete {oni}
- delete {dete}
- delete {allplayer::*}
- delete {players}
- loop all players:
- if {nojoin.%loop-player%} is "on":
- send "{@s} &cあなたは今回のゲームには参加しません" to loop-player
- else:
- add loop-player to {allplayer::*}
- add loop-player to {member::*}
- set {oni} to random player of {allplayer::*}
- remove {oni} from {allplayer::*}
- set {dete} to random player of {allplayer::*}
- if {oni} is {dete}:
- while {oni} is {dete}:
- add {oni} to {allplayer::*}
- delete {oni}
- delete {dete}
- set {oni} to random player of {allplayer::*}
- set {dete} to random player of {allplayer::*}
- remove {oni} from {allplayer::*}
- send title "&c&lMurder" to {oni} for 2 seconds
- send title "&a&lInnocent" to {allplayer::*} for 2 seconds
- send title "&b&lDetective" to {dete} for 2 seconds
- loop {allplayer::*}:
- set {Role.%{allplayer::%loop-index%}%} to "&aInnocent"
- add 1 to {players}
- add 1 to {member}
- set {Role.%{oni}%} to "&cMurder"
- set {Role.%{dete}%} to "&bDetective"
- loop {member::*}:
- set {member::%loop-index%} tab name to "&6%{member::%loop-index%}%"
- rs({member::%loop-index%})
- stop
- command /opjoin:
- permission: skript.admin
- trigger:
- if {opjoin} is "join":
- set {opjoin} to "nojoin"
- broadcast "{@s} OPの参加を&cOFF&6にしました"
- stop
- if {opjoin} is "nojoin":
- set {opjoin} to "join"
- broadcast "{@s} OPの参加を&aON&6にしました"
- stop
- if {opjoin} is not set:
- set {opjoin} to "nojoin"
- broadcast "{@s} OPの参加を&cOFF&6にしました"
- stop
- command /start:
- permission: skript.admin
- trigger:
- broadcast "{@s} ゲームを開始します"
- execute console command "/jk"
- wait 4 seconds
- set {game} to true
- execute console command "/effect @a clear"
- loop {member::*}:
- set loop-value's gamemode to adventure
- clear loop-value's inventory
- selectmap()
- if {member::*} is not set:
- broadcast "{@s} &cゲームを開始できません"
- wait 3 seconds
- execute console command "/stopgame"
- stop
- if size of {member::*} <= 1:
- broadcast "{@s} &cゲームを開始できません"
- wait 3 seconds
- execute console command "/stopgame"
- stop
- if {players} >= 15:
- set {2damage} to true
- broadcast "{@s} 今回はイノセントの数が多いのでマーダーが強化されます"
- loop {member::*}:
- rs({member::%loop-index%})
- map({member::%loop-index%})
- luck({member::%loop-index%})
- broadcast "{@s} 10秒後にMurderに剣が渡されます"
- wait a seconds
- command "/playsound ui.button.click master @a ~ ~ ~ 2 1.1 1"
- send title "&6&l5" to all players for 1 seconds
- wait a seconds
- command "/playsound ui.button.click master @a ~ ~ ~ 2 1.1 1"
- send title "&6&l4" to all players for 1 seconds
- wait a seconds
- command "/playsound ui.button.click master @a ~ ~ ~ 2 1.1 1"
- send title "&c&l3" to all players for 1 seconds
- wait a seconds
- command "/playsound ui.button.click master @a ~ ~ ~ 2 1.1 1"
- send title "&d&l2" to all players for 1 seconds
- wait a seconds
- command "/playsound ui.button.click master @a ~ ~ ~ 2 1.1 1"
- send title "&a&l1" to all players for 1 seconds
- wait a seconds
- command "/playsound entity.zombie_villager.converted master @a ~ ~ ~ 1 1 1"
- send title "&6&lGame Start" to all players for 1 seconds
- set {_bowname} to random element of {bowname::*}
- give bow named "%{_bowname}%" to {dete}
- give arrow to {dete}
- set {_swordname} to random element of {swordname::*}
- set slot 1 of {oni} to iron sword named "%{_swordname}%"
- timelimit()
- stop
- command /stopgame:
- permission: skript.admin
- trigger:
- broadcast "{@s} ゲームを終了しました"
- loop {member::*}:
- teleport loop-value to {lobby}
- clear loop-value's inventory
- set loop-value's gamemode to adventure
- execute console command "/pex user %loop-value% remove minecraft.command.tp"
- delete {oni}
- delete {allplayer::*}
- delete {dete}
- delete {players}
- delete {member::*}
- delete {korosita}
- delete {havebow}
- delete {2damage}
- delete {timea0}
- delete {timea1}
- delete {timea2}
- delete {timea3}
- delete {time.%{timenum}%}
- set {game} to false
- set {ending} to false
- set {deteis} to "&aAlive"
- execute console command "/time set day"
- chance of 50%:
- execute console command "/time set night"
- execute console command "/kill @e[type=item]"
- execute console command "/effect @a clear"
- removenpc()
- loop entities:
- loop-entity is dropped item
- delete loop-entity
- loop all players:
- set {death.%loop-player%} to false
- rs(loop-player)
- lvup(loop-player)
- if {re} is true:
- broadcast "&640秒後にリスタートします。"
- wait 40 seconds
- execute console command "/start"
- command /players:
- permission: skript.admin
- trigger:
- send "&a%{allplayer::*}%"
- send "&3%{member::*}%"
- send "&d%{players}%"
- send "&c%{oni}%"
- send "&b%{dete}%"
- command /stoprestart:
- permission: skript.admin
- trigger:
- if {re} is not set:
- set {re} to true
- broadcast "{@s} リスタートを&a有効&6にしました"
- stop
- if {re} is true:
- set {re} to false
- broadcast "{@s} リスタートを&c無効&6にしました"
- stop
- if {re} is false:
- set {re} to true
- broadcast "{@s} リスタートを&a有効&6にしました"
- stop
- function removenpc():
- loop {removenum::*}:
- remove citizen loop-value
- delete {removenum::*}
- #re
- command /map [<text>] [<text>]:
- permission: skript.admin
- trigger:
- if arg 1 is "add" or "remove" or "spawn" or "lobby":
- if arg 1 is "add":
- if arg 2 contain "map":
- if {map::*} contain arg 2:
- send "&6既に登録されています"
- stop
- add arg 2 to {map::*}
- send "&6MAPを追加しました 。&a(%arg 2%)"
- stop
- else:
- send "&6入力形式が正しくありません。 &a(/map add (map1/2/3....)"
- stop
- else if arg 1 is "remove":
- if {map::*} do not contain arg 2:
- send "&6そのMAPは存在しません"
- stop
- remove arg 2 from {map::*}
- send "&6%arg 2%をマップのリストから削除しました"
- stop
- else if arg 1 is "spawn":
- set {map%arg 2%} to location of player
- send "&6MAPのスポーン地点が設定されました。 &a(%arg 2%)"
- stop
- else if arg 1 is "lobby":
- set {lobby} to location of player
- send "&6ロビーを%location%にセットしました"
- stop
- else:
- send "&c不明なエラー"
- stop
- else:
- send "入力形式が正しくありません &a(/map add/remove mapname"
- stop
- function selectmap():
- delete {map}
- set {map} to random element of {map::*}
- function map(p: player):
- if {map} is "map1":
- send "&6MAP:館" to {_p}
- send "&a製作者:&esiso_" to {_p}
- set {map1-integer} to random integer between 1 and 4
- if {map1-integer} is 1:
- teleport {_p} to {map1-1}
- if {map1-integer} is 2:
- teleport {_p} to {map1-2}
- if {map1-integer} is 3:
- teleport {_p} to {map1-3}
- if {map1-integer} is 4:
- teleport {_p} to {map1-4}
- if {map} is "map2":
- send "&6MAP:雪山" to {_p}
- send "&a製作者:&ePexEX" to {_p}
- execute console command "/time set 40000"
- set {map2-integer} to random integer between 1 and 4
- if {map2-integer} is 1:
- teleport {_p} to {map2-1}
- if {map2-integer} is 2:
- teleport {_p} to {map2-2}
- if {map2-integer} is 3:
- teleport {_p} to {map2-3}
- if {map2-integer} is 4:
- teleport {_p} to {map2-4}
- if {map} is "map3":
- send "&6MAP:Desert" to {_p}
- send "&a製作者:&eFutaba_Nayn" to {_p}
- execute console command "/time set 40000"
- set {map3-integer} to random integer between 1 and 4
- if {map3-integer} is 1:
- teleport {_p} to {map3-1}
- if {map3-integer} is 2:
- teleport {_p} to {map3-2}
- if {map3-integer} is 3:
- teleport {_p} to {map3-3}
- if {map3-integer} is 4:
- teleport {_p} to {map3-4}
- if {map} is "map4":
- send "&6MAP:刑務所" to {_p}
- send "&a製作者:&eFutaba_Nayn" to {_p}
- set {map4-integer} to random integer between 1 and 4
- if {map4-integer} is 1:
- teleport {_p} to {map4-1}
- if {map4-integer} is 2:
- teleport {_p} to {map4-2}
- if {map4-integer} is 3:
- teleport {_p} to {map4-3}
- if {map4-integer} is 4:
- teleport {_p} to {map4-4}
- if {map} is "map5":
- send "&6MAP:廃墟" to {_p}
- send "&a製作者:&esiso_" to {_p}
- set {map5-integer} to random integer between 1 and 4
- if {map5-integer} is 1:
- teleport {_p} to {map5-1}
- if {map5-integer} is 2:
- teleport {_p} to {map5-2}
- if {map5-integer} is 3:
- teleport {_p} to {map5-3}
- if {map5-integer} is 4:
- teleport {_p} to {map5-4}
- if {map} is "map6":
- send "&6MAP:都市" to {_p}
- send "&a製作者:&eShovelwarf_" to {_p}
- set {map6-integer} to random integer between 1 and 4
- if {map6-integer} is 1:
- teleport {_p} to {map6-1}
- if {map6-integer} is 2:
- teleport {_p} to {map6-2}
- if {map6-integer} is 3:
- teleport {_p} to {map6-3}
- if {map6-integer} is 4:
- teleport {_p} to {map6-4}
- if {map} is "map7":
- send "&6MAP:雪山" to {_p}
- send "&a製作者:&eHage_K" to {_p}
- set {map7-integer} to random integer between 1 and 4
- if {map7-integer} is 1:
- teleport {_p} to {map7-1}
- if {map7-integer} is 2:
- teleport {_p} to {map7-2}
- if {map7-integer} is 3:
- teleport {_p} to {map7-3}
- if {map7-integer} is 4:
- teleport {_p} to {map7-4}
- if {map} is "map8":
- send "&6MAP:まだ" to {_p}
- send "&a製作者:&esiso_" to {_p}
- set {map8-integer} to random integer between 1 and 4
- if {map8-integer} is 1:
- teleport {_p} to {map8-1}
- if {map8-integer} is 2:
- teleport {_p} to {map8-2}
- if {map8-integer} is 3:
- teleport {_p} to {map8-3}
- if {map8-integer} is 4:
- teleport {_p} to {map8-4}
- if {map} is "map9":
- send "&6MAP:まだ" to {_p}
- send "&a製作者:&esiso_" to {_p}
- set {map9-integer} to random integer between 1 and 4
- if {map9-integer} is 1:
- teleport {_p} to {map9-1}
- if {map9-integer} is 2:
- teleport {_p} to {map9-2}
- if {map9-integer} is 3:
- teleport {_p} to {map9-3}
- if {map9-integer} is 4:
- teleport {_p} to {map9-4}
- #MAP未完成
- command /ranking:
- trigger:
- set {_high} to 0
- loop {ranking::*}:
- set {_list::%loop-index%} to loop-value
- loop 15 times:
- loop {_list::*}:
- loop-value-2 > {_high}
- set {_high} to loop-value-2
- set {_highplayer} to loop-index
- message "%loop-number%位%{_highplayer}%さんの%{_high}%XP!"
- set {_high} to 0
- delete {_list::%{_highplayer}%}
- #ranking
- on damage of player:
- if {game} is true:
- if attacker is {oni}:
- if attacker has iron sword:
- if {nage} is true:
- add 1 to {deadnum}
- create citizen named "&c%victim%" at victim as a wolf
- force npc with id {deadnum} to sleep
- add {deadnum} to {removenum::*}
- if {players} is 1:
- set {game} to false
- set {ending} to true
- delete {time.%{timenum}%}
- set victim's gamemode to spectator
- broadcast "{@s} イノセントが全滅した、&cMurder&6の勝利"
- execute console command "/playsound entity.wolf.howl ambient @a ~ ~ ~ 1 1 1"
- wait 1 seconds
- broadcast "&5===================================================="
- broadcast " &6今回のMurder &6Murderを倒した人"
- broadcast " &c%{oni}% いませんでした"
- add 30 to {ranking::%attacker%}
- add 30 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {players} >= 15:
- add 20 to {ranking::%attacker%}
- add 20 to {xp.%attacker%}
- send "&6追加ボーナス!! &a+20XP" to attacker
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} * 2 to {xp.%attacker%}
- send "&6ボーナスXP %{bounus.%attacker%} * 2%" to attacker
- wait 5 seconds
- execute console command "/stopgame"
- stop
- if victim is {dete}:
- broadcast "{@s} &bDetective&6が倒された"
- set {deteis} to "&cDead"
- execute console command "/playsound entity.creeper.hurt master @a ~ ~ ~ 1 1 1"
- set victim's gamemode to spectator
- remove 1 from {players}
- set {death.%victim%} to true
- drop bow at location of victim
- rs({member::*})
- stop
- if victim is {havebow}:
- broadcast "{@s} &c%victim%&6が弓を落とした"
- delete {havebow}
- drop bow at location of victim
- set victim's gamemode to spectator
- remove 1 from {players}
- set {death.%victim%} to true
- set action bar of all players to "&c%victim%が倒された、残り&a%{players}%&c人"
- execute console command "/playsound entity.hostile.hurt ambient @a ~ ~ ~ 1 1 1"
- message "&a+5xp" to attacker
- add 5 to {ranking::%attacker%}
- add 5 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} to {xp.%attacker%}
- send "&6BounusXP &a+%{bounus.%attacker%}%" to attacker
- rs({member::*})
- stop
- else:
- broadcast "&cダメージ処理のエラー"
- stop
- if attacker's tool is iron sword:
- if attacker is {oni}:
- add 1 to {deadnum}
- create citizen named "&c%victim%" at victim as a wolf
- force npc with id {deadnum} to sleep
- add {deadnum} to {removenum::*}
- if {players} is 1:
- set {game} to false
- set {ending} to true
- delete {time.%{timenum}%}
- set victim's gamemode to spectator
- broadcast "{@s} イノセントが全滅した、&cMurder&6の勝利"
- execute console command "/playsound entity.wolf.howl ambient @a ~ ~ ~ 1 1 1"
- wait 1 seconds
- broadcast "&5===================================================="
- broadcast " &6今回のMurder &6Murderを倒した人"
- broadcast " &c%{oni}% いませんでした"
- add 30 to {ranking::%attacker%}
- add 30 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} * 2 to {xp.%attacker%}
- send "&6ボーナスXP %{bounus.%attacker%} * 2%" to attacker
- wait 5 seconds
- execute console command "/stopgame"
- stop
- if victim is {dete}:
- broadcast "{@s} &bDetective&6が倒された"
- set {deteis} to "&cDead"
- execute console command "/playsound entity.creeper.hurt master @a ~ ~ ~ 1 1 1"
- set victim's gamemode to spectator
- remove 1 from {players}
- set {death.%victim%} to true
- drop bow at location of victim
- rs({member::*})
- stop
- if victim is {havebow}:
- broadcast "{@s} &c%victim%&6が弓を落とした"
- delete {havebow}
- drop bow at location of victim
- set victim's gamemode to spectator
- remove 1 from {players}
- set {death.%victim%} to true
- set action bar of all players to "&c%victim%が倒された、残り&a%{players}%&c人"
- execute console command "/playsound entity.hostile.hurt ambient @a ~ ~ ~ 1 1 1"
- message "&a+5xp" to attacker
- add 5 to {ranking::%attacker%}
- add 5 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} to {xp.%attacker%}
- send "&6BounusXP &a+%{bounus.%attacker%}%" to attacker
- rs({member::*})
- if projectile is arrow:
- if attacker is victim:
- cancel event
- stop
- if victim is {oni}:
- if {2damage} is true:
- broadcast "{@s} &cMurderがダメージを負った"
- execute console command "/playsound entity.skeleton.death ambient @a ~ ~ ~ 1 0.8 1"
- loop 40 times:
- set {_portallocY} to random integer between -2 and 2
- set {_portallocZX} to random integer between -1 and 6
- show 200 PORTAL particles at victim offset by {_portallocZX}, {_portallocY}, {_portallocZX}
- set {2damage} to false
- if {sin.%victim%} or {sin2.%victim%} or {sin3.%victim%} is true:
- execute console command "/effect @a minecraft:glowing 5"
- message "&a+20xp" to attacker
- add 20 to {ranking::%attacker%}
- add 20 to {xp.%attacker%}
- map(victim)
- stop
- set {game} to false
- set {ending} to true
- delete {time.%{timenum}%}
- broadcast "{@s} &aMurderを倒した!イノセントの勝ち"
- set {korosita} to attacker
- set victim's gamemode to spectator
- execute console command "/playsound entity.player.levelup ambient @a ~ ~ ~ 1 1 1"
- wait 1 seconds
- broadcast "&5===================================================="
- broadcast " &6今回のMurder &6Murderを倒した人"
- broadcast " &c%{oni}% &a%{korosita}%"
- message "&a+15xp" to attacker
- add 15 to {ranking::%attacker%}
- add 15 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} * 2 to {xp.%attacker%}
- send "&6BounusXP &a+%{bounus.%attacker%} * 2%" to attacker
- loop {allplayer::*}:
- add 10 to {xp.%{allplayer::%loop-index%}%}
- add 10 to {ranking::%loop-value%}
- if {bounus.%loop-value%} is set:
- add {bounus.%loop-value%} to {xp.%loop-value%}
- send "&6BounusXP &a+%{bounus.%loop-value%}%" to loop-value
- send "&a+10xp" to {allplayer::*}
- wait 5 seconds
- execute console command "/stopgame"
- stop
- if attacker is {oni}:
- add 1 to {deadnum}
- create citizen named "&c%victim%" at victim as a wolf
- force npc with id {deadnum} to sleep
- add {deadnum} to {removenum::*}
- if {players} is 1:
- set {game} to false
- set {ending} to true
- delete {time.%{timenum}%}
- set victim's gamemode to spectator
- broadcast "{@s} イノセントが全滅した、&cMurder&6の勝利"
- execute console command "/playsound entity.wolf.howl ambient @a ~ ~ ~ 1 1 1"
- wait 1 seconds
- broadcast "&5===================================================="
- broadcast " &6今回のMurder &6Murderを倒した人"
- broadcast " &c%{oni}% いませんでした"
- add 30 to {ranking::%attacker%}
- add 30 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {players} >= 15:
- add 20 to {ranking::%attacker%}
- add 20 to {xp.%attacker%}
- send "&6追加ボーナス!! &a+20XP"
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} * 2 to {xp.%attacker%}
- send "&6ボーナスXP %{bounus.%attacker%} * 2%" to attacker
- wait 5 seconds
- execute console command "/stopgame"
- stop
- if victim is {dete}:
- broadcast "{@s} &bDetective&6が倒された"
- delete {dete}
- set {dete} to "&cDead"
- set victim's gamemode to spectator
- remove 1 from {players}
- execute console command "/playsound entity.creeper.hurt master @a ~ ~ ~ 1 1 1"
- set {death.%victim%} to true
- drop bow at location of victim
- rs({member::*})
- stop
- if victim is {havebow}:
- broadcast "{@s} &c%victim%&6が弓を落とした"
- delete {havebow}
- drop bow at location of victim
- set victim's gamemode to spectator
- remove 1 from {players}
- set {death.%victim%} to true
- set action bar of all players to "&c%victim%が倒された、残り&a%{players}%&c人"
- execute console command "/playsound entity.hostile.hurt ambient @a ~ ~ ~ 1 1 1"
- message "&a+5xp" to attacker
- add 5 to {ranking::%attacker%}
- add 5 to {xp.%attacker%}
- add 1 to {kill.%attacker%}
- if {bounus.%attacker%} is set:
- add {bounus.%attacker%} to {xp.%attacker%}
- send "&6BounusXP &a+%{bounus.%attacker%}%" to attacker
- rs({member::*})
- else:
- broadcast "{@s} &5誤射:&6攻撃者→&3%attacker% &6犠牲者→&c%victim%"
- if victim is {dete}:
- broadcast "{@s} &bDetective&6が倒された"
- delete {dete}
- set {dete} to "&cDead"
- drop bow at location of victim
- if victim is {havebow}:
- broadcast "{@s} &c%victim%&6が弓を落とした"
- delete {havebow}
- drop bow at location of victim
- add 1 to {deadnum}
- create citizen named "&c%victim%" at victim as a chicken
- force npc with id {deadnum} to sleep
- add {deadnum} to {removenum::*}
- add 1 to {deadnum}
- create citizen named "&c%attacker%" at attacker as a chicken
- force npc with id {deadnum} to sleep
- add {deadnum} to {removenum::*}
- remove 2 from {players}
- set victim's gamemode to spectator
- set attacker's gamemode to spectator
- remove 10 from {ranking::%attacker%}
- remove 10 from {xp.%attacker%}
- send "&c-10xp" to attacker
- send "{@s} &cMurderではなかったようだ..." to attacker
- execute console command "/playsound entity.wither.spawn ambient %attacker% ~ ~ ~ 1 2 1"
- rs({member::*})
- if {players} is 0:
- set {game} to false
- set {ending} to true
- delete {time.%{timenum}%}
- broadcast "{@s} 村人が村人を倒してしまった、Murderの勝利"
- wait 8 seconds
- execute console command "/stopgame"
- stop
- else:
- cancel event
- else:
- cancel event
- #死亡判定処理
- on rightclick with iron sword:
- set {nage} to true
- {timers.%player%::throwingknife} is not set
- play sound "entity.arrow.shoot" to all players at player with volume 1 pitch 1.2
- set {_loc} to location 1.5 meter above location of player
- spawn an armor stand at location sin(90-pitch of player*-1)*0.4 meter below location cos(90-pitch of player*-1)*0.4 meter horizontal forwards location 0.75 meter below location 0.1875 meter horizontal to the right location 0.3 meter backwards location 1 meter forwards location 1.5 meter above location of player
- add "{NoGravity:1b,Invisible:1b,Marker:1b,Small:1b,Rotation:[%yaw of player%f,0f],Pose:{Head:[90f,%pitch of player*-1+45%f,90f]}}" to nbt of last spawned armor stand
- wait 1 tick
- add "{ArmorItems:[{},{},{},{id:""minecraft:iron_sword"",Count:1b,Damage:0s}]}" to nbt of last spawned armor stand
- set {knife::%UUID of last spawned armor stand%} to {_loc}
- set {knifeage.%UUID of last spawned armor stand%} to 200
- set {knifeshooter.%UUID of last spawned armor stand%} to player
- set {timers.%player%::throwingknife} to 400
- function getEntityFromUUID(uuid: text) :: entity:
- loop all entities:
- if UUID of loop-entity is "%{_uuid}%":
- return loop-entity
- stop loop
- every tick:
- if {time.%{timenum}%} is set:
- floor(unix timestamp of now) = {time.%{timenum}%} - 120:
- if {timea0} is not set:
- set {timea0} to true
- broadcast "{@s} 残り2分"
- floor(unix timestamp of now) = {time.%{timenum}%} - 60:
- if {timea1} is not set:
- set {timea1} to true
- broadcast "{@s} 残り1分"
- floor(unix timestamp of now) = {time.%{timenum}%} - 30:
- if {timea2} is not set:
- set {timea2} to true
- broadcast "{@s} 残り30秒"
- floor(unix timestamp of now) = {time.%{timenum}%} - 10:
- if {timea3} is not set:
- set {timea3} to true
- broadcast "{@s} 残り10秒"
- wait 5 seconds
- broadcast "{@s} 5"
- wait 1 seconds
- broadcast "{@s} 4"
- wait 1 seconds
- broadcast "{@s} 3"
- wait 1 seconds
- broadcast "{@s} 2"
- wait 1 seconds
- broadcast "{@s} 1"
- wait 1 seconds
- if floor(unix timestamp of now) >= {time.%{timenum}%}:
- delete {time.%{timenum}%}
- set {game} to false
- broadcast "{@s} タイムアップ、Innocentの勝利"
- execute console command "/playsound entity.skeleton_horse.death master @a ~ ~ ~ 1 1 1"
- wait 1 seconds
- broadcast "&5===================================================="
- broadcast " &6今回のMurder &6Murderを倒した人"
- broadcast " &c%{oni}% いませんでした"
- loop {allplayer::*}:
- add 10 to {ranking::%loop-value%}
- add 10 to {xp.%loop-value%}
- send "&a+10xp" to loop-value
- wait 5 seconds
- execute console command "/stopgame"
- stop
- if {ser} is true:
- if number of all players >= 2:
- set {ser} to false
- wait 3 seconds
- execute console command "/start"
- loop {knife::*}:
- {knifeage.%loop-index%} >= 1
- set {_knife} to getEntityFromUUID(loop-index)
- set {_nohitblocks::*} to 0, 6, 8, 9, 10, 11, 30, 31, 32, 36, 37, 38, 39, 40, 50, 51, 55, 63, 65, 68, 69, 70, 72, 76, 77, 93, 94, 131, 143, 147, 148, 149, 150, 175 and 425
- loop 12 times:
- set {knife::%loop-index%} to location 0.25 meter forwards {knife::%loop-index%}
- teleport {_knife} to location sin(90-pitch of {knife::%loop-index%}*-1)*0.4 meter below location cos(90-pitch of {knife::%loop-index%}*-1)*0.4 meter horizontal forwards location 0.7 meter below location 0.1875 meter horizontal to the right location 0.3 meter backwards {knife::%loop-index%}
- loop entities in radius 0.5 around {knife::%loop-index%}:
- loop-entity is a living entity
- loop-entity is not armor stand
- loop-entity is not {knifeshooter.%loop-index%}
- if loop-entity is a player:
- loop-entity's gamemode is survival or adventure
- make {knifeshooter.%loop-index%} damage loop-entity by 6
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- else if loop-entity is not a player:
- make {knifeshooter.%loop-index%} damage loop-entity by 6
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- if {_nohitblocks::*} do not contain id of block at location 0.3 meter forwards {knife::%loop-index%}:
- play sound "entity.zombie.attack_iron_door" to all players at {knife::%loop-index%} with volume 1 pitch 2
- play sound "entity.item.break" to all players at {knife::%loop-index%} with volume 1 pitch 2
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- delayKill({_knife}, 60)
- remove 1 from {knifeage.%loop-index%}
- {knifeage.%loop-index%} is 0
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- loop all players:
- {timers.%loop-player%::throwingknife} >= 1
- remove 1 from {timers.%loop-player%::throwingknife}
- if loop-player's tool is iron sword:
- send action bar from "&e投げナイフが使用可能になるまであと%ceil({timers.%loop-player%::throwingknife}/20)%秒" to loop-player
- {timers.%loop-player%::throwingknife} is 0
- delete {timers.%loop-player%::throwingknife}
- send action bar from "&e投げナイフが使用可能になりました" to loop-player
- set {nage} to false
- function delayKill(e: entity, delay: number):
- if {_delay} is 0:
- kill {_e}
- else:
- loop {_delay} times:
- wait 1 tick
- kill {_e}
- #投げナイフ
- #damage処理
- on pick up of gold ingot:
- if {speed.%player%} is true:
- apply speed 2 to the player for 10 tick
- if {speed2.%player%} is true:
- apply speed 2 to the player for 20 tick
- if {speed3.%player%} is true:
- apply speed 2 to the player for 40 tick
- add 1 to {xp.%player%}
- if number of all gold ingot in player's inventory is greater than 8:
- if player do not have bow:
- chance of 30%:
- give arrow to player
- message "{@s} &e&lラッキー☆矢が二つ手に入った" to player
- command "/playsound entity.cat.ambient ambient %player% ~ ~ ~ 1 2"
- give bow to player
- give arrow to player
- wait 2 tick
- remove 10 gold ingot from player's inventory
- command "/playsound item.armor.equip_diamond ambient %player% ~ ~ ~ 1 1"
- stop
- if player has bow:
- give arrow to player
- wait 2 tick
- remove 10 gold ingot from player's inventory
- #pickup
- on pick up of gold ingot:
- if {unn3.%player%} is true:
- chance of 30%:
- send "&eLucky" to player
- give 1 gold ingot to player
- stop
- if {unn2.%player%} is true:
- chance of 20%:
- send "&eLucky" to player
- give 1 gold ingot to player
- stop
- if {unn.%player%} is true:
- chance of 10%:
- send "&eLucky" to player
- give 1 gold ingot to player
- stop
- #pickup2
- function goldluck(p: player):
- if {unn3.%{_p}%} is true:
- chance of 80%:
- send "&eLucky" to {_p}
- give 1 gold ingot to {_p}
- stop
- if {unn2.%{_p}%} is true:
- chance of 60%:
- send "&eLucky" to {_p}
- give 1 gold ingot to {_p}
- stop
- if {unn.%{_p}%} is true:
- chance of 40%:
- send "&eLucky" to {_p}
- give 1 gold ingot to {_p}
- stop
- #luck
- on rightclick holding gold ingot:
- if number of all gold ingot in player's inventory is greater than 9:
- if player do not have bow:
- chance of 30%:
- give arrow to player
- message "{@s} &e&lラッキー☆矢が二つ手に入った" to player
- command "/playsound entity.cat.ambient ambient %player% ~ ~ ~ 1 2"
- give bow to player
- give arrow to player
- wait 2 tick
- remove 10 gold ingot from player's inventory
- command "/playsound item.armor.equip_diamond ambient %player% ~ ~ ~ 1 1"
- stop
- if player has bow:
- give arrow to player
- wait 2 tick
- remove 10 gold ingot from player's inventory
- #pickup
- on pick up of bow:
- if player is {oni}:
- cancel event
- stop
- if player has bow:
- cancel event
- stop
- broadcast "{@s} &a%player%&6が&bDetective&6の弓を拾った"
- set {havebow} to player
- give arrow to player
- on pick up of arrow:
- if player is {oni}:
- cancel event
- stop
- on drop:
- if player is not op:
- cancel event
- #Detective bow pick up
- on Skript start:
- execute console command "/difficulty 0"
- if {ser} is false:
- set {ser} to true
- set {re} to true
- on skript stop:
- set {ser} to false
- set {re} to false
- #auto start
- function timelimit():
- if {time.%{timenum}%} is not set:
- add 1 to {timenum}
- if {players} >= 10:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 180
- if {players} <= 9:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 119
- else:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 180
- stop
- if {time.%{timenum}%} is set:
- delete {time.%{timenum}%}
- add 1 to {timenum}
- if {players} >= 10:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 180
- if {players} <= 9:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 119
- else:
- set {time.%{timenum}%} to floor(unix timestamp of now) + 180
- stop
- else:
- send "&cTime limit Error &5Unixnow%floor(unix timestamp of now)% &6%{time.%{timenum}%}%" to ops
- #time limit
- function rs(p: player):
- if {game} is true:
- wipe {_p}'s sidebar
- set name of sidebar of {_p} to "&5&lMurder Mystery"
- set score "&6&lSisoPixel" in sidebar of {_p} to 1
- set score "" in sidebar of {_p} to 2
- set score "&bDetective: %{deteis}%" in sidebar of {_p} to 3
- set score "" in sidebar of {_p} to 4
- set score "&d生存者: &a%{players}%" in sidebar of {_p} to 5
- set score "" in sidebar of {_p} to 6
- set score "&eRole: %{Role.%{_p}%}%" in sidebar of {_p} to 7
- set score "" in sidebar of {_p} to 8
- stop
- else:
- wipe {_p}'s sidebar
- set name of sidebar of {_p} to "&e&lしその鯖"
- set score "&6&lSisoPixel" in sidebar of {_p} to 1
- set score "" in sidebar of {_p} to 2
- set score "Lv: &b&l%{lv.%{_p}%}%" in sidebar of {_p} to 3
- set score "XP: &a&l%{xp.%{_p}%}%" in sidebar of {_p} to 4
- set score "Kills: &c&l%{kill.%{_p}%}%" in sidebar of {_p} to 5
- set score "&b===Your Status===" in sidebar of {_p} to 6
- set score "" in sidebar of {_p} to 7
- #sidebar
- function lvup(p: player):
- set {_p} tab name to "&6&l[&a&lLv%{lv.%{_p}%}%&6&l] &f%{_p}%"
- if {lv.%{_p}%} >= 20:
- set {_p} tab name to "&6&l[&b&lLv%{lv.%{_p}%}%&6&l] &f%{_p}%"
- if {lv.%{_p}%} >= 25:
- set {_p} tab name to "&6&l[&3&lLv%{lv.%{_p}%}%&6&l] &f%{_p}%"
- if {lv.%{_p}%} >= 30:
- set {_p} tab name to "&6&l[&d&lLv%{lv.%{_p}%}%&6&l] &f%{_p}%"
- while {xp.%{_p}%} >= {nextlv.%{_p}%}:
- wait 2.5 tick
- play sound "entity.player.levelup" with volume 0.8 and pitch 0.7 at {_p} for {_p}
- set {nextlv.%{_p}%} to {nextlv.%{_p}%} * 1.2
- add 1 to {lv.%{_p}%}
- send "&aLvUP!! &l%{lv.%{_p}%}%Lv" to {_p}
- set {send.%{_p}%} to true
- if {send.%{_p}%} is true:
- send "&6次のレベルまで &5&l""%{nextlv.%{_p}%}%XP""" to {_p}
- set {_p} tab name to "&6&l[&a&lLv%{lv.%{_p}%}%&6&l] &f%{_p}%"
- set {send.%{_p}%} to false
- #lvup
- on right click on a villager:
- cancel event
- wait 5 tick
- open chest with 6 row named "&a&lSHOP" to player
- format slot 49 of player with glowing experience bottle named "&6&lXP: &e&l%{xp.%player%}%&f&a&lXP" to be unstealable
- format slot 40 of player with glowing feather named "&b&lスピード" with lore "&6&l金を取った際に少し足が速くなります。" to be unstealable
- format slot 39 of player with glowing gold nugget named "&e&l運" with lore "&6&l至る所でラッキーが起こります。" to be unstealable
- format slot 41 of player with glowing spider eye named "&5&l心眼" with lore "&6&lマーダーの時、スキルを使用できます。" to be unstealable
- if {speed3.%player%} is true:
- format slot 13 of player with glowstone dust named "&b&lスピード&6(&dLv3&6)" with lore "&a(unlocked)" to be unstealable
- format slot 22 of player with glowstone dust named "&b&lスピード&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 31 of player with glowstone dust named "&b&lスピード" with lore "&a(unlocked)" to be unstealable
- else if {speed2.%player%} is true:
- format slot 13 of player with gunpowder named "&b&lスピード&6(&dLv3&6)" with lore "&a(500XP)" to close then run [execute player command "/buy speed3"]
- format slot 22 of player with glowstone dust named "&b&lスピード&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 31 of player with glowstone dust named "&b&lスピード" with lore "&a(unlocked)" to be unstealable
- else if {speed.%player%} is true:
- format slot 13 of player with gunpowder named "&b&lスピード&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 22 of player with gunpowder named "&b&lスピード&6(&3Lv2&6)" with lore "&a(100XP)" to close then run [execute player command "/buy speed2"]
- format slot 31 of player with glowstone dust named "&b&lスピード" with lore "&a(unlocked)" to be unstealable
- else if {speed.%player%} is not set:
- format slot 13 of player with gunpowder named "&b&lスピード&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 22 of player with gunpowder named "&b&lスピード&6(&3Lv2&6)" with lore "&c(locked)" to be unstealable
- format slot 31 of player with gunpowder named "&b&lスピード" with lore "&a(50XP)" to close then run [execute player command "/buy speed"]
- #↑スピード
- if {unn3.%player%} is true:
- format slot 11 of player with glowstone dust named "&e&l運&6(&dLv3&6)" with lore "&a(unlocked)" to be unstealable
- format slot 20 of player with glowstone dust named "&e&l運&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 29 of player with glowstone dust named "&e&l運" with lore "&a(unlocked)" to be unstealable
- else if {unn2.%player%} is true:
- format slot 11 of player with gunpowder named "&e&l運&6(&dLv3&6)" with lore "&a(600XP)" to close then run [execute player command "/buy luck3"]
- format slot 20 of player with glowstone dust named "&e&l運&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 29 of player with glowstone dust named "&e&l運" with lore "&a(unlocked)" to be unstealable
- else if {unn.%player%} is true:
- format slot 11 of player with gunpowder named "&e&l運&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 20 of player with gunpowder named "&e&l運&6(&3Lv2&6)" with lore "&a(300XP)" to close then run [execute player command "/buy luck2"]
- format slot 29 of player with glowstone dust named "&e&l運" with lore "&a(unlocked)" to be unstealable
- else if {unn.%{_p}%} is not set:
- format slot 11 of player with gunpowder named "&e&l運&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 20 of player with gunpowder named "&e&l運&6(&3Lv2&6)" with lore "&c(locked)" to be unstealable
- format slot 29 of player with gunpowder named "&e&l運" with lore "&a(100XP)" to close then run [execute player command "/buy luck"]
- #↑運
- if {sin3.%player%} is true:
- format slot 15 of player with glowstone dust named "&5&l心眼&6(&dLv3&6)" with lore "&a(unlocked)" to be unstealable
- format slot 24 of player with glowstone dust named "&5&l心眼&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 33 of player with glowstone dust named "&5&l心眼" with lore "&a(unlocked)" to be unstealable
- else if {sin2.%player%} is true:
- format slot 15 of player with gunpowder named "&5&l心眼&6(&dLv3&6)" with lore "&a(800XP)" to close then run [execute player command "/buy sin3"]
- format slot 24 of player with glowstone dust named "&5&l心眼&6(&3Lv2&6)" with lore "&a(unlocked)" to be unstealable
- format slot 33 of player with glowstone dust named "&5&l心眼" with lore "&a(unlocked)" to be unstealable
- else if {sin.%player%} is true:
- format slot 15 of player with gunpowder named "&5&l心眼&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 24 of player with gunpowder named "&5&l心眼&6(&3Lv2&6)" with lore "&a(300XP)" to close then run [execute player command "/buy sin2"]
- format slot 33 of player with glowstone dust named "&5&l心眼" with lore "&a(unlocked)" to be unstealable
- else if {sin.%player%} is not set:
- format slot 15 of player with gunpowder named "&5&l心眼&6(&dLv3&6)" with lore "&c(locked)" to be unstealable
- format slot 24 of player with gunpowder named "&5&l心眼&6(&3Lv2&6)" with lore "&c(locked)" to be unstealable
- format slot 33 of player with gunpowder named "&5&l心眼" with lore "&a(50XP)" to close then run [execute player command "/buy sin"]
- #↑心眼
- on right click on a chicken:
- wait 10 tick
- open chest with 1 row named "&c&lExtra" to player
- format slot 0 of player with glowing experience bottle named "&6&lXP: &e&l%{xp.%player%}%&f&a&lXP" to be unstealable
- if {bounus.%player%} >= 300:
- format slot 2 of player with gold hoe named "&e&lBonusXP&cvExtra" with lore "&a(1000XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- stop
- if {bounus.%player%} >= 200:
- format slot 2 of player with gold hoe named "&e&lBonusXP&6v5" with lore "&a(500XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- stop
- if {bounus.%player%} >= 150:
- format slot 2 of player with gold hoe named "&e&lBonusXP&dv4" with lore "&a(300XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- stop
- if {bounus.%player%} >= 100:
- format slot 2 of player with gold hoe named "&e&lBonusXP&bv3" with lore "&a(200XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- stop
- if {bounus.%player%} >= 50:
- format slot 2 of player with gold hoe named "&e&lBonusXP&av2" with lore "&a(150XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- stop
- else:
- format slot 2 of player with gold hoe named "&e&lBonusXP" with lore "&a(100XP)" and "&6ゲームに勝利したときに追加でXPがもらえます。" to close then run [execute player command "/buy bounusxp"]
- command /buy [<text>]:
- trigger:
- if arg 1 is "speed":
- if {speed.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 50:
- set {speed.%player%} to true
- broadcast "&e%player%&6が&b&lスピード&6を開放しました!"
- remove 50 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "speed2":
- if {speed2.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 100:
- set {speed2.%player%} to true
- delete {speed.%player%}
- broadcast "&e%player%&6が&b&lスピード&6(&3Lv2&6)&6を開放しました!"
- remove 100 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "speed3":
- if {speed3.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 500:
- set {speed3.%player%} to true
- delete {speed2.%player%}
- broadcast "&e%player%&6が&b&lスピード&6(&dLv3&6)&6を開放しました!"
- remove 500 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- #speed
- if arg 1 is "luck":
- if {unn.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 100:
- set {unn.%player%} to true
- broadcast "&e%player%&6が&e&l運を開放しました!"
- remove 100 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "luck2":
- if {unn2.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 300:
- set {unn2.%player%} to true
- delete {unn.%player%}
- broadcast "&e%player%&6が&e&l運&6(&3Lv2&6)&6を開放しました!"
- remove 300 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "luck3":
- if {unn3.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 600:
- set {unn3.%player%} to true
- delete {unn2.%player%}
- broadcast "&e%player%&6が&e&l運&6(&dLv3&6)&6を開放しました!"
- remove 600 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- #luck
- if arg 1 is "sin":
- if {sin.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 50:
- set {sin.%player%} to true
- broadcast "&e%player%&6が&5&l心眼&6を開放しました!"
- send "&6心眼の使用方法はマーダーになった時、シフトしながら弓を左クリックすると使用できます"
- remove 50 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "sin2":
- if {sin2.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 300:
- set {sin2.%player%} to true
- delete {sin.%player%}
- broadcast "&e%player%&6が&5&l心眼&6(Lv&32&6)を開放しました!"
- send "&6心眼の使用方法はマーダーになった時、シフトしながら弓を左クリックすると使用できます"
- remove 300 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "sin3":
- if {sin3.%player%} is true:
- send "&c既にもっています。"
- stop
- if {xp.%player%} >= 800:
- set {sin3.%player%} to true
- delete {sin2.%player%}
- broadcast "&e%player%&6が&5&l心眼&6(Lv&d3&6)を開放しました!"
- send "&6心眼の使用方法はマーダーになった時、シフトしながら弓を左クリックすると使用できます"
- remove 800 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- if arg 1 is "bounusxp":
- if {unn3.%player%} and {sin3.%player%} and {speed3.%player%} is not true:
- send "&cあなたはExtraのparkを買う資格がありません。"
- stop
- if {bounus.%player%} >= 300:
- if {xp.%player%} >= 1000:
- add 1 to {bounus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 1000 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cError 運営に連絡してください"
- if {bounus.%player%} >= 200:
- if {xp.%player%} >= 500:
- add 1 to {bonus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 500 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cError 運営に連絡してください"
- if {bounus.%player%} >= 150:
- if {xp.%player%} >= 300:
- add 1 to {bounus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 300 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cError 運営に連絡してください"
- if {bounus.%player%} >= 100:
- if {xp.%player%} >= 200:
- add 1 to {bounus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 200 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cError 運営に連絡してください"
- if {bounus.%player%} >= 50:
- if {xp.%player%} >= 150:
- add 1 to {bounus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 150 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cError 運営に連絡してください"
- if {xp.%player%} >= 100:
- add 1 to {bounus.%player%}
- broadcast "&e%player%&6が&a&lBonusXP&6を強化しました!"
- send "&6BonusXP → &a%{bounus.%player%}%"
- remove 100 from {xp.%player%}
- rs(player)
- stop
- else:
- send "&cXPが足りません!"
- stop
- else:
- send "&cError 運営に連絡してください"
- #SHOP
- on leftclick holding bow:
- if player is {oni}:
- if player is sneaking:
- if {sin.%player%} is true:
- remove 1 of held item from player
- execute console command "/effect @a minecraft:glowing 2"
- broadcast "{@s} &cMurderが心眼を使った!"
- stop
- if {sin2.%player%} is true:
- remove 1 of held item from player
- execute console command "/effect @a minecraft:glowing 4"
- broadcast "{@s} &cMurderが心眼を使った!"
- stop
- if {sin3.%player%} is true:
- remove 1 of held item from player
- execute console command "/effect @a minecraft:glowing 8"
- broadcast "{@s} &cMurderが心眼を使った!"
- stop
- #心眼skill
- function luck(p: player):
- if {unn.%{_p}%} is true:
- chance of 30%:
- give 3 gold ingot to {_p}
- send "{@s} &e&lYour Lucky!" to {_p}
- if {unn2.%{_p}%} is true:
- chance of 35%:
- give 4 gold ingot to {_p}
- send "{@s} &e&lYour lucky!" to {_p}
- if {unn3.%{_p}%} is true:
- chance of 40%:
- give 5 gold ingot to {_p}
- send "{@s} &e&lYour lucky!" to {_p}
- #Luck skill
- #↑skill
- on first join:
- set {xp.%player%} to 0
- set {lv.%player%} to 1
- set {kill.%player%} to 0
- set {gatya.%player%} to 2
- set {nextlv.%player%} to 10
- set player's gamemode to adventure
- teleport player to {lobby}
- broadcast "&e%player%&6さんが&d初参加&6しました"
- add "&e%player% &6IP &a%ip of player%" to {iplog::*}
- set player tab name to "&6&l[&a&lLv%{lv.%player%}%&6&l] &f%player%"
- on join:
- if {men} is true:
- loop 10 times:
- execute console command "/playsound entity.enderdragon.ambient master siso_ ~ ~ ~ 1 1 1"
- broadcast "&e%player%&6さんが参加しました"
- rs(player)
- command "/clear %player%"
- set player's gamemode to adventure
- teleport player to {lobby}
- set player tab name to "&6&l[&a&lLv%{lv.%player%}%&6&l] &f%player%"
- loop all players:
- set tab header to "&5&lMurder Mystery" and footer to "&6&lSisoPixel &a%number of all players%&7/15" for loop-player
- on quit:
- if {ending} is true:
- wait 5 tick
- loop all players:
- set tab header to "&5&lMurder Mystery" and footer to "&6&lSisoPixel &a%number of all players%&7/15" for loop-player
- stop
- stop
- if player is {oni}:
- broadcast "&6鬼が抜けたので強制終了します、※ゲーム中にサーバーを抜けるのは控えてください"
- wait 3 seconds
- execute console command "/stopgame"
- if {allplayer::*} contain player:
- if {death.%player%} is true:
- remove player from {member::*}
- else:
- remove 1 from {players}
- remove 1 from {member::*}
- wait 3 tick
- if {players} is 0:
- broadcast "{@s} イノセントがいなくなったのでマーダーの勝ち。"
- wait 3 seconds
- execute console command "/stopgame"
- wait 5 tick
- loop all players:
- set tab header to "&5&lMurder Mystery" and footer to "&6&lSisoPixel &a%number of all players%&7/15" for loop-player
- on connect:
- if minecraft version is "1.8" or "1.8.8" or "1.8.9":
- if player is not op:
- kick the player due to "&c1.9以下のバージョンを検知しました、サーバーに参加するには1.9以上のクライアントを使用してください。"
- stop
- #quit join first join
- function removenpc():
- loop {removenum::*}:
- remove citizen loop-value
- delete {removenum::*}
- #remove npc
- on rightclick holding paper:
- name of held item contains "ガチャ"
- remove 1 paper from player's inventory
- loop 80 times:
- set {_portallocY} to random integer between -2 and 2
- set {_portallocZX} to random integer between -1 and 6
- show 200 PORTAL particles at player offset by {_portallocZX}, {_portallocY}, {_portallocZX}
- if {gatya.%player%} >= 1:
- send "&9大チャンスの予感!!"
- wait 1 seconds
- send "&7."
- wait 1 seconds
- send "&7.."
- wait 1 seconds
- send "&7..."
- broadcast "&e%player%&bがガチャ券で大当たりを出した!!&a+150XPされた"
- remove 1 from {gatya.%player%}
- rs(player)
- add 150 to {xp.%player%}
- stop
- set {_g} to random integer between 1 and 4
- if {_g} is 1:
- add 100 to {xp.%player%}
- message "&a+100xp"
- broadcast "&e%player%&6がガチャ券で&a+100XP&6された"
- if {_g} is 2:
- add 50 to {xp.%player%}
- message "&a+50xp"
- if {_g} is 3:
- add 10 to {xp.%player%}
- message "&a+10xp"
- if {_g} is 4:
- message "&9大チャンスの予感!!"
- wait 1 seconds
- send "&7."
- wait 1 seconds
- send "&7.."
- wait 1 seconds
- send "&7..."
- chance of 50:
- add 150 to {xp.%player%}
- message "&a+100xp"
- broadcast "&e%player%&bがガチャ券で大当たりを出した!!&a+150XPされた"
- stop
- message "予感は外れた..."
- rs(player)
- #ガチャ
- command /name [<text>] [<text>]:
- trigger:
- if arg 1 is "bow" or "sword":
- if arg 1 is "bow":
- if {vip.%player%} or {mvp.%player%} is true:
- if {bowname::*} contain arg 2:
- send "&6その名前は既にあります"
- stop
- if {ngward::*} contain arg 2:
- send "&6その言葉は使用できません"
- stop
- add colored arg 2 to {bowname::*}
- add "&e%player% &f%colored arg 2%" to {bownamelog::*}
- broadcast "&f""%colored arg 2%&f""&6がDetectiveの弓の名前に選ばれるようになりました!!"
- broadcast "&6追加者 &e(%player%)"
- stop
- else:
- send "&c使用するにはVIPかMVPを購入してください"
- stop
- if arg 1 is "sword":
- if {vip.%player%} or {mvp.%player%} is true:
- if {swordname::*} contain arg 2:
- send "&6その名前は既にあります"
- stop
- if {ngward::*} contain arg 2:
- send "&6その言葉は使用できません"
- stop
- add colored arg 2 to {swordname::*}
- add "&e%player% &f%colored arg 2%" to {swordnamelog::*}
- broadcast "&f""%colored arg 2%&f""&6がMurderの剣の名前に選ばれるようになりました!!"
- broadcast "&6追加者 &e(%player%)"
- stop
- else:
- send "&c使用するにはVIPかMVPを購入してください"
- stop
- else:
- if {vip.%player%} or {mvp.%player%} is true:
- send "&6/name (bow/sword/nick) (text)"
- stop
- else:
- send "&cVIP又はMVPを購入してください"
- stop
- command /remove [<text>] [<text>]:
- permission: skript.admin
- trigger:
- if arg 1 is "bow" or "sword":
- if arg 1 is "bow":
- loop {bowname::*}:
- if loop-value contain arg 2:
- remove loop-value from {bowname::*}
- remove loop-value from {bownamelog::*}
- send "&cdeleted %colored arg 2%"
- stop
- else:
- send "&6その名前は存在しません"
- stop
- stop
- if arg 1 is "sword":
- loop {swordname::*}:
- if loop-value contain arg 2:
- remove loop-value from {swordname::*}
- remove loop-value from {swordnamelog::*}
- send "&cdeleted %colored arg 2%"
- stop
- else:
- send "&6その名前は存在しません"
- stop
- stop
- else:
- send "&a/remove &6(bow/sword) &5(text)"
- stop
- command /nick [<text>]:
- trigger:
- if arg 1 is not set:
- if {mvp.%player%} is true:
- send "&a/nick &6(ニックネーム)"
- stop
- else:
- send "&c使用するにはMVPを購入してください"
- stop
- if arg 1 is set:
- if {mvp.%player%} is true:
- if {ngnick::*} contain arg 1:
- send "&6その言葉は使用できません"
- stop
- set {nick.%player%} to "%colored arg 1%"
- send "&6ニックネームを&f""%arg 1%&f""&6にしました"
- send "&c[opmsg] &e%player%&6がニックネームを%arg 1%&6に変更しました" to ops
- set {nicklog.%player%} to "&e%player% &f%{nick.%player%}%"
- add {nicklog.%player%} to {nicklog::*}
- stop
- else:
- send "&c使用するにはMVPを購入してください"
- stop
- on leaves decay:
- cancel event
- #add name & nick
- command /unnick [<player>]:
- trigger:
- if arg 1 is not set:
- if {mvp.%player%} is true:
- delete {nick.%player%}
- send "&6ニックネームをリセットしました"
- stop
- else:
- send "&cMVPを購入してください"
- stop
- if arg 1 is set:
- if player is op:
- delete {nick.%arg 1%}
- send "&6%arg 1%のニックネームをリセットしました"
- stop
- else:
- send "&c管理者以外使用できません"
- stop
- #unnick
- command /ng [<text>] [<text>]:
- permission: skript.admin
- trigger:
- if arg 1 is "add":
- if arg 2 is set:
- if {ngward::*} contain arg 2:
- send "&c既にその言葉は登録されています"
- stop
- add arg 2 to {ngward::*}
- send """%arg 2%""&6をNGワードとして登録しました"
- stop
- else:
- send "&6/ng (add/remove) (text)"
- stop
- if arg 1 is "nick":
- if arg 2 is set:
- if {ngnick::*} contain arg 2:
- send "&c既にその言葉は登録されています"
- stop
- add arg 2 to {ngnick::*}
- send "&6%arg 2%をNGワードとして登録しました"
- stop
- else:
- send "&6/ng (add/remove) (text)"
- stop
- if arg 1 is "remove":
- if arg 2 is set:
- if {ngward::*} do not contain arg 2:
- send "&cその言葉は登録されていません"
- stop
- remove arg 2 from {ngward::*}
- send "&6%arg 2%をNGワードから削除しました"
- stop
- else:
- send "&6/ng (add/remove) (text)"
- stop
- if arg 1 is "removenick":
- if arg 2 is set:
- if {ngnick::*} do not contain arg 2:
- send "&cその言葉は登録されていません"
- stop
- remove arg 2 from {ngnick::*}
- send "&6%arg 2%をNGワードから削除しました"
- stop
- else:
- send "&6/ng (add/remove) (text)"
- stop
- else:
- send "&6/ng (add/remove) (text)"
- stop
- #NGward
- on rightclick holding paper:
- name of held item contains "VIP"
- remove 1 of held item from player
- remove paper from player's inventory
- set {vip.%player%} to true
- broadcast "&e%player%&6さんが&a&lVIP&f&6になりました!"
- send "&6/nameが使えるようにようになりました!"
- add "&e%player% &a[VIP]" to {buylog::*}
- wait 5 seconds
- broadcast "&6VIPになるとMurderの剣の名前とDetectiveが持つ弓の名前を決められます!"
- broadcast "&6MVPになると/nickが使えます!"
- stop
- command /vip [<player>]:
- executable by: console
- trigger:
- add "&e%player% &a[VIP]" to {buylog::*}
- command /mvp [<player>]:
- executable by: console
- trigger:
- add "&e%player% &b[MVP]" to {buylog::*}
- on rightclick holding paper:
- name of held item contains "MVP"
- remove 1 of held item from player
- remove paper from player's inventory
- set {mvp.%player%} to true
- broadcast "&e%player%&6さんが&b&lMVP&f&6になりました!"
- send "&6/nickが使用できます"
- add "&e%player% &b[MVP]" to {buylog::*}
- wait 5 seconds
- broadcast "&6VIPになるとMurderの剣の名前とDetectiveが持つ弓の名前を決められます!"
- broadcast "&6MVPになると/nickが使えます!"
- stop
- #VIP MVP
- on chat:
- if message contain {nonono::*}:
- replace all "%{nonono::*}%" with "&6&l I love sisopixel" in the message
- stop
- if {mvp.%player%} is true:
- bind hologram "&6&l[&bMVP&6]" to player for 3 seconds offset by 0, 3, 0
- bind hologram "%message%" to player for 3 seconds offset by 0, 2.5, 0
- if {vip.%player%} is true:
- bind hologram "&6&l[&aVIP&6]" to player for 3 seconds offset by 0, 3, 0
- bind hologram "%message%" to player for 3 seconds offset by 0, 2.5, 0
- bind hologram "%message%" to player for 3 seconds offset by 0, 2.5, 0
- on chat:
- if {nick.%player%} is set:
- cancel event
- broadcast "%{nick.%player%}%&f: &f%message%"
- stop
- #chat system
- command /log [<text>]:
- permission: skript.admin
- trigger:
- if arg 1 is "nick":
- send "&6nicklog" to player
- loop {nicklog::*}:
- send "%loop-value%" to player
- if arg 1 is "bow":
- send "&bbow namelog"
- loop {bownamelog::*}:
- send "%loop-value%"
- if arg 1 is "sword":
- send "&csword namelog"
- loop {swordnamelog::*}:
- send "%loop-value%"
- if arg 1 is "ng":
- send "&2NGward list"
- loop {ngward::*}:
- send "%loop-value%"
- if arg 1 is "rank":
- send "&ebuy Rank"
- loop {buylog::*}:
- send "%loop-value%"
- if arg 1 is "asure":
- send "&6アスレ"
- loop {asure::*}:
- send "%loop-value%"
- if arg 1 is "ip":
- if name of player is "siso_":
- loop {iplog::*}:
- send "%loop-value%"
- else:
- send "&cオーナー以外実行できません"
- #check
- command /ea [<text>]:
- permission: skript.admin
- trigger:
- if name of player is "siso_":
- evaluate "%arg 1%"
- else:
- send "&cオーナー以外実行できません"
- on command:
- if command is "sk reload scripts" or "skript reload scripts" or "sk list" or "skript list" or "sk reload all" or "skript reload all":
- if name of player is not "siso_":
- send "&cオーナー以外実行できません"
- stop
- on right click on player:
- entity is npc
- entity is npc 2
- if {noclick} is true:
- send "&6少し待ってください" to player
- stop
- set {noclick} to true
- chance of 5%:
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 1
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 2
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 3
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 4
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 5
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 6
- wait 3 tick
- bind hologram "&dおまんこびーむ" to clicked entity for 60 tick offset by 2, 1, 7
- set {noclick} to false
- stop
- bind hologram "&6==&b&lイケメン大魔王&f&6==" to clicked entity for 3 seconds offset by 2.5, 2, -1
- wait 15 tick
- bind hologram "&6&l/murderで色々な説明が聞けるよ!" to clicked entity for 45 tick offset by 2.5, 1, -1
- set {noclick} to false
- #説明
- on right click on villager:
- entity is npc 88 or 89 or 90 or 91 or 236
- if player is {oni}:
- send "&cMurderはポーションショップを利用できません" to player
- stop
- if player has 4 gold ingot:
- remove 4 gold ingot from player's inventory
- set {_random potion1} to random integer between 1 and 3
- if {_random potion1} is 1:
- execute console command "/give %player% minecraft:splash_potion 1 0 {CustomPotionEffects:[{Id:1,Amplifier:1,Duration:300}],CustomPotionColor:13475246,display:{Name:Speed}}"
- if {_random potion1} is 2:
- execute console command "/give %player% minecraft:splash_potion 1 0 {CustomPotionEffects:[{Id:14,Duration:200}],CustomPotionColor:16777215,display:{Name:Invisible}}"
- if {_random potion1} is 3:
- if {unn.%player%} or {unn2.%player%} or {unn3.%player%} is true:
- chance of 40:
- send "&6Your &eLucky" to player
- execute console command "/give %player% minecraft:splash_potion 1 0 {CustomPotionEffects:[{Id:1,Amplifier:1,Duration:300},{Id:14,Duration:200}],CustomPotionColor:6715903,display:{Name:""Speed & Invisible""}}"
- stop
- execute console command "/give %player% minecraft:splash_potion 1 0 {CustomPotionEffects:[{Id:1,Amplifier:1,Duration:300}],CustomPotionColor:13475246,display:{Name:Speed}}"
- else:
- send "&cポーションと交換するには金が4つ必要です" to player
- on right click on player:
- entity is npc 3349
- if player's gamemode is not spectator:
- broadcast "&e%player%&6さんがロビーのアスレをクリアしました!! &a+150XP"
- add 150 to {xp.%player%}
- add "&6アスレクリア &e%player%" to {asure::*}
- teleport player to {lobby}
- rs(player)
- stop
- else:
- send "&cNice Try" to player
- stop
- on right click on player:
- entity is npc 1919
- if player's gamemode is not spectator:
- broadcast "&e%player%&6さんがロビーの地下アスレをクリアしました!! &a+100XP"
- add "&6アスレクリア &e%player%" to {asure::*}
- add 100 to {xp.%player%}
- teleport player to {lobby}
- rs(player)
- stop
- else:
- send "&cNice Try" to player
- stop
- every 20 minutes:
- execute console command "/me 私たちのDiscord→ https://discord.gg/PXtdk5Q"
- broadcast "&6VIPになるとMurderの剣の名前とDetectiveが持つ弓の名前を決められます!"
- broadcast "&6MVPになると/nickが使えます!"
- on rightclick holding paper:
- name of held item contains "ログインボーナス"
- remove 1 of held item from player
- broadcast "&e%player%&6さんがログインボーナスを受け取りました!!"
- chance of 30%:
- add 50 to {xp.%player%}
- send "&eラッキー &a+50XP"
- rs(player)
- stop
- add 30 to {xp.%player%}
- send "+30XP"
- rs(player)
- on death of player:
- send "&c予期せぬエラー &e%victim%" to ops
- force victim to respawn
- teleport victim to {lobby}
- command /opmsg <text>:
- trigger:
- send "&e%player% &c[opmsg] &f%arg%" to ops
- command /nojoin:
- trigger:
- if {nojoin.%player%} is not set:
- set {nojoin.%player%} to "on"
- send "&cゲームに参加しないように設定しました"
- stop
- if {nojoin.%player%} is "on":
- set {nojoin.%player%} to "off"
- send "&aゲームに参加するように設定しました"
- stop
- if {nojoin.%player%} is "off":
- set {nojoin.%player%} to "on"
- send "&cゲームに参加しないように設定しました"
- stop
- command /addxp <player> <number>:
- permission: skript.admin
- trigger:
- if arg 1 is set:
- if arg 2 is set:
- if name of player is "siso_":
- add arg 2 to {stats.%arg 1%.xp}
- broadcast "&e%player%&9さんが&b%arg 1%&9さんの所持xpを&a%arg 2%xp&9増やしました。"
- rs(arg 1)
- stop
- else:
- send "&6オーナー以外実行できません"
- command /removexp <player> <number>:
- permission: skript.admin
- trigger:
- if arg 1 is set:
- if arg 2 is set:
- if name of player is "siso_":
- remove arg 2 from {stats.%arg 1%.xp}
- broadcast "&e%player%&9さんが&b%arg 1%&9さんの所持xpを&c%arg 2%xp&9減らしました。"
- rs(arg 1)
- stop
- else:
- send "&6オーナー以外実行できません"
- command /status [<offline player>]:
- trigger:
- if arg 1 is not set:
- send "=======&9%player% Status&f======="
- send "&6Lv:%{lv.%player%}%"
- send "&aXP:%{xp.%player%}%"
- send "&cKill:%{kill.%player%}%"
- send "&5NextLv:%{nextlv.%player%}%"
- if {bounus.%player%} is not set:
- send "&eBounusXP:なし"
- stop
- send "&eBounusXP:%{bounus.%player%}%"
- stop
- else if arg-1 has not played before:
- send "&cそのプレイヤーはこのサーバーに参加したことがありません"
- stop
- else:
- send "=======&9%arg 1% Status&f======="
- send "&6Lv:%{lv.%arg 1%}%"
- send "&aXP:%{xp.%arg 1%}%"
- send "&cKill:%{kill.%arg 1%}%"
- send "&5NextLv:%{nextlv.%arg 1%}%"
- if {bounus.%arg 1%} is not set:
- send "&eBounusXP:なし"
- stop
- send "&eBounusXP:%{bounus.%arg 1%}%"
- stop
- command /murder:
- trigger:
- send "&3=============&5&lMurder-Mystery&f&3==============="
- send "&6このゲームはイノセントとマーダーに分かれて戦います"
- send "&6イノセントはマップに落ちてる金を10集め、弓と交換します"
- send "&6その弓でマーダーを倒せばイノセントの勝ちです"
- send "&6マーダーは剣でイノセントを全員倒しましょう"
- stop
- command /createlog [<text>]:
- permission: skript.admin
- trigger:
- log "%{iplog::*}%" to files "%arg 1%"
- command /a <text>:
- aliases: dm
- trigger:
- broadcast "&7%player%&f: &f%coloured arg%"
- command /displayname [<player>] [<text>]:
- permission: skript.admin
- trigger:
- if arg 1 is not set:
- message "&a&o/displayname &e(player) &5(text)"
- stop
- if arg 1 is set:
- if arg 2 is "reset" or "delete" or "remove":
- set the arg 1's display name to "%arg 1%"
- message "&e%arg 1%のチャットの書式をリセットしました"
- stop
- if arg 1 is set:
- if arg 2 is set:
- if name of player is "siso_":
- set the arg 1's display name to "%colored arg 2%"
- message "&e%arg 1%&6のチャットの書式を%arg 2%&6に変更しました"
- stop
- else:
- send "&6オーナー以外使用できません"
- on walking on note block:
- if {game} is false:
- push the player upwards at speed 2.9
- on damage of pig:
- cancel event
- on damage of villager:
- cancel event
- on damage of sheep:
- cancel event
- on damage of chicken:
- cancel event
- on right click on sheep:
- execute player command "/prvote"
- on right click on pig:
- chance of 1%:
- send "&6&l+20XP" to player
- add 20 to {xp.%player%}
- rs(player)
- stop
- chance of 50%:
- send "&a+5XP" to player
- add 5 to {xp.%player%}
- rs(player)
- stop
- send "&c-5XP" to player
- remove 5 from {xp.%player%}
- rs(player)
- stop
- command /aip <offline player>:
- trigger:
- if name of player is "siso_":
- send "%ip of arg 1%"
- else:
- send "&6オーナー以外使用できません"
- on join:
- if {ver2.%player%} is not set:
- set {xp.%player%} to 0
- set {lv.%player%} to 1
- set {nextlv.%player%} to 10
- set {kill.%player%} to 0
- delete {bounus.%player%}
- delete {sin.%player%}
- delete {sin2.%player%}
- delete {sin3.%player%}
- delete {unn.%player%}
- delete {unn2.%player%}
- delete {unn3.%player%}
- delete {speed.%player%}
- delete {speed2.%player%}
- delete {speed3.%player%}
- set {ver2.%player%} to true
- send "&b&l全てを、やり直そう。" to player
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