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Ilość zawartości
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Rejestracja
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Ostatnia wizyta
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Wygrane w rankingu
23
Treść opublikowana przez Shooterowy
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Czy napisze mi ktoś skrypt na teleportacje na spawn !
Shooterowy odpowiedział(a) na Pawłowski Kacper pytanie w Pytania i problemy
Pokaż plik permissions.yml -
Czy napisze mi ktoś skrypt na teleportacje na spawn !
Shooterowy odpowiedział(a) na Pawłowski Kacper pytanie w Pytania i problemy
options: tp_time: 5 #Czas w sekundach command /spawn: trigger: if player doesn't have permission "spawn.vip": send "&6Wspolrzedne spawnu&7: x: &a%x-coordinate of spawn%&7, y: &a%y-coordinate of spawn%&7, z: &a%z-coordinate of spawn%" stop else: send "&7Teleportacja nastapi za &c{@tp_time} &7sekund. Nie ruszaj sie!" set {_loc} to location at (rounded down player's x-coordinate, rounded down player's y-coordinate, rounded down player's z-coordinate) loop {@tp_time} times: wait a second if {_loc} is not location at (rounded down player's x-coordinate, rounded down player's y-coordinate, rounded down player's z-coordinate): send "&cPoruszyles sie, teleportacja anulowana!" stop teleport player to spawn send "&7Teleportacja..." -
ciężki skrypt na okienko z warpami :/ wywala serwa
Shooterowy odpowiedział(a) na MKMethosPL pytanie w Pytania i problemy
function guiwarp(slot: number, gracz: player, przedmiot: item, nazwa: string, lore: string, komenda: string): format slot {_slot} of {_gracz} with {_przedmiot} named "%{_nazwa}%" with lore "%{_lore}%" to close then run [execute {_gracz} command "%{_komenda}%"] command /warpy: trigger: open chest with 1 rows named "&c&lWarpy :" to player guiwarp(0, player, beacon, "Spawn", "teleportuje na spawn", "spawn") guiwarp(1, player, workbench, "Crafting", "Mamy mody a tu sie dowiesz jak craftowac itemki", "warp crafting") guiwarp(2, player, diamond sword, "Areny", "Areny : PvP,Mobareny,1vs1,itd.", "warp areny") guiwarp(3, player, diamond pickaxe, "Survival", "teleportuje na survival", "warp survival") guiwarp(4, player, firework rocket, "Sklep", "tu kupisz itemki za walute na serwerze", "warp sklep") guiwarp(5, player, clock, "Dzialki", "dzialki sa za darmo", "warp dzialki") guiwarp(6, player, enchantment table, "Enchant", "max 12 lvl", "warp enchant") guiwarp(7, player, diamond, "Wymieniarki", "wymieniaj sie z graczami" , "warp wymieniarki") guiwarp(8, player, sugar cane, "Darmowa trzcina", "", "warp darmowatrzcina") Wymagane: Skript 2.2 (CLICK) SkQuery -
Może tak: on damage: if attacker's tool is firework star: if damage is not 0: strike lightning effect at victim set damage to 15
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on damage: if attacker's tool is firework star: strike lightning effect at victim set damage to 15
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Co najwyżej możesz potrollować samego siebie. Cały kod wraca do stanu poprzedniego jak tylko wyjdziesz z niego kursorem
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on weather change: if weather in "survival" is raining: set weather in "survival" to thundering
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Pomyliło mi się z efektem. on death of sheep: chance of 100%: create an explosion of force 10 at victim on rightclick on a sheep holding a shears: chance of 100%: create an explosion of force 10 at clicked entity Sprawdzałem, działa.
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on shear: create an explosion of force 10 at event-entity
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on damage of player: if attacker is a player: if attacker is holding stone sword named "&eOtrute Ostrze": apply poison 2 to victim for 5 seconds apply nausea 1 to victim for 5 seconds
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On rightclick: if player is holding gold sword named "Ostrze": if lore of player's tool is "lore": if difference between {ostrze::%player%::lastuse} and now is smaller than 3 seconds: send "&cPioruna mozesz uzywac co 3 sekundy" stop set {ostrze::%player%::lastuse} to now strike lightning at targeted block @down, tak.
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On rightclick: if player is holding gold sword named "Ostrze": if difference between {ostrze::%player%::lastuse} and now is smaller than 3 seconds: send "&cPioruna mozesz uzywac co 3 sekundy" stop set {ostrze::%player%::lastuse} to now strike lightning at targeted block
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command /stone: trigger: send "&7Masz Aktualnie &3%{lvl::%player%}% poziom &7kopania" send "&7(Pamietaj co tysiac kamienia nowy poziom!)" on break: add 1 to {punkty::%player%} if {punkty::%player%} is 200: add 1 to {lvl::%player%} remove 200 from {punkty::%player%} send "Awansowales na %{lvl::%player%}% poziom" if {lvl::%player%} is 20: send "Otrzymujesz nagrode!" add 64 diamond to player
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on join: if name of player is "Syarru": kick player due to "Panu juz dziekujemy"
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every 25 minutes: execute console command "reload"@down Nie, nie powinno.
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Wszystkiego co Nightcorowe :D
- 11 odpowiedzi
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Mam skquery i mam problem
Shooterowy odpowiedział(a) na TheLordOfFuture pytanie w Pytania i problemy
Nie ważne z jakiego dodatku korzystają. Wszystkie skrypty zawsze wrzucasz do "plugins/Skript/scripts/". -
Wykonywany skrypt o losowej realnej godzinie
Shooterowy odpowiedział(a) na sula008 pytanie w Zlecenia
set {_r} to random integer between 0 and 23if hour is {_r}: kill all players -
Prosz: http://skript.pl/short/google_nie_gryzie/
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on first join: give bone named "&4Wyspa" to playeron rightclick holding a bone: if name of player's tool is "&4Wyspa": open chest with 1 rows named "Wyspa" to player format slot 0 of player with 1 of diamond named "&4Stworz wyspe" to close then run [execute player command "is create"] format slot 1 of player with 2 of diamond named "&4Wejdz na wyspe" to close then run [execute player command "is home"] format slot 8 of player with 1 of egg named "&4Spawn" to close then run [execute player command "spawn"]command /bonewyspa: trigger: give bone named "&4Wyspa" to player
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Mam nadzieję, że umisz coś po engliszu. http://skript.pl/short/gametrackercoijak/
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Jak odczytać wartość opisu przedmiotu?
Shooterowy odpowiedział(a) na Sołtys™ pytanie w Pytania i problemy
set {_lore::*} to lore of player's tool split at "||"set {_dmg} to {_lore::4} -
options: tag: &c[&9COINS&c] starting_coins: 0 #Startowe coinsy stone_to_coins: 1000 #Ile kamienia musimy wykopac zeby dostac coinsy coins_for_stone: 3 #Ile coinsow dostaniemy za wykopanie okreslonej ilosci kamieniafunction sklep(gracz: player, ilosc: number, item: item, cena:number): if {coins::%{_gracz}%} is more than or equal to {_cena}: remove {_cena} from {coins::%{_gracz}%} add {_ilosc} of {_item} to {_gracz} send "{@tag} &bKupiles &6%{_ilosc}% %{_item}% &bza &a%{_cena}% &bcoinsow." to {_gracz} stop else: send "{@tag} &cNie masz tyle coinsow!" to {_gracz} stopon join: if {coins::%player%} is not set: set {coins::%player%} to {@starting_coins}on mine of stone: add 1 to {stone::%player%} if {stone::%player%} is {@stone_to_coins}: send "{@tag} &bOtrzymales &a{@coins_for_stone} &bcoinsow za wykopanie &c{@stone_to_coins} &bkamienia." set {stone::%player%} to 0 add {@coins_for_stone} to {coins::%player%}command /coins [<text>] [<text>] [<text>]: trigger: if arg 1 is not set: send "{@tag} &bPosiadasz &a%{coins::%player%}% &bcoinsow." send "{@tag} &bWykopano &c%{stone::%player%}%&7/&c{@stone_to_coins} &bkamienia &7(&a+{@coins_for_stone} &bcoins&7)&b." stop else if arg 1 is "set": if player has permission "coins.set" or "coins.*": if arg 2 is set: if {coins::%arg 2%} is set: if arg 3 parsed as integer is set: send "{@tag} &bUstawiono coinsy gracza &6%arg 2% &bna &a%arg 3%&b." set {coins::%arg 2%} to arg 3 parsed as integer stop else: send "{@tag} &cPodaj ilosc coinsow!" stop else: send "{@tag} &cNie odnaleziono gracza!" stop else: send "{@tag} &cPodaj nazwe gracza!" stop else: send "{@tag} &cNie masz wymaganych uprawnien." stop else if arg 1 is "add": if player has permission "coins.add" or "coins.*": if arg 2 is set: if {coins::%arg 2%} is set: if arg 3 parsed as integer is set: send "{@tag} &bDodano &a%arg 3% &bcoinsow graczowi &6%arg 2%&b." add arg 3 parsed as integer to {coins::%arg 2%} stop else: send "{@tag} &cPodaj ilosc coinsow!" stop else: send "{@tag} &cNie odnaleziono gracza!" stop else: send "{@tag} &cPodaj nazwe gracza!" stop else: send "{@tag} &cNie masz wymaganych uprawnien." stop else if arg 1 is "remove": if player has permission "coins.remove" or "coins.*": if arg 2 is set: if {coins::%arg 2%} is set: if arg 3 parsed as integer is set: if arg 3 parsed as integer is less than or equal to {coins::%arg 2%}: send "{@tag} &bOdjeto &a%arg 3% &bcoinsow graczowi &6%arg 2%&b." remove arg 3 parsed as integer from {coins::%arg 2%} stop else: send "{@tag} &bOdjeto &a%{coins::%arg 2%}% &bcoinsow graczowi &6%arg 2%&b." remove {coins::%arg 2%} from {coins::%arg 2%} stop else: send "{@tag} &cPodaj ilosc coinsow!" stop else: send "{@tag} &cNie odnaleziono gracza!" stop else: send "{@tag} &cPodaj nazwe gracza!" stop else: send "{@tag} &cNie masz wymaganych uprawnien." stop else if arg 1 is "check": if player has permission "coins.check" or "coins.*": if arg 2 is set: if {coins::%arg 2%} is set: if arg 3 is not set: send "{@tag} &bGracz &6%arg 2% &bposiada &a%{coins::%arg 2%}% &bcoinsow." stop else: send "{@tag} &cNie odnaleziono gracza!" stop else: send "{@tag} &cPodaj nazwe gracza!" stop else: send "{@tag} &cNie masz wymaganych uprawnien." stop else: if player has permission "coins.help" or "coins.*": send "{@tag} &aCommands:" send "&7/&3coins &7- &3Sprawdza ilosc twoich coinsow." send "&7/&3coins set &6<&3gracz&6> <&3ilosc&6> &7- &3Ustawia coinsy danemu graczowi." send "&7/&3coins add &6<&3gracz&6> <&3ilosc&6> &7- &3Dodaje coinsy danemu graczowi." send "&7/&3coins remove &6<&3gracz&6> <&3ilosc&6> &7- &3Odejmuje coinsy danemu graczowi." send "&7/&3coins check &6<&3gracz&6> &7- &3Sprawdza ilosc coinsow danego gracza." stop else: send "{@tag} &cNie masz wymaganych uprawnien." stopcommand /coinshop: trigger: open chest with 1 rows named "&3Sklep za coinsy" to player format slot 0 of player with 1 bedrock with lore "&bCena: &a5000 &bcoinsow" to close then run [sklep(player, 1, bedrock, 5000)]Wymagane pluginy: - Skript 2.2 - SkQuery
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on load: register new shaped recipe for mossy cobblestone named "&8Generator obsydianu" using obsidian, obsidian, obsidian, obsidian, emerald block, obsidian, obsidian, obsidian, obsidianon place: if player is holding mossy cobblestone named "&8Generator obsydianu": set {generator::%location of event-block%} to 1on mine: if event-block is mossy cobblestone: if {generator::%location of event-block%} is set: cancel event if player isn't holding golden pickaxe: if {generator::%location of event-block%::usun} is set: set {generator::%location of event-block%::usun} to 0 set event-block to air if player can hold 3 obsidian: add 3 obsidian to player else: drop 3 obsidian at event-block wait 10 ticks set event-block to mossy cobblestone else: if {generator::%location of event-block%::usun} is not set: set {generator::%location of event-block%::usun} to 0 add 1 to {generator::%location of event-block%::usun} if {generator::%location of event-block%::usun} is 3: clear {generator::%location of event-block%} clear {generator::%location of event-block%::usun} set event-block to airAby usunąć generator musimy 3 razy pod rząd zniszczyć go złotym kilofem.
