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Ilość zawartości
3064 -
Rejestracja
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Ostatnia wizyta
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Wygrane w rankingu
4
Treść opublikowana przez PoweredDragon
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options: cena: 100 command /dmg: trigger: open chest with 1 row named "&6Bonusowe Obrazenia" to player format slot 2 of player with stick named "&eDMG +1" with lore "&eKoszt: &6{@cena}" to close then run "dmgadd %player% 1" format slot 3 of player with wooden sword named "&eDMG +5" with lore "&eKoszt: &6%5*{@cena}%" to close then run "dmgadd %player% 5" format slot 4 of player with stone sword named "&eDMG +10" with lore "&eKoszt: &6%10*{@cena}%" to close then run "dmgadd %player% 10" format slot 5 of player with gold sword named "&eDMG +25" with lore "&eKoszt: &6%25*{@cena}%" to close then run "dmgadd %player% 25" format slot 6 of player with iron sword named "&eDMG +50" with lore "&eKoszt: &6%50*{@cena}%" to close then run "dmgadd %player% 50" format slot 7 of player with diamond sword named "&eDMG +100" with lore "&eKoszt: &6%100*{@cena}%" to close then run "dmgadd %player% 100" command /dmgadd <offlineplayer> <number>: trigger: set {_p} to offlineplayer-arg set {_n} to number-arg player or console has permission "dmg.add": set {_b} to {_p}'s account {dmg::%{_p}%}+{_n} < 1000: {_b} > {_n}*{@cena}: add {_n} to {dmg::%{_p}%} remove {_n}*{@cena} from {_p}'s account send "&aDziekujemy za zakup DMG %{_n}%+" to {_p} broadcast "&a%{_p}% zakupil DMG %{_n}%+!" else: send "&cNie masz funduszy!" to {_p} else: send "&cOsiagnieto maksymalne obrazenia!" to {_p} on damage: attacker is player: attacker's tool is sword: set damage to damage+{dmg::%attacker%} on join: {dmg::%player%} is not set: set {dmg::%player%} to 0 stop command /damageReturn: trigger: send "&r&a%{dmg::%player%}%" Ten skrypt działa na 100%
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Pozwolę sb tylko poprawić kolege, bo wprowadza w błąd [<player>] - gracz online [<offlineplayer>] - gracz [<text>] - tekst [<integer>] - liczba całkowita [<number>] - liczba [<item>] - przedmiot [<item type>] jw.; nie będę tłumaczył różnic między każdymi, sprawdź w dokumentacji [<boolean>] - prawda/fałsz, tak/nie [<color>] - kolor [<enchantment>] - zaklęcie Ogółem typów obsługiwanych jest znacznie więcej (wszystkie z nich są tutaj, jednakże nie wszystkie typy na tej stronie są obsługiwane przez komendę :V)
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Nie możliwe, bo skrypt działa, poza tym to, co piszesz nawet nie istnieje w skrypcie... on join: {xp::%player%} is not set: set {exp::%player%} to 0 {l::%player%} is not set: set {lvl::%player%} to 1 on death: victim is creeper: send "XP +1" to attacker add 1 to {exp::%attacker%} {lvl::%attacker%} is 1: set {_x} to ceiling({exp::%attacker%}/30) set {_y} to mod({exp::%attacker%},30) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/30 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 2 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 2 {_x}>1: set {exp::%attacker%} to ({_x}-1)*30+{_y} set {lvl::%attacker%} to 2 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 2 {lvl::%attacker%} is 2: set {_x} to ceiling({exp::%attacker%}/70) set {_y} to mod({exp::%attacker%},70) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/70 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 3 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 3 {_x}>1: set {exp::%attacker%} to ({_x}-1)*70+{_y} set {lvl::%attacker%} to 3 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 3 {lvl::%attacker%} is 3: set {_x} to ceiling({exp::%attacker%}/120) set {_y} to mod({exp::%attacker%},120) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/120 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 4 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 4 {_x}>1: set {exp::%attacker%} to ({_x}-1)*120+{_y} set {lvl::%attacker%} to 4 send "&r&aAwansowales" to attacker set attacker's level progress to {exp::%attacker%} set attacker's level to 4 command /exp <offlineplayer=%player%> <number=10>: trigger: set {_p} to offlineplayer-arg add number-arg to {exp::%{_p}%} {lvl::%player%} is 1: set {_x} to ceiling({exp::%{_p}%}/30) set {_y} to mod({exp::%{_p}%},30) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/30 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 2 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 2 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*30+{_y} set {lvl::%{_p}%} to 2 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 2 {lvl::%{_p}%} is 2: set {_x} to ceiling({exp::%{_p}%}/70) set {_y} to mod({exp::%{_p}%},70) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/70 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 3 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 3 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*70+{_y} set {lvl::%{_p}%} to 3 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 3 {lvl::%{_p}%} is 3: set {_x} to ceiling({exp::%{_p}%}/70) set {_y} to mod({exp::%{_p}%},70) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/70 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 4 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 4 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*70+{_y} set {lvl::%{_p}%} to 4 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 4 on xp spawn: cancel event command /lvl: trigger: send "Twoj lvl: %{lvl::%player%}%" command /restartlvl: trigger: set {lvl::%player%} to 1 send "Zrestartowano lvl" set {exp::%player%} to 0 set player's level progress to 0 set player's level to 1 Jeśli to ci nie zadziała, to źle wklejasz; ew. wklej swój edytowany kod i zobaczymy gdzie błąd
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options: cena: 100 command /dmg: trigger: open chest with 1 row named "&6Bonusowe Obrazenia" to player format slot 2 of player with stick named "&eDMG +1" with lore "&eKoszt: &6{@cena}" to close then run "dmgadd %player% 1" format slot 3 of player with wooden sword named "&eDMG +5" with lore "&eKoszt: &6%5*{@cena}%" to close then run "dmgadd %player% 5" format slot 4 of player with stone sword named "&eDMG +10" with lore "&eKoszt: &6%10*{@cena}%" to close then run "dmgadd %player% 10" format slot 5 of player with gold sword named "&eDMG +25" with lore "&eKoszt: &6%25*{@cena}%" to close then run "dmgadd %player% 25" format slot 6 of player with iron sword named "&eDMG +50" with lore "&eKoszt: &6%50*{@cena}%" to close then run "dmgadd %player% 50" format slot 7 of player with diamond sword named "&eDMG +100" with lore "&eKoszt: &6%100*{@cena}%" to close then run "dmgadd %player% 100" command /dmgadd <offlineplayer> <number>: trigger: set {_p} to offlineplayer-arg set {_n} to number-arg player or console has permission "dmg.add": set {_b} to balance of {_p} {dmg::%{_p}%}+{_n} < 1000: {_b} > {_n}*{@cena}: add {_n} to {dmg::%{_p}%} remove {_n}*{@cena} from balance of {_p} send "&aDziekujemy za zakup DMG %{_n}%+" to {_p} broadcast "&a%{_p}% zakupil DMG %{_n}%+!" else: send "&cNie masz funduszy!" to {_p} else: send "&cOsiagnieto maksymalne obrazenia!" to {_p} on damage: attacker is player: set damage to damage+{dmg::%attacker%} on join: {dmg::%player%} is not set: set {dmg::%player%} to 0 stop Powinno działać
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"%arg%" contains " " Sprawdzi, czy argument zawiera spację. Skrypt sławy; wystarczy wlamanie i ma się dane do wszystkiego 4ever Dodaj hashowanie
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@UP Po co ma się martwić. To co ty sugerujesz nie ma sensu, bo już ma w zasadzie rangę i nie musi nic dodawać do mojego skryptu ;V teleport player to {spawn} zamień na teleport arg 1 to {spawn}
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send "&aDziekujemy za zakup DMG %{_n}%+" Pod tą liniją z tym samym wyrównaniem dodaj broadcast "&a%player% zakupił DMG %{_n}%+!"
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Ogólnie, to wstawione jest dobrze. Kwestia wersji Skripta; spróbuj pobrać najnowszą i powinno działać
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command /sprawdz [<text>]: trigger: set {_r} to text-arg loop all players: loop-player is in region {_r}: add 1 to {_region} set {_p} to loop-player {_region} > 1: send "&r&aObecnie w regionie &e%{_r}% &r&ajest &r&6%{_region}% &r&agraczy!" stop send "&r&cGracz &r&e%{_p}% &r&czostal sam :("
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options: cena: 100 command /dmg: trigger: open chest with 1 row named "&6Bonusowe Obrazenia" to player format slot 2 of player with stick named "&eDMG +1" with lore "&eKoszt: &6{@cena}" to close then run "dmgadd %player% 1" format slot 3 of player with wooden sword named "&eDMG +5" with lore "&eKoszt: &6%5*{@cena}%" to close then run "dmgadd %player% 5" format slot 4 of player with stone sword named "&eDMG +10" with lore "&eKoszt: &6%10*{@cena}%" to close then run "dmgadd %player% 10" format slot 5 of player with gold sword named "&eDMG +25" with lore "&eKoszt: &6%25*{@cena}%" to close then run "dmgadd %player% 25" format slot 6 of player with iron sword named "&eDMG +50" with lore "&eKoszt: &6%50*{@cena}%" to close then run "dmgadd %player% 50" format slot 7 of player with diamond sword named "&eDMG +100" with lore "&eKoszt: &6%100*{@cena}%" to close then run "dmgadd %player% 100" command /dmgadd <offlineplayer> <number>: trigger: set {_p} to offlineplayer-arg set {_n} to number-arg player or console has permission "dmg.add": {dmg::%{_p}%}+{_n} < 1000: set {_b} to balance of {_p} {_b} > {_n}*{@cena}: add {_n} to {dmg::%{_p}%} remove {_n}*100 from balance of {_p} send "&aDziekujemy za zakup DMG %{_n}%+" else: send "&cNie masz funduszy!" to {_p} else: send "&cOsiagnieto maksymalne obrazenia!" to {_p} on damage: attacker is player: set damage to damage+{dmg::%attacker%}
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Coś musiałeś źle wkleić. Skrypt nie ma błędów i działa
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on join: {xp::%player%} is not set: set {exp::%player%} to 0 {l::%player%} is not set: set {lvl::%player%} to 1 on death: victim is creeper: send "XP +1" to attacker add 1 to {exp::%attacker%} {lvl::%attacker%} is 1: set {_x} to ceiling({exp::%attacker%}/30) set {_y} to mod({exp::%attacker%},30) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/30 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 2 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 2 {_x}>1: set {exp::%attacker%} to ({_x}-1)*30+{_y} set {lvl::%attacker%} to 2 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 2 {lvl::%attacker%} is 2: set {_x} to ceiling({exp::%attacker%}/70) set {_y} to mod({exp::%attacker%},70) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/70 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 3 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 3 {_x}>1: set {exp::%attacker%} to ({_x}-1)*70+{_y} set {lvl::%attacker%} to 3 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 3 {lvl::%attacker%} is 3: set {_x} to ceiling({exp::%attacker%}/120) set {_y} to mod({exp::%attacker%},120) {_x}==1: {_y} != 0: set attacker's level progress to {exp::%attacker%}/120 stop set {exp::%attacker%} to 0 set {lvl::%attacker%} to 4 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 4 {_x}>1: set {exp::%attacker%} to ({_x}-1)*120+{_y} set {lvl::%attacker%} to 4 send "&r&aAwansowales" to {_p} set attacker's level progress to {exp::%{_p}%} set attacker's level to 4 command /exp <offlineplayer=%player%> <number=10>: trigger: set {_p} to offlineplayer-arg add number-arg to {exp::%{_p}%} {lvl::%player%} is 1: set {_x} to ceiling({exp::%{_p}%}/30) set {_y} to mod({exp::%{_p}%},30) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/30 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 2 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 2 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*30+{_y} set {lvl::%{_p}%} to 2 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 2 {lvl::%{_p}%} is 2: set {_x} to ceiling({exp::%{_p}%}/70) set {_y} to mod({exp::%{_p}%},70) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/70 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 3 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 3 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*70+{_y} set {lvl::%{_p}%} to 3 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 3 {lvl::%{_p}%} is 3: set {_x} to ceiling({exp::%{_p}%}/70) set {_y} to mod({exp::%{_p}%},70) {_x}==1: {_y} != 0: set {_p}'s level progress to {exp::%{_p}%}/70 stop set {exp::%{_p}%} to 0 set {lvl::%{_p}%} to 4 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 4 {_x}>1: set {exp::%{_p}%} to ({_x}-1)*70+{_y} set {lvl::%{_p}%} to 4 send "&r&aAwansowales!" to {_p} set {_p}'s level progress to {exp::%{_p}%} set {_p}'s level to 4 on xp spawn: cancel event command /lvl: trigger: send "Twoj lvl: %{lvl::%player%}%" command /restartlvl: trigger: set {lvl::%player%} to 1 send "Zrestartowano lvl" set {exp::%player%} to 0 set player's level progress to 0 set player's level to 1 Namęczylem się, ale w pełni działa
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Problem z kasynem na tabliczkach
PoweredDragon odpowiedział(a) na makskubicki1 pytanie w Pytania i problemy
https://code.skript.pl/ijzExwcH/ -
Umbaska musi działać na 1.7/1.8, bo to docelowa wersja Umbaska; nawet pewien efekt (particles) został dodany właśnie dla wersji 1.8, więc to nie tak, że żadna nie działa, po prostu ty źle/złą instalujesz
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on join: {xp::%player%} is not set: set {exp::%player%} to 0 {l::%player%} is not set: set {lvl::%player%} to 1 on death: victim is creeper: send "Exp +1" to attacker add 1 to {exp::%attacker%} {lvl::%attacker%} is 1: {exp::%attacker%} is 30: set {lvl::%attacker%} to 2 set {exp::%attacker%} to 0 send "&aAwansowales!" stop set {_x} to {exp::%attacker%}/30 {lvl::%attacker%} is 2: {exp::%attacker%} is 70: set {lvl::%attacker%} to 3 set {exp::%attacker%} to 0 send "&aAwansowales!" stop set {_x} to {exp::%attacker%}/70 {lvl::%attacker%} is 3: {exp::%attacker%} is 120: set {lvl::%attacker%} to 3 set {exp::%attacker%} to 0 send "&aAwansowales!" stop set {_x} to {exp::%attacker%}/70 set attacker's level progress to {exp::%attacker%} set attacker's level to {lvl::%attacker%} command /exp <offlineplayer=%player%> <number=10>: trigger: add number-arg to {exp::%offlineplayer-arg%} {lvl::%player%} is 1: {exp::%player%} is 30: set {lvl::%player%} to 2 set {exp::%player%} to 0 set {_x} to {exp::%player%}/30 {lvl::%player%} is 2: {exp::%player%} is 70: set {lvl::%player%} to 3 set {exp::%player%} to 0 set {_x} to {exp::%player%}/70 set player's level progress to {_x} set player's level to {lvl::%player%} on xp spawn: cancel event command /lvl: trigger: send "Twoj lvl: %{lvl::%player%}%" command /restartlvl: trigger: set {lvl::%player%} to 1 send "Zrestartowano lvl" set {exp::%player%} to 0 set player's level progress to 0 set player's level to {lvl::%player%} Już powinno działać
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on join: {xp::%player%} is not set: set {exp::%player%} to 0 {l::%player%} is not set: set {lvl::%player%} to 1 on death: attacker is player: victim is creeper: send "Exp +1" to attacker add 1 to {exp::%attacker%} {lvl::%attacker%} is 1: {exp::%attacker%} is 30: set {lvl::%attacker%} to 2 set {exp::%attacker%} to 0 set {_x} to {exp::%attacker%}/30 {lvl::%attacker%} is 2: {exp::%attacker%} is 70: set {lvl::%attacker%} to 3 set {exp::%attacker%} to 0 set {_x} to {exp::%attacker%}/70 {lvl::%attacker%} is 3: {exp::%attacker%} is 120: set {lvl::%attacker%} to 3 set {exp::%attacker%} to 0 set {_x} to {exp::%attacker%}/70 set attacker's level progress to {exp::%attacker%} set attacker's level to {lvl::%attacker%} command /exp <offlineplayer=%player%> <number=10>: trigger: add number-arg to {exp::%offlineplayer-arg%} {lvl::%player%} is 1: {exp::%player%} is 30: set {lvl::%player%} to 2 set {exp::%player%} to 0 set {_x} to {exp::%player%}/30 {lvl::%player%} is 2: {exp::%player%} is 70: set {lvl::%player%} to 3 set {exp::%player%} to 0 set {_x} to {exp::%player%}/70 set player's level progress to {_x} set player's level to {lvl::%player%} on xp spawn: cancel event command /lvl: trigger: send "Twoj lvl: %{lvl::%player%}%" command /restartlvl: trigger: set {lvl::%player%} to 1 send "Zrestartowano lvl" set {exp::%player%} to 0 set player's level progress to {_x} set player's level to {lvl::%player%}
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To można łatwo skrócić: Na upartego można jeszcze bardziej (choćby poprzez zamianę "diamond" na diaxy, "emerald" na szmaragdy, "gold" na zloto, "iron" na zelazo i "stone" na kamień - wówczas można to skrócić o kolejne 10 linijek :V. Nie jest to jakiś oryginalny skrypt, ale chyba dawno takiego nie było, a widziałem, że na pewnym forum (:lenny:) ktoś o coś takiego pytał
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on break of stone: {SmartStone.%event-block%} is true: player is holding gold pickaxe: set {SmartStone.%event-block%} to false send "&8» &6Usunales stoniarke!" player can hold 1 end stone: give 1 end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz" to the player player doesn't have enough space for 1 end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz": drop 1 end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz" else: wait 2 second set the event-block to stone stop on place of end stone: if tool is end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz": send "&8» &6Postawiles stoniarke!" set {SmartStone.%event-block%} to true wait 1 tick set event-block to stone stop on script load: register new shaped recipe for 1 end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz" using {@craft1}, {@craft2}, {@craft3}, {@craft4}, {@craft5}, {@craft6}, {@craft7}, {@craft8}, {@craft9}
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on death: attacker is player: victim is zombie: add 1 to {xp::%attacker%} {l::%attacker%} is 1: {xp::%attacker%} is 30: set {l::%attacker%} to 2 set {xp::%attacker%} to 0 set {_x} to {xp::%attacker%}/30 {l::%attacker%} is 2: {xp::%attacker%} is 70: set {l::%attacker%} to 3 set {xp::%attacker%} to 0 set {_x} to {xp::%attacker%}/70 set attacker's level progress to {xp::%attacker%} set attacker's level to {l::%attacker%} command /xp <offlineplayer=%player%> <number=10>: trigger: add number-arg to {xp::%offlineplayer-arg%} {l::%player%} is 1: {xp::%player%} is 30: set {l::%player%} to 2 set {xp::%player%} to 0 set {_x} to {xp::%player%}/30 {l::%player%} is 2: {xp::%player%} is 70: set {l::%player%} to 3 set {xp::%player%} to 0 set {_x} to {xp::%player%}/70 set player's level progress to {_x} set player's level to {l::%player%}
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on break of stone: {SmartStone.%event-block%} is true: player is holding gold pickaxe: set {SmartStone.%event-block%} to false send "&8» &6Usunales stoniarke!" player can hold 1 end stone: give 1 end stone named "&aStoniarka" to the player player doesn't have enough space for 1 end stone named "&aStoniarka": drop 1 end stone named "&aStoniarka" else: wait 2 second set the event-block to stone stop on place of end stone: if tool is end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz": send "&8» &6Postawiles stoniarke!" set {SmartStone.%event-block%} to true wait 1 tick set event-block to stone stop on script load: register new shaped recipe for 1 end stone named "&aStoniarka" with lore "&eKopiesz ile chcesz" using {@craft1}, {@craft2}, {@craft3}, {@craft4}, {@craft5}, {@craft6}, {@craft7}, {@craft8}, {@craft9}
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options: item: diamond pickaxe name: "&cKilofek" lore: "&aLinijka 1||&2Linijka 2" command /kilof: permission: kilof.get trigger: give 1 {@item} of silk touch 10 named {@name} with lore {@lore} to player on mine: if event-block is mob spawner: if player's tool is {@item}: if name of player's tool is {@name}: if lore of player's tool is {@lore}: if player's tool is enchanted by silk touch 10: drop 1 mob spawner at event-location
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drop 1 tnt zamień na drop 1 tnt at victim
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on any move: set {_x} to location of player loop {lokacje::*}: if distance between {_x} and loop-value < 0.4: cancel event send "&cBariera!" exit loop
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on place: player's tool is sponge of unbreaking 1 named "Bariera": cancel event set {_x} to location of event-block loop {lokacje::*}: if {_x} contains loop-value: remove {_x} from {lokacje::*} send "&cUsunales bariere z: &4%{_x}%" else: add {_x} to {lokacje::*} send "&aDodales bariere: &2%{_x}%" on any move: set {_x} to location of player loop {lokacje::*}: if {_x} > loop-value: loop blocks in send "&cBariera!" exit loop command /bariera: trigger: give sponge of unbreaking 1 named "Bariera" to player
