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mtbgl

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    mtbgl

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Osiągnięcia mtbgl

Początkujący I

Początkujący I (2/13)

4

Reputacja

  1. Na wstępnie napisałem, że jest to pod pewien plugin do którego dałem link.
  2. o extra, wlasnie sie zastanawialem jak skrocic ten kod, dzieki!
  3. mtbgl

    komenda /balance

    okej dzięki chłopaki
  4. Cześć, od razu dodam że skrypt jest napisany pod plugin i jest to mój 1 publikowany skrypt. https://dev.bukkit.org/projects/spawner Co wnosi ten skrypt? Otóż w pluginie "spawner" możemy nadać customową nazwę każdemu spawnerowi, u mnie wygląda to tak: Gdy chcemy umożliwić graczom kupno spawnera w essentials poprzez: Dostajemy spawner o nazwie "Monster Spawner", bardzo mi to przeszkadzało dlatego napisałem taki "mini sklepik" Tutaj kod: Jesli ktos ma pomysł na usprawnienie tego kodu, albo znalazł jakiś błąd to fajnie by było aby się tym podzielił w odpowiedzi - dopiero się ucze Tabliczka poglądowa jak stworzyć sklep:
  5. mtbgl

    komenda /balance

    Witam serdecznie, Szukalem tego dlugo ale bezskutecznie Czy w którymś z pluginów Essentials/Vault moge zmienić wygląd stanu konta z przykladowo 10 mln 10000000 na 10 000 000, 100 tys na 100 000 oraz zmiane $ z poczatku na sam koniec tak obecnie wyglada: chcialbym aby bylo 1 999 997$ dziekuje za pomoc
  6. mtbgl

    case opening

    Okej dzieki wielkie, bede o tym pamiętał a jeszcze pytanie czy mógłby ktoś zajrzeć w kod i powiedzieć co tam nie gra? Bo coś się kompletnie zrąbało i nie trybi. tworzy skrzynie, ale gdy chcę ją otworzyć pokazuje ze nie mam takiej skrzyni pomimo tego ze ona jest.
  7. mtbgl

    case opening

    czesc edytowałem kod case opening pod siebie i niestety przy otwieraniu skrzynki zamiast ja otworzyc, stawiam ją na ziemi jako blok dodatkowo występują błędy z tabami czego troche jeszcze nie rozumiem. Nie wiem jak rozwiązać ten błąd, czy byłby w stanie mi ktoś pomóc nawet nie zrobić za mnie a nakierować mnie co musze zmienić lub coś podpowiedzieć. variables: {case::player::%player%::open} = false {case::player::%player%::openwait} = false options: # General tag: &f∙ # Przedrostek wiadomosci # Drop case chance drop key: 0% # Szansa na wykopanie klucza podana w procentach chance drop chest: 1% # Szansa na wykopanie skrzyni podana w procentach block drop: diamond ore # Z jakiego bloku mozna wykopac skrzynie/klucz chance death key: 0% # Szansa na wypadniecie klucza po zabiciu gracza chance death chest: 0% # Szansa na wypadniecie skrzyni po zabiciu gracza # Colour message: important: &6&l general: &f leere: &6 lore: &c command /case [<text="help">] [<text>] [<text>] [<text>]: executable by: players and console trigger: if player has permission "case.*": if arg 1 is "help": send "{@leere}/case add <name> <type> {@general}- Dodaje nowa skrzynke" send "{@leere}/case remove <name> {@general}- Usuwa skrzynke" send "{@leere}/case edit <name> {@general}- Edytuje zawartosc skrzyni" send "{@leere}/case give <name> [<player/all>] [<number>] - {@general}- Daje nam klucz i skrzynie" send "{@leere}/case list {@general} - Lista skrzyn w gui." send "{@leere}/case stats [<player>] {@general} - Statystyki gracza" send "{@leere}/case open <name> [<player>] {@general} - Otwiera skrzynie" if arg 1 is "add": if arg 2 is set: set {_name} to arg 2 replace all "_" with " " in {_name} loop {case::chestlist::*}: if loop-value is {_name}: send "{@tag} {@lore}Taka skrzynia juz istnieje!" stop if arg 3 is set: if arg 3 is "key" or "notkey": add {_name} to {case::chestlist::*} send "{@tag} {@general}Dodano skrzynie o nazwie {@important}%{_name}%{@general}." if arg 3 is "key": set {case::type::%{_name}%} to "key" send "{@tag} {@general}Skrzynia wymaga klucza." if arg 3 is "notkey": set {case::type::%{_name}%} to "notkey" send "{@tag} {@general}Skrzynia nie wymaga klucza." else: send "{@tag} {@general}/case add <name> <type=""key""or""notkey""> " else: send "{@tag} {@general}/case add <name> <type=""key""or""notkey""> " else: send "{@tag} {@general}/case add <name> <type=""key""or""notkey""> " if arg 1 is "remove": if arg 2 is set: set {_name} to arg 2 replace all "_" with " " in {_name} loop {case::chestlist::*}: if loop-value is {_name}: remove {_name} from {case::chestlist::*} delete {case::%{_name}%::itemlist::*} delete {case::type::%{_name}%} send "{@tag} {@general}Usunieto skrzynie o nazwie {@important}%{_name}%" stop send "{@tag} {@general}Taka skrzynia nie istnieje!" else: send "{@tag} {@general}/case remove <name>" if arg 1 is "edit": if arg 2 is set: set {_name} to arg 2 replace all "_" with " " in {_name} loop {case::chestlist::*}: if loop-value is {_name}: open chest with 3 rows named "{@general}Edytujesz: {@lore}%{_name}%" to player wait 1 tick set {_slot} to 0 loop {case::%{_name}%::itemlist::*}: set slot {_slot} of current inventory of player to loop-value-2 add 1 to {_slot} set {case::player::%player%::openedit} to "%{_name}%" send "{@tag} {@general}Edytujesz zawartosc skrzyni {@important}%{_name}%{@general}." to player while inventory name of player is "{@general}Edytujesz: {@important}%{_name}%": set {case::player::%player%::openedit} to "%{_name}%" wait 1 second stop send "{@tag} {@general}Taka skrzynia nie istnieje!" else: send "{@tag} {@general}/case additem <name>" if arg 1 is "give": if arg 2 is set: set {_name} to arg 2 replace all "_" with " " in {_name} loop {case::chestlist::*}: if arg 3 is set: if arg 4 is set: set {_number} to arg 4 parsed as integer #else: #set {_number} to 64 if arg 3 is "all": loop all players: if {case::type::%{_name}%} is "key": add {_number} of chest named "{@important}%{_name}%" to loop-player's inventory add {_number} of sunflower named "{@general}Klucz do {@important}%{_name}%" to loop-player's inventory else if {case::type::%{_name}%} is "notkey": add {_number} of ender chest named "{@important}%{_name}%" to loop-player's inventory if arg 3 is not "all": set {_player} to arg 3 parsed as offlineplayer if {case::type::%{_name}%} is "key": add {_number} of chest named "{@important}%{_name}%" to {_player}'s inventory add {_number} of sunflower named "{@general}Klucz do {@important}%{_name}%" to {_player}'s inventory else if {case::type::%{_name}%} is "notkey": add {_number} of ender chest named "{@important}%{_name}%" to {_player}'s inventory else: if {case::type::%{_name}%} is "key": add 64 of chest named "{@important}%{_name}%" to player's inventory add 64 of sunflower named "{@general}Klucz do {@important}%{_name}%" to player's inventory else: add 64 of ender chest named "{@important}%{_name}%" to player's inventory stop send "{@tag} {@lore}Taka skrzynia nie istnieje!" else: send "{@tag} {@leere}/case give <name> [<type=""%%player%%""or""all"">] [<number>]" if arg 1 is "list": open chest with 1 rows named "{@leere}Lista skrzynek:" to player wait 1 tick set {_slot} to 0 loop {case::chestlist::*}: if loop-value contains "<none>": remove loop-value from {case::chestlist::*} set {_name%loop-index%} to loop-value replace all " " with "_" in {_name%loop-index%} if {case::type::%loop-value%} is "key": format slot {_slot} of player with 1 of chest named "{@important}%loop-value%" to run [close player's inventory]->[wait 2 tick]->[execute player command "case open %{_name%{_slot}%}%"] else: format slot {_slot} of player with 1 of ender chest named "{@important}%loop-value%" to run [close player's inventory]->[wait 2 tick]->[execute player command "case open %{_name%{_slot}%}%"] add 1 to {_slot} wait 1 tick if arg 1 is "stats": if arg 2 is set: set {_player} to arg 2 parsed as player else: set {_player} to player send "{@tag} {@general}Otworzone skrzynie gracza {@important}%{_player}%{@general}:" loop {case::chestlist::*}: if {case::player::%{_player}%::stats::%loop-value%} is set: send " {@important}%loop-value%{@leere}: {@general}%{case::player::%{_player}%::stats::%loop-value%}%" else: send " {@important}%loop-value%{@leere}: {@general}0" if arg 1 is "open": if arg 2 is set: if arg 3 is set: if player has permission "case.*": set {_player} to arg 3 parsed as player else: send "{@tag} {@general}Nie posiadasz uprawnien!" else: set {_player} to player set {_name} to arg 2 replace all "_" with " " in {_name} loop {case::chestlist::*}: #if loop-value is {_name}: if {case::type::%{_name}%} is "key": if {_player}'s inventory contains sunflower named "{@general}Klucz do {@important}%{_name}%": if {_player}'s inventory contains chest named "{@important}%{_name}%": if {case::player::%{_player}%::openwait} is true: send "{@tag} {@lore}Juz otwierasz skrzynie! Poczekaj na zakonczenie losowania" to {_player} else: if (size of {case::%{_name}%::itemlist::*}) > 0: add 1 to {case::player::%{_player}%::stats::%{_name}%} remove 1 sunflower named "{@general}Klucz do {@important}%{_name}%" from {_player}'s inventory remove 1 chest named "{@important}%{_name}%" from {_player}'s inventory set {case::player::%{_player}%::open} to true set {case::player::%{_player}%::openwait} to true open chest with 3 rows named "{@important}%{_name}%" to {_player} wait 1 tick loop 9 times: set {_item%loop-number%} to random element out of {case::%{_name}%::itemlist::*} format slot loop-number + 8 of {_player} with {_item%loop-number%} to be unstealable format slot loop-number - 1 of {_player} with 1 of black stained glass pane to be unstealable format slot loop-number + 17 of {_player} with 1 of black stained glass pane to be unstealable format slot 4 of {_player} with 1 of light green stained glass pane to be unstealable format slot 22 of {_player} with 1 of light green stained glass pane to be unstealable set {_slot} to 0 loop {case::%{_name}%::itemlist::*}: if {case::player::%{_player}%::open} is true: add 1 to {_slot} format slot {_slot} + 26 of {_player} with loop-value-2 to be unstealable wait 1 tick set {_random} to random integer between 20 and 30 wait 1 seconds loop {_random} times: if loop-number > 15: loop loop-number - 12 times: wait 1 tick else: wait 3 tick play raw sound "mob.skeleton.death" at {_player} with pitch 8 volume 1 loop 8 times: set {_item%loop-number-2%} to {_item%loop-number-2 + 1%} if {case::player::%{_player}%::open} is true: format slot loop-number-2 + 8 of {_player} with {_item%loop-number-2%} to be unstealable set {_item9} to random element out of {case::%{_name}%::itemlist::*} if {case::player::%{_player}%::open} is true: format slot 17 of {_player} with {_item9} to be unstealable wait 3 seconds set {case::player::%{_player}%::open} to false broadcast "{@tag} %colored player's prefix%%player% {@general}wylosowal {@important}%{_item5}% {@general}ze skrzyni {@important}%{_name}%" launch flickering trailing ball firework colored green at {_player} timed 1 add {_item5} to {_player}'s inventory play raw sound "mob.endermen.portal" at {_player} with pitch 0.1 volume 1 set {case::player::%{_player}%::openwait} to false close player's inventory else: send "{@tag} {@lore}W tej skrzyni nie mozna nic wylosowac!" to {_player} else: send "{@tag} {@lore}Nie posiadasz tej skrzyni!" to {_player} else: send "{@tag} {@lore}Nie posiadasz klucza do tej skrzyni!" to {_player} else: if {_player}'s inventory contains ender chest named "{@important}%{_name}%": if {case::player::%{_player}%::openwait} is true: send "{@tag} {@lore}Juz otwierasz skrzynie!" to {_player} else: if (size of {case::%{_name}%::itemlist::*}) > 0: add 1 to {case::player::%{_player}%::stats::%{_name}%} remove 1 ender chest named "{@important}%{_name}%" from {_player}'s inventory set {case::player::%{_player}%::open} to true set {case::player::%{_player}%::openwait} to true open chest with 3 rows named "{@important}%{_name}%" to {_player} wait 1 tick loop 9 times: set {_item%loop-number%} to random element out of {case::%{_name}%::itemlist::*} format slot loop-number + 8 of {_player} with {_item%loop-number%} to be unstealable format slot loop-number - 1 of {_player} with 1 of black stained glass pane to be unstealable format slot loop-number + 17 of {_player} with 1 of black stained glass pane to be unstealable format slot 4 of {_player} with 1 of light green stained glass pane to be unstealable format slot 22 of {_player} with 1 of light green stained glass pane to be unstealable set {_slot} to 0 loop {case::%{_name}%::itemlist::*}: if {case::player::%{_player}%::open} is true: add 1 to {_slot} format slot {_slot} + 26 of {_player} with loop-value-2 to be unstealable wait 1 tick set {_random} to random integer between 20 and 30 wait 1 seconds loop {_random} times: if loop-number > 15: loop loop-number - 12 times: wait 1 tick else: wait 3 tick play raw sound "mob.skeleton.death" at {_player} with pitch 8 volume 1 loop 8 times: set {_item%loop-number-2%} to {_item%loop-number-2 + 1%} if {case::player::%{_player}%::open} is true: format slot loop-number-2 + 8 of {_player} with {_item%loop-number-2%} to be unstealable set {_item9} to random element out of {case::%{_name}%::itemlist::*} if {case::player::%{_player}%::open} is true: format slot 17 of {_player} with {_item9} to be unstealable wait 3 seconds set {case::player::%{_player}%::open} to false broadcast "{@tag} %colored player's prefix%%player% {@general}wylosowal {@important}%{_item5}% {@general}ze skrzyni {@important}%{_name}%" launch flickering trailing ball firework colored green at {_player} timed 1 add {_item5} to {_player}'s inventory play raw sound "mob.endermen.portal" at {_player} with pitch 0.1 volume 1 set {case::player::%{_player}%::openwait} to false close player's inventory else: send "{@tag} {@lore}W tej skrzyni nie mozna nic wylosowac!" to {_player} else: send "{@tag} {@lore}Nie posiadasz tej skrzyni!" to {_player} stop send "{@tag} {@lore}Taka skrzynia nie istnieje!" to {_player} on inventory click: if {case::player::%player%::open} is true: cancel event on inventory close: if {case::player::%player%::open} is true: set {case::player::%player%::open} to false send "{@tag} {@general}Zamknieto podglad losowania." if {case::player::%player%::openedit} is set: clear {case::%{case::player::%player%::openedit}%::itemlist::*} loop 27 times: if slot "%loop-number - 1%" parsed as an integer of current inventory of player is not air: set {_item} to slot loop-number - 1 of current inventory of player add {_item} to {case::%{case::player::%player%::openedit}%::itemlist::*} clear {case::player::%player%::openedit} send "{@tag} {@general}Zapisano." on quit: set {case::player::%player%::open} to false set {case::player::%player%::openwait} to false clear {case::player::%player%::openedit} on death: set {case::player::%victim%::open} to false set {case::player::%victim%::openwait} to false clear {case::player::%player%::openedit} on mine of {@block drop}: chance of {@chance drop chest}: set {_element} to random element out of {case::chestlist::*} if {case::type::%{_element}%} is "key": drop chest named "{@important}%{_element}%" else: drop ender chest named "{@important}%{_element}%" play raw sound "mob.endermen.portal" at player with pitch 0.001 volume 1 send "{@tag} {@general}Zdobyles skrzynie {@important}%{_element}%" chance of {@chance drop key}: set {_element} to random element out of {case::chestlist::*} if {case::type::%{_element}%} is "key": drop sunflower named "{@general}Klucz do {@important}%{_element}%" play raw sound "mob.endermen.portal" at player with pitch 0.001 volume 1 send "{@tag} {@general}Zdobyles klucz do {@important}%{_element}" dzięki z góry za pomoc
  8. mtbgl

    Case opening 2.3

    Mam pytanie mianowicie jak mogę sprawić (o ile tak się da) by każda moja skrzynia - jej nazwa miała inny kolor? Troche sie pobawiłem z edycją tego skryptu i wygląda to u mnie teraz tak: tylko zastanawiam się, czy jak zmieniłem "open chest with 6 row" na "open chest with 3 row" aby usunąć podgląd itemów to nie będzie to niosło żadnych bugów? zniesienie podgladu daje itemy z podgladu nam do eq, nakierowal by mnie ktos jak mam to zfixowac? + czy da sie zrobic aby z bloku lecial tylko przykladowo 1 typ skrzyni np ta bez klucza?
  9. Ogarnałęm chyba problem inaczej dałem po prostu %colored player's prefix% i wygląda to tak:
  10. Czesc mam pytanie, w essentials mam rangi typu mod, admin gracz. Napisalem sobie skrypt na wiadomosc powitalna i teraz moj problem sie zaczyna: wiadomosc jest Witaj, %player% czyli Witaj mtbgl jak sprawic aby czytalo na zasadzie: Witaj, MOD mtbgl probowalem z if %player% has permission "MOD" send " Witaj, MOD %player% na xxx " ale cos nie chciało zadziałać, tutaj zobrazuje o co mi dokladnie chodzi, MOD to tylko przyklad, chcialbym tak to kazdej z rang jaką mam ustawiona edit zadziałało mi z send " &f&m.&6 Witaj, %prefix of player%%player% &6na &f&lx.pl" ale jest jeden problem mianowicie zamiast mi pogrubiac i zmieniac kolor, zostawia &6&l przed MOD jako tekst.. : Pytanie, czy aby naprawić ten błąd musze zmienic w permission na po porstu MOD, a kolor rangi dać poprzez inny skrypt?
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