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  1. 2 points
    # - delete les poulets 1/2 function despawnentity(entity: entity): set {_location} to {_entity}'s location add 1000 to y-coordinate of {_location} teleport {_entity} at {_location} add "{CustomNameVisible:1}" to nbt of {_entity} wait 1 tick kill {_entity} # - delete les poulets 2/2 On death: if victim is a chicken: if nbt of victim contain "{CustomNameVisible:1}": clear drops command /parachutedepoulet <number> <number> <number>: trigger: set {_spawnLocation} to the location at arg-1, arg-2, arg-3 # - Spawn armor stand spawn an armor stand at {_spawnLocation} set {_armorStand} to last spawned entity add "{Invisible:1}" to {_armorStand}'s nbt set armor stand helmet of {_armorStand} to chest apply levitation -3 to {_armorStand} for 99 days # - Spawn poulet loop 15 times: set {_x} to x-coordinate of {_armorStand} + random number between -3 and 3 set {_y} to y-coordinate of {_armorStand} + 1 set {_z} to z-coordinate of {_armorStand} + random number between -3 and 3 set {_chickenLocation} to the location at {_x}, {_y}, {_z} spawn a chicken at {_chickenLocation} add last spawned entity to {_chickens::%{_armorStand}%::*} loop {_chickens::%{_armorStand}%::*}: leash loop-value to {_armorStand} # - Placement cible au sol set {_positionArmorStand} to {_armorStand}'s location while block at {_positionArmorStand} is air: remove 1 from y-coordinate of {_positionArmorStand} add 1 to y-coordinate of {_positionArmorStand} drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.1", rainbowMode true, scan true, height 0, radius 2, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.2", rainbowMode true, scan true, height 0, radius 1.7, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.3", rainbowMode true, scan true, height 0, radius 1.4, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.4", rainbowMode true, scan true, height 0, radius 1.1, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.5", rainbowMode true, scan true, height 0, radius .8, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.6", rainbowMode true, scan true, height 0, radius .5, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.7", rainbowMode true, scan true, height 0, radius .2, ringCount 40, ringDensity 20, visibleRange 100 wait 3 ticks drawWarpRings style 1, particle "redstone", center {_positionArmorStand}, id "%{_positionArmorStand}%.8", rainbowMode true, scan true, height 0, radius 0, ringCount 40, ringDensity 20, visibleRange 100 # - Attente que l'armor stand soit au sol while y-coordinate of {_armorStand}'s location rounded to the nearest 1 decimal place is not y-coordinate of {_positionArmorStand} rounded to the nearest 1 decimal place: wait 1 tick # - Suppression entitées et particules loop 8 times: stopEffect id "%{_positionArmorStand}%.%loop-number%" kill {_armorStand} loop {_chickens::%{_armorStand}%::*}: despawnentity(loop-value) set block at {_positionArmorStand} to a chest # - Item dans le coffre add 5 torch to block at {_positionArmorStand}'s inventory J'ai fais ça Bon c'est pas vraiment fini, genre le système pour ajouter des items dans le coffre est pas fait, j'ajoute juste 5 torches, mais l'idée est là. Faut skDragon, SkQuery-Lime Y a surement des choses à optimiser Apparemment le système de laisse ne marche pas chez l'auteur (que ça soit la syntaxe du skQuary ou Skript), surement du au fait qu'il soit encore sur la 1.8 (faudrait changer depuis le temps ) Si des gens sont intéressé pour continuer le système, pour pourquoi pas le poster dans les ressources contacter moi Il manque pas mal de truc, notamment:- custom du contenu du chest- custom des particules - sécurité anti con (exemple, faire spawn casi simultanément 2 "coffres" au même coordonnée. J'ai pas testé, mais ça fait surement de la merde ) -...
  2. 2 points
    on world change: if "%world of player%" is "world": make player execute command "/blabla" on join: if "%world of player%" is "world": make player execute command "/blabla"
  3. 1 point
    # - nom des sorts (si tu changes le nom, faut aussi le changer de le on rightclick (sans couleur), et durée des cooldowns options: cooldownTime: 60, 90, 135, 120, 240, 300 nameSorts: &5Sort de &lSOIN, &4Degat, &1Vitesse, &2Lenteur, &3Coeur bonus, &aPrison # - Give baguette command /givesort: permission: blabla trigger: give 1 blaze rod named "&5Baguette" with lore "&6Sort actif:" and "&5Sort de &lSOIN" to the player # - Utilisation de la baguette on rightclick with blaze rod: if name of player's tool is "&5Baguette": set {_time} to "{@cooldownTime}" set {_time::*} to {_time} split at ", " set {_sort} to "{@nameSorts}" set {_sort::*} to {_sort} split at ", " loop {_sort::*}: if uncolored loop-value is uncolored line 2 of lore of player's tool: set {_cooldown} to "%{_time::%loop-index%}% seconds" parsed as timespan set {_waited} to difference between {cooldown::%uncolored line 2 of lore of player's tool%::%player%} and now if {_waited} < {_cooldown}: message "&cVous devez attendre avant de réutiliser ce sort: &6%uncolored line 2 of lore of player's tool%" stop # - Sort soin if uncolored line 2 of lore of player's tool is "Sort de SOIN": heal player by 4 hearts message "&aVous avez été heal" to the player # - Sort degat if uncolored line 2 of lore of player's tool is "Degat": loop all players in radius 10 around the player: if loop-player is targeted entity: damage targeted entity by 6 hearts message "&aLa cible a été touché ! (Degat)" to the player stop message "&cVous avez loupé votre cible ! (Degat)" to the player # - Sort vitesse if uncolored line 2 of lore of player's tool is "Vitesse": apply speed 2 to player for 30 seconds message "&aVous avez reçu un boost de vitesse" to the player # - Sort lenteur if uncolored line 2 of lore of player's tool is "Lenteur": loop all players in radius 10 around the player: if loop-player is targeted entity: apply slowness 1 to targeted entity for 5 seconds message "&aLa cible a été touché ! (Lenteur)" to the player stop message "&cVous avez loupé votre cible ! (Lenteur)" to the player # - Sort coeur bonus if uncolored line 2 of lore of player's tool is "Coeur bonus": apply absorption 10 to player for 90 seconds message "&aVous avez reçu un boost de vie" to the player # - Sort prison if uncolored line 2 of lore of player's tool is "Prison": loop all players in radius 10 around the player: if loop-player is targeted entity: set {_p} to targeted player's location set {_pos1} to location at x-coord of {_p} + 1, y-coord of {_p}, z-coord of {_p} + 1 set {_pos2} to location at x-coord of {_p} - 1, y-coord of {_p}, z-coord of {_p} - 1 loop blocks within {_pos1} to {_pos2}: if block at loop-block's location is air: add loop-block's location to {_location::*} set block at loop-block's location to stone slab set {_pos1} to location at x-coord of {_p} + 1, y-coord of {_p} +2, z-coord of {_p} + 1 set {_pos2} to location at x-coord of {_p} - 1, y-coord of {_p} +2, z-coord of {_p} - 1 loop blocks within {_pos1} to {_pos2}: if block at loop-block's location is air: add loop-block's location to {_location::*} set block at loop-block's location to stone slab set block at {_p} to air message "&aLa cible a été touché ! (Prison)" to the player set {_decompte} to 0 while {_decompte} < 5: add 1 to {_decompte} wait 1 second loop {_location::*}: set block at {_location::%loop-index%} to air stop message "&cVous avez loupé votre cible ! (Prison)" to the player set {cooldown::%uncolored line 2 of lore of player's tool%::%player%} to now # - Changement de sort on leftclick with blaze rod: if name of player's tool is "&5Baguette": set {_sort} to "{@nameSorts}" set {_sort::*} to {_sort} split at ", " loop {_sort::*}: if uncolored loop-value is uncolored line 2 of lore of player's tool: set {_nb} to loop-index parsed as number +1 if loop-index parsed as number = 6: set {_nb} to 1 set line 2 of lore of player's tool to "&1%{_sort::%{_nb}%}%" message "&6Le sort %{_sort::%{_nb}%}% &6est actif" to the player stop
  4. 1 point
    c juste trop compliqué ou trop long a faire att 1 semaine mini
  5. 1 point
  6. 1 point
    Si j'ai bien compris : on join: wait 10 ticks wipe player's sidebar if player is "pseudo1": set name of sidebar of player to "titre1" set score "message1" in sidebar of player to 15 else if player is "pseudo2": set name of sidebar of player to "titre2" set score "message2" in sidebar of player to 15 #Tu peux en mettre autant que tu veux else: #Tous les autres joueurs set name of sidebar of player to "titreDefaut" set score "messageDefaut" in sidebar of player to 15
  7. 1 point
    Voilà ^^ Je n'ai pas test ce skript, s'il comporte des erreurs fait le moi savoir Lucas, En espérant t'avoir aidé , potion.sk
  8. 1 point
    Merci tout d'abord de ta réponse ! J'ai pu tester ce skript et il marche à la perfection ! Merci à nouveau de ton aide ^^ Cordialement :3
  9. 1 point
    every 10 seconds: loop all players: if y-coordinate of loop-player <= 100: send "ton message ici" to loop-player
  10. 1 point
    Et ça change quoi à part rien ?
  11. 1 point
    Salut, Il a déjà reçu un avertissement ne t’inquiète pas =P Bonne journée
  12. 1 point
    coloured player's prefix... C'est aussi simple que ça.
  13. 1 point
    Rajoute après la commande test remove 100 dirt from player's inventory
  14. 1 point
    L'équipe vous annonce que le topique a été verrouillé pour éviter de "déterrer une tombe". Cordialement.
  15. 1 point
    Salut , sinon ton serveur accepte les %player's displayname% tu peut faire un truc du genre :D On any move: set tab header to "&c&lVoici le haut du TabList%nl%" and footer to "%nl%&e&lVoici le bas du TabList" for player set player tab name to "%player's display name%"
  16. 1 point
    Je te fait sa! C'est bon ça ? command /info: trigger: send "&bTon ping : &c%ping of player%&b. &bTickParSecondes de %server name% : &c%server tps%&b."
  17. 0 point
    Salut, command /mctoggle: trigger: if {mc::%player%} isn't set: set {mc::%player%} to true send "MagicCarpet activé" else: delete {mc::%player%} send "MagicCarpet désactivé" loop {mc::%player%::*}: set block at loop-value to air function mc(p: player, i: integer): loop {mc::%{_p}%::*}: set block at loop-value to air set {_b1} to location at x-coordinate of {_p} + 2, y-coordinate of {_p} - {_i}, z-coordinate of {_p} + 2 in world "world" set {_b2} to location at x-coordinate of {_p} - 2, y-coordinate of {_p} - {_i}, z-coordinate of {_p} - 2 in world "world" loop blocks within {_b1} to {_b2}: if loop-block is air: set loop-block to glass set {mc::%{_p}%::%location of loop-block%} to location of loop-block on jump: if {mc::%player%} is set: mc(player, 1) on walk on glass: if {mc::%player%} is set: if {mc::%player%::%location of event-block%} is set: mc(player, 1) on sneak toggle: if {mc::%player%} is set: if player isn't sneaking: mc(player, 2) on break: if {mc::%player%::%location of event-block%} is set: cancel event Il te faut skript 2.3 minumum pour l'évent on jump:
  18. -1 points
    Salut ! Pour l'1.12 je te conseille cette version : [Hidden Content] Bonne soirée
  19. -1 points
    Bonsoir, Je passe le topic en Résolu, car j'utilise de mon côté Skript 2.3.7 en 1.12.2 donc il n'y a pas de raison que cela ne fonctionne pas. Bonne soirée!
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