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Corkick

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  1. Au lieu de le mettre en gamemode 3 tu peux faire ça : hide player to all players Le joueur sera invisible pour tous sauf pour lui. Et pour le rendre visible : reveal player to all players
  2. Salut ! J'ai trouvé la solution par moi même, enfaite cela ne vient pas de Skript mais de MC, lorsque dispenser:2 est posé il est d'abord posé en direction du sud et une fois replacé (testé avec World Edit), il s'oriente au nord donc voici le code : set the block south of event-block to dispenser:2 set the block south of event-block to dispenser:2 Il faut juste écrire le code 2 fois ^^. Voilà merci d'avoir essayé de m'aidé @uiytt !
  3. C'est fait ! Je donnerai la solution si je l'ai.
  4. Up.
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  7. Corkick

    Skript d'hammeur/dynamite

    on break: if name of player's tool is "&c[&6Hammeur&c]": set {_1.%player%} to location of event-block set {_2.%player%} to location of event-block if player's pitch is between -50 and 50: add 1 to y-coord of {_1.%player%} subtract 1 from y-coord of {_2.%player%} if player's horizontal facing is west or east: add 1 to z-coord of {_1.%player%} subtract 1 from z-coord of {_2.%player%} loop blocks within location at {_1.%player%} to location at {_2.%player%}: id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 87 or 0 set {_lol} to loop-block if {_lol} is emerald_ore: set loop-block to air drop 1 emerald at loop-block else if {_lol} is redstone_ore_off or redstone_ore_on: set loop-block to air drop 1 redstone at loop-block else if {_lol} is diamond_ore: set loop-block to air drop 1 diamond at loop-block else if {_lol} is lapis_ore: set loop-block to air drop 1 lapis at loop-block else if {_lol} is coal_ore: set loop-block to air drop 1 coal at loop-block else if {_lol} is iron_ore: set loop-block to air drop 1 iron_ore at loop-block else if {_lol} is gold_ore: set loop-block to air drop 1 gold_ore at loop-block else if {_lol} is nether_quartz_ore: set loop-block to air drop 1 nether_quartz_item at loop-block if player's tool is enchanted with fortune 1: chance of 3%: drop 1 diamond at loop-block else if player's tool is enchanted with fortune 2: chance of 3%: drop 2 diamond at loop-block else if player's tool is enchanted with fortune 3: chance of 3%: drop 3 diamond at loop-block else if player's tool is enchanted with fortune 4: chance of 3%: drop 4 diamond at loop-block else if player's tool is enchanted with fortune 5: chance of 3%: drop 5 diamond at loop-block else if player's horizontal facing is north or south: add 1 to x-coord of {_1.%player%} subtract 1 from x-coord of {_2.%player%} loop blocks within location at {_1.%player%} to location at {_2.%player%}: id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0 set {_lol} to loop-block if {_lol} is emerald_ore: set loop-block to air drop 1 emerald at loop-block else if {_lol} is redstone_ore_off or redstone_ore_on: set loop-block to air drop 1 redstone at loop-block else if {_lol} is diamond_ore: set loop-block to air drop 1 diamond at loop-block else if {_lol} is lapis_ore: set loop-block to air drop 1 lapis at loop-block else if {_lol} is coal_ore: set loop-block to air drop 1 coal at loop-block else if {_lol} is iron_ore: set loop-block to air drop 1 iron_ore at loop-block else if {_lol} is gold_ore: set loop-block to air drop 1 gold_ore at loop-block else if {_lol} is nether_quartz_ore: set loop-block to air drop 1 nether_quartz_item at loop-block if player's tool is enchanted with fortune 1: chance of 3%: drop 1 diamond at loop-block else if player's tool is enchanted with fortune 2: chance of 3%: drop 2 diamond at loop-block else if player's tool is enchanted with fortune 3: chance of 3%: drop 3 diamond at loop-block else if player's tool is enchanted with fortune 4: chance of 3%: drop 4 diamond at loop-block else if player's tool is enchanted with fortune 5: chance of 3%: drop 5 diamond at loop-block else: add 1 to x-coord of {_1.%player%} add 1 to z-coord of {_1.%player%} subtract 1 from x-coord of {_2.%player%} subtract 1 from z-coord of {_2.%player%} loop blocks within location at {_1.%player%} to location at {_2.%player%}: id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0 set {_lol} to loop-block if {_lol} is emerald_ore: set loop-block to air drop 1 emerald at loop-block else if {_lol} is redstone_ore_off or redstone_ore_on: set loop-block to air drop 1 redstone at loop-block else if {_lol} is diamond_ore: set loop-block to air drop 1 diamond at loop-block else if {_lol} is lapis_ore: set loop-block to air drop 1 lapis at loop-block else if {_lol} is coal_ore: set loop-block to air drop 1 coal at loop-block else if {_lol} is iron_ore: set loop-block to air drop 1 iron_ore at loop-block else if {_lol} is gold_ore: set loop-block to air drop 1 gold_ore at loop-block else if {_lol} is nether_quartz_ore: set loop-block to air drop 1 nether_quartz_item at loop-block if player's tool is enchanted with fortune 1: chance of 3%: drop 1 diamond at loop-block else if player's tool is enchanted with fortune 2: chance of 3%: drop 2 diamond at loop-block else if player's tool is enchanted with fortune 3: chance of 3%: drop 3 diamond at loop-block else if player's tool is enchanted with fortune 4: chance of 3%: drop 4 diamond at loop-block else if player's tool is enchanted with fortune 5: chance of 3%: drop 5 diamond at loop-block
  8. Corkick

    Skript d'hammeur/dynamite

    Essaye loop blocks within location at {_1.%player%} to location at {_2.%player%}: A la place de loop blocks within {_1.%player%} to {_2.%player%}:
  9. Corkick

    Skript d'hammeur/dynamite

    on break diamond ore: cancel event set block to air chance of 50%: drop diamond send "&bGG, vous avez reçu un diamant !" to player else: send "&cVous n'avez pas eu de chance, désolé !" to player Non testé.
  10. Salut, pour un gui de taille 6 : set {_slot} to 0 loop 54 times: set slot {_slot} of player's current inventory to {ta variable avec le backpack.%player%} add 1 to {_slot} Taille 5 : 45 Taille 4 : 36 Taille 3 : 27 Taille 2 : 18 Taille 1 : 9 Pour save (si tu n'as pas le code) : on quit: if inventory name of player's current inventory is "Backpack": set {_slot} to 0 loop 56 times: set {ta variable avec le backpack.%player%} to slot {_slot} of player's current inventory add 1 to {_slot} close player's inventory on inventory close: if inventory name of player's current inventory is "Backpack": set {_slot} to 0 loop 56 times: set {ta variable avec le backpack.%player%} to slot {_slot} of player's current inventory add 1 to {_slot} close player's inventory Et tu changes les loop selon la taille de ton gui.
  11. Pas de problème, merci quand même ! :)
  12. Salut, ça ne fonctionne pas :/ Voici l'erreur :
  13. Up
  14. Corkick

    Skript d'hammeur/dynamite

    Il faudrait rajouter une détection de la bedrock dans les blocs qui sont loop et donc ensuite éviter la destruction de celui-ci. Mais je ne sais pas comment procéder dans ce code.
  15. Corkick

    Skript d'hammeur/dynamite

    Essaye on break bedrock: cancel event
  16. Penses à mettre en résolu ;)
  17. La commande Sudo peut être ?
  18. Corkick

    Skript d'hammeur/dynamite

    Pour la dynamite : options: DynaSpeed: 0.3 #La vitesse de propulsion de la tnt. DynaUseMSG: "&cTon message ici." NNerr: "&cNombres négatifs non-autorisés !" GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !" DynaCD: "&cUne dynamite a déjà été lancé ! Patientez." variables: {nudyn.%player%} = 0 {cd.dyna.%player%} = false command /dynamite [<text>] [<number>] [<player>]: permission: dynamite.give trigger: if arg 1 is "give": if arg-2 > 0: give arg-2 of stick named "&cDynamite" to arg-3 send {@GDynaMSG} else: send {@NNerr} on rightclick: if player's tool is a stick named "&cDynamite": if {nudyn.%player%} < 2: if {cd.dyna.%player%} is false: set {cd.dyna.%player%} to true add 1 to {nudyn.%player%} spawn 1 primed tnt at player push spawned entity in the direction of the player at speed {@DynaSpeed} wait 5 seconds set {cd.dyna.%player%} to false else: send {@DynaCD} else: remove 1 stick named "&cDynamite" from player's inventory send {@DynaUseMSG} set {nudyn.%player%} to 0 La commande pour give: /dynamite give <nombre> <pseudo> Seul bémole, l'utilisation des dynamites n'est pas unique à chaque stick, donc si la personne prend un stick, qu'elle tire 1 fois, qu'elle en prend un nouveau et tire avec, il ne pourra plus l'utiliser et l'ancien stick sera tout neuf avec 2 utilisations dessus. J'ai également mis une CD, pour empêcher le bypass et l'utilisation abusive de la dynamite. Pour le hamer (trouvé sur ce forum : https://forums.skunity.com/threads/3x3-mining.4864/) : options: GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !" NNerr: "&cNombres négatifs non-autorisés !" command /hammeur [<text>] [<number>] [<player>]: permission: hammeur.give trigger: if arg 1 is "give": if arg-2 > 0: give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3 send {@GHamMSG} else: send {@NNerr} on mine: if name of player's held item is "&c[&6Hammeur&c]": set {_1} to location of event-block set {_2} to location of event-block if player's pitch is between -50 and 50: add 1 to y-coord of {_1} subtract 1 from y-coord of {_2} if player's horizontal facing is west or east: add 1 to z-coord of {_1} subtract 1 from z-coord of {_2} loop blocks within {_1} to {_2}: skellett break loop-value naturally using player's tool else if player's horizontal facing is north or south: add 1 to x-coord of {_1} subtract 1 from x-coord of {_2} loop blocks within {_1} to {_2}: skellett break loop-value naturally using player's tool else: add 1 to x-coord of {_1} add 1 to z-coord of {_1} subtract 1 from x-coord of {_2} subtract 1 from z-coord of {_2} loop blocks within {_1} to {_2}: skellett break loop-block naturally using player's tool Il te faudra Skellet par contre.
  19. Salut, tu peux envoyer un faux message en broadcast, par exemple si les messages de ton tchat sont présentés comme ceci : <Pseudo> blablabla Tu peux mettre dans ton code : broadcast "<%player%> Merci de circuler !"
  20. Version de Skript : 2.2 Version du Serveur : 1.8.8 Spigot Bonjour/Bonsoir, j'ai un problème concernant cette ligne : set the block south of event-block to dispenser:3 Le dispenser se pose, mais l'orientation que je veux lui donner (nord), ne fonctionne pas. J'ai une autre ligne sur l'orientation du bas, qui elle fonctionne : set the block above the event-block to dispenser:6 Si quelqu'un à une solution pour forcer l'orientation du dispenser, je suis preneur. Merci à celles/ceux qui m'aideront à résoudre ce problème. Bonne journée/soirée à vous.
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