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Tout ce qui a été posté par Soufreur78
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Et voila ! Je pense le présenter en section ressource car j'ai trouvé aucun skript de bank potable sur le net Il est possible qu'il y est quelques bugs , dit le moi que je corrige rapidement :p Il te faut les addons basiques : WildSkirpt , SkQuery, Umbaska options: logo: &8&l[&a&lBanque&8&l] perm.restore.other: banque.restore.other page1_tittle: &8[>] &3&lBanque &8(&21&c/2&8) page2_tittle: &8[>] &3&lBanque &8(&c2/&22&8) prix_slot: 10 msg_achat_slot: &aVous avez acheté un nouveau slot ! buy_all_slot: &cErreur, vous avez déjà acheté tout les slots supplémentaires ! missing_slotBuy_page1: &cErreur, Il reste &e%{_nbr}% slots &cà acheté dans la page 1 buy_all_slot_page1: &cVous avez déjà acheté tout les slots de la page 1 prix_page2: 10 msg_achat_page2: &aVous avez acheté la page 2 ! erreur_page2_alreadyBuy: &cErreur, vous avez déjà acheté la page 2 not_buy_page2: &cErreur, vous n'avez pas encore acheter la page 2 missing_dollars: &cErreur, il vous manque &e%{_nbr}% &cdollars banque.restore.msg: &aLes objets de votre banque ont été supprimés ! banque.restore.cancel: &eRestoration annulé ! banque.restore.other.erreur.name: &cErreur , vous devez spécifié un nom banque.restore.other.msg: &aVous avez supprimé la banque de &e%arg 2% &a! on first join: set {banque.page2.%player%} to false set {banque.glassbuy.nbr.%player%} to 0 command /banque <text="help"> [<text>] [<text>]: trigger: if arg 1 is not "help" or "delete" or "restore" or "buy" or "open": make player execute command "/banque" if arg 1 is "help": set {banque.page2.%player%} to false set {banque.glassbuy.nbr.%player%} to 0 message "&7&l&m================{@logo}&7&l&m================" message "&6&l> &e/banque help &6&l- &f&oVoir cette page" message "&6&l> &e/banque open &6&l- &f&oOuvrir ma banque" message "&6&l> &e/banque buy &6&l- &f&oVoir cette page" if player have permission "{@perm.restore.other}": message "&6&l> &e/banque delete <nom> &6&l- &f&oSupprimer la banque de quelqu'un" message "&7&l&m========================================" if arg 1 is "delete": if player have permission "{@perm.restore.other}": if arg 2 is set: message "{@banque.restore.other.msg}" delete {banque::%player%::item::*} delete {banque2::%player%::item::*} else: message "{@logo} {@banque.restore.other.erreur.name}" if arg 1 is "restore": if arg 2 is not set: message "{@logo} &eVoulez-vous vraiment supprimer les objets de votre banque ?" message "&f&o/banque restore confirmer &eou &f&o/banque restore annuler " else: if arg 2 is "confirmer": message "{@logo} {@banque.restore.msg}" delete {banque::%player%::item::*} delete {banque2::%player%::item::*} if arg 2 is "annuler": message "{@logo} {@banque.restore.cancel}" if arg 1 is "buy": wait 1 tick if arg 2 is "page": if {banque.page2.%player%} is true: message "{@logo} {@erreur_page2_alreadyBuy}" else: if {banque.glassbuy.nbr.%player%} = 18: if player's balance >= {@prix_page2}: remove {@prix_page2} from player's balance message "{@logo} &a{@msg_achat_page2} &c-{@prix_page2} dollars" set {banque.page2.%player%} to true else: set {_nbr} to ({@prix_page2} - player's balance) message "{@logo} {@missing_dollars}" else: set {_nbr} to (18 - {banque.glassbuy.nbr.%player%}) message "{@logo} {@missing_slotBuy_page1}" if arg 2 is "glass": if {banque.glassbuy.nbr.%player%} = 63: message "{@logo} {@buy_all_slot}" else: if arg 3 is "1": if {banque.glassbuy.nbr.%player%} >= 18: message "{@logo} {@buy_all_slot_page1}" else: if player's balance >= {@prix_slot}: remove {@prix_slot} from player's balance message "{@logo} &a{@msg_achat_slot} &c-{@prix_slot} dollars" add 1 to {banque.glassbuy.nbr.%player%} set slot (27 + {banque.glassbuy.nbr.%player%} - 1 ) of player's current inventory to air else: set {_nbr} to ({@prix_slot} - player's balance) message "{@logo} {@missing_dollars}" if arg 3 is "2": if player's balance >= {@prix_slot}: remove {@prix_slot} from player's balance message "{@logo} &a{@msg_achat_slot} &c-{@prix_slot} dollars" add 1 to {banque.glassbuy.nbr.%player%} set slot ({banque.glassbuy.nbr.%player%} - 19) of player's current inventory to air else: set {_nbr} to ({@prix_slot} - player's balance) message "{@logo} {@missing_dollars}" if arg 1 is "open": if arg 2 is not set: wait 2 tick open chest with 6 rows named "{@page1_tittle}" to player wait 1 tick set {_nbr} to {banque.glassbuy.nbr.%player%} if {_nbr} > 27: set {_nbr} to 27 loop (27 + {_nbr}) times: set slot loop-number - 1 of player's current inventory to {banque::%player%::item::%loop-number%} set {_count} to (27 + {banque.glassbuy.nbr.%player%}) loop (18 - {banque.glassbuy.nbr.%player%}) times: format slot {_count} of player with black glass named "&7Vous devez acheté ce slot" to be unstealable add 1 to {_count} set {_nbr} to 46 loop 5 times: if {_nbr} is equal to 48 or 50: add 1 to {_nbr} format slot {_nbr} of player with light gray glass named " " to be unstealable add 1 to {_nbr} format slot 53 of player with emerald named "&e&l> &c&lPage 2" to close then run [make player execute command "/banque open 2"] format slot 45 of player with barrier named "&4/!\ &c&lSupprimer ma banque &4/!\" to close then run [make player execute command "/banque restore"] format slot 50 of player with tournesol named "&aAcheter la page 2" to close then run [make player execute command "/banque buy page"] format slot 48 of player with chest named "&eAcheter une case supplémentaire" to run [make player execute command "/banque buy glass 1"] if arg 2 is "2": wait 0.2 second if {banque.page2.%player%} is true: open chest with 6 rows named "{@page2_tittle}" to player wait 1 tick set {_count} to ({banque.glassbuy.nbr.%player%} - 18) loop (45 - {banque.glassbuy.nbr.%player%} + 18 ) times: format slot {_count} of player with black glass named "&7Vous devez acheté ce slot" to be unstealable add 1 to {_count} set {_nbr} to {banque.glassbuy.nbr.%player%} loop ({_nbr}-18) times: set slot loop-number - 1 of player's current inventory to {banque2::%player%::item::%loop-number%} format slot 45 of player with emerald named "&e&l< &c&lPage 1" to close then run [make player execute command "/banque open"] format slot 49 of player with chest named "&eAcheter une case supplémentaire" to run [make player execute command "/banque buy glass 2"] set {_nbr} to 46 loop 7 times: if {_nbr} is equal to 49: add 1 to {_nbr} format slot {_nbr} of player with light gray glass named " " to be unstealable add 1 to {_nbr} else: message "{@logo} {@not_buy_page2}" on inventory close: if inventory name of player's current inventory is "{@page1_tittle}": delete {banque::%player%::item::*} set {_nbr} to {banque.glassbuy.nbr.%player%} if {_nbr} > 27: set {_nbr} to 27 loop (27 + {_nbr}) times: set {banque::%player%::item::%loop-number%} to slot loop-number - 1 of player's current inventory if inventory name of player's current inventory is "{@page2_tittle}": delete {banque2::%player%::item::*} set {_nbr} to {banque.glassbuy.nbr.%player%} loop ({_nbr} - 18) times: set {banque2::%player%::item::%loop-number%} to slot loop-number - 1 of player's current inventory
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T’inquiète moi j'ai compris :p Il te faut l'addon PirateSK : paste schematic "Nom de la schematic" at location of player Aprés tu remplace le "location of player" avec ce que tu veux : Des coordonnées dans une variable , un loop-player Aprés pour replace les blocs d'une région utilise loop all blocks in the region "Ta region": if loop-block is a quartz: set block at loop-block to air
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En effet il te faut worldedit , place la schematic dans : /plugins/WorldEdit/schematics
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options: chrono: 10 # Chrono avant le spawn feast: feast #Nom de la schematic command /feast: trigger: set {_feast.loc} to location of player set {_nbr} to {@chrono} loop {@chrono} times: # Chrono de spawn du feast (10 seconds) broadcast "&7[&6&l!&7] &eLe feast spawn dans &c%{_nbr}% &esecondes" add -1 to {_nbr} wait 0.9 second paste schematic "{@feast}" at {_feast.loc} # Nom de la schematic loop blocks in radius 5 around {_feast.loc}: # On chercher les coffres autour du feast if loop-block is a chest: set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond helmet to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 53%: set {_random} to a random element out of {_randomchiffre::*} add 1 splash Health potion II item to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 70%: set {_random} to a random element out of {_randomchiffre::*} add 1 extended splash damage potion item to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 12%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond chestplate to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 16%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond leggings to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 25%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond boots to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 6%: set {_random} to a random element out of {_randomchiffre::*} add 1 bow to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 76%: set {_random} to a random element out of {_randomchiffre::*} add 1 golden apple to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 40%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond sword to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 52%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 3 and 11 loop {_ra} times: add 1 experience bottle to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 38%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 3 and 15 loop {_ra} times: add 1 arrow to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*}
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Comme je ne le savais pas , j'ai fais 2 pages et les cases noires représente des slots à acheté ça te vas ?
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Oups , j'ai mal copié collé ^^ options: chrono: 10 # Chrono avant le spawn feast: feast #Nom de la schematic
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Comme je te l'ai ecrit biensur ! il fallait juste demander ^^ tien : command /feast: trigger: set {_feast.loc} to location of player set {_nbr} to {@chrono} loop {@chrono} times: # Chrono de spawn du feast (10 seconds) broadcast "&7[&6&l!&7] &eLe feast spawn dans &c%{_nbr}% &esecondes" add -1 to {_nbr} wait 0.9 second paste schematic "{@feast}" at {_feast.loc} # Nom de la schematic loop blocks in radius 5 around {_feast.loc}: # On chercher les coffres autour du feast if loop-block is a chest: set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} chance of 85%: # 85 % de chance d'avoir de l'or set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 # Chance d'avoir entre 1 et 5 l'ingot d'or loop {_ra} times: add 1 gold ingot to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 75%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 loop {_ra} times: add 1 iron ingot to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 65%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 loop {_ra} times: add 1 diamond to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} add 1 iron helmet to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 10%: set {_random} to a random element out of {_randomchiffre::*} add 1 splash potion of harming to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*}
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Tu peux me donner les items en bas et leurs usages ?
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J'essaie de te le faire
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Et voila ! 100% fonctionnel et 100% random :p Il te faut PirateSK : https://www.skunity.com/PirateSK Et le shematic du feast : https://mega.nz/#!9EcV3IyQ!KqGbCT-iYc9knAo_IFU6wy3JYX44X9Bw9rSqhZRvBck J'ai mis quelques explications sur les cotés pour que tu puisse le modifier comme tu le souhaite Avec ce skript le feast va apparaître dans des coordonnées random définies dans un intervalle Si tu souhaite qu'il spawn à l'endroit ou tu est dit le moi je modifie ^^ options: chrono: 10 # Chrono avant le spawn feast: feast #Nom de la schematic command /feast: trigger: set {_x} to random number between -20 and -46 # La coordonnée "x" est entre -1000 et 1000 # Coordonée x situé entre -20 et -46 set {_y} to random number between 4 and 4 # La coordonnée Y est entre 200 et 256 # Coordonée z situé entre 4 et 4 set {_z} to random number between 68 and 35 # La coordonnée Z est entre -1000 1000 # Coordonée x situé entre 68 et 35 set {_feast.loc} to location at {_x}, {_y}, {_z} set {_nbr} to {@chrono} loop {@chrono} times: # Chrono de spawn du feast (10 seconds) broadcast "&7[&6&l!&7] &eLe feast spawn dans &c%{_nbr}% &esecondes" add -1 to {_nbr} wait 0.9 second paste schematic "{@feast}" at {_feast.loc} # Nom de la schematic loop blocks in radius 5 around {_feast.loc}: # On chercher les coffres autour du feast if loop-block is a chest: set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} chance of 85%: # 85 % de chance d'avoir de l'or set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 # Chance d'avoir entre 1 et 5 l'ingot d'or loop {_ra} times: add 1 gold ingot to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 75%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 loop {_ra} times: add 1 iron ingot to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 65%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 5 loop {_ra} times: add 1 diamond to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} add 1 iron helmet to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 10%: set {_random} to a random element out of {_randomchiffre::*} add 1 splash potion of harming to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} add 1 diamond to slot {_random} of block at loop-block remove {_random} from {_randomchiffre::*}
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Je te le fait :)
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"réduit au silence par &e%player%" La c'est le nom du joueur mute qui va être affiché
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Comment tu arrive à savoir si le joueur n'est pas sous un toit ? Car tu check juste si il a un block au dessus de la tête la non ? :/
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Oups j'ai mal copier coller ^^ le "on" n'a pas à être la
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J'ai beaucoup de créativité pour résoudre des problèmes , mais il me manque encore pas mal de technique ce qui ne fait pas de moi le meilleur skripteur x)
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Et voila , je te laisse completer les options :) options: world: lobby # Ton monde damage: 1 #Nombre de coeur de damage alert: &4[&cAlerte&4] &cMetttez vous à l'abri ! # Avertir le joueur every 2 second in "{@world}": if is raining: loop all players in "{@world}": if block 5 above loop-player is air: if block 10 above loop-player is air: if block 20 above loop-player is air: if block 40 above loop-player is air: if block 80 above loop-player is air: message "{@alert}" to loop-player damage loop-player by {@damage} hearts
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J'ai une idée , je te le fait :)
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Il va falloir créer un système de team , après cela tu peux faire : on death of player: if attacker is a player: if {team.of.%victim%} is {team.of.%attacker%}: message "&cAttention , tu viens de tuer un membre de la team" to attacker else: give 1 emerald to attacker
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Si tu la pas :
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Aucune tabulations n'est faite :O ! Quand tu as une ligne qui se termine par ":" Tu saute une ligne et appyue sur tabulations (Au dessus du cadena , les 2 fléches)
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Comme la dit : Utilise : pop ball large firework colored red at victim to attacker Pour faire exploser le firework instant
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Pour les messages json utilise plutôt ce modèle : json("%player%", "&4TP Joueur: &c%arg 1%||ttp: &aClique ici !||cmd://tp %arg 1%")
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Screen des erreurs plz :)
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Pour identifier les lignes utilise ce système : on right click on sign: if player's world is "Skywars": if line 2 of target block is "&9&lMushroom": if line 3 of the target block is "&4&lEn cours": cancel event else: add 1 to {skywars.mushroom.nbr} make player execute command "/skywars join" set line 3 of the target block to "&8&l[&4%{skywars.mushroom.nbr}%&8&l/&412&8&l]" if {skywars.mushroom.nbr} is equal to 2: set line 4 of the target block to "&cDémarrage" if {skywars.mushroom.nbr} is equal to 3: set line 3 of the target block to "&4&lEn cours" set line 4 of the target block to "-*-" wait 3 second
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Enleve le "a"