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Tout ce qui a été posté par Soufreur78
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Pour faire des pourcentages , dans la list des objets tu fait: add 1 diams named "&aDiams." to {_prize.item::*} add 1 iron ingot named "&aIron" to {_prize.item::*} add 1 iron gold named "&aGold" to {_prize.item::*} add 1 wood named "&aWood" to {_prize.item::*} add 1 tnt named "&aPerdu" to {_prize.item::*} #Represente l'objet quand on a perdu Ici on a 20% d'avoir le diams Si tu rajoute une ligne avec add 1 diams tu auras 33% de chance d'avoir le diams (2/6) Par contre pour pas que les items se stack tu dois changer les noms des items add 1 diams named "&aDiams1" to {_prize.item::*} add 1 diams named "&aDiams2" to {_prize.item::*} add 1 iron ingot named "&aIron" to {_prize.item::*} add 1 iron gold named "&aGold" to {_prize.item::*} add 1 wood named "&aWood" to {_prize.item::*} add 1 tnt named "&aPerdu" to {_prize.item::*} #Represente l'objet quand on a perdu
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A oui désolé pour la TNT xD ! Sinon oui les tabulations avaient buggé :) "(@leskripteur)" ? @Noa
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Tu à les addons basique ? Wild , Umbaska , Skrayfall , skaction , skquery ?
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Prend ce code est re-test options: logo: &8&l[&c&lTreasure&8&l] nom.cle: &6Cle du coffre description.cle: ||&cA utiliser sur le coffre Mystique ! erreur.cle: &cIl vous manque une clé mystique command /treasure <text>: permission: treasure.setting permission message: &cVous n'avez pas la perm trigger: if arg 1 is "coffre": set {treasure.location} to location of the target block message "{@logo} &cVous avez set le coffre en &7%{treasure.location}%" if arg 1 is "give": give tripwire hook named "{@nom.cle}" with lore "{@description.cle}" to player message "{@logo} &cVous avez reçu une clé" on rightclick on chest: if location of the clicked block is {treasure.location}: if player is holding a tripwire hook: remove 1 tripwire hook from player's inventory cancel event remove tripwire hook named "{@nom.cle}" from player add 1 diamond to {_prize.item::*} add 1 diamond sword of sharpness 5 to {_prize.item::*} add 5 obsidian to {_prize.item::*} add 1 golden helmet of protection 3 to {_prize.item::*} add 1 emerald to {_prize.item::*} add 1 gold block to {_prize.item::*} add 1 tnt to {_prize.item::*} add 5 Enchanted Golden Apple to {_prize.item::*} set {RewarDDiamond.%player%.%line 2 of the clicked block%.lastused} to now open chest with 3 rows named "<light red>Kit Crate" to player loop 27 times: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if loop-number < 7: add loop-number to {_outline.colors::*} if loop-number is not 5 or 23 or 11 or 12 or 13 or 14 or 15 or 16 or 17: add loop-number - 1 to {_outline.slots::*} else if loop-number is not 5 or 23: add loop-number - 1 to {_prize.slots::*} else: add loop-number - 1 to {_pointers::*} else: stop loop {_pointers::*}: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": wait 2 tick format slot loop-value of player with redstone torch of fortune to be unstealable else: stop set {_random.loop.number} to random integer between 30 and 60 set {_random.slowdown.number} to random integer between 6 and 12 loop {_random.loop.number} times: play raw sound "note.snare" at player with pitch 1 volume 1 if "%inventory name of player's current inventory%" is "<light red>Kit Crate": loop {_outline.slots::*}: set {_outline.item} to "stained glass pane:%random element of {_outline.colors::*}%" parsed as item format slot loop-value-2 of player with {_outline.item} to be unstealable if loop-number < {_random.loop.number} - {_random.slowdown.number}: loop {_prize.slots::*}: if loop-number is 1: loop 7 times: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} else: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} set {_n} to loop-index parsed as integer + loop-number format slot loop-value-2 of player with {_prize.anotherlistomg::%{_n}%} to be unstealable else: if loop-number is divisible by 2: loop {_prize.slots::*}: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} set {_n} to loop-index parsed as integer + loop-number format slot loop-value-2 of player with {_prize.anotherlistomg::%{_n}%} to be unstealable wait 2 tick else: stop wait 15 tick if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if slot 13 of current inventory of player is a tnt: spawn a primed tnt at player close inventory of player stop else: stop loop {_prize.slots::*}: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if loop-value is not 13: format slot loop-value of player with air to be unstealable else if loop-value is 13: unformat slot 13 of player else: stop loop 10 times: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": set {_outline.item} to "stained glass pane:%random element of {_outline.colors::*}%" parsed as item loop {_outline.slots::*}: format slot loop-value-2 of player with {_outline.item} to be unstealable wait 3 tick else: stop else: cancel event message "{@logo} {@erreur.cle}"
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Tu n'a aucune erreur ?. Il faut bien regarder le coffre quand tu tape la command /treasure coffre
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Biensur ! ^^ command /clearall: permission: clearall.perm permission message: &cVous n'avez pas la permission trigger: loop all players: clear loop-player's inventory message "&8&l[&c&lClearall&8&l] &eVous avez clear tout les joueurs !" Like ? :p
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Tu peux mettre le code dans "Inserer" puis "code" ? Et pense à un mettre un screen de l'erreur :)
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A oui exact j'ai oublié ^^
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Voila je te laisse comprendre comment changer les objets options: logo: &8&l[&c&lTreasure&8&l] nom.cle: &6Cle du coffre description.cle: ||&cA utiliser sur le coffre Mystique ! erreur.cle: &cIl vous manque une clé mystique command /treasure <text>: permission: treasure.setting permission message: &cVous n'avez pas la perm trigger: if arg 1 is "coffre": set {treasure.location} to location of the target block message "{@logo} &cVous avez set le coffre en &7%{treasure.location}%" if arg 1 is "give": give tripwire hook named "{@nom.cle}" with lore "{@description.cle}" to player message "{@logo} &cVous avez reçu une clé" on rightclick on chest: if location of the clicked block is {treasure.location}: if player is holding a tripwire hook: cancel event remove tripwire hook named "{@nom.cle}" from player add 1 diamond to {_prize.item::*} add 1 diamond sword of sharpness 5 to {_prize.item::*} add 5 obsidian to {_prize.item::*} add 1 golden helmet of protection 3 to {_prize.item::*} add 1 emerald to {_prize.item::*} add 1 gold block to {_prize.item::*} add 1 tnt to {_prize.item::*} add 5 Enchanted Golden Apple to {_prize.item::*} set {RewarDDiamond.%player%.%line 2 of the clicked block%.lastused} to now open chest with 3 rows named "<light red>Kit Crate" to player loop 27 times: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if loop-number < 7: add loop-number to {_outline.colors::*} if loop-number is not 5 or 23 or 11 or 12 or 13 or 14 or 15 or 16 or 17: add loop-number - 1 to {_outline.slots::*} else if loop-number is not 5 or 23: add loop-number - 1 to {_prize.slots::*} else: add loop-number - 1 to {_pointers::*} else: stop loop {_pointers::*}: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": wait 2 tick format slot loop-value of player with redstone torch of fortune to be unstealable else: stop set {_random.loop.number} to random integer between 30 and 60 set {_random.slowdown.number} to random integer between 6 and 12 loop {_random.loop.number} times: play raw sound "note.snare" at player with pitch 1 volume 1 if "%inventory name of player's current inventory%" is "<light red>Kit Crate": loop {_outline.slots::*}: set {_outline.item} to "stained glass pane:%random element of {_outline.colors::*}%" parsed as item format slot loop-value-2 of player with {_outline.item} to be unstealable if loop-number < {_random.loop.number} - {_random.slowdown.number}: loop {_prize.slots::*}: if loop-number is 1: loop 7 times: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} else: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} set {_n} to loop-index parsed as integer + loop-number format slot loop-value-2 of player with {_prize.anotherlistomg::%{_n}%} to be unstealable else: if loop-number is divisible by 2: loop {_prize.slots::*}: add random element of {_prize.item::*} to {_prize.anotherlistomg::*} set {_n} to loop-index parsed as integer + loop-number format slot loop-value-2 of player with {_prize.anotherlistomg::%{_n}%} to be unstealable wait 2 tick else: stop wait 15 tick if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if slot 13 of current inventory of player is a tnt: spawn a primed tnt at player close inventory of player stop else: stop loop {_prize.slots::*}: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": if loop-value is not 13: format slot loop-value of player with air to be unstealable else if loop-value is 13: unformat slot 13 of player else: stop loop 10 times: if "%inventory name of player's current inventory%" is "<light red>Kit Crate": set {_outline.item} to "stained glass pane:%random element of {_outline.colors::*}%" parsed as item loop {_outline.slots::*}: format slot loop-value-2 of player with {_outline.item} to be unstealable wait 3 tick else: stop else: cancel event message "{@logo} {@erreur.cle}"
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Je te le fait
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Utilise ça: set {_tp} to 1 loop all players in world "tonworld": teleport loop-player to {hg.spawn%{_tp}%} #Il faut avoir set les endroit de spawn dans des variables {hg.spawn1} / {hg.spawn2} etc... add 1 to {_tp}
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Tp toi au coordonnés indiqué dans le chat , c'est pas possible que tout les coffres spawn au même endroit. Tu as fait spawn combien de coffre ?
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N'utilise pas les id des items utilise le vrai nom de l'item pour la ligne 11,12,13,14
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Générer des coffres avec loots random
Soufreur78 a répondu à un(e) sujet de Soufreur78 dans Tutoriels
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Hey ! Salut aujourd'hui je vous présente 2 petit bout de code qui vont vous permettre de faire spawn des coffres avec des items aléatoire, à des endroits définies ou dans des coordonnées random ! Premier code , faire spawn des coffres dans des coordonnés aléatoires avec des items aléatoires (avec pourcentage de chance) command /coffre: trigger: loop 15 times: #15 est le nombre de coffre qui vont spawn set {_x} to random number between -1000 and 1000 # La coordonnée "x" est entre -1000 et 1000 set {_y} to random number between 200 and 256 # La coordonnée Y est entre 200 et 256 set {_z} to random number between -1000 and 1000 # La coordonnée Z est entre -1000 1000 set {coffre} to location at {_x}, {_y}, {_z} # les coordonnée du coffre sont placé dans une variable set block at {coffre} to chest # On place un coffre aux coordonées chance of 15%: # 15% de chance d'ajouter 1 diamant add 1 diamond to {_list.objet.random::*} # On ajoute l'objet dans une liste chance of 25%: add 1 diamond sword to {_list.objet.random::*} chance of 35%: add 1 iron ingot to {_list.objet.random::*} chance of 45%: add 1 gold ingot to {_list.objet.random::*} chance of 55%: add 1 redstone block to {_list.objet.random::*} chance of 85%: add 1 diamond leggings to {_list.objet.random::*} launch ball firework colored red at {coffre} timed 1 # Un feu d'artifice apparait à l'endroit du coffre add {_list.objet.random::*} to inventory of block at {coffre} # On ajoute la liste des items dans le coffre clear {_list.objet.random::*} broadcast "&8&l[&c&lCoffre&8&l] &cUn coffre de loot est apparut en &7%{coffre}%" # Un message annonce les coordonnés du coffre wait 0.4 seconds # On attend 0.4 second entre chaque coffres Deuxième code marche comme le premier mait permet de faire spawn les coffres à des endroits précis définis dans des varriables: command /coffre <text>: usage: &c/coffre 1 #pour créer le coffre numero 1 et /coffre spawn #pour faire spawn les coffres trigger: if arg 1 is set: set {coffre%arg 1%} to location of player #On place le coffre numero %arg 2% aux coordonnés du joueur message "Coffre %arg 1% set en %{coffre%arg 1%}%" # Un message prévient le joueur des coordonnés du coffre if arg 1 is "spawn": # quand le joueur fait /coffre spawn set {_nbr} to 1 loop 3 times: #Nombre de coffre à faire spawn chance of 55%: #55 % de chance d'ajouter 6 lapis a la liste add 6 lapis lazuli to {item.list::*} chance of 28%: add 1 diamond boots to {item.list2::*} chance of 28%: add 1 diamond leggings to {item.list2::*} chance of 24%: add 8 steak to {item.list2::*} set block at {coffre%{_nbr}%} to chest # On place un coffre à l'endroit défini auparavant add {item.list2::*} to inventory of block at {coffre%{_nbr}%} # On ajoute les objets de la liste dans le coffre add 1 to {_nbr} clear {item.list2::*} Nouveau systéme , qui ajoute un slot aléatoire , une quantité aléatoire : command /chestrandom: trigger: set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} set {_x} to random number between -1000 and 1000 # La coordonnée "x" est entre -1000 et 1000 set {_y} to random number between 200 and 256 # La coordonnée Y est entre 200 et 256 set {_z} to random number between -1000 and 1000 # La coordonnée Z est entre -1000 1000 set {coffre} to location at {_x}, {_y}, {_z} # les coordonnée du coffre sont placé dans une variable set block at {coffre} to chest # On place un coffre aux coordonées broadcast "&7[&6Annonce&7] Un coffre de loot à spawn en %{coffre}%" chance of 85%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 10 loop {_ra} times: add 1 diamond to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 50%: set {_random} to a random element out of {_randomchiffre::*} loop a random integer between 1 and 10 times: add 1 apple to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} clear {_randomchiffre::*} clear {_random} clear {_ra}
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N'oublie pas le tag "Résolu"
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J'utilise le même code pour mon skywars , il n'y a aucun probléme :)
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Pas besoin de délai ...
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Sans addons : variables: {region.test.%player%} = false on region enter: if "%region%" contains "test": set {region.test.%player%} to true on region exit: if "%region%" contains "test": set {region.test.%player%} to false on mine a diamond block: # Quand le joueur mine un block de diamant if {region.test.%player%} is true: # Si il est dans la région "Test" cancel event # Annuler la destruction du block else: # Si il n'est pas dans la région message "GG !" # Dit lui "GG"
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voila : on break: if "%World of player%" is "ton.world": {skywars.game.ignore.locations::%location of event-block%} is not set add location of block to {skywars.game.broken.blocks::*} add type of block to {skywars.game.broken.type::*} set {skywars.game.ignore.locations::%location of event-block%} to true command /skywarsregen: trigger: loop {skywars.game.broken.blocks::*}: set {_loc} to loop-value set block at {_loc} to {skywars.game.broken.type::%loop-index%} clear {skywars.game.broken.blocks::*} clear {skywars.game.broken.type::*} clear {skywars.game.ignore.locations::*} on place: if "%World of player%" is "ton.world": {skywars.games.ignore.locations:%location of event-block%} is not set add location of block to {skywars.games.place.blocks::*} add type of block to {skywars.games.place.type::*} set {skywars.games.ignore.locations::%location of event-block%} to true command /skywarsregen1: trigger: loop {skywars.games.place.blocks::*}: set {_loc} to loop-value set block at {_loc} to air clear {skywars.games.place.blocks::*} clear {skywars.games.place.type::*} clear {skywars.games.ignore.locations::*} every 10 minutes in world "tonworld": execute console command "/skywarsregen1" execute console command "/skywarsregen"
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Faire un tp random un joueur d'une variable + le retirer de la variables
Soufreur78 a répondu à un(e) question de Buttkill dans Résolus
-_-' on join: add player's name to {all.joueurs::*} command /random: trigger: set {joueur.1} to a random element out of {all.joueurs::*} teleport {joueur.1} parsed as player to {ton.endroit} remove {joueur.1} from {all.joueurs::*} clear {joueur.1} J'imagine que c'est pour tp chaque joueur à un endroit précis dans un jeux: Utilise plutôt ça : set {_tp} to 1 loop all players in world "tonworld": teleport loop-player to {hg.spawn%{_tp}%} #Il faut avoir set les endroit de spawn dans des variables {hg.spawn1} / {hg.spawn2} etc... add 1 to {_tp} -
Tu devrais set un endroit ou le remettre plutôt : command /setwaiting: trigger: if player have permission "set.waiting": set {setwaiting} to location of player every 1 second in world "NOMDUWORLD": loop players: if y-coordinate of loop-player is below -40: teleport loop-player to {setwaiting} message "&c&lTu pensais pouvoir t'échapper ?" to loop-player
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Affiché ma tête quand un joueur ouvre un menu.
Soufreur78 a répondu à un(e) question de KustyPro dans Résolus
J'ai corrigé , normalement cela marche -
Quelqu'un peux me dire comment réutiliser la variable {_nbr} pour give le nombre {_nbr} de diamants ? command /loto: trigger: set {_nbr} to a random integer between 1 and 49 give {_nbr} diamond to Soufreur78 message "&4&l%{_nbr}%" Quelqu'un m'explique svp ?
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Affiché ma tête quand un joueur ouvre un menu.
Soufreur78 a répondu à un(e) question de KustyPro dans Résolus
player's head ne marche pas il faut utiliser : format slot 0 of player with skull of tonnom named "&6&l► &9&lMes stats &6&l◀" to close then [make player execute command "/tete"] command /tete: trigger: set helmet of the player to skull of tonnom