Bonjour,
Version de minecraft / skript : 1.8.8 / 2.2
Type du skript : SHOP Pancarte
Description du script : Je voudrais un skript Shop qui puisse utiliser la monnaie gagner avec JobsSK.
Le shop serais des panneau avec :
Première ligne : [sHOP]
Deuxième ligne : Prix achat
Troisième ligne : Prix Vente
Quatrième ligne : Item
Pour utiliser les panneau il y aurait aucune permission mais pour les créé il y aurait une permission "create.signshop" !
J'utilise actuellement SkQuery, Umbaska, Vault, TuSKe et skRayFall, ça serait top si le skript pouvait marcher avec une base de donnée configurable dans la config.
Code JobsSk :
options:
title: &8[&6&lJobs&8] &7
jobs.max: 2
c: &e
#============ Mineur ============#
# - CRAFT:
mineur|craft.coal block: 1 and 2
mineur|craft.iron block: 2 and 5
mineur|craft.redstone block: 5 and 7
mineur|craft.lapis block: 7 and 10
mineur|craft.quartz block: 10 and 15
mineur|craft.gold block: 15 and 20
mineur|craft.diamond block: 20 and 25
mineur|craft.emerald block: 25 and 30
# - BREAK:
mineur|break.coal block: 1 and 5
mineur|break.iron block: 5 and 10
mineur|break.redstone block: 10 and 15
mineur|break.lapis block: 20 and 25
mineur|break.quartz block: 10 and 15
mineur|break.gold block: 35 and 40
mineur|break.diamond block: 50 and 55
mineur|break.emerald block: 100 and 105
#============ Forgeron ============#
# - CRAFT:
forgeron|craft.outil fer: 10 and 20
forgeron|craft.armure fer: 30 and 35
forgeron|craft.outil or: 30 and 35
forgeron|craft.armure or: 45 and 50
forgeron|craft.outil diamant: 45 and 50
forgeron|craft.armure diamant: 60 and 65
forgeron|craft.iron fence: 10 and 20
# - FONTE:
forgeron|fonte.coal: 1 and 10
forgeron|fonte.redstone: 5 and 15
forgeron|fonte.lapis: 10 and 20
forgeron|fonte.iron: 1 and 10
forgeron|fonte.gold: 1 and 20
forgeron|fonte.diamond: 30 and 35
forgeron|fonte.emerald: 35 and 40
#============ Bucheron ============#
# - CRAFT:
bucheron|craft.bois: 5 and 10
# - BREAK:
bucheron|break.bois: 2 and 3
#============ Fermier ============#
# - CRAFT:
fermier|craft.hay block: 10 and 15
# - BREAK:
fermier|break.plant: 2 and 3
# - PLACE:
fermier|place.farmland: 0 and 1
fermier|place.plant: 2 and 3
fermier|place.grow: 1 and 2
#============ Jardinier ============#
# - BREAK:
jardinier|break.plant shears: 1 and 3
jardinier|break.plant: -1 and -5
jardinier|break.tall grass: 1 and 2
# - PLACE:
jardinier|place.flower: 1 and 5
jardinier|place.grow: 5 and 10
#============ Pecheur ============#
# - CRAFT:
pecheur|craft.boat fishing: 5 and 10
# - FISHING: à voir dessous
#============ Cuisinier ============#
# - CRAFT:
cuisinier|craft.low-value: 10 and 15
cuisinier|craft.high-value: 20 and 25
# - COOK:
cuisinier|cook.fish: 15 and 20
cuisinier|cook.low-qual: 7 and 12
cuisinier|cook.high-qual: 10 and 15
#============ Chasseur ============#
# - CRAFT:
chasseur|craft.bow: 5 and 10
# - KILL:
chasseur|kill.passive: 5 and 10
chasseur|kill.agressive: 10 and 15
#============ Mage ============#
# - CRAFT:
mage|craft.blaze goldapple: 5 and 10
# - ENCHANT:
mage|enchant.outil fer: 5 and 10
mage|enchant.armure fer: 10 and 15
mage|enchant.outil or: 15 and 20
mage|enchant.armure or: 20 and 25
mage|enchant.outil diamant: 25 and 30
mage|enchant.armure diamant: 30 and 35
#============ Chomeur ============#
# - SLEEP:
chomeur|sleep.enter: 0 and 1
chomeur|sleep.leave: 1 and 5
chomeur|RSA: 1 and 10
aliases:
[<any>] leaves @x = 18:0-15, 161:0-15, 162:0-15
any tall grass = 31:0-2
carrot max = 141:7
crops max = 59:7
potato max = 142:7
iron fence = 101:0
cooked rabbit¦s = 412
cooked (mutton|sheep)¦s = 424
gray wood2 = 162:0
dark wood2 = 162:1
command /money [<text>] [<offline player>] [<int>]:
aliases: monnaie, argent
trigger:
if arg 1 is "set":
if arg 2 is set:
if arg 3 is set:
if player has the permission "money.give.use":
set {money.%arg-2%} to arg 3
send "&8Solde de {@c}&l%arg-2%&8: {@c}%{money.%arg-2%}% ✪"
stop
if arg 1 is "see":
if arg 2 is set:
send "&8Solde de {@c}&l%arg-2%&8: {@c}%{money.%arg-2%}% ✪"
stop
if arg 1 is "add":
if arg 2 is set:
if player has the permission "money.give.use":
add arg 3 to {money.%arg-2%}
send "&8Solde de {@c}&l%arg-2%&8: {@c}%{money.%arg-2%}% ✪"
stop
if arg 1 is "give":
loop all players:
if arg 2 is loop-player:
if arg 3 > 0:
remove arg 3 from {money.%player%}
add arg 3 to {money.%loop-player%}
send "&8[&f&lTransaction&8] &7Montant envoyé à {@c}%loop-player%&7: {@c}%arg-3% ✪" to player
send "&8[&f&lTransaction&8] &7Montant reçut de {@c}%player%: {@c}%arg-3% ✪" to loop-player
stop
else:
send "&7Le montant envoyé à {@c}%loop-player% &7doit être supérieur à {@c}0"
stop
else:
send "&8Votre solde: {@c}%{money.%player%}% ✪"
command /jobs [<text>] [<text>]:
trigger:
if {jobs.list::*} is not set:
add "Forgeron" to {jobs.list::*}
add "Mineur" to {jobs.list::*}
add "Cuisinier" to {jobs.list::*}
add "Fermier" to {jobs.list::*}
add "Chasseur" to {jobs.list::*}
add "Jardinier" to {jobs.list::*}
add "Bucheron" to {jobs.list::*}
add "Mage" to {jobs.list::*}
add "Pecheur" to {jobs.list::*}
add "Chomeur" to {jobs.list::*}
if arg 1 is not set:
if {Jobs.%player%::*} is set:
send "{@title}Vos métiers:"
loop {Jobs.%player%::*}:
send "&7- {@c}%loop-value%"
else:
send "{@title}Vous n'avez pas de metier"
if arg 1 is "join":
if arg 2 is set:
if {Jobs.%player%::*} is set:
loop {Jobs.%player%::*}:
if loop-value is arg 2:
send "{@title}Vous possédé déja ce métier: {@c}%loop-value%"
stop
add 1 to {_nb.jobs}
if {_nb.jobs} = {@jobs.max}:
send "{@title}Supprimer d'abord un jobs!"
stop
loop {jobs.list::*}:
if loop-value is arg 2:
add loop-value to {Jobs.%player%::*}
send "{@title}Vous rejoignez les {@c}%arg-2%{@c}s"
else:
send "{@title}Préciser quel jobs rejoindre!"
if arg 1 is "leave":
if arg 2 is set:
loop {jobs.list::*}:
if loop-value is arg 2:
remove loop-value from {Jobs.%player%::*}
send "{@title}Vous quittez les {@c}%arg-2%{@c}s"
else:
send "{@title}Préciser quel jobs supprimer!"
if arg 1 is "list":
loop 100 times:
send " "
send "&8╒═════ {@title} &8═════╕"
send " &7- {@c}Forgeron &7- {@c}Mineur %nl% &7- {@c}Cuisinier &7- {@c}Fermier %nl% &7- {@c}Chasseur &7- {@c}Jardinier %nl% &7- {@c}Bucheron &7- {@c}Mage %nl% &7- {@c}Pecheur &7- {@c}Chomeur"
send "&8╘═══════════════╛"
if arg 1 is "help":
loop 100 times:
send " "
if arg 2 is "Forgeron":
send "&7Métier: {@c}&lForgeron%nl% %nl%&f- Fondre les minerais &8({@c}1&8/{@c}40✪&8)%nl%&f- Craft: outils/armures (fer|or|diamant) &8({@c}10&8/{@c}65✪&8)%nl% %nl%&f&lASTUCE: &fPrendre les minerais fondu 1/1 et ne pas resté sur la fenètre de fonte"
if arg 2 is "Mineur":
send "&7Métier: {@c}&lMineur%nl% %nl%&f- Récolte les minerais &8({@c}1&8/{@c}105✪&8)%nl%&f- Craft: block de minerais &8({@c}1&8/{@c}30✪&8)"
if arg 2 is "Cuisinier":
send "&7Métier: {@c}&lCuisinier%nl% %nl%&f- Cuisson: viande, poisson, féculant &8({@c}10&8/{@c}25✪&8)%nl%&f- Craft: sucre, gateau, cookie, tarte, soupe&8({@c}10&8/{@c}15✪&8)%nl% %nl%&f&lASTUCE: &fPrendre le résultat de cuisson 1/1 et ne pas resté sur la fenètre de fonte"
if arg 2 is "Fermier":
send "&7Métier: {@c}&lFermier%nl% %nl%&f- Plantation de graines &8({@c}0&8/{@c}3✪&8)%nl%&f- Récolte de plantations &8({@c}2&8/{@c}3✪&8)%nl%&f- Craft: block de paille &8({@c}10&8/{@c}15✪&8)"
if arg 2 is "Chasseur":
send "&7Métier: {@c}&lChasseur%nl% %nl%&f- Kill de mobs &8({@c}5&8/{@c}20✪&8)%nl%&f- Craft: arc, flèche &8({@c}5&8/{@c}10✪&8)"
if arg 2 is "Jardinier":
send "&7Métier: {@c}&lJardinier%nl% %nl%&f- Plantation de fleurs &8({@c}1&8/{@c}3✪&8)%nl%&f- Récolte de végétaux (cisaille) &8({@c}1&8/{@c}2✪&8)%nl%&f- Bouture de fleurs &8({@c}5&8/{@c}10✪&8)"
if arg 2 is "Bucheron":
send "&7Métier: {@c}&lBucheron%nl% %nl%&f- Récolte du bois &8({@c}2&8/{@c}3✪&8)%nl%&f- Craft: hache (pierre|bois) coffre, workbench, barriere or échelle &8({@c}5&8/{@c}10✪&8)"
if arg 2 is "Mage":
send "&7Métier: {@c}&lMage%nl% %nl%&f- Echantement &8({@c}5&8/{@c}35✪&8)%nl%&f- Craft: pomme doré, poudre de blaze &8({@c}5&8/{@c}10✪&8)%nl%&f- Bonus XP (quotidien|aléatoire)"
if arg 2 is "Pecheur":
send "&7Métier: {@c}&lPecheur%nl% %nl%&f- Peche &8({@c}1&8/{@c}100✪&8)%nl%&f- Craft: canne à peche, bateau &8({@c}5&8/{@c}10✪&8)"
if arg 2 is "Chomeur":
send "&7Métier: {@c}&lChomeur%nl% %nl%&fAllez dormir, mangez, patientez le RSA..."
if arg 2 is "Metier":
send "{@c}⊙.⊙ &fJe voulais dire par exemple: &7/jobs {@c}help forgeron%nl%{@c}~ &fSi tu ne connais pas les jobs: &7/jobs {@c}list"
if arg 2 is not set:
send "&8╒════ {@title} &8════╤════════════════╕"
send " &7- /jobs {@c}join &f◉ Rejoind un jobs"
send " &7- /jobs {@c}leave &f◉ Quitte un jobs"
send " &7- /jobs {@c}list &f◉ Liste des jobs"
send " &7- /jobs {@c}help metier &f◉ Aide pour les jobs"
send "&8╘═════════════╧════════════════╛"
on break:
loop {Jobs.%player%::*}:
if loop-value is "Mineur":
if event-block is a coal ore:
add a random integer between {@mineur|break.coal block} to {money.%player%}
if event-block is a iron ore:
add a random integer between {@mineur|break.iron block} to {money.%player%}
if event-block is a redstone ore:
add a random integer between {@mineur|break.redstone block} to {money.%player%}
if event-block is a lapis ore:
add a random integer between {@mineur|break.lapis block} to {money.%player%}
if event-block is a quartz ore:
add a random integer between {@mineur|break.quartz block} to {money.%player%}
if event-block is a gold ore:
add a random integer between {@mineur|break.gold block} to {money.%player%}
if event-block is a diamond ore:
add a random integer between {@mineur|break.diamond block} to {money.%player%}
if event-block is a emerald ore:
add a random integer between {@mineur|break.emerald block} to {money.%player%}
if loop-value is "Bucheron":
if event-block is a oak wood block, dark wood2, birch wood block, spruce wood block, gray wood2 or jungle wood block:
add a random integer between {@bucheron|break.bois} to {money.%player%}
if loop-value is "Fermier":
if event-block is a crops max, potato max, carrot max, pumpkin, melon, cactus or sugar cane:
add a random integer between {@fermier|break.plant} to {money.%player%}
if loop-value is "Jardinier":
if target block is any flower or lily pad:
if player is holding a shears:
add a random integer between {@jardinier|break.plant shears} to {money.%player%}
stop
else:
add a random integer between {@jardinier|break.plant} to {money.%player%}
if target block is any leaves, any tall grass or vines:
if player is holding a shears:
add a random integer between {@jardinier|break.tall grass} to {money.%player%}
on craft:
loop {Jobs.%player%::*}:
if loop-value is "Mineur":
if event-item is a coal block:
add a random integer between {@mineur|craft.coal block} to {money.%player%}
if event-item is a iron block:
add a random integer between {@mineur|craft.iron block} to {money.%player%}
if event-item is a redstone block:
add a random integer between {@mineur|craft.redstone block} to {money.%player%}
if event-item is a lapis block:
add a random integer between {@mineur|craft.lapis block} to {money.%player%}
if event-item is a quartz block:
add a random integer between {@mineur|craft.quartz block} to {money.%player%}
if event-item is a gold block:
add a random integer between {@mineur|craft.gold block} to {money.%player%}
if event-item is a diamond block:
add a random integer between {@mineur|craft.diamond block} to {money.%player%}
if event-item is a emerald block:
add a random integer between {@mineur|craft.emerald block} to {money.%player%}
if loop-value is "Forgeron":
if event-item is a iron sword, iron hoe, iron spade, iron pickaxe or iron axe:
add a random integer between {@forgeron|craft.outil fer} to {money.%player%}
if event-item is a iron helmet, iron chestplate, iron leggings or iron boots:
add a random integer between {@forgeron|craft.armure fer} to {money.%player%}
if event-item is a gold sword, gold hoe, gold spade, gold pickaxe or gold axe:
add a random integer between {@forgeron|craft.outil or} to {money.%player%}
if event-item is a gold helmet, gold chestplate, gold leggings or gold boots:
add a random integer between {@forgeron|craft.armure or} to {money.%player%}
if event-item is a diamond sword, diamond hoe, diamond spade, diamond pickaxe or diamond axe:
add a random integer between {@forgeron|craft.outil diamant} to {money.%player%}
if event-item is a diamond helmet, diamond chestplate, diamond leggings or diamond boots:
add a random integer between {@forgeron|craft.armure diamant} to {money.%player%}
if event-item is a iron fence:
add a random integer between {@forgeron|craft.iron fence} to {money.%player%}
if loop-value is "Bucheron":
if event-item is a wooden axe, stone axe, chest, workbench, fence or ladder:
add a random integer between {@bucheron|craft.bois} to {money.%player%}
if loop-value is "Pecheur":
if event-item is a boat or fishing rod:
add a random integer between {@pecheur|craft.boat fishing} to {money.%player%}
if loop-value is "Cuisinier":
if event-item is a sugar, mushroom soup, rabbit soup or bread:
add a random integer between {@cuisinier|craft.low-value} to {money.%player%}
if event-item is a cookie, cake or pumpkin pie:
add a random integer between {@cuisinier|craft.high-value} to {money.%player%}
if loop-value is "Fermier":
if event-item is a hay block:
add a random integer between {@fermier|craft.hay block} to {money.%player%}
if loop-value is "Chasseur":
if event-item is a bow or arrow:
add a random integer between {@chasseur|craft.bow} to {money.%player%}
if loop-value is "Mage":
if event-item is a golden apple or a blaze powder:
add a random integer between {@mage|craft.blaze goldapple} to {money.%player%}
on rightclick:
loop {Jobs.%player%::*}:
if loop-value is "Forgeron":
if target block is a furnace:
if the fuel slot of the clicked block is air:
set the fuel slot of the clicked block to 2 coal
if result slot of block is coal:
add a random integer between {@forgeron|fonte.coal} to {money.%player%}
if result slot of block is redstone:
add a random integer between {@forgeron|fonte.redstone} to {money.%player%}
if result slot of block is lapis:
add a random integer between {@forgeron|fonte.lapis} to {money.%player%}
if result slot of block is iron ingot:
add a random integer between {@forgeron|fonte.iron} to {money.%player%}
if result slot of block is gold ingot:
add a random integer between {@forgeron|fonte.gold} to {money.%player%}
if result slot of block is diamond:
add a random integer between {@forgeron|fonte.diamond} to {money.%player%}
if result slot of block is emerald:
add a random integer between {@forgeron|fonte.emerald} to {money.%player%}
if loop-value is "Cuisinier":
if target block is a furnace:
if result slot of block is cooked beef:
add a random integer between {@cuisinier|cook.high-qual} to {money.%player%}
if result slot of block is grilled pork:
add a random integer between {@cuisinier|cook.high-qual} to {money.%player%}
if result slot of block is cooked rabbit:
add a random integer between {@cuisinier|cook.high-qual} to {money.%player%}
if result slot of block is baked potato:
add a random integer between {@cuisinier|cook.low-qual} to {money.%player%}
if result slot of block is cooked chicken:
add a random integer between {@cuisinier|cook.low-qual} to {money.%player%}
if result slot of block is cooked mutton:
add a random integer between {@cuisinier|cook.low-qual} to {money.%player%}
if result slot of block is cooked fish:
add a random integer between {@cuisinier|cook.fish} to {money.%player%}
if result slot of block is cooked salmon:
add a random integer between {@cuisinier|cook.fish} to {money.%player%}
if loop-value is "Fermier":
if target block is dirt or grass:
if player is holding any hoe:
add a random integer between {@fermier|place.farmland} to {money.%player%}
if target block is farmland:
if player is holding potato, seeds, melon seeds, pumpkin seeds or carrot:
add a random integer between {@fermier|place.plant} to {money.%player%}
if target block is sand:
if player is holding sugar cane or cactus:
add a random integer between {@fermier|place.plant} to {money.%player%}
if target block is crops, potato plant, melon stem, pumpkin stem or carrot plant:
if player is holding a white dye:
add a random integer between {@fermier|place.grow} to {money.%player%}
if loop-value is "Jardinier":
if target block is grass:
if player is holding any flower:
add a random integer between {@jardinier|place.flower} to {money.%player%}
if target block is water:
if player is holding a lily pad:
add a random integer between {@jardinier|place.flower} to {money.%player%}
if target block is any large plant:
if player is holding a white dye:
add a random integer between {@jardinier|place.grow} to {money.%player%}
if loop-value is "Mage":
if target block is not a workbench:
if player is holding a stick of fortune named " &8[{@c}&lSceptre&8]" with lore " ||&f&lBONUS:||&7xp aléatoire":
chance of 45%:
give 100 xp to the player
chance of 35%:
give 250 xp to the player
chance of 20%:
give 400 xp to the player
remove 1 stick of fortune named " &8[{@c}&lSceptre&8]" with lore " ||&f&lBONUS:||&7xp aléatoire" from player's inventory
if loop-value is "Pecheur":
if target block is water:
if player is holding a fishing rod:
chance of 5%:
repair player's tool
enchant player's tool with lure 3
set the name of player's tool to "&8[{@c}&lCanne à peche&8]"
on bed enter:
loop {Jobs.%player%::*}:
if loop-value is "Chomeur":
set {jobs.chomeur.sleep} to now
add a random integer between {@chomeur|sleep.enter} to {money.%player%}
on bed leave:
loop {Jobs.%player%::*}:
if loop-value is "Chomeur":
set {_jobs.chomeur.sleep} to difference between {jobs.chomeur.sleep} and now
send "%{_jobs.chomeur.sleep}%"
if {_jobs.chomeur.sleep} < 1 minute:
send "{@title}&f&lHEIN!! &fLe chomeur n'a pas besoin de se lever...%nl%&fAttend encore {@c}&l1min &fde te reveiller completement..."
wait 1 second
set {jobs.chomeur.attente} to true
add a random integer between {@chomeur|sleep.leave} to {money.%player%}
on any move:
if {jobs.chomeur.attente} is set:
set {_jobs.chomeur.sleep} to difference between {jobs.chomeur.sleep} and now
if {_jobs.chomeur.sleep} < 1 minute:
if {jobs.chomeur.attente} is true:
send "&f&lWOO! &fpas trop vite..."
set {jobs.chomeur.attente} to false
apply potion of slowness of tier 5 to the player for 1 minute
else:
delete {jobs.chomeur.attente}
delete {jobs.chomeur.sleep}
execute console command "effect %player% clear"
at 12:00:
loop all players:
loop {Jobs.%loop-player%::*}:
if loop-value-2 is "Chomeur":
add a random integer between {@chomeur|RSA} to {_money.day.%loop-player%}
add {_money.day.%loop-player%} to {money.%loop-player%}
send "{@title}C'est la paye du jour... money: {@c}%{_money.day.%loop-player%}% ✪" to loop-player
if loop-value-2 is "Mage":
chance of 50%:
give a stick of fortune named " &8[{@c}&lSceptre&8]" with lore " ||&f&lBONUS:||&7xp aléatoire" to loop-player
on fishing:
loop {Jobs.%player%::*}:
if loop-value is "Pecheur":
chance of 80%:
add a random integer between 1 and 25 to {money.%player%}
chance of 15%:
add a random integer between 1 and 50 to {money.%player%}
chance of 4%:
add a random integer between 1 and 75 to {money.%player%}
chance of 1%:
chance of 50%:
drop a diamond
add a random integer between 1 and 100 to {money.%player%}
on death:
loop {Jobs.%player%::*}:
if loop-value is "Chasseur":
if victim is a cow, chicken, pig, sheep, squid, wolf, mooshroom, ocelot, iron golem, horse or bat:
add a random integer between {@chasseur|kill.passive} to {money.%attacker%}
if victim is a creeper, skeleton, spider, zombie, slime, ghast, zombie pigman, enderman, cave spider, ender crystal, silverfish, blaze, magma cube, witch or wither skeleton:
add a random integer between {@chasseur|kill.agressive} to {money.%attacker%}
if victim is a ender dragon, giant or wither:
add a random integer between 500 and 1000 to {money.%attacker%}
on enchant:
loop {Jobs.%player%::*}:
if loop-value is "Mage":
if event-item is a iron sword, iron hoe, iron spade, iron pickaxe or iron axe:
add a random integer between {@mage|enchant.outil fer}5 and 10 to {money.%player%}
if event-item is a iron helmet, iron chestplate, iron leggings or iron boots:
add a random integer between {@mage|enchant.armure fer}10 and 15 to {money.%player%}
if event-item is a gold sword, gold hoe, gold spade, gold pickaxe or gold axe:
add a random integer between {@mage|enchant.outil or}15 and 20 to {money.%player%}
if event-item is a gold helmet, gold chestplate, gold leggings or gold boots:
add a random integer between {@mage|enchant.armure or}20 and 25 to {money.%player%}
if event-item is a diamond sword, diamond hoe, diamond spade, diamond pickaxe or diamond axe:
add a random integer between {@mage|enchant.outil diamant}25 and 30 to {money.%player%}
if event-item is a diamond helmet, diamond chestplate, diamond leggings or diamond boots:
add a random integer between {@mage|enchant.armure diamant}30 and 35 to {money.%player%}
Merci de votre aide et très bonne journée à vous !