GriNx
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GriNx a gagné Trophée Deux ans déjà ?
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GriNx a commencé à suivre Problème chest aléatoire
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Donc sa donne ça ? : command/qc: permission: qc.admin.use trigger: set block at {coffre} to air set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} set {_x} to random number between -134 and 134 set {_y} to random number between 67 and 75 set {_z} to random number between -134 and 134 set {coffre} to location at {_x}, {_y}, {_z} Loop blocks above {coffre}: if loop-block isn't air: set {coffre} to loop-block's location set block at {coffre} to chest
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Bonjour à vous, j'ai un assez gros problème qui m'handicap c'est : J'ai créer mon propre Skript de chest aléatoire qui marche à la perfection mais le souci c'est vu que le tp de se coffre est dans la warzone il spawn a des endroits où un bloc est déjà existant (style de la dirt ou une construction) et donc le coffre casse ce block et spawn à sa place. Donc je voudrais savoir comment faire pour que ce coffre spawn que aux endroits où il y a de l'espace. Merci de votre aide Voici le code que j'ai fait sous fichier et écrit : # Skript test j.a numéro 2 command /qc: permission: qc.admin.use trigger: set block at {coffre} to air set {_nbr} to 1 loop 21 times: add {_nbr} to {_randomchiffre::*} add 1 to {_nbr} set {_x} to random number between -134 and 134 set {_y} to random number between 67 and 75 set {_z} to random number between -134 and 134 set {coffre} to location at {_x}, {_y}, {_z} set block at {coffre} to chest 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::*} set {_ra} to a random integer between 1 and 10 loop {_ra} times: add 1 apple to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 50%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 10 loop {_ra} times: add 1 iron ingot to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 25%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 10 loop {_ra} times: add 1 golden apple to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: 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 sword to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: 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 chestplate to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: 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 leggings to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: 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 Helmet to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: 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 Boots to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} chance of 20%: set {_random} to a random element out of {_randomchiffre::*} set {_ra} to a random integer between 1 and 10 loop {_ra} times: add 1 Bottle o' Enchanting to slot {_random} of block at {coffre} remove {_random} from {_randomchiffre::*} clear {_randomchiffre::*} clear {_random} clear {_ra}