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[Shop] pour Skript Jobs 2.0 !


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Posté(e)

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 !

Posté(e)

je te fait sa se soir je te fait sa avec les panneaux plus le tchat JSON ! :p genre

 

[sHOP]

10

50

stone

 

 

quand il clique dessus

 

[sHOP] Cliquez ici pour Acheter | Vendre.

tooltips de acheter : Acheter une (Stone) '%line 4%' pour ( 10 €) "%line 2%"

tooltips de vendre : Vendre une (Stone) '%line 4%' pour ( 50 €) "%line 3%"

  • J'aime 1
Posté(e)
Oui super il faut juste que ce soit compatible avec l'argent ressue avec les métier du skript jobSK! je tes mis le code du skript !

 

 

j'ai juste besoins de la variables !

Posté(e)

Juste une avant prémiere tout fonctionne sauf la vente et l'achat je finnit sa des que je peut !

 

 

#----------------------------------#
#            Help Sk               #
#----------------------------------#

options:
   logo: &e&l(&b&lShop&e&l)


command /test <text>:
   trigger:
       if arg 1 is "+":
           set {money.%player%} to 1000000000
       if arg 1 is "-":
           set {money.%player%} to 0
on sign change:
   if player have permission "create.signshop":
       if line 1 is "[sHOP]":
           if line 2 is set:
               if line 3 is set:
                   if line 4 is set:
                       message "&9&l&m-----------------------------------------"
                       message "{@logo} Vous avez crée le shop"
                       message "{@logo} Produit : &a&l%line 4%"
                       message "{@logo} Prix achat : &a&l%line 2%"
                       message "{@logo} Prix vente : &a&l%line 3%"
                       message "&9&l&m-----------------------------------------"

on rightclick on a sign:
   if line 1 is "[shop]":
       if line 2 is set:
           if line 3 is set:
               if line 4 is set:
                   open chest with 1 rows named "{@logo}" to player
                   wait a tick
                   set slot 3 of player's current inventory to 1 of green wool named "&a&lAcheter l'item : %line 4%"
                   set slot 5 of player's current inventory to 1 of red wool named "&c&lVendre l'item : %line 4%"
                   set {backmoney.%player%} to "%line 2%"
                   set {backitem.%player%} to "%line 4%"

on inventory click:
   if inventory name of player's current inventory contains "{@logo}":
       cancel event
       if clicked slot is 3:

           if {money.%player%} >= {backmoney.%player%}:
               remove %line 2% from {money.%player%}
               give a %line 4% to player
       if clicked slot is 5:
           if player have a {backitem.%player%}:
               remove a {backitem.%player%} from the inventory of player
               add %line 3% to {money.%player%}

on break a sign:
   if line 1 is "[sHOP]":
       if player have permission "create.signshop":
           message "{@logo} &c&lVous venez de cassez un panneau SHOP"
           stop
       else:
           cancel event
           message "{@logo} &c&lVous n'avez pas la permission."

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