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Titre du sujet : Système de bosses

Sujet :

Version de minecraft / skript : 1.8.10

Type du skript : Skript de Bosses pour donjons

Description du script :

D'abord bonjours à tous, je voudrais une commande qui permettra au fondateur d'invoquer un bosse. Avoir la possibilité que les bosses respawn tous les 3 trois heures a l'endroit invoquer. Avec possibilité de customiser le bosse avec des Tête,armure ext. Et que celui qui kill le bosse gagne de l'argent et un item. Suis vraiment désolé des fautes d'orthographes je suis dyslexique.

je vous dit bonne chance

Posté(e)

Tien j'ai trover ca sur internet en faisant un peut de recherche

on load:
   if {nombre.de.boss} is not set:
       set {nombre.de.boss} to 0
   loop {boss.list::*}:
       if {boss.type.%loop-value%} is not set:
           set {boss.type.%loop-value%} to "zombie" parsed as an entity type
       if {boss.health.%loop-value%} is not set:
           set {boss.health.%loop-value%} to "10" parsed as an integer
       if {boss.dommage.%loop-value%} is not set:
           set {boss.dommage.%loop-value%} to "3" parsed as an integer
   stop

command /boss [<text=help>] [<number>] [<text>]:
   trigger:
       if arg 1 is "help":
           message "&7/boss create &8: &7Crée un nouveau boss"
           message "&7/boss list &8: &7Liste des boss"
           message "&7/boss info <id> &8: &7Info sur un boss"
           message "&7/boss spawn <id> &8: &7Faire spawn un boss"
           message "&7/boss edit <id> &8: &7Editer un boss"
           message "&7Crée par SkyZik &8/ &7Version 0.1"
           stop
       if arg 1 is "create":
           if player has permission "boss.create":
               message "&aVous êtes rentré dans le mode édition."
               message "&7Ecrivez le nom du boss."
               set {chat.boss.name.%player%} to true
               set {chat.boss.type.%player%} to false
               set {chat.boss.health.%player%} to false
               set {chat.boss.dommage.%player%} to false
               stop
           else:
               message "&cTu n'as pas la permission de faire ceci."
               stop
       if arg 1 is "list":
           if player has permission "boss.list":
               set {_nombre} to 0
               loop {boss.list::*}:
                   message "&a%loop-value% &7- &aID &7: &a%{boss.id.%loop-value%}%"
                   add 1 to {_nombre}
               message "&7Nombre total de boss : %{_nombre}%"
               stop
           else:
               message "&cTu n'as pas la permission de faire ceci."
               stop
       if arg 1 is "info":
           if player has permission "boss.info":
               if arg 2 is set:
                   set {_id} to "%arg 2%" parsed as an integer
                   set {_verif} to 0
                   loop {boss.list::*}:
                       if "%{boss.id.%loop-value%}%" is "%{_id}%":
                           add 1 to {_verif}
                           message "&aID &7: &a%{boss.id.%loop-value%}%"
                           message "&aNom &7: &a%loop-value%"
                           message "&aType &7: &a%{boss.type.%loop-value%}%"
                           message "&aVie &7: &a%{boss.health.%loop-value%}%"
                           message "&aDommage &7: &a%{boss.Dommage.%loop-value%}%"
                           stop
                   if {_verif} is 0:
                       message "&7Ce boss n'existe pas."
                       stop
               else:
                   message "&7Usage : &c/boss info <id du boss>"
                   stop
           else:
               message "&cTu n'as pas la permission de faire ceci."
               stop

       if arg 1 is "spawn":
           if player has permission "boss.spawn":
               if arg 2 is set:
                   set {_id} to "%arg 2%" parsed as an integer
                   set {_verif} to 0
                   loop {boss.list::*}:
                       if "%{boss.id.%loop-value%}%" is "%{_id}%":
                           add 1 to {_verif}
                           spawn {boss.type.%loop-value%} at player
                           set name of spawned entity to "%loop-value%"
                           set spawned entity's max health to {boss.health.%loop-value%}
                           heal the spawned entity  by {boss.health.%loop-value%}
                           broadcast "&7Le boss &8""&a%loop-value%&8""&7 a spawn en&8: &a%location of spawned entity%"
                           stop
                   if {_verif} is 0:
                       message "&7Ce boss n'existe pas."
                       stop
               else:
                   message "&7Usage : &c/boss spawn <id du boss>"
                   stop
           else:
               message "&cTu n'as pas la permission de faire ceci."
               stop
       if arg 1 is "edit":
           if player has permission "boss.edit":
               if arg 2 is set:
                   if arg 3 is not set:
                       set {_id} to "%arg 2%" parsed as an integer
                       set {_verif} to 0
                       loop {boss.list::*}:
                           if "%{boss.id.%loop-value%}%" is "%{_id}%":
                               add 1 to {_verif}
                               open chest with 1 rows named "&7Edit %loop-value%" to player
                               wait 1 tick
                               format slot 0 of player with a 397 named "&aEdit Type de Monstre" with lore "Type du boss actuel : %{boss.type.%loop-value%}%" to close then run [make player execute command "/boss edit %{_id}% type"]
                               format slot 4 of player with a poppy named "&cEdit Point de Vie" with lore "Point de vie actuel : %{boss.health.%loop-value%}%" to close then run [make player execute command "/boss edit %{_id}% vie"]
                               format slot 8 of player with a iron sword named "&3Edit Dommage" with lore "Dommage actuel : %{boss.dommage.%loop-value%}%" to close then run [make player execute command "/boss edit %{_id}% dommage"]
                               stop
                       if {_verif} is 0:
                           message "&7Ce boss n'existe pas."
                           stop
                   else:
                       if arg 3 is "vie":
                           set {_id} to "%arg 2%" parsed as an integer
                           set {_verif} to 0
                           loop {boss.list::*}:
                               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                                   message "&7Veuillez écrire le nombre de vie qu'aura &8""&a%loop-value%&8""&7."
                                   set {chat.edit.health.%player%} to true
                                   set {chat.edit.type.%player%} to false
                                   set {chat.edit.dommage.%player%} to false
                                   set {chat.edit.boss.%player%} to "%loop-value%"
                                   stop
                           if {_verif} is 0:
                               message "&7Ce boss n'existe pas."
                               stop
                       if arg 3 is "type":
                           set {_id} to "%arg 2%" parsed as an integer
                           set {_verif} to 0
                           loop {boss.list::*}:
                               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                                   message "&7Veuillez écrire le type de monstre que sera &8""&a%loop-value%&8""&7."
                                   set {chat.edit.type.%player%} to true
                                   set {chat.edit.health.%player%} to false
                                   set {chat.edit.dommage.%player%} to false
                                   set {chat.edit.boss.%player%} to "%loop-value%"
                                   stop
                           if {_verif} is 0:
                               message "&7Ce boss n'existe pas."
                               stop

                       if arg 3 is "dommage":
                           set {_id} to "%arg 2%" parsed as an integer
                           set {_verif} to 0
                           loop {boss.list::*}:
                               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                                   message "&7Veuillez écrire le nombre de dommage que fera &8""&a%loop-value%&8""&7."
                                   set {chat.edit.dommage.%player%} to true
                                   set {chat.edit.type.%player%} to false
                                   set {chat.edit.health.%player%} to false
                                   set {chat.edit.boss.%player%} to "%loop-value%"
                                   stop
                           if {_verif} is 0:
                               message "&7Ce boss n'existe pas."
                               stop



               else:
                   message "&7Usage : &c/boss edit <id du boss>"
                   stop
           else:
               message "&cTu n'as pas la permission de faire ceci."
               stop

on join:
   set {chat.boss.name.%player%} to false
   set {chat.boss.type.%player%} to false
   set {chat.boss.health.%player%} to false
   set {chat.boss.dommage.%player%} to false
   set {chat.edit.health.%player%} to false
   stop

on chat:
   if {chat.boss.name.%player%} is true:
       cancel event
       add 1 to {nombre.de.boss}
       set {_id} to "%{nombre.de.boss}%"
       message "&7Tu as crée le boss %message% [id : %{_id}%]"
       set {boss.id.%message%} to "%{_id}%"
       add message to {boss.list::*}
       message "&7Ecrivez le type de monstre du boss."
       set {chat.boss.name.%player%} to false
       set {chat.boss.type.%player%} to true
       set {boss.type.%message%} to "zombie" parsed as an entity type 
       set {boss.health.%message%} to "10" parsed as an integer
       set {boss.dommage.%message%} to "3" parsed as an integer
       set {chat.boss.id.%player%} to "%{_id}%"
       stop
   if {chat.boss.type.%player%} is true:
       cancel event
       set {_id} to "%{chat.boss.id.%player%}%"
       set {_msg} to "%message%"
       if "%{_msg}%" is "zombie" or "skeleton" or "spider" or "zombie pigman" or "enderman" or "cave spider" or "blaze" or "ghast" or "slime" or "magma cube" or "witch" or "creeper":
           message "&7Le boss sera un/une %message% [id : %{_id}%]"
           loop {boss.list::*}:
               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                   set {boss.type.%loop-value%} to "%message%" parsed as an entity type 
       else:
           message "&7Veuillez écrire le type de monstre que sera le boss."
           stop
       message "&7Ecrivez le nombre de vie du boss."
       set {chat.boss.type.%player%} to false
       set {chat.boss.health.%player%} to true
       stop
   if {chat.boss.health.%player%} is true:
       cancel event
       set {_id} to "%{chat.boss.id.%player%}%"
       set {_health} to "%message%" parsed as an integer 
       if {_health} is divisible by 2:
           message "&7Le boss aura %message% de vie [id : %{_id}%]"
           loop {boss.list::*}:
               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                   set {boss.health.%loop-value%} to "%message%" parsed as an integer
       else:
           message "&7Veuillez écrire le nombre de vie qu'aura le boss."
           stop
       message "&7Ecrivez le nombre de dommage que le boss fait."
       set {chat.boss.health.%player%} to false
       set {chat.boss.dommage.%player%} to true
       stop
   if {chat.boss.dommage.%player%} is true:
       cancel event
       set {_id} to "%{chat.boss.id.%player%}%"
       set {_dmg} to "%message%" parsed as an integer 
       if {_dmg} is divisible by 2:
           message "&7Le boss fera %message% de dommage [id : %{_id}%]"
           loop {boss.list::*}:
               if "%{boss.id.%loop-value%}%" is "%{_id}%":
                   set {boss.dommage.%loop-value%} to "%message%" parsed as an integer
       else:
           message "&7Veuillez écrire le nombre de dommage que fera le boss."
           stop
       message "&7L'édition du boss est finit."
       set {chat.boss.dommage.%player%} to false
       stop


on damage:
   if attacker is not a player:
       loop {boss.list::*}:
           if name of attacker is "%loop-value%":
               set damage to {boss.dommage.%loop-value%}/ 2
               stop


on chat:
   if {chat.edit.health.%player%} is true:
       cancel event
       set {_name} to "%{chat.edit.boss.%player%}%"
       set {_health} to "%message%" parsed as an integer 
       if {_health} is divisible by 2:
           message "&7Le boss &8""&a%{_name}%&8"" &7aura maintenant %message% de vie."
           loop {boss.list::*}:
               if "%loop-value%" is "%{_name}%":
                   set {boss.health.%loop-value%} to "%message%" parsed as an integer
                   set {chat.edit.health.%player%} to false
                   delete {chat.edit.boss.%player%}
                   stop
       else:
           message "&7Veuillez écrire le nombre de vie qu'aura &8""&a%{_name}%&8""&7."
           stop

   if {chat.edit.type.%player%} is true:
       cancel event
       set {_id} to "%{chat.edit.boss.%player%}%"
       set {_msg} to "%message%"
       if "%{_msg}%" is "zombie" or "skeleton" or "spider" or "zombie pigman" or "enderman" or "cave spider" or "blaze" or "ghast" or "slime" or "magma cube" or "witch" or "creeper":
           message "&7Le boss sera un/une %message%."
           loop {boss.list::*}:
               if "%{_id}%" is "%loop-value%":
                   set {boss.type.%loop-value%} to "%message%" parsed as an entity type 
                   set {chat.edit.type.%player%} to false
                   delete {chat.edit.boss.%player%}
                   stop
       else:
           message "&7Veuillez écrire le type de monstre que sera le boss."
           stop
       stop

   if {chat.edit.dommage.%player%} is true:
       cancel event
       set {_name} to "%{chat.edit.boss.%player%}%"
       set {_health} to "%message%" parsed as an integer 
       if {_health} is divisible by 2:
           message "&7Le boss &8""&a%{_name}%&8"" &7fera maintenant %message% de dommage."
           loop {boss.list::*}:
               if "%loop-value%" is "%{_name}%":
                   set {boss.dommage.%loop-value%} to "%message%" parsed as an integer
                   set {chat.edit.dommage.%player%} to false
                   delete {chat.edit.boss.%player%}
                   stop
       else:
           message "&7Veuillez écrire le nombre de dommage que fera &8""&a%{_name}%&8""&7."
           stop


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