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Skript d'hammeur/dynamite


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Posté(e)

Bonjour,

 

Je voudrait un skript d'hammeur, et de dynamite

 

Je suis en version 1.8 spigot

 

J'ai tout les addons.

 

Donc pour le skript d'hammeur je veut qui casse du 3x3 , lenom de l'hammeur > &c[&6Hammeur&c] ( Pioche fer )

 

et pour le skript de dynamite > sa drop une tnt speed 3 et ya 2 utilisation. ( stick )

 

Commande pour give hammeur > /hammeur give nom | Je veut que sa lui give efficiency 5 et u3

 

et command pour give dynamite > /dynamite give nom

 

Merci bonne soirée

Posté(e)

Pour la dynamite :

 

 

options:
   DynaSpeed: 0.3 #La vitesse de propulsion de la tnt.
   DynaUseMSG: "&cTon message ici."
   NNerr: "&cNombres négatifs non-autorisés !"
   GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !"
   DynaCD: "&cUne dynamite a déjà été lancé ! Patientez."

variables:
   {nudyn.%player%} = 0
   {cd.dyna.%player%} = false

command /dynamite [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of stick named "&cDynamite" to arg-3
               send {@GDynaMSG}
           else:
               send {@NNerr}

on rightclick:
   if player's tool is a stick named "&cDynamite":
       if {nudyn.%player%} < 2:
           if {cd.dyna.%player%} is false:
               set {cd.dyna.%player%} to true
               add 1 to {nudyn.%player%}
               spawn 1 primed tnt at player
               push spawned entity in the direction of the player at speed {@DynaSpeed}
               wait 5 seconds
               set {cd.dyna.%player%} to false
           else:
               send {@DynaCD}
       else:
           remove 1 stick named "&cDynamite" from player's inventory
           send {@DynaUseMSG}
           set {nudyn.%player%} to 0

 

La commande pour give:

 

/dynamite give <nombre> <pseudo>

 

Seul bémole, l'utilisation des dynamites n'est pas unique à chaque stick, donc si la personne prend un stick, qu'elle tire 1 fois, qu'elle en prend un nouveau et tire avec, il ne pourra plus l'utiliser et l'ancien stick sera tout neuf avec 2 utilisations dessus.

 

J'ai également mis une CD, pour empêcher le bypass et l'utilisation abusive de la dynamite.

 

Pour le hamer (trouvé sur ce forum : https://forums.skunity.com/threads/3x3-mining.4864/) :

 


options:
   GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !"
   NNerr: "&cNombres négatifs non-autorisés !"

command /hammeur [<text>] [<number>] [<player>]:
   permission: hammeur.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3
               send {@GHamMSG}
           else:
               send {@NNerr}


on mine:
   if name of player's held item is "&c[&6Hammeur&c]":
       set {_1} to location of event-block
       set {_2} to location of event-block
       if player's pitch is between -50 and 50:
           add 1 to y-coord of {_1}
           subtract 1 from y-coord of {_2}
           if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool          
           else if player's horizontal facing is north or south:
               add 1 to x-coord of {_1}
               subtract 1 from x-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool
       else:
           add 1 to x-coord of {_1}
           add 1 to z-coord of {_1}
           subtract 1 from x-coord of {_2}
           subtract 1 from z-coord of {_2}
           loop blocks within {_1} to {_2}:
               skellett break loop-block naturally using player's tool

 

Il te faudra Skellet par contre.

Posté(e)

D'

Pour la dynamite :

 

 

options:
   DynaSpeed: 0.3 #La vitesse de propulsion de la tnt.
   DynaUseMSG: "&cTon message ici."
   NNerr: "&cNombres négatifs non-autorisés !"
   GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !"
   DynaCD: "&cUne dynamite a déjà été lancé ! Patientez."

variables:
   {nudyn.%player%} = 0
   {cd.dyna.%player%} = false

command /dynamite [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of stick named "&cDynamite" to arg-3
               send {@GDynaMSG}
           else:
               send {@NNerr}

on rightclick:
   if player's tool is a stick named "&cDynamite":
       if {nudyn.%player%} < 2:
           if {cd.dyna.%player%} is false:
               set {cd.dyna.%player%} to true
               add 1 to {nudyn.%player%}
               spawn 1 primed tnt at player
               push spawned entity in the direction of the player at speed {@DynaSpeed}
               wait 5 seconds
               set {cd.dyna.%player%} to false
           else:
               send {@DynaCD}
       else:
           remove 1 stick named "&cDynamite" from player's inventory
           send {@DynaUseMSG}
           set {nudyn.%player%} to 0

 

La commande pour give:

 

/dynamite give <nombre> <pseudo>

 

Seul bémole, l'utilisation des dynamites n'est pas unique à chaque stick, donc si la personne prend un stick, qu'elle tire 1 fois, qu'elle en prend un nouveau et tire avec, il ne pourra plus l'utiliser et l'ancien stick sera tout neuf avec 2 utilisations dessus.

 

J'ai également mis une CD, pour empêcher le bypass et l'utilisation abusive de la dynamite.

 

Pour le hamer (trouvé sur ce forum : https://forums.skunity.com/threads/3x3-mining.4864/) :

 


options:
   GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !"
   NNerr: "&cNombres négatifs non-autorisés !"

command /hammeur [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3
               send {@GHamMSG}
           else:
               send {@NNerr}


on mine:
   if name of player's held item is "&c[&6Hammeur&c]":
       set {_1} to location of event-block
       set {_2} to location of event-block
       if player's pitch is between -50 and 50:
           add 1 to y-coord of {_1}
           subtract 1 from y-coord of {_2}
           if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool         
           else if player's horizontal facing is north or south:
               add 1 to x-coord of {_1}
               subtract 1 from x-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool
       else:
           add 1 to x-coord of {_1}
           add 1 to z-coord of {_1}
           subtract 1 from x-coord of {_2}
           subtract 1 from z-coord of {_2}
           loop blocks within {_1} to {_2}:
               skellett break loop-block naturally using player's tool

 

Il te faudra Skellet par contre.

 

D'accord j'ai pas trop compris pour le truc de dynamite

 

edit > petit probleme quand je casse un block de stone et que ya un block de bedrock sa coter sa casse le block de bedrock..

Posté(e)
D'

 

 

D'accord j'ai pas trop compris pour le truc de dynamite

 

edit > petit probleme quand je casse un block de stone et que ya un block de bedrock sa coter sa casse le block de bedrock..

Essaye

 

on break bedrock:
   cancel event

Posté(e)
marche pas

Il faudrait rajouter une détection de la bedrock dans les blocs qui sont loop et donc ensuite éviter la destruction de celui-ci.

Mais je ne sais pas comment procéder dans ce code.

Posté(e)
Il faudrait rajouter une détection de la bedrock dans les blocs qui sont loop et donc ensuite éviter la destruction de celui-ci.

Mais je ne sais pas comment procéder dans ce code.

 

:'( quelqun peut m'aider? :'(

Posté(e)

            if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool 

Dans ce code, il faudrait rajouter:

            if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   if loop-block is not bedrock:
                       skellett break loop-value naturally using player's tool 

 

Edit: Dans le "else:" aussi plus bas

Posté(e)
            if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   skellett break loop-value naturally using player's tool 

Dans ce code, il faudrait rajouter:

            if player's horizontal facing is west or east:
               add 1 to z-coord of {_1}
               subtract 1 from z-coord of {_2}
               loop blocks within {_1} to {_2}:
                   if loop-block is not bedrock:
                       skellett break loop-value naturally using player's tool 

 

Edit: Dans le "else:" aussi plus bas

Ce que j'ai fait d'ailleur ^^

Posté(e)

J'ai tous corriger 100% fonctionnel :)

 

Edit:

 

options:
   GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !"
   NNerr: "&cNombres négatifs non-autorisés !"

command /hammeur [<text>] [<number>] [<player>]:
   permission: hammeur.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3
               send {@GHamMSG}
           else:
               send {@NNerr}


on break:
   if name of player's tool is "&c[&6Hammeur&c]":
       set {_1.%player%} to location of event-block
       set {_2.%player%} to location of event-block
       if player's pitch is between -50 and 50:
           add 1 to y-coord of {_1.%player%}
           subtract 1 from y-coord of {_2.%player%}
           if player's horizontal facing is west or east:
               add 1 to z-coord of {_1.%player%}
               subtract 1 from z-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 87 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block          
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block              
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block      
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block  
           else if player's horizontal facing is north or south:
               add 1 to x-coord of {_1.%player%}
               subtract 1 from x-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block          
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block              
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block      
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block          
       else:
           add 1 to x-coord of {_1.%player%}
           add 1 to z-coord of {_1.%player%}
           subtract 1 from x-coord of {_2.%player%}
           subtract 1 from z-coord of {_2.%player%}
           loop blocks within {_1.%player%} to {_2.%player%}:
               id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
               break loop-block with player's tool
               if player's tool is enchanted with fortune 1:
                   chance of 3%:
                       drop 1 diamond at loop-block
               else if player's tool is enchanted with fortune 2:
                   chance of 3%:
                       drop 2 diamond at loop-block          
               else if player's tool is enchanted with fortune 3:
                   chance of 3%:
                       drop 3 diamond at loop-block              
               else if player's tool is enchanted with fortune 4:
                   chance of 3%:
                       drop 4 diamond at loop-block      
               else if player's tool is enchanted with fortune 5:
                   chance of 3%:
                       drop 5 diamond at loop-block

Enchantement fortune fonctionnel

options:
   DynaSpeed: 0.3 #La vitesse de propulsion de la tnt.
   NNerr: "&cNombres négatifs non-autorisés !"
   GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !"
   DynaCD: "&cUne dynamite a déjà été lancé ! Patientez."

variables:
   {nudyn.%player%} = 0
   {cd.dyna.%player%} = false

command /dynamite [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of stick named "&cDynamite" to arg-3
               send {@GDynaMSG}
           else:
               send {@NNerr}

on rightclick:
   if player's tool is a stick named "&cDynamite":
       {nudyn.%player%} < 2
       if {cd.dyna.%player%} is false:
           set {cd.dyna.%player%} to true
           add 1 to {nudyn.%player%}
           if {nudyn.%player%} is 2:
               remove 1 stick named "&cDynamite" from player's inventory
               set {nudyn.%player%} to 0
           spawn 1 primed tnt at player
           set {Dynaplos} to now
           push spawned entity in the direction of the player at speed {@DynaSpeed}
           wait 4 seconds
           set {cd.dyna.%player%} to false
       else:
           send {@DynaCD}

Un peu d'optimisation

  • J'aime 1
Posté(e)
J'ai tous corriger 100% fonctionnel :)

 

Edit:

 

options:
   GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !"
   NNerr: "&cNombres négatifs non-autorisés !"

command /hammeur [<text>] [<number>] [<player>]:
   permission: hammeur.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3
               send {@GHamMSG}
           else:
               send {@NNerr}


on break:
   if name of player's tool is "&c[&6Hammeur&c]":
       set {_1.%player%} to location of event-block
       set {_2.%player%} to location of event-block
       if player's pitch is between -50 and 50:
           add 1 to y-coord of {_1.%player%}
           subtract 1 from y-coord of {_2.%player%}
           if player's horizontal facing is west or east:
               add 1 to z-coord of {_1.%player%}
               subtract 1 from z-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 87 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block         
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block             
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block     
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block 
           else if player's horizontal facing is north or south:
               add 1 to x-coord of {_1.%player%}
               subtract 1 from x-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block         
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block             
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block     
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block         
       else:
           add 1 to x-coord of {_1.%player%}
           add 1 to z-coord of {_1.%player%}
           subtract 1 from x-coord of {_2.%player%}
           subtract 1 from z-coord of {_2.%player%}
           loop blocks within {_1.%player%} to {_2.%player%}:
               id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
               break loop-block with player's tool
               if player's tool is enchanted with fortune 1:
                   chance of 3%:
                       drop 1 diamond at loop-block
               else if player's tool is enchanted with fortune 2:
                   chance of 3%:
                       drop 2 diamond at loop-block         
               else if player's tool is enchanted with fortune 3:
                   chance of 3%:
                       drop 3 diamond at loop-block             
               else if player's tool is enchanted with fortune 4:
                   chance of 3%:
                       drop 4 diamond at loop-block     
               else if player's tool is enchanted with fortune 5:
                   chance of 3%:
                       drop 5 diamond at loop-block

Enchantement fortune fonctionnel

options:
   DynaSpeed: 0.3 #La vitesse de propulsion de la tnt.
   NNerr: "&cNombres négatifs non-autorisés !"
   GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !"
   DynaCD: "&cUne dynamite a déjà été lancé ! Patientez."

variables:
   {nudyn.%player%} = 0
   {cd.dyna.%player%} = false

command /dynamite [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of stick named "&cDynamite" to arg-3
               send {@GDynaMSG}
           else:
               send {@NNerr}

on rightclick:
   if player's tool is a stick named "&cDynamite":
       {nudyn.%player%} < 2
       if {cd.dyna.%player%} is false:
           set {cd.dyna.%player%} to true
           add 1 to {nudyn.%player%}
           if {nudyn.%player%} is 2:
               remove 1 stick named "&cDynamite" from player's inventory
               set {nudyn.%player%} to 0
           spawn 1 primed tnt at player
           set {Dynaplos} to now
           push spawned entity in the direction of the player at speed {@DynaSpeed}
           wait 4 seconds
           set {cd.dyna.%player%} to false
       else:
           send {@DynaCD}

Un peu d'optimisation

 

 

probleme hammer >

 

[ATTACH=full]8129[/ATTACH]

Posté(e)
J'ai tous corriger 100% fonctionnel :)

 

Edit:

 

options:
   GHamMSG: "&aTu as reçu %arg 2% hammeur(s) !"
   NNerr: "&cNombres négatifs non-autorisés !"

command /hammeur [<text>] [<number>] [<player>]:
   permission: hammeur.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of iron pickaxe of efficiency 5 and unbreaking 3 named "&c[&6Hammeur&c]" to arg-3
               send {@GHamMSG}
           else:
               send {@NNerr}


on break:
   if name of player's tool is "&c[&6Hammeur&c]":
       set {_1.%player%} to location of event-block
       set {_2.%player%} to location of event-block
       if player's pitch is between -50 and 50:
           add 1 to y-coord of {_1.%player%}
           subtract 1 from y-coord of {_2.%player%}
           if player's horizontal facing is west or east:
               add 1 to z-coord of {_1.%player%}
               subtract 1 from z-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 87 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block         
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block             
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block     
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block 
           else if player's horizontal facing is north or south:
               add 1 to x-coord of {_1.%player%}
               subtract 1 from x-coord of {_2.%player%}
               loop blocks within {_1.%player%} to {_2.%player%}:
                   id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
                   break loop-block with player's tool
                   if player's tool is enchanted with fortune 1:
                       chance of 3%:
                           drop 1 diamond at loop-block
                   else if player's tool is enchanted with fortune 2:
                       chance of 3%:
                           drop 2 diamond at loop-block         
                   else if player's tool is enchanted with fortune 3:
                       chance of 3%:
                           drop 3 diamond at loop-block             
                   else if player's tool is enchanted with fortune 4:
                       chance of 3%:
                           drop 4 diamond at loop-block     
                   else if player's tool is enchanted with fortune 5:
                       chance of 3%:
                           drop 5 diamond at loop-block         
       else:
           add 1 to x-coord of {_1.%player%}
           add 1 to z-coord of {_1.%player%}
           subtract 1 from x-coord of {_2.%player%}
           subtract 1 from z-coord of {_2.%player%}
           loop blocks within {_1.%player%} to {_2.%player%}:
               id of loop-block isn't 7 or 8 or 9 or 10 or 11 or 138 or 49 or 47 or 52 or 52 or 0
               break loop-block with player's tool
               if player's tool is enchanted with fortune 1:
                   chance of 3%:
                       drop 1 diamond at loop-block
               else if player's tool is enchanted with fortune 2:
                   chance of 3%:
                       drop 2 diamond at loop-block         
               else if player's tool is enchanted with fortune 3:
                   chance of 3%:
                       drop 3 diamond at loop-block             
               else if player's tool is enchanted with fortune 4:
                   chance of 3%:
                       drop 4 diamond at loop-block     
               else if player's tool is enchanted with fortune 5:
                   chance of 3%:
                       drop 5 diamond at loop-block

Enchantement fortune fonctionnel

options:
   DynaSpeed: 0.3 #La vitesse de propulsion de la tnt.
   NNerr: "&cNombres négatifs non-autorisés !"
   GDynaMSG: "&aTu as reçu %arg 2% dynamite(s) !"
   DynaCD: "&cUne dynamite a déjà été lancé ! Patientez."

variables:
   {nudyn.%player%} = 0
   {cd.dyna.%player%} = false

command /dynamite [<text>] [<number>] [<player>]:
   permission: dynamite.give
   trigger:
       if arg 1 is "give":
           if arg-2 > 0:
               give arg-2 of stick named "&cDynamite" to arg-3
               send {@GDynaMSG}
           else:
               send {@NNerr}

on rightclick:
   if player's tool is a stick named "&cDynamite":
       {nudyn.%player%} < 2
       if {cd.dyna.%player%} is false:
           set {cd.dyna.%player%} to true
           add 1 to {nudyn.%player%}
           if {nudyn.%player%} is 2:
               remove 1 stick named "&cDynamite" from player's inventory
               set {nudyn.%player%} to 0
           spawn 1 primed tnt at player
           set {Dynaplos} to now
           push spawned entity in the direction of the player at speed {@DynaSpeed}
           wait 4 seconds
           set {cd.dyna.%player%} to false
       else:
           send {@DynaCD}

Un peu d'optimisation

Le soucis c'est que j'utilise le plugin "jobs reborn" et quand je suis jobs mineur je gagne plus d'argent et xp quand je mine avec le hammer :/

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je sais pas et je suis sur starmine, sa peut venir de ça?

Peut-être qu'il ont Whitelist Skellett :/

Le soucis c'est que j'utilise le plugin "jobs reborn" et quand je suis jobs mineur je gagne plus d'argent et xp quand je mine avec le hammer :/

Bah au lieu de "break block" tu set loop block to air et tu drop un l'item en question

Attend j'vais te renvoyer un code sans le break comme sa sa pourra servire pour @MaxDu56YT aussi

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