# ===============================
# SYSTEM MONEY SMP – SKRYPT
# ===============================
# Zmienne:
# {money::%uuid of player%} – saldo gracza
# -------------------------------
# KOMENDY POKAZUJĄCE STAN KASY
# -------------------------------
command /money:
trigger:
send "&6💰 Masz: &a%{money::%uuid of player%}%&6 zł" to player
command /ile:
trigger:
send "&6💰 Masz: &a%{money::%uuid of player%}%&6 zł" to player
# Komenda testowa (dla administratora) – dodaje określoną ilość kasy
command /dajkase <number>:
permission: op
trigger:
add arg-1 to {money::%uuid of player%}
send "&aDodano %arg-1% zł!" to player
# -------------------------------
# KOMENDA DAWANIA BRUSHA
# -------------------------------
command /dajbrusha [<text>]:
trigger:
# Dozwolone rozmiary brushy
set {_sizes::*} to "1x1", "2x2", "3x3", "4x4", "5x5"
if arg-1 is not set:
send "&cUżycie: /dajbrusha <1x1/2x2/3x3/4x4/5x5>" to player
stop
if arg-1 is not in {_sizes::*}:
send "&cDozwolone rozmiary: 1x1, 2x2, 3x3, 4x4, 5x5" to player
stop
give player a blaze rod named "&6🪄 Brush &7(&e%arg-1%&7)" with lore "&7Rozmiar kopania: &e%arg-1%"
send "&aOtrzymałeś Brush &e%arg-1%" to player
# -------------------------------
# USTAWIENIE STARTOWEJ KASY
# -------------------------------
on join:
if {money::%uuid of player%} is not set:
set {money::%uuid of player%} to 0
# -------------------------------
# DZIAŁANIE BRUSHA – KOPANIE
# -------------------------------
on rightclick:
# Sprawdzamy, czy gracz trzyma Blaze Roda
if player's tool is a blaze rod:
# Sprawdzamy, czy nazwa narzędzia zawiera "Brush"
if name of player's tool contains "Brush":
cancel event
# Ustalamy rozmiar – domyślnie 1 (czyli 1x1)
set {_size} to 1
if name of player's tool contains "2x2":
set {_size} to 2
if name of player's tool contains "3x3":
set {_size} to 3
if name of player's tool contains "4x4":
set {_size} to 4
if name of player's tool contains "5x5":
set {_size} to 5
# Pobieramy blok, w który patrzy gracz
set {_target} to targeted block of player
if {_target} is not set:
send "&cNie widzisz celu!" to player
stop
# Obliczamy offset – aby obszar był centrowany na celu.
# Przykładowo: dla 3x3, offset wynosi floor(3/2)=1, czyli od -1 do 1.
set {_offset} to floor({_size} / 2)
# Pętla – przeglądamy wszystkie bloki w płaszczyźnie poziomej wokół bloku docelowego.
loop {_x} from -{_offset} to {_offset}:
loop {_z} from -{_offset} to {_offset}:
# Obliczamy nową lokalizację – Y pozostaje taki sam jak u celu.
set {_loc} to location of {_target}
set {_nx} to x-coordinate of {_loc} + {_x}
set {_ny} to y-coordinate of {_loc}
set {_nz} to z-coordinate of {_loc} + {_z}
set {_b} to block at {_nx}, {_ny}, {_nz} in world of {_loc}
# Jeśli blok nie jest powietrzem
if {_b} is not air:
# Sprawdzamy, czy to cobblestone – jeśli tak, losujemy drop pieniężny.
if type of {_b} is cobblestone:
# Losujemy liczbę 1-100.
set {_rand} to a random integer between 1 and 100
if {_rand} <= 5:
add 0.01 to {money::%uuid of player%}
send "&a💵 Znalazłeś 1 grosz!" to player
else if {_rand} <= 7:
add 1 to {money::%uuid of player%}
send "&a💵 Znalazłeś 1 zł!" to player
else if {_rand} <= 8:
add 2 to {money::%uuid of player%}
send "&a💵 Znalazłeś 2 zł!" to player
# Zmieniamy blok na powietrze (kopanie)
set block at {_nx}, {_ny}, {_nz} in world of {_loc} to air