- Glowing !! Required GlowAPI, PacketListenerAPI !!
Syntax
%livingentity% (1¦(held|hold)|2¦(n[ot][ ]held|n[ot][ ]hold)) sword
Description
Check if the item that the player and entity are holding on the main hand is the sword.
Detects DIAMOND_SWORD, GOLD_SWORD, IRON_SWORD, STONE_SWORD, and WOOD_SWORD.
플레이어및 엔티티가 메인핸드에 들고있는 아이템이 검인지 체크합니다.
DIAMOND_SWORD, GOLD_SWORD, IRON_SWORD, STONE_SWORD, WOOD_SWORD 를 감지합니다.
Example
command /test:
trigger:
if player held sword:
send "Held Sword"
else if player not held sword:
send "Not Held Sword"
Syntax
%livingentity% (1¦(held|hold)|2¦(n[ot][ ]held|n[ot][ ]hold)) pickaxe
Description
Check if the item that the player and entity are holding on the main hand is a pickaxe.
Detects DIAMOND_PICKAXE, GOLD_PICKAXE, IRON_PICKAXE, STONE_PICKAXE, WOOD_PICKAXE.
플레이어및 엔티티가 메인핸드에 들고있는 아이템이 곡괭이인지 체크합니다.
DIAMOND_PICKAXE, GOLD_PICKAXE, IRON_PICKAXE, STONE_PICKAXE, WOOD_PICKAXE 를 감지합니다.
Example
command /test:
trigger:
if player held pickaxe:
send "Held Pickaxe"
else if player not held pickaxe:
send "Not Held Pickaxe"
Syntax
%livingentity% (1¦(held|hold)|2¦(n[ot][ ]held|n[ot][ ]hold)) axe
Description
Check if the item that the player and entity are holding on the main hand is an ax.
Detects DIAMOND_AXE, GOLD_AXE, IRON_AXE, STONE_AXE, and WOOD_AXE.
플레이어및 엔티티가 메인핸드에 들고있는 아이템이 도끼인지 체크합니다.
DIAMOND_AXE, GOLD_AXE, IRON_AXE, STONE_AXE, WOOD_AXE 를 감지합니다.
Example
command /test:
trigger:
if player held axe:
send "Held Axe"
else if player not held axe:
send "Not Held Axe"
Syntax
%livingentity% (1¦(held|hold)|2¦(n[ot][ ]held|n[ot][ ]hold)) (shovel|spade)
Description
Check if the item that the player and entity are holding on the main hand is a shovel.
Detects DIAMOND_SPADE, GOLD_SPADE, IRON_SPADE, STONE_SPADE, WOOD_SPADE.
플레이어및 엔티티가 메인핸드에 들고있는 아이템이 삽인지 체크합니다.
DIAMOND_SPADE, GOLD_SPADE, IRON_SPADE, STONE_SPADE, WOOD_SPADE 를 감지합니다.
Example
command /test:
trigger:
if player held shovel:
send "Held Shovel"
else if player not held shovel:
send "Not Held Shovel"
Syntax
%livingentity% (1¦(held|hold)|2¦(n[ot][ ]held|n[ot][ ]hold)) hoe
Description
Check if the item that the player and entity are holding on the main hand is better.
Detects DIAMOND_HOE, GOLD_HOE, IRON_HOE, STONE_HOE, and WOOD_HOE.
플레이어및 엔티티가 메인핸드에 들고있는 아이템이 낫인지 체크합니다.
DIAMOND_HOE, GOLD_HOE, IRON_HOE, STONE_HOE, WOOD_HOE 를 감지합니다.
Example
command /test:
trigger:
if player held hoe:
send "Held Hoe"
else if player not held hoe:
send "Not Held Hoe"
Syntax
r[emain][ ]cool %string%
Description
Check if there is still a cool time left to have String by name.
String을 이름으로 갖는 쿨타임이 남아있는지 체크합니다.
Example
command /test [<string>]:
trigger:
if remain cool arg 1:
send "%cool arg 1%"
command /test:
set {_name} to "test":
if rcool {_name}:
send "%cool {_name}%"
Syntax
[s][kal][ ]give %itemstack% to %player%
Description
Non-overlapping items such as weapons, armor, tools, and potion will be give in overlapping states.
무기, 방어구, 도구, 포션 등 겹쳐지지 않는 아이템들을 겹친 상태로 플레이어에게 지급합니다.
Example
command /test:
trigger:
set {_item} to stone sword named "&eTEST"
skal give {_item} to player
command /test:
trigger:
set {_item} to stone sword named "&dTEST2"
sgive {_item} to player
Syntax
[s][kal][ ]fill %inventory% with %itemstack%
Description
Add items to all slots in the inventory. The existing item remains.
인벤토리의 모든 슬롯에 아이템을 추가합니다. 기존의 아이템은 남아있습니다.
Example
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
skal fill {_inv} with {_item}
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
sfill {_inv} with {_item}
Syntax
[s][kal][ ]f[ill][ ]all %inventory% with %itemstack%
Description
Add items to all slots in the inventory. Ignore existing items and overwrite them all.
인벤토리의 모든 슬롯에 아이템을 추가합니다. 기존 아이템을 무시하고 모두 덮어씌웁니다.
Example
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
skal fill all {_inv} with {_item}
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
sfall {_inv} with {_item}
Syntax
[s][kal][ ]f[ill][ ]slot %integer% (~|to) %integer% of %inventory% with %itemstack%
Description
Populates an item in the specified slot in the inventory. The existing item remains.
인벤토리의 지정한 슬롯에 아이템을 추가합니다. 기존의 아이템은 남아있습니다.
Example
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
skal fill slot 0 ~ 10 of {_inv} with {_item}
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
sfslot 0 ~ 10 of {_inv} with {_item}
Syntax
[s][kal][ ]f[ill][ ]a[ll][ ]slot %integer% (~|to) %integer% of %inventory% with %itemstack%
Description
Populates an item in the specified slot in the inventory. Ignore existing items and overwrite them all.
인벤토리의 지정한 슬롯에 아이템을 추가합니다. 기존 아이템을 무시하고 모두 덮어씌웁니다.
Example
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
skal fill all slot 0 ~ 10 of {_inv} with {_item}
command /test:
trigger:
set {_item} to white glass pane named " "
set {_inv} to inventory of player
sfaslot 0 ~ 10 of {_inv} with {_item}
Syntax
[skal] knockback %entity% from %location% with ([power]|[speed]|[force]) %number%
Description
Knockback entities from location
좌표로부터 엔티티를 넉백시킵니다.
Example
on right click:
knockback targeted entity from location of player with force 1.0
Syntax
[skal] grab %entity% to %location% with ([power]|[speed]|[force]) %number%
Description
Grab entitis to location
좌표로 엔티티를 끌어당깁니다.
Example
on right click:
grab targeted entity to location of player with force 1.0
Syntax
[skal] glow[ing] %entities% color[ed] %string% (to|for) %players%
Required
GlowAPI, PacketListenerAPI
Description
Add a Glow Effect to an Entity
엔티티에 발광 효과를 추가합니다.
%string%
Black: BLACK, &0
Dark Blue: DARK_BLUE, &1
Dark Green: DARK_GREEN, &2
Dark Aqua: DARK_AQUA, &3
Dark Red: DARK_RED, &4
Dark Purple: DARK_PURPLE, &5
Gold: GOLD, &6
Gray: GRAY, &7
Dark Gray: DARK_GRAY, &8
Blue: BLUE, &9
Green: GREEN, &a
Aqua: AQUA, &b
Red: RED, &c
Purple: PURPLE, &d
Yellow: YELLOW, &e
White: WHITE, &f
None: NONE, OFF, DISABLE
Example
on command /test:
glow player color "DARK_AQUA" to player
on command /test:
glow player color "&e" to player
on command /test:
glow player color "disable" for player
Syntax
[the] d[isplay][ ]name of %player%
Description
Gets the player's display name
플레이어의 디스플레이 이름을 가져옵니다
Example
command /dname:
broadcast dname of player
command /setDname [<string>]:
set dname of player to arg 1
command /resetDname:
delete dname of player
reset dname of player
Syntax
[the] t[ab][ ]name of %player%
Description
Gets the name of the player's tab list
플레이어의 탭리스트 이름을 가져옵니다
Example
command /tname:
broadcast tname of player
command /setTname [<string>]:
set tname of player to arg 1
command /resetTname:
delete tname of player
reset tname of player
Syntax
[the] cool[time] %string%
Description
Create a cool time with a name for String.
Cool Time is not saved. Initialized on plugin reload
String 이름을 갖는 쿨타임을 생성합니다.
쿨타임은 저장되지 않습니다. 플러그인 리로드시 초기화됩니다
Example
command /setCool [<string>] [<number>]:
set cool arg 1 to arg 2
broadcast "%cool arg 1%"
command /getCool [<string>]:
set {_cool} to cool arg 1
broadcast "%{_cool}%"
command /delCool [<string>]:
delete cool arg 1
broadcast "%cool arg 1%"
command /addCool [<string>] [<number>]:
add arg 2 to cool arg 1
broadcast "%cool arg 1%"
command /remCool [<string>] [<number>]:
remove arg 2 from cool arg 1
boradcast "%cool arg 1%"
on Damage:
if attacker is player:
set {_name} to "Attack_Delay_%uuid of attacker%"
if remain cool {_name}:
cancel event
stop
set cool {_name} to 40 #40 ticks
Syntax
[the] h[old][ing][ ]time of %player%
Description
Check the right click hold time.
Used in on click event
Check every 4tick.
우클릭 유지시 유지 시간을 확인합니다.
on Click 이벤트에서 작동합니다.
4tick 단위로 체크합니다.
Example
on right click:
if hold time of player > 100:
send "Charging complete"
on right click:
send "%htime of player%"
Syntax
[the] [s][kal][ ]attack speed of %player%
Description
Set the player's default attack speed.
플레이어의 기본 공격 속도를 설정합니다.
Notes.
Default attack speed = Fist attack speed = 4
If attack speed of diamond sword = 1.6
Fist - Diamond sword = 2.4
set attack speed to 7
Fist attack speed = 7
diamond sword attack speed = 4.6
Fist - Diamond sword = 2.4
Example
command /test:
trigger:
set {_AtkSpeed} to attack speed of player
command /test:
trigger:
add 1 to attack speed of player
command /test:
trigger:
remove 1 from attack speed of player
command /test:
trigger:
reset attack speed of player
delete attack speed of player
Syntax
[the] [s][kal][ ]attack damage of %player%
Description
Set the Player's default attack damage
플레이어의 기본 공격력을 설정합니다.
Example
command /test:
trigger:
set {_AtkDamage} to attack damage of player
command /test:
trigger:
add 1 to attack damage of player
command /test:
trigger:
remove 1 from attack damage of player
command /test:
trigger:
reset attack damage of player
delete attack damage of player
Syntax
[the] stat[us] %string%
Description
Generate status with a Number value
Initialize when reloading plugin
Number 값을 갖는 스텟을 생성합니다.
플러그인 리로드시 초기화됩니다.
Example
command /test:
trigger:
set "Damage_%player%" to 15.3
on damage:
set {_dmg} to stat "Damage_%attacker%"
set damage to {_dmg}