Advertisement
Guest User

Untitled

a guest
May 29th, 2015
263
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 18.04 KB | None | 0 0
  1. options:
  2. P: [&2Ampersand&r]
  3.  
  4. command /reconresetall:
  5. permission: skript.op
  6. trigger:
  7. delete {reconsleft::%loop-player%}
  8. broadcast "{@P} &7All players are now able to request one recon report. Use it wisely!"
  9.  
  10. command /reconreset <player>:
  11. permission: skript.op
  12. trigger:
  13. delete {reconsleft::*}
  14. broadcast "{@P} &a%player-argument% &7is now able to request one recon report."
  15.  
  16. command /myrecons:
  17. trigger:
  18. message "{@P} &7You have &a%{reconsleft::%player%}% recons &7remaining."
  19.  
  20. command /recon <player>:
  21. trigger:
  22. if {reconsleft::%player%} is not set:
  23. set {reconsleft::%player%} to 3
  24. if {reconsleft::%player%} is 0:
  25. message "{@P} &7You're out of recon reports."
  26. stop
  27. player-argument is online
  28. set {reconsleft::%player%} to {reconsleft::%player%}-1
  29. #location#
  30. message "<gold><b><u>Here is your recon report for %player-argument%:"
  31. if (health of player-argument) is greater than 7:
  32. message "<gold><b>> %player-argument% <r><gold>is at <green><b>%(health of player-argument)% hearts<r><gold>."
  33. if (health of player-argument) is between 4 and 7:
  34. message "<gold><b>> %player-argument% <r><gold>is at <yellow><b>%(health of player-argument)% hearts<r><gold>."
  35. if (health of player-argument) is less than 4:
  36. message "<gold><b>> %player-argument% <r><gold>is at <red><b>%(health of player-argument)% hearts<r><gold>."
  37. #location#
  38. set {_x} to the x coordinate of (location of player-argument)
  39. set {_y} to the y coordinate of (location of player-argument)
  40. set {_z} to the z coordinate of (location of player-argument)
  41. if the biome at the player-argument is not hell:
  42. if the player-argument's altitude is greater than 62:
  43. message "<gold><b>> %player-argument%'s<r><gold> location is <b>on the surface <r><gold>at <bold>X=%{_x}% Y=%{_y}% Z=%{_z}%<r><gold>."
  44. if the player-argument's altitude is between 1 and 62:
  45. message "<gold><b>> %player-argument%'s<r><gold> location is <b>underground <r><gold>at <bold>X=%{_x}% Y=%{_y}% Z=%{_z}%<r><gold>."
  46. else:
  47. message "<gold><b>> %player-argument%'s<r><gold> location is <b>in the nether <r><gold>at <bold>X=%{_x}% Y=%{_y}% Z=%{_z}%<r><gold>."
  48. #sword#
  49. if player-argument's inventory contains a diamond sword:
  50. message "<gold><b>> %player-argument% <r><gold>has a <cyan><b>diamond<r><gold> sword."
  51. if player-argument's inventory contains a diamond sword of sharpness 5:
  52. message "<light green> >> (Sharpness 5)"
  53. if player-argument's inventory contains a diamond sword of sharpness 4:
  54. message "<light green> >> (Sharpness 4)"
  55. if player-argument's inventory contains a diamond sword of sharpness 3:
  56. message "<light green> >> (Sharpness 3)"
  57. if player-argument's inventory contains a diamond sword of sharpness 2:
  58. message "<light green> >> (Sharpness 2)"
  59. if player-argument's inventory contains a diamond sword of sharpness 1:
  60. message "<light green> >> (Sharpness 1)"
  61. if player-argument's inventory contains a diamond sword of fire aspect 2:
  62. message "<light green> >> (Fire Aspect 2)"
  63. if player-argument's inventory contains a diamond sword of fire aspect 1:
  64. message "<light green> >> (Fire Aspect 1)"
  65. if player-argument's inventory contains a diamond sword of knockback 2:
  66. message "<light green> >> (Knockback 2)"
  67. if player-argument's inventory contains a diamond sword of knockback 1:
  68. message "<light green> >> (Knockback 1)"
  69. if player-argument's inventory contains an iron sword:
  70. message "<gold><b>> %player-argument% <r><gold>has a <white><b>iron<r><gold> sword."
  71. if player-argument's inventory contains an iron sword of sharpness 5:
  72. message "<light green> >> (Sharpness 5)"
  73. if player-argument's inventory contains an iron sword of sharpness 4:
  74. message "<light green> >> (Sharpness 4)"
  75. if player-argument's inventory contains an iron sword of sharpness 3:
  76. message "<light green> >> (Sharpness 3)"
  77. if player-argument's inventory contains an iron sword of sharpness 2:
  78. message "<light green> >> (Sharpness 2)"
  79. if player-argument's inventory contains an iron sword of sharpness 1:
  80. message "<light green> >> (Sharpness 1)"
  81. if player-argument's inventory contains an iron sword of fire aspect 2:
  82. message "<light green> >> (Fire Aspect 2)"
  83. if player-argument's inventory contains an iron sword of fire aspect 1:
  84. message "<light green> >> (Fire Aspect 1)"
  85. if player-argument's inventory contains an iron sword of knockback 2:
  86. message "<light green> >> (Knockback 2)"
  87. if player-argument's inventory contains an iron sword of knockback 1:
  88. message "<light green> >> (Knockback 1)"
  89. if player-argument's inventory contains a stone sword:
  90. message "<gold><b>> %player-argument% <r><gold>has a <gray><b>stone<r><gold> sword."
  91. if player-argument's inventory contains a stone sword of sharpness 5:
  92. message "<light green> >> (Sharpness 5)"
  93. if player-argument's inventory contains a stone sword of sharpness 4:
  94. message "<light green> >> (Sharpness 4)"
  95. if player-argument's inventory contains a stone sword of sharpness 3:
  96. message "<light green> >> (Sharpness 3)"
  97. if player-argument's inventory contains a stone sword of sharpness 2:
  98. message "<light green> >> (Sharpness 2)"
  99. if player-argument's inventory contains a stone sword of sharpness 1:
  100. message "<light green> >> (Sharpness 1)"
  101. if player-argument's inventory contains a stone sword of fire aspect 2:
  102. message "<light green> >> (Fire Aspect 2)"
  103. if player-argument's inventory contains a stone sword of fire aspect 1:
  104. message "<light green> >> (Fire Aspect 1)"
  105. if player-argument's inventory contains a stone sword of knockback 2:
  106. message "<light green> >> (Knockback 2)"
  107. if player-argument's inventory contains a stone sword of knockback 1:
  108. message "<light green> >> (Knockback 1)"
  109. if player-argument's inventory contains a golden sword:
  110. message "<gold><b>> %player-argument% <r><gold>has a <yellow><b>golden<r><gold> sword."
  111. if player-argument's inventory contains a golden sword of sharpness 5:
  112. message "<light green> >> (Sharpness 5)"
  113. if player-argument's inventory contains a golden sword of sharpness 4:
  114. message "<light green> >> (Sharpness 4)"
  115. if player-argument's inventory contains a golden sword of sharpness 3:
  116. message "<light green> >> (Sharpness 3)"
  117. if player-argument's inventory contains a golden sword of sharpness 2:
  118. message "<light green> >> (Sharpness 2)"
  119. if player-argument's inventory contains a golden sword of sharpness 1:
  120. message "<light green> >> (Sharpness 1)"
  121. if player-argument's inventory contains a golden sword of fire aspect 2:
  122. message "<light green> >> (Fire Aspect 2)"
  123. if player-argument's inventory contains a golden sword of fire aspect 1:
  124. message "<light green> >> (Fire Aspect 1)"
  125. if player-argument's inventory contains a golden sword of knockback 2:
  126. message "<light green> >> (Knockback 2)"
  127. if player-argument's inventory contains a golden sword of knockback 1:
  128. message "<light green> >> (Knockback 1)"
  129. if player-argument's inventory contains a wooden sword:
  130. message "<gold><b>> %player-argument% <r><gold>has a <brown><b>wooden<r><gold> sword."
  131. if player-argument's inventory contains a diamond sword of sharpness 5:
  132. message "<light green> >> (Sharpness 5)"
  133. if player-argument's inventory contains a diamond sword of sharpness 4:
  134. message "<light green> >> (Sharpness 4)"
  135. if player-argument's inventory contains a diamond sword of sharpness 3:
  136. message "<light green> >> (Sharpness 3)"
  137. if player-argument's inventory contains a diamond sword of sharpness 2:
  138. message "<light green> >> (Sharpness 2)"
  139. if player-argument's inventory contains a diamond sword of sharpness 1:
  140. message "<light green> >> (Sharpness 1)"
  141. if player-argument's inventory contains a diamond sword of fire aspect 2:
  142. message "<light green> >> (Fire Aspect 2)"
  143. if player-argument's inventory contains a diamond sword of fire aspect 1:
  144. message "<light green> >> (Fire Aspect 1)"
  145. if player-argument's inventory contains a diamond sword of knockback 2:
  146. message "<light green> >> (Knockback 2)"
  147. if player-argument's inventory contains a diamond sword of knockback 1:
  148. message "<light green> >> (Knockback 1)"
  149. #bow and arrows#
  150. set {_arrows} to the number of arrows in player-argument's inventory
  151. set {_feathers} to the number of feathers in player-argument's inventory
  152. if player-argument's inventory contains a bow:
  153. message "<gold><b>> %player-argument% <reset><gold>has <b>a bow <r><gold>and <white><b>%{_arrows}% arrows<r><gold> and <white><b>%{_feathers}% feathers<r><gold>."
  154. if player-argument's inventory contains a bow of power 5:
  155. message "<light green> >> The bow is <b>power 5<r><gold>."
  156. if player-argument's inventory contains a bow of power 4:
  157. message "<light green> >> The bow is <b>power 4<r><gold>."
  158. if player-argument's inventory contains a bow of power 3:
  159. message "<light green> >> The bow is <b>power 3<r><gold>."
  160. if player-argument's inventory contains a bow of power 2:
  161. message "<light green> >> The bow is <b>power 2<r><gold>."
  162. if player-argument's inventory contains a bow of power 1:
  163. message "<light green> >> The bow is <b>power 1<r><gold>."
  164. if player-argument's inventory contains a bow of punch:
  165. message "<light green> >> The bow is a <light blue><b>punch <r><gold>bow."
  166. if player-argument's inventory contains a bow of flame:
  167. message "<light green> >> The bow is a <red><b>flame <r><gold>bow."
  168. if player-argument's inventory contains a bow of infinity:
  169. message "<light green> >> The bow is an <green><b>infinity <r><gold>bow."
  170. if player-argument's inventory does not contain a bow:
  171. message "<gold><b>> %player-argument% <r><gold>does <b>not <r><gold>have a bow, and has <white><b>%{_arrows}% arrows <r><gold>and <white><b>%{_feathers}% feathers<r><gold>."
  172. #gold#
  173. set {_goldi} to the number of gold ingots in player-argument's inventory
  174. set {_goldo} to the number of gold ore in the player-argument's inventory
  175. set {_goldn} to the number of gold nuggets in the player-argument's inventory
  176. set {_goldb} to the number of gold blocks in the player-argument's inventory
  177. message "<gold><b>> %player-argument% <r><gold>has <yellow><b>%{_goldi}+{_goldo}+({_goldn}/9)+({_goldb}*9)% gold <r><gold>with <yellow><b>%{_goldo}% <r><gold>of that in ore form."
  178. #diamonds#
  179. set {_diag} to the number of diamonds in player-argument's inventory
  180. set {_diab} to the number of diamond blocks in player-argument's inventory
  181. if player-argument's inventory contains a diamond pickaxe:
  182. message "<gold><b>> %player-argument% <r><gold>has <cyan><b>%{_diag}+({_diab}*9)% diamonds <r><gold>and <cyan><b>a diamond pick<r><gold>."
  183. else:
  184. message "<gold><b>> %player-argument% <r><gold>has <cyan><b>%{_diag}+({_diab}*9)% diamonds <r><gold>and <cyan><b>does not have <r><gold>a diamond pick."
  185. #enchants#
  186. set {_ench} to 0
  187. loop all items in the player-argument's inventory:
  188. if loop-item is enchanted:
  189. set {_ench} to {_ench}+1
  190. if loop-item is an enchanted book:
  191. set {_ench} to {_ench}+1
  192. if {_ench} is larger than 1:
  193. message "<gold><b>> %player-argument% <r><green><b>is enchanted<r><gold>."
  194. if {_ench} is 1:
  195. message "<gold><b>> %player-argument% <r><gold>has <b>one <r><gold>enchanted item."
  196. if {_ench} is 0:
  197. message "<gold><b>> %player-argument% <r><gray><b>is not enchanted <r><gold>."
  198. #enchant supplies#
  199. set {_anv} to the number of anvils in player-argument's inventory
  200. set {_leather} to the number of leather in player-argument's inventory
  201. set {_reeds} to the number of sugar cane in player-argument's inventory
  202. set {_books} to the number of books in player-argument's inventory
  203. set {_apples} to the number of apples in player-argument's inventory
  204. if player-argument's inventory contains an anvil:
  205. message "<gold><b>> %player-argument% <r><gold>has <light red><b>%{_apples}% apples<r><gold>, <b>%{_leather}% leather<r><gold>, <light green><b>%{_reeds}% reeds<r><gold>, <b>%{_books}% books<r><gold>, and <gray><b>an anvil<r><gold>."
  206. else:
  207. message "<gold><b>> %player-argument% <r><gold>has <light red><b>%{_apples}% apples<r><gold>, <b>%{_leather}% leather<r><gold>, <light green><b>%{_reeds}% reeds<r><gold>, <b>%{_books}% books<r><gold>, and <gray><b>no anvil<r><gold>."
  208. #potions#
  209. if player-argument's inventory contains a potion:
  210. message "<gold><b>> %player-argument% has potions."
  211. else:
  212. message "<gold><b>> %player-argument% does not <r><gold>have potions."
  213. #fire weapons#
  214. if player-argument's inventory contains a lava bucket and a flint and steel:
  215. message "<gold><b>> %player-argument% <r><gold>has a <red><b>lava bucket<r><gold> and a <red><b>flint and steel<r><gold>."
  216. else if player-argument's inventory contains a lava bucket:
  217. message "<gold><b>> %player-argument% <r><gold>has a <red><b>lava bucket<r><gold>, but not a flint and steel."
  218. else if player-argument's inventory contains a flint and steel:
  219. message "<gold><b>> %player-argument% <r><gold>has a <red><b>flint and steel<r><gold>, but not a lava bucket."
  220. else:
  221. message "<gold><b>> %player-argument% does not <r><gold>have a lava bucket or a flint and steel."
  222. #golden apples#
  223. set {_gapples} to the number of golden apples in player-argument's inventory
  224. if {_gapples} is greater than 0:
  225. message "<gold><b>> %player-argument% <r><gold>has <yellow><b>%{_gapples}% golden apples/heads<r><gold>."
  226. else:
  227. message "<gold><b>> %player-argument% <r><gold>has <yellow><b>no golden apples<r>."
  228. #armor#
  229. loop items of type helmet:
  230. player-argument is wearing loop-item
  231. message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
  232. if the argument-player is wearing a helmet of protection 1:
  233. message "<gray> >> (Protection 1)"
  234. if the argument-player is wearing a helmet of protection 2:
  235. message "<gray> >> (Protection 2)"
  236. if the argument-player is wearing a helmet of protection 3:
  237. message "<gray> >>(Protection 3)"
  238. if the argument-player is wearing a helmet of protection 4:
  239. message "<gray> >> (Protection 4)"
  240. if the argument-player is wearing a helmet of projectile protection 1:
  241. message "<gray> >> (Projectile Protection 1)"
  242. if the argument-player is wearing a helmet of projectile protection 2:
  243. message "<gray> >> (Projectile Protection 2)"
  244. if the argument-player is wearing a helmet of projectile protection 3:
  245. message "<gray> >> (Projectile Protection 3)"
  246. if the argument-player is wearing a helmet of projectile protection 4:
  247. message "<gray> >> (Projectile Protection 4)"
  248. loop items of type chestplate:
  249. player-argument is wearing loop-item
  250. message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
  251. if the argument-player is wearing a chestplate of protection 1:
  252. message "<gray> >> (Protection 1)"
  253. if the argument-player is wearing a chestplate of protection 2:
  254. message "<gray> >> (Protection 2)"
  255. if the argument-player is wearing a chestplate of protection 3:
  256. message "<gray> >>(Protection 3)"
  257. if the argument-player is wearing a chestplate of protection 4:
  258. message "<gray> >> (Protection 4)"
  259. if the argument-player is wearing a chestplate of projectile protection 1:
  260. message "<gray> >> (Projectile Protection 1)"
  261. if the argument-player is wearing a chestplate of projectile protection 2:
  262. message "<gray> >> (Projectile Protection 2)"
  263. if the argument-player is wearing a chestplate of projectile protection 3:
  264. message "<gray> >> (Projectile Protection 3)"
  265. if the argument-player is wearing a chestplate of projectile protection 4:
  266. message "<gray> >> (Projectile Protection 4)"
  267. loop items of type leggings:
  268. player-argument is wearing loop-item
  269. message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
  270. if the argument-player is wearing leggings of protection 1:
  271. message "<gray> >> (Protection 1)"
  272. if the argument-player is wearing leggings of protection 2:
  273. message "<gray> >> (Protection 2)"
  274. if the argument-player is wearing leggings of protection 3:
  275. message "<gray> >>(Protection 3)"
  276. if the argument-player is wearing leggings of protection 4:
  277. message "<gray> >> (Protection 4)"
  278. if the argument-player is wearing leggings of projectile protection 1:
  279. message "<gray> >> (Projectile Protection 1)"
  280. if the argument-player is wearing leggings of projectile protection 2:
  281. message "<gray> >> (Projectile Protection 2)"
  282. if the argument-player is wearing leggings of projectile protection 3:
  283. message "<gray> >> (Projectile Protection 3)"
  284. if the argument-player is wearing leggings of projectile protection 4:
  285. message "<gray> >> (Projectile Protection 4)"
  286. loop items of type boots:
  287. player-argument is wearing loop-item
  288. message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
  289. if the argument-player is wearing boots of protection 1:
  290. message "<gray> >> (Protection 1)"
  291. if the argument-player is wearing boots of protection 2:
  292. message "<gray> >> (Protection 2)"
  293. if the argument-player is wearing boots of protection 3:
  294. message "<gray> >>(Protection 3)"
  295. if the argument-player is wearing boots of protection 4:
  296. message "<gray> >> (Protection 4)"
  297. if the argument-player is wearing boots of projectile protection 1:
  298. message "<gray> >> (Projectile Protection 1)"
  299. if the argument-player is wearing boots of projectile protection 2:
  300. message "<gray> >> (Projectile Protection 2)"
  301. if the argument-player is wearing boots of projectile protection 3:
  302. message "<gray> >> (Projectile Protection 3)"
  303. if the argument-player is wearing boots of projectile protection 4:
  304. message "<gray> >> (Projectile Protection 4)"
  305. wait 2 ticks
  306. chance of 30%
  307. broadcast "<gold><b>Careful, %argument-player%. %player% was caught spying on you!"
  308.  
  309. on death of player:
  310. attacker is a player
  311. wait 3 ticks
  312. add 1 to {reconsleft::%attacker%}
  313.  
  314. on craft of a chest:
  315. cancel event
  316.  
  317. on placing of a chest:
  318. cancel event
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement