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- options:
- P: [&2Ampersand&r]
- command /reconresetall:
- permission: skript.op
- trigger:
- delete {reconsleft::%loop-player%}
- broadcast "{@P} &7All players are now able to request one recon report. Use it wisely!"
- command /reconreset <player>:
- permission: skript.op
- trigger:
- delete {reconsleft::*}
- broadcast "{@P} &a%player-argument% &7is now able to request one recon report."
- command /myrecons:
- trigger:
- message "{@P} &7You have &a%{reconsleft::%player%}% recons &7remaining."
- command /recon <player>:
- trigger:
- if {reconsleft::%player%} is not set:
- set {reconsleft::%player%} to 3
- if {reconsleft.%player%} is 0:
- message "{@P} &7You're out of recon reports."
- stop
- player-argument is online
- set {reconsleft.%player%} to {reconsleft.%player%}-1
- #location#
- message "<gold><b><u>Here is your recon report for %player-argument%:"
- if (health of player-argument) is greater than 7:
- message "<gold><b>> %player-argument% <r><gold>is at <green><b>%(health of player-argument)% hearts<r><gold>."
- if (health of player-argument) is between 4 and 7:
- message "<gold><b>> %player-argument% <r><gold>is at <yellow><b>%(health of player-argument)% hearts<r><gold>."
- if (health of player-argument) is less than 4:
- message "<gold><b>> %player-argument% <r><gold>is at <red><b>%(health of player-argument)% hearts<r><gold>."
- #location#
- set {_x} to the x coordinate of (location of player-argument)
- set {_y} to the y coordinate of (location of player-argument)
- set {_z} to the z coordinate of (location of player-argument)
- if the biome at the player-argument is not hell:
- if the player-argument's altitude is greater than 62:
- 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>."
- if the player-argument's altitude is between 1 and 62:
- message "<gold><b>> %player-argument%'s<r><gold> location is <b>underground <r><gold>at <bold>X=%{_x}% Y=%{_y}% Z=%{_z}%<r><gold>."
- else:
- 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>."
- #sword#
- if player-argument's inventory contains a diamond sword:
- message "<gold><b>> %player-argument% <r><gold>has a <cyan><b>diamond<r><gold> sword."
- if player-argument's inventory contains a diamond sword of sharpness 5:
- message "<light green> >> (Sharpness 5)"
- if player-argument's inventory contains a diamond sword of sharpness 4:
- message "<light green> >> (Sharpness 4)"
- if player-argument's inventory contains a diamond sword of sharpness 3:
- message "<light green> >> (Sharpness 3)"
- if player-argument's inventory contains a diamond sword of sharpness 2:
- message "<light green> >> (Sharpness 2)"
- if player-argument's inventory contains a diamond sword of sharpness 1:
- message "<light green> >> (Sharpness 1)"
- if player-argument's inventory contains a diamond sword of fire aspect 2:
- message "<light green> >> (Fire Aspect 2)"
- if player-argument's inventory contains a diamond sword of fire aspect 1:
- message "<light green> >> (Fire Aspect 1)"
- if player-argument's inventory contains a diamond sword of knockback 2:
- message "<light green> >> (Knockback 2)"
- if player-argument's inventory contains a diamond sword of knockback 1:
- message "<light green> >> (Knockback 1)"
- if player-argument's inventory contains an iron sword:
- message "<gold><b>> %player-argument% <r><gold>has a <white><b>iron<r><gold> sword."
- if player-argument's inventory contains an iron sword of sharpness 5:
- message "<light green> >> (Sharpness 5)"
- if player-argument's inventory contains an iron sword of sharpness 4:
- message "<light green> >> (Sharpness 4)"
- if player-argument's inventory contains an iron sword of sharpness 3:
- message "<light green> >> (Sharpness 3)"
- if player-argument's inventory contains an iron sword of sharpness 2:
- message "<light green> >> (Sharpness 2)"
- if player-argument's inventory contains an iron sword of sharpness 1:
- message "<light green> >> (Sharpness 1)"
- if player-argument's inventory contains an iron sword of fire aspect 2:
- message "<light green> >> (Fire Aspect 2)"
- if player-argument's inventory contains an iron sword of fire aspect 1:
- message "<light green> >> (Fire Aspect 1)"
- if player-argument's inventory contains an iron sword of knockback 2:
- message "<light green> >> (Knockback 2)"
- if player-argument's inventory contains an iron sword of knockback 1:
- message "<light green> >> (Knockback 1)"
- if player-argument's inventory contains a stone sword:
- message "<gold><b>> %player-argument% <r><gold>has a <gray><b>stone<r><gold> sword."
- if player-argument's inventory contains a stone sword of sharpness 5:
- message "<light green> >> (Sharpness 5)"
- if player-argument's inventory contains a stone sword of sharpness 4:
- message "<light green> >> (Sharpness 4)"
- if player-argument's inventory contains a stone sword of sharpness 3:
- message "<light green> >> (Sharpness 3)"
- if player-argument's inventory contains a stone sword of sharpness 2:
- message "<light green> >> (Sharpness 2)"
- if player-argument's inventory contains a stone sword of sharpness 1:
- message "<light green> >> (Sharpness 1)"
- if player-argument's inventory contains a stone sword of fire aspect 2:
- message "<light green> >> (Fire Aspect 2)"
- if player-argument's inventory contains a stone sword of fire aspect 1:
- message "<light green> >> (Fire Aspect 1)"
- if player-argument's inventory contains a stone sword of knockback 2:
- message "<light green> >> (Knockback 2)"
- if player-argument's inventory contains a stone sword of knockback 1:
- message "<light green> >> (Knockback 1)"
- if player-argument's inventory contains a golden sword:
- message "<gold><b>> %player-argument% <r><gold>has a <yellow><b>golden<r><gold> sword."
- if player-argument's inventory contains a golden sword of sharpness 5:
- message "<light green> >> (Sharpness 5)"
- if player-argument's inventory contains a golden sword of sharpness 4:
- message "<light green> >> (Sharpness 4)"
- if player-argument's inventory contains a golden sword of sharpness 3:
- message "<light green> >> (Sharpness 3)"
- if player-argument's inventory contains a golden sword of sharpness 2:
- message "<light green> >> (Sharpness 2)"
- if player-argument's inventory contains a golden sword of sharpness 1:
- message "<light green> >> (Sharpness 1)"
- if player-argument's inventory contains a golden sword of fire aspect 2:
- message "<light green> >> (Fire Aspect 2)"
- if player-argument's inventory contains a golden sword of fire aspect 1:
- message "<light green> >> (Fire Aspect 1)"
- if player-argument's inventory contains a golden sword of knockback 2:
- message "<light green> >> (Knockback 2)"
- if player-argument's inventory contains a golden sword of knockback 1:
- message "<light green> >> (Knockback 1)"
- if player-argument's inventory contains a wooden sword:
- message "<gold><b>> %player-argument% <r><gold>has a <brown><b>wooden<r><gold> sword."
- if player-argument's inventory contains a diamond sword of sharpness 5:
- message "<light green> >> (Sharpness 5)"
- if player-argument's inventory contains a diamond sword of sharpness 4:
- message "<light green> >> (Sharpness 4)"
- if player-argument's inventory contains a diamond sword of sharpness 3:
- message "<light green> >> (Sharpness 3)"
- if player-argument's inventory contains a diamond sword of sharpness 2:
- message "<light green> >> (Sharpness 2)"
- if player-argument's inventory contains a diamond sword of sharpness 1:
- message "<light green> >> (Sharpness 1)"
- if player-argument's inventory contains a diamond sword of fire aspect 2:
- message "<light green> >> (Fire Aspect 2)"
- if player-argument's inventory contains a diamond sword of fire aspect 1:
- message "<light green> >> (Fire Aspect 1)"
- if player-argument's inventory contains a diamond sword of knockback 2:
- message "<light green> >> (Knockback 2)"
- if player-argument's inventory contains a diamond sword of knockback 1:
- message "<light green> >> (Knockback 1)"
- #bow and arrows#
- set {_arrows} to the number of arrows in player-argument's inventory
- set {_feathers} to the number of feathers in player-argument's inventory
- if player-argument's inventory contains a bow:
- 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>."
- if player-argument's inventory contains a bow of power 5:
- message "<light green> >> The bow is <b>power 5<r><gold>."
- if player-argument's inventory contains a bow of power 4:
- message "<light green> >> The bow is <b>power 4<r><gold>."
- if player-argument's inventory contains a bow of power 3:
- message "<light green> >> The bow is <b>power 3<r><gold>."
- if player-argument's inventory contains a bow of power 2:
- message "<light green> >> The bow is <b>power 2<r><gold>."
- if player-argument's inventory contains a bow of power 1:
- message "<light green> >> The bow is <b>power 1<r><gold>."
- if player-argument's inventory contains a bow of punch:
- message "<light green> >> The bow is a <light blue><b>punch <r><gold>bow."
- if player-argument's inventory contains a bow of flame:
- message "<light green> >> The bow is a <red><b>flame <r><gold>bow."
- if player-argument's inventory contains a bow of infinity:
- message "<light green> >> The bow is an <green><b>infinity <r><gold>bow."
- if player-argument's inventory does not contain a bow:
- 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>."
- #gold#
- set {_goldi} to the number of gold ingots in player-argument's inventory
- set {_goldo} to the number of gold ore in the player-argument's inventory
- set {_goldn} to the number of gold nuggets in the player-argument's inventory
- set {_goldb} to the number of gold blocks in the player-argument's inventory
- 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."
- #diamonds#
- set {_diag} to the number of diamonds in player-argument's inventory
- set {_diab} to the number of diamond blocks in player-argument's inventory
- if player-argument's inventory contains a diamond pickaxe:
- message "<gold><b>> %player-argument% <r><gold>has <cyan><b>%{_diag}+({_diab}*9)% diamonds <r><gold>and <cyan><b>a diamond pick<r><gold>."
- else:
- 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."
- #enchants#
- set {_ench} to 0
- loop all items in the player-argument's inventory:
- if loop-item is enchanted:
- set {_ench} to {_ench}+1
- if loop-item is an enchanted book:
- set {_ench} to {_ench}+1
- if {_ench} is larger than 1:
- message "<gold><b>> %player-argument% <r><green><b>is enchanted<r><gold>."
- if {_ench} is 1:
- message "<gold><b>> %player-argument% <r><gold>has <b>one <r><gold>enchanted item."
- if {_ench} is 0:
- message "<gold><b>> %player-argument% <r><gray><b>is not enchanted <r><gold>."
- #enchant supplies#
- set {_anv} to the number of anvils in player-argument's inventory
- set {_leather} to the number of leather in player-argument's inventory
- set {_reeds} to the number of sugar cane in player-argument's inventory
- set {_books} to the number of books in player-argument's inventory
- set {_apples} to the number of apples in player-argument's inventory
- if player-argument's inventory contains an anvil:
- 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>."
- else:
- 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>."
- #potions#
- if player-argument's inventory contains a potion:
- message "<gold><b>> %player-argument% has potions."
- else:
- message "<gold><b>> %player-argument% does not <r><gold>have potions."
- #fire weapons#
- if player-argument's inventory contains a lava bucket and a flint and steel:
- message "<gold><b>> %player-argument% <r><gold>has a <red><b>lava bucket<r><gold> and a <red><b>flint and steel<r><gold>."
- else if player-argument's inventory contains a lava bucket:
- message "<gold><b>> %player-argument% <r><gold>has a <red><b>lava bucket<r><gold>, but not a flint and steel."
- else if player-argument's inventory contains a flint and steel:
- message "<gold><b>> %player-argument% <r><gold>has a <red><b>flint and steel<r><gold>, but not a lava bucket."
- else:
- message "<gold><b>> %player-argument% does not <r><gold>have a lava bucket or a flint and steel."
- #golden apples#
- set {_gapples} to the number of golden apples in player-argument's inventory
- if {_gapples} is greater than 0:
- message "<gold><b>> %player-argument% <r><gold>has <yellow><b>%{_gapples}% golden apples/heads<r><gold>."
- else:
- message "<gold><b>> %player-argument% <r><gold>has <yellow><b>no golden apples<r>."
- #armor#
- loop items of type helmet:
- player-argument is wearing loop-item
- message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
- if the argument-player is wearing a helmet of protection 1:
- message "<gray> >> (Protection 1)"
- if the argument-player is wearing a helmet of protection 2:
- message "<gray> >> (Protection 2)"
- if the argument-player is wearing a helmet of protection 3:
- message "<gray> >>(Protection 3)"
- if the argument-player is wearing a helmet of protection 4:
- message "<gray> >> (Protection 4)"
- if the argument-player is wearing a helmet of projectile protection 1:
- message "<gray> >> (Projectile Protection 1)"
- if the argument-player is wearing a helmet of projectile protection 2:
- message "<gray> >> (Projectile Protection 2)"
- if the argument-player is wearing a helmet of projectile protection 3:
- message "<gray> >> (Projectile Protection 3)"
- if the argument-player is wearing a helmet of projectile protection 4:
- message "<gray> >> (Projectile Protection 4)"
- loop items of type chestplate:
- player-argument is wearing loop-item
- message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
- if the argument-player is wearing a chestplate of protection 1:
- message "<gray> >> (Protection 1)"
- if the argument-player is wearing a chestplate of protection 2:
- message "<gray> >> (Protection 2)"
- if the argument-player is wearing a chestplate of protection 3:
- message "<gray> >>(Protection 3)"
- if the argument-player is wearing a chestplate of protection 4:
- message "<gray> >> (Protection 4)"
- if the argument-player is wearing a chestplate of projectile protection 1:
- message "<gray> >> (Projectile Protection 1)"
- if the argument-player is wearing a chestplate of projectile protection 2:
- message "<gray> >> (Projectile Protection 2)"
- if the argument-player is wearing a chestplate of projectile protection 3:
- message "<gray> >> (Projectile Protection 3)"
- if the argument-player is wearing a chestplate of projectile protection 4:
- message "<gray> >> (Projectile Protection 4)"
- loop items of type leggings:
- player-argument is wearing loop-item
- message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
- if the argument-player is wearing leggings of protection 1:
- message "<gray> >> (Protection 1)"
- if the argument-player is wearing leggings of protection 2:
- message "<gray> >> (Protection 2)"
- if the argument-player is wearing leggings of protection 3:
- message "<gray> >>(Protection 3)"
- if the argument-player is wearing leggings of protection 4:
- message "<gray> >> (Protection 4)"
- if the argument-player is wearing leggings of projectile protection 1:
- message "<gray> >> (Projectile Protection 1)"
- if the argument-player is wearing leggings of projectile protection 2:
- message "<gray> >> (Projectile Protection 2)"
- if the argument-player is wearing leggings of projectile protection 3:
- message "<gray> >> (Projectile Protection 3)"
- if the argument-player is wearing leggings of projectile protection 4:
- message "<gray> >> (Projectile Protection 4)"
- loop items of type boots:
- player-argument is wearing loop-item
- message "<gold><b>> %player-argument% <r><gold>is wearing <gray><b>%loop-item%<r><gold>."
- if the argument-player is wearing boots of protection 1:
- message "<gray> >> (Protection 1)"
- if the argument-player is wearing boots of protection 2:
- message "<gray> >> (Protection 2)"
- if the argument-player is wearing boots of protection 3:
- message "<gray> >>(Protection 3)"
- if the argument-player is wearing boots of protection 4:
- message "<gray> >> (Protection 4)"
- if the argument-player is wearing boots of projectile protection 1:
- message "<gray> >> (Projectile Protection 1)"
- if the argument-player is wearing boots of projectile protection 2:
- message "<gray> >> (Projectile Protection 2)"
- if the argument-player is wearing boots of projectile protection 3:
- message "<gray> >> (Projectile Protection 3)"
- if the argument-player is wearing boots of projectile protection 4:
- message "<gray> >> (Projectile Protection 4)"
- wait 2 ticks
- chance of 30%
- broadcast "<gold><b>Careful, %argument-player%. %player% was caught spying on you!"
- on death of player:
- attacker is a player
- wait 3 ticks
- add 1 to {reconsleft::%attacker%}
- on craft of a chest:
- cancel event
- on placing of a chest:
- cancel event
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