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- #impromptu coding
- options:
- P: &d[&cBlood Price&d]
- C: &c
- H: &d
- command /bloodprice [<text>]:
- permission: skript.op
- permission message: "{@P}{@C} No, you're not doing that..."
- usage: /bloodprice [enable/disable]
- trigger:
- if arg-1 is not set:
- if {bloodp} is true:
- send "{@P}{@C} Blood Price is currently {@H}enabled!"
- if {bloodp} is not set:
- send "{@P}{@C} Blood Price is currently {@H}disabled!"
- command "/playsound random.pop %command sender% ~ ~ ~ 1 1 1"
- if arg-1 is "enable" or "on":
- if {bloodp} is true:
- send "{@P}{@C} Blood Price is already {@H}enabled!"
- if {bloodp} is not set:
- set {bloodp} to true
- broadcast "{@P}{@C} Blood Price has been {@H}enabled!"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 2 1"
- set {bloodp.timer} to (random integer between 240 and 720)
- if arg-1 is "disable" or "off":
- if {bloodp} is true:
- delete {bloodp}
- delete {bloodp.timer}
- broadcast "{@P}{@C} Blood Price has been {@H}disabled!"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 2 1"
- if {bloodp} is not set:
- send "{@P}{@C} Blood Price is already {@H}disabled!"
- if arg-1 is "help":
- send "{@P}{@H} Commands for Blood Price:"
- send "{@P}{@H} /bloodprice [enable/disable]"
- send "{@P}{@H} /bloodtimer"
- send "{@P}{@H} /bloodcurrent"
- send "{@P}{@H} /whatisbloodprice"
- command "/playsound random.pop %command sender% ~ ~ ~ 1 1 1"
- command /whatisbloodprice:
- trigger:
- send "{@P}{@C} Blood Price is where every 4-12 minutes, the player(s) at the highest health will be damaged for 3 hearts."
- send "{@P}{@C} However, this damage can only reduce you to half a heart."
- send "{@P}{@C} You can use {@H}/bloodcurrent {@C}to see who will take damage next."
- command "/playsound random.pop %command sender% ~ ~ ~ 1 1 1"
- command /bloodcurrent:
- trigger:
- if {bloodp} is true:
- set {bloodp.currenthealth} to 0
- loop all players:
- if health of loop-player >= {bloodp.currenthealth}:
- set {bloodp.currenthealth} to health of loop-player
- loop all players:
- if health of loop-player >= {bloodp.currenthealth}:
- set {bloodp.current.%loop-player%} to true
- {bloodp.current.%loop-player%} is true
- send "{@P}{@C} Next player to take damage: {@H}%loop-player%" to command sender
- delete {bloodp.current.%loop-player%}
- command "/playsound note.pling %command sender% ~ ~ ~ 1 1 1"
- command /bloodtimer:
- permission: skript.op
- trigger:
- if {bloodp} is true:
- send "{@P}{@H} %{bloodp.timer}% seconds {@C}until next damage!"
- command "/playsound note.pling %command sender% ~ ~ ~ 1 1 1"
- every second:
- if {bloodp} is true:
- remove 1 from {bloodp.timer}
- if {bloodp.timer} = 180:
- broadcast "{@P}{@C} 3 minutes..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 120:
- broadcast "{@P}{@C} 2 minutes..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 60:
- broadcast "{@P}{@C} 1 minute..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 30:
- broadcast "{@P}{@C} 30 seconds..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 20:
- broadcast "{@P}{@C} 20 seconds..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 10:
- broadcast "{@P}{@C} 10 seconds..."
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 5:
- broadcast "{@P}{@C} :D"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 4:
- broadcast "{@P}{@C} :/"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 3:
- broadcast "{@P}{@C} :I"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 2:
- broadcast "{@P}{@C} :o"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 1:
- broadcast "{@P}{@C} D:"
- loop all players:
- command "/playsound note.pling %loop-player% ~ ~ ~ 1 1 1"
- if {bloodp.timer} = 0:
- set {bloodp.maxhealth} to 0.5
- loop all players:
- command "/playsound random.explode %loop-player% ~ ~ ~ 1 1 1"
- if health of loop-player >= {bloodp.maxhealth}:
- set {bloodp.maxhealth} to health of loop-player
- if {bloodp.maxhealth} > 3:
- loop all players:
- health of loop-player = {bloodp.maxhealth}
- set {bloodp.max.%loop-player%} to true
- {bloodp.max.%loop-player%} is true
- damage loop-player by 3 hearts
- delete {bloodp.max.%loop-player%}
- else if {bloodp.maxhealth} <= 3:
- loop all players:
- health of loop-player = {bloodp.maxhealth}
- set {bloodp.max.%loop-player%} to true
- if {bloodp.max.%loop-player%} is true:
- poison loop-player for 8 seconds
- delete {bloodp.max.%loop-player%}
- broadcast "{@P}{@C} Ouch!"
- delete {bloodp.maxhealth}
- set {bloodp.timer} to (random integer between 240 and 720)
- command /bloodtrigger:
- permission: skript.op
- trigger:
- set {bloodp.maxhealth} to 0.5
- loop all players:
- command "/playsound random.explode %loop-player% ~ ~ ~ 1 1 1"
- if health of loop-player >= {bloodp.maxhealth}:
- set {bloodp.maxhealth} to health of loop-player
- if {bloodp.maxhealth} > 3:
- loop all players:
- health of loop-player = {bloodp.maxhealth}
- set {bloodp.max.%loop-player%} to true
- {bloodp.max.%loop-player%} is true
- damage loop-player by 3 hearts
- delete {bloodp.max.%loop-player%}
- else if {bloodp.maxhealth} <= 3:
- loop all players:
- health of loop-player = {bloodp.maxhealth}
- set {bloodp.max.%loop-player%} to true
- if {bloodp.max.%loop-player%} is true:
- poison loop-player for 8 seconds
- delete {bloodp.max.%loop-player%}
- broadcast "{@P}{@C} Ouch!"
- delete {bloodp.maxhealth}
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