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Jun 19th, 2018
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  1.  
  2.  
  3. on flow:
  4. if "%region at event-location%" contains "djnether":
  5. cancel event
  6. wait 10 seconds
  7. set block at event-location to air
  8.  
  9.  
  10. on join:
  11. while player is online:
  12. set {dejajump.%player%} to true
  13. wait 5 second
  14.  
  15.  
  16. variables:
  17. {hp.%player%} = 50
  18. {maxhp.%player%} = 50
  19. # {hp.%player%} = player's health
  20. # {maxhp.%player%} = the maximum health of the player
  21. {combattime.%player%} = 0
  22. {spawner.%block%} = false
  23. {spawnertype.%block%} = "?"
  24. {attackcooldown.%entity%} = true
  25. {shootingtime.%entity%} = 0
  26.  
  27. on shoot:
  28. set {shootingtime.%shooter%} to 2
  29.  
  30. every second:
  31. loop all entities:
  32. {shootingtime.%loop-entity%} is greater than 0:
  33. remove 1 from {shootingtime.%loop-entity%}
  34. on damage:
  35. #broadcast "test"
  36. if damage was caused by projectile:
  37. {cooldownattack.%attacker%} is true:
  38. set damage to 0
  39. cancel event
  40. stop
  41. attacker's held item is not a bow:
  42. stop
  43. attacker is not a player:
  44. set damage to damage - damage *{armor.%victim%} /100
  45. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  46. stop
  47. chance of {dodge.%victim%}%:
  48. send "&7[%{colorpref.%attacker%}%Info&7]: &fl'énnemie as esquivé!" to attacker
  49. send "&7[%{colorpref.%victim%}%Info&7]: &fesquive !" to victim
  50. stop
  51. chance of {block.%victim%}%:
  52. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnnemie as bloqué!" to attacker
  53. send "&7[%{colorpref.%victim%}%Info&7]: &fBloquage de l'attaque!" to victim
  54. stop
  55. set {_lore::*} to lore of attacker's held item split at "||"
  56. loop 8 times:
  57. {_lore::%loop-number%} contains "&cDégâts &7&l: &c":
  58. replace every "&cDégâts &7&l: &c" with "" in {_lore::%loop-number%}
  59. replace every " " with "" in {_lore::%loop-number%}
  60. set {_xlore} to {_lore::%loop-number%}
  61. set {_exlore::*} to {_xlore} split at "-"
  62. set {_lore1} to {_exlore::1}
  63. set {_lore2} to {_exlore::2}
  64. set {_lore1} to {_lore1} parsed as number
  65. set {_lore2} to {_lore2} parsed as number
  66. set {_lore1} to rounded {_lore1}
  67. set {_lore2} to rounded {_lore2}
  68. add random integer from {_lore1} to {_lore2} to {_damage}
  69. {_lore::%loop-number%} contains "&cChance critique &7&l: &c":
  70. replace every "&cChance critique &7&l: &c" with "" in {_lore::%loop-number%}
  71. replace every " " with "" in {_lore::%loop-number%}
  72. replace every "%%" with "" in {_lore::%loop-number%}
  73. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  74. set {_crit} to {_lore::%loop-number%}
  75. {_lore::%loop-number%} contains "&cVitesse d'Attaque &7&l: &c":
  76. replace every "&cVitesse d'Attaque &7&l: &c" with "" in {_lore::%loop-number%}
  77. replace every " " with "" in {_lore::%loop-number%}
  78. replace every "&7s" with "" in {_lore::%loop-number%}
  79. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  80. set {_vit} to {_lore::%loop-number%}
  81. {_lore::%loop-number%} contains "&cIncandescence &7&l: &c+":
  82. replace every "&cIncandescence &7&l: &c+" with "" in {_lore::%loop-number%}
  83. replace every " " with "" in {_lore::%loop-number%}
  84. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  85. set {_fire} to {_lore::%loop-number%}
  86. {_lore::%loop-number%} contains "&cGelure &7&l: &c+":
  87. replace every "&cGelure &7&l: &c+" with "" in {_lore::%loop-number%}
  88. replace every " " with "" in {_lore::%loop-number%}
  89. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  90. set {_ice} to {_lore::%loop-number%}
  91. {_lore::%loop-number%} contains "&cÉclair &7&l: &c+":
  92. replace every "&cÉclair &7&l: &c+" with "" in {_lore::%loop-number%}
  93. replace every " " with "" in {_lore::%loop-number%}
  94. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  95. set {_lit} to {_lore::%loop-number%}
  96. {_lore::%loop-number%} contains "&cNATURE DMG &7&l>> &c":
  97. replace every "&cNATURE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
  98. replace every " " with "" in {_lore::%loop-number%}
  99. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  100. set {_nature} to {_lore::%loop-number%}
  101. {_lore::%loop-number%} contains "&cAveuglement &7&l: &c":
  102. replace every "&cAveuglement &7&l: &c" with "" in {_lore::%loop-number%}
  103. replace every " " with "" in {_lore::%loop-number%}
  104. replace every "%%" with "" in {_lore::%loop-number%}
  105. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  106. set {_blnd} to {_lore::%loop-number%}
  107. {_lore::%loop-number%} contains "&cConfusion &7&l: &c":
  108. replace every "&cConfusion &7&l: &c" with "" in {_lore::%loop-number%}
  109. replace every " " with "" in {_lore::%loop-number%}
  110. replace every "%%" with "" in {_lore::%loop-number%}
  111. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  112. set {_cnf} to {_lore::%loop-number%}
  113. {_lore::%loop-number%} contains "&cSaignement &7&l: &c":
  114. replace every "&cSaignement &7&l: &c" with "" in {_lore::%loop-number%}
  115. replace every " " with "" in {_lore::%loop-number%}
  116. replace every "%%" with "" in {_lore::%loop-number%}
  117. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  118. set {_cut} to {_lore::%loop-number%}
  119. {_lore::%loop-number%} contains "&cVampirisme &7&l: &c":
  120. replace every "&cVampirisme &7&l: &c" with "" in {_lore::%loop-number%}
  121. replace every " " with "" in {_lore::%loop-number%}
  122. replace every "%%" with "" in {_lore::%loop-number%}
  123. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  124. set {_life} to {_lore::%loop-number%}
  125. {_lore::%loop-number%} contains "&cRecul &7&l: &c":
  126. replace every "&cRecul &7&l: &c" with "" in {_lore::%loop-number%}
  127. replace every " " with "" in {_lore::%loop-number%}
  128. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  129. set {_kb} to {_lore::%loop-number%}
  130. {_lore::%loop-number%} contains "&cRestauration &7&l: &c":
  131. replace every "&cRestauration &7&l: &c" with "" in {_lore::%loop-number%}
  132. replace every " " with "" in {_lore::%loop-number%}
  133. replace every "%%" with "" in {_lore::%loop-number%}
  134. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  135. set {_restore} to {_lore::%loop-number%}
  136. {_lore::%loop-number%} contains "&6Classe &7&l: &6":
  137. replace every "&6Classe &7&l: &6" with "" in {_lore::%loop-number%}
  138. replace every " " with "" in {_lore::%loop-number%}
  139. replace every "%%" with "" in {_lore::%loop-number%}
  140. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  141. set {_class} to {_lore::%loop-number%}
  142. {_lore::%loop-number%} contains "&6Niveau &7&l: &6":
  143. replace every "&6Niveau &7&l: &6" with "" in {_lore::%loop-number%}
  144. replace every " " with "" in {_lore::%loop-number%}
  145. replace every "%%" with "" in {_lore::%loop-number%}
  146. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  147. set {_niveau} to {_lore::%loop-number%}
  148. set {_finaldamage} to {_damage}/2
  149. remove {_finaldamage} *{armor.%victim%} /100 from {_finaldamage}
  150. {_class} is set:
  151. if attacker has the permission "stats.%{_class}%":
  152. if {_niveau} is set:
  153. if level of attacker is greater than {_niveau}-1:
  154. {_vit} is set:
  155. set {_vit} to {_vit} * 20
  156. set {cooldownattack.%attacker%} to true
  157. set {_wait} to "%{_vit}% ticks" parsed as timespan
  158. execute console command "/attackspeed %attacker's name% %{_wait}%"
  159. {_life} is set:
  160. set {holovemp} to victim
  161. execute console command "/warpevemp %victim's name%"
  162. # add rounded {_finaldamage} *{_life} /100 to {hp.%attacker%}
  163. heal the attacker by {_finaldamage} *{_life} /100
  164. {_fire} is set:
  165. remove {magicarmor.%victim%} from {_fire}
  166. {_fire} is less than 0:
  167. set {_fire} to 0
  168. add rounded {_fire} to {_finaldamage}
  169. ignite victim for 2 seconds
  170. play raw sound "mob.ghast.fireball" at victim with pitch 1 volume 1
  171. set {holofire} to victim
  172. execute console command "/warpefire %victim's name%"
  173. {_ice} is set:
  174. remove {magicarmor.%victim%} from {_ice}
  175. {_ice} is less than 0:
  176. set {_ice} to 0
  177. add rounded {_ice} to {_finaldamage}
  178. apply slowness 2 to victim for 2 seconds
  179. play raw sound "game.potion.smash" at victim with pitch 1 volume 1
  180. set {holoice} to victim
  181. execute console command "/warpeice %victim's name%"
  182. {_lit} is set:
  183. remove {magicarmor.%victim%} from {_lit}
  184. {_lit} is less than 0:
  185. set {_lit} to 0
  186. add rounded {_lit} to {_finaldamage}
  187. set {holostorm} to victim
  188. execute console command "/warpestorm %victim's name%"
  189. strike lightning effect at victim
  190. {_fire} is less than 0:
  191. set {_fire} to 0
  192. add rounded {_nature} /4 to {hp.%attacker%}
  193. add rounded {_nature} to {_finaldamage}
  194.  
  195. chance of {_restore}%:
  196. damage attacker's held item by -1
  197. chance of {_counter}%:
  198. # show punch animation to victim
  199. remove {_finaldamage} from {hp.%attacker%}
  200. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi contre attaque!" to attacker
  201. send "&7[%{colorpref.%victim%}%Info&7]: &fContre attaque!" to victim
  202. {_kb} is set:
  203. push victim in direction of attacker at speed {_kb} /100
  204. chance of {_blnd}%:
  205. apply blindness to victim for 3 seconds
  206. set {holoblind} to victim
  207. execute console command "/warpeblind %victim's name%"
  208. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi aveuglé!" to attacker
  209. chance of {_cnf}%:
  210. apply nausea 3 to victim for 5 seconds
  211. set {holoconfu} to victim
  212. execute console command "/warpeconfu %victim's name%"
  213. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi confus!" to attacker
  214. play raw sound "game.hostile.hurt" at victim with pitch 1 volume 1
  215. victim is not a player:
  216. damage cause is not fire or lava:
  217. push victim in direction of attacker at speed 0.4
  218. push victim upwards at speed 0.15
  219. victim is a player:
  220. damage cause is not fire or lava:
  221. push victim in direction of attacker at speed 0.1
  222. push victim upwards at speed 0.05
  223. chance of {reflect.%victim%}%:
  224. damage cause is not fall or fire or lava:
  225. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi renvoi!" to attacker
  226. send "&7[%{colorpref.%victim%}%Info&7]: &frenvoi de l'attaque enemi !" to victim
  227. remove {_finaldamage} from {hp.%attacker%}
  228. stop
  229. chance of {restore.%victim%}%:
  230. chance of 25%:
  231. damage victim's helmet by -10
  232. chance of 25%:
  233. damage victim's chestplate by -10
  234. chance of 25%:
  235. damage victim's leggings by -10
  236. chance of 25%:
  237. damage victim's boots by -10
  238. {_crit} is not set:
  239. attacker is not a player:
  240. chance of 8%:
  241. set {_crit} to 100
  242. chance of {_crit}%:
  243. {_finaldamage} is greater than 0:
  244. set {_finaldamage} to {_finaldamage} * 2
  245. {_lit} is set:
  246. loop blocks in radius 3 around victim:
  247. add location of loop-block to {_randblock::*}
  248. loop 10 times:
  249. strike lightning effect at {_randblock::%random integer from 1 to 27%}
  250. create a fake explosion at block above location of victim
  251. set damage to {_finaldamage}
  252. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  253. stop
  254. {_finaldamage} is greater than 0:
  255. set damage to {_finaldamage}
  256. {hp.%victim%} is less than 1:
  257. set damage to {_finaldamage}
  258. chance of {_cut}%:
  259. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemie saigne!" to attacker
  260. loop 10 times:
  261. victim is not alive:
  262. stop
  263. set {holobleed} to victim
  264. execute console command "/warpebleed %victim's name%"
  265. damage victim by 5
  266. bind hologram "&c-5" to victim for 1 seconds offset by 0, 2.8, 0
  267. set {hp.%victim%} to rounded {hp.%victim%}
  268. wait 1 second
  269. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  270. else:
  271. send "&7[%{colorpref.%attacker%}%Info&7]: &ftu n'as pas le niveau requis!" to attacker
  272. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  273. stop
  274. else:
  275. send "&7[%{colorpref.%attacker%}%Info&7]: &ftu n'as pas la class requise!" to attacker
  276. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  277. stop
  278. stop
  279. damage cause is not Attack:
  280. #broadcast "test1"
  281. if damage cause is fire or burning or lava or drowning:
  282. #broadcast "test2"
  283. set {_health} to the max health of the victim
  284. set damage to {_health} / 20
  285. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  286. stop
  287. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  288. {cooldownattack.%attacker%} is true:
  289. #broadcast "tes3"
  290. set damage to 0
  291. cancel event
  292. stop
  293. {shootingtime.%attacker%} is greater than 0:
  294. #broadcast "test4"
  295. attacker's held item is not a bow:
  296. stop
  297. attacker is not a player:
  298. #broadcast "test5"
  299. set damage to damage - damage *{armor.%victim%} /100
  300. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  301. stop
  302. chance of {dodge.%victim%}%:
  303. send "&7[%{colorpref.%attacker%}%Info&7]: &fl'énnemie as esquivé!" to attacker
  304. send "&7[%{colorpref.%victim%}%Info&7]: &fesquive !" to victim
  305. stop
  306. chance of {block.%victim%}%:
  307. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnnemie as bloqué!" to attacker
  308. send "&7[%{colorpref.%victim%}%Info&7]: &fBloquage de l'attaque!" to victim
  309. stop
  310. set {_effects::*} to all of the active potion effects on attacker
  311. loop {_effects::*}:
  312. loop-value = "INCREASE_DAMAGE":
  313. set damage to damage * 1.25
  314. loop-value = "INCREASE_DAMAGE 1":
  315. set damage to damage * 1.5
  316. loop-value = "INCREASE_DAMAGE 2":
  317. set damage to damage * 1.75
  318. loop-value = "INCREASE_DAMAGE 3":
  319. set damage to damage * 2
  320. loop-value = "INCREASE_DAMAGE 4":
  321. set damage to damage * 2.25
  322. loop-value = "INCREASE_DAMAGE 5":
  323. set damage to damage * 2.5
  324. loop-value = "INCREASE_DAMAGE 6":
  325. set damage to damage * 2.75
  326. loop-value = "INCREASE_DAMAGE 7":
  327. set damage to damage * 3
  328. set {_effects2::*} to all of the active potion effects on victim
  329. loop {_effects2::*}:
  330. loop-value = "DAMAGE_RESISTANCE":
  331. set damage to damage * 0.9
  332. loop-value = "DAMAGE_RESISTANCE 1":
  333. set damage to damage * 0.8
  334. loop-value = "DAMAGE_RESISTANCE 2":
  335. set damage to damage * 0.7
  336. loop-value = "DAMAGE_RESISTANCE 3":
  337. set damage to damage * 0.6
  338. loop-value = "DAMAGE_RESISTANCE 4":
  339. set damage to damage * 0.5
  340. loop-value = "DAMAGE_RESISTANCE 5":
  341. set damage to damage * 0.4
  342. loop-value = "DAMAGE_RESISTANCE 6":
  343. set damage to damage * 0.3
  344. loop-value = "DAMAGE_RESISTANCE 7":
  345. set damage to damage * 0.2
  346.  
  347. set {_lore::*} to lore of attacker's held item split at "||"
  348. loop 8 times:
  349. #broadcast "test6"
  350. {_lore::%loop-number%} contains "&cDégâts &7&l: &c":
  351. #broadcast "test7"
  352. replace every "&cDégâts &7&l: &c" with "" in {_lore::%loop-number%}
  353. replace every " " with "" in {_lore::%loop-number%}
  354. set {_xlore} to {_lore::%loop-number%}
  355. set {_exlore::*} to {_xlore} split at "-"
  356. set {_lore1} to {_exlore::1}
  357. set {_lore2} to {_exlore::2}
  358. set {_lore1} to {_lore1} parsed as number
  359. set {_lore2} to {_lore2} parsed as number
  360. set {_lore1} to rounded {_lore1}
  361. set {_lore2} to rounded {_lore2}
  362.  
  363. add random integer from {_lore1} to {_lore2} to {_damage}
  364.  
  365. {_lore::%loop-number%} contains "&cChance critique &7&l: &c":
  366. replace every "&cChance critique &7&l: &c" with "" in {_lore::%loop-number%}
  367. replace every " " with "" in {_lore::%loop-number%}
  368. replace every "%%" with "" in {_lore::%loop-number%}
  369. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  370. set {_crit} to {_lore::%loop-number%}
  371. {_lore::%loop-number%} contains "&cVitesse d'Attaque &7&l: &c":
  372. replace every "&cVitesse d'Attaque &7&l: &c" with "" in {_lore::%loop-number%}
  373. replace every " " with "" in {_lore::%loop-number%}
  374. replace every "&7s" with "" in {_lore::%loop-number%}
  375. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  376. set {_vit} to {_lore::%loop-number%}
  377. {_lore::%loop-number%} contains "&cIncandescence &7&l: &c+":
  378. replace every "&cIncandescence &7&l: &c+" with "" in {_lore::%loop-number%}
  379. replace every " " with "" in {_lore::%loop-number%}
  380. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  381. set {_fire} to {_lore::%loop-number%}
  382. {_lore::%loop-number%} contains "&cGelure &7&l: &c+":
  383. replace every "&cGelure &7&l: &c+" with "" in {_lore::%loop-number%}
  384. replace every " " with "" in {_lore::%loop-number%}
  385. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  386. set {_ice} to {_lore::%loop-number%}
  387. {_lore::%loop-number%} contains "&cÉclair &7&l: &c+":
  388. replace every "&cÉclair &7&l: &c+" with "" in {_lore::%loop-number%}
  389. replace every " " with "" in {_lore::%loop-number%}
  390. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  391. set {_lit} to {_lore::%loop-number%}
  392. {_lore::%loop-number%} contains "&cNATURE DMG &7&l>> &c":
  393. replace every "&cNATURE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
  394. replace every " " with "" in {_lore::%loop-number%}
  395. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  396. set {_nature} to {_lore::%loop-number%}
  397. {_lore::%loop-number%} contains "&cAveuglement &7&l: &c":
  398. replace every "&cAveuglement &7&l: &c" with "" in {_lore::%loop-number%}
  399. replace every " " with "" in {_lore::%loop-number%}
  400. replace every "%%" with "" in {_lore::%loop-number%}
  401. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  402. set {_blnd} to {_lore::%loop-number%}
  403. {_lore::%loop-number%} contains "&cConfusion &7&l: &c":
  404. replace every "&cConfusion &7&l: &c" with "" in {_lore::%loop-number%}
  405. replace every " " with "" in {_lore::%loop-number%}
  406. replace every "%%" with "" in {_lore::%loop-number%}
  407. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  408. set {_cnf} to {_lore::%loop-number%}
  409. {_lore::%loop-number%} contains "&cSaignement &7&l: &c":
  410. replace every "&cSaignement &7&l: &c" with "" in {_lore::%loop-number%}
  411. replace every " " with "" in {_lore::%loop-number%}
  412. replace every "%%" with "" in {_lore::%loop-number%}
  413. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  414. set {_cut} to {_lore::%loop-number%}
  415. {_lore::%loop-number%} contains "&cVampirisme &7&l: &c":
  416. replace every "&cVampirisme &7&l: &c" with "" in {_lore::%loop-number%}
  417. replace every " " with "" in {_lore::%loop-number%}
  418. replace every "%%" with "" in {_lore::%loop-number%}
  419. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  420. set {_life} to {_lore::%loop-number%}
  421. {_lore::%loop-number%} contains "&cRecul &7&l: &c":
  422. replace every "&cRecul &7&l: &c" with "" in {_lore::%loop-number%}
  423. replace every " " with "" in {_lore::%loop-number%}
  424. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  425. set {_kb} to {_lore::%loop-number%}
  426. {_lore::%loop-number%} contains "&cRestauration &7&l: &c":
  427. replace every "&cRestauration &7&l: &c" with "" in {_lore::%loop-number%}
  428. replace every " " with "" in {_lore::%loop-number%}
  429. replace every "%%" with "" in {_lore::%loop-number%}
  430. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  431. set {_restore} to {_lore::%loop-number%}
  432. {_lore::%loop-number%} contains "&6Classe &7&l: &6":
  433. replace every "&6Classe &7&l: &6" with "" in {_lore::%loop-number%}
  434. replace every " " with "" in {_lore::%loop-number%}
  435. replace every "%%" with "" in {_lore::%loop-number%}
  436. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  437. set {_class} to {_lore::%loop-number%}
  438. {_lore::%loop-number%} contains "&6Niveau &7&l: &6":
  439. replace every "&6Niveau &7&l: &6" with "" in {_lore::%loop-number%}
  440. replace every " " with "" in {_lore::%loop-number%}
  441. replace every "%%" with "" in {_lore::%loop-number%}
  442. set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
  443. set {_niveau} to {_lore::%loop-number%}
  444. set {_finaldamage} to {_damage}/2
  445. remove {_finaldamage} *{armor.%victim%} /100 from {_finaldamage}
  446. {_class} is set:
  447. #broadcast "test7"
  448. if attacker has the permission "stats.%{_class}%":
  449. #broadcast "test8"
  450. if {_niveau} is set:
  451. #broadcast "test9"
  452. if level of attacker is greater than {_niveau}-1:
  453. #broadcast "test10"
  454. {_vit} is set:
  455. #broadcast "test11"
  456. set {_vit} to {_vit} * 20
  457. set {cooldownattack.%attacker%} to true
  458. set {_wait} to "%{_vit}% ticks" parsed as timespan
  459. execute console command "/attackspeed %attacker's name% %{_wait}%"
  460. {_life} is set:
  461. #broadcast "test12"
  462. set {holovemp} to victim
  463. execute console command "/warpevemp %victim's name%"
  464. # add rounded {_finaldamage} *{_life} /100 to {hp.%attacker%}
  465. heal the attacker by {_finaldamage} *{_life} /100
  466. {_fire} is set:
  467. #broadcast "test13"
  468. remove {magicarmor.%victim%} from {_fire}
  469. {_fire} is less than 0:
  470. set {_fire} to 0
  471. add rounded {_fire} to {_finaldamage}
  472. ignite victim for 2 seconds
  473. play raw sound "mob.ghast.fireball" at victim with pitch 1 volume 1
  474. set {holofire} to victim
  475. execute console command "/warpefire %victim's name%"
  476. {_ice} is set:
  477. #broadcast "test14"
  478. remove {magicarmor.%victim%} from {_ice}
  479. {_ice} is less than 0:
  480. set {_ice} to 0
  481. add rounded {_ice} to {_finaldamage}
  482. apply slowness 2 to victim for 2 seconds
  483. play raw sound "game.potion.smash" at victim with pitch 1 volume 1
  484. set {holoice} to victim
  485. execute console command "/warpeice %victim's name%"
  486. {_lit} is set:
  487. #broadcast "test15"
  488. remove {magicarmor.%victim%} from {_lit}
  489. {_lit} is less than 0:
  490. set {_lit} to 0
  491. add rounded {_lit} to {_finaldamage}
  492. set {holostorm} to victim
  493. execute console command "/warpestorm %victim's name%"
  494. strike lightning effect at victim
  495. {_fire} is less than 0:
  496. #broadcast "test16"
  497. set {_fire} to 0
  498. add rounded {_nature} /4 to {hp.%attacker%}
  499. add rounded {_nature} to {_finaldamage}
  500.  
  501. chance of {_restore}%:
  502. damage attacker's held item by -1
  503. chance of {_counter}%:
  504. #broadcast "test17"
  505. # show punch animation to victim
  506. remove {_finaldamage} from {hp.%attacker%}
  507. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi contre attaque!" to attacker
  508. send "&7[%{colorpref.%victim%}%Info&7]: &fContre attaque!" to victim
  509. {_kb} is set:
  510. #broadcast "test18"
  511. push victim in direction of attacker at speed {_kb} /100
  512. chance of {_blnd}%:
  513. #broadcast "test19"
  514. apply blindness to victim for 3 seconds
  515. set {holoblind} to victim
  516. execute console command "/warpeblind %victim's name%"
  517. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi aveuglé!" to attacker
  518. chance of {_cnf}%:
  519. #broadcast "test20"
  520. apply nausea 3 to victim for 5 seconds
  521. set {holoconfu} to victim
  522. execute console command "/warpeconfu %victim's name%"
  523. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemi confus!" to attacker
  524. play raw sound "game.hostile.hurt" at victim with pitch 1 volume 1
  525. victim is not a player:
  526. #broadcast "test21"
  527. damage cause is not fire or lava:
  528. #broadcast "test22"
  529. push victim in direction of attacker at speed 0.4
  530. push victim upwards at speed 0.15
  531. victim is a player:
  532. #broadcast "test23"
  533. damage cause is not fire or lava:
  534. #broadcast "test24"
  535. push victim in direction of attacker at speed 0.1
  536. push victim upwards at speed 0.05
  537. chance of {reflect.%victim%}%:
  538. #broadcast "test25"
  539. damage cause is not fall or fire or lava:
  540. #broadcast "test26"
  541. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnnemi renvoi!" to attacker
  542. send "&7[%{colorpref.%victim%}%Info&7]: &frenvoi de l'attaque ennemi !" to victim
  543. remove {_finaldamage} from {hp.%attacker%}
  544. bind hologram "&c-%damage*2%" to attacker for 1 seconds offset by 0, 2.8, 0
  545. stop
  546. chance of {restore.%victim%}%:
  547. chance of 25%:
  548. damage victim's helmet by -10
  549. chance of 25%:
  550. damage victim's chestplate by -10
  551. chance of 25%:
  552. damage victim's leggings by -10
  553. chance of 25%:
  554. damage victim's boots by -10
  555. {_crit} is not set:
  556. #broadcast "test27"
  557. attacker is not a player:
  558. chance of 8%:
  559. set {_crit} to 100
  560. chance of {_crit}%:
  561. #broadcast "test28"
  562. {_finaldamage} is greater than 0:
  563. set {_finaldamage} to {_finaldamage} * 2
  564. {_lit} is set:
  565. loop blocks in radius 3 around victim:
  566. add location of loop-block to {_randblock::*}
  567. loop 10 times:
  568. strike lightning effect at {_randblock::%random integer from 1 to 27%}
  569. create a fake explosion at block above location of victim
  570. set damage to {_finaldamage}
  571. bind hologram "&c-%damage*2%" to victim for 1 seconds offset by 0, 2.8, 0
  572. stop
  573. {_finaldamage} is greater than 0:
  574. set damage to {_finaldamage}
  575. {hp.%victim%} is less than 1:
  576. set damage to {_finaldamage}
  577. set {_effects::*} to all of the active potion effects on attacker
  578. #broadcast "test%{_effects::*}%"
  579. loop {_effects::*}:
  580. loop-value = "INCREASE_DAMAGE":
  581. set damage to damage * 1.25
  582. loop-value = "INCREASE_DAMAGE 1":
  583. set damage to damage * 1.5
  584. loop-value = "INCREASE_DAMAGE 2":
  585. set damage to damage * 1.75
  586. loop-value = "INCREASE_DAMAGE 3":
  587. set damage to damage * 2
  588. loop-value = "INCREASE_DAMAGE 4":
  589. set damage to damage * 2.25
  590. loop-value = "INCREASE_DAMAGE 5":
  591. set damage to damage * 2.5
  592. loop-value = "INCREASE_DAMAGE 6":
  593. set damage to damage * 2.75
  594. loop-value = "INCREASE_DAMAGE 7":
  595. set damage to damage * 3
  596. set {_effects2::*} to all of the active potion effects on victim
  597. #broadcast "test%{_effects2::*}%"
  598. loop {_effects2::*}:
  599. loop-value = "DAMAGE_RESISTANCE":
  600. set damage to damage * 0.9
  601. loop-value = "DAMAGE_RESISTANCE 1":
  602. set damage to damage * 0.8
  603. loop-value = "DAMAGE_RESISTANCE 2":
  604. set damage to damage * 0.7
  605. loop-value = "DAMAGE_RESISTANCE 3":
  606. set damage to damage * 0.6
  607. loop-value = "DAMAGE_RESISTANCE 4":
  608. set damage to damage * 0.5
  609. loop-value = "DAMAGE_RESISTANCE 5":
  610. set damage to damage * 0.4
  611. loop-value = "DAMAGE_RESISTANCE 6":
  612. set damage to damage * 0.3
  613. loop-value = "DAMAGE_RESISTANCE 7":
  614. set damage to damage * 0.2
  615. chance of {_cut}%:
  616. #broadcast "test29"
  617. send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemie saigne!" to attacker
  618. loop 10 times:
  619. victim is not alive:
  620. stop
  621. set {holobleed} to victim
  622. execute console command "/warpebleed %victim's name%"
  623. damage victim by 5
  624. bind hologram "&c-5" to victim for 1 seconds offset by 0, 2.8, 0
  625. set {hp.%victim%} to rounded {hp.%victim%}
  626. wait 1 second
  627. #broadcast "test30"
  628. bind hologram "&c-%damage*2%" to victim for 1 seconds offset by 0, 2.8, 0
  629. else:
  630. set damage to 0
  631. send "&7[%{colorpref.%attacker%}%Info&7]: &ftu n'as pas le niveau requis!" to attacker
  632. bind hologram "&c-%damage*2%" to victim for 1 seconds offset by 0, 2.8, 0
  633. stop
  634. else:
  635. set damage to 0
  636. send "&7[%{colorpref.%attacker%}%Info&7]: &ftu n'as pas la class requise!" to attacker
  637. bind hologram "&c-%damage*2%" to victim for 1 seconds offset by 0, 2.8, 0
  638. stop
  639. else:
  640. bind hologram "&c-%damage%" to victim for 1 seconds offset by 0, 2.8, 0
  641. # Armor Lores
  642.  
  643.  
  644. on join:
  645. while player is online:
  646. wait 2 second
  647. set {_marqueurstats.%player%} to 0
  648. delete {_heldlore::*}
  649. set {_heldlore::*} to lore of player's held item split at "||"
  650. set {_helmlore::*} to lore of player's helmet split at "||"
  651. set {_chestlore::*} to lore of player's chestplate split at "||"
  652. set {_legslore::*} to lore of player's leggings split at "||"
  653. set {_bootslore::*} to lore of player's boots split at "||"
  654. loop 8 times:
  655. if {_heldlore::%loop-number%} contains "&cArmure &7&l: &c":
  656. set {_armor} to {_heldlore::%loop-number%}
  657. replace every "&cArmure &7&l: &c" with "" in {_armor}
  658. replace every " " with "" in {_armor}
  659. replace every "%%" with "" in {_armor}
  660. set {_heldarmor} to {_armor} parsed as integer
  661. else:
  662. add 1 to {_marqueurstats.%player%}
  663. if {_heldlore::%loop-number%} contains "&cDégâts &7&l: &c+":
  664. set {_degats} to {_heldlore::%loop-number%}
  665. replace every "&cDégâts &7&l: &c+" with "" in {_degats}
  666. replace every " " with "" in {_degats}
  667. replace every "%%" with "" in {_degats}
  668. set {_helddegats} to {_degats} parsed as integer
  669. else:
  670. add 1 to {_marqueurstats.%player%}
  671. {_heldlore::%loop-number%} contains "&cRésistance magique &7&l: &c":
  672. set {_marmor} to {_heldlore::%loop-number%}
  673. replace every "&cRésistance magique &7&l: &c" with "" in {_marmor}
  674. replace every " " with "" in {_marmor}
  675. set {_heldmarmor} to {_marmor} parsed as integer
  676. {_heldlore::%loop-number%} contains "&cHP &7&l>> &c":
  677. set {_hp} to {_heldlore::%loop-number%}
  678. replace every "&cHP &7&l>> &c" with "" in {_hp}
  679. replace every " " with "" in {_hp}
  680. set {_heldhp} to {_hp} parsed as integer
  681. {_heldlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
  682. set {_regen} to {_heldlore::%loop-number%}
  683. replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
  684. replace every "HP/s" with "" in {_regen}
  685. replace every " " with "" in {_regen}
  686. set {_heldregen} to {_regen} parsed as integer
  687. {_heldlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
  688. set {_eregen} to {_heldlore::%loop-number%}
  689. replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
  690. replace every " " with "" in {_eregen}
  691. replace every "%%" with "" in {_eregen}
  692. set {_helderegen} to {_eregen} parsed as integer
  693. {_heldlore::%loop-number%} contains "&cEsquive &7&l: &c":
  694. set {_dodge} to {_heldlore::%loop-number%}
  695. replace every "&cEsquive &7&l: &c" with "" in {_dodge}
  696. replace every " " with "" in {_dodge}
  697. replace every "%%" with "" in {_dodge}
  698. set {_helddodge} to {_dodge} parsed as integer
  699. {_heldlore::%loop-number%} contains "&cBloc &7&l: &c":
  700. set {_block} to {_heldlore::%loop-number%}
  701. replace every "&cBloc &7&l: &c" with "" in {_block}
  702. replace every " " with "" in {_block}
  703. replace every "%%" with "" in {_block}
  704. set {_heldblock} to {_block} parsed as integer
  705. {_heldlore::%loop-number%} contains "&cReflection &7&l: &c":
  706. set {_reflect} to {_heldlore::%loop-number%}
  707. replace every "&cReflection &7&l: &c" with "" in {_reflect}
  708. replace every " " with "" in {_reflect}
  709. replace every "%%" with "" in {_reflect}
  710. set {_heldreflect} to {_reflect} parsed as integer
  711. {_heldlore::%loop-number%} contains "&cRéparation &7&l: &c":
  712. set {_restore} to {_heldlore::%loop-number%}
  713. replace every "&cRéparation &7&l: &c" with "" in {_restore}
  714. replace every " " with "" in {_restore}
  715. replace every "%%" with "" in {_restore}
  716. set {_heldrestore} to {_restore} parsed as integer
  717. {_heldlore::%loop-number%} contains "&cABSORB &7&l>> &c":
  718. set {_absorb} to {_heldlore::%loop-number%}
  719. replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
  720. replace every " " with "" in {_absorb}
  721. replace every "%%" with "" in {_absorb}
  722. set {_heldabsorb} to {_absorb} parsed as integer
  723. {_heldlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
  724. set {_vitality} to {_heldlore::%loop-number%}
  725. replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
  726. replace every " " with "" in {_vitality}
  727. replace every "%%" with "" in {_vitality}
  728. set {_heldvitality} to {_vitality} parsed as integer
  729. {_heldlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
  730. set {_dexterity} to {_heldlore::%loop-number%}
  731. replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
  732. replace every " " with "" in {_dexterity}
  733. replace every "%%" with "" in {_dexterity}
  734. set {_helddexterity} to {_dexterity} parsed as integer
  735. {_heldlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
  736. set {_strength} to {_heldlore::%loop-number%}
  737. replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
  738. replace every " " with "" in {_strength}
  739. replace every "%%" with "" in {_strength}
  740. set {_heldstrength} to {_strength} parsed as integer
  741. {_helmlore::%loop-number%} contains "&cDégâts &7&l: &c+":
  742. set {_degats} to {_helmlore::%loop-number%}
  743. replace every "&cDégâts &7&l: &c+" with "" in {_degats}
  744. replace every " " with "" in {_degats}
  745. replace every "%%" with "" in {_degats}
  746. set {_helmdegats} to {_degats} parsed as integer
  747. {_helmlore::%loop-number%} contains "&cArmure &7&l: &c":
  748. set {_armor} to {_helmlore::%loop-number%}
  749. replace every "&cArmure &7&l: &c" with "" in {_armor}
  750. replace every " " with "" in {_armor}
  751. replace every "%%" with "" in {_armor}
  752. set {_helmarmor} to {_armor} parsed as integer
  753. {_helmlore::%loop-number%} contains "&cRésistance magique &7&l: &c":
  754. set {_marmor} to {_helmlore::%loop-number%}
  755. replace every "&cRésistance magique &7&l: &c" with "" in {_marmor}
  756. replace every " " with "" in {_marmor}
  757. set {_helmmarmor} to {_marmor} parsed as integer
  758. {_helmlore::%loop-number%} contains "&cHP &7&l>> &c":
  759. set {_hp} to {_helmlore::%loop-number%}
  760. replace every "&cHP &7&l>> &c" with "" in {_hp}
  761. replace every " " with "" in {_hp}
  762. set {_helmhp} to {_hp} parsed as integer
  763. {_helmlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
  764. set {_regen} to {_helmlore::%loop-number%}
  765. replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
  766. replace every "HP/s" with "" in {_regen}
  767. replace every " " with "" in {_regen}
  768. set {_helmregen} to {_regen} parsed as integer
  769. {_helmlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
  770. set {_eregen} to {_helmlore::%loop-number%}
  771. replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
  772. replace every " " with "" in {_eregen}
  773. replace every "%%" with "" in {_eregen}
  774. set {_helmeregen} to {_eregen} parsed as integer
  775. {_helmlore::%loop-number%} contains "&cEsquive &7&l: &c":
  776. set {_dodge} to {_helmlore::%loop-number%}
  777. replace every "&cEsquive &7&l: &c" with "" in {_dodge}
  778. replace every " " with "" in {_dodge}
  779. replace every "%%" with "" in {_dodge}
  780. set {_helmdodge} to {_dodge} parsed as integer
  781. {_helmlore::%loop-number%} contains "&cBloc &7&l: &c":
  782. set {_block} to {_helmlore::%loop-number%}
  783. replace every "&cBloc &7&l: &c" with "" in {_block}
  784. replace every " " with "" in {_block}
  785. replace every "%%" with "" in {_block}
  786. set {_helmblock} to {_block} parsed as integer
  787. {_helmlore::%loop-number%} contains "&cReflection &7&l: &c":
  788. set {_reflect} to {_helmlore::%loop-number%}
  789. replace every "&cReflection &7&l: &c" with "" in {_reflect}
  790. replace every " " with "" in {_reflect}
  791. replace every "%%" with "" in {_reflect}
  792. set {_helmreflect} to {_reflect} parsed as integer
  793. {_helmlore::%loop-number%} contains "&cRéparation &7&l: &c":
  794. set {_restore} to {_helmlore::%loop-number%}
  795. replace every "&cRéparation &7&l: &c" with "" in {_restore}
  796. replace every " " with "" in {_restore}
  797. replace every "%%" with "" in {_restore}
  798. set {_helmrestore} to {_restore} parsed as integer
  799. {_helmlore::%loop-number%} contains "&cABSORB &7&l>> &c":
  800. set {_absorb} to {_helmlore::%loop-number%}
  801. replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
  802. replace every " " with "" in {_absorb}
  803. replace every "%%" with "" in {_absorb}
  804. set {_helmabsorb} to {_absorb} parsed as integer
  805. {_helmlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
  806. set {_vitality} to {_helmlore::%loop-number%}
  807. replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
  808. replace every " " with "" in {_vitality}
  809. replace every "%%" with "" in {_vitality}
  810. set {_helmvitality} to {_vitality} parsed as integer
  811. {_helmlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
  812. set {_dexterity} to {_helmlore::%loop-number%}
  813. replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
  814. replace every " " with "" in {_dexterity}
  815. replace every "%%" with "" in {_dexterity}
  816. set {_helmdexterity} to {_dexterity} parsed as integer
  817. {_helmlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
  818. set {_strength} to {_helmlore::%loop-number%}
  819. replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
  820. replace every " " with "" in {_strength}
  821. replace every "%%" with "" in {_strength}
  822. set {_helmstrength} to {_strength} parsed as integer
  823. {_chestlore::%loop-number%} contains "&cDégâts &7&l: &c+":
  824. set {_degats} to {_chestlore::%loop-number%}
  825. replace every "&cDégâts &7&l: &c+" with "" in {_degats}
  826. replace every " " with "" in {_degats}
  827. replace every "%%" with "" in {_degats}
  828. set {_chestdegats} to {_degats} parsed as integer
  829. {_chestlore::%loop-number%} contains "&cArmure &7&l: &c":
  830. set {_armor} to {_chestlore::%loop-number%}
  831. replace every "&cArmure &7&l: &c" with "" in {_armor}
  832. replace every " " with "" in {_armor}
  833. replace every "%%" with "" in {_armor}
  834. set {_chestarmor} to {_armor} parsed as integer
  835. {_chestlore::%loop-number%} contains "&cRésistance magique &7&l: &c":
  836. set {_marmor} to {_chestlore::%loop-number%}
  837. replace every "&cRésistance magique &7&l: &c" with "" in {_marmor}
  838. replace every " " with "" in {_marmor}
  839. set {_chestmarmor} to {_marmor} parsed as integer
  840. {_chestlore::%loop-number%} contains "&cHP &7&l>> &c":
  841. set {_hp} to {_chestlore::%loop-number%}
  842. replace every "&cHP &7&l>> &c" with "" in {_hp}
  843. replace every " " with "" in {_hp}
  844. set {_chesthp} to {_hp} parsed as integer
  845. {_chestlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
  846. set {_regen} to {_chestlore::%loop-number%}
  847. replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
  848. replace every "HP/s" with "" in {_regen}
  849. replace every " " with "" in {_regen}
  850. set {_chestregen} to {_regen} parsed as integer
  851. {_chestlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
  852. set {_eregen} to {_chestlore::%loop-number%}
  853. replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
  854. replace every " " with "" in {_eregen}
  855. replace every "%%" with "" in {_eregen}
  856. set {_chesteregen} to {_eregen} parsed as integer
  857. {_chestlore::%loop-number%} contains "&cEsquive &7&l: &c":
  858. set {_dodge} to {_chestlore::%loop-number%}
  859. replace every "&cEsquive &7&l: &c" with "" in {_dodge}
  860. replace every " " with "" in {_dodge}
  861. replace every "%%" with "" in {_dodge}
  862. set {_chestdodge} to {_dodge} parsed as integer
  863. {_chestlore::%loop-number%} contains "&cBloc &7&l: &c":
  864. set {_block} to {_chestlore::%loop-number%}
  865. replace every "&cBloc &7&l: &c" with "" in {_block}
  866. replace every " " with "" in {_block}
  867. replace every "%%" with "" in {_block}
  868. set {_chestblock} to {_block} parsed as integer
  869. {_chestlore::%loop-number%} contains "&cReflection &7&l: &c":
  870. set {_reflect} to {_chestlore::%loop-number%}
  871. replace every "&cReflection &7&l: &c" with "" in {_reflect}
  872. replace every " " with "" in {_reflect}
  873. replace every "%%" with "" in {_reflect}
  874. set {_chestreflect} to {_reflect} parsed as integer
  875. {_chestlore::%loop-number%} contains "&cRéparation &7&l: &c":
  876. set {_restore} to {_chestlore::%loop-number%}
  877. replace every "&cRéparation &7&l: &c" with "" in {_restore}
  878. replace every " " with "" in {_restore}
  879. replace every "%%" with "" in {_restore}
  880. set {_chestrestore} to {_restore} parsed as integer
  881. {_chestlore::%loop-number%} contains "&cABSORB &7&l>> &c":
  882. set {_absorb} to {_chestlore::%loop-number%}
  883. replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
  884. replace every " " with "" in {_absorb}
  885. replace every "%%" with "" in {_absorb}
  886. set {_chestabsorb} to {_absorb} parsed as integer
  887. {_chestlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
  888. set {_vitality} to {_chestlore::%loop-number%}
  889. replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
  890. replace every " " with "" in {_vitality}
  891. replace every "%%" with "" in {_vitality}
  892. set {_chestvitality} to {_vitality} parsed as integer
  893. {_chestlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
  894. set {_dexterity} to {_chestlore::%loop-number%}
  895. replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
  896. replace every " " with "" in {_dexterity}
  897. replace every "%%" with "" in {_dexterity}
  898. set {_chestdexterity} to {_dexterity} parsed as integer
  899. {_chestlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
  900. set {_strength} to {_chestlore::%loop-number%}
  901. replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
  902. replace every " " with "" in {_strength}
  903. replace every "%%" with "" in {_strength}
  904. set {_cheststrength} to {_strength} parsed as integer
  905. {_legslore::%loop-number%} contains "&cDégâts &7&l: &c+":
  906. set {_degats} to {_legslore::%loop-number%}
  907. replace every "&cDégâts &7&l: &c+" with "" in {_degats}
  908. replace every " " with "" in {_degats}
  909. replace every "%%" with "" in {_degats}
  910. set {_legsdegats} to {_degats} parsed as integer
  911. {_legslore::%loop-number%} contains "&cArmure &7&l: &c":
  912. set {_armor} to {_legslore::%loop-number%}
  913. replace every "&cArmure &7&l: &c" with "" in {_armor}
  914. replace every " " with "" in {_armor}
  915. replace every "%%" with "" in {_armor}
  916. set {_legsarmor} to {_armor} parsed as integer
  917. {_legslore::%loop-number%} contains "&cRésistance magique &7&l: &c":
  918. set {_marmor} to {_legslore::%loop-number%}
  919. replace every "&cRésistance magique &7&l: &c" with "" in {_marmor}
  920. replace every " " with "" in {_marmor}
  921. set {_legsmarmor} to {_marmor} parsed as integer
  922. {_legslore::%loop-number%} contains "&cHP &7&l>> &c":
  923. set {_hp} to {_legslore::%loop-number%}
  924. replace every "&cHP &7&l>> &c" with "" in {_hp}
  925. replace every " " with "" in {_hp}
  926. set {_legshp} to {_hp} parsed as integer
  927. {_legslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
  928. set {_regen} to {_legslore::%loop-number%}
  929. replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
  930. replace every "HP/s" with "" in {_regen}
  931. replace every " " with "" in {_regen}
  932. set {_legsregen} to {_regen} parsed as integer
  933. {_legslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
  934. set {_eregen} to {_legslore::%loop-number%}
  935. replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
  936. replace every " " with "" in {_eregen}
  937. replace every "%%" with "" in {_eregen}
  938. set {_legseregen} to {_eregen} parsed as integer
  939. {_legslore::%loop-number%} contains "&cEsquive &7&l: &c":
  940. set {_dodge} to {_legslore::%loop-number%}
  941. replace every "&cEsquive &7&l: &c" with "" in {_dodge}
  942. replace every " " with "" in {_dodge}
  943. replace every "%%" with "" in {_dodge}
  944. set {_legsdodge} to {_dodge} parsed as integer
  945. {_legslore::%loop-number%} contains "&cBloc &7&l: &c":
  946. set {_block} to {_legslore::%loop-number%}
  947. replace every "&cBloc &7&l: &c" with "" in {_block}
  948. replace every " " with "" in {_block}
  949. replace every "%%" with "" in {_block}
  950. set {_legsblock} to {_block} parsed as integer
  951. {_legslore::%loop-number%} contains "&cReflection &7&l: &c":
  952. set {_reflect} to {_legslore::%loop-number%}
  953. replace every "&cReflection &7&l: &c" with "" in {_reflect}
  954. replace every " " with "" in {_reflect}
  955. replace every "%%" with "" in {_reflect}
  956. set {_legsreflect} to {_reflect} parsed as integer
  957. {_legslore::%loop-number%} contains "&cRéparation &7&l: &c":
  958. set {_restore} to {_legslore::%loop-number%}
  959. replace every "&cRéparation &7&l: &c" with "" in {_restore}
  960. replace every " " with "" in {_restore}
  961. replace every "%%" with "" in {_restore}
  962. set {_legsrestore} to {_restore} parsed as integer
  963. {_legslore::%loop-number%} contains "&cABSORB &7&l>> &c":
  964. set {_absorb} to {_legslore::%loop-number%}
  965. replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
  966. replace every " " with "" in {_absorb}
  967. replace every "%%" with "" in {_absorb}
  968. set {_legsabsorb} to {_absorb} parsed as integer
  969. {_legslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
  970. set {_vitality} to {_legslore::%loop-number%}
  971. replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
  972. replace every " " with "" in {_vitality}
  973. replace every "%%" with "" in {_vitality}
  974. set {_legsvitality} to {_vitality} parsed as integer
  975. {_legslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
  976. set {_dexterity} to {_legslore::%loop-number%}
  977. replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
  978. replace every " " with "" in {_dexterity}
  979. replace every "%%" with "" in {_dexterity}
  980. set {_legsdexterity} to {_dexterity} parsed as integer
  981. {_legslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
  982. set {_strength} to {_legslore::%loop-number%}
  983. replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
  984. replace every " " with "" in {_strength}
  985. replace every "%%" with "" in {_strength}
  986. set {_legsstrength} to {_strength} parsed as integer
  987. {_bootslore::%loop-number%} contains "&cDégâts &7&l: &c+":
  988. set {_degats} to {_bootslore::%loop-number%}
  989. replace every "&cDégâts &7&l: &c+" with "" in {_degats}
  990. replace every " " with "" in {_degats}
  991. replace every "%%" with "" in {_degats}
  992. set {_bootsdegats} to {_degats} parsed as integer
  993. {_bootslore::%loop-number%} contains "&cArmure &7&l: &c":
  994. set {_armor} to {_bootslore::%loop-number%}
  995. replace every "&cArmure &7&l: &c" with "" in {_armor}
  996. replace every " " with "" in {_armor}
  997. replace every "%%" with "" in {_armor}
  998. set {_bootsarmor} to {_armor} parsed as integer
  999. {_bootslore::%loop-number%} contains "&cRésistance magique &7&l: &c":
  1000. set {_marmor} to {_bootslore::%loop-number%}
  1001. replace every "&cRésistance magique &7&l: &c" with "" in {_marmor}
  1002. replace every " " with "" in {_marmor}
  1003. set {_bootsmarmor} to {_marmor} parsed as integer
  1004. {_bootslore::%loop-number%} contains "&cHP &7&l>> &c":
  1005. set {_hp} to {_bootslore::%loop-number%}
  1006. replace every "&cHP &7&l>> &c" with "" in {_hp}
  1007. replace every " " with "" in {_hp}
  1008. set {_bootshp} to {_hp} parsed as integer
  1009. {_bootslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
  1010. set {_regen} to {_bootslore::%loop-number%}
  1011. replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
  1012. replace every "HP/s" with "" in {_regen}
  1013. replace every " " with "" in {_regen}
  1014. set {_bootsregen} to {_regen} parsed as integer
  1015. {_bootslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
  1016. set {_eregen} to {_bootslore::%loop-number%}
  1017. replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
  1018. replace every " " with "" in {_eregen}
  1019. replace every "%%" with "" in {_eregen}
  1020. set {_bootseregen} to {_eregen} parsed as integer
  1021. {_bootslore::%loop-number%} contains "&cEsquive &7&l: &c":
  1022. set {_dodge} to {_bootslore::%loop-number%}
  1023. replace every "&cEsquive &7&l: &c" with "" in {_dodge}
  1024. replace every " " with "" in {_dodge}
  1025. replace every "%%" with "" in {_dodge}
  1026. set {_bootsdodge} to {_dodge} parsed as integer
  1027. {_bootslore::%loop-number%} contains "&cBloc &7&l: &c":
  1028. set {_block} to {_bootslore::%loop-number%}
  1029. replace every "&cBloc &7&l: &c" with "" in {_block}
  1030. replace every " " with "" in {_block}
  1031. replace every "%%" with "" in {_block}
  1032. set {_bootsblock} to {_block} parsed as integer
  1033. {_bootslore::%loop-number%} contains "&cReflection &7&l: &c":
  1034. set {_reflect} to {_bootslore::%loop-number%}
  1035. replace every "&cReflection &7&l: &c" with "" in {_reflect}
  1036. replace every " " with "" in {_reflect}
  1037. replace every "%%" with "" in {_reflect}
  1038. set {_bootsreflect} to {_reflect} parsed as integer
  1039. {_bootslore::%loop-number%} contains "&cRéparation &7&l: &c":
  1040. set {_restore} to {_bootslore::%loop-number%}
  1041. replace every "&cRéparation &7&l: &c" with "" in {_restore}
  1042. replace every " " with "" in {_restore}
  1043. replace every "%%" with "" in {_restore}
  1044. set {_bootsrestore} to {_restore} parsed as integer
  1045. {_bootslore::%loop-number%} contains "&cABSORB &7&l>> &c":
  1046. set {_absorb} to {_bootslore::%loop-number%}
  1047. replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
  1048. replace every " " with "" in {_absorb}
  1049. replace every "%%" with "" in {_absorb}
  1050. set {_bootsabsorb} to {_absorb} parsed as integer
  1051. {_bootslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
  1052. set {_vitality} to {_bootslore::%loop-number%}
  1053. replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
  1054. replace every " " with "" in {_vitality}
  1055. replace every "%%" with "" in {_vitality}
  1056. set {_bootsvitality} to {_vitality} parsed as integer
  1057. {_bootslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
  1058. set {_dexterity} to {_bootslore::%loop-number%}
  1059. replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
  1060. replace every " " with "" in {_dexterity}
  1061. replace every "%%" with "" in {_dexterity}
  1062. set {_bootsdexterity} to {_dexterity} parsed as integer
  1063. {_bootslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
  1064. set {_strength} to {_bootslore::%loop-number%}
  1065. replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
  1066. replace every " " with "" in {_strength}
  1067. replace every "%%" with "" in {_strength}
  1068. set {_bootsstrength} to {_strength} parsed as integer
  1069. player's held item is air:
  1070. clear {_heldarmor}
  1071. delete {_heldlore::*}
  1072. clear {_heldarmor}
  1073. clear {_heldhp}
  1074. clear {_heldregen}
  1075. clear {_helderegen}
  1076. clear {_heldmarmor}
  1077. clear {_helddodge}
  1078. clear {_heldblock}
  1079. clear {_heldreflect}
  1080. clear {_heldrestore}
  1081. clear {_heldabsorb}
  1082. clear {_heldvitality}
  1083. clear {_helddexterity}
  1084. clear {_heldstrength}
  1085. clear {_helddegats}
  1086. player's helmet is air:
  1087. clear {_helmarmor}
  1088. clear {_helmhp}
  1089. clear {_helmregen}
  1090. clear {_helmeregen}
  1091. clear {_helmmarmor}
  1092. clear {_helmdodge}
  1093. clear {_helmblock}
  1094. clear {_helmreflect}
  1095. clear {_helmrestore}
  1096. clear {_helmabsorb}
  1097. clear {_helmvitality}
  1098. clear {_helmdexterity}
  1099. clear {_helmstrength}
  1100. clear {_helmdegats}
  1101. player's chestplate is air:
  1102. clear {_chestarmor}
  1103. clear {_chesthp}
  1104. clear {_chestregen}
  1105. clear {_chesteregen}
  1106. clear {_chestmarmor}
  1107. clear {_chestdodge}
  1108. clear {_chestblock}
  1109. clear {_chestreflect}
  1110. clear {_chestrestore}
  1111. clear {_chestabsorb}
  1112. clear {_chestvitality}
  1113. clear {_chestdexterity}
  1114. clear {_cheststrength}
  1115. clear {_chestdegats}
  1116. player's leggings is air:
  1117. clear {_legsarmor}
  1118. clear {_legshp}
  1119. clear {_legsregen}
  1120. clear {_legseregen}
  1121. clear {_legsmarmor}
  1122. clear {_legsdodge}
  1123. clear {_legsblock}
  1124. clear {_legsreflect}
  1125. clear {_legsrestore}
  1126. clear {_legsabsorb}
  1127. clear {_legsvitality}
  1128. clear {_legsdexterity}
  1129. clear {_legsstrength}
  1130. clear {_legsdegats}
  1131. player's boots is air:
  1132. clear {_bootsarmor}
  1133. clear {_bootshp}
  1134. clear {_bootsregen}
  1135. clear {_bootseregen}
  1136. clear {_bootsmarmor}
  1137. clear {_bootsdodge}
  1138. clear {_bootsblock}
  1139. clear {_bootsreflect}
  1140. clear {_bootsrestore}
  1141. clear {_bootsabsorb}
  1142. clear {_bootsvitality}
  1143. clear {_bootsdexterity}
  1144. clear {_bootsstrength}
  1145. clear {_bootsdegats}
  1146. if {_marqueurstats.%player%} > 7:
  1147. set {_heldarmor} to 0
  1148. set {armor.%player%} to {_helmarmor} + {_chestarmor} + {_legsarmor} + {_bootsarmor} + {_heldarmor}
  1149. else:
  1150. set {armor.%player%} to {_helmarmor} + {_chestarmor} + {_legsarmor} + {_bootsarmor} + {_heldarmor}
  1151. if {_marqueurstats1.%player%} > 7:
  1152. set {_helddegats} to 0
  1153. set {degats.%player%} to {_helmdegats} + {_chestdegats} + {_legsdegats} + {_bootsdegats} + {_helddegats}
  1154. else:
  1155. set {degats.%player%} to {_helmdegats} + {_chestdegats} + {_legsdegats} + {_bootsdegats} + {_helddegats}
  1156. set {regen.%player%} to {_helmregen} + {_chestregen} + {_legsregen} + {_bootsregen}
  1157. set {energyregen.%player%} to 50 + {_helmeregen} + {_chesteregen} + {_legseregen} + {_bootseregen} + {_helderegen}
  1158. set {magicarmor.%player%} to {_helmmarmor} + {_chestmarmor} + {_legsmarmor} + {_bootsmarmor} + {_heldmarmor}
  1159. set {dodge.%player%} to rounded {_helmdodge} + {_chestdodge} + {_legsdodge} + {_bootsdodge} + {_helddodge} + {dexterity.%player%} /50
  1160. set {block.%player%} to rounded {_helmblock} + {_chestblock} + {_legsblock} + {_bootsblock} + {_heldblock} + {strength.%player%} /50
  1161. set {reflect.%player%} to rounded {_helmreflect} + {_chestreflect} + {_legsreflect} + {_bootsreflect} + {_heldreflect}
  1162. set {restore.%player%} to rounded {_helmrestore} + {_chestrestore} + {_legsrestore} + {_bootsrestore} + {_heldrestore}
  1163. set {absorb.%player%} to rounded {_helmabsorb} + {_chestabsorb} + {_legsabsorb} + {_bootsabsorb} + {_heldabsorb}
  1164. set {vitality.%player%} to rounded {_helmvitality} + {_chestvitality} + {_legsvitality} + {_bootsvitality} + {_heldvitality}
  1165. set {dexterity.%player%} to {_helmdexterity} + {_chestdexterity} + {_legsdexterity} + {_bootsdexterity} + {_helddexterity}
  1166. set {strength.%player%} to {_helmstrength} + {_cheststrength} + {_legsstrength} + {_bootsstrength} + {_heldstrength}
  1167.  
  1168. #on item held change:
  1169. # clear {armor.%player%}
  1170. # #broadcast "%{armor.%player%}% change"
  1171. # clear {armor.%player%}
  1172.  
  1173. command /warped [<text>]:
  1174. trigger:
  1175. stopEffect "%arg-1%"
  1176.  
  1177. command /warpefire [<text>]:
  1178. trigger:
  1179. drawWarpRings style 1, particle "flame", center location at {holofire}, id "fire.%arg-1%", rainbowMode false, scan false, height 1, radius 0.7, ringCount 8, ringDensity 20, visibleRange 32
  1180. wait 8 ticks
  1181. stopEffect "fire.%arg-1%"
  1182.  
  1183. command /warpeice [<text>]:
  1184. trigger:
  1185. drawWarpRings style 35, particle "snowballpoof", center location at {holoice}, id "ice.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1186. wait 8 ticks
  1187. stopEffect "ice.%arg-1%"
  1188. command /warpestorm [<text>]:
  1189. trigger:
  1190. drawWarpRings style 33, particle "angryVillager", center location at {holostorm}, id "storm.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1191. wait 8 ticks
  1192. stopEffect "storm.%arg-1%"
  1193. command /warpeblind [<text>]:
  1194. trigger:
  1195. drawWarpRings style 10, particle "dragonbreath", center location at {holoblind}, id "blind.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1196. wait 8 ticks
  1197. stopEffect "blind.%arg-1%"
  1198. command /warpeconfu [<text>]:
  1199. trigger:
  1200. drawWarpRings style 18, particle "redstone", RGB 152, 251, 152, center location at {holoconfu}, id "confu.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1201. wait 8 ticks
  1202. stopEffect "confu.%arg-1%"
  1203. command /warpebleed [<text>]:
  1204. trigger:
  1205. drawWarpRings style 34, particle "redstone", RGB 220, 20, 60, center location at {holobleed}, id "bleed.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1206. wait 8 ticks
  1207. stopEffect "bleed.%arg-1%"
  1208. command /warpevemp [<text>]:
  1209. trigger:
  1210. drawWarpRings style 21, particle "redstone", RGB 139, 0, 0, center location at {holovemp}, id "vemp.%arg-1%", rainbowMode false, scan false, height 1, radius 1, ringCount 8, ringDensity 20, visibleRange 32
  1211. wait 8 ticks
  1212. stopEffect "vemp.%arg-1%"
  1213. command /attackspeed [<text>] [<timespan>]:
  1214. trigger:
  1215. wait arg-2
  1216. set {cooldownattack.%arg-1%} to false
  1217.  
  1218. on damage:
  1219. set {combat.%attacker%} to true
  1220. set {combat.%victim%} to true
  1221. wait 2 second
  1222. set {combat.%attacker%} to false
  1223. set {combat.%victim%} to false
  1224.  
  1225. variables:
  1226. {spawner.%block%} = false
  1227. {spawnertype.%block%} = "?"
  1228. {attackcooldown.%entity%} = false
  1229. {spawnerlimit.%block%} = 0
  1230. {spawnercurrent.%block%} = 0
  1231. {boundat.%entity%} = "?"
  1232.  
  1233. on damage:
  1234. attacker is not a player:
  1235. {attackcooldown.%attacker%} is false:
  1236. set {attackcooldown.%attacker%} to true
  1237. wait 10 ticks
  1238. set {attackcooldown.%attacker%} to false
  1239. {attackcooldown.%attacker%} is not set:
  1240. set {attackcooldown.%attacker%} to true
  1241. wait 10 ticks
  1242. set {attackcooldown.%attacker%} to false
  1243.  
  1244. on combust:
  1245. event-entity is not a player:
  1246. cancel event
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