Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- command /modf [<player>] [<number>]:
- permission:admin
- trigger:
- if arg 2 exist:
- set {_n} to arg 2
- else:
- set {_n} to 1
- set {_a} to 1 401 named "§6Custom Fireworks"
- if arg 1 exist:
- loop {_n} times:
- give {_a} to arg 1
- else:
- loop {_n} times:
- give {_a} to player
- command /enchf [<player>] [<number>]:
- permission:admin
- trigger:
- if arg 2 exist:
- set {_n} to arg 2
- else:
- set {_n} to 1
- set {_a} to 1 401 named "§5Enchant Fireworks"
- if arg 1 exist:
- loop {_n} times:
- give {_a} to arg 1
- else:
- loop {_n} times:
- give {_a} to player
- command /uf [<player>] [<number>]:
- permission:admin
- trigger:
- if arg 2 exist:
- set {_n} to arg 2
- else:
- set {_n} to 1
- set {_a} to 1 401 named "§8Unbreaking Fireworks"
- if arg 1 exist:
- loop {_n} times:
- give {_a} to arg 1
- else:
- loop {_n} times:
- give {_a} to player
- on right click:
- player's tool's name contains "Firework"
- cancel event
- if player's tool's name is "§8Unbreaking Fireworks":
- if {UF} is 0:
- loop all items in player's inventory:
- if name of loop-item is "§8Unbreaking Fireworks":
- remove 1 of loop-item from player
- broadcast "&f[Announce-Gunlife]&a%player% が保護花火を使いました!"
- broadcast "&a5分間、改造、エンチャント時に武器が消滅する確率が "
- broadcast "&a半分(10%→5%)になります!"
- set {UF} to 1
- wait 300 seconds
- set {UF} to 0
- broadcast "&f[Announce-Gunlife]&a保護花火の効果が切れました"
- else if {UF} is 1:
- message "&7現在、すでに保護花火の効果が発動しています。"
- message "&7効果が切れてから再度お試しください。"
- else:
- message "&f問題が発生しました。(エラー:保護花火の変数が無効な数値) もう一度お試しください。"
- set {UF} to 0
- else if player's tool's name is "§5Enchant Fireworks":
- if {EnchF} is 0:
- loop all items in player's inventory:
- if name of loop-item is "§5Enchant Fireworks":
- remove 1 of loop-item from player
- broadcast "&f[Announce-Gunlife]&a%player% が魔法花火を使いました!"
- broadcast "&a5分間の間 エンチャントレベルⅢの"
- broadcast "&a付与確率が5倍(0.3%→1.5%)になります!"
- set {EnchF} to 1
- wait 300 seconds
- set {EnchF} to 0
- broadcast "&f[Announce-Gunlife]&a魔法花火の効果が切れました"
- else if {EnchF} is 1:
- message "&7現在、すでに魔法花火の効果が発動しています。"
- message "&7効果が切れてから再度お試しください。"
- else:
- message "&f問題が発生しました。(エラー:魔法花火の変数が無効な数値) もう一度お試しください。"
- set {EnchF} to 0
- else if player's tool's name is "§6Custom Fireworks":
- if {ModF} is 0:
- loop all items in player's inventory:
- if name of loop-item is "§6Custom Fireworks":
- remove 1 of loop-item from player
- broadcast "&f[Announce-Gunlife]&a%player% が改造花火を使いました!"
- broadcast "&a5分間の間 改造レベルⅢの"
- broadcast "&a付与確率が5倍(0.3%→1.5%)になります!"
- set {ModF} to 1
- wait 300 seconds
- set {ModF} to 0
- broadcast "&f[Announce-Gunlife]&a改造花火の効果が切れました"
- else if {ModF} is 1:
- message "&7現在、すでに改造花火の効果が発動しています。"
- message "&7効果が切れてから再度お試しください。"
- else:
- message "&f問題が発生しました。(エラー:改造花火の変数が無効な数値) もう一度お試しください。"
- set {ModF} to 0
- command /editlore <number> <text>:
- permission:admin
- trigger:
- set line arg 1 of player's tool's lore to colored arg 2
- command /deletelore <number> [<text>]:
- trigger:
- if line arg 1 of player's tool's lore contains "Ⅲ":
- if arg 2 is "confirm":
- set line arg 1 of player's tool's lore to " "
- broadcast "&7%player%がレベルⅢを消去しました!もったいない!"
- else:
- message "&7レベルⅢを消そうとしています!/deletelore %arg 1% confirm で確定してください。"
- else:
- set line arg 1 of player's tool's lore to " "
- message "&7正常に消去しました。"
- command /money [<number>]:
- trigger:
- if arg 1 exist:
- {money::%player%} + 1 is bigger than arg
- add arg 1 of {moneyitem} to player's inventory
- set {money::%player%} to {money::%player%} - arg 1
- message "&f%arg 1%個のCoinを引き出しました。残り%{money::%player%}%Coinです。"
- else:
- message "&fあなたの通帳には現在%{money::%player%}%Coinあります。"
- command /moneyedit <text> <player> [<number>]:
- permission: admin
- trigger:
- if arg 1 is "set":
- arg 3 exist
- set {money::%arg 2%} to arg 3
- else if arg 1 is "give":
- arg 3 exist
- set {money::%arg 2%} to {money::%arg 2%} + arg 3
- else if arg 1 is "check":
- message "&7[Admin_Check]%arg 2%の所持金は%{money::%arg 2%}%です"
- else if arg 1 is "coin":
- set {moneyitem} to player's tool
- on join:
- set {menu::%player%} to 0
- on inventory close:
- set {menu::%player%} to 0
- on right click on anvil:
- cancel event
- if block under block is iron block:
- open chest with 0 row named "&6ModifyMenu" to player
- set {menu::%player%} to 1
- else if block under block is diamond block:
- open chest with 0 row named "&6OverModifyMenu" to player
- set {menu::%player%} to 3
- on right click on enchantment table:
- cancel event
- if block under block is iron block:
- open chest with 0 row named "&5EnchMenu" to player
- set {menu::%player%} to 2
- else if block under block is diamond block:
- open chest with 0 row named "&5OverEnchMenu" to player
- set {menu::%player%} to 4
- function Enchant(p:player, one:number, two:number, three:number,break:number) :: number:
- set {_enchg} to random integer between 1 and 1000
- if {_enchg} is between 1 and {_one}:
- return 1
- else if {_enchg} is between {_one}+1 and {_two}:
- return 2
- else if {_enchg} is between {_two}+1 and {_three}:
- return 3
- else if {_enchg} is between {_three}+1 and {_break}:
- return 4
- stop
- function GeneralModify(p : player,i : item,l : number) :: text:
- if {ModF} is 0:
- if {UF} is 0:
- set {_Ench} to Enchant({_p}, 850,897,900,1000)
- else:
- set {_Ench} to Enchant({_p}, 900,947,950,1000)
- else:
- if {UF} is 0:
- set {_Ench} to Enchant({_p},840,885,900,1000)
- else:
- set {_Ench} to Enchant({_p},890,935,950,1000)
- if {_Ench} is 1:
- set {_color} to "b"
- set {_rank} to "Ⅰ"
- else if {_Ench} is 2:
- set {_color} to "9"
- set {_rank} to "Ⅱ"
- else if {_Ench} is 3:
- broadcast "&6&l%{_p}%さんが改造レベルⅢを出しました!"
- set {_color} to "6"
- set {_rank} to "Ⅲ"
- else if {_Ench} is 4:
- remove 1 of {enchi.%{_p}%} from {_p}
- stop
- set {_ench} to random integer between 1 and 12
- if {_ench} is 1:
- return "§%{_color}%Strength Mod %{_rank}%"
- if {_ench} is 2:
- return "§%{_color}%LastResurrection Mod %{_rank}%"
- if {_ench} is 3:
- return "§%{_color}%Dash Mod %{_rank}%"
- if {_ench} is 4:
- return "§%{_color}%HyperFlash Mod %{_rank}%"
- if {_ench} is 5:
- return "§%{_color}%Stealth Mod %{_rank}%"
- if {_ench} is 6:
- return "§%{_color}%Heal Mod %{_rank}%"
- if {_ench} is 7:
- return "§%{_color}%Kill Mod %{_rank}%"
- if {_ench} is 8:
- return "§%{_color}%Poison Mod %{_rank}%"
- if {_ench} is 9:
- return "§%{_color}%Storm Mod %{_rank}%"
- if {_ench} is 10:
- return "§%{_color}%Shield Mod %{_rank}%"
- if {_ench} is 11:
- return "§%{_color}%Hard Mod %{_rank}%"
- stop
- function GeneralEnchant(p:player, i:item, l:number) :: text:
- if {EnchF} is 0:
- if {UF} is 0:
- set {_Ench} to Enchant({_p},850,897,900,1000)
- else:
- set {_Ench} to Enchant({_p},900,947,950,1000)
- else:
- if {UF} is 0:
- set {_Ench} to Enchant({_p},840,885,900,1000)
- else:
- set {_Ench} to Enchant({_p},890,935,950,1000)
- if {_Ench} is 1:
- set {_color} to "a"
- set {_rank} to "Ⅰ"
- else if {_Ench} is 2:
- set {_color} to "c"
- set {_rank} to "Ⅱ"
- else if {_Ench} is 3:
- broadcast "&5&l%{_p}%さんがエンチャントレベルⅢを出しました!"
- set {_color} to "5"
- set {_rank} to "Ⅲ"
- else if {_Ench} is 4:
- remove 1 of {enchi.%{_p}%} from {_p}
- stop
- set {_ench} to random integer between 1 and 11
- if {_ench} is 1:
- return "§%{_color}%Sniper Life %{_rank}%"
- if {_ench} is 2:
- return "§%{_color}%Protect %{_rank}%"
- if {_ench} is 3:
- return "§%{_color}%Fire Damage %{_rank}%"
- if {_ench} is 4:
- return "§%{_color}%Death Fight %{_rank}%"
- if {_ench} is 5:
- return "§%{_color}%Light Damage %{_rank}%"
- if {_ench} is 6:
- return "§%{_color}%Dark Damage %{_rank}%"
- if {_ench} is 7:
- return "§%{_color}%Heal Hit %{_rank}%"
- if {_ench} is 8:
- return "§%{_color}%Speed Down %{_rank}%"
- if {_ench} is 9:
- return "§%{_color}%Speed Run %{_rank}%"
- if {_ench} is 10:
- return "§%{_color}%Small Wall %{_rank}%"
- if {_ench} is 11:
- return "§%{_color}%Magical Flash %{_rank}%"
- stop
- on inventory click:
- {menu::%player%} isn't 0
- clicked item is diamond axe or feather or stick
- cancel event
- if {menu::%player%} is 1:
- set {enchi.%player%} to clicked item
- if line 1 of clicked item's lore contains "Ⅲ":
- stop
- loop all items in player's inventory:
- if name of loop-item is "&fNormalToolKit":
- remove 1 of loop-item from player
- set line 1 of lore of clicked item to GeneralModify(player,clicked item,1)
- stop
- if {menu::%player%} is 2:
- set {enchi.%player%} to clicked item
- if line 2 of clicked item's lore contains "Ⅲ":
- stop
- loop all items in player's inventory:
- if name of loop-item is "&fNormalEnchStone":
- remove 1 of loop-item from player
- set line 2 of lore of clicked item to GeneralEnchant(player,clicked item,2)
- stop
- if {menu::%player%} is 3:
- set {enchi.%player%} to clicked item
- if line 3 of clicked item's lore contains "Ⅲ":
- stop
- loop all items in player's inventory:
- if name of loop-item is "&fOverToolKit":
- remove 1 of loop-item from player
- set line 3 of lore of clicked item to GeneralModify(player,clicked item,3)
- stop
- else if {menu::%player%} is 4:
- set {enchi.%player%} to clicked item
- if line 4 of clicked item's lore contains "Ⅲ":
- stop
- loop all items in player's inventory:
- if name of loop-item is "&fOverEnchStone":
- remove 1 of loop-item from player
- set line 4 of lore of clicked item to GeneralEnchant(player,clicked item,4)
- stop
- on damage:
- set maximum damage delay of victim to 0 tick
- if line 2 of attacker's tool's lore contains "Sniper Life":
- if line 2 of attacker's tool's lore contains "Sniper Life Ⅰ":
- chance of 10%
- heal attacker by 2.5
- else if line 2 of attacker's tool's lore contains "Sniper Life Ⅱ":
- chance of 25%
- heal attacker by 2.5
- else if line 2 of attacker's tool's lore contains "Sniper Life Ⅲ":
- chance of 30%
- heal attacker by 2.5
- if line 2 of attacker's tool's lore contains "Heal Hit":
- if line 2 of attacker's tool's lore contains "Heal Hit Ⅰ":
- chance of 20%
- heal attacker by 2.5
- else if line 2 of attacker's tool's lore contains "Heal Hit Ⅱ":
- chance of 30%
- heal attacker by 2.5
- else if line 2 of attacker's tool's lore contains "Heal Hit Ⅲ":
- chance of 45%
- heal attacker by 2.5
- if line 2 of attacker's tool's lore contains "Speed Run":
- if line 2 of attacker's tool's lore contains "Speed Run Ⅰ":
- chance of 50%
- apply SPEED 1 to attacker for 5 second
- else if line 2 of attacker's tool's lore contains "Speed Run Ⅱ":
- chance of 75%
- apply SPEED 1 to attacker for 5 second
- else if line 2 of attacker's tool's lore contains "Speed Run Ⅲ":
- chance of 90%
- apply SPEED 2 to attacker for 5 second
- if line 2 of attacker's tool's lore contains "Fire Damage":
- if line 2 of attacker's tool's lore contains "Fire Damage Ⅰ":
- chance of 25%
- ignite victim for 3 second
- else if line 2 of attacker's tool's lore contains "Fire Damage Ⅱ":
- chance of 25%
- ignite victim for 5 second
- else if line 2 of attacker's tool's lore contains "Fire Damage Ⅲ":
- chance of 25%
- ignite victim for 6 second
- if line 2 of attacker's tool's lore contains "Speed Down":
- if line 2 of attacker's tool's lore contains "Speed Down Ⅰ":
- chance of 10%
- apply SLOW 1 to victim for 5 second
- else if line 2 of attacker's tool's lore contains "Speed Down Ⅱ":
- chance of 15%
- apply SLOW 1 to victim for 5 second
- else if line 2 of attacker's tool's lore contains "Speed Down Ⅲ":
- chance of 20%
- apply SLOW 1 to victim for 5 second
- if line 2 of attacker's tool's lore contains "Magical Flash":
- if line 2 of attacker's tool's lore contains "Magical Flash Ⅰ":
- chance of 40%
- apply GLOWING 1 to victim for 10 seconds
- else if line 2 of attacker's tool's lore contains "Magical Flash Ⅱ":
- chance of 50%
- apply GLOWING 1 to victim for 10 seconds
- else if line 2 of attacker's tool's lore contains "Magical Flash Ⅲ":
- chance of 60%
- apply GLOWING 1 to victim for 10 seconds
- if line 2 of attacker's tool's lore contains "Death Fight":
- if line 2 of attacker's tool's lore contains "Death Fight Ⅰ":
- chance of 1%
- kill victim
- else if line 2 of attacker's tool's lore contains "Death Fight Ⅱ":
- chance of 2%
- kill victim
- else if line 2 of attacker's tool's lore contains "Death Fight Ⅲ":
- chance of 3%
- kill victim
- if line 4 of attacker's tool's lore contains "Sniper Life":
- if line 4 of attacker's tool's lore contains "Sniper Life Ⅰ":
- chance of 10%
- heal attacker by 2.5
- else if line 4 of attacker's tool's lore contains "Sniper Life Ⅱ":
- chance of 25%
- heal attacker by 2.5
- else if line 4 of attacker's tool's lore contains "Sniper Life Ⅲ":
- chance of 30%
- heal attacker by 2.5
- if line 4 of attacker's tool's lore contains "Heal Hit":
- if line 4 of attacker's tool's lore contains "Heal Hit Ⅰ":
- chance of 20%
- heal attacker by 2.5
- else if line 4 of attacker's tool's lore contains "Heal Hit Ⅱ":
- chance of 30%
- heal attacker by 2.5
- else if line 4 of attacker's tool's lore contains "Heal Hit Ⅲ":
- chance of 45%
- heal attacker by 2.5
- if line 4 of attacker's tool's lore contains "Speed Run":
- if line 4 of attacker's tool's lore contains "Speed Run Ⅰ":
- chance of 50%
- apply SPEED 1 to attacker for 5 second
- else if line 4 of attacker's tool's lore contains "Speed Run Ⅱ":
- chance of 75%
- apply SPEED 1 to attacker for 5 second
- else if line 4 of attacker's tool's lore contains "Speed Run Ⅲ":
- chance of 90%
- apply SPEED 2 to attacker for 5 second
- if line 4 of attacker's tool's lore contains "Fire Damage":
- if line 4 of attacker's tool's lore contains "Fire Damage Ⅰ":
- chance of 25%
- ignite victim for 3 second
- else if line 4 of attacker's tool's lore contains "Fire Damage Ⅱ":
- chance of 25%
- ignite victim for 5 second
- else if line 4 of attacker's tool's lore contains "Fire Damage Ⅲ":
- chance of 25%
- ignite victim for 6 second
- if line 4 of attacker's tool's lore contains "Speed Down":
- if line 4 of attacker's tool's lore contains "Speed Down Ⅰ":
- chance of 10%
- apply SLOW 1 to victim for 5 second
- else if line 4 of attacker's tool's lore contains "Speed Down Ⅱ":
- chance of 15%
- apply SLOW 1 to victim for 5 second
- else if line 4 of attacker's tool's lore contains "Speed Down Ⅲ":
- chance of 20%
- apply SLOW 1 to victim for 5 second
- if line 4 of attacker's tool's lore contains "Magical Flash":
- if line 4 of attacker's tool's lore contains "Magical Flash Ⅰ":
- chance of 40%
- apply GLOWING 1 to victim for 10 seconds
- else if line 4 of attacker's tool's lore contains "Magical Flash Ⅱ":
- chance of 50%
- apply GLOWING 1 to victim for 10 seconds
- else if line 4 of attacker's tool's lore contains "Magical Flash Ⅲ":
- chance of 60%
- apply GLOWING 1 to victim for 10 seconds
- if line 4 of attacker's tool's lore contains "Death Fight":
- if line 4 of attacker's tool's lore contains "Death Fight Ⅰ":
- chance of 1%
- kill victim
- else if line 4 of attacker's tool's lore contains "Death Fight Ⅱ":
- chance of 2%
- kill victim
- else if line 4 of attacker's tool's lore contains "Death Fight Ⅲ":
- chance of 3%
- kill victim
- if line 2 of victim's tool's lore contains "Protect":
- if line 2 of victim's tool's lore contains "Protect Ⅰ":
- chance of 5%
- cancel event
- stop
- else if line 2 of victim's tool's lore contains "Protect Ⅱ":
- chance of 10%
- cancel event
- stop
- else if line 2 of victim's tool's lore contains "Protect Ⅲ":
- chance of 15%
- cancel event
- stop
- if line 4 of victim's tool's lore contains "Protect":
- if line 4 of victim's tool's lore contains "Protect Ⅰ":
- chance of 5%
- cancel event
- stop
- else if line 4 of victim's tool's lore contains "Protect Ⅱ":
- chance of 10%
- cancel event
- stop
- else if line 4 of victim's tool's lore contains "Protect Ⅲ":
- chance of 15%
- cancel event
- stop
- if line 2 of attacker's tool's lore contains "Light Damage":
- if line 2 of attacker's tool's lore contains "Light Damage Ⅰ":
- chance of 60%
- increase the damage by 2
- else if line 2 of attacker's tool's lore contains "Light Damage Ⅱ":
- chance of 75%
- increase the damage by 2
- else if line 2 of attacker's tool's lore contains "Light Damage Ⅲ":
- chance of 80%
- increase the damage by 2
- if line 2 of attacker's tool's lore contains "Dark Damage":
- if line 2 of attacker's tool's lore contains "Dark Damage Ⅰ":
- chance of 10%
- increase the damage by 4
- else if line 2 of attacker's tool's lore contains "Dark Damage Ⅱ":
- chance of 20%
- increase the damage by 4
- else if line 2 of attacker's tool's lore contains "Dark Damage Ⅲ":
- chance of 30%
- increase the damage by 4
- if line 4 of attacker's tool's lore contains "Light Damage":
- if line 4 of attacker's tool's lore contains "Light Damage Ⅰ":
- chance of 60%
- increase the damage by 2
- else if line 4 of attacker's tool's lore contains "Light Damage Ⅱ":
- chance of 75%
- increase the damage by 2
- else if line 4 of attacker's tool's lore contains "Light Damage Ⅲ":
- chance of 80%
- increase the damage by 2
- if line 4 of attacker's tool's lore contains "Dark Damage":
- if line 4 of attacker's tool's lore contains "Dark Damage Ⅰ":
- chance of 10%
- increase the damage by 4
- else if line 4 of attacker's tool's lore contains "Dark Damage Ⅱ":
- chance of 20%
- increase the damage by 4
- else if line 4 of attacker's tool's lore contains "Dark Damage Ⅲ":
- chance of 30%
- increase the damage by 4
- if line 2 of victim's tool's lore contains "Small Wall":
- if line 2 of victim's tool's lore contains "Small Wall Ⅰ":
- chance of 50%
- set the damage to damage/2
- else if line 2 of victim's tool's lore contains "Small Wall Ⅱ":
- chance of 60%
- set the damage to damage/2
- else if line 2 of victim's tool's lore contains "Small Wall Ⅲ":
- chance of 80%
- set the damage to damage/2
- if line 4 of victim's tool's lore contains "Small Wall":
- if line 4 of victim's tool's lore contains "Small Wall Ⅰ":
- chance of 50%
- set the damage to damage/2
- else if line 4 of victim's tool's lore contains "Small Wall Ⅱ":
- chance of 60%
- set the damage to damage/2
- else if line 4 of victim's tool's lore contains "Small Wall Ⅲ":
- chance of 80%
- set the damage to damage/2
- if line 1 of attacker's tool's lore contains "Strength Mod":
- if line 1 of attacker's tool's lore contains "Strength Mod Ⅰ":
- set the damage to damage + 0.5
- else if line 1 of attacker's tool's lore contains "Strength Mod Ⅱ":
- set the damage to damage + 1
- else if line 1 of attacker's tool's lore contains "Strength Mod Ⅲ":
- set the damage to damage + 1.5
- if line 1 of attacker's tool's lore contains "Heal Mod":
- if line 1 of attacker's tool's lore contains "Heal Mod Ⅰ":
- chance of 20%
- heal attacker by 3
- else if line 1 of attacker's tool's lore contains "Heal Mod Ⅱ":
- chance of 30%
- heal attacker by 3
- else if line 1 of attacker's tool's lore contains "Heal Mod Ⅲ":
- chance of 40%
- heal attacker by 3
- if line 1 of victim's tool's lore contains "Shield Mod":
- if line 1 of victim's tool's lore contains "Shield Mod Ⅰ":
- chance of 60%
- set the damage to damage - 2
- else if line 1 of victim's tool's lore contains "Shield Mod Ⅱ":
- chance of 70%
- set the damage to damage - 2
- else if line 1 of victim's tool's lore contains "Shield Mod Ⅲ":
- chance of 80%
- set the damage to damage - 2
- if line 1 of attacker's tool's lore contains "Hard Mod":
- if line 1 of attacker's tool's lore contains "Hard Mod Ⅰ":
- damage attacker by 0.5
- chance of 80%
- set the damage to damage + 3
- else if line 1 of attacker's tool's lore contains "Hard Mod Ⅱ":
- damage attacker by 0.5
- chance of 90%
- set the damage to damage + 3
- else if line 1 of attacker's tool's lore contains "Hard Mod Ⅲ":
- damage attacker by 0.5
- chance of 100%
- set the damage to damage + 3
- if line 1 of attacker's tool's lore contains "HyperFlash Mod":
- if line 1 of attacker's tool's lore contains "HyperFlash Mod Ⅰ":
- chance of 30%
- apply GLOWING 1 to victim for 15 seconds
- else if line 1 of attacker's tool's lore contains "HyperFlash Mod Ⅱ":
- chance of 40%
- apply GLOWING 1 to victim for 15 seconds
- else if line 1 of attacker's tool's lore contains "HyperFlash Mod Ⅲ":
- chance of 50%
- apply GLOWING 1 to victim for 15 seconds
- if line 1 of attacker's tool's lore contains "Poison Mod":
- if line 1 of attacker's tool's lore contains "Poison Mod Ⅰ":
- chance of 10%
- poison the victim for 5 second
- else if line 1 of attacker's tool's lore contains "Poison Mod Ⅱ":
- chance of 20%
- poison the victim for 5 second
- else if line 1 of attacker's tool's lore contains "Poison Mod Ⅲ":
- chance of 35%
- poison the victim for 5 second
- if line 1 of attacker's tool's lore contains "Storm Mod":
- if line 1 of attacker's tool's lore contains "Storm Mod Ⅰ":
- chance of 20%
- apply LEVITATION 1 to victim for 5 seconds
- else if line 1 of attacker's tool's lore contains "Storm Mod Ⅱ":
- chance of 25%
- apply LEVITATION 1 to victim for 5 seconds
- else if line 1 of attacker's tool's lore contains "Storm Mod Ⅲ":
- chance of 35%
- apply LEVITATION 1 to victim for 5 seconds
- if line 1 of attacker's tool's lore contains "Stealth Mod":
- if line 1 of attacker's tool's lore contains "Stealth Mod Ⅰ":
- chance of 10%
- apply INVISIBILITY 1 to attacker for 2 seconds
- else if line 1 of attacker's tool's lore contains "Stealth Mod Ⅱ":
- chance of 20%
- apply INVISIBILITY 1 to attacker for 2 seconds
- else if line 1 of attacker's tool's lore contains "Stealth Mod Ⅲ":
- chance of 30%
- apply INVISIBILITY 1 to attacker for 2 seconds
- if line 3 of attacker's tool's lore contains "Strength Mod":
- if line 3 of attacker's tool's lore contains "Strength Mod Ⅰ":
- set the damage to damage + 0.5
- else if line 3 of attacker's tool's lore contains "Strength Mod Ⅱ":
- set the damage to damage + 1
- else if line 3 of attacker's tool's lore contains "Strength Mod Ⅲ":
- set the damage to damage + 1.5
- if line 3 of attacker's tool's lore contains "Heal Mod":
- if line 3 of attacker's tool's lore contains "Heal Mod Ⅰ":
- chance of 20%
- heal attacker by 3
- else if line 3 of attacker's tool's lore contains "Heal Mod Ⅱ":
- chance of 30%
- heal attacker by 3
- else if line 3 of attacker's tool's lore contains "Heal Mod Ⅲ":
- chance of 40%
- heal attacker by 3
- if line 3 of victim's tool's lore contains "Shield Mod":
- if line 3 of victim's tool's lore contains "Shield Mod Ⅰ":
- chance of 60%
- set the damage to damage - 2
- else if line 3 of victim's tool's lore contains "Shield Mod Ⅱ":
- chance of 70%
- set the damage to damage - 2
- else if line 3 of victim's tool's lore contains "Shield Mod Ⅲ":
- chance of 80%
- set the damage to damage - 2
- if line 3 of attacker's tool's lore contains "Hard Mod":
- if line 3 of attacker's tool's lore contains "Hard Mod Ⅰ":
- damage attacker by 0.5
- chance of 80%
- set the damage to damage + 3
- else if line 3 of attacker's tool's lore contains "Hard Mod Ⅱ":
- damage attacker by 0.5
- chance of 90%
- set the damage to damage + 3
- else if line 3 of attacker's tool's lore contains "Hard Mod Ⅲ":
- damage attacker by 0.5
- chance of 100%
- set the damage to damage + 3
- if line 3 of attacker's tool's lore contains "HyperFlash Mod":
- if line 3 of attacker's tool's lore contains "HyperFlash Mod Ⅰ":
- chance of 30%
- apply GLOWING 1 to victim for 15 seconds
- else if line 3 of attacker's tool's lore contains "HyperFlash Mod Ⅱ":
- chance of 40%
- apply GLOWING 1 to victim for 15 seconds
- else if line 3 of attacker's tool's lore contains "HyperFlash Mod Ⅲ":
- chance of 50%
- apply GLOWING 1 to victim for 15 seconds
- if line 3 of attacker's tool's lore contains "Poison Mod":
- if line 3 of attacker's tool's lore contains "Poison Mod Ⅰ":
- chance of 10%
- poison the victim for 5 second
- else if line 3 of attacker's tool's lore contains "Poison Mod Ⅱ":
- chance of 20%
- poison the victim for 5 second
- else if line 3 of attacker's tool's lore contains "Poison Mod Ⅲ":
- chance of 35%
- poison the victim for 5 second
- if line 3 of attacker's tool's lore contains "Storm Mod":
- if line 3 of attacker's tool's lore contains "Storm Mod Ⅰ":
- chance of 20%
- apply LEVITATION 1 to victim for 5 seconds
- else if line 3 of attacker's tool's lore contains "Storm Mod Ⅱ":
- chance of 25%
- apply LEVITATION 1 to victim for 5 seconds
- else if line 3 of attacker's tool's lore contains "Storm Mod Ⅲ":
- chance of 35%
- apply LEVITATION 1 to victim for 5 seconds
- if line 3 of attacker's tool's lore contains "Stealth Mod":
- if line 3 of attacker's tool's lore contains "Stealth Mod Ⅰ":
- chance of 10%
- apply INVISIBILITY 1 to attacker for 2 seconds
- else if line 3 of attacker's tool's lore contains "Stealth Mod Ⅱ":
- chance of 20%
- apply INVISIBILITY 1 to attacker for 2 seconds
- else if line 3 of attacker's tool's lore contains "Stealth Mod Ⅲ":
- chance of 30%
- apply INVISIBILITY 1 to attacker for 2 seconds
- if line 1 of victim's tool's lore contains "LastResurrection Mod":
- (victim's health - damage) <0.1
- if line 1 of victim's tool's lore contains "LastResurrection Mod Ⅰ":
- chance of 50%
- cancel event
- set victim's health to 3
- else if line 1 of victim's tool's lore contains "LastResurrection Mod Ⅱ":
- chance of 60%
- cancel event
- set victim's health to 3
- else if line 1 of victim's tool's lore contains "LastResurrection Mod Ⅲ":
- chance of 75%
- cancel event
- set victim's health to 3
- if line 3 of victim's tool's lore contains "LastResurrection Mod":
- (victim's health - damage) <0.1
- if line 3 of victim's tool's lore contains "LastResurrection Mod Ⅰ":
- chance of 50%
- cancel event
- set victim's health to 3
- else if line 3 of victim's tool's lore contains "LastResurrection Mod Ⅱ":
- chance of 60%
- cancel event
- set victim's health to 3
- else if line 3 of victim's tool's lore contains "LastResurrection Mod Ⅲ":
- chance of 75%
- cancel event
- set victim's health to 3
- if line 1 of attacker's tool's lore contains "Kill Mod":
- (victim's health - damage) <0.1
- if line 1 of victim's tool's lore contains "Kill Mod Ⅰ":
- if chance of 8%:
- kill attacker
- else:
- heal attacker by 100
- else if line 1 of victim's tool's lore contains "Kill Mod Ⅱ":
- if chance of 6%:
- kill attacker
- else:
- heal attacker by 100
- else if line 1 of victim's tool's lore contains "Kill Mod Ⅲ":
- if chance of 5%:
- kill attacker
- else:
- heal attacker by 100
- if line 3 of attacker's tool's lore contains "Kill Mod":
- (victim's health - damage) <0.1
- if line 3 of victim's tool's lore contains "Kill Mod Ⅰ":
- if chance of 8%:
- kill attacker
- else:
- heal attacker by 100
- else if line 3 of victim's tool's lore contains "Kill Mod Ⅱ":
- if chance of 6%:
- kill attacker
- else:
- heal attacker by 100
- else if line 3 of victim's tool's lore contains "Kill Mod Ⅲ":
- if chance of 5%:
- kill attacker
- else:
- heal attacker by 100
- set {_n} to victim
- set {lastattack::%{_n}%} to attacker
- on death:
- broadcast "&akill [%{lastattack::%player%}%&a]---{&f%{lastattack::%player%}'s tool's name%&a}--> [%player%]"
- message "&bKill&7->&c&l+3Coin" to {lastattack::%player%}
- set {money::%{lastattack::%player%}%} to {money::%{lastattack::%player%}%} + 3
- on respawn:
- set the maximum health of the player to 30
- heal player by 30
- on tool change:
- set player's walk speed to 0.2
- if line 1 of player's tool's lore contains "Dash Mod":
- if player's tool isn't feather:
- if line 1 of player's tool's lore contains "Dash Mod Ⅰ":
- increase player's walk speed by 0.05
- else if line 1 of player's tool's lore contains "Dash Mod Ⅱ":
- increase player's walk speed by 0.1
- else if line 1 of player's tool's lore contains "Dash Mod Ⅲ":
- increase player's walk speed by 0.15
- else:
- if line 1 of player's tool's lore contains "Dash Mod Ⅰ":
- increase player's walk speed by 0.025
- else if line 1 of player's tool's lore contains "Dash Mod Ⅱ":
- increase player's walk speed by 0.05
- else if line 1 of player's tool's lore contains "Dash Mod Ⅲ":
- increase player's walk speed by 0.075
- if line 3 of player's tool's lore contains "Dash Mod":
- if player's tool isn't feather:
- if line 3 of player's tool's lore contains "Dash Mod Ⅰ":
- increase player's walk speed by 0.05
- else if line 3 of player's tool's lore contains "Dash Mod Ⅱ":
- increase player's walk speed by 0.1
- else if line 3 of player's tool's lore contains "Dash Mod Ⅲ":
- increase player's walk speed by 0.15
- else:
- if line 3 of player's tool's lore contains "Dash Mod Ⅰ":
- increase player's walk speed by 0.025
- else if line 3 of player's tool's lore contains "Dash Mod Ⅱ":
- increase player's walk speed by 0.05
- else if line 3 of player's tool's lore contains "Dash Mod Ⅲ":
- increase player's walk speed by 0.075
- on offhand move:
- set player's walk speed to 0.2
- on load:
- give 1 gold ingot named "&fNormalToolKit" to all players
- give 1 iron ingot named "&fNormalEnchStone" to all players
- give 1 gold ingot named "&fOverToolKit" to all players
- give 1 iron ingot named "&fOverEnchStone" to all players
- set {ModF} to 0
- set {EnchF} to 0
- set {UF} to 0
- broadcast "&f&l[Gunlife]リロードが完了しました!お詫びとして改造アイテムを各一個配布いたしました。"
Advertisement
Add Comment
Please, Sign In to add comment