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- on death of sheep:
- give attacker 1 raw mutton named "&7Sheep Guts" with lore "&f&lCOMMON"
- play sound "entity.experience_orb.pickup" with volume 1 and pitch 1 at attacker for attacker
- add 1 to {sheep.killed::%attacker's uuid%}
- send "&8(&c*&8) &7Killed 1 sheep. ##%{sheep.killed::%attacker's uuid%}% &7total sheep killed." to attacker
- cancel drops
- on death of pig:
- give attacker 1 raw porkchop named "&7Pig Guts" with lore "&f&lCOMMON"
- play sound "entity.experience_orb.pickup" with volume 1 and pitch 1 at attacker for attacker
- add 1 to {pig.killed::%attacker's uuid%}
- send "&8(&c*&8) &7Killed 1 pig. ##%{pig.killed::%attacker's uuid%}% &7total pig killed." to attacker
- cancel drops
- command /balance:
- trigger:
- send "&8(&c*&8) &7Your balance is $%{bal::%player's uuid%}%" to player
- on join:
- if {joined::%player's uuid%} is not set:
- give player wooden sword named "&7Starter Sword"
- set {joined::%player's uuid%} to true
- command /spawnregion [<text>]:
- permission: smelly.region.axe
- trigger:
- if arg-1 is "sheep":
- give player stone axe named "&8(&c*&8) &7Sheep Spawn &8(&c*&8)"
- if arg-1 is "pig":
- give player stone axe named "&8(&c*&8) &7Pig Spawn &8(&c*&8)"
- on leftclick:
- if player's tool is stone axe named "&8(&c*&8) &7Pig Spawn &8(&c*&8)":
- set {pigspawn} to block above event-block's location
- send "&8(&c*&8) &7Set pig spawn to %{loc2}%&7." to player
- cancel event
- on leftclick:
- if player's tool is stone axe named "&8(&c*&8) &7Sheep Spawn &8(&c*&8)":
- set {sheepspawn} to block above event-block's location
- send "&8(&c*&8) &7Set sheep spawn to %{loc2}%&7." to player
- cancel event
- every 30 seconds:
- spawn sheep at {sheepspawn}
- spawn pig at {pigspawn}
- command /vendor:
- trigger:
- open virtual chest inventory with size 3 named "Meat Buyer" to player
- format gui slot 10 of player with raw mutton named "&7Sheep Guts &8| &71$" to run:
- if player's inventory contains raw mutton named "&7Sheep Guts" with lore "&f&lCOMMON":
- set {_r} to amount of raw mutton named "&7Sheep Guts" with lore "&f&lCOMMON" in player's inventory
- set {_g} to {_r} * 1
- add {_g} to {bal::%player's uuid%}
- send "&8(&c*&8) &7Sold %{_r}%&7 sheep guts for, $%{_g}%&7." to player
- remove {_r} of raw mutton named "&7Sheep Guts" with lore "&f&lCOMMON" from player's inventory
- close player's inventory
- else:
- send "&8(&c*&8) &7You have no sheep guts." to player
- close player's inventory
- if {sheep.killed::%player's uuid%} is less than 25:
- format gui slot 11 of player with barrier named "&cLocked" with lore "&7Kill 25 Sheep to unlock." to run:
- close player's inventory
- send "&8(&c*&8) &7You've only killed %{sheep.killed::%player's uuid%}%&7 sheep." to player
- else:
- format gui slot 11 of player with raw porkchop named "&7Sheep Guts &8| &72$" to run:
- if player's inventory contains raw porkchop named "&7Pig Guts" with lore "&f&lCOMMON":
- set {_r} to amount of raw porkchop named "&7Pig Guts" with lore "&f&lCOMMON" in player's inventory
- set {_g} to {_r} * 2
- add {_g} to {bal::%player's uuid%}
- send "&8(&c*&8) &7Sold %{_r}%&7 pig guts for, $%{_g}%&7." to player
- remove {_r} of raw porkchop named "&7Pig Guts" with lore "&f&lCOMMON" from player's inventory
- close player's inventory
- else:
- send "&8(&c*&8) &7You have no pig guts." to player
- close player's inventory
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