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- variables:
- {explosive::%player%} = 0
- {merchant::%player%} = 0
- {luck::%player%} = 0
- on first join:
- wait 10 ticks
- teleport player to {spawn}
- on join:
- wait 10 ticks
- teleport player to {spawn}
- every tick:
- loop all players:
- set the loop-player's food level to 10
- command /shop:
- trigger:
- close player's inventory
- wait 1 tick
- open chest with 6 rows named " &0&nPlayer Shop" to player
- format slot 0 of player with 1 black glass named "" to be unstealable
- format slot 1 of player with 1 black glass named "" to be unstealable
- format slot 2 of player with 1 black glass named "" to be unstealable
- format slot 3 of player with 1 black glass named "" to be unstealable
- format slot 4 of player with 1 black glass named "" to be unstealable
- format slot 5 of player with 1 black glass named "" to be unstealable
- format slot 6 of player with 1 black glass named "" to be unstealable
- format slot 7 of player with 1 black glass named "" to be unstealable
- format slot 8 of player with 1 black glass named "" to be unstealable
- format slot 9 of player with 1 black glass named "" to be unstealable
- format slot 27 of player with 1 black glass named "" to be unstealable
- format slot 18 of player with 1 black glass named "" to be unstealable
- format slot 36 of player with 1 black glass named "" to be unstealable
- format slot 17 of player with 1 black glass named "" to be unstealable
- format slot 35 of player with 1 black glass named "" to be unstealable
- format slot 26 of player with 1 black glass named "" to be unstealable
- format slot 44 of player with 1 black glass named "" to be unstealable
- format slot 45 of player with 1 black glass named "" to be unstealable
- format slot 46 of player with 1 black glass named "" to be unstealable
- format slot 47 of player with 1 black glass named "" to be unstealable
- format slot 48 of player with 1 black glass named "" to be unstealable
- format slot 49 of player with 1 black glass named "" to be unstealable
- format slot 50 of player with 1 black glass named "" to be unstealable
- format slot 51 of player with 1 black glass named "" to be unstealable
- format slot 52 of player with 1 black glass named "" to be unstealable
- format slot 53 of player with 1 black glass named "" to be unstealable
- format slot 20 of player with 1 book named "&6&lBuy Shop &e(Click to open)" to run [make player execute command "/buyshop"]
- format slot 24 of player with 1 book named "&6&lSell Shop &e(Click to open)" to run [make player execute command "/sellshop"]
- command /buyshop:
- trigger:
- close player's inventory
- wait 1 tick
- open chest with 6 rows named " &0&nPlayer Buy Shop" to player
- format slot 0 of player with 1 black glass named "" to be unstealable
- format slot 1 of player with 1 black glass named "" to be unstealable
- format slot 2 of player with 1 black glass named "" to be unstealable
- format slot 3 of player with 1 black glass named "" to be unstealable
- format slot 4 of player with 1 black glass named "" to be unstealable
- format slot 5 of player with 1 black glass named "" to be unstealable
- format slot 6 of player with 1 black glass named "" to be unstealable
- format slot 7 of player with 1 black glass named "" to be unstealable
- format slot 8 of player with 1 black glass named "" to be unstealable
- format slot 9 of player with 1 black glass named "" to be unstealable
- format slot 18 of player with 1 black_banner_item named "&7&l← Previous Page" to run [make player execute "/shop"]
- format slot 27 of player with 1 black_banner_item named "&7&l← Previous Page" to run [make player execute "/shop"]
- format slot 36 of player with 1 black glass named "" to be unstealable
- format slot 17 of player with 1 black glass named "" to be unstealable
- format slot 26 of player with 1 black_banner_item named "&7&l→ Next Page" to close
- format slot 35 of player with 1 black_banner_item named "&7&l→ Next Page" to close
- format slot 44 of player with 1 black glass named "" to be unstealable
- format slot 45 of player with 1 black glass named "" to be unstealable
- format slot 46 of player with 1 black glass named "" to be unstealable
- format slot 47 of player with 1 black glass named "" to be unstealable
- format slot 48 of player with 1 black glass named "" to be unstealable
- format slot 49 of player with 1 black glass named "" to be unstealable
- format slot 50 of player with 1 black glass named "" to be unstealable
- format slot 51 of player with 1 black glass named "" to be unstealable
- format slot 52 of player with 1 black glass named "" to be unstealable
- format slot 53 of player with 1 black glass named "" to be unstealable
- format slot 10 of player with 32 stone named "&6Stone &e(Click to buy)" with lore "||&ePrice: &f$10 per 32||&eClick to purchase||&7" to run [make player execute "/buystone"]
- format slot 11 of player with 32 grass named "&6Grass &e(Click to buy)" with lore "||&ePrice: &f$20 per 32||&eClick to purchase||&7" to run [make player execute "/buygrass"]
- format slot 12 of player with 32 dirt named "&6Dirt &e(Click to buy)" with lore "||&ePrice: &f$5 per 32||&eClick to purchase||&7" to run [make player execute "/buydirt"]
- format slot 13 of player with 32 98 named "&6Stone Brick &e(Click to buy)" with lore "||&ePrice: &f$5 per 32||&eClick to purchase||&7" to run [make player execute "/buystonebrick"]
- format slot 14 of player with 32 oak_planks named "&6Oak Planks &e(Click to buy)" with lore "||&ePrice: &f$5 per 32||&eClick to purchase||&7" to run [make player execute "/buyoakplanks"]
- format slot 15 of player with 32 seeds named "&6Seeds &e(Click to buy)" with lore "||&ePrice: &f$20 per 32||&eClick to purchase||&7" to run [make player execute "/buyseeds"]
- # Withdraw #
- command /withdraw [<text>] [<int>]:
- trigger:
- if arg 1 is not set:
- send "&e(!) Usage: /withdraw <money|tokens> <amount>"
- else if arg 2 is not set:
- send "&e(!) Usage: /withdraw <money|tokens> <amount>"
- if arg 1 is "tokens":
- if arg 2 is set:
- if player has enough space for 1 emerald:
- remove arg 2 from {Tokens::%player%}
- give player 1 emerald named "&6&lTokens: &e+%arg 2%" with lore "&e(!) &rright-click &eand claim the tokens||||&e(!) &eWithdrawed by: &6%player%||&e(!) &eAmount: &6%arg 2%."
- set {_coin} to "%arg 1%"
- message "&e(!) &eYou have just withdrawn &6%arg 1%"
- stop
- if arg 1 is "money":
- if arg 2 is set:
- if {Tokens::%player%} is less than 1:
- send "&e(!) &eYou need to get more tokens to withdraw"
- if player has enough space for 1 emerald:
- remove arg 2 from balance of player
- give player 1 emerald named "&6&lMoney: &e+%arg 2%" with lore "&e(!) &rright-click &eand claim the money||||&e(!) &eWithdrawed by: &6%player%||&e(!) &eAmount: &6%arg 2%."
- set {_coin} to "%arg 1%"
- message "&e(!) &eYou have just withdrawn &6%arg 1%"
- stop
- on rightclick with emerald:
- if name of player's held item contains "Tokens":
- set {_amount::*} to name of the player's held item split at "+"
- make console execute "/deposit tokens %player% %{_amount::2}%"
- remove 1 of held item from player
- if name of player's held item contains "Money":
- set {_amount::*} to name of the player's held item split at "+"
- make console execute "/deposit money %player% %{_amount::2}%"
- remove 1 of held item from player
- command /deposit [<text>] [<offlineplayer>] [<number>]:
- permission: admin.use
- permission message: &e(!) &eYou cannot access this command
- usage: /deposit <money|tokens> <player> <amount>
- trigger:
- if arg 1 is not set:
- send "&e(!) &eUsage: /deposit <money|tokens> <player> <amount>"
- if arg 2 is not set:
- send "&e(!) &eUsage: /deposit <money|tokens> <player> <amount>"
- if arg 3 is not set:
- send "&e(!) &eUsage: /deposit <money|tokens> <player> <amount>"
- if arg 1 is "tokens":
- if arg 2 is set:
- if arg 3 is set:
- add arg 3 to {Tokens::%arg 2%}
- send "&e(!) You have claimed %arg 3% Tokens" to arg 2
- if arg 1 is "money":
- if arg 2 is set:
- if arg 3 is set:
- add arg 3 to balance of arg 2
- send "&e(!) You have claimed $%arg 3%" to arg 2
- every second:
- loop all players:
- wipe loop-player's sidebar
- set name of sidebar of loop-player to "&e&lSKYLINE &7(%number of all players%)"
- set score "&7" in sidebar of loop-player to 13
- set score "&eName: &7%loop-player%" in sidebar of loop-player to 12
- set score "&eRank: &7%coloured loop-player's prefix%" in sidebar of loop-player to 11
- set score "&9" in sidebar of loop-player to 10
- set score "&eTokens: &7%{Tokens::%loop-player%}%" in sidebar of loop-player to 9
- set score "&eBalance: &7%balance of loop-player%" in sidebar of loop-player to 8
- set score "&b" in sidebar of loop-player to 7
- set score "&eLevel: &7%{level::%loop-player%}% ✯" in sidebar of loop-player to 6
- set score "&eEXP: &7%{exp::%loop-player%}% ❈" in sidebar of loop-player to 5
- set score "&eNeeded EXP: &7%{expneeded::%loop-player%}% ❈" in sidebar of loop-player to 4
- set score "&d" in sidebar of loop-player to 3
- set score "&eBooster: &7%{booster.scoreboard}%" in sidebar of loop-player to 2
- set score "&6" in sidebar of loop-player to 1
- variables:
- {expneeded::%player%} = 100
- {exp::%player%} = 0
- {level::%player%} = 1
- {tokens::%player%} = 0
- every 1 tick:
- loop all players:
- if {exp::%loop-player%} is greater than or equal to {expneeded::%loop-player%}:
- add 1 to {level::%loop-player%}
- add 1 to {tokens::%loop-player%}
- set {exp::%loop-player%} to 0
- send "&e(!) You have leveled up to level &6%{level::%loop-player%}%" to loop-player
- set {expneeded::%loop-player%} to (rounded down {expneeded::%loop-player%} * 1.07)
- # Level Reset #
- command /level [<text>] [<offlineplayer>]:
- permission: admin.use
- trigger:
- if arg 1 is not set:
- if arg 2 is not set:
- if arg 3 is not set:
- send "&e(!) Usage: /level <reset> <player>"
- if arg 1 is "reset":
- if arg 2 is set:
- send "&e(!) Your level was reset." to arg 2
- set {level::%arg 2%} to 1
- set {exp::%arg 2%} to 0
- set {expneeded::%arg 2%} to 100
- on break:
- chance of 1%:
- if event-block is stone or coal ore:
- if "%lore of player's tool%" contains "&cExplosive 1":
- loop blocks in radius 2.0 around the targeted block:
- if loop-block is coal ore:
- give 1 coal ore to player
- add 1 to {exp::%player%}
- set loop-block to air
- if loop-block is stone:
- give 1 stone to player
- add 1 to {exp::%player%}
- set loop-block to air
- chance of 2%:
- if event-block is stone or coal ore:
- if "%lore of player's tool%" contains "&cExplosive 2":
- loop blocks in radius 2.0 around the targeted block:
- if loop-block is coal ore:
- give 1 coal ore to player
- add 1 to {exp::%player%}
- set loop-block to air
- if loop-block is stone:
- give 1 stone to player
- add 1 to {exp::%player%}
- set loop-block to air
- chance of 3%:
- if event-block is stone or coal ore:
- if "%lore of player's tool%" contains "&cExplosive 3":
- loop blocks in radius 2.0 around the targeted block:
- if loop-block is coal ore:
- give 1 coal ore to player
- add 1 to {exp::%player%}
- set loop-block to air
- if loop-block is stone:
- give 1 stone to player
- add 1 to {exp::%player%}
- set loop-block to air
- chance of 0.6%:
- if event-block is coal ore or stone:
- if "%lore of player's tool%" contains "&dMerchant 1":
- make console execute command "sell %player%"
- chance of 0.8%:
- if event-block is coal ore or stone:
- if "%lore of player's tool%" contains "&dMerchant 2":
- make console execute command "sell %player%"
- chance of 1%:
- if event-block is coal ore or stone:
- if "%lore of player's tool%" contains "&dMerchant 3":
- make console execute command "sell %player%"
- command /explosive:
- trigger:
- if {explosive::%player%} is 0:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 199:
- send "&e(!) You do not have enough tokens to buy explosive 1 you need 200 tokens"
- if {tokens::%player%} is more than 199:
- send "&e(!) Successfully add explosive 1 to your pickaxe"
- remove 200 from {tokens::%player%}
- set line 1 of lore of player's tool to "&cExplosive 1"
- add 1 to {explosive::%player%}
- stop
- if {explosive::%player%} is 1:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 499:
- send "&e(!) You do not have enough tokens to buy explosive 2 you need 500 tokens"
- if {tokens::%player%} is more than 499:
- send "&e(!) Successfully add explosive 2 to your pickaxe"
- remove 500 from {tokens::%player%}
- set line 1 of lore of player's tool to "&cExplosive 2"
- add 1 to {explosive::%player%}
- stop
- if {explosive::%player%} is 2:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 799:
- send "&e(!) You do not have enough tokens to buy explosive 3 you need 800 tokens"
- if {tokens::%player%} is more than 799:
- send "&e(!) Successfully add explosive 3 to your pickaxe"
- remove 800 from {tokens::%player%}
- set line 1 of lore of player's tool to "&cExplosive 3"
- add 1 to {explosive::%player%}
- stop
- else:
- send "&e(!) You have reached the max enchantment level"
- command /merchant:
- trigger:
- if {merchant::%player%} is 0:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 299:
- send "&e(!) You need 300 shards to buy merchant 1"
- if {tokens::%player%} is more than 299:
- send "&e(!) Successfully add merchant 1 to your pickaxe"
- remove 300 from {tokens::%player%}
- set line 2 of lore of player's tool to "&dMerchant 1"
- add 1 to {merchant::%player%}
- stop
- if {merchant::%player%} is 1:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 499:
- send "&e(!) You need 500 shards to buy merchant 2"
- if {tokens::%player%} is more than 499:
- send "&e(!) Successfully add merchant 2 to your pickaxe"
- remove 500 from {tokens::%player%}
- set line 2 of lore of player's tool to "&dMerchant 2"
- add 1 to {merchant::%player%}
- stop
- if {merchant::%player%} is 2:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 699:
- send "&e(!) You need 500 shards to buy merchant 3"
- if {tokens::%player%} is more than 699:
- send "&e(!) Successfully add merchant 3 to your pickaxe"
- remove 700 from {tokens::%player%}
- set line 2 of lore of player's tool to "&dMerchant 3"
- add 1 to {merchant::%player%}
- stop
- else:
- send "&e(!) You have reached the max enchantment level"
- command /luck:
- trigger:
- if {luck::%player%} is 0:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 499:
- send "&e(!) You need 500 shards to buy luck 1"
- if {tokens::%player%} is more than 499:
- send "&e(!) Successfully add luck 1 to your pickaxe"
- remove 500 from {tokens::%player%}
- set line 3 of lore of player's tool to "&eLuck 1"
- add 1 to {luck::%player%}
- stop
- if {luck::%player%} is 1:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 899:
- send "&e(!) You need 900 shards to buy luck 2"
- if {tokens::%player%} is more than 899:
- send "&e(!) Successfully add luck 2 to your pickaxe"
- remove 900 from {tokens::%player%}
- set line 3 of lore of player's tool to "&eLuck 2"
- add 1 to {luck::%player%}
- stop
- if {luck::%player%} is 2:
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 1199:
- send "&e(!) You need 1200 shards to buy luck 3"
- if {tokens::%player%} is more than 1199:
- send "&e(!) Successfully add luck 3 to your pickaxe"
- remove 1200 from {tokens::%player%}
- set line 3 of lore of player's tool to "&eLuck 3"
- add 1 to {luck::%player%}
- stop
- else:
- send "&e(!) You have reached the max enchantment level"
- command /efficiency:
- trigger:
- if level of efficiency of player's tool is equal to 200:
- send "&e(!) You have reached the max enchantment level"
- stop
- if player is not holding diamond pickaxe:
- send "&e(!) You must be holding a diamond pickaxe"
- stop
- if {tokens::%player%} is less than 74:
- send "&e(!) You need 75 shards to buy efficiency"
- stop
- if {tokens::%player%} is more than 74:
- remove 75 from {tokens::%player%}
- evaluate "enchant player's tool with efficiency %level of efficiency of player's tool + 1%"
- send "&e(!) Successfully add efficiency to your pickaxe"
- stop
- command /reset <text>:
- trigger:
- if arg 1 is "all":
- loop all players:
- if loop-player is offline:
- set {tokens::%loop-player%} to 0
- set {level::%loop-player%} to 1
- set loop-player's balance to 0
- set {exp::%loop-player%} to 0
- set {expneeded::%loop-player%} to 100
- command /token [<text>]:
- trigger:
- if arg 1 is "give":
- add 1000 to {tokens::%player%}
- command /mines:
- trigger:
- open chest with 6 rows named " &0&nMines" to player
- format slot 0 of player with 1 black glass named "" to be unstealable
- command /enchant:
- aliases: /enchants, /upgrade, /upgrades
- trigger:
- if player is not holding diamond pickaxe:
- send "&e(!) Please hold a pickaxe to enchant"
- if player is holding diamond pickaxe:
- open chest with 3 rows named " &0&nEnchants" to player
- format slot 10 of player with 1 emerald named "&e(!) &aEfficiency &6(Click to enchant)" with lore "||&eClick to enchant with efficiency||&7||&6Price: &e75 tokens||&7||&6Max Level: &e200" to run [make player execute "/efficiency"]
- format slot 11 of player with 1 tnt named "&e(!) &cExplosive &6(Click to enchant)" with lore "||&eClick to enchant with explosive||&7||&6Price: &eExplosive 1 = 200 tokens||&6Price: &eExplosive 2 = 500 tokens||&6Price: &eExplosive 3 = 800 tokens||&7||&6Max Level: &e3" to run [make player execute "/explosive"]
- format slot 12 of player with 1 book named "&e(!) &bLuck &6(Click to enchant)" with lore "||&eClick to enchant with luck||&7||&6Price: &eLuck 1 = 500 tokens||&6Price: &eLuck 2 = 900 tokens||&6Price: &eLuck 3 = 1200 tokens||&7||&6Max Level: &e3" to run [make player execute "/luck"]
- command /resetpickaxe:
- trigger:
- set {explosive::%player%} to 0
- set {merchant::%player%} to 0
- set {luck::%player%} to 0
- command /warp [<text>] [<text>]:
- trigger:
- if arg 1 is not set:
- if arg 2 is not set:
- send "&e(!) Warps: &6%{warps::*}%"
- if arg 1 is "set":
- if arg 2 is set:
- set {%arg 2%} to location of player
- add arg 2 to {warps::*}
- send "&e(!) Set warp location %arg 2%"
- if arg 1 is "teleport":
- if arg 2 is set:
- teleport player to {%arg 2%}
- send "&e(!) teleport to warp %arg 2%"
- if arg 1 is "remove":
- if arg 2 is set:
- delete {%arg 2%}
- remove arg 2 from {warps::*}
- send "&e(!) removed the warp %arg 2%"
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