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Aug 14th, 2014
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  1. options:
  2. P: &8[&6Sharpshooter&8]&c
  3.  
  4. command /sharpscatter [<text>]:
  5. permission: skript.op
  6. trigger:
  7. if arg 1 is not set:
  8. loop all players:
  9. if {captains::%loop-player%} is loop-player:
  10. message "{@P} %loop-player% skipped"
  11. execute console command "warp shootersspot %loop-player%"
  12. else:
  13. set {scatterme::%loop-player%} to loop-player
  14. set {_Size} to (size of {scatterme::*})
  15. loop {_Size} times:
  16. set {_gettingScattered} to (random element out of {scatterme::*})
  17. execute console command "warp spad%loop-num% %{_gettingScattered}%"
  18. delete {scatterme::%{gettingScattered}%}
  19. else if arg 1 is "reset":
  20. delete {scatteringNow}
  21. delete {scatterme::*}
  22. delete {_teleports}
  23. delete {_gettingScattered}
  24. delete {_Size}
  25. delete {_captain}
  26. delete {_newcaptain}
  27. delete {_TeamNumber}
  28. message "{@P}<light red> All <gold>SharpScatter <light red>variables reset"
  29. else:
  30. message "{@P}<light red> Error in Command"
  31. message "{@P}<white>Usage: /sharpscatter [<reset>]"
  32.  
  33. command /setscatter:
  34. permission: skript.op
  35. trigger:
  36. loop all players:
  37. if {scatterme::%loop-player%} is loop-player:
  38. message "{@P}<gold>%loop-player% <light red>is already in the scatter list"
  39. else:
  40. set {scatterme::%loop-player%} to loop-player
  41. message "{@P}<gold>%loop-player% <light green>was added to the scatter list"
  42.  
  43. command /setshooter <player> <integer>:
  44. permission: skript.op
  45. trigger:
  46. #Set
  47. set {_captain} to arg 1
  48. set {captains::%arg 1%} to arg 1
  49. delete {scatterme::%arg 1%}
  50. broadcast "{@P} %arg 1% is now a Shooter!"
  51. #Add
  52. set {_newcaptain} to arg 1
  53. set {_TeamNumber} to arg 2
  54. command "/team join %{_TeamNumber}% %{_newcaptain}%"
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