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LukaMC59

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Nov 16th, 2017
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  1. Variables:
  2.     {PickaxeLevel.%player%} = 1
  3. # Start Level
  4.     {PickaxeCounter.%player%} = 0
  5. # Start Mine Counter
  6.     {UpgradePoints.%player%} = 0
  7. # Start Points
  8. Options:
  9.     ToolName: &fStarter Pickaxe &3| &fLevel &3: &b%{PickaxeLevel.%player%}% &fExp &3: &b%{PickaxeCounter.%player%}%&3/
  10. # Pick Name
  11.     UPoint: 1
  12. # LvL UP Points
  13.     BlocksBroken: 100
  14. # LvL UP Blocks
  15.     Header:        &8&m--&7&m--&b&m--&3&m--&b( &f&lSkyDistrict &b)&3&m--&b&m--&7&m--&8&m--
  16.     Footer:        &8&m--&7&m--&b&m--&3&m--&b( &f&lSkyDistrict &b)&3&m--&b&m--&7&m--&8&m--
  17.     Upgrade:        &3(&bCurrent Level&3) &3» &f%{PickaxeLevel.%player%}%     &3(&bUpgrade Points&3) &3» &f%{UpgradePoints.%player%}%
  18. # Header, Footer AND upgrade message
  19.     EffUP: 1
  20.     ForUP: 1
  21.     UnbUP: 1
  22. # These are how much the enchantment upgrades costs per points - CAN change the amount 
  23.     UpgradeSuccess:   &3(&bYou have enchanted your tool&3)
  24.     MissingPoints:   &3(&bYou need upgrade points to purchase this enchantment &3)
  25. # Success / NOT Enough 
  26.  
  27. ON mine OF stone:
  28.     if player is holding a pickaxe:
  29.         add 1 to {PickaxeCounter.%player%}
  30.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  31.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  32.         add 1 to {PickaxeLevel.%player%}
  33.         add {@UPoint} to {UpgradePoints.%player%}
  34.         set {PickaxeCounter.%player%} to 0
  35.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  36.        
  37. ON mine OF coal ore:
  38.     if player is holding a pickaxe:
  39.         add 2 to {PickaxeCounter.%player%}
  40.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  41.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  42.         add 1 to {PickaxeLevel.%player%}
  43.         add {@UPoint} to {UpgradePoints.%player%}
  44.         set {PickaxeCounter.%player%} to 0
  45.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  46.        
  47. ON mine OF iron ore:
  48.     if player is holding a pickaxe:
  49.         add 3 to {PickaxeCounter.%player%}
  50.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  51.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  52.         add 1 to {PickaxeLevel.%player%}
  53.         add {@UPoint} to {UpgradePoints.%player%}
  54.         set {PickaxeCounter.%player%} to 0
  55.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  56.        
  57. ON mine OF gold ore:
  58.     if player is holding a pickaxe:
  59.         add 4 to {PickaxeCounter.%player%}
  60.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  61.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  62.         add 1 to {PickaxeLevel.%player%}
  63.         add {@UPoint} to {UpgradePoints.%player%}
  64.         set {PickaxeCounter.%player%} to 0
  65.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  66.        
  67. ON mine OF emerald ore:
  68.     if player is holding a pickaxe:
  69.         add 5 to {PickaxeCounter.%player%}
  70.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  71.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  72.         add 1 to {PickaxeLevel.%player%}
  73.         add {@UPoint} to {UpgradePoints.%player%}
  74.         set {PickaxeCounter.%player%} to 0
  75.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  76.        
  77. ON mine OF diamond ore:
  78.     if player is holding a pickaxe:
  79.         add 6 to {PickaxeCounter.%player%}
  80.         set name OF tool OF player to "{@ToolName}&b{@BlocksBroken}"
  81.     if {PickaxeCounter.%player%} is greater THAN or equal to 100:
  82.         add 1 to {PickaxeLevel.%player%}
  83.         add {@UPoint} to {UpgradePoints.%player%}
  84.         set {PickaxeCounter.%player%} to 0
  85.         launch ball firework colored white AND ball firework colored blue AT targeted block timed 1
  86.        
  87. command /upgrades:
  88.     trigger:
  89.         send ""
  90.         send "        {@Header}"
  91.         send "       &7&oClick on enchantments to upgrade your tool"
  92.         send ""
  93.         send "        {@Upgrade}"
  94.         send ""
  95.         send ""
  96.         json ("%player%","          &7&oEfficiency||cmd:/eff||ttp:&3» &b&l{@EffUP} Upgrade Point%newline%&fIncrease your%newline%&f&lEfficiency&fon your tool||          &7&oFortune||cmd:/for||ttp:&3» &b&l{@ForUP} Upgrade Point%newline%&fIncrease your%newline%&f&oFortune &fon your tool||          &7&oUnbreaking||cmd:/unb||ttp:&3» &b&l{@UnbUP} Upgrade Point%newline%&fIncrease your%newline%&f&oUnbreaking &fon your tool")
  97.         send ""
  98.         send "        {@Footer}"
  99.        
  100. command /eff:
  101.     trigger:
  102.         if {UpgradePoints.%player%} is greater THAN or equal to {@EffUP}:
  103.             send ""
  104.             send "   {@UpgradeSuccess}"
  105.             send ""
  106.             remove 1 from {UpgradePoints.%player%}
  107.             evaluate "enchant player's tool with efficiency %level of efficiency of player's tool + 1%"
  108.         else:
  109.             send ""
  110.             send "   {@MissingPoints}"
  111.             send ""
  112.            
  113. command /for:
  114.     trigger:
  115.         if {UpgradePoints.%player%} is greater THAN or equal to {@ForUP}:
  116.             send ""
  117.             send "   {@UpgradeSuccess}"
  118.             send ""
  119.             remove 1 from {UpgradePoints.%player%}
  120.             evaluate "enchant player's tool with fortune %level of fortune of player's tool + 1%"
  121.         else:
  122.             send ""
  123.             send "   {@MissingPoints}"
  124.             send ""
  125.  
  126. command /unb:
  127.     trigger:
  128.         if {UpgradePoints.%player%} is greater THAN or equal to {@UnbUP}:
  129.             send ""
  130.             send "   {@UpgradeSuccess}"
  131.             send ""
  132.             remove 1 from {UpgradePoints.%player%}
  133.             evaluate "enchant player's tool with unbreaking %level of unbreaking of player's tool + 1%"
  134.         else:
  135.             send ""
  136.             send "   {@MissingPoints}"
  137.             send ""
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