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- #!#############################
- #! #
- #! RPG-CLASSES #
- #! EV1lS3B4ST14N #
- #! #
- #!#############################
- #rpg.class.selector
- #rpg.class.progress
- #rpg.class.set
- #Open class selector to player
- on join:
- player has permission "rpg.class.selector":
- if {rpg.%player%.class} is not set:
- open chest with 1 rows named "&e&lCLASS SELECTOR" to player
- format slot 0 of player with diamond helmet named "&cWarrior" with lore "&eClick to choose &cWarrior &eclass" to close then run "setclass Warrior %player%"
- format slot 1 of player with bow named "&eArcher" with lore "&eClick to choose &cArcher &eclass" to close then run "setclass Archer %player%"
- else:
- message "&eWelcome back!"
- player doesn't have permission "rpg.class.slector":
- command /clearclass:
- permission: rpg.class.clear
- trigger:
- clear {rpg.%player%.class}
- message "&cClass Cleared!"
- command /setclass <text> <player>:
- permission: rpg.class.set
- trigger:
- set {rpg.%arg-2%.class} to "%arg 1%"
- set {rpg.%arg-2%.currentexp} to 0
- set {rpg.%arg-2%.level} to 1
- set {rpg.%arg-2%.lvlexp} to ({rpg.%arg-2%.level}*30)
- message "&eYour choice was the class &c%{rpg.%arg-2%.class}%" to arg 2
- set {rpg.%arg-2%.mobkills} to 0
- set {rpg.%arg-2%.playerkills} to 0
- set {rpg.%arg-2%.axelevel} to 0
- set {rpg.%arg-2%.pickaxelevel} to 0
- set {rpg.%arg-2%.damage} to 0
- set {rpg.%arg-2%.damage.venom} to 0
- set {rpg.%arg-2%.armor} to 0
- set {rpg.%arg-2%.axelevel} to 0
- set {rpg.%arg-2%.pickaxelevel} to 0
- wait 1 second
- on inventory close:
- {rpg.%player%.class} is not set:
- #See class progress
- command /class:
- trigger:
- {rpg.%player%.class} is set:
- player has permission "rpg.class.progress":
- open chest with 1 rows named "&e&lCLASS PROGRESS" to player
- format slot 0 of player with experience bottle named "&aClass Experience" with lore "&e%{rpg.%player%.currentexp}%/%{rpg.%player%.lvlexp}%" to be unstealable
- format slot 1 of player with skeleton head named "&bMob Kills" with lore "&e%{rpg.%player%.mobkills}%" to be unstealable
- format slot 2 of player with wither skeleton head named "&dPlayer Kills" with lore "&e%{rpg.%player%.playerkills}%" to be unstealable
- if {rpg.%player%.class} is "Warrior":
- format slot 4 of player with diamond helmet named "&c%{rpg.%player%.class}%&e level &a%{rpg.%player%.level}%" to close then run [message "&eYou chose the &c%{rpg.%player%.class}% &eclass"]
- else if {rpg.%player%.class} is "Archer":
- format slot 4 of player with bow named "&c%{rpg.%player%.class}%&e level &a%{rpg.%player%.level}%" to close then run [message "&eYou chose the &c%{rpg.%player%.class}% &eclass"]
- player doesn't have permission "rpg.class.progress":
- message "&cYou don't have the permission to check your progress"
- #Set tools of player
- on join:
- slot 0 of player is not any chestplate:
- set slot 0 of player to leather chestplate of unbreaking 3 named "&bEquipment" with lore "&cRPG"
- slot 2 of player is not any axe:
- set slot 2 of player to wooden axe named "&7Default Axe" with lore "&cRPG"
- slot 3 of player is not any pickaxe:
- set slot 3 of player to wooden pickaxe named "&7Default Pickaxe" with lore "&cRPG"
- boot slot of player is not any boots:
- set boot slot of player to leather boots named "&7Default Boots" with lore "&cRPG"
- leggings slot of player is not any leggings:
- set leggings slot of player to leather leggings named "&7Default Leggings" with lore "&cRPG"
- chestplate slot of player is not any chestplate:
- set chestplate slot of player to leather chestplate named "&7Default Chestplate" with lore "&cRPG"
- helmet slot of player is not any helmet:
- set helmet slot of player to leather helmet named "&7Default Helmet" with lore "&cRPG"
- {rpg.%player%.class} is "Archer":
- slot 1 of player is not any bow:
- set slot 1 of player to bow named "&7Default Bow" with lore "&cRPG"
- {rpg.%player%.class} is "Warrior":
- slot 1 of player is not any sword:
- set slot 1 of player to wooden sword named "&7Default Bow" with lore "&cRPG"
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