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- variables:
- souls.%player% = 0
- soulwellmax.%player% = 100
- on death:
- if {souls.%player%} is smaller than {soulwellmax.%player%}:
- victim is player
- attacker is player
- world is "Memorial"
- send "&b+1 Soul" to player
- add 1 to {souls.%player%}
- if {souls.%player%} is {soulwellmax.%player%}:
- victim is player
- attacker is player
- world is "Memorial"
- send "&cSoulWell is full"
- command /souls:
- trigger:
- if world is "SkyWars":
- send "&bYou have &a%{souls.%player%}% &bSouls" to player
- command /soulwell [<text>]:
- trigger:
- if argument 1 is not set:
- if world is "SkyWars":
- open chest with 3 rows named "&b&lSoul Well" to player
- format slot 4 of player with End Portal Frame named "&bRoll Soul Well" with lore "&aRoll the soul well &eCost &a10 &bsouls" to close
- format slot 18 of player with Ender Pearl named "&aSouls" with lore "&eClick to see how many souls you have " to close then run [execute player command "/souls"]
- format slot 26 of player with Ender Pearl named "&aUpgrade soul well" with lore "&eClick to add 10 to maximum souls capicity, Cost %{soulwellmax.%player%}% souls " to close then run [execute player command "/soulwell uppgrade"]
- if argument 1 is "upgrade":
- if world is "SkyWars":
- if {souls.%player%} is {soulwellmax.%player%}:
- remove 100 from {souls.%player%}
- add 10 to {soulwellmax.%player%}
- send "&eSoul well capicity is now &a%{soulwellmax.%player%}%" to player
- if {souls.%player%} is smaller than {soulwellmax.%player%}:
- send "&cYou dont have enough souls to upgrade"
- on rightclick:
- target block is end portal frame
- world is "SkyWars"
- make player execute "/soulwell"
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