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- command /scenarios:
- aliases: /scen, /scenario, /scenar
- trigger:
- send "&7&m------------------------------"
- send "&cUHC &6» Enabled Scenarios:"
- if {scenario::bleedingsweets} is true:
- send "&7» &aBleeding Sweets &7&l- &7&oWhenever a player dies they will drop a diamond, 5 gold, a book, 1 string, 16 arrows."
- if {scenario::cutclean} is true:
- send "&7» &aCutClean &7&l- &7&oFood and Ores drop in their smelted version!"
- if {scenario::timber} is true:
- send "&7» &aTimber &7&l- &7&oBreaking a log of a tree will cause the whole tree to fall down"
- if {scenario::hasteyboys} is true:
- send "&7» &aHasteyBoys &7&l- &7&oTools will be enchanted with efficency 3 and unbreaking 1 when crafted!"
- if {scenario::meleefun} is true:
- send "&7» &aMeleeFun &7&l- &7&oYou will hit people as fast as you click!"
- if {scenario::barebones} is true:
- send "&7» &aBareBones &7&l- &7&oYou cannot mine anything other than iron and cannot make enchants. When a player dies, they will drop 1 diamond, 1 golden apple, 32 arrows, and 2 string."
- if {scenario::bats} is true:
- send "&7» &aBats &7&l- &7&oWhen you kill a bat, there is a 95% chance you it will drop a golden apple but there is a 5% chance that you will die!"
- send "&7&m------------------------------"
- #-------------------Scenarios part dont touch---------------------------
- variables:
- {scenario::barebones}=false
- command /barebones <text>:
- permission: uhc.staff
- trigger:
- if arg 1 is "enable":
- if {scenario::barebones} is false:
- set {scenario::barebones} to true
- broadcast "<orange>Barebones <purple>is now enabled!"
- stop
- if {scenario::barebones} is true:
- message "<red>Barebones is already enabled!"
- stop
- if arg 1 is "disable":
- if {scenario::barebones} is true:
- set {scenario::barebones} to false
- broadcast "<orange>Barebones <purple>is now disabled!"
- stop
- if {scenario::barebones} is false:
- message "<red>Barebones is already disabled!"
- stop
- if arg 1 is "toggle":
- if {scenario::barebones} is true:
- set {scenario::barebones} to false
- broadcast "<orange>Barebones <purple>is now disabled!"
- stop
- if {scenario::barebones} is false:
- set {scenario::barebones} to true
- broadcast "<orange>Barebones <purple>is now enabled!"
- stop
- on mine of gold ore:
- if {scenario::barebones} is true:
- set the block to air
- cancel the event
- drop 1 iron ingot
- on mine of diamond ore:
- if {scenario::barebones} is true:
- set the block to air
- cancel the event
- drop 1 iron ingot
- on craft of enchantment table:
- if {scenario::barebones} is true:
- cancel the event
- on craft of anvil:
- if {scenario::barebones} is true:
- cancel the event
- on craft of golden apple:
- if {scenario::barebones} is true:
- cancel the event
- on death of a player:
- if {scenario::barebones} is true:
- drop 1 golden apple at the player
- drop 1 diamond at the player
- drop 32 arrows at the player
- drop 2 string at the player
- #----------------------------------------MeleeFun-------------------------
- options:
- Perm: uhc.staff
- P: &f[&bMeleeFun&f]
- C: &b
- H: &f
- command /MeleeFun <text>:
- permission: {@Perm}
- usage: /MeleeFun <On:Off>
- trigger:
- if arg-1 is "enable" or "on":
- set {scenario::meleefun} to true
- broadcast "{@P}{@C} Melee Fun {@H}Enabled{@C}!"
- if arg-1 is "disable" or "off":
- delete {scenario::meleefun}
- broadcast "{@P}{@C} Melee Fun {@H}Disabled{@C}!"
- on damage of player:
- if {scenario::meleefun} is true:
- attacker is a player
- set the no damage of victim to 0.1 tick
- #-------------------------------Bleeding Sweets-----------------------------
- command /bs <text>:
- permission: uhc.staff
- trigger:
- if arg 1 is "on":
- set {scenario::bleedingsweets} to true
- broadcast "&aEnabled bleeding sweets"
- else if arg 1 is "off":
- delete {scenario::bleedingsweets}
- broadcast "&cDisabled bleeding sweets"
- on death of player:
- {scenario::bleeding_sweets} is true
- loop split "1 diamond+5 golden ingot+1 string+16 arrow" at "+":
- drop ("%loop-value%" parsed as item) at victim
- #-------------------------CutClean------------------------
- options:
- Perm: uhc.staff
- P: &f[&bCutclean&f]
- C: &b
- H: &f
- VariableDrops: true
- command /cutclean <text>:
- permission: {@Perm}
- usage: /Cutclean <On:Off>
- trigger:
- if arg-1 is "enable" or "on":
- set {scenario::cutclean} to true
- broadcast "{@P}{@C} Cutclean {@H}Enabled{@C}!"
- if arg-1 is "disable" or "off":
- delete {scenario::cutclean}
- broadcast "{@P}{@C} Cutclean {@H}Disabled{@C}!"
- on mine of iron ore:
- if {scenario::cutclean} is true:
- if {VeinMiner} is true:
- player is not sneaking
- cancel event
- place iron ingot at event-block
- spawn 1 xp at event-block
- damage player's tool by 1
- else:
- cancel event
- place iron ingot at event-block
- spawn 1 xp at event-block
- damage player's tool by 1
- on mine of gold ore:
- if {scenario::cutclean} is true:
- if {VeinMiner} is true:
- player is not sneaking
- cancel event
- place gold ingot at event-block
- spawn 1 xp at event-block
- damage player's tool by 1
- else:
- cancel event
- place gold ingot at event-block
- spawn 1 xp at event-block
- damage player's tool by 1
- on death of a pig:
- if {scenario::cutclean} is true:
- clear drops
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the pig to chest
- set {_chestloc} to location at the pig
- set {_cookedporkchop} to a random integer between 1 and 2
- if {_cookedporkchop} is 1:
- add 1 cooked porkchop to the block at {_chestloc}
- if {_cookedporkchop} is 2:
- add 2 cooked porkchop to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 cooked porkchop at the pig
- drop 1 xp at the pig
- on death of a cow:
- if {scenario::cutclean} is true:
- clear drops
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the cow to chest
- set {_chestloc} to location at the cow
- set {_steak} to a random integer between 1 and 2
- if {_steak} is 1:
- add 1 steak to the block at {_chestloc}
- if {_steak} is 2:
- add 2 steak to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 steak at the cow
- if {_variable} is true:
- set block at the cow to chest
- set {_chestloc} to location at the cow
- set {_leather} to a random integer between 1 and 2
- if {_leather} is 1:
- add 1 leather to the block at {_chestloc}
- if {_leather} is 2:
- add 2 leather to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 1 leather at the cow
- drop 1 xp at the cow
- on death of a sheep:
- clear drops
- if {scenario::cutclean} is true:
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the sheep to chest
- set {_chestloc} to location at the sheep
- set {_cookedmutton} to a random integer between 1 and 2
- if {_cookedmutton} is 1:
- add 1 cooked mutton to the block at {_chestloc}
- if {_cookedmutton} is 2:
- add 2 cooked mutton to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 cooked mutton at the sheep
- drop 1 xp at the sheep
- else:
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the sheep to chest
- set {_chestloc} to location at the sheep
- set {_rawmutton} to a random integer between 1 and 2
- if {_rawmutton} is 1:
- add 1 raw mutton to the block at {_chestloc}
- if {_rawmutton} is 2:
- add 2 raw mutton to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 raw mutton at the sheep
- drop 1 xp at the sheep
- stop
- on death of a chicken:
- {scenario::cutclean} is true
- clear drops
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the chicken to chest
- set {_chestloc} to location at the chicken
- set {_cookedchicken} to a random integer between 1 and 2
- if {_cookedchicken} is 1:
- add 1 cooked chicken to the block at {_chestloc}
- if {_cookedchicken} is 2:
- add 2 cooked chicken to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 cooked chicken at the chicken
- if {_variable} is true:
- set block at the chicken to chest
- set {_chestloc} to location at the chicken
- set {_feather} to a random integer between 1 and 2
- if {_feather} is 1:
- add 1 feather to the block at {_chestloc}
- if {_feather} is 2:
- add 2 feather to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 feather at the chicken
- drop 1 xp at the chicken
- on death of a spider:
- {scenario::cutclean} is true
- clear drops
- set {_variable} to {@VariableDrops}
- if {_variable} is true:
- set block at the spider to chest
- set {_chestloc} to location at the spider
- set {_string} to a random integer between 1 and 2
- if {_string} is 1:
- add 1 string to the block at {_chestloc}
- if {_string} is 2:
- add 2 string to the block at {_chestloc}
- set the block at {_chestloc} to air
- else:
- drop 2 string at the spider
- chance of 30%:
- drop 1 spider eye at the spider
- drop 4 xp at the spider
- #-------------------------HasteyBoys----------------------
- command /hasteyboys [<text>]:
- permission: uhc.staff
- trigger:
- if arg-1 is "on":
- broadcast "&c&lUHC &7» &fHasteyBoys &aEnabled"
- set {scenario::hasteyboys} to true
- if arg-1 is "off":
- broadcast "&c&lUHC &7» &fHasteyBoys &cDisabled"
- set {scenario::hasteyboys} to false
- on craft of axe or shovel or pickaxe:
- {scenario::hasteyboys} is true
- wait 20 ticks
- loop all items in the player's inventory:
- loop-item is axe or pickaxe or shovel
- enchant loop-item with efficiency 3
- #------------------------Bats-----------------
- command /bats [<text>]:
- permission: uhc.staff
- trigger:
- if arg 1 is equal to "on":
- set {scenario::bats} to true
- broadcast "&2Bats enabled"
- if arg 1 is equal to "off":
- set {scenario::bats} to false
- broadcast "&4Bats disabled"
- on death of bat:
- {scenario::bats} is true
- attacker is a player
- drop 1 golden apple at location of victim
- chance of 5%:
- kill the attacker
- broadcast "&4%attacker% was consumed by the bats"
- #---------------------------Timber----------------
- options:
- Perm: uhc.staff
- P: &f[&bTimber&f]
- C: &b
- H: &f
- on mine:
- event-block is oak wood or birch wood or acacia wood or dark oak wood or spruce wood:
- {scenario::timber} is true:
- set {_tloc.%player%.1} to location 20 meters below event-block
- set {_tloc.%player%.2} to location 20 meters above event-block
- set {_tloc.%player%.3} to location 5 meters above event-block
- loop blocks within {_tloc.%player%.1} to {_tloc.%player%.2}:
- block below loop-block is dirt or grass block:
- block above loop-block is oak wood or birch wood or acacia wood or dark oak wood or spruce wood:
- set {_tloc.%player%.1} to location 20 meters below event-block
- set {_tloc.%player%.2} to location 20 meters above loop-block
- set {_tloc.%player%.3} to location 5 meters above loop-block
- loop blocks within {_tloc.%player%.1} to {_tloc.%player%.2}:
- loop-block is oak wood or birch wood or acacia wood or dark oak wood or spruce wood:
- break loop-block naturally
- play raw sound "dig.wood" at player with pitch 1 volume 5
- wait 0.1 tick
- loop blocks in radius 3 of loop-block:
- loop-block-2 is oak wood or birch wood or wood:0 or dark oak wood or spruce wood:
- break loop-block-2 naturally
- play raw sound "dig.wood" at player with pitch 1 volume 5
- wait 0.1 tick
- on mine:
- event-block is jungle wood:
- block above event-block is jungle wood:
- block below event-block is dirt or grass block:
- {scenario::timber} is true:
- set {tloc.%player%.1} to location of event-block
- set {tloc.%player%.2} to location 40 meters above event-block
- set {tloc.%player%.3} to location 23 meters above event-block
- loop blocks within {tloc.%player%.1} to {tloc.%player%.2}:
- wait 1 ticks
- loop-block is jungle wood:
- break loop-block naturally
- play raw sound "dig.wood" at player with pitch 1 volume 5
- loop blocks in radius 10 around {tloc.%player%.3}:
- wait 0.4 tick
- loop-block is jungle leaves:
- break loop-block naturally
- play raw sound "dig.wood" at player with pitch 1 volume 5
- delete {tloc.%player%.1}
- delete {tloc.%player%.2}
- delete {tloc.%player%.3}
- command /Timber <text>:
- permission: {@Perm}
- usage: /Timber <On:Off>
- trigger:
- if arg-1 is "enable" or "on":
- set {scenario::timber} to true
- broadcast "{@P}{@C} Timber {@H}Enabled{@C}!"
- if arg-1 is "disable" or "off":
- delete {scenario::timber}
- broadcast "{@P}{@C} Timber {@H}Disabled{@C}!"
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