Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #Time To Learn Variables with Bitlington - Yay
- #Today We Learn Assassins by Audicy
- #{Assassins.GameIsGoing} - If Set or true, tells if the game is going
- #{Assassins.%player%.SaidYes} - If true, he said yes to start the scenario
- #{Assassins.PlayerCheck} - If less than 3, then does not start Scenario
- #{Assassins.Players::*} - Everyone who played that Game
- #{Assassins.PlayerPool::*} - A pool of players to pick Assassins
- #{Assassins.%player%.Target} - Player's target he wants to kill
- #{Assassins.%player%.Assassin} - Player's Assassin
- #{Assassins.%player%.IsAlive} - If false, the player died during the Scenario was running
- #{Assassins.CraftedCompass::*} - A list of people who crafted compasses
- #{Assassins.WaitForAnswer} - If True, when said yes or no, it will be logged
- #See you next Time for More Variables!!
- #Edit-able Stuff for People lek Flooft and Shitris
- options:
- n: &7[&c&oAssassins&r&7]&9
- perms: Set.Your.Own #Operators Default have all Permissions - So if you don't use perms, no need to worry
- #The Command aKa the Beauty
- command /assassins [<text>] [<text>]:
- trigger:
- if arg-1 is not set:
- message "{@n} &aSkript: &o/u/Bitlington &r&7:: &5Idea: &o/u/AudicyMC"
- message "{@n} When Activated(PvP Usually), each player will be given a target."
- message "{@n} When you craft a compass, your compass will lead to your target."
- message "{@n} When your Target dies, you will recieve his Target."
- message "{@n} Killing anyone other than your Target or Assassin will result in no ITEMS dropping."
- message "{@n} Want to learn the commands /assassins help"
- else if arg-1 is equal to "start":
- if player does not have permission "{@perms}":
- message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
- else if {Assassins.GameIsGoing} is true:
- message "{@n} &cError: &rThe Game is already Running"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- else:
- message "{@n} Are you sure, Everyone is online? - Say &aYes&r or &cNo&r &lIN CHAT"
- set {Assassins.WaitForAnswer} to true
- wait 5 seconds
- if {Assassins.%player%.SaidYes} is not set:
- message "{@n} We waited long Enough. Set to &cNO"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- delete {Assassins.%player%.SaidYes}
- stop trigger
- else if {Assassins.%player%.SaidYes} is false:
- message "{@n} Recieved. Process Stopped."
- delete {Assassins.%player%.SaidYes}
- stop trigger
- else:
- delete {Assassins.%player%.SaidYes}
- loop all players:
- add 1 to {Assassins.PlayerCheck}
- if {Assassins.PlayerCheck} is less than 3:
- broadcast "{@n} You need more players. (3 Min)"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- delete {Assassins.PlayerCheck}
- stop trigger
- else:
- broadcast "{@n} Setting Roles"
- delete {Assassins.PlayerCheck}
- loop all players:
- add loop-player to {Assassins.Players::*}
- add loop-player to {Assassins.PlayerPool::*}
- set {Assassins.%loop-player%.Alive} to true
- loop {Assassins.Players::*}:
- set {_Player} to loop-value
- if {Assassins.%{_Player}%.Target} is not set:
- remove {_Player} from {Assassins.PlayerPool::*}
- set {_PlayerSound} to ("%{_PlayerSound}%" parsed as offlineplayer)
- if {_PlayerSound} is online:
- execute console command "/playsound note.pling %{_Player}% ~ ~ ~ 1 1 1"
- set {_Assassin} to (random element out of {Assassins.PlayerPool::*})
- if {Assassins.%{_Player}%.Target} is not set:
- add {_Player} to {Assassins.PlayerPool::*}
- remove {_Assassin} from {Assassins.PlayerPool::*}
- set {Assassins.%{_Player}%.Assassin} to {_Assassin}
- set {Assassins.%{_Assassin}%.Target} to {_Player}
- set {_Player} to ("%{_Assassin}%" parsed as offlineplayer)
- if {_Player} is online:
- message "{@n} &eYour target is %{Assassins.%{_Player}%.Target}%" to {_Player}
- delete {Assassins.PlayerPool::*}
- broadcast "{@n} The Roles Have Been Set"
- set {Assassins.GameIsGoing} to true
- else if arg-1 is equal to "reset":
- if player does not have permission "{@perms}":
- message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
- else if {Assassins.GameIsGoing} is not set:
- message "{@n} &cError: &rThe Game is NOT running"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- else:
- broadcast "{@n} Resetting."
- loop {Assassins.Players::*}:
- delete {Assassins.%loop-value%.Alive}
- delete {Assassins.%loop-value%.Target}
- delete {Assassins.%loop-value%.Assassin}
- set {_Player} to ("%loop-value%" parsed as offlineplayer)
- if {_Player} is online:
- execute console command "/playsound note.harp %{_Player}% ~ ~ ~ 1 1 1"
- delete {Assassins.Players::*}
- delete {Assassins.GameIsGoing}
- delete {Assassins.CraftedCompass::*}
- broadcast "{@n} Reset Completed."
- else if arg-1 is equal to "target":
- if {Assassins.GameIsGoing} is true:
- message "{@n} &eYour Target is %{Assassins.%player%.Target}%"
- else:
- message "{@n} &cError: &rThe Game is not Going."
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- else if arg-1 is equal to "info":
- if player does not have permission "{@perms}":
- message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
- else if {Assassins.GameIsGoing} is not set:
- message "{@n} &cError: &rThe Game is NOT running"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- else if {Assassins.%arg-2%.Alive} is false:
- message "{@n} &cError: &rThe Player is Dead."
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- else:
- message "{@n} %arg-2% :: &cAssassin: %{Assassins.%arg-2%.Assassin}% :: &aTarget: %{Assassins.%arg-2%.Target}%"
- else if arg-1 is equal to "help":
- message "{@n} &rCommands:"
- if player has permission "{@perms}":
- message "{@n} &c/assassins start &7- &rStarts Scenario"
- message "{@n} &c/assassins reset &7- &rEnds Scenario"
- message "{@n} &c/assassins info <player> &7- &rSpec Info of Player Assassin Info"
- message "{@n} &a/assassins &7- &rGamemode Information"
- message "{@n} &a/assassins &7- &rTells who your Target is"
- else:
- message "{@n} &cError: &rThat is not a Command - Use /assassin help"
- execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
- #The yes/no Thingy-Ma'-Jig
- on chat:
- {Assassins.WaitForAnswer} is true
- player has the permission "{@perms}"
- if message is equal to "yes" or "Yes":
- message "{@n} Sent."
- cancel the event
- set {Assassins.%player%.SaidYes} to true
- delete {Assassins.WaitForAnswer}
- wait 30 seconds
- delete {Assassins.%player%.SaidYes}
- else if message is equal to "no" or "No":
- message "{@n} Sent."
- cancel the event
- set {Assassins.%player%.SaidYes} to false
- delete {Assassins.WaitForAnswer}
- wait 30 seconds
- delete {Assassins.%player%.SaidYes}
- #The Compass Thingy
- on craft of compass:
- {Assassins.GameIsGoing} is true
- add player to {Assassins.CraftedCompass::*}
- message "{@n} You can now track down your Target with your Compass!"
- execute console command "/playsound fireworks.twinkle1 %player% ~ ~ ~ 1 1 1"
- every second:
- {Assassins.GameIsGoing} is true
- loop {Assassins.CraftedCompass::*}:
- set the loop-value's compass target to location of {Assassins.%loop-value%.Target}
- #The Kill Thing - Basically The Most Component Part
- on death of player:
- {Assassins.GameIsGoing} is true
- {Assassins.%victim%.Alive} is true
- set {Assassins.%victim%.Alive} to false
- if victim is not equal to {Assassins.%attacker%.Assassin} or {Assassins.%attacker%.Target}:
- clear drops
- message "{@n} You killed someone outside your Target & Assassin" to attacker
- message "{@n} Thus Drops &lCANCELLED" to attacker
- execute console command "/playsound random.break %attacker% ~ ~ ~ 1 1 1"
- #Switcheroo
- set {Assassins.%{Assassins.%victim%.Assassin}%.Target} to {Assassins.%victim%.Target}
- set {Assassins.%{Assassins.%victim%.Target}%.Assassin} to {Assassins.%victim%.Assassin}
- broadcast "{@n} New Targets have been Aquired. /assassins target to find out your Target."
- delete {Assassins.%victim%.Assassin}
- delete {Assassins.%victim%.Target}
- #Thank-You's
- #/u/AudicyMC - For this fine Inspiration
- #/u/Learning25 - Reminding me of this Scenario
- #Testers:
- #Dark_Rust
- #x700
- #_Simeon
- #Milen__
- #JonneyJersey
- #FailDecz
- #NoFear360
- #Reeppm
- #End Transmission
Advertisement
Add Comment
Please, Sign In to add comment