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Aug 3rd, 2014
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  1. #Time To Learn Variables with Bitlington - Yay
  2. #Today We Learn Assassins by Audicy
  3. #{Assassins.GameIsGoing} - If Set or true, tells if the game is going
  4. #{Assassins.%player%.SaidYes} - If true, he said yes to start the scenario
  5. #{Assassins.PlayerCheck} - If less than 3, then does not start Scenario
  6. #{Assassins.Players::*} - Everyone who played that Game
  7. #{Assassins.PlayerPool::*} - A pool of players to pick Assassins
  8. #{Assassins.%player%.Target} - Player's target he wants to kill
  9. #{Assassins.%player%.Assassin} - Player's Assassin
  10. #{Assassins.%player%.IsAlive} - If false, the player died during the Scenario was running
  11. #{Assassins.CraftedCompass::*} - A list of people who crafted compasses
  12. #{Assassins.WaitForAnswer} - If True, when said yes or no, it will be logged
  13. #See you next Time for More Variables!!
  14.  
  15. #Edit-able Stuff for People lek Flooft and Shitris
  16. options:
  17. n: &7[&c&oAssassins&r&7]&9
  18. perms: Set.Your.Own #Operators Default have all Permissions - So if you don't use perms, no need to worry
  19.  
  20. #The Command aKa the Beauty
  21. command /assassins [<text>] [<text>]:
  22. trigger:
  23. if arg-1 is not set:
  24. message "{@n} &aSkript: &o/u/Bitlington &r&7:: &5Idea: &o/u/AudicyMC"
  25. message "{@n} When Activated(PvP Usually), each player will be given a target."
  26. message "{@n} When you craft a compass, your compass will lead to your target."
  27. message "{@n} When your Target dies, you will recieve his Target."
  28. message "{@n} Killing anyone other than your Target or Assassin will result in no ITEMS dropping."
  29. message "{@n} Want to learn the commands /assassins help"
  30. else if arg-1 is equal to "start":
  31. if player does not have permission "{@perms}":
  32. message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
  33. else if {Assassins.GameIsGoing} is true:
  34. message "{@n} &cError: &rThe Game is already Running"
  35. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  36. else:
  37. message "{@n} Are you sure, Everyone is online? - Say &aYes&r or &cNo&r &lIN CHAT"
  38. set {Assassins.WaitForAnswer} to true
  39. wait 5 seconds
  40. if {Assassins.%player%.SaidYes} is not set:
  41. message "{@n} We waited long Enough. Set to &cNO"
  42. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  43. delete {Assassins.%player%.SaidYes}
  44. stop trigger
  45. else if {Assassins.%player%.SaidYes} is false:
  46. message "{@n} Recieved. Process Stopped."
  47. delete {Assassins.%player%.SaidYes}
  48. stop trigger
  49. else:
  50. delete {Assassins.%player%.SaidYes}
  51. loop all players:
  52. add 1 to {Assassins.PlayerCheck}
  53. if {Assassins.PlayerCheck} is less than 3:
  54. broadcast "{@n} You need more players. (3 Min)"
  55. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  56. delete {Assassins.PlayerCheck}
  57. stop trigger
  58. else:
  59. broadcast "{@n} Setting Roles"
  60. delete {Assassins.PlayerCheck}
  61. loop all players:
  62. add loop-player to {Assassins.Players::*}
  63. add loop-player to {Assassins.PlayerPool::*}
  64. set {Assassins.%loop-player%.Alive} to true
  65. loop {Assassins.Players::*}:
  66. set {_Player} to loop-value
  67. if {Assassins.%{_Player}%.Target} is not set:
  68. remove {_Player} from {Assassins.PlayerPool::*}
  69. set {_PlayerSound} to ("%{_PlayerSound}%" parsed as offlineplayer)
  70. if {_PlayerSound} is online:
  71. execute console command "/playsound note.pling %{_Player}% ~ ~ ~ 1 1 1"
  72. set {_Assassin} to (random element out of {Assassins.PlayerPool::*})
  73. if {Assassins.%{_Player}%.Target} is not set:
  74. add {_Player} to {Assassins.PlayerPool::*}
  75. remove {_Assassin} from {Assassins.PlayerPool::*}
  76. set {Assassins.%{_Player}%.Assassin} to {_Assassin}
  77. set {Assassins.%{_Assassin}%.Target} to {_Player}
  78. set {_Player} to ("%{_Assassin}%" parsed as offlineplayer)
  79. if {_Player} is online:
  80. message "{@n} &eYour target is %{Assassins.%{_Player}%.Target}%" to {_Player}
  81. delete {Assassins.PlayerPool::*}
  82. broadcast "{@n} The Roles Have Been Set"
  83. set {Assassins.GameIsGoing} to true
  84. else if arg-1 is equal to "reset":
  85. if player does not have permission "{@perms}":
  86. message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
  87. else if {Assassins.GameIsGoing} is not set:
  88. message "{@n} &cError: &rThe Game is NOT running"
  89. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  90. else:
  91. broadcast "{@n} Resetting."
  92. loop {Assassins.Players::*}:
  93. delete {Assassins.%loop-value%.Alive}
  94. delete {Assassins.%loop-value%.Target}
  95. delete {Assassins.%loop-value%.Assassin}
  96. set {_Player} to ("%loop-value%" parsed as offlineplayer)
  97. if {_Player} is online:
  98. execute console command "/playsound note.harp %{_Player}% ~ ~ ~ 1 1 1"
  99. delete {Assassins.Players::*}
  100. delete {Assassins.GameIsGoing}
  101. delete {Assassins.CraftedCompass::*}
  102. broadcast "{@n} Reset Completed."
  103. else if arg-1 is equal to "target":
  104. if {Assassins.GameIsGoing} is true:
  105. message "{@n} &eYour Target is %{Assassins.%player%.Target}%"
  106. else:
  107. message "{@n} &cError: &rThe Game is not Going."
  108. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  109. else if arg-1 is equal to "info":
  110. if player does not have permission "{@perms}":
  111. message "{@n} &cError: &rYou do not have the permission - &l{@perms}"
  112. else if {Assassins.GameIsGoing} is not set:
  113. message "{@n} &cError: &rThe Game is NOT running"
  114. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  115. else if {Assassins.%arg-2%.Alive} is false:
  116. message "{@n} &cError: &rThe Player is Dead."
  117. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  118. else:
  119. message "{@n} %arg-2% :: &cAssassin: %{Assassins.%arg-2%.Assassin}% :: &aTarget: %{Assassins.%arg-2%.Target}%"
  120. else if arg-1 is equal to "help":
  121. message "{@n} &rCommands:"
  122. if player has permission "{@perms}":
  123. message "{@n} &c/assassins start &7- &rStarts Scenario"
  124. message "{@n} &c/assassins reset &7- &rEnds Scenario"
  125. message "{@n} &c/assassins info <player> &7- &rSpec Info of Player Assassin Info"
  126. message "{@n} &a/assassins &7- &rGamemode Information"
  127. message "{@n} &a/assassins &7- &rTells who your Target is"
  128. else:
  129. message "{@n} &cError: &rThat is not a Command - Use /assassin help"
  130. execute console command "/playsound random.break %player% ~ ~ ~ 1 1 1"
  131.  
  132. #The yes/no Thingy-Ma'-Jig
  133.  
  134. on chat:
  135. {Assassins.WaitForAnswer} is true
  136. player has the permission "{@perms}"
  137. if message is equal to "yes" or "Yes":
  138. message "{@n} Sent."
  139. cancel the event
  140. set {Assassins.%player%.SaidYes} to true
  141. delete {Assassins.WaitForAnswer}
  142. wait 30 seconds
  143. delete {Assassins.%player%.SaidYes}
  144. else if message is equal to "no" or "No":
  145. message "{@n} Sent."
  146. cancel the event
  147. set {Assassins.%player%.SaidYes} to false
  148. delete {Assassins.WaitForAnswer}
  149. wait 30 seconds
  150. delete {Assassins.%player%.SaidYes}
  151.  
  152. #The Compass Thingy
  153.  
  154. on craft of compass:
  155. {Assassins.GameIsGoing} is true
  156. add player to {Assassins.CraftedCompass::*}
  157. message "{@n} You can now track down your Target with your Compass!"
  158. execute console command "/playsound fireworks.twinkle1 %player% ~ ~ ~ 1 1 1"
  159.  
  160. every second:
  161. {Assassins.GameIsGoing} is true
  162. loop {Assassins.CraftedCompass::*}:
  163. set the loop-value's compass target to location of {Assassins.%loop-value%.Target}
  164.  
  165. #The Kill Thing - Basically The Most Component Part
  166.  
  167. on death of player:
  168. {Assassins.GameIsGoing} is true
  169. {Assassins.%victim%.Alive} is true
  170. set {Assassins.%victim%.Alive} to false
  171. if victim is not equal to {Assassins.%attacker%.Assassin} or {Assassins.%attacker%.Target}:
  172. clear drops
  173. message "{@n} You killed someone outside your Target & Assassin" to attacker
  174. message "{@n} Thus Drops &lCANCELLED" to attacker
  175. execute console command "/playsound random.break %attacker% ~ ~ ~ 1 1 1"
  176. #Switcheroo
  177. set {Assassins.%{Assassins.%victim%.Assassin}%.Target} to {Assassins.%victim%.Target}
  178. set {Assassins.%{Assassins.%victim%.Target}%.Assassin} to {Assassins.%victim%.Assassin}
  179. broadcast "{@n} New Targets have been Aquired. /assassins target to find out your Target."
  180. delete {Assassins.%victim%.Assassin}
  181. delete {Assassins.%victim%.Target}
  182.  
  183. #Thank-You's
  184. #/u/AudicyMC - For this fine Inspiration
  185. #/u/Learning25 - Reminding me of this Scenario
  186.  
  187. #Testers:
  188. #Dark_Rust
  189. #x700
  190. #_Simeon
  191. #Milen__
  192. #JonneyJersey
  193. #FailDecz
  194. #NoFear360
  195. #Reeppm
  196.  
  197. #End Transmission
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