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- #enemy recon
- options:
- N: &7
- C: &6
- A: &8»
- AA: &8«
- PER: &cEnemy Recon &8»&7
- command /enemyrecon <text>:
- permission: skript.op
- trigger:
- if arg 1 is "on":
- set {scenario::enemy_recon} to true
- broadcast "&aEnabled enemy recon"
- else if arg 1 is "off":
- delete {scenario::enemy_recon}
- broadcast "&cDisabled enemy recon"
- command /reconset <offlineplayer> <int>:
- permission: skript.op
- trigger:
- if {scenario::enemy_recon} is not set:
- sendError(sender, "Enemey Recon is not enabled")
- stop
- if arg 1 is "*":
- loop all players:
- set {temp::er::kills::%loop-player%} to arg 2
- broadcast "{@PER} Everyone's recons were set to '&a%arg 2%{@N}' by %sender%."
- stop
- if {temp::er::kills::%arg 1%} is arg 2:
- sendError(sender, "'%arg 1%' already has %arg 2% recons left")
- stop
- set {temp::er::kills::%arg 1%} to arg 2
- send "{@PER} %sender% set %arg 1%'s recons to '&a%{temp::er::kills::%arg 1%}%{@N}'." to all ops
- send "{@PER} Your recons were set to '&a%{temp::er::kills::%arg 1%}%{@N}'." to arg 1
- command /myrecons:
- trigger:
- if {scenario::enemy_recon} is not set:
- sendError(sender, "Enemey Recon is not enabled")
- stop
- if {temp::er::kills::%sender%} is not set:
- send "{@PER} You have &cno{@N} recons available."
- else:
- send "{@PER} You have &a%{temp::er::kills::%sender%}%{@N} recons available."
- command /er <player>:
- aliases: /recon
- trigger:
- if {scenario::enemy_recon} is not set:
- sendError(sender, "Enemey Recon is not enabled")
- stop
- if sender is arg-1:
- sendError(sender, "Cannot create a report on yourself")
- stop
- if {temp::er::kills::%sender%} is less than 1:
- sendError(sender, "You do not have any more recons left")
- stop
- if {temp::er::kills::%sender%} is not set:
- sendError(sender, "You do not have any more recons left")
- stop
- open chest with 6 rows named "{@PER} '%arg 1%'" to player
- loop integers from 0 to 35:
- set {_s} to (slot loop-integer of arg-1)
- format slot loop-integer+18 of sender with {_s} with lore " {@A} &7Durability: {@C}%{_s}'s max durability-{_s}'s durability%&8/{@C}%{_s}'s max durability%|| {@A} &7Slot: {@C}%loop-integer+1%||||" to be unstealable
- loop integers from 0 to 17:
- format slot loop-integer of sender with lime stained glass pane named "&0♿" to be unstealable
- format slot 1 of player with helmet of arg-1 to be unstealable
- format slot 2 of player with chestplate of arg-1 to be unstealable
- format slot 6 of player with leggings of arg-1 to be unstealable
- format slot 7 of player with boots of arg-1 to be unstealable
- loop split "Health:%arg-1's health*10%%%&8/{@C}%arg-1's max health*10%%%+XP:%level of arg 1%+Location:{@C}%floor(x-coordinate of arg-1)%{@N}, {@C}%floor(y-coordinate of arg-1)%{@N}, {@C}%floor(z-coordinate of arg-1)%+Biome:%biome of arg-1%" at "+":
- set {_f::*} to split "%loop-value%" at ":"
- set {_%{_f::1}%} to " {@A} {@N}%{_f::1}%: {@C}%{_f::2}%"
- format slot 4 of player with book named "{@PER} Report: &a%arg 1%" with lore "%{_health}%||%{_xp}%||%{_location}%||%{_biome}%" to be unstealable
- format slot 17 of player with red stained glass pane named " {@A} &cClose" to close
- remove 1 from {temp::er::kills::%sender%}
- chance of 30%
- broadcast "{@PER} &a%sender%{@N} was caught spying on &a%arg 1%{@N}."
- on skript unload:
- delete {temp::*}
- on death of player:
- attacker is a player
- if {scenario::enemy_recon} is true:
- add 1 to {temp::er::kills::%attacker%}
- send "&cEnemy Recon {@A} You have '&a%{temp::er::kills::%{_p}%}%{@N}' recons." to attacker
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