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- options:
- P: &e[&42 &9Donkeys&e]&7
- variables:
- {sgskript} = false
- {sgarena1} = false
- command /sgs <text>:
- usage: /sgs <enable/disable>
- permission: skript.op
- trigger:
- if arg 1 is "enable":
- if {sgskript} is false:
- set {sgskript} to true
- broadcast "{@P} &3Survival Games is now &cenabled!"
- set line 2 of {signlocation1} to "&cPREGAME"
- stop
- if {sgskript} is true:
- message "{@P} already &2enabled!"
- stop
- if arg 1 is "disable":
- if {sgskript} is true:
- set {sgskript} to false
- broadcast "{@P} &3Survival Games is now &cdisabled!"
- set line 2 of {signlocation1} to "&4Disabled"
- delete {sg::freeze::*}
- set {sg::starting} to false
- set {sg::ingame} to false
- make player execute command "/sgreset"
- wait 1 tick
- set line 2 of {signlocation1} to "&4Disabled"
- stop
- if {sgskript} is false:
- message "{@P} already &cdisabled!"
- stop
- else:
- message "&b/sgs <enable/disable>"
- stop
- command /sgsetspawn <text>:
- permission: skript.op
- trigger:
- if arg-1 is "spawn":
- set {sgtplocation::spawn} to location of player
- if arg-1 is "arenasg":
- set {sgarenasjoinsignthing} to location of player
- else:
- set {sgpod::%arg-1%} to location of player
- command /sgtester:
- permission: skript.op
- trigger:
- delete {sgplayerlist::*}
- message "%{sgplayerlist::*}%"
- command /sglist:
- trigger:
- loop {sgplayerlist::*}:
- add "%loop-value%" to {_tempsg::*}
- set {_sglist} to "%{_tempsg::*}%"
- replace all "," with "&f,&a" in {_sglist}
- replace all " and " with "&f,&a " in {_sglist}
- message "&9====================================================="
- message " &8SG &2Alive &7: &a%{_sglist}%"
- message "&9====================================================="
- command /sgsign:
- usage: /sgs
- permission: skript.op
- trigger:
- set {sgplayersign::%command sender%} to true
- command /sgreset:
- usage: /sgs
- permission: skript.op
- trigger:
- set line 2 of {signlocation1} to "&7Reseting..."
- delete {sg::freeze::*}
- set {sg::dm::once} to false
- set {sg::starting} to false
- set {sg::ingame} to false
- set {sg::sbsour} to false
- set {sg::dm::start} to false
- loop {sg.broken.blocks.oak::*}:
- set block at loop-value to oak leaves
- loop {sg.broken.blocks.spruce::*}:
- set block at loop-value to spruce leaves
- loop {sg.broken.blocks.birch::*}:
- set block at loop-value to birch leaves
- loop {sg.broken.blocks.jungle::*}:
- set block at loop-value to jungle leaves
- delete {sg.broken.blocks.oak::*}
- delete {sg.broken.blocks.spruce::*}
- delete {sg.broken.blocks.birch::*}
- delete {sg.broken.blocks.jungle::*}
- set line 2 of {signlocation1} to "&cPREGAME"
- delete {sgplayerlist::*}
- on click on sign:
- if {sgplayersign::%command sender%} is true:
- delete {sgplayersign::%command sender%}
- set line 1 of clicked block to "-=+=-"
- set line 2 of clicked block to "&cPREGAME"
- set line 3 of clicked block to "&a0&7/&224"
- set line 4 of clicked block to "-=+=-"
- set {signlocation1} to event-block
- on damage of itemframe:
- if attacker is in world "Turbulence":
- cancel the event
- on rightclick on itemframe:
- if player is in world "Turbulence":
- cancel the event
- on click on sign:
- if {sgskript} is true:
- line 1 of clicked block is "-=+=-"
- line 2 of clicked block is "&cPREGAME"
- line 4 of clicked block is "-=+=-"
- if line 3 of clicked block is not "&a24&7/&224":
- teleport the player to {sgtplocation::spawn}
- remove player from {sgplayerlist::*}
- add player to {sgplayerlist::*}
- clear the inventory of player
- heal player by 10.0 hearts
- set gamemode of player to survival
- on click on sign:
- line 1 of clicked block is "-=+=-"
- line 2 of clicked block is "&cLeave"
- line 4 of clicked block is "-=+=-"
- teleport the player to {spawnlocation}
- delete {sg::freeze::%player%}
- remove player from {sgplayerlist::*}
- every 2 seconds:
- {sgskript} is true
- set {sgplayeramount1} to 0
- if {sgplayerlist::*} is set:
- loop {sgplayerlist::*}:
- add 1 to {sgplayeramount1}
- set line 3 of {signlocation1} to "&a%{sgplayeramount1}%&7/&224"
- if {sgplayeramount1} is greater than 5:
- if {sg::ingame} is false:
- set {sg::starting} to true
- if {sg::starting} is true:
- set {sg::scattertimer} to true
- delete {sgvar::*}
- set {sg::dm} to false
- set {sg::starting} to false
- set {sg::ingame} to true
- set {sg::grace} to true
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c10 &7seconds!" to loop-value
- wait 5 seconds
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c5 &7seconds!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c4 &7seconds!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c3 &7seconds!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c2 &7seconds!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Survival Games will teleport in &c1 &7seconds!" to loop-value
- wait 1 second
- set line 2 of {signlocation1} to "&8&lIn Game"
- set {sgscatterpodthing} to 0
- delete {sgvar::*}
- loop {sgplayerlist::*}:
- execute console command "/effect %loop-value% minecraft:slowness 5 255"
- execute console command "/effect %loop-value% minecraft:saturation 4 255"
- add 1 to {sgscatterpodthing}
- teleport loop-value to {sgpod::%{sgscatterpodthing}%}
- set {sg::freeze::%loop-value%} to true
- wait 1 seconds
- loop {sgplayerlist::*}:
- execute console command "/effect %loop-value% minecraft:slowness 5 255"
- execute console command "/effect %loop-value% minecraft:saturation 4 255"
- clear the inventory of loop-value
- heal loop-value by 10.0 hearts
- set {sg::freeze::%loop-value%} to true
- message "{@P} Game will be starting in &c5 &7seconds!" to loop-value
- execute console command "/playsound note.bass %loop-value% ~0 ~0 ~0 200"
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Game will be starting in &c4 &7seconds!" to loop-value
- execute console command "/playsound note.bass %loop-value% ~0 ~0 ~0 200"
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Game will be starting in &c3 &7seconds!" to loop-value
- execute console command "/playsound note.bass %loop-value% ~0 ~0 ~0 200"
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Game will be starting in &c2 &7seconds!" to loop-value
- execute console command "/playsound note.bass %loop-value% ~0 ~0 ~0 200"
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Game will be starting in &c1 &7seconds!" to loop-value
- execute console command "/playsound note.bass %loop-value% ~0 ~0 ~0 200"
- wait 1 seconds
- delete {sgvar::*}
- loop {sgplayerlist::*}:
- message "{@P} Go!" to loop-value
- execute console command "/playsound note.pling %loop-value% ~0 ~0 ~0 100"
- delete {sg::freeze::%loop-value%}
- set {sg::scattertimer} to false
- heal loop-value by 10.0 hearts
- wait 20 seconds
- set {sg::grace} to false
- loop {sgplayerlist::*}:
- message "{@P} &aGrace Period &7has ended!" to loop-value
- if {sgplayeramount1} is equal to 1:
- if {sg::ingame} is true:
- if {sg::scattertimer} is false:
- set line 2 of {signlocation1} to "&7Reseting..."
- loop all players:
- if loop-player is in world "Turbulence":
- teleport loop-player to {spawnlocation}
- set gamemode of loop-player to survival
- loop {sgplayerlist::*}:
- broadcast "{@P} &a%loop-value%&7 has won the Survival Games!"
- add 1 to {statssg::%loop-value%}
- clear the inventory of loop-value
- heal the loop-value by 10.0 hearts
- teleport loop-value to {spawnlocation}
- set {sg::ingame} to false
- loop 10 times:
- wait 1 second
- execute console command "/playsound fireworks.launch %loop-value-1% ~0 ~0 ~0 500"
- loop {sg.broken.blocks.oak::*}:
- set block at loop-value to oak leaves
- loop {sg.broken.blocks.spruce::*}:
- set block at loop-value to spruce leaves
- loop {sg.broken.blocks.birch::*}:
- set block at loop-value to birch leaves
- loop {sg.broken.blocks.jungle::*}:
- set block at loop-value to jungle leaves
- delete {sg.broken.blocks.oak::*}
- delete {sg.broken.blocks.spruce::*}
- delete {sg.broken.blocks.birch::*}
- delete {sg.broken.blocks.jungle::*}
- delete {sgplayerlist::*}
- set {sg::dm::start} to false
- delete {sg::freeze::*}
- set {sg::dm::start} to false
- set {sg::starting} to false
- set {sg::ingame} to false
- delete {sg::dmtimer}
- set {sg::dm} to false
- set line 2 of {signlocation1} to "&cPREGAME"
- wait 1 seconds
- execute console command "/killall drops Turbulence"
- if {sgplayeramount1} is equal to 0:
- if {sg::ingame} is true:
- if {sg::scattertimer} is false:
- delete {sg::freeze::*}
- set {sg::dm::start} to false
- set {sg::starting} to false
- set {sg::ingame} to false
- delete {sg::dmtimer}
- set {sg::dm} to false
- set {sg::dm::once} to false
- set line 2 of {signlocation1} to "&cPREGAME"
- execute console command "/killall drops Turbulence"
- if {sgplayeramount1} is equal to 2:
- if {sg::ingame} is true:
- if {sg::scattertimer} is false:
- if {sg::dm} is false:
- set {sg::dmtimer} to 60
- set {sg::dm} to true
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a60 &cseconds&7!" to loop-value
- if {sg::dm} is true:
- if {sg::dmtimer} is greater than 0:
- subtract 2 from {sg::dmtimer}
- if {sg::dmtimer} is equal to 30:
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a30 &cseconds&7!" to loop-value
- if {sg::dmtimer} is equal to 10:
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a10 &cseconds&7!" to loop-value
- wait 5 seconds
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a5 &cseconds&7!" to loop-value
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a4 &cseconds&7!" to loop-value
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a3 &cseconds&7!" to loop-value
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a2 &cseconds&7!" to loop-value
- wait 1 seconds
- loop {sgplayerlist::*}:
- message "{@P} Death Match will teleport in &a1 &cseconds&7!" to loop-value
- if {sg::dmtimer} is equal to 0:
- {sg::ingame} is true
- set {sgscatterpodthing} to 0
- {sg::dm::start} is false
- {sg::dm::once} is false
- set {sg::grace} to true
- set {sg::dm::once} to true
- loop {sgplayerlist::*}:
- set {sg::freeze::%loop-value%} to true
- execute console command "/effect %loop-value% minecraft:slowness 5 255"
- add 1 to {sgscatterpodthing}
- teleport loop-value to {sgpod::%{sgscatterpodthing}%}
- loop {sgplayerlist::*}:
- message "{@P} Death Match Begin in &c5 &7!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Death Match Begin in &c4 &7!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Death Match Begin in &c3 &7!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Death Match Begin in &c2 &7!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- message "{@P} Death Match Begin in &c1 &7!" to loop-value
- wait 1 second
- loop {sgplayerlist::*}:
- delete {sg::freeze::%loop-value%}
- message "{@P} &cFight&7!" to loop-value
- set {sg::dm::start} to true
- set {sg::grace} to false
- set {sg::dm::once} to false
- on craft of flint and steel:
- if player is in "Turbulence":
- cancel the event
- on break of OAK LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.oak::*}
- on break of SPRUCE LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.spruce::*}
- on break of BIRCH LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.birch::*}
- on break of JUNGLE LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.jungle::*}
- on mine:
- if player is in "Turbulence":
- if event-block is OAK LEAVES or SPRUCE LEAVES or BIRCH LEAVES or JUNGLE LEAVES:
- stop
- cancel the event
- on mine of OAK LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.oak::*}
- on mine of SPRUCE LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.spruce::*}
- on mine of BIRCH LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.birch::*}
- on mine of JUNGLE LEAVES:
- if player is in "Turbulence":
- add location of block to {sg.broken.blocks.jungle::*}
- on place:
- if player is in "Turbulence":
- cancel the event
- on jump:
- if {sg::freeze::%player%} is true:
- cancel the event
- on damage of player:
- if victim is in "Turbulence":
- if {sg::grace} is true:
- cancel the event
- message "{@P} Grace Period is still active!" to attacker
- command /sgresetchest:
- usage: /sgs
- permission: skript.op
- trigger:
- delete {sgvar::*}
- command /sgforcestart:
- usage: /sgs
- permission: skript.op
- trigger:
- set {sg::starting} to true
- on quit:
- player is in "Turbulence"
- teleport the player to {spawnlocation}
- clear inventory of player
- execute console command "/effect %player% clear"
- execute console command "/scoreboard players reset %player%"
- execute console command "/xp -24791L %player%"
- delete {sg::freeze::%player%}
- remove player from {sgplayerlist::*}
- on death of player:
- player is in "Turbulence"
- drop 1 player head at (location 0.5 above victim)
- heal player by 10.0 hearts
- wait 1 tick
- teleport the player to {spawnlocation}
- execute console command "/xp -24791L %player%"
- clear the inventory of player
- remove player from {sgplayerlist::*}
- on rightclick on chest:
- if {sgskript} is true:
- if player is in "Turbulence":
- if {sgvar::%event-block%} is not set:
- set {_2armorrule} to 0
- clear the inventory of event-block
- set {sgvar::%event-block%} to true
- if block north of event-block is chest:
- set {sgvar::%(block north of event-block)%} to true
- set {_doublevar} to true
- if block south of event-block is chest:
- set {sgvar::%(block south of event-block)%} to true
- set {_doublevar} to true
- if block east of event-block is chest:
- set {sgvar::%(block east of event-block)%} to true
- set {_doublevar} to true
- if block west of event-block is chest:
- set {sgvar::%(block west of event-block)%} to true
- set {_doublevar} to true
- if {_doublevar} is true:
- loop 53 times:
- set {_rnd} to a random integer between 1 and 10
- if {_rnd} is 1 or 2 or 3 or 4:
- chance of 10%:
- set slot loop-value of event-block to carrot
- chance of 3%:
- set slot loop-value of event-block to steak
- chance of 3%:
- set slot loop-value of event-block to cooked mutton
- chance of 4%:
- set slot loop-value of event-block to mutton
- chance of 4%:
- set slot loop-value of event-block to raw beef
- chance of 3%:
- set slot loop-value of event-block to golden carrot
- chance of 3%:
- set slot loop-value of event-block to pumpkin pie
- chance of 3%:
- set slot loop-value of event-block to baked potato
- chance of 4%:
- set slot loop-value of event-block to raw chicken
- chance of 3%:
- set slot loop-value of event-block to apple
- chance of 3%:
- set slot loop-value of event-block to bread
- chance of 4%:
- set slot loop-value of event-block to raw porkchop
- chance of 3%:
- set slot loop-value of event-block to grilled porkchop
- chance of 4%:
- set slot loop-value of event-block to raw fish
- chance of 1%:
- set slot loop-value of event-block to stone sword
- chance of 2%:
- set slot loop-value of event-block to golden sword
- chance of 2%:
- set slot loop-value of event-block to wooden sword
- chance of 2%:
- set slot loop-value of event-block to stone axe
- chance of 2%:
- set slot loop-value of event-block to golden axe
- chance of 2%:
- set slot loop-value of event-block to fishing rod
- chance of 2%:
- set slot loop-value of event-block to feather
- chance of 3%:
- set slot loop-value of event-block to stick
- chance of 2%:
- set slot loop-value of event-block to flint
- chance of 1%:
- set slot loop-value of event-block to ender pearl
- chance of 1%:
- set slot loop-value of event-block to 2 arrow
- chance of 5%:
- set slot loop-value of event-block to gold ingot
- chance of 1%:
- set slot loop-value of event-block to iron ingot
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather boots
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden boots
- add 1 to {_2armorrule}
- chance of 1%:
- set slot loop-value of event-block to air
- else:
- loop 26 times:
- set {_rnd} to a random integer between 1 and 10
- if {_rnd} is 1 or 2 or 3 or 4:
- chance of 10%:
- set slot loop-value of event-block to carrot
- chance of 3%:
- set slot loop-value of event-block to steak
- chance of 3%:
- set slot loop-value of event-block to cooked mutton
- chance of 4%:
- set slot loop-value of event-block to mutton
- chance of 4%:
- set slot loop-value of event-block to raw beef
- chance of 3%:
- set slot loop-value of event-block to golden carrot
- chance of 3%:
- set slot loop-value of event-block to pumpkin pie
- chance of 3%:
- set slot loop-value of event-block to baked potato
- chance of 4%:
- set slot loop-value of event-block to raw chicken
- chance of 3%:
- set slot loop-value of event-block to apple
- chance of 3%:
- set slot loop-value of event-block to bread
- chance of 4%:
- set slot loop-value of event-block to raw porkchop
- chance of 3%:
- set slot loop-value of event-block to grilled porkchop
- chance of 4%:
- set slot loop-value of event-block to raw fish
- chance of 1%:
- set slot loop-value of event-block to stone sword
- chance of 2%:
- set slot loop-value of event-block to golden sword
- chance of 2%:
- set slot loop-value of event-block to wooden sword
- chance of 2%:
- set slot loop-value of event-block to stone axe
- chance of 2%:
- set slot loop-value of event-block to golden axe
- chance of 2%:
- set slot loop-value of event-block to fishing rod
- chance of 2%:
- set slot loop-value of event-block to feather
- chance of 3%:
- set slot loop-value of event-block to stick
- chance of 2%:
- set slot loop-value of event-block to flint
- chance of 1%:
- set slot loop-value of event-block to ender pearl
- chance of 1%:
- set slot loop-value of event-block to 2 arrow
- chance of 5%:
- set slot loop-value of event-block to gold ingot
- chance of 1%:
- set slot loop-value of event-block to iron ingot
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to leather boots
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to golden boots
- add 1 to {_2armorrule}
- chance of 1%:
- set slot loop-value of event-block to air
- on rightclick on trapped chest:
- if {sgskript} is true:
- if player is in "Turbulence":
- if {sgvar::%event-block%} is not set:
- set {_2armorrule} to 0
- clear the inventory of event-block
- set {sgvar::%event-block%} to true
- if block north of event-block is trapped chest:
- set {sgvar::%(block north of event-block)%} to true
- set {_doublevar} to true
- if block south of event-block is trapped chest:
- set {sgvar::%(block south of event-block)%} to true
- set {_doublevar} to true
- if block east of event-block is trapped chest:
- set {sgvar::%(block east of event-block)%} to true
- set {_doublevar} to true
- if block west of event-block is trapped chest:
- set {sgvar::%(block west of event-block)%} to true
- set {_doublevar} to true
- if {_doublevar} is true:
- loop 53 times:
- set {_rnd} to a random integer between 1 and 10
- if {_rnd} is 1 or 2 or 3 or 4:
- chance of 10%:
- set slot loop-value of event-block to carrot
- chance of 2%:
- set slot loop-value of event-block to steak
- chance of 2%:
- set slot loop-value of event-block to cooked mutton
- chance of 3%:
- set slot loop-value of event-block to mutton
- chance of 3%:
- set slot loop-value of event-block to raw beef
- chance of 2%:
- set slot loop-value of event-block to golden carrot
- chance of 2%:
- set slot loop-value of event-block to pumpkin pie
- chance of 2%:
- set slot loop-value of event-block to baked potato
- chance of 3%:
- set slot loop-value of event-block to raw chicken
- chance of 3%:
- set slot loop-value of event-block to apple
- chance of 3%:
- set slot loop-value of event-block to bread
- chance of 3%:
- set slot loop-value of event-block to raw porkchop
- chance of 2%:
- set slot loop-value of event-block to grilled porkchop
- chance of 3%:
- set slot loop-value of event-block to raw fish
- chance of 3%:
- set slot loop-value of event-block to golden apple:0
- chance of 3%:
- set slot loop-value of event-block to iron axe
- chance of 3%:
- set slot loop-value of event-block to stone sword
- chance of 2%:
- set slot loop-value of event-block to fishing rod
- chance of 3%:
- set slot loop-value of event-block to feather
- chance of 4%:
- set slot loop-value of event-block to stick
- chance of 3%:
- set slot loop-value of event-block to flint
- chance of 1%:
- set slot loop-value of event-block to ender pearl
- chance of 1%:
- set slot loop-value of event-block to 3 arrow
- chance of 1%:
- set slot loop-value of event-block to bow
- chance of 1%:
- set slot loop-value of event-block to 2 string
- chance of 20%:
- set slot loop-value of event-block to gold ingot
- chance of 1%:
- set slot loop-value of event-block to iron ingot
- chance of 1%:
- set slot loop-value of event-block to diamond
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain boots
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron boots
- add 1 to {_2armorrule}
- chance of 1%:
- set slot loop-value of event-block to air
- else:
- loop 26 times:
- set {_rnd} to a random integer between 1 and 10
- if {_rnd} is 1 or 2 or 3 or 4:
- chance of 10%:
- set slot loop-value of event-block to carrot
- chance of 2%:
- set slot loop-value of event-block to steak
- chance of 2%:
- set slot loop-value of event-block to cooked mutton
- chance of 3%:
- set slot loop-value of event-block to mutton
- chance of 3%:
- set slot loop-value of event-block to raw beef
- chance of 2%:
- set slot loop-value of event-block to golden carrot
- chance of 2%:
- set slot loop-value of event-block to pumpkin pie
- chance of 2%:
- set slot loop-value of event-block to baked potato
- chance of 3%:
- set slot loop-value of event-block to raw chicken
- chance of 3%:
- set slot loop-value of event-block to apple
- chance of 3%:
- set slot loop-value of event-block to bread
- chance of 3%:
- set slot loop-value of event-block to raw porkchop
- chance of 2%:
- set slot loop-value of event-block to grilled porkchop
- chance of 3%:
- set slot loop-value of event-block to raw fish
- chance of 3%:
- set slot loop-value of event-block to golden apple:0
- chance of 3%:
- set slot loop-value of event-block to iron axe
- chance of 3%:
- set slot loop-value of event-block to stone sword
- chance of 2%:
- set slot loop-value of event-block to fishing rod
- chance of 3%:
- set slot loop-value of event-block to feather
- chance of 4%:
- set slot loop-value of event-block to stick
- chance of 3%:
- set slot loop-value of event-block to flint
- chance of 1%:
- set slot loop-value of event-block to ender pearl
- chance of 1%:
- set slot loop-value of event-block to 3 arrow
- chance of 1%:
- set slot loop-value of event-block to bow
- chance of 1%:
- set slot loop-value of event-block to 2 string
- chance of 20%:
- set slot loop-value of event-block to gold ingot
- chance of 1%:
- set slot loop-value of event-block to iron ingot
- chance of 1%:
- set slot loop-value of event-block to diamond
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to chain boots
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron helmet
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron chestplate
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron leggings
- add 1 to {_2armorrule}
- chance of 2.25%:
- if {_2armorrule} is less than 2:
- set slot loop-value of event-block to iron boots
- add 1 to {_2armorrule}
- chance of 1%:
- set slot loop-value of event-block to air
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