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- #------------------------------------------------------------------------------------------
- #Hey DCP or Faze&watch here.. Probably shouldnt mess around here unless you know what you are doing...
- # So yeah have fun with the skript
- #------------------------------------------------------------------------------------------
- command /help PickYourEnchants:
- trigger:
- player is op
- message "<purple>___________F&W<purple> Pick Your Enchants___________" to player
- message "<gray>COMMANDS"
- message "<green>/CustomEnchants off <white>-Turns off Custom Enchants"
- message "<green>/CustomEnchants on <white>-Turns on Custom Enchants"
- message "<green>/Enchants 1.8 <white>-Turns on Depth Strider"
- message "<green>/Enchants 1.7 <white>-Turns off Depth Strider"
- message "<green>/EnchantCrystal on <white>-Turns on Enchant Crystals"
- message "<green>/EnchantCrystal off <white>-Turns off Enchant Crystals"
- message "<purple>___________________________________________" to player
- command /EnchantCrystal <text>:
- trigger:
- player is op
- if argument 1 is "on":
- set {EnchantCrystals} to true
- message "<green>[PickYourEnchants]<white>You have turned on enchantment crystals." to player
- if argument 1 is "off":
- set {EnchantCrystals} to false
- message "<red>[PickYourEnchants]<white>You have turned off enchantment crystals." to player
- command /CustomEnchants <text>:
- trigger:
- player is op
- if argument 1 is "on":
- set {CustomEnchants} to true
- message "<green>[PickYourEnchants]<white>You have turned on F&W's custom enchants." to player
- if argument 1 is "off":
- set {CustomEnchants} to false
- message "<red>[PickYourEnchants]<white>You have turned off F&W's custom enchants." to player
- command /Enchants <text>:
- trigger:
- player is op
- if argument 1 is "1.8":
- set {eightteen} to true
- if argument 1 is "1.7":
- set {eightteen} to false
- options:
- slot 0: slot 0 of player with iron sword named "<red>Sharpness Upgrades" with lore "These are the sharpness upgrades." to close then run ""
- slot 45: slot 45 of player with book named "<Blue>Sharpness I" with lore "<green>Requires 1 Level" to close then run [make console execute command "eS1 %player%"]
- slot 36: slot 36 of player with book named "<Blue>Sharpness II" with lore "<green>Requires 12 Levels" to close then run [make console execute command "eS2 %player%"]
- slot 27: slot 27 of player with book named "<Blue>Sharpness III" with lore "<green>Requires 23 Levels" to close then run [make console execute command "eS3 %player%"]
- slot 18: slot 18 of player with book named "<Blue>Sharpness IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "eS4 %player%"]
- slot 9: slot 9 of player with book named "<Blue>Sharpness V" with lore "<green>Requires 50 Levels" to close then run [make console execute command "eS5 %player%"]
- #BANEOFANTRHO
- slot 2: slot 2 of player with spider eye named "<orange>Bane of Arthropods Upgrades" with lore "Tired of bugs? Here is your answer." to close then run ""
- slot 11: slot 11 of player with book named "<Blue>Bane of Arthropods V" with lore "<green>Requires 40 Levels" to close then run [make console execute command "eBOA5 %player%"]
- slot 20: slot 20 of player with book named "<Blue>Bane of Arthropods IV" with lore "<green>Requires 29 Levels" to close then run [make console execute command "eBOA4 %player%"]
- slot 29: slot 29 of player with book named "<Blue>Bane of Arthropods III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eBOA3 %player%"]
- slot 38: slot 38 of player with book named "<Blue>Bane of Arthropods II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eBOA2 %player%"]
- slot 47: slot 47 of player with book named "<Blue>Bane of Arthropods I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eBOA1 %player%"]
- #SMITE
- slot 1: slot 1 of player with rotten flesh named "Smiting Upgrades" with lore "Looking to destroy evil? You'll like this." to close then run ""
- slot 10: slot 10 of player with book named "<Blue>Smite V" with lore "<green>Requires 40 Levels" to close then run [make console execute command "eSMT5 %player%"]
- slot 19: slot 19 of player with book named "<Blue>Smite IV" with lore "<green>Requires 29 Levels" to close then run [make console execute command "eSMT4 %player%"]
- slot 28: slot 28 of player with book named "<Blue>Smite III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eSMT3 %player%"]
- slot 37: slot 37 of player with book named "<Blue>Smite II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eSMT2 %player%"]
- slot 46: slot 46 of player with book named "<Blue>Smite I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eSMT1 %player%"]
- #KNOCKBACK
- slot 15: slot 15 of player with fishing rod named "Knockback Upgrades" with lore "With this you'll be no pushover." to close then run ""
- slot 16: slot 16 of player with book named "<Blue>Knockback I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eKB1 %player%"]
- slot 17: slot 17 of player with book named "<Blue>Knockback II" with lore "<green>Requires 25 Levels" to close then run [make console execute command "eKB2 %player%"]
- #FIREASPECT
- slot 24: slot 24 of player with flint and steel named "<red>Fire Aspect Upgrades" with lore "Some people just want to burn everyone." to close then run ""
- slot 25: slot 25 of player with book named "<Blue>Fire Aspect I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eFA1 %player%"]
- slot 26: slot 26 of player with book named "<Blue>Fire Aspect II" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eFA2 %player%"]
- #LOOTING
- slot 5: slot 5 of player with gold ingot named "<yellow>Looting Upgrades" with lore "Greedy and want more? This is for you." to close then run ""
- slot 6: slot 6 of player with book named "<Blue>Looting I" with lore "<green>Requires 15 Levels" to close then run [make console execute command "eL1 %player%"]
- slot 7: slot 7 of player with book named "<Blue>Looting II" with lore "<green>Requires 24 Levels" to close then run [make console execute command "eL2 %player%"]
- slot 8: slot 8 of player with book named "<Blue>Looting III" with lore "<green>Requires 33 Levels" to close then run [make console execute command "eL3 %player%"]
- #UNBREAKING
- slot 3: slot 3 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- slot 12: slot 12 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- slot 21: slot 21 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- slot 30: slot 30 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- #VAMPIRISM
- slot 43: slot 43 of player with red dye named "<red>Vampirism I" with lore "<green>Requires 40 Levels|<red>Heal yourself everytime you hit someone." to close then run [make console execute command "eVAMPIRISM %player%"]
- #SWORD
- on rightclick on enchantment table:
- block under is emerald block
- player is holding sword
- cancel event
- open chest with 6 row named "<blue>Pick your enchantment" to player
- wait 1 ticks
- format {@slot 0}
- format {@slot 36}
- format {@slot 45}
- format {@slot 27}
- format {@slot 18}
- format {@slot 9}
- format {@slot 2}
- format {@slot 11}
- format {@slot 20}
- format {@slot 29}
- format {@slot 38}
- format {@slot 47}
- format {@slot 1}
- format {@slot 10}
- format {@slot 19}
- format {@slot 28}
- format {@slot 37}
- format {@slot 46}
- format {@slot 15}
- format {@slot 16}
- format {@slot 17}
- format {@slot 24}
- format {@slot 25}
- format {@slot 26}
- format {@slot 5}
- format {@slot 6}
- format {@slot 7}
- format {@slot 8}
- format {@slot 3}
- format {@slot 12}
- format {@slot 21}
- format {@slot 30}
- if {customEnchants} is true:
- format {@slot 43}
- #BOW
- on rightclick on enchantment table:
- block under is emerald block
- player is holding bow
- cancel event
- open chest with 3 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with Bow named "<red>Power Upgrades" with lore "Give your bow that extra power." to close then run ""
- format slot 1 of player with book named "<Blue>Power I" with lore "<green>Requires 1 Level" to close then run [make console execute command "eP1 %player%"]
- format slot 2 of player with book named "<Blue>Power II" with lore "<green>Requires 11 Levels" to close then run [make console execute command "eP2 %player%"]
- format slot 3 of player with book named "<Blue>Power III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eP3 %player%"]
- format slot 4 of player with book named "<Blue>Power IV" with lore "<green>Requires 31 Levels" to close then run [make console execute command "eP4 %player%"]
- format slot 5 of player with book named "<Blue>Power V" with lore "<green>Requires 41 Levels" to close then run [make console execute command "eP5 %player%"]
- format slot 7 of player with Arrow named "<Yellow>Infinite Upgrade" with lore "1 Arrow is all it takes." to close then run ""
- format slot 8 of player with book named "<Blue>Infinity I" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eI1 %player%"]
- format slot 9 of player with Fishing Rod named "<gray>Punch Upgrades" with lore "Want people to stay away? I got your back." to close then run ""
- format slot 10 of player with book named "<Blue>Punch I" with lore "<green>Requires 12 Levels" to close then run [make console execute command "ePunch1 %player%"]
- format slot 11 of player with book named "<Blue>Punch II" with lore "<green>Requires 32 Levels" to close then run [make console execute command "ePunch2 %player%"]
- format slot 16 of player with Flint and Steel named "<orange>Flame Upgrades" with lore "Geez, aren't you the pyro?" to close then run ""
- format slot 17 of player with book named "<Blue>Flame I" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eFlame1 %player%"]
- format slot 18 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 19 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 20 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 21 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- if {CustomEnchants} is true:
- format slot 14 of player with spider eye named "<purple>Venom I" with lore "<green>Requires 40 Levels" to close then run [make console execute command "eVENOM %player%"]
- #TOOLS
- on rightclick on enchantment table:
- block under is emerald block
- player is holding pickaxe or axe or shovel
- cancel event
- open chest with 3 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with anvil named "<yellow>Efficiency Upgrades" with lore "Makes things more efficient." to close then run ""
- format slot 1 of player with book named "<Blue>Efficiency I" with lore "<green>Requires 1 Level" to close then run [make console execute command "eE1 %player%"]
- format slot 2 of player with book named "<Blue>Efficiency II" with lore "<green>Requires 11 Levels" to close then run [make console execute command "eE2 %player%"]
- format slot 3 of player with book named "<Blue>Efficiency III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eE3 %player%"]
- format slot 4 of player with book named "<Blue>Efficiency IV" with lore "<green>Requires 31 Levels" to close then run [make console execute command "eE4 %player%"]
- format slot 5 of player with book named "<Blue>Efficiency V" with lore "<green>Requires 41 Levels" to close then run [make console execute command "eE5 %player%"]
- format slot 9 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 10 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 11 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 12 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- format slot 18 of player with gold ingot named "<Gold>Fortune Upgrades" with lore "Want to increase your luck?." to close then run ""
- format slot 19 of player with book named "<Blue>Fortune I" with lore "<green>Requires 15 Levels" to close then run [make console execute command "eF1 %player%"]
- format slot 20 of player with book named "<Blue>Fortune II" with lore "<green>Requires 24 Levels" to close then run [make console execute command "eF2 %player%"]
- format slot 21 of player with book named "<Blue>Fortune III" with lore "<green>Requires 33 Levels" to close then run [make console execute command "eF3 %player%"]
- format slot 7 of player with string named "Silk Touch Upgrades" with lore "Give your tools that gentle touch." to close then run ""
- format slot 8 of player with book named "<Blue>Silk Touch I" with lore "<green>Requires 15 Levels" to close then run [make console execute command "eST1 %player%"]
- #ARMOR This is gonna take a long time :(
- on rightclick on enchantment table:
- block under is emerald block
- player is holding chestplate or leggings
- cancel event
- open chest with 5 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with iron chestplate named "<Gray>Protection Upgrades" with lore "Get that extra defense." to close then run ""
- format slot 1 of player with book named "<Blue>Protection I" with lore "<green>Requires 1 Level" to close then run [make console execute command "ePTN1 %player%"]
- format slot 2 of player with book named "<Blue>Protection II" with lore "<green>Requires 12 Levels" to close then run [make console execute command "ePTN2 %player%"]
- format slot 3 of player with book named "<Blue>Protection III" with lore "<green>Requires 23 Levels" to close then run [make console execute command "ePTN3 %player%"]
- format slot 4 of player with book named "<Blue>Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "ePTN4 %player%"]
- format slot 9 of player with arrow named "<red>Projectile Protection Upgrades" with lore "Get protected from those arrows." to close then run ""
- format slot 10 of player with book named "<Blue>Projectile Protection I" with lore "<green>Requires 3 Levels" to close then run [make console execute command "ePJP1 %player%"]
- format slot 11 of player with book named "<Blue>Projectile Protection II" with lore "<green>Requires 9 Levels" to close then run [make console execute command "ePJP2 %player%"]
- format slot 12 of player with book named "<Blue>Projectile Protection III" with lore "<green>Requires 15 Levels" to close then run [make console execute command "ePJP3 %player%"]
- format slot 13 of player with book named "<Blue>Projectile Protection IV" with lore "<green>Requires 21 Levels" to close then run [make console execute command "ePJP4 %player%"]
- format slot 18 of player with flint and steel named "<orange>Fire Protection Upgrades" with lore "Get this if you don't fancy burning to death." to close then run ""
- format slot 19 of player with book named "<Blue>Fire Protection I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eFP1 %player%"]
- format slot 20 of player with book named "<Blue>Fire Protection II" with lore "<green>Requires 18 Levels" to close then run [make console execute command "eFP2 %player%"]
- format slot 21 of player with book named "<Blue>Fire Protection III" with lore "<green>Requires 26 Levels" to close then run [make console execute command "eFP3 %player%"]
- format slot 22 of player with book named "<Blue>Fire Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "eFP4 %player%"]
- format slot 27 of player with tnt named "<yellow>Blast Protection Upgrades" with lore "Make your self protected against explosions." to close then run ""
- format slot 28 of player with book named "<Blue>Blast Protection I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eBP1 %player%"]
- format slot 29 of player with book named "<Blue>Blast Protection II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eBP2 %player%"]
- format slot 30 of player with book named "<Blue>Blast Protection III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eBP3 %player%"]
- format slot 31 of player with book named "<Blue>Blast Protection IV" with lore "<green>Requires 29 Levels" to close then run [make console execute command "eBP4 %player%"]
- format slot 6 of player with cactus named "<green>Thorns Upgrades" with lore "Hurt people who attack you!" to close then run ""
- format slot 15 of player with book named "<Blue>Thorns I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eTHORNS1 %player%"]
- format slot 24 of player with book named "<Blue>Thorns II" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eTHORNS2 %player%"]
- format slot 33 of player with book named "<Blue>Thorns III" with lore "<green>Requires 50 Levels" to close then run [make console execute command "eTHORNS3 %player%"]
- format slot 36 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 37 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 38 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 39 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- if player is holding chestplate:
- if {CustomEnchants} is true:
- format slot 8 of player with Zombie Head named "<black>Reanimation I" with lore "<green>Requires 40 Levels" to close then run [make console execute command "eREANIMATION %player%"]
- on rightclick on enchantment table:
- block under is emerald block
- player is holding boots
- cancel event
- open chest with 6 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with iron chestplate named "<Gray>Protection Upgrades" with lore "Get that extra defense." to close then run ""
- format slot 1 of player with book named "<Blue>Protection I" with lore "<green>Requires 1 Level" to close then run [make console execute command "ePTN1 %player%"]
- format slot 2 of player with book named "<Blue>Protection II" with lore "<green>Requires 12 Levels" to close then run [make console execute command "ePTN2 %player%"]
- format slot 3 of player with book named "<Blue>Protection III" with lore "<green>Requires 23 Levels" to close then run [make console execute command "ePTN3 %player%"]
- format slot 4 of player with book named "<Blue>Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "ePTN4 %player%"]
- format slot 9 of player with arrow named "<red>Projectile Protection Upgrades" with lore "Get protected from those arrows." to close then run ""
- format slot 10 of player with book named "<Blue>Projectile Protection I" with lore "<green>Requires 3 Levels" to close then run [make console execute command "ePJP1 %player%"]
- format slot 11 of player with book named "<Blue>Projectile Protection II" with lore "<green>Requires 9 Levels" to close then run [make console execute command "ePJP2 %player%"]
- format slot 12 of player with book named "<Blue>Projectile Protection III" with lore "<green>Requires 15 Levels" to close then run [make console execute command "ePJP3 %player%"]
- format slot 13 of player with book named "<Blue>Projectile Protection IV" with lore "<green>Requires 21 Levels" to close then run [make console execute command "ePJP4 %player%"]
- format slot 18 of player with flint and steel named "<orange>Fire Protection Upgrades" with lore "Get this if you don't fancy burning to death." to close then run ""
- format slot 19 of player with book named "<Blue>Fire Protection I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eFP1 %player%"]
- format slot 20 of player with book named "<Blue>Fire Protection II" with lore "<green>Requires 18 Levels" to close then run [make console execute command "eFP2 %player%"]
- format slot 21 of player with book named "<Blue>Fire Protection III" with lore "<green>Requires 26 Levels" to close then run [make console execute command "eFP3 %player%"]
- format slot 22 of player with book named "<Blue>Fire Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "eFP4 %player%"]
- format slot 27 of player with tnt named "<yellow>Blast Protection Upgrades" with lore "Make your self protected against explosions." to close then run ""
- format slot 28 of player with book named "<Blue>Blast Protection I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eBP1 %player%"]
- format slot 29 of player with book named "<Blue>Blast Protection II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eBP2 %player%"]
- format slot 30 of player with book named "<Blue>Blast Protection III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eBP3 %player%"]
- format slot 31 of player with book named "<Blue>Blast Protection IV" with lore "<green>Requires 29 Levels" to close then run [make console execute command "eBP4 %player%"]
- format slot 6 of player with cactus named "<green>Thorns Upgrades" with lore "Hurt people who attack you!" to close then run ""
- format slot 15 of player with book named "<Blue>Thorns I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eTHORNS1 %player%"]
- format slot 24 of player with book named "<Blue>Thorns II" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eTHORNS2 %player%"]
- format slot 33 of player with book named "<Blue>Thorns III" with lore "<green>Requires 50 Levels" to close then run [make console execute command "eTHORNS3 %player%"]
- format slot 36 of player with feather named "Feather Falling Upgrades" with lore "Always have a safer landing." to close then run ""
- format slot 37 of player with book named "<Blue>Feather Falling I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eFF1 %player%"]
- format slot 38 of player with book named "<Blue>Feather Falling II" with lore "<green>Requires 11 Levels" to close then run [make console execute command "eFF2 %player%"]
- format slot 39 of player with book named "<Blue>Feather Falling III" with lore "<green>Requires 17 Levels" to close then run [make console execute command "eFF3 %player%"]
- format slot 40 of player with book named "<Blue>Feather Falling IV" with lore "<green>Requires 23 Levels" to close then run [make console execute command "eFF4 %player%"]
- format slot 45 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 46 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 47 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 48 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- if {eightteen} is true:
- format slot 7 of player with water bucket named "<light blue>Depth Strider Upgrades" with lore "Be able to sorta walk on water." to close then run ""
- format slot 16 of player with book named "<Blue>Depth Strider I" with lore "<green>Requires 10 Levels <red>1.8 Servers Only" to close then run [make console execute command "eDPT1 %player%"]
- format slot 25 of player with book named "<Blue>Depth Strider II" with lore "<green>Requires 20 Levels <red>1.8 Servers Only" to close then run [make console execute command "eDPT2 %player%"]
- format slot 34 of player with book named "<Blue>Depth Strider III" with lore "<green>Requires 30 Levels <red>1.8 Servers Only" to close then run [make console execute command "eDPT3 %player%"]
- on rightclick on enchantment table:
- block under is emerald block
- player is holding helmet
- cancel event
- open chest with 5 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with iron chestplate named "<Gray>Protection Upgrades" with lore "Get that extra defense." to close then run ""
- format slot 1 of player with book named "<Blue>Protection I" with lore "<green>Requires 1 Level" to close then run [make console execute command "ePTN1 %player%"]
- format slot 2 of player with book named "<Blue>Protection II" with lore "<green>Requires 12 Levels" to close then run [make console execute command "ePTN2 %player%"]
- format slot 3 of player with book named "<Blue>Protection III" with lore "<green>Requires 23 Levels" to close then run [make console execute command "ePTN3 %player%"]
- format slot 4 of player with book named "<Blue>Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "ePTN4 %player%"]
- format slot 9 of player with arrow named "<red>Projectile Protection Upgrades" with lore "Get protected from those arrows." to close then run ""
- format slot 10 of player with book named "<Blue>Projectile Protection I" with lore "<green>Requires 3 Levels" to close then run [make console execute command "ePJP1 %player%"]
- format slot 11 of player with book named "<Blue>Projectile Protection II" with lore "<green>Requires 9 Levels" to close then run [make console execute command "ePJP2 %player%"]
- format slot 12 of player with book named "<Blue>Projectile Protection III" with lore "<green>Requires 15 Levels" to close then run [make console execute command "ePJP3 %player%"]
- format slot 13 of player with book named "<Blue>Projectile Protection IV" with lore "<green>Requires 21 Levels" to close then run [make console execute command "ePJP4 %player%"]
- format slot 18 of player with flint and steel named "<orange>Fire Protection Upgrades" with lore "Get this if you don't fancy burning to death." to close then run ""
- format slot 19 of player with book named "<Blue>Fire Protection I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eFP1 %player%"]
- format slot 20 of player with book named "<Blue>Fire Protection II" with lore "<green>Requires 18 Levels" to close then run [make console execute command "eFP2 %player%"]
- format slot 21 of player with book named "<Blue>Fire Protection III" with lore "<green>Requires 26 Levels" to close then run [make console execute command "eFP3 %player%"]
- format slot 22 of player with book named "<Blue>Fire Protection IV" with lore "<green>Requires 34 Levels" to close then run [make console execute command "eFP4 %player%"]
- format slot 27 of player with tnt named "<yellow>Blast Protection Upgrades" with lore "Make your self protected against explosions." to close then run ""
- format slot 28 of player with book named "<Blue>Blast Protection I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eBP1 %player%"]
- format slot 29 of player with book named "<Blue>Blast Protection II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eBP2 %player%"]
- format slot 30 of player with book named "<Blue>Blast Protection III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eBP3 %player%"]
- format slot 31 of player with book named "<Blue>Blast Protection IV" with lore "<green>Requires 29 Levels" to close then run [make console execute command "eBP4 %player%"]
- format slot 6 of player with cactus named "<green>Thorns Upgrades" with lore "Hurt people who attack you!" to close then run ""
- format slot 15 of player with book named "<Blue>Thorns I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eTHORNS1 %player%"]
- format slot 24 of player with book named "<Blue>Thorns II" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eTHORNS2 %player%"]
- format slot 33 of player with book named "<Blue>Thorns III" with lore "<green>Requires 50 Levels" to close then run [make console execute command "eTHORNS3 %player%"]
- format slot 7 of player with fish named "<light gray>Respiration Upgrades" with lore "Be able to breath longer underwater." to close then run ""
- format slot 16 of player with book named "<Blue>Respiration I" with lore "<green>Requires 10 Levels" to close then run [make console execute command "eRSP1 %player%"]
- format slot 25 of player with book named "<Blue>Respiration II" with lore "<green>Requires 20 Levels" to close then run [make console execute command "eRSP2 %player%"]
- format slot 34 of player with book named "<Blue>Respiration III" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eRSP3 %player%"]
- format slot 8 of player with water bucket named "<light blue>Aqua Affinity Upgrades" with lore "Be able to mine underwater faster." to close then run ""
- format slot 17 of player with book named "<Blue>Aqua Affinity I" with lore "<green>Requires 20 Levels" to close then run [make console execute command "eAA1 %player%"]
- format slot 36 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 37 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 38 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 39 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- if {CustomEnchants} is true:
- format slot 35 of player with skeleton head named "<red>Cursed I" with lore "<green>Requires 30 Levels" to close then run [make console execute command "eCURSED %player%"]
- on rightclick on enchantment table:
- block under is emerald block
- player is holding fishing rod
- cancel event
- open chest with 2 rows named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 0 of player with fishing rod named "<blue>Lure Upgrades" with lore "Lure them in!." to close then run ""
- format slot 1 of player with book named "<Blue>Lure I" with lore "<green>Requires 15 Levels" to close then run [make console execute command "eLURE1 %player%"]
- format slot 2 of player with book named "<Blue>Lure II" with lore "<green>Requires 24 Levels" to close then run [make console execute command "eLURE2 %player%"]
- format slot 3 of player with book named "<Blue>Lure III" with lore "<green>Requires 33 Levels" to close then run [make console execute command "eLURE3 %player%"]
- format slot 5 of player with fishing rod named "<yellow>Luck of the Sea Upgrades" with lore "Be the luckiest of the sea!." to close then run ""
- format slot 6 of player with book named "<Blue>Luck of the Sea I" with lore "<green>Requires 15 Levels" to close then run [make console execute command "eLUCKOFSEA1 %player%"]
- format slot 7 of player with book named "<Blue>Luck of the Sea II" with lore "<green>Requires 24 Levels" to close then run [make console execute command "eLUCKOFSEA2 %player%"]
- format slot 8 of player with book named "<Blue>Luck of the Sea III" with lore "<green>Requires 33 Levels" to close then run [make console execute command "eLUCKOFSEA3 %player%"]
- format slot 9 of player with iron ingot named "<gray>Unbreaking Upgrades" with lore "Make your stuff tougher and last longer." to close then run ""
- format slot 10 of player with book named "<Blue>Unbreaking I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eU1 %player%"]
- format slot 11 of player with book named "<Blue>Unbreaking II" with lore "<green>Requires 13 Levels" to close then run [make console execute command "eU2 %player%"]
- format slot 12 of player with book named "<Blue>Unbreaking III" with lore "<green>Requires 21 Levels" to close then run [make console execute command "eU3 %player%"]
- on rightclick on enchantment table:
- block under is emerald block
- player is holding a hoe
- {CustomEnchants} is true
- cancel event
- open chest with 1 row named "<blue>Pick your enchantment" to player
- wait 3 ticks
- format slot 4 of player with hoe named "<Green>Planting I" with lore "<green>Requires 5 Levels" to close then run [make console execute command "eAUTOPLANT %player%"]
- on rightclick on enchantment table:
- player is holding an emerald named "<purple>Level Crystal" with lore "<light blue>Right click on enchantment table to get some levels"
- {EnchantCrystals} is true
- cancel event
- remove an emerald named "<purple>Level Crystal" with lore "<light blue>Right click on enchantment table to get some levels" from player
- increase player's level by 5
- play raw sound "random.levelup" at player with pitch 1 volume 1
- #_____ENCHANTMENT COMMANDS_____
- command /eS1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 1:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 0
- reduce the player-argument's level by 1
- enchant the player-argument's tool with sharpness 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eS2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 12:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 11
- reduce the player-argument's level by 12
- enchant the player-argument's tool with sharpness 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eS3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 23:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 22
- reduce the player-argument's level by 23
- enchant the player-argument's tool with sharpness 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eS4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 34:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 33
- reduce the player-argument's level by 34
- enchant the player-argument's tool with sharpness 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eS5 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 50:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 49
- reduce the player-argument's level by 50
- enchant the player-argument's tool with sharpness 5
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #BANEOFANTRHOENCHANTS
- command /eBOA1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with bane of arthropods 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBOA2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 13:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 12
- reduce the player-argument's level by 13
- enchant the player-argument's tool with bane of arthropods 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBOA3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with bane of arthropods 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBOA4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 29:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 28
- reduce the player-argument's level by 29
- enchant the player-argument's tool with bane of arthropods 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBOA5 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 40:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 39
- reduce the player-argument's level by 40
- enchant the player-argument's tool with bane of arthropods 5
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #SMITES
- command /eSMT1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with smite 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eSMT2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 13:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 12
- reduce the player-argument's level by 13
- enchant the player-argument's tool with smite 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eSMT3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with smite 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eSMT4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 29:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 28
- reduce the player-argument's level by 29
- enchant the player-argument's tool with smite 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eSMT5 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 40:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 39
- reduce the player-argument's level by 40
- enchant the player-argument's tool with smite 5
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eKB1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with knockback 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eKB2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 25:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 24
- reduce the player-argument's level by 25
- enchant the player-argument's tool with knockback 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #FIREASPECT
- command /eFA1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 10:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 9
- reduce the player-argument's level by 10
- enchant the player-argument's tool with fire aspect 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFA2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with fire aspect 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #LOOTING
- command /eL1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with looting 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eL2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 24:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 23
- reduce the player-argument's level by 24
- enchant the player-argument's tool with looting 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eL3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 33:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 32
- reduce the player-argument's level by 33
- enchant the player-argument's tool with looting 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #POWER (bow time!)
- command /eP1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 1:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 0
- reduce the player-argument's level by 1
- enchant the player-argument's tool with power 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eP2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 11:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 10
- reduce the player-argument's level by 11
- enchant the player-argument's tool with power 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eP3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with power 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eP4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 31:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 30
- reduce the player-argument's level by 31
- enchant the player-argument's tool with power 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eP5 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 41:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 40
- reduce the player-argument's level by 41
- enchant the player-argument's tool with power 5
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #INFINITY
- command /eI1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with infinity 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #PUNCH
- command /ePunch1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 12:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 11
- reduce the player-argument's level by 12
- enchant the player-argument's tool with punch 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePunch2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 32:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 31
- reduce the player-argument's level by 32
- enchant the player-argument's tool with punch 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #FLAME
- command /eFlame1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with flame 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #EFFICIENCY TOOL TIME XDDDDDD
- command /eE1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 1:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 0
- reduce the player-argument's level by 1
- enchant the player-argument's tool with efficiency 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eE2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 11:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 10
- reduce the player-argument's level by 11
- enchant the player-argument's tool with efficiency 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eE3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with efficiency 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eE4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 31:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 30
- reduce the player-argument's level by 31
- enchant the player-argument's tool with efficiency 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eE5 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 41:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 40
- reduce the player-argument's level by 41
- enchant the player-argument's tool with efficiency 5
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #UNBREAKING
- command /eU1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with unbreaking 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eU2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 13:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 12
- reduce the player-argument's level by 13
- enchant the player-argument's tool with unbreaking 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eU3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with unbreaking 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #FORTUNE
- command /eF1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with fortune 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eF2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 24:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 23
- reduce the player-argument's level by 24
- enchant the player-argument's tool with fortune 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eF3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 33:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 32
- reduce the player-argument's level by 33
- enchant the player-argument's tool with fortune 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #SILK TOUCH
- command /eST1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with silk touch 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #PROTECTION (shit time to make all those armor enchants...)
- command /ePTN1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 1:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 0
- reduce the player-argument's level by 1
- enchant the player-argument's tool with protection 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePTN2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 12:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 11
- reduce the player-argument's level by 12
- enchant the player-argument's tool with protection 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePTN3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 23:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 22
- reduce the player-argument's level by 23
- enchant the player-argument's tool with protection 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePTN4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 34:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 33
- reduce the player-argument's level by 34
- enchant the player-argument's tool with protection 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #PROJECTILE PROTECTION
- command /ePJP1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 3:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 2
- reduce the player-argument's level by 3
- enchant the player-argument's tool with projectile protection 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePJP2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 9:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 8
- reduce the player-argument's level by 9
- enchant the player-argument's tool with projectile protection 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePJP3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with projectile protection 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /ePJP4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with projectile protection 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #FIRE PROTECTION
- command /eFP1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 10:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 9
- reduce the player-argument's level by 10
- enchant the player-argument's tool with fire protection 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFP2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 18:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 17
- reduce the player-argument's level by 18
- enchant the player-argument's tool with fire protection 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFP3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 26:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 25
- reduce the player-argument's level by 26
- enchant the player-argument's tool with fire protection 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFP4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 34:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 33
- reduce the player-argument's level by 34
- enchant the player-argument's tool with fire protection 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #BLAST PROTECTION
- command /eBP1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with blast protection 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBP2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 13:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 12
- reduce the player-argument's level by 13
- enchant the player-argument's tool with blast protection 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBP3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 21:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 20
- reduce the player-argument's level by 21
- enchant the player-argument's tool with blast protection 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eBP4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 29:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 28
- reduce the player-argument's level by 29
- enchant the player-argument's tool with blast protection 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #THORNS
- command /eTHORNS1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 10:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 9
- reduce the player-argument's level by 10
- enchant the player-argument's tool with thorns 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eTHORNS2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with thorns 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eTHORNS3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 50:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 49
- reduce the player-argument's level by 50
- enchant the player-argument's tool with thorns 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFF1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- enchant the player-argument's tool with Feather falling 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFF2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 11:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 10
- reduce the player-argument's level by 11
- enchant the player-argument's tool with Feather falling 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFF3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 17:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 16
- reduce the player-argument's level by 17
- enchant the player-argument's tool with Feather falling 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eFF4 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 23:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 22
- reduce the player-argument's level by 23
- enchant the player-argument's tool with Feather falling 4
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #DEPTH STRIDER
- command /eDPT1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 10:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 9
- reduce the player-argument's level by 10
- enchant the player-argument's tool with Depth Strider 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eDPT2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 20:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 19
- reduce the player-argument's level by 20
- enchant the player-argument's tool with Depth Strider 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eDPT3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with Depth Strider 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eRSP1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 10:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 9
- reduce the player-argument's level by 10
- enchant the player-argument's tool with respiration 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eRSP2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 20:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 19
- reduce the player-argument's level by 20
- enchant the player-argument's tool with respiration 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eRSP3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- enchant the player-argument's tool with respiration 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- command /eAA1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 20:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 19
- reduce the player-argument's level by 20
- enchant the player-argument's tool with aqua affinity 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- play ender signal at player-argument's targeted block
- play mobspawner flames at player-argument's targeted block
- #luckOF sea AND LURE
- command /eLURE1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with lure 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- command /eLURE2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 24:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 23
- reduce the player-argument's level by 24
- enchant the player-argument's tool with lure 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- command /eLURE3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 33:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 32
- reduce the player-argument's level by 33
- enchant the player-argument's tool with lure 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- command /eLUCKOFSEA1 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 15:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 14
- reduce the player-argument's level by 15
- enchant the player-argument's tool with luck of the sea 1
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- command /eLUCKOFSEA2 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 24:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 23
- reduce the player-argument's level by 24
- enchant the player-argument's tool with luck of the sea 2
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- command /eLUCKOFSEA3 [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 33:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 32
- reduce the player-argument's level by 33
- enchant the player-argument's tool with luck of the sea 3
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- #CUSTOM ENCHANTS---------------------------
- command /eVAMPIRISM [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 43:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 42
- reduce the player-argument's level by 43
- set lore of player-argument's tool to "<gray>Vampirism I"
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- on damage:
- attacker is holding sword with lore "<gray>Vampirism I"
- heal attacker by .5 hearts
- command /eVENOM [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 40:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 39
- reduce the player-argument's level by 40
- set lore of player-argument's tool to "<gray>Venom I"
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- on damage:
- attacker is holding bow with lore "<gray>Venom I"
- apply poison 1 to the victim for 5 seconds
- command /eREANIMATION [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 40:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 39
- reduce the player-argument's level by 40
- set lore of player-argument's tool to "<gray>Reanimation I"
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- on death:
- victim is wearing chestplate with lore "<gray>Reanimation I"
- spawn a zombie above attacker
- message "%victim%'s corpse has reanimated!It wants Revenge." to attacker
- command /eCURSED [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 30:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 29
- reduce the player-argument's level by 30
- set lore of player-argument's tool to "<gray>Cursed I"
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- on death:
- victim is wearing helmet with lore "<gray>Cursed I"
- message "You've been hurt by %victim%'s curse."
- damage attacker by 2 hearts
- command /eAUTOPLANT [<player>]:
- executable by: console
- trigger:
- wait 3 ticks
- if player-argument's level is less than 5:
- message "<red>Your level is not high enough!" to player-argument
- player-argument's level is higher than 4
- reduce the player-argument's level by 5
- set lore of player-argument's tool to "<gray>Planting I"
- message "<green>Upgrade Complete!" to player-argument
- play raw sound "random.levelup" at player-argument with pitch 1 volume 1
- wait 1 tick
- on rightclick on soil:
- player is holding hoe with lore "<gray>Planting I"
- player has seeds
- block above clicked block is air
- set block above clicked block to crops
- remove 1 wheat seeds from player
- #Enchant Crystals
- on death of zombie or creeper or skeleton or spider:
- {EnchantCrystals} is true
- chance of 5%:
- add 1 emerald named "<purple>Level Crystal" with lore "<light blue>Right click on enchantment table to get some levels" to drops
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