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- command /start:
- trigger:
- loop all players:
- remove health boost from loop-player
- loop {parkact::%loop-player%::*}:
- delete {parkact::%loop-player%::%loop-index%}
- chestplate slot of loop-player isn't air
- set {_lp} to loop-player
- set {_item} to chestplate slot of loop-player
- enchant {_item} with curse of binding
- set chestplate slot of loop-player to {_item}
- set {_1} to 1st line of chestplate slot of loop-player 's lore
- set {_2} to 2nd line of chestplate slot of loop-player 's lore
- set {_3} to 3rd line of chestplate slot of loop-player 's lore
- set {_loop} to 1
- loop 3 times:
- if subtext of {_%{_loop}%} from characters 3 to 4 is "00":
- give 10 emerald to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "01":
- give iron sword to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "02":
- give totem of undying to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "03":
- set {parkact::%loop-player%::03} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "04":
- set {parkact::%loop-player%::04} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "05":
- set {parkact::%loop-player%::05} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "06":
- set {parkact::%loop-player%::06} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "06":
- set {parkact::%loop-player%::06} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "07":
- give shield to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "08":
- set {parkact::%loop-player%::08} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "09":
- execute console command "shot give TOASTER %loop-player%"
- if subtext of {_%{_loop}%} from characters 3 to 4 is "10":
- set {parkact::%loop-player%::10} to true
- if subtext of {_%{_loop}%} from characters 3 to 4 is "11":
- spawn 1 wolf at loop-player
- tame the last spawned entity to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "12":
- apply health boost of tier 5 to loop-player for 999 days
- if subtext of {_%{_loop}%} from characters 3 to 4 is "13":
- give strong splash potion of instant damage to loop-player
- if subtext of {_%{_loop}%} from characters 3 to 4 is "14":
- set {parkact::%loop-player%::14} to true
- set {_loop} to {_loop} + 1
- command /editpark [<number>]:
- trigger:
- set {_pl} to player
- if arg is 2:
- open chest with 3 row named "&aパークエディット:パーク2" to player
- wait 1 tick
- format slot 0 of player with emerald named "&aパーク:エメラルド" with lore "&r初期エメラルド所持(重複可能)" to run "park 2 0 %{_pl}%"
- format slot 1 of player with wooden sword named "&cパーク:ウェポン" with lore "&r初期武器所持(重複可能)" to run "park 2 1 %{_pl}%"
- format slot 2 of player with totem of undying named "&cパーク:復活" with lore "&r不死のトーテム所持(重複可能)" to run "park 2 2 %{_pl}%"
- format slot 3 of player with white banner item named "&cパーク:透明化" with lore "&rシフトで半透明化(重複不可能)" to run "park 2 3 %{_pl}%"
- format slot 4 of player with feather named "&cパーク:走行速度" with lore "&r走行速度上昇、ただし一定時間で元に戻る 時間経過で復活(重複不可能)" to run "park 2 4 %{_pl}%"
- format slot 5 of player with TNT named "&cパーク:ペイバック" with lore "&r死亡時大爆発" to run "park 2 5 %{_pl}%"
- format slot 6 of player with iron axe named "&cパーク:攻撃上昇" with lore "&r常時攻撃力上昇" to run "park 2 6 %{_pl}%"
- format slot 7 of player with obsidian named "&cパーク:ガーディアン" with lore "&r盾所持" to run "park 2 7 %{_pl}%"
- format slot 8 of player with dispenser named "&cパーク:叫び" with lore "&r攻撃されると発光" to run "park 2 8 %{_pl}%"
- format slot 9 of player with tripwire hook named "&cパーク:罠" with lore "&rトースター所持" to run "park 2 9 %{_pl}%"
- format slot 10 of player with diamond named "&cパーク:幸運" with lore "&r常時幸運" to run "park 2 10 %{_pl}%"
- format slot 11 of player with bone named "&cパーク:猛獣使い" with lore "&r初期狼所持" to run "park 2 11 %{_pl}%"
- format slot 12 of player with diamond chestplate named "&cパーク:体力高め" with lore "&r最大体力上昇" to run "park 2 12 %{_pl}%"
- format slot 13 of player with bottle named "&cパーク:薬剤師" with lore "&rデバフポーション所持" to run "park 2 13 %{_pl}%"
- format slot 14 of player with diamond boots named "&cパーク:受け身" with lore "&r落下ダメージ無効" to run "park 2 14 %{_pl}%"
- else if arg is 3:
- open chest with 3 row named "&aパークエディット:パーク3" to player
- wait 1 tick
- format slot 0 of player with emerald named "&aパーク:エメラルド" with lore "&r初期エメラルド所持(重複可能)" to close then run "park 3 0 %{_pl}%"
- format slot 1 of player with wooden sword named "&cパーク:ウェポン" with lore "&r初期武器所持(重複可能)" to close then run "park 3 1 %{_pl}%"
- format slot 2 of player with totem of undying named "&cパーク:復活" with lore "&r不死のトーテム所持(重複可能)" to close then run "park 3 2 %{_pl}%"
- format slot 3 of player with white banner item named "&cパーク:透明化" with lore "&rシフトで半透明化(重複不可能)" to close then run "park 3 3 %{_pl}%"
- format slot 4 of player with feather named "&cパーク:走行速度" with lore "&r走行速度上昇、ただし一定時間で元に戻る 時間経過で復活(重複不可能)" to close then run "park 3 4 %{_pl}%"
- format slot 5 of player with TNT named "&cパーク:ペイバック" with lore "&r死亡時大爆発" to close then run "park 3 5 %{_pl}%"
- format slot 6 of player with iron axe named "&cパーク:攻撃上昇" with lore "&r常時攻撃力上昇" to close then run "park 3 6 %{_pl}%"
- format slot 7 of player with obsidian named "&cパーク:ガーディアン" with lore "&r盾所持" to close then run "park 3 7 %{_pl}%"
- format slot 8 of player with dispenser named "&cパーク:叫び" with lore "&r攻撃されると発光" to close then run "park 3 8 %{_pl}%"
- format slot 9 of player with tripwire hook named "&cパーク:罠" with lore "&rトースター所持" to close then run "park 3 9 %{_pl}%"
- format slot 10 of player with diamond named "&cパーク:幸運" with lore "&r常時幸運" to close then run "park 3 10 %{_pl}%"
- format slot 11 of player with bone named "&cパーク:猛獣使い" with lore "&r初期狼所持" to close then run "park 3 11 %{_pl}%"
- format slot 12 of player with diamond chestplate named "&cパーク:体力高め" with lore "&r最大体力上昇" to close then run "park 3 12 %{_pl}%"
- format slot 13 of player with bottle named "&cパーク:薬剤師" with lore "&rデバフポーション所持" to close then run "park 3 13 %{_pl}%"
- format slot 14 of player with diamond boots named "&cパーク:受け身" with lore "&r落下ダメージ無効" to close then run "park 3 14 %{_pl}%"
- else:
- open chest with 3 row named "&aパークエディット:パーク1" to player
- wait 1 tick
- format slot 0 of player with emerald named "&aパーク:エメラルド" with lore "&r初期エメラルド所持(重複可能)" to run "park 1 0 %{_pl}%"
- format slot 1 of player with wooden sword named "&cパーク:ウェポン" with lore "&r初期武器所持(重複可能)" to run "park 1 1 %{_pl}%"
- format slot 2 of player with totem of undying named "&cパーク:復活" with lore "&r不死のトーテム所持(重複可能)" to run "park 1 2 %{_pl}%"
- format slot 3 of player with white banner item named "&cパーク:透明化" with lore "&rシフトで半透明化(重複不可能)" to run "park 1 3 %{_pl}%"
- format slot 4 of player with feather named "&cパーク:走行速度" with lore "&r走行速度上昇、ただし一定時間で元に戻る 時間経過で復活(重複不可能)" to run "park 1 4 %{_pl}%"
- format slot 5 of player with TNT named "&cパーク:ペイバック" with lore "&r死亡時大爆発" to run "park 1 5 %{_pl}%"
- format slot 6 of player with iron axe named "&cパーク:攻撃上昇" with lore "&r常時攻撃力上昇" to run "park 1 6 %{_pl}%"
- format slot 7 of player with obsidian named "&cパーク:ガーディアン" with lore "&r盾所持" to run "park 1 7 %{_pl}%"
- format slot 8 of player with dispenser named "&cパーク:叫び" with lore "&r攻撃されると発光" to run "park 1 8 %{_pl}%"
- format slot 9 of player with tripwire hook named "&cパーク:罠" with lore "&rトースター所持" to run "park 1 9 %{_pl}%"
- format slot 10 of player with diamond named "&cパーク:幸運" with lore "&r常時幸運" to run "park 1 10 %{_pl}%"
- format slot 11 of player with bone named "&cパーク:猛獣使い" with lore "&r初期狼所持" to run "park 1 11 %{_pl}%"
- format slot 12 of player with diamond chestplate named "&cパーク:体力高め" with lore "&r最大体力上昇" to run "park 1 12 %{_pl}%"
- format slot 13 of player with bottle named "&cパーク:薬剤師" with lore "&rデバフポーション所持" to run "park 1 13 %{_pl}%"
- format slot 14 of player with diamond boots named "&cパーク:受け身" with lore "&r落下ダメージ無効" to run "park 1 14 %{_pl}%"
- command /park <number> <number> [<player>]:
- trigger:
- arg 1 is 1 or 2 or 3
- if arg 2 is 0:
- set {park::%arg 3%::%arg 1%} to "&r00 初期エメ"
- if arg 2 is 1:
- set {park::%arg 3%::%arg 1%} to "&r01 初期武器"
- if arg 2 is 2:
- set {park::%arg 3%::%arg 1%} to "&r02 トーテム"
- if arg 2 is 3:
- set {park::%arg 3%::%arg 1%} to "&r03 半透明化"
- if arg 2 is 4:
- set {park::%arg 3%::%arg 1%} to "&r04 走り上昇"
- if arg 2 is 5:
- set {park::%arg 3%::%arg 1%} to "&r05 死亡爆発"
- if arg 2 is 6:
- set {park::%arg 3%::%arg 1%} to "&r06 攻撃上昇"
- if arg 2 is 7:
- set {park::%arg 3%::%arg 1%} to "&r07 初期大盾"
- if arg 2 is 8:
- set {park::%arg 3%::%arg 1%} to "&r08 超痛がり"
- if arg 2 is 9:
- set {park::%arg 3%::%arg 1%} to "&r09 職業罠師"
- if arg 2 is 10:
- set {park::%arg 3%::%arg 1%} to "&r10 金に縁有"
- if arg 2 is 11:
- set {park::%arg 3%::%arg 1%} to "&r11 狼が懐く"
- if arg 2 is 12:
- set {park::%arg 3%::%arg 1%} to "&r12 体力強化"
- if arg 2 is 13:
- set {park::%arg 3%::%arg 1%} to "&r13 毒薬使い"
- if arg 2 is 14:
- set {park::%arg 3%::%arg 1%} to "&r14 受身強化"
- if arg 1 is 1:
- execute arg 3 command "editpark 2"
- else if arg 1 is 2:
- wait 5 tick
- execute arg 3 command "editpark 3"
- else if arg 1 is 3:
- set {_item} to leather chestplate named "&rパーク"
- set 1st line of {_item}'s lore to {park::%arg 3%::1}
- set 2nd line of {_item}'s lore to {park::%arg 3%::2}
- set 3rd line of {_item}'s lore to {park::%arg 3%::3}
- give {_item} to arg 3
- arg 2 is -1
- delete {park::%arg 3%::1}
- delete {park::%arg 3%::2}
- delete {park::%arg 3%::3}
- on sneak toggle:
- {parkact::%player%::03} is true
- if player isn't sneaking:
- apply invisibility to player for 60 seconds
- else:
- remove invisibility from player
- every tick:
- loop all players:
- {parkact::%loop-player%::04} is true
- if {parkact04::%loop-player%} is less than 999:
- set {parkact04::%loop-player%} to {parkact04::%loop-player%} + 1
- set loop-player's level progress to {parkact04::%loop-player%} / 1000
- if loop-player is sprinting:
- if {parkact04::%loop-player%} is bigger than 6:
- set the loop-player's walk speed to 0.5
- set {parkact04::%loop-player%} to {parkact04::%loop-player%} - 5
- else:
- set the loop-player's walk speed to 0.2
- else:
- set the loop-player's walk speed to 0.2
- on death:
- {parkact::%victim%::05} is true
- create a safe explosion with force 8 at {parkact05::%player%}
- on damage:
- if damage cause is fall:
- {parkact::%victim%::14} is true
- cancel event
- if {parkact::%victim%::08} is true:
- apply glowing to victim for 5 seconds
- if {parkact::%victim%::05} is true:
- set {parkact05::%victim%} to location of victim
- attacker is player
- if {parkact::%attacker%::10} is true:
- apply luck of tier 5 to attacker for 10 second
- {parkact::%attacker%::06} is true
- set damage to damage + 5
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