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- command /cool:
- trigger:
- add 3 to {common::%player%}
- add 3 to {rare::%player%}
- add 3 to {epic::%player%}
- add 3 to {legendary::%player%}
- send "&7You gave &c%player% &43 &7of each Crate!"
- variables:
- {common::%player%} = 0
- {rare::%player%} = 0
- {epic::%player%} = 0
- {legendary::%player%} = 0
- command /Contrabands:
- trigger:
- open virtual chest inventory with size 3 named "&d&lContrabands " to player
- make gui slot 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 17, 18, 19, 20, 21, 22, 23, 24, 25, and 26 of player with gray glass named " " to do nothing
- make gui slot 10 of player with chest named "&2*&a*&2* &2&lCommon &a&lContraband &2*&a*&2*" with lore "||&7Chances of getting...||||&2* &aItem 1||&2* &aItem 2||&2* &aItem 3||&2* &aItem 4||||&fYou have &2x%{common::%player%}% &fContraband(s)" to run:
- if {cooldown::%player%} is not set:
- if {common::%player%} >= 1:
- set {cooldown::%player%} to true
- remove 1 from {common::%player%}
- open virtual chest inventory with 3 rows named "&2&lCommon &a&lContraband" to player
- loop 28 times:
- make gui slot {_n} of player with shiny green glass named "&f" to do nothing
- make gui slot 0 of player with shiny green glass named "&f" to do nothing
- add 1 to {_n}
- loop 100 times:
- play "entity_player_levelup" to player
- set {_number} to a random integer between 1 and 4
- if {_number} is 1:
- make gui slot 13 of player with 1 of shiny coal named "&71 Coal" to do nothing
- if {_number} is 2:
- make gui slot 13 of player with 2 of shiny coal named "&72 Coal" to do nothing
- if {_number} is between 3 and 4:
- make gui slot 13 of player with 3 of shiny coal named "&73 Coal" to do nothing
- wait 1 tick
- delete {cooldown::%player%}
- if {_number} is 1:
- give player 1 coal
- send "&2*&a*&2* &fYou won 1 Coal &2*&a*&2*"
- if {_number} is 2:
- give player 2 coal
- send "&2*&a*&2* &fYou won 2 Coal &2*&a*&2*"
- if {_number} is between 3 and 4:
- give player 3 coal
- send "&2*&a*&2* &fYou won 3 Coal &2*&a*&2*"
- else:
- send "&7You need more &2&lCommon &a&lContrabands &7before you can do this again!"
- make gui slot 12 of player with chest named "&3*&b*&3* &3&lRare &b&lContraband &3*&b*&3*" with lore "||&7Chances of getting...||||&3* &bItem 1||&3* &bItem 2||&3* &bItem 3||&3* &bItem 4||||&fYou have &3x%{rare::%player%}% &fContraband(s)" to run:
- if {cooldown::%player%} is not set:
- if {rare::%player%} >= 1:
- set {cooldown::%player%} to true
- remove 1 from {rare::%player%}
- open virtual chest inventory with 3 rows named "&3&lRare &b&lContraband" to player
- loop 28 times:
- make gui slot {_n} of player with shiny blue glass named "&f" to do nothing
- make gui slot 0 of player with shiny blue glass named "&f" to do nothing
- add 1 to {_n}
- loop 100 times:
- play "entity_player_levelup" to player
- set {_number} to a random integer between 1 and 4
- if {_number} is 1:
- make gui slot 13 of player with 1 of shiny coal named "&71 Coal" to do nothing
- if {_number} is 2:
- make gui slot 13 of player with 2 of shiny coal named "&72 Coal" to do nothing
- if {_number} is between 3 and 4:
- make gui slot 13 of player with 3 of shiny coal named "&73 Coal" to do nothing
- wait 1 tick
- delete {cooldown::%player%}
- if {_number} is 1:
- give player 1 coal
- send "&3*&b*&3* &fYou won 1 Coal &3*&b*&3*"
- if {_number} is 2:
- give player 2 coal
- send "&3*&b*&3* &fYou won 2 Coal &3*&b*&3*"
- if {_number} is between 3 and 4:
- give player 3 coal
- send "&3*&b*&3* &fYou won 3 Coal &3*&b*&3*"
- else:
- send "&7You need more &3&lRare &b&lContrabands &7before you can do this again!"
- make gui slot 14 of player with chest named "&5*&d*&5* &5&lEpic &d&lContraband &5*&d*&5*" with lore "||&7Chances of getting...||||&5* &dItem 1||&5* &dItem 2||&5* &dItem 3||&5* &dItem 4||||&fYou have &5x%{epic::%player%}% &fContraband(s)" to run:
- if {cooldown::%player%} is not set:
- if {epic::%player%} >= 1:
- set {cooldown::%player%} to true
- remove 1 from {epic::%player%}
- open virtual chest inventory with 3 rows named "&5&lEpic &d&lContraband" to player
- loop 28 times:
- make gui slot {_n} of player with shiny purple glass named "&f" to do nothing
- make gui slot 0 of player with shiny purple glass named "&f" to do nothing
- add 1 to {_n}
- loop 100 times:
- play "entity_player_levelup" to player
- set {_number} to a random integer between 1 and 4
- if {_number} is 1:
- make gui slot 13 of player with 1 of shiny coal named "&71 Coal" to do nothing
- if {_number} is 2:
- make gui slot 13 of player with 2 of shiny coal named "&72 Coal" to do nothing
- if {_number} is between 3 and 4:
- make gui slot 13 of player with 3 of shiny coal named "&73 Coal" to do nothing
- wait 1 tick
- delete {cooldown::%player%}
- if {_number} is 1:
- give player 1 coal
- send "&5*&d*&5* &fYou won 1 Coal &5*&d*&5*"
- if {_number} is 2:
- give player 2 coal
- send "&5*&d*&5* &fYou won 2 Coal &5*&d*&5*"
- if {_number} is between 3 and 4:
- give player 3 coal
- send "&5*&d*&5* &fYou won 3 Coal &5*&d*&5*"
- else:
- send "&7You need more &5&lEpic &d&lContrabands &7before you can do this again!"
- make gui slot 16 of player with ender chest named "&6*&e*&6* &6&lLegendary &e&lContraband &6*&e*&6*" with lore "||&7Chances of getting...||||&6* &eItem 1||&6* &eItem 2||&6* &eItem 3||&6* &eItem 4||||&fYou have &6x%{legendary::%player%}% &fContraband(s)" to run:
- if {cooldown::%player%} is not set:
- if {legendary::%player%} >= 1:
- set {cooldown::%player%} to true
- remove 1 from {legendary::%player%}
- open virtual chest inventory with 3 rows named "&6&lLegendary &e&lContraband" to player
- loop 28 times:
- make gui slot {_n} of player with shiny purple glass named "&f" to do nothing
- make gui slot 0 of player with shiny purple glass named "&f" to do nothing
- add 1 to {_n}
- loop 100 times:
- play "entity_player_levelup" to player
- set {_number} to a random integer between 1 and 4
- if {_number} is 1:
- make gui slot 13 of player with 1 of shiny coal named "&71 Coal" to do nothing
- if {_number} is 2:
- make gui slot 13 of player with 2 of shiny coal named "&72 Coal" to do nothing
- if {_number} is between 3 and 4:
- make gui slot 13 of player with 3 of shiny coal named "&73 Coal" to do nothing
- wait 1 tick
- delete {cooldown::%player%}
- if {_number} is 1:
- give player 1 coal
- send "&6*&e*&6* &fYou won 1 Coal &6*&e*&6*"
- if {_number} is 2:
- give player 2 coal
- send "&6*&e*&6* &fYou won 2 Coal &6*&e*&6*"
- if {_number} is between 3 and 4:
- give player 3 coal
- send "&6*&e*&6* &fYou won 3 Coal &6*&e*&6*"
- else:
- send "&7You need more &6&lLegendary &e&lContrabands &7before you can do this again!"
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