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- # Just realised there are two folders and i had to redo the coordinates for a fifth time
- # Not doing HellMap until map is confirm
- # 1 & 2 in vars are sides and 's' is the shark spawnpoint
- options:
- 1: "yes"
- #HellMap !Todo!
- #S1: (location at -3, 0, -92 of "world") to (location at 129, 150, -84 of "world")
- #S2: (location at 129, 0, 70 of "world") to (location at -3, 150, 62 of "world")
- ##Lobby
- #Lobby: (location at -658, 94, 61 of "world")
- ##IceMap
- #I1: (location at 106, 64, 57 of "world") to (location at 102, 64, 52 of "world")
- #I2: (location at 12, 62, 64 of "world") to (location at 15, 62, 67 of "world")
- #IS: location at 51, 71, 70 of "world"
- ##ExoticMap
- #E1: (location at -661, 7, 996 of "world") to (location at -657, 7, 999 of "world")
- #E2: (location at -741, 7, 995 of "world") to (location at -735, 7, 999 of "world")
- on load:
- wait a tick
- set {lobby} to (location at -658, 94, 61 of "world")
- set {map::s::1} to (location at -3, 0, -92 of "world") to (location at 129, 150, -84 of "world")
- set {map::s::2} to (location at 129, 0, 70 of "world") to (location at -3, 150, 62 of "world")
- set {map::s::s} to location at
- set {map::i::1} to (location at 106, 64, 57 of "world") to (location at 102, 64, 52 of "world")
- set {map::i::2} to (location at 12, 62, 64 of "world") to (location at 15, 62, 67 of "world")
- set {map::i::s} to location at 51, 71, 70 of "world"
- set {map::e::1} to (location at -661, 7, 996 of "world") to (location at -657, 7, 999 of "world")
- set {map::e::2} to (location at -741, 7, 995 of "world") to (location at -735, 7, 999 of "world")
- function dogging(b: boolean = false) :: string:
- add "E" to {_maps::*}
- add "I" to {_maps::*}
- add "S" to {_maps::*}
- set {_map} to a random object out of {_maps::*}
- return {_map}
- function getState(b: boolean = true) :: integer:
- return value of sql var "game::snm1::state" parsed as integer
- function getWins(p: offlineplayer) :: integer:
- return value of sql var "stats::snm::wins::%{_p}%" parsed as integer
- function loadKits(b: boolean = true):
- loop all players:
- if {game::minnows::%loop-player%} is set:
- if {game::mkit::%loop-player%} is 0:
- clear loop-player's inventory
- equip loop-player with leather helmet
- equip loop-player with leather leggings
- equip loop-player with leather boots
- equip loop-player with leather chestplate
- dye loop-player's helmet yellow
- dye loop-player's chestplate blue
- dye loop-player's leggings yellow
- dye loop-player's boots blue
- set slot 0 of loop-player's inventory to a fishing rod named "&5Flipper"
- else if {game::mkit::%loop-player%} is 1:
- clear loop-player's inventory
- equip loop-player with leather helmet
- equip loop-player with leather leggings
- equip loop-player with leather boots
- equip loop-player with leather chestplate
- dye loop-player's helmet orange
- dye loop-player's chestplate white
- dye loop-player's leggings orange
- dye loop-player's boots white
- set slot 0 of loop-player's inventory to a fishing rod named "&5Flipper"
- else:
- clear loop-player's inventory
- equip loop-player with leather helmet
- equip loop-player with leather leggings
- equip loop-player with leather boots
- equip loop-player with leather chestplate
- dye loop-player's helmet blue
- dye loop-player's chestplate white
- dye loop-player's leggings blue
- dye loop-player's boots white
- set slot 0 of loop-player's inventory to a fishing rod named "&5Flipper"
- else if {game::sharks::%loop-player%} is set:
- if {game::skit::%loop-player%} is 0:
- clear loop-player's inventory
- equip loop-player with leather chestplate
- dye loop-player's chestplate cyan
- set slot 0 of loop-player's inventory to a ghast tear of sharpness 6 named "&fTeeth"
- set slot 1 of loop-player's inventory to a stone hoe named "&6Charge" with lore "&7Right click for a 5 second speed boost"
- else if {game::skit::%loop-player%} is 1:
- clear loop-player's inventory
- equip loop-player with leather chestplate
- equip loop-player with leather leggings
- dye loop-player's chestplate brown
- dye loop-player's chestplate grey
- set slot 0 of loop-player's inventory to a ghast tear of sharpness 5 named "&fTeeth"
- set slot 1 of loop-player's inventory to a wooden hoe named "&6Confusion Blitz" with lore "&7Right click to confuse the minnows||&7You are currently pursuing"
- function startLoop(b: boolean = true):
- while true:
- loop all players:
- if {game::sharks::%loop-player%} is set:
- if loop-player is within {map::%{map}%::1}:
- set {_loc} to location at x-coordinate of loop-player, y-coordinate of loop-player, z-coordinate of loop-player + (difference between z-coordinate of loop-player and -84.5 + 1) of "world"
- while block at location 1 above {_loc} is not air:
- set {_loc} to location 1 above {_loc}
- teleport loop-player to location 1 above {_loc}
- send "&cYou cannot enter that area!" to loop-player
- else if loop-player is within {map::%{map}%::2}:
- set {_loc} to location at x-coordinate of loop-player, y-coordinate of loop-player, z-coordinate of loop-player - (difference between z-coordinate of loop-player and 62.5 - 1) of "world"
- while block at location 1 above {_loc} is not air:
- set {_loc} to location 1 above {_loc}
- teleport loop-player to location 1 above {_loc}
- send "&cYou cannot enter that area!" to loop-player
- else if {game::minnows::%loop-player%} is set:
- if {game::safeside} is 1:
- if {game::safe::%loop-player%} is set:
- loop-player is not within {map::%{map}%::1}
- set {_loc} to location at x-coordinate of loop-player, y-coordinate of loop-player, z-coordinate of loop-player - (difference between z-coordinate of loop-player and -84.5 - 1) of "world"
- while block at location 1 above {_loc} is not air:
- set {_loc} to location 1 above {_loc}
- teleport loop-player to location 1 above {_loc}
- send "&cYou cannot leave the safe zone once you have entered it!" to loop-player
- else:
- {game::start} is true
- loop-player is within {map::%{map}%::1}
- set {game::safe::%loop-player%} to true
- send "&eYou are now safe from sharks!" to loop-player
- addCoins(loop-player, 15)
- else if {game::safeside} is 2:
- if {game::safe::%loop-player%} is set:
- loop-player is not within {map::%{map}%::2}
- set {_loc} to location at x-coordinate of loop-player, y-coordinate of loop-player, z-coordinate of loop-player + (difference between z-coordinate of loop-player and 62.5 + 1) of "world"
- while block at location 1 above {_loc} is not air:
- set {_loc} to location 1 above {_loc}
- teleport loop-player to location 1 above {_loc}
- send "&cYou cannot leave the safe zone once you have entered it!" to loop-player
- else:
- {game::start} is true
- loop-player is within {map::%{map}%::1}
- set {game::safe::%loop-player%} to true
- send "&eYou are now safe from sharks!" to loop-player
- addCoins(loop-player, 15)
- wait 6 ticks
- function getKills(p: offlineplayer) :: integer:
- return value of sql var "stats::snm::kills::%{_p}%" parsed as integer
- function getPlays(p: offlineplayer) :: integer:
- return value of sql var "stats::snm::gamesplayed::%{_p}%" parsed as integer
- function switchSides(b: boolean = true):
- loop blocks within {map::%{map}%::1}:
- if loop-block is red hardened clay:
- set loop-block to green hardened clay
- else if loop-block is green hardened clay:
- set loop-block to red hardened clay
- loop blocks within {map::%{map}%::2}:
- if loop-block is red hardened clay:
- set loop-block to green hardened clay
- else if loop-block is green hardened clay:
- set loop-block to red hardened clay
- function checkforWins(b: boolean = true) :: boolean:
- if size of {game::minnows::*} is more than 0:
- return true
- else:
- if size of {game::sharks::*} is more than 0:
- return false
- function processWin(s: string) :: boolean:
- if {_s} is "Minnows":
- broadcast "&7========================="
- broadcast "&eMinnows win the game!"
- broadcast "&7========================="
- loop 10 times:
- command "/playsound fireworks.launch @a"
- wait 10 ticks
- loop all players:
- if {game::minnows::%loop-player%} is set:
- addCoins(loop-player, 100)
- send "&e100 coins on winning!" to loop-player
- else if {game::sharks::%loop-player%} is set:
- addCoins(loop-player, 50)
- send "&e50 coins on participating!" to loop-player
- send loop-player to "lobby1"
- delete {game::*}
- set sql var "game::snm1:state" to "0"
- wait 10 seconds
- command "/stop"
- else if {_s} is "Sharks":
- broadcast "&7========================="
- broadcast "&eSharks win the game!"
- broadcast "&7========================="
- loop 10 times:
- command "/playsound fireworks.launch @a"
- wait 10 ticks
- loop all players:
- if {game::minnows::%loop-player%} is set:
- addCoins(loop-player, 50)
- send "&e50 coins on participating!" to loop-player
- else if {game::sharks::%loop-player%} is set:
- addCoins(loop-player, 100)
- send "&e100 coins on winning!" to loop-player
- send loop-player to "lobby1"
- delete {game::*}
- set sql var "game::snm1:state" to "0"
- wait 10 seconds
- command "/stop"
- else if {_s} is "None":
- delete {game::*}
- set sql var "game::snm1:state" to "0"
- wait 10 seconds
- command "/stop"
- function startRound(b: boolean = true):
- getState() is 3
- delete {game::safe::*}
- delete {game::temp::*}
- {game::start} is not set
- set {game::start} to true
- add 1 to {game::rounds::*}
- wait 2 ticks
- loop all players:
- wipe loop-player's sidebar
- set name of sidebar of loop-player to "&7Sharks & Minnows"
- set id score "&7Round: &e%size of {game::rounds::*}%" in sidebar of loop-player to 11 with id "Round.%loop-player%"
- set id score "&7Round Time: &e60" in sidebar of loop-player to 8 with id "RoundTime.%loop-player%"
- set id score " " in sidebar of loop-player to 6 with id "Space3.%loop-player%"
- set id score "&7Sharks: &e%size of {game::sharks::*}%" in sidebar of loop-player to 5 with id "Sharks.%loop-player%"
- set id score "&7Minnows: &e%size of {game::minnows::*}%" in sidebar of loop-player to 2 with id "Minnows.%loop-player%"
- set id score "&ewww.minealot.net" in sidebar of loop-player to 0 with id "Website.%loop-player%"
- if size of {game::rounds::*} is less than 9:
- loop 60 times:
- getState() is 3
- loop all players:
- update score id "RoundTime.%loop-player%" to "&7Round Time: &e%60 - loop-number%" and 8
- if size of {game::safe::*} is size of {game::minnows::*}:
- broadcast "&7All minnows have made it to their side safely!"
- stop loop
- wait 1 second
- loop all players:
- update score id "RoundTime.%loop-player%" to "&7Round Time: &e0" and 8
- broadcast "&7Round &e%size of {game::rounds::*}% &7is now over!"
- loop {game::sharks::*}:
- teleport loop-value to location at 63, 26, -10 of the world "world"
- loop {game::minnows::*}:
- {game::safe::%loop-value%} is not set
- kill loop-value
- delete {game::start}
- if size of {game::minnows::*} is 0:
- processWin("Sharks")
- delete {game::*}
- set sql var "game::snm1:state" to "0"
- wait 10 seconds
- command "/stop"
- loop 15 times:
- getState() is 3
- loop all players:
- set loop-player's level to 15 - loop-number
- update score id "RoundTime.%loop-player%" to "&7Next Round &e%15 - loop-number%" and 8
- command "/playsound note.hat @a ~ ~ ~ 1 1 1"
- wait 1 second
- switchSides()
- if {game::safeside} is 1:
- set {game::safeside} to 2
- else:
- set {game::safeside} to 1
- getState() is 3
- startRound()
- else:
- if "%checkforWins()%" is "true":
- processWin("Minnows")
- else if "%checkforWins()%" is "false":
- processWin("Sharks")
- else:
- processWin("None")
- on load:
- command "/save-off"
- on projectile hit:
- wait 5 ticks
- delete projectile
- on drop:
- cancel the event
- on item spawn:
- cancel the event
- on spawn:
- cancel the event
- on break:
- cancel the event
- on place:
- cancel the event
- on death of a player:
- clear drops
- set death message to ""
- getState() is 3
- delete {game::minnows::%victim%}
- set {game::sharks::%victim%} to player
- if attacker is set:
- broadcast "&e%victim%&7 has been eliminated by a shark &e(%attacker%)&7 and have now became one, beware!"
- addCoins(attacker, 15)
- else:
- broadcast "&e%victim%&7 has been eliminated for not reaching the safe zone! They have transformed into a shark."
- if checkforWins() is true:
- wait 5 ticks
- force respawn victim
- loop all players:
- update score id "Sharks.%loop-player%" to "&7Sharks: &e%size of {game::sharks::*}%" and 5
- update score id "Minnows.%loop-player%" to "&7Minnows: &e%size of {game::minnows::*}%" and 2
- else if checkforWins() is false:
- if attacker is set:
- processWin("Sharks")
- else:
- processWin("None")
- on weather change:
- set weather to sun
- on block damage:
- cancel the event
- on hunger meter change:
- cancel the event
- set player's food level to 10
- on damage of a player:
- if damage-cause is void:
- cancel event
- teleport player to {lobby}
- if getState() is 1 or 2:
- cancel the event
- heal victim
- else if getState() is 3:
- if "%{game::sharks::%victim%}%%{game::sharks::%attacker%}%" is "%victim%%attacker%":
- cancel the event
- else if "%{game::minnows::%victim%}%%{game::minnows::%attacker%}%" is "%victim%%attacker%":
- cancel the event
- else if {game::safe::%victim%} is set:
- cancel the event
- else if damage cause is fall:
- cancel the event
- command /eval <text>:
- permission: skript.op
- trigger:
- evaluate "%arg-1%"
- on skript unload:
- delete {game::*}
- on skript load:
- delete {game::*}
- delete {map::*}
- delete {map}
- wait 2 ticks
- set {map} to dogging(true)
- set sql var "game::snm1::state" to "1"
- while amount of players is less than 5:
- loop all players:
- set loop-player's action bar to " &7Need &e%5 - amount of players% &7more players to start the game."
- wait 2 seconds
- while true:
- wait 1 second
- if {game::time} is set:
- difference between {game::time} and now is greater than 30 seconds
- delete {game::time}
- getState() is 2
- set sql var "game::snm1::state" to "3"
- loop all players:
- {game::minnows::%loop-player%} is not set
- {game::sharks::%loop-player%} is not set
- if size of {game::sharks::*} is not floor(amount of players/3):
- set {game::sharks::%loop-player%} to loop-player
- else:
- set {game::minnows::%loop-player%} to loop-player
- set sql var "stats::snm::gamesplayed::%loop-player%" to "%getPlays(loop-player) + 1%"
- clear loop-player's inventory
- update inventory of loop-player
- loop {game::minnows::*}:
- update inventory of loop-value
- teleport loop-value to a random location between {map::%{map}%::1}
- teleport loop-value to 1 block above location at loop-value
- #evaluate "teleport loop-value to a random location between {@%{map}%1}"
- set loop-value's level to 0
- set loop-value's gamemode to adventure
- set {game::temp::mins::%loop-value%::x} to x coordinate of (location at loop-value)
- set {game::temp::mins::%loop-value%::z} to z coordinate of (location at loop-value)
- loop {game::sharks::*}:
- update inventory of loop-value
- teleport loop-value to {Lobby}
- set loop-value's level to 0
- set loop-value's gamemode to adventure
- clear loop-value's inventory
- set {game::temp::shr::%loop-value%::x} to x coordinate of (location at loop-value)
- set {game::temp::shr::%loop-value%::z} to z coordinate of (location at loop-value)
- loop 15 times:
- loop all players:
- set loop-player's level to 15 - loop-number
- if loop-number >= 10:
- if loop-number is not 15:
- send loop-player title "&7%15 - loop-number%" with subtitle "&7&ogame starting in..." for 2 seconds
- else:
- send loop-player title "&7&LGO!" with subtitle "&eGame started!" for 2 seconds
- if {game::temp::mins::%loop-player%::x} is set:
- apply slowness 10 to loop-player for 2 seconds
- if x coordinate of loop-player is not {game::temp::mins::%loop-player%::x}:
- teleport loop-player to (the location at ({game::temp::mins::%loop-player%::x}), 27, ({game::temp::mins::%loop-player%::z}) of the world "world")
- else if z coordinate of loop-player is not {game::temp::mins::%loop-player%::z}:
- teleport loop-player to (the location at ({game::temp::mins::%loop-player%::x}), 27, ({game::temp::mins::%loop-player%::z}) of the world "world")
- if {game::temp::shr::%loop-player%::x} is set:
- apply slowness 10 to loop-player for 2 seconds
- apply blindness 10 to loop-player for 2 seconds
- if x coordinate of loop-player is not {game::temp::mins::%loop-player%::x}:
- teleport loop-player to (the location at ({game::temp::shr::%loop-player%::x}), 26, ({game::temp::shr::%loop-player%::z}) of the world "world")
- else if z coordinate of loop-player is not {game::temp::mins::%loop-player%::z}:
- teleport loop-player to (the location at ({game::temp::shr::%loop-player%::x}), 26, ({game::temp::shr::%loop-player%::z}) of the world "world")
- if loop-number > 13:
- clear loop-player's inventory
- if {game::minnows::%loop-player%} is set:
- remove slowness from loop-player
- else if {game::sharks::%loop-player%} is set:
- remove slowness from loop-player
- remove blindness from loop-player
- update score id "RoundTime.%loop-player%" to "&7Next Round &e%15 - loop-number%" and 8
- command "/playsound note.hat @a ~ ~ ~ 1 1 1"
- wait 1 second
- wait 2 ticks
- startLoop()
- set {game::safeside} to 2
- #loop {game::minnows::*}: !! this was originally here s
- # teleport loop-value to location at (a random number between 0.28 and 126), 27, (a random number between -84 and -88) of the world "world"
- # set {game::safeside} to 2
- # set loop-value's level to 0
- # set loop-value's gamemode to adventure
- # clear loop-value's inventory
- loop {game::sharks::*}:
- teleport loop-value to location at 63, 26, -10 of the world "world"
- set loop-value's level to 0
- set loop-value's gamemode to adventure
- clear loop-value's inventory
- wait 5 ticks
- loadKits()
- startRound()
- if getState() is 1:
- loop all players:
- set loop-player's action bar to "&7Need at least &e%5 - amount of players%&7 more players to start!"
- else if getState() is 2:
- if amount of players is less than 1:
- set sql var "game::snm1::state" to "1"
- loop all players:
- set loop-player's level to 0
- set loop-player's action bar to "&7Need at least &e%5 - amount of players%&7 more players to start!"
- else:
- loop all players:
- set {_time} to difference between {game::time} and now
- set {_time} to "%difference between {_time} and 30 second%"
- set {_time::*} to {_time} split at "."
- set {_time} to {_time::1} parsed as integer
- set loop-player's level to {_time}
- set loop-player's action bar to "&7Starting in &e%{_time}% seconds"
- if {_time} is less than 11:
- command "/playsound random.click @a ~ ~ ~ 1 0.5 1"
- else if getState() is 3:
- wait 1 tick
- on join:
- heal player
- set join message to ""
- clear player's inventory
- set player's gamemode to adventure
- set player's level to 0
- teleport player to {lobby}
- set slot 2 of player's inventory to a clock named "&7Team Selector"
- if {game::multiplier} is not set:
- set slot 4 of player's inventory to a glowing gold ingot named "&7Multipliers"
- set slot 6 of player's inventory to a gunpowder named "&7Kit Selector"
- if amount of players is less than 3:
- set sql var "game::snm1::state" to "1"
- delete {game::time}
- else if amount of players is greater than or equal to 3:
- getState() is not 2 or 3
- set sql var "game::snm1::state" to "2"
- set {game::time} to now
- wipe player's sidebar
- set name of sidebar of player to "&7Sharks & Minnows"
- set id score "&7&r " in sidebar of player to 3 with id "Space1.%player%"
- set id score "&7Players:&e %amount of players%/24" in sidebar of player to 2 with id "Players.%player%"
- set id score "&r " in sidebar of player to 1 with id "Space2.%player%"
- set id score "&ewww.minealot.net" in sidebar of player to 0 with id "Website.%player%"
- while sidebar name for player is "&7Sharks & Minnows":
- wait 15 tick
- update score id "Players.%player%" to "&7Players:&e %amount of players%/24" and 2
- on quit:
- if {game::minnows::%player%} is set:
- delete {game::minnows::%player%}
- if size of {game::minnows::*} is less than 1:
- if checkforWins() is false:
- processWin("Sharks")
- else:
- processWin("None")
- else if {game::sharks::%player%} is set:
- delete {game::sharks::%player%}
- if size of all players < 1:
- processWin("None")
- loop all players:
- update score id "Sharks.%loop-player%" to "&7Sharks: &e%size of {game::sharks::*}%" and 5
- update score id "Minnows.%loop-player%" to "&7Minnows: &e%size of {game::minnows::*}%" and 2
- on rightclick holding wooden hoe:
- if difference between {game::skit::%player%::cd::1} and now is less than 30 seconds:
- message "&7Wait &e%difference between {game::skit::%player%::cd::1} and now%&7 before doing this again."
- stop trigger
- set {game::skit::%player%::cd::1} to now
- set {_p} to player
- if {_p} is player:
- loop 22 times:
- set {_loop-number} to loop-integer
- set {_ice.effect-loc} to the location {_loop-number} meters in front of {_p}'s head
- 1.8 spawn 25 of particle Magic Crit:0 offset by 0.3, 0.3, 0.3 at {_ice.effect-loc}
- play raw sound "dig.glass" at {_ice.effect-loc} with pitch 1 volume 1
- if block at {_ice.effect-loc} is not air:
- exit loop
- wait 2 ticks
- #launch flickering trailing burst firework colored cyan and white at the block below block at {_ice.effect-loc} timed .01
- #pop ball large firework colored cyan at the block at {_ice.effect-loc} to players
- 1.8 spawn 120 of particle Magic Crit:0 offset by 3, 3, 3 at {_ice.effect-loc} with data 0
- loop living entities in radius 5 around the block at {_ice.effect-loc}:
- if loop-entity is {_p}:
- exit 1 loop
- if {game::sharks::%loop-entity%} is set:
- exit 1 loop
- make {_p} damage loop-entities by 2
- apply slowness 2 to the loop-entities for 3 seconds
- apply nausea 5 to the loop-entities for 6 seconds
- on rightclick holding stone hoe:
- if (difference between {game::skit::%player%::cd::0} and now) is less than 20 seconds:
- message "&7Wait &e%difference between {game::skit::%player%::cd::0} and now%&7 before doing this again."
- stop
- set {game::skit::%player%::cd::0} to now
- apply speed 6 to player for 5 seconds
- apply jump boost 2 to player for 5 seconds
- 1.8 spawn 25 of particle red dust:0 offset by 1, 1, 1 at player with data 0
- on rightclick holding clock:
- open chest with 1 row named "&7Team Selector" to player
- wait 1 tick
- while inventory name of player's current inventory is "&7Team Selector":
- if size of {game::sharks::*} is not floor(amount of players/3):
- set slot 3 of player's current inventory to a raw fish named "&7Sharks:&e %size of {game::sharks::*}%/%ceil(amount of players/3)%"
- else:
- set slot 3 of player's current inventory to a raw fish named "&7Sharks:&e %size of {game::sharks::*}%/%ceil(amount of players/3)%"
- set slot 5 of player's current inventory to a cooked fish named "&7Minnows: &e%size of {game::minnows::*}%/%amount of players - floor(amount of players/3)%"
- wait 4 ticks
- on rightclick holding gunpowder:
- if {game::sharks::%player%} is set:
- if {game::skit::%player%} is set:
- send "&7You have already chosen a kit!" to player
- else:
- open chest with 2 row named "&7Shark Kits" to player
- wait 1 tick
- set slot 0 of player's current inventory to a iron axe named "&7Hammerhead" with lore "&eUnlocked"
- set slot 1 of player's current inventory to a brown carpet named "&7Angel" with lore "&eUnlocked"
- set slot 13 of player's current inventory to a gold ingot named "&7Coins: &e%getCoins(player)%"
- else if {game::minnows::%player%} is set:
- if {game::mkit::%player%} is set:
- send "&7You have already chosen a kit!" to player
- else:
- open chest with 2 rows named "&7Minnow Kits" to player
- wait 1 tick
- set slot 0 of player's current inventory to a pufferfish named "&7Pufferfish" with lore "&eUnlocked"
- set slot 1 of player's current inventory to a clownfish named "&7Clownfish" with lore "&eUnlocked"
- set slot 2 of player's current inventory to a raw fish named "&7Raw fish" with lore "&eUnlocked"
- else:
- send "&7You need to choose a team to pick a kit!"
- on inventory click:
- cancel the event
- if inventory name of player's current inventory is "&7Team Selector":
- if clicked item is a raw fish:
- if size of {game::minnows::*} >= 1:
- size of {game::sharks::*} is not ceil(amount of players/3)
- set {game::sharks::%player%} to player
- send "&7You joined the &eSharks &7team"
- delete {game::minnows::%player%}
- else:
- send "&7There needs to be a player on the minnow team to start."
- else if clicked item is a cooked fish:
- size of {game::minnows::*} is not amount of players - floor(amount of players/3)
- set {game::minnows::%player%} to player
- send "&7You joined the &eMinnows &7team"
- delete {game::sharks::%player%}
- else if inventory name of player's current inventory is "&7Minnow Kits":
- if clicked item is a pufferfish:
- set {game::mkit::%player%} to 0
- close inventory of player
- send "&7You have choosen the pufferfish kit!" to player
- else if clicked item is a clownfish:
- set {game::mkit::%player%} to 1
- close inventory of player
- send "&7You have choosen the clownfish kit" to player
- else if clicked item is a fish:
- set {game::mkit::%player%} to 2
- close inventory of player
- send "&7You have choosen the frozen raw fish kit" to player
- else if inventory name of player's current inventory is "&7Shark Kits":
- if clicked item is a iron axe:
- set {game::skit::%player%} to 0
- close inventory of player
- send "&7You have choosen the hammerhead kit" to player
- else if clicked item is a brown carpet:
- set {game::skit::%player%} to 1
- close inventory of player
- send "&7You have choosen the angel kit" to player
- # Multipliers Sk
- on right click holding a gold ingot:
- cancel the event
- open chest with 1 row named "&7Multipliers" to player
- wait 1 tick
- set {_2} to value of sql var "multipliers::double::%player%" parsed as integer
- set {_3} to value of sql var "multipliers::triple::%player%" parsed as integer
- set {_4} to value of sql var "multipliers::quadruple::%player%" parsed as integer
- if "%{_2}%" is "<none>" or "0":
- set slot 2 of player's current inventory to a gold nugget named "&7Double Coins Multiplier:&e 0"
- else:
- set slot 2 of player's current inventory to a gold nugget named "&7Double Coins Multiplier:&e %{_2}%" with lore "&7Click to activate double coins multiplier for this game!"
- if "%{_3}%" is "<none>" or "0":
- set slot 4 of player's current inventory to a gold ingot named "&7Triple Coins Multiplier:&e 0"
- else:
- set slot 4 of player's current inventory to a gold ingot named "&7Triple Coins Multiplier:&e %{_3}%" with lore "&7Click to activate triple coins multiplier for this game!"
- if "%{_4}%" is "<none>" or "0":
- set slot 6 of player's current inventory to a gold block named "&7Quadruple Coins Multiplier:&e 0"
- else:
- set slot 6 of player's current inventory to a gold block named "&7Quadruple Coins Multiplier:&e %{_4}%" with lore "&7Click to activate quadruple coins multiplier for this game!"
- on inventory click:
- cancel the event
- inventory name of player's current inventory is "&7Multipliers"
- clicked item is not air
- set {_2} to value of sql var "multipliers::double::%player%" parsed as integer
- set {_3} to value of sql var "multipliers::triple::%player%" parsed as integer
- set {_4} to value of sql var "multipliers::quadruple::%player%" parsed as integer
- if clicked item is a gold nugget:
- if lore of clicked item does not contain "&7Click":
- send "&7You have no Double Coins Multiplier to activate"
- else:
- broadcast "&e%player%&7 has activated a Double Coins Multiplier"
- command "/playsound random.levelup @a"
- set {game::multiplier} to player
- set {game::multiplier::amount} to 2
- remove all gold ingot from inventory of all players
- set sql var "multipliers::double::%player%" to "%{_2} - 1%"
- send "&7You now have &e%{_2} - 1%&7 Double Coins Multiplier left!"
- loop all players:
- inventory name of loop-player's current inventory is "&7Multipliers"
- close loop-player's inventory
- else if clicked item is a gold ingot:
- if lore of clicked item does not contain "&7Click":
- send "&7You have no Triple Coins Multiplier to activate"
- else:
- broadcast "&e%player%&7 has activated a Triple Coins Multiplier"
- command "/playsound random.levelup @a"
- set {game::multiplier} to player
- set {game::multiplier::amount} to 3
- remove all gold ingot from inventory of all players
- set sql var "multipliers::triple::%player%" to "%{_3} - 1%"
- send "&7You now have &e%{_3} - 1%&7 Triple Coins Multiplier left!"
- loop all players:
- inventory name of loop-player's current inventory is "&7Multipliers"
- close loop-player's inventory
- else if clicked item is a gold block:
- if lore of clicked item does not contain "&7Click":
- send "&7You have no Quadruple Coins Multiplier to activate"
- else:
- broadcast "&e%player%&7 has activated a Quadruple Coins Multiplier"
- command "/playsound random.levelup @a"
- set {game::multiplier} to player
- set {game::multiplier::amount} to 4
- remove all gold ingot from inventory of all players
- set sql var "multipliers::quadruple::%player%" to "%{_4} - 1%"
- send "&7You now have &e%{_4} - 1%&7 Quadruple Coins Multiplier left!"
- loop all players:
- inventory name of loop-player's current inventory is "&7Multipliers"
- close loop-player's inventory
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