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- every 5 ticks in "ASkyBlock":
- loop all players:
- if {autos.%loop-player%} is true:
- loop 64 times:
- if loop-player's inventory contains 1 coal:
- remove 1 coal from loop-player's inventory
- add 5 to loop-player's balance
- set action bar of loop-player to "&8(&aAutoSell&8) &7Sold Coal! $5"
- wait 1 second
- set action bar of loop-player to ""
- if loop-player's inventory contains 1 cobble stone:
- remove 1 cobble stone from loop-player's inventory
- add 3 to loop-player's balance
- set action bar of loop-player to "&8(&aAutoSell&8) &7Sold Cobble Stone! $3"
- wait 1 second
- set action bar of loop-player to ""
- command /sell:
- trigger:
- if id of player's tool is 263:
- loop 2304 times:
- if player's inventory contains 1 coal:
- remove 1 coal from player's inventory
- add 5 to player's balance
- add 1 to {_crem}
- set {_cmny} to {_crem} * 5
- send "&a• &7You sold &a%{_crem}%x &7Coal for &a$%{_cmny}%"
- if id of player's tool is 4:
- loop 2304 times:
- if player's inventory contains 1 cobble stone:
- remove 1 cobble stone from player's inventory
- add 3 to player's balance
- add 1 to {_csrem}
- set {_csmny} to {_csrem} * 3
- send "&a• &7You sold &a%{_csrem}%x &7Cobble Stone for &a$%{_csmny}%"
- command /autosell:
- trigger:
- if {autos.%player%} is not set:
- set {autos.%player%} to true
- send "&a• &7Turned Auto Sell &aOn&7!"
- set {_asm} to a random integer between 1 and 5:
- if {_asm} is 2:
- send " &a• &7Made By: 70sOn7"
- stop
- if {autos.%player%} is true:
- delete {autos.%player%}
- send "&a• &7Turned Auto Sell &cOff&7!"
- set {_asm} to a random integer between 1 and 5:
- if {_asm} is 2:
- send " &a• &7Made By: 70sOn7"
- stop
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