options: P: &8[&6Sharpshooter&8]&c command /sharpscatter []: permission: skript.op trigger: set {sharpshooter} to true if arg 1 is not set: loop all players: if {captains::%loop-player%} is loop-player: message "{@P} %loop-player% skipped" execute console command "warp shootersspot %loop-player%" else: set {scatterme::%loop-player%} to loop-player set {_Size} to (size of {scatterme::*}) loop {_Size} times: set {_gettingScattered} to (random element out of {scatterme::*}) remove {_gettingScattered} from {scatterme::*} execute console command "warp spad%loop-num% %{_gettingScattered}%" broadcast "{@P} &4%{_gettingScattered}% &cteleported &7:: &8[&e%loop-num%&c/&e%{_Size}%&8]" command "/sharpsound note.bass" apply jump boost -10 to {_gettingScattered} for 13337 seconds apply slowness 200 to {_gettingScattered} for 13337 seconds apply mining fatigue 10 to {_gettingScattered} for 13337 seconds apply blindness 10 to {_gettingScattered} for 13337 seconds set the hunger of {_gettingScattered} to 1 command "/heal {_gettingScattered}" delete {scatterme::%{gettingScattered}%} else if arg 1 is "reset": set {sharpshooter} to false delete {shooting} delete {scatteringNow} delete {scatterme::*} delete {_teleports} delete {_gettingScattered} delete {_Size} delete {_captain} delete {_newcaptain} delete {_TeamNumber} delete {captains::*} broadcast "{@P} &4Sharpshooter &cReloaded!" else if arg 1 is "stop": set {sharpshooter} to false broadcast "{@P} Pre-Game has ended! Preparing to scatter..." else: message "{@P} Error in Command" message "{@P} /sharpscatter -- scatters" message "{@P} /sharpscatter reset -- resets variables" command /setshooter [] []: permission: skript.op usage: "{@P} /setshooter [] []" trigger: #Set set {_captain} to arg 1 set {captains::%arg 1%} to arg 1 set {MyTeamNumber::%arg 1%} to arg 2 delete {scatterme::%arg 1%} broadcast "{@P} %arg 1% is now a Shooter!" #Add set {_newcaptain} to arg 1 set {_TeamNumber} to arg 2 command "/warp captainteam%{_TeamNumber}% %{_newcaptain}%" command "/team join %{_TeamNumber}% %{_newcaptain}%" command /removeshooter [] []: permission: skript.op trigger: set {_oldcaptain} to arg 1 remove {_oldcaptain} from {captains::*} add {_oldcaptain} to {scatterme::*} set {_TeamNumber} to arg 2 command "/team leave %{_oldcatpains}%" broadcast "{@P} %{_oldcaptain}% is no longer a captain!" stop command /shoot [] []: permission: skript.op usage: "{@P} /shoot [] [] trigger: if {sharpshooter} is true: loop all players: heal loop-player set {_shooter} to arg 1 set {shooting} to true give {_shooter} 1 bow give {_shooter} 1 arrow command "/warp shootingarea%arg 2% %{_shooter}%" broadcast "{@P} %{_shooter}% is now shooting!" message "{@P} You are now shooting, &4%{_shooter}%!" to {_shooter} message "{@P} You have 25 seconds to shoot, or you will be dq'd for this round!" to {_shooter} stop command /noeffect []: permission: skript.op trigger: if arg 1 is not set: loop all players: command "/effect %loop-player% clear" else: command "/effect %arg 1% clear" command /skip []: permission: skript.op trigger: set {_shooter} to arg 1 command "/warp shootersspot %{_shooter}%" message "{@P} You have been skipped! Shoot quicker next time!" command /sharpsound []: permission: skript.op trigger: loop all players: command "/playsound %arg 1% %loop-player%" command /reapplyall: permission: skript.op trigger: apply jump boost -10 to loop-player for 13337 seconds apply slowness 200 to loop-player for 13337 seconds apply mining fatigue 10 to loop-player for 13337 seconds apply blindness 10 to loop-player for 13337 seconds broadcast "{@P} Effects reapplied!" stop on shoot: if {shooting} is true: set {_shooter} to shooter wait 1 second command "/warp shootersspot %{_shooter}%" message "{@P} Your turn has ended!" to {_shooter} command "/ci %{_shooter}%" set {shooting} to false on damage of player: if damage was caused by projectile: set {_victim} to victim set {_attacker} to attacker set {_TeamNumber} to {MyTeamNumber::%attacker%} command "/team join %{_TeamNumber}% %{_victim}%" command "/warp captainteam%{_TeamNumber}% %{_victim}%" wait 2 seconds command "/warp view %{_victim}%" command "/noeffect &l&4%{_attacker}% &chas shot &6%{_victim}%"! message "{@P} %{_attacker}% has shot by %{_victim}%!" message "{@P} You have shot %{_victim}%!" to {_attacker} command "/heal %{_victim}%" on damage of player: if damage was caused by fall: victim is in "wssspawn" cancel the event