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- #Autor: Shooterowy
- on join:
- if {nieslawnosc::%player%} is not set:
- set {nieslawnosc::%player%} to 0
- send action bar from "&2&lNieslawnosc: &c&l%rounded up ({nieslawnosc::%player%}/13*100)%%%" to player
- command /nieslawnosc:
- trigger:
- send action bar from "&2&lNieslawnosc: &c&l%rounded up ({nieslawnosc::%player%}/13*100)%%%" to player
- every 1 minute:
- loop all players:
- if {nieslawnosc::%loop-player%} is more than 0:
- if difference between {nieslawnosc::%loop-player%::last} and now is more than or equal to 15 minutes:
- remove 1 from {nieslawnosc::%loop-player%}
- set {nieslawnosc::%loop-player%::last} to now
- send action bar from "&2&lNieslawnosc: &c&l%rounded up ({nieslawnosc::%loop-player%}/13*100)%%%" to loop-player
- on death of player:
- if attacker is a player:
- if {nieslawnosc::%attacker%} is less than 13:
- add 1 to {nieslawnosc::%attacker%}
- set {nieslawnosc::%attacker%::last} to now
- send action bar from "&2&lNieslawnosc: &c&l%rounded up ({nieslawnosc::%attacker%}/13*100)%%%" to attacker
- set {_drops::*} to drops
- add victim's helmet and victim's chestplate and victim's leggings and victim's boots to {drop::%victim%::armor::*}
- remove {drop::%victim%::armor::*} from {_drops::*}
- loop 9 times:
- add slot loop-number - 1 of victim to {drop::%victim%::inv::*}
- remove slot loop-number - 1 of victim from {_drops::*}
- if {nieslawnosc::%victim%} is between 1 and 8:
- loop {nieslawnosc::%victim%} times:
- set {_r} to random element out of {drop::%victim%::inv::*}
- if {_r} is not air:
- remove {_r} from {drop::%victim%::inv::*}
- add {_r} to {_drops::*}
- else if {nieslawnosc::%victim%} is 9:
- add {drop::%victim%::inv::*} to {_drops::*}
- clear {drop::%victim%::inv::*}
- else if {nieslawnosc::%victim%} is 10:
- add {drop::%victim%::inv::*} to {_drops::*}
- clear {drop::%victim%::inv::*}
- set {_r} to random element out of {drop::%victim%::armor::*}
- if {_r} is not air:
- remove {_r} from {drop::%victim%::armor::*}
- add {_r} to {_drops::*}
- else if {nieslawnosc::%victim%} is 11:
- add {drop::%victim%::inv::*} to {_drops::*}
- clear {drop::%victim%::inv::*}
- loop 2 times:
- set {_r} to random element out of {drop::%victim%::armor::*}
- if {_r} is not air:
- remove {_r} from {drop::%victim%::armor::*}
- add {_r} to {_drops::*}
- else if {nieslawnosc::%victim%} is 12:
- add {drop::%victim%::inv::*} to {_drops::*}
- clear {drop::%victim%::inv::*}
- loop 3 times:
- if {_r} is not air:
- set {_r} to random element out of {drop::%victim%::armor::*}
- remove {_r} from {drop::%victim%::armor::*}
- add {_r} to {_drops::*}
- else if {nieslawnosc::%victim%} is 13:
- add {drop::%victim%::inv::*} to {_drops::*}
- clear {drop::%victim%::inv::*}
- add {drop::%victim%::armor::*} to {_drops::*}
- clear {drop::%victim%::armor::*}
- set block at victim to sponge
- set {death::%block at victim%::victim} to name of victim
- set {death::%block at victim%::drops::*} to {_drops::*}
- clear drops
- broadcast "%{_drops::*}%"
- if size of {_drops::*} is 0:
- set block at victim to air
- clear {death::%block at victim%::*}
- on respawn:
- wait a tick
- equip player with {drop::%player%::armor::*}
- add {drop::%player%::inv::*} to player
- clear {drop::%player%::*}
- on rightclick on sponge:
- if {death::%clicked block%::victim} is set:
- cancel event
- if {death::%clicked block%::used} is set:
- send "&cKtos inny przeglada ekwipunek."
- stop
- open chest with 5 rows named "&aDrops &c%{death::%clicked block%::victim}%" to player
- add {death::%clicked block%::drops::*} to current inventory of player
- set {session::%player%::status} to true
- set {session::%player%::block} to clicked block
- set {death::%clicked block%::used} to true
- on inventory close:
- if {session::%player%::status} is true:
- if "%items in current inventory of player%" is "<none>":
- clear {death::%{session::%player%::block}%::*}
- delete block at {session::%player%::block}
- set {death::%{session::%player%::block}%::drops::*} to items in current inventory of player
- clear {death::%{session::%player%::block}%::used}
- clear {session::%player%::*}
- on explode:
- loop blocks in radius 5 around event-location:
- if loop-block is sponge:
- if {death::%loop-block%::victim} is set:
- cancel event
- on break of sponge:
- if {death::%event-block%::victim} is set:
- cancel event
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