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- #------------------------------------------------------------
- # RPG Skills
- # by RedDragon
- #------------------------------------------------------------
- #
- #Skills:
- # Swords - Done
- # Bleeding - Makes victim bleed for amount of time (level * 0.05)
- # Aura - Hits everything around attacker for (level * 0.05) hearts
- #
- # Woodcutting - Done
- # Tree feller - Breaks whole tree at once [for amount of time]
- # Apple - Chance of dropping more apples!
- #
- # Archery - Done
- # Nausea blow - Give enemy nausea for few seconds!
- # Poison blow - Chance to give enemy poison for few seconds!
- #
- # Acrobatics - Done
- # Roll - Chance to take less fall damage!
- # DodgeFall - Evade all fall damage!
- #
- # Mining - Done
- # Drilling - Breaks everything quick!
- # Looting - Chance of dropping multiple ores!
- #
- #Permissions:
- # skills.admin - Access to /skills Admin commands!
- #------------------------------------------------------------
- # Dependencies
- #------------------------------------------------------------
- #Download: www.dragonuniverse.net/Spigot
- #------------------------------------------------------------
- # Edit after this part!
- #------------------------------------------------------------
- options:
- #Logo will be displayed before each message!
- logo: &7
- #This is world guard region in which people wont be able
- #to use their skills!
- spawn: spawn
- #-----------------------------
- # Skill options:
- #-----------------------------
- #Required xp for level up
- swordslvlup: 250
- woodcuttinglvlup: 500
- archerylvlup: 300
- acrobaticslvlup: 50
- mininglvlup: 250
- #Maximal levels of each skill
- maxswords: 100
- maxwoodcutting: 100
- maxarchery: 100
- maxacrobatics: 100
- maxmining: 100
- #Minimal level for skills to use
- minimalswords: 10
- minimalwoodcutting: 10
- minimalarchery: 10
- minimalacrobatics: 10
- minimalmining: 10
- #Cooldown options:
- #This is in seconds!
- swordscooldown: 10
- woodcuttingcooldown: 10
- archerycooldown: 10
- acrobaticscooldown: 10
- miningcooldown: 10
- #XpOptions
- #Swords xp
- playerxp: 10
- pigxp: 2
- cowxp: 2
- sheepxp: 2
- zombiexp: 4
- skeletonxp: 4
- spiderxp: 3
- creeperxp: 5
- witchxp: 12
- endermanxp: 15
- ghastxp: 18
- blazexp: 20
- slimexp: 2
- guardianxp: 15
- elderguardianxp: 50
- witherxp: 150
- dragonxp: 100
- #Mining xp
- stonexp: 1
- cobblestonexp: 1
- sandstonexp: 1
- coalxp: 2
- ironxp: 8
- redstonexp: 5
- lapisxp: 5
- goldxp: 10
- diamondxp: 15
- emeraldxp: 18
- #Woodcutting xp
- woodenaxe: 2
- stoneaxe: 3
- goldenaxe: 5
- ironaxe: 5
- diamondaxe: 7
- #Acrobatics xp
- falldmgxp: 1
- rollxp: 3
- dodgefallxp: 5
- #Archery xp
- bowxp: 3
- #-----------------------------
- # Messages
- #-----------------------------
- #Amount of xp will be added after "&e"
- cantuse: &cYou cannot use skill in spawn!
- notrecharged: &cYour skill is not ready yet!
- youarebleeding: &cYou are bleeding!
- victimisbleeding: &e%victim% &ais bleeding!
- nolongerbleeding: &aYou are no longer bleeding!
- rolled: &aYou have rolled and took less damage!
- dodgedfall: &aYou have evaded all fall damage!
- lootingreward: &aYou have recieved reward from looting skill!
- extraapple: &aYou have recieved a new &capple &afrom &eApple &askill!
- pickstarted: &aYou have started Drill skill!
- axestarted: &aYou have started Tree Feller skill!
- successfulswords: &aYou have successfully hit players with Aura!
- nothingenough: &cYou level is to low to use this skill!
- nauseastarted: &7You used &eNausea blow&7!
- successfullnausea: &eNausea blow &7used with sucess!
- yougotnausea: &cYou were hited with &enausea blow&7!
- poisoned: &7You were poisoned!
- poisonshot: &7You have poisoned your opponent!
- #-------------
- #Level ups!
- #-------------
- swordslvl: &aYou have reached new level for swords! &e%{swords.%loop-player%}%&aLvl!
- woodcuttinglvl: &aYou have reached new level for woodcutting! &e%{woodcutting.%loop-player%}%&aLvl!
- archerylvl: &aYou have reached new level for archery! &e%{archery.%loop-player%}%&aLvl!
- acrobaticslvl: &aYou have reached new level for acrobatics! &e%{acrobatics.%loop-player%}%&aLvl!
- mininglvl: &aYou have reached new level for mining! &e%{mining.%loop-player%}%&aLvl!
- #-------------
- #Help command!
- #-------------
- bordermsg1: &c&m---------&8[&6&lMMO SurvivalSkills&8]&c&m---------
- help1: &e/skills &7- Command list
- help2: &e/skills levels &7- Levels of your skills!
- help3: &e/skills xp &7- XP of every skill!
- ajuda: &e/skill help <page> &7- Tutorial!
- admin1: &e/skills admin setlevel <skill> <player> <level>
- bordermsg2: &c&m--------------------------------------------
- #-------------
- #Admin command!
- #-------------
- setlevel: &7You defined the skill
- setlevel2: &7of %arg 4%&7 to level &e%arg 5% &7!
- #-------------
- #Skill command!
- #-------------
- skill1: &cSwords
- skill2: &eWood Cutting
- skill3: &bArchery
- skill4: &aAcrobatics
- skill5: &7Mining
- #----------------------------------------------------------------------------
- #------------------------------------------------------------
- # Do NOT touch anythinc after this! It might break!
- #------------------------------------------------------------
- variables:
- #----------------------------------
- {swords.%player%} = 0
- {woodcutting.%player%} = 0
- {archery.%player%} = 0
- {acrobatics.%player%} = 0
- {mining.%player%} = 0
- #----------------------------------
- {swordsxp.%player%} = 0
- {woodcuttingxp.%player%} = 0
- {archeryxp.%player%} = 0
- {acrobaticsxp.%player%} = 0
- {miningxp.%player%} = 0
- #----------------------------------
- {swordscooldown.%player%} = 0
- {woodcuttingcooldown.%player%} = 0
- {archerycooldown.%player%} = 0
- {acrobaticscooldown.%player%} = 0
- {miningcooldown.%player%} = 0
- #----------------------------------
- {pickstarted.%player%} = 0
- {pickstart.%player%} = false
- {axestarted.%player%} = false
- {axecooldown.%player%} = false
- {usedaxe.%player%} = false
- {pickcooldown.%player%} = false
- {startednausea.%player%} = false
- {nauseacooldown.%player%} = false
- #---------------
- # Bug fixes
- #--------------
- on any movement:
- if {swords.%player%} is 0:
- set {swords.%player%} to 1
- #Bug fix, when the player comes in, is on level 0 of swords and after killing mobs, he dosen't recieve XP
- #Because of a bug in line if {swords.%attacker%} < {@maxswords}: so i putted already on the level 1
- on join:
- set {axestarted.%player%} to false
- set {pickstart.%player%} to false
- #Bug fix, when the players uses the axe or pickaxe skill it wasnt working
- command /skills [<text>] [<text>] [<text>] [<offline player>] [<number>]:
- trigger:
- if arg 1 is not set:
- if player has permission "skills.admin":
- message "{@bordermsg1}"
- message "{@help1}"
- message "{@help2}"
- message "{@help3}"
- message "{@ajuda}"
- message "{@admin1}"
- message "{@bordermsg2}"
- else:
- message "{@bordermsg1}"
- message "{@help1}"
- message "{@help2}"
- message "{@help3}"
- message "{@ajuda}"
- message "{@bordermsg2}"
- if arg 1 is "help":
- if arg 2 is not set:
- message "&cChoose one of the pages in question &e(1 to 3)&c!"
- if arg 2 is "1":
- message "{@bordermsg1}"
- message "&7You can add your help pages to your players"
- message "&7with the pages you want to add! Just add your own"
- message "&7method of explanation!"
- message "{@bordermsg2}"
- if arg 2 is "2":
- message "{@bordermsg1}"
- message "{@bordermsg2}"
- if arg 2 is "3":
- message "{@bordermsg1}"
- message "&7"
- message "{@bordermsg2}"
- if arg 1 is "skills":
- message "{@bordermsg1}"
- message "{@skill1}"
- message "{@skill2}"
- message "{@skill3}"
- message "{@skill4}"
- message "{@skill5}"
- message "{@bordermsg2}"
- if arg 1 is "levels":
- message "{@bordermsg1}"
- message "{@skill1}&f: &e%{swords.%player%}%"
- message "{@skill2}&f: &e%{woodcutting.%player%}%"
- message "{@skill3}&f: &e%{archery.%player%}%"
- message "{@skill4}&f: &e%{acrobatics.%player%}%"
- message "{@skill5}&f: &e%{mining.%player%}%"
- message "{@bordermsg2}"
- if arg 1 is "xp":
- message "{@bordermsg1}"
- message "{@skill1}&f: &e%{swordsxp.%player%}%"
- message "{@skill2}&f: &e%{woodcuttingxp.%player%}%"
- message "{@skill3}&f: &e%{archeryxp.%player%}%"
- message "{@skill4}&f: &e%{acrobaticsxp.%player%}%"
- message "{@skill5}&f: &e%{miningxp.%player%}%"
- message "{@bordermsg2}"
- if arg 1 is "admin":
- if player has permission "dragonmmo.admin":
- if arg 2 is "setlevel":
- if arg 3 is "swords":
- if arg 4 is set:
- if arg 5 is set:
- set {swords.%arg 4%} to arg 5
- message "{@setlevel} {@skill1} {@setlevel2}"
- stop
- if arg 3 is "woodcutting":
- if arg 4 is set:
- if arg 5 is set:
- set {woodcutting.%arg 4%} to arg 5
- message "{@setlevel} {@skill2} {@setlevel2}"
- stop
- if arg 3 is "acrobatics":
- if arg 4 is set:
- if arg 5 is set:
- set {acrobatics.%arg 4%} to arg 5
- message "{@setlevel} {@skill4} {@setlevel2}"
- stop
- if arg 3 is "archery":
- if arg 4 is set:
- if arg 5 is set:
- set {archery.%arg 4%} to arg 5
- message "{@setlevel} {@skill3} {@setlevel2}"
- stop
- if arg 3 is "mining":
- if arg 4 is set:
- if arg 5 is set:
- set {mining.%arg 4%} to arg 5
- message "{@setlevel} {@skill5} {@setlevel2}"
- stop
- every second:
- loop all players:
- if {swordscooldown.%loop-player%} > 0:
- remove 1 from {swordscooldown.%loop-player%}
- wait 3 ticks
- if {woodcuttingcooldown.%loop-player%} > 0:
- remove 1 from {swordscooldown.%loop-player%}
- wait 3 ticks
- if {archerycooldown.%loop-player%} > 0:
- remove 1 from {swordscooldown.%loop-player%}
- wait 3 ticks
- if {acrobaticscooldown.%loop-player%} > 0:
- remove 1 from {swordscooldown.%loop-player%}
- wait 3 ticks
- if {miningcooldown.%loop-player%} > 0:
- remove 1 from {swordscooldown.%loop-player%}
- wait 3 ticks
- #-------------------
- # Leveling
- #-------------------
- on any movement:
- #----Woodcutting----
- if {woodcuttingxp.%player%} is higher than or equal to {@woodcuttinglvlup}:
- if {woodcutting.%player%} is 0:
- set {woodcutting.%player%} to 1
- else:
- add 1 to {woodcutting.%player%}
- remove {@woodcuttinglvlup} from {woodcuttingxp.%player%}
- wait 2 ticks
- send "{@woodcuttinglvl}" to player
- stop
- #----Swords----
- if {swordsxp.%player%} is higher than or equal to {@swordslvlup}:
- if {swords.%player%} is 0:
- set {swords.%player%} to 1
- else:
- add 1 to {swords.%player%}
- remove {@swordslvlup} from {swordsxp.%player%}
- wait 2 ticks
- send "{@swordslvl}" to player
- stop
- #----Archery----
- if {archeryxp.%player%} is higher than or equal to {@archerylvlup}:
- if {archery.%player%} is 0:
- set {archery.%player%} to 1
- else:
- add 1 to {archery.%player%}
- remove {@archerylvlup} from {archeryxp.%player%}
- wait 2 ticks
- send "{@archerylvl}" to player
- stop
- #----Acrobatics----
- if {acrobaticsxp.%player%} is higher than or equal to {@acrobaticslvlup}:
- if {acrobatics.%player%} is 0:
- set {acrobatics.%player%} to 1
- else:
- add 1 to {acrobatics.%player%}
- remove {@acrobaticslvlup} from {acrobaticsxp.%player%}
- wait 2 ticks
- send "{@acrobaticslvl}" to player
- stop
- #----Mining----
- if {miningxp.%player%} is higher than or equal to {@mininglvlup}:
- if {mining.%player%} is 0:
- set {mining.%player%} to 1
- else:
- add 1 to {mining.%player%}
- remove {@mininglvlup} from {miningxp.%player%}
- wait 2 ticks
- send "{@mininglvl}" to player
- stop
- #----------------------------------------------------------------------------------------------------
- # Sword Skills
- #----------------------------------------------------------------------------------------------------
- on death:
- if attacker is a player:
- tool of attacker is a sword:
- if {swords.%attacker%} < {@maxswords}:
- #------------
- #Player
- #------------
- if victim is a player:
- add {@playerxp} to {swordsxp.%attacker%}
- stop
- #------------
- #Mobs
- #------------
- if victim is a zombie:
- add {@zombiexp} to {swordsxp.%attacker%}
- stop
- if victim is a skeleton:
- add {@skeletonxp} to {swordsxp.%attacker%}
- stop
- if victim is a spider:
- add {@spiderxp} to {swordsxp.%attacker%}
- stop
- if victim is a creeper:
- add {@creeperxp} to {swordsxp.%attacker%}
- stop
- if victim is a witch:
- add {@playerxp} to {swordsxp.%attacker%}
- stop
- if victim is a enderman:
- add {@endermanxp} to {swordsxp.%attacker%}
- stop
- if victim is a blaze:
- add {@blazexp} to {swordsxp.%attacker%}
- stop
- if victim is a ghast:
- add {@ghastxp} to {swordsxp.%attacker%}
- stop
- if victim is a slime:
- add {@slimexp} to {swordsxp.%attacker%}
- stop
- if victim is a guardian:
- add {@guardianxp} to {swordsxp.%attacker%}
- stop
- if victim is a pig:
- add {@pigxp} to {swordsxp.%attacker%}
- stop
- if victim is a cow:
- add {@cowxp} to {swordsxp.%attacker%}
- stop
- if victim is a sheep:
- add {@sheepxp} to {swordsxp.%attacker%}
- stop
- #------------
- #Bosses
- #------------
- if victim is a elder guardian:
- add {@elderguardianxp} to {swordsxp.%attacker%}
- stop
- if victim is a wither:
- add {@witherxp} to {swordsxp.%attacker%}
- stop
- if victim is a ender dragon:
- add {@dragonxp} to {swordsxp.%attacker%}
- stop
- #------------------
- # Aura
- #------------------
- on right click with a sword:
- if {swords.%player%} is higher than or equal to {@minimalswords}:
- if {swordscooldown.%player%} is higher than 0:
- send "{@notrecharged}" to player
- else:
- loop all entities in radius 8 around player:
- if "%region at player%" contains "{@spawn}":
- send "{@cantuse}"
- stop
- else:
- damage loop-entity by {swords.%player%} * 0.05
- send "{@successfulswords}"
- set {swordscooldown.%player%} to {@swordscooldown}
- wait {@swordscooldown} seconds
- set {swordscooldown.%player%} to 0
- stop
- else:
- send "{@nothingenough}" to player
- #------------------
- # Bleeding
- #------------------
- on damage:
- if attacker is player:
- tool of attacker is a sword:
- set {_chance} to {swords.%attacker%} * 0.01
- chance of {_chance}:
- set {bleeding.%victim%} to 3
- send "{@youarebleeding}" to victim
- send "{@victimisbleeding}" to attacker
- wait 1 second
- damage victim by 1 heart
- remove 1 from {bleeding.%victim%}
- wait 1 second
- damage victim by 1 heart
- remove 1 from {bleeding.%victim%}
- wait 1 second
- damage victim by 1 heart
- remove 1 from {bleeding.%victim%}
- wait 1 second
- send "{@nolongerbleeding}" to victim
- stop
- on death:
- if {bleeding.%victim%} > 0:
- set {bleeding.%victim%} to 0
- send "{@nolongerbleeding}" to victim
- stop
- #----------------------------------------------------------------------------------------------------
- #----------------------------------------------------------------------------------------------------
- # Woodcutting Skills
- #----------------------------------------------------------------------------------------------------
- on break of a leaves:
- set {_chance} to {woodcutting.%player%} * 0.01
- chance of {_chance}:
- drop an apple
- send "{@extraapple}"
- on break of a oak wood block or spruce wood block or birch wood block or jungle wood block or acacia wood block or dark oak wood block:
- if {woodcutting.%player%} < {@maxwoodcutting}:
- if {axestarted.%player%} is true:
- loop blocks upwards:
- loop-block is oak wood block or spruce wood block or birch wood block or jungle wood block or acacia wood block or dark oak wood block:
- give loop-block to player
- set loop-block to air
- set {axestarted.%player%} to false
- set {usedaxe.%player%} to true
- else:
- tool of player is a wooden axe:
- add {@woodenaxe} to {woodcuttingxp.%player%}
- wait 4 ticks
- tool of player is a stone axe:
- add {@stoneaxe} to {woodcuttingxp.%player%}
- wait 4 ticks
- tool of player is a golden axe:
- add {@goldenaxe} to {woodcuttingxp.%player%}
- wait 4 ticks
- tool of player is a iron axe:
- add {@ironaxe} to {woodcuttingxp.%player%}
- wait 4 ticks
- tool of player is a diamond axe:
- add {@diamondaxe} to {woodcuttingxp.%player%}
- wait 4 ticks
- on right click with axe:
- if "%region at player%" contains "{@spawn}":
- send "{@cantuse}"
- stop
- if {woodcutting.%player%} is higher than or equal to {@minimalwoodcutting}:
- if {axestarted.%player%} is false:
- if {usedaxe.%player%} is false:
- set {axestarted.%player%} to true
- send "{@axestarted}"
- wait 10 seconds
- set {usedaxe.%player%} to true
- set {axestarted.%player%} to false
- wait 10 seconds
- set {usedaxe.%player%} to false
- stop
- else:
- send "{@notrecharged}" to player
- stop
- else:
- send "{@nothingenough}" to player
- #----------------------------------------------------------------------------------------------------
- #----------------------------------------------------------------------------------------------------
- # Acrobatics Skills
- #----------------------------------------------------------------------------------------------------
- #------------------
- # Roll
- #------------------
- on damage:
- damage cause is fall:
- victim is a player:
- add {@falldmgxp} to {acrobaticsxp.%victim%}
- if {acrobatics.%victim%} is higher than or equal to {@minimalacrobatics}:
- set {_chance} to {acrobatics.%victim%} * 0.02
- chance of {_chance}:
- set damage to damage * 0.5
- add {@rollxp} to {acrobaticsxp.%victim%}
- send "{@rolled}" to victim
- stop
- #------------------
- # Dodged
- #------------------
- on damage:
- damage cause is fall:
- victim is a player:
- add {@falldmgxp} to {acrobaticsxp.%victim%}
- if {acrobatics.%victim%} is higher than or equal to {@minimalacrobatics}:
- set {_chance} to {acrobatics.%victim%} * 0.02
- chance of {_chance}:
- set damage to 0
- add {@dodgefallxp} to {acrobaticsxp.%victim%}
- send "{@dodgedfall}" to victim
- stop
- #----------------------------------------------------------------------------------------------------
- #----------------------------------------------------------------------------------------------------
- # Mining Skills
- #----------------------------------------------------------------------------------------------------
- on break of a stone:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@stonexp} to {miningxp.%player%}
- wait 3 ticks
- on break of a sandstone:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@sandstonexp} to {miningxp.%player%}
- wait 3 ticks
- on break of a cobblestone:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@cobblestonexp} to {miningxp.%player%}
- wait 3 ticks
- on break of a coal ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@coalxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a coal
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a iron ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@ironxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a iron ingot
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a redstone ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@redstonexp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a redstone
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a lapis ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@lapisxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a lapis
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a gold ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@goldxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a golden ingot
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a diamond ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@diamondxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a diamond
- send "{@lootingreward}" to player
- wait 3 ticks
- on break of a emerald ore:
- tool of player is any pickaxe:
- if {mining.%player%} < {@maxmining}:
- add {@emeraldxp} to {miningxp.%player%}
- set {_chance} to {mining.%player%} * 0.01
- chance of {_chance}:
- drop a emerald
- send "{@lootingreward}" to player
- wait 3 ticks
- every second:
- loop all players:
- if {pickstarted.%loop-player%} > 0:
- remove 1 from {pickstarted.%loop-player%}
- stop
- else:
- stop
- on left click:
- #------------------
- # Drill
- #------------------
- if {pickstarted.%player%} > 0:
- if {pickcooldown.%player%} is true:
- if event-block is stone:
- drop 1 stone
- set event-block to air
- if event-block is cobblestone:
- drop 1 cobblestone
- set event-block to air
- if event-block is sandstone:
- drop 1 sandstone
- set event-block to air
- if event-block is coal ore:
- drop 1 coal
- set event-block to air
- if event-block is iron ore:
- drop 1 iron ingot
- set event-block to air
- if event-block is gold ore:
- drop 1 gold ingot
- set event-block to air
- if event-block is redstone ore:
- drop 1 redstone
- set event-block to air
- if event-block is lapis ore:
- drop 1 lapis lazuli
- set event-block to air
- if event-block is diamond ore:
- drop 1 diamond
- set event-block to air
- if event-block is emerald ore:
- drop 1 emerald
- set event-block to air
- if event-block is diorite:
- drop 1 diorite
- set event-block to air
- if event-block is andesite:
- drop 1 andesite
- set event-block to air
- on right click with pickaxe:
- if "%region at player%" contains "{@spawn}":
- send "{@cantuse}"
- stop
- if {mining.%player%} is higher than or equal to {@minimalmining}:
- if {pickstart.%player%} is false:
- if {pickcooldown.%player%} is false:
- set {pickstarted.%player%} to 10
- set {pickcooldown.%player%} to true
- send "{@pickstarted}"
- wait 10 seconds
- set {pickstarted.%player%} to 0
- wait 60 seconds
- set {pickcooldown.%player%} to false
- stop
- else:
- send "{@notrecharged}" to player
- stop
- else:
- send "{@nothingenough}" to player
- #----------------------------------------------------------------------------------------------------
- #----------------------------------------------------------------------------------------------------
- # Archery Skills
- #----------------------------------------------------------------------------------------------------
- on damage:
- if tool of attacker is a bow:
- if attacker is a player:
- add {@bowxp} to {archeryxp.%attacker%}
- if {startednausea.%attacker%} is true:
- set {nauseacooldown.%attacker%} to true
- set {startednausea.%attacker%} to false
- apply nausea 2 to victim for 2 seconds
- apply blindness 2 to victim for 2 seconds
- send "{@successfullnausea}" to attacker
- send "{@yougotnausea}" to victim
- wait 20 seconds
- set {nauseacooldown.%attacker%} to false
- stop
- else:
- set {_chance} to {archery.%shooter%} * 0.05
- chance of {_chance}:
- apply poison 2 to the victim for 3 seconds
- send "{@poisoned}" to victim
- send "{@poisonshot}" to attacker
- stop
- on left click with a bow:
- if "%region at player%" contains "{@spawn}":
- send "{@cantuse}"
- stop
- if {archery.%player%} is higher than or equal to {@minimalarchery}:
- if {startednausea.%player%} is false:
- if {nauseacooldown.%player%} is false:
- set {startednausea.%player%} to true
- send "{@nauseastarted}" to player
- stop
- else:
- send "{@notrecharged}" to player
- else:
- send "{@nothingenough}" to player
- #----------------------------------------------------------------------------------------------------
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