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- on damage of a player:
- add damage to {ATK::%victim%::%attacker%}
- on death of a player:
- set {_xp} to (100*((100+{%uuid of victim%::lv})*0.01))*ceil({%uuid of victim%::lv}/30)*{%uuid of victim%::rank}*(random number between 0.8 and 1.2)
- set {_g} to (100*((100+{%uuid of victim%::lv})*0.01))*ceil({%uuid of victim%::lv}/30)*{%uuid of victim%::rank}*(random number between 0.7 and 1)
- loop {ATK::%victim%::*}:
- add loop-value to {_h}
- loop {ATK::%victim%::*}:
- if attacker = (loop-index) parsed as player:
- set {_w} to (loop-value/{_h})
- set {_x} to floor({_xp}*{_w}*1.5)
- set {_gg} to floor({_g}*{_w}*1.5)
- if {%uuif of attacker%::lv} < 120:
- add {_x} to {%uuif of attacker%::xp}
- add {_gg} to {%uuif of attacker%::money}
- XP(attacker)
- send "&a&lKILL!&r&7%victim%&8(%{_w}*100%%%)&f(&a+xp%{_x}% &6+gold%{_gg}%&f)" to attacker
- play sound "entity.arrow.hit_player" with volume 10 and pitch 6 at player
- else if attacker != (loop-index) parsed as player:
- set {_w} to (loop-value/{_h})
- set {_x} to floor({_xp}*{_w})
- set {_gg} to floor({_g}*{_w})
- if {%uuid of (loop-index) parsed as player%::lv} < 120:
- add {_x} to {%uuid of (loop-index) parsed as player%::xp}
- add {_gg} to {%uuid of (loop-index) parsed as player%::money}
- XP((loop-index) parsed as player)
- send "&a&lAssist!&r&7%victim%&8(%{_w}*100%%%)&f(&a+xp%{_x}% &6+gold%{_gg}%&f)" to (loop-index) parsed as player
- play raw sound "entity.arrow.hit_player" at (loop-index) parsed as player with pitch 5 volume 10
- if attacker is set:
- send "&c&lDeath!&7 by %attacker%" to victim
- else if attacker is not set:
- send "&c&lDeath!&7 by unknow" to victim
- delete {ATK::%victim%::*}
- on death of player:
- set death message to ""
- command /money:
- trigger:
- send "%{%uuid of player%::money}%"
- every 10 minutes:
- delete {ATK::*}
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