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- function buscando(p: player, f: text):
- set {_Estado} to "&7. . . . . . . . ."
- send title "&aBuscando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . &7. . . . . . ."
- send title "&aBuscando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . .&7 . . . . ."
- send title "&aBuscando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . . . . .&7 . ."
- send title "&aBuscando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . . . . . . ."
- send title "&aBuscando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.8 second
- play sound "entity.experience_orb.pickup" with volume 1 and pitch 1 at {_p} for {_p}
- on fishing:
- if fish state is BITE:
- cancel event
- set {_PescaChance} to "Bacalao"
- chance of 35%:
- set {_PescaChance} to "Salmon"
- chance of 25%:
- set {_PescaChance} to "Payaso"
- chance of 10%:
- set {_PescaChance} to "Globo"
- pescando(player, "+1 %{_PescaChance}%")
- damage tool by 1
- set {_C} to player's tool
- wait 3.5 seconds
- remove {_C} from player's inventory
- wait 1 tick
- give {_C} to player
- give {Comida.material::%{_PescaChance}%} to player
- command /Agricultura [<text>] [<text>]:
- permission: Staff
- trigger:
- if arg 1 isn't set:
- send "&a/Agricultura AddDrop <nombre> &7(Se debe tener el item especifico en la Mano)"
- send "&a/Agricultura Lista"
- send "&a/Agricultura Eliminar <nombre>"
- if arg 1 is "AddDrop":
- if arg 2 is set:
- if player's tool is air or tripwire hook or filled map or redstone torch or ender eye or book or enchanted book or stone:
- send "&c¿Que intentas hacer?"
- else:
- set {Comida.material::%arg-2%} to player's tool
- set {Comida.IDmaterial::%{Comida.material::%arg-2%}%} to arg-2
- give {Comida.material::%arg-2%} to player
- send "&aListo"
- else:
- send "¡Tienes que darle un Nombre a este Drop! ej ""Trigo1"" "
- if arg 1 is "Lista":
- loop {Comida.material::*}:
- send "ID: %{Comida.IDmaterial::%loop-value%}%"
- send "ITEM: %loop-value%"
- send ""
- if arg 1 is "Eliminar":
- if arg 2 is set:
- send "&aListo"
- delete {Comida.IDmaterial::%{Comida.material::%arg-2%}%}
- delete {Comida.material::%arg-2%}
- function pescando(p: player, f: text):
- set {_Estado} to "&7. . . . . . . . ."
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . &7. . . . . . ."
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . .&7 . . . . ."
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . . . . .&7 . ."
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.9 second
- set {_Estado} to "&6. . . . . . . . ."
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- wait 0.8 second
- set {_Estado} to "&a%{_f}%"
- send title "&6Pescando" with subtitle "%{_Estado}%" to {_p} for 1 seconds
- play sound "entity.experience_orb.pickup" with volume 1 and pitch 1 at {_p} for {_p}
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