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- #inb4 Season 2 hype!!!
- options:
- P: &4[&1inb4&4]&3
- command /inb4 <text> [<player>] [<text>]:
- trigger:
- {inb4on} is true:
- arg-1 is not set:
- execute player command "inb4 help"
- stop
- arg-1 is "help":
- message "{@P} /inb4 list: Lists types of predictions"
- message "{@P} /inb4 predict <player> <prediction>: makes your prediction"
- message "{@P} /inb4 sacrifice: take 2 hearts of damage for an additional guess"
- message "{@P} /inb4 guesses: shows the amount of guess points you have left"
- message "{@P} /inb4 gold: guesses will award you 5 for every diamond"
- message "{@P} /inb4 diamonds: gueeses will reward you diamonds"
- arg-1 is "sacrifice":
- damage the player by 2 hearts
- set {inb4Points::%player%} to {inb4Points::%player%} + 1
- message "{@P} You now have %{inb4Points::%player%}% guess points"
- arg-1 is "gold":
- set {Reward::%player%::gold} to true
- message "{@T} you will now recive gold as a reward."
- arg-1 is "diamonds":
- delete {Reward::%player%::gold}
- message "{@T} you will now recive diamonds as a reward."
- arg-1 is "guesses":
- message "{@P} You have %{inb4Points::%player%}% guess points"
- arg-1 is "predict":
- arg-2 is not set:
- message "{@P} /inb4 predict <player> <prediction>"
- stop
- arg-3 is not set:
- message "{@P} /inb4 predict <player> <prediction>"
- stop
- arg-2 is "%player%":
- message "{@P} You cant guess yourself!"
- stop
- {inb4Points::%player%} is more than 0.5:
- {Teams.InTeam::%player%} is set:
- loop {Team.%{Teams.InTeam::%player%}%::*}:
- arg-2 is "%loop-value%":
- message "{@P} You can not predict on your team!"
- stop
- arg-3 is "First Damage":
- {Event::FirstDamage} is not set:
- {Predicted::FirstDamage::%player%} is not set:
- set {Prediction::FirstDamage::%player%::%arg-2%} to true
- set {Predicted::FirstDamage::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted First Damage on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} First damage has alredy happened!"
- arg-3 is "First Blood":
- {Event::FirstBlood} is not set:
- {Predicted::FirstBlood::%player%} is not set:
- set {Prediction::FirstBlood::%player%::%arg-2%} to true
- set {Predicted::FirstBlood::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted First Blood on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} First blood has already happened!"
- arg-3 is "Erekt":
- {Event::Erekt} is not set:
- {Predicted::Erekt::%player%} is not set:
- set {Prediction::Erekt::%player%::%arg-2%} to true
- set {Predicted::Erekt::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Erekt on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} Erekt has already happened!"
- arg-3 is "Worst PvE":
- {Event::WorstPvE} is not set:
- {Predicted::WorstPvE::%player%} is not set:
- set {Prediction::WorstPvE::%player%::%arg-2%} to true
- set {Predicted::WorstPvE::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Worst PvE on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} Worst PvE has already happened!"
- arg-3 is "Bad PvP":
- {Event::BadPvP} is not set:
- {Predicted::BadPvP::%player%} is not set:
- set {Prediction::BadPvP::%player%::%arg-2%} to true
- set {Predicted::BadPvP::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Bad PvP on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} Bad PvP has already happened!"
- arg-3 is "Death":
- {Predicted::Death::%player%} is not set:
- set {Prediction::Death::%player%::%arg-2%} to true
- set {Predicted::Death::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Death on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- arg-3 is "Snowball":
- {Predicted::Snowball::%player%} is not set:
- set {Prediction::Snowball::%player%::%arg-2%} to true
- set {Predicted::Snowball::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Snowball on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- arg-3 is "Enchants":
- {Predicted::Enchants::%player%} is not set:
- set {Prediction::Enchants::%player%::%arg-2%} to true
- set {Predicted::Enchants::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Enchants on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- arg-3 is "Melee":
- {Predicted::Melee::%player%} is not set:
- set {Prediction::Melee::%player%::%arg-2%} to true
- set {Predicted::Melee::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Melee on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- arg-3 is "Nether Rush":
- {Event::NetherRush} is not set:
- {Predicted::NetherRush::%player%} is not set:
- set {Prediction::NetherRush::%player%::%arg-2%} to true
- set {Predicted::NetherRush::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Nether Rush on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} Nether Rush has already happened!"
- arg-3 is "Nether":
- {Predicted::Nether::%player%} is not set:
- set {Prediction::Nether::%player%::%arg-2%} to true
- set {Predicted::Nether::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Nether on %arg-2%"
- stop
- arg-3 is "First Diamonds":
- {Event::FirstDiamonds} is not set:
- {Predicted::FirstDiamonds::%player%} is not set:
- set {Prediction::FirstDiamonds::%player%::%arg-2%} to true
- set {Predicted::FirstDiamonds::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted First Diamonds on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} First Diamonds has already happened!"
- arg-3 is "First Heal":
- {Event::FirstHeal} is not set:
- {Predicted::FirstHeal::%player%} is not set:
- set {Prediction::FirstHeal::%player%::%arg-2%} to true
- set {Predicted::FirstHeal::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted First Heal on %arg-2%"
- stop
- else:
- message "{@P} You have already predicted this!"
- else:
- message "{@P} First Heal has already happened!"
- arg-3 is "Heal":
- {Predicted::Heal::%player%} is not set:
- set {Prediction::Heal::%player%::%arg-2%} to true
- set {Predicted::Heal::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Heal on %arg-2%"
- stop
- arg-3 is "Dank Tunes":
- {Predicted::Jukebox::%player%} is not set:
- set {Prediction::Jukebox::%player%::%arg-2%} to true
- set {Predicted::Jukebox::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted Dank Tunes on %arg-2%"
- stop
- arg-3 is "Team Kill":
- {Predicted::TeamKill::%player%} is not set:
- set {Prediction::TeamKill::%player%::%arg-2%} to true
- set {Predicted::FirstHeal::%player%} to true
- set {inb4Points::%player%} to {inb4Points::%player%} - 1
- message "{@P} Now predicted team kill on %arg-2%"
- stop
- else:
- message "{@P} Unrecognized guess. /inb4 list for a list of availible guesses."
- else:
- message "{@P} You do not have enough guessing points"
- arg-1 is "list":
- message "{@P} Prediction: | Description: | Reward:"
- {Event::FirstDamage} is not set:
- {Predicted::FirstDamage::%player%} is not set:
- message "{@P}&4 First Damage | First person to take damage | 2 diamonds"
- {Event::FirstBlood} is not set:
- {Predicted::FirstBlood::%player%} is not set:
- message "{@P}&4 First Blood | First person to get a kill | 3 diamonds"
- {Event::Erekt} is not set:
- {Predicted::Erekt::%player%} is not set:
- message "{@P}&4 Erekt | First person to die | 2 diamonds"
- {Event::WorstPvE} is not set:
- {Predicted::WorstPvE::%player%} is not set:
- message "{@P}&4 Worst PvE | First Person to die by PvE | 3 diamonds"
- {Event::BadPvP} is not set:
- {Predicted::BadPvP::%player%} is not set:
- message "{@P}&4 Bad PvP | First Person to die by PvP | 4 diamonds"
- {Predicted::Death::%player%} is not set:
- message "{@P}&1 Death | Person dies | 1 diamond"
- {Predicted::Snowball::%player%} is not set:
- message "{@P}&1 Snowball | Person gets 4 kills | 3 diamonds"
- {Predicted::Enchants::%player%} is not set:
- message "{@P}&1 Enchants | Person crafts an enchant table | 2 diamonds"
- {Predicted::Melee::%player%} is not set:
- message "{@P}&1 Melee | Person gets a melee kill | 1 diamond"
- {Event::NetherRush} is not set:
- {Predicted::NetherRush::%player%} is not set:
- message "{@P}&4 Nether Rush | First person to go to the nether | 5 diamonds"
- {Predicted::Nether::%player%} is not set:
- message "{@P}&1 Nether | Person goes to the nether | 2 diamonds"
- {Event::FirstDiamonds} is not set:
- {Predicted::FirstDiamonds::%player%} is not set:
- message "{@P}&4 First Diamonds | First person to mine diamonds | 3 diamonds"
- {Event::FirstHeal} is not set:
- {Predicted::FirstHeal::%player%} is not set:
- message "{@P}&4 First Heal | First Person to heal | 3 diamonds"
- {Predicted::Heal::%player%} is not set:
- message "{@P}&1 Heal | Person heals | 1 diamond"
- {Predicted::Jukebox::%player%} is not set:
- message "{@P}&1 Dank Tunes | Person crafts a jukebox | 3 diamonds"
- {Predicted::TeamKill::%player%} is not set:
- message "{@P}&1 Team Kill | Player kills his teammate | 4 diamonds"
- else:
- message "{@P} inb4 is not on stupid"
- command /turninb4 <text>:
- permission: skript.op
- aliases: inb5, tinb4, cinb4
- trigger:
- if arg-1 is "on":
- {inb4on} is true:
- message "{@P} inb4 is already on!"
- set {inb4on} to true
- else:
- broadcast "{@P} inb4 is now on!"
- set {inb4on} to true
- set {BestPvEPlayerCount} to 0
- delete {Event::FirstDamage}
- delete {Event::FirstBlood}
- delete {Event::Erekt}
- delete {Event::WorstPvE}
- delete {Event::BadPvP}
- delete {Event::NetherRush}
- delete {Event::BestPvE}
- delete {Event::FirstDiamonds}
- delete {Event::FirstHeal}
- loop all players:
- delete {Reward::%player%::gold}
- delete {Reward::%player%::diamonds}
- set {BestPvEPlayerCount} to {BestPvEPlayerCount} + 1
- set {BestPve::%player%} to true
- set {inb4Points::%loop-player%} to 1
- delete {Predicted::FirstDamage::%loop-player%}
- delete {Predicted::FirstBlood::%loop-player%}
- delete {Predicted::Erekt::%loop-player%}
- delete {Predicted::WorstPvE::%loop-player%}
- delete {Predicted::BadPvP::%loop-player%}
- delete {Predicted::Death::%loop-player%}
- delete {Predicted::Snowball::%loop-player%}
- delete {Predicted::Enchants::%loop-player%}
- delete {Predicted::Melee::%loop-player%}
- delete {Predicted::NetherRush::%loop-player%}
- delete {Predicted::Nether::%loop-player%}
- delete {Predicted::BestPvE::%loop-player%}
- delete {Predicted::FirstDiamonds::%loop-player%}
- delete {Predicted::FirstHeal::%loop-player%}
- delete {Predicted::Heal::%loop-player%}
- delete {Predicted::Jukebox::%loop-player%}
- delete {Predicted::TeamKill::%loop-player%}
- loop all players:
- delete {Prediction::FirstDamage::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstBlood::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Erekt::%loop-player-1%::%loop-player-2%}
- delete {Prediction::WorstPvE::%loop-player-1%::%loop-player-2%}
- delete {Prediction::BadPvP::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Death::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Snowball::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Enchants::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Melee::%loop-player-1%::%loop-player-2%}
- delete {Prediction::NetherRush::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Nether::%loop-player-1%::%loop-player-2%}
- delete {Prediction::BestPvE::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstDiamonds::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstHeal::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Heal::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Jukebox::%loop-player-1%::%loop-player-2%}
- delete {Prediction::TeamKill::%loop-player-1%::%loop-player-2%}
- if arg-1 is "off":
- {inb4on} is false:
- message "{@P} inb4 is already off!"
- set {inb4on} to false
- else:
- broadcast "{@P} inb4 is now off!"
- set {inb4on} to false
- delete {Event::FirstDamage}
- delete {Event::FirstBlood}
- delete {Event::Erekt}
- delete {Event::WorstPvE}
- delete {Event::BadPvP}
- delete {Event::NetherRush}
- delete {Event::FirstDiamonds}
- delete {Event::FirstHeal}
- loop all players:
- delete {Reward::%player%::gold}
- delete {Reward::%player%::diamonds}
- delete {inb4Points::%loop-player%}
- delete {SnowBallKills::%loop-player%}
- delete {Predicted::FirstDamage::%loop-player%}
- delete {Predicted::FirstBlood::%loop-player%}
- delete {Predicted::Erekt::%loop-player%}
- delete {Predicted::WorstPvE::%loop-player%}
- delete {Predicted::BadPvP::%loop-player%}
- delete {Predicted::Death::%loop-player%}
- delete {Predicted::Snowball::%loop-player%}
- delete {Predicted::Enchants::%loop-player%}
- delete {Predicted::Melee::%loop-player%}
- delete {Predicted::NetherRush::%loop-player%}
- delete {Predicted::Nether::%loop-player%}
- delete {Predicted::FirstDiamonds::%loop-player%}
- delete {Predicted::FirstHeal::%loop-player%}
- delete {Predicted::Heal::%loop-player%}
- delete {Predicted::Jukebox::%loop-player%}
- delete {Predicted::TeamKill::%loop-player%}
- loop all players:
- delete {Prediction::FirstDamage::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstBlood::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Erekt::%loop-player-1%::%loop-player-2%}
- delete {Prediction::WorstPvE::%loop-player-1%::%loop-player-2%}
- delete {Prediction::BadPvP::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Death::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Snowball::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Enchants::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Melee::%loop-player-1%::%loop-player-2%}
- delete {Prediction::NetherRush::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Nether::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstDiamonds::%loop-player-1%::%loop-player-2%}
- delete {Prediction::FirstHeal::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Heal::%loop-player-1%::%loop-player-2%}
- delete {Prediction::Jukebox::%loop-player-1%::%loop-player-2%}
- delete {Prediction::TeamKill::%loop-player-1%::%loop-player-2%}
- on damage:
- {inb4on} is true:
- victim is a player:
- {Event::FirstDamage} is not set:
- broadcast "{@P} %victim% took first damage!"
- set {Event::FirstDamage} to true
- loop all players:
- {Prediction::FirstDamage::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 10 gold ingots
- send "{@P} You guessed right on first damage by %victim%!" to the loop-player
- send "{@P} Have 10 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to take first damage, so he/she gets 10 gold!" to the victim
- delete {Prediction::FirstDamage::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 2 diamonds
- send "{@P} You guessed right on first damage by %victim%!" to the loop-player
- send "{@P} Have 2 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to take first damage, so he/she gets 2 diamonds!" to the victim
- delete {Prediction::FirstDamage::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::FirstDamage::%loop-player%} is true:
- delete {Predicted::FirstDamage::%loop-player%}
- loop all players:
- delete {Prediction::FirstDamage::%loop-player-1%::%loop-player-2%}
- on death of a player:
- {inb4on} is true:
- set {inb4Points::%attacker%} to {inb4Points::%attacker%} + 1
- loop all players:
- {Prediction::Death::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 5 gold ingot
- send "{@P} You guessed right on death by %victim%!" to the loop-player
- send "{@P} Have 5 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to take first damage, so he/she gets 10 gold!" to the victim
- delete {Prediction::Death::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 1 diamonds
- send "{@P} You guessed right on Death by %victim%!" to the loop-player
- send "{@P} Have 1 diamond!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to take first damage, so he/she gets 2 diamonds!" to the victim
- delete {Prediction::Death::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Prediction::TeamKill::%loop-player%::%attacker%} is true:
- loop {Team.%{Teams.InTeam::%attacker%}%::*}:
- loop-value is "%victim%":
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::TeamKill::%loop-player%::%attacker%}
- give loop-player 20 gold ingots
- send "{@P} You guessed right on Team Kill by %attacker%!" to the loop-player
- send "{@P} Have 20 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to get killed by %attacker%, so he/she gets 20 gold!" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::TeamKill::%loop-player%::%attacker%}
- give loop-player 4 diamonds
- send "{@P} You guessed right on Team Kill by %attacker%!" to the loop-player
- send "{@P} Have 4 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to get killed by %attacker%, so he/she gets 4 diamonds" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Event::Erekt} is not set:
- set {Event::Erekt} to true
- loop all players:
- {Prediction::Erekt::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 10 gold ingots
- send "{@P} You guessed right on Erekt by %attacker%!" to the loop-player
- send "{@P} Have 10 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to get Erekt, so he/she gets 10 gold" to the victim
- delete {Prediction::Erekt::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 2 diamonds
- send "{@P} You guessed right on Erekt by %attacker%!" to the loop-player
- send "{@P} Have 2 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to get Erekt, so he/she gets 2 diamonds!" to the victim
- delete {Prediction::Erekt::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::Erekt::%loop-player%} is true:
- delete {Predicted::Erekt::%loop-player%}
- loop all players:
- delete {Prediction::Erekt::%loop-player-1%::%loop-player-2%}
- attacker is a player:
- damage was caused by attack:
- loop all players:
- {Prediction::Melee::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Melee::%loop-player%::%attacker%}
- give loop-player 5 gold ingots
- send "{@P} You guessed right on Melee by %victim%!" to the loop-player
- send "{@P} Have 5 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die by melee, so he/she gets 5 gold" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::Melee::%loop-player%::%attacker%}
- give loop-player 1 diamonds
- send "{@P} You guessed right on Melee by %victim%!" to the loop-player
- send "{@P} Have 1 diamond!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die by melee, so he/she gets 1 diamond!" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {SnowBallKills::%attacker%} is not set:
- set {SnowBallKills::%attacker%} to 1
- else:
- set {SnowBallKills::%attacker%} to {SnowBallKills::%attacker%} + 1
- {SnowBallKills::%attacker%} is 4:
- loop all players:
- {Prediction::Snowball::%loop-player%::%attacker%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Snowball::%loop-player%::%attacker%}
- give loop-player 15 gold ingots
- send "{@P} You guessed right on Snowball by %victim%!" to the loop-player
- send "{@P} Have 15 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Snowball, so he/she gets 15 gold" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 3 diamonds
- send "{@P} You guessed right on Snowball by %attacker%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Snowball, so he/she gets 3 diamonds!" to the attacker
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- delete {Prediction::Snowball::%loop-player%::%attacker%}
- {Event::FirstBlood} is not set:
- set {Event::FirstBlood} to true
- loop all players:
- {Prediction::FirstBlood::%loop-player%::%attacker%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Melee::%loop-player%::%attacker%}
- give loop-player 15 gold ingots
- send "{@P} You guessed right on First Blood by %victim%!" to the loop-player
- send "{@P} Have 15 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die first, so he/she gets 15 gold" to the victim
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 3 diamonds
- send "{@P} You guessed right on first Blood by %attacker%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to get the first kill, so he/she gets 3 diamonds!" to the attacker
- delete {Prediction::FirstBlood::%loop-player%::%attacker%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::FirstBlood::%loop-player%} is true:
- delete {Predicted::FirstBlood::%loop-player%}
- loop all players:
- delete {Prediction::FirstBlood::%loop-player-1%::%loop-player-2%}
- {Event::BadPvP} is not set:
- set {Event::BadPvP} to true
- loop all players:
- {Prediction::BadPvP::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 20 gold ingots
- send "{@P} You guessed right on Bad PvP by %victim%!" to the loop-player
- send "{@P} Have 20 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die to PvP first, so he/she gets 20 gold" to the victim
- delete {Prediction::BadPvP::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 4 diamonds
- send "{@P} You guessed right on Bad PvP by %victim%!" to the loop-player
- send "{@P} Have 4 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die to PvP first, so he/she gets 4 diamonds!" to the victim
- delete {Prediction::BadPvP::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::BadPvP::%loop-player%} is true:
- delete {Predicted::BadPvP::%loop-player%}
- loop all players:
- delete {Prediction::FirstBlood::%loop-player-1%::%loop-player-2%}
- else:
- {Event::WorstPvE} is not set:
- loop all players:
- {Prediction::WorstPvE::%loop-player%::%victim%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 15 gold ingots
- send "{@P} You guessed right on WorstPvE by %attacker%!" to the loop-player
- send "{@P} Have 15 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die to PvE, so he/she gets 15 gold!" to the victim
- delete {Prediction::WorstPvE::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 3 diamonds
- send "{@P} You guessed right on WorstPvE by %attacker%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to die to PvE, so he/she gets 3 diamonds!" to the victim
- delete {Prediction::WorstPvE::%loop-player%::%victim%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::WorstPvE::%loop-player%} is true:
- delete {Predicted::WorstPvE::%loop-player%}
- loop all players:
- delete {Prediction::WorstPvE::%loop-player-1%::%loop-player-2%}
- delete {inb4Points::%victim%}
- delete {SnowBallKills::%victim%}
- delete {Predicted::FirstDamage::%victim%}
- delete {Predicted::FirstBlood::%victim%}
- delete {Predicted::Erekt::%victim%}
- delete {Predicted::WorstPvE::%victim%}
- delete {Predicted::BadPvP::%victim%}
- delete {Predicted::Death::%victim%}
- delete {Predicted::Snowball::%victim%}
- delete {Predicted::Enchants::%victim%}
- delete {Predicted::Melee::%victim%}
- delete {Predicted::NetherRush::%victim%}
- delete {Predicted::Nether::%victim%}
- delete {Predicted::FirstDiamonds::%victim%}
- delete {Predicted::FirstHeal::%victim%}
- delete {Predicted::Heal::%victim%}
- delete {Predicted::Jukebox::%victim%}
- loop all players:
- delete {Prediction::FirstDamage::%victim%::%loop-player%}
- delete {Prediction::FirstBlood::%victim%::%loop-player%}
- delete {Prediction::Erekt::%victim%::%loop-player%}
- delete {Prediction::WorstPvE::%victim%::%loop-player%}
- delete {Prediction::BadPvP::%victim%::%loop-player%}
- delete {Prediction::Death::%victim%::%loop-player%}
- delete {Prediction::Snowball::%victim%::%loop-player%}
- delete {Prediction::Enchants::%victim%::%loop-player%}
- delete {Prediction::Melee::%victim%::%loop-player%}
- delete {Prediction::NetherRush::%victim%::%loop-player%}
- delete {Prediction::Nether::%victim%::%loop-player%}
- delete {Prediction::FirstDiamonds::%victim%::%loop-player%}
- delete {Prediction::FirstHeal::%victim%::%loop-player%}
- delete {Prediction::Heal::%victim%::%loop-player%}
- delete {Prediction::Jukebox::%victim%::%loop-player%}
- delete {Prediction::FirstDamage::%loop-player%::%victim%}
- delete {Prediction::FirstBlood::%loop-player%::%victim%}
- delete {Prediction::Erekt::%loop-player%::%victim%}
- delete {Prediction::WorstPvE::%loop-player%::%victim%}
- delete {Prediction::BadPvP::%loop-player%::%victim%}
- delete {Prediction::Death::%loop-player%::%victim%}
- delete {Prediction::Snowball::%loop-player%::%victim%}
- delete {Prediction::Enchants::%loop-player%::%victim%}
- delete {Prediction::Melee::%loop-player%::%victim%}
- delete {Prediction::NetherRush::%loop-player%::%victim%}
- delete {Prediction::Nether::%loop-player%::%victim%}
- delete {Prediction::FirstDiamonds::%loop-player%::%victim%}
- delete {Prediction::FirstHeal::%loop-player%::%victim%}
- delete {Prediction::Heal::%loop-player%::%victim%}
- delete {Prediction::Jukebox::%loop-player%::%victim%}
- on craft of enchantment table:
- {inb4on} is true:
- loop all players:
- {Prediction::Enchants::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Echants::%loop-player%::%player%}
- give loop-player 10 gold ingots
- send "{@P} You guessed right on Enchants by %player%!" to the loop-player
- send "{@P} Have 10 gold" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Enchants, so he/she gets 10 gold" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::Echants::%loop-player%::%player%}
- give loop-player 2 diamonds
- send "{@P} You guessed right on Enchants by %player%!" to the loop-player
- send "{@P} Have 2 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Enchants, so he/she gets 2 diamonds!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- on portal enter:
- {inb4on} is true:
- {Event::NetherRush} is not set:
- loop all players:
- {Prediction::NetherRush::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 25 gold ingots
- send "{@P} You guessed right on Nether Rush by %player%!" to the loop-player
- send "{@P} Have 25 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Nether Rush, so he/she gets 25 gold" to the player
- delete {Prediction::NetherRush::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 5 diamonds
- send "{@P} You guessed right on Nether Rush by %player%!" to the loop-player
- send "{@P} Have 5 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to Nether Rush, so he/she gets 5 diamonds!" to the player
- delete {Prediction::NetherRush::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::NetherRush::%loop-player%} is true:
- delete {Predicted::NetherRush::%loop-player%}
- loop all players:
- delete {Prediction::NetherRush::%loop-player-1%::%loop-player-2%}
- loop all players:
- {Prediction::Nether::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Nether::%loop-player%::%player%}
- give loop-player 10 gold ingots
- send "{@P} You guessed right on Nether by %player%!" to the loop-player
- send "{@P} Have 10 gold!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to the Nether, so he/she gets 10 gold!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::Nether::%loop-player%::%player%}
- give loop-player 2 diamonds
- send "{@P} You guessed right on Nether by %player%!" to the loop-player
- send "{@P} Have 2 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to the Nether, so he/she gets 2 diamonds!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- on mine of diamond ore:
- {inb4on} is true:
- {Event::FirstDiamonds} is not set:
- loop all players:
- {Prediction::FirstDiamonds::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 15 gold ingots
- send "{@P} You guessed right on First Diamonds by %player%!" to the loop-player
- send "{@P} Have 15 gold" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to mine the first diamonds, so he/she gets 15 gold" to the player
- delete {Prediction::FirstDiamonds::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 3 diamonds
- send "{@P} You guessed right on First Diamonds by %player%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to mine the first diamonds, so he/she gets 3 diamonds!" to the player
- delete {Prediction::FirstDiamonds::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::FirstDiamonds::%loop-player%} is true:
- delete {Predicted::FirstDiamonds::%loop-player%}
- loop all players:
- delete {Prediction::FirstDiamonds::%loop-player-1%::%loop-player-2%}
- on heal:
- {inb4on} is true:
- {Event::FirstHeal} is not set:
- loop all players:
- {Prediction::FirstHeal::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- give loop-player 15 gold ingots
- send "{@P} You guessed right on First Heal by %player%!" to the loop-player
- send "{@P} Have 15 gold" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to heal first, so he/she gets 15 gold" to the player
- delete {Prediction::FirstHeal::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- give loop-player 3 diamonds
- send "{@P} You guessed right on First Heal by %player%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to heal first, so he/she gets 3 diamonds!" to the player
- delete {Prediction::FirstHeal::%loop-player%::%player%}
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- {Predicted::FirstHeal::%loop-player%} is true:
- delete {Predicted::FirstHeal::%loop-player%}
- loop all players:
- delete {Prediction::FirstHeal::%loop-player-1%::%loop-player-2%}
- loop all players:
- {Prediction::Heal::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Heal::%loop-player%::%player%}
- give loop-player 5 gold ingots
- send "{@P} You guessed right on Heal by %player%!" to the loop-player
- send "{@P} Have 5 gold" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to heal, so he/she gets 5 gold!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::Heal::%loop-player%::%player%}
- give loop-player 1 diamond
- send "{@P} You guessed right on Heal by %player%!" to the loop-player
- send "{@P} Have 1 diamond!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to heal, so he/she gets 1 diamond!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- on craft of jukebox:
- {inb4on} is true:
- loop all players:
- {Prediction::Jukebox::%loop-player%::%player%} is true:
- {Reward::%loop-player%::gold} is true:
- delete {Prediction::Jukebox::%loop-player%::%player%}
- give loop-player 15 gold ingots
- send "{@P} You guessed right on Jukebox by %player%!" to the loop-player
- send "{@P} Have 15 gold" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to craft a jukebox, so he/she gets 15 gold" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- Else:
- delete {Prediction::Jukebox::%loop-player%::%player%}
- give loop-player 3 diamonds
- send "{@P} You guessed right on Jukebox by %player%!" to the loop-player
- send "{@P} Have 3 diamonds!" to the loop-player
- send "{@P} %loop-player% guessed right that you were going to craft a jukebox, so he/she gets 3 diamonds!" to the player
- set {inb4points::%loop-player%} to {inb4points::%loop-player%} + 1
- on join:
- {inb4on} is true:
- {inb4Points::%player%} is not set:
- set {inb4Points::%player%} to 1
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