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- options:
- P:<black>[<lime>Nuzlocke<black>] <white>
- Fire: <red>Fire
- Water: <blue>Water
- Grass: <lime>Grass
- Normal: <dark gray>Normal
- Fighting: <gold>Fighting
- Poison: <green>Poison
- Ice: <dark aqua>Ice
- Electric: <yellow>Electric
- Steel: <silver>Steel
- Flying: <italic>Flying
- Rock: <bold>Rock
- Ground: <underline>Ground
- Bug: <strikethrough>Bug
- Dragon: <dark red>Dragon
- Dark: <black>Dark
- Fairy: <magenta>Fairy
- Psychic: <purple>Psychic
- Ghost: <white>Ghost
- Res1: 0.85
- Res2: 0.75
- variables:
- {teams} = 0
- aliases:
- oak_leaves = 18
- spruce_leaves = 18:1
- birch_leaves = 18:2
- jungle_leaves = 18:3
- acacia_leaves = 161
- dark_oak_leaves = 161:1
- coarse_dirt = 3:1
- #Effect Functions#
- function Speed1(p: player):
- remove speed from {_p}
- remove slowness from {_p}
- apply slowness 5 to {_p} for 6 seconds
- apply speed 18 to {_p} for 6 seconds
- function Speed2(p: player):
- remove speed from {_p}
- remove slowness from {_p}
- apply slowness 2 to {_p} for 6 seconds
- apply speed 4 to {_p} for 6 seconds
- function Slowness1(p: player):
- remove speed from {_p}
- remove slowness from {_p}
- apply slowness 3 to {_p} for 6 seconds
- apply speed 3 to {_p} for 6 seconds
- function Slowness2(p: player):
- remove speed from {_p}
- remove slowness from {_p}
- apply slowness 1 to {_p} for 6 seconds
- #Particle Functions#
- function ParticleDepthSuspend(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle depthsuspend %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 3 200"
- function ParticleHappyVillager(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle happyVillager %{_xloc}% %{_yloc}% %{_zloc}% 0.5 0 0.5 5 15"
- function ParticleLargeSmoke(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle largesmoke %{_xloc}% %{_yloc}% %{_zloc}% 0.25 0.75 0.25 0 3"
- function ParticleCrit(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle crit %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 15"
- function ParticleNote(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle note %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 10"
- function ParticleFootstep(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle footstep %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1"
- wait 1 second
- execute console command "/particle footstep %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1"
- wait 1 second
- execute console command "/particle footstep %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1"
- wait 1 second
- execute console command "/particle footstep %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1"
- wait 1 second
- execute console command "/particle footstep %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1"
- function ParticleDroplet(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle droplet %{_xloc}% %{_yloc}% %{_zloc}% 0.5 0 0.5 0 20 5"
- function ParticleDripWater(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle dripWater %{_xloc}% %{_yloc}% %{_zloc}% 0.5 0 0.5 0 20 5"
- function ParticleFireworksSpark(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle fireworksSpark %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.1 3"
- function ParticleHeart(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle heart %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.1 3"
- function ParticleMobSpell(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle mobSpell %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 20"
- function ParticlePortal(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle portal %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.5 50"
- function ParticleAngryVillager(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle angryVillager %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 10"
- wait 1 second
- execute console command "/particle angryVillager %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 10"
- function ParticleMobSpellAmbient(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle mobSpellAmbient %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 30"
- function ParticleLargeExplode(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle largeexplode %{_xloc}% %{_yloc}% %{_zloc}% 0.25 0.75 0.25 0 1"
- function ParticleRedDust(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle reddust %{_xloc}% %{_yloc}% %{_zloc}% 2 1 2 0.1 15"
- function ParticleMagicCrit(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle magicCrit %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.00001 10"
- function ParticleMagicCritB(b: block):
- set {_xloc} to {_b}'s x-coordinate
- set {_yloc} to {_b}'s y-coordinate
- set {_zloc} to {_b}'s z-coordinate
- execute console command "/particle magicCrit %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.00001 10"
- function ParticleEnchant(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle enchantmenttable %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.01 30"
- function ParticleInstantSpell(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle instantSpell %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.3 15"
- function ParticleExplode(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle explode %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 5"
- function ParticleCloud(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle cloud %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 5"
- function ParticleDripLava(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle dripLava %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 15"
- function ParticleSplash(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle splash %{_xloc}% %{_yloc}% %{_zloc}% 0.5 0 0.5 0 20 10"
- function ParticleBubble(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle bubble %{_xloc}% %{_yloc}% %{_zloc}% 0.5 1 0.5 1 10 10"
- function ParticleTownAura(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle townaura %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 20 10"
- function ParticleFlame(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle flame %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 10"
- function ParticleLava(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle lava %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 3"
- function ParticleWake(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle wake %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 5"
- function ParticleSnow(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle snowballpoof %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.00001 7"
- execute console command "/particle snowshovel %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 0.00001 7"
- function ParticleBlockDamage(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle depthsuspend %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 15"
- wait 1 tick
- execute console command "/particle blockcrack %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 15"
- wait 1 tick
- execute console command "/particle blockdust %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 20"
- function ParticleFireBlock(b: block):
- set {_xloc} to {_b}'s x-coordinate
- set {_yloc} to {_b}'s y-coordinate
- set {_zloc} to {_b}'s z-coordinate
- execute console command "/particle largesmoke %{_xloc}% %{_yloc}% %{_zloc}% 0.25 0.75 0.25 0 3"
- execute console command "/setblock stone %{_xloc}% %{_yloc}% %{_zloc}%"
- execute console command "/setblock air %{_xloc}% %{_yloc}% %{_zloc}%"
- function ParticleSlime(p: player):
- set {_xloc} to {_p}'s x-coordinate
- set {_yloc} to {_p}'s y-coordinate
- set {_zloc} to {_p}'s z-coordinate
- execute console command "/particle slime %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 10"
- # Type Clear Function
- function TypeClear(p: player):
- remove haste from {_p}
- remove fire resistance from {_p}
- remove water breathing from {_p}
- remove resistance from {_p}
- remove weakness from {_p}
- remove invisibility from {_p}
- remove saturation from {_p}
- remove strength from {_p}
- remove slowness from {_p}
- remove jump boost from {_p}
- remove speed from {_p}
- remove nausea from {_p}
- remove night vision from {_p}
- remove mining fatigue from {_p}
- remove haste from {_p}
- remove absorption from {_p}
- set {_p}'s health to 10
- if {Pkmn::%{_p}%::Type} is "{@Electric}" or "{@Fighting}" or "{@Ghost}" or "{@Ground}" or "{@Water}":
- command "/nuzpl clear %{_p}%"
- remove all firework star named "&8TNT Cannon" from {_p}
- remove all wet sponge named "&9Water Gun" from {_p}
- remove all packed ice named "<dark aqua>Toggle IceWalk" from {_p}
- remove all nether star named "&dWand" from {_p}
- remove all feather named "<yellow>Toggle Jump Boost" from {_p}
- remove all barrier block named "<white>Barrier" from {_p}
- remove all diamond shovel named "<brown>Dig" from {_p}
- remove all cobblestone named "<bold>Stealth Rock" from {_p}
- command "/scoreboard teams leave %{_p}%"
- delete {Pkmn::%{_p}%::*}
- remove {_p} from {Pkmn::Types::Fire::*}
- remove {_p} from {Pkmn::Types::Water::*}
- remove {_p} from {Pkmn::Types::Grass::*}
- remove {_p} from {Pkmn::Types::Normal::*}
- remove {_p} from {Pkmn::Types::Fighting::*}
- remove {_p} from {Pkmn::Types::Poison::*}
- remove {_p} from {Pkmn::Types::Ice::*}
- remove {_p} from {Pkmn::Types::Electric::*}
- remove {_p} from {Pkmn::Types::Steel::*}
- remove {_p} from {Pkmn::Types::Flying::*}
- remove {_p} from {Pkmn::Types::Rock::*}
- remove {_p} from {Pkmn::Types::Ground::*}
- remove {_p} from {Pkmn::Types::Bug::*}
- remove {_p} from {Pkmn::Types::Dragon::*}
- remove {_p} from {Pkmn::Types::Dark::*}
- remove {_p} from {Pkmn::Types::Fairy::*}
- remove {_p} from {Pkmn::Types::Psychic::*}
- remove {_p} from {Pkmn::Types::Ghost::*}
- remove {_p} from {Pkmn::Types::Shadow::*}
- remove {_p} from {PkmnTrainer::List::*}
- command /pkmntype <text> [<text>] [<text>]:
- trigger:
- if arg 1 is "list":
- message "<white>Trainers: %{PkmnTrainer::List::*}%" to player
- message "{@Fire}: %{Pkmn::Types::Fire::*}%" to player
- message "{@Water}: %{Pkmn::Types::Water::*}%" to player
- message "{@Grass}: %{Pkmn::Types::Grass::*}%" to player
- message "{@Normal}: %{Pkmn::Types::Normal::*}%" to player
- message "{@Fighting}: %{Pkmn::Types::Fighting::*}%" to player
- message "{@Poison}: %{Pkmn::Types::Poison::*}%" to player
- message "{@Ice}: %{Pkmn::Types::Ice::*}%" to player
- message "{@Electric}: %{Pkmn::Types::Electric::*}%" to player
- message "{@Steel}: %{Pkmn::Types::Steel::*}%" to player
- message "{@Flying}: %{Pkmn::Types::Flying::*}%" to player
- message "{@Rock}: %{Pkmn::Types::Rock::*}%" to player
- message "{@Ground}: %{Pkmn::Types::Ground::*}%" to player
- message "{@Bug}: %{Pkmn::Types::Bug::*}%" to player
- message "{@Dragon}: %{Pkmn::Types::Dragon::*}%" to player
- message "{@Dark}: %{Pkmn::Types::Dark::*}%" to player
- message "{@Fairy}: %{Pkmn::Types::Fairy::*}%" to player
- message "{@Psychic}: %{Pkmn::Types::Psychic::*}%" to player
- message "{@Ghost}: %{Pkmn::Types::Ghost::*}%" to player
- message "Shadow: %{Pkmn::Types::Shadow::*}%" to player
- else if arg 1 is "choose":
- if command sender has permission "skript.op":
- set {Pkmn::Type::Chooser::%command sender%} to "active"
- if {Pkmn::Type::Chooser::%command sender%} is "active":
- if arg-3 is not set:
- set {_commandsender} to command sender
- else if arg-3 is set:
- set {_commandsender} to ("%arg-3%" parsed as offlineplayer)
- TypeClear({_commandsender})
- if arg 2 is "fire":
- set {Pkmn::%{_commandsender}%::Type} to "{@Fire}"
- add {_commandsender} to {Pkmn::Types::Fire::*}
- command "/scoreboard teams add UHC0"
- command "/scoreboard teams option UHC0 color red"
- command "/scoreboard teams join UHC0 %{_commandsender}%"
- else if arg 2 is "normal":
- set {Pkmn::%{_commandsender}%::Type} to "{@Normal}"
- add {_commandsender} to {Pkmn::Types::Normal::*}
- give firework star named "&8TNT Cannon" to {_commandsender}
- command "/scoreboard teams add UHC1"
- command "/scoreboard teams option UHC1 color dark_gray"
- command "/scoreboard teams join UHC1 %{_commandsender}%"
- else if arg 2 is "water":
- set {Pkmn::%{_commandsender}%::Type} to "{@Water}"
- add {_commandsender} to {Pkmn::Types::Water::*}
- give wet sponge named "&9Water Gun" to {_commandsender}
- command "/scoreboard teams add UHC2"
- command "/scoreboard teams option UHC2 color blue"
- command "/scoreboard teams join UHC2 %{_commandsender}%"
- command "/nuzpl add Water %{_commandsender}%"
- else if arg 2 is "fighting":
- set {Pkmn::%{_commandsender}%::Type} to "{@Fighting}"
- add {_commandsender} to {Pkmn::Types::Fighting::*}
- command "/scoreboard teams add UHC3"
- command "/scoreboard teams option UHC3 color gold"
- command "/scoreboard teams join UHC3 %{_commandsender}%"
- command "/nuzpl add Fighting %{_commandsender}%"
- else if arg 2 is "poison":
- set {Pkmn::%{_commandsender}%::Type} to "{@Poison}"
- add {_commandsender} to {Pkmn::Types::Poison::*}
- command "/scoreboard teams add UHC4"
- command "/scoreboard teams option UHC4 color green"
- command "/scoreboard teams join UHC4 %{_commandsender}%"
- else if arg 2 is "ice":
- set {Pkmn::%{_commandsender}%::Type} to "{@Ice}"
- add {_commandsender} to {Pkmn::Types::Ice::*}
- command "/scoreboard teams add UHC5"
- command "/scoreboard teams option UHC5 color dark_aqua"
- command "/scoreboard teams join UHC5 %{_commandsender}%"
- give 1 packed ice named "<dark aqua>Toggle IceWalk" to {_commandsender}
- else if arg 2 is "dark":
- set {Pkmn::%{_commandsender}%::Type} to "{@Dark}"
- add {_commandsender} to {Pkmn::Types::Dark::*}
- command "/scoreboard teams add UHC6"
- command "/scoreboard teams option UHC6 color black"
- command "/scoreboard teams join UHC6 %{_commandsender}%"
- else if arg 2 is "electric":
- set {Pkmn::%{_commandsender}%::Type} to "{@Electric}"
- add {_commandsender} to {Pkmn::Types::Electric::*}
- command "/scoreboard teams add UHC7"
- command "/scoreboard teams option UHC7 color yellow"
- command "/scoreboard teams join UHC7 %{_commandsender}%"
- command "/nuzpl add Electric %{_commandsender}%"
- set {Pkmn::%{_commandsender}%::ElectricFeature} to "MEMES"
- else if arg 2 is "steel":
- set {Pkmn::%{_commandsender}%::Type} to "{@Steel}"
- add {_commandsender} to {Pkmn::Types::Steel::*}
- command "/scoreboard teams add UHC8"
- command "/scoreboard teams option UHC8 color gray"
- command "/scoreboard teams join UHC8 %{_commandsender}%"
- else if arg 2 is "grass":
- set {Pkmn::%{_commandsender}%::Type} to "{@Grass}"
- add {_commandsender} to {Pkmn::Types::Grass::*}
- command "/scoreboard teams add UHC9"
- command "/scoreboard teams option UHC9 color dark_green"
- command "/scoreboard teams join UHC9 %{_commandsender}%"
- else if arg 2 is "fairy":
- set {Pkmn::%{_commandsender}%::Type} to "{@Fairy}"
- add {_commandsender} to {Pkmn::Types::Fairy::*}
- command "/scoreboard teams add UHC10"
- command "/scoreboard teams option UHC10 color light_purple"
- command "/scoreboard teams join UHC10 %{_commandsender}%"
- give nether star named "&dWand" to {_commandsender}
- else if arg 2 is "rock":
- set {Pkmn::%{_commandsender}%::Type} to "{@Rock}"
- add {_commandsender} to {Pkmn::Types::Rock::*}
- command "/scoreboard teams add UHC11"
- command "/scoreboard teams option UHC11 color bold"
- command "/scoreboard teams join UHC11 %{_commandsender}%"
- command "/bold UHC11"
- give a cobblestone named "<bold>Stealth Rock" to {_commandsender}
- else if arg 2 is "flying":
- set {Pkmn::%{_commandsender}%::Type} to "{@Flying}"
- add {_commandsender} to {Pkmn::Types::Flying::*}
- command "/scoreboard teams add UHC12"
- command "/scoreboard teams option UHC12 color italic"
- command "/scoreboard teams join UHC12 %{_commandsender}%"
- command "/italic UHC12"
- give a feather named "<yellow>Toggle Jump Boost" to {_commandsender}
- else if arg 2 is "ghost":
- set {Pkmn::%{_commandsender}%::Type} to "{@Ghost}"
- add {_commandsender} to {Pkmn::Types::Ghost::*}
- # command "/scoreboard teams add UHC13"
- # command "/scoreboard teams option UHC13 color white"
- # command "/scoreboard teams join UHC13 %{_commandsender}%"
- command "/nuzpl add Ghost %{_commandsender}%"
- give 1 barrier block named "<white>Barrier" to {_commandsender}
- else if arg 2 is "psychic":
- set {Pkmn::%{_commandsender}%::Type} to "{@Psychic}"
- add {_commandsender} to {Pkmn::Types::Psychic::*}
- command "/scoreboard teams add UHC14"
- command "/scoreboard teams option UHC14 color dark_purple"
- command "/scoreboard teams join UHC14 %{_commandsender}%"
- else if arg 2 is "dragon":
- set {Pkmn::%{_commandsender}%::Type} to "{@Dragon}"
- add {_commandsender} to {Pkmn::Types::Dragon::*}
- command "/scoreboard teams add UHC15"
- command "/scoreboard teams option UHC15 color dark_red"
- command "/scoreboard teams join UHC15 %{_commandsender}%"
- else if arg 2 is "bug":
- set {Pkmn::%{_commandsender}%::Type} to "{@Bug}"
- add {_commandsender} to {Pkmn::Types::Bug::*}
- command "/scoreboard teams add UHC17"
- command "/scoreboard teams option UHC17 color strikethrough"
- command "/scoreboard teams join UHC17 %{_commandsender}%"
- command "/strikethrough UHC17"
- else if arg 2 is "ground":
- set {Pkmn::%{_commandsender}%::Type} to "{@Ground}"
- add {_commandsender} to {Pkmn::Types::Ground::*}
- command "/scoreboard teams add UHC16"
- command "/scoreboard teams option UHC16 color underline"
- command "/scoreboard teams join UHC16 %{_commandsender}%"
- command "/nuzpl add Ground %{_commandsender}%"
- command "/underline UHC16"
- set {Pkmn::%{_commandsender}%::GroundFirstUse} to 0
- give a diamond shovel of efficiency 5 and unbreaking 3 named "<brown>Dig" to {_commandsender}
- else if arg 2 is "shadow":
- set {Pkmn::%{_commandsender}%::Type} to "Shadow"
- set {Pkmn::%{_commandsender}%::HeartGauge} to 5
- set {Pkmn::%{_commandsender}%::Damage} to 0
- add {_commandsender} to {Pkmn::Types::Shadow::*}
- send "{@P}You are a %{Pkmn::%{_commandsender}%::Type}%<white> type!" to {_commandsender}
- delete {Pkmn::Type::Chooser::%command sender%}
- stop trigger
- else:
- message "{@P}Please define which type you want to choose" to command sender
- delete {Pkmn::Type::Chooser::%command sender%}
- stop trigger
- send "{@P}You are a %{Pkmn::%{_commandsender}%::Type}%<white> type! Do /pkmntype <type> to learn about the type!" to {_commandsender}
- delete {Pkmn::Type::Chooser::%command sender%}
- else if arg 1 is "random":
- player is an op
- set {teams} to 0
- make player execute command "/pkmntype clear"
- delete {PkmnTypes::*}
- loop 18 times:
- command "/scoreboard teams add UHC%{teams}%"
- set {teams} to {teams}+1
- command "/scoreboard teams option UHC0 color red"
- command "/scoreboard teams option UHC1 color dark_gray"
- command "/scoreboard teams option UHC2 color blue"
- command "/scoreboard teams option UHC3 color gold"
- command "/scoreboard teams option UHC4 color green"
- command "/scoreboard teams option UHC5 color dark_aqua"
- command "/scoreboard teams option UHC6 color black"
- command "/scoreboard teams option UHC7 color yellow"
- command "/scoreboard teams option UHC8 color gray"
- command "/scoreboard teams option UHC9 color dark_green"
- command "/scoreboard teams option UHC10 color light_purple"
- command "/scoreboard teams option UHC11 color bold"
- command "/scoreboard teams option UHC12 color italic"
- # command "/scoreboard teams option UHC13 color white"
- command "/scoreboard teams option UHC14 color dark_purple"
- command "/scoreboard teams option UHC15 color dark_red"
- command "/scoreboard teams option UHC16 color underline"
- command "/scoreboard teams option UHC17 color strikethrough"
- command "/bold UHC11"
- command "/italic UHC12"
- command "/underline UHC16"
- command "/strikethrough UHC17"
- loop 10 times:
- add "{@Fire}" to {PkmnTypes::*}
- add "{@Electric}" to {PkmnTypes::*}
- add "{@Grass}" to {PkmnTypes::*}
- add "{@Water}" to {PkmnTypes::*}
- add "{@Normal}" to {PkmnTypes::*}
- add "{@Fighting}" to {PkmnTypes::*}
- add "{@Poison}" to {PkmnTypes::*}
- add "{@Ice}" to {PkmnTypes::*}
- add "{@Dark}" to {PkmnTypes::*}
- add "{@Steel}" to {PkmnTypes::*}
- add "{@Fairy}" to {PkmnTypes::*}
- add "{@Flying}" to {PkmnTypes::*}
- add "{@Rock}" to {PkmnTypes::*}
- add "{@Ghost}" to {PkmnTypes::*}
- add "{@Psychic}" to {PkmnTypes::*}
- add "{@Dragon}" to {PkmnTypes::*}
- add "{@Ground}" to {PkmnTypes::*}
- add "{@Bug}" to {PkmnTypes::*}
- loop all players:
- {PkmnTrainer::%loop-player%} is not set
- if {Pkmn::%loop-player%::Type} is not set:
- set loop-player's health to 10
- set {Pkmn::%loop-player%::Type} to a random element of {PkmnTypes::*}
- remove {Pkmn::%loop-player%::Type} from {PkmnTypes::*}
- send "{@P}You are a %{Pkmn::%loop-player%::Type}%<white> type! Do /pkmntype <type> to learn about the type!" to loop-player
- if {Pkmn::%loop-player%::Type} is "{@Fire}":
- execute command "/scoreboard teams join UHC0 %loop-player%"
- add loop-player to {Pkmn::Types::Fire::*}
- if {Pkmn::%loop-player%::Type} is "{@Normal}":
- execute command "/scoreboard teams join UHC1 %loop-player%"
- add loop-player to {Pkmn::Types::Normal::*}
- give firework star named "&8TNT Cannon" to loop-player
- if {Pkmn::%loop-player%::Type} is "{@Water}":
- execute command "/scoreboard teams join UHC2 %loop-player%"
- command "/nuzpl add Water %loop-player%"
- add loop-player to {Pkmn::Types::Water::*}
- give wet sponge named "&9Water Gun" to loop-player
- if {Pkmn::%loop-player%::Type} is "{@Fighting}":
- execute command "/scoreboard teams join UHC3 %loop-player%"
- command "/nuzpl add Fighting %loop-player%"
- add loop-player to {Pkmn::Types::Fighting::*}
- if {Pkmn::%loop-player%::Type} is "{@Poison}":
- execute command "/scoreboard teams join UHC4 %loop-player%"
- add loop-player to {Pkmn::Types::Poison::*}
- if {Pkmn::%loop-player%::Type} is "{@Ice}":
- execute command "/scoreboard teams join UHC5 %loop-player%"
- add loop-player to {Pkmn::Types::Ice::*}
- give 1 packed ice named "<dark aqua>Toggle IceWalk" to loop-player
- if {Pkmn::%loop-player%::Type} is "{@Dark}":
- execute command "/scoreboard teams join UHC6 %loop-player%"
- add loop-player to {Pkmn::Types::Dark::*}
- if {Pkmn::%loop-player%::Type} is "{@Electric}":
- execute command "/scoreboard teams join UHC7 %loop-player%"
- command "/nuzpl add electric %loop-player%"
- set {Pkmn::%loop-player%::ElectricFeature} to "MEMES"
- add loop-player to {Pkmn::Types::Electric::*}
- if {Pkmn::%loop-player%::Type} is "{@Steel}":
- execute command "/scoreboard teams join UHC8 %loop-player%"
- add loop-player to {Pkmn::Types::Steel::*}
- if {Pkmn::%loop-player%::Type} is "{@Grass}":
- execute command "/scoreboard teams join UHC9 %loop-player%"
- add loop-player to {Pkmn::Types::Grass::*}
- if {Pkmn::%loop-player%::Type} is "{@Fairy}":
- execute command "/scoreboard teams join UHC10 %loop-player%"
- add loop-player to {Pkmn::Types::Fairy::*}
- give loop-player a nether star named "&dWand"
- if {Pkmn::%loop-player%::Type} is "{@Rock}":
- execute command "/scoreboard teams join UHC11 %loop-player%"
- add loop-player to {Pkmn::Types::Rock::*}
- give a cobblestone named "<bold>Stealth Rock" to loop-player
- if {Pkmn::%loop-player%::Type} is "{@Flying}":
- execute command "/scoreboard teams join UHC12 %loop-player%"
- add loop-player to {Pkmn::Types::Flying::*}
- give loop-player a feather named "<yellow>Toggle Jump Boost"
- if {Pkmn::%loop-player%::Type} is "{@Ghost}":
- # execute command "/scoreboard teams join UHC13 %loop-player%"
- add loop-player to {Pkmn::Types::Ghost::*}
- command "/nuzpl add Ghost %loop-player%"
- give loop-player a barrier block named "<white>Barrier"
- if {Pkmn::%loop-player%::Type} is "{@Psychic}":
- execute command "/scoreboard teams join UHC14 %loop-player%"
- add loop-player to {Pkmn::Types::Psychic::*}
- if {Pkmn::%loop-player%::Type} is "{@Dragon}":
- execute command "/scoreboard teams join UHC15 %loop-player%"
- add loop-player to {Pkmn::Types::Dragon::*}
- if {Pkmn::%loop-player%::Type} is "{@Bug}":
- execute command "/scoreboard teams join UHC17 %loop-player%"
- add loop-player to {Pkmn::Types::Bug::*}
- if {Pkmn::%loop-player%::Type} is "{@Ground}":
- execute command "/scoreboard teams join UHC16 %loop-player%"
- set {Pkmn::GroundFirstUse::%loop-player%} to 0
- command "/nuzpl add Ground %loop-player%"
- add loop-player to {Pkmn::Types::Ground::*}
- give loop-player a diamond shovel of efficiency 5 and unbreaking 3 named "<brown>Dig"
- if (amount of {PkmnTypes::*}) is not 0:
- exit loop
- command "/heal *"
- broadcast "{@P}Pokemon Types Randomized!"
- else if arg 1 is "particle":
- if {Pkmn::%command sender%::Particle} is not set:
- send "{@P}You have toggled the particles on!" to command sender
- set {Pkmn::%command sender%::Particle} to "DaPenguin19"
- else if {Pkmn::%command sender%::Particle} is set:
- send "{@P}You have toggled the particles off!" to command sender
- delete {Pkmn::%command sender%::Particle}
- else if arg 1 is "clear":
- command sender has permission "skript.op"
- if arg 2 is not set:
- loop 18 times:
- command "/scoreboard teams remove UHC%(loop-number)-1%"
- loop all players:
- TypeClear(loop-player)
- delete {Pkmn::*}
- broadcast "{@P}Pokemon Types Cleared!"
- else:
- set {_player} to ("%arg-2%" parsed as offlineplayer)
- TypeClear({_player})
- message "{@P}Your type has been cleared" to {_player}
- message "{@P}You cleared %{_player}%'s type" to command sender
- else if arg 1 is "item" or "give":
- # NEEDS COOLDOWN
- set {_commandsender} to command sender
- if {Pkmn::%{_commandsender}%::Type} is "{@Normal}":
- remove firework star named "&8TNT Cannon" from {_commandsender}
- give firework star named "&8TNT Cannon" to {_commandsender}
- if {Pkmn::%{_commandsender}%::Type} is "{@Water}":
- remove wet sponge named "&9Water Gun" from {_commandsender}
- give wet sponge named "&9Water Gun" to {_commandsender}
- if {Pkmn::%{_commandsender}%::Type} is "{@Ice}":
- remove 1 packed ice named "<dark aqua>Toggle IceWalk" from {_commandsender}
- give 1 packed ice named "<dark aqua>Toggle IceWalk" to {_commandsender}
- if {Pkmn::%{_commandsender}%::Type} is "{@Fairy}":
- remove nether star named "&dWand" from {_commandsender}
- give {_commandsender} a nether star named "&dWand"
- if {Pkmn::%{_commandsender}%::Type} is "{@Flying}":
- remove feather named "<yellow>Toggle Jump Boost" from {_commandsender}
- give {_commandsender} a feather named "<yellow>Toggle Jump Boost"
- execute server command "/helpop %{_commandsender}% [Flying] has used the 'give' command. Monitor in case of abuse."
- if {Pkmn::%{_commandsender}%::Type} is "{@Ghost}":
- remove barrier block named "<white>Barrier" from {_commandsender}
- give {_commandsender} a barrier block named "<white>Barrier"
- else if arg 1 is "fire":
- send "{@P}About &cFire<white> type:" to player
- send "{@P}&2+&fFire Resistance" to player
- send "{@P}&2+&fWill-O-Wisp - Arrows set ground on fire on impact and sometimes target (15%%)" to player
- send "{@P}&2+&fCooks food automatically and smelts ore automatically" to player
- send "{@P}&2+&fLava Plume - Lava Bucket drops in large radius around you (1 minute cooldown)" to player
- send "{@P}&c-&fTakes 15%% more melee damage for 1 minute after being in water" to player
- send "{@P}&c-&fHolding more than 64 cobble gives slowness 1" to player
- send "{@P}Env - When on fire, gain Speed 1 and leave fire trail" to player
- else if arg 1 is "grass":
- send "{@P}About {@Grass}<white> type:" to player
- send "{@P}&2+&fGiga Drain - 5%%-10%% life drain from shot" to player
- send "{@P}&2+&fRazor Leaf - Shots do 10%% more damage. Consumes 8 leaves/second. Toggles with left click of bow. Cannot use with Giga Drain." to player
- send "{@P}&2+&fLeaf Blade - Make Diamond Sword with leaves instead of diamonds (One Time Use)" to player
- send "{@P}&c-&fNeeds to re-hydrate every 5 minutes (Every 5 minutes, Grass type will need to be in water or will have slowness 2 until in water)" to player
- send "{@P}&c-&fTakes 50%% more burning damage" to player
- send "{@P}Env - Leaves may be crafted into apples (9 similar leaves in crafting table)" to player
- else if arg 1 is "water":
- send "{@P}About {@Water}<white> type:" to player
- send "{@P}&2+&fDepth Strider, Water Breathing)" to player
- send "{@P}&2+&fNo after-burn" to player
- send "{@P}&2+&fWet Sponge that shoots water block that flows with a cool down of 10 seconds" to player
- send "{@P}&2+&fMuddy Water - Shooting a player in water gives player the Slip effect, making their arrows lack range for 10 seconds" to player
- send "{@P}&c-&fSlowness 1 near grass and leaves" to player
- send "{@P}&c-&fSlowness 1 redstone ore or redstone block" to player
- send "{@P}Env - Sponge has 5 second cooldown in rain" to player
- else if arg 1 is "normal":
- send "{@P}About {@Normal}<white> type:" to player
- send "{@P}&2+&fResistance 1" to player
- send "{@P}&2+&fSubstitute - When the player types in [/Substitute], player is teleported randomly within a 20 block radius and the position that the player was originally in will be replaced with a Zombie in full iron armor and iron sword. This has a cooldown of 5 minutes" to player
- send "{@P}&2+&fGapples heal 2.5 hearts" to player
- send "{@P}&2+&fHyper Beam - Shoots a primed TNT from your firework item (30 second cooldown). Cannot damage anyone for 10 seconds after use" to player
- send "{@P}Env - No special environmental effects" to player
- else if arg 1 is "fighting":
- send "{@P}About {@Fighting}<white> type:" to player
- send "{@P}&2+&fStrength 1 (Nerfed), Strength 2 (Nerfed) when under 6 hearts" to player
- send "{@P}&2+&fAura Sphere - Type /aura to do 30%% more bow damage. Consumes 1 xp level every 2 seconds. Bow deactivated for 1 minute after xp is used up" to player
- send "{@P}&2+&fClose Combat - (Can only be used if your hunger bar is 5 bars or below) Each swing of the sword damages an area around the player. Radius of 4 blocks" to player
- send "{@P}&c-&fDoes 15%% less damage with a bow" to player
- send "{@P}&c-&fEnderpearls do 1 heart of damage" to player
- send "{@P}Env - Deals regular damage to all types, regardless of resistance" to player
- else if arg 1 is "poison":
- send "{@P}About {@Poison}<white> type:" to player
- send "{@P}&2+&fResistance 1, Immune to Poison & No Hunger Loss" to player
- send "{@P}&2+&fPoison spikes (Thorns) - 20%% of all damage taken from opponent will be dealt back (.5 hearts all time)" to player
- send "{@P}&2+&fBaneful Bunker - 15%% Chance to poison when damaged by opponent (Poison 1 for 5 Seconds)" to player
- send "{@P}&c-&f15%% less melee damage if inventory contains enchantment table" to player
- send "{@P}&c-&fMining fatigue 1 near dirt" to player
- send "{@P}Env - Each hit on poison type depletes 0.5 hunger from attacker" to player
- else if arg 1 is "ice":
- send "{@P}About {@Ice}<white> type:" to player
- send "{@P}&2+&fSpeed 1, but Speed 2 near ice and packed ice" to player
- send "{@P}&2+&fFreeze-Dry - Water below the player will turn to Ice for 15 seconds (Toggleable with Packed Ice Item)" to player
- send "{@P}&2+&fBlizzard - Bow shots gives slowness 1 for 5 second to victim and have a chance (20%%) to freeze the victim (encases the player in ice, suffocation damage won't work)" to player
- send "{@P}&c-&fLoses all speed near fire or lava, gains slowness 1" to player
- send "{@P}&c-&fNot able to MLG when IceWalking is toggled on" to player
- send "{@P}Env - Able to shoot unlimited snowballs from packed ice item when standing on snow" to player
- else if arg 1 is "dark":
- send "{@P}About {@Dark}<white> type:" to player
- send "{@P}&2+&fNight Vision" to player
- send "{@P}&2+&fArrow shots give blindness for 1 second" to player
- send "{@P}&2+&fThief - Player can right click another player to take what is in their hand. This only works if you have nothing in your hand and needs to be done in sword range. (1 minute cooldown)" to player
- send "{@P}&c-&f10%% less melee damage over light level 12" to player
- send "{@P}&c-&fSlowness 1 over light level 12" to player
- send "{@P}Env - At night, player can play any sound effect to any player of choice every 1 minute using a '/Sound <sound>' command. Use '/Sound list' to see all sounds possible" to player
- else if arg 1 is "electric":
- send "{@P}About {@Electric}<white> type:" to player
- send "{@P}&2+&fSpeed 2" to player
- send "{@P}&2+&fParalysis - Shots will sometimes make the opponent unable to move" to player
- send "{@P}&2+&fZippy Zap - Speed 3 for a few seconds after you shoot a bow" to player
- send "{@P}&c-&fTakes 20%% more damage" to player
- send "{@P}&c-&fMining Fatigue 1 when near bedrock (4 blocks away) or obsidian (1 block away)" to player
- send "{@P}Env - When raining nearby (50 block radius), all creepers become super charged, pigs become zombie pigman and Electric type will be immune to creepers until the rain stops" to player
- else if arg 1 is "steel":
- send "{@P}About {@Steel}<white> type:" to player
- send "{@P}&2+&fResistance 1, Resistance 2 when you carry a stack of iron" to player
- send "{@P}&2+&fAnchor Shot - Knocks victim towards you and sometimes repels them farther (Has a 75%% chance of working)" to player
- send "{@P}&2+&f15%% chance for double ores" to player
- send "{@P}&c-&fTakes 150%% more damage from fire and lava" to player
- send "{@P}&c-&fSlowness 2" to player
- send "{@P}Env - Slowness 2 turns to Slowness 1 for 1 minute after mining iron ore" to player
- else if arg 1 is "rock":
- send "{@P}About {@Rock}<white> type:" to player
- send "{@P}&2+&fHaste 4, Resistance 1" to player
- send "{@P}&2+&fStealth Rock - Spawns with a Cobblestone with a Silverfish in it. This block when right clicked can place one of these blocks. Anyone that steps on it will instantly break it the Silverfish will have Speed 4 (Cooldown: 15 seconds)" to player
- send "{@P}&2+&fSturdy - 2 absorption hearts that regenerate every 2 minutes"
- send "{@P}&c-&fTakes 50%% more fall damage" to player
- send "{@P}&c-&fSlowness 1" to player
- send "{@P}Env - When player has 5 stacks of cobble, all of them are smelted into stone and player's pick will be repaired + upgrade efficiency 3 and unbreaking 3 and silk touch 1 (One time effect)" to player
- else if arg 1 is "fairy":
- send "{@P}About {@Fairy}<white> type:" to player
- send "{@P}&2+&fMisty Terrain - Wand that shoots enderpearls once every 20 seconds" to player
- send "{@P}&2+&fSweet Kiss - 50%% chance of arrows applying nausea 1 to victim for 6 seconds" to player
- send "{@P}&2+&fUser can eat flowers on the floor. Each flower gives 1 hunger bar and .5 saturation and has a 5%% chance to get increased damage (15%% More Damage) for 2 minutes, 5%% chance to take 1 heart and a 10%% chance to heal .5 hearts" to player
- send "{@P}&c-&fDoes 10%% less melee damage" to player
- send "{@P}&c-&fSlowness 1 under light level 8" to player
- send "{@P}Env - Speed 1 over light level 12" to player
- else if arg 1 is "flying":
- send "{@P}About {@Flying}<white> type:" to player
- send "{@P}&2+&fSpeed 2, Jump Boost 3 (right click with feather to toggle jumpboost)" to player
- send "{@P}&2+&fTakes no fall damage" to player
- send "{@P}&2+&fGust - Shots give more knockback" to player
- send "{@P}&2+&fShots while shooter is in mid air do 20%% more damage" to player
- send "{@P}&c-&fSlowness 1 below y=40" to player
- send "{@P}&c-&fTakes 50%% more knockback" to player
- send "{@P}Env - When taking supposed fall damage, the player gets jump boost 6 for 1 second (which can be toggled off with the feather)" to player
- else if arg 1 is "ghost":
- send "{@P}About {@Ghost}<white> type:" to player
- send "{@P}&2+&fGhost effect (20%% of arrows shot at ghost will miss)" to player
- send "{@P}&2+&fTakes no PvE damage except from fire/lava" to player
- send "{@P}&2+&fHas the ability to create 10 invisible barrier blocks that disappear after 30 seconds and return to the inventory. Can also left click to prematurely retract all blocks back to inventory" to player
- send "{@P}&c-&fDoes 10%% less melee damage over light level 12" to player
- send "{@P}&c-&fSlowness 1" to player
- send "{@P}Env - Invisibility when above 8 hearts" to player
- else if arg 1 is "psychic":
- send "{@P}About {@Psychic}<white> type:" to player
- send "{@P}&2+&fMind Read - Can look into other peoples inventories, 5 minutes cooldown (/mindread <player>)" to player
- send "{@P}&2+&fFuture Sight - Can detect nearby players (100 block radius) by doing /nearme (5 minute cooldown) (Can only see who is near, cannot tell how near)" to player
- send "{@P}&2+&fArrows deal 15%% more damage, takes 10%% less damage from projectiles" to player
- send "{@P}&c-&fTakes 35%% more damage from melee, does 10%% less melee damage" to player
- send "{@P}&c-&fNeeds to sleep every night and consume 3 sugar to keep their psychic abilities. Otherwise, the user will not have any of their abilities throughout the next day." to player
- send "{@P}Env - When mindreading a player, the user will hear an alarming noise if the player being mindread is within 50 blocks of the user to notify the user" to player
- else if arg 1 is "dragon":
- send "{@P}About {@Dragon}<white> type:" to player
- send "{@P}&2+&fResistance 1"
- send "{@P}&2+&fDragon Dance - Player can sacrifice one diamond using “/dragon” which will increase your melee damage by 2.5%% each time. You can do this until a max of 20%% more melee damage (which is a total of 8 diamonds)" to player
- send "{@P}&2+&fDragon Rage - Arrows have a chance (20%%) to hit an area to damage the player (radius of 4)" to player
- send "{@P}&c-&fTakes 10%% more melee damage when near flowers" to player
- send "{@P}&c-&fSlowness 1 near endermen" to player
- send "{@P}Env - All rates are significantly increased for dragon (mob drop rates, flint rates, ore drop rates etc)" to player
- else if arg 1 is "bug":
- send "{@P}About {@Bug}<white> type:" to player
- send "{@P}&2+&fSpeed 1, but Speed 2 for 5 minutes after consuming leaves" to player
- send "{@P}&2+&fSpiders don't damage the player" to player
- send "{@P}&2+&fSpider Web - Arrow makes cobwebs (which dont drop string) some of the time (75%% block radius - 1) (Cobwebs that appear from the bow will disappear after 5 seconds)" to player
- send "{@P}&2+&fString Shot - Hitting someone with a fishing rod will make them unable to switch their items they are holding for 10 seconds. Each use will consume 1 string and will not work without string. Cool down for 1 minute if successful." to player
- send "{@P}&c-&fDoes 20%% less melee damage" to player
- send "{@P}&c-&fGapples heal 1.5 hearts" to player
- send "{@P}Env - Heal Order: Heals half a heart upon rightclicking leaves, 4.5 minute cooldown beware: not a good block to use for walling" to player
- else if arg 1 is "ground":
- send "{@P}About {@Ground}<white> type:" to player
- send "{@P}&2+&fDig - Diamond shovel will allow player to build (right click, which shoots a snowball to area in which you wish to create dirt) a 2 block radius sphere of coarse dirt (Will not suffocate Poison type) blocks for 1 second with a 30 second cooldown (shovel will also be enchanted with Efficiency V Unbreaking 3)" to player
- send "{@P}&2+&fThousand Arrows - Arrows make victims in an area of 3 blocks radius not be able to jump for 1 seconds (Flying is immune)" to player
- send "{@P}&2+&fNo fall damage" to player
- send "{@P}&c-&fSlowness 1" to player
- send "{@P}&c-&fBlindness in water" to player
- send "{@P}Env - If player has 10 stacks of dirt in their inventory, the dirt block radius is 3 and the cool down is 15 seconds" to player
- else if arg 1 is "trainer":
- send "{@P}About Trainer:" to player
- send "{@P}&2+&fCall back your pokemon: /pkmnreturn <name of pokemon> which essentially works like a tp command (Cool down of 5 minutes)" to player
- send "{@P}&2+&f20 hearts" to player
- send "{@P}&2+&fResistance 1" to player
- send "{@P}&c-&fWeakness 1" to player
- send "{@P}&c-&fCannot evolve" to player
- #on command "/electric":
- # if {Pkmn::%command sender%::Type} is "{@Electric}":
- # cancel event
- # set {_commandsender} to command sender
- # if {Pkmn::%command sender%::ElectricFeature} is not set:
- # send "{@P}You enabled your electric projectile feature!"
- # set {Pkmn::%command sender%::ElectricFeature} to "MEMES"
- # command "/nuzpl add Electric %{_commandsender}%"
- # stop
- # if {Pkmn::%command sender%::ElectricFeature} is set:
- # send "{@P}You disabled your electric projectile feature!"
- # delete {Pkmn::%command sender%::ElectricFeature}
- # command "/nuzpl remove %{_commandsender}%"
- # stop
- #Potion Effects#
- every 5 seconds:
- if {Pkmn::*} is set:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Fire}":
- remove fire resistance from loop-player
- apply fire resistance 1 to loop-player for 6 seconds
- if loop-player has 64 cobblestone:
- Slowness1(loop-player)
- if loop-player is ignited:
- Speed1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Grass}":
- if block above block below loop-player is water:
- set {Pkmn::%loop-player%::GrassRehydration} to 0
- remove slowness from loop-player
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleHappyVillager(loop-player)
- else:
- add 1 to {Pkmn::%loop-player%::GrassRehydration}
- if {Pkmn::%loop-player%::GrassRehydration} is greater than 59:
- Slowness2(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Water}":
- remove water breathing from loop-player
- apply water breathing 1 to loop-player for 6 seconds
- if block below loop-player is grass:
- Slowness1(loop-player)
- if block below loop-player is leaves:
- Slowness1(loop-player)
- loop blocks in radius 4 around the loop-player:
- if loop-block is redstone ore or redstone block:
- Slowness1(loop-player)
- if loop-player is burning:
- if block above block below loop-player is not fire:
- if block above block below loop-player is not lava:
- extinguish loop-player
- if {Pkmn::%loop-player%::Type} is "{@Ice}":
- loop blocks in radius 4 around the loop-player:
- if loop-block is ice or packed ice:
- set {_nearice} to true
- Speed2(loop-player)
- if {_nearice} is not set:
- Speed1(loop-player)
- loop blocks in radius 10 around the loop-player:
- if loop-block is fire or lava:
- set {_nearlava} to true
- Slowness1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Fighting}":
- if health of loop-player is less than 6:
- remove strength from loop-player
- apply strength 2 to loop-player for 6 seconds
- if health of loop-player is greater or equal to 6:
- remove strength from loop-player
- apply strength 1 to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Type} is "{@Poison}":
- remove saturation from loop-player
- apply saturation 1 to loop-player for 6 seconds
- loop blocks in radius 2 around the loop-player:
- if loop-block is dirt:
- remove mining fatigue from loop-player
- apply mining fatigue to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Type} is "{@Dark}":
- remove night vision from loop-player
- apply night vision 1 to loop-player for 69 seconds
- if light level at loop-player is greater than 12:
- Slowness1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Electric}":
- Speed2(loop-player)
- loop blocks in radius 4 of loop-player:
- if loop-block is bedrock:
- remove mining fatigue from loop-player
- apply mining fatigue 1 to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- loop blocks in radius 1 of loop-player:
- if loop-block is obsidian:
- remove mining fatigue from loop-player
- apply mining fatigue 1 to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Steel}":
- remove slowness from loop-player
- if {Pkmn::%loop-player%::SteelIron} is not set:
- Slowness2(loop-player)
- else:
- Slowness1(loop-player)
- add 1 to {Pkmn::%loop-player%::SteelIron}
- if {Pkmn::%loop-player%::SteelIron} is 12:
- delete {Pkmn::%loop-player%::SteelIron}
- if {Pkmn::%loop-player%::Type} is "{@Rock}":
- remove haste from loop-player
- apply haste 4 to loop-player for 6 seconds
- Slowness1(loop-player)
- if y coordinate of loop-player is less than 60:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Fairy}":
- if light level at loop-player is less than 8:
- Slowness1(loop-player)
- else if light level at loop-player is greater than 12:
- Speed1(loop-player)
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleNote(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Flying}":
- Speed2(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Flying}":
- if {Pkmn::%loop-player%::FlyingJump} is set:
- remove jump boost from loop-player
- apply jump boost 3 to loop-player for 6 seconds
- if y coordinate of loop-player is less than 40:
- Slowness1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Ghost}":
- Slowness1(loop-player)
- if loop-player's health is greater than 8:
- remove invisibility from loop-player
- apply invisibility 2 to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleFootstep(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Dragon}":
- loop entities in radius 3 around loop-player:
- if entity is enderman:
- Slowness1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Bug}":
- remove speed from loop-player
- if {Pkmn::%loop-player%::BugLeafEat} is greater than 0:
- Speed2(loop-player)
- subtract 1 from {Pkmn::%loop-player%::BugLeafEat}
- else:
- Speed1(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Ground}":
- Slowness1(loop-player)
- if block above block under loop-player is water:
- remove blindness from loop-player
- apply blindness 1 to loop-player for 6 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDroplet(loop-player)
- # Rock Type Absorption
- every 2 minutes:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Rock}":
- remove absorption from loop-player
- apply absorption to loop-player for 121 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- on consume of golden apple:
- if {Pkmn::%player%::Type} is "{@Rock}":
- remove absorption from player
- wait 1 tick
- apply absorption to player for 121 seconds
- if {Pkmn::%player%::Particle} is set:
- ParticleDepthSuspend(player)
- #Effects when projectiles hit ground#
- on projectile hit:
- if shooter is a player:
- if projectile is an arrow:
- if {Pkmn::%shooter%::Type} is "{@Fire}":
- loop blocks in radius 1:
- loop-block is air
- set loop-block to fire
- loop all players within radius 2 of projectile:
- chance of 20%
- ignite loop-player
- if {Pkmn::%shooter%::Type} is "{@Bug}":
- chance of 75%:
- loop blocks in radius 1:
- loop-block is air
- set loop-block to cobweb
- set {Pkmn::Cobwebs::%location of loop-block%} to true
- if {Pkmn::%shooter%::Particle} is set:
- ParticleFireworksSpark(shooter)
- wait 1 minute
- loop blocks in radius 3:
- loop-block is cobweb
- set loop-block to air
- if {Pkmn::%shooter%::Type} is "{@Dragon}":
- chance of 25%:
- loop all players within radius 3 of projectile:
- loop-player is not shooter
- damage loop-player by 1 hearts
- loop all players:
- loop-player-2 is op
- set {_x} to x coordinate of shooter
- set {_y} to y coordinate of shooter
- set {_z} to z coordinate of shooter
- make loop-player-2 execute command "/playsound random.successful_hit %shooter% %{_x}% %{_y}% %{_z}% 100 1 1"
- exit loop
- if {Pkmn::%shooter%::Particle} is set:
- set {_xloc} to the projectile's x-coordinate
- set {_yloc} to the projectile's y-coordinate
- set {_zloc} to the projectile's z-coordinate
- execute console command "/particle mobSpell %{_xloc}% %{_yloc}% %{_zloc}% 1 1 1 1 20"
- if {Pkmn::%shooter%::Type} is "{@Ground}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticleCrit(shooter)
- loop players in radius 3 of projectile:
- if {Pkmn::%loop-player%::Type} is not "{@Flying}":
- loop-player is not shooter
- extinguish loop-player
- remove jump boost from loop-player
- apply jump boost 200 to loop-player for 1 seconds
- remove fire resistance from loop-player
- apply fire resistance to loop-player for 5 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleCrit(loop-player)
- if {PkmnTrainer::%loop-player%} is set:
- extinguish loop-player
- remove jump boost from loop-player
- apply jump boost 200 to loop-player for 2 seconds
- remove fire resistance from loop-player
- apply fire resistance to loop-player for 5 seconds
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleCrit(loop-player)
- if {Pkmn::%shooter%::Type} is "{@Flying}":
- if {Pkmn::%shooter%::Airshot} is set:
- wait 1 tick
- delete {Pkmn::%shooter%::Airshot}
- if projectile is a snowball:
- if {Pkmn::%shooter%::Type} is "{@Water}":
- set {_projectileloc} to location of projectile
- set block at {_projectileloc} to water
- if block north of {_projectileloc} is air:
- set block north of {_projectileloc} to grass
- wait 1 tick
- set block north of {_projectileloc} to air
- else if block east of {_projectileloc} is air:
- set block east of {_projectileloc} to grass
- wait 1 tick
- set block east of {_projectileloc} to air
- else if block south of {_projectileloc} is air:
- set block south of {_projectileloc} to grass
- wait 1 tick
- set block south of {_projectileloc} to air
- else if block west of {_projectileloc} is air:
- set block west of {_projectileloc} to grass
- wait 1 tick
- set block west of {_projectileloc} to air
- wait 20 seconds
- if weather is sunny:
- if block at {_projectileloc} is water:
- set block at {_projectileloc} to air
- if {Pkmn::%shooter%::Type} is "{@Ground}":
- set {_projectileloc2} to location of projectile
- if shooter has 640 dirt:
- loop all blocks in radius 3 of {_projectileloc2}:
- if loop-block is air:
- set loop-block to coarse_dirt
- wait 5 minutes
- loop all blocks in radius 4 of {_projectileloc2}:
- if loop-block is coarse_dirt:
- set loop-block to air
- else:
- loop all blocks in radius 2 of {_projectileloc2}:
- if loop-block is air:
- set loop-block to coarse_dirt
- wait 5 minutes
- loop all blocks in radius 3 of {_projectileloc2}:
- if loop-block is coarse_dirt:
- set loop-block to air
- if projectile is an enderpearl:
- if {Pkmn::%shooter%::Type} is "{@Fighting}":
- damage the shooter by 1 heart
- on mine of cobweb:
- if {Pkmn::Cobwebs::%location of event-block%} is true:
- cancel event
- set event-block to air
- damage player's tool by 1
- #Changed mob drops#
- on death of pig:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Fire}":
- remove all raw porkchops from drops
- set {_rand} to a random integer from 1 to 3
- loop {_rand} times:
- add 1 cooked porkchop to the drops
- if {Pkmn::%attacker%::Particle} is set:
- ParticleLargeSmoke(victim)
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 raw porkchop to the drops
- on death of cow or mooshroom:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Fire}":
- remove all raw beef from drops
- set {_rand} to a random integer from 1 to 3
- loop {_rand} times:
- add 1 cooked beef to the drops
- if {Pkmn::%attacker%::Particle} is set:
- ParticleLargeSmoke(victim)
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 raw beef to the drops
- set {_rand2} to a random integer from 0 to 2
- loop {_rand2} times:
- add 1 leather to the drops
- on death of chicken:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Fire}":
- remove all raw chicken from the drops
- add 1 cooked chicken to the drops
- if {Pkmn::%attacker%::Particle} is set:
- ParticleLargeSmoke(victim)
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 feather to the drops
- on death of horse:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 leather to the drops
- on death of zombie:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 rotten flesh to the drops
- on death of creeper:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 gunpowder to the drops
- on death of skeleton:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 bone to the drops
- set {_rand2} to a random integer from 0 to 2
- loop {_rand2} times:
- add 1 arrow to the drops
- on death of spider:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 string to the drops
- on death of enderman:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 ender pearl to the drops
- on death of squid:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 dye to the drops
- on death of cave spider:
- if attacker is a player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- set {_rand} to a random integer from 0 to 2
- loop {_rand} times:
- add 1 string to the drops
- add 1 spider eye to the drops
- #Damage events#
- on damage of player:
- if damage is caused by suffocation:
- if block below block above victim is ice:
- cancel event
- if {Pkmn::%victim%::Type} is "{@Poison}":
- if block below block above victim is coarse_dirt:
- cancel event
- if block at victim is coarse_dirt:
- cancel event
- if block above victim is coarse_dirt:
- cancel event
- # Base Resistance 1
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Normal}" or "{@Poison}" or "{@Rock}" or "{@Dragon}":
- if attacker is an entity:
- if {Pkmn::%attacker%::Type} is "{@Fighting}":
- stop trigger
- set {_damage} to damage
- set damage to ({_damage}*{@Res1})
- # Type Specific Damage Events
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Fire}":
- if damage is caused by projectile:
- if projectile is an arrow:
- chance of 10%:
- ignite victim for 3 seconds
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Fire}":
- if damage is caused by attack or contact:
- if {Pkmn::%victim%::TouchedWater} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.15)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Normal}":
- if {Pkmn::%attacker%::NormalDamage} is set:
- cancel event
- message "{@P}You may not currently damage players normally"
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Water}":
- if damage is caused by projectile:
- if projectile is an arrow:
- if block above below victim is water:
- set {Pkmn::%victim%::Slip} to 0
- send "{@P}Your hands have become slippery! Your arrows will have less range and may slip!" to victim
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Water}":
- if damage is caused by fall:
- if {Pkmn::%victim%::WasInWater} is set:
- cancel event
- if damage is caused by burn:
- cancel event
- extinguish the victim
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Fighting}":
- if damage is caused by projectile:
- if projectile is an arrow:
- if {Pkmn::%attacker%::Aura} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.15)
- else:
- set {_damage} to damage
- set damage to ({_damage}*0.85)
- if damage is caused by attack or contact:
- set {Pkmn::%victim%::HitByFighting} to true
- wait 10 ticks
- delete {Pkmn::%victim%::HitByFighting}
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Poison}":
- if damage is caused by attack or contact:
- if attacker has 1 enchantment table:
- set {_damage} to damage
- set damage to ({_damage}*0.85)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Poison}":
- if attacker is a player:
- set {_hunger} to attacker's hunger meter
- set {_hunger} to ({_hunger}-0.5)
- set attacker's hunger meter to {_hunger}
- if attacker is an entity:
- chance of 15%:
- remove poison from attacker
- apply poison 1 to the attacker for 5 seconds
- else:
- if attacker is a player:
- chance of 20%:
- damage the attacker by .5 hearts
- if damage is caused by poison or suffocation:
- cancel the event
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Ice}":
- if damage is caused by projectile:
- if projectile is an arrow:
- Slowness1(victim)
- message "{@P}You have been slowed!" to victim
- chance of 20%:
- loop all blocks in radius 3 of victim:
- if loop-block is air:
- distance between loop-block and victim is greater than 2
- set loop-block to packed ice
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Dark}":
- if damage is caused by projectile:
- if projectile is an arrow:
- remove blindness from the victim
- apply blindness 1 to the victim for 1 second
- if {Pkmn::%victim%::Particle} is set:
- ParticleDepthSuspend(victim)
- if damage is caused by attack or contact:
- light level at attacker is greater than 12
- set {_damage} to damage
- set damage to {_damage}*0.9
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Electric}":
- if damage is caused by projectile:
- if projectile is an arrow:
- chance of 20%:
- remove slowness from victim
- remove speed from victim
- apply slowness 100 to victim for 2 seconds
- message "{@P}You have been slowed!" to victim
- if {Pkmn::%victim%::Particle} is set:
- ParticleAngryVillager(victim)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Electric}":
- set {_damage} to damage
- set damage to ({_damage}*1.20)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Steel}":
- if {Pkmn::%victim%::Type} is not "{@Flying}":
- remove jump boost from victim
- if {PkmnTrainer::%victim%} is set:
- remove jump boost from victim
- chance of 75%:
- push victim in the direction of the attacker at speed -1
- if {Pkmn::%victim%::Particle} is set:
- ParticleExplode(victim)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Steel}":
- if attacker is an entity:
- if {Pkmn::%attacker%::Type} is "{@Fighting}":
- stop trigger
- if victim has 64 iron ingot:
- set {_damage} to damage
- set damage to ({_damage}*{@Res2})
- else:
- set {_damage} to damage
- set damage to ({_damage}*{@Res1})
- if damage is caused by fire or burning or lava:
- set {_damage} to damage
- set damage to ({_damage}*2.5)
- if {Pkmn::%victim%::Particle} is set:
- ParticleLargeSmoke(victim)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Grass}":
- if damage is caused by projectile:
- if projectile is an arrow:
- if {Pkmn::%attacker%::RazorLeaf} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.1)
- else:
- set {_damage} to damage
- set {_constant} to a random integer between 4 and 11
- heal the attacker by ({_damage}*(0.01*{_constant}))
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Grass}":
- if damage is caused by lava or fire or burning:
- remove weakness from victim
- apply weakness 1 to victim for 2 seconds
- set {_damage} to damage
- set damage to ({_damage}*1.5)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Fairy}":
- if damage is caused by projectile:
- if projectile is an arrow:
- chance of 50%:
- remove nausea from victim
- apply nausea to victim for 6 seconds
- if damage is caused by attack or contact:
- if {Pkmn::%attacker%::FairyFlower} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.05)
- else:
- set {_damage} to damage
- set damage to ({_damage}*0.9)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Rock}":
- if damage is caused by fall:
- set {_damage} to damage
- set damage to ({_damage}*1.5)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Flying}":
- if damage is caused by projectile:
- if projectile is an arrow:
- push victim in the direction of the attacker at speed 1
- if {Pkmn::%attacker%::AirShot} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.2)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Flying}":
- if damage is caused by fall:
- cancel event
- else if attacker is an entity:
- push victim in the direction of the attacker at speed 2
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Ghost}":
- if damage is caused by attack or contact:
- if light level at attacker is greater than 12:
- set {_damage} to damage
- set damage to ({_damage}*0.9)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Ghost}":
- if damage is caused by fall, poison, suffocation or drowning:
- cancel the event
- if attacker is an entity:
- if attacker is not a player:
- cancel event
- else:
- if damage is caused by projectile:
- if projectile is an arrow:
- chance of 15%:
- cancel event
- delete the arrow
- if {Pkmn::%victim%::Particle} is set:
- ParticleMobSpellAmbient(victim)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Psychic}":
- if {Pkmn::%victim%::Particle} is set:
- ParticlePortal(victim)
- if damage is caused by projectile:
- if projectile is an arrow:
- set {_damage} to damage
- set damage to ({_damage}*1.15)
- else if damage is caused by attack or contact:
- set {_damage} to damage
- set damage to ({_damage}*0.9)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Psychic}":
- if damage is caused by projectile:
- if projectile is an arrow:
- set {_damage} to damage
- set damage to ({_damage}*0.9)
- if damage is caused by attack or contact:
- set {_damage} to damage
- set damage to ({_damage}*1.35)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Dragon}":
- if {Pkmn::%attacker%::DragonDance} is set:
- if damage is caused by attack or contact:
- set {_damage} to damage
- set damage to ({_damage}*{Pkmn::%attacker%::DragonDance})
- if {Pkmn::%victim%::Particle} is set:
- ParticleMobSpell(victim)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Dragon}":
- if {Pkmn::%attacker%::Type} is not "{@Fighting}":
- if damage is caused by attack or contact:
- if {Pkmn::%victim%::DragonFlower} is set:
- set {_damage} to damage
- set damage to ({_damage}*1.1)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Bug}":
- if damage is caused by attack or contact:
- set {_damage} to damage
- set damage to ({_damage}*0.8)
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Ground}":
- if damage is caused by fall or suffocation:
- cancel event
- #Special tools/weapons#
- on rightclick:
- if player's tool is wet sponge named "&9Water Gun":
- if {Pkmn::%player%::Type} is "{@Water}":
- if weather in player's world is rainy:
- make the player shoot a snowball at speed 1.5
- remove all wet sponge from the player
- give a sponge to the player
- wait 5 seconds
- remove all sponge from the player
- give wet sponge named "&9Water Gun" to the player
- else:
- make the player shoot a snowball at speed 1.5
- remove all wet sponge from the player
- give a sponge to the player
- wait 10 seconds
- remove all sponge from the player
- give wet sponge named "&9Water Gun" to the player
- if player's tool is nether star named "&dWand":
- if {Pkmn::%player%::Type} is "{@Fairy}":
- if {Pkmn::%player%::FairyCooldown} is not set:
- make the player shoot an enderpearl at speed 1.5
- set {Pkmn::%player%::FairyCooldown} to 0
- if {Pkmn::%player%::Particle} is set:
- ParticleRedDust(player)
- else:
- message "{@P}You need to wait %(20-{Pkmn::%player%::FairyCooldown})% more seconds before you can use this" to player
- if player's tool is diamond shovel named "<brown>Dig":
- if {Pkmn::%player%::Type} is "{@Ground}":
- if {Pkmn::%player%::GroundCooldown} is not set:
- make the player shoot a snowball at speed 1.5
- set {Pkmn::%player%::GroundCooldown} to 0
- else:
- if player has 640 dirt:
- message "{@P}You need to wait %(15-{Pkmn::%player%::GroundCooldown})% more seconds before you can use this" to player
- else:
- message "{@P}You need to wait %(30-{Pkmn::%player%::GroundCooldown})% more seconds before you can use this" to player
- if player's tool is feather named "<yellow>Toggle Jump Boost":
- if {Pkmn::%player%::Type} is "{@Flying}":
- if {Pkmn::%player%::FlyingJump} is not set:
- set {Pkmn::%player%::FlyingJump} to true
- apply jump boost 3 to player for 6 seconds
- message "{@P}Jump Boost toggled"
- if {Pkmn::%player%::Particle} is set:
- ParticleExplode(player)
- else:
- delete {Pkmn::%player%::FlyingJump}
- remove jump boost from player
- message "{@P}Jump Boost toggled"
- if {Pkmn::%player%::Particle} is set:
- ParticleExplode(player)
- if player's tool is packed ice named "<dark aqua>Toggle IceWalk":
- if {Pkmn::%player%::Type} is "{@Ice}":
- if {Pkmn::%player%::IceBlockCreate} is true:
- delete {Pkmn::%player%::IceBlockCreate}
- message "{@P}You will no longer create ice blocks when you walk on water" to player
- if {Pkmn::%player%::Particle} is set:
- ParticleMagicCrit(player)
- else:
- set {Pkmn::%player%::IceBlockCreate} to true
- message "{@P}You will now create ice blocks when you walk on water" to player
- if {Pkmn::%player%::Particle} is set:
- ParticleMagicCrit(player)
- if player's tool is firework star:
- if {Pkmn::%player%::Type} is "{@Normal}":
- if {Pkmn::%player%::TNTCooldown} is not set:
- make the player shoot a primed tnt at speed 1.5
- set {Pkmn::%player%::TNTCooldown} to 0
- set {Pkmn::%player%::NormalDamage} to 0
- on left click:
- if player's tool is sword:
- if hunger meter of player is less than 5.5:
- if {Pkmn::%player%::Type} is "{@Fighting}":
- if pvp is enabled in player's world:
- wait 2 ticks
- loop entities in radius 4 around player:
- if loop-entity is not event-player:
- if {Pkmn::%loop-entity%::HitByFighting} is not set:
- make player damage loop-entity by 0.5
- push loop-entity upwards with force 0.1
- push loop-entity in the direction of player with force 0.1
- #Water-type swimming#
- every 5 ticks:
- if {Pkmn::*} is set:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Water}":
- if block above block below loop-player is water:
- loop-player is sprinting
- push the loop-player forward with force .6
- set {Pkmn::%loop-player%::WasInWater} to true
- wait 3 seconds
- delete {Pkmn::%loop-player%::WasInWater}
- #Ice-type walking on water#
- every 1 tick:
- if {Pkmn::*} is set:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Ice}":
- {Pkmn::%loop-player%::IceBlockCreate} is true
- loop blocks in radius 2 of loop-player:
- if loop-block is water:
- if y coordinate of loop-block is smaller than ((y coordinate of loop-player)+1):
- set loop-block to ice
- add (location of loop-block) to {Pkmn::IceBlocks::*}
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleMagicCritB(loop-block)
- every 15 seconds:
- loop {Pkmn::IceBlocks::*}:
- if block at loop-value is ice:
- set block at loop-value to water
- remove loop-value from {Pkmn::IceBlocks::*}
- #Special Abilities#
- #Psychic-type /near# (formerly Grass type)
- command /nearme:
- trigger:
- if {Pkmn::%command sender%::Type} is "{@Psychic}":
- if {Pkmn::%command sender%::NearCooldown} is not set:
- if {Pkmn::%player%::PsychicAbility} is false:
- message "{@P}You must sleep before using this"
- stop trigger
- loop all players in radius 100 of command sender:
- loop-player is not command sender
- {Pkmn::%loop-player%::Type} is set
- set {_distance} to distance between loop-player and command sender
- message "%loop-player% is near you" to command sender
- if {_distance} is not set:
- message "No players nearby" to command sender
- set {Pkmn::%command sender%::NearCooldown} to 0
- else:
- message "{@P}You need to wait %(300-{Pkmn::%command sender%::NearCooldown})% more seconds before you can use this" to command sender
- #Psychic-type mindread#
- command /mindread <player>:
- trigger:
- if {Pkmn::%command sender%::Type} is "{@Psychic}":
- if {Pkmn::%command sender%::Mindread} is not set:
- if {Pkmn::%player%::PsychicAbility} is false:
- message "{@P}You must sleep before using this"
- stop trigger
- set {_arg1} to ("%arg-1%" parsed as offlineplayer)
- if {_arg1} is online:
- set {Pkmn::%command sender%::Mindread} to 0
- message "<bold>Mindread On %{_arg1}%"
- if {_arg1}'s inventory contains a diamond sword:
- message "%{_arg1}% has a diamond sword."
- if {_arg1}'s inventory contains a diamond sword of sharpness 5:
- message "- Sharpness 5"
- if {_arg1}'s inventory contains a diamond sword of sharpness 4:
- message "- Sharpness 4"
- if {_arg1}'s inventory contains a diamond sword of sharpness 3:
- message "- Sharpness 3"
- if {_arg1}'s inventory contains a diamond sword of sharpness 2:
- message "- Sharpness 2"
- if {_arg1}'s inventory contains a diamond sword of sharpness 1:
- message "- Sharpness 1"
- if {_arg1}'s inventory contains a diamond sword of fire aspect 2:
- message "- Fire Aspect 2"
- if {_arg1}'s inventory contains a diamond sword of fire aspect 1:
- message "- Fire Aspect 1"
- if {_arg1}'s inventory contains a diamond sword of knockback 2:
- message "- Knockback 2"
- if {_arg1}'s inventory contains a diamond sword of knockback 1:
- message "- Knockback 1"
- if {_arg1}'s inventory contains an iron sword:
- message "%{_arg1}% has a iron sword."
- if {_arg1}'s inventory contains an iron sword of sharpness 5:
- message "- Sharpness 5"
- if {_arg1}'s inventory contains an iron sword of sharpness 4:
- message "- Sharpness 4"
- if {_arg1}'s inventory contains an iron sword of sharpness 3:
- message "- Sharpness 3"
- if {_arg1}'s inventory contains an iron sword of sharpness 2:
- message "- Sharpness 2"
- if {_arg1}'s inventory contains an iron sword of sharpness 1:
- message "- Sharpness 1"
- if {_arg1}'s inventory contains an iron sword of fire aspect 2:
- message "- Fire Aspect 2"
- if {_arg1}'s inventory contains an iron sword of fire aspect 1:
- message "- Fire Aspect 1"
- if {_arg1}'s inventory contains an iron sword of knockback 2:
- message "- Knockback 2"
- if {_arg1}'s inventory contains an iron sword of knockback 1:
- message "- Knockback 1"
- if {_arg1}'s inventory contains a stone sword:
- message "%{_arg1}% has a stone sword."
- if {_arg1}'s inventory contains a stone sword of sharpness 5:
- message "- Sharpness 5"
- if {_arg1}'s inventory contains a stone sword of sharpness 4:
- message "- Sharpness 4"
- if {_arg1}'s inventory contains a stone sword of sharpness 3:
- message "- Sharpness 3"
- if {_arg1}'s inventory contains a stone sword of sharpness 2:
- message "- Sharpness 2"
- if {_arg1}'s inventory contains a stone sword of sharpness 1:
- message "- Sharpness 1"
- if {_arg1}'s inventory contains a stone sword of fire aspect 2:
- message "- Fire Aspect 2"
- if {_arg1}'s inventory contains a stone sword of fire aspect 1:
- message "- Fire Aspect 1"
- if {_arg1}'s inventory contains a stone sword of knockback 2:
- message "- Knockback 2"
- if {_arg1}'s inventory contains a stone sword of knockback 1:
- message "- Knockback 1"
- if {_arg1}'s inventory contains a golden sword:
- message "%{_arg1}% has a golden sword."
- if {_arg1}'s inventory contains a golden sword of sharpness 5:
- message "- Sharpness 5"
- if {_arg1}'s inventory contains a golden sword of sharpness 4:
- message "- Sharpness 4"
- if {_arg1}'s inventory contains a golden sword of sharpness 3:
- message "- Sharpness 3"
- if {_arg1}'s inventory contains a golden sword of sharpness 2:
- message "- Sharpness 2"
- if {_arg1}'s inventory contains a golden sword of sharpness 1:
- message "- Sharpness 1"
- if {_arg1}'s inventory contains a golden sword of fire aspect 2:
- message "- Fire Aspect 2"
- if {_arg1}'s inventory contains a golden sword of fire aspect 1:
- message "- Fire Aspect 1"
- if {_arg1}'s inventory contains a golden sword of knockback 2:
- message "- Knockback 2"
- if {_arg1}'s inventory contains a golden sword of knockback 1:
- message "- Knockback 1"
- if {_arg1}'s inventory contains a wooden sword:
- message "%{_arg1}% has a wooden sword."
- if {_arg1}'s inventory contains a diamond sword of sharpness 5:
- message "- Sharpness 5"
- if {_arg1}'s inventory contains a diamond sword of sharpness 4:
- message "- Sharpness 4"
- if {_arg1}'s inventory contains a diamond sword of sharpness 3:
- message "- Sharpness 3"
- if {_arg1}'s inventory contains a diamond sword of sharpness 2:
- message "- Sharpness 2"
- if {_arg1}'s inventory contains a diamond sword of sharpness 1:
- message "- Sharpness 1"
- if {_arg1}'s inventory contains a diamond sword of fire aspect 2:
- message "- Fire Aspect 2"
- if {_arg1}'s inventory contains a diamond sword of fire aspect 1:
- message "- Fire Aspect 1"
- if {_arg1}'s inventory contains a diamond sword of knockback 2:
- message "- Knockback 2"
- if {_arg1}'s inventory contains a diamond sword of knockback 1:
- message "- Knockback 1"
- set {_arrows} to the number of arrows in {_arg1}'s inventory
- set {_feathers} to the number of feathers in {_arg1}'s inventory
- if {_arg1}'s inventory contains a bow:
- message "%{_arg1}% a bow and %{_arrows}% arrows and %{_feathers}% feathers."
- if {_arg1}'s inventory contains a bow of power 5:
- message "- The bow is power 5"
- if {_arg1}'s inventory contains a bow of power 4:
- message "- The bow is power 4"
- if {_arg1}'s inventory contains a bow of power 3:
- message "- The bow is power 3"
- if {_arg1}'s inventory contains a bow of power 2:
- message "- The bow is power 2"
- if {_arg1}'s inventory contains a bow of power 1:
- message "- The bow is power 1"
- if {_arg1}'s inventory contains a bow of punch:
- message "- The bow has punch"
- if {_arg1}'s inventory contains a bow of flame:
- message "- The bow has flame"
- if {_arg1}'s inventory contains a bow of infinity:
- message "- The bow has infinity"
- if {_arg1}'s inventory does not contain a bow:
- message "%{_arg1}% does not have a bow, and has %{_arrows}% arrows and %{_feathers}% feathers<r><gold>."
- set {_goldi} to the number of gold ingots in {_arg1}'s inventory
- set {_goldo} to the number of gold ore in {_arg1}'s inventory
- message "%{_arg1}% has %{_goldi}+{_goldo}% gold."
- set {_diag} to the number of diamonds in {_arg1}'s inventory
- if {_arg1}'s inventory contains a diamond pickaxe:
- message "%{_arg1}% has %{_diag}% diamonds and a diamond pick."
- else:
- message "%{_arg1}% has %{_diag}% diamonds and does not have a diamond pick."
- set {_ench} to 0
- loop all items in {_arg1}'s inventory:
- if loop-item is enchanted:
- set {_ench} to {_ench}+1
- if loop-item is an enchanted book:
- set {_ench} to {_ench}+1
- if {_ench} is larger than 1:
- message "%{_arg1}% is enchanted."
- if {_ench} is 1:
- message "%{_arg1}% has one enchanted item."
- if {_ench} is 0:
- message "%{_arg1}% is not enchanted."
- set {_anv} to the number of anvils in {_arg1}'s inventory
- set {_leather} to the number of leather in {_arg1}'s inventory
- set {_reeds} to the number of sugar cane in {_arg1}'s inventory
- set {_books} to the number of books in {_arg1}'s inventory
- set {_apples} to the number of apples in {_arg1}'s inventory
- if {_arg1}'s inventory contains an anvil:
- message "%{_arg1}% has %{_apples}% apples, %{_leather}% leather, %{_reeds}% reeds, %{_books}% books, and an anvil."
- else:
- message "%{_arg1}% has %{_apples}% apples, %{_leather}% leather, %{_reeds}% reeds, %{_books}% books, and no anvil."
- set {_gapples} to the number of golden apples in {_arg1}'s inventory
- if {_gapples} is greater than 0:
- message "%{_arg1}% has %{_gapples}% golden apples/heads."
- else:
- message "%{_arg1}% has no golden apples."
- message "%{_arg1}% is wearing %helmet of {_arg1}%."
- if the argument-player is wearing a helmet of protection 1:
- message "- Protection 1"
- if the argument-player is wearing a helmet of protection 2:
- message "- Protection 2"
- if the argument-player is wearing a helmet of protection 3:
- message "- Protection 3"
- if the argument-player is wearing a helmet of protection 4:
- message "- Protection 4"
- if the argument-player is wearing a helmet of projectile protection 1:
- message "- Projectile Protection 1"
- if the argument-player is wearing a helmet of projectile protection 2:
- message "- Projectile Protection 2"
- if the argument-player is wearing a helmet of projectile protection 3:
- message "- Projectile Protection 3"
- if the argument-player is wearing a helmet of projectile protection 4:
- message "- Projectile Protection 4"
- message "%{_arg1}% is wearing %chestplate of {_arg1}%."
- if the argument-player is wearing a chestplate of protection 1:
- message "- Protection 1"
- if the argument-player is wearing a chestplate of protection 2:
- message "- Protection 2"
- if the argument-player is wearing a chestplate of protection 3:
- message "- Protection 3"
- if the argument-player is wearing a chestplate of protection 4:
- message "- Protection 4"
- if the argument-player is wearing a chestplate of projectile protection 1:
- message "- Projectile Protection 1"
- if the argument-player is wearing a chestplate of projectile protection 2:
- message "- Projectile Protection 2"
- if the argument-player is wearing a chestplate of projectile protection 3:
- message "- Projectile Protection 3"
- if the argument-player is wearing a chestplate of projectile protection 4:
- message "- Projectile Protection 4"
- message "%{_arg1}% is wearing %leggings of {_arg1}%."
- if the argument-player is wearing leggings of protection 1:
- message "- Protection 1"
- if the argument-player is wearing leggings of protection 2:
- message "- Protection 2"
- if the argument-player is wearing leggings of protection 3:
- message "- Protection 3"
- if the argument-player is wearing leggings of protection 4:
- message "- Protection 4"
- if the argument-player is wearing leggings of projectile protection 1:
- message "- Projectile Protection 1"
- if the argument-player is wearing leggings of projectile protection 2:
- message "- Projectile Protection 2"
- if the argument-player is wearing leggings of projectile protection 3:
- message "- Projectile Protection 3"
- if the argument-player is wearing leggings of projectile protection 4:
- message "- Projectile Protection 4"
- message "%{_arg1}% is wearing %boots of {_arg1}%"
- if the argument-player is wearing boots of protection 1:
- message "- Protection 1"
- if the argument-player is wearing boots of protection 2:
- message "- Protection 2"
- if the argument-player is wearing boots of protection 3:
- message "- Protection 3"
- if the argument-player is wearing boots of protection 4:
- message "- Protection 4"
- if the argument-player is wearing boots of projectile protection 1:
- message "- Projectile Protection 1"
- if the argument-player is wearing boots of projectile protection 2:
- message "- Projectile Protection 2"
- if the argument-player is wearing boots of projectile protection 3:
- message "- Projectile Protection 3"
- if the argument-player is wearing boots of projectile protection 4:
- message "- Projectile Protection 4"
- if {Pkmn::%player%::Particle} is set:
- ParticleEnchant(player)
- set {_dist} to (distance between player and ("%arg-1%" parsed as player))
- if {_dist} is less than 50:
- broadcast "!"
- set {_x} to x coordinate of player
- set {_y} to y coordinate of player
- set {_z} to z coordinate of player
- command "/playsound note.harp %player% %{_x}% %{_y}% %{_z}% 4 0.95 1"
- wait 5 ticks
- command "/playsound note.harp %player% %{_x}% %{_y}% %{_z}% 4 0.95 1"
- wait 5 ticks
- command "/playsound note.harp %player% %{_x}% %{_y}% %{_z}% 4 0.95 1"
- wait 5 ticks
- command "/playsound note.harp %player% %{_x}% %{_y}% %{_z}% 4 0.95 1"
- wait 5 ticks
- command "/playsound note.harp %player% %{_x}% %{_y}% %{_z}% 4 0.95 1"
- wait 5 ticks
- else:
- send "{@P}This player is not online" to command sender
- else:
- send "{@P}You need to wait %(300-{Pkmn::%command sender%::Mindread})% more seconds before you can use this" to command sender
- #Psychic Ability Sleeping#
- at 5:30:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Psychic}":
- if {Pkmn::%loop-player%::PsychicAbility} is true:
- wait 20 ticks
- delete {Pkmn::%loop-player%::PsychicAbility}
- else if {Pkmn::%loop-player%::PsychicAbility} is not set:
- wait 20 ticks
- set {Pkmn::%loop-player%::PsychicAbility} to false
- send "{@P}You did not sleep and have lost your psychic abilities as a result!" to loop-player
- on bed leave:
- if {Pkmn::%player%::Type} is "{@Psychic}":
- if {Pkmn::%player%::PsychicAbility} is false:
- if player has 3 sugar:
- remove 3 sugar from player's inventory
- set {Pkmn::%player%::PsychicAbility} to true
- message "{@P}You have slept and may use your psychic abilities for the day!"
- else:
- message "{@P}You need 3 sugar to reset your psychic abilities for the day!"
- if {Pkmn::%player%::PsychicAbility} is not set:
- if player has 3 sugar:
- remove 3 sugar from player's inventory
- set {Pkmn::%player%::PsychicAbility} to true
- message "{@P}You have slept and may use your psychic abilities for the day!"
- else:
- message "{@P}You need 3 sugar to reset your psychic abilities for the day!"
- #Heal Order#
- on rightclick on leaves:
- if {Pkmn::%player%::Type} is "{@Bug}":
- set the event-block to chest
- set {_chest} to block
- set {_chestloc} to location of block
- chance of 1%:
- add 1 apple to {_chest}
- set block at {_chestloc} to air
- increase the player's hunger meter by 0.5
- set {_x} to x coordinate of event-block
- set {_y} to y coordinate of event-block
- set {_z} to z coordinate of event-block
- loop all players within 16 blocks of event-block:
- command "/playsound random.eat %loop-player% %{_x}% %{_y}% %{_z}% 1 1 1"
- set {Pkmn::%player%::BugLeafEat} to 60
- if {Pkmn::%player%::HealOrderCooldown} is not set:
- heal the player by 0.5 hearts
- if {Pkmn::%player%::Particle} is set:
- ParticleHappyVillager(player)
- set {Pkmn::%player%::HealOrderCooldown} to 0
- else:
- message "{@P}You need to wait %(270-{Pkmn::%player%::HealOrderCooldown})% more seconds before this will heal you" to player
- #Substitute#
- command /substitute:
- aliases: /sub
- trigger:
- {Pkmn::%command sender%::Type} is "{@Normal}"
- if {Pkmn::%command sender%::SubstituteCooldown} is not set:
- set {_location} to location of command sender
- loop blocks in radius 20 around command sender:
- loop-block is not air
- block above loop-block is air
- block above block above loop-block is air
- add location of loop-block to {Pkmn::%command sender%::SubstituteLoc::*}
- set {_loc} to a random element of {Pkmn::%command sender%::SubstituteLoc::*}
- delete {Pkmn::%command sender%::SubstituteLoc::*}
- teleport command sender to block above {_loc}
- spawn a zombie at {_location}
- equip spawned zombie with iron sword
- equip spawned zombie with iron helmet
- equip spawned zombie with iron chestplate
- equip spawned zombie with iron leggings
- equip spawned zombie with iron boots
- apply speed 3 to spawned zombie for 9999 seconds
- set {Pkmn::%command sender%::SubstituteCooldown} to 0
- else:
- message "{@P}You need to wait %(300-{Pkmn::%command sender%::SubstituteCooldown})% more seconds before you can use this" to command sender
- #Dark type sound command#
- command /sound <text> [<player>]:
- trigger:
- {Pkmn::%command sender%::Type} is "{@Dark}"
- if arg-1 is "list":
- message "{@P}Creeper hiss - creeper.primed" to command sender
- message "{@P}Explosion - random.explode" to command sender
- message "{@P}Player damage - game.player.hurt" to command sender
- message "{@P}Zombie - mob.zombie.say" to command sender
- message "{@P}Stone break - dig.stone" to command sender
- message "{@P}Dirt/gravel break - dig.gravel" to command sender
- message "{@P}Wither shoot - mob.wither.shoot" to command sender
- message "{@P}Bow shoot - random.bow" to command sender
- message "{@P}Eating - random.eat" to command sender
- message "{@P}Dragon growl - mob.enderdragon.growl" to command sender
- message "{@P}Dragon death - mob.enderdragon.end" to command sender
- else if arg-2 is set:
- if time in command sender's world is night:
- if {Pkmn::%command sender%::DarkSound} is not set:
- command "/playsound %arg-1% %arg-2% ~ ~ ~ 0.5 1 1"
- message "{@P}Succesfully played %arg-1% to %arg-2%" to command sender
- set {Pkmn::%command sender%::DarkSound} to 0
- loop 60 times:
- wait 1 second
- add 1 to {Pkmn::%command sender%::DarkSound}
- if {Pkmn::%command sender%::DarkSound} is set:
- delete {Pkmn::%command sender%::DarkSound}
- message "{@P}You can use /sound again" to command sender
- else:
- message "{@P}You need to wait %(60-{Pkmn::%command sender%::DarkSound})% more seconds before you can use this" to command sender
- else:
- message "{@P}You can only use this command at night" to command sender
- else if arg-2 is not set:
- message "{@P}Please select a player you want to play this sound to" to command sender
- #Fighting type Aura Sphere#
- command /aura:
- aliases: /aurasphere
- trigger:
- {Pkmn::%command sender%::Type} is "{@Fighting}"
- if command sender's level is equal to 0:
- message "{@P}You must have levels to use this!"
- else if {Pkmn::%command sender%::AuraCooldown} is set:
- message "{@P}You need to wait %(60-{Pkmn::%command sender%::AuraCooldown})% more seconds before you can use this" to command sender
- else:
- set {Pkmn::%command sender%::Aura} to true
- message "{@P}Aura Sphere activated! Your bow will do more damage!" to command sender
- while level of player is not equal to 0:
- wait 2 seconds
- reduce the player's level by 1
- delete {Pkmn::%command sender%::Aura}
- set {Pkmn::%command sender%::AuraCooldown} to 0
- message "{@P}Your aura has faded" to command sender
- message "{@P}Your bow has been disabled for 1 minute" to command sender
- on shoot:
- if {Pkmn::%shooter%::AuraCooldown} is set:
- if shooter's tool is a bow:
- cancel event
- message "{@P}Bow currently disabled" to command sender
- #Poison-type no hunger loss#
- on hunger meter change:
- if {Pkmn::%player%::Type} is "{@Poison}":
- cancel event
- #Dragon Dance#
- command /dragon:
- trigger:
- set {_diaam::%command sender%} to amount of diamonds in player's inventory
- if {Pkmn::%command sender%::Type} is "{@Dragon}":
- if {_diaam::%command sender%} is equal to 0:
- message "{@P}You have no diamonds!"
- stop trigger
- if {Pkmn::%command sender%::DragonDance} is equal to 1.2:
- message "{@P}You may not do that anymore"
- stop trigger
- if {Pkmn::%command sender%::DragonDance} is greater than 1.2:
- message "{@P}You may not do that anymore"
- stop trigger
- remove 1 diamond from command sender's inventory
- if {Pkmn::%command sender%::DragonDance} is set:
- add 0.025 to {Pkmn::%command sender%::DragonDance}
- else:
- set {Pkmn::%command sender%::DragonDance} to 1.025
- message "{@P}Dragon Dance - %({Pkmn::%command sender%::DragonDance}*100)% %% extra melee damage"
- #Dragon-type flower weakness#
- every 5 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Dragon}":
- loop blocks in radius 3 around loop-player:
- if loop-block is flower:
- set {_flower} to 1
- if {_flower} is equal to 1:
- set {Pkmn::%loop-player%::DragonFlower} to true
- delete {_flower}
- else:
- delete {Pkmn::%loop-player%::DragonFlower}
- delete {_flower}
- #Fire type water weakness#
- every 2 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Fire}":
- if {Pkmn::%loop-player%::TouchedWater} is set:
- subtract 2 from {Pkmn::%loop-player%::TouchedWater}
- if {Pkmn::%loop-player%::TouchedWater} is equal to 0:
- delete {Pkmn::%loop-player%::TouchedWater}
- send "{@P}Your water weakness has faded" to loop-player
- if block above block below loop-player is water:
- if {Pkmn::%loop-player%::TouchedWater} is not set:
- send "{@P}Your resistance has been weakened by the water" to loop-player
- set {Pkmn::%loop-player%::TouchedWater} to 60
- #Dark type thief#
- on right click on player:
- if {Pkmn::%player%::Type} is "{@Dark}":
- if player's tool is air:
- if {Pkmn::%player%::ThiefCooldown} is not set:
- if name of clicked player's tool contains "&8TNT Cannon":
- stop trigger
- if name of clicked player's tool contains "&9Water Gun":
- stop trigger
- if name of clicked player's tool contains "<dark aqua>Toggle IceWalk":
- stop trigger
- if name of clicked player's tool contains "&dWand":
- stop trigger
- if name of clicked player's tool contains "<yellow>Toggle Jump Boost":
- stop trigger
- if name of clicked player's tool contains "<white>Barrier":
- stop trigger
- if name of clicked player's tool contains "<brown>Dig":
- stop trigger
- if name of clicked player's tool contains "<bold>Stealth Rock":
- stop trigger
- set {_helditem} to clicked player's tool
- set clicked player's tool to air
- set player's tool to {_helditem}
- set {Pkmn::%player%::ThiefCooldown} to 0
- else:
- message "{@P}You need to wait %(60-{Pkmn::%player%::ThiefCooldown})% more seconds before you can thieve again" to command sender
- on shoot:
- if shooter is a player:
- if projectile is an arrow:
- if {Pkmn::%shooter%::Slip} is set:
- if {Pkmn::%shooter%::IsShooting} is not set:
- cancel event
- set {Pkmn::%shooter%::IsShooting} to true
- chance of 10%:
- shoot arrow from shooter at speed 0.1
- wait 1 tick
- delete {Pkmn::%shooter%::IsShooting}
- stop trigger
- shoot arrow from shooter at speed 1
- wait 1 tick
- delete {Pkmn::%shooter%::IsShooting}
- # Rock Type Stealth Rock
- on place of cobblestone:
- if {Pkmn::%player%::Type} is "{@Rock}":
- if name of player's tool contains "<bold>Stealth Rock":
- cancel event
- if {Pkmn::%player%::StealthRockCooldown} is set:
- message "{@P}You must wait %(15-{Pkmn::%player%::StealthRockCooldown})% seconds to use this again!"
- stop trigger
- wait 1 tick
- set event-block to cobblestone
- set {_loc} to location of event-block
- add {_loc} to {Pkmn::StealthRockLoc::*}
- message "{@P}Stealth Rocks have been set at this location"
- set {Pkmn::%player%::StealthRockCooldown} to 0
- every second:
- loop all players:
- {Pkmn::%loop-player%::Type} is not "{@Rock}"
- loop {Pkmn::StealthRockLoc::*}:
- set {_dist} to distance between loop-player and loop-value-2
- if {_dist} is less than 1:
- set block at loop-value-2 to air
- spawn a silverfish at loop-value-2
- apply speed 4 to spawned silverfish for 9999 seconds
- remove loop-value-2 from {Pkmn::StealthRockLoc::*}
- # Ghost Type Barrier Blocks
- on place of barrier block:
- cancel event
- if {Pkmn::%player%::Type} is "{@Ghost}":
- if size of {Pkmn::%player%::BarrierLocs::*} is less than 10:
- wait 1 tick
- set event-block to barrier
- set {_loc} to location of event-block
- add {_loc} to {Pkmn::%player%::BarrierLocs::*}
- wait 30 seconds
- set block at {_loc} to air
- remove {_loc} from {Pkmn::%player%::BarrierLocs::*}
- else:
- message "{@P}You already have 10 barriers deployed!"
- on left click:
- if {Pkmn::%player%::Type} is "{@Ghost}":
- if name of player's tool contains "<white>Barrier":
- loop {Pkmn::%player%::BarrierLocs::*}:
- set block at loop-value to air
- remove loop-value from {Pkmn::%player%::BarrierLocs::*}
- message "{@P}Barriers withdrawn"
- # Dragon Enderman weakness#
- every 5 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Dragon}":
- loop all entities in radius 5 around loop-player:
- if loop-entity-2 is enderman:
- remove slowness from loop-player
- apply slowness 1 to loop-player for 5 seconds
- # Bug Type String Shot#
- on damage of player:
- if attacker's tool is fishing rod:
- if {Pkmn::%attacker%::Type} is "{@Bug}":
- if attacker has 1 string:
- {Pkmn::%attacker%::StringCooldown} is not set
- victim is not attacker
- remove 1 string from attacker's inventory
- send "{@P}Target has been hit by String Shot" to attacker
- send "{@P}You have been hit by String Shot and cannot switch items!" to victim
- set {Pkmn::%attacker%::StringCooldown} to true
- set {Pkmn::%victim%::StringShot} to true
- set {Pkmn::%attacker%::StringCooldown} to 0
- wait 10 seconds
- delete {Pkmn::%victim%::StringShot}
- send "{@P}You may switch items again" to victim
- on tool change:
- if {Pkmn::%player%::StringShot} is set:
- cancel event
- if {spamprotection::%player%} is not set:
- set {spamprotection::%player%} to true
- message "{@P}You may not currently switch items!"
- wait 2 seconds
- delete {spamprotection::%player%}
- # Grass Type Razor Leaf#
- on left click with bow:
- if {Pkmn::%player%::Type} is "{@Grass}":
- if {Pkmn::%player%::RazorLeaf} is not set:
- if player has 8 oak_leaves:
- set {Pkmn::%player%::RazorLeaf} to true
- message "{@P}Razor Leaf activated. You will now do 10%% more bow damage"
- else:
- message "{@P}You do not have enough leaves!"
- else if {Pkmn::%player%::RazorLeaf} is set:
- delete {Pkmn::%player%::RazorLeaf}
- message "{@P}Giga Drain activated"
- on shoot:
- if {Pkmn::%shooter%::Type} is "{@Grass}":
- if {Pkmn::%shooter%::RazorLeaf} is set:
- set {_spruceam} to amount of spruce_leaves in shooter's inventory
- set {_bircham} to amount of birch_leaves in shooter's inventory
- set {_jungleam} to amount of jungle_leaves in shooter's inventory
- set {_acaciaam} to amount of acacia_leaves in shooter's inventory
- set {_darkoakam} to amount of dark_oak_leaves in shooter's inventory
- remove all spruce_leaves from shooter's inventory
- remove all birch_leaves from shooter's inventory
- remove all jungle_leaves from shooter's inventory
- remove all acacia_leaves from shooter's inventory
- remove all dark_oak_leaves from shooter's inventory
- set {_oak} to {_spruceam}+{_bircham}+{_jungleam}+{_acaciaam}+{_darkoakam}
- give {_oak} of oak_leaves to shooter
- if shooter has 8 oak_leaves:
- remove 8 oak_leaves from shooter's inventory
- else:
- send "{@P}You do not have enough leaves!" to shooter
- send "{@P}Giga Drain reactivated" to shooter
- delete {Pkmn::%shooter%::RazorLeaf}
- stop trigger
- if shooter does not have 8 oak_leaves:
- send "{@P}You have run out of leaves!" to shooter
- send "{@P}Giga Drain reactivated" to shooter
- wait 1 second
- delete {Pkmn::%shooter%::RazorLeaf}
- # Fire Type Lava Plume#
- on place of lava:
- if {Pkmn::%player%::Type} is "{@Fire}":
- if {Pkmn::%player%::LavaCoolDown} is not set:
- loop blocks in radius 4 around event-block:
- chance of 25%:
- if loop-block is air:
- block below loop-block is not air
- block below loop-block is not lava
- block below loop-block is not water
- set loop-block to lava
- set {_loc} to location of loop-block
- add {_loc} to {Pkmn::%player%::LavaLocs::*}
- set {Pkmn::%player%::LavaCoolDown} to true
- wait 30 seconds
- loop {Pkmn::%player%::LavaLocs::*}:
- set block at loop-value to air
- remove loop-value from {Pkmn::%player%::LavaLocs::*}
- if event-block is lava:
- set event-block to air
- delete {Pkmn::%player%::LavaLocs::*}
- wait 30 seconds
- delete {Pkmn::%player%::LavaCoolDown}
- message "{@P}You may use your Lava Plume again"
- else:
- message "{@P}You must wait to use Lava Plume"
- #Flying Type Air Shot%
- on shoot:
- if block below shooter is air:
- set {Pkmn::%shooter%::Airshot} to true
- #On heal events#
- on consume of golden apple:
- if {Pkmn::%player%::Type} is "{@Normal}":
- wait 1 tick
- apply potion of regeneration of tier 2 to the player for 1 second
- if {Pkmn::%player%::Type} is "{@Bug}":
- wait 1 tick
- remove regeneration from the player
- wait 1 tick
- apply potion of regeneration of tier 2 to the player for 3 seconds
- #Ore drops modifications#
- on mine of coal ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 85%:
- if player can hold 1 coal:
- give 1 coal to player
- else:
- drop 1 coal at event-block
- else:
- if player can hold 2 coal:
- give 2 coal to player
- else:
- drop 2 coal at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleInstantSpell(player)
- give 1 experience to player
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 75%:
- if player can hold 1 coal:
- give 1 coal to player
- else:
- drop 1 coal at event-block
- else:
- if player can hold 2 coal:
- give 2 coal to player
- else:
- drop 2 coal at event-block
- give 1 experience to player
- on mine of iron ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 85%:
- if player can hold 1 iron ingot:
- give 1 iron ingot to player
- else:
- drop 1 iron ingot at event-block
- else:
- if player can hold 2 iron ingots:
- give 2 iron ingots to player
- else:
- drop 2 iron ingots at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleInstantSpell(player)
- give 1 experience to player
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 75%:
- if player can hold 1 iron ingot:
- give 1 iron ingot to player
- else:
- drop 1 iron ingot at event-block
- else:
- if player can hold 2 iron ingots:
- give 2 iron ingots to player
- else:
- drop 2 iron ingots at event-block
- give 1 experience to player
- if {Pkmn::%player%::Type} is "{@Fire}":
- cancel event
- set event-block to air
- damage player's tool by 1
- if player can hold 1 iron ingot:
- give 1 iron ingot to player
- else:
- drop 1 iron ingot at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleFireBlock(event-block)
- give 1 experience to player
- on mine of gold ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 85%:
- if player can hold 1 gold ingot:
- give 1 gold ingot to player
- else:
- drop 1 gold ingot at event-block
- else:
- if player can hold 2 gold ingots:
- give 2 gold ingots to player
- else:
- drop 2 gold ingots at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleInstantSpell(player)
- give 1 experience to player
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 90%:
- if player can hold 1 gold ingot:
- give 1 gold ingot to player
- else:
- drop 1 gold ingot at event-block
- else:
- if player can hold 2 gold ingots:
- give 2 gold ingots to player
- else:
- drop 2 gold ingots at event-block
- give 1 experience to player
- if {Pkmn::%player%::Type} is "{@Fire}":
- cancel event
- set event-block to air
- damage player's tool by 1
- if player can hold 1 gold ingot:
- give 1 gold ingot to player
- else:
- drop 1 gold ingot at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleFireBlock(event-block)
- give 1 experience to player
- on mine of diamond ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 85%:
- if player can hold 1 diamond:
- give 1 diamond to player
- else:
- drop 1 diamond at event-block
- else:
- if player can hold 2 diamonds:
- give 2 diamonds to player
- else:
- drop 2 diamonds at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleInstantSpell(player)
- give 5 experience to player
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 95%:
- if player can hold 1 diamond:
- give 1 diamond to player
- else:
- drop 1 diamond at event-block
- else:
- if player can hold 2 diamonds:
- give 2 diamonds to player
- else:
- drop 2 diamonds at event-block
- give 5 experience to player
- on mine of emerald ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 85%:
- if player can hold 1 emerald:
- give 1 emerald to player
- else:
- drop 1 emerald at event-block
- else:
- if player can hold 2 emeralds:
- give 2 emeralds to player
- else:
- drop 2 emeralds at event-block
- if {Pkmn::%player%::Particle} is set:
- ParticleInstantSpell(player)
- give 5 experience to player
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 75%:
- if player can hold 1 emerald:
- give 1 emerald to player
- else:
- drop 1 emerald at event-block
- else:
- if player can hold 2 emeralds:
- give 2 emeralds to player
- else:
- drop 2 emeralds at event-block
- give 5 experience to player
- #Changed apple/flint rates for dragon-type#
- on mine of oak leaves:
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 30%:
- give 1 apple to player
- on mine of dark oak leaves:
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 30%:
- give 1 apple to player
- on mine of gravel:
- if {Pkmn::%player%::Type} is "{@Dragon}":
- cancel event
- set event-block to air
- damage player's tool by 1
- chance of 50%:
- give 1 flint to player
- else:
- give 1 gravel to player
- #Blocking certain events#
- on rightclick with snowball:
- if {Pkmn::%player%::Type} is "{@Water}":
- cancel event
- if {Pkmn::%player%::Type} is "{@Ground}":
- cancel event
- on craft of beacon:
- player's gamemode is not creative
- cancel event
- on place of wet sponge:
- player's gamemode is not creative
- cancel event
- on place of sponge:
- player's gamemode is not creative
- cancel event
- on place of packed ice:
- player's gamemode is not creative
- cancel event
- on place of ore:
- player's gamemode is not creative
- cancel event
- # Electric type zippy zap replacement
- on shoot:
- if {Pkmn::%shooter%::Type} is "{@Electric}":
- remove slowness from shooter
- remove speed from shooter
- apply speed 3 to shooter for 6 seconds
- # Cooldowns
- every second:
- loop all players:
- if {Pkmn::%loop-player%::HealOrderCooldown} is set:
- add 1 to {Pkmn::%loop-player%::HealOrderCooldown}
- if {Pkmn::%loop-player%::HealOrderCooldown} is greater than 269:
- delete {Pkmn::%loop-player%::HealOrderCooldown}
- message "{@P}You can use Heal Order again" to loop-player
- if {Pkmn::%loop-player%::FairyCooldown} is set:
- add 1 to {Pkmn::%loop-player%::FairyCooldown}
- if {Pkmn::%loop-player%::FairyCooldown} is greater than 19:
- delete {Pkmn::%loop-player%::FairyCooldown}
- message "{@P}You can use your wand again" to loop-player
- if {Pkmn::%loop-player%::GroundCooldown} is set:
- add 1 to {Pkmn::%loop-player%::GroundCooldown}
- if loop-player has 640 dirt:
- if {Pkmn::%loop-player%::GroundCooldown} is greater than 14:
- delete {Pkmn::%loop-player%::GroundCooldown}
- message "{@P}You can use your shovel again" to loop-player
- else:
- if {Pkmn::%loop-player%::GroundCooldown} is greater than 29:
- delete {Pkmn::%loop-player%::GroundCooldown}
- message "{@P}You can use your shovel again" to loop-player
- if {Pkmn::%loop-player%::NearCooldown} is set:
- add 1 to {Pkmn::%loop-player%::NearCooldown}
- if {Pkmn::%loop-player%::NearCooldown} is greater than 299:
- delete {Pkmn::%loop-player%::NearCooldown}
- message "{@P}You can use /nearme again" to loop-player
- if {Pkmn::%loop-player%::Mindread} is set:
- add 1 to {Pkmn::%loop-player%::Mindread}
- if {Pkmn::%loop-player%::Mindread} is greater than 299:
- delete {Pkmn::%loop-player%::Mindread}
- message "{@P}You can use /mindread again" to loop-player
- if {Pkmn::%loop-player%::SubstituteCooldown} is set:
- add 1 to {Pkmn::%loop-player%::SubstituteCooldown}
- if {Pkmn::%loop-player%::SubstituteCooldown} is greater than 299:
- delete {Pkmn::%loop-player%::SubstituteCooldown}
- message "{@P}You can use /substitute again" to loop-player
- if {Pkmn::%loop-player%::AuraCooldown} is set:
- add 1 to {Pkmn::%loop-player%::AuraCooldown}
- if {Pkmn::%loop-player%::AuraCooldown} is greater than 59:
- delete {Pkmn::%loop-player%::AuraCooldown}
- message "{@P}You can use /aura again" to loop-player
- message "{@P}You can use your bow again" to loop-player
- if {Pkmn::%loop-player%::ThiefCooldown} is set:
- add 1 to {Pkmn::%loop-player%::ThiefCooldown}
- if {Pkmn::%loop-player%::ThiefCooldown} is greater than 59:
- delete {Pkmn::%loop-player%::ThiefCooldown}
- message "{@P}You may now thieve again" to loop-player
- if {Pkmn::%loop-player%::Slip} is set:
- add 1 to {Pkmn::%loop-player%::Slip}
- if {Pkmn::%loop-player%::Slip} is greater than 9:
- delete {Pkmn::%loop-player%::Slip}
- send "{@P}Your hands are no longer slippery!" to loop-player
- if {Pkmn::%loop-player%::StealthRockCooldown} is set:
- add 1 to {Pkmn::%loop-player%::StealthRockCooldown}
- if {Pkmn::%loop-player%::StealthRockCooldown} is greater than 14:
- delete {Pkmn::%loop-player%::StealthRockCooldown}
- message "{@P}You may use Stealth Rock again!" to loop-player
- if {Pkmn::%loop-player%::StringCooldown} is set:
- add 1 to {Pkmn::%loop-player%::StringCooldown}
- if {Pkmn::%loop-player%::StringCooldown} is greater than 59:
- delete {Pkmn::%loop-player%::StringCooldown}
- message "{@P}You may now use String Shot again" to loop-player
- if {Pkmn::%loop-player%::NormalDamage} is set:
- add 1 to {Pkmn::%loop-player%::NormalDamage}
- if {Pkmn::%loop-player%::NormalDamage} is greater than 9:
- delete {Pkmn::%loop-player%::NormalDamage}
- message "{@P}You may now damage players normally again" to loop-player
- if {Pkmn::%loop-player%::TNTCooldown} is set:
- add 1 to {Pkmn::%loop-player%::TNTCooldown}
- if {Pkmn::%loop-player%::TNTCooldown} is greater than 29:
- delete {Pkmn::%loop-player%::TNTCooldown}
- message "{@P}You can use your TNT Cannon again" to loop-player
- #Evolution#
- command /pkmnevolve <text>:
- trigger:
- if arg 1 is "enable":
- player is an op
- set {pkmnevolve} to true
- broadcast "{@P}Evolving enabled"
- if arg 1 is "disable":
- player is an op
- delete {pkmnevolve}
- broadcast "{@P}Evolving disabled"
- if arg 1 is "reset":
- player is an op
- loop all players:
- delete {Pkmn::%loop-player%::Evolutions}
- broadcast "{@P}Evolutions reset"
- if arg 1 is "me":
- {pkmnevolve} is true
- {Pkmn::%command sender%::Type} is set
- {Pkmn::%command sender%::Type} is not "Shadow"
- if command sender's level is greater or equal to 25:
- if {Pkmn::%command sender%::Evolutions} is not set:
- set {Pkmn::%command sender%::Evolutions} to true
- reduce command sender's level by 25
- set health of player to 10
- set max health of player to 15
- message "{@P}Congrats on evolving"
- else:
- message "{@P}You cannot evolve anymore!"
- else:
- message "{@P}You cannot evolve until you are level 25"
- #Environmental Effects#
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Flying}":
- if damage is caused by fall:
- cancel event
- remove jump boost from victim
- apply jump boost 6 to victim for 1 seconds
- if {Pkmn::%victim%::Particle} is set:
- ParticleExplode(victim)
- ParticleCloud(victim)
- if {Pkmn::%victim%::Type} is "{@Electric}":
- weather in victim's world is rainy
- damage is caused by entity explosion
- cancel event
- on damage of player:
- if {Pkmn::%victim%::Type} is "{@Bug}":
- if attacker is a spider:
- cancel event
- if attacker is a cave spider:
- cancel event
- if {PkmnTrainer::%victim%} is set:
- if {Pkmn::%attacker%::Type} is not "{@Fighting}":
- set {_damage} to damage
- set damage to ({_damage}*{@Res1})
- every 5 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Electric}":
- if weather in loop-player's world is rainy:
- loop all unpowered creepers in radius 50 of loop-player:
- wait 1 tick
- set health of loop-entity-2 to 0
- wait 1 tick
- spawn powered creeper at location of loop-entity-2
- loop all pigs in radius 50 of loop-player:
- wait 1 tick
- set health of loop-entity-2 to 0
- wait 1 tick
- spawn zombie pigman at location of loop-entity-2
- if {Pkmn::%loop-player%::Type} is "{@Rock}":
- {Pkmn::%loop-player%::RockEffect} is not set
- loop-player has 321 cobblestone
- loop all items in the loop-player's inventory:
- if loop-item is pickaxe:
- repair loop-item
- enchant loop-item with efficiency 3, unbreaking 3 and silk touch 1
- enchant loop-item with efficiency 3, unbreaking 3 and silk touch 1
- set {Pkmn::%loop-player%::RockEffect} to true
- if {Pkmn::%loop-player%::RockEffect} is set:
- remove 321 cobblestone from loop-player
- give 320 stone to loop-player
- remove all cobblestone named "<bold>Stealth Rock" from loop-player
- give a cobblestone named "<bold>Stealth Rock" to loop-player
- on break of iron ore:
- if {Pkmn::%player%::Type} is "{@Steel}":
- set {Pkmn::%player%::SteelIron} to 0
- on right click on a flower:
- if {Pkmn::%player%::Type} is "{@Fairy}":
- set event-block to air
- increase the player's hunger meter by 1
- set {_x} to x coordinate of event-block
- set {_y} to y coordinate of event-block
- set {_z} to z coordinate of event-block
- loop all players within 16 blocks of event-block:
- command "/playsound random.eat %loop-player% %{_x}% %{_y}% %{_z}% 1 1 1"
- chance of 5%:
- send "{@P}You have gained increased damage for 2 minutes" to player
- set {Pkmn::%player%::FairyFlower} to 0
- while {Pkmn::%player%::FairyFlower} is set:
- add 1 to {Pkmn::%player%::FairyFlower}
- wait 1 second
- if {Pkmn::%player%::FairyFlower} is 120:
- delete {Pkmn::%player%::FairyFlower}
- send "{@P}Your increased damage has run out" to player
- else:
- chance of 5%:
- damage player by 1 heart
- else:
- chance of 10%:
- heal player by .5 hearts
- on left click:
- if name of player's tool contains "<dark aqua>Toggle IceWalk":
- if {Pkmn::%player%::Type} is "{@Ice}":
- if block below player is snow:
- make player shoot snowball at speed 1.5
- else if block above block below player is snow layer:
- make player shoot snowball at speed 1.5
- # Fire Type Flame Charge#
- every 1 tick:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Fire}":
- if loop-player is on fire:
- if block behind the loop-player is air:
- if block below the block behind the loop-player is grass:
- set {_loc} to the block behind the loop-player
- set block at {_loc} to fire
- wait 5 seconds
- set block at {_loc} to air
- #Visual Effects#
- every 1 minute:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Fire}":
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDripLava(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Water}":
- if loop-player has 1 wet sponge:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleSplash(loop-player)
- every 30 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Water}":
- set {_loc} to location of loop-player
- if block at {_loc} is water:
- if block above {_loc} is water:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleBubble(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Poison}":
- loop blocks in radius 2 around the loop-player:
- if loop-block is dirt:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Fairy}":
- if light level at loop-player is less than 8:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleTownAura(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Fairy}":
- if light level at loop-player is greater than 12:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleNote(loop-player)
- on tool change:
- if {Pkmn::%player%::Type} is "{@Fire}":
- player's tool is bow
- if {Pkmn::%player%::Particle} is set:
- ParticleFlame(player)
- on shoot:
- if {Pkmn::%shooter%::Type} is "{@Fire}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticleLava(shooter)
- on death of cow or chicken or pig or sheep:
- if {Pkmn::%player%::Type} is "{@Fire}":
- if {Pkmn::%player%::Particle} is set:
- ParticleLargeSmoke(player)
- on consume of golden apple:
- if {Pkmn::%player%::Type} is "{@Normal}":
- if {Pkmn::%player%::Particle} is set:
- ParticleRedDust(player)
- #on player jump:
- # if {Pkmn::%player%::Type} is "{@Flying}":
- # if {Pkmn::%player%::FlyingJump} is true:
- # if {Pkmn::%player%::Particle} is set:
- # set {_xloc} to the player's x-coordinate
- # set {_yloc} to the player's y-coordinate
- # set {_zloc} to the player's z-coordinate
- # loop all players:
- # if loop-player has permission "skript.op":
- # function ParticleExplode(loop-player)
- # function ParticleCloud(loop-player)
- on shoot:
- if {Pkmn::%shooter%::Type} is "{@Flying}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticleWake(shooter)
- if {Pkmn::%shooter%::Type} is "{@Dark}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticleDepthSuspend(shooter)
- if {Pkmn::%shooter%::Type} is "{@Fairy}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticleFireworksSpark(shooter)
- ParticleHeart(shooter)
- if {Pkmn::%shooter%::Type} is "{@Psychic}":
- if {Pkmn::%shooter%::Particle} is set:
- ParticlePortal(shooter)
- on damage of player:
- if {Pkmn::%attacker%::Type} is "{@Flying}":
- if damage is caused by projectile:
- if projectile is an arrow:
- if {Pkmn::%victim%::Particle} is set:
- ParticleLargeExplode(victim)
- wait 1 tick
- ParticleLargeExplode(victim)
- if {Pkmn::%victim%::Type} is "{@Water}":
- if damage is caused by fire:
- if {Pkmn::%victim%::Particle} is set:
- ParticleDroplet(victim)
- ParticleDripWater(victim)
- if {Pkmn::%attacker%::Type} is "{@Ice}":
- if damage is caused by projectile:
- if projectile is an arrow:
- if {Pkmn::%victim%::Particle} is set:
- ParticleSnow(victim)
- every 5 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Rock}" or "{@Steel}":
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleFootstep(loop-player)
- on block damage:
- chance of 5%
- if {Pkmn::%player%::Type} is "{@Rock}":
- if {Pkmn::%player%::Particle} is set:
- ParticleBlockDamage(player)
- every 30 second:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Ground}":
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleTownAura(loop-player)
- on sprint toggle:
- if {Pkmn::%player%::Type} is "{@Bug}":
- player is not sprinting
- set {Pkmn::%player%::BugSprint} to true
- if {Pkmn::%player%::Type} is "{@Bug}":
- player is sprinting
- set {Pkmn::%player%::BugSprint} to false
- if {Pkmn::%player%::Type} is "{@Electric}":
- player is not sprinting
- set {Pkmn::%player%::ElecSprint} to true
- if {Pkmn::%player%::Type} is "{@Electric}":
- player is sprinting
- set {Pkmn::%player%::ElecSprint} to false
- on disconnect:
- if {Pkmn::%player%::Type} is "{@Bug}":
- delete {Pkmn::%player%::BugSprint}
- if {Pkmn::%player%::Type} is "{@Electric}":
- delete {Pkmn::%player%::ElecSprint}
- every 30 second:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Bug}":
- if {Pkmn::%loop-player%::BugSprint} is true:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleSlime(loop-player)
- every 5 second:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Electric}":
- if {Pkmn::%loop-player%::ElecSprint} is true:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleCrit(loop-player)
- every 30 seconds:
- loop all players:
- if {Pkmn::%loop-player%::Type} is "{@Ghost}":
- if light level at loop-player is greater than 12:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleLargeSmoke(loop-player)
- if {Pkmn::%loop-player%::Type} is "{@Rock}":
- if y coordinate of loop-player is less than 60:
- if {Pkmn::%loop-player%::Particle} is set:
- ParticleDepthSuspend(loop-player)
- on block break:
- if {Pkmn::%player%::Type} is "{@Rock}":
- chance of 5%
- if {Pkmn::%player%::Particle} is set:
- ParticleDepthSuspend(player)
- #Additional Commands and Misc.#
- command /pkmntimer <text>:
- trigger:
- set {episode} to arg-1
- if command sender is player:
- broadcast "{@P}Episode %{episode}%"
- command /health <player>:
- trigger:
- make player execute "/h %arg-1%"
- on portal:
- cancel event
- on damage of player:
- attacker is a player:
- if damage was caused by a projectile:
- wait 5 ticks
- send "{@P}The player you have hit is now at <lime>%round(health of victim*10)%%%" to the attacker
- #Custom Crafting#
- # Leaf Blade
- on load:
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, oak_leaves, air, air, oak_leaves, air, air, stick, air
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, spruce_leaves, air, air, spruce_leaves, air, air, stick, air
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, birch_leaves, air, air, birch_leaves, air, air, stick, air
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, jungle_leaves, air, air, jungle_leaves, air, air, stick, air
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, acacia_leaves, air, air, acacia_leaves, air, air, stick, air
- register new shaped recipe for diamond sword named "&2Leaf Blade" using air, dark oak leaves, air, air, dark oak leaves, air, air, stick, air
- # Leaf Apple
- on load:
- register new shaped recipe for apple using oak_leaves, oak_leaves, oak_leaves, oak_leaves, oak_leaves, oak_leaves, oak_leaves, oak_leaves, oak_leaves
- register new shaped recipe for apple using spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves, spruce_leaves
- register new shaped recipe for apple using birch_leaves, birch_leaves, birch_leaves, birch_leaves, birch_leaves, birch_leaves, birch_leaves, birch_leaves, birch_leaves
- register new shaped recipe for apple using jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves, jungle_leaves
- register new shaped recipe for apple using acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves, acacia_leaves
- register new shaped recipe for apple using dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves, dark oak leaves
- on mine of spruce_leaves or birch_leaves or jungle_leaves or acacia_leaves or dark oak leaves:
- if player's tool is shears:
- cancel event
- damage player's tool by 1
- set event-block to air
- drop 1 oak_leaves at event-block
- on craft of diamond sword:
- if name of event-item contains "&2Leaf Blade":
- if {Pkmn::%player%::Type} is "{@Grass}":
- if {Pkmn::%player%::LeafBlade} is not set:
- set {Pkmn::%player%::LeafBlade} to true
- else if {Pkmn::%player%::LeafBlade} is set:
- cancel event
- message "{@P}Already crafted!"
- else:
- cancel event
- on craft of apple:
- if {Pkmn::%player%::Type} is not equal to "{@Grass}":
- cancel event
- #on damage:
- # if victim is a player:
- # set {_damage} to damage
- # broadcast "Dmg: %{_damage}%"
- # wait 1 tick
- # broadcast "Current Health: <lime>%round(health of victim*10)%%%"
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