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- variables:
- {ArcherCD.%player%} = 0
- command /arc:
- trigger:
- if {Class.%event-player%} is 3:
- add a wooden sword with lore "&6Soulbound" to the event-player's inventory
- add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
- add a wooden axe with lore "&6Soulbound" to the event-player's inventory
- add a wooden shovel with lore "&6Soulbound" to the event-player's inventory
- add 16 arrow with lore "&6Soulbound||&6Class Item" to the event-player's inventory
- add a bow of punch 1 with lore "&6Soulbound||&6Class Item" to the event-player's inventory
- add a book named "&eArrow Drop &aREADY" with lore "&6Undroppable||&6Class Item" to event-player's inventory
- add a potion of healing with lore "&6Soulbound||&6Class Item" to event-player's inventory
- on right click with book:
- if name of event-player's tool contains "&eArrow Drop":
- cancel event
- if name of event-player's tool contains "&aREADY":
- give player 16 arrow with lore "&6Soulbound||&6Class Item"
- set {ArcherCD.%event-player%} to 60
- while {ArcherCD.%event-player%} > 0:
- loop all items in event-player's inventory:
- if loop-item is a book:
- if name of loop-item contains "&eArrow Drop":
- set name of loop-item to "&eArrow Drop &c%{ArcherCD.%event-player%}%"
- remove 1 from {ArcherCD.%event-player%}
- wait 20 tick
- if {ArcherCD.%event-player%} = 0:
- loop all items in event-player's inventory:
- if loop-item is a book:
- if name of loop-item contains "&eArrow Drop":
- set name of loop-item to "&eArrow Drop &aREADY"
- on damage:
- if attacker is holding bow:
- if {Class.%shooter%} is 3:
- increase damage by 0.5
- on script load:
- register new shapeless recipe for arrow using flint, stick, air, air, air, air, air, air, air
- variables:
- {BardCD.%player%} = 0
- {BardSound.%player%} = 0
- {BardBlockLocation.%player%} = 0
- command /bar:
- trigger:
- if {Class.%event-player%} is 5:
- add a wooden sword with lore "&6Soulbound" to the event-player's inventory
- add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
- add a wooden axe with lore "&6Soulbound" to the event-player's inventory
- add a jukebox named "&6BuffBox &a%{BardCD}%" with lore "&6Undroppable||&6Class Item" to event-player's inventory
- on place of jukebox:
- if name of event-player's tool contains "&6BuffBox":
- if name of event-player's tool contains "&aREADY":
- set {BardBlockLocation.%event-player%} to location of block
- make player execute command "/bard menu"
- if {BardCD.%player%} > 0:
- cancel event
- on right click:
- if target block is jukebox:
- if location of clicked block is {BardBlockLocation.%event-player%}:
- make player execute command "/bard menu"
- on break of jukebox:
- loop all players:
- if location of event-block is {BardBlockLocation.%loop-player%}:
- if {PlayerTeam.%player%} = {PlayerTeam.%loop-player%}:
- cancel event
- message "&cThis BuffBox belongs to a player on your team (&6%loop-player%&c)!"
- on death of player:
- if {Class.%event-player%} is 5:
- set block at {BardBlockLocation.%event-player%} to air
- command /bard <text>:
- trigger:
- if arg-1 is "menu":
- open chest with 1 row named "&7|&0Buff Selector&7|" to player
- wait 1 tick
- format slot 0 of player with mall disc named "&6Invigorate" with lore "&aGives team members regeneration" to close then run [make player execute command "/bard regeneration"]
- format slot 1 of player with far disc named "&6Enlighten" with lore "&aGives team members speed" to be unstealable
- format slot 2 of player with mellohi disc named "&6Intimidate" with lore "&aGives enemies weakness" to be unstealable
- format slot 3 of player with stal disc named "&6Shackle" with lore "&aGives enemies snowness" to be unstealable
- format slot 4 of player with jukebox named "&6Reclaim BuffBox" with lore "&aClick to pickup your BuffBox" to close then run [make player execute command "/bard reclaim"]
- if arg-1 is "regeneration":
- play raw sound "records.mall" at event-location with pitch 1 volume 1
- while block at {BardBlockLocation.%event-player%} is jukebox:
- loop all players in radius 5 around event-location:
- apply regeneration 1 to the loop-player for 5 seconds
- set {BardCD.%event-player%} to 10
- if arg-1 is "reclaim":
- set block at {BardBlockLocation.%event-player%} to air
- set {BardBlockLocation.%event-player%} to null
- set {BardCD.%event-player%} to 10
- add a jukebox named "&6BuffBox &a%{BardCD.%event-player%}%" with lore "&6Undroppable||&6Class Item" to event-player's inventory
- while {BardCD.%event-player%} > 0:
- loop all items in event-player's inventory:
- if loop-item is a jukebox:
- if name of loop-item contains "&6BuffBox":
- set name of loop-item to "&6BuffBox &c%{BardCD.%event-player%}%"
- remove 1 from {BardCD.%event-player%}
- wait 20 tick
- if {BardCD.%event-player%} = 0:
- loop all items in event-player's inventory:
- if loop-item is a jukebox:
- if name of loop-item contains "&6BuffBox":
- set name of loop-item to "&6BuffBox &aREADY"
- variables:
- {BerserkerCD.%player%} = 0
- {BerserkerCount.%player%} = 0
- {BerserkerMaxHP.%player%} = 14
- command /ber:
- trigger:
- if {Class.%event-player%} is 6:
- add a stone sword with lore "&6Soulbound||&6ClassItem" to the event-player's inventory
- add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
- add a wooden axe with lore "&6Soulbound" to the event-player's inventory
- if {BerserkerCD.%event-player%} > 0:
- add a blaze powder named "&eBerserk &c%{BerserkerCD.%event-player%}%" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
- if {BerserkerCD.%event-player%} = 0:
- add a blaze powder named "&eBerserk &aREADY" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
- add a potion of healing with lore "&6Soulbound||&6Class Item" to event-player's inventory
- set {BerserkerMaxHP.%event-player%} to 14
- on right click with blaze powder:
- if name of event-player's tool contains "&eBerserk":
- cancel event
- if name of event-player's tool contains "&aREADY":
- set {BerserkerCD.%event-player%} to 60
- #disguise bat
- while {BerserkerCD.%event-player%} > 0:
- loop all items in event-player's inventory:
- if loop-item is a blaze powder:
- if name of loop-item contains "&eBerserk":
- set name of loop-item to "&eBerserk &c%{BerserkerCD.%event-player%}%"
- remove 1 from {BerserkerCD.%event-player%}
- wait 20 tick
- if {BerserkerCD.%event-player%} = 0:
- loop all items in event-player's inventory:
- if loop-item is a blaze powder:
- if name of loop-item contains "&eBerserk":
- set name of loop-item to "&eBerserk &aREADY"
- #no knockback part
- on damage:
- if attacker is a player:
- if {BerserkerCount.%attacked player%} is 0:
- if {BerserkerCD.%attacked player%} > 30:
- cancel event
- set {BerserkerCount.%attacked player%} to 1
- set {_damage} to damage + 0.5
- damage attacked player by {_damage}
- wait 1 tick
- set {BerserkerCount.%attacked player%} to 0
- #berserker killed a player, then add 1 extra heart
- on death:
- if {Class.%attacker%} is 6:
- broadcast "%{BerserkerMaxHP.%attacker%}%"
- if {BerserkerMaxHP.%attacker%} < 29:
- add 2 to {BerserkerMaxHP.%attacker%}
- set rf max hp of attacker to {BerserkerMaxHP.%attacker%}
- broadcast "%{BerserkerMaxHP.%attacker%}%"
- #on berserker death, set the max heart back to 14
- on death:
- if {Class.%attacked player%} is 6:
- set rf max hp of attacked player to 14
- set {BerserkerMaxHP.%attacked player%} to 14
- else:
- set rf max hp of attacked player to 20
- #if player class is not berserker then set to normal health
- on join:
- if {Class.%event-player%} is not 6:
- set rf max hp of event-player to 20
- variables:
- {BuilderCD.%player%} = 0
- {BuilderChest1.%player%} = 0
- {BuilderChest2.%player%} = 0
- {BuilderChest3.%player%} = 0
- {BuilderChest4.%player%} = 0
- {BuilderChest5.%player%} = 0
- {BuilderChest6.%player%} = 0
- {BuilderStone.%player%} = 0
- {BuilderBrick.%player%} = 0
- {BuilderPlank.%player%} = 0
- {BuilderWool.%player%} = 0
- {BuilderDirt.%player%} = 0
- {BuilderObsidian.%player%} = 0
- {BuilderBlockPlace.%player%} = 0
- command /bui:
- trigger:
- if {Class.%event-player%} is 8:
- add a wooden sword with lore "&6Soulbound" to the event-player's inventory
- add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
- add a wooden axe with lore "&6Soulbound" to the event-player's inventory
- add a wooden shovel with lore "&6Soulbound" to the event-player's inventory
- add a book named "&eResourceDrop &aREADY" with lore "&6Undroppable||&6Class Item" to event-player's inventory
- on right click with book:
- if {Class.%event-player%} is 8:
- if name of event-player's tool contains "&eResourceDrop":
- cancel event
- if name of event-player's tool contains "&aREADY":
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- # to prevent resource spawn in same slot
- #1
- set {BuilderChest1.%event-player%} to a random integer between 0 and 27
- #2
- set {BuilderChest2.%event-player%} to a random integer between 0 and 27
- while {BuilderChest2.%event-player%} = {BuilderChest1.%event-player%}:
- set {BuilderChest2.%event-player%} to a random integer between 0 and 27
- #3
- set {BuilderChest3.%event-player%} to a random integer between 0 and 27
- while {BuilderChest3.%event-player%} = {BuilderChest1.%event-player%}:
- while {BuilderChest3.%event-player%} = {BuilderChest2.%event-player%}:
- set {BuilderChest3.%event-player%} to a random integer between 0 and 27
- #4
- set {BuilderChest4.%event-player%} to a random integer between 0 and 27
- while {BuilderChest4.%event-player%} = {BuilderChest1.%event-player%}:
- while {BuilderChest4.%event-player%} = {BuilderChest2.%event-player%}:
- while {BuilderChest4.%event-player%} = {BuilderChest3.%event-player%}:
- set {BuilderChest4.%event-player%} to a random integer between 0 and 27
- #5
- set {BuilderChest5.%event-player%} to a random integer between 0 and 27
- while {BuilderChest5.%event-player%} = {BuilderChest1.%event-player%}:
- while {BuilderChest5.%event-player%} = {BuilderChest2.%event-player%}:
- while {BuilderChest5.%event-player%} = {BuilderChest3.%event-player%}:
- while {BuilderChest5.%event-player%} = {BuilderChest4.%event-player%}:
- set {BuilderChest5.%event-player%} to a random integer between 0 and 27
- #6
- set {BuilderChest6.%event-player%} to a random integer between 0 and 27
- while {BuilderChest6.%event-player%} = {BuilderChest1.%event-player%}:
- while {BuilderChest6.%event-player%} = {BuilderChest2.%event-player%}:
- while {BuilderChest6.%event-player%} = {BuilderChest3.%event-player%}:
- while {BuilderChest6.%event-player%} = {BuilderChest4.%event-player%}:
- while {BuilderChest6.%event-player%} = {BuilderChest5.%event-player%}:
- set {BuilderChest6.%event-player%} to a random integer between 0 and 27
- wait 1 tick
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- open chest with 3 rows named "Chest" to player
- wait 1 tick
- #stone
- set {BuilderStone.%player%} to a random integer between 25 and 32
- set {_item} to "%{BuilderStone.%player%}% stone" parsed as item
- set slot {BuilderChest1.%player%} of player's current inventory to {_item}
- #brick
- set {BuilderBrick.%player%} to a random integer between 25 and 32
- set {_item2} to "%{BuilderBrick.%player%}% brick block" parsed as item
- set slot {BuilderChest2.%player%} of player's current inventory to {_item2}
- #plank
- set {BuilderPlank.%player%} to a random integer between 25 and 32
- set {_item3} to "%{BuilderPlank.%player%}% plank" parsed as item
- set slot {BuilderChest3.%player%} of player's current inventory to {_item3}
- #wool
- set {BuilderWool.%player%} to a random integer between 10 and 20
- set {_item4} to "%{BuilderWool.%player%}% wool" parsed as item
- set slot {BuilderChest4.%player%} of player's current inventory to {_item4}
- #dirt
- set {BuilderDirt.%player%} to a random integer between 25 and 32
- set {_item5} to "%{BuilderDirt.%player%}% dirt" parsed as item
- set slot {BuilderChest5.%player%} of player's current inventory to {_item5}
- #obsidian
- set {BuilderObsidian.%player%} to a random integer between 0 and 1
- if {BuilderObsidian.%player%} > 0:
- set {_item6} to "%{BuilderObsidian.%player%}% obsidian" parsed as item
- set slot {BuilderChest6.%player%} of player's current inventory to {_item6}
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- #==============================================================================#
- if {CurrentPhase} > 1:
- set {BuilderCD.%event-player%} to 120
- if {CurrentPhase} < 2:
- set {BuilderCD.%event-player%} to 60
- while {BuilderCD.%event-player%} > 0:
- loop all items in event-player's inventory:
- if loop-item is a book:
- if name of loop-item contains "&eResourceDrop":
- set name of loop-item to "&eResourceDrop &c%{BuilderCD.%event-player%}%"
- remove 1 from {BuilderCD.%event-player%}
- wait 20 tick
- if {BuilderCD.%event-player%} = 0:
- loop all items in event-player's inventory:
- if loop-item is a book:
- if name of loop-item contains "&eResourceDrop":
- set name of loop-item to "&eResourceDrop &aREADY"
- on place:
- if {Class.%event-player%} is 8:
- add 1 to {BuilderBlockPlace.%event-player%}
- if {BuilderBlockPlace.%event-player%} = 4:
- give player 1 xp
- set {BuilderBlockPlace.%event-player%} to 0
- variables:
- {DasherCD.%player%} = 0
- {DasherFeed.%player%} = 0
- command /das:
- trigger:
- if {Class.%event-player%} is 10:
- add a wooden sword with lore "&6Soulbound" to the event-player's inventory
- add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
- add a wooden axe with lore "&6Soulbound" to the event-player's inventory
- add a ender pearl named "&bBlink &aREADY" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
- set {DasherFeed.%event-player%} to 0
- on right click with ender pearl:
- if name of event-player's tool contains "&bBlink":
- remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
- cancel event
- if name of event-player's tool contains "&aREADY":
- if event-player's food level > 3:
- #blink
- play "ENDERMAN_TELEPORT" to event-player at volume 2
- remove 3 from event-player's food level
- message "&cYou used Blink"
- set {DasherCD.%event-player%} to 3
- while {DasherCD.%event-player%} > 0:
- loop all items in event-player's inventory:
- if loop-item is a ender pearl:
- if name of loop-item contains "&bBlink":
- set name of loop-item to "&bBlink &c%{DasherCD.%event-player%}%"
- remove 1 from {DasherCD.%event-player%}
- wait 20 tick
- if {DasherCD.%event-player%} = 0:
- remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
- loop all items in event-player's inventory:
- if loop-item is a ender pearl:
- if name of loop-item contains "&bBlink":
- set name of loop-item to "&bBlink &aREADY"
- on click:
- if name of event-player's tool contains "&bBlink":
- remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
- cancel event
- if event-player's food level < 3.5:
- message "&cNot enough food to blink! Wait or eat to recharge your food level."
- on any movement:
- if {Class.%event-player%} is 10:
- if {DasherFeed.%event-player%} = 0:
- while {Class.%event-player%} = 10:
- add 0.5 to player's food level
- set {DasherFeed.%event-player%} to 1
- wait 100 tick
- set {DasherFeed.%event-player%} to 0
- on fishing:
- if "%fishing state%" is "failed attempt" or "in ground":
- if block below hook is not air:
- if block below hook is not water or lava:
- push player (direction from player to hook) at speed (distance between hook and player/3)
- if (y coordinate of hook-1) > (y coordinate of player):
- push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
- play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
- else if block at hook is not air:
- push player (direction from player to hook) at speed (distance between hook and player/3)
- if (y coordinate of hook-1) > (y coordinate of player):
- push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
- play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
- else if block below hook is air:
- if block below block below hook is not air or water or lava:
- push player (direction from player to hook) at speed (distance between hook and player/3)
- if (y coordinate of hook-1) > (y coordinate of player):
- push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
- play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
- else if "%fishing state%" = "failed attempt":
- message "&cUnable to grapple"
- on damage:
- if damage cause is fall:
- set damage to damage / 2
- if attacker's tool is a fishing rod named "&6Grapple":
- cancel event
- on tool change:
- if player's tool is a fishing rod named "&6Grapple":
- message "&6Grapple detached"
- play raw sound "note.hat" at player with pitch 1 volume 1
- on any movement:
- if player's helmet is air or leather helmet:
- if player's chestplate is air or leather chestplate:
- if player's leggings is air or leather leggings:
- if player's boots is air or leather boots:
- if event-player doesn't have speed:
- apply potion of speed of tier 1 to player for 999 days
- else:
- remove speed from player
- else:
- remove speed from player
- else:
- remove speed from player
- else:
- remove speed from player
- on death:
- loop drops:
- if lore of loop-item contains "&6Class Item":
- remove loop-item from drops
- on death:
- loop drops:
- if lore of loop-item contains "&6Class Item":
- remove loop-item from drops
- variables:
- # player's class
- #in case default class is civilian
- {Class.%player%} = 9
- command /class <text>:
- trigger:
- if arg-1 is "acrobat":
- message "&5Acrobat selected"
- set {Class.%player%} to 1
- if {GameStarted} = 1:
- open chest with 3 rows named "&0Acrobat" to player
- wait 1 tick
- set slot 4 of player to wooden sword
- set slot 5 of player to wooden pickaxe
- set slot 6 of player to wooden axe
- set slot 7 of player to bow
- set slot 8 of player to 6 arrow
- if arg-1 is "alchemist":
- message "&5Alchemist selected"
- set {Class.%player%} to 2
- if arg-1 is "archer":
- message "&5Archer selected"
- set {Class.%player%} to 3
- if arg-1 is "assassin":
- message "&5Assassin selected"
- set {Class.%player%} to 4
- if arg-1 is "bard":
- message "&5Bard selected"
- set {Class.%player%} to 5
- if arg-1 is "berserker":
- message "&5Berserker selected"
- set {Class.%player%} to 6
- if arg-1 is "bloodmage":
- message "&5Bloodmage selected"
- set {Class.%player%} to 7
- if arg-1 is "builder":
- message "&5Builder selected"
- set {Class.%player%} to 8
- if arg-1 is "Civilian":
- message "&5Civilian selected"
- set {Class.%player%} to 9
- if arg-1 is "dasher":
- message "&5Dasher selected"
- set {Class.%player%} to 10
- if arg-1 is "defender":
- message "&5Defender selected"
- set {Class.%player%} to 11
- if arg-1 is "enchanter":
- message "&5Enchanter selected"
- set {Class.%player%} to 12
- if arg-1 is "engineer":
- message "&5Engineer selected"
- set {Class.%player%} to 13
- if arg-1 is "farmer":
- message "&5Farmer selected"
- set {Class.%player%} to 14
- if arg-1 is "handyman":
- message "&5Handyman selected"
- set {Class.%player%} to 15
- if arg-1 is "healer":
- message "&5Healer selected"
- set {Class.%player%} to 16
- if arg-1 is "hunter":
- message "&5Hunter selected"
- set {Class.%player%} to 17
- if arg-1 is "icaman":
- message "&5Icaman selected"
- set {Class.%player%} to 18
- if arg-1 is "immobilizer":
- message "&5Immobilizer selected"
- set {Class.%player%} to 19
- if arg-1 is "lumberjack":
- message "&5Lumberjack selected"
- set {Class.%player%} to 20
- if arg-1 is "mercenary":
- message "&5Mercenary selected"
- set {Class.%player%} to 21
- if arg-1 is "miner":
- message "&5Miner selected"
- set {Class.%player%} to 22
- if arg-1 is "pyro":
- message "&5Pyro selected"
- set {Class.%player%} to 23
- if arg-1 is "riftwalker":
- message "&5RiftWalker selected"
- set {Class.%player%} to 24
- if arg-1 is "scorpio":
- message "&5Scorpio selected"
- set {Class.%player%} to 25
- if arg-1 is "scout":
- message "&5Scout selected"
- set {Class.%player%} to 26
- if arg-1 is "sniper":
- message "&5Sniper selected"
- set {Class.%player%} to 27
- if arg-1 is "sipder":
- message "&5Spider selected"
- set {Class.%player%} to 28
- if arg-1 is "spy":
- message "&5Spy selected"
- set {Class.%player%} to 29
- if arg-1 is "succubus":
- message "&5Succubus selected"
- set {Class.%player%} to 30
- if arg-1 is "swapper":
- message "&5Swapper selected"
- set {Class.%player%} to 31
- if arg-1 is "thor":
- message "&5Thor selected"
- set {Class.%player%} to 32
- if arg-1 is "tinkerer":
- message "&5Tinkerer selected"
- set {Class.%player%} to 33
- if arg-1 is "transporter":
- message "&5Transporter selected"
- set {Class.%player%} to 34
- if arg-1 is "vampire":
- message "&5Vampire selected"
- set {Class.%player%} to 35
- if arg-1 is "warrior":
- message "&5Warrior selected"
- set {Class.%player%} to 36
- if arg-1 is "wizard":
- message "&5Wizard selected"
- set {Class.%player%} to 37
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