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Shovelwarf_

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Nov 17th, 2019
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  1. variables:
  2. {ArcherCD.%player%} = 0
  3. command /arc:
  4. trigger:
  5. if {Class.%event-player%} is 3:
  6. add a wooden sword with lore "&6Soulbound" to the event-player's inventory
  7. add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
  8. add a wooden axe with lore "&6Soulbound" to the event-player's inventory
  9. add a wooden shovel with lore "&6Soulbound" to the event-player's inventory
  10. add 16 arrow with lore "&6Soulbound||&6Class Item" to the event-player's inventory
  11. add a bow of punch 1 with lore "&6Soulbound||&6Class Item" to the event-player's inventory
  12. add a book named "&eArrow Drop &aREADY" with lore "&6Undroppable||&6Class Item" to event-player's inventory
  13. add a potion of healing with lore "&6Soulbound||&6Class Item" to event-player's inventory
  14. on right click with book:
  15. if name of event-player's tool contains "&eArrow Drop":
  16. cancel event
  17. if name of event-player's tool contains "&aREADY":
  18. give player 16 arrow with lore "&6Soulbound||&6Class Item"
  19. set {ArcherCD.%event-player%} to 60
  20. while {ArcherCD.%event-player%} > 0:
  21. loop all items in event-player's inventory:
  22. if loop-item is a book:
  23. if name of loop-item contains "&eArrow Drop":
  24. set name of loop-item to "&eArrow Drop &c%{ArcherCD.%event-player%}%"
  25. remove 1 from {ArcherCD.%event-player%}
  26. wait 20 tick
  27. if {ArcherCD.%event-player%} = 0:
  28. loop all items in event-player's inventory:
  29. if loop-item is a book:
  30. if name of loop-item contains "&eArrow Drop":
  31. set name of loop-item to "&eArrow Drop &aREADY"
  32. on damage:
  33. if attacker is holding bow:
  34. if {Class.%shooter%} is 3:
  35. increase damage by 0.5
  36.  
  37. on script load:
  38. register new shapeless recipe for arrow using flint, stick, air, air, air, air, air, air, air
  39. variables:
  40. {BardCD.%player%} = 0
  41. {BardSound.%player%} = 0
  42. {BardBlockLocation.%player%} = 0
  43. command /bar:
  44. trigger:
  45. if {Class.%event-player%} is 5:
  46. add a wooden sword with lore "&6Soulbound" to the event-player's inventory
  47. add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
  48. add a wooden axe with lore "&6Soulbound" to the event-player's inventory
  49. add a jukebox named "&6BuffBox &a%{BardCD}%" with lore "&6Undroppable||&6Class Item" to event-player's inventory
  50. on place of jukebox:
  51. if name of event-player's tool contains "&6BuffBox":
  52. if name of event-player's tool contains "&aREADY":
  53. set {BardBlockLocation.%event-player%} to location of block
  54. make player execute command "/bard menu"
  55. if {BardCD.%player%} > 0:
  56. cancel event
  57. on right click:
  58. if target block is jukebox:
  59. if location of clicked block is {BardBlockLocation.%event-player%}:
  60. make player execute command "/bard menu"
  61. on break of jukebox:
  62. loop all players:
  63. if location of event-block is {BardBlockLocation.%loop-player%}:
  64. if {PlayerTeam.%player%} = {PlayerTeam.%loop-player%}:
  65. cancel event
  66. message "&cThis BuffBox belongs to a player on your team (&6%loop-player%&c)!"
  67. on death of player:
  68. if {Class.%event-player%} is 5:
  69. set block at {BardBlockLocation.%event-player%} to air
  70. command /bard <text>:
  71. trigger:
  72. if arg-1 is "menu":
  73. open chest with 1 row named "&7|&0Buff Selector&7|" to player
  74. wait 1 tick
  75. 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"]
  76. format slot 1 of player with far disc named "&6Enlighten" with lore "&aGives team members speed" to be unstealable
  77. format slot 2 of player with mellohi disc named "&6Intimidate" with lore "&aGives enemies weakness" to be unstealable
  78. format slot 3 of player with stal disc named "&6Shackle" with lore "&aGives enemies snowness" to be unstealable
  79. 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"]
  80. if arg-1 is "regeneration":
  81. play raw sound "records.mall" at event-location with pitch 1 volume 1
  82. while block at {BardBlockLocation.%event-player%} is jukebox:
  83. loop all players in radius 5 around event-location:
  84. apply regeneration 1 to the loop-player for 5 seconds
  85. set {BardCD.%event-player%} to 10
  86. if arg-1 is "reclaim":
  87. set block at {BardBlockLocation.%event-player%} to air
  88. set {BardBlockLocation.%event-player%} to null
  89. set {BardCD.%event-player%} to 10
  90. add a jukebox named "&6BuffBox &a%{BardCD.%event-player%}%" with lore "&6Undroppable||&6Class Item" to event-player's inventory
  91. while {BardCD.%event-player%} > 0:
  92. loop all items in event-player's inventory:
  93. if loop-item is a jukebox:
  94. if name of loop-item contains "&6BuffBox":
  95. set name of loop-item to "&6BuffBox &c%{BardCD.%event-player%}%"
  96. remove 1 from {BardCD.%event-player%}
  97. wait 20 tick
  98. if {BardCD.%event-player%} = 0:
  99. loop all items in event-player's inventory:
  100. if loop-item is a jukebox:
  101. if name of loop-item contains "&6BuffBox":
  102. set name of loop-item to "&6BuffBox &aREADY"
  103. variables:
  104. {BerserkerCD.%player%} = 0
  105. {BerserkerCount.%player%} = 0
  106. {BerserkerMaxHP.%player%} = 14
  107. command /ber:
  108. trigger:
  109. if {Class.%event-player%} is 6:
  110. add a stone sword with lore "&6Soulbound||&6ClassItem" to the event-player's inventory
  111. add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
  112. add a wooden axe with lore "&6Soulbound" to the event-player's inventory
  113. if {BerserkerCD.%event-player%} > 0:
  114. add a blaze powder named "&eBerserk &c%{BerserkerCD.%event-player%}%" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
  115. if {BerserkerCD.%event-player%} = 0:
  116. add a blaze powder named "&eBerserk &aREADY" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
  117. add a potion of healing with lore "&6Soulbound||&6Class Item" to event-player's inventory
  118. set {BerserkerMaxHP.%event-player%} to 14
  119. on right click with blaze powder:
  120. if name of event-player's tool contains "&eBerserk":
  121. cancel event
  122. if name of event-player's tool contains "&aREADY":
  123. set {BerserkerCD.%event-player%} to 60
  124. #disguise bat
  125. while {BerserkerCD.%event-player%} > 0:
  126. loop all items in event-player's inventory:
  127. if loop-item is a blaze powder:
  128. if name of loop-item contains "&eBerserk":
  129. set name of loop-item to "&eBerserk &c%{BerserkerCD.%event-player%}%"
  130. remove 1 from {BerserkerCD.%event-player%}
  131. wait 20 tick
  132. if {BerserkerCD.%event-player%} = 0:
  133. loop all items in event-player's inventory:
  134. if loop-item is a blaze powder:
  135. if name of loop-item contains "&eBerserk":
  136. set name of loop-item to "&eBerserk &aREADY"
  137. #no knockback part
  138. on damage:
  139. if attacker is a player:
  140. if {BerserkerCount.%attacked player%} is 0:
  141. if {BerserkerCD.%attacked player%} > 30:
  142. cancel event
  143. set {BerserkerCount.%attacked player%} to 1
  144. set {_damage} to damage + 0.5
  145. damage attacked player by {_damage}
  146. wait 1 tick
  147. set {BerserkerCount.%attacked player%} to 0
  148. #berserker killed a player, then add 1 extra heart
  149. on death:
  150. if {Class.%attacker%} is 6:
  151. broadcast "%{BerserkerMaxHP.%attacker%}%"
  152. if {BerserkerMaxHP.%attacker%} < 29:
  153. add 2 to {BerserkerMaxHP.%attacker%}
  154. set rf max hp of attacker to {BerserkerMaxHP.%attacker%}
  155. broadcast "%{BerserkerMaxHP.%attacker%}%"
  156. #on berserker death, set the max heart back to 14
  157. on death:
  158. if {Class.%attacked player%} is 6:
  159. set rf max hp of attacked player to 14
  160. set {BerserkerMaxHP.%attacked player%} to 14
  161. else:
  162. set rf max hp of attacked player to 20
  163. #if player class is not berserker then set to normal health
  164. on join:
  165. if {Class.%event-player%} is not 6:
  166. set rf max hp of event-player to 20
  167. variables:
  168. {BuilderCD.%player%} = 0
  169. {BuilderChest1.%player%} = 0
  170. {BuilderChest2.%player%} = 0
  171. {BuilderChest3.%player%} = 0
  172. {BuilderChest4.%player%} = 0
  173. {BuilderChest5.%player%} = 0
  174. {BuilderChest6.%player%} = 0
  175. {BuilderStone.%player%} = 0
  176. {BuilderBrick.%player%} = 0
  177. {BuilderPlank.%player%} = 0
  178. {BuilderWool.%player%} = 0
  179. {BuilderDirt.%player%} = 0
  180. {BuilderObsidian.%player%} = 0
  181. {BuilderBlockPlace.%player%} = 0
  182. command /bui:
  183. trigger:
  184. if {Class.%event-player%} is 8:
  185. add a wooden sword with lore "&6Soulbound" to the event-player's inventory
  186. add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
  187. add a wooden axe with lore "&6Soulbound" to the event-player's inventory
  188. add a wooden shovel with lore "&6Soulbound" to the event-player's inventory
  189. add a book named "&eResourceDrop &aREADY" with lore "&6Undroppable||&6Class Item" to event-player's inventory
  190. on right click with book:
  191. if {Class.%event-player%} is 8:
  192. if name of event-player's tool contains "&eResourceDrop":
  193. cancel event
  194. if name of event-player's tool contains "&aREADY":
  195. #==============================================================================#
  196. #==============================================================================#
  197. #==============================================================================#
  198. #==============================================================================#
  199. #==============================================================================#
  200. # to prevent resource spawn in same slot
  201. #1
  202. set {BuilderChest1.%event-player%} to a random integer between 0 and 27
  203. #2
  204. set {BuilderChest2.%event-player%} to a random integer between 0 and 27
  205. while {BuilderChest2.%event-player%} = {BuilderChest1.%event-player%}:
  206. set {BuilderChest2.%event-player%} to a random integer between 0 and 27
  207. #3
  208. set {BuilderChest3.%event-player%} to a random integer between 0 and 27
  209. while {BuilderChest3.%event-player%} = {BuilderChest1.%event-player%}:
  210. while {BuilderChest3.%event-player%} = {BuilderChest2.%event-player%}:
  211. set {BuilderChest3.%event-player%} to a random integer between 0 and 27
  212. #4
  213. set {BuilderChest4.%event-player%} to a random integer between 0 and 27
  214. while {BuilderChest4.%event-player%} = {BuilderChest1.%event-player%}:
  215. while {BuilderChest4.%event-player%} = {BuilderChest2.%event-player%}:
  216. while {BuilderChest4.%event-player%} = {BuilderChest3.%event-player%}:
  217. set {BuilderChest4.%event-player%} to a random integer between 0 and 27
  218. #5
  219. set {BuilderChest5.%event-player%} to a random integer between 0 and 27
  220. while {BuilderChest5.%event-player%} = {BuilderChest1.%event-player%}:
  221. while {BuilderChest5.%event-player%} = {BuilderChest2.%event-player%}:
  222. while {BuilderChest5.%event-player%} = {BuilderChest3.%event-player%}:
  223. while {BuilderChest5.%event-player%} = {BuilderChest4.%event-player%}:
  224. set {BuilderChest5.%event-player%} to a random integer between 0 and 27
  225. #6
  226. set {BuilderChest6.%event-player%} to a random integer between 0 and 27
  227. while {BuilderChest6.%event-player%} = {BuilderChest1.%event-player%}:
  228. while {BuilderChest6.%event-player%} = {BuilderChest2.%event-player%}:
  229. while {BuilderChest6.%event-player%} = {BuilderChest3.%event-player%}:
  230. while {BuilderChest6.%event-player%} = {BuilderChest4.%event-player%}:
  231. while {BuilderChest6.%event-player%} = {BuilderChest5.%event-player%}:
  232. set {BuilderChest6.%event-player%} to a random integer between 0 and 27
  233. wait 1 tick
  234. #==============================================================================#
  235. #==============================================================================#
  236. #==============================================================================#
  237. #==============================================================================#
  238. #==============================================================================#
  239. open chest with 3 rows named "Chest" to player
  240. wait 1 tick
  241. #stone
  242. set {BuilderStone.%player%} to a random integer between 25 and 32
  243. set {_item} to "%{BuilderStone.%player%}% stone" parsed as item
  244. set slot {BuilderChest1.%player%} of player's current inventory to {_item}
  245. #brick
  246. set {BuilderBrick.%player%} to a random integer between 25 and 32
  247. set {_item2} to "%{BuilderBrick.%player%}% brick block" parsed as item
  248. set slot {BuilderChest2.%player%} of player's current inventory to {_item2}
  249. #plank
  250. set {BuilderPlank.%player%} to a random integer between 25 and 32
  251. set {_item3} to "%{BuilderPlank.%player%}% plank" parsed as item
  252. set slot {BuilderChest3.%player%} of player's current inventory to {_item3}
  253. #wool
  254. set {BuilderWool.%player%} to a random integer between 10 and 20
  255. set {_item4} to "%{BuilderWool.%player%}% wool" parsed as item
  256. set slot {BuilderChest4.%player%} of player's current inventory to {_item4}
  257. #dirt
  258. set {BuilderDirt.%player%} to a random integer between 25 and 32
  259. set {_item5} to "%{BuilderDirt.%player%}% dirt" parsed as item
  260. set slot {BuilderChest5.%player%} of player's current inventory to {_item5}
  261. #obsidian
  262. set {BuilderObsidian.%player%} to a random integer between 0 and 1
  263. if {BuilderObsidian.%player%} > 0:
  264. set {_item6} to "%{BuilderObsidian.%player%}% obsidian" parsed as item
  265. set slot {BuilderChest6.%player%} of player's current inventory to {_item6}
  266. #==============================================================================#
  267. #==============================================================================#
  268. #==============================================================================#
  269. #==============================================================================#
  270. #==============================================================================#
  271. if {CurrentPhase} > 1:
  272. set {BuilderCD.%event-player%} to 120
  273. if {CurrentPhase} < 2:
  274. set {BuilderCD.%event-player%} to 60
  275. while {BuilderCD.%event-player%} > 0:
  276. loop all items in event-player's inventory:
  277. if loop-item is a book:
  278. if name of loop-item contains "&eResourceDrop":
  279. set name of loop-item to "&eResourceDrop &c%{BuilderCD.%event-player%}%"
  280. remove 1 from {BuilderCD.%event-player%}
  281. wait 20 tick
  282. if {BuilderCD.%event-player%} = 0:
  283. loop all items in event-player's inventory:
  284. if loop-item is a book:
  285. if name of loop-item contains "&eResourceDrop":
  286. set name of loop-item to "&eResourceDrop &aREADY"
  287. on place:
  288. if {Class.%event-player%} is 8:
  289. add 1 to {BuilderBlockPlace.%event-player%}
  290. if {BuilderBlockPlace.%event-player%} = 4:
  291. give player 1 xp
  292. set {BuilderBlockPlace.%event-player%} to 0
  293. variables:
  294. {DasherCD.%player%} = 0
  295. {DasherFeed.%player%} = 0
  296. command /das:
  297. trigger:
  298. if {Class.%event-player%} is 10:
  299. add a wooden sword with lore "&6Soulbound" to the event-player's inventory
  300. add a wooden pickaxe with lore "&6Soulbound" to the event-player's inventory
  301. add a wooden axe with lore "&6Soulbound" to the event-player's inventory
  302. add a ender pearl named "&bBlink &aREADY" with lore "&6Undroppable||&6Class Item" to the event-player's inventory
  303. set {DasherFeed.%event-player%} to 0
  304. on right click with ender pearl:
  305. if name of event-player's tool contains "&bBlink":
  306. remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
  307. cancel event
  308. if name of event-player's tool contains "&aREADY":
  309. if event-player's food level > 3:
  310. #blink
  311. play "ENDERMAN_TELEPORT" to event-player at volume 2
  312. remove 3 from event-player's food level
  313. message "&cYou used Blink"
  314. set {DasherCD.%event-player%} to 3
  315. while {DasherCD.%event-player%} > 0:
  316. loop all items in event-player's inventory:
  317. if loop-item is a ender pearl:
  318. if name of loop-item contains "&bBlink":
  319. set name of loop-item to "&bBlink &c%{DasherCD.%event-player%}%"
  320. remove 1 from {DasherCD.%event-player%}
  321. wait 20 tick
  322. if {DasherCD.%event-player%} = 0:
  323. remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
  324. loop all items in event-player's inventory:
  325. if loop-item is a ender pearl:
  326. if name of loop-item contains "&bBlink":
  327. set name of loop-item to "&bBlink &aREADY"
  328. on click:
  329. if name of event-player's tool contains "&bBlink":
  330. remove 1 ender pearl named "&bBlink &c%{DasherCD.%event-player%}%" from event-player
  331. cancel event
  332. if event-player's food level < 3.5:
  333. message "&cNot enough food to blink! Wait or eat to recharge your food level."
  334. on any movement:
  335. if {Class.%event-player%} is 10:
  336. if {DasherFeed.%event-player%} = 0:
  337. while {Class.%event-player%} = 10:
  338. add 0.5 to player's food level
  339. set {DasherFeed.%event-player%} to 1
  340. wait 100 tick
  341. set {DasherFeed.%event-player%} to 0
  342. on fishing:
  343. if "%fishing state%" is "failed attempt" or "in ground":
  344. if block below hook is not air:
  345. if block below hook is not water or lava:
  346. push player (direction from player to hook) at speed (distance between hook and player/3)
  347. if (y coordinate of hook-1) > (y coordinate of player):
  348. push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
  349. play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
  350. else if block at hook is not air:
  351. push player (direction from player to hook) at speed (distance between hook and player/3)
  352. if (y coordinate of hook-1) > (y coordinate of player):
  353. push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
  354. play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
  355. else if block below hook is air:
  356. if block below block below hook is not air or water or lava:
  357. push player (direction from player to hook) at speed (distance between hook and player/3)
  358. if (y coordinate of hook-1) > (y coordinate of player):
  359. push player upward at speed ((0.07000000000000001)*(difference between y coordinate of hook and y coordinate of player))
  360. play raw sound "mob.zombie.infect" at player with pitch 2 volume 1
  361.  
  362. else if "%fishing state%" = "failed attempt":
  363. message "&cUnable to grapple"
  364.  
  365. on damage:
  366. if damage cause is fall:
  367. set damage to damage / 2
  368. if attacker's tool is a fishing rod named "&6Grapple":
  369. cancel event
  370. on tool change:
  371. if player's tool is a fishing rod named "&6Grapple":
  372. message "&6Grapple detached"
  373. play raw sound "note.hat" at player with pitch 1 volume 1
  374.  
  375. on any movement:
  376. if player's helmet is air or leather helmet:
  377. if player's chestplate is air or leather chestplate:
  378. if player's leggings is air or leather leggings:
  379. if player's boots is air or leather boots:
  380. if event-player doesn't have speed:
  381. apply potion of speed of tier 1 to player for 999 days
  382. else:
  383. remove speed from player
  384. else:
  385. remove speed from player
  386. else:
  387. remove speed from player
  388. else:
  389. remove speed from player
  390. on death:
  391. loop drops:
  392. if lore of loop-item contains "&6Class Item":
  393. remove loop-item from drops
  394. on death:
  395. loop drops:
  396. if lore of loop-item contains "&6Class Item":
  397. remove loop-item from drops
  398. variables:
  399. # player's class
  400. #in case default class is civilian
  401. {Class.%player%} = 9
  402. command /class <text>:
  403. trigger:
  404. if arg-1 is "acrobat":
  405. message "&5Acrobat selected"
  406. set {Class.%player%} to 1
  407. if {GameStarted} = 1:
  408. open chest with 3 rows named "&0Acrobat" to player
  409. wait 1 tick
  410. set slot 4 of player to wooden sword
  411. set slot 5 of player to wooden pickaxe
  412. set slot 6 of player to wooden axe
  413. set slot 7 of player to bow
  414. set slot 8 of player to 6 arrow
  415. if arg-1 is "alchemist":
  416. message "&5Alchemist selected"
  417. set {Class.%player%} to 2
  418. if arg-1 is "archer":
  419. message "&5Archer selected"
  420. set {Class.%player%} to 3
  421. if arg-1 is "assassin":
  422. message "&5Assassin selected"
  423. set {Class.%player%} to 4
  424. if arg-1 is "bard":
  425. message "&5Bard selected"
  426. set {Class.%player%} to 5
  427. if arg-1 is "berserker":
  428. message "&5Berserker selected"
  429. set {Class.%player%} to 6
  430. if arg-1 is "bloodmage":
  431. message "&5Bloodmage selected"
  432. set {Class.%player%} to 7
  433. if arg-1 is "builder":
  434. message "&5Builder selected"
  435. set {Class.%player%} to 8
  436. if arg-1 is "Civilian":
  437. message "&5Civilian selected"
  438. set {Class.%player%} to 9
  439. if arg-1 is "dasher":
  440. message "&5Dasher selected"
  441. set {Class.%player%} to 10
  442. if arg-1 is "defender":
  443. message "&5Defender selected"
  444. set {Class.%player%} to 11
  445. if arg-1 is "enchanter":
  446. message "&5Enchanter selected"
  447. set {Class.%player%} to 12
  448. if arg-1 is "engineer":
  449. message "&5Engineer selected"
  450. set {Class.%player%} to 13
  451. if arg-1 is "farmer":
  452. message "&5Farmer selected"
  453. set {Class.%player%} to 14
  454. if arg-1 is "handyman":
  455. message "&5Handyman selected"
  456. set {Class.%player%} to 15
  457. if arg-1 is "healer":
  458. message "&5Healer selected"
  459. set {Class.%player%} to 16
  460. if arg-1 is "hunter":
  461. message "&5Hunter selected"
  462. set {Class.%player%} to 17
  463. if arg-1 is "icaman":
  464. message "&5Icaman selected"
  465. set {Class.%player%} to 18
  466. if arg-1 is "immobilizer":
  467. message "&5Immobilizer selected"
  468. set {Class.%player%} to 19
  469. if arg-1 is "lumberjack":
  470. message "&5Lumberjack selected"
  471. set {Class.%player%} to 20
  472. if arg-1 is "mercenary":
  473. message "&5Mercenary selected"
  474. set {Class.%player%} to 21
  475. if arg-1 is "miner":
  476. message "&5Miner selected"
  477. set {Class.%player%} to 22
  478. if arg-1 is "pyro":
  479. message "&5Pyro selected"
  480. set {Class.%player%} to 23
  481. if arg-1 is "riftwalker":
  482. message "&5RiftWalker selected"
  483. set {Class.%player%} to 24
  484. if arg-1 is "scorpio":
  485. message "&5Scorpio selected"
  486. set {Class.%player%} to 25
  487. if arg-1 is "scout":
  488. message "&5Scout selected"
  489. set {Class.%player%} to 26
  490. if arg-1 is "sniper":
  491. message "&5Sniper selected"
  492. set {Class.%player%} to 27
  493. if arg-1 is "sipder":
  494. message "&5Spider selected"
  495. set {Class.%player%} to 28
  496. if arg-1 is "spy":
  497. message "&5Spy selected"
  498. set {Class.%player%} to 29
  499. if arg-1 is "succubus":
  500. message "&5Succubus selected"
  501. set {Class.%player%} to 30
  502. if arg-1 is "swapper":
  503. message "&5Swapper selected"
  504. set {Class.%player%} to 31
  505. if arg-1 is "thor":
  506. message "&5Thor selected"
  507. set {Class.%player%} to 32
  508. if arg-1 is "tinkerer":
  509. message "&5Tinkerer selected"
  510. set {Class.%player%} to 33
  511. if arg-1 is "transporter":
  512. message "&5Transporter selected"
  513. set {Class.%player%} to 34
  514. if arg-1 is "vampire":
  515. message "&5Vampire selected"
  516. set {Class.%player%} to 35
  517. if arg-1 is "warrior":
  518. message "&5Warrior selected"
  519. set {Class.%player%} to 36
  520. if arg-1 is "wizard":
  521. message "&5Wizard selected"
  522. set {Class.%player%} to 37
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