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- #====================================================================
- # █ Plugin: Modern-Parkour █
- # █ Made by : Technik █
- # █ Version : 4.0 Release █
- #====================================================================
- # Copyright © Texk Skripts Technik - SM. All rights reserved.
- # Date : 2019
- # discord : https://discord.gg/gx4q3EP
- #====================================================================
- #TO DO
- #Manimulacja levlm teleportem
- #oceny parkourow
- #Statystyki fail and ends gracza
- #seettings fail run messages on/off and other sttuf
- #nether start slot 0 of player tepa na lobby
- #encanted papier jesli raz pszeszedl
- #ZAbespieczenie checkpointa infinity fall
- #iny kolor zbroi
- #SOlo top 3 places
- #Pokaz wszystkie faile i finishe podliczone
- #Automatyczny event
- #ROzdawanie kasy i xp
- on server list ping:
- set motd to "&8[ &6&l* &8] &7&n-------- &8[ &6Modern-Parkour &8] &7&n-------- &8[ &6&l* &8]"
- command /setpvpspawn:
- trigger:
- if player is op:
- set {PVPSPAWN} to location of player
- send "&cPVP spawn is set!"
- command /lvl:
- aliases: info, stats
- trigger:
- send "&c-=-=-=-=-=-=-="
- send "&aJumps: &b%{JUMPS::%player%}%"
- send "&aLVL: %{LVL::%player%}%"
- send "&aXP: %{XP::%player%}%/%{LEVELS::%{LVL::%player%}%}%"
- send "&aMONEY: %{MONEY::%player%}%"
- send "&c-=-=-=-=-=-=-="
- on join:
- if player is op:
- send "&8====================================="
- send "&4Modern-Parkour &bVersion 4.0 Release"
- send "&cDon't forget to look for new &3(&2Updates&3)"
- send "&8====================================="
- wait 5 seconds
- send "&4Here is a small tutorial"
- loop 2 times:
- wait 4 seconds
- send "&4Use &aGreen wool to start parkour"
- send "&4Use &9BLue wool to finish the parkour"
- on chat:
- cancel event
- if {TEAMPLAYER::%player%} is set:
- if player has permission "modern.root":
- send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &c%player%&6: &6%message%" to all players
- stop
- else if player has permission "modern.player":
- send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &7%player%&6: &7%message%" to all players
- stop
- send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &7%player%&6: &7%message%" to all players
- else:
- if player has permission "modern.root":
- send "&8[&fLVL&2%{LVL::%player%}%&8] &c%player%&6: &6%message%" to all players
- stop
- else if player has permission "modern.player":
- send "&8[&fLVL&2%{LVL::%player%}%&8] &7%player%&6: &7%message%" to all players
- stop
- send "&8[&fLVL&2%{LVL::%player%}%&8] &7%player%&6: &7%message%" to all players
- stop
- on load:
- loop {MAPS} times:
- if {PARKOUR::%loop-number%::ID} is set:
- create holo object "&2&lWelcome to map %loop-number%!;&3Ends: %{PARKOUR::%loop-number%::ENDS}% &4Fails: %{PARKOUR::%loop-number%::FAILS}%;&6Lets Join the map !" with id "id.%loop-number%.start" at {PARKOUR::%loop-number%::STARTHOLO}
- command /all:
- trigger:
- send "Graczy: %{ALL}%"
- on first join:
- wait 2 tick
- add 1 to {ALL}
- set {XP::%player%} to 0
- set {LVL::%player%} to 1
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- set {JUMPSTATUS::%player%} to false
- set {JUMPTIME::%player%} to now
- set {JUMPS::%player%} to 0
- set {HIDESHOW::%player%} to true
- set {MONEY::%player%} to 0
- set {JUMPS::%player%} to 0
- set {PVP::%player%} to false
- set {HELMET::%player%} to 1
- set {CHESTPLATE::%player%} to 1
- set {LEGGINGS::%player%} to 1
- set {BOOTS::%player%} to 1
- set {SWORD::%player%} to 1
- on join:
- wait 2 tick
- set {_list::%player%} to the player
- loop {_list::*}:
- set {_player} to "%loop-index%" parsed as player
- set {LVL::%player%} to yaml value "LVL" from file "Parkour/Players/%{_player}%.yml"
- set {XP::%player%} to yaml value "XP" from file "Parkour/Players/%{_player}%.yml"
- set {MONEY::%player%} to yaml value "MONEY" from file "Parkour/Players/%{_player}%.yml"
- set {JUMPS::%player%} to yaml value "JUMPS" from file "Parkour/Players/%{_player}%.yml"
- set {HELMET::%player%} to yaml value "HELMET" from file "Parkour/Players/%{_player}%.yml"
- set {CHESTPLATE::%player%} to yaml value "CHESTPLATE" from file "Parkour/Players/%{_player}%.yml"
- set {LEGGINGS::%player%} to yaml value "LEGGINGS" from file "Parkour/Players/%{_player}%.yml"
- set {BOOTS::%player%} to yaml value "BOOTS" from file "Parkour/Players/%{_player}%.yml"
- set {SWORD::%player%} to yaml value "SWORD" from file "Parkour/Players/%{_player}%.yml"
- wait 2 tick
- if "%{LVL::%player%}%" is "<none>":
- set {LVL::%player%} to 1
- set {XP::%player%} to 0
- set {MONEY::%player%} to 0
- set {JUMPS::%player%} to 0
- set {HELMET::%player%} to 1
- set {CHESTPLATE::%player%} to 1
- set {LEGGINGS::%player%} to 1
- set {BOOTS::%player%} to 1
- set {SWORD::%player%} to 1
- set {LVL::%player%} to "%{LVL::%player%}%" parsed as number
- set {XP::%player%} to "%{XP::%player%}%" parsed as number
- set {MONEY::%player%} to "%{MONEY::%player%}%" parsed as number
- set {JUMPS::%player%} to "%{JUMPS::%player%}%" parsed as number
- set {HELMET::%player%} to "%{HELMET::%player%}%" parsed as number
- set {CHESTPLATE::%player%} to "%{CHESTPLATE::%player%}%" parsed as number
- set {LEGGINGS::%player%} to "%{LEGGINGS::%player%}%" parsed as number
- set {BOOTS::%player%} to "%{BOOTS::%player%}%" parsed as number
- set {SWORD::%player%} to "%{SWORD::%player%}%" parsed as number
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- set {JUMPSTATUS::%player%} to false
- set {JUMPTIME::%player%} to now
- set {HIDESHOW::%player%} to true
- set {PVP::%player%} to false
- on quit:
- set {_list::%player%} to the player
- loop {_list::*}:
- set {_player} to "%loop-index%" parsed as player
- wait 2 tick
- set yaml value "LVL" from file "Parkour/Players/%{_player}%.yml" to "%{LVL::%player%}%"
- set yaml value "XP" from file "Parkour/Players/%{_player}%.yml" to "%{XP::%player%}%"
- set yaml value "MONEY" from file "Parkour/Players/%{_player}%.yml" to "%{MONEY::%player%}%"
- set yaml value "JUMPS" from file "Parkour/Players/%{_player}%.yml" to "%{JUMPS::%player%}%"
- set yaml value "HELMET" from file "Parkour/Players/%{_player}%.yml" to "%{HELMET::%player%}%"
- set yaml value "CHESTPLATE" from file "Parkour/Players/%{_player}%.yml" to "%{CHESTPLATE::%player%}%"
- set yaml value "LEGGINGS" from file "Parkour/Players/%{_player}%.yml" to "%{LEGGINGS::%player%}%"
- set yaml value "BOOTS" from file "Parkour/Players/%{_player}%.yml" to "%{BOOTS::%player%}%"
- set yaml value "SWORD" from file "Parkour/Players/%{_player}%.yml" to "%{SWORD::%player%}%"
- wait 2 tick
- delete {STATUS::%player%}
- delete {STARTBUFOR::%player%}
- delete {JUMPSTATUS::%player%}
- delete {JUMPTIME::%player%}
- delete {TIME::%player%}
- delete {MAP::%player%}
- delete {HIDESHOW::%player%}
- delete {CHECKPOINT::%player%}
- delete {MONEY::%player%}
- delete {JUMPS::%player%}
- delete {PVP::%player%}
- delete {HELMET::%player%}
- delete {CHESTPLATE::%player%}
- delete {LEGGINGS::%player%}
- delete {BOOTS::%player%}
- delete {SWORD::%player%}
- delete {LVL::%player%}
- delete {XP::%player%}
- every 1 seconds:
- loop all players:
- if {PVP::%loop-player%} is true:
- set slot 8 of loop-player's inventory to 1 of ladder named "&cPARKOUR"
- set slot 7 of loop-player's inventory to 1 of book named "&cSKLEP"
- if {PVP::%loop-player%} is false:
- set slot 8 of loop-player's inventory to 1 of diamond sword named "&cPVP"
- set slot 3 of loop-player's inventory to 1 of book named "&2Parkours"
- set slot 4 of loop-player's inventory to 1 of blaze rod named "&2Checkpoint"
- if {HIDESHOW::%loop-player%} is true:
- set slot 5 of loop-player's inventory to 1 of 351:10 named "&2Hide players"
- if {HIDESHOW::%loop-player%} is false:
- set slot 5 of loop-player's inventory to 1 of Gray Dye named "&2Show players"
- every 10 minutes:
- loop {TEAMNAMES::*}:
- set {_STATS::%loop-index%} to "%{TEAM::%loop-index%::LVL}%" parsed as number
- set {_r} to size of {_STATS::*}
- loop {_r} times:
- loop {_STATS::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is greater than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {_STATS::*}
- loop {_r} times:
- set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
- #loop 15 times:
- #if {_i.%loop-number%} is set:
- #send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
- loop {TOPLVL::*}:
- add 1 to {_stop}
- set {_TOPLVLNICK::%{_stop}%} to "%{TOPLVLNICK::%loop-index%}%"
- set {_TOPLVLLVL::%{_stop}%} to "%loop-value%"
- send "&6=================&9&lModern&5&l-&b&lParkour &6=================" to all players
- send "&7--------------&6&lTOP &a&lLVL &6PLAYER&7--------------" to all players
- send "&9%{_TOPLVLNICK::1}% &2%{_TOPLVLLVL::1}%" to all players
- send "&b%{_TOPLVLNICK::2}% &a%{_TOPLVLLVL::2}% &b%{_TOPLVLNICK::3}% &a%{_TOPLVLLVL::3}%" to all players
- send "&7--------------&6&lTOP &a&lLVL &6TEAM&7--------------" to all players
- send "&9%{_i.1}% &2%{_v.1}%" to all players
- send "&b%{_i.2}% &a%{_v.2}% &b%{_i.3}% &a%{_v.3}%" to all players
- send "&7--------------&6&lTOP &a&lPlace &6TOURNAMENT&7--------------" to all players
- send "&9%{SOLO::WINNAR::1}%" to all players
- send "&b%{SOLO::WINNAR::2}% %{SOLO::WINNAR::3}%" to all players
- send "&6=================&9&lModern&5&l-&b&lParkour &6=================" to all players
- {SOLO::WINNAR::%{SOLO::SLOTS}%}
- every 10 seconds:
- loop all players:
- if {XP::%loop-player%} is greater or equal to {LEVELS::%{LVL::%loop-player%}%}:
- subtract {LEVELS::%{LVL::%loop-player%}%} from {XP::%loop-player%}
- add 1 to {LVL::%loop-player%}
- send "&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-" to loop-player
- send "&8- &9Jumps: &b%{JUMPS::%loop-player%}%" to loop-player
- send "&8- &9LVL: &b%{LVL::%loop-player%}%" to loop-player
- send "&8- &9XP: &b%{XP::%loop-player%}%/%{LEVELS::%{LVL::%loop-player%}%}%" to loop-player
- send "&8- &9MONEY: &b%{MONEY::%loop-player%}%" to loop-player
- send "&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-&2-&3-&4-&5-&6-&7-" to loop-player
- on hunger meter change:
- cancel event
- on damage:
- if {PVP::%attacker%} is true:
- if {PVP::%victim%} is true:
- if "%{TEAMPLAYER::%attacker%}%" is "<none>":
- stop
- if "%{TEAMPLAYER::%victim%}%" is "<none>":
- stop
- if "%{TEAMPLAYER::%attacker%}%" is "%{TEAMPLAYER::%victim%}%":
- send "&cNie mozez bic swojego" to attacker
- cancel event
- stop
- else:
- cancel event
- else:
- cancel event
- on death:
- set the death message to ""
- if {TEAMPLAYER::%attacker%} is set:
- add 1 to {TEAMKILLS::%{TEAMPLAYER::%attacker%}%}
- heal attacker by 5 hearts
- clear drops
- set {PVP::%victim%} to false
- every 5 second:
- loop all players:
- loop 999 times:
- delete {_v.%loop-number%}
- loop 999 times:
- delete {_i.%loop-number%}
- loop {_STATS::*}:
- delete {_STATS::%loop-index%}
- loop {TOPTIME::%{MAP::%loop-player%}%::*}:
- set {_STATS::%loop-index%} to "%loop-value%" parsed as number
- set {_r} to size of {_STATS::*}
- loop {_r} times:
- loop {_STATS::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is smaller than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {_STATS::*}
- loop {_r} times:
- set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
- display board named "&6*&9Modern&d-&bParkour&6*" to loop-player
- if {_v.1} is set:
- set {_v.1} to {_v.1} parsed as number
- make score "%{_v.1}% &e%{_i.1}%" in board of loop-player to -1
- if {_v.2} is set:
- set {_v.2} to {_v.2} parsed as number
- make score "%{_v.2}% &e%{_i.2}%" in board of loop-player to -2
- if {_v.3} is set:
- set {_v.3} to {_v.3} parsed as number
- make score "%{_v.3}% &e%{_i.3}%" in board of loop-player to -3
- if {_v.4} is set:
- set {_v.4} to {_v.4} parsed as number
- make score "%{_v.4}% &7%{_i.4}%" in board of loop-player to -4
- if {_v.5} is set:
- set {_v.5} to {_v.5} parsed as number
- make score "%{_v.5}% &7%{_i.5}%" in board of loop-player to -5
- if {_v.6} is set:
- set {_v.6} to {_v.6} parsed as number
- make score "%{_v.6}% &7%{_i.6}%" in board of loop-player to -6
- if {_v.7} is set:
- set {_v.7} to {_v.7} parsed as number
- make score "%{_v.7}% %{_i.7}%" in board of loop-player to -7
- if {_v.8} is set:
- set {_v.8} to {_v.8} parsed as number
- make score "%{_v.8}% %{_i.8}%" in board of loop-player to -8
- if {_v.9} is set:
- set {_v.9} to {_v.9} parsed as number
- make score "%{_v.9}% %{_i.9}%" in board of loop-player to -9
- if {_v.10} is set:
- set {_v.10} to {_v.10} parsed as number
- make score "%{_v.10}% %{_i.10}%" in board of loop-player to -10
- move display of loop-player to sidebar
- every 1 minute:
- loop 999 times:
- if {PARKOUR::%loop-number%::ID} is set:
- add 1 to {PARKOUR::%loop-number%::TIME}
- every 15 minutes:
- send "&6--------+ &9Modern&5-&bParkour &6+--------" to all players
- send " " to all players
- send "&6/podbij - aby podbic mape !" to all players
- send " " to all players
- send "&6====================================" to all players
- loop 999 times:
- if "%{PARKOURALIASE1::%loop-number%}%" is "easy" or "medium" or "hard":
- if {PARKOUR::%loop-number%::ID} is set:
- if {_first} is not set:
- set {_first} to "%{PARKOUR::%loop-number%::TIME}%" parsed as number
- set {_map} to "%loop-number%" parsed as number
- else:
- set {_second} to "%{PARKOUR::%loop-number%::TIME}%" parsed as number
- if {_first} is smaller than {_second}:
- set {_first} to {_second}
- set {_map} to "%loop-number%" parsed as number
- if {_map} is set:
- set {PODBIJMAPE} to "%{_map}%" parsed as number
- wait 5 minutes
- delete {PODBIJMAPE}
- set {_r} to size of {PODBIJTOP::*}
- loop {_r} times:
- loop {PODBIJTOP::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is smaller than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {PODBIJTOP::*}
- loop {_r} times:
- set {PODBIJTOP::%{_i.%loop-number%}%} to {_v.%loop-number%}
- loop {PODBIJTOP::*}:
- delete {PODBIJTOP::%loop-index%}
- if {_i.1} is set:
- if {PARKOUR::%{_map}%::TEAM} is set:
- subtract 1 from {TEAM::%{PARKOUR::%{_map}%::TEAM}%::MAPS}
- set {_player} to "%{_i.1}%" parsed as player
- set {_team} to "%{TEAMPLAYER::%{_player}%}%"
- add 1 to {TEAM::%{_team}%::MAPS}
- send "&6--------+ &9Modern&5-&bParkour &6+--------" to all players
- send " " to all players
- send "&6/Podbijanie mapy zakaczane" to all players
- send "&6Team > &a%{_team}% &6podbil mape &a%{_map}%" to all players
- send " " to all players
- send "&6====================================" to all players
- set {PARKOUR::%{_map}%::TEAM} to "%{_team}%" parsed as string
- set {PARKOUR::%{_map}%::TIME} to 0
- command /podbij:
- trigger:
- if "%{MAP::%player%}%" is not "%{PODBIJMAPE}%":
- if {PODBIJMAPE} is set:
- teleport player to {PARKOUR::%{PODBIJMAPE}%::SPAWN}
- send "&6Wtiaj na podiciu mapy masz 5 minut"
- set {MAP::%player%} to "%{PODBIJMAPE}%" parsed as number
- delete {CHECKPOINT::%player%}
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- set {STATUS::%player%} to false
- else:
- send "&cPodbijanie mapy sie zakaczylo"
- else:
- send "&cYou allready on this map"
- command /leave:
- trigger:
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- teleport player to {LOBBY}
- command /spawn:
- trigger:
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- teleport player to {LOBBY}
- on drop:
- cancel event
- command /toplvl:
- trigger:
- loop {TOPLVL::*}:
- send "&6%loop-index%. &9%{TOPLVLNICK::%loop-index%}% &a%loop-value%"
- every 1 hour:
- loop 999 times:
- if {PARKOUR::%loop-number%::ID} is set:
- wait 1 second
- execute console command "do %loop-number%"
- command /do [<text>]:
- trigger:
- loop 10 times:
- add 1 to {_int}
- delete {_first}
- loop {TOPTIME::%arg 1%::*}:
- if {_first} is not set:
- set {_name1} to "%loop-index%" parsed as string
- set {_first} to "%loop-value%" parsed as number
- else:
- set {_name2} to "%loop-index%" parsed as string
- set {_second} to "%loop-value%" parsed as number
- if {_first} is greater than {_second}:
- set {_name1} to "%loop-index%" parsed as string
- set {_first} to "%loop-value%" parsed as number
- delete {TOPTIME::%arg 1%::%{_name1}%}
- set {_NICK::%{_int}%} to "%{_name1}%"
- set {_TIME::%{_int}%} to "%{_first}%"
- loop {TOPTIME::%arg 1%::*}:
- delete {TOPTIME::%arg 1%::%loop-index%}
- loop 10 times:
- set {TOPTIME::%arg 1%::%{_NICK::%loop-number%}%} to "%{_TIME::%loop-number%}%" parsed as number
- command /parkour [<text>] [<text>] [<text>] [<text>] [<text>]:
- aliases: pk
- trigger:
- if "%player%" is "technik":
- if arg 1 is not set:
- send "&6&l__--++::=== &9Modern&d-&bParkour &6&l===::++--__"
- send "&5/&epk &4loadall &7-To load all levels"
- send "&5/&epk &2create"
- send "&5/&epk &2setholo teleport &5- &3to teleport to start"
- send "&5/&epk &2setspawn"
- send "&5/&epk &2setfailblocks &2<&cFailBlock&2>"
- send "&5/&epk &2setfailplace/undo"
- send "&5/&epk &2type &2<&bType&2>"
- send "&5/&epk &2edit &2<&a&lID&2>"
- send "&5/&epk &2list/newlist"
- send "&5/&epk &2info &2<&a&lID&2>"
- send "&5/&epk &2setlobby"
- send "&5/&epk &3settings"
- send "&5/&epk &9event"
- send "&5/&epk &9Solo"
- send "&5/&epk &9Team"
- send "&5/&epk &9Maraton"
- send "&5/&epk &4delete"
- if arg 1 is "loadall":
- set {_xp} to 25
- loop 100 times:
- add 1 to {_next}
- add {_xp} to {_total}
- set {LEVELS::%loop-number%} to "%{_total}%" parsed as number
- if {_next} is greater or equal to 10:
- set {_next} to 0
- add 25 to {_xp}
- set {_xp} to 0
- loop 100 times:
- add 3 to {_xp}
- set {STEPS::%loop-number%} to "%{_xp}%" parsed as number
- loop 15 times:
- if {TOPLVL::%loop-number%} is not set:
- set {TOPLVL::%loop-number%} to 0
- set {TOPLVLNICK::%loop-number%} to "NONE" parsed as string
- set {PARKOURXP::easy} to "50" parsed as number
- set {PARKOURXP::medium} to "100" parsed as number
- set {PARKOURXP::hard} to "150" parsed as number
- set {PARKOURMONEY::easy} to "1" parsed as number
- set {PARKOURMONEY::medium} to "2" parsed as number
- set {PARKOURMONEY::hard} to "3" parsed as number
- set {PARKOURXP::retroeasy} to "25" parsed as number
- set {PARKOURXP::retromedium} to "50" parsed as number
- set {PARKOURXP::retrohard} to "75" parsed as number
- set {PARKOURMONEY::retroeasy} to "1" parsed as number
- set {PARKOURMONEY::retromedium} to "2" parsed as number
- set {PARKOURMONEY::retrohard} to "3" parsed as number
- send "&4&lEveryting is loaded sucesfully"
- if arg 1 is "setlobby":
- set {LOBBY} to location of player
- send "&2Lobby is been set"
- if arg 1 is "list":
- loop 999 times:
- if {PARKOUR::%loop-number%::ID} is set:
- if {_first} is not set:
- set {_first} to "&6Parkours ID: &a%loop-number%"
- else:
- set {_first} to "%{_first}% &7, &a%loop-number%"
- send "%{_first}%"
- if arg 1 is "newlist":
- if arg 2 is not set:
- loop {TYPE::*}:
- send "%loop-index% - %loop-value%"
- if arg 2 is "easy" or "medium" or "hard" or "event" or "solo" or "team" or "none" or "retroeasy" or "retromedium" or "retrohard":
- loop 999 times:
- if {PARKOUR::%loop-number%::TYPE::%arg 2%} is set:
- if {_first} is not set:
- set {_first} to "&6Parkours %arg 2%: &a%{PARKOUR::%loop-number%::TYPE::%arg 2%}%"
- else:
- set {_first} to "%{_first}% &7, &a%{PARKOUR::%loop-number%::TYPE::%arg 2%}%"
- send "%{_first}%"
- if arg 1 is "create":
- loop 999 times:
- if {PARKOUR::%loop-number%::ID} is not set:
- set {_map} to "%loop-number%" parsed as number
- set {PARKOUR::%{_map}%::ID} to "%{_map}%" parsed as number
- set {PARKOURMAPS::%{_map}%} to "%{_map}%" parsed as number
- set {EDITMAP} to "%{_map}%" parsed as number
- set {PARKOUR::%{_map}%::FAILS} to 0
- set {PARKOUR::%{_map}%::ENDS} to 0
- set {PARKOUR::%{_map}%::TIME} to 0
- add 1 to {MAPS}
- send "&2&lNewe map is created ID: &6&l%{_map}%"
- exit loop
- loop 999 times:
- set {_type} to "%loop-number%" parsed as number
- if {PARKOUR::%{_type}%::TYPE::none} is not set:
- add 1 to {TYPE::NONE}
- set {PARKOUR::%{_type}%::TYPE::none} to "%{_map}%" parsed as number
- set {PARKOURALIASE1::%{_map}%} to "none" parsed as string
- set {PARKOURALIASE2::%{_map}%} to "%{_type}%" parsed as number
- exit loop
- if arg 1 is "setfailplace":
- add 1 to {PARKOUR::%{EDITMAP}%::FAILPLACE}
- execute player command "rg define fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
- if arg 1 is "undo":
- execute player command "rg delete fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
- if {PARKOUR::%{EDITMAP}%::FAILPLACE} is greater than 0:
- subtract 1 from {PARKOUR::%{EDITMAP}%::FAILPLACE}
- else:
- send "&cAll regions are removed"
- if arg 1 is "type":
- if arg 2 is "easy" or "medium" or "hard" or "event" or "solo" or "team" or "none" or "retroeasy" or "retromedium" or "retrohard":
- if "%{_oldtype}%" is not "%arg 2%":
- set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
- subtract 1 from {TYPE::%{_oldtype}%}
- add 1 to {TYPE::%arg 2%}
- delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
- delete {PARKOURALIASE1::%{EDITMAP}%}
- delete {PARKOURALIASE2::%{EDITMAP}%}
- loop 999 times:
- "%{PARKOURALIASE1::%loop-number%}%" is "%{_oldtype}%":
- add 1 to {_next}
- set {PARKOURAL::%{_next}%} to "%loop-number%" parsed as number
- loop 999 times:
- if {PARKOUR::%{_loop}%::TYPE::%{_oldtype}%} is set:
- add 1 to {_next2}
- set {_TYPE::%{_next2}%} to "%{PARKOUR::%{_loop}%::TYPE::%{_oldtype}%}%" parsed as number
- loop {_TYPE::*}:
- add 1 to {_n1}
- set {PARKOUR::%{_n1}%::TYPE::%{_oldtype}%} to "%loop-value%" parsed as number
- set {PARKOURALIASE2::%loop-value%} to "%{_n1}%"
- loop 999 times:
- if {PARKOUR::%loop-number%::TYPE::%arg 2%} is not set:
- set {PARKOURALIASE1::%{EDITMAP}%} to "%arg 2%" parsed as string
- set {PARKOURALIASE2::%{EDITMAP}%} to "%loop-number%" parsed as number
- set {PARKOUR::%loop-number%::TYPE::%arg 2%} to "%{EDITMAP}%" parsed as number
- exit loop
- send "&2The type is set"
- if arg 1 is "edit":
- if arg 2 is set:
- if {PARKOUR::%arg 2%::ID} is set:
- set {EDITMAP} to "%arg 2%" parsed as number
- send "You editing map : %{EDITMAP}%"
- if arg 1 is "info":
- if arg 2 is set:
- if {PARKOUR::%arg 2%::ID} is set:
- set {_map} to "%arg 2%" parsed as number
- if arg 3 is set:
- if {PARKOUR::%arg 3%::TYPE::%arg 2%} is set:
- set {_map} to {PARKOUR::%arg 3%::TYPE::%arg 2%}
- send "%{PARKOUR::%arg 2%::TYPE::%arg 3%}%"
- send "&2ID: &6%{_map}%"
- send "&5Ends: &6%{PARKOUR::%{_map}%::ENDS}% &5Fails: &6%{PARKOUR::%{_map}%::FAILS}%"
- send "&2Spawn: &a%{PARKOUR::%{_map}%::SPAWN}%"
- send "&bFailBlocks: &c%{PARKOUR::%{_map}%::FAILBLOCKS::1}%,%{PARKOUR::%{_map}%::FAILBLOCKS::2}%,%{PARKOUR::%{_map}%::FAILBLOCKS::3}%,%{PARKOUR::%{_map}%::FAILBLOCKS::4}%"
- if arg 1 is "setspawn":
- set {PARKOUR::%{EDITMAP}%::SPAWN} to location of player
- send "&2Spawn is been set"
- if arg 1 is "setfailblocks":
- if arg 2 parsed as item is set:
- set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::1} to "%arg 2%" parsed as item
- if arg 3 parsed as item is set:
- set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::2} to "%arg 3%" parsed as item
- if arg 4 parsed as item is set:
- set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::3} to "%arg 4%" parsed as item
- if arg 5 parsed as item is set:
- set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::4} to "%arg 5%" parsed as item
- send "&cFail blocks are set"
- if arg 1 is "setholo":
- if arg 2 is "teleport":
- set {PARKOUR::%{EDITMAP}%::TELEPORT} to location of player
- send "&2Start teleport is been set"
- create holo object "&2&lWelcome to map %{EDITMAP}%!;&3Ends: %{PARKOUR::%{EDITMAP}%::ENDS}% &4Fails: %{PARKOUR::%{EDITMAP}%::FAILS}%;&6Lest Join the map !" with id "id.%{EDITMAP}%.start" at block above player
- set {PARKOUR::%{EDITMAP}%::STARTHOLO} to block above player
- if arg 1 is "delete":
- if {PARKOUR::%{EDITMAP}%::ID} is set:
- subtract 1 from {MAPS}
- delete {PARKOUR::%{EDITMAP}%::ID}
- delete {PARKOUR::%{EDITMAP}%::SPAWN}
- delete {PARKOUR::%{EDITMAP}%}
- delete {PARKOUR::%{EDITMAP}%::TELEPORT}
- delete {PARKOURMAPS::%{EDITMAP}%}
- delete {PARKOUR::%{EDITMAP}%::FAILS}
- delete {PARKOUR::%{EDITMAP}%::ENDS}
- delete {PARKOUR::%{EDITMAP}%::STARTHOLO}
- loop 4 times:
- delete {PARKOUR::%{EDITMAP}%::FAILBLOCKS::%loop-number%}
- loop {TOPTIME::%{EDITMAP}%::*}:
- delete {TOPTIME::%{EDITMAP}%::%loop-index%}
- delete holo object "id.%{EDITMAP}%.start"
- set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
- subtract 1 from {TYPE::%{_oldtype}%}
- add 1 to {TYPE::%arg 2%}
- delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
- delete {PARKOURALIASE1::%{EDITMAP}%}
- delete {PARKOURALIASE2::%{EDITMAP}%}
- set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
- subtract 1 from {TYPE::%{_oldtype}%}
- delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
- delete {PARKOURALIASE1::%{EDITMAP}%}
- delete {PARKOURALIASE2::%{EDITMAP}%}
- loop {PARKOUR::%{EDITMAP}%::FAILPLACE} times:
- execute player command "rg delete fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
- loop 999 times:
- "%{PARKOURALIASE1::%loop-number%}%" is "%{_oldtype}%":
- add 1 to {_next}
- set {PARKOURAL::%{_next}%} to "%loop-number%" parsed as number
- loop 999 times:
- if {PARKOUR::%{_loop}%::TYPE::%{_oldtype}%} is set:
- add 1 to {_next2}
- set {_TYPE::%{_next2}%} to "%{PARKOUR::%{_loop}%::TYPE::%{_oldtype}%}%" parsed as number
- loop {_TYPE::*}:
- add 1 to {_n1}
- set {PARKOUR::%{_n1}%::TYPE::%{_oldtype}%} to "%loop-value%" parsed as number
- set {PARKOURALIASE2::%loop-value%} to "%{_n1}%"
- send "&4&ldeleted map ID :%{EDITMAP}%"
- if arg 1 is "settings":
- if arg 2 is not set:
- send "&b/pk &csettings &a<Type> xp <Amount>"
- send "&b/pk &csettings &a<Type> money <Amount>"
- send "&b/pk &csettings &aresettime <ID/Player>"
- if arg 2 is "easy" or "medium" or "hard":
- if arg 3 is "xp":
- if arg 4 parsed as number is set:
- set {PARKOURXP::%arg 2%} to "%arg 4%" parsed as number
- send "&cXP is been set"
- if arg 2 is "easy" or "medium" or "hard":
- if arg 3 is "money":
- if arg 4 parsed as number is set:
- set {PARKOURMONEY::%arg 2%} to "%arg 4%" parsed as number
- send "&cMoney is been set"
- if arg 2 is "resettime":
- if {PARKOUR::%arg 3%::ID} is set:
- loop {TOPTIME::%arg 3%::*}:
- delete {TOPTIME::%arg 3%::%loop-index%}
- send "&cAll tops are removed from map"
- else:
- loop 999 times:
- delete {TOPTIME::%loop-number%::%arg 3%}
- send "&cAll top stats are been removed"
- if arg 1 is "event":
- if arg 2 is not set:
- send "&a/pk event xp <Amount> <ID>"
- send "&a/pk event slots <Amount> <ID>"
- send "&a/pk event list"
- send "&a/pk event start <ID>"
- if arg 2 is "xp":
- if arg 3 parsed as number is set:
- if "%{PARKOURALIASE1::%arg 4%}%" is "event":
- set {PARKOUR::%arg 4%::EVENT::XP} to "%arg 3%" parsed as number
- send "&6XP is set to %arg 3%"
- if arg 2 is "slots":
- if arg 3 parsed as number is set:
- if "%{PARKOURALIASE1::%arg 4%}%" is "event":
- set {PARKOUR::%arg 4%::EVENT::SLOTS} to "%arg 3%" parsed as number
- send "&6Slots ar st to %arg 3%"
- if arg 2 is "list":
- loop 999 times:
- if "%{PARKOURALIASE1::%loop-number%}%" is "event":
- send "&2ID &5: &6%loop-number%"
- if arg 2 is "start":
- if "%{PARKOURALIASE1::%arg 3%}%" is "event":
- set {EVENT::XP} to "%{PARKOUR::%arg 3%::EVENT::XP}%" parsed as number
- set {EVENT::SLOTS} to "%{PARKOUR::%arg 3%::EVENT::SLOTS}%" parsed as number
- set {EVENT::ID} to "%arg 3%" parsed as number
- set {EVENT::STATUS} to true
- set {EVENT::PLACE} to 0
- set {_int} to 30
- loop {EVENT::PLAYERS::*}:
- delete {EVENT::PLAYERS::%loop-index%}
- loop 3 times:
- send "&2EVENT STARTING &6/event" to all players
- loop 30 times:
- loop all players:
- if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
- send "&2Event starts in %{_int}%" to loop-player
- subtract 1 from {_int}
- wait 1 second
- loop all players:
- if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
- send "&6&lGO GO GO" to loop-player
- teleport loop-player to {PARKOUR::%{EVENT::ID}%::SPAWN}
- if arg 1 is "solo":
- if arg 2 is not set:
- send "&9/pk solo &astart <ID>"
- send "&9/pk solo &alist"
- send "&9/pk solo &astop"
- if arg 2 is "stop":
- loop all players:
- if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
- teleport loop-player to {LOBBY}
- set {SOLO::STATUS} to false
- send "&4&lTURNIEJ SOLO ZOSTAL ANULOWANY" to all players
- if arg 2 is "list":
- loop 999 times:
- if "%{PARKOURALIASE1::%loop-number%}%" is "solo":
- send "&2ID &5: &6%loop-number%"
- if arg 2 is "start":
- if arg 3 is set:
- if "%{PARKOURALIASE1::%arg 3%}%" is "solo":
- if {SOLO::STATUS} is not set:
- set {SOLO::STATUS} to false
- if {SOLO::STATUS} is false:
- loop {SOLO::PLAYERS::*}:
- delete {SOLO::PLAYERS::%loop-index%}
- set {SOLO::SLOTS} to 0
- set {SOLO::STATUS} to true
- set {SOLO::ID} to "%arg 3%" parsed as number
- send "&6&lTournament SOLO Starting in 30 sconds /solo"
- set {_int} to 10
- loop 30 times:
- wait 1 second
- if loop-number is greater or equal to 20:
- send "&6&lTournament SOLO Starting in %{_int}% sconds /solo" to all players
- subtract 1 from {_int}
- loop all players:
- if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
- teleport loop-player to {PARKOUR::%{SOLO::ID}%::SPAWN}
- loop 3 times:
- send "&6&lTurniej SOLO wystartowal" to all players
- if arg 1 is "team":
- if arg 2 is not set:
- send "&9/pk team &astart <ID>"
- send "&9/pk team &alist"
- send "&9/pk team &astop"
- if arg 2 is "stop":
- set {TEAMTT::STATUS} to false
- loop 3 times:
- send "&a&lTEAM TOURNAMENT CLOSED" to all players
- if arg 2 is "list":
- loop 999 times:
- if "%{PARKOURALIASE1::%loop-number%}%" is "team":
- send "&2ID &5: &6%loop-number%"
- if arg 2 is "start":
- if arg 3 is set:
- if "%{PARKOURALIASE1::%arg 3%}%" is "team":
- if {TEAMTT::STATUS} is not set:
- set {TEAMTT::STATUS} to false
- if {TEAMTT::STATUS} is false:
- loop {TEAMTT::PLAYERS::*}:
- delete {TEAMTT::PLAYERS::%loop-index%}
- loop {TEAMTT::GROUP::*}:
- delete {TEAMTT::GROUP::%loop-index%}
- set {TEAMTT::STATUS} to true
- set {TEAMTT::ID} to "%arg 3%" parsed as number
- send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 2 MINUTY" to all players
- wait 1 minute
- send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 1 MINUT" to all players
- wait 50 seconds
- send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 10 sekund" to all players
- wait 10 seconds
- loop {TEAMTT::PLAYERS::*}:
- add 1 to {_TEAM::%loop-value%}
- loop {_TEAM::*}:
- if "%loop-value%" is "1":
- loop {TEAMTT::PLAYERS::*}:
- if "%loop-index-1%" is "%loop-index-2%":
- delete {TEAMTT::PLAYERS::%loop-index-2%}
- set {_size} to size of {TEAMTT::PLAYERS::*}
- if "%{_size}%" is "<none>" or "1":
- send "&4Tournament closed"
- stop
- loop {TEAMTT::PLAYERS::*}:
- set {TEAMTT::GROUP::%loop-index%} to "%loop-value%" parsed as string
- loop all players:
- if {TEAMTT::GROUP::%loop-player%} is set:
- teleport loop-player to {PARKOUR::%{TEAMTT::ID}%::SPAWN}
- set {_int} to 5
- loop 5 times:
- wait 1 second
- loop all players:
- if {TEAMTT::GROUP::%loop-player%} is set:
- send "&cTEAM TURNIEJ WYSTARTUJE ZA %{_int}% sekund" to loop-player
- add 1 to {_int}
- loop all players:
- if {TEAMTT::GROUP::%loop-player%} is set:
- teleport loop-player to {PARKOUR::%{TEAMTT::ID}%::SPAWN}
- loop 5 times:
- send "&6TEAM TURNIEJ &2WYSTARTOWAL !!!" to all players
- set {_size} to size of {TEAMTT::GROUP::*}
- if {_size} is greater or equal to 4:
- loop 9999 times:
- wait a second
- set {_size} to size of {TEAMTT::TIMES::*}
- if {_size} is set:
- loop 3 times:
- send "&2TEAM TURNIEJ ZAKACZY SIE ZA 30 SEKUND" to all players
- wait 30 seconds
- exit loop
- else:
- send "&4TEAM TURNIEJ ANULOWANy ZE WZGELEDU MALEJ ILOSCI OSOB" to all players
- stop
- loop {TEAMTT::TIMES::*}:
- add loop-value to {_TEAMTIMES::%{TEAMPLAYER::%loop-index%}%}
- add 1 to {_ADD::%{TEAMPLAYER::%loop-index%}%}
- loop {_ADD::*}:
- if "%loop-value%" is "<none>" or "1" or "none":
- delete {_ADD::%loop-index%}
- set {_skip} to true
- if {_skip} is not set:
- set {_fintal::%loop-index%} to "%{_ADD::%{TEAMPLAYER::%loop-index%}%} / {_TEAMTIMES::%{TEAMPLAYER::%loop-index%}%}%"
- delete {_skip}
- set {_r} to size of {_fintal::*}
- loop {_r} times:
- loop {_fintal::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is greater than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {_fintal::*}
- loop {_r} times:
- set {_fintal::%{_i.%loop-number%}%} to {_v.%loop-number%}
- loop 15 times:
- if {_i.%loop-number%} is set:
- send "&4&lTOURNAMENT STATS : &e%{_i.%loop-number%}% &6%{_v.%loop-number%}%" to all players
- wait 10 seconds
- loop 5 times:
- send "&6&lWYGRAL TEAM %{_i.1}% Z SREDNIM CZASEM: %{_v.1}%" to all players
- if arg 1 is "maraton":
- if arg 2 is not set:
- send "/pk maraton add/remove <ID>"
- send "/pk maraton show"
- send "/pk maraton start"
- send "/pk maraton stop"
- if arg 2 is "stop":
- set {MARATON::STATUS} to false
- loop 3 times:
- send "&2MARATON IS CLOSED" to all players
- if arg 2 is "add":
- if {PARKOUR::%arg 3%::ID} is set:
- loop {MARATON::LIST::*}:
- if "%loop-value%" is "%arg 3%":
- send "&cTa mapa juz jest w maratonie!"
- stop
- add arg 3 to {MARATON::LIST::*}
- send "Dodano %arg 3% to maratonu"
- if arg 2 is "remove":
- if {PARKOUR::%arg 3%::ID} is set:
- remove arg 3 from {MARATON::LIST::*}
- send "Usunieto %arg 3% z maratonu"
- if arg 2 is "show":
- loop {MARATON::LIST::*}:
- send "%loop-index% - %loop-value%"
- if arg 2 is "start":
- if {MARATON::STATUS} is not set:
- set {MARATON::STATUS} to false
- set {MARATON::STATUS} to false
- if {MARATON::STATUS} is false:
- loop {MARATON::PLAYERS::*}:
- delete {MARATON::PLAYERS::%loop-index%}
- loop {MARATON::MAPS::*}:
- delete {MARATON::MAPS::%loop-index%}
- loop {MARATON::LIST::*}:
- add 1 to {_int}
- set {MARATON::MAPS::%{_int}%} to "%loop-value%" parsed as number
- set {MARATON::FINAL} to "%{_int}%" parsed as number
- set {MARATON::STATUS} to true
- set {MARATON::FINISH} to 0
- set {_size} to size of {MARATON::LIST::*}
- loop 5 times:
- send "&4Maraton of &a%{_size}% &4Maps starting &6/maraton&4 - to join" to all players
- set {_time} to 15
- loop 4 times:
- wait 5 seconds
- loop all players:
- if {MARATON::PLAYERS::%loop-player%} is set:
- teleport loop-player to {PARKOUR::%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%::SPAWN}
- set {MAP::%loop-player%} to "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%"
- send "&4Maraton startin in %{_time}% seconds" to loop-player
- subtract 5 from {_time}
- send "&6&lTHE MARATON IN OFFICIALY STARTED"
- command /maraton:
- trigger:
- if {MARATON::STATUS} is true:
- if {MARATON::PLAYERS::%player%} is not set:
- set {MARATON::PLAYERS::%player%} to 1
- send "&4Witamy w maratonie"
- command /event:
- trigger:
- if {EVENT::STATUS} is true:
- set {MAP::%player%} to "%{EVENT::ID}%" parsed as number
- teleport player to {PARKOUR::%{EVENT::ID}%::SPAWN}
- send "&4&l Welcome to the event!!!"
- else:
- send "&cBrak eventu"
- command /solo:
- trigger:
- if {SOLO::STATUS} is true:
- set {MAP::%player%} to "%{SOLO::ID}%" parsed as number
- teleport player to {PARKOUR::%{SOLO::ID}%::SPAWN}
- send "&4&l Welcome to solo Tournament"
- else:
- send "&cBrak turnieju solo"
- command /turniej:
- trigger:
- if {TEAMTT::STATUS} is true:
- if {TEAMTT::PLAYERS::%player%} is not set:
- if {TEAMPLAYER::%player%} is set:
- set {TEAMTT::PLAYERS::%player%} to "%{TEAMPLAYER::%player%}%" parsed as string
- send "&aZostales zapisany na liste turnieju teraz zaczekaj chwile do startu"
- on region enter:
- set {_region} to "%region%"
- replace all "world" with "" in {_region}
- replace all "in" with "" in {_region}
- replace all " " with "" in {_region}
- if "%{_region}%" contains "fail":
- send "&cFail...:/"
- add 1 to {PARKOUR::%{MAP::%player%}%::FAILS}
- if {CHECKPOINT::%player%} is set:
- teleport player to {CHECKPOINT::%player%}
- else:
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- teleport player to {PARKOUR::%{MAP::%player%}%::SPAWN}
- every 300 seconds:
- loop all players:
- wait 10 tick
- execute loop-player command "loopplayerlevel %loop-player%"
- command /loopplayerlevel [<text>]:
- trigger:
- set {_player} to "%arg 1%" parsed as player
- set {_lvl} to "%{LVL::%arg 1%}%" parsed as number
- loop {TOPLVLNICK::*}:
- if "%loop-value%" is "%{_player}%":
- if {TOPLVL::%loop-index%} is smaller than {_lvl}:
- if "%loop-index%" is "1":
- set {TOPLVL::%loop-index%} to "%{_lvl}%" parsed as number
- set {TOPLVLNICK::%loop-index%} to "%{_player}%"
- send "&4&l *** &9%{_player}% &bWbil &2LVL:&a&l%{_lvl}% &bOraz &a&l1 &bMiejsce na &c/toplvl &4&l ***" to all players
- stop
- else:
- delete {TOPLVL::%loop-index%}
- delete {TOPLVLNICK::%loop-index%}
- else:
- stop
- loop {TOPLVL::*}:
- add 1 to {_int1}
- set {_TOPLVL::%{_int1}%} to "%loop-value%" parsed as number
- loop {TOPLVLNICK::*}:
- add 1 to {_int2}
- set {_TOPNICK::%{_int2}%} to "%loop-value%" parsed as string
- loop 15 times:
- if {_lvl} is greater than {_TOPLVL::%loop-number%}:
- set {TOPLVL::%loop-number%} to "%{_lvl}%" parsed as number
- set {TOPLVLNICK::%loop-number%} to "%{_player}%"
- send " " to all players
- send "&4&l *** &9%{_player}% &bWbil &2LVL:&a&l%{_lvl}% &bOraz &a&l%loop-number-1% &bMiejsce na &c/toplvl &4&l ***" to all players
- send " " to all players
- set {_first} to "%loop-number%" parsed as number
- set {_second} to "%loop-number%" parsed as number
- loop 15 times:
- add 1 to {_second}
- if {_second} is smaller than 16:
- set {TOPLVL::%{_second}%} to "%{_TOPLVL::%{_first}%}%" parsed as number
- set {TOPLVLNICK::%{_second}%} to "%{_TOPNICK::%{_first}%}%"
- else:
- stop
- add 1 to {_first}
- every 1 tick:
- loop all players:
- set {_time} to difference between {JUMPTIME::%loop-player%} and now
- if {_time} is greater than 1 tick:
- if {JUMPSTATUS::%loop-player%} is true:
- set {_yblock} to y-coordinate of block below the loop-player
- set {_yplayer} to y-coordinate of loop-player
- set {_yblock} to "%{_yblock}%" parsed as integer
- set {_yplayer} to "%{_yplayer}%" parsed as integer
- set {_y} to difference between {_yblock} and {_yplayer}
- if {_y} is greater than 1:
- set {JUMPSTATUS::%loop-player%} to false
- else:
- set {_yblock} to y-coordinate of block below the loop-player
- set {_yplayer} to y-coordinate of loop-player
- set {_yblock} to "%{_yblock}%" parsed as integer
- set {_yplayer} to "%{_yplayer}%" parsed as integer
- set {_y} to difference between {_yblock} and {_yplayer}
- if {_y} is smaller or equal to 0.57:
- add 1 to {JUMPS::%loop-player%}
- set {JUMPSTATUS::%loop-player%} to true
- set {JUMPTIME::%loop-player%} to now
- loop {MAPS} times:
- set {_id} to "%loop-number%" parsed as number
- if distance between loop-player and {PARKOUR::%{_id}%::TELEPORT} is smaller than 1.3:
- teleport loop-player to {PARKOUR::%{_id}%::SPAWN}
- set {MAP::%loop-player%} to "%{_id}%" parsed as number
- send "&2Welcome to map &c%{_id}% " to loop-player
- set {MAP::%loop-player%} to "%loop-number%" parsed as number
- delete {CHECKPOINT::%loop-player%}
- loop 4 times:
- if "%block below the loop-player%" is "%{PARKOUR::%{MAP::%loop-player%}%::FAILBLOCKS::%loop-number%}%":
- set {_y} to y-coordinate of block below the loop-player
- set {_yplayer} to y-coordinate of loop-player
- if difference between {_y} and {_yplayer} is smaller than 0.51:
- send "&cFail...:/" to loop-player
- add 1 to {PARKOUR::%{MAP::%loop-player%}%::FAILS}
- if {CHECKPOINT::%loop-player%} is set:
- teleport loop-player to {CHECKPOINT::%loop-player%}
- else:
- set {STATUS::%loop-player%} to false
- set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
- teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
- if "%block below the loop-player%" is "green wool":
- if "%{STARTBUFOR::%loop-player%}%" is "waiting":
- set {STARTBUFOR::%loop-player%} to "starting"
- else:
- if {STATUS::%loop-player%} is false:
- if "%{STARTBUFOR::%loop-player%}%" is "starting":
- if {PARKOUR::%{MAP::%loop-player%}%::TEAM} is set:
- send "&2Map &6%{PARKOUR::%{MAP::%loop-player%}%::TEAM}% &2> Run Run" to loop-player
- else:
- send "&2Run run!" to loop-player
- set {TIME::%loop-player%} to now
- set {STATUS::%loop-player%} to true
- set {STARTBUFOR::%loop-player%} to "running"
- set level progress of loop-player to 0
- set level of loop-player to 0
- while {STATUS::%loop-player%} is true:
- wait 1 tick
- add 0.05 to level progress of loop-player
- delete holo object "id.%{MAP::%loop-player%}%.start"
- create holo object "&2&lWelcome to map %{MAP::%loop-player%}%!;&3Ends: %{PARKOUR::%{MAP::%loop-player%}%::ENDS}% &4Fails: %{PARKOUR::%{MAP::%loop-player%}%::FAILS}%;&6Lets Join the map !" with id "id.%{MAP::%loop-player%}%.start" at {PARKOUR::%{MAP::%loop-player%}%::STARTHOLO}
- if "%block below the loop-player%" is "blue wool":
- if {STATUS::%loop-player%} is true:
- delete {CHECKPOINT::%loop-player%}
- if "%{MAP::%loop-player%}%" is "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%":
- if {MARATON::STATUS} is true:
- add 1 to {MARATON::PLAYERS::%loop-player%}
- set {_mapnr} to "%{MARATON::PLAYERS::%loop-player%} - 1%" parsed as number
- send "&a&l>>>> %{_mapnr}% &2<o finish &a&l%{MARATON::FINAL}% <<<<" to loop-player
- if {MARATON::PLAYERS::%loop-player%} is greater than {MARATON::FINAL}:
- add 1 to {MARATON::FINISH}
- send "&4&l%loop-player% &6&lFinised maraton NR:&9&l %{MARATON::FINISH}%" to all players
- teleport loop-player to {LOBBY}
- delete {MARATON::PLAYERS::%loop-player%}
- teleport loop-player to {PARKOUR::%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%::SPAWN}
- set {MAP::%loop-player%} to "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%"
- if "%{MAP::%loop-player%}%" is "%{TEAMTT::ID}%":
- if {TEAMTT::STATUS} is true:
- set {_time} to difference between {TIME::%loop-player%} and now
- loop 60 times:
- if {_time} is greater or equal to 1 minute:
- add 1 to {_minutes}
- remove 1 minute from {_time}
- set {_time} to "%{_time}%" parsed as string
- replace all "seconds" with "" in {_time}
- set {_time} to "%{_time}%" parsed as number
- loop {_minutes} times:
- add 60 to {_time}
- set {_time} to "%{_time}%" parsed as number
- set {TEAMTT::TIMES::%loop-player%} to "%{_time}%" parsed as number
- teleport loop-player to {LOBBY}
- send "&aGratulacje Zaczekaj az wszyscy przejda parkoura" to loop-player
- if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
- if {SOLO::STATUS} is true:
- if {SOLO::PLAYERS::%loop-player%} is not set:
- set {SOLO::PLAYERS::%loop-player%} to "%loop-player%" parsed as player
- add 1 to {SOLO::SLOTS}
- set {SOLO::WINNAR::%{SOLO::SLOTS}%} to "%loop-player%" parsed as player
- send "&6&lSOLO TURNIEJ &2&l%loop-player% &9&lWygral z &3&l%{SOLO::SLOTS}%" to all players
- if {SOLO::SLOTS} is greater or equal to 3:
- set {SOLO::STATUS} to false
- loop all players:
- if "%{MAP::%loop-player-2%}%" is "%{SOLO::ID}%":
- teleport loop-player-2 to {LOBBY}
- loop 3 times:
- send "&5SOLO TURNIEJ ZOSTAL ZAMKNIETY" to all players
- else:
- send "&cJuz raz wygrales turniej" to all players
- teleport loop-player to {LOBBY}
- if "%{MAP::%loop-player%}%" is "%{PODBIJMAPE}%":
- if {TEAMPLAYER::%loop-player%} is set:
- set {_time} to difference between {TIME::%loop-player%} and now
- loop 60 times:
- if {_time} is greater or equal to 1 minute:
- add 1 to {_minutes}
- remove 1 minute from {_time}
- set {_time} to "%{_time}%" parsed as string
- replace all "seconds" with "" in {_time}
- set {_time} to "%{_time}%" parsed as number
- loop {_minutes} times:
- add 60 to {_time}
- set {_time} to "%{_time}%" parsed as number
- set {PODBIJTOP::%loop-player%} to "%{PODBIJTOP::%loop-player%}%" parsed as number
- if {PODBIJTOP::%loop-player%} is not set:
- set {PODBIJTOP::%loop-player%} to "%{_time}%" parsed as number
- if {PODBIJTOP::%loop-player%} is greater than {_time}:
- set {PODBIJTOP::%loop-player%} to "%{_time}%" parsed as number
- set {_r} to size of {PODBIJTOP::*}
- loop {_r} times:
- loop {PODBIJTOP::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is smaller than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {PODBIJTOP::*}
- loop {_r} times:
- set {PODBIJTOP::%{_i.%loop-number%}%} to {_v.%loop-number%}
- loop 10 times:
- if {_i.%loop-number%} is set:
- send "&e%{_i.%loop-number%}% &6%{_v.%loop-number%}%" to loop-player
- set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
- set {STATUS::%loop-player%} to false
- teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
- stop
- else:
- send "&cYOu need a team use /team" to loop-player
- if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
- if {EVENT::PLAYERS::%loop-player%} is not set:
- if {EVENT::STATUS} is true:
- set {EVENT::PLAYERS::%loop-player%} to "%loop-player%" parsed as player
- teleport loop-player to {PARKOUR::%{EVENT::ID}%::SPAWN}
- add 1 to {EVENT::PLACE}
- add {EVENT::XP} to {XP::%loop-player%}
- send "&6&l%loop-player% &2&lWygral event NR:&d%{EVENT::PLACE}% XP:%{EVENT::XP}%" to all players
- set {EVENT::XP} to "%0.95 * {EVENT::XP}%" parsed as number
- subtract 1 from {EVENT::SLOTS}
- if {EVENT::SLOTS} is smaller or equal to 0:
- loop all players:
- if "%{MAP::%loop-player-2%}%" is "%{EVENT::ID}%":
- teleport loop-player-2 to {LOBBY}
- loop 3 times:
- send "&cEVENT CLOSED" to all players
- set {EVENT::STATUS} to false
- stop
- else:
- send "&cJuz raz wygrales ten event" to loop-player
- teleport loop-player to {LOBBY}
- set {_true} to false
- if {STATUS::%loop-player%} is true:
- if "%{STARTBUFOR::%loop-player%}%" is "running":
- set {_true} to true
- if {_true} is true:
- if {TEAMPLAYER::%loop-player%} is set:
- add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS}
- if {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS} is greater or equal to {STEPS::%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%}:
- set {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS} to 0
- add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}
- loop 3 times:
- send "&2Youre team is level up LVL: &6&l%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%" to {TEAM::%{TEAMPLAYER::%loop-player%}%::MEMBERS::*}
- loop 25 times:
- if "%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%" is "5" or "10" or "15" or "20" or "25":
- add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::SLOTS}
- exit loop
- add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::MONEY}
- add 50 to {TEAM::%{TEAMPLAYER::%loop-player%}%::XP}
- set {_time} to difference between {TIME::%loop-player%} and now
- loop 60 times:
- if {_time} is greater or equal to 1 minute:
- add 1 to {_minutes}
- remove 1 minute from {_time}
- set {_time} to "%{_time}%" parsed as string
- replace all "seconds" with "" in {_time}
- set {_time} to "%{_time}%" parsed as number
- loop {_minutes} times:
- add 60 to {_time}
- set {_time} to "%{_time}%" parsed as number
- if {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} is not set:
- set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{_time}%" parsed as number
- if {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} is greater than {_time}:
- set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{_time}%" parsed as number
- send "&6You have broken your record" to loop-player
- set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{TOPTIME::%{MAP::%loop-player%}%::%loop-player%}%" parsed as number
- add {PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%} to {XP::%loop-player%}
- add {PARKOURMONEY::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%} to {MONEY::%loop-player%}
- if {TEAMPLAYER::%loop-player%} is set:
- set {_new} to "%{TEAM::%{TEAMPLAYER::%loop-player%}%::MAPS} / 10%" parsed as number
- set {_bonus} to "%{_new} * {PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}%" parsed as number
- add {_bonus} to {XP::%loop-player%}
- if {_bonus} is set:
- send "&6TEAM MAP BONUS XP &6&l%{_bonus}%" to loop-player
- send "&2&lYou finished the map in %{_time}% seconds. +XP %{PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}% MONEY:%{PARKOURMONEY::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}%" to loop-player
- set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
- set {STATUS::%loop-player%} to false
- add 1 to {PARKOUR::%{MAP::%loop-player%}%::ENDS}
- teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
- delete holo object "id.%{MAP::%loop-player%}%.start"
- create holo object "&2&lWelcome to map %{MAP::%loop-player%}%!;&3Ends: %{PARKOUR::%{MAP::%loop-player%}%::ENDS}% &4Fails: %{PARKOUR::%{MAP::%loop-player%}%::FAILS}%;&6Lets Join the map !" with id "id.%{MAP::%loop-player%}%.start" at {PARKOUR::%{MAP::%loop-player%}%::STARTHOLO}
- on right click:
- if name of tool is "&2Parkours":
- wait 1 tick
- open chest with 6 rows named "&9&lModern&5-&9&lParkour" to player
- wait 1 tick
- format slot 10 of player with green wool named "&2Easy" to close then run [execute player command "menugui easy"]
- format slot 12 of player with yellow wool named "&6Medium" to close then run [execute player command "menugui medium"]
- format slot 14 of player with red wool named "&4Hard" to close then run [execute player command "menugui hard"]
- format slot 16 of player with Purple Wool named "&5None" to close then run [execute player command "menugui none"]
- format slot 31 of player with diamond named "&bEvent" to close then run [execute player command "menugui event"]
- format slot 39 of player with Enchanted Golden Apple named "&9&lSolo" to close then run [execute player command "menugui solo"]
- format slot 41 of player with Enchanted Golden Apple named "&9&lTeam" to close then run [execute player command "menugui team"]
- format slot 45 of player with Green Hardened Clay named "&2RetroEasy" to close then run [execute player command "menugui retroeasy"]
- format slot 49 of player with Yellow Hardened Clay named "&6RetroMedium" to close then run [execute player command "menugui retromedium"]
- format slot 53 of player with Red Hardened Clay named "&4RetroHard" to close then run [execute player command "menugui retrohard"]
- delete {CHECKPOINT::%player%}
- if name of tool is "&2Hide players":
- if {HIDESHOW::%player%} is true:
- set {HIDESHOW::%player%} to false
- send "&cALl players are hidden now"
- loop all players:
- hide loop-player to player
- if name of tool is "&2Show players":
- if {HIDESHOW::%player%} is false:
- set {HIDESHOW::%player%} to true
- send "&2ALl players are visible now"
- loop all players:
- reveal loop-player to player
- if name of tool is "&2Checkpoint":
- if {STATUS::%player%} is true:
- set {CHECKPOINT::%player%} to location of player
- send "&2Your loaction is saved"
- if name of tool is "&cPVP":
- set {PVP::%player%} to true
- teleport player to {PVPSPAWN}
- clear player's inventory
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- if name of tool is "&cPARKOUR":
- set {PVP::%player%} to false
- teleport player to {LOBBY}
- clear player's inventory
- if name of tool is "&cSKLEP":
- execute player command "sklep"
- on left click:
- if name of tool is "&2Parkours":
- wait 1 tick
- open chest with 6 rows named "&9&lModern&5-&9&lParkour" to player
- wait 1 tick
- format slot 10 of player with green wool named "&2Easy" to close then run [execute player command "menugui easy"]
- format slot 12 of player with yellow wool named "&6Medium" to close then run [execute player command "menugui medium"]
- format slot 14 of player with red wool named "&4Hard" to close then run [execute player command "menugui hard"]
- format slot 16 of player with Purple Wool named "&5None" to close then run [execute player command "menugui none"]
- format slot 31 of player with diamond named "&bEvent" to close then run [execute player command "menugui event"]
- format slot 39 of player with Enchanted Golden Apple named "&9&lSolo" to close then run [execute player command "menugui solo"]
- format slot 41 of player with Enchanted Golden Apple named "&9&lTeam" to close then run [execute player command "menugui team"]
- format slot 45 of player with Green Hardened Clay named "&2RetroEasy" to close then run [execute player command "menugui retroeasy"]
- format slot 49 of player with Yellow Hardened Clay named "&6RetroMedium" to close then run [execute player command "menugui retromedium"]
- format slot 53 of player with Red Hardened Clay named "&4RetroHard" to close then run [execute player command "menugui retrohard"]
- delete {CHECKPOINT::%player%}
- if name of tool is "&2Hide players":
- if {HIDESHOW::%player%} is true:
- set {HIDESHOW::%player%} to false
- send "&cALl players are hidden now"
- loop all players:
- hide loop-player to player
- if name of tool is "&2Show players":
- if {HIDESHOW::%player%} is false:
- set {HIDESHOW::%player%} to true
- send "&2ALl players are visible now"
- loop all players:
- reveal loop-player to player
- if name of tool is "&2Checkpoint":
- if {STATUS::%player%} is true:
- set {CHECKPOINT::%player%} to location of player
- send "&2Your loaction is saved"
- if name of tool is "&cPVP":
- set {PVP::%player%} to true
- teleport player to {PVPSPAWN}
- clear player's inventory
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "waiting" parsed as string
- if name of tool is "&cPARKOUR":
- set {PVP::%player%} to false
- teleport player to {LOBBY}
- clear player's inventory
- if name of tool is "&cSKLEP":
- execute player command "sklep"
- command /menugui [<text>] [<text>]:
- trigger:
- set {_type} to "%arg 1%" parsed as string
- wait 2 tick
- open chest with 6 rows named "&9-+- &9&l%arg 1% &9-+-" to player
- wait 2 tick
- set {_i} to 0
- loop 54 times:
- if "%{PARKOURALIASE1::%loop-number%}%" is "%arg 1%":
- if "%{MAP::%player%}%" is "%{PARKOUR::%loop-number%::TYPE::%arg 1%}%":
- set player's current inventory's slot {_i} to snow named "%{PARKOURALIASE1::%loop-number%}% %{PARKOURALIASE2::%loop-number%}%" with lore "&5Finishes: %{PARKOUR::%loop-number%::ENDS}%||&4Fails: %{PARKOUR::%loop-number%::FAILS}%"
- else:
- set player's current inventory's slot {_i} to paper named "%{PARKOURALIASE1::%loop-number%}% %{PARKOURALIASE2::%loop-number%}%" with lore "&5Finishes: %{PARKOUR::%loop-number%::ENDS}%||&4Fails: %{PARKOUR::%loop-number%::FAILS}%"
- add 1 to {_i}
- on inventory click:
- loop 999 times:
- if name of player's current inventory's slot slot is "%{PARKOURALIASE1::%loop-number%}% %{PARKOURALIASE2::%loop-number%}%":
- if "%{PARKOURALIASE1::%loop-number%}%" is "event" or "solo" or "team" or "none":
- if player is op:
- send " "
- else:
- set {_stop} to true
- if {_stop} is true:
- send "&cBrak permisji"
- stop
- send "&2Welcome to map &c%loop-number%"
- teleport player to {PARKOUR::%loop-number%::SPAWN}
- set {MAP::%player%} to "%loop-number%" parsed as number
- close player's inventory
- set {STATUS::%player%} to false
- set {STARTBUFOR::%player%} to "starting"
- exit loop
- command /team [<text>] [<text>] [<text>] [<text>] [<text>]:
- trigger:
- if arg 1 is not set:
- send "&3_> /&ateam &2create <Name>"
- send "&3_> /&ateam &2info"
- send "&3_> /&ateam &2leave"
- send "&3_> /&ateam &2add <Player>"
- if arg 1 is "create":
- if arg 2 is set:
- if length of arg 2 is greater or equal to 2:
- if length of arg 2 is smaller or equal to 5:
- if {TEAM::%arg 2%::NAME} is not set:
- set {TEAM::%arg 2%::NAME} to "%arg 2%" parsed as string
- set {TEAMNAMES::%arg 2%} to "%arg 2%" parsed as string
- set {TEAM::%arg 2%::LEADER} to "%player%" parsed as player
- set {TEAM::%arg 2%::MEMBERS::%player%} to "%player%" parsed as player
- set {TEAMPLAYER::%player%} to "%arg 2%" parsed as string
- set {TEAM::%arg 2%::SLOTS} to 3
- set {TEAM::%arg 2%::LVL} to 1
- set {TEAM::%arg 2%::STEPS} to 0
- set {TEAM::%arg 2%::MAPS} to 0
- set {TEAMKILLS::%arg 2%} to 0
- set {TEAM::%arg 2%::XP} to 0
- set {TEAM::%arg 2%::MONEY} to 0
- send "&2%player% has created a tame &6%arg 2%" to all players
- else:
- send "&cThis team name is allready exists"
- else:
- send "&clength of the name is to big"
- else:
- send "&clength of the name is to small"
- else:
- send "&cNeed name of the team"
- if arg 1 is "info":
- if arg 2 is not set:
- if {TEAMPLAYER::%player%} is set:
- loop {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::*}:
- if {_first} is not set:
- set {_size} to size of {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::*}
- if {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%loop-index%} is online:
- set {_first} to "&6Players: (%{_size}%/%{TEAM::%{TEAMPLAYER::%player%}%::SLOTS}%) &a%loop-index%"
- else:
- set {_first} to "&6Players: &c%loop-index%"
- else:
- if {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%loop-index%} is online:
- set {_first} to "%{_first}% , &a%loop-index%"
- else:
- set {_first} to "%{_first}% , &c%loop-index%"
- loop 999 times:
- if "%{TEAMPLAYER::%player%}%" is "%{PARKOUR::%loop-number%::TEAM}%":
- if {_podbite} is not set:
- set {_podbite} to "&6Podbite mapy: &e(&6ID:&2%loop-number%&e)"
- else:
- set {_podbite} to "%{_podbite}% , &e(&6ID:&2%loop-number%&e)"
- send "&6TAG: &e%{TEAMPLAYER::%player%}% &6LVL: &2%{TEAM::%{TEAMPLAYER::%player%}%::LVL}%"
- send "%{_first}%"
- send "&6Next LVL : &a%{TEAM::%{TEAMPLAYER::%player%}%::STEPS}% &7/ &a%{STEPS::%{TEAM::%{TEAMPLAYER::%player%}%::LVL}%}%"
- send "&6TeamXP: <%{TEAM::%{TEAMPLAYER::%player%}%::XP}%> TeamMONEY: <%{TEAM::%{TEAMPLAYER::%player%}%::MONEY}%>"
- send "%{_podbite}%"
- send "&cKills: &4%{TEAMKILLS::%{TEAMPLAYER::%player%}%}%"
- if arg 1 is "leave":
- if "%{TEAM::%{TEAMPLAYER::%player%}%::LEADER}%" is "%player%":
- set {_team} to "%{TEAMPLAYER::%player%}%" parsed as string
- delete {TEAM::%{_team}%::NAME}
- delete {TEAMNAMES::%{_team}%}
- delete {TEAM::%{_team}%::LEADER}
- delete {TEAM::%{_team}%::SLOTS}
- delete {TEAM::%{_team}%::LVL}
- delete {TEAM::%{_team}%::STEPS}
- delete {TEAM::%{_team}%::MAPS}
- delete {TEAM::%{_team}%::XP}
- delete {TEAM::%{_team}%::MONEY}
- delete {TEAMKILLS::%{_team}%}
- loop {TEAM::%{_team}%::MEMBERS::*}:
- delete {TEAM::%{_team}%::MEMBERS::%loop-index%}
- delete {TEAMPLAYER::%loop-index%}
- loop 999 times:
- if "%{_team}%" is "%{PARKOUR::%loop-number%::TEAM}%":
- delete {PARKOUR::%loop-number%::TEAM}
- delete {PARKOUR::%loop-number%::TIME}
- delete {PARKOUR::%loop-number%::LVL}
- delete {PARKOUR::%loop-number%::STEPS}
- send "&4Team &c%{_team}% &6is removed" to all players
- else:
- send "&c%player% left team &6%{TEAMPLAYER::%player%}%" to all players
- delete {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%player%}
- delete {TEAMPLAYER::%player%}
- if arg 1 is "add":
- if arg 2 parsed as player is set:
- if "%{TEAM::%{TEAMPLAYER::%player%}%::LEADER}%" is "%player%":
- if {TEAMPLAYER::%arg 2%} is not set:
- set {JOINTEAM::%arg 2%} to "%{TEAMPLAYER::%player%}%"
- send "&a&lYOu sent the team join request to %arg 2%"
- set {_player} to "%arg 2%" parsed as player
- send "&a&lUse /accept - to join team %{TEAMPLAYER::%player%}%" to {_player}
- wait 30 seconds
- delete {JOINTEAM::%arg 2%}
- else:
- send "&cthis player allready have a team"
- else:
- send "&cYou are not the team leader"
- else:
- send "&cNickName needed"
- command /accept:
- trigger:
- if {JOINTEAM::%player%} is set:
- set {_size} to size of {TEAM::%{JOINTEAM::%player%}%::MEMBERS::*}
- if {_size} is smaller than {TEAM::%{JOINTEAM::%player%}%::SLOTS}:
- set {TEAM::%{JOINTEAM::%player%}%::MEMBERS::%player%} to "%player%" parsed as player
- set {TEAMPLAYER::%player%} to "%{JOINTEAM::%player%}%" parsed as string
- send "&2%player% joind team &6%{JOINTEAM::%player%}%" to all players
- delete {JOINTEAM::%player%}
- else:
- send "&cThe team is full"
- else:
- send "&cYou have no team request"
- command /topteam:
- trigger:
- loop {TEAMNAMES::*}:
- set {_STATS::%loop-index%} to "%{TEAM::%loop-index%::LVL}%" parsed as number
- set {_r} to size of {_STATS::*}
- loop {_r} times:
- loop {_STATS::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is greater than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {_STATS::*}
- loop {_r} times:
- set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
- loop 15 times:
- if {_i.%loop-number%} is set:
- send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
- command /topkills:
- trigger:
- loop {TEAMKILLS::*}:
- set {_STATS::%loop-index%} to "%loop-value%" parsed as number
- set {_r} to size of {_STATS::*}
- loop {_r} times:
- loop {_STATS::*}:
- if {_v.%loop-number%} is not set:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- if loop-value is greater than {_v.%loop-number%}:
- set {_v.%loop-number%} to loop-value
- set {_i.%loop-number%} to loop-index
- remove {_v.%loop-number%} from {_STATS::*}
- loop {_r} times:
- set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
- loop 15 times:
- if {_i.%loop-number%} is set:
- send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
- every 1 tick:
- loop all players:
- if {PVP::%loop-player%} is true:
- if "%{HELMET::%loop-player%}%" is "1":
- equip the loop-player with a iron helmet
- if "%{CHESTPLATE::%loop-player%}%" is "1":
- equip the loop-player with a iron chestplate
- if "%{LEGGINGS::%loop-player%}%" is "1":
- equip the loop-player with a iron leggings
- if "%{BOOTS::%loop-player%}%" is "1":
- equip the loop-player with a iron boots
- if "%{HELMET::%loop-player%}%" is "2":
- equip the loop-player with a iron helmet of protection 1
- if "%{CHESTPLATE::%loop-player%}%" is "2":
- equip the loop-player with a iron chestplate of protection 1
- if "%{LEGGINGS::%loop-player%}%" is "2":
- equip the loop-player with a iron leggings of protection 1
- if "%{BOOTS::%loop-player%}%" is "2":
- equip the loop-player with a iron boots of protection 1
- if "%{HELMET::%loop-player%}%" is "3":
- equip the loop-player with a iron helmet of protection 2
- if "%{CHESTPLATE::%loop-player%}%" is "3":
- equip the loop-player with a iron chestplate of protection 2
- if "%{LEGGINGS::%loop-player%}%" is "3":
- equip the loop-player with a iron leggings of protection 2
- if "%{BOOTS::%loop-player%}%" is "3":
- equip the loop-player with a iron boots of protection 2
- if "%{HELMET::%loop-player%}%" is "4":
- equip the loop-player with a iron helmet of protection 3
- if "%{CHESTPLATE::%loop-player%}%" is "4":
- equip the loop-player with a iron chestplate of protection 3
- if "%{LEGGINGS::%loop-player%}%" is "4":
- equip the loop-player with a iron leggings of protection 3
- if "%{BOOTS::%loop-player%}%" is "4":
- equip the loop-player with a iron boots of protection 3
- if "%{HELMET::%loop-player%}%" is "5":
- equip the loop-player with a iron helmet of protection 4
- if "%{CHESTPLATE::%loop-player%}%" is "5":
- equip the loop-player with a iron chestplate of protection 4
- if "%{LEGGINGS::%loop-player%}%" is "5":
- equip the loop-player with a iron leggings of protection 4
- if "%{BOOTS::%loop-player%}%" is "5":
- equip the loop-player with a iron boots of protection 4
- if "%{SWORD::%loop-player%}%" is "1":
- set slot 0 of loop-player's inventory to 1 of diamond sword named "&cZabij"
- command /sklep [<text>] [<text>]:
- trigger:
- wait 2 tick
- if arg 1 is not set:
- wait a tick
- open chest with 1 rows named "&2SKLEP" to player
- wait a tick
- format slot 4 of player with diamond chestplate named "&aZbroja + Miecz" to close then run [execute player command "sklep zbrojamiecz"]
- if arg 2 is "helmet1":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {HELMET::%player%}
- if arg 2 is "chestplate1":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {CHESTPLATE::%player%}
- if arg 2 is "leggings1":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {LEGGINGS::%player%}
- if arg 2 is "boots1":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {BOOTS::%player%}
- if arg 2 is "helmet2":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {HELMET::%player%}
- if arg 2 is "chestplate2":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {CHESTPLATE::%player%}
- if arg 2 is "leggings2":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {LEGGINGS::%player%}
- if arg 2 is "boots2":
- if {MONEY::%player%} is greater or equal to 25:
- subtract 25 from {MONEY::%player%}
- add 1 to {BOOTS::%player%}
- if arg 2 is "helmet3":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {HELMET::%player%}
- if arg 2 is "chestplate3":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {CHESTPLATE::%player%}
- if arg 2 is "leggings3":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {LEGGINGS::%player%}
- if arg 2 is "boots3":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {BOOTS::%player%}
- if arg 2 is "helmet4":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {HELMET::%player%}
- if arg 2 is "chestplate4":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {CHESTPLATE::%player%}
- if arg 2 is "leggings4":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {LEGGINGS::%player%}
- if arg 2 is "boots4":
- if {MONEY::%player%} is greater or equal to 50:
- subtract 50 from {MONEY::%player%}
- add 1 to {BOOTS::%player%}
- if arg 1 is "zbrojamiecz":
- wait a tick
- open chest with 1 rows named "&2Zbroja + Miecz" to player
- wait a tick
- if "%{HELMET::%player%}%" is "1":
- format slot 0 of player with iron helmet named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz helmet1"]
- if "%{CHESTPLATE::%player%}%" is "1":
- format slot 1 of player with iron chestplate named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz chestplate1"]
- if "%{LEGGINGS::%player%}%" is "1":
- format slot 2 of player with iron leggings named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz leggings1"]
- if "%{BOOTS::%player%}%" is "1":
- format slot 3 of player with iron boots named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz boots1"]
- if "%{HELMET::%player%}%" is "2":
- format slot 0 of player with iron helmet of protection 1 named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz helmet2"]
- if "%{CHESTPLATE::%player%}%" is "2":
- format slot 1 of player with iron chestplate of protection 1 named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz chestplate2"]
- if "%{LEGGINGS::%player%}%" is "2":
- format slot 2 of player with iron leggings of protection 1 named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz leggings2"]
- if "%{BOOTS::%player%}%" is "2":
- format slot 3 of player with iron boots of protection 1 named "&aPrice (25$)" to close then run [execute player command "sklep zbrojamiecz boots2"]
- if "%{HELMET::%player%}%" is "3":
- format slot 0 of player with iron helmet of protection 2 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz helmet3"]
- if "%{CHESTPLATE::%player%}%" is "3":
- format slot 1 of player with iron chestplate of protection 2 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz chestplate3"]
- if "%{LEGGINGS::%player%}%" is "3":
- format slot 2 of player with iron leggings of protection 2 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz leggings3"]
- if "%{BOOTS::%player%}%" is "3":
- format slot 3 of player with iron boots of protection 2 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz boots3"]
- if "%{HELMET::%player%}%" is "4":
- format slot 0 of player with iron helmet of protection 3 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz helmet4"]
- if "%{CHESTPLATE::%player%}%" is "4":
- format slot 1 of player with iron chestplate of protection 3 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz chestplate4"]
- if "%{LEGGINGS::%player%}%" is "4":
- format slot 2 of player with iron leggings of protection 3 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz leggings4"]
- if "%{BOOTS::%player%}%" is "4":
- format slot 3 of player with iron boots of protection 3 named "&aPrice (50$)" to close then run [execute player command "sklep zbrojamiecz boots4"]
- command /pomoc:
- trigger:
- send "&6/team"
- send "&6/event"
- send "&6/topteam"
- send "&6/topkills"
- send "&6/toplvl"
- send "&6/lvl"
- on command:
- if player don't have permission "show.plugins":
- if command is "pl" or "bukkit:pl" or "plugins" or "bukkit:plugins":
- send "&cNie masz uprawnień do podglądania listy pluginów :<"
- cancel event
- #command /kit [<text>]:
- # trigger:
- # argument 1 is not set:
- # message "&8 /kit enderchest &7 - Startowy enderchest"
- # message "&8 /kit vip &7 - Podstawowe przedmioty VIP'a"
- # # stop
- # if {cooldown.kitgracz.%player%} is set: if difference between {cooldown.kitgracz.%player%} and now is less than 5 days: message "Musisz poczekac jeszcze %difference between {cooldown.kitgracz.%player%} and now% zeby moc znow uzyc tej komendy!" stop if {cooldown.k
- #{PARKOUR::%{_type}%::TYPE::none}
- #command /komenda [<text>]:
- # trigger:
- # open chest with 1 row named "&6Nasze inventory !" to player
- # set player's current inventory's slot 0 to diamond named "&6Nazwijcie to jak chcecie" with lore "&c» &7No dawaj nie zbugujesz mnie :D!"
- #command /top [<integer=1>]:
- # trigger:
- # set {_strony} to rounded up (size of {stats.kill::*} / 54)
- # if arg is between 1 and {_strony}:
- # open chest with 6 rows named "&6Top kille &8(&3%arg%&8)" to player
- # wait 2 tick
- # loop {stats.kill::*}:
- # set {_lista::%loop-index%} to loop-value
- # set {_num} to size of {_lista::*}
- # set {_max} to arg * 53 #54 slot -> przejście na kolejną stronę.
- # set {_min} to {_max} - 52
- # loop {_max} times:
- # loop {_lista::*}:
- # if {_v.%loop-number%} is not set:
- # set {_v.%loop-number%} to loop-value
- # set {_n.%loop-number%} to loop-index
- # if loop-value is larger than {_v.%loop-number%}:
- # set {_v.%loop-number%} to loop-value
- # set {_n.%loop-number%} to loop-index
- # delete {_lista::%{_n.%loop-number%}%}
- # set {_i} to 0
- # if (arg + 1) is larger than {_strony}:
- # set player's current inventory's slot 53 to nether star named "&6Koniec" with lore "&aNie ma juz wiecej stron."
- # else:
- # set player's current inventory's slot 53 to nether star named "&6Nastepna strona." with lore "&6Przejdz na strone: &c%arg + 1%"
- # loop {_max} times:
- # loop-number is between {_min} and {_max}
- # if loop-number <= {_num}:
- # set player's current inventory's slot {_i} to paper named "&6Miejsce: &c&l%loop-number%" with lore "&aNazwa: &6%{_n.%loop-number%}%||&aPunkty: &6%{_v.%loop-number%}%"
- # add 1 to {_i}
- # stop
- #send "&cBlad: &6Nikt jeszcze nikogo nie zabil."
- #stop
- #on inventory click:
- # if "%inventory name of player's current inventory%" contains "&6Top kille ":
- # if slot is smaller than 0:
- # stop
- # cancel event
- # if player's current inventory's slot slot is nether star:
- # if name of player's current inventory's slot slot is "&6Nastepna strona.":
- # set {_strona} to "%uncoloured inventory name of player's current inventory%"
- # replace all "Top kille (" in {_strona} with ""
- # replace all ")" in {_strona} with ""
- # set {_strona} to {_strona} parsed as integer
- # close player's inventory
- # wait 2 tick
- # execute player command "top %{_strona} + 1%"
- # stop
- #command /fakekills:
- # trigger:
- # loop 150 times:
- # set {stats.kill::wadawd%random integer between 0 and 1000%} to random integer between 0 and 100
- # on inventory click:
- # if inventory name of current inventory of player is "&6Nasze inventory !":
- #if name of player's current inventory's slot slot is "&6Nastepna strona.":
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