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  1. #====================================================================
  2. #                    █  Plugin: Modern-Parkour    █
  3. #                    █  Made by : Technik         █
  4. #                    █  Version : 4.0     Release █
  5. #====================================================================
  6. # Copyright © Texk Skripts Technik - SM. All rights reserved.
  7. # Date : 2019
  8. # discord : https://discord.gg/gx4q3EP
  9. #====================================================================
  10. #TO DO
  11. #Manimulacja levlm teleportem
  12. #oceny parkourow
  13. #Statystyki fail and ends gracza
  14. #seettings fail run messages on/off and other sttuf
  15. #nether start slot 0 of player tepa na lobby
  16. #encanted papier jesli raz pszeszedl
  17. #ZAbespieczenie checkpointa infinity fall
  18.  
  19. #iny kolor zbroi
  20. #SOlo top 3 places
  21. #Pokaz wszystkie faile i finishe podliczone
  22. #Automatyczny event
  23. #ROzdawanie kasy i xp
  24. on server list ping:
  25.     set motd to "&8[ &6&l* &8] &7&n-------- &8[ &6Modern-Parkour &8] &7&n-------- &8[ &6&l* &8]"
  26. command /setpvpspawn:
  27.     trigger:
  28.         if player is op:
  29.             set {PVPSPAWN} to location of player
  30.             send "&cPVP spawn is set!"
  31.  
  32. command /lvl:
  33.     aliases: info, stats
  34.     trigger:
  35.         send "&c-=-=-=-=-=-=-="
  36.         send "&aJumps: &b%{JUMPS::%player%}%"
  37.         send "&aLVL: %{LVL::%player%}%"
  38.         send "&aXP: %{XP::%player%}%/%{LEVELS::%{LVL::%player%}%}%"
  39.         send "&aMONEY: %{MONEY::%player%}%"
  40.         send "&c-=-=-=-=-=-=-="
  41. on join:
  42.     if player is op:
  43.         send "&8====================================="
  44.         send "&4Modern-Parkour &bVersion 4.0 Release"
  45.         send "&cDon't forget to look for new &3(&2Updates&3)"
  46.         send "&8====================================="
  47.         wait 5 seconds
  48.         send "&4Here is a small tutorial"
  49.         loop 2 times:
  50.             wait 4 seconds
  51.             send "&4Use &aGreen wool to start parkour"
  52.             send "&4Use &9BLue wool to finish the parkour"
  53. on chat:
  54.     cancel event
  55.     if {TEAMPLAYER::%player%} is set:
  56.         if player has permission "modern.root":
  57.             send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &c%player%&6: &6%message%" to all players
  58.             stop
  59.         else if player has permission "modern.player":
  60.             send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &7%player%&6: &7%message%" to all players
  61.             stop
  62.         send "&8[&fLVL&2%{LVL::%player%}%&8]&2<&a%{TEAMPLAYER::%player%}%&2> &7%player%&6: &7%message%" to all players
  63.  
  64.     else:
  65.         if player has permission "modern.root":
  66.             send "&8[&fLVL&2%{LVL::%player%}%&8] &c%player%&6: &6%message%" to all players
  67.             stop
  68.         else if player has permission "modern.player":
  69.             send "&8[&fLVL&2%{LVL::%player%}%&8] &7%player%&6: &7%message%" to all players
  70.             stop
  71.         send "&8[&fLVL&2%{LVL::%player%}%&8] &7%player%&6: &7%message%" to all players
  72.     stop
  73. on load:
  74.     loop {MAPS} times:
  75.         if {PARKOUR::%loop-number%::ID} is set:
  76.             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}
  77. command /all:
  78.     trigger:
  79.         send "Graczy: %{ALL}%"
  80. on first join:
  81.     wait 2 tick
  82.     add 1 to {ALL}
  83.     set {XP::%player%} to 0
  84.     set {LVL::%player%} to 1
  85.     set {STATUS::%player%} to false
  86.     set {STARTBUFOR::%player%} to "waiting" parsed as string
  87.     set {JUMPSTATUS::%player%} to false
  88.     set {JUMPTIME::%player%} to now
  89.     set {JUMPS::%player%} to 0
  90.     set {HIDESHOW::%player%} to true
  91.     set {MONEY::%player%} to 0
  92.     set {JUMPS::%player%} to 0
  93.     set {PVP::%player%} to false
  94.     set {HELMET::%player%} to 1
  95.     set {CHESTPLATE::%player%} to 1
  96.     set {LEGGINGS::%player%} to 1
  97.     set {BOOTS::%player%} to 1
  98.     set {SWORD::%player%} to 1
  99. on join:
  100.     wait 2 tick
  101.     set {_list::%player%} to the player
  102.     loop {_list::*}:
  103.         set {_player} to "%loop-index%" parsed as player
  104.     set {LVL::%player%} to yaml value "LVL" from file "Parkour/Players/%{_player}%.yml"
  105.     set {XP::%player%} to yaml value "XP" from file "Parkour/Players/%{_player}%.yml"
  106.     set {MONEY::%player%} to yaml value "MONEY" from file "Parkour/Players/%{_player}%.yml"
  107.     set {JUMPS::%player%} to yaml value "JUMPS" from file "Parkour/Players/%{_player}%.yml"
  108.     set {HELMET::%player%} to yaml value "HELMET" from file "Parkour/Players/%{_player}%.yml"
  109.     set {CHESTPLATE::%player%} to yaml value "CHESTPLATE" from file "Parkour/Players/%{_player}%.yml"
  110.     set {LEGGINGS::%player%} to yaml value "LEGGINGS" from file "Parkour/Players/%{_player}%.yml"
  111.     set {BOOTS::%player%} to yaml value "BOOTS" from file "Parkour/Players/%{_player}%.yml"
  112.     set {SWORD::%player%} to yaml value "SWORD" from file "Parkour/Players/%{_player}%.yml"
  113.     wait 2 tick
  114.     if "%{LVL::%player%}%" is "<none>":
  115.         set {LVL::%player%} to 1
  116.         set {XP::%player%} to 0
  117.         set {MONEY::%player%} to 0
  118.         set {JUMPS::%player%} to 0
  119.         set {HELMET::%player%} to 1
  120.         set {CHESTPLATE::%player%} to 1
  121.         set {LEGGINGS::%player%} to 1
  122.         set {BOOTS::%player%} to 1
  123.         set {SWORD::%player%} to 1
  124.     set {LVL::%player%} to "%{LVL::%player%}%" parsed as number
  125.     set {XP::%player%} to "%{XP::%player%}%" parsed as number
  126.     set {MONEY::%player%} to "%{MONEY::%player%}%" parsed as number
  127.     set {JUMPS::%player%} to "%{JUMPS::%player%}%" parsed as number
  128.     set {HELMET::%player%} to "%{HELMET::%player%}%" parsed as number
  129.     set {CHESTPLATE::%player%} to "%{CHESTPLATE::%player%}%" parsed as number
  130.     set {LEGGINGS::%player%} to "%{LEGGINGS::%player%}%" parsed as number
  131.     set {BOOTS::%player%} to "%{BOOTS::%player%}%" parsed as number
  132.     set {SWORD::%player%} to "%{SWORD::%player%}%" parsed as number
  133.     set {STARTBUFOR::%player%} to "waiting" parsed as string
  134.     set {JUMPSTATUS::%player%} to false
  135.     set {JUMPTIME::%player%} to now
  136.     set {HIDESHOW::%player%} to true
  137.     set {PVP::%player%} to false
  138. on quit:
  139.     set {_list::%player%} to the player
  140.     loop {_list::*}:
  141.         set {_player} to "%loop-index%" parsed as player
  142.     wait 2 tick
  143.     set yaml value "LVL" from file "Parkour/Players/%{_player}%.yml" to "%{LVL::%player%}%"
  144.     set yaml value "XP" from file "Parkour/Players/%{_player}%.yml" to "%{XP::%player%}%"
  145.     set yaml value "MONEY" from file "Parkour/Players/%{_player}%.yml" to "%{MONEY::%player%}%"
  146.     set yaml value "JUMPS" from file "Parkour/Players/%{_player}%.yml" to "%{JUMPS::%player%}%"
  147.     set yaml value "HELMET" from file "Parkour/Players/%{_player}%.yml" to "%{HELMET::%player%}%"
  148.     set yaml value "CHESTPLATE" from file "Parkour/Players/%{_player}%.yml" to "%{CHESTPLATE::%player%}%"
  149.     set yaml value "LEGGINGS" from file "Parkour/Players/%{_player}%.yml" to "%{LEGGINGS::%player%}%"
  150.     set yaml value "BOOTS" from file "Parkour/Players/%{_player}%.yml" to "%{BOOTS::%player%}%"
  151.     set yaml value "SWORD" from file "Parkour/Players/%{_player}%.yml" to "%{SWORD::%player%}%"
  152.     wait 2 tick
  153.     delete {STATUS::%player%}
  154.     delete {STARTBUFOR::%player%}
  155.     delete {JUMPSTATUS::%player%}
  156.     delete {JUMPTIME::%player%}
  157.     delete {TIME::%player%}
  158.     delete {MAP::%player%}
  159.     delete {HIDESHOW::%player%}
  160.     delete {CHECKPOINT::%player%}
  161.     delete {MONEY::%player%}
  162.     delete {JUMPS::%player%}
  163.     delete {PVP::%player%}
  164.     delete {HELMET::%player%}
  165.     delete {CHESTPLATE::%player%}
  166.     delete {LEGGINGS::%player%}
  167.     delete {BOOTS::%player%}
  168.     delete {SWORD::%player%}
  169.     delete {LVL::%player%}
  170.     delete {XP::%player%}
  171. every 1 seconds:
  172.     loop all players:
  173.         if {PVP::%loop-player%} is true:
  174.             set slot 8 of loop-player's inventory to 1 of ladder named "&cPARKOUR"
  175.             set slot 7 of loop-player's inventory to 1 of book named "&cSKLEP"
  176.         if {PVP::%loop-player%} is false:
  177.             set slot 8 of loop-player's inventory to 1 of diamond sword named "&cPVP"
  178.             set slot 3 of loop-player's inventory to 1 of book named "&2Parkours"
  179.             set slot 4 of loop-player's inventory to 1 of blaze rod named "&2Checkpoint"
  180.             if {HIDESHOW::%loop-player%} is true:
  181.                 set slot 5 of loop-player's inventory to 1 of 351:10 named "&2Hide players"
  182.             if {HIDESHOW::%loop-player%} is false:
  183.                 set slot 5 of loop-player's inventory to 1 of Gray Dye named "&2Show players"
  184. every 10 minutes:
  185.     loop {TEAMNAMES::*}:
  186.         set {_STATS::%loop-index%} to "%{TEAM::%loop-index%::LVL}%" parsed as number
  187.     set {_r} to size of {_STATS::*}
  188.     loop {_r} times:
  189.         loop {_STATS::*}:
  190.             if {_v.%loop-number%} is not set:
  191.                 set {_v.%loop-number%} to loop-value
  192.                 set {_i.%loop-number%} to loop-index
  193.             if loop-value is greater than {_v.%loop-number%}:
  194.                 set {_v.%loop-number%} to loop-value
  195.                 set {_i.%loop-number%} to loop-index
  196.         remove {_v.%loop-number%} from {_STATS::*}
  197.     loop {_r} times:
  198.         set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
  199.     #loop 15 times:
  200.         #if {_i.%loop-number%} is set:
  201.             #send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
  202.     loop {TOPLVL::*}:
  203.         add 1 to {_stop}
  204.         set {_TOPLVLNICK::%{_stop}%} to "%{TOPLVLNICK::%loop-index%}%"
  205.         set {_TOPLVLLVL::%{_stop}%} to "%loop-value%"
  206.     send "&6=================&9&lModern&5&l-&b&lParkour &6=================" to all players
  207.     send "&7--------------&6&lTOP &a&lLVL &6PLAYER&7--------------" to all players
  208.     send "&9%{_TOPLVLNICK::1}% &2%{_TOPLVLLVL::1}%" to all players
  209.     send "&b%{_TOPLVLNICK::2}% &a%{_TOPLVLLVL::2}% &b%{_TOPLVLNICK::3}% &a%{_TOPLVLLVL::3}%" to all players
  210.     send "&7--------------&6&lTOP &a&lLVL &6TEAM&7--------------" to all players
  211.     send "&9%{_i.1}% &2%{_v.1}%" to all players
  212.     send "&b%{_i.2}% &a%{_v.2}% &b%{_i.3}% &a%{_v.3}%" to all players
  213.     send "&7--------------&6&lTOP &a&lPlace &6TOURNAMENT&7--------------" to all players
  214.     send "&9%{SOLO::WINNAR::1}%" to all players
  215.     send "&b%{SOLO::WINNAR::2}% %{SOLO::WINNAR::3}%" to all players
  216.     send "&6=================&9&lModern&5&l-&b&lParkour &6=================" to all players
  217.  
  218.     {SOLO::WINNAR::%{SOLO::SLOTS}%}
  219. every 10 seconds:
  220.     loop all players:
  221.         if {XP::%loop-player%} is greater or equal to {LEVELS::%{LVL::%loop-player%}%}:
  222.             subtract {LEVELS::%{LVL::%loop-player%}%} from {XP::%loop-player%}
  223.             add 1 to {LVL::%loop-player%}
  224.             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
  225.             send "&8- &9Jumps: &b%{JUMPS::%loop-player%}%" to loop-player
  226.             send "&8- &9LVL: &b%{LVL::%loop-player%}%" to loop-player
  227.             send "&8- &9XP: &b%{XP::%loop-player%}%/%{LEVELS::%{LVL::%loop-player%}%}%" to loop-player
  228.             send "&8- &9MONEY: &b%{MONEY::%loop-player%}%" to loop-player
  229.             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
  230. on hunger meter change:
  231.     cancel event
  232. on damage:
  233.     if {PVP::%attacker%} is true:
  234.         if {PVP::%victim%} is true:
  235.             if "%{TEAMPLAYER::%attacker%}%" is "<none>":
  236.                 stop
  237.             if "%{TEAMPLAYER::%victim%}%" is "<none>":
  238.                 stop
  239.             if "%{TEAMPLAYER::%attacker%}%" is "%{TEAMPLAYER::%victim%}%":
  240.                 send "&cNie mozez bic swojego" to attacker
  241.                 cancel event
  242.                 stop
  243.         else:
  244.             cancel event
  245.     else:
  246.         cancel event
  247. on death:
  248.     set the death message to ""
  249.     if {TEAMPLAYER::%attacker%} is set:
  250.         add 1 to {TEAMKILLS::%{TEAMPLAYER::%attacker%}%}
  251.     heal attacker by 5 hearts
  252.     clear drops
  253.     set {PVP::%victim%} to false
  254. every 5 second:
  255.     loop all players:
  256.         loop 999 times:
  257.             delete {_v.%loop-number%}
  258.         loop 999 times:
  259.             delete {_i.%loop-number%}
  260.         loop {_STATS::*}:
  261.             delete {_STATS::%loop-index%}
  262.         loop {TOPTIME::%{MAP::%loop-player%}%::*}:
  263.             set {_STATS::%loop-index%} to "%loop-value%" parsed as number
  264.         set {_r} to size of {_STATS::*}
  265.         loop {_r} times:
  266.             loop {_STATS::*}:
  267.                 if {_v.%loop-number%} is not set:
  268.                     set {_v.%loop-number%} to loop-value
  269.                     set {_i.%loop-number%} to loop-index
  270.                 if loop-value is smaller than {_v.%loop-number%}:
  271.                     set {_v.%loop-number%} to loop-value
  272.                     set {_i.%loop-number%} to loop-index
  273.             remove {_v.%loop-number%} from {_STATS::*}
  274.         loop {_r} times:
  275.             set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
  276.         display board named "&6*&9Modern&d-&bParkour&6*" to loop-player
  277.         if {_v.1} is set:
  278.             set {_v.1} to {_v.1} parsed as number
  279.             make score "%{_v.1}% &e%{_i.1}%" in board of loop-player to -1
  280.         if {_v.2} is set:
  281.             set {_v.2} to {_v.2} parsed as number
  282.             make score "%{_v.2}% &e%{_i.2}%" in board of loop-player to -2
  283.         if {_v.3} is set:
  284.             set {_v.3} to {_v.3} parsed as number
  285.             make score "%{_v.3}% &e%{_i.3}%" in board of loop-player to -3
  286.         if {_v.4} is set:
  287.             set {_v.4} to {_v.4} parsed as number
  288.             make score "%{_v.4}% &7%{_i.4}%" in board of loop-player to -4
  289.         if {_v.5} is set:
  290.             set {_v.5} to {_v.5} parsed as number
  291.             make score "%{_v.5}% &7%{_i.5}%" in board of loop-player to -5
  292.         if {_v.6} is set:
  293.             set {_v.6} to {_v.6} parsed as number
  294.             make score "%{_v.6}% &7%{_i.6}%" in board of loop-player to -6
  295.         if {_v.7} is set:  
  296.             set {_v.7} to {_v.7} parsed as number
  297.             make score "%{_v.7}% %{_i.7}%" in board of loop-player to -7
  298.         if {_v.8} is set:
  299.             set {_v.8} to {_v.8} parsed as number
  300.             make score "%{_v.8}% %{_i.8}%" in board of loop-player to -8
  301.         if {_v.9} is set:
  302.             set {_v.9} to {_v.9} parsed as number
  303.             make score "%{_v.9}% %{_i.9}%" in board of loop-player to -9
  304.         if {_v.10} is set:
  305.             set {_v.10} to {_v.10} parsed as number
  306.             make score "%{_v.10}% %{_i.10}%" in board of loop-player to -10
  307.         move display of loop-player to sidebar
  308. every 1 minute:
  309.     loop 999 times:
  310.         if {PARKOUR::%loop-number%::ID} is set:
  311.             add 1 to {PARKOUR::%loop-number%::TIME}
  312. every 15 minutes:
  313.     send "&6--------+ &9Modern&5-&bParkour &6+--------" to all players
  314.     send " " to all players
  315.     send "&6/podbij - aby podbic mape !" to all players
  316.     send " " to all players
  317.     send "&6====================================" to all players
  318.     loop 999 times:
  319.         if "%{PARKOURALIASE1::%loop-number%}%" is "easy" or "medium" or "hard":
  320.             if {PARKOUR::%loop-number%::ID} is set:
  321.                 if {_first} is not set:
  322.                     set {_first} to "%{PARKOUR::%loop-number%::TIME}%" parsed as number
  323.                     set {_map} to "%loop-number%" parsed as number
  324.                 else:
  325.                     set {_second} to "%{PARKOUR::%loop-number%::TIME}%" parsed as number
  326.                     if {_first} is smaller than {_second}:
  327.                         set {_first} to {_second}
  328.                         set {_map} to "%loop-number%" parsed as number
  329.     if {_map} is set:
  330.         set {PODBIJMAPE} to "%{_map}%" parsed as number
  331.     wait 5 minutes
  332.     delete {PODBIJMAPE}
  333.     set {_r} to size of {PODBIJTOP::*}
  334.     loop {_r} times:
  335.         loop {PODBIJTOP::*}:
  336.             if {_v.%loop-number%} is not set:
  337.                 set {_v.%loop-number%} to loop-value
  338.                 set {_i.%loop-number%} to loop-index
  339.             if loop-value is smaller than {_v.%loop-number%}:
  340.                 set {_v.%loop-number%} to loop-value
  341.                 set {_i.%loop-number%} to loop-index
  342.             remove {_v.%loop-number%} from {PODBIJTOP::*}
  343.     loop {_r} times:
  344.         set {PODBIJTOP::%{_i.%loop-number%}%} to {_v.%loop-number%}
  345.     loop {PODBIJTOP::*}:
  346.         delete {PODBIJTOP::%loop-index%}
  347.     if {_i.1} is set:
  348.         if {PARKOUR::%{_map}%::TEAM} is set:
  349.             subtract 1 from {TEAM::%{PARKOUR::%{_map}%::TEAM}%::MAPS}
  350.         set {_player} to "%{_i.1}%" parsed as player
  351.         set {_team} to "%{TEAMPLAYER::%{_player}%}%"
  352.         add 1 to {TEAM::%{_team}%::MAPS}
  353.         send "&6--------+ &9Modern&5-&bParkour &6+--------" to all players
  354.         send " " to all players
  355.         send "&6/Podbijanie mapy zakaczane" to all players
  356.         send "&6Team > &a%{_team}% &6podbil mape &a%{_map}%" to all players
  357.         send " " to all players
  358.         send "&6====================================" to all players
  359.         set {PARKOUR::%{_map}%::TEAM} to "%{_team}%" parsed as string
  360.         set {PARKOUR::%{_map}%::TIME} to 0
  361. command /podbij:
  362.     trigger:
  363.         if "%{MAP::%player%}%" is not "%{PODBIJMAPE}%":
  364.             if {PODBIJMAPE} is set:
  365.                 teleport player to {PARKOUR::%{PODBIJMAPE}%::SPAWN}
  366.                 send "&6Wtiaj na podiciu mapy masz 5 minut"
  367.                 set {MAP::%player%} to "%{PODBIJMAPE}%" parsed as number
  368.                 delete {CHECKPOINT::%player%}
  369.                 set {STARTBUFOR::%player%} to "waiting" parsed as string
  370.                 set {STATUS::%player%} to false
  371.             else:
  372.                 send "&cPodbijanie mapy sie zakaczylo"
  373.         else:
  374.             send "&cYou allready on this map"
  375. command /leave:
  376.     trigger:
  377.         set {STATUS::%player%} to false
  378.         set {STARTBUFOR::%player%} to "waiting" parsed as string
  379.         teleport player to {LOBBY}
  380. command /spawn:
  381.     trigger:
  382.         set {STATUS::%player%} to false
  383.         set {STARTBUFOR::%player%} to "waiting" parsed as string
  384.         teleport player to {LOBBY}
  385. on drop:
  386.     cancel event
  387. command /toplvl:
  388.     trigger:
  389.         loop {TOPLVL::*}:
  390.             send "&6%loop-index%. &9%{TOPLVLNICK::%loop-index%}% &a%loop-value%"
  391. every 1 hour:
  392.     loop 999 times:
  393.         if {PARKOUR::%loop-number%::ID} is set:
  394.             wait 1 second
  395.             execute console command "do %loop-number%"
  396. command /do [<text>]:
  397.     trigger:
  398.         loop 10 times:
  399.             add 1 to {_int}
  400.             delete {_first}
  401.             loop {TOPTIME::%arg 1%::*}:
  402.                 if {_first} is not set:
  403.                     set {_name1} to "%loop-index%" parsed as string
  404.                     set {_first} to "%loop-value%" parsed as number
  405.                 else:
  406.                     set {_name2} to "%loop-index%" parsed as string
  407.                     set {_second} to "%loop-value%" parsed as number
  408.                     if {_first} is greater than {_second}:
  409.                         set {_name1} to "%loop-index%" parsed as string
  410.                         set {_first} to "%loop-value%" parsed as number
  411.             delete {TOPTIME::%arg 1%::%{_name1}%}
  412.             set {_NICK::%{_int}%} to "%{_name1}%"
  413.             set {_TIME::%{_int}%} to "%{_first}%"
  414.         loop {TOPTIME::%arg 1%::*}:
  415.             delete {TOPTIME::%arg 1%::%loop-index%}
  416.         loop 10 times:
  417.             set {TOPTIME::%arg 1%::%{_NICK::%loop-number%}%} to "%{_TIME::%loop-number%}%" parsed as number
  418.            
  419.            
  420. command /parkour [<text>] [<text>] [<text>] [<text>] [<text>]:
  421.     aliases: pk
  422.     trigger:
  423.         if "%player%" is "technik":
  424.             if arg 1 is not set:
  425.                 send "&6&l__--++::=== &9Modern&d-&bParkour &6&l===::++--__"
  426.                 send "&5/&epk &4loadall &7-To load all levels"
  427.                 send "&5/&epk &2create"
  428.                 send "&5/&epk &2setholo teleport &5- &3to teleport to start"
  429.                 send "&5/&epk &2setspawn"
  430.                 send "&5/&epk &2setfailblocks &2<&cFailBlock&2>"
  431.                 send "&5/&epk &2setfailplace/undo"
  432.                 send "&5/&epk &2type &2<&bType&2>"
  433.                 send "&5/&epk &2edit &2<&a&lID&2>"
  434.                 send "&5/&epk &2list/newlist"
  435.                 send "&5/&epk &2info &2<&a&lID&2>"
  436.                 send "&5/&epk &2setlobby"
  437.                 send "&5/&epk &3settings"
  438.                 send "&5/&epk &9event"
  439.                 send "&5/&epk &9Solo"
  440.                 send "&5/&epk &9Team"
  441.                 send "&5/&epk &9Maraton"
  442.                 send "&5/&epk &4delete"
  443.             if arg 1 is "loadall":
  444.                 set {_xp} to 25
  445.                 loop 100 times:
  446.                     add 1 to {_next}
  447.                     add {_xp} to {_total}
  448.                     set {LEVELS::%loop-number%} to "%{_total}%" parsed as number
  449.                     if {_next} is greater or equal to 10:
  450.                         set {_next} to 0
  451.                         add 25 to {_xp}
  452.                 set {_xp} to 0
  453.                 loop 100 times:
  454.                     add 3 to {_xp}
  455.                     set {STEPS::%loop-number%} to "%{_xp}%" parsed as number
  456.                 loop 15 times:
  457.                     if {TOPLVL::%loop-number%} is not set:
  458.                         set {TOPLVL::%loop-number%} to 0
  459.                         set {TOPLVLNICK::%loop-number%} to "NONE" parsed as string
  460.                 set {PARKOURXP::easy} to "50" parsed as number
  461.                 set {PARKOURXP::medium} to "100" parsed as number
  462.                 set {PARKOURXP::hard} to "150" parsed as number
  463.                 set {PARKOURMONEY::easy} to "1" parsed as number
  464.                 set {PARKOURMONEY::medium} to "2" parsed as number
  465.                 set {PARKOURMONEY::hard} to "3" parsed as number
  466.                
  467.                 set {PARKOURXP::retroeasy} to "25" parsed as number
  468.                 set {PARKOURXP::retromedium} to "50" parsed as number
  469.                 set {PARKOURXP::retrohard} to "75" parsed as number
  470.                 set {PARKOURMONEY::retroeasy} to "1" parsed as number
  471.                 set {PARKOURMONEY::retromedium} to "2" parsed as number
  472.                 set {PARKOURMONEY::retrohard} to "3" parsed as number
  473.                 send "&4&lEveryting is loaded sucesfully"
  474.             if arg 1 is "setlobby":
  475.                 set {LOBBY} to location of player
  476.                 send "&2Lobby is been set"
  477.             if arg 1 is "list":
  478.                 loop 999 times:
  479.                     if {PARKOUR::%loop-number%::ID} is set:
  480.                         if {_first} is not set:
  481.                             set {_first} to "&6Parkours ID: &a%loop-number%"
  482.                         else:
  483.                             set {_first} to "%{_first}% &7, &a%loop-number%"
  484.                 send "%{_first}%"
  485.             if arg 1 is "newlist":
  486.                 if arg 2 is not set:
  487.                     loop {TYPE::*}:
  488.                         send "%loop-index% - %loop-value%"
  489.                 if arg 2 is "easy" or "medium" or "hard" or "event" or "solo" or "team" or "none" or "retroeasy" or "retromedium" or "retrohard":
  490.                     loop 999 times:
  491.                         if {PARKOUR::%loop-number%::TYPE::%arg 2%} is set:
  492.                             if {_first} is not set:
  493.                                 set {_first} to "&6Parkours %arg 2%: &a%{PARKOUR::%loop-number%::TYPE::%arg 2%}%"
  494.                             else:
  495.                                 set {_first} to "%{_first}% &7, &a%{PARKOUR::%loop-number%::TYPE::%arg 2%}%"
  496.                     send "%{_first}%"
  497.             if arg 1 is "create":
  498.                 loop 999 times:
  499.                     if {PARKOUR::%loop-number%::ID} is not set:
  500.                         set {_map} to "%loop-number%" parsed as number
  501.                         set {PARKOUR::%{_map}%::ID} to "%{_map}%" parsed as number
  502.                         set {PARKOURMAPS::%{_map}%} to "%{_map}%" parsed as number
  503.                         set {EDITMAP} to "%{_map}%" parsed as number
  504.                         set {PARKOUR::%{_map}%::FAILS} to 0
  505.                         set {PARKOUR::%{_map}%::ENDS} to 0
  506.                         set {PARKOUR::%{_map}%::TIME} to 0
  507.                         add 1 to {MAPS}
  508.                         send "&2&lNewe map is created ID: &6&l%{_map}%"
  509.                         exit loop
  510.                 loop 999 times:
  511.                     set {_type} to "%loop-number%" parsed as number
  512.                     if {PARKOUR::%{_type}%::TYPE::none} is not set:
  513.                         add 1 to {TYPE::NONE}
  514.                         set {PARKOUR::%{_type}%::TYPE::none} to "%{_map}%" parsed as number
  515.                         set {PARKOURALIASE1::%{_map}%} to "none" parsed as string
  516.                         set {PARKOURALIASE2::%{_map}%} to "%{_type}%" parsed as number
  517.                         exit loop
  518.             if arg 1 is "setfailplace":
  519.                 add 1 to {PARKOUR::%{EDITMAP}%::FAILPLACE}
  520.                 execute player command "rg define fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
  521.             if arg 1 is "undo":
  522.                 execute player command "rg delete fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
  523.                 if {PARKOUR::%{EDITMAP}%::FAILPLACE} is greater than 0:
  524.                     subtract 1 from {PARKOUR::%{EDITMAP}%::FAILPLACE}
  525.                 else:
  526.                     send "&cAll regions are removed"
  527.             if arg 1 is "type":
  528.                 if arg 2 is "easy" or "medium" or "hard" or "event" or "solo" or "team" or "none" or "retroeasy" or "retromedium" or "retrohard":
  529.                     if "%{_oldtype}%" is not "%arg 2%":
  530.                         set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
  531.                         subtract 1 from {TYPE::%{_oldtype}%}
  532.                         add 1 to {TYPE::%arg 2%}
  533.                         delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
  534.                         delete {PARKOURALIASE1::%{EDITMAP}%}
  535.                         delete {PARKOURALIASE2::%{EDITMAP}%}
  536.                         loop 999 times:
  537.                             "%{PARKOURALIASE1::%loop-number%}%" is "%{_oldtype}%":
  538.                                 add 1 to {_next}
  539.                                 set {PARKOURAL::%{_next}%} to "%loop-number%" parsed as number
  540.                         loop 999 times:
  541.                             if {PARKOUR::%{_loop}%::TYPE::%{_oldtype}%} is set:
  542.                                 add 1 to {_next2}
  543.                                 set {_TYPE::%{_next2}%} to "%{PARKOUR::%{_loop}%::TYPE::%{_oldtype}%}%" parsed as number
  544.                         loop {_TYPE::*}:
  545.                             add 1 to {_n1}
  546.                             set {PARKOUR::%{_n1}%::TYPE::%{_oldtype}%} to "%loop-value%" parsed as number
  547.                             set {PARKOURALIASE2::%loop-value%} to "%{_n1}%"
  548.                         loop 999 times:
  549.                             if {PARKOUR::%loop-number%::TYPE::%arg 2%} is not set:
  550.                                 set {PARKOURALIASE1::%{EDITMAP}%} to "%arg 2%" parsed as string
  551.                                 set {PARKOURALIASE2::%{EDITMAP}%} to "%loop-number%" parsed as number
  552.                                 set {PARKOUR::%loop-number%::TYPE::%arg 2%} to "%{EDITMAP}%" parsed as number
  553.                                 exit loop
  554.                         send "&2The type is set"
  555.             if arg 1 is "edit":
  556.                 if arg 2 is set:
  557.                     if {PARKOUR::%arg 2%::ID} is set:
  558.                         set {EDITMAP} to "%arg 2%" parsed as number
  559.                         send "You editing map : %{EDITMAP}%"
  560.             if arg 1 is "info":
  561.                 if arg 2 is set:
  562.                     if {PARKOUR::%arg 2%::ID} is set:
  563.                         set {_map} to "%arg 2%" parsed as number
  564.                     if arg 3 is set:
  565.                         if {PARKOUR::%arg 3%::TYPE::%arg 2%} is set:
  566.                             set {_map} to {PARKOUR::%arg 3%::TYPE::%arg 2%}
  567.                             send "%{PARKOUR::%arg 2%::TYPE::%arg 3%}%"
  568.                     send "&2ID: &6%{_map}%"
  569.                     send "&5Ends: &6%{PARKOUR::%{_map}%::ENDS}% &5Fails: &6%{PARKOUR::%{_map}%::FAILS}%"
  570.                     send "&2Spawn: &a%{PARKOUR::%{_map}%::SPAWN}%"
  571.                     send "&bFailBlocks: &c%{PARKOUR::%{_map}%::FAILBLOCKS::1}%,%{PARKOUR::%{_map}%::FAILBLOCKS::2}%,%{PARKOUR::%{_map}%::FAILBLOCKS::3}%,%{PARKOUR::%{_map}%::FAILBLOCKS::4}%"
  572.             if arg 1 is "setspawn":
  573.                 set {PARKOUR::%{EDITMAP}%::SPAWN} to location of player
  574.                 send "&2Spawn is been set"
  575.             if arg 1 is "setfailblocks":
  576.                 if arg 2 parsed as item is set:
  577.                     set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::1} to "%arg 2%" parsed as item
  578.                 if arg 3 parsed as item is set:
  579.                     set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::2} to "%arg 3%" parsed as item
  580.                 if arg 4 parsed as item is set:
  581.                     set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::3} to "%arg 4%" parsed as item
  582.                 if arg 5 parsed as item is set:
  583.                     set {PARKOUR::%{EDITMAP}%::FAILBLOCKS::4} to "%arg 5%" parsed as item
  584.                 send "&cFail blocks are set"
  585.             if arg 1 is "setholo":
  586.                 if arg 2 is "teleport":
  587.                     set {PARKOUR::%{EDITMAP}%::TELEPORT} to location of player
  588.                     send "&2Start teleport is been set"
  589.                     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
  590.                     set {PARKOUR::%{EDITMAP}%::STARTHOLO} to block above player
  591.             if arg 1 is "delete":
  592.                 if {PARKOUR::%{EDITMAP}%::ID} is set:
  593.                     subtract 1 from {MAPS}
  594.                     delete {PARKOUR::%{EDITMAP}%::ID}
  595.                     delete {PARKOUR::%{EDITMAP}%::SPAWN}
  596.                     delete {PARKOUR::%{EDITMAP}%}
  597.                     delete {PARKOUR::%{EDITMAP}%::TELEPORT}
  598.                     delete {PARKOURMAPS::%{EDITMAP}%}
  599.                     delete {PARKOUR::%{EDITMAP}%::FAILS}
  600.                     delete {PARKOUR::%{EDITMAP}%::ENDS}
  601.                     delete {PARKOUR::%{EDITMAP}%::STARTHOLO}
  602.                     loop 4 times:
  603.                         delete {PARKOUR::%{EDITMAP}%::FAILBLOCKS::%loop-number%}
  604.                     loop {TOPTIME::%{EDITMAP}%::*}:
  605.                         delete {TOPTIME::%{EDITMAP}%::%loop-index%}
  606.                     delete holo object "id.%{EDITMAP}%.start"
  607.                     set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
  608.                     subtract 1 from {TYPE::%{_oldtype}%}
  609.                     add 1 to {TYPE::%arg 2%}
  610.                     delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
  611.                     delete {PARKOURALIASE1::%{EDITMAP}%}
  612.                     delete {PARKOURALIASE2::%{EDITMAP}%}
  613.                     set {_oldtype} to {PARKOURALIASE1::%{EDITMAP}%}
  614.                     subtract 1 from {TYPE::%{_oldtype}%}
  615.                     delete {PARKOUR::%{PARKOURALIASE2::%{EDITMAP}%}%::TYPE::%{PARKOURALIASE1::%{EDITMAP}%}%}
  616.                     delete {PARKOURALIASE1::%{EDITMAP}%}
  617.                     delete {PARKOURALIASE2::%{EDITMAP}%}
  618.                     loop {PARKOUR::%{EDITMAP}%::FAILPLACE} times:
  619.                         execute player command "rg delete fail_%{EDITMAP}%_%{PARKOUR::%{EDITMAP}%::FAILPLACE}%"
  620.                     loop 999 times:
  621.                         "%{PARKOURALIASE1::%loop-number%}%" is "%{_oldtype}%":
  622.                             add 1 to {_next}
  623.                             set {PARKOURAL::%{_next}%} to "%loop-number%" parsed as number
  624.                     loop 999 times:
  625.                         if {PARKOUR::%{_loop}%::TYPE::%{_oldtype}%} is set:
  626.                             add 1 to {_next2}
  627.                             set {_TYPE::%{_next2}%} to "%{PARKOUR::%{_loop}%::TYPE::%{_oldtype}%}%" parsed as number
  628.                     loop {_TYPE::*}:
  629.                         add 1 to {_n1}
  630.                         set {PARKOUR::%{_n1}%::TYPE::%{_oldtype}%} to "%loop-value%" parsed as number
  631.                         set {PARKOURALIASE2::%loop-value%} to "%{_n1}%"
  632.                     send "&4&ldeleted map ID :%{EDITMAP}%"
  633.             if arg 1 is "settings":
  634.                 if arg 2 is not set:
  635.                     send "&b/pk &csettings &a<Type> xp <Amount>"
  636.                     send "&b/pk &csettings &a<Type> money <Amount>"
  637.                     send "&b/pk &csettings &aresettime <ID/Player>"
  638.                 if arg 2 is "easy" or "medium" or "hard":
  639.                     if arg 3 is "xp":
  640.                         if arg 4 parsed as number is set:
  641.                             set {PARKOURXP::%arg 2%} to "%arg 4%" parsed as number
  642.                             send "&cXP is been set"
  643.                 if arg 2 is "easy" or "medium" or "hard":
  644.                     if arg 3 is "money":
  645.                         if arg 4 parsed as number is set:
  646.                             set {PARKOURMONEY::%arg 2%} to "%arg 4%" parsed as number
  647.                             send "&cMoney is been set"
  648.                 if arg 2 is "resettime":
  649.                     if {PARKOUR::%arg 3%::ID} is set:
  650.                         loop {TOPTIME::%arg 3%::*}:
  651.                             delete {TOPTIME::%arg 3%::%loop-index%}
  652.                         send "&cAll tops are removed from map"
  653.                     else:
  654.                         loop 999 times:
  655.                             delete {TOPTIME::%loop-number%::%arg 3%}
  656.                         send "&cAll top stats are been removed"            
  657.             if arg 1 is "event":
  658.                 if arg 2 is not set:
  659.                     send "&a/pk event xp <Amount> <ID>"
  660.                     send "&a/pk event slots <Amount> <ID>"
  661.                     send "&a/pk event list"
  662.                     send "&a/pk event start <ID>"
  663.                 if arg 2 is "xp":
  664.                     if arg 3 parsed as number is set:
  665.                         if "%{PARKOURALIASE1::%arg 4%}%" is "event":
  666.                             set {PARKOUR::%arg 4%::EVENT::XP} to "%arg 3%" parsed as number
  667.                             send "&6XP is set to %arg 3%"
  668.                 if arg 2 is "slots":
  669.                     if arg 3 parsed as number is set:
  670.                         if "%{PARKOURALIASE1::%arg 4%}%" is "event":
  671.                             set {PARKOUR::%arg 4%::EVENT::SLOTS} to "%arg 3%" parsed as number
  672.                             send "&6Slots ar st to %arg 3%"
  673.                 if arg 2 is "list":
  674.                     loop 999 times:
  675.                         if "%{PARKOURALIASE1::%loop-number%}%" is "event":
  676.                             send "&2ID &5: &6%loop-number%"
  677.                 if arg 2 is "start":
  678.                     if "%{PARKOURALIASE1::%arg 3%}%" is "event":
  679.                         set {EVENT::XP} to "%{PARKOUR::%arg 3%::EVENT::XP}%" parsed as number
  680.                         set {EVENT::SLOTS} to "%{PARKOUR::%arg 3%::EVENT::SLOTS}%" parsed as number
  681.                         set {EVENT::ID} to "%arg 3%" parsed as number
  682.                         set {EVENT::STATUS} to true
  683.                         set {EVENT::PLACE} to 0
  684.                         set {_int} to 30
  685.                         loop {EVENT::PLAYERS::*}:
  686.                             delete {EVENT::PLAYERS::%loop-index%}
  687.                         loop 3 times:
  688.                             send "&2EVENT STARTING &6/event" to all players
  689.                         loop 30 times:
  690.                             loop all players:
  691.                                 if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
  692.                                     send "&2Event starts in %{_int}%" to loop-player
  693.                             subtract 1 from {_int}
  694.                             wait 1 second
  695.                         loop all players:
  696.                             if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
  697.                                 send "&6&lGO GO GO" to loop-player
  698.                                 teleport loop-player to {PARKOUR::%{EVENT::ID}%::SPAWN}
  699.             if arg 1 is "solo":
  700.                 if arg 2 is not set:
  701.                     send "&9/pk solo &astart <ID>"
  702.                     send "&9/pk solo &alist"
  703.                     send "&9/pk solo &astop"
  704.                 if arg 2 is "stop":
  705.                     loop all players:
  706.                         if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
  707.                             teleport loop-player to {LOBBY}
  708.                     set {SOLO::STATUS} to false
  709.                     send "&4&lTURNIEJ SOLO ZOSTAL ANULOWANY" to all players
  710.                 if arg 2 is "list":
  711.                     loop 999 times:
  712.                         if "%{PARKOURALIASE1::%loop-number%}%" is "solo":
  713.                             send "&2ID &5: &6%loop-number%"
  714.                 if arg 2 is "start":
  715.                     if arg 3 is set:
  716.                         if "%{PARKOURALIASE1::%arg 3%}%" is "solo":
  717.                             if {SOLO::STATUS} is not set:
  718.                                 set {SOLO::STATUS} to false
  719.                             if {SOLO::STATUS} is false:
  720.                                 loop {SOLO::PLAYERS::*}:
  721.                                     delete {SOLO::PLAYERS::%loop-index%}
  722.                                 set {SOLO::SLOTS} to 0
  723.                                 set {SOLO::STATUS} to true
  724.                                 set {SOLO::ID} to "%arg 3%" parsed as number
  725.                                 send "&6&lTournament SOLO Starting in 30 sconds /solo"
  726.                                 set {_int} to 10
  727.                                 loop 30 times:
  728.                                     wait 1 second
  729.                                     if loop-number is greater or equal to 20:
  730.                                         send "&6&lTournament SOLO Starting in %{_int}% sconds /solo" to all players
  731.                                         subtract 1 from {_int}
  732.                                 loop all players:
  733.                                     if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
  734.                                         teleport loop-player to {PARKOUR::%{SOLO::ID}%::SPAWN}
  735.                                 loop 3 times:
  736.                                     send "&6&lTurniej SOLO wystartowal" to all players
  737.             if arg 1 is "team":
  738.                 if arg 2 is not set:
  739.                     send "&9/pk team &astart <ID>"
  740.                     send "&9/pk team &alist"
  741.                     send "&9/pk team &astop"
  742.                 if arg 2 is "stop":
  743.                     set {TEAMTT::STATUS} to false
  744.                     loop 3 times:
  745.                         send "&a&lTEAM TOURNAMENT CLOSED" to all players
  746.                 if arg 2 is "list":
  747.                     loop 999 times:
  748.                         if "%{PARKOURALIASE1::%loop-number%}%" is "team":
  749.                             send "&2ID &5: &6%loop-number%"
  750.                 if arg 2 is "start":
  751.                     if arg 3 is set:
  752.                         if "%{PARKOURALIASE1::%arg 3%}%" is "team":
  753.                             if {TEAMTT::STATUS} is not set:
  754.                                 set {TEAMTT::STATUS} to false
  755.                             if {TEAMTT::STATUS} is false:
  756.                                 loop {TEAMTT::PLAYERS::*}:
  757.                                     delete {TEAMTT::PLAYERS::%loop-index%}
  758.                                 loop {TEAMTT::GROUP::*}:
  759.                                     delete {TEAMTT::GROUP::%loop-index%}
  760.                                 set {TEAMTT::STATUS} to true
  761.                                 set {TEAMTT::ID} to "%arg 3%" parsed as number
  762.                                 send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 2 MINUTY" to all players
  763.                                 wait 1 minute
  764.                                 send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 1 MINUT" to all players
  765.                                 wait 50 seconds
  766.                                 send "&2&lTEAM TURNIEJ WYSTARTUJE ZA 10 sekund" to all players
  767.                                 wait 10 seconds
  768.                                 loop {TEAMTT::PLAYERS::*}:
  769.                                     add 1 to {_TEAM::%loop-value%}
  770.                                 loop {_TEAM::*}:
  771.                                     if "%loop-value%" is "1":
  772.                                         loop {TEAMTT::PLAYERS::*}:
  773.                                             if "%loop-index-1%" is "%loop-index-2%":
  774.                                                 delete {TEAMTT::PLAYERS::%loop-index-2%}
  775.                                 set {_size} to size of {TEAMTT::PLAYERS::*}
  776.                                 if "%{_size}%" is "<none>" or "1":
  777.                                     send "&4Tournament closed"
  778.                                     stop
  779.                                 loop {TEAMTT::PLAYERS::*}:
  780.                                     set {TEAMTT::GROUP::%loop-index%} to "%loop-value%" parsed as string
  781.                                 loop all players:
  782.                                     if {TEAMTT::GROUP::%loop-player%} is set:
  783.                                         teleport loop-player to {PARKOUR::%{TEAMTT::ID}%::SPAWN}
  784.                                 set {_int} to 5
  785.                                 loop 5 times:
  786.                                     wait 1 second
  787.                                     loop all players:
  788.                                         if {TEAMTT::GROUP::%loop-player%} is set:
  789.                                             send "&cTEAM TURNIEJ WYSTARTUJE ZA %{_int}% sekund" to loop-player
  790.                                     add 1 to {_int}
  791.                                 loop all players:
  792.                                     if {TEAMTT::GROUP::%loop-player%} is set:
  793.                                         teleport loop-player to {PARKOUR::%{TEAMTT::ID}%::SPAWN}
  794.                                 loop 5 times:
  795.                                     send "&6TEAM TURNIEJ &2WYSTARTOWAL !!!" to all players
  796.                                 set {_size} to size of {TEAMTT::GROUP::*}
  797.                                 if {_size} is greater or equal to 4:
  798.                                     loop 9999 times:
  799.                                         wait a second
  800.                                         set {_size} to size of {TEAMTT::TIMES::*}
  801.                                         if {_size} is set:
  802.                                             loop 3 times:
  803.                                                 send "&2TEAM TURNIEJ ZAKACZY SIE ZA 30 SEKUND" to all players
  804.                                             wait 30 seconds
  805.                                             exit loop
  806.                                 else:
  807.                                     send "&4TEAM TURNIEJ ANULOWANy ZE WZGELEDU MALEJ ILOSCI OSOB" to all players
  808.                                     stop
  809.                                 loop {TEAMTT::TIMES::*}:
  810.                                     add loop-value to {_TEAMTIMES::%{TEAMPLAYER::%loop-index%}%}
  811.                                     add 1 to {_ADD::%{TEAMPLAYER::%loop-index%}%}
  812.                                 loop {_ADD::*}:
  813.                                     if "%loop-value%" is "<none>" or "1" or "none":
  814.                                         delete {_ADD::%loop-index%}
  815.                                         set {_skip} to true
  816.                                     if {_skip} is not set:
  817.                                         set {_fintal::%loop-index%} to "%{_ADD::%{TEAMPLAYER::%loop-index%}%} / {_TEAMTIMES::%{TEAMPLAYER::%loop-index%}%}%"
  818.                                     delete {_skip}
  819.                                 set {_r} to size of {_fintal::*}
  820.                                 loop {_r} times:
  821.                                     loop {_fintal::*}:
  822.                                         if {_v.%loop-number%} is not set:
  823.                                             set {_v.%loop-number%} to loop-value
  824.                                             set {_i.%loop-number%} to loop-index
  825.                                         if loop-value is greater than {_v.%loop-number%}:
  826.                                             set {_v.%loop-number%} to loop-value
  827.                                             set {_i.%loop-number%} to loop-index
  828.                                     remove {_v.%loop-number%} from {_fintal::*}
  829.                                 loop {_r} times:
  830.                                     set {_fintal::%{_i.%loop-number%}%} to {_v.%loop-number%}
  831.                                 loop 15 times:
  832.                                     if {_i.%loop-number%} is set:
  833.                                         send "&4&lTOURNAMENT STATS : &e%{_i.%loop-number%}% &6%{_v.%loop-number%}%" to all players
  834.                                 wait 10 seconds
  835.                                 loop 5 times:
  836.                                     send "&6&lWYGRAL TEAM %{_i.1}% Z SREDNIM CZASEM: %{_v.1}%" to all players
  837.             if arg 1 is "maraton":
  838.                 if arg 2 is not set:
  839.                     send "/pk maraton add/remove <ID>"
  840.                     send "/pk maraton show"
  841.                     send "/pk maraton start"
  842.                     send "/pk maraton stop"
  843.                 if arg 2 is "stop":
  844.                     set {MARATON::STATUS} to false
  845.                     loop 3 times:
  846.                         send "&2MARATON IS CLOSED" to all players
  847.                 if arg 2 is "add":
  848.                     if {PARKOUR::%arg 3%::ID} is set:
  849.                         loop {MARATON::LIST::*}:
  850.                             if "%loop-value%" is "%arg 3%":
  851.                                 send "&cTa mapa juz jest w maratonie!"
  852.                                 stop
  853.                         add arg 3 to {MARATON::LIST::*}
  854.                         send "Dodano %arg 3% to maratonu"
  855.                 if arg 2 is "remove":
  856.                     if {PARKOUR::%arg 3%::ID} is set:
  857.                         remove arg 3 from {MARATON::LIST::*}
  858.                         send "Usunieto %arg 3% z maratonu"
  859.                 if arg 2 is "show":
  860.                     loop {MARATON::LIST::*}:
  861.                         send "%loop-index% - %loop-value%"
  862.                 if arg 2 is "start":
  863.                     if {MARATON::STATUS} is not set:
  864.                         set {MARATON::STATUS} to false
  865.                     set {MARATON::STATUS} to false
  866.                     if {MARATON::STATUS} is false:
  867.                         loop {MARATON::PLAYERS::*}:
  868.                             delete {MARATON::PLAYERS::%loop-index%}
  869.                         loop {MARATON::MAPS::*}:
  870.                             delete {MARATON::MAPS::%loop-index%}
  871.                         loop {MARATON::LIST::*}:
  872.                             add 1 to {_int}
  873.                             set {MARATON::MAPS::%{_int}%} to "%loop-value%" parsed as number
  874.                         set {MARATON::FINAL} to "%{_int}%" parsed as number
  875.                         set {MARATON::STATUS} to true
  876.                         set {MARATON::FINISH} to 0
  877.                         set {_size} to size of {MARATON::LIST::*}
  878.                         loop 5 times:
  879.                             send "&4Maraton of &a%{_size}% &4Maps starting &6/maraton&4 - to join" to all players
  880.                         set {_time} to 15
  881.                         loop 4 times:
  882.                             wait 5 seconds
  883.                             loop all players:
  884.                                 if {MARATON::PLAYERS::%loop-player%} is set:
  885.                                     teleport loop-player to {PARKOUR::%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%::SPAWN}
  886.                                     set {MAP::%loop-player%} to "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%"
  887.                                     send "&4Maraton startin in %{_time}% seconds" to loop-player
  888.                             subtract 5 from {_time}
  889.                         send "&6&lTHE MARATON IN OFFICIALY STARTED"
  890.                        
  891.  
  892.  
  893.  
  894.  
  895. command /maraton:
  896.     trigger:
  897.         if {MARATON::STATUS} is true:
  898.             if {MARATON::PLAYERS::%player%} is not set:
  899.                 set {MARATON::PLAYERS::%player%} to 1
  900.                 send "&4Witamy w maratonie"
  901.  
  902. command /event:
  903.     trigger:
  904.         if {EVENT::STATUS} is true:
  905.             set {MAP::%player%} to "%{EVENT::ID}%" parsed as number
  906.             teleport player to {PARKOUR::%{EVENT::ID}%::SPAWN}
  907.             send "&4&l Welcome to the event!!!"
  908.         else:
  909.             send "&cBrak eventu"
  910. command /solo:
  911.     trigger:
  912.         if {SOLO::STATUS} is true:
  913.             set {MAP::%player%} to "%{SOLO::ID}%" parsed as number
  914.             teleport player to {PARKOUR::%{SOLO::ID}%::SPAWN}
  915.             send "&4&l Welcome to solo Tournament"
  916.         else:
  917.             send "&cBrak turnieju solo"
  918. command /turniej:
  919.     trigger:
  920.         if {TEAMTT::STATUS} is true:
  921.             if {TEAMTT::PLAYERS::%player%} is not set:
  922.                 if {TEAMPLAYER::%player%} is set:
  923.                     set {TEAMTT::PLAYERS::%player%} to "%{TEAMPLAYER::%player%}%" parsed as string
  924.                     send "&aZostales zapisany na liste turnieju teraz zaczekaj chwile do startu"
  925. on region enter:
  926.     set {_region} to "%region%"
  927.     replace all "world" with "" in {_region}
  928.     replace all "in" with "" in {_region}
  929.     replace all " " with "" in {_region}
  930.     if "%{_region}%" contains "fail":
  931.         send "&cFail...:/"
  932.         add 1 to {PARKOUR::%{MAP::%player%}%::FAILS}
  933.         if {CHECKPOINT::%player%} is set:
  934.             teleport player to {CHECKPOINT::%player%}
  935.         else:
  936.             set {STATUS::%player%} to false
  937.             set {STARTBUFOR::%player%} to "waiting" parsed as string
  938.             teleport player to {PARKOUR::%{MAP::%player%}%::SPAWN}
  939. every 300 seconds:
  940.     loop all players:
  941.         wait 10 tick
  942.         execute loop-player command "loopplayerlevel %loop-player%"
  943. command /loopplayerlevel [<text>]:
  944.     trigger:
  945.         set {_player} to "%arg 1%" parsed as player
  946.         set {_lvl} to "%{LVL::%arg 1%}%" parsed as number
  947.         loop {TOPLVLNICK::*}:
  948.             if "%loop-value%" is "%{_player}%":
  949.                 if {TOPLVL::%loop-index%} is smaller than {_lvl}:
  950.                     if "%loop-index%" is "1":
  951.                         set {TOPLVL::%loop-index%} to "%{_lvl}%" parsed as number
  952.                         set {TOPLVLNICK::%loop-index%} to "%{_player}%"
  953.                         send "&4&l *** &9%{_player}% &bWbil &2LVL:&a&l%{_lvl}% &bOraz &a&l1 &bMiejsce na &c/toplvl &4&l ***" to all players
  954.                         stop
  955.                     else:
  956.                         delete {TOPLVL::%loop-index%}
  957.                         delete {TOPLVLNICK::%loop-index%}
  958.                 else:
  959.                     stop
  960.         loop {TOPLVL::*}:
  961.             add 1 to {_int1}
  962.             set {_TOPLVL::%{_int1}%} to "%loop-value%" parsed as number
  963.         loop {TOPLVLNICK::*}:
  964.             add 1 to {_int2}
  965.             set {_TOPNICK::%{_int2}%} to "%loop-value%" parsed as string
  966.         loop 15 times:
  967.             if {_lvl} is greater than {_TOPLVL::%loop-number%}:
  968.                 set {TOPLVL::%loop-number%} to "%{_lvl}%" parsed as number
  969.                 set {TOPLVLNICK::%loop-number%} to "%{_player}%"
  970.                 send " " to all players
  971.                 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
  972.                 send " " to all players
  973.                 set {_first} to "%loop-number%" parsed as number
  974.                 set {_second} to "%loop-number%" parsed as number
  975.                 loop 15 times:
  976.                     add 1 to {_second}
  977.                     if {_second} is smaller than 16:
  978.                         set {TOPLVL::%{_second}%} to "%{_TOPLVL::%{_first}%}%" parsed as number
  979.                         set {TOPLVLNICK::%{_second}%} to "%{_TOPNICK::%{_first}%}%"
  980.                     else:
  981.                         stop
  982.                     add 1 to {_first}
  983. every 1 tick:
  984.     loop all players:
  985.         set {_time} to difference between {JUMPTIME::%loop-player%} and now
  986.         if {_time} is greater than 1 tick:
  987.             if {JUMPSTATUS::%loop-player%} is true:
  988.                 set {_yblock} to y-coordinate of block below the loop-player
  989.                 set {_yplayer} to y-coordinate of loop-player
  990.                 set {_yblock} to "%{_yblock}%" parsed as integer
  991.                 set {_yplayer} to "%{_yplayer}%" parsed as integer
  992.                 set {_y} to difference between {_yblock} and {_yplayer}
  993.                 if {_y} is greater than 1:
  994.                     set {JUMPSTATUS::%loop-player%} to false
  995.             else:
  996.                 set {_yblock} to y-coordinate of block below the loop-player
  997.                 set {_yplayer} to y-coordinate of loop-player
  998.                 set {_yblock} to "%{_yblock}%" parsed as integer
  999.                 set {_yplayer} to "%{_yplayer}%" parsed as integer
  1000.                 set {_y} to difference between {_yblock} and {_yplayer}
  1001.                 if {_y} is smaller or equal to 0.57:
  1002.                     add 1 to {JUMPS::%loop-player%}
  1003.                     set {JUMPSTATUS::%loop-player%} to true
  1004.                     set {JUMPTIME::%loop-player%} to now
  1005.         loop {MAPS} times:
  1006.             set {_id} to "%loop-number%" parsed as number
  1007.             if distance between loop-player and {PARKOUR::%{_id}%::TELEPORT} is smaller than 1.3:
  1008.                 teleport loop-player to {PARKOUR::%{_id}%::SPAWN}
  1009.                 set {MAP::%loop-player%} to "%{_id}%" parsed as number
  1010.                 send "&2Welcome to map &c%{_id}% " to loop-player
  1011.                 set {MAP::%loop-player%} to "%loop-number%" parsed as number
  1012.                 delete {CHECKPOINT::%loop-player%}
  1013.         loop 4 times:
  1014.             if "%block below the loop-player%" is "%{PARKOUR::%{MAP::%loop-player%}%::FAILBLOCKS::%loop-number%}%":
  1015.                 set {_y} to y-coordinate of block below the loop-player
  1016.                 set {_yplayer} to y-coordinate of loop-player
  1017.                 if difference between {_y} and {_yplayer} is smaller than 0.51:
  1018.                     send "&cFail...:/" to loop-player
  1019.                     add 1 to {PARKOUR::%{MAP::%loop-player%}%::FAILS}
  1020.                     if {CHECKPOINT::%loop-player%} is set:
  1021.                         teleport loop-player to {CHECKPOINT::%loop-player%}
  1022.                     else:
  1023.                         set {STATUS::%loop-player%} to false
  1024.                         set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
  1025.                         teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
  1026.         if "%block below the loop-player%" is "green wool":
  1027.             if "%{STARTBUFOR::%loop-player%}%" is "waiting":
  1028.                 set {STARTBUFOR::%loop-player%} to "starting"
  1029.         else:
  1030.             if {STATUS::%loop-player%} is false:
  1031.                 if "%{STARTBUFOR::%loop-player%}%" is "starting":
  1032.                     if {PARKOUR::%{MAP::%loop-player%}%::TEAM} is set:
  1033.                         send "&2Map &6%{PARKOUR::%{MAP::%loop-player%}%::TEAM}% &2> Run Run" to loop-player
  1034.                     else:
  1035.                         send "&2Run run!" to loop-player
  1036.                     set {TIME::%loop-player%} to now
  1037.                     set {STATUS::%loop-player%} to true
  1038.                     set {STARTBUFOR::%loop-player%} to "running"
  1039.                     set level progress of loop-player to 0
  1040.                     set level of loop-player to 0
  1041.                     while {STATUS::%loop-player%} is true:
  1042.                         wait 1 tick
  1043.                         add 0.05 to level progress of loop-player
  1044.                     delete holo object "id.%{MAP::%loop-player%}%.start"
  1045.                     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}
  1046.         if "%block below the loop-player%" is "blue wool":
  1047.             if {STATUS::%loop-player%} is true:
  1048.                 delete {CHECKPOINT::%loop-player%}
  1049.                 if "%{MAP::%loop-player%}%" is "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%":
  1050.                     if {MARATON::STATUS} is true:
  1051.                         add 1 to {MARATON::PLAYERS::%loop-player%}
  1052.                         set {_mapnr} to "%{MARATON::PLAYERS::%loop-player%} - 1%" parsed as number
  1053.                         send "&a&l>>>> %{_mapnr}% &2&lto finish &a&l%{MARATON::FINAL}% <<<<" to loop-player
  1054.                         if {MARATON::PLAYERS::%loop-player%} is greater than {MARATON::FINAL}:
  1055.                             add 1 to {MARATON::FINISH}
  1056.                             send "&4&l%loop-player% &6&lFinised maraton NR:&9&l %{MARATON::FINISH}%" to all players
  1057.                             teleport loop-player to {LOBBY}
  1058.                             delete {MARATON::PLAYERS::%loop-player%}
  1059.                         teleport loop-player to {PARKOUR::%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%::SPAWN}
  1060.                         set {MAP::%loop-player%} to "%{MARATON::MAPS::%{MARATON::PLAYERS::%loop-player%}%}%"
  1061.                 if "%{MAP::%loop-player%}%" is "%{TEAMTT::ID}%":
  1062.                     if {TEAMTT::STATUS} is true:
  1063.                         set {_time} to difference between {TIME::%loop-player%} and now
  1064.                         loop 60 times:
  1065.                             if {_time} is greater or equal to 1 minute:
  1066.                                 add 1 to {_minutes}
  1067.                                 remove 1 minute from {_time}
  1068.                         set {_time} to "%{_time}%" parsed as string
  1069.                         replace all "seconds" with "" in {_time}
  1070.                         set {_time} to "%{_time}%" parsed as number
  1071.                         loop {_minutes} times:
  1072.                             add 60 to {_time}
  1073.                         set {_time} to "%{_time}%" parsed as number
  1074.                         set {TEAMTT::TIMES::%loop-player%} to "%{_time}%" parsed as number
  1075.                         teleport loop-player to {LOBBY}
  1076.                         send "&aGratulacje Zaczekaj az wszyscy przejda parkoura" to loop-player
  1077.                 if "%{MAP::%loop-player%}%" is "%{SOLO::ID}%":
  1078.                     if {SOLO::STATUS} is true:
  1079.                         if {SOLO::PLAYERS::%loop-player%} is not set:
  1080.                             set {SOLO::PLAYERS::%loop-player%} to "%loop-player%" parsed as player
  1081.                             add 1 to {SOLO::SLOTS}
  1082.                             set {SOLO::WINNAR::%{SOLO::SLOTS}%} to "%loop-player%" parsed as player
  1083.                             send "&6&lSOLO TURNIEJ &2&l%loop-player% &9&lWygral z &3&l%{SOLO::SLOTS}%" to all players
  1084.                             if {SOLO::SLOTS} is greater or equal to 3:
  1085.                                 set {SOLO::STATUS} to false
  1086.                                 loop all players:
  1087.                                     if "%{MAP::%loop-player-2%}%" is "%{SOLO::ID}%":
  1088.                                         teleport loop-player-2 to {LOBBY}
  1089.                                 loop 3 times:
  1090.                                     send "&5SOLO TURNIEJ ZOSTAL ZAMKNIETY" to all players
  1091.                         else:
  1092.                             send "&cJuz raz wygrales turniej" to all players
  1093.                             teleport loop-player to {LOBBY}
  1094.                 if "%{MAP::%loop-player%}%" is "%{PODBIJMAPE}%":
  1095.                     if {TEAMPLAYER::%loop-player%} is set:
  1096.                         set {_time} to difference between {TIME::%loop-player%} and now
  1097.                         loop 60 times:
  1098.                             if {_time} is greater or equal to 1 minute:
  1099.                                 add 1 to {_minutes}
  1100.                                 remove 1 minute from {_time}
  1101.                         set {_time} to "%{_time}%" parsed as string
  1102.                         replace all "seconds" with "" in {_time}
  1103.                         set {_time} to "%{_time}%" parsed as number
  1104.                         loop {_minutes} times:
  1105.                             add 60 to {_time}
  1106.                         set {_time} to "%{_time}%" parsed as number
  1107.                         set {PODBIJTOP::%loop-player%} to "%{PODBIJTOP::%loop-player%}%" parsed as number
  1108.                         if {PODBIJTOP::%loop-player%} is not set:
  1109.                             set {PODBIJTOP::%loop-player%} to "%{_time}%" parsed as number
  1110.                         if {PODBIJTOP::%loop-player%} is greater than {_time}:
  1111.                             set {PODBIJTOP::%loop-player%} to "%{_time}%" parsed as number
  1112.                         set {_r} to size of {PODBIJTOP::*}
  1113.                         loop {_r} times:
  1114.                             loop {PODBIJTOP::*}:
  1115.                                 if {_v.%loop-number%} is not set:
  1116.                                     set {_v.%loop-number%} to loop-value
  1117.                                     set {_i.%loop-number%} to loop-index
  1118.                                 if loop-value is smaller than {_v.%loop-number%}:
  1119.                                     set {_v.%loop-number%} to loop-value
  1120.                                     set {_i.%loop-number%} to loop-index
  1121.                             remove {_v.%loop-number%} from {PODBIJTOP::*}
  1122.                         loop {_r} times:
  1123.                             set {PODBIJTOP::%{_i.%loop-number%}%} to {_v.%loop-number%}
  1124.                         loop 10 times:
  1125.                             if {_i.%loop-number%} is set:
  1126.                                 send "&e%{_i.%loop-number%}% &6%{_v.%loop-number%}%" to loop-player
  1127.                         set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
  1128.                         set {STATUS::%loop-player%} to false
  1129.                         teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
  1130.                         stop
  1131.                     else:
  1132.                         send "&cYOu need a team use /team" to loop-player
  1133.                 if "%{MAP::%loop-player%}%" is "%{EVENT::ID}%":
  1134.                     if {EVENT::PLAYERS::%loop-player%} is not set:
  1135.                         if {EVENT::STATUS} is true:
  1136.                             set {EVENT::PLAYERS::%loop-player%} to "%loop-player%" parsed as player
  1137.                             teleport loop-player to {PARKOUR::%{EVENT::ID}%::SPAWN}
  1138.                             add 1 to {EVENT::PLACE}
  1139.                             add {EVENT::XP} to {XP::%loop-player%}
  1140.                             send "&6&l%loop-player% &2&lWygral event NR:&d%{EVENT::PLACE}% XP:%{EVENT::XP}%" to all players
  1141.                             set {EVENT::XP} to "%0.95 * {EVENT::XP}%" parsed as number
  1142.                             subtract 1 from {EVENT::SLOTS}
  1143.                             if {EVENT::SLOTS} is smaller or equal to 0:
  1144.                                 loop all players:
  1145.                                     if "%{MAP::%loop-player-2%}%" is "%{EVENT::ID}%":
  1146.                                         teleport loop-player-2 to {LOBBY}
  1147.                                 loop 3 times:
  1148.                                     send "&cEVENT CLOSED" to all players
  1149.                                 set {EVENT::STATUS} to false
  1150.                             stop
  1151.                     else:
  1152.                         send "&cJuz raz wygrales ten event" to loop-player
  1153.                         teleport loop-player to {LOBBY}
  1154.                 set {_true} to false
  1155.                 if {STATUS::%loop-player%} is true:
  1156.                     if "%{STARTBUFOR::%loop-player%}%" is "running":
  1157.                         set {_true} to true
  1158.                 if {_true} is true:
  1159.                     if {TEAMPLAYER::%loop-player%} is set:
  1160.                         add 1 to  {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS}
  1161.                         if {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS} is greater or equal to {STEPS::%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%}:
  1162.                             set {TEAM::%{TEAMPLAYER::%loop-player%}%::STEPS} to 0
  1163.                             add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}
  1164.                             loop 3 times:
  1165.                                 send "&2Youre team is level up LVL: &6&l%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%" to {TEAM::%{TEAMPLAYER::%loop-player%}%::MEMBERS::*}
  1166.                             loop 25 times:
  1167.                                 if "%{TEAM::%{TEAMPLAYER::%loop-player%}%::LVL}%" is "5" or "10" or "15" or "20" or "25":
  1168.                                     add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::SLOTS}
  1169.                                     exit loop
  1170.                     add 1 to {TEAM::%{TEAMPLAYER::%loop-player%}%::MONEY}
  1171.                     add 50 to {TEAM::%{TEAMPLAYER::%loop-player%}%::XP}
  1172.                     set {_time} to difference between {TIME::%loop-player%} and now
  1173.                     loop 60 times:
  1174.                         if {_time} is greater or equal to 1 minute:
  1175.                             add 1 to {_minutes}
  1176.                             remove 1 minute from {_time}
  1177.                     set {_time} to "%{_time}%" parsed as string
  1178.                     replace all "seconds" with "" in {_time}
  1179.                     set {_time} to "%{_time}%" parsed as number
  1180.                     loop {_minutes} times:
  1181.                         add 60 to {_time}
  1182.                     set {_time} to "%{_time}%" parsed as number
  1183.                     if {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} is not set:
  1184.                         set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{_time}%" parsed as number
  1185.                     if {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} is greater than {_time}:
  1186.                         set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{_time}%" parsed as number
  1187.                         send "&6You have broken your record" to loop-player
  1188.                     set {TOPTIME::%{MAP::%loop-player%}%::%loop-player%} to "%{TOPTIME::%{MAP::%loop-player%}%::%loop-player%}%" parsed as number
  1189.                     add {PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%} to {XP::%loop-player%}
  1190.                     add {PARKOURMONEY::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%} to {MONEY::%loop-player%}
  1191.                     if {TEAMPLAYER::%loop-player%} is set:
  1192.                         set {_new} to "%{TEAM::%{TEAMPLAYER::%loop-player%}%::MAPS} / 10%" parsed as number
  1193.                         set {_bonus} to "%{_new} * {PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}%" parsed as number
  1194.                         add {_bonus} to {XP::%loop-player%}
  1195.                     if {_bonus} is set:
  1196.                         send "&6TEAM MAP BONUS XP &6&l%{_bonus}%" to loop-player
  1197.                     send "&2&lYou finished the map in %{_time}% seconds. +XP %{PARKOURXP::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}% MONEY:%{PARKOURMONEY::%{PARKOURALIASE1::%{MAP::%loop-player%}%}%}%" to loop-player
  1198.                     set {STARTBUFOR::%loop-player%} to "waiting" parsed as string
  1199.                     set {STATUS::%loop-player%} to false
  1200.                     add 1 to {PARKOUR::%{MAP::%loop-player%}%::ENDS}
  1201.                     teleport loop-player to {PARKOUR::%{MAP::%loop-player%}%::SPAWN}
  1202.                     delete holo object "id.%{MAP::%loop-player%}%.start"
  1203.                     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}
  1204. on right click:
  1205.     if name of tool is "&2Parkours":
  1206.         wait 1 tick
  1207.         open chest with 6 rows named "&9&lModern&5-&9&lParkour" to player
  1208.         wait 1 tick
  1209.         format slot 10 of player with green wool named "&2Easy" to close then run [execute player command "menugui easy"]
  1210.         format slot 12 of player with yellow wool named "&6Medium" to close then run [execute player command "menugui medium"]
  1211.         format slot 14 of player with red wool named "&4Hard" to close then run [execute player command "menugui hard"]
  1212.         format slot 16 of player with Purple Wool named "&5None" to close then run [execute player command "menugui none"]
  1213.         format slot 31 of player with diamond named "&bEvent" to close then run [execute player command "menugui event"]
  1214.         format slot 39 of player with Enchanted Golden Apple named "&9&lSolo" to close then run [execute player command "menugui solo"]
  1215.         format slot 41 of player with Enchanted Golden Apple named "&9&lTeam" to close then run [execute player command "menugui team"]
  1216.         format slot 45 of player with Green Hardened Clay named "&2RetroEasy" to close then run [execute player command "menugui retroeasy"]
  1217.         format slot 49 of player with Yellow Hardened Clay named "&6RetroMedium" to close then run [execute player command "menugui retromedium"]
  1218.         format slot 53 of player with Red Hardened Clay named "&4RetroHard" to close then run [execute player command "menugui retrohard"]
  1219.         delete {CHECKPOINT::%player%}
  1220.     if name of tool is "&2Hide players":
  1221.         if {HIDESHOW::%player%} is true:
  1222.             set {HIDESHOW::%player%} to false
  1223.             send "&cALl players are hidden now"
  1224.             loop all players:
  1225.                 hide loop-player to player
  1226.     if name of tool is "&2Show players":
  1227.         if {HIDESHOW::%player%} is false:
  1228.             set {HIDESHOW::%player%} to true
  1229.             send "&2ALl players are visible now"
  1230.             loop all players:
  1231.                 reveal loop-player to player
  1232.     if name of tool is "&2Checkpoint":
  1233.         if {STATUS::%player%} is true:
  1234.             set {CHECKPOINT::%player%} to location of player
  1235.             send "&2Your loaction is saved"
  1236.     if name of tool is "&cPVP":
  1237.         set {PVP::%player%} to true
  1238.         teleport player to {PVPSPAWN}
  1239.         clear player's inventory
  1240.         set {STATUS::%player%} to false
  1241.         set {STARTBUFOR::%player%} to "waiting" parsed as string
  1242.     if name of tool is "&cPARKOUR":
  1243.         set {PVP::%player%} to false
  1244.         teleport player to {LOBBY}
  1245.         clear player's inventory
  1246.     if name of tool is "&cSKLEP":
  1247.         execute player command "sklep"
  1248. on left click:
  1249.     if name of tool is "&2Parkours":
  1250.         wait 1 tick
  1251.         open chest with 6 rows named "&9&lModern&5-&9&lParkour" to player
  1252.         wait 1 tick
  1253.         format slot 10 of player with green wool named "&2Easy" to close then run [execute player command "menugui easy"]
  1254.         format slot 12 of player with yellow wool named "&6Medium" to close then run [execute player command "menugui medium"]
  1255.         format slot 14 of player with red wool named "&4Hard" to close then run [execute player command "menugui hard"]
  1256.         format slot 16 of player with Purple Wool named "&5None" to close then run [execute player command "menugui none"]
  1257.         format slot 31 of player with diamond named "&bEvent" to close then run [execute player command "menugui event"]
  1258.         format slot 39 of player with Enchanted Golden Apple named "&9&lSolo" to close then run [execute player command "menugui solo"]
  1259.         format slot 41 of player with Enchanted Golden Apple named "&9&lTeam" to close then run [execute player command "menugui team"]
  1260.         format slot 45 of player with Green Hardened Clay named "&2RetroEasy" to close then run [execute player command "menugui retroeasy"]
  1261.         format slot 49 of player with Yellow Hardened Clay named "&6RetroMedium" to close then run [execute player command "menugui retromedium"]
  1262.         format slot 53 of player with Red Hardened Clay named "&4RetroHard" to close then run [execute player command "menugui retrohard"]
  1263.         delete {CHECKPOINT::%player%}
  1264.     if name of tool is "&2Hide players":
  1265.         if {HIDESHOW::%player%} is true:
  1266.             set {HIDESHOW::%player%} to false
  1267.             send "&cALl players are hidden now"
  1268.             loop all players:
  1269.                 hide loop-player to player
  1270.     if name of tool is "&2Show players":
  1271.         if {HIDESHOW::%player%} is false:
  1272.             set {HIDESHOW::%player%} to true
  1273.             send "&2ALl players are visible now"
  1274.             loop all players:
  1275.                 reveal loop-player to player
  1276.     if name of tool is "&2Checkpoint":
  1277.         if {STATUS::%player%} is true:
  1278.             set {CHECKPOINT::%player%} to location of player
  1279.             send "&2Your loaction is saved"
  1280.     if name of tool is "&cPVP":
  1281.         set {PVP::%player%} to true
  1282.         teleport player to {PVPSPAWN}
  1283.         clear player's inventory
  1284.         set {STATUS::%player%} to false
  1285.         set {STARTBUFOR::%player%} to "waiting" parsed as string
  1286.     if name of tool is "&cPARKOUR":
  1287.         set {PVP::%player%} to false
  1288.         teleport player to {LOBBY}
  1289.         clear player's inventory
  1290.     if name of tool is "&cSKLEP":
  1291.         execute player command "sklep"
  1292. command /menugui [<text>] [<text>]:
  1293.     trigger:
  1294.         set {_type} to "%arg 1%" parsed as string
  1295.         wait 2 tick
  1296.         open chest with 6 rows named "&9-+- &9&l%arg 1% &9-+-" to player
  1297.         wait 2 tick
  1298.         set {_i} to 0
  1299.         loop 54 times:
  1300.             if "%{PARKOURALIASE1::%loop-number%}%" is "%arg 1%":
  1301.                 if "%{MAP::%player%}%" is "%{PARKOUR::%loop-number%::TYPE::%arg 1%}%":
  1302.                     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}%"
  1303.                 else:
  1304.                     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}%"
  1305.                 add 1 to {_i}
  1306. on inventory click:
  1307.     loop 999 times:
  1308.         if name of player's current inventory's slot slot is "%{PARKOURALIASE1::%loop-number%}% %{PARKOURALIASE2::%loop-number%}%":
  1309.             if "%{PARKOURALIASE1::%loop-number%}%" is "event" or "solo" or "team" or "none":
  1310.                 if player is op:
  1311.                     send " "
  1312.                 else:
  1313.                     set {_stop} to true
  1314.             if {_stop} is true:
  1315.                 send "&cBrak permisji"
  1316.                 stop
  1317.             send "&2Welcome to map &c%loop-number%"
  1318.             teleport player to {PARKOUR::%loop-number%::SPAWN}
  1319.             set {MAP::%player%} to "%loop-number%" parsed as number
  1320.             close player's inventory
  1321.             set {STATUS::%player%} to false
  1322.             set {STARTBUFOR::%player%} to "starting"
  1323.             exit loop  
  1324. command /team [<text>] [<text>] [<text>] [<text>] [<text>]:
  1325.     trigger:
  1326.         if arg 1 is not set:
  1327.             send "&3_> /&ateam &2create <Name>"
  1328.             send "&3_> /&ateam &2info"
  1329.             send "&3_> /&ateam &2leave"
  1330.             send "&3_> /&ateam &2add <Player>"
  1331.         if arg 1 is "create":
  1332.             if arg 2 is set:
  1333.                 if length of arg 2 is greater or equal to 2:
  1334.                     if length of arg 2 is smaller or equal to 5:
  1335.                         if {TEAM::%arg 2%::NAME} is not set:
  1336.                             set {TEAM::%arg 2%::NAME} to "%arg 2%" parsed as string
  1337.                             set {TEAMNAMES::%arg 2%} to "%arg 2%" parsed as string
  1338.                             set {TEAM::%arg 2%::LEADER} to "%player%" parsed as player
  1339.                             set {TEAM::%arg 2%::MEMBERS::%player%} to "%player%" parsed as player
  1340.                             set {TEAMPLAYER::%player%} to "%arg 2%" parsed as string
  1341.                             set {TEAM::%arg 2%::SLOTS} to 3
  1342.                             set {TEAM::%arg 2%::LVL} to 1
  1343.                             set {TEAM::%arg 2%::STEPS} to 0
  1344.                             set {TEAM::%arg 2%::MAPS} to 0
  1345.                             set {TEAMKILLS::%arg 2%} to 0
  1346.                             set {TEAM::%arg 2%::XP} to 0
  1347.                             set {TEAM::%arg 2%::MONEY} to 0
  1348.                             send "&2%player% has created a tame &6%arg 2%" to all players
  1349.                         else:
  1350.                             send "&cThis team name is allready exists"
  1351.                     else:
  1352.                         send "&clength of the name is to big"
  1353.                 else:
  1354.                     send "&clength of the name is to small"
  1355.             else:
  1356.                 send "&cNeed name of the team"
  1357.         if arg 1 is "info":
  1358.             if arg 2 is not set:
  1359.                 if {TEAMPLAYER::%player%} is set:
  1360.                     loop {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::*}:
  1361.                         if {_first} is not set:
  1362.                             set {_size} to size of {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::*}
  1363.                             if {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%loop-index%} is online:
  1364.                                 set {_first} to "&6Players: (%{_size}%/%{TEAM::%{TEAMPLAYER::%player%}%::SLOTS}%) &a%loop-index%"
  1365.                             else:
  1366.                                 set {_first} to "&6Players: &c%loop-index%"
  1367.                         else:
  1368.                             if {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%loop-index%} is online:
  1369.                                 set {_first} to "%{_first}% , &a%loop-index%"
  1370.                             else:
  1371.                                 set {_first} to "%{_first}% , &c%loop-index%"
  1372.                     loop 999 times:
  1373.                         if "%{TEAMPLAYER::%player%}%" is "%{PARKOUR::%loop-number%::TEAM}%":
  1374.                             if {_podbite} is not set:
  1375.                                 set {_podbite} to "&6Podbite mapy: &e(&6ID:&2%loop-number%&e)"
  1376.                             else:
  1377.                                 set {_podbite} to "%{_podbite}% , &e(&6ID:&2%loop-number%&e)"
  1378.                     send "&6TAG: &e%{TEAMPLAYER::%player%}% &6LVL: &2%{TEAM::%{TEAMPLAYER::%player%}%::LVL}%"
  1379.                     send "%{_first}%"
  1380.                     send "&6Next LVL : &a%{TEAM::%{TEAMPLAYER::%player%}%::STEPS}% &7/ &a%{STEPS::%{TEAM::%{TEAMPLAYER::%player%}%::LVL}%}%"
  1381.                     send "&6TeamXP: <%{TEAM::%{TEAMPLAYER::%player%}%::XP}%> TeamMONEY: <%{TEAM::%{TEAMPLAYER::%player%}%::MONEY}%>"
  1382.                     send "%{_podbite}%"
  1383.                     send "&cKills: &4%{TEAMKILLS::%{TEAMPLAYER::%player%}%}%"
  1384.         if arg 1 is "leave":
  1385.             if "%{TEAM::%{TEAMPLAYER::%player%}%::LEADER}%" is "%player%":
  1386.                 set {_team} to "%{TEAMPLAYER::%player%}%" parsed as string
  1387.                 delete {TEAM::%{_team}%::NAME}
  1388.                 delete {TEAMNAMES::%{_team}%}
  1389.                 delete {TEAM::%{_team}%::LEADER}
  1390.                 delete {TEAM::%{_team}%::SLOTS}
  1391.                 delete {TEAM::%{_team}%::LVL}
  1392.                 delete {TEAM::%{_team}%::STEPS}
  1393.                 delete {TEAM::%{_team}%::MAPS}
  1394.                 delete {TEAM::%{_team}%::XP}
  1395.                 delete {TEAM::%{_team}%::MONEY}
  1396.                 delete {TEAMKILLS::%{_team}%}
  1397.                 loop {TEAM::%{_team}%::MEMBERS::*}:
  1398.                     delete {TEAM::%{_team}%::MEMBERS::%loop-index%}
  1399.                     delete {TEAMPLAYER::%loop-index%}
  1400.                 loop 999 times:
  1401.                     if "%{_team}%" is "%{PARKOUR::%loop-number%::TEAM}%":
  1402.                         delete  {PARKOUR::%loop-number%::TEAM}
  1403.                         delete {PARKOUR::%loop-number%::TIME}
  1404.                         delete {PARKOUR::%loop-number%::LVL}
  1405.                         delete {PARKOUR::%loop-number%::STEPS}
  1406.                 send "&4Team &c%{_team}% &6is removed" to all players
  1407.             else:
  1408.                 send "&c%player% left team &6%{TEAMPLAYER::%player%}%" to all players
  1409.                 delete {TEAM::%{TEAMPLAYER::%player%}%::MEMBERS::%player%}
  1410.                 delete {TEAMPLAYER::%player%}
  1411.         if arg 1 is "add":
  1412.             if arg 2 parsed as player is set:
  1413.                 if "%{TEAM::%{TEAMPLAYER::%player%}%::LEADER}%" is "%player%":
  1414.                     if {TEAMPLAYER::%arg 2%} is not set:
  1415.                         set {JOINTEAM::%arg 2%} to "%{TEAMPLAYER::%player%}%"
  1416.                         send "&a&lYOu sent the team join request to %arg 2%"
  1417.                         set {_player} to "%arg 2%" parsed as player
  1418.                         send "&a&lUse /accept - to join team %{TEAMPLAYER::%player%}%" to {_player}
  1419.                         wait 30 seconds
  1420.                         delete {JOINTEAM::%arg 2%}
  1421.                     else:
  1422.                         send "&cthis player allready have a team"
  1423.                 else:
  1424.                     send "&cYou are not the team leader"
  1425.             else:
  1426.                 send "&cNickName needed"
  1427.  
  1428. command /accept:
  1429.     trigger:
  1430.         if {JOINTEAM::%player%} is set:
  1431.             set {_size} to size of {TEAM::%{JOINTEAM::%player%}%::MEMBERS::*}
  1432.             if {_size} is smaller than {TEAM::%{JOINTEAM::%player%}%::SLOTS}:
  1433.                 set {TEAM::%{JOINTEAM::%player%}%::MEMBERS::%player%} to "%player%" parsed as player
  1434.                 set {TEAMPLAYER::%player%} to "%{JOINTEAM::%player%}%" parsed as string
  1435.                 send "&2%player% joind team &6%{JOINTEAM::%player%}%" to all players
  1436.                 delete {JOINTEAM::%player%}
  1437.             else:
  1438.                 send "&cThe team is full"
  1439.         else:
  1440.             send "&cYou have no team request"
  1441. command /topteam:
  1442.     trigger:
  1443.         loop {TEAMNAMES::*}:
  1444.             set {_STATS::%loop-index%} to "%{TEAM::%loop-index%::LVL}%" parsed as number
  1445.         set {_r} to size of {_STATS::*}
  1446.         loop {_r} times:
  1447.             loop {_STATS::*}:
  1448.                 if {_v.%loop-number%} is not set:
  1449.                     set {_v.%loop-number%} to loop-value
  1450.                     set {_i.%loop-number%} to loop-index
  1451.                 if loop-value is greater than {_v.%loop-number%}:
  1452.                     set {_v.%loop-number%} to loop-value
  1453.                     set {_i.%loop-number%} to loop-index
  1454.             remove {_v.%loop-number%} from {_STATS::*}
  1455.         loop {_r} times:
  1456.             set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
  1457.         loop 15 times:
  1458.             if {_i.%loop-number%} is set:
  1459.                 send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
  1460. command /topkills:
  1461.     trigger:
  1462.         loop {TEAMKILLS::*}:
  1463.             set {_STATS::%loop-index%} to "%loop-value%" parsed as number
  1464.         set {_r} to size of {_STATS::*}
  1465.         loop {_r} times:
  1466.             loop {_STATS::*}:
  1467.                 if {_v.%loop-number%} is not set:
  1468.                     set {_v.%loop-number%} to loop-value
  1469.                     set {_i.%loop-number%} to loop-index
  1470.                 if loop-value is greater than {_v.%loop-number%}:
  1471.                     set {_v.%loop-number%} to loop-value
  1472.                     set {_i.%loop-number%} to loop-index
  1473.             remove {_v.%loop-number%} from {_STATS::*}
  1474.         loop {_r} times:
  1475.             set {_STATS::%{_i.%loop-number%}%} to {_v.%loop-number%}
  1476.         loop 15 times:
  1477.             if {_i.%loop-number%} is set:
  1478.                 send "&e%{_i.%loop-number%}% &7> &6%{_v.%loop-number%}%"
  1479. every 1 tick:
  1480.     loop all players:
  1481.         if {PVP::%loop-player%} is true:
  1482.             if "%{HELMET::%loop-player%}%" is "1":
  1483.                 equip the loop-player with a iron helmet
  1484.             if "%{CHESTPLATE::%loop-player%}%" is "1":
  1485.                 equip the loop-player with a iron chestplate
  1486.             if "%{LEGGINGS::%loop-player%}%" is "1":
  1487.                 equip the loop-player with a iron leggings
  1488.             if "%{BOOTS::%loop-player%}%" is "1":
  1489.                 equip the loop-player with a iron boots
  1490.             if "%{HELMET::%loop-player%}%" is "2":
  1491.                 equip the loop-player with a iron helmet of protection 1
  1492.             if "%{CHESTPLATE::%loop-player%}%" is "2":
  1493.                 equip the loop-player with a iron chestplate of protection 1
  1494.             if "%{LEGGINGS::%loop-player%}%" is "2":
  1495.                 equip the loop-player with a iron leggings of protection 1
  1496.             if "%{BOOTS::%loop-player%}%" is "2":
  1497.                 equip the loop-player with a iron boots of protection 1
  1498.             if "%{HELMET::%loop-player%}%" is "3":
  1499.                 equip the loop-player with a iron helmet of protection 2
  1500.             if "%{CHESTPLATE::%loop-player%}%" is "3":
  1501.                 equip the loop-player with a iron chestplate of protection 2
  1502.             if "%{LEGGINGS::%loop-player%}%" is "3":
  1503.                 equip the loop-player with a iron leggings of protection 2
  1504.             if "%{BOOTS::%loop-player%}%" is "3":
  1505.                 equip the loop-player with a iron boots of protection 2
  1506.             if "%{HELMET::%loop-player%}%" is "4":
  1507.                 equip the loop-player with a iron helmet of protection 3
  1508.             if "%{CHESTPLATE::%loop-player%}%" is "4":
  1509.                 equip the loop-player with a iron chestplate of protection 3
  1510.             if "%{LEGGINGS::%loop-player%}%" is "4":
  1511.                 equip the loop-player with a iron leggings of protection 3
  1512.             if "%{BOOTS::%loop-player%}%" is "4":
  1513.                 equip the loop-player with a iron boots of protection 3
  1514.             if "%{HELMET::%loop-player%}%" is "5":
  1515.                 equip the loop-player with a iron helmet of protection 4
  1516.             if "%{CHESTPLATE::%loop-player%}%" is "5":
  1517.                 equip the loop-player with a iron chestplate of protection 4
  1518.             if "%{LEGGINGS::%loop-player%}%" is "5":
  1519.                 equip the loop-player with a iron leggings of protection 4
  1520.             if "%{BOOTS::%loop-player%}%" is "5":
  1521.                 equip the loop-player with a iron boots of protection 4
  1522.             if "%{SWORD::%loop-player%}%" is "1":
  1523.                 set slot 0 of loop-player's inventory to 1 of diamond sword named "&cZabij"
  1524.  
  1525. command /sklep [<text>] [<text>]:
  1526.     trigger:
  1527.         wait 2 tick
  1528.         if arg 1 is not set:
  1529.             wait a tick
  1530.             open chest with 1 rows named "&2SKLEP" to player
  1531.             wait a tick
  1532.             format slot 4 of player with diamond chestplate named "&aZbroja + Miecz" to close then run [execute player command "sklep zbrojamiecz"]
  1533.         if arg 2 is "helmet1":
  1534.             if {MONEY::%player%} is greater or equal to 25:
  1535.                 subtract 25 from {MONEY::%player%}
  1536.                 add 1 to {HELMET::%player%}
  1537.         if arg 2 is "chestplate1":
  1538.             if {MONEY::%player%} is greater or equal to 25:
  1539.                 subtract 25 from {MONEY::%player%}
  1540.                 add 1 to {CHESTPLATE::%player%}
  1541.         if arg 2 is "leggings1":
  1542.             if {MONEY::%player%} is greater or equal to 25:
  1543.                 subtract 25 from {MONEY::%player%}
  1544.                 add 1 to {LEGGINGS::%player%}
  1545.         if arg 2 is "boots1":
  1546.             if {MONEY::%player%} is greater or equal to 25:
  1547.                 subtract 25 from {MONEY::%player%}
  1548.                 add 1 to {BOOTS::%player%}
  1549.  
  1550.         if arg 2 is "helmet2":
  1551.             if {MONEY::%player%} is greater or equal to 25:
  1552.                 subtract 25 from {MONEY::%player%}
  1553.                 add 1 to {HELMET::%player%}
  1554.         if arg 2 is "chestplate2":
  1555.             if {MONEY::%player%} is greater or equal to 25:
  1556.                 subtract 25 from {MONEY::%player%}
  1557.                 add 1 to {CHESTPLATE::%player%}
  1558.         if arg 2 is "leggings2":
  1559.             if {MONEY::%player%} is greater or equal to 25:
  1560.                 subtract 25 from {MONEY::%player%}
  1561.                 add 1 to {LEGGINGS::%player%}
  1562.         if arg 2 is "boots2":
  1563.             if {MONEY::%player%} is greater or equal to 25:
  1564.                 subtract 25 from {MONEY::%player%}
  1565.                 add 1 to {BOOTS::%player%}
  1566.  
  1567.         if arg 2 is "helmet3":
  1568.             if {MONEY::%player%} is greater or equal to 50:
  1569.                 subtract 50 from {MONEY::%player%}
  1570.                 add 1 to {HELMET::%player%}
  1571.         if arg 2 is "chestplate3":
  1572.             if {MONEY::%player%} is greater or equal to 50:
  1573.                 subtract 50 from {MONEY::%player%}
  1574.                 add 1 to {CHESTPLATE::%player%}
  1575.         if arg 2 is "leggings3":
  1576.             if {MONEY::%player%} is greater or equal to 50:
  1577.                 subtract 50 from {MONEY::%player%}
  1578.                 add 1 to {LEGGINGS::%player%}
  1579.         if arg 2 is "boots3":
  1580.             if {MONEY::%player%} is greater or equal to 50:
  1581.                 subtract 50 from {MONEY::%player%}
  1582.                 add 1 to {BOOTS::%player%}
  1583.  
  1584.         if arg 2 is "helmet4":
  1585.             if {MONEY::%player%} is greater or equal to 50:
  1586.                 subtract 50 from {MONEY::%player%}
  1587.                 add 1 to {HELMET::%player%}
  1588.         if arg 2 is "chestplate4":
  1589.             if {MONEY::%player%} is greater or equal to 50:
  1590.                 subtract 50 from {MONEY::%player%}
  1591.                 add 1 to {CHESTPLATE::%player%}
  1592.         if arg 2 is "leggings4":
  1593.             if {MONEY::%player%} is greater or equal to 50:
  1594.                 subtract 50 from {MONEY::%player%}
  1595.                 add 1 to {LEGGINGS::%player%}
  1596.         if arg 2 is "boots4":
  1597.             if {MONEY::%player%} is greater or equal to 50:
  1598.                 subtract 50 from {MONEY::%player%}
  1599.                 add 1 to {BOOTS::%player%}
  1600.  
  1601.         if arg 1 is "zbrojamiecz":
  1602.             wait a tick
  1603.             open chest with 1 rows named "&2Zbroja + Miecz" to player
  1604.             wait a tick
  1605.             if "%{HELMET::%player%}%" is "1":
  1606.                 format slot 0 of player with iron helmet named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz helmet1"]
  1607.             if "%{CHESTPLATE::%player%}%" is "1":
  1608.                 format slot 1 of player with iron chestplate named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz chestplate1"]
  1609.             if "%{LEGGINGS::%player%}%" is "1":
  1610.                 format slot 2 of player with iron leggings named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz leggings1"]
  1611.             if "%{BOOTS::%player%}%" is "1":
  1612.                 format slot 3 of player with iron boots named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz boots1"]
  1613.  
  1614.             if "%{HELMET::%player%}%" is "2":
  1615.                 format slot 0 of player with iron helmet of protection 1 named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz helmet2"]
  1616.             if "%{CHESTPLATE::%player%}%" is "2":
  1617.                 format slot 1 of player with iron chestplate of protection 1 named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz chestplate2"]
  1618.             if "%{LEGGINGS::%player%}%" is "2":
  1619.                 format slot 2 of player with iron leggings of protection 1 named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz leggings2"]
  1620.             if "%{BOOTS::%player%}%" is "2":
  1621.                 format slot 3 of player with iron boots of protection 1 named "&aPrice  (25$)" to close then run [execute player command "sklep zbrojamiecz boots2"]
  1622.  
  1623.             if "%{HELMET::%player%}%" is "3":
  1624.                 format slot 0 of player with iron helmet of protection 2 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz helmet3"]
  1625.             if "%{CHESTPLATE::%player%}%" is "3":
  1626.                 format slot 1 of player with iron chestplate of protection 2 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz chestplate3"]
  1627.             if "%{LEGGINGS::%player%}%" is "3":
  1628.                 format slot 2 of player with iron leggings of protection 2 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz leggings3"]
  1629.             if "%{BOOTS::%player%}%" is "3":
  1630.                 format slot 3 of player with iron boots of protection 2 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz boots3"]
  1631.  
  1632.             if "%{HELMET::%player%}%" is "4":
  1633.                 format slot 0 of player with iron helmet of protection 3 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz helmet4"]
  1634.             if "%{CHESTPLATE::%player%}%" is "4":
  1635.                 format slot 1 of player with iron chestplate of protection 3 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz chestplate4"]
  1636.             if "%{LEGGINGS::%player%}%" is "4":
  1637.                 format slot 2 of player with iron leggings of protection 3 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz leggings4"]
  1638.             if "%{BOOTS::%player%}%" is "4":
  1639.                 format slot 3 of player with iron boots of protection 3 named "&aPrice  (50$)" to close then run [execute player command "sklep zbrojamiecz boots4"]
  1640.  
  1641. command /pomoc:
  1642.     trigger:
  1643.         send "&6/team"
  1644.         send "&6/event"
  1645.         send "&6/topteam"
  1646.         send "&6/topkills"
  1647.         send "&6/toplvl"
  1648.         send "&6/lvl"
  1649. on command:
  1650.     if player don't have permission "show.plugins":
  1651.         if command is "pl" or "bukkit:pl" or "plugins" or "bukkit:plugins":
  1652.             send "&cNie masz uprawnień do podglądania listy pluginów :<"
  1653.             cancel event
  1654.                 #command /kit [<text&gt]:
  1655. #   trigger:
  1656. #       argument 1 is not set: 
  1657. #           message "&8 /kit enderchest &7 - Startowy enderchest"  
  1658. #           message "&8 /kit vip &7 - Podstawowe przedmioty VIP'a"
  1659. #           #               stop
  1660. #                   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
  1661. #{PARKOUR::%{_type}%::TYPE::none}
  1662. #command /komenda [<text>]:
  1663.  #  trigger:
  1664.   #     open chest with 1 row named "&6Nasze inventory !" to player
  1665.   #     set player's current inventory's slot 0 to diamond named "&6Nazwijcie to jak chcecie" with lore "&c» &7No dawaj nie zbugujesz mnie :D!"
  1666.  
  1667.  
  1668.  
  1669. #command /top [<integer=1>]:
  1670. #    trigger:
  1671. #        set {_strony} to rounded up (size of {stats.kill::*} / 54)
  1672. #        if arg is between 1 and {_strony}:
  1673. #            open chest with 6 rows named "&6Top kille &8(&3%arg%&8)" to player
  1674. #            wait 2 tick
  1675. #            loop {stats.kill::*}:
  1676. #                set {_lista::%loop-index%} to loop-value
  1677.  #           set {_num} to size of {_lista::*}
  1678.   #          set {_max} to arg * 53 #54 slot -> przejście na kolejną stronę.
  1679.    #         set {_min} to {_max} - 52
  1680.     #        loop {_max} times:
  1681.      #           loop {_lista::*}:
  1682.       #              if {_v.%loop-number%} is not set:
  1683.        #                 set {_v.%loop-number%} to loop-value
  1684. #                        set {_n.%loop-number%} to loop-index
  1685.  #                   if loop-value is larger than {_v.%loop-number%}:
  1686.   #                      set {_v.%loop-number%} to loop-value
  1687.    #                     set {_n.%loop-number%} to loop-index
  1688.     #            delete {_lista::%{_n.%loop-number%}%}
  1689.      #       set {_i} to 0
  1690.       #      if (arg + 1) is larger than {_strony}:
  1691.        #         set player's current inventory's slot 53 to nether star named "&6Koniec" with lore "&aNie ma juz wiecej stron."
  1692.         #    else:
  1693.  #               set player's current inventory's slot 53 to nether star named "&6Nastepna strona." with lore "&6Przejdz na strone: &c%arg + 1%"
  1694.   #          loop {_max} times:
  1695.    #             loop-number is between {_min} and {_max}
  1696.     #            if loop-number <= {_num}:
  1697.      #               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%}%"
  1698.       #              add 1 to {_i}
  1699.        #     stop
  1700.         #send "&cBlad: &6Nikt jeszcze nikogo nie zabil."
  1701.         #stop
  1702. #on inventory click:
  1703.  #   if "%inventory name of player's current inventory%" contains "&6Top kille ":
  1704.   #      if slot is smaller than 0:
  1705.    #         stop
  1706.     #    cancel event
  1707.      #   if player's current inventory's slot slot is nether star:
  1708.       #      if name of player's current inventory's slot slot is "&6Nastepna strona.":
  1709.        #         set {_strona} to "%uncoloured inventory name of player's current inventory%"
  1710.         #        replace all "Top kille (" in {_strona} with ""
  1711. #                replace all ")" in {_strona} with ""
  1712.  #               set {_strona} to {_strona} parsed as integer
  1713.   #              close player's inventory
  1714.    #             wait 2 tick
  1715.     #            execute player command "top %{_strona} + 1%"
  1716.      #           stop
  1717. #command /fakekills:
  1718.  #   trigger:
  1719.   #      loop 150 times:
  1720.    #         set {stats.kill::wadawd%random integer between 0 and 1000%} to random integer between 0 and 100
  1721.  
  1722.     # on inventory click:
  1723. #   if inventory name of current inventory of player is "&6Nasze inventory !":
  1724. #if name of player's current inventory's slot slot is "&6Nastepna strona.":
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