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FFA.sk
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options:
core: &e&l&oKnocki&c&lFFA &7>>
kill: &8[&4&lKill&8]&c
death: &8[&4&lDeath&8]&c
version: 0.2.2
#counted in minutes.
change-map-time: 15
#counted in seconds.
speed-cooldown: 10
#counted in seconds.
jump-cooldown: 10
#counted in seconds.
bow-cooldown: 10
kill-message: &8[&4&lKill&8] &c%{_p}% &7has been killed by &c%{_killer}%
death-message: &8[&4&lDeath&8] &c%{_p}% &7died.
#END OF CONFIG
#MAP ROTATION
command /statreset [<offline player>]:
permission: OPERTATOR
trigger:
set {points.%arg 1%} to 0
set {playerkill.%arg 1%} to 0
set {voiddeath.%arg 1%} to 0
#END OF SCOREBOARD
command /import:
permission: op
trigger:
delete {Death::*}
delete {Kill::*}
add "&7has been killed by" to {Kill::*}
add "&7got oofed by" to {Kill::*}
add "&7got eaten by" to {Kill::*}
add "&7got destroyed by" to {Kill::*}
add "&7got yeeted off the map by" to {Kill::*}
add "&7died" to {Death::*}
add "&7got eaten by the void !" to {Death::*}
add "&7slipped on a banana !" to {Death::*}
add "&7jumped off the edge !" to {Death::*}
add "&7missed his clutch !" to {Death::*}
send "Kills: &c%{Kill::*}%"
send "Death: &c%{Death::*}%"
#KIT EDITING
on place:
if {_editing} is true:
cancel event
on projectile shoot:
if {_editing} is true:
cancel event
on quit:
if {editing.%player%} is true:
loop items in player's inventory:
clear {inv.%player%::*}
add loop-item to {inv.%player%::*}
set {Kit.%player%} to true
command /kitedit:
trigger:
if {editing.%player%} is not set:
set {editing.%player%} to false
if {editing.%player%} is false:
if "%region at player%" contains "spawn":
wait 1 tick
teleport player to {Edit}
send "{@core} &aYou can edit your kit here ! " to player
set {editing.%player%} to true
set {edited.%player%} to false
kffa_equip(player)
stop
if {editing.%player%} is true:
teleport player to {Spawn}
send "{@core} &aKit Editing done ! Go play with your need kit !"
set {editing.%player%} to false
set {edited.%player%} to true
inventoryManager("save",player)
kffa_clear(player)
function inventoryManager(action: text, p: player):
if {_action} is "save":
clear {inv.%{_p}%::maingauche}
clear {inv.%{_p}%::items::*}
loop 36 times:
add slot (loop-number - 1) of {_p}'s inventory to {inv.%{_p}%::items::*}
set {inv.%{_p}%::maingauche} to slot 40 of {_p}'s inventory
if {_action} is "give":
set {_s} to 0
loop {inv.%{_p}%::items::*}:
set slot {_s} of {_p}'s inventory to loop-value
add 1 to {_s}
set slot 40 of {_p}'s inventory to {inv.%{_p}%::maingauche}
command /kitt:
permission: OP
trigger:
inventoryManager("give",player)
command /setedit:
permission: op
trigger:
set {Edit} to player's location
send "&aImported. &e'EDIT_LOC'" to player
#END OF KITEDIT
#CORE OF SERVER
command /discord:
trigger:
send "&bDiscord: https://discord.gg/RA3zHV8nkN"
function kffa_death(p: player):
if "%region at {_p}%" contains "spawn":
stop
set {_v-uuid} to uuid of {_p}
if metadata value "LAST-HIT" of {_p} is set:
set {_killer} to metadata value "LAST-HIT" of {_p}
#make server execute command "/smite %{_p}%"
set {_uuid} to uuid of {_killer}
if {QUEST.KILL10.%{_killer}%} is set:
add 1 to {QUEST.KILL1.%{_killer}%}
if {QUEST.KILL100.%{_killer}%} is set:
add 1 to {QUEST.KILL0.%{_killer}%}
teleport {_p} to {Spawn}
if {BT.%{_p}%} is true:
set {BT.%{_p}%} to false
add {BTP.%{_p}%} to {points.%{_killer}%}
broadcast "&8[&6&lBounty&8] &c%{_killer}% &7got the bounty of &c%{_p}%"
clear {BTP.%{_p}%}
if {event.LMS} is true:
if {event.LMS.ALIVE.%{_p}%} is true:
remove {_p} from {e.all.players::*}
set {event.LMS.ALIVE.%{_p}%} to false
send "{@core} &cYou were eliminated from the event !" to {_p}
broadcast ""
broadcast "&c&l%{e.all.players::*}% &7are left !"
broadcast ""
if {event.CTW} is true:
if {event.CTW.wool.%{_p}%} is true:
set {event.CTW.wool.%{_p}%} to false
set {event.CTW.wool.%{_killer}%} to true
clear {event.CTW.cd.%{_p}%}
broadcast ""
broadcast "&c%{_killer}% &7has the wool !"
broadcast ""
give {_killer} 1 blue wool named "&9Keep Me !"
set {event.CTW.cd.%{_killer}%} to 45
add 1 to {voiddeath.%{_p}%}
if {multiplier.common.%{_killer}%} is true:
add 1 to {points.%{_killer}%}
if {multiplier.rare.%{_killer}%} is true:
add 2 to {points.%{_killer}%}
if {multiplier.epic.%{_killer}%} is true:
add 4 to {points.%{_killer}%}
add 1 to {points.%{_killer}%}
add 1 to {playerkill.%{_killer}%}
add 1 to {all.PlayerKill}
if {multiplier.common.%{_killer}%} is true:
add 1 to {multiplier.maxkill.%{_killer}%}
if {multiplier.rare.%{_killer}%} is true:
add 1 to {multiplier.maxkill.%{_killer}%}
if {multiplier.epic.%{_killer}%} is true:
add 1 to {multiplier.maxkill.%{_killer}%}
if "%region at {_killer}%" contains "spawn":
wait 2 tick
stop
make server execute command "/xp give %{_killer}% 1L"
give 1 ender pearl to {_killer}
play sound "entity.experience_orb.pickup" with volume 50 and pitch 60 at {_killer} for {_killer}
play sound "block.anvil.destroy" with volume 50 and pitch 60 at {_p} for {_p}
if {multiplier.common.%{_killer}%} is true:
send action bar "&8[&e&lPoints&8] &e+2 Point" to {_killer}
else:
send action bar "&8[&e&lPoints&8] &a+1 Point" to {_killer}
if {multiplier.rare.%{_killer}%} is true:
send action bar "&8[&e&lPoints&8] &e+3 Point" to {_killer}
else:
send action bar "&8[&e&lPoints&8] &a+1 Point" to {_killer}
if {multiplier.epic.%{_killer}%} is true:
send action bar "&8[&e&lPoints&8] &e+5 Point" to {_killer}
else:
send action bar "&8[&e&lPoints&8] &a+1 Point" to {_killer}
set {_void} to false
set {_random} to random element out of {Kill::*}
broadcast "{@kill} &c%{_p}%&7 %{_random}% &c%{_killer}% &7!"
kffa_clear({_p})
set {_xp} to level of {_killer}
if {_xp} >= 2:
if {QUEST.KILLSTREAK20.%{_killer}%} is set:
add 1 to {QUEST.KILLSTREAK.%{_killer}%}
broadcast "&8[&c&lKillStreak&8] &c%{_killer}% &7is on a &c%{_xp}% &7kill streak !"
if {_xp} >= 5:
if {BTP.%{_killer}%} >= 10:
stop
add 10 to {BTP.%{_killer}%}
broadcast "&8[&6&lBounty&8] &c%{_killer}% &7has now a bounty of &610 Points &7!"
set {BT.%{_killer}%} to true
if {_xp} >= 5:
give {_killer} 3 arrow
send action bar "&aYou got 3 arrows !" to {_killer}
if {_xp} >= 10:
give {_killer} 10 arrow
send action bar "&aYou got 10 arrows and 10 points !" to {_killer}
add 5 to {points.%{_killer}%}
stop
else:
set {_random} to random element out of {Death::*}
broadcast "{@death} &c%{_p}%&7 %{_random}%"
#make server execute command "/smite %{_p}%"
add 1 to {voiddeath.%{_p}%}
teleport {_p} to {Spawn}
play sound "block.anvil.destroy" with volume 50 and pitch 60 at {_p} for {_p}
kffa_clear({_p})
if {event.CTW} is true:
if {event.CTW.wool.%{_p}%} is true:
set {event.CTW.wool.%{_p}%} to false
clear {event.CTW.cd.%{_p}%}
set {_x} to random element of {c.all.players::*}
broadcast ""
broadcast "&c%{_x}% &7has the wool !"
broadcast ""
give {_x} 1 blue wool named "&9Keep Me !"
set {event.CTW.cd.%{_x}%} to 45
set {event.CTW.wool.%{_x}%} to true
stop
command /report [<player>] [<text>]:
trigger:
if {reporttime.%player%} is bigger than 0:
send "&8[&3&lReports&8] &cYou need to wait &4%{reporttime.%player%}% &4seconds &cbefore getting able to report someone again !"
stop
if arg 1 is set:
if arg 2 is not set:
send "&8[&3&lReports&8] &aYour report has been registered !"
loop all players:
if loop-player has permission "report.see":
send "&7&m------------------" to loop-player
send "&b%player% reported:" to loop-player
send "&b%arg 1%" to loop-player
send "&7&m------------------" to loop-player
set {reporttime.%player%} to 30
stop
if arg 1 is set:
if arg 2 is set:
send "&8[&3&lReports&8] &aYour report has been registered !"
loop all players:
if loop- player has permission "report.see":
send "&7&m------------------" to loop-player
send "&b%player% reported:" to loop-player
send "&b%arg 1%" to loop-player
send "&bFor: &6%arg 2%" to loop-player
send "&7&m------------------" to loop-player
set {reporttime.%player%} to 30
stop
if arg 1 is not set:
send "&8[&3&lReports&8] &cPlease do /report PLAYER REASON or /report PLAYER !"
stop
every 1 second:
loop all players:
if {reporttime.%loop-player%} = 0:
stop
if {reporttime.%loop-player%} is bigger than 0:
remove 1 from {reporttime.%loop-player%}
command /upgradereset:
trigger:
if {RESET.%player%} is not set:
set {RESET.%player%} to false
if {RESET.%player%} is false:
send "&8[&2&lSkill&8] &4&lWARNING: &cDo you really want to reset all of your upgrades ? You will not get refunded. To confirm do /upgradesreset again."
set {RESET.%player%} to true
stop
if {RESET.%player%} is true:
set {RESET.%player%} to false
send "&8[&2&lSkill&8] &eReseting upgrades..."
set {Upgrade1.%player%} to false
set {Upgrade2.%player%} to false
set {Upgrade3.%player%} to false
set {Upgrade4.%player%} to false
set {Upgrade5.%player%} to false
set {Upgrade6.%player%} to false
set {Upgrade7.%player%} to false
set {Upgrade8.%player%} to false
set {Upgrade9.%player%} to false
set {Upgrade10.%player%} to false
set {Upgrade11.%player%} to false
set {Upgrade12.%player%} to false
set {Upgrade13.%player%} to false
set {Upgrade14.%player%} to false
set {Upgrade15.%player%} to false
set {Upgrade16.%player%} to false
set {Upgrade17.%player%} to false
set {Upgrade18.%player%} to false
set {Upgrade19.%player%} to false
set {Upgrade20.%player%} to false
set {Upgrade21.%player%} to false
set {Upgrade21.%player%} to false
set {Upgrade22.%player%} to false
set {Upgrade23.%player%} to false
set {Upgrade24.%player%} to false
set {Upgrade25.%player%} to false
set {Upgrade26.%player%} to false
set {Upgrade27.%player%} to false
set {Upgrade28.%player%} to false
set {Upgrade29.%player%} to false
set {Upgrade30.%player%} to false
set {Upgrade31.%player%} to false
set {Upgrade32.%player%} to false
wait 200 ticks
send "&8[&2&lSkill&8] &aSucess! &eDELETED 'UPGRADE_1:30'"
command /bounty [<player>] [<number>]:
trigger:
if arg 1 is set:
if arg 2 is set:
if {points.%player%} >= arg 2:
add arg 2 to {BTP.%arg 1%}
set {BT.%arg 1%} to true
broadcast "&8[&6&lBounty&8] &7Bounty of &6%{BTP.%arg 1%}% Points&7 on &c%arg 1% &7!"
send "&8[&6&lBounty&8] &cA bounty of %{BTP.%arg 1%}% &cPoints has been seted on your head !" to arg 1
remove arg 2 from {points.%player%}
if arg 1 is not set:
send "&8[&6&lBounty&8] &cUsage /bounty PLAYER NUMBER !" to player
stop
on place:
set {_y} to y location of player
if {_y} >= 90:
if player's gamemode is not creative:
cancel event
send action bar "&8[&d&lBuild&8] &cBuild limit reached !" to player
command /train:
trigger:
if "%region at player%" contains "spawn" or "train":
wait 1 tick
if {TRAINING.%player%} is not set:
set {TRAINING.%player%} to false
if {TRAINING.%player%} is false:
teleport player to {Train}
send "&8[&9&lTraining&8] &aHere you are ! Train for pearl clutching !"
wait 1 second
give player 64 ender pearl
give player 64 ender pearl
give player 64 ender pearl
give player 64 ender pearl
give player 64 ender pearl
give player 64 ender pearl
send "&8[&9&lTraining&8] &aEverytime you touch the ground you will be pushed back with speed 3 !"
set {TRAINING.%player%} to true
set fly mode of player to true
stop
if {TRAINING.%player%} is true:
teleport player to {Spawn}
clear player's inventory
send "&8[&9&lTraining&8] &cTraining session ended !"
set {TRAINING.%player%} to false
set fly mode of player to false
on quit:
set fly mode of player to false
command /sp:
permission: OP
trigger:
set {Train} to player's location
on shoot:
if {TRAINING.%shooter%} is true:
give shooter 1 ender pearl
on step on water:
if {TRAINING.%player%} is true:
teleport player to {Train}
send "&8[&9&lTraining&8] &cTry again !"
every 3 second:
loop all players:
if {TRAINING.%loop-player%} is true:
if block under loop-player is sponge:
push loop-player backwards at speed 3
on hunger meter change:
cancel event
on damage:
if victim is player:
if attacker is victim:
stop
set metadata value "LAST-HIT" of victim to attacker
on craft:
if player's gamemode is not creative:
cancel event
on right click on anvil:
if player's gamemode is not creative:
cancel event
on damage:
if damage cause is void:
kffa_death(victim)
if damage is greater than or equal to health of victim:
cancel event
kffa_death(victim)
on any move:
set {_y} to y location of player
if {_y} < 40:
teleport {_p} to {Spawn}
wait 10 ticks
kffa_death(player)
on join:
set {editing.%player%} to false
on inventory click:
if name of event-item contains "&3Speed" or "&eSuper Jump":
cancel event
On place:
set {_y} to y location of event-block
if {_y} >= 90:
if player's gamemode is creative:
stop
cancel event
stop
if player's gamemode is not creative:
add 1 to {blockplaced.%player%}
if block at event-block is green concrete:
if event-block is air:
stop
wait 6 seconds
set block at event-block to orange concrete
wait 3 second
set block at event-block to red concrete
wait 1 second
set block at event-block to air
if amount of green concrete in player's inventory is less than 48:
if "%region at player%" contains "spawn":
wait 2 tick
stop
give player 1 green concrete
stop
if block at event-block is green glass:
if event-block is air:
stop
wait 6 seconds
set block at event-block to orange glass
wait 3 second
set block at event-block to red glass
wait 1 second
set block at event-block to air
if amount of green glass in player's inventory is less than 48:
if "%region at player%" contains "spawn":
wait 2 tick
stop
give player 1 green glass
stop
if block at event-block is purple wool:
if event-block is air:
stop
wait 6 seconds
set block at event-block to pink wool
wait 3 second
set block at event-block to red wool
wait 1 second
set block at event-block to air
if amount of purple wool in player's inventory is less than 48:
if "%region at player%" contains "spawn":
wait 2 tick
stop
give player 1 purple wool
stop
if block at event-block is emerald block:
wait 6 seconds
if event-block is air:
stop
set block at event-block to diamond block
wait 3 second
set block at event-block to gold block
wait 1 second
set block at event-block to air
if amount of emerald block in player's inventory is less than 48:
if "%region at player%" contains "spawn":
wait 2 tick
stop
give player 1 emerald block
stop
wait 6 seconds
if event-block is air:
stop
set block at event-block to orange wool
wait 3 second
set block at event-block to red wool
wait 1 second
set block at event-block to air
if amount of lime wool in player's inventory is less than 48:
if "%region at player%" contains "spawn":
wait 2 tick
stop
give player 1 lime wool
on break:
if player's tool is iron pickaxe:
if event-block is green wool:
set event-block to red wool
wait 1 second
set event-block to air
if event-block is emerald block:
set event-block to gold block
wait 1 second
set event-block to air
if event-block is green glass:
set event-block to red glass
wait 1 second
set event-block to air
if event-block is purple wool:
set event-block to red wool
wait 1 second
set event-block to air
if event-block is green concrete:
set event-block to red concrete
wait 1 second
set event-block to air
on break:
if player's tool is iron pickaxe:
if event-block is orange concrete:
send "&8[&d&lBuild&8] &cYou can only break blocks when they are green !"
if event-block is orange wool:
send "&8[&d&lBuild&8] &cYou can only break blocks when they are green !"
if event-block is pink wool:
send "&8[&d&lBuild&8] &cYou can only break blocks when they are green !"
if event-block is orange glass:
send "&8[&d&lBuild&8] &cYou can only break blocks when they are green !"
if event-block is gold block:
send "&8[&d&lBuild&8] &cYou can only break blocks when they are green !"
on block break:
if player's gamemode is creative:
stop
cancel event
on drop:
cancel event
every 5 minutes:
loop all players:
add 1 to {points.%loop-player%}
send action bar "&8[&e&lPoints&8] &a+1 point &b(Time Played)" to loop-player
function kffa_clear(p: player):
clear {_p}'s inventory
clear {_p}'s level
heal {_p}
set {_p}'s hunger to 20
extinguish {_p}
clear {QUEST.KILLSTREAK.%{_p}%}
make server execute command "/effect clear %{_p}%"
loop "LAST-HIT", "SPEED-COOLDOWN", "JUMP-COOLDOWN" and "BOW-COOLDOWN":
delete metadata value "%loop-value%" of {_p}
command /clearkit:
trigger:
send "&8[&c&lKit&8] &eClearing your custom kit..."
delete {edited.%player%}
send "&8[&c&lKit&8] &aSucess! &e'CLEAR_EDITED.KIT'"
on place:
if event-block is ender dragon head:
cancel event
if event-block is player head:
cancel event
if event-block is red bed:
cancel event
on right click on grass block:
cancel event
on right click on dirt block:
cancel event
on place:
if event-block is red bed:
cancel event
on quit:
set {TRAINING.%player%} to false
clear player's inventory
function kffa_equip(p: player):
if "%region at {_p}%" contains "train":
wait 1 tick
stop
kffa_clear({_p})
clear {vl.FLYV1.%{_p}%}
if {edited.%{_p}%} is true:
inventoryManager("give",{_p})
stop
set slot 0 of {_p} to unbreakable stick of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.blaze.%{_p}%} is true:
set slot 0 of {_p} to blaze rod of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.iron.%{_p}%} is true:
set slot 0 of {_p} to iron ingot of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.gold.%{_p}%} is true:
set slot 0 of {_p} to gold ingot of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.diamond.%{_p}%} is true:
set slot 0 of {_p} to diamond of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.emerald.%{_p}%} is true:
set slot 0 of {_p} to emerald of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.netherite.%{_p}%} is true:
set slot 0 of {_p} to netherite ingot of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.head.%{_p}%} is true:
set slot 0 of {_p} to player head of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.ironhoe.%{_p}%} is true:
set slot 0 of {_p} to unbreakable iron hoe of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.dhoe.%{_p}%} is true:
set slot 0 of {_p} to unbreakable diamond hoe of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.dhead.%{_p}%} is true:
set slot 0 of {_p} to dragon head of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.fish.%{_p}%} is true:
set slot 0 of {_p} to pufferfish of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.bread.%{_p}%} is true:
set slot 0 of {_p} to bread of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.bed.%{_p}%} is true:
set slot 0 of {_p} to red bed of sharpness 1 and knockback 2 named "&6&lPuncher"
if {skin.star.%{_p}%} is true:
set slot 0 of {_p} to nether star of sharpness 1 and knockback 2 named "&6&lPuncher"
set slot 2 of {_p} to unbreakable bow named "&7︻デ═一"
set slot 1 of {_p} to 48 lime wool
if {block.conc.%{_p}%} is true:
set slot 1 of {_p} to 48 green concrete
if {block.glass.%{_p}%} is true:
set slot 1 of {_p} to 48 green glass
if {block.wool.%{_p}%} is true:
set slot 1 of {_p} to 48 purple wool
if {block.ore.%{_p}%} is true:
set slot 1 of {_p} to 48 emerald block
set slot 6 of {_p} to gold pressure plate named "&eSuper Jump"
set slot 7 of {_p} to feather named "&3Speed"
set slot 8 of {_p} to ender pearl
set slot 9 of {_p} to arrow
set slot 4 of {_p} to unbreakable iron pickaxe named "&dBlock Breaker" with lore "&cOnly works on full health blocks !"
if {Upgrade23.%{_p}%} is true:
set helmet of {_p} to leather helmet
set chestplate of {_p} to leather chestplate
set legging of {_p} to leather leggings
set boots of {_p} to leather boots
if {Upgrade24.%{_p}%} is true:
set helmet of {_p} to chainmail helmet
set chestplate of {_p} to chainmail chestplate
set legging of {_p} to chainmail leggings
set boots of {_p} to chainmail boots
if {Upgrade25.%{_p}%} is true:
set helmet of {_p} to iron helmet
set chestplate of {_p} to iron chestplate
set legging of {_p} to iron leggings
set boots of {_p} to iron boots
on place:
if event-block is gold pressure plate:
cancel event
on right click with feather or gold pressure plate:
cancel event
if {editing.%player%} is true:
stop
if name of event-item is "&3Speed":
if metadata value "SPEED-COOLDOWN" of player is set:
stop
set metadata value "SPEED-COOLDOWN" of player to "SET"
apply speed 3 to player for 5 seconds
set {_int} to {@speed-cooldown}
loop {_int} times:
metadata value "SPEED-COOLDOWN" of player is set
set slot 7 of player to {_int} of feather of sharpness 1 named "&c%{_int}% &3Speed"
remove 1 from {_int}
if {_int} is 0:
set slot 7 of player to feather named "&3Speed"
delete metadata value "SPEED-COOLDOWN" of player
stop
wait a second
if name of event-item is "&eSuper Jump":
if metadata value "JUMP-COOLDOWN" of player is set:
stop
set metadata value "JUMP-COOLDOWN" of player to "SET"
set {_int} to {@jump-cooldown}
apply jump boost 3 to player for 5 seconds
loop {_int} times:
metadata value "JUMP-COOLDOWN" of player is set
set slot 6 of player to {_int} of clock of sharpness 1 named "&c%{_int}% &eSuper Jump"
remove 1 from {_int}
if {_int} is 0:
set slot 6 of player to gold pressure plate named "&eSuper Jump"
delete metadata value "JUMP-COOLDOWN" of player
stop
wait a second
on projectile shoot:
if projectile is ender pearl:
add 1 to {enderpearlshoot.%shooter%}
on projectile shoot:
if projectile is arrow:
add 1 to {arrowshoot.%shooter%}
on left click:
add 1 to {leftclick.%player%}
on right click:
add 1 to {rightclick.%player%}
command /mystats:
trigger:
send "&8[&5&lStats&8] &7Loading request..."
send "&8[&5&lStats&8] &7Loading variables..."
if {playerkill.%player%} is not set:
set {playerkill.%player%} to 0
if {voidkill.%player%} is not set:
set {voidkill.%player%} to 0
if {playerdeath.%player%} is not set:
set {playerdeath.%player%} to 0
if {voiddeath.%player%} is not set:
set {voiddeath.%player%} to 0
if {points.%player%} is not set:
set {points.%player%} to 0
if {blockplaced.%player%} is not set:
set {blockplaced.%player%} to 0
if {enderpearlshoot.%player%} is not set:
set {enderpearlshoot.%player%} to 0
if {arrowshoot.%player%} is not set:
set {arrowshoot.%player%} to 0
if {speedfeather.%player%} is not set:
set {speedfeather.%player%} to 0
if {leftclick.%player%} is not set:
set {leftclick.%player%} to 0
if {rightclick.%player%} is not set:
set {rightclick.%player%} to 0
wait 0.5 second
send ""
send "&6My &e&l&oKnocki&c&lStats&6:"
send ""
send "&aKills: &6%{playerkill.%player%}%"
send "&cDeaths: &6%{voiddeath.%player%}%"
send "&ePoints: &7%{points.%player%}%"
send ""
send "&2Blocks placed: &6%{blockplaced.%player%}%"
send "&5Ender pearls shooted: &6%{enderpearlshoot.%player%}%"
send "&fArrows shooted: &6%{arrowshoot.%player%}%"
send "&9You left clicked: &6%{leftclick.%player%}% &6Times"
send "&9You right clicked: &6%{rightclick.%player%}% &6Times"
send ""
on first join:
broadcast ""
broadcast "&fWelcome &6%player% &fto &e&lKnocki&c&lFFA &f! Have fun !"
broadcast ""
on join:
teleport player to {Spawn}
on region leave:
wait 2 tick
if "%region at player%" contains "pvp":
wait 2 ticks
if player's gamemode is creative or spectator:
stop
kffa_clear(player)
set {_void} to false
kffa_equip(player)
play sound "entity.ender_dragon.growl" with volume 10 and pitch 1 at player for player
make server execute command "/effect give %player% regeneration 1 120"
send "" to player
send " &c&lF I G H T !" to player
send " &cTeams of more than 2 players are not allowed !" to player
send " &cIf someone is hacking please use /report PLAYER Cheating !" to player
send "" to player
on region enter:
wait 2 ticks
if "%region at player%" contains "spawn":
wait 2 ticks
set {_void} to false
on join:
if player has permission "MODERATOR":
set join message to ""
send "{@core} &aWant to broadcast your join ? Then do /join" to player
stop
set join message to "&7[&2&l+&7] &7%player%"
command /join:
permission: MODERATOR
trigger:
broadcast ""
broadcast "%player's display name% &carrived in the server !"
broadcast ""
on quit:
if player has permission "MODERATOR":
set quit message to ""
stop
set quit message to "&7[&c&l-&7] &7%player%"
on damage:
if victim is player:
if attacker is player:
play sound "enchant.thorns.hit" with volume 10 and pitch 1 at attacker for victim
play sound "entity.experience_orb.pickup" with volume 10 and pitch 1 at attacker for attacker
on respawn:
teleport player to {Spawn}
command /leave:
trigger:
send "&8[&a&lTeleport&8] &7&oSorry but this command got removed."
stop
if {points.%player%} < 10:
send "&8[&a&lTeleport&8] &7&oSorry but you need 5 points to teleport to spawn."
stop
else:
set {_loc1} to player's location
send "&8[&a&lTeleport&8] &7&oPlease wait 5 seconds...." to player
wait 1 second
if distance between {_loc1} and player's location is less than 1:
send "&8[&a&lTeleport&8] &7&oPlease wait 4 seconds..." to player
wait 1 second
if distance between {_loc1} and player's location is less than 1:
send "&8[&a&lTeleport&8] &7&oPlease wait 3 seconds..." to player
wait 1 second
if distance between {_loc1} and player's location is less than 1:
send "&8[&a&lTeleport&8] &7&oPlease wait 2 seconds...." to player
wait 1 second
if distance between {_loc1} and player's location is less than 1:
send "&8[&a&lTeleport&8] &7&oPlease wait 1 second..." to player
wait 1 second
if distance between {_loc1} and player's location is less than 1:
kffa_clear(player)
send "&8[&a&lTeleport&8] &7&oYou paid 5 points and got teleport to spawn." to player
teleport player to {Spawn}
remove 5 from {points.%player%}
on damage:
if attacker is player:
if victim is player:
if {Upgrade17.%victim%} is true:
if victim is sneaking:
set {_loc} to victim's location
wait 5 tick
teleport victim to {_loc}
make server execute command "/effect give %victim% weakness 4 3"
make server execute command "/effect give %victim% slowness 4 3"
damage victim by 4 hearts
send action bar "&8[&2&lSkills&8] &aYour &2Reducer &aabiltiy canceled your knockback !" to victim
send action bar "&8[&2&lSkills&8] &4%victim% &ccanceled his knockback with his &2Reducer &cabiltiy !" to attacker
on damage:
if attacker is player:
if victim is player:
if {Upgrade21.%attacker%} is true:
push victim backwards at speed 0.7
send action bar "&8[&2&lSkills&8] &aYour &cKnocker &aabiltiy has been used ! " to attacker
send action bar "&8[&2&lSkills&8] &cYou got pushed backwards ! &4%attacker% &cused his Knocker abiltiy !" to victim
on damage:
if attacker is player:
if victim is player:
if {Upgrade22.%attacker%} is true:
make server execute command "/effect give %victim% weekness 5 1"
send action bar "&8[&2&lSkills&8] &aYour &8Weaker &aabiltiy has been used ! " to attacker
send action bar "&8[&2&lSkills&8] &cYou got &8Weakness &c, &4%attacker% &cused his &8Weaker &cAbilities !" to victim
#SPEED
every 3 seconds:
loop all players:
if {Upgrade1.%loop-player%} is true:
make server execute command "/effect give %loop-player% speed 12 1"
every 3 seconds:
loop all players:
if {Upgrade2.%loop-player%} is true:
make server execute command "/effect give %loop-player% speed 12 2"
every 3 seconds:
loop all players:
if {Upgrade3.%loop-player%} is true:
make server execute command "/effect give %loop-player% speed 12 3"
#JUMPBOOST
every 3 seconds:
loop all players:
if {Upgrade4.%loop-player%} is true:
make server execute command "/effect give %loop-player% jump_boost 12 1"
every 3 seconds:
loop all players:
if {Upgrade5.%loop-player%} is true:
make server execute command "/effect give %loop-player% jump_boost 12 2"
every 3 seconds:
loop all players:
if {Upgrade6.%loop-player%} is true:
make server execute command "/effect give %loop-player% jump_boost 12 3"
#HASTE
every 3 seconds:
loop all players:
if {Upgrade11.%loop-player%} is true:
if {Upgrade12.%loop-player%} is false:
make server execute command "/effect give %loop-player% haste 12 1"
every 3 seconds:
loop all players:
if {Upgrade12.%loop-player%} is true:
if {Upgrade13.%loop-player%} is false:
make server execute command "/effect give %loop-player% haste 12 2"
every 3 seconds:
loop all players:
if {Upgrade13.%loop-player%} is true:
make server execute command "/effect give %loop-player% haste 12 3"
#regeneration
every 3 seconds:
loop all players:
if {Upgrade18.%loop-player%} is true:
if {Upgrade19.%loop-player%} is false:
make server execute command "/effect give %loop-player% regeneration 12 1"
every 3 seconds:
loop all players:
if {Upgrade19.%loop-player%} is true:
if {Upgrade20.%loop-player%} is false:
make server execute command "/effect give %loop-player% regeneration 12 2"
every 3 seconds:
loop all players:
if {Upgrade20.%loop-player%} is true:
make server execute command "/effect give %loop-player% regeneration 12 3"
command /upgrades:
trigger:
wait 5 ticks
if "%region at player%" contains "spawn":
wait 5 tick
open chest with 6 rows named " &2&l&oShop Upgrades" to player
format slot 10 of player with feather named "&fSpeed I" with lore "&aCost 15 Points" to close then run [make player execute command "/§speed1"]
format slot 11 of player with feather named "&fSpeed II" with lore "&aCost 30 Points &cNeed Speed I Upgrade !" to close then run [make player execute command "/§speed2"]
format slot 12 of player with feather named "&fSpeed III" with lore "&aCost 60 Points &cNeed Speed II Upgrade !" to close then run [make player execute command "/§speed3"]
format slot 14 of player with rabbit foot named "&aJump Boost I" with lore "&aCost 60 Points" to close then run [make player execute command "/§jump1"]
format slot 15 of player with rabbit foot named "&aJump Boost II" with lore "&aCost 75 Points &cNeed Jump Boost I Upgrade !" to close then run [make player execute command "/§jump2"]
format slot 16 of player with rabbit foot named "&aJump Boost III" with lore "&aCost 90 Points &cNeed Jump Boost II Upgrade !" to close then run [make player execute command "/§jump3"]
format slot 23 of player with stone pickaxe named "&eHaste I" with lore "&aCost 255 Points" to close then run [make player execute command "/§haste1"]
format slot 24 of player with iron pickaxe named "&eHaste II" with lore "&aCost 270 Points &cNeed Haste I Upgrade !" to close then run [make player execute command "/§haste2"]
format slot 25 of player with diamond pickaxe named "&eHaste III" with lore "&aCost 300 Points &cNeed Haste II Upgrade !" to close then run [make player execute command "/§haste3"]
format slot 19 of player with anvil named "&2Reducer I" with lore "&aCost 300 Points" to close then run [make player execute command "/§ikbr1"]
format slot 28 of player with stone sword named "&dRegeneration I" with lore "&aCost 300 Points" to close then run [make player execute command "/§regeneration1"]
format slot 29 of player with iron sword named "&dRegeneration II" with lore "&aCost 340 Points &cNeed Regeneration I Upgrade !" to close then run [make player execute command "/§regeneration2"]
format slot 30 of player with diamond sword named "&dRegeneration III" with lore "&aCost 370 Points &cNeed Regeneration II Upgrade !" to close then run [make player execute command "/§regeneration3"]
format slot 20 of player with stick named "&cKnocker I" with lore "&aCost 370 Points" to close then run [make player execute command "/§ikb1"]
format slot 21 of player with wooden sword named "&8Weaker I" with lore "&aCost 400 Points" to close then run [make player execute command "/§week1"]
format slot 0 of player with black glass pane named "" to be unstealable
format slot 1 of player with black glass pane named "" to be unstealable
format slot 2 of player with black glass pane named "" to be unstealable
format slot 3 of player with black glass pane named "" to be unstealable
format slot 4 of player with black glass pane named "" to be unstealable
format slot 5 of player with black glass pane named "" to be unstealable
format slot 6 of player with black glass pane named "" to be unstealable
format slot 7 of player with black glass pane named "" to be unstealable
format slot 8 of player with black glass pane named "" to be unstealable
format slot 9 of player with black glass pane named "" to be unstealable
format slot 18 of player with black glass pane named "" to be unstealable
format slot 45 of player with black glass pane named "" to be unstealable
format slot 46 of player with black glass pane named "" to be unstealable
format slot 47 of player with black glass pane named "" to be unstealable
format slot 48 of player with black glass pane named "" to be unstealable
format slot 49 of player with sign named "&7&oGo back !" to close then run [make player execute command "/shop"]
format slot 49 of player with sign named "&7&oGo back !" to close then run [make player execute command "/shop"]
format slot 49 of player with sign named "&7&oGo back !" to close then run [make player execute command "/shop"]
format slot 51 of player with black glass pane named "" to be unstealable
format slot 52 of player with black glass pane named "" to be unstealable
format slot 53 of player with black glass pane named "" to be unstealable
format slot 36 of player with black glass pane named "" to be unstealable
format slot 44 of player with black glass pane named "" to be unstealable
format slot 35 of player with black glass pane named "" to be unstealable
format slot 27 of player with black glass pane named "" to be unstealable
format slot 17 of player with black glass pane named "" to be unstealable
format slot 26 of player with black glass pane named "" to be unstealable
format slot 50 of player with black glass pane named "" to be unstealable
on join:
if {Upgrade1.%player%} is not set:
set {Upgrade1.%player%} to false