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- command /broadcast [<text>]:
- permission: breakout.core.broadcast
- trigger:
- if arg-1 is set:
- broadcast " "
- broadcast " "
- broadcast "&bBreak&cOUT"
- broadcast "&7%arg-1%"
- broadcast " "
- broadcast " "
- command /bc [<text>:
- permission: breakout.core.broadcast
- trigger:
- if arg-1 is set:
- broadcast " "
- broadcast " "
- broadcast "&bBreak&cOUT"
- broadcast "&7%arg-1%"
- broadcast " "
- broadcast " "
- command /clearchat:
- permission: broadcast.core.clearchat
- trigger:
- loop 500 times:
- " "
- broadcast "&bBreak&cOUT&7 ChatCleared by &b%player%"
- command /cc:
- permission: breakout.core.clearchat
- trigger:
- loop 500 times:
- " "
- broadcast "&bBreak&cOUT&7 ChatCleared by &b%player%"
- command /location <string>:
- permission: breakout.core.location
- trigger:
- if arg-1 is "spawn":
- set {location.spawn} to players location
- on mine of iron ore:
- cancel event
- set event-block to bedrock
- give player a iron ingot
- wait 120 ticks
- set event-block to iron ore
- on mine of diamond ore:
- cancel event
- set event-block to bedrock
- give player a diamond
- wait 120 ticks
- set event-block to diamond ore
- on mine of emerald ore:
- cancel event
- set event-block to bedrock
- give player a emerald
- wait 120 ticks
- set event-block to emerald ore
- on mine of coal ore:
- cancel event
- set event-block to bedrock
- give player a coal
- wait 120 ticks
- set event-block to coal ore
- on mine of lapis ore:
- cancel event
- set event-block to bedrock
- give player a lapis
- wait 120 ticks
- set event-block to lapis ore
- on mine of gold ore:
- cancel event
- set event-block to bedrock
- give player a gold ingot
- wait 120 ticks
- set event-block to gold ore
- on mine of oak log:
- cancel event
- set event-block to bedrock
- give player a oak log
- wait 120 ticks
- set event-block to oak log
- on mine of redstone ore:
- cancel event
- set event-block to bedrock
- give player a redstone
- wait 120 ticks
- set event-block to redstone ore
- on mine of nether quartz ore:
- cancel event
- set event-block to bedrock
- give player a nether quartz
- wait 120 ticks
- set event-block to nether quartz ore
- command /mineralbox:
- permission: give.item
- trigger:
- give player sea lantern named "&b&lMINERAL &7Loot Box" with lore "||&7Place this lantern to recieve a mineral block."
- on place:
- player's tool is a sea lantern
- name of player's tool is "&b&lMINERAL &7Loot Box":
- wait 5 ticks
- set block to bedrock
- wait 2 ticks
- set block to air
- drawWarpRings style 60, particle "redstone", RGB 80, 255, 255, center location of block at block, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2
- wait 5 seconds
- stopEffect "%player%"
- set block to chest
- wait 1 second
- set block to air
- set {_randomizer} to random integer between 0 and 2
- if {_randomizer} = 0:
- set {_reward} to "16 Diamond Blocks"
- set block to diamond block
- drawItemFountain diamonds, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- give player 16 diamond blocks
- send "&b&l+ &b16 Diamond Blocks" to player
- if {_randomizer} = 1:
- set {_reward} to "16 Emerald Blocks"
- set block to emerald block
- drawItemFountain emeralds, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- give player 16 emerald blocks
- send "&a&l+ &a16 Emerald Blocks" to player
- if {_randomizer} = 2:
- set {_reward} to "16 Iron Blocks"
- set block to iron block
- drawItemFountain iron ingot, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- give player 16 iron blocks
- send "&r&l+ &r16 Iron Blocks" to player
- name of player's tool is "&b&lOP &7Loot Box":
- wait 5 ticks
- set block to bedrock
- wait 2 ticks
- set block to air
- drawWarpRings style 60, particle "redstone", RGB 80, 255, 255, center location of block at block, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2
- wait 5 seconds
- stopEffect "%player%"
- set block to chest
- wait 1 second
- set block to air
- set {_randomizer} to random integer between 0 and 2
- if {_randomizer} = 0:
- set {_reward} to "OP Sword"
- set block to glowstone
- drawItemFountain glowstone dust, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- give player diamond sword of sharpness 2 and unbreaking 2 and looting 3 named "&5&lOP &7Sword"
- send "&5&l+ &5OP Sword" to player
- if {_randomizer} = 1:
- set {_reward} to "OP Apples"
- set block to glowstone
- drawItemFountain glowstone dust, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- give player 16 golden apples:1
- send "&6&l+ &6OP Apples" to player
- if {_randomizer} = 2:
- set {_reward} to "Cow Spawner"
- set block to mob spawner
- drawItemFountain leather, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- execute console command "ss give %player% cow"
- send "&a&l+ &aCow Spawner" to player
- name of player's tool is "&b&lKEY &7Loot Box":
- wait 5 ticks
- set block to bedrock
- wait 2 ticks
- set block to air
- drawWarpRings style 60, particle "redstone", RGB 80, 255, 255, center location of block at block, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2
- wait 5 seconds
- stopEffect "%player%"
- set block to chest
- wait 1 second
- set block to air
- set {_randomizer} to random integer between 0 and 1
- if {_randomizer} = 0:
- set {_reward} to "Rare Key"
- set block to sea lantern
- drawItemFountain prismarine shard, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- execute console command "crate key %player% Rare"
- send "&6&l+ &6Rare Key" to player
- if {_randomizer} = 1:
- set {_reward} to "Mythical Key"
- set block to sea lantern
- drawItemFountain prismarine shard, style 1, center location of block, id "%player%", itemTime 50 ticks, yVelocity 50, radius 1, density 40, displacementXYZ 0, 0, 0, pulseDelay 10
- wait 2 seconds
- set block to air
- stopEffect "%player%"
- execute console command "crate key %player% Mythical"
- send "&d&l+ &dMythical Key" to player
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