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- command /backpack [<number>] [<offline player>]:
- trigger:
- if argument 1 isn't set:
- message "&cIncorrest usage:"
- if {staffuser.%player's uuid%} is true:
- message "&c/backpack <number> [player]"
- else:
- message "&c/backpack <number>"
- else if argument 1 is set:
- if argument 2 is set:
- if {staffuser.%player's uuid%} is false:
- make player execute "backpack"
- else:
- set {backpack.open.%player%} to arg 1
- set {backpack.open.else.%player%} to arg 2
- open chest with 6 rows named "&c%arg 2%'s &c&lBACKPACK" to player
- wait 1 tick
- set {_num} to 0
- loop {backpack.item.%arg 1%.%arg 2%::*}:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- else:
- if player doesn't have permission "server.backpack.%arg 1%":
- send "&cYou don't have permission to open backpack %arg 1%"
- else:
- set {backpack.open.%player%} to arg 1
- open chest with 6 rows named "&c&lBACKPACK" to player
- wait 1 tick
- set {_num} to 0
- loop {backpack.item.%arg 1%.%player%::*}:
- if {backpack.open.%player%} is set:
- set slot {_num} of player's current inventory to loop-value
- add 1 to {_num}
- on rightclick on chest:
- if {backpack.open.%player%} is set:
- cancel event
- delete {backpack.open.%player%}
- on inventory close:
- if {backpack.open.%player%} is set:
- if {backpack.open.else.%player%} is set:
- if inventory name of player's current inventory contains "'s &c&lBACKPACK":
- loop 54 times:
- set {backpack.item.%{vaults.open.%player%}%.%{backpack.open.else.%player%}%::%loop-number - 1%} to slot "%loop-number - 1%" parsed as an integer of current inventory of player
- delete {backpack.open.%player%}
- delete {backpack.open.else.%player%}
- else:
- if inventory name of player's current inventory contains "&c&lBACKPACK":
- loop 54 times:
- set {backpack.item.%{backpack.open.%player%}%.%player%::%loop-number - 1%} to slot "%loop-number - 1%" parsed as an integer of current inventory of player
- delete {backpack.open.%player%}
- command /rankup:
- trigger:
- if {level.%player's uuid%} isn't 100:
- if {points.%player's uuid%} > {rankcost.%player's uuid%}:
- add 1 to {level.%player's uuid%}
- remove {rankcost.%player's uuid%} from {points.%player's uuid%}
- add 50000 to {rankcost.%player's uuid%}
- message "&cyou've ranked up to %{level.%player's uuid%}%"
- else:
- message "&cInsufficent currency:"
- message ""
- message "&cYour points: %{points.%player's uuid%}%"
- message "&cRequired points: &l%{rankcost.%player's uuid%}%"
- else:
- message "&cYou are level 100"
- on block break:
- if player have permission "server.2x2"
- if player is holding a pickaxe with lore "&72x2 Pickaxe":
- loop blocks in radius 2 of event-block:
- if loop-block is cobblestone or stone or any ore:
- add loop-block to {2x2.pickaxe.%player%::*}
- loop {2x2.pickaxe.%player%::*}:
- drop loop-value
- set loop-block to air
- on block break:
- if player have permission "server.explosive":
- if player is holding a pickaxe with lore "&7Explosive Pickaxe":
- set {r adius} to a random integer between 2 and 5
- loop blocks in radius {radius} of event-block:
- if loop-block is cobblestone or stone or any ore:
- add loop-block to {explosive.pickaxe.%player%::*}
- loop {explosive.pickaxe.%player%::*}:
- drop loop-value
- set loop-block to air
- on right click holding tnt named "&cBomb":
- loop 25 times:
- make player shoot snowball at speed 2
- add north, south, east, west, up and down to {direction of bomb::*}
- loop 3 times:
- remove random element out of {direction of bomb::*} from {direction of bomb::*}
- loop {direction of bomb::*}:
- push last shot projectile loop-value-2 at speed random number between 0.05 and 0.1
- on projectile hit:
- create a explosion at the event-location
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