Entities

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Sep 30th, 2017
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  1. Variables:
  2. {PickaxeLevel.%player%} = 1
  3. # This is the starting level for the pickaxe
  4. {PickaxeCounter.%player%} = 0
  5. # This is the starting blocks mined counter
  6. {UpgradePoints.%player%} = 0
  7. # This is the starting amount of points
  8. Options:
  9. ToolName: &fStarter Pickaxe &3| &fLevel &3: &b%{PickaxeLevel.%player%}% &fExp &3: &b%{PickaxeCounter.%player%}%&3/
  10. # This is the name for the pickaxe. You can change this however the Level and the Counter should be in the name
  11. UPoint: 1
  12. # This is how many points a player get's once a player has levelled a pickaxe up
  13. BlocksBroken: 100
  14. # This is the amount of blocks that need to be broken to a pickaxe has levelled up
  15. Header: &8&m--&7&m--&b&m--&3&m--&b( &f&lPICKAXE UPGRADES &b)&3&m--&b&m--&7&m--&8&m--
  16. Footer: &8&m--&7&m--&b&m--&3&m--&b( &f&lPICKAXE UPGRADES &b)&3&m--&b&m--&7&m--&8&m--
  17. Upgrade: &3(&bCurrent Level&3) &3» &f%{PickaxeLevel.%player%}% &3(&bUpgrade Points&3) &3» &f%{UpgradePoints.%player%}%
  18. # Header, Footer and upgrade message
  19. EffUP: 1
  20. ForUP: 1
  21. UnbUP: 1
  22. # These are how much the enchantment upgrades costs per points - Can change the amount
  23. UpgradeSuccess: &3(&bYou have enchanted your tool&3)
  24. MissingPoints: &3(&bYou need upgrade points to purchase this enchantment &3)
  25. # These are the messages if an upgrade is success or if a player doesn't have enough points
  26.  
  27.  
  28.  
  29.  
  30.  
  31. on mine:
  32. if player is holding a pickaxe:
  33. add 1 to {PickaxeCounter.%player%}
  34. set name of tool of player to "{@ToolName}&b{@BlocksBroken}"
  35. if {PickaxeCounter.%player%} is greater than or equal to 100:
  36. add 1 to {PickaxeLevel.%player%}
  37. add {@UPoint} to {UpgradePoints.%player%}
  38. set {PickaxeCounter.%player%} to 0
  39. launch ball firework colored white and ball firework colored blue at targeted block timed 1
  40.  
  41. command /upgrades:
  42. trigger:
  43. send ""
  44. send " {@Header}"
  45. send " &7&oClick on enchantments to upgrade your tool"
  46. send ""
  47. send " {@Upgrade}"
  48. send ""
  49. send ""
  50. json("%player%"," &7&oEfficiency||cmd:/eff||ttp:&3» &b&l{@EffUP} Upgrade Point%newline%&fIncrease your%newline%&f&lEfficiency&fon your tool|| &7&oFortune||cmd:/for||ttp:&3» &b&l{@ForUP} Upgrade Point%newline%&fIncrease your%newline%&f&oFortune &fon your tool|| &7&oUnbreaking||cmd:/unb||ttp:&3» &b&l{@UnbUP} Upgrade Point%newline%&fIncrease your%newline%&f&oUnbreaking &fon your tool")
  51. send ""
  52. send " {@Footer}"
  53.  
  54. command /eff:
  55. trigger:
  56. if {UpgradePoints.%player%} is greater than or equal to {@EffUP}:
  57. send ""
  58. send " {@UpgradeSuccess}"
  59. send ""
  60. remove 1 from {UpgradePoints.%player%}
  61. evaluate "enchant player's tool with efficiency %level of efficiency of player's tool + 1%"
  62. else:
  63. send ""
  64. send " {@MissingPoints}"
  65. send ""
  66.  
  67. command /for:
  68. trigger:
  69. if {UpgradePoints.%player%} is greater than or equal to {@ForUP}:
  70. send ""
  71. send " {@UpgradeSuccess}"
  72. send ""
  73. remove 1 from {UpgradePoints.%player%}
  74. evaluate "enchant player's tool with fortune %level of fortune of player's tool + 1%"
  75. else:
  76. send ""
  77. send " {@MissingPoints}"
  78. send ""
  79.  
  80. command /unb:
  81. trigger:
  82. if {UpgradePoints.%player%} is greater than or equal to {@UnbUP}:
  83. send ""
  84. send " {@UpgradeSuccess}"
  85. send ""
  86. remove 1 from {UpgradePoints.%player%}
  87. evaluate "enchant player's tool with unbreaking %level of unbreaking of player's tool + 1%"
  88. else:
  89. send ""
  90. send " {@MissingPoints}"
  91. send ""
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