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hapily

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  1. hapily

    Tablisknu Update

    https://github.com/TPGamesNL/Tablisknu/releases/tag/v1.0-TP Tablisknu should be updated to this fork as it fixes some issues. Tested on 1.16.5 and it works.
  2. Please use Skript discussion instead of skript releases to get help if you're not going to just the Discord. Here's an example of how to send a clickable link: send formatted "Click <link: https://google.com>HERE<reset> to go to google!" This example makes it to where only "HERE" can be clicked. The <reset> makes it so that you can't click anything after "here"
  3. This is an expression made in skript-reflect and allows you to use this instead of downloading other addons that come with some other features you may not use. Sure, SkBee is very useful and I would say that I would use the nbt feature of skBee, but other people may not. Either way, this is just an alternative. This is also just something I made since I'm starting to learn skript-reflect and I thought I'd share in-case anybody else wanted to use it.
  4. Glowing Item Expression Returns an item that appears to be enchanted. Requirements Skript Skript-reflect Syntax (shiny|glowing|glow|enchanted|glinted) %itemstack% Example Usage give player shiny stone give player glinted stone add 1 of glinted stone to player's inventory set player's helmet to glinted stone Code import: java.lang.System java.lang.Object java.lang.Enum import: ch.njol.skript.Skript org.bukkit.inventory.ItemFlag expression (shiny|glowing|glow|enchanted|glinted) %itemstack%: get: expr-1.addItemFlags(ItemFlag.HIDE_ENCHANTS) if expr-1 is not fishing rod: expr-1.addUnsafeEnchantment(LURE, 1) if expr-1 is fishing rod: expr-1.addUnsafeEnchantment(CHANNELING, 1) return expr-1
  5. Meteor Skript Spawns a meteor that falls and explodes Requirements: - Skript - SkQuery - SkDragon - SkBee Demonstration https://gyazo.com/a6f9bc299cbc564b5c8ea096e8f8f6ad Code: https://pastebin.com/cHJ6ZGUR Command /givemeteor (player) permission for /givemeteor: give.meteor
  6. The marketplace would not be in the right category, but Skript Discussion would. Anyhow, you need to include the speed at which you're pushing them @KingEthan. Example: push player upwards at speed 1
  7. I would suggest using structure blocks and SkBee.
  8. It's not released, I'm discussing if people would like to have it.
  9. Howdy, I currently have a working laser tag minigame Skript and I was wondering if anybody's interested. If so, I would add commands to set spawns, etc. To clarify, this would be free and would be released in the Skript releases if enough people want it. Game breakdown: 60 seconds to get the most points. You get 500 points per kill. Two teams, red and blue. Getting hit with the laser is an instant kill.
  10. This would not work as unbreakable is misspelled. Additionally, he wanted an unbreakable pickaxe, not one with unbreaking. I'm sure you can create the command or whatever causes the pickaxe to be given, but this is how you would give am unbreakable wooden pickaxe: give player unbreakable wood pickaxe
  11. What do you mean by "the thingi"?
  12. 100 is an understatement for what this would realistically be if you actually wanted to make this with functions n stuff, but yes, 5000 lines is quite a lot
  13. Note: This was for my server, so you're going to have to edit the coordinates according to your map. This uses structure blocks to save the maps. Also, they may not be made the best, but they're working with a few bugs. Also, I realize you have to scroll a lot. Main Games Skript on join: add player to {queue::*} message "&cQueue> &7You have automatically been added to the queue. If you wish to not be in the queue, do /queue." wait 4 ticks clear player's inventory set player's gamemode to adventure execute console command "/effect clear %player%" on quit: remove player from {queue::*} command /queue [<text>]: trigger: if {queue::*} contains "%player%": remove player from {queue::*} message "&cQueue> &7You have been removed from the queue." stop if {queue::*} does not contain "%player%": add player to {queue::*} message "&cQueue> &7You have been added to the queue." stop command /game [<text>] [<text>]: permission: admin permission message: &cYou do not have permission to execute this command. trigger: if arg-1 is "load": if arg-2 is "plains": load "plains" at location (-18.700, 65, -20.700) message "&cGame> &7Plains has been loaded." stop if arg-2 is "boatrace": load "circuit" at location (-18.700, 65, -20.700) message "&cGame> &7Circuit has been loaded." stop if arg-2 is "fourcolor": load "fourcolor" at location (-18.700, 65, -20.700) message "&cGame> &7Fourcolor has been loaded." stop if arg-2 is "graveyard": load "graveyard" at location (-18.700, 65, -20.700) message "&cGame> &7Graveyard has been loaded." stop if arg-2 is "warzone": load "warzone" at location (-18.700, 65, -20.700) message "&cGame> &7Warzone has been loaded." stop if arg-2 is "ruins": load "ruins" at location (-18.700, 65, -20.700) message "&cGame> &7Ruins has been loaded." stop if arg-2 is "hills": load "hills" at location (-18.700, 65, -20.700) message "&cGame> &7Hills has been loaded." stop if arg-2 is "temple": load "temple" at location (-18.700, 65, -20.700) message "&cGame> &7Temple has been loaded." stop if arg-2 is "koth" or "kingofthehill": load "koth" at location (-18.700, 65, -20.700) message "&cGame> &7KOTH has been loaded." stop if arg-2 is "tntrun": load "tntrun" at location (-18.700, 65, -20.700) message "&cGame> &7TNTRun has been loaded." stop if arg-1 is "unload": load "void" at location -18.700, 65, -20.700 in "Lobby" message "&cGame> &7Unloaded" wait 1 second loop all dropped items: delete loop-value stop if arg-1 is "stop": if arg-2 is "ffa": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lFree For All&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {game} delete {gameplayercount} load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value if arg-2 is "boatrace": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&b&lSheep Racing&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" execute console command "/kill @e[type=sheep]" delete {boatriding::*} loop all players: if y-loc of loop-player < 105: make loop-player dismount clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {game} delete {gameplayercount} loop all dropped items: delete loop-value loop all entities: if loop-entity is boat: delete loop-entity load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player if arg-2 is "spleef": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lSpleef&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Destroy blocks below people to make them fall." broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {spleefstart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value if arg-2 is "arrowdodge": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&7&lArrow Dodge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" execute console command "/kill @e[type=skeleton]" execute console command "/team remove skeleton" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value if arg-2 is "warfare": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {game} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value if arg-2 is "smash": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lSmash&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {gamestarted1} delete {smashstart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player wait 1 second loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false if arg-2 is "chickshoot": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lChicken Shoot&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {chickshootpoints.%loop-player%} execute console command "/kill @e[type=chicken]" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player if arg-2 is "sumo": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lSumo&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {sumostart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player if arg-1 is "start": if arg-2 is not set: message "&cGame> &7You didn't put a gametype." stop if arg-2 is "ffa": load "plains" at location -18.700, 65, -20.700 in "Lobby" wait 3 ticks set {game} to "ffa" loop {queue::*}: add loop-value to {playersingame::*} set {_pos1} to location 25.649, 67, 23.589 in "Lobby" set {_pos2} to location -17.457, 67, -19.54 in "Lobby" set {_pos3} to location 25.56, 67, -19.45 in "Lobby" set {_pos4} to location -17.561, 67, 23.582 in "Lobby" set {_pos5} to location -17.539, 66, 2.553 in "Lobby" set {_pos6} to location 25.492, 66, 1.562 in "Lobby" set {_pos7} to location 4.464, 66, 23.594 in "Lobby" set {_pos8} to location 3.387, 66, -19.459 in "Lobby" # Floating set {_pos9} to location 3.74, 94.76223, 11.6 in "Lobby" set {_pos10} to location 2.727, 94.76223, -9.142 in "Lobby" set {_pos11} to location -7.257, 94.76223, 2.015 in "Lobby" set {_pos12} to location 13.438, 94.76223, 1.651 in "Lobby" set {_pos13} to location 3.74, 94.76223, 11.6 in "Lobby" set {_pos14} to location 2.727, 94.76223, -9.142 in "Lobby" set {_pos15} to location -7.257, 94.76223, 2.015 in "Lobby" set {_pos16} to location 13.438, 94.76223, 1.651 in "Lobby" set {_pos17} to location 3.74, 94.76223, 11.6 in "Lobby" set {_pos18} to location 2.727, 94.76223, -9.142 in "Lobby" set {_pos19} to location -7.257, 94.76223, 2.015 in "Lobby" set {_pos20} to location 13.438, 94.76223, 1.651 in "Lobby" wait 2 ticks set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos1} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos2} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos3} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos4} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos5} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos6} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos7} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos8} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos9} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos10} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos11} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos12} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos13} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos14} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos15} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos16} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos17} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos18} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos19} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos20} remove {_player} from {playersingame::*} loop {queue::*}: add 1 to {gameplayercount} loop {queue::*}: add loop-value to {playersingame::*} loop {playersingame::*}: clear loop-value's inventory set loop-value's gamemode to adventure set loop-value's helmet to unbreakable chain helmet set loop-value's chestplate to unbreakable chain chestplate set loop-value's leggings to unbreakable chain leggings set loop-value's boots to unbreakable chain boots add unbreakable stone sword of sharpness 1 to loop-value's inventory add unbreakable bow to loop-value's inventory add unbreakable fishing rod to loop-value's inventory add 2 golden apple to loop-value's inventory set slot 9 of loop-value to 15 arrow set loop-value's flight state to false play sound "entity_wither_ambient" at volume 1 with pitch 1.5 for loop-value set {gamestarted} to true broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &e&lFree For All" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Kill everybody, last person alive wins." broadcast " " broadcast "&8>&7&m------------------------------&8<" if arg-2 is "boatrace": load "circuit" at location -18.700, 65, -20.700 in "Lobby" wait 6 ticks set {game} to "boatrace" loop {queue::*}: add loop-value to {playersingame::*} loop {queue::*}: add 1 to {gameplayercount} if {gameplayercount} is 1: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 2: loop 2 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 3: loop 3 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 4: loop 4 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 5: loop 5 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 6: loop 6 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 7: loop 7 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 8: loop 8 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 9: loop 9 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 10: loop 10 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 11: loop 11 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 12: loop 12 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 13: loop 13 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 14: loop 14 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 15: loop 15 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 16: loop 16 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 17: loop 17 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 18: loop 18 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 19: loop 19 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} if {gameplayercount} is 20: loop 20 times: set {_player} to random element out of {playersingame::*} spawn baby sheep at location(18.919, 91.53293, 4.101, world "Lobby") set {boat.%{_player}%} to last spawned baby sheep make {_player} ride last spawned baby sheep remove {_player} from {playersingame::*} clear {_player}'s inventory set {_player}'s gamemode to adventure loop {queue::*}: add loop-value to {boatriding::*} loop {queue::*}: add loop-value to {playersingame::*} set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&b&lSheep Racing&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Be the first one to get to the lava pit." broadcast "&9&lNOTE" broadcast "&7We suggest that you use &eF5&7 while playing this gamemode." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true play sound "block_snow_break" at volume 1 with pitch 1 for all players wait 2 seconds if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7&nStarting in &4&l3" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7&nStarting in &6&l2" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7&nStarting in &e&l1" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 1 for all players broadcast " " broadcast "&cGame> &a&lGO" broadcast " " load "circuitstart" at location 16, 89, 6 in "Lobby" while {boatriding::*} is set: loop all players: if loop-player is riding baby sheep: push loop-player's vehicle in horizontal direction of loop-player at speed 0.06 if block below loop-player's vehicle is yellow glazed terracotta: push loop-player's vehicle in horizontal direction of loop-player at speed 1.2 play sound "entity_wither_shoot" at volume 0.6 with pitch 1 at location of loop-player wait 1 tick if arg-2 is "spleef": load "fourcolor" at location -18.700, 65, -20.700 in "Lobby" wait 2 ticks set {game} to "spleef" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: teleport loop-value to location 4.5, 101, 2.5 in "Lobby" clear loop-value's inventory set loop-value's gamemode to survival add unbreakable netherite pickaxe of efficiency 1000 with hidden enchants to loop-value's inventory add shiny raw chicken named "&f&lChicken Boost" to loop-value's inventory add shiny raw chicken named "&f&lChicken Boost" to loop-value's inventory add shiny raw chicken named "&f&lChicken Boost" to loop-value's inventory set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lSpleef&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Destroy blocks below people to make them fall." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Players can break blocks in &4&l3 seconds" broadcast " " if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Players can break blocks in &6&l2 seconds" broadcast " " if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Players can break blocks in &e&l1 second" broadcast " " if {gamestarted} is true: wait 1 second broadcast " " broadcast "&cGame> &7Players can break blocks &a&lnow" broadcast " " play sound "block_stone_break" at volume 1 with pitch 1 for all players set {spleefstart} to true if arg-2 is "ArrowDodge": load "graveyard" at location -18.700, 65, -20.700 in "Lobby" wait 2 ticks set {game} to "arrowdodge" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: teleport loop-value to location 4.473, 67, 1.536 in "Lobby" clear loop-value's inventory set loop-value's gamemode to adventure set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&7&lArrow Dodge&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Avoid being hit by the arrows shot by skeletons." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if {gamestarted} is true: if {game} is "arrowdodge": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Skeletons will spawn in &4&l3 seconds" broadcast " " if {gamestarted} is true: if {game} is "arrowdodge": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Skeletons will spawn in in &6&l2 seconds" broadcast " " if {gamestarted} is true: if {game} is "arrowdodge": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Skeletons will spawn in &e&l1 second" broadcast " " if {gamestarted} is true: if {game} is "arrowdodge": wait 1 second broadcast " " broadcast "&cGame> &7Skeletons spawned &a&lnow" broadcast " " play sound "entity_arrow_hit" at volume 1 with pitch 1 for all players execute console command "/team add skeleton" spawn skeleton at location(4.533, 66.2, -6.437, world "Lobby") spawn skeleton at location(4.448, 66.2, 9.575, world "Lobby") execute console command "/team join skeleton @e[type=skeleton]" wait 5 seconds if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7A new wave of skeletons will spawn in &4&l10 seconds" broadcast " " wait 7 seconds if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7A new wave of skeletons will spawn in &6&l3 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7A new wave of skeletons will spawn in &e&l2 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7A new wave of skeletons will spawn in &a&l1 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": execute console command "/kill @e[type=minecraft:skeleton]" execute console command "/team remove skeleton" execute console command "/team add skeleton" spawn skeleton at location(4.533, 66.2, -6.437, world "Lobby") spawn skeleton at location(4.448, 66.2, 9.575, world "Lobby") spawn skeleton at location(-3.471, 66.2, 1.55, world "Lobby") spawn skeleton at location(12.361, 66.2, 1.662, world "Lobby") execute console command "/team join skeleton @e[type=skeleton]" broadcast " " broadcast "&cGame> &7A new wave of skeletons has spawned." broadcast " " wait 5 seconds if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7The last wave of skeletons will spawn in &4&l10 seconds" broadcast " " wait 7 seconds if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7The last wave of skeletons will spawn in &6&l3 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7The last wave of skeletons will spawn in &e&l2 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": broadcast " " broadcast "&cGame> &7The last wave of skeletons will spawn in &a&l1 seconds" broadcast " " wait 1 second if {gameplayercount} is greater than or equal to 2: if {game} is "arrowdodge": execute console command "/kill @e[type=minecraft:skeleton]" execute console command "/team remove skeleton" execute console command "/team add skeleton" spawn skeleton at location(4.533, 66.2, -6.437, world "Lobby") spawn skeleton at location(4.448, 66.2, 9.575, world "Lobby") spawn skeleton at location(-3.471, 66.2, 1.55, world "Lobby") spawn skeleton at location(12.361, 66.2, 1.662, world "Lobby") spawn skeleton at location(-3.435, 66.2, 5.528, world "Lobby") spawn skeleton at location(-3.7, 66.2, -2.685, world "Lobby") spawn skeleton at location(0.401, 66.2, -6.372, world "Lobby") spawn skeleton at location(8.361, 66.2, -6.669, world "Lobby") spawn skeleton at location(12.668, 66.2, -2.739, world "Lobby") spawn skeleton at location(12.189, 66.2, 5.574, world "Lobby") spawn skeleton at location(8.3, 66.2, 9.628, world "Lobby") spawn skeleton at location(0.337, 66.2, 9.7, world "Lobby") execute console command "/team join skeleton @e[type=skeleton]" broadcast " " broadcast "&cGame> &7The last wave of skeletons has spawned." broadcast " " if arg-2 is "warfare": load "warzone" at location -18.700, 65, -20.700 in "Lobby" wait 4 ticks set {game} to "warfare" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: if mod(loop-index parsed as integer, 2) = 0: set {team.%loop-value%} to "green" add loop-value to {greenplayers::*} add 1 to {greenplayercount} set loop-value's flight state to false else: set {team.%loop-value%} to "grey" add loop-value to {greyplayers::*} add 1 to {greyplayercount} loop {playersingame::*}: if {team.%loop-value%} is "green": teleport loop-value to location -17.166, 69, 23.026 in "Lobby" set loop-value's gamemode to adventure clear loop-value's inventory heal loop-value add unbreakable netherite hoe named "&eM14" to loop-value's inventory set {_lh} to leather helmet dye {_lh} (34, 139, 34) set loop-value's helmet to {_lh} set {_lc} to leather chestplate dye {_lc} (34, 139, 34) set loop-value's chestplate to {_lc} set {_ll} to leather leggings dye {_ll} (34, 139, 34) set loop-value's leggings to {_ll} set {_lb} to leather boots dye {_lb} (34, 139, 34) set loop-value's boots to {_lb} remove loop-value from {playersingame::*} if {team.%loop-value%} is "grey": teleport loop-value to location 25.152, 70, -18.999 in "Lobby" set loop-value's gamemode to adventure clear loop-value's inventory heal loop-value add unbreakable netherite hoe named "&eM14" to loop-value's inventory set {_lh} to leather helmet dye {_lh} (128, 128, 128) set loop-value's helmet to {_lh} set {_lc} to leather chestplate dye {_lc} (128, 128, 128) set loop-value's chestplate to {_lc} set {_ll} to leather leggings dye {_ll} (128, 128, 128) set loop-value's leggings to {_ll} set {_lb} to leather boots dye {_lb} (128, 128, 128) set loop-value's boots to {_lb} remove loop-value from {playersingame::*} loop {queue::*}: add loop-value to {playersingame::*} broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Kill the other team with your &eM14&7." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if arg-2 is "smash": load "ruins" at location -18.700, 65, -20.700 in "Lobby" wait 3 ticks set {game} to "smash" loop {queue::*}: add loop-value to {playersingame::*} set {_pos1} to location -12.152, 94, 14.272 in "Lobby" set {_pos2} to location 18.456, 92.93750, -8.626 in "Lobby" set {_pos3} to location 14.273, 85, 15.623 in "Lobby" set {_pos4} to location -8.409, 92, -11.473 in "Lobby" set {_pos5} to location 6.838, 88, -5.595 in "Lobby" set {_pos6} to location -4.347, 88, 5.943 in "Lobby" set {_pos7} to location -2.571, 88, -5.58 in "Lobby" set {_pos8} to location 7.568, 88, 5.524 in "Lobby" set {_pos9} to location 17.593, 93, 20.53 in "Lobby" set {_pos10} to location -8.555, 98, -15.485 in "Lobby" set {_pos11} to location 18.649, 100, -14.555 in "Lobby" set {_pos12} to location -8.483, 101, 18.544 in "Lobby" set {_pos13} to location 0.615, 96, 8.325 in "Lobby" set {_pos14} to location 3.315, 97, 7.635 in "Lobby" set {_pos15} to location 10.554, 96, -0.473 in "Lobby" set {_pos16} to location -6.441, 97, 1.494 in "Lobby" set {_pos17} to location -6.575, 97, -4.443 in "Lobby" set {_pos18} to location 5.561, 97, 9.350 in "Lobby" set {_pos19} to location 11.427, 95, -6.702 in "Lobby" set {_pos20} to location -5.437, 88, 1.487 in "Lobby" wait 2 ticks set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos1} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos2} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos3} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos4} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos5} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos6} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos7} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos8} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos9} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos10} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos11} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos12} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos13} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos14} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos15} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos16} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos17} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos18} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos19} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos20} remove {_player} from {playersingame::*} loop {queue::*}: add 1 to {gameplayercount} loop {queue::*}: add loop-value to {playersingame::*} loop {playersingame::*}: clear loop-value's inventory set loop-value's gamemode to adventure set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lSmash&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Choose a kit and use its abilities to kill your opponents." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted1} to true set {gamestarted} to true if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Game will start in &4&l10 seconds" broadcast " " loop {playersingame::*}: make loop-value execute "/smashkit" if {gamestarted} is true: wait 5 seconds play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Game will start in &6&l5 seconds" broadcast " " if {gamestarted} is true: wait 3 second play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Game will start in &e&l2 seconds" broadcast " " if {gamestarted} is true: wait 2 seconds broadcast " " broadcast "&cGame> &7Game has &a&lstarted&7!" broadcast " " play sound "entity.ender_dragon.growl" at volume 1 with pitch 1.3 for all players set {smashstart} to true loop {playersingame::*}: close loop-value's inventory if {smashkit.%loop-value%} is not set: clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable bow of infinity 1 and knockback 1 named "&8Wither Bow" to loop-value's inventory add arrow to loop-value's inventory set {_nbt} to "{Potion:""minecraft:water"",CustomPotionEffects:[{Id:20,Amplifier:1,Duration:120}],}" add 3 splash potion with nbt {_nbt} to loop-value's inventory # execute console command "/give %loop-value% minecraft:splash_potion{Potion:""minecraft:water"",CustomPotionEffects:[{Id:20,Amplifier:1,Duration:120}],}" #splash potion of withering set loop-value's helmet to wither skeleton skull set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 0) set loop-value's boots to {_lb} if {smashkit.%loop-value%} is "Wither": clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable bow of infinity 1 and knockback 1 named "&8Wither Bow" to loop-value's inventory add arrow to loop-value's inventory set {_nbt} to "{Potion:""minecraft:water"",CustomPotionEffects:[{Id:20,Amplifier:1,Duration:120}],}" add 3 splash potion with nbt {_nbt} to loop-value's inventory # execute console command "/give %loop-value% minecraft:splash_potion{Potion:""minecraft:water"",CustomPotionEffects:[{Id:20,Amplifier:1,Duration:120}],}" #splash potion of withering set loop-value's helmet to wither skeleton skull set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 0) set loop-value's boots to {_lb} delete {smashkit.%loop-value%} if {smashkit.%loop-value%} is "Zombie": clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable iron shovel of sharpness 2 and knockback 1 to loop-value's inventory set {_nbt} to "{Potion:""minecraft:water"",CustomPotionEffects:[{Id:9,Duration:200}],}" add 5 splash potion with nbt {_nbt} to loop-value's inventory # execute console command "/give %loop-value% minecraft:splash_potion{Potion:""minecraft:water"",CustomPotionEffects:[{Id:9,Duration:200}],}" #splash potion of nausea set loop-value's helmet to zombie skull set {_lc} to unbreakable leather chestplate dye {_lc} (224, 255, 255) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 128) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 128) set loop-value's boots to {_lb} add loop-value to {pwzk::*} if {smashkit.%loop-value%} is "Skeleton": clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable bow of punch 2 and infinity 1 to loop-value's inventory add shiny bone of knockback 1 and sharpness 1 to loop-value's inventory add arrow to loop-value's inventory set loop-value's helmet to skeleton skull set {_lc} to unbreakable leather chestplate of protection 2 dye {_lc} (211, 211, 211) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings of protection 2 dye {_ll} (211, 211, 211) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots of protection 2 dye {_lb} (211, 211, 211) set loop-value's boots to {_lb} if {smashkit.%loop-value%} is "Cactus": clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable wood sword of sharpness 2 and knockback 1 to loop-value's inventory set loop-value's helmet to cactus set {_lc} to unbreakable leather chestplate of thorns 3 dye {_lc} (0, 128, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings of thorns 3 dye {_ll} (0, 128, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots of thorns 3 dye {_lb} (0, 128, 0) set loop-value's boots to {_lb} if {smashkit.%loop-value%} is "Blaze": clear loop-value's inventory heal loop-value set loop-value's flight state to true add unbreakable bow of infinity 1 named "&6Blaze Bow" to loop-value's inventory add blaze rod of knockback 1 and sharpness 1 and fire aspect 1 to loop-value's inventory add arrow to loop-value's inventory set loop-value's helmet to skull of ("18jadamecb" parsed as offline player) named "Blaze Head" set {_lc} to unbreakable leather chestplate dye {_lc} (255, 255, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 255, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 255, 0) set loop-value's boots to {_lb} if {smashkit.%loop-value%} is "Enderman": clear loop-value's inventory heal loop-value set loop-value's flight state to true add ender eye of sharpness 3 and knockback 1 to loop-value's inventory add 5 ender pearls to loop-value's inventory set loop-value's helmet to skull of ("4nn" parsed as offline player) named "Enderman Head" set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (139, 0, 139) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 0) set loop-value's boots to {_lb} if {smashkit.%loop-value%} is "Chicken": clear loop-value's inventory heal loop-value set loop-value's flight state to true add wood sword of sharpness 1 and knockback 1 to loop-value's inventory add 10 eggs to loop-value's inventory set loop-value's helmet to skull of ("AndrewTheThug" parsed as offline player) named "Chicken Head" set {_lc} to unbreakable leather chestplate dye {_lc} (255, 255, 255) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 255, 255) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 255, 255) set loop-value's boots to {_lb} set {smashstart} to true delete {gamestarted1} if arg-2 is "chickshoot": load "hills" at location -18.700, 65, -20.700 in "Lobby" wait 3 ticks set {game} to "chickshoot" loop {queue::*}: add loop-value to {playersingame::*} loop {playersingame::*}: teleport loop-value to location 3.904, 74, 2.070 in "Lobby" clear loop-value's inventory add 1 to {gameplayercount} set loop-value's gamemode to adventure add unbreakable bow of infinity 1 and power 5 to loop-value's inventory add arrow to loop-value's inventory set {chickshootpoints.%loop-value%} to 0 set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lChicken Shoot&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Shoot the most chickens &8| &f1 Chicken &7= &e1 Point" broadcast "&7First person to &e20 points &7wins." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if {gamestarted} is true: if {game} is "chickshoot": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Chickens will spawn in &4&l3 seconds" broadcast " " if {gamestarted} is true: if {game} is "chickshoot": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Chickens will spawn in in &6&l2 seconds" broadcast " " if {gamestarted} is true: if {game} is "chickshoot": wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Chickens will spawn in &e&l1 second" broadcast " " if {gamestarted} is true: if {game} is "chickshoot": wait 1 second broadcast " " broadcast "&cGame> &7Chickens spawned &a&lnow" broadcast " " play sound "entity_chicken_hurt" at volume 1 with pitch 1 for all players spawn chicken at location(-5.550, 110, -7.724, world "Lobby") spawn chicken at location(-3.550, 110, -7.724, world "Lobby") spawn chicken at location(-1.550, 110, -7.724, world "Lobby") spawn chicken at location(1.550, 110, -7.724, world "Lobby") spawn chicken at location(3.550, 110, -7.724, world "Lobby") spawn chicken at location(5.550, 110, -7.724, world "Lobby") spawn chicken at location(7.550, 110, -7.724, world "Lobby") spawn chicken at location(9.550, 110, -7.724, world "Lobby") spawn chicken at location(11.550, 110, -7.724, world "Lobby") spawn chicken at location(13.550, 110, -7.724, world "Lobby") spawn chicken at location(15, 110, -7.724, world "Lobby") spawn chicken at location(-5.550, 110, 0, world "Lobby") spawn chicken at location(-3.550, 110, 0, world "Lobby") spawn chicken at location(-1.550, 110, 0, world "Lobby") spawn chicken at location(1.550, 110, 0, world "Lobby") spawn chicken at location(3.550, 110, 0, world "Lobby") spawn chicken at location(5.550, 110, 0, world "Lobby") spawn chicken at location(7.550, 110, 0, world "Lobby") spawn chicken at location(9.550, 110, 0, world "Lobby") spawn chicken at location(11.550, 110, 0, world "Lobby") spawn chicken at location(13.550, 110, 0, world "Lobby") spawn chicken at location(15, 110, 0, world "Lobby") spawn chicken at location(4.452, 110, -3.447, world "Lobby") spawn chicken at location(14.454, 110, -3.558, world "Lobby") spawn chicken at location(14.545, 110, 4.309, world "Lobby") spawn chicken at location(4.455, 110, 4.449, world "Lobby") spawn chicken at location(-5.616, 110, 4.346, world "Lobby") spawn chicken at location(-5.560, 110, 8.319, world "Lobby") spawn chicken at location(-3.560, 110, 8.319, world "Lobby") spawn chicken at location(-1.560, 110, 8.319, world "Lobby") spawn chicken at location(1.560, 110, 8.319, world "Lobby") spawn chicken at location(3.560, 110, 8.319, world "Lobby") spawn chicken at location(5.560, 110, 8.319, world "Lobby") spawn chicken at location(7.560, 110, 8.319, world "Lobby") spawn chicken at location(9.560, 110, 8.319, world "Lobby") spawn chicken at location(11.560, 110, 8.319, world "Lobby") spawn chicken at location(13.560, 110, 8.319, world "Lobby") spawn chicken at location(15, 110, 8.319, world "Lobby") wait 15 seconds if {gamestarted} is true: if {game} is "chickshoot": broadcast " " broadcast "&cGame> &7Another round of chickens has spawned." broadcast " " play sound "entity_chicken_hurt" at volume 1 with pitch 1 for all players spawn chicken at location(-5.550, 110, -7.724, world "Lobby") spawn chicken at location(-3.550, 110, -7.724, world "Lobby") spawn chicken at location(-1.550, 110, -7.724, world "Lobby") spawn chicken at location(1.550, 110, -7.724, world "Lobby") spawn chicken at location(3.550, 110, -7.724, world "Lobby") spawn chicken at location(5.550, 110, -7.724, world "Lobby") spawn chicken at location(7.550, 110, -7.724, world "Lobby") spawn chicken at location(9.550, 110, -7.724, world "Lobby") spawn chicken at location(11.550, 110, -7.724, world "Lobby") spawn chicken at location(13.550, 110, -7.724, world "Lobby") spawn chicken at location(15, 110, -7.724, world "Lobby") spawn chicken at location(-5.550, 110, 0, world "Lobby") spawn chicken at location(-3.550, 110, 0, world "Lobby") spawn chicken at location(-1.550, 110, 0, world "Lobby") spawn chicken at location(1.550, 110, 0, world "Lobby") spawn chicken at location(3.550, 110, 0, world "Lobby") spawn chicken at location(5.550, 110, 0, world "Lobby") spawn chicken at location(7.550, 110, 0, world "Lobby") spawn chicken at location(9.550, 110, 0, world "Lobby") spawn chicken at location(11.550, 110, 0, world "Lobby") spawn chicken at location(13.550, 110, 0, world "Lobby") spawn chicken at location(15, 110, 0, world "Lobby") spawn chicken at location(4.452, 110, -3.447, world "Lobby") spawn chicken at location(14.454, 110, -3.558, world "Lobby") spawn chicken at location(14.545, 110, 4.309, world "Lobby") spawn chicken at location(4.455, 110, 4.449, world "Lobby") spawn chicken at location(-5.616, 110, 4.346, world "Lobby") spawn chicken at location(-5.560, 110, 8.319, world "Lobby") spawn chicken at location(-3.560, 110, 8.319, world "Lobby") spawn chicken at location(-1.560, 110, 8.319, world "Lobby") spawn chicken at location(1.560, 110, 8.319, world "Lobby") spawn chicken at location(3.560, 110, 8.319, world "Lobby") spawn chicken at location(5.560, 110, 8.319, world "Lobby") spawn chicken at location(7.560, 110, 8.319, world "Lobby") spawn chicken at location(9.560, 110, 8.319, world "Lobby") spawn chicken at location(11.560, 110, 8.319, world "Lobby") spawn chicken at location(13.560, 110, 8.319, world "Lobby") spawn chicken at location(15, 110, 8.319, world "Lobby") spawn chicken at location(15, 110, 8.319, world "Lobby") wait 15 seconds if {gamestarted} is true: if {game} is "chickshoot": broadcast " " broadcast "&cGame> &7The last round of chickens has spawned." broadcast " " play sound "entity_chicken_hurt" at volume 1 with pitch 1 for all players spawn chicken at location(-5.550, 110, -7.724, world "Lobby") spawn chicken at location(-3.550, 110, -7.724, world "Lobby") spawn chicken at location(-1.550, 110, -7.724, world "Lobby") spawn chicken at location(1.550, 110, -7.724, world "Lobby") spawn chicken at location(3.550, 110, -7.724, world "Lobby") spawn chicken at location(5.550, 110, -7.724, world "Lobby") spawn chicken at location(7.550, 110, -7.724, world "Lobby") spawn chicken at location(9.550, 110, -7.724, world "Lobby") spawn chicken at location(11.550, 110, -7.724, world "Lobby") spawn chicken at location(13.550, 110, -7.724, world "Lobby") spawn chicken at location(15, 110, -7.724, world "Lobby") spawn chicken at location(-5.550, 110, 0, world "Lobby") spawn chicken at location(-3.550, 110, 0, world "Lobby") spawn chicken at location(-1.550, 110, 0, world "Lobby") spawn chicken at location(1.550, 110, 0, world "Lobby") spawn chicken at location(3.550, 110, 0, world "Lobby") spawn chicken at location(5.550, 110, 0, world "Lobby") spawn chicken at location(7.550, 110, 0, world "Lobby") spawn chicken at location(9.550, 110, 0, world "Lobby") spawn chicken at location(11.550, 110, 0, world "Lobby") spawn chicken at location(13.550, 110, 0, world "Lobby") spawn chicken at location(15, 110, 0, world "Lobby") spawn chicken at location(4.452, 110, -3.447, world "Lobby") spawn chicken at location(14.454, 110, -3.558, world "Lobby") spawn chicken at location(14.545, 110, 4.309, world "Lobby") spawn chicken at location(4.455, 110, 4.449, world "Lobby") spawn chicken at location(-5.616, 110, 4.346, world "Lobby") spawn chicken at location(-5.560, 110, 8.319, world "Lobby") spawn chicken at location(-3.560, 110, 8.319, world "Lobby") spawn chicken at location(-1.560, 110, 8.319, world "Lobby") spawn chicken at location(1.560, 110, 8.319, world "Lobby") spawn chicken at location(3.560, 110, 8.319, world "Lobby") spawn chicken at location(5.560, 110, 8.319, world "Lobby") spawn chicken at location(7.560, 110, 8.319, world "Lobby") spawn chicken at location(9.560, 110, 8.319, world "Lobby") spawn chicken at location(11.560, 110, 8.319, world "Lobby") spawn chicken at location(13.560, 110, 8.319, world "Lobby") spawn chicken at location(15, 110, 8.319, world "Lobby") if arg-2 is "sumo": load "nethersumo" at location -18.700, 65, -20.700 in "Lobby" wait 2 ticks set {game} to "sumo" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: teleport loop-value to location 3.974, 81.91573, 2.002 in "Lobby" clear loop-value's inventory set loop-value's gamemode to adventure add stick of knockback 1 to loop-value's inventory apply regeneration of tier 5 without particles to loop-value for 3 days set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lSumo&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Knock the other players off of the platform" broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Players can hit each other in &4&l3 seconds" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Players can hit eachother in &6&l2 seconds" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Players can hit each other in &e&l1 second" broadcast " " wait 1 second if {gamestarted} is true: broadcast " " broadcast "&cGame> &7Players can hit each other &a&lnow" broadcast " " play sound "entity_player_hurt" at volume 1 with pitch .8 for all players set {sumostart} to true if arg-2 is "tntrun": load "tntrun" at location -18.700, 65, -20.700 in "Lobby" wait 4 ticks set {game} to "tntrun" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: teleport loop-value to location 2.826, 106.74293, -0.802 in "Lobby" clear loop-value's inventory set loop-value's gamemode to adventure set loop-value's flight state to false broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lT&f&lN&c&lT &f&lR&c&lu&f&ln&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Don't fall into the lava." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if {gamestarted} is true: wait 1 second play sound "block_note_block_pling" at volume 1 with pitch 0.7 for all players broadcast " " broadcast "&cGame> &7Players will drop in &4&l3 seconds" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.8 for all players broadcast " " broadcast "&cGame> &7Players will drop in &6&l2 seconds" broadcast " " wait 1 second if {gamestarted} is true: play sound "block_note_block_pling" at volume 1 with pitch 0.9 for all players broadcast " " broadcast "&cGame> &7Players will drop in &e&l1 second" broadcast " " wait 1 second if {gamestarted} is true: broadcast " " broadcast "&cGame> &7Players will drop &a&lnow" broadcast " " play sound "entity_tnt_primed" at volume 1 with pitch .8 for all players load "tntvoid" at location -19, 96, -21 in "Lobby" if arg-2 is "bridge": load "abandoned" at location -18.700, 65, -20.700 in "Lobby" wait 4 ticks set {game} to "bridge" loop {queue::*}: add loop-value to {playersingame::*} add 1 to {gameplayercount} loop {playersingame::*}: if mod(loop-index parsed as integer, 2) = 0: set {team.%loop-value%} to "blue" add loop-value to {blueplayers::*} add 1 to {blueplayercount} set loop-value's flight state to false else: set {team.%loop-value%} to "red" add loop-value to {edplayers::*} add 1 to {redplayercount} set loop-value's flight state to false loop {playersingame::*}: if {team.%loop-value%} is "blue": teleport loop-value to location -18.050, 95.41892, 1.438 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 blue wool to loop-value's inventory add 64 blue wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set loop-value's boots to {_lb} remove loop-value from {playersingame::*} if {team.%loop-value%} is "red": teleport loop-value to location 25.500, 96.15815, 2.500 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 red wool to loop-value's inventory add 64 red wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set loop-value's boots to {_lb} remove loop-value from {playersingame::*} set {bluegoals} to 0 set {redgoals} to 0 loop {queue::*}: add loop-value to {playersingame::*} broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lBri&c&ldge&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Be the first team to score 3 times&7." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true if arg-2 is "bellclimb": load "bellclimb" at location -18.700, 65, -20.700 in "Lobby" wait 3 ticks set {game} to "bellclimb" loop {queue::*}: add loop-value to {playersingame::*} set {_pos1} to location 26.700, 68.2, -8.555 in "Lobby" set {_pos2} to location -18.7, 68.2, 14.7 in "Lobby" set {_pos3} to location 4.329, 68.2, 24.647 in "Lobby" set {_pos4} to location -8.7, 68.2, -20.596 in "Lobby" set {_pos5} to location 26.7, 68.2, 15.3 in "Lobby" set {_pos6} to location -18.7, 68.2, -9.688 in "Lobby" set {_pos7} to location -3.3, 68.2, 24.7 in "Lobby" set {_pos8} to location -18.7, 68.2, -1.641 in "Lobby" set {_pos9} to location 26.7, 68.2, 7.3 in "Lobby" set {_pos10} to location 12.369, 68.2, 24.615 in "Lobby" set {_pos11} to location -0.588, 68.2, -20.7 in "Lobby" set {_pos12} to location 26.7, 68.2, -0.700 in "Lobby" set {_pos13} to location -18.7, 68.2, 6.496 in "Lobby" set {_pos14} to location 20.3, 68.2, 24.543 in "Lobby" set {_pos15} to location 23.308, 68.2, -20.7 in "Lobby" set {_pos16} to location -11.3, 68.2, 24.7 in "Lobby" set {_pos17} to location 15.667, 68.2, -20.7 in "Lobby" set {_pos18} to location -18.7, 68.2, -17.3 in "Lobby" set {_pos19} to location 7.357, 68.2, -20.7 in "Lobby" set {_pos20} to location 7.357, 68.2, -20.7 in "Lobby" wait 2 ticks set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos1} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos2} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos3} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos4} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos5} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos6} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos7} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos8} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos9} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos10} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos11} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos12} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos13} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos14} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos15} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos16} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos17} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos18} remove {_player} from {playersingame::*} wait 1 tick set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos19} remove {_player} from {playersingame::*} set {_player} to a random element out of {playersingame::*} teleport {_player} to {_pos20} remove {_player} from {playersingame::*} loop {queue::*}: add 1 to {gameplayercount} loop {queue::*}: add loop-value to {playersingame::*} loop {playersingame::*}: clear loop-value's inventory set loop-value's gamemode to survival set loop-value's flight state to false apply regeneration of tier 5 without particles to loop-value for 3 days broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lBell Climb&8&l&k|" broadcast " " broadcast "&a&lOBJECTIVE" broadcast "&7Be the first person to the ring the bell at the top of the tower." broadcast "&9&lNOTE" broadcast "&7You can punch oak logs and players." broadcast " " broadcast "&8>&7&m------------------------------&8<" set {gamestarted} to true on any movement: if {gamestarted1} is true: if {game} is "smash": if {playersingame::*} contains player: cancel event on rightclick with hoe: if player's gamemode is not creative: if clicked block is grass: cancel event on rightclick on villager: if name of villager is "&cShop": open virtual chest with size 3 named "Shop" to player format gui slot 0,1,2,3,4,5,6,7,8,9,17,18,19,20,21,22,23,24,25, and 26 of player with black stained glass pane named " " to do nothing format gui slot 10 of player with 16 wool named "&f16 Wool" with lore "&8Cost: &f4 Iron Ingots" to run: if player does not have 10 iron ingots: play sound "entity_villager_no" at volume 1 with pitch 1 for player if player has 10 iron ingots: play sound "entity_item_pickup" at volume 1 with pitch 1 for player remove 10 iron ingots from player's inventory on death: if victim is a chicken: if attacker is a player: if {game} is "chickshoot": add 1 to {chickshootpoints.%attacker%} play sound "entity_arrow_hit_player" at volume 0.6 with pitch 0.8 for attacker broadcast "&cGame> &e%attacker% &7has killed a chicken! (&e%{chickshootpoints.%attacker%}% &ePoints&7)" on damage: if attacker is a player: if damage cause is a projectile: if {gamestarted} is true: if {game} is "warfare": if {team.%attacker%} is not {team.%victim%}: cancel event damage victim by 2.5 play sound "entity_arrow_hit_player" at volume 0.5 with pitch 1 for attacker if {team.%attacker%} is {team.%victim%}: cancel event on rightclick with netherite hoe: if name of player's tool is "&eM14": if {M14cooldown.%player%} is not set: set {M14cooldown.%player%} to true shoot snowball from player at speed 3.5 play sound "entity.generic.explode" at volume 0.6 with pitch 2.5 at location of player wait 10 ticks delete {M14cooldown.%player%} on shoot: if name of shooter's tool is "&8Wither Bow": if {witherbow.%shooter%} is not set: set {witherbow.%shooter%} to true cancel event shoot wither skull from shooter at speed 1.2 in direction of shooter wait 15 ticks delete {witherbow.%shooter%} if {witherbow.%shooter%} is set: cancel event send "&cGame> &7The cooldown has not expired yet." to shooter on shoot: if name of shooter's tool is "&6Blaze Bow": if {blazebow.%shooter%} is not set: set {blazebow.%shooter%} to true cancel event shoot small fireball from shooter at speed 0.8 in direction of shooter wait 30 ticks delete {blazebow.%shooter%} if {blazebow.%shooter%} is set: cancel event send "&cGame> &7The cooldown has not expired yet." to shooter on projectile hit: if projectile is an egg: if shooter is a player: if {playersingame::*} contains shooter: if {game} is "Smash": if {gamestarted} is true: create a fake explosion at event-location play sound "entity_chicken_hurt" at volume 0.8 with pitch 1 at event-location loop all players in radius 2 around event-location: damage loop-player by 1 on spawn of chicken: if {game} is "smash": cancel event on death: if {gamestarted} is true: if {playersingame::*} contains victim: if {game} is "ffa": remove victim from {playersingame::*} subtract 1 from {gameplayercount} force player to respawn wait 4 ticks extinguish the player heal player teleport victim to {lobby} clear victim's inventory set victim's gamemode to adventure if {gameplayercount} is less than 2: set {_gameend} to true if {_gameend} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lFree For All&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player loop all dropped items: delete loop-value stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "warfare": if {greyplayers::*} contains "%player%": remove player from {greyplayers::*} subtract 1 from {greyplayercount} if {greyplayercount} is 0: set {_gameendgreen} to true if {greenplayers::*} contains "%player%": remove player from {greenplayers::*} subtract 1 from {greenplayercount} if {greenplayercount} is 0: set {_gameendgrey} to true if {_gameendgrey} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&8&lGREY &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player if {_gameendgreen} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&2&lGREEN &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "warfare": if {redplayers::*} contains "%player%": remove player from {redplayers::*} subtract 1 from {redplayercount} delete {team.%player%} if {redplayercount} is 0: set {_gameendblue} to true if {blueplayers::*} contains "%player%": remove player from {blueplayers::*} subtract 1 from {blueplayercount} delete {team.%player%} if {blueplayercount} is 0: set {_gameendred} to true if {_gameendblue} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lBri&c&ldge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&9&lBlue &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: delete {respawning.%loop-player%} teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {blueplayercount} delete {redplayercount} delete {blueplayers::*} delete {redplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player stop if {_gameendred} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lBri&c&ldge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&c&lRED &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: delete {respawning.%loop-player%} teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {blueplayercount} delete {redplayercount} delete {blueplayers::*} delete {redplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "chickshoot": if {gameplayercount} is 1: delete {chickshootpoints.%player%} broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lChicken Shoot&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {chickshootpoints.%loop-player%} execute console command "/kill @e[type=chicken]" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: execute console command "/effect clear %player%" if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "bellclimb": if {gameplayercount} is less than 2: delete {chickshootpoints.%player%} broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lBell Climb&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "arrowdodge": if {gameplayercount} is 1: delete {arrows.%player%} broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&7&lArrow Dodge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" execute console command "/kill @e[type=skeleton]" execute console command "/team remove skeleton" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "spleef": if {gameplayercount} is 1: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lSpleef&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {spleefstart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "tntrun": if {gameplayercount} is 1: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lT&f&lN&c&lT &f&lR&c&lu&f&ln&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" execute console command "/kill @e[type=!player]" loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} wait 4 ticks execute console command "/kill @e[type=!player]" loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second execute console command "/kill @e[type=!player]" loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "sumo": execute console command "/effect clear %player%" if {gameplayercount} is 1: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lSumo&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {sumostart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player every 1 second in world "Lobby": if {game} is "chickshoot": if {gamestarted} is true: loop {playersingame::*}: if {chickshootpoints.%loop-value%} is greater than or equal to 20: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lChicken Shoot&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%loop-value%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {chickshootpoints.%loop-player%} execute console command "/kill @e[type=chicken]" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value-2 load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value-2 loop all players: heal loop-player command /smashkit [<text>]: trigger: if {playersingame::*} does not contain player: message "&cGame> &7You are not in the game, therefore you cannot choose a kit." stop if {playersingame::*} contains player: open virtual chest with size 1 named "Choose a Kit" to player wait 1 tick format gui slot 0 of player with wither skeleton skull named "&8Wither" with lore " " and "&f&lDIFFICULTY" and "&6&lMEDIUM" and " " and "&7&lLOADOUT" and "&8Wither Bow" and "&cSplash Potion of Withering" to run: set {smashkit.%player%} to "Wither" play sound "entity_wither_ambient" at volume 1 with pitch 1 for player close player's inventory format gui slot 1 of player with zombie skull named "&2Zombie" with lore " " and "&f&lDIFFICULTY" and "&a&lEASY" and " " and "&7&lLOADOUT" and "&fIron Shovel &b&o(Sharpness 2 | Knockback 1)" and "&cSplash Potion of Nausea" to run: set {smashkit.%player%} to "Zombie" play sound "entity_zombie_ambient" at volume 1 with pitch 1 for player close player's inventory format gui slot 2 of player with skeleton skull named "&7Skeleton" with lore " " and "&f&lDIFFICULTY" and "&4&lHARD" and " " and "&7&lLOADOUT" and "&fBow &b&o(Punch 2)" and "&fBone &b&o(Sharpness 1 | Knockback 1)" to run: set {smashkit.%player%} to "Skeleton" play sound "entity_skeleton_ambient" at volume 1 with pitch 1 for player close player's inventory format gui slot 3 of player with cactus named "&aCactus" with lore " " and "&f&lDIFFICULTY" and "&a&lEASY" and " " and "&7&lLOADOUT" and "&fWooden Sword &b&o(Sharpness 2 | Knockback 1)" to run: set {smashkit.%player%} to "Cactus" play sound "block_wool_break" at volume 1 with pitch 1 for player close player's inventory format gui slot 4 of player with skull of ("18jadamecb" parsed as offline player) named "&eBlaze" with lore " " and "&f&lDIFFICULTY" and "&6&lMEDIUM" and " " and "&7&lLOADOUT" and "&6Blaze Bow" and "&fBlaze Rod &b&o(Knockback 1 | Sharpness 1 | Fire Aspect 1)" to run: set {smashkit.%player%} to "Blaze" play sound "entity_blaze_ambient" at volume 1 with pitch 1 for player close player's inventory format gui slot 5 of player with skull of ("4nn" parsed as offline player) named "&5Enderman" with lore " " and "&f&lDIFFICULTY" and "&6&lMEDIUM" and " " and "&7&lLOADOUT" and "&fEnder Eye &b&o(Sharpness 3 | Knockback 1)" and "&f5 Ender Pearls" to run: set {smashkit.%player%} to "Enderman" play sound "entity_enderman_ambient" at volume 1 with pitch 1 for player close player's inventory format gui slot 6 of player with skull of ("AndrewTheThug" parsed as offline player) named "&fChicken" with lore " " and "&f&lDIFFICULTY" and "&6&lMEDIUM" and " " and "&7&lLOADOUT" and "&fWooden Sword &b&o(Sharpness 1 | Knockback 1)" and "&f10 Explosive Eggs" to run: set {smashkit.%player%} to "Chicken" play sound "entity_chicken_hurt" at volume 1 with pitch 1 for player close player's inventory Second Skript (Win conditions, etc) on damage: if attacker is a player: if victim is a player: if {playersingame::*} does not contain "%attacker%": cancel event if {playersingame::*} does not contain "%victim%": cancel event if {playersingame::*} contains "%victim%" or "%attacker%": if {gamestarted} is not set: cancel event if {gamestarted} is true: if {game} is "spleef": if {spleefstart} is true: if damage cause is not projectile: cancel event if {spleefstart} is not true: cancel event if {game} is "smash": if {smashstart} is not true: cancel event if {game} is "sumo": if {sumostart} is true: if damage cause is projectile: cancel event if {sumostart} is not true: cancel event if {game} is "tntrun": cancel event if {game} is "boatrace": cancel event if {game} is "chickshoot": cancel event if {game} is "bridge": if {team.%victim%} is {team.%attacker%}: cancel event if {respawning.%victim%} is true: cancel event if {game} is "warfare": if {team.%victim%} is {team.%attacker%}: cancel event if attacker is a skeleton: if damage cause is a projectile: if {game} is "arrowdodge": if {playersingame::*} contains "%victim%": cancel event if {arrows.%victim%} is not set: add 1 to {arrows.%victim%} send " " to victim send "&cGame> &7You've been hit once! If you get hit like that again, you will die." to victim send " " to victim play sound "entity_arrow_hit_player" at volume 1 with pitch 1 for victim stop if {arrows.%victim%} is 1: remove victim from {playersingame::*} subtract 1 from {gameplayercount} delete {arrows.%victim%} wait 4 ticks extinguish the victim heal victim teleport victim to {lobby} clear victim's inventory set victim's gamemode to adventure if {gameplayercount} is less than 2: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&7&lArrow Dodge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} loop all players: delete {arrows.%loop-player%} teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure heal loop-player execute console command "/effect clear %loop-player%" execute console command "/kill @e[type=skeleton]" execute console command "/team remove skeleton" loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value stop on death: force player to respawn if {gamestarted} is true: if {playersingame::*} contains victim: if {game} is "smash": remove victim from {playersingame::*} remove victim from {pwzk::*} subtract 1 from {gameplayercount} force player to respawn wait 4 ticks extinguish the player heal player teleport victim to {lobby} clear victim's inventory set victim's gamemode to adventure set victim's flight state to false if {gameplayercount} is less than 2: set {_gameend} to true if {_gameend} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lSmash&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {gamestarted1} delete {smashstart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player wait 1 second loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false wait 1 second loop all players: clear loop-player's inventory loop all dropped items: delete loop-value stop on death: if {gamestarted} is true: if {playersingame::*} contains victim: if {game} is "warfare": remove victim from {playersingame::*} subtract 1 from {gameplayercount} force player to respawn wait 4 ticks extinguish the player heal player teleport victim to {lobby} clear victim's inventory set victim's gamemode to adventure if {greyplayers::*} contains victim: remove victim from {greyplayers::*} subtract 1 from {greyplayercount} if {greyplayercount} is 0: set {_gameendgreen} to true if {greenplayers::*} contains victim: remove victim from {greenplayers::*} subtract 1 from {greenplayercount} if {greenplayercount} is 0: set {_gameendgrey} to true if {_gameendgrey} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&8&lGREY &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player if {_gameendgreen} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&4&lWarfare&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&2&lGREEN &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player loop all dropped items: delete loop-value stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "boatrace": if {gameplayercount} is 1: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&b&lSheep Racing&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" execute console command "/kill @e[type=sheep]" wait 2 ticks loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {game} delete {gameplayercount} delete {boatriding::*} loop all dropped items: delete loop-value loop all entities: if loop-entity is boat: delete loop-entity load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "smash": if {gameplayercount} is 1: set {_gameend} to true if {_gameend} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lSmash&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {gamestarted1} delete {smashstart} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player wait 1 second loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} remove player from {pwzk::*} if {game} is "ffa": if {gameplayercount} is 1: set {_gameend} to true if {_gameend} is true: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lFree For All&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop command /spawn [<text>]: trigger: if {playersingame::*} contains "%player%": message "&cGame> &7You cannot execute this command while in a game." stop if {playersingame::*} does not contain "%player%": teleport player to {lobby} on projectile hit: if projectile is an arrow: delete projectile on step on cyan glazed terracotta: if {boatriding::*} contains "%player%": if {_pushing.%player's uuid%} is not set: push {boat.%player's uuid%} upward at speed 0.6 set {_pushing.%player's uuid%} to true wait 5 ticks delete {_pushing.%player's uuid%} on step on yellow glazed terracotta: if {boatriding::*} contains "%player%": if {_pushing.%player's uuid%} is not set: push {boat.%player's uuid%} upward at speed 0.8 set {_pushing.%player's uuid%} to true wait 5 ticks delete {_pushing.%player's uuid%} on step on red glazed terracotta: if {boatriding::*} contains "%player%": if {_pushing.%player's uuid%} is not set: push {boat.%player's uuid%} upward at speed 1.2 set {_pushing.%player's uuid%} to true wait 5 ticks delete {_pushing.%player's uuid%} on damage: if damage cause is lava: cancel event if (unix timestamp of now - {endgametimestamp2} >= 3): if {game} is "boatrace": extinguish victim set {endgametimestamp2} to unix timestamp of now if {playersingame::*} contains "%victim%": broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&b&lSheep Racing&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%victim%" broadcast " " broadcast "&8>&7&m------------------------------&8<" remove victim from {boatriding::*} execute console command "/kill @e[type=sheep]" delete {boatriding::*} loop all players: if y-loc of loop-player < 105: make loop-player dismount clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {game} delete {gameplayercount} loop all dropped items: delete loop-value loop all entities: if loop-entity is boat: delete loop-entity load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player stop on damage: if damage cause is lava: cancel event if {game} is "spleef": if {playersingame::*} contains victim: teleport victim to {lobby} extinguish victim remove victim from {playersingame::*} subtract 1 from {gameplayercount} heal victim clear victim's inventory set victim's gamemode to adventure wait 4 ticks extinguish victim if (unix timestamp of now - {endgametimestamp3} >= 3): if {gameplayercount} is less than 2: set {_gameend} to true if {_gameend} is true: set {endgametimestamp3} to unix timestamp of now broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&f&lSpleef&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {spleefstart} wait 4 ticks extinguish victim loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player stop on damage: if damage cause is lava: cancel event if {game} is "tntrun": if {playersingame::*} contains victim: teleport victim to {lobby} extinguish victim remove victim from {playersingame::*} subtract 1 from {gameplayercount} heal victim clear victim's inventory set victim's gamemode to adventure wait 4 ticks extinguish victim if (unix timestamp of now - {endgametimestamp3} >= 3): if {gameplayercount} is less than 2: set {_gameend} to true if {_gameend} is true: set {endgametimestamp3} to unix timestamp of now broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lT&f&lN&c&lT &f&lR&c&lu&f&ln&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" execute console command "/kill @e[type=!player]" loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} wait 4 ticks execute console command "/kill @e[type=!player]" extinguish victim loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second execute console command "/kill @e[type=!player]" loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player stop on quit: if {queue::*} contains player: remove player from {queue::*} if {gamestarted} is true: if {playersingame::*} contains player: remove player from {playersingame::*} subtract 1 from {gameplayercount} if {game} is "tntrun": if {gameplayercount} is 1: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lT&f&lN&c&lT &f&lR&c&lu&f&ln&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" execute console command "/kill @e[type=!player]" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second execute console command "/kill @e[type=!player]" loop all dropped items: delete loop-value loop all players: heal loop-player stop on damage: if damage cause is lava: cancel event if {game} is "sumo": if {playersingame::*} contains victim: teleport victim to {lobby} extinguish victim remove victim from {playersingame::*} subtract 1 from {gameplayercount} heal victim clear victim's inventory set victim's gamemode to adventure execute console command "/effect clear %victim%" wait 4 ticks extinguish victim if (unix timestamp of now - {endgametimestamp3} >= 3): if {gameplayercount} is less than 2: set {_gameend} to true if {_gameend} is true: set {endgametimestamp3} to unix timestamp of now broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lSumo&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {gamestarted} delete {gameplayercount} delete {game} delete {sumostart} wait 4 ticks extinguish victim loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player execute console command "/effect clear %loop-player%" stop on damage: if damage cause is lava: cancel event if {game} is "smash": if {playersingame::*} contains victim: teleport victim to {lobby} extinguish victim remove victim from {playersingame::*} remove victim from {pwzk::*} subtract 1 from {gameplayercount} extinguish the victim force victim to respawn heal victim clear victim's inventory set victim's gamemode to adventure set victim's flight state to false extinguish the victim wait 4 ticks extinguish victim if (unix timestamp of now - {endgametimestamp} >= 3): if {gameplayercount} is less than 2: set {endgametimestamp} to unix timestamp of now broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&c&lSmash&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%{playersingame::*}%" broadcast " " broadcast "&8>&7&m------------------------------&8<" extinguish the victim loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {gamestarted1} delete {smashstart} wait 4 ticks extinguish victim loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish victim loop all players: heal loop-player set victim's flight state to false wait 1 second loop all players: if y-loc of loop-player < 105: clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 1 tick teleport loop-player to {lobby} extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" set loop-player's flight state to false wait 1 second loop all players: clear loop-player's inventory stop on block break: if player's gamemode is not creative: if {playersingame::*} does not contain player: cancel event if {playersingame::*} contains player: if {game} is "spleef": if {spleefstart} is false: cancel event if {playersingame::*} contains player: if {game} is "spleef": if {spleefstart} is true: if event-block is not blue concrete or green concrete or yellow concrete or red concrete: cancel event if event-block is blue concrete or green concrete or yellow concrete or red concrete: clear drops if {spleefstart} is not set: cancel event on dismount: if {boatriding::*} contains player: wait 4 ticks make player ride {boat.%player%} on damage: if damage cause is fall: cancel event on damage: if attacker is a skeleton: if victim is a skeleton: cancel event on damage: if attacker is a player: if victim is a player: if {game} is "arrowdodge": cancel event if victim is a skeleton: if {game} is "arrowdodge": cancel event on rightclick with chicken: if name of player's tool is "&f&lChicken Boost": cancel event remove 1 of shiny chicken named "&f&lChicken Boost" from player's inventory push player upwards at speed 1.3 play sound "entity_ender_dragon_flap" at volume 2 with pitch 1 at location of player on damage: if damage cause is suffocation: if victim is player: cancel event on flight toggle: player's gamemode is not creative: if {gamestarted} is true: if {game} is "smash": cancel event wait a tick set player's flight state to false play sound "entity_ghast_shoot" at volume 0.5 with pitch 1.8 at location of player push player upwards at speed 1.1 push player forwards at speed 0.3 wait 20 ticks set player's flight state to true on block ignite: cancel event on death: if attacker is a player: if victim is a player: set death message to "&e%victim% &7was killed by &e%attacker%" if victim is a player: if attacker is not a player: set death message to "" clear drops on rightclick: if player's tool is ender eye: cancel event on explosion prime: if {game} is "tntrun": cancel event delete event-entity command /tntrun: trigger: set {game} to "tntrun" on pickup: if {game} is "tntrun": cancel event delete event-entity command /tntvoid: trigger: load "tntvoid" at location -19, 96, -21 in "Lobby" on explode: if {game} is "tntrun": cancel event command /respawnsound: trigger: play sound "block.note_block.chime" at volume 1 with pitch 1.5 for all players wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.4 for all players wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.3 for all players wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for all players wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for all players wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for all players wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for all players on place: if {game} is "bridge": if {playersingame::*} contains player: if y-coordinate of event-block is less than 78: cancel event if x-coordinate of event-block is less than -9: cancel event if x-coordinate of event-block is greater than 17: cancel event if z-coordinate of event-block is greater than 15: cancel event if z-coordinate of event-block is less than -10: cancel event if y-coordinate of event-block is greater than 100: cancel event if {game} is "bellclimb": if {playersingame::*} contains player: if event-block is not oak plank or oak log: cancel event on click on bell: if {game} is "bellclimb": if {playersingame::*} contains player: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&e&lBell Climb&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&7%player%" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {gamestarted} delete {gameplayercount} delete {game} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value loop all players: heal loop-player stop on break: if {game} is "bridge": if {playersingame::*} contains player: if y-coordinate of event-block is less than 78: cancel event if x-coordinate of event-block is less than -9: cancel event if x-coordinate of event-block is greater than 17: cancel event if z-coordinate of event-block is greater than 15: cancel event if z-coordinate of event-block is less than -10: cancel event if y-coordinate of event-block is greater than 100: cancel event if event-block is not red wool or blue wool: cancel event if {game} is "bellclimb": if {playersingame::*} contains player: if event-block is not oak plank or any log: cancel event if event-block is any log: cancel event add 8 oak planks to player's inventory delete event-block on region enter: if {game} is "bridge": if "%event-region%" contains "bridgeblue": if {team.%player%} is "blue": execute console command "/effect clear %player%" teleport player to location at -37.517, 65.70493, 5.260 in "Lobby" set player's gamemode to survival clear player's inventory set {respawning.%player%} to true send title "&cRespawning" with subtitle "in 5 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for player wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.4 for player wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.3 for player wait 8 ticks send title "&cRespawning" with subtitle "in 4 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 14 ticks send title "&cRespawning" with subtitle "in 3 seconds" to player for 3 seconds wait 1 second send title "&cRespawning" with subtitle "in 2 seconds" to player for 3 seconds wait 1 second send title "&cRespawning" with subtitle "in 1 second" to player for 3 seconds wait 1 second teleport player to location -18.050, 95.41892, 1.438 in "Lobby" execute console command "/effect clear %player%" set player's gamemode to survival clear player's inventory heal player set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set player's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set player's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set player's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set player's boots to {_lb} add unbreakable wood sword to player's inventory add unbreakable bow to player's inventory add 64 blue wool to player's inventory add 64 blue wool to player's inventory add 2 golden apple to player's inventory add 15 arrows to player's inventory if {team.%player%} is "red": add 1 to {redgoals} broadcast " " broadcast "&cGame> &c%player% &7has scored on &9blue&7." broadcast " " play sound "entity.firework_rocket.launch" at volume 1 with pitch 1 at player's location loop {playersingame::*}: if {team.%loop-value%} is "blue": teleport loop-value to location -18.050, 95.41892, 1.438 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 blue wool to loop-value's inventory add 64 blue wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set loop-value's boots to {_lb} if {team.%loop-value%} is "red": teleport loop-value to location 25.500, 96.15815, 2.500 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 red wool to loop-value's inventory add 64 red wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set loop-value's boots to {_lb} if {redgoals} is greater than or equal to 3: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lBri&c&ldge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&c&lRED &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: delete {respawning.%loop-player%} teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player if "%event-region%" contains "bridgered": if {team.%player%} is "red": execute console command "/effect clear %player%" teleport player to location at -37.517, 65.70493, 5.260 in "Lobby" set player's gamemode to survival clear player's inventory set {respawning.%player%} to true send title "&cRespawning" with subtitle "in 5 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for player wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.4 for player wait 8 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.3 for player wait 8 ticks send title "&cRespawning" with subtitle "in 4 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 14 ticks send title "&cRespawning" with subtitle "in 3 seconds" to player for 3 seconds wait 1 second send title "&cRespawning" with subtitle "in 2 seconds" to player for 3 seconds wait 1 second send title "&cRespawning" with subtitle "in 1 second" to player for 3 seconds wait 1 second teleport player to location 25.500, 96.15815, 2.500 in "Lobby" execute console command "/effect clear %player%" set player's gamemode to survival clear player's inventory heal player set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set player's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set player's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set player's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set player's boots to {_lb} add unbreakable wood sword to player's inventory add unbreakable bow to player's inventory add 64 red wool to player's inventory add 64 red wool to player's inventory add 2 golden apple to player's inventory add 15 arrows to player's inventory if {team.%player%} is "blue": add 1 to {bluegoals} broadcast " " broadcast "&cGame> &9%player% &7has scored on &cred&7." broadcast " " loop {playersingame::*}: if {team.%loop-value%} is "blue": delete {respawning.%loop-value%} teleport loop-value to location -18.050, 95.41892, 1.438 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 blue wool to loop-value's inventory add 64 blue wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set loop-value's boots to {_lb} if {team.%loop-value%} is "red": delete {respawning.%loop-value%} teleport loop-value to location 25.500, 96.15815, 2.500 in "Lobby" set loop-value's gamemode to survival clear loop-value's inventory heal loop-value add unbreakable wood sword to loop-value's inventory add unbreakable bow to loop-value's inventory add 64 red wool to loop-value's inventory add 64 red wool to loop-value's inventory add 2 golden apple to loop-value's inventory add 15 arrows to loop-value's inventory set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set loop-value's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set loop-value's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set loop-value's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set loop-value's boots to {_lb} play sound "entity.firework_rocket.launch" at volume 1 with pitch 1 at player's location if {bluegoals} is greater than or equal to 3: broadcast "&8>&7&m------------------------------&8<" broadcast " " broadcast " &8&l&k|&9&lBri&c&ldge&8&l&k|" broadcast " " broadcast "&d&lWINNER" broadcast "&9&lBLUE &7Team" broadcast " " broadcast "&8>&7&m------------------------------&8<" loop all players: if y-loc of loop-player < 105: delete {respawning.%loop-player%} teleport loop-player to {lobby} clear loop-player's inventory set loop-player's gamemode to adventure remove loop-player from {playersingame::*} wait 3 ticks extinguish loop-player heal loop-player execute console command "/effect clear %loop-player%" delete {playersingame::*} delete {_gameend} delete {game} delete {gamestarted} delete {gameplayercount} delete {greenplayercount} delete {greyplayercount} delete {greyplayers::*} delete {greenplayers::*} loop all dropped items: delete loop-value load "void" at location -18.700, 65, -20.700 in "Lobby" wait 1 second loop all dropped items: delete loop-value extinguish player loop all players: heal loop-player on death: force victim to respawn if {game} is "bridge": if {playersingame::*} contains victim: if {team.%victim%} is "red": set {respawning.%victim%} to true execute console command "/effect clear %player%" wait 2 ticks teleport player to location at -37.517, 65.70493, 5.260 in "Lobby" wait 2 ticks extinguish victim heal victim set player's gamemode to survival clear player's inventory set {respawning.%player%} to true send title "&cRespawning" with subtitle "in 5 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for player wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.4 for player wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.3 for player wait 8 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 4 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 14 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 3 seconds" to player for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 2 seconds" to player for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 1 second" to player for 1 second wait 1 second if {respawning.%victim%} is true: teleport player to location 25.500, 96.15815, 2.500 in "Lobby" execute console command "/effect clear %player%" set player's gamemode to survival clear player's inventory heal player set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set player's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set player's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set player's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set player's boots to {_lb} add unbreakable wood sword to player's inventory add unbreakable bow to player's inventory add 64 red wool to player's inventory add 64 red wool to player's inventory add 2 golden apple to player's inventory add 15 arrows to player's inventory delete {respawning.%victim%} if {team.%victim%} is "blue": set {respawning.%victim%} to true execute console command "/effect clear %player%" wait 2 ticks teleport player to location at -37.517, 65.70493, 5.260 in "Lobby" wait 2 ticks extinguish victim heal victim set player's gamemode to survival clear player's inventory set {respawning.%player%} to true send title "&cRespawning" with subtitle "in 5 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for player wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.4 for player wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.3 for player wait 8 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 4 seconds" to player for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for player wait 14 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 3 seconds" to player for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 2 seconds" to player for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 1 second" to player for 1 second wait 1 second if {respawning.%victim%} is true: teleport player to location -18.050, 95.41892, 1.438 in "Lobby" execute console command "/effect clear %player%" set player's gamemode to survival clear player's inventory heal player set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set player's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set player's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set player's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set player's boots to {_lb} add unbreakable wood sword to player's inventory add unbreakable bow to player's inventory add 64 blue wool to player's inventory add 64 blue wool to player's inventory add 2 golden apple to player's inventory add 15 arrows to player's inventory delete {respawning.%victim%} on damage: if damage cause is lava: if {game} is "bridge": if {playersingame::*} contains victim: if {team.%victim%} is "red": set {respawning.%victim%} to true execute console command "/effect clear %victim%" wait 2 ticks teleport victim to location at -37.517, 65.70493, 5.260 in "Lobby" wait 2 ticks extinguish victim heal victim set victim's gamemode to survival clear victim's inventory set {respawning.%victim%} to true send title "&cRespawning" with subtitle "in 5 seconds" to victim for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for victim wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.4 for victim wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.3 for victim wait 8 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 4 seconds" to victim for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 14 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 3 seconds" to victim for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 2 seconds" to victim for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 1 second" to victim for 1 second wait 1 second if {respawning.%victim%} is true: teleport victim to location 25.500, 96.15815, 2.500 in "Lobby" execute console command "/effect clear %victim%" set victim's gamemode to survival clear victim's inventory heal victim set {_lh} to unbreakable leather helmet dye {_lh} (255, 0, 0) set victim's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (255, 0, 0) set victim's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (255, 0, 0) set victim's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (255, 0, 0) set victim's boots to {_lb} add unbreakable wood sword to victim's inventory add unbreakable bow to victim's inventory add 64 red wool to victim's inventory add 64 red wool to victim's inventory add 2 golden apple to victim's inventory add 15 arrows to victim's inventory delete {respawning.%victim%} if {team.%victim%} is "blue": set {respawning.%victim%} to true execute console command "/effect clear %victim%" wait 2 ticks teleport victim to location at -37.517, 65.70493, 5.260 in "Lobby" wait 2 ticks extinguish victim heal victim set victim's gamemode to survival clear victim's inventory set {respawning.%victim%} to true send title "&cRespawning" with subtitle "in 5 seconds" to victim for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.5 for victim wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.4 for victim wait 8 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.3 for victim wait 8 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 4 seconds" to victim for 3 seconds play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 2 ticks if {respawning.%victim%} is true: play sound "block.note_block.chime" at volume 1 with pitch 1.2 for victim wait 14 ticks if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 3 seconds" to victim for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 2 seconds" to victim for 3 seconds wait 1 second if {respawning.%victim%} is true: send title "&cRespawning" with subtitle "in 1 second" to victim for 1 second wait 1 second if {respawning.%victim%} is true: teleport victim to location -18.050, 95.41892, 1.438 in "Lobby" execute console command "/effect clear %victim%" set victim's gamemode to survival clear victim's inventory heal victim set {_lh} to unbreakable leather helmet dye {_lh} (0, 0, 255) set victim's helmet to {_lh} set {_lc} to unbreakable leather chestplate dye {_lc} (0, 0, 255) set victim's chestplate to {_lc} set {_ll} to unbreakable leather leggings dye {_ll} (0, 0, 255) set victim's leggings to {_ll} set {_lb} to unbreakable leather boots dye {_lb} (0, 0, 255) set victim's boots to {_lb} add unbreakable wood sword to victim's inventory add unbreakable bow to victim's inventory add 64 blue wool to victim's inventory add 64 blue wool to victim's inventory add 2 golden apple to victim's inventory add 15 arrows to victim's inventory delete {respawning.%victim%} Voting Skript command /votestart [<text>]: executable by: console trigger: broadcast " " broadcast "&cGame> &7Voting is now available! &e/vote &7to vote for the next game!" broadcast " " set {votetimer} to now delete {voted::*} delete {votecount::*} play sound "block_note_block_snare" at volume 1 with pitch 1 to all players every 1 second: if difference between {votetimer} and now is greater than or equal to 15 seconds: delete {votetimer} set {_sorted::*} to sorted {votecount::*} set {_top} to last element out of {_sorted::*} if {_top} is not set: broadcast " " broadcast "&cGame> &7Nobody voted. Picking a random game..." broadcast " " wait 1 second set {_game} to a random integer between 0 and 10 if size of {queue::*} is greater than or equal to 2: if {_game} is 0: execute console command "/game start ffa" stop if {_game} is 1: execute console command "/game start boatrace" stop if {_game} is 2: execute console command "/game start spleef" stop if {_game} is 3: execute console command "/game start arrowdodge" stop if {_game} is 4: execute console command "/game start warfare" stop if {_game} is 5: execute console command "/game start smash" stop if {_game} is 6: execute console command "/game start chickshoot" stop if {_game} is 7: execute console command "/game start sumo" stop if {_game} is 8: execute console command "/game start tntrun" stop if {_game} is 9: execute console command "/game start bridge" stop if {_game} is 10: execute console command "/game start bellclimb" stop if size of {queue::*} is less than 2: broadcast " " broadcast "&cGame> &7Not enough players to start the game." broadcast " " delete {votetimer} stop loop {votecount::*}: loop-value is {_top} set {_p} to loop-index if size of {queue::*} is greater than or equal to 2: execute console command "/game start %{_p}%" stop if size of {queue::*} is less than 2: broadcast " " broadcast "&cGame> &7Not enough players to start the game." broadcast " " delete {votetimer} stop every 20 seconds: if {gamestarted} is not set: if {votetimer} is not set: if size of {queue::*} is greater than or equal to 2: execute console command "/votestart" stop if size of {queue::*} is less than 2: broadcast " " broadcast "&cGame> &7Not enough players to start a vote, trying again in 20 seconds." broadcast " " stop command /vote [<text>]: trigger: if {votetimer} is not set: message "&cGame> &7You cannot vote at the moment." stop if {votetimer} is set: if {voted::%player%} is not set: open virtual chest with size 2 named "Games" to player format gui slot 0 of player with shiny stone sword named "&e&lFFA" with lore "&8Free For All" and " " and "&7Kill everybody, last person alive wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::ffa} message " " message "&cGame> &7You have voted for &eFFA&7." message " " set {voted::%player%} to true format gui slot 1 of player with shiny sheep spawn egg named "&b&lSheep Racing" with lore "&8Sheep Racing" and " " and "&7Race around a track," and "&7first person into the lava wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::boatrace} message " " message "&cGame> &7You have voted for &bSheep Racing&7." message " " set {voted::%player%} to true format gui slot 2 of player with shiny netherite pickaxe named "&f&lSpleef" with lore "&8Spleef" and " " and "&7Break blocks below your opponents," and "&7last person alive wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::spleef} message " " message "&cGame> &7You have voted for &fSpleef&7." message " " set {voted::%player%} to true format gui slot 3 of player with shiny arrow named "&7&lArrow Dodge" with lore "&8Arrow Dodge" and " " and "&7Dodge the arrows from the skeletons." and "&7If you get hit twice, you lose." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::arrowdodge} message " " message "&cGame> &7You have voted for &7Arrow Dodge&7." message " " set {voted::%player%} to true format gui slot 4 of player with shiny netherite hoe named "&4&lWarfare" with lore "&8Warfare" and " " and "&7Kill your opponents with an &eM14&7." and "&7Last team alive wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::warfare} message " " message "&cGame> &7You have voted for &4Warfare&7." message " " set {voted::%player%} to true format gui slot 5 of player with dragon head named "&c&lSmash" with lore "&8Smash" and " " and "&7Choose a mob to play and kill" and "&7your opponents with its abilities." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::smash} message " " message "&cGame> &7You have voted for &cSmash&7." message " " set {voted::%player%} to true format gui slot 6 of player with shiny bow named "&f&lChicken Shoot" with lore "&8Chicken Shoot" and " " and "&7Shoot the most chickens the quickest." and "&7First person to 20 points wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::chickshoot} message " " message "&cGame> &7You have voted for &fChicken Shoot&7." message " " set {voted::%player%} to true format gui slot 7 of player with shiny stick named "&9&lSumo" with lore "&8Sumo" and " " and "&7Knock your opponents off of the platform." and "&7Last person alive wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::sumo} message " " message "&cGame> &7You have voted for &9Sumo&7." message " " set {voted::%player%} to true format gui slot 8 of player with shiny tnt named "&c&lT&f&lN&c&lT &f&lR&c&lu&f&ln" with lore "&8TNTRun" and " " and "&7Keep running on top of the tnt." and "&7Last person alive wins." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::tntrun} message " " message "&cGame> &7You have voted for &c&lT&f&lN&c&lT &f&lR&c&lu&f&ln&7." message " " set {voted::%player%} to true format gui slot 9 of player with shiny red wool named "&9&lBri&c&ldge" with lore "&8Bridge" and " " and "&7Bridge to the other team's side" and "&7and score 3 points before they do." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::bridge} message " " message "&cGame> &7You have voted for &9&lBri&c&ldge&7." message " " set {voted::%player%} to true format gui slot 10 of player with shiny bell named "&e&lBell Climb" with lore "&8Bell Climb" and " " and "&7Be the first person to ring the" and "&7bell at the top of the tower." to run: close player's inventory play sound "entity_experience_orb_pickup" at volume 1 with pitch 1 for player add 1 to {votecount::bellclimb} message " " message "&cGame> &7You have voted for &e&lBell Climb&7." message " " set {voted::%player%} to true if {voted::%player%} is set: message "&7You have already voted!" command /fixqueue [<text>]: permission: admin trigger: delete {queue::*} message "&cQueue> &7The queue has been fixed."
  14. summon zombie at player set helmet of last spawned zombie to iron helmet loop {list::*}: summon zombie at loop-value set helmet of last spawned zombie to iron helmet
  15. To do nothing makes it unstealable. If you want them to be able to grab it, simply don't put anything on the end (for tuske). For skquery, you may also have to not have anything, or just put to close.
  16. Hello there and thank you for taking interest in becoming a staff member for HD Minigames. In order to apply, you must follow the format provided below. Failure to do this will result in an instant denial. How old are you? What country are you from and what time zone are you in? What is your Discord username and id (Ex: hapily#1045)? Do you have any previous staffing experience? If so, where and what did you do? Why do you want to join the staff team? Are you currently a staff member on another server? How many hours per week would you be willing to contribute to the server?
  17. hapily

    RandomSK

    That's for detecting the yaw and pitch, you would need to teleport to update the entities, as I stated here:
  18. hapily

    RandomSK

    I've asked on the Minehut Discord and people said that it wasn't possible with the resources we currently have. I searched through the Skript docs and didn't find anything else that could do this unfortunately.
  19. hapily

    RandomSK

    I've done some digging, and apparently Skellett includes a lot of the features that RandomSK has, but one of the missing ones is this. Supposedly you can do this by teleporting the entity, but that would cause a lot of hitches. I cannot find the original download link, so I believe that is the only working one.
  20. hapily

    RandomSK

    https://skripttools.net/addons?q=RandomSK I would like this to be added so that I can change an entity's yaw and pitch.
  21. hapily

    SharpSK

    Hello! I believe that this addon should be added so that we could do more things in skript. The main feature I'm looking forward to using it for is for when you equip and un-equip an armor piece. This will help if you're trying to change the enchantment of that item or just trying to do something in general to it. https://forums.skunity.com/resources/sharpsk-1-8-1-12.72/
  22. This is where you release skript. If you need help go to the discussion section.
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