CraftE_C Posted October 7, 2020 Share Posted October 7, 2020 (edited) I made a script with a few guns. Here are the stats I put in the beginning of the script: #Pistol: 1 (10 ammo capacity, 4 DMG) [Leather Horse Armor named "&7Pistol"] #Burst Rile: 2 (15 ammo capacity, 3 DMG) [Iron Horse Armor named "&aBurst Rifle"] #AK-47: 3 (25 ammo capacity, 2 DMG) [Iron Horse Armor named "&aAK-47"] #Shotgun: 4 (2 ammo capacity, 6 projectiles, 4 DMG) [Golden Horse Armor named "&9Shotgun"] #Desert Eagle: 5 (1 ammo capacity, 16 DMG, 2.5x reload time) [Golden Horse Armor named "&9Desert Eagle"] #Railgun: 6 (1 ammo capacity, 40 damage, 5x reload time) [Diamond Horse Armor named "&5Railgun"] Feel free to tamper with the damage, shot cooldown, and reload time as much as you like. I indicated what gun is below in the script. Use /itemname from EssentialsX to get the horse armor the name it needs. craftsguns.sk.txt (DO NOT DOWNLOAD, SCROLL DOWN AND OPEN THE SPOILER FOR THE SCRIPT!) Oh also be prepared to sacrifice the spawning of any chickens, as I use eggs as the bullets... Edited October 8, 2020 by CraftE_C File didnt show any text upon download. Link to comment Share on other sites More sharing options...
AgentGamerPro Posted October 7, 2020 Share Posted October 7, 2020 You can't download the skript, as there is nothing in it Lifestealed | Minecraft Servers OG [VIP] 12/26/20 - 10/27/2021 OG [PRO] 12/27/21 - 11/18/2022 OG [LEGEND] 11/18/2022 - 3/14/2023 [DEFAULT] 3/14/2023 - Present Link to comment Share on other sites More sharing options...
CraftE_C Posted October 8, 2020 Author Share Posted October 8, 2020 (edited) Oh... I didn't expect that to happen.. 3 hours ago, Agentgamer100YT said: You can't download the skript, as there is nothing in it Heres the script: Spoiler #Bullet IDs (Indicated by the bulletegg player-specification variable) #Pistol: 1 (10 ammo capacity, 4 DMG) [Leather Horse Armor named "&7Pistol"] #Burst Rile: 2 (15 ammo capacity, 3 DMG) [Iron Horse Armor named "&aBurst Rifle"] #AK-47: 3 (25 ammo capacity, 2 DMG) [Iron Horse Armor named "&aAK-47"] #Shotgun: 4 (2 ammo capacity, 6 projectiles, 4 DMG [Golden Horse Armor named "&9Shotgun"] #Desert Eagle: 5 (1 ammo capacity, 16 DMG, 2.5x reload time) [Golden Horse Armor named "&9Desert Eagle"] #Railgun: 6 (1 ammo capacity, 40 damage, 5x reload time) [Diamond Horse Armor named "&5Railgun" #TO PREVENT RELOAD LOCK BUG on join: set {reloading.%player%} to false on spawning of chicken: cancel event #-------------------------------------------------------------------- # PISTOL #-------------------------------------------------------------------- on rightclick: player is holding a leather horse armor named "&7Pistol" {pistolammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 0.2 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false shoot an egg from player at speed 2.5 play sound "entity.generic.explode" from master category at volume 0.35 with pitch 2 at player's location set {bulletegg.%player%} to 1 subtract 1 from {pistolammo.%player%} else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 2 seconds play sound "block.wooden_door.close" from master category with pitch 2 at player's location wait 8 ticks play sound "block.wooden_door.close" from master category with pitch 2 at player's location set {pistolammo.%player%} to 10 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 1 damage victim by 2 hearts #-------------------------------------------------------------------- # BURST RIFLE #-------------------------------------------------------------------- on rightclick: player is holding an iron horse armor named "&aBurst Rifle" {burstammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 0.8 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false subtract 1 from {burstammo.%player%} set {bulletegg.%player%} to 2 shoot an egg from player at speed 2.5 play sound "entity.zombie.attack_wooden_door" from master category at volume 0.35 with pitch 1.7 at player's location wait 4 ticks shoot an egg from player at speed 2.5 play sound "entity.zombie.attack_wooden_door" from master category at volume 0.35 with pitch 1.7 at player's location wait 4 ticks shoot an egg from player at speed 2.5 play sound "entity.zombie.attack_wooden_door" from master category at volume 0.35 with pitch 1.7 at player's location wait 4 ticks else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 2 seconds play sound "block.piston.contract" from master category with pitch 2 at player's location wait 8 ticks play sound "block.piston.extend" from master category with pitch 2 at player's location set {burstammo.%player%} to 5 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 2 damage victim by 3 on rightclick: player is holding an iron horse armor named "&aAK-47" {akammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 0.15 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false subtract 1 from {akammo.%player%} set {bulletegg.%player%} to 3 shoot an egg from player at speed 2.5 chance of 35%: push the last shot projectile left at speed 0.03 chance of 35%: push the last shot projectile right at speed 0.03 chance of 35%: push the last shot projectile upwards at speed 0.03 chance of 35%: push the last shot projectile downwards at speed 0.03 chance of 35%: push the last shot projectile left at speed 0.02 chance of 35%: push the last shot projectile right at speed 0.02 chance of 35%: push the last shot projectile upwards at speed 0.02 chance of 35%: push the last shot projectile downwards at speed 0.02 play sound "entity.zombie.attack_wooden_door" from master category at volume 0.35 with pitch 2 at player's location else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 2 seconds play sound "block.piston.contract" from master category with pitch 2 at player's location wait 8 ticks play sound "block.piston.extend" from master category with pitch 2 at player's location set {akammo.%player%} to 25 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 3 damage victim by 2 #-------------------------------------------------------------------- # SHOTGUN #-------------------------------------------------------------------- on rightclick: player is holding golden horse armor named "&9Shotgun" {shotgunammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 1.5 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false play sound "entity.dragon_fireball.explode" from master category at volume 2 with pitch 1.7 at player's location set {bulletegg.%player%} to 4 subtract 1 from {shotgunammo.%player%} shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 shoot egg from player at speed 3.5 chance of 45%: push last shot egg upwards with speed 0.06 chance of 45%: push last shot egg downwards with speed 0.06 chance of 45%: push last shot egg left with speed 0.06 chance of 45%: push last shot egg right with speed 0.06 chance of 45%: push last shot egg upwards with speed 0.09 chance of 45%: push last shot egg downwards with speed 0.09 chance of 45%: push last shot egg left with speed 0.09 chance of 45%: push last shot egg right with speed 0.09 else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 2 seconds play sound "block.piston.contract" from master category with pitch 2 at player's location wait 8 ticks play sound "block.piston.extend" from master category with pitch 2 at player's location set {shotgunammo.%player%} to 2 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 4 damage victim by 4 #-------------------------------------------------------------------- # DESERT EAGLE #-------------------------------------------------------------------- on rightclick: player is holding a golden horse armor named "&9Desert Eagle" {DEammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 2 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false shoot an egg from player at speed 3.5 play sound "entity.generic.explode" from master category at volume 0.5 with pitch 1.7 at player's location set {bulletegg.%player%} to 5 subtract 1 from {DEammo.%player%} else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 5 seconds play sound "block.wooden_door.close" from master category with pitch 2 at player's location wait 7 ticks play sound "block.wooden_door.close" from master category with pitch 2 at player's location set {DEammo.%player%} to 1 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 5 damage victim by 8 hearts #-------------------------------------------------------------------- # RAILGUN (SNIPER) #-------------------------------------------------------------------- on rightclick: player is holding a diamond horse armor named "&5Railgun" {RGammo.%player%} is greater than 0: set {guncd} to difference between {gunclick.%player%} and now if {guncd} < 5 seconds: cancel event stop set {gunclick.%player%} to now set {reloading.%player%} to false shoot an egg from player at speed 50 play sound "entity.blaze.death" from master category with pitch 0.6 at player's location set {bulletegg.%player%} to 6 subtract 1 from {RGammo.%player%} else: player has spruce door named "&cAmmo Clip": {reloading.%player%} = false: remove spruce door named "&cAmmo Clip" from player's inventory play sound "block.wooden_door.open" from master category with pitch 2 at player's location set {reloading.%player%} to true wait 10 seconds play sound "block.piston.contract" from master category with pitch 2 at player's location wait 8 ticks play sound "item.trident.return" from master category with pitch 0.6 at player's location set {RGammo.%player%} to 1 set {reloading.%player%} to false on damage: event-projectile is egg {bulletegg.%shooter%} = 6 damage victim by 20 hearts Edited October 8, 2020 by CraftE_C Link to comment Share on other sites More sharing options...
quick007 Posted October 8, 2020 Share Posted October 8, 2020 (edited) Thanks for this, but a few optimizations you should change: Make different guns do different damage Take out some of the randomness, maybe skip every other one or something, It seems unnecessarily long and unneeded. Use functions to clean up the code and add randomness to more wepons by plugining in an integer (i.e. function randomness(i: integer) :: string: #code here to get a randomness as a up/down and left/right integer. #it would use the sent integer to apply a level of randomness (0 for none), #then return the 2 integers (this may have to be 2 functions idk) #this should help clean up code. Using functions should allow you to much easier add more weapons. also pls use arrows or snowballs as the projectile kthx Edited October 8, 2020 by quick007 Link to comment Share on other sites More sharing options...
AgentGamerPro Posted October 9, 2020 Share Posted October 9, 2020 Just something so mention, there is already a plugin called crackshot with guns @CraftE_C Lifestealed | Minecraft Servers OG [VIP] 12/26/20 - 10/27/2021 OG [PRO] 12/27/21 - 11/18/2022 OG [LEGEND] 11/18/2022 - 3/14/2023 [DEFAULT] 3/14/2023 - Present Link to comment Share on other sites More sharing options...
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