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Minigames Skript


hapily

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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."

 

Edited by hapily
  • Like 1
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38 minutes ago, TaomtoNg said:

who is the man who turned 100 lines into 5000

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 🙂

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man could've just split this into multiple files

or uploaded it as a file

i had to put canned air up against my scroll wheel to get to the bottom of the page

 

other than that, very neat script!

  • Haha 3

VIP since January 7th, 2020

Support since September 19th, 2020

Helper since November 3rd, 2020

Moderator since March 8th, 2021

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🔐 Topic locked.

Please do not reply on threads that have been inactive for over a month.

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Discord - tarna256

In-game name - _Tarna_

Website - https://tarna.dev
Paste Site: https://paste.tarna.dev

---------------------------------------------------------

[VIP] - 7/27/2020

Community Support - 7/8/20 | 11/3/20

Helper  - 11/3/20 - 2/21/21

Moderator - 2/21/21 - 5/17/21

❤️ - 5/17/21 - now

Moderator - 12/20/22 - now

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