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Ultimate Server Skript


ButterflyBullets

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This is a huge amount of compiled skripts for your server, these are for all kind and can be use in whatever way you want, not all of these are mine but I do not know all of the people involved in it, if you see the original creator please lmk and tag them so they don't go unnoticed

# CLEARCHAT

command /clearchat:
        permission: minehut.clearchat
        permission message: &cInsufficient permission.
        usage: /clearchat
        trigger:
                loop 100 times:
                        broadcast " "
                wait 5 ticks
                broadcast "                               &3-----------------------------------------------------"
                broadcast "       &4&l-{Server Name}- &3&lChat cleared by &b&l%player%"
                broadcast "                               &3-----------------------------------------------------"
                
                
                
                
                
                
                
                
                
# CLEARLAG

every 5 minutes:
  broadcast "&4&lClearLag Alert! &f&l>> &fDropped entities will be cleared in 30 seconds!"
  wait 25 seconds
  broadcast "&4&lClearLag Alert! &f&l>> &fDropped entities will be cleared in 5 seconds!"
  wait 5 seconds
  loop all entities:
    loop-entity is a dropped item:
      clear loop-entity
  broadcast "&a&lClearLag &f&l>> &rDropped items cleared!"

command /lagclear [<text>]:
  permission: minehut.lagclear
  trigger:
    if arg-1 is "force":
      loop all entities:
        loop-entity is a dropped item:
          clear loop-entity
      broadcast "&a&lClearLag &f&l>> &rDropped items cleared (Forced by %player%)"
      
      
      
      
      
      
      
      
      
# CAKE_:D

command /cake:
	description: Give the command sender some cake!
	cooldown: 1 minute
	cooldown message: You need to wait &l%remaining time% &rto use this command again!
	cooldown bypass: cake.nocooldown
	trigger:
		if the player's inventory doesn't have space for cake:
			send "&cYou don't have space for cake in your inventory! ;("
			cancel command cooldown
		else:
			give cake to the player
			send "Here you go!"
            
            
            
            
            
            
            
            
            
# CUSTOM_HELMET

aliases:
	custom helmets = iron block, gold block, diamond block

on inventory click:
	inventory action is place all or nothing
	cursor slot of player is custom helmets
	event-slot is helmet slot of event-player
	cancel the event
	set {_old helmet} to helmet of player
	set helmet of player to cursor slot of player
	set cursor slot of player to {_old helmet}

on right click:
	tool of player is custom helmets
	helmet of player is air
	cancel the event
	set helmet of player to tool of player
	set tool of player to air
    
    
    
    
    
    
    
    
    
# DISCORD

command /discord:
  trigger:
    send "&bJoin our discord server:&3&l <link:{your discord server link}.>CLICK HERE<reset>"
    
    
    
    
    
    
    
    
    
# SETHOME

command /sethome <string>:
	description: Sets your home
	executable by: player's
	trigger:
		set {homes::%uuid of player%::%arg-1%} to location of player
		message "Set your home <cyan>%arg-1%<reset> to <orange>%location of player%<reset>"

command /delhome <string>:
	description: Deletes your home
	executable by: player's
	trigger:
		clear {homes::%uuid of player%::%arg-1%}
		message "Deleted your home <red>%arg-1%<reset>"

command /home <string>:
	description: Teleports yourself to your home
	executable by: player's
	trigger:
		if {homes::%uuid of player%::%arg-1%} is not set:
			message "You have not set your home <green>%arg-1%<reset> yet!"
		else:
			teleport player to {homes::%uuid of player%::%arg-1%}
            
            
            
            
            
            
            
            
            
# KILL_COUNTER

on death:
	attacker is a player
	add 1 to {kill counter::%uuid of attacker%::kills_total}
	add 1 to {kill counter::%uuid of attacker%::kills_session}
	if {kill counter::%uuid of attacker%::kills_session} > {kill counter::%uuid of attacker%::kills_session_max}:
		set {kill counter::%uuid of attacker%::kills_session_max} to {kill counter::%uuid of attacker%::kills_session}

on death of player:
	set {kill counter::%uuid of player%::kills_session} to 0

command /kills:
	executable by: player's
	trigger:
		message "You have killed %{kill counter::%uuid of player%::kills_session}% mobs and player's in this life out of %{kill counter::%uuid of player%::kills_total}% kills in total."
		message "Your maximum kill streak is %{kill counter::%uuid of player%::kills_session_max}% kills in one life."
        
        
        
        
        
        
        
        
        
# NO_ENDERMAN_GRIEF

on enderman pickup:
	cancel event

on enderman place:
	cancel event
	kill the enderman
    
    
    
    
    
    
    
    
    
# RAINBOW_CHAT

function decimalToHexadecimal(number: number) :: string:
    return ("00" if {_number} <= 0, else ("FF")) if {_number} is not between 0 and 255
    return join (character at (mod((floor({_number} / 16)), 16) + 1) in "0123456789ABCDEF") and (character at ((mod({_number}, 16)) + 1) in "0123456789ABCDEF")
 
function rainbow(input: string, wrapAmount: number = -1, lightness: number = 0.5) :: string:
    set {_delta} to 360 / ({_wrapAmount} if {_wrapAmount} > 0, else length of {_input})
    set {_lightnessModifier} to (({_lightness}*2)-1) * 255
    set {_angle} to 90
    loop length of {_input} times:
        set {_character} to character at loop-value in {_input}
        if {_character} or (character at (loop-value - 1) in {_input}) is "§":
            if "abcdefklmnor0123456789" contains {_character}:
                set {_format} to (join {_format} and "&%{_character}%") if {_character} is not "r", else ("")
            continue
        set {_output} to join {_output}, "<##%decimalToHexadecimal((0.5 * (sin({_angle}) + 1)) * 255 + {_lightnessModifier})%%decimalToHexadecimal((0.5 * (sin({_angle} + 120) + 1)) * 255 + {_lightnessModifier})%%decimalToHexadecimal((0.5 * (sin({_angle} + 240) + 1)) * 255 + {_lightnessModifier})%>", {_format} and {_character}
        remove {_delta} from {_angle}
    return colored {_output}
 
function gradient(input: string, startColor: numbers, endColor: numbers, wrapAmount: number = -1) :: string:
    set {_delta} to 180 / ({_wrapAmount} if {_wrapAmount} > 0, else (length of uncolored {_input}) - 1)
    set {_angle} to 90
    loop length of {_input} times:
        set {_character} to character at loop-value in {_input}
        if {_character} or (character at (loop-value - 1) in {_input}) is "§":
            if "abcdefklmnor0123456789" contains {_character}:
                set {_format} to (join {_format} and "&%{_character}%") if {_character} is not "r", else ("")
            continue
        set {_startColorProportion} to (0.5 * (sin({_angle}) + 1))
        set {_endColorProportion} to (0.5 * (sin({_angle} + 180) + 1))
        set {_output} to join {_output}, "<##%decimalToHexadecimal(({_startColor::1} * {_startColorProportion}) + ({_endColor::1} * {_endColorProportion}))%%decimalToHexadecimal(({_startColor::2} * {_startColorProportion}) + ({_endColor::2} * {_endColorProportion}))%%decimalToHexadecimal(({_startColor::3} * {_startColorProportion}) + ({_endColor::3} * {_endColorProportion}))%>", {_format} and {_character}
        add {_delta} to {_angle}
    return colored {_output}

on chat:
  if {rc::%player%} is true:
    set message to rainbow(colored message, 20, 0.7)

command /rainbowchat:
    permission: op
    trigger:
        if {rc::%player%} is true:
            send "&b&lRainbowChat &8» &7Disabled RainbowChat"
            set {rc::%player%} to false
        else:
            send "&b&lRainbowChat &8» &7Enabled RainbowChat"
            set {rc::%player%} to true
            
            
            
            
            
            
            
            
            
            
# SET_SPAWN

command /setspawn:
	trigger:
		if player has permission "spawn.set":
			if {spawn} is not set:
				send "&4&l-{Server Name}- &r&3The spawn has been set"
				set {spawn} to location of player
				stop

command /delspawn:
	trigger:
		if player has permission "spawn.delete":
			if {spawn} is set:
				send "&4&l-{Server Name}- &3The spawn has been deleted"
				delete {spawn}
				stop

command /spawn:
	trigger:
		teleport player to {spawn}
		send "&4&l-{Server Name}- &3&lYou have been teleported to spawn"
        
        
        
        
        
        
        
        
        
#STAFF_CHAT

command /sc [<text>]:
	aliases: /staffchat
	permission: op
	trigger:
		arg-1 is not set:
			{sc.%player%} is set:
				delete {sc.%player%}
				send "&cStaff Chat Disabled!"
			else:
				set {sc.%player%} to true
				send "&aStaff Chat Enabled!"
		else:
			send "&bSC - %{suffix.%player's uuid%}% %player%&f: %colored arg-1%" to all ops
chat:
	{sc.%player%} is set:
		cancel event
		send "&bSC - %{suffix.%player's uuid%}% %player%&f: %colored message%" to all ops
        
        
        
        
        
        
        
        
        
# RTP

command /rtp:
	cooldown: 3 seconds
	cooldown message: &4Stop! &cYou can only teleport to a random location every 3 seconds.
	permission: rtp.use
	permission message: &cYou do not have permission to use this command
	trigger:
		set {_x} to round(random number between -1000000 and 1000000)
		set {_z} to round(random number between -1000000 and 1000000)
		set {_block} to block at location at ({_x}, 0, {_z}) in world event-world
		loop all blocks above {_block}:
			if loop-block is air:
				block below loop-block is not water
				block below loop-block is not air
				if block above loop-block is air:
					teleport player to loop-block
					send "&aTeleported to a random location" to player
                    
                    
                    
                    
                    
                    
                    
                    
                    
#RANDOM_ITEMS

every 60 seconds:
  loop all player's:
    if {%loop-player%.random} = true:
      give loop-player a random element of all items
      wait 1 tick
 
 
command /toggle:
  trigger:
    if {%player%.random} = true:
      set {%player%.random} to false
      message "&c&lYou have disabled random items" to player
    else:
      set {%player%.random} to true
      message "&9&lYou have enabled random items" to player
      
      
      
      
      
      
      
      
      
# FILTER_CHAT

command /filter [<text>] [<text>]:
	permission message: {@permm}
	permission: staff.filter
	trigger:
		if arg-1 is not set:
			send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
		if arg-1 = "list":
			send ""
			send " <##fde82e>Increasing &8☁ &7List of blocked words"
			send ""
			send " <##fdbc3f>%{blockedwords::*}%"
			send ""
			send ""
		if arg-1 = "add":
			if arg-2 is set:
				if {blockedwords::*} does not contain arg-2:
					add arg-2 to {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully added <##fdbc3f>%arg-2%&7 to the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is already in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
				add arg-2 to {blockedwords::*}
		if arg-1 = "remove":
			if arg-2 is set:
				if {blockedwords::*} contains arg-2:
					remove arg-2 from {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully removed <##fdbc3f>%arg-2%&7 from the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is not in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"

on chat:
	if {mutechat} is set:
		if player does not have permission "staff.mc":
			cancel event
			send "&8• <##fde82e>&l{@servername} &8☁ &7You may not talk while chat is muted!"
			
on chat:
	if player does not have permission "staff.filter":
		set {_b} to uncolored colored message
		set {_b::*} to {_b} split by " "
		size of {blockedwords::*} > 0
		loop {_b::*}:
			if {blockedwords::*} contains loop-value:
				if uncolored message contains loop-value:
					cancel event
					send "&8• <##fde82e>&l{@servername} &8☁ &7Your message has been caught by the chat filter!"
					send "" to all player's where [input has permission "staff.filter"]
					send "&8• <##fde82e>&l{@servername} &8☁ &7The chatfilter has caught the following message: &8(<##fdbc3f>%message%&8)&7 this has been sent by <##fdbc3f>%player%" to all player's where [input has permission "staff.filter"]
					send "" to all player's where [input has permission "staff.filter"]
                    
                    
                    
                    
                    
                    
                    
                    
                    
# GOD_MODE

command /godmode:
    aliases: /god, /gmg
    trigger:
     on damage:
	   victim is a player
	   victim has permission "skript.god"
	   cancel event
       
       
       
       
       
       
       
       
       
# DOG

command /dog:
    aliases: /doggo /getdog /summondog /puppy /summonpuppy
    description: Summon a helpful ally for you!
    permission: dog.summon
    executable by: player
    cooldown: 1 hour
    cooldown message: The Doggo gods can only grant you a dog every hour, try again in %remaining time%.
    cooldown bypass: dog.summon
    trigger:
        give player 2 rotten flesh
        give player 2 bone
        spawn a wolf at location of player
        
        
        
        
        
        
        
        
        
# GAPPLE

command /gapple:
    aliases: /goldenapple, /gap
    description: Recieve a golden apple, but you can only do this once every hour!
    usage: You typed that in wrong, wanna try that again?
    permission: gapple.give
    executable by: player's
    cooldown: 1 hour
    cooldown message: One cake is enough for you today! Try again %remaining time% later.
    cooldown bypass: cake.eater
    trigger:
        if the player has space for a goldenapple:
            give a goldenapple to the player
        else:
            send "&3You do not have enough space in your inventory to hold a gapple!"
            cancel the cooldown
            
            
            
            
            
            
            
            
            
# STARTER_KIT

command /kitstarter:
    aliases: /starterkit, /kit_starter, /starter_kit
    executable by: player
    cooldown: 1 hour
    cooldown message: &cYou need to wait %remaining time% to use this kit again!
    cooldown bypass: starter.pass
    trigger:
      give player wooden sword named "&9Starter Sword"
      give player wooden pickaxe named "&9Starter Pickaxe"
      give player wooden axe named "&9Starter Axe"
      give player wooden shovel named "&9Starter Shovel"
      give player leather helmet named "&9Starter Helmet"
      give player leather chestplate named "&9Starter Chestplate"
      give player leather leggings named "&9Starter Leggings"
      give player leather boots named "&9Starter Boots"
      give player 20 cooked potato named "&9Starter Potatos"










# KITS

command /kits:
  aliases: kit
  description: list all available kits
  trigger:
    send "(kit name 1) (kit name 2) (kit name 3)"
    










# DISCO

command /disco:
  permission: player.disco
  permission message: You cannot execute that command!
  executable by: player
  trigger:
    loop 5 times:
      wait 1 second
      execute command "/title @a title {""text"":""\o>"",""color"":""gold""}"
      wait  1 second
      execute command "/title @a title {""text"":""<o/"",""color"":""gold""}"
      
      
      
      
      
      
      
      
      
# PING

command /ping [<player>]:
    cooldown: 30 seconds
    cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
    usage: {@Prefix} &cWrite only:  &c/helpop&c.
    permission: command.use
    trigger:
        open chest with 3 rows named "&8« &cPing stats &7%player% &8» " to player
        wait 2 ticks
        format slot 13 of player with green stained glass pane named "&cPing &7(%player%)" with lore "&7Right-click to see %player% ping !" to run [execute player command "/p %player%"]
        
        
        
        
        
        
        
        
        
# LOGIN_COUNT

command /logincount:
    cooldown: 30 seconds
    cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
    usage: {@Prefix} &cWrite only:  &c/logincount&c.
    permission: command.logincount
	description: Find out how many people have ever logged into this server
	trigger:
		message "&7&m==========================="
		message "&cTotal login counts&8: %{logincount}%"
		message "&7&m==========================="
        
        
        
        
        
        
        
        
        
# SEE_OTHERS_COMMANDS

command /cw:
	usage: {@Prefix} &cWrite only: &c/cw&c.
	cooldown: 30 seconds
	cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
	permission: command.cw.use
  permission message: {@Prefix} &cYou do not have the required permissions to use this command.
	trigger:
		if {cw.%player%} is false:
			set {cw.%player%} to true
			message "{@Prefix} &aYou now see other player's commands !"
		else:
			set {cw.%player%} to false
			message "{@Prefix} &cYou now can't see other player's commands !"
            








# CAT 

command /cat:
    permission: op
    permission message: "That is not for you sir!"
    trigger:
        give player 8 cooked cod
        spawn a cat at location of player









# GUI 

command /headgui
  cooldown: 5 minutes
  cooldown message: Slow Down! You still need to wait &e%remaining time%.
    trigger:
        set metadata tag "headGUI" of player to chest inventory with 3 rows named "HeadGUI"
        set slot 13 of metadata tag "headGUI" of player to player´s skull named "&6%player%s Head" with lore "&7Click to get your head."
        set slot 1 of metadata tag "headGUI" of player to blue stained glass
        set slot 2 of metadata tag "headGUI" of player to blue stained glass
        set slot 3 of metadata tag "headGUI" of player to blue stained glass
        set slot 4 of metadata tag "headGUI" of player to blue stained glass
        set slot 5 of metadata tag "headGUI" of player to blue stained glass
        set slot 6 of metadata tag "headGUI" of player to blue stained glass
        set slot 7 of metadata tag "headGUI" of player to blue stained glass
        set slot 8 of metadata tag "headGUI" of player to blue stained glass
        set slot 9 of metadata tag "headGUI" of player to blue stained glass
        set slot 10 of metadata tag "headGUI" of player to blue stained glass
        set slot 17 of metadata tag "headGUI" of player to blue stained glass
        set slot 18 of metadata tag "headGUI" of player to blue stained glass
        set slot 19 of metadata tag "headGUI" of player to blue stained glass
        set slot 20 of metadata tag "headGUI" of player to blue stained glass
        set slot 21 of metadata tag "headGUI" of player to blue stained glass
        set slot 22 of metadata tag "headGUI" of player to blue stained glass
        set slot 23 of metadata tag "headGUI" of player to blue stained glass
        set slot 24 of metadata tag "headGUI" of player to blue stained glass
        set slot 25 of metadata tag "headGUI" of player to blue stained glass
        set slot 26 of metadata tag "headGUI" of player to blue stained glass
        open (metadata tag "headGUI" of player) to player

on inventory click:
  if event inventory = (metadata tag "headGUI" of player):
    cancel event
    if index of event-slot is 13:
      give 1 of player's skull to player








# CRATES (skip to 1095)

 #------------------------SETTINGS------------------------#

variables:

#! --- GUI BACKGROUND FRAME
	{frame} = gray stained glass pane

options:

#! --- SKRIPT PREFIX
  p: &7[&b&lCrates&7]

#! --- CRATE DENY MESSAGE
  denymsg: &cYou are not holding any keys for this crate!

#! --- FULL INVENTORY MESSAGE
  fullinvmsg: &cYour inventory is full!

#! --- REGION NAME
  region: crates

#! --- Crate Key Lore
  keylore: &7[&e!&7] Rightclick a crate to use.

#! --- Crate Key Names
  iron: &f&lIron &7Crate Key
  gold: &6&lGold &7Crate Key
  diamond: &b&lDiamond &7Crate Key

#------------------------SETTINGS------------------------

#------------------------WARPS------------------------

command /setcrates:
    permission: op
    trigger:
        set {crates.loc} to location of block at location of player
        set {crates.loc}'s yaw to player's yaw
        set {crates.loc}'s pitch to player's pitch
        send "{@p}: &fCrate location has been set to &6%{crates.loc}%" to player

command /crates:
  trigger:
    send "{@p}: &fTeleporting to Crates..." to player
    teleport player to {crates.loc}

#------------------------WARPS------------------------

#------------------------VIEW CRATES------------------------

on leftclick:
	if event-block is iron block:
		cancel event
		viewCrate(player, "iron")
	if event-block is gold block:
		cancel event
		viewCrate(player, "gold")
	if event-block is diamond block:
		cancel event
		viewCrate(player, "diamond")


function viewCrate(p: player, crate: text):

	if {_crate} is "iron":
		open virtual chest inventory with size 3 named "&f&lIron&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$500" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$1000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with iron ingot named "&r&l1 Iron Ingot" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with paper named "&a&l$3000" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@iron}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with tripwire hook named "{@gold}" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&f&lIron &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory
	if {_crate} is "gold":
		open virtual chest inventory with size 3 named "&6&lGold&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$3500" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$4000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with paper named "&a&l$6500" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with gold ingot named "&6&l1 Gold Ingot" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@gold}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with tripwire hook named "{@diamond}" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&6&lGold &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory
	if {_crate} is "diamond":
		open virtual chest inventory with size 3 named "&b&lDiamond&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$6000" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$7000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with diamond named "&b&l1 Diamond" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with paper named "&a&l$9000" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@diamond}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with diamond block named "&b&l1 Diamond Block" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&b&lDiamond &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory

#------------------------VIEW CRATES------------------------

#------------------------OPEN CRATES------------------------

on rightclick:
  if "%region at clicked block%" contains "{@region}":
    if clicked block is iron block:
      if player is holding tripwire hook named "{@iron}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@iron}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "iron")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
    if clicked block is gold block:
      if player is holding tripwire hook named "{@gold}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@gold}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "gold")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
    if clicked block is diamond block:
      if player is holding tripwire hook named "{@diamond}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "diamond")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player

function openCrate(p: player, crate: text):

	if {_crate} is "iron":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &f&lIron &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &f&lIron &7Rank&a in a crate!"
			if {_p} has permission "group.iron":
				send "" to {_p}
				send "{@p}: &cYou already have this rank!" to {_p}
				send "{@p}: &7You have been awarded &a$10000&7 instead!" to {_p}
				send "" to {_p}
				add 10000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.iron true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a {@gold}&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@iron}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won $3000!" to {_p}
			send "" to {_p}
			add 3000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won &f1 Iron Ingot&a!" to {_p}
			send "" to {_p}
			give {_p} 1 iron ingot
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $1000!" to {_p}
			send "" to {_p}
			add 1000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $500!" to {_p}
			send "" to {_p}
			add 500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
	if {_crate} is "gold":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &6&lGold &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &6&lGold &7Rank&a in a crate!"
			if {_p} has permission "group.gold":
				send "" to {_p}
				send "{@p}: &cYou already have this tag!" to {_p}
				send "{@p}: &7You have been awarded &a$50000&7 instead!" to {_p}
				send "" to {_p}
				add 50000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.gold true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a {@diamond}&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@gold}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won &61 Gold Ingot&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of gold ingot
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won $6500!" to {_p}
			send "" to {_p}
			add 6500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $4000!" to {_p}
			send "" to {_p}
			add 4000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $3500!" to {_p}
			send "" to {_p}
			add 3500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
	if {_crate} is "diamond":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &b&lDiamond &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &b&lDiamond &7Rank&a in a crate!"
			if {_p} has permission "group.diamond":
				send "" to {_p}
				send "{@p}: &cYou already have this tag!" to {_p}
				send "{@p}: &7You have been awarded &a$75000&7 instead!" to {_p}
				send "" to {_p}
				add 75000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.diamond true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a &b1 Diamond Block&a!" to {_p}
			send "" to {_p}
			give {_p} 1 diamond block
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@diamond}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won $9000!" to {_p}
			send "" to {_p}
			add 9000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won &b1 diamond&a!" to {_p}
			send "" to {_p}
			give {_p} 1 diamond
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $7000!" to {_p}
			send "" to {_p}
			add 7000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $6000!" to {_p}
			send "" to {_p}
			add 6000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}

#------------------------OPEN CRATES------------------------

#------------------------GIVE KEY COMMAND------------------------

command /key [<text>] [<player>] [<text>] [<number>]:
	permission: key.give
	permission message: "&7[&bKEYS&7]: &cYou don't have permission to do this!"
	trigger:
		if arg 1 is "list":
			send "" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send " &7» &fIron" to player
			send " &7» &6Gold" to player
			send " &7» &bDiamond" to player
			send "" to player
			send "&7 /key give <player> <key> <amount>" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send "" to player
		if arg 1 is not set:
			send "" to player
			send "{@p}: &c/key [list/give] <player> <key> <amount>" to player
			send "" to player
		if arg 1 is "give":
			if arg 2 is set:
				if arg 3 is "iron":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@iron}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@iron} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is "gold":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@gold}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@gold} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is "diamond":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@diamond}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@diamond} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is not set:
					make player execute "key"
			if arg 2 is not set:
				make player execute "key"


command /keyall [<text>] [<number>]:
	permission: key.all
	permission message: "&7[&bKEYS&7]: &cYou don't have permission to do this!"
	trigger:
		if arg 1 is "list":
			send "" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send " &7» &f&lIron" to player
			send " &7» &6&lGold" to player
			send " &7» &b&lDiamond" to player
			send "" to player
			send "&7 /keyall <key> <amount>" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send "" to player
		if arg 1 is not set:
			send "" to player
			send "{@p}: &c/keyall <key> <amount>" to player
			send "" to player
		if arg 1 is "iron":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@iron} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@iron}!" to loop-player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"
		if arg 1 is "gold":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@gold} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@gold}!" to loop-player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"
		if arg 1 is "diamond":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@diamond} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@diamond}!" to loop-player
		 			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"

#------------------------GIVE KEY COMMAND------------------------



















#TAB (skip to 1288)

command /tab <text> [<text>] [<string>]:
	permission: skript.tab
	permission message: &fUnknown command.
	description: Skript made command to color your tablist!
	usage: &c/tab {action} {set} {string} &7&oUse /help for more help.
	trigger:
		if arg-1 is "help", "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
			if arg-1 is "help":
				sendHelp(player)
			if arg-1 is "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
				if arg-2 is set:
					if arg-3 is set:
						if arg-1 is "template" or "temp":
							if arg-2 is "set":
								if (arg-3 parsed as number) is a number:
									if (arg-3 parsed as number) is 1, 2 or 3:
										set {tab-template-number} to arg-3
										send "&aSuccessfully set template number to %{tab-template-number}%"
										
									else:
										send "&cPlease choose a number from 1 to 3"
								else:
									send "&cThe third argument must be an integer."
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "name" or "header" or "title":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-server-name} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "line_2" or "line2" or "second_line" or "2line":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-line-2} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "last_line" or "final_line" or "lastline":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-last-line} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text."
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "primary_color" or "color" or "maincolor" or "primarycolor" or "main_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-primary-color} to arg-3
											send formatted "&aSuccessfully set color to ' %{tab-primary-color}%▶&r&a '"
										else:
											send "&cThe lenght must be 2 characters."
									else:
										send "&cA minecraft color code starts with a '&'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "secondary_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-secondary-color} to arg-3
											send formatted "&aSuccessfully set color to ' %{tab-secondary-color}%▶&r&a '"
										else:
											send "&cThe lenght must be 2 characters."
									else:
										send "&cA minecraft color code starts with a '&'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
					else:
						send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
				else:
					send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
		else:
			send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."

function sendHelp(p:player):
	send "    &2&lTAB    ", "", "&2List of commands:", "&2- &a<tooltip:&2Changes the current template number.>/tab template set {number}", "&2- &a<tooltip:&2Changes the tab list name>/tab name set {name}", "&2- &a<tooltip:&2Changes line 2 of the tab list>/tab line_2 set {text}", "&2- &a<tooltip:&2Changes the last line of the tab list>/tab last_line set {name}", "&2- &a<tooltip:&2Changes the primary(main) color>/tab primary_color set {minecraft_color_code}", "&2- &a<tooltip:&2Changes the secondary color>/tab secondary_color set {minecraft_color_code}", "", "&7&oHover over texts for explanation." and "" to {_p}

on tab complete for "/tab":
	set tab completions for position 2 to "set"
	set tab completions for position 1 to "help", "template", "name", "line_2", "last_line", "primary_color" and "secondary_color"

# Please remove the ' # ' if discord control is true!

discord command tab <text> [<text>] [<string>]:
	prefixes: !
	executable in: guild
	trigger:
		if arg-1 is "help", "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
			if arg-1 is "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
				if arg-2 is set:
					if arg-3 is set:
						if arg-1 is "template" or "temp":
							if arg-2 is "set":
								if (arg-3 parsed as number) is a number:
									if (arg-3 parsed as number) is 1, 2 or 3:
										set {tab-template-number} to arg-3
										reply with "Successfully set template number to %{tab-template-number}%"
										
									else:
										reply with "Please choose a number from 1 to 3"
								else:
									reply with "The third argument must be an integer."
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "name" or "header" or "title":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-server-name} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "line_2" or "line2" or "second_line" or "2line":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-line-2} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "last_line" or "final_line" or "lastline":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-last-line} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text."
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "primary_color" or "color" or "maincolor" or "primarycolor" or "main_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-primary-color} to arg-3
											reply with "Successfully set color to ' %{tab-primary-color}%▶&r&a '"
										else:
											reply with "The lenght must be 2 characters."
									else:
										reply with "A minecraft color code starts with a '&'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "secondary_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-secondary-color} to arg-3
											reply with formatted "Successfully set color to ' %{tab-secondary-color}%▶&r&a '"
										else:
											reply with "The lenght must be 2 characters."
									else:
										reply with "A minecraft color code starts with a '&'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
					else:
						reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
				else:
					reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
		else:
			reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."












#SLOTS

options:
	#cost of using the machine
	slots-cost: 500
	#prize if first 2 reels match
	slots-small-win: 5000
	#prize if all 3 reels match
	slots-jackpot: 20000

on sign change:
    line 1 of event-block is "[Slots]"
    if player has permission "slots.sk":
        set line 1 of event-block to "&9[Slots]"
        set line 2 of event-block to "&d-Ready-"
    else:
        cancel event
		
on right click on sign:
    line 1 of event-block is "&9[Slots]"
    line 2 of event-block is "&d-Ready-"
    if player's balance is less than {@slots-cost}:
        send "&9Insufficient funds! You need &e500© &9to play!"
    else if player's balance is more than {@slots-cost}:
        remove {@slots-cost} from player's balance
        set line 2 of event-block to "&f-Playing-"
    loop 25 times:
        set {_reel1} to a random integer between 1 and 10
        set {_reel2} to a random integer between 1 and 10
        set {_reel3} to a random integer between 1 and 10
    if {_reel1} is 1:
        set {_reel1} to "■"
    if {_reel1} is 2:
        set {_reel1} to "♥"
    if {_reel1} is 3:
        set {_reel1} to "♦"
    if {_reel1} is 4:
        set {_reel1} to "♣"
    if {_reel1} is 5:
        set {_reel1} to "♠"
    if {_reel1} is 6:
        set {_reel1} to "●"
    if {_reel1} is 7:
        set {_reel1} to "✢"
    if {_reel1} is 8:
        set {_reel1} to "✠"
    if {_reel1} is 9:
        set {_reel1} to "▲"
    if {_reel1} is 10:
        set {_reel1} to "▼"
    if {_reel2} is 1:
        set {_reel2} to "■"
    if {_reel2} is 2:
        set {_reel2} to "♥"
    if {_reel2} is 3:
        set {_reel2} to "♦"
    if {_reel2} is 4:
        set {_reel2} to "♣"
    if {_reel2} is 5:
        set {_reel2} to "♠"
    if {_reel2} is 6:
        set {_reel2} to "●"
    if {_reel2} is 7:
        set {_reel2} to "✢"
    if {_reel2} is 8:
        set {_reel2} to "✠"
    if {_reel2} is 9:
        set {_reel2} to "▲"
    if {_reel2} is 10:
        set {_reel2} to "▼"
    if {_reel3} is 1:
        set {_reel3} to "■"
    if {_reel3} is 2:
        set {_reel3} to "♥"
    if {_reel3} is 3:
        set {_reel3} to "♦"
    if {_reel3} is 4:
        set {_reel3} to "♣"
    if {_reel3} is 5:
        set {_reel3} to "♠"
    if {_reel3} is 6:
        set {_reel3} to "●"
    if {_reel3} is 7:
        set {_reel3} to "✢"
    if {_reel3} is 8:
        set {_reel3} to "✠"
    if {_reel3} is 9:
        set {_reel3} to "▲"
    if {_reel3} is 10:
        set {_reel3} to "▼"
    set line 3 of event-block to "%{_reel1}% %{_reel2}% %{_reel3}%"
    wait 1 tick
    if {_reel1} is {_reel2}:
        if {_reel1} is {_reel3}:
            give player diamond block 64 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &bDiamonds"
            give player netherite block 8 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &8Netherite"
            give player golden apple 32 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &6Gapples"
            give player enchanted golden apple named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &a&lN&b&lO&c&lT&d&lC&e&lH &dApple"
            broadcast "&d%player% &9won the slots jackpot at the Casino!"
        else:
            give player diamond block 16 named "&cMediocre &bDiamonds"
            give player netherite block 1 named "&cMediocre &8Netherite
            give player golden apple 5 named "&cMediocre &eGapples"
            send "&9You won the small prize"
    else:
        send "&9You did not win a prize this time."
    wait 30 ticks
    set line 2 of event-block to "&d-Ready-""
    set line 3 of event-block to









# KILLSTREAK (every 5 kills)

mod(divider, number)

on death:
	mod({kills::%attacker's uuid%}, 5) = 0
	{kills::%attacker's uuid%} isn't 0
	send "%attacker% is on a kill streak of {kills::%attacker's uuid%}"

    
    
    
    
    
    
    
    
    
# CUSTOM RECIPE(s)

on load:
  register new shapless recipe for 4 string using white wool, air, air, air, air, air, air, air, air
  broadcast "&aCustom recipies loaded!"
  
  
  
  
  
  
  
  
  
# CUSTOM SHOP

options:
  cobblePrice: 2
  
  
command /sell:
  trigger:
    if player's inventory contains cobblestone:
      set {_amount} to amount of cobblestone in player's inventory
      set {_profit} to {@cobblePrice}*{_amount}
      send "%{_profit}%"
    else:
      send "Sorry, but you dont have any cobble stone in your inventory."

 

Edited by ButterflyBullets
  • Like 1

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

Skript - 8 months

Minecraft - 8 years                         No Bitches?

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

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On 11/5/2021 at 6:58 PM, Galibix123321 said:

Thanks for this I think most people need this to, i'm just testing this on my server I think it works out well 🙂

Thanks for the feedback, I appreciate it and if there are any errors lmk 😄

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

Skript - 8 months

Minecraft - 8 years                         No Bitches?

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

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On 11/3/2021 at 8:29 PM, ButterflyBullets said:

This is a huge amount of compiled skripts for your server, these are for all kind and can be use in whatever way you want, not all of these are mine but I do not know all of the people involved in it, if you see the original creator please lmk and tag them so they don't go unnoticed

# CLEARCHAT

command /clearchat:
        permission: minehut.clearchat
        permission message: &cInsufficient permission.
        usage: /clearchat
        trigger:
                loop 100 times:
                        broadcast " "
                wait 5 ticks
                broadcast "                               &3-----------------------------------------------------"
                broadcast "       &4&l-{Server Name}- &3&lChat cleared by &b&l%player%"
                broadcast "                               &3-----------------------------------------------------"
                
                
                
                
                
                
                
                
                
# CLEARLAG

every 5 minutes:
  broadcast "&4&lClearLag Alert! &f&l>> &fDropped entities will be cleared in 30 seconds!"
  wait 25 seconds
  broadcast "&4&lClearLag Alert! &f&l>> &fDropped entities will be cleared in 5 seconds!"
  wait 5 seconds
  loop all entities:
    loop-entity is a dropped item:
      clear loop-entity
  broadcast "&a&lClearLag &f&l>> &rDropped items cleared!"

command /lagclear [<text>]:
  permission: minehut.lagclear
  trigger:
    if arg-1 is "force":
      loop all entities:
        loop-entity is a dropped item:
          clear loop-entity
      broadcast "&a&lClearLag &f&l>> &rDropped items cleared (Forced by %player%)"
      
      
      
      
      
      
      
      
      
# CAKE_:D

command /cake:
	description: Give the command sender some cake!
	cooldown: 1 minute
	cooldown message: You need to wait &l%remaining time% &rto use this command again!
	cooldown bypass: cake.nocooldown
	trigger:
		if the player's inventory doesn't have space for cake:
			send "&cYou don't have space for cake in your inventory! ;("
			cancel command cooldown
		else:
			give cake to the player
			send "Here you go!"
            
            
            
            
            
            
            
            
            
# CUSTOM_HELMET

aliases:
	custom helmets = iron block, gold block, diamond block

on inventory click:
	inventory action is place all or nothing
	cursor slot of player is custom helmets
	event-slot is helmet slot of event-player
	cancel the event
	set {_old helmet} to helmet of player
	set helmet of player to cursor slot of player
	set cursor slot of player to {_old helmet}

on right click:
	tool of player is custom helmets
	helmet of player is air
	cancel the event
	set helmet of player to tool of player
	set tool of player to air
    
    
    
    
    
    
    
    
    
# DISCORD

command /discord:
  trigger:
    send "&bJoin our discord server:&3&l <link:{your discord server link}.>CLICK HERE<reset>"
    
    
    
    
    
    
    
    
    
# SETHOME

command /sethome <string>:
	description: Sets your home
	executable by: player's
	trigger:
		set {homes::%uuid of player%::%arg-1%} to location of player
		message "Set your home <cyan>%arg-1%<reset> to <orange>%location of player%<reset>"

command /delhome <string>:
	description: Deletes your home
	executable by: player's
	trigger:
		clear {homes::%uuid of player%::%arg-1%}
		message "Deleted your home <red>%arg-1%<reset>"

command /home <string>:
	description: Teleports yourself to your home
	executable by: player's
	trigger:
		if {homes::%uuid of player%::%arg-1%} is not set:
			message "You have not set your home <green>%arg-1%<reset> yet!"
		else:
			teleport player to {homes::%uuid of player%::%arg-1%}
            
            
            
            
            
            
            
            
            
# KILL_COUNTER

on death:
	attacker is a player
	add 1 to {kill counter::%uuid of attacker%::kills_total}
	add 1 to {kill counter::%uuid of attacker%::kills_session}
	if {kill counter::%uuid of attacker%::kills_session} > {kill counter::%uuid of attacker%::kills_session_max}:
		set {kill counter::%uuid of attacker%::kills_session_max} to {kill counter::%uuid of attacker%::kills_session}

on death of player:
	set {kill counter::%uuid of player%::kills_session} to 0

command /kills:
	executable by: player's
	trigger:
		message "You have killed %{kill counter::%uuid of player%::kills_session}% mobs and player's in this life out of %{kill counter::%uuid of player%::kills_total}% kills in total."
		message "Your maximum kill streak is %{kill counter::%uuid of player%::kills_session_max}% kills in one life."
        
        
        
        
        
        
        
        
        
# NO_ENDERMAN_GRIEF

on enderman pickup:
	cancel event

on enderman place:
	cancel event
	kill the enderman
    
    
    
    
    
    
    
    
    
# RAINBOW_CHAT

function decimalToHexadecimal(number: number) :: string:
    return ("00" if {_number} <= 0, else ("FF")) if {_number} is not between 0 and 255
    return join (character at (mod((floor({_number} / 16)), 16) + 1) in "0123456789ABCDEF") and (character at ((mod({_number}, 16)) + 1) in "0123456789ABCDEF")
 
function rainbow(input: string, wrapAmount: number = -1, lightness: number = 0.5) :: string:
    set {_delta} to 360 / ({_wrapAmount} if {_wrapAmount} > 0, else length of {_input})
    set {_lightnessModifier} to (({_lightness}*2)-1) * 255
    set {_angle} to 90
    loop length of {_input} times:
        set {_character} to character at loop-value in {_input}
        if {_character} or (character at (loop-value - 1) in {_input}) is "§":
            if "abcdefklmnor0123456789" contains {_character}:
                set {_format} to (join {_format} and "&%{_character}%") if {_character} is not "r", else ("")
            continue
        set {_output} to join {_output}, "<##%decimalToHexadecimal((0.5 * (sin({_angle}) + 1)) * 255 + {_lightnessModifier})%%decimalToHexadecimal((0.5 * (sin({_angle} + 120) + 1)) * 255 + {_lightnessModifier})%%decimalToHexadecimal((0.5 * (sin({_angle} + 240) + 1)) * 255 + {_lightnessModifier})%>", {_format} and {_character}
        remove {_delta} from {_angle}
    return colored {_output}
 
function gradient(input: string, startColor: numbers, endColor: numbers, wrapAmount: number = -1) :: string:
    set {_delta} to 180 / ({_wrapAmount} if {_wrapAmount} > 0, else (length of uncolored {_input}) - 1)
    set {_angle} to 90
    loop length of {_input} times:
        set {_character} to character at loop-value in {_input}
        if {_character} or (character at (loop-value - 1) in {_input}) is "§":
            if "abcdefklmnor0123456789" contains {_character}:
                set {_format} to (join {_format} and "&%{_character}%") if {_character} is not "r", else ("")
            continue
        set {_startColorProportion} to (0.5 * (sin({_angle}) + 1))
        set {_endColorProportion} to (0.5 * (sin({_angle} + 180) + 1))
        set {_output} to join {_output}, "<##%decimalToHexadecimal(({_startColor::1} * {_startColorProportion}) + ({_endColor::1} * {_endColorProportion}))%%decimalToHexadecimal(({_startColor::2} * {_startColorProportion}) + ({_endColor::2} * {_endColorProportion}))%%decimalToHexadecimal(({_startColor::3} * {_startColorProportion}) + ({_endColor::3} * {_endColorProportion}))%>", {_format} and {_character}
        add {_delta} to {_angle}
    return colored {_output}

on chat:
  if {rc::%player%} is true:
    set message to rainbow(colored message, 20, 0.7)

command /rainbowchat:
    permission: op
    trigger:
        if {rc::%player%} is true:
            send "&b&lRainbowChat &8» &7Disabled RainbowChat"
            set {rc::%player%} to false
        else:
            send "&b&lRainbowChat &8» &7Enabled RainbowChat"
            set {rc::%player%} to true
            
            
            
            
            
            
            
            
            
            
# SET_SPAWN

command /setspawn:
	trigger:
		if player has permission "spawn.set":
			if {spawn} is not set:
				send "&4&l-{Server Name}- &r&3The spawn has been set"
				set {spawn} to location of player
				stop

command /delspawn:
	trigger:
		if player has permission "spawn.delete":
			if {spawn} is set:
				send "&4&l-{Server Name}- &3The spawn has been deleted"
				delete {spawn}
				stop

command /spawn:
	trigger:
		teleport player to {spawn}
		send "&4&l-{Server Name}- &3&lYou have been teleported to spawn"
        
        
        
        
        
        
        
        
        
#STAFF_CHAT

command /sc [<text>]:
	aliases: /staffchat
	permission: op
	trigger:
		arg-1 is not set:
			{sc.%player%} is set:
				delete {sc.%player%}
				send "&cStaff Chat Disabled!"
			else:
				set {sc.%player%} to true
				send "&aStaff Chat Enabled!"
		else:
			send "&bSC - %{suffix.%player's uuid%}% %player%&f: %colored arg-1%" to all ops
chat:
	{sc.%player%} is set:
		cancel event
		send "&bSC - %{suffix.%player's uuid%}% %player%&f: %colored message%" to all ops
        
        
        
        
        
        
        
        
        
# RTP

command /rtp:
	cooldown: 3 seconds
	cooldown message: &4Stop! &cYou can only teleport to a random location every 3 seconds.
	permission: rtp.use
	permission message: &cYou do not have permission to use this command
	trigger:
		set {_x} to round(random number between -1000000 and 1000000)
		set {_z} to round(random number between -1000000 and 1000000)
		set {_block} to block at location at ({_x}, 0, {_z}) in world event-world
		loop all blocks above {_block}:
			if loop-block is air:
				block below loop-block is not water
				block below loop-block is not air
				if block above loop-block is air:
					teleport player to loop-block
					send "&aTeleported to a random location" to player
                    
                    
                    
                    
                    
                    
                    
                    
                    
#RANDOM_ITEMS

every 60 seconds:
  loop all player's:
    if {%loop-player%.random} = true:
      give loop-player a random element of all items
      wait 1 tick
 
 
command /toggle:
  trigger:
    if {%player%.random} = true:
      set {%player%.random} to false
      message "&c&lYou have disabled random items" to player
    else:
      set {%player%.random} to true
      message "&9&lYou have enabled random items" to player
      
      
      
      
      
      
      
      
      
# FILTER_CHAT

command /filter [<text>] [<text>]:
	permission message: {@permm}
	permission: staff.filter
	trigger:
		if arg-1 is not set:
			send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
		if arg-1 = "list":
			send ""
			send " <##fde82e>Increasing &8☁ &7List of blocked words"
			send ""
			send " <##fdbc3f>%{blockedwords::*}%"
			send ""
			send ""
		if arg-1 = "add":
			if arg-2 is set:
				if {blockedwords::*} does not contain arg-2:
					add arg-2 to {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully added <##fdbc3f>%arg-2%&7 to the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is already in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
				add arg-2 to {blockedwords::*}
		if arg-1 = "remove":
			if arg-2 is set:
				if {blockedwords::*} contains arg-2:
					remove arg-2 from {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully removed <##fdbc3f>%arg-2%&7 from the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is not in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"

on chat:
	if {mutechat} is set:
		if player does not have permission "staff.mc":
			cancel event
			send "&8• <##fde82e>&l{@servername} &8☁ &7You may not talk while chat is muted!"
			
on chat:
	if player does not have permission "staff.filter":
		set {_b} to uncolored colored message
		set {_b::*} to {_b} split by " "
		size of {blockedwords::*} > 0
		loop {_b::*}:
			if {blockedwords::*} contains loop-value:
				if uncolored message contains loop-value:
					cancel event
					send "&8• <##fde82e>&l{@servername} &8☁ &7Your message has been caught by the chat filter!"
					send "" to all player's where [input has permission "staff.filter"]
					send "&8• <##fde82e>&l{@servername} &8☁ &7The chatfilter has caught the following message: &8(<##fdbc3f>%message%&8)&7 this has been sent by <##fdbc3f>%player%" to all player's where [input has permission "staff.filter"]
					send "" to all player's where [input has permission "staff.filter"]
                    
                    
                    
                    
                    
                    
                    
                    
                    
# GOD_MODE

command /godmode:
    aliases: /god, /gmg
    trigger:
     on damage:
	   victim is a player
	   victim has permission "skript.god"
	   cancel event
       
       
       
       
       
       
       
       
       
# DOG

command /dog:
    aliases: /doggo /getdog /summondog /puppy /summonpuppy
    description: Summon a helpful ally for you!
    permission: dog.summon
    executable by: player
    cooldown: 1 hour
    cooldown message: The Doggo gods can only grant you a dog every hour, try again in %remaining time%.
    cooldown bypass: dog.summon
    trigger:
        give player 2 rotten flesh
        give player 2 bone
        spawn a wolf at location of player
        
        
        
        
        
        
        
        
        
# GAPPLE

command /gapple:
    aliases: /goldenapple, /gap
    description: Recieve a golden apple, but you can only do this once every hour!
    usage: You typed that in wrong, wanna try that again?
    permission: gapple.give
    executable by: player's
    cooldown: 1 hour
    cooldown message: One cake is enough for you today! Try again %remaining time% later.
    cooldown bypass: cake.eater
    trigger:
        if the player has space for a goldenapple:
            give a goldenapple to the player
        else:
            send "&3You do not have enough space in your inventory to hold a gapple!"
            cancel the cooldown
            
            
            
            
            
            
            
            
            
# STARTER_KIT

command /kitstarter:
    aliases: /starterkit, /kit_starter, /starter_kit
    executable by: player
    cooldown: 1 hour
    cooldown message: &cYou need to wait %remaining time% to use this kit again!
    cooldown bypass: starter.pass
    trigger:
      give player wooden sword named "&9Starter Sword"
      give player wooden pickaxe named "&9Starter Pickaxe"
      give player wooden axe named "&9Starter Axe"
      give player wooden shovel named "&9Starter Shovel"
      give player leather helmet named "&9Starter Helmet"
      give player leather chestplate named "&9Starter Chestplate"
      give player leather leggings named "&9Starter Leggings"
      give player leather boots named "&9Starter Boots"
      give player 20 cooked potato named "&9Starter Potatos"










# KITS

command /kits:
  aliases: kit
  description: list all available kits
  trigger:
    send "(kit name 1) (kit name 2) (kit name 3)"
    










# DISCO

command /disco:
  permission: player.disco
  permission message: You cannot execute that command!
  executable by: player
  trigger:
    loop 5 times:
      wait 1 second
      execute command "/title @a title {""text"":""\o>"",""color"":""gold""}"
      wait  1 second
      execute command "/title @a title {""text"":""<o/"",""color"":""gold""}"
      
      
      
      
      
      
      
      
      
# PING

command /ping [<player>]:
    cooldown: 30 seconds
    cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
    usage: {@Prefix} &cWrite only:  &c/helpop&c.
    permission: command.use
    trigger:
        open chest with 3 rows named "&8« &cPing stats &7%player% &8» " to player
        wait 2 ticks
        format slot 13 of player with green stained glass pane named "&cPing &7(%player%)" with lore "&7Right-click to see %player% ping !" to run [execute player command "/p %player%"]
        
        
        
        
        
        
        
        
        
# LOGIN_COUNT

command /logincount:
    cooldown: 30 seconds
    cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
    usage: {@Prefix} &cWrite only:  &c/logincount&c.
    permission: command.logincount
	description: Find out how many people have ever logged into this server
	trigger:
		message "&7&m==========================="
		message "&cTotal login counts&8: %{logincount}%"
		message "&7&m==========================="
        
        
        
        
        
        
        
        
        
# SEE_OTHERS_COMMANDS

command /cw:
	usage: {@Prefix} &cWrite only: &c/cw&c.
	cooldown: 30 seconds
	cooldown message: {@Prefix} &cYou have to wait &e%remaining time% &cbefore executing the command again !
	permission: command.cw.use
  permission message: {@Prefix} &cYou do not have the required permissions to use this command.
	trigger:
		if {cw.%player%} is false:
			set {cw.%player%} to true
			message "{@Prefix} &aYou now see other player's commands !"
		else:
			set {cw.%player%} to false
			message "{@Prefix} &cYou now can't see other player's commands !"
            








# CAT 

command /cat:
    permission: op
    permission message: "That is not for you sir!"
    trigger:
        give player 8 cooked cod
        spawn a cat at location of player









# GUI 

command /headgui
  cooldown: 5 minutes
  cooldown message: Slow Down! You still need to wait &e%remaining time%.
    trigger:
        set metadata tag "headGUI" of player to chest inventory with 3 rows named "HeadGUI"
        set slot 13 of metadata tag "headGUI" of player to player´s skull named "&6%player%s Head" with lore "&7Click to get your head."
        set slot 1 of metadata tag "headGUI" of player to blue stained glass
        set slot 2 of metadata tag "headGUI" of player to blue stained glass
        set slot 3 of metadata tag "headGUI" of player to blue stained glass
        set slot 4 of metadata tag "headGUI" of player to blue stained glass
        set slot 5 of metadata tag "headGUI" of player to blue stained glass
        set slot 6 of metadata tag "headGUI" of player to blue stained glass
        set slot 7 of metadata tag "headGUI" of player to blue stained glass
        set slot 8 of metadata tag "headGUI" of player to blue stained glass
        set slot 9 of metadata tag "headGUI" of player to blue stained glass
        set slot 10 of metadata tag "headGUI" of player to blue stained glass
        set slot 17 of metadata tag "headGUI" of player to blue stained glass
        set slot 18 of metadata tag "headGUI" of player to blue stained glass
        set slot 19 of metadata tag "headGUI" of player to blue stained glass
        set slot 20 of metadata tag "headGUI" of player to blue stained glass
        set slot 21 of metadata tag "headGUI" of player to blue stained glass
        set slot 22 of metadata tag "headGUI" of player to blue stained glass
        set slot 23 of metadata tag "headGUI" of player to blue stained glass
        set slot 24 of metadata tag "headGUI" of player to blue stained glass
        set slot 25 of metadata tag "headGUI" of player to blue stained glass
        set slot 26 of metadata tag "headGUI" of player to blue stained glass
        open (metadata tag "headGUI" of player) to player

on inventory click:
  if event inventory = (metadata tag "headGUI" of player):
    cancel event
    if index of event-slot is 13:
      give 1 of player's skull to player








# CRATES (skip to 1095)

 #------------------------SETTINGS------------------------#

variables:

#! --- GUI BACKGROUND FRAME
	{frame} = gray stained glass pane

options:

#! --- SKRIPT PREFIX
  p: &7[&b&lCrates&7]

#! --- CRATE DENY MESSAGE
  denymsg: &cYou are not holding any keys for this crate!

#! --- FULL INVENTORY MESSAGE
  fullinvmsg: &cYour inventory is full!

#! --- REGION NAME
  region: crates

#! --- Crate Key Lore
  keylore: &7[&e!&7] Rightclick a crate to use.

#! --- Crate Key Names
  iron: &f&lIron &7Crate Key
  gold: &6&lGold &7Crate Key
  diamond: &b&lDiamond &7Crate Key

#------------------------SETTINGS------------------------

#------------------------WARPS------------------------

command /setcrates:
    permission: op
    trigger:
        set {crates.loc} to location of block at location of player
        set {crates.loc}'s yaw to player's yaw
        set {crates.loc}'s pitch to player's pitch
        send "{@p}: &fCrate location has been set to &6%{crates.loc}%" to player

command /crates:
  trigger:
    send "{@p}: &fTeleporting to Crates..." to player
    teleport player to {crates.loc}

#------------------------WARPS------------------------

#------------------------VIEW CRATES------------------------

on leftclick:
	if event-block is iron block:
		cancel event
		viewCrate(player, "iron")
	if event-block is gold block:
		cancel event
		viewCrate(player, "gold")
	if event-block is diamond block:
		cancel event
		viewCrate(player, "diamond")


function viewCrate(p: player, crate: text):

	if {_crate} is "iron":
		open virtual chest inventory with size 3 named "&f&lIron&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$500" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$1000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with iron ingot named "&r&l1 Iron Ingot" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with paper named "&a&l$3000" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@iron}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with tripwire hook named "{@gold}" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&f&lIron &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory
	if {_crate} is "gold":
		open virtual chest inventory with size 3 named "&6&lGold&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$3500" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$4000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with paper named "&a&l$6500" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with gold ingot named "&6&l1 Gold Ingot" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@gold}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with tripwire hook named "{@diamond}" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&6&lGold &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory
	if {_crate} is "diamond":
		open virtual chest inventory with size 3 named "&b&lDiamond&7 Crate" to {_p}
		format gui slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 17 and 18 and 19 and 20 and 21 and 23 and 24 and 25 and 26 of {_p} with {frame} named "&6"
		format gui slot 10 of {_p} with paper named "&a&l$6000" with lore "" and "&7Chance:" and "&7[&a33%%&7]"
		format gui slot 11 of {_p} with paper named "&a&l$7000" with lore "" and "&7Chance:" and "&7[&a25%%&7]"
		format gui slot 12 of {_p} with diamond named "&b&l1 Diamond" with lore "" and "&7Chance:" and "&7[&e20%%&7]"
		format gui slot 13 of {_p} with paper named "&a&l$9000" with lore "" and "&7Chance:" and "&7[&e15%%&7]"
		format gui slot 14 of {_p} with tripwire hook named "&72x {@diamond}" with lore "" and "&7Chance:" and "&7[&c5%%&7]"
		format gui slot 15 of {_p} with diamond block named "&b&l1 Diamond Block" with lore "" and "&7Chance:" and "&7[&c1.99%%&7]"
		format gui slot 16 of {_p} with nametag named "&b&lDiamond &7Rank" with lore "" and "&7Chance:" and "&7[&c0.01%%&7]"
		format gui slot 22 of {_p} with barrier named "&4Close" to run:
			close {_p}'s inventory

#------------------------VIEW CRATES------------------------

#------------------------OPEN CRATES------------------------

on rightclick:
  if "%region at clicked block%" contains "{@region}":
    if clicked block is iron block:
      if player is holding tripwire hook named "{@iron}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@iron}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "iron")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
    if clicked block is gold block:
      if player is holding tripwire hook named "{@gold}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@gold}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "gold")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
    if clicked block is diamond block:
      if player is holding tripwire hook named "{@diamond}" with lore "" and "{@keylore}":
        if inventory of player doesn't have enough space for 1 of blue shulker box:
          send "{@p}: {@fullinvmsg}" to player
          play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player
        else:
          cancel event
          remove 1 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}" from player's inventory
          openCrate(player, "diamond")
      else:
        send "{@p}: {@denymsg}" to player
        play sound "ENTITY_VILLAGER_NO" at volume 100 and pitch 1 for player

function openCrate(p: player, crate: text):

	if {_crate} is "iron":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &f&lIron &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &f&lIron &7Rank&a in a crate!"
			if {_p} has permission "group.iron":
				send "" to {_p}
				send "{@p}: &cYou already have this rank!" to {_p}
				send "{@p}: &7You have been awarded &a$10000&7 instead!" to {_p}
				send "" to {_p}
				add 10000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.iron true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a {@gold}&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@iron}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won $3000!" to {_p}
			send "" to {_p}
			add 3000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won &f1 Iron Ingot&a!" to {_p}
			send "" to {_p}
			give {_p} 1 iron ingot
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $1000!" to {_p}
			send "" to {_p}
			add 1000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $500!" to {_p}
			send "" to {_p}
			add 500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
	if {_crate} is "gold":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &6&lGold &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &6&lGold &7Rank&a in a crate!"
			if {_p} has permission "group.gold":
				send "" to {_p}
				send "{@p}: &cYou already have this tag!" to {_p}
				send "{@p}: &7You have been awarded &a$50000&7 instead!" to {_p}
				send "" to {_p}
				add 50000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.gold true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a {@diamond}&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@gold}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won &61 Gold Ingot&a!" to {_p}
			send "" to {_p}
			give {_p} 1 of gold ingot
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won $6500!" to {_p}
			send "" to {_p}
			add 6500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $4000!" to {_p}
			send "" to {_p}
			add 4000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $3500!" to {_p}
			send "" to {_p}
			add 3500 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
	if {_crate} is "diamond":
		wait 5 ticks
		set {_random} to a random integer from 0 to 10000
		if {_random} is 0:
			send "" to {_p}
			send "{@p}: &aYou won the &b&lDiamond &7Rank&a!" to {_p}
			send "" to {_p}
			play sound "UI_TOAST_CHALLENGE_COMPLETE" at volume 50 and pitch 1 for {_p}
			broadcast "{@p}: &a%{_p}% got &b&lDiamond &7Rank&a in a crate!"
			if {_p} has permission "group.diamond":
				send "" to {_p}
				send "{@p}: &cYou already have this tag!" to {_p}
				send "{@p}: &7You have been awarded &a$75000&7 instead!" to {_p}
				send "" to {_p}
				add 75000 to {balance.tot::%{_p}%}
			else:
				make console execute command "/lp user %{_p}% permission set group.diamond true"
		if {_random} is between 1 and 200:
			send "" to {_p}
			send "{@p}: &aYou won a &b1 Diamond Block&a!" to {_p}
			send "" to {_p}
			give {_p} 1 diamond block
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 201 and 700:
			send "" to {_p}
			send "{@p}: &aYou won 2x {@diamond}&a!" to {_p}
			send "" to {_p}
			give {_p} 2 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
			play sound "ENTITY_PLAYER_LEVELUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 701 and 2200:
			send "" to {_p}
			send "{@p}: &aYou won $9000!" to {_p}
			send "" to {_p}
			add 9000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 2201 and 4200:
			send "" to {_p}
			send "{@p}: &aYou won &b1 diamond&a!" to {_p}
			send "" to {_p}
			give {_p} 1 diamond
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 4201 and 6700:
			send "" to {_p}
			send "{@p}: &aYou won $7000!" to {_p}
			send "" to {_p}
			add 7000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}
		if {_random} is between 6701 and 10000:
			send "" to {_p}
			send "{@p}: &aYou won $6000!" to {_p}
			send "" to {_p}
			add 6000 to {balance.tot::%{_p}%}
			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for {_p}

#------------------------OPEN CRATES------------------------

#------------------------GIVE KEY COMMAND------------------------

command /key [<text>] [<player>] [<text>] [<number>]:
	permission: key.give
	permission message: "&7[&bKEYS&7]: &cYou don't have permission to do this!"
	trigger:
		if arg 1 is "list":
			send "" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send " &7» &fIron" to player
			send " &7» &6Gold" to player
			send " &7» &bDiamond" to player
			send "" to player
			send "&7 /key give <player> <key> <amount>" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send "" to player
		if arg 1 is not set:
			send "" to player
			send "{@p}: &c/key [list/give] <player> <key> <amount>" to player
			send "" to player
		if arg 1 is "give":
			if arg 2 is set:
				if arg 3 is "iron":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@iron}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@iron} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is "gold":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@gold}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@gold} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is "diamond":
					if arg 4 is set:
						give arg-2 arg-4 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
						send "{@p}: &a%player% &7gave you &b%arg-4%&7 of {@diamond}!" to arg-2
						send "{@p}: &7You gave &b%arg-4%&7 of {@diamond} to &a%arg-2%&7!" to player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
						play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for arg-2
					if arg 4 is not set:
						make player execute "key"
				if arg 3 is not set:
					make player execute "key"
			if arg 2 is not set:
				make player execute "key"


command /keyall [<text>] [<number>]:
	permission: key.all
	permission message: "&7[&bKEYS&7]: &cYou don't have permission to do this!"
	trigger:
		if arg 1 is "list":
			send "" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send " &7» &f&lIron" to player
			send " &7» &6&lGold" to player
			send " &7» &b&lDiamond" to player
			send "" to player
			send "&7 /keyall <key> <amount>" to player
			send "&7-------[&b&lKeys&7]-------" to player
			send "" to player
		if arg 1 is not set:
			send "" to player
			send "{@p}: &c/keyall <key> <amount>" to player
			send "" to player
		if arg 1 is "iron":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@iron} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@iron}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@iron}!" to loop-player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"
		if arg 1 is "gold":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@gold} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@gold}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@gold}!" to loop-player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"
		if arg 1 is "diamond":
			if arg 2 is set:
				send "{@p}: &7You gave &b%arg-2%&7 of {@diamond} to &aall player's&7!" to player
				loop all player's:
					give loop-player arg-2 of tripwire hook named "{@diamond}" with lore "" and "{@keylore}"
					send "{@p}: &a%player% &7gave you &b%arg-2%&7 of {@diamond}!" to loop-player
		 			play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for player
					play sound "ENTITY_EXPERIENCE_ORB_PICKUP" at volume 100 and pitch 1 for loop-player
			if arg 2 is not set:
				make player execute "keyall"

#------------------------GIVE KEY COMMAND------------------------



















#TAB (skip to 1288)

command /tab <text> [<text>] [<string>]:
	permission: skript.tab
	permission message: &fUnknown command.
	description: Skript made command to color your tablist!
	usage: &c/tab {action} {set} {string} &7&oUse /help for more help.
	trigger:
		if arg-1 is "help", "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
			if arg-1 is "help":
				sendHelp(player)
			if arg-1 is "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
				if arg-2 is set:
					if arg-3 is set:
						if arg-1 is "template" or "temp":
							if arg-2 is "set":
								if (arg-3 parsed as number) is a number:
									if (arg-3 parsed as number) is 1, 2 or 3:
										set {tab-template-number} to arg-3
										send "&aSuccessfully set template number to %{tab-template-number}%"
										
									else:
										send "&cPlease choose a number from 1 to 3"
								else:
									send "&cThe third argument must be an integer."
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "name" or "header" or "title":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-server-name} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "line_2" or "line2" or "second_line" or "2line":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-line-2} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "last_line" or "final_line" or "lastline":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-last-line} to uncolored arg-3
									send "&aSuccessfully set tab name to '%uncolored arg-3%&a'"
								else:
									send "&cThe third argument must be a text."
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "primary_color" or "color" or "maincolor" or "primarycolor" or "main_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-primary-color} to arg-3
											send formatted "&aSuccessfully set color to ' %{tab-primary-color}%▶&r&a '"
										else:
											send "&cThe lenght must be 2 characters."
									else:
										send "&cA minecraft color code starts with a '&'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "secondary_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-secondary-color} to arg-3
											send formatted "&aSuccessfully set color to ' %{tab-secondary-color}%▶&r&a '"
										else:
											send "&cThe lenght must be 2 characters."
									else:
										send "&cA minecraft color code starts with a '&'"
								else:
									send "&cThe third argument must be a text"
							else:
								send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
					else:
						send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
				else:
					send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."
		else:
			send "&c/tab {action} {set} {string} &7&oUse /tab help for more help."

function sendHelp(p:player):
	send "    &2&lTAB    ", "", "&2List of commands:", "&2- &a<tooltip:&2Changes the current template number.>/tab template set {number}", "&2- &a<tooltip:&2Changes the tab list name>/tab name set {name}", "&2- &a<tooltip:&2Changes line 2 of the tab list>/tab line_2 set {text}", "&2- &a<tooltip:&2Changes the last line of the tab list>/tab last_line set {name}", "&2- &a<tooltip:&2Changes the primary(main) color>/tab primary_color set {minecraft_color_code}", "&2- &a<tooltip:&2Changes the secondary color>/tab secondary_color set {minecraft_color_code}", "", "&7&oHover over texts for explanation." and "" to {_p}

on tab complete for "/tab":
	set tab completions for position 2 to "set"
	set tab completions for position 1 to "help", "template", "name", "line_2", "last_line", "primary_color" and "secondary_color"

# Please remove the ' # ' if discord control is true!

discord command tab <text> [<text>] [<string>]:
	prefixes: !
	executable in: guild
	trigger:
		if arg-1 is "help", "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
			if arg-1 is "template", "name", "line_2", "last_line", "primary_color" or "secondary_color" or "temp" or "header" or "title" or "line2" or "second_line" or "2line" or "color" or "maincolor" or "primarycolor" or "main_color":
				if arg-2 is set:
					if arg-3 is set:
						if arg-1 is "template" or "temp":
							if arg-2 is "set":
								if (arg-3 parsed as number) is a number:
									if (arg-3 parsed as number) is 1, 2 or 3:
										set {tab-template-number} to arg-3
										reply with "Successfully set template number to %{tab-template-number}%"
										
									else:
										reply with "Please choose a number from 1 to 3"
								else:
									reply with "The third argument must be an integer."
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "name" or "header" or "title":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-server-name} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "line_2" or "line2" or "second_line" or "2line":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-line-2} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "last_line" or "final_line" or "lastline":
							if arg-2 is "set":
								if arg-3 is a text:
									set {tab-last-line} to uncolored arg-3
									reply with "Successfully set tab name to '%uncolored arg-3%&a'"
								else:
									reply with "The third argument must be a text."
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "primary_color" or "color" or "maincolor" or "primarycolor" or "main_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-primary-color} to arg-3
											reply with "Successfully set color to ' %{tab-primary-color}%▶&r&a '"
										else:
											reply with "The lenght must be 2 characters."
									else:
										reply with "A minecraft color code starts with a '&'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
						if arg-1 is "secondary_color":
							if arg-2 is "set":
								if arg-3 is a text:
									if arg-3 starts with "&":
										if length of arg-3 is 2:
											set {tab-secondary-color} to arg-3
											reply with formatted "Successfully set color to ' %{tab-secondary-color}%▶&r&a '"
										else:
											reply with "The lenght must be 2 characters."
									else:
										reply with "A minecraft color code starts with a '&'"
								else:
									reply with "The third argument must be a text"
							else:
								reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
					else:
						reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
				else:
					reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."
		else:
			reply with "!tab {action} {set} {string} &7&oUse /tab help for more help."












#SLOTS

options:
	#cost of using the machine
	slots-cost: 500
	#prize if first 2 reels match
	slots-small-win: 5000
	#prize if all 3 reels match
	slots-jackpot: 20000

on sign change:
    line 1 of event-block is "[Slots]"
    if player has permission "slots.sk":
        set line 1 of event-block to "&9[Slots]"
        set line 2 of event-block to "&d-Ready-"
    else:
        cancel event
		
on right click on sign:
    line 1 of event-block is "&9[Slots]"
    line 2 of event-block is "&d-Ready-"
    if player's balance is less than {@slots-cost}:
        send "&9Insufficient funds! You need &e500© &9to play!"
    else if player's balance is more than {@slots-cost}:
        remove {@slots-cost} from player's balance
        set line 2 of event-block to "&f-Playing-"
    loop 25 times:
        set {_reel1} to a random integer between 1 and 10
        set {_reel2} to a random integer between 1 and 10
        set {_reel3} to a random integer between 1 and 10
    if {_reel1} is 1:
        set {_reel1} to "■"
    if {_reel1} is 2:
        set {_reel1} to "♥"
    if {_reel1} is 3:
        set {_reel1} to "♦"
    if {_reel1} is 4:
        set {_reel1} to "♣"
    if {_reel1} is 5:
        set {_reel1} to "♠"
    if {_reel1} is 6:
        set {_reel1} to "●"
    if {_reel1} is 7:
        set {_reel1} to "✢"
    if {_reel1} is 8:
        set {_reel1} to "✠"
    if {_reel1} is 9:
        set {_reel1} to "▲"
    if {_reel1} is 10:
        set {_reel1} to "▼"
    if {_reel2} is 1:
        set {_reel2} to "■"
    if {_reel2} is 2:
        set {_reel2} to "♥"
    if {_reel2} is 3:
        set {_reel2} to "♦"
    if {_reel2} is 4:
        set {_reel2} to "♣"
    if {_reel2} is 5:
        set {_reel2} to "♠"
    if {_reel2} is 6:
        set {_reel2} to "●"
    if {_reel2} is 7:
        set {_reel2} to "✢"
    if {_reel2} is 8:
        set {_reel2} to "✠"
    if {_reel2} is 9:
        set {_reel2} to "▲"
    if {_reel2} is 10:
        set {_reel2} to "▼"
    if {_reel3} is 1:
        set {_reel3} to "■"
    if {_reel3} is 2:
        set {_reel3} to "♥"
    if {_reel3} is 3:
        set {_reel3} to "♦"
    if {_reel3} is 4:
        set {_reel3} to "♣"
    if {_reel3} is 5:
        set {_reel3} to "♠"
    if {_reel3} is 6:
        set {_reel3} to "●"
    if {_reel3} is 7:
        set {_reel3} to "✢"
    if {_reel3} is 8:
        set {_reel3} to "✠"
    if {_reel3} is 9:
        set {_reel3} to "▲"
    if {_reel3} is 10:
        set {_reel3} to "▼"
    set line 3 of event-block to "%{_reel1}% %{_reel2}% %{_reel3}%"
    wait 1 tick
    if {_reel1} is {_reel2}:
        if {_reel1} is {_reel3}:
            give player diamond block 64 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &bDiamonds"
            give player netherite block 8 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &8Netherite"
            give player golden apple 32 named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &6Gapples"
            give player enchanted golden apple named "&4&lJ&5&lA&a&lC&6&lK&1&lP&8&lO&d&lT &a&lN&b&lO&c&lT&d&lC&e&lH &dApple"
            broadcast "&d%player% &9won the slots jackpot at the Casino!"
        else:
            give player diamond block 16 named "&cMediocre &bDiamonds"
            give player netherite block 1 named "&cMediocre &8Netherite
            give player golden apple 5 named "&cMediocre &eGapples"
            send "&9You won the small prize"
    else:
        send "&9You did not win a prize this time."
    wait 30 ticks
    set line 2 of event-block to "&d-Ready-""
    set line 3 of event-block to









# KILLSTREAK (every 5 kills)

mod(divider, number)

on death:
	mod({kills::%attacker's uuid%}, 5) = 0
	{kills::%attacker's uuid%} isn't 0
	send "%attacker% is on a kill streak of {kills::%attacker's uuid%}"

    
    
    
    
    
    
    
    
    
# CUSTOM RECIPE(s)

on load:
  register new shapless recipe for 4 string using white wool, air, air, air, air, air, air, air, air
  broadcast "&aCustom recipies loaded!"
  
  
  
  
  
  
  
  
  
# CUSTOM SHOP

options:
  cobblePrice: 2
  
  
command /sell:
  trigger:
    if player's inventory contains cobblestone:
      set {_amount} to amount of cobblestone in player's inventory
      set {_profit} to {@cobblePrice}*{_amount}
      send "%{_profit}%"
    else:
      send "Sorry, but you dont have any cobble stone in your inventory."

 

this isnt yours is it? i saw it on another website somewhere

i like skript...

 

sometimes.

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2 minutes ago, ProblemChild said:

this isn't yours is it? i saw it on another website somewhere

Well not all of the skripts are mine although I made some of them but if this was posted somewhere else it was prolly someone copying this and pasting it there, if you know the original owners of some of these skript lmk and I will credit them right away

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

Skript - 8 months

Minecraft - 8 years                         No Bitches?

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

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On 11/3/2021 at 9:29 PM, ButterflyBullets said:
# FILTER_CHAT

command /filter [<text>] [<text>]:
	permission message: {@permm}
	permission: staff.filter
	trigger:
		if arg-1 is not set:
			send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
		if arg-1 = "list":
			send ""
			send " <##fde82e>Increasing &8☁ &7List of blocked words"
			send ""
			send " <##fdbc3f>%{blockedwords::*}%"
			send ""
			send ""
		if arg-1 = "add":
			if arg-2 is set:
				if {blockedwords::*} does not contain arg-2:
					add arg-2 to {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully added <##fdbc3f>%arg-2%&7 to the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is already in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"
				add arg-2 to {blockedwords::*}
		if arg-1 = "remove":
			if arg-2 is set:
				if {blockedwords::*} contains arg-2:
					remove arg-2 from {blockedwords::*}
					send "&8• <##fde82e>&l{@servername} &8☁ &7Successfully removed <##fdbc3f>%arg-2%&7 from the chat filter!"
				else:
					send "&8• <##fde82e>&l{@servername} &8☁ <##fdbc3f>%arg-2% &7is not in the chat filter!"
			else:
				send "&8• <##fde82e>&l{@servername} &8☁ &7Incorrect usage! Consider using <##fdbc3f>/filter (list/add/remove) (word)"

on chat:
	if {mutechat} is set:
		if player does not have permission "staff.mc":
			cancel event
			send "&8• <##fde82e>&l{@servername} &8☁ &7You may not talk while chat is muted!"
			
on chat:
	if player does not have permission "staff.filter":
		set {_b} to uncolored colored message
		set {_b::*} to {_b} split by " "
		size of {blockedwords::*} > 0
		loop {_b::*}:
			if {blockedwords::*} contains loop-value:
				if uncolored message contains loop-value:
					cancel event
					send "&8• <##fde82e>&l{@servername} &8☁ &7Your message has been caught by the chat filter!"
					send "" to all player's where [input has permission "staff.filter"]
					send "&8• <##fde82e>&l{@servername} &8☁ &7The chatfilter has caught the following message: &8(<##fdbc3f>%message%&8)&7 this has been sent by <##fdbc3f>%player%" to all player's where [input has permission "staff.filter"]

 

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