on load: set {orecooldown::*} to 0 set {mobcooldown::*} to 0 set {hmobcooldown::*} to 0 set {fmobcooldown::*} to 0 set {sucobblecooldown::*} to 0 set {ucobblecooldown::*} to 0 set {cobblecooldown::*} to 0 set {uorecooldown::*} to 0 set {oneblock::*} to false on damage: if attacker is a player: if {oneblock::%victim%.log} is false: send "&cYou've been hit. Log out within 10 seconds and you're dead." to victim set {oneblock::%victim%.log} to true wait 10 seconds set {oneblock::%victim%.log} to false send "&cYou can &lsafely &cLog out now." to victim on quit: if {oneblock::%player%.log} is true: broadcast "&c%player% has combat logged!" on join: message "Welcome to Deblok, a gamemode originally made by rare1k, and further developed by the Ethereal team." to player message "To start, break the dirt in the middle of the world." to player message "Once you collect some dirt, do /sell to sell your dirt, and /shop to buy materials!" to player message "Have fun!" to player set {oneblock::%player%.firstjoin} to true if {oneblock::%player%.log} is true: execute console command "/clear %player%" kill player send "&cYou combat logged so now all of your stuff is gone." to player send "By the way, nobody has your stuff." to player set {oneblock::%player%.log} to false on every 5 seconds: if block at location(0.5, 64.5, 0.5, world "world") is not dirt or grass block: execute console command "/fill 0 64 0 0 64 0 dirt" command /store: aliases: /s permission: skript.cmd trigger: make player execute command "/shop" on place of cobblestone: if enchantments of past event-block = Unbreaking 1: message "&cDecompress this by right clicking." to player cancel event on rightclick holding cobblestone: if enchantments of player's tool = Unbreaking 1: cancel event wait a tick remove 1 of cobblestone of unbreaking 1 from player loop 9 times: drop 1 cobblestone 2 blocks above player wait a tick on block break: if event-block's location = location(0.5, 64.5, 0.5, world "world"): cancel event if event-entity is a player: give 1 dirt to player on place: if event-block = water or lava: if enchantments of player's tool = Unbreaking 1: wait a tick remove 1 bucket from the player on break: if "%event-block%" contains "glazed terracotta": if "%player's tool%" contains "shovel": cancel event message "&cYour shovel is too fast." to player if "%player's tool%" contains "pickaxe": cancel event if "%player's tool%" does not contain "pickaxe" or "shovel": cancel event message "&r" to player message "&cThis is the wrong tool." to player message "Use a &lshovel&r to break this." to player message "Use a &lpickaxe&r to use this." to player message "&r" to player if "%player's tool%" contains "pickaxe": if event-block is light gray glazed terracotta: if {cobblecooldown::%event-block's location%%player%} = 1: cancel event exit set {cobblecooldown::%event-block's location%%player%} to 1 drop cobblestone above event-block's location without velocity loop 12 times: make player see event-block as air wait 1 ticks set {cobblecooldown::%event-block's location%%player%} to 0 make player see event-block as light gray glazed terracotta if event-block = gray glazed terracotta: if {ucobblecooldown::%event-block's location%%player%} = 1: cancel event exit set {ucobblecooldown::%event-block's location%%player%} to 1 loop 8 times: make player see event-block as gray stained glass wait 3 ticks drop cobblestone 2 blocks above event-block's location without velocity set {_num} to a random integer from 0 to 10 if {_num} = 10: set {_chance} to a random integer from 1 to 4 set {_item::1} to "lapis lazuli" set {_item::2} to "iron ingot" set {_item::3} to "redstone ore" set {_item::4} to "gold ingot" if {_chance} is not 3 or 1: send action bar "&aYou got a %({_item::%{_chance}%} parsed as an item)%" to player drop ({_item::%{_chance}%} parsed as an item) 2 blocks above event-block's location without velocity else: send action bar "&aYou got 8 %({_item::%{_chance}%} parsed as an item)%" to player drop 8 of ({_item::%{_chance}%} parsed as an item) 2 blocks above event-block's location without velocity loop 32 times: make player see event-block as gray stained glass wait 1 ticks set {ucobblecooldown::%event-block's location%%player%} to 0 make player see event-block as gray glazed terracotta if event-block = green glazed terracotta: if {sucobblecooldown::%event-block's location%%player%} = 1: cancel event exit set {sucobblecooldown::%event-block's location%%player%} to 1 loop 3 times: loop 5 times: make player see event-block as green stained glass wait 4 ticks drop (cobblestone of unbreaking 1 named "&eSuper Cobblestone" with lore "Right click to decompress") 2 blocks above event-block's location without velocity set {_num} to a random integer from 0 to 10 if {_num} > 7: set {_chance} to a random integer from 1 to 4 set {_item::1} to "lapis lazuli" set {_item::2} to "iron ingot" set {_item::3} to "redstone ore" set {_item::4} to "gold ingot" if {_chance} is not 3 or 1: send action bar "&aYou got 3 %({_item::%{_chance}%} parsed as an item)%" to player drop 3 of ({_item::%{_chance}%} parsed as an item) 2 blocks above event-block's location without velocity else: send action bar "&aYou got 12 %({_item::%{_chance}%} parsed as an item)%" to player drop 12 of ({_item::%{_chance}%} parsed as an item) 2 blocks above event-block's location without velocity loop 60 times: make player see event-block as green stained glass wait 1 ticks set {sucobblecooldown::%event-block's location%%player%} to 0 make player see event-block as green glazed terracotta if event-block = cyan glazed terracotta: set {_num} to a random integer from 0 to 100 set {_mob} to a random integer from 1 to 9 set {animal::1} to "cow" set {animal::2} to "chicken" set {animal::3} to "sheep" set {animal::4} to "cod" set {animal::5} to "rabbit" set {animal::6} to "salmon" set {animal::7} to "wolf" set {animal::8} to "pig" set {animal::9} to "mooshroom" set {hostile::1} to "zombie" set {hostile::2} to "skeleton" set {hostile::3} to "silverfish" set {hostile::4} to "creeper" set {hostile::5} to "phantom" set {hostile::6} to "spider" set {hostile::7} to "enderman" set {hostile::8} to "vindicator" set {hostile::9} to "pillager" if {mobcooldown::%event-block's location%%player%} = 1: cancel event exit set {mobcooldown::%event-block's location%%player%} to 1 cancel event if {_num} > 66: send action bar "&cYou got a fiesty one!" to player spawn ({hostile::%{_mob}%} parsed as entity type) above event-block's location else if {_num} > 0: send action bar "&eYou got a friendly one!" to player spawn ({animal::%{_mob}%} parsed as entity type) above event-block's location loop 120 times: make player see event-block as cyan stained glass wait 1 ticks set {mobcooldown::%event-block's location%%player%} to 0 make player see event-block as cyan glazed terracotta if event-block = cyan glazed terracotta: set {_num} to a random integer from 0 to 100 set {_mob} to a random integer from 1 to 9 set {animal::1} to "cow" set {animal::2} to "chicken" set {animal::3} to "sheep" set {animal::4} to "cod" set {animal::5} to "rabbit" set {animal::6} to "salmon" set {animal::7} to "wolf" set {animal::8} to "pig" set {animal::9} to "mooshroom" set {hostile::1} to "zombie" set {hostile::2} to "skeleton" set {hostile::3} to "silverfish" set {hostile::4} to "creeper" set {hostile::5} to "phantom" set {hostile::6} to "spider" set {hostile::7} to "enderman" set {hostile::8} to "vindicator" set {hostile::9} to "pillager" if {mobcooldown::%event-block's location%%player%} = 1: cancel event exit set {mobcooldown::%event-block's location%%player%} to 1 cancel event if {_num} > 66: send action bar "&cYou got a fiesty one!" to player spawn ({hostile::%{_mob}%} parsed as entity type) above event-block's location else if {_num} > 0: send action bar "&eYou got a friendly one!" to player spawn ({animal::%{_mob}%} parsed as entity type) above event-block's location loop 120 times: make player see event-block as cyan stained glass wait 1 ticks set {mobcooldown::%event-block's location%%player%} to 0 make player see event-block as cyan glazed terracotta if event-block = red glazed terracotta: set {_mob} to a random integer from 1 to 9 set {hostile::1} to "zombie" set {hostile::2} to "skeleton" set {hostile::3} to "silverfish" set {hostile::4} to "creeper" set {hostile::5} to "phantom" set {hostile::6} to "spider" set {hostile::7} to "enderman" set {hostile::8} to "vindicator" set {hostile::9} to "pillager" if {hmobcooldown::%event-block's location%%player%} = 1: cancel event exit set {hmobcooldown::%event-block's location%%player%} to 1 cancel event send action bar "&cYou got a %({hostile::%{_mob}%} parsed as entity type)%!" to player spawn ({hostile::%{_mob}%} parsed as entity type) above event-block's location loop 100 times: make player see event-block as red stained glass wait 1 ticks set {hmobcooldown::%event-block's location%%player%} to 0 make player see event-block as red glazed terracotta if event-block = blue glazed terracotta: set {_mob} to a random integer from 1 to 9 set {animal::1} to "cow" set {animal::2} to "chicken" set {animal::3} to "sheep" set {animal::4} to "cod" set {animal::5} to "rabbit" set {animal::6} to "salmon" set {animal::7} to "wolf" set {animal::8} to "pig" set {animal::9} to "mooshroom" if {fmobcooldown::%event-block's location%%player%} = 1: cancel event exit set {fmobcooldown::%event-block's location%%player%} to 1 cancel event send action bar "&eYou got a %({animal::%{_mob}%} parsed as entity type)%!" to player spawn ({animal::%{_mob}%} parsed as entity type) above event-block's location loop 100 times: make player see event-block as blue stained glass wait 1 ticks set {fmobcooldown::%event-block's location%%player%} to 0 make player see event-block as blue glazed terracotta if event-block = purple glazed terracotta: cancel event if {uorecooldown::%player%} = 1: cancel event exit set {uorecooldown::%player%} to 1 loop 4 times: loop 20 times: set {_num} to a random integer from 0 to 100 set {_amnt} to a random integer from 1 to 4 make player see event-block as purple stained glass wait 1 ticks if {_num} > 99: drop 1 ancient debris above event-block's location without velocity send action bar "&5You got 1 &lAncient Debris&r&e!" to player else if {_num} > 88: drop 1 emerald above event-block's location without velocity send action bar "&5You got 1 &lEmerald&r&e!" to player else if {_num} > 80: drop 1 diamond above event-block's location without velocity send action bar "&5You got 1 &lDiamond&r&e!" to player else if {_num} > 70: drop {_amnt} of iron ingot above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lIron&r&e!" to player else if {_num} > 59: drop {_amnt} * 9 of gold nugget above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lGold&r&e!" to player else if {_num} > 23: drop {_amnt} of coal above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lCoal&r&e!" to player else if {_num} > 0: drop cobblestone above event-block's location without velocity send action bar "&eYou got &lCobblestone&r&e!" to player set {uorecooldown::%player%} to 0 make player see event-block as purple glazed terracotta if event-block = light blue glazed terracotta: set {_num} to a random integer from 0 to 100 set {_amnt} to a random integer from 1 to 4 cancel event if {orecooldown::%event-block's location%%player%} = 1: cancel event exit set {orecooldown::%event-block's location%%player%} to 1 loop 120 times: make player see event-block as light blue stained glass wait 1 ticks set {orecooldown::%event-block's location%%player%} to 0 make player see event-block as light blue glazed terracotta if {_num} = 99: drop 1 ancient debris above event-block's location without velocity send action bar "&5You got 1 &lAncient Debris&r&e!" to player exit if {_num} = 98: drop 1 emerald above event-block's location without velocity send action bar "&5You got 1 &lEmerald&r&e!" to player exit if {_num} = 97: drop 1 diamond above event-block's location without velocity send action bar "&5You got 1 &lDiamond&r&e!" to player exit if {_num} > 87: drop {_amnt} of iron ingot above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lIron&r&e!" to player exit if {_num} > 79: drop {_amnt} * 9 of gold nugget above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lGold&r&e!" to player exit if {_num} > 73: drop {_amnt} of coal above event-block's location without velocity send action bar "&eYou got %{_amnt}% &lCoal&r&e!" to player exit if {_num} > 10: drop cobblestone above event-block's location without velocity send action bar "&eYou got &lCobblestone&r&e!" to player exit if {_num} > 0: send action bar "&cYou got &lnothing." to player exit on block damage: if "%event-block%" contains "glazed terracotta": if "%player's tool%" contains "shovel": wait 10 ticks if event-block = purple glazed terracotta: give player 9 light blue glazed terracotta named "&eOre Generator" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to have a chance to get an ore." if event-block = green glazed terracotta: give player green glazed terracotta of Unbreaking 1 named "&lSUPER UPGRADED &eCobblestone Generator" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to generate 25 cobblestone." if event-block = gray glazed terracotta: give player gray glazed terracotta of unbreaking 1 named "&lUPGRADED &eCobblestone Generator" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to generate 8 cobblestone." if event-block = red glazed terracotta: give player red glazed terracotta of Unbreaking 1 named "&lHostile &eMob Spawner" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to spawn 4 random hostile mobs." if event-block = blue glazed terracotta: give player blue glazed terracotta of Unbreaking 1 named "&lFriendly &eMob Spawner" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to spawn 4 random friendly mobs." if event-block = light gray glazed terracotta: give player light gray glazed terracotta named "&eCobblestone Generator" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to generate cobblestone." if event-block = light blue glazed terracotta: give player light blue glazed terracotta named "&eOre Generator" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to have a chance to get an ore." if event-block = cyan glazed terracotta: give player cyan glazed terracotta named "&9Mob Spawner" with lore "Mine this with a shovel to break.", and "Mine this block with a pickaxe to spawn a random mob." set event-block to air command /help []: trigger: if arg-1 is not set: message "&lDeblokMC Help&r:" to player message "&e/help generators&r for help on using generators" to player message "&e/getstarted&r to get started" to player else if arg-1 is "generators": message "To get started with a generator:" to player message "First you can mine it with a &epickaxe&r to &euse&r it." to player message "Then if you don't want it, mine it with a &cshovel&r to &cdestroy&r it." to player else if arg-1 is "getstarted": message "&cUse /getstarted." to player else: message "&cIncorrect usage. Try /help." command /getstarted: usage: /getstarted trigger: message "Welcome to Deblok! This is a gamemode originally created by rare1k, and continued by the Ethereal team." to player message "&eGet started by mining the piece of dirt in the center (at 0,0)." to player message "Then once you have enough dirt, you can sell it using &e/sellgui&r" to player message "and finally with your braincells (or money) you can buy other items using &e/shop&r or the Shop NPC" to player message "Have fun!" to player on death of a enderman: set {_loc} to victim's location set {_num} to a random integer from 0 to 100 if {_num} is 1: drop an ender eye at position of victim on death of a skeleton: set {_loc} to victim's location set {_num} to a random integer from 0 to 200 if {_num} is 1: drop an wither skeleton skull at position of victim on death of a creeper: set {_loc} to victim's location if attacker is a player: set {_num} to a random integer from 0 to 100 set {_disc} to a random integer from 0 to 13 set {discs::1} to "music disc 13" set {discs::2} to "music disc cat" set {discs::3} to "music disc 11" set {discs::4} to "music disc mellohi" set {discs::5} to "music disc blocks" set {discs::6} to "music disc chirp" set {discs::7} to "music disc far" set {discs::8} to "music disc mall" set {discs::9} to "music disc stal" set {discs::10} to "music disc strad" set {discs::11} to "music disc ward" set {discs::12} to "music disc wait" set {discs::13} to "music disc pigstep" if {_num} is 1: send action bar "&6You got &l%({discs::%{_disc}%} parsed as item)%&r&8." to attacker drop ({discs::%{_disc}%} parsed as item) at position of victim on break: if event-block is sand: set {_num} to a random integer from 0 to 100 if {_num} > 92: send "&eYou got gravel!" to player drop gravel above event-block without velocity