-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathWracksSplitlife.sk
607 lines (548 loc) · 25.6 KB
/
WracksSplitlife.sk
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
variables:
{playercount} = 24
command /splitlife:colorfix:
permission: op
trigger:
loop all players:
limitedColors(loop-player)
coloredLives(loop-player)
on craft enchanting table:
cancel the event
on load:
execute console command "/team add SplitFour+Life ""SplitFour+Life"""
execute console command "/team add SplitThreeLife ""SplitThreeLife"""
execute console command "/team add SplitTwoLife ""SplitTwoLife"""
execute console command "/team add SplitOneLife ""SplitOneLife"""
execute console command "/team add SplitDead ""SplitDead"""
execute console command "/team modify SplitFour+Life color dark_green"
execute console command "/team modify SplitThreeLife color green"
execute console command "/team modify SplitTwoLife color yellow"
execute console command "/team modify SplitOneLife color red"
execute console command "/team modify SplitDead color gray"
execute console command "/team modify SplitFour+Life seeFriendlyInvisibles false"
execute console command "/team modify SplitThreeLife seeFriendlyInvisibles false"
execute console command "/team modify SplitTwoLife seeFriendlyInvisibles false"
execute console command "/team modify SplitOneLife seeFriendlyInvisibles false"
loop all players:
limitedColors(loop-player)
coloredLives(loop-player)
command /splitlife:startgui:
permission: op
trigger:
set {SplitGUI.%player%} to chest inventory with 8 rows named "&8SplitLife Control Panel"
set {_slots::*} to integers from 0 to 71
loop {_slots::*}:
set slot loop-value of {SplitGUI.%player%} to black stained glass pane named " "
if {playercount} = 24:
set slot 10 of {SplitGUI.%player%} to green concrete named "&aPlayer Count (24)"
else if {playercount} = 16:
set slot 10 of {SplitGUI.%player%} to yellow concrete named "&ePlayer Count (16)"
else:
set slot 10 of {SplitGUI.%player%} to red concrete named "&cPlayer Count (8)"
set slot 49 of {SplitGUI.%player%} to lime stained glass pane named "&a&lStart Game"
open {SplitGUI.%player%} to player
on inventory click:
if event-inventory is {SplitGUI.%player%}:
cancel the event
if event-item is lime stained glass pane named "&a&lStart Game":
close the player's inventory
splitStart()
if event-item is slot 10 of {SplitGUI.%player%}:
if {playercount} = 24:
set {playercount} to 8
set slot 10 of {SplitGUI.%player%} to red concrete named "&cPlayer Count (8)"
play sound "block.note_block.bass" to the player
else if {playercount} = 16:
set {playercount} to 24
set slot 10 of {SplitGUI.%player%} to green concrete named "&aPlayer Count (24)"
play sound "block.note_block.bass" to the player
else:
set {playercount} to 16
set slot 10 of {SplitGUI.%player%} to yellow concrete named "&ePlayer Count (16)"
play sound "block.note_block.bass" to the player
function splitStart():
clear {_players::*}
clear {1::*}
clear {2::*}
clear {3::*}
clear {4::*}
send title "&a3..." to all players
play sound "block.note_block.hat" at all players
wait 1.5 seconds
send title "&a2..." to all players
play sound "block.note_block.hat" at all players
wait 1.5 seconds
send title "&a1..." to all players
play sound "block.note_block.hat" at all players
wait 3 seconds
send title "&aYou are playing..." to all players
play sound "block.note_block.hat" at all players
wait 3 seconds
loop 110 times:
set {_game} to a random integer between 1 and 4
play sound "block.note_block.hat" at all players
if {_game} = 1:
send title "&aThird Life" to all players with fadein 0.2 second
else if {_game} = 2:
send title "&2Last Life" to all players with fadein 0.2 second
else if {_game} = 3:
send title "&cDouble Life" to all players with fadein 0.2 second
else if {_game} = 4:
send title "&7Limited Life" to all players with fadein 0.2 second
if loop-iteration < 50:
wait 0.05 seconds
else if loop-iteration < 70:
wait 0.1 seconds
else if loop-iteration < 85:
wait 0.2 seconds
else if loop-iteration < 95:
wait 0.3 seconds
else if loop-iteration < 100:
wait 0.5 seconds
else if loop-iteration < 105:
wait 0.8 seconds
else if loop-iteration <= 108:
wait 2 seconds
else if loop-iteration = 110:
wait 3 seconds
loop all players:
gameAssign(loop-player)
play sound "entity.lightning_bolt.thunder" at volume 2 to the loop-player
if {game.%loop-player%} = 1:
send title "&aThird Life" to loop-player
set {lives.%loop-player%} to 3
else if {game.%loop-player%} = 2:
send title "&2Last Life" to loop-player
else if {game.%loop-player%} = 3:
send title "&cDouble Life" to loop-player
set {lives.%loop-player%} to 3
else if {game.%loop-player%} = 4:
send title "&7Limited Life" to loop-player
loop all players:
if {game.%loop-player%} = 1:
set {lives.%loop-player%} to 3
coloredLives(loop-player)
else if {game.%loop-player%} = 2:
lastRoll(loop-player)
else if {game.%loop-player%} = 3:
doubleAssign(loop-player)
else if {game.%loop-player%} = 4:
limitedSet(loop-player)
if {debugging} is true:
send {game.%loop-player%} to {debugger}
send {game.%loop-player%} to the console
wait 20 seconds
loop 3 times:
add a random element out of {doubleplayers::*} to {pairs::A::*}
remove {pairs::A::*} from {doubleplayers::*}
add a random element out of {doubleplayers::*} to {pairs::B::*}
remove {pairs::B::*} from {doubleplayers::*}
function gameAssign(p: player):
set {game.%{_p}%} to a random integer between 1 and 4
if {playercount} = 24:
if size of {%{game.%{_p}%}%::*} is less than 6:
add {_p} to {%{game.%{_p}%}%::*}
else:
gameAssign({_p})
else if {playercount} = 16:
if size of {%{game.%{_p}%}%::*} is less than 4:
add {_p} to {%{game.%{_p}%}%::*}
else:
gameAssign({_p})
else:
if size of {%{game.%{_p}%}%::*} is less than 2:
add {_p} to {%{game.%{_p}%}%::*}
else:
gameAssign({_p})
# Life Logic
function coloredLives(p: player):
if {game.%{_p}%} isn't 4:
if {lives.%{_p}%} >= 4:
execute console command "/team join SplitFour+Life %{_p}%"
else if {lives.%{_p}%} = 3:
execute console command "/team join SplitThreeLife %{_p}%"
else if {lives.%{_p}%} = 2:
execute console command "/team join SplitTwoLife %{_p}%"
else if {lives.%{_p}%} = 1:
execute console command "/team join SplitOneLife %{_p}%"
else if {lives.%{_p}%} <= 0:
execute console command "/team join SplitDead %{_p}%"
set {_p}'s gamemode to spectator
strike lightning effect at {_p}'s location
send title "&c%{_p}% is out of lives!" to all players
on death of player:
if {game.%victim%} = 4:
if {hours.%victim%} != 1:
if {hours.%victim%} < 8:
keep the inventory
cancel drops of items
if {boogies::*} contains the attacker:
subtract 2 from {hours.%victim%}
send title "&c-2 Hours!" to the victim
else:
subtract 1 from {hours.%victim%}
send title "&c-1 Hour!" to the victim
force the victim to respawn
limitedColors(victim)
if {game.%attacker%} = 4:
if {boogies::*} contains the attacker:
send title "&aYou're Cured! +1 Hour!" to the attacker
add 1 to {hours.%attacker%}
remove the attacker from {boogies::*}
else:
send title "&a+30 Minutes!" to the attacker
add 30 to {minutes.%attacker%}
else:
if {boogies::*} contains the attacker:
send "&aYou are Cured!" to the attacker
remove the attacker from {boogies::*}
subtract 1 from {lives.%victim%}
coloredLives(victim)
# Last Life Logic
function lastRoll(p: player):
wait 10 seconds
send title "&aYou will have..." to {_p}
wait 2 seconds
loop 80 times:
set {_lives} to a random integer between 2 and 6
play sound "block.note_block.hat" at {_p}
if {_lives} = 2:
send title "&e2" to {_p} with fadein 0.2 second
else if {_lives} = 3:
send title "&a3" to {_p} with fadein 0.2 second
else if {_lives} = 4:
send title "&24" to {_p} with fadein 0.2 second
else if {_lives} = 5:
send title "&25" to {_p} with fadein 0.2 second
else if {_lives} = 6:
send title "&26" to {_p} with fadein 0.2 second
if loop-iteration < 38:
wait 0.05 seconds
else if loop-iteration < 45:
wait 0.1 seconds
else if loop-iteration < 55:
wait 0.2 seconds
else if loop-iteration < 65:
wait 0.3 seconds
else if loop-iteration < 70:
wait 0.5 seconds
else if loop-iteration < 75:
wait 0.8 seconds
else if loop-iteration <= 78:
wait 2 seconds
else if loop-iteration = 80:
wait 3 seconds
set {lives.%{_p}%} to a random integer between 2 and 6
play sound "entity.lightning_bolt.thunder" at volume 2 to {_p}
if {lives.%{_p}%} = 2:
send title "&e2 Lives!" to {_p} for 5 seconds with fadein 1 second
else if {lives.%{_p}%} = 3:
send title "&a3 Lives!" to {_p} for 5 seconds with fadein 1 second
else if {lives.%{_p}%} = 4:
send title "&24 Lives!" to {_p} for 5 seconds with fadein 1 second
else if {lives.%{_p}%} = 5:
send title "&25 Lives!" to {_p} for 5 seconds with fadein 1 second
else if {lives.%{_p}%} = 6:
send title "&26 Lives!" to {_p} for 5 seconds with fadein 1 second
coloredLives({_p})
# Limited Life Logic
function limitedSet(p: player):
set {hours.%{_p}%} to 24
set {minutes.%{_p}%} to 0
set {seconds.%{_p}%} to 0
function limitedColors(p: player):
if {hours.%{_p}%} >= 16:
execute console command "/team join SplitThreeLife %{_p}%"
else if {hours.%{_p}%} >= 8:
execute console command "/team join SplitTwoLife %{_p}%"
else if {hours.%{_p}%} >= 0:
execute console command "/team join SplitOneLife %{_p}%"
else:
execute console command "/team join SplitDead %{_p}%"
every second:
loop all players:
if {timerpaused} is true:
if {game.%loop-player%} = 4:
if the loop-player's gamemode is survival:
subtract 1 from {seconds.%loop-player%}
if {seconds.%loop-player%} < 0:
subtract 1 from {minutes.%loop-player%}
set {seconds.%loop-player%} to 59
if {minutes.%loop-player%} < 0:
subtract 1 from {hours.%loop-player%}
set {minutes.%loop-player%} to 59
if {hours.%loop-player%} < 0:
strike lightning effect at loop-player
set loop-player's gamemode to spectator
send title "&c%loop-player% is out of time!" to all players
if {seconds.%loop-player%} > 59:
add 1 to {minutes.%loop-player%}
if {minutes.%loop-player%} > 59:
add 1 to {hours.%loop-player%}
subtract 60 from {minutes.%loop-player%}
if {hours.%loop-player%} >= 16:
send action bar "&a&l%{hours.%loop-player%}%:%{minutes.%loop-player%}%:%{seconds.%loop-player%}%" to the loop-player
if {minutes.%loop-player%} = 59:
if {seconds.%loop-player%} = 59:
execute console command "/team join SplitThreeLife %loop-player%"
else if {hours.%loop-player%} >= 8:
send action bar "&e&l%{hours.%loop-player%}%:%{minutes.%loop-player%}%:%{seconds.%loop-player%}%" to the loop-player
if {minutes.%loop-player%} = 59:
if {seconds.%loop-player%} = 59:
execute console command "/team join SplitTwoLife %loop-player%"
else if {hours.%loop-player%} >= 0:
send action bar "&c&l%{hours.%loop-player%}%:%{minutes.%loop-player%}%:%{seconds.%loop-player%}%" to the loop-player
if {minutes.%loop-player%} = 59:
if {seconds.%loop-player%} = 59:
execute console command "/team join SplitOneLife %loop-player%"
else if {minutes.%loop-player%} < 0:
if {seconds.%loop-player%} < 0:
execute console command "/team join SplitDead %loop-player%"
# Boogeyman Logic
command /Splitlife:BoogeyGUI:
permission: op
trigger:
set {boogeyGUI.%player%} to chest inventory with 8 rows named "&8Boogeyman Control Panel"
set slot 10 of {boogeyGUI.%player%} to black stained glass pane named "&0&lBoogeyman Roll"
set slot 13 of {boogeyGUI.%player%} to lime stained glass pane named "&a&lBoogeyman Cure"
set slot 16 of {boogeyGUI.%player%} to red stained glass pane named "&c&lBoogeyman Fail"
set slot 40 of {boogeyGUI.%player%} to magenta stained glass pane named "&dSee Who The Boogeyman Is"
open {boogeyGUI.%player%} to player
on inventory click:
if event-inventory is {boogeyGUI.%player%}:
cancel the event
if event-item is black stained glass pane named "&0&lBoogeyman Roll":
boogeyRoll()
if event-item is red stained glass pane named "&c&lBoogeyman Fail":
loop {boogies::*}:
send title "&cYou have Failed!" to loop-value
if {game.%loop-value%} = 4:
subtract 8 from {hours.%loop-value%}
else if {game.%loop-value%} = 2:
set {lives.%loop-value%} to 1
coloredLives(loop-value)
clear {boogies::*}
if event-item is lime stained glass pane named "&a&lBoogeyman Cure":
loop {boogies::*}:
send title "&aYou are Cured!" to loop-value
if {game.%loop-value%} = 4:
add 2 to {hours.%{loop-value}%}
clear {boogies::*}
if event-item is magenta stained glass pane named "&dSee Who The Boogeyman Is":
set {boogeyseeGUI.%player%} to chest inventory with 8 rows named "&8Boogeyman Overseer"
set slot 31 of {boogeyseeGUI.%player%} to red stained glass pane named "&c%{boogies::*}%"
open {boogeyseeGUI.%player%} to the player
function boogeyRoll():
loop all players:
if {game.%loop-player%} is 2:
if {lives.%loop-player%} > 1:
add loop-player to {possibleboogies::*}
else if {game.%loop-player%} is 4:
if {hours.%loop-player%} >= 9:
add loop-player to {possibleboogies::*}
broadcast "&c&lThe Boogeyman will be chosen in 10 minutes!"
wait 5 minutes
broadcast "&c&lThe Boogeyman will be chosen in 5 minutes!"
wait 4 minutes
broadcast "&c&lThe Boogeyman will be chosen in 1 minutes!"
play sound "entity.lightning_bolt.thunder" to all players
wait 50 seconds
broadcast "&c&lThe Boogeyman is about to be chosen!"
wait 7 seconds
send title "&e3..." to all players
play sound "block.note_block.hat" to all players
wait 1.5 seconds
send title "&e2..." to all players
play sound "block.note_block.hat" to all players
wait 1.5 seconds
send title "&e1..." to all players
play sound "block.note_block.hat" to all players
wait 3 seconds
send title "&eYou are..." to all players
play sound "block.note_block.hat" to all players
set {_times} to 1
chance of 50%:
set {_times} to 2
chance of 50%:
set {_times} to 3
loop {_times} times:
add a random element out of {possibleboogies::*} to {boogies::*}
loop {boogies::*}:
if {possibleboogies::*} contains loop-value-2:
remove the loop-value-2 from {possibleboogies::*}
clear {possibleboogies::*}
loop all players:
if {boogies::*} contains the loop-player:
send title "&cThe Boogeyman!" to the loop-player for 5 seconds with fadein 1 second
wait 2 seconds
send "&7You are the boogeyman. You must by any means necessary kill a &agreen &7or &eyellow &7name by direct action to be cured of the curse. If you fail, next session you will become a red name. All loyalties and friendships are removed while you are the boogeyman." to the loop-player
else:
send title "&aNOT The Boogeyman..." to the loop-player
# fucking double life
function doubleAssign(p: player):
clear {doubleplayers::*}
clear {pairs::A::*}
clear {pairs::B::*}
wait 10 seconds
send title "&a3..." to {_p}
play sound "block.note_block.hat" to {_p}
wait 1.5 seconds
send title "&a2..." to {_p}
play sound "block.note_block.hat" to {_p}
wait 1.5 seconds
send title "&a1..." to {_p}
play sound "block.note_block.hat" to {_p}
wait 3 seconds
send title "&aYour soulmate is..." to {_p}
wait 3 seconds
send title "&a???" to {_p} with fadein 1 second
set {lives.%{_p}%} to 3
coloredLives({_p})
add {_p} to {doubleplayers::*}
on damage:
wait 1 tick
if victim isn't blocking:
if damage cause isn't unknown:
if {pairs::A::*} contains the victim:
loop {pairs::A::*}:
if loop-value is the victim:
if {pairs::B::%loop-iteration%} is online:
damage {pairs::B::%loop-iteration%} by the damage
else if {pairs::B::*} contains the victim:
loop {pairs::B::*}:
if loop-value is the victim:
if {pairs::A::%loop-iteration%} is online:
damage {pairs::A::%loop-iteration%} by the damage
# there is definitely an easier fucking way to do this shit
if {debugging} is true:
send "%victim%, %damage cause%" to {debugger}
send "%victim%, %damage%" to {debugger}
on heal:
wait 1 tick
if heal reason isn't unknown:
if {pairs::A::*} contains the player:
loop {pairs::A::*}:
if loop-value is the player:
if {pairs::B::%loop-iteration%} is online:
heal {pairs::B::%loop-iteration%} by the heal amount
set {pairs::B::%loop-iteration%}'s health to the player's health
# i forgor to set it to pairs::A not pairs::B
else if {pairs::B::*} contains the player:
loop {pairs::B::*}:
if loop-value is the player:
if {pairs::A::%loop-iteration%} is online:
heal {pairs::A::%loop-iteration%} by the heal amount
set {pairs::A::%loop-iteration%}'s health to the player's health
# i forgor to set it to pairs::A not pairs::B
if {debugging} is true:
send heal reason to {debugger}
send heal amount to {debugger}
send player to {debugger}
every 5 seconds:
loop {pairs::B::*}:
if {pairs::B::%loop-iteration%} is online:
if {pairs::A::%loop-iteration%} is online:
set {pairs::B::%loop-iteration%}'s health to {pairs::A::%loop-iteration%}'s health
# good commands bc they're currently just fucking spread everywhere
command /splitlife:editlives <player> <integer>:
permission: op
trigger:
if {game.%arg-1%} <= 2:
set {lives.%arg-1%} to arg-2
else if {game.%arg-1%} = 3:
if {pairs::A::*} contains arg-1:
loop {pairs::A::*}:
if loop-value is arg-1:
set {lives.%arg-1%} to arg-2
set {lives.%{pairs::B::%loop-iteration%}%} to arg-2
coloredLives({pairs::B::%loop-iteration%})
else if {pairs::B::*} contains arg-1:
loop {pairs::B::*}:
if loop-value is arg-1:
set {lives.%arg-1%} to arg-2
set {lives.%{pairs::A::%loop-iteration%}%} to arg-2
coloredLives({pairs::A::%loop-iteration%})
else:
send "&cERROR, Player not found in double life lists!"
else:
send "&cERROR, Player is either playing Limited Life or doesn't have an assigned game!"
coloredLives(arg-1)
command /splitlife:editgame <player> <integer>: # please for the love of god no one mix this up with editlives
permission: op
trigger:
if arg-2 <= 4: # note to self, don't say arg-2 is <= 4. using "to" makes the compiler throw a fucking hissy fit
set {game.%arg-1%} to arg-2
else:
send "&cERROR, please use numbers 1-4. Ask Kort for the specific game numbers bc im not putting them here :)"
command /splitlife:pair <player> <player>:
permission: op
trigger:
if {pairs::A::*} doesn't contain arg-1:
if {pairs::B::*} doesn't contain arg-1:
if {pairs::A::*} doesn't contain arg-2:
if {pairs::B::*} doesn't contain arg-2:
add arg-1 to {pairs::A::*}
add arg-2 to {pairs::B::*}
send "&aPaired the players!"
# This won't fuck up as long as someone isn't incompetent enough to try and pair someone while someone else in a list doesn't have one.
# If they are, then get fucked you gotta reroll double life
else:
send "&cERROR, %arg-2% is already paired!"
else:
send "&cERROR, %arg-2% is already paired!"
else:
send "&cERROR, %arg-1% is already paired!"
else:
send "&cERROR, %arg-1% is already paired!"
command /splitlife:unpair <offline player>:
permission: op
trigger:
if {pairs::A::*} contains arg-1:
remove arg-1 from {pairs::A::*}
send "&cRemoved %arg-1% from their pair! (This doesn't remove their soulmate, if you want them gone aswell you must run the command with them aswell.)"
else if {pairs::B::*} contains arg-1:
remove arg-1 from {pairs::B::*}
send "&cRemoved %arg-1% from their pair! (This doesn't remove their soulmate, if you want them gone aswell you must run the command with them aswell.)"
else:
send "&cERROR, Could not find player in Double Life!"
command /splitlife:doublepair:
permission: op
trigger:
send "&a%{pairs::A::*}%"
send "&e%{pairs::B::*}%"
command /splitlife:timeredit <player> <integer>: # This adds a time amount in minutes to a player. Knowing the wracks though, someones gonna fuck it up somehow and its gonna be copa.
permission: op
trigger:
if {game.%arg-1%} = 4:
add arg-2 to {minutes.%arg-1%}
if arg-2 < 0:
send title "&c-%arg-2% Minutes!" to arg-1
else:
send title "&c+%arg-2% Minutes!" to arg-1
command /splitlife:timerpause:
permission: op
trigger:
if {timerpaused} is false:
set {timerpaused} to true
broadcast "&aLimited Life Timer Unpaused!"
else:
set {timerpaused} to false
broadcast "&cLimited Life Timer Paused!"
command /givelife <player>:
trigger:
if {game.%player%} = 2:
if {game.%arg-1%} = 2:
subtract 1 from {lives.%player%}
add 1 to {lives.%arg-1%}
send title "&aYou've Recieved A Life!" to arg-1
play sound "minecraft:item.totem.use" to the player
else:
send "&cYou cannot do this, the player you've chosen isn't playing Last Life!"
else:
send "&cYou cannot do this, you aren't playing Last Life!"
command /splitlife:limitedreset <player>:
permission: op
trigger:
set {hours.%arg-1%} to 24
set {minutes.%arg-1%} to 0
set {seconds.%arg-1%} to 0