options: positiveEffectGain: "&c❤ &8| &aYou gained a random positive effect by killing a player!" # When you gain a positive effect from killing someone negativeEffectRemoval: "&c✔ &8| &aYou lost your negative effect by killing a player!" # When you lose a negative effect from killing someone negativeEffectGain: "&c☠ &8| &cYou gained a negative effect by dying to a player!" # When you gain a negative effect from dying to someone version: 1.2 # DO NOT MODIFY on load: delete {pe::*} delete {ne::*} add "Strength" to {pe::*} add "Speed" to {pe::*} add "Fire Resistance" to {pe::*} add "Dolphins Grace" to {pe::*} add "Regeneration" to {pe::*} add "Water Breathing" to {pe::*} add "Luck" to {pe::*} add "Saturation" to {pe::*} add "Weakness" to {ne::*} add "Slowness" to {ne::*} add "Mining Fatigue" to {ne::*} add "Jump Boost" to {ne::*} add "Feather Falling" to {ne::*} add "Hunger" to {ne::*} add "Bad Luck" to {ne::*} command /infuse-help: aliases: /infuse-smp, /infuse, /infusesmp, /jos, /developer, /dev, /infuser, /effects trigger: send "" to player send formatted "<##e78284>❇ Infuse SMP Plugin ❇" to player send formatted "<##ea999c>&7» <##ea999c>&7&nPlugin Download&7 (Click Me!)" to player send "" to player send formatted "<##81c8be>☕ Commission Discord » <##81c8be>&nhttps://discord.gg/7H2THJNBQX" to player send "" to player send formatted "<##eebebe>&e⚡ Plugin made by SkipTurn &7(Dank JosBot##1001)" to player send "" to player every 8 seconds: loop all players: if {_doNotModify} is not set: loop {effect::%uuid of loop-player%::*}: if {effect::%uuid of loop-player%::*} contains "Weakness": remove Weakness from loop-player apply potion of Weakness of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Slowness": remove Slowness from loop-player apply potion of Slowness of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Mining Fatigue": remove Mining Fatigue from loop-player apply potion of Mining Fatigue of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Jump Boost": remove Jump Boost from loop-player apply potion of Jump Boost of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Feather Falling": remove Slow Falling from loop-player apply potion of Slow Falling of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Hunger": remove Hunger from loop-player apply potion of Hunger of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Bad Luck": remove Bad Luck from loop-player apply potion of Bad Luck of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Strength": remove strength from loop-player apply potion of strength of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Speed": remove Speed from loop-player apply potion of Speed of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Fire Resistance": remove Fire Resistance from loop-player apply potion of Fire Resistance of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Dolphins Grace": remove Dolphins Grace from loop-player apply potion of Dolphins Grace of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Regeneration": remove Regeneration from loop-player apply potion of Regeneration of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Water Breathing": remove Water Breathing from loop-player apply potion of Water Breathing of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Luck": remove Luck from loop-player apply potion of Luck of tier 1 to the loop-player for 20 seconds if {effect::%uuid of loop-player%::*} contains "Saturation": remove Saturation from loop-player apply potion of Saturation of tier 1 to the loop-player for 20 seconds command /infuse-debug []: trigger: if player has permission "infuse.debug": if arg-1 is "messages": send {@positiveEffectGain} to player send {@negativeEffectRemoval} to player send {@negativeEffectGain} to player else if arg-1 is "effectReset": send "&aWiped all effects!" to player delete {effect::*} set {lastEffectReset} to now else if arg-1 is "debug": send "" to player send formatted "<##e78284>❇ Infuse SMP Plugin ❇" to player send formatted "<##ea999c>&7» <##ea999c>&7&nPlugin Download&7 (Click Me!)" to player send "" to player send formatted "<##81c8be>☕ Commission Discord » <##81c8be>&nhttps://discord.gg/7H2THJNBQX" to player send "" to player send formatted "<##eebebe>&e⚡ Plugin made by SkipTurn &7(Dank JosBot##1001)" to player send "" to player send "&6Debug Information" to player set {_ver} to {@version} send "&cVersion&8 »&7 %{_ver}%" to player loop all players: add size of {effect::%uuid of loop-player%} to {_size} if {_size} is set: send "&cLoaded Effects&8 » &7%{_size}%" to player else: send "&cLoaded Effects&8 » &70" to player send "&cLoaded Messages &8»" to player send {@positiveEffectGain} to player send {@negativeEffectRemoval} to player send {@negativeEffectGain} to player if {lastEffectReset} is set: send "&cLast Effect Reset&8 » &7%{lastEffectReset}%" to player else: send "&cLast Effect Reset &7(/infuse-debug effectReset)&8 » &7Never" to player send "" to player else: send "&cThis is not a valid arguement! Valid arguements are &7messages&c, &7effectReset&c, &7debug" to player else: send "&cYou cannot do this! &7(infuse.debug)" to player stop on death: if victim is a player: if attacker is a player: if {effectneg::%uuid of attacker%} is not set: set {_effect} to random element out of {pe::*} add {_effect} to {effect::%uuid of attacker%::*} send {@positiveEffectGain} to attacker send "&7You gained %{_effect}%&7!" to attacker else: delete {effectneg::%uuid of attacker%} delete {effect::%uuid of attacker%::*} send {@negativeEffectRemoval} to attacker loop {effect::%uuid of victim%::*}: if {pe::*} contains loop-value: set {_val} to true if {_val} is set: loop 25 times: set {_effect} to random element out of {effect::%uuid of victim%::*} if {ne::*} does not contain {_effect}: remove {_effect} from {effect::%uuid of victim%::*} wait 1 ticks send "&7You lost %{_effect}%&7!" to victim exit loop set {_effect} to random element out of {ne::*} add {_effect} to {effect::%uuid of victim%::*} set {effectneg::%uuid of victim%} to true else: set {_effect} to random element out of {ne::*} add {_effect} to {effect::%uuid of victim%::*} set {effectneg::%uuid of victim%} to true set {respawnMessage::%uuid of victim%} to {_effect} on respawn: if {respawnMessage::%uuid of player%} is set: wait 1 ticks send {@negativeEffectGain} to player send "&7You gained %{respawnMessage::%uuid of player%}%&7!" to player delete {respawnMessage::%uuid of player%}