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%}