Just so you know, we don't know the file format for every file. If it's just a bunch of random characters, it's probably a .zip or .jar.
# rpg skills
# soyofsoys
#---------------MAKE SURE YOU DEOP!!-------------
options:
SCRPG: &5[SC&dRPG&5]
SKILL: &5[&dSKILLS&5]&f
#variables:
#blade skills
#{luckysword}: 1 #50% chance at extra 10% damage
#{bleedout}: 10 #make enemies bleed for 5 seconds
#{beserker}: 25 # insta kill mobs (not bosses) for 5 seconds
#knight skills
#{tanker}: 1 #divides damage from entities in half
#{push}: 10 #pushes back all enemies in a 15 block radius
#{stomp}: 25 #jump and land causing aoe damage
#acro sckills
#{critstrike}: 1 #10% chance at causing 50% damage
#{invis}: 10 #invisibilty for 10 seconds
#{freeze}: 25 #stuns the target for 10 seconds
#mage skills
#{frost}: 1 #shoot snowballs , slow but damaging. 25% damge per hit
#{fireball}: 10 #shoots fireballs, same as snoballs but sets victim on fire
command /skill <text>:
usage: /skill <help> <list> <off> <check> <skillname>
trigger:
if {rank.%player%} is "nub":
send "{@SKILL} &fYou cannot use this yet."
stop
if arg 1 is not "help" or "list" or "off" or "check" or "luckysword" or "bleed" or "tanker" or "push" or "crit" or "rapid" or "freeze" or "heal" or "reflect" or "resist" or "blink" or "invisible":
send "{@SKILL} Incorrect usage, type /skill help"
stop
if arg 1 is "help":
send "{@SKILL} &6------&lHELP&6------"
send "{@SKILL} &7/skill help &f- This help page."
send "{@SKILL} &7/skill list &f- Lists available skills."
send "{@SKILL} &7/skill off &f- Turns off your skill."
send "{@SKILL} &7/skill check &f - Checks which skill is active."
send "{@SKILL} &7/skill <skillname> &f- Choose a skill from the list."
send "{@SKILL} Some skills may require a right click to activate."
stop
if arg 1 is "off":
clear {active.skill.%player%}
send "{@SKILL} Your skill has been disabled."
send "{@SKILL} Select a skill to enable it."
stop
if arg 1 is "check":
send "{@SKILL} &fCurrent Active skill;"
send "{@SKILL} &7%{active.skill.%player%}%"
stop
if arg 1 is "list":
send "{@SKILL} &6------&lLIST&6------"
#blade list
if player has permission "blade1.skript":
if {level.%player%} is greater than or equal to 1:
send "{@SKILL} &fLVL 1:&7LuckySword: &f50%% chance at extra 10%% damage"
if {level.%player%} is greater than or equal to 10:
send "{@SKILL} &fLVL 10:&7Bleed: &fDamage Enemies for 5 seconds after hit"
if {level.%player%} is greater than or equal to 20:
send "{@SKILL} &fLVL 20:&7Reflect: &f75%% Chance to shield a projectile."
#knight list
if player has permission "knight1.skript":
if {level.%player%} is greater than or equal to 1:
send "{@SKILL} &fLVL 1:&7Tanker: &fReduces Damage taken by 10%%"
if {level.%player%} is greater than or equal to 10:
send "{@SKILL} &fLVL 10&7Push: &fPush surrounding mobs back"
if {level.%player%} is greater than or equal to 20:
send "{@SKILL} &fLVL 20&7Resist: &f80%% Chance projectiles have no effect."
#acrobat list
if player has permission "acrobat1.skript":
if {level.%player%} is greater than or equal to 1:
send "{@SKILL} &fLVL 1:&7Crit: &f25%% chance at 50%% extra damage"
if {level.%player%} is greater than or equal to 10:
send "{@SKILL} &fLVL 10:&7Rapid: &fHold for rapid fire arrows"
if {level.%player%} is greater than or equal to 20:
send "{@SKILL} &fLVL 20:&7Invisible: &fBecome vanished."
#mage list
if player has permission "mage1.skript":
if {level.%player%} is greater than or equal to 1:
send "{@SKILL} &fLVL 1:&7Freeze: &fFreeze your enemies"
if {level.%player%} is greater than or equal to 10:
send "{@SKILL} &fLVL 10:&7Heal: &fHeal your allies."
if {level.%player%} is greater than or equal to 20:
send "{@SKILL} &fLVL 20:&7Blink: &fMini teleport."
#blade select
if player has permission "blade1.skript":
if arg 1 is "luckysword":
if {level.%player%} is greater than or equal to 1:
set {active.skill.%player%} to "luckysword"
send "{@SKILL} &7LuckySword &fSelected"
#send "{@SKILL} Right Click to activate"
stop
else:
send "{@SKILL} You cannot use that."
stop
if arg 1 is "bleed":
if {level.%player%} is greater than or equal to 10:
set {active.skill.%player%} to "bleed"
send "{@SKILL} &7Bleed &fSelected"
stop
else:
send "{@SKILL} You cannot use this yet."
stop
if arg 1 is "reflect":
if {level.%player%} is greater than or equal to 20:
set {active.skill.%player%} to "reflect"
send "{@SKILL} &7Reflect &fSelected"
stop
else:
send "{@SKILL} You cannot use this yet."
stop
#knight select
if player has permission "knight1.skript":
if arg 1 is "tanker":
if {level.%player%} is greater than or equal to 1:
set {active.skill.%player%} to "tanker"
send "{@SKILL} &7Tanker &fSelected"
stop
else:
send "{@SKILL} You cannot use that."
stop
if arg 1 is "push":
if {level.%player%} is greater than or equal to 10:
set {active.skill.%player%} to "push"
send "{@SKILL} &7Push &fSelected"
send "{@SKILL} Right Click to activate."
stop
else:
send "{@SKILL} You cannot use this yet."
if arg 1 is "resist":
if {level.%player%} is greater than or equal to 20:
set {active.skill.%player%} to "resist"
send "{@SKILL} &7Resist &fSelected"
stop
else:
send "{@SKILL} You cannot use this yet."
#acrobat select:
if player has permission "acrobat1.skript":
if arg 1 is "crit":
if {level.%player%} is greater than or equal to 1:
set {active.skill.%player%} to "crit"
send "{@SKILL} &7Crit &fSelected"
stop
else:
send "{@SKILL} You cannot use that."
stop
if arg 1 is "rapid":
if {level.%player%} is greater than or equal to 10:
set {active.skill.%player%} to "rapid"
send "{@SKILL} &7Rapid &fSelected"
stop
else:
send "{@SKILL} You cannot use this yet."
stop
if arg 1 is "invisible":
if {level.%player%} is greater than or equal to 20:
set {active.skill.%player%} to "invisible"
send "{@SKILL} &7Invisible &fSelected"
send "{@SKILL} &fLeft Click to activate."
stop
else:
send "{@SKILL} You cannot use this yet."
stop
#mage select
if player has permission "mage1.skript":
if arg 1 is "freeze":
if {level.%player%} is greater than or equal to 1:
set {active.skill.%player%} to "freeze"
send "{@SKILL} &7Freeze &f Selected"
stop
else:
send "{@SKILL} You cannot use that."
stop
if arg 1 is "heal":
if {level.%player%} is greater than or equal to 10:
set {active.skill.%player%} to "heal"
send "{@SKILL} &7Heal &fSelected"
send "{@SKILL} &fRight Click to activate."
stop
else:
send "{@SKILL} You cannot use this yet."
stop
if arg 1 is "blink":
if {level.%player%} is greater than or equal to 20:
set {active.skill.%player%} to "blink"
send "{@SKILL} &7Blink &fSelected"
send "{@SKILL} &fRight Click to activate."
stop
else:
send "{@SKILL} You cannot use this yet."
stop
#weapon restrictions
on damage:
victim is a living entity
attacker is a player
if attacker has permission "acrobat1.skript":
if attacker is not holding a bow or air:
cancel event
if attacker has permission "blade1.skript":
if attacker is not holding a sword or air:
cancel event
if attacker has permission "knight1.skript":
if attacker is not holding an axe or air:
cancel event
if attacker has permission "mage1.skript":
if attacker is not holding a stick or air:
cancel event
if attacker has permission "class.nub":
cancel event
send "{@SCRPG} &fPlease see a Class Master first."
stop
on rightclick with bow:
player does not have permission "acrobat1.skript"
send "{@SCRPG} You are not an Acrobat."
cancel event
#item level and usage, as well as dmage modifiers per weapon level, hopefully AND STATS
on damage:
victim is a living entity
if attacker is a player:
if victim is a player:
if victim is in "scrpg" or "w1" or "w2" or "w3" or "w4" or "w5" or "w6":
stop
attacker is holding a bow or sword or axe or stick
set {_leveluselore::*} to lore of attacker's tool split by "||"
set {_leveluse::*} to {_leveluselore::1} split by " "
set {_toollevel} to {_leveluse::2} parsed as an integer
set {_strcheck::*} to {_leveluselore::2} split by "+"
set {_str} to {_strcheck::2} parsed as an integer
#send "%{_str}%" to attacker
set {_dexcheck::*} to {_leveluselore::3} split by "+"
set {_dex} to {_dexcheck::2} parsed as an integer
#send "%{_dex}%" to attacker
set {_intcheck::*} to {_leveluselore::4} split by "+"
set {_int} to {_intcheck::2} parsed as an integer
#send "%{_int}%" to attacker
set {_stacheck::*} to {_leveluselore::5} split by "+" #defense only, not needed.
set {_sta} to {_stacheck::2} parsed as an integer
# send "%{_sta}%" to attacker
set {_attack} to {_str}*0.15
set {_critical} to {_str}*0.15
set {_magic} to {_int}*0.75
set {_defense} to {_sta}*0.25 #for defense only not needed here.
set {_damage} to damage
if victim is a creature:
set {_moblevel} to name of victim
set {_var::*} to {_moblevel} split at " "
set {_moblevel} to {_var::2} parsed as an integer
if name of victim is "&7Wolf&6King": #boss
set {_moblevel} to 20
if victim is a player:
set {_moblevel} to {level.%victim%}
if {_toollevel} is less than or equal to {level.%attacker%}:
#send "before %{_damage}%" to attacker
if attacker has permission "blade1.skript":
attacker is holding a sword
add ({_toollevel}*0.9)+{_attack} to {_damage}
if {active.skill.%attacker%} is "luckysword":
chance of 50%:
add 10% to {_damage}
play smoke at block above victim
if attacker has permission "knight1.skript":
add ({_toollevel}*0.55)+{_attack} to {_damage}
if attacker has permission "mage1.skript":
if damage cause is a projectile:
set {_damage} to (0.5*({_toollevel}*2.25)+{_magic})+{level.%attacker%}/(1+{_moblevel})
#add ({_toollevel}*2.25)+{_magic} to {_damage}
#send "damage %{_damage}%" to attacker
else:
cancel event
stop
if attacker has permission "acrobat1.skript":
if damage cause is a projectile:
add ({_toollevel}*0.65)+{_critical} to {_damage}
if {active.skill.%attacker%} is "crit":
chance of 25%:
add 50% to {_damage}
play mobspawner flames at victim
set damage to {_damage}
#send "Damage:%{_damage}%" to attacker
chance of 50%:
remove 2.0 from the durability of the attacker's tool
if the attacker's tool is an axe:
remove 2.0 from the durability of the attacker's tool
stop
if {_toollevel} is greater than {level.%attacker%}:
cancel event
send "{@SCRPG} You cannot use that item yet" to attacker
stop
else:
cancel event
send "{@SCRPG} This item is not useable" to attacker
#damage to players per mob level
if attacker is not a player:
victim is holding a bow or sword or axe or stick
if damage cause is a projectile:
if attacker is a creature or a player:
if {active.skill.%victim%} is "reflect":
chance of 75%:
cancel event
stop
set {_leveluselore::*} to lore of victim's tool split by "||"
set {_stacheck::*} to {_leveluselore::5} split by "+" #defense only
set {_sta} to {_stacheck::2} parsed as an integer
set {_defense} to {_sta}*0.25
set {_moblevel} to "%name of attacker%"
set {_var::*} to {_moblevel} split at " "
set {_mobdamage} to {_var::2} parsed as an integer
if name of attacker is "&7Wolf&6King": #boss
set {_mobdamage} to 20
if {_mobdamage} is not an integer:
stop
else:
set {_overall} to 1*{_mobdamage}/(1+{level.%victim%})
if victim has permission "blade1.skript":
subtract 1% from {_overall}
subtract {_defense} from {_overall}
#send "after percentage %{_overall}%" to victim
if victim has permission "knight1.skript":
if {active.skill.%victim%} is "resist":
if damage cause is a projectile:
chance of 80%:
cancel event
subtract 5% from {_overall}
subtract {_defense} from {_overall}
if {active.skill.%victim%} is "tanker":
subtract 10% from {_overall}
if victim has permission "acrobat1.skript":
add 3% to {_overall}
subtract {_defense} from {_overall}
if victim has permission "mage1.skript":
add 6% to {_overall}
subtract {_defense} from {_overall}
if {_overall} <= 0:
set {_overall} to 0.01
#send "damage %{_overall}%" to victim
set damage to {_overall}
stop
on damage:
attacker is holding a sword
attacker is a player
victim is a living entity
if victim is a player:
if world is "scrpg" or "w1" or "w2" or "w3" or "w4" or "w5" or "w6":
stop
if {active.skill.%attacker%} is "bleed":
loop 5 times:
damage the victim by 0.5 hearts
if victim is dead:
stop
play smoke at block above victim
wait 1 second
stop
on right click:
player is holding a bow
if {active.skill.%player%} is "rapid": #acro
loop 2 times:
if player does not have 1 arrow:
send "{@SCRPG} &fOut of Arrows."
stop
else:
make player shoot an arrow at speed 5
remove 1 arrow from player
#cancel bow damage from left click
on damage:
attacker is holding a bow
if damage cause is not a projectile:
if attacker has permission "acrobat1.skript":
if victim is a creature:
if attacker is in "w1" or "w2" or "w3" or "w4" or "w5" or "w6":
push victim upwards at speed 0.5
push victim backwards at speed 5
apply potion of slowness 5 to the victim for 5 seconds
if victim is a player:
if attacker is in "arena":
if difference of {slowacro.%attacker%} and now is less than 10 seconds:
send "{@SKILL} &fPlease wait for cooldown." to attacker
cancel event
stop
else:
send "{@SCRPG} &fVictim Slowed" to attacker
push victim upwards at speed 0.5
push victim backwards at speed 5
apply potion of slowness 5 to the victim for 2 seconds
set {slowacro.%attacker%} to now
cancel event
else:
cancel event
#invis skill - acro
on left click:
player is holding a bow
player has permission "acrobat1.skript"
if {active.skill.%player%} is "invisible":
if difference of {invis.%player%} and now is less than 15 seconds:
send "{@SKILL} &fPlease wait for cooldown."
stop
else:
hide player from all players
apply potion of invisibility to player for 10 seconds
set {invis.%player%} to now
loop entities in radius 20 around player:
loop-entity is a creature
if loop-entity's target is the player:
apply slowness 10 to the loop-entity for 5 seconds
clear loop-entity's target
send "{@SKILL} &7Vanished"
wait 10 seconds
reveal player from all players
remove potion of invisibility from player
send "{@SKILL} &7Revealed"
#wand usage
on left click:
player is holding a stick
if world is "scrpg" or "w1" or "w2" or "w3" or "w4" or "w5" or "w6":
if target is a creature:
player has permission "mage1.skript"
set {_wand} to the name of the player's tool
set {_var::*} to {_wand} split at " "
if {_var::3} is "Wand":
if player does not have 1 eye of ender named "&6Magic":
send "{@SCRPG} &fYou need more &6Magic"
stop
else:
if {level.%player%} is less than 51:
shoot a snowball at speed 3
remove 1 eye of ender named "&6Magic" from the player's inventory
chance of 50%:
damage the target entity by 0.5 hearts
if {level.%player%} is between 51 and 200:
shoot a fireball at speed 3
set {_location} to the target's location
wait 1 second
loop blocks in radius 7 around {_location}:
if loop-block is fire:
wait 1 tick
set loop-block to air
remove 1 eye of ender named "&6Magic" from the player's inventory
chance of 50%:
damage the target entity by 0.25 hearts
if {active.skill.%player%} is "freeze":
player's target is a living entity
if the player's target does not have slowness:
play ender signal at the targeted entity
apply slowness 6 to the targeted entity for 2 seconds
play raw sound "mob.wither.shoot" at player with pitch 5 volume 2
on right click:
player is holding a eye of ender named "&6Magic"
cancel event
if clicked block is a sign:
stop
send "{@SCRPG} &fThis is &6Magic &ffor Mage Class."
stop
on rightclick on sign: #BUY MAGIC
first line of clicked block is "&6[Buy]"
second line of clicked block is "&6Magic"
third line of clicked block is "&6eyes"
if player can hold 64 eye of ender:
if the player's money is less than or equal to 100:
send "{@SCRPG} &fYou cannot afford &6Magic &fright now"
stop
else:
remove 100 from the player's money
give 64 eye of ender named "&6Magic" to the player
#set the itemstack's name to "&6Magic"
send "{@SCRPG} &fThank you for your purchase"
stop
else:
send "{@SCRPG} &fYou do not have enough room"
stop
on rightclick on sign: #SELL
first line of clicked block is "&6[Sell]"
second line of clicked block is "&6Magic"
third line of clicked block is "&6eyes"
if player has 32 eye of ender named "&6Magic":
remove 32 eye of ender named "&6Magic" from the player's inventory
add 10 to the player's money
send "{@SCRPG} &6Magic &fSold."
stop
else:
send "{@SCRPG} &fYou need atleast 32 &6Magic&f."
stop
on shoot:
shooter has permission "mage1.skript"
if projectile is a snowball:
trail projectile with particle mob spell
on right click: #mage heal skill
player is holding a stick
if player has permission "mage1.skript":
if {active.skill.%player%} is "heal":
if difference of {healed.%player%} and now is less than 20 seconds:
send "{@SKILL} &fPlease wait for cooldown."
stop
else:
set {_player} to the player
loop players in radius 10 around {_player}:
if loop-player is not {_player}:
apply health 2 to loop-players for 5 seconds
send "{@SKILL} You have been healed by &6%player%" to loop-player
play ender signal at the loop-player
set {healed.%player%} to now
set {_healme} to true
if {_healme} is set:
send "{@SKILL} &fHealing nearby players." to player
else:
send "{@SKILL} &fNo one here to heal."
if {active.skill.%player%} is "blink":
if difference of {blink.%player%} and now is less than 5 seconds:
send "{@SKILL} &fPlease wait for cooldown."
else:
if player has 1 eye of ender named "&6Magic":
#send "hi soil"
if target block is leaves:
#send "no, leaves"
stop
set {_target} to location of targeted block
wait 1 second
if distance between the player and {_target} is greater than 45:
#send "no, too far"
stop
teleport the player to block above {_target}
play ender signal at the player
set {blink.%player%} to now
remove 1 eye of ender named "&6Magic" from the player
send "{@SKILL} &7Blink."
else:
send "{@SKILL} &fNot enough &6Magic"
stop
on logout:
if player has permission "mage1.skript":
delete {healed.%player%}
delete {blink.%player%}
if player has permission "acrobat1.skript":
delete {slowacro.%player%}
delete {invis.%player%}
on login:
if player has permission "acrobat1.skript":
reveal player from all players
#knight push skill
on rightclick:
player is holding an axe
player has permission "knight1.skript"
if {active.skill.%player%} is "push":
push creatures in radius 5 of player backwards at speed 2
play ender signal at the block above the player
send "{@SKILL} Fus-Ro-Soy!"