Altar_prayer_start: type: world events: on player right clicks diamond_block in altar: - determine passively cancelled - if !: - narrate "Only religious leaders can start prayers." - stop - if : - if > 1: - narrate "There are too many NPCs in the altar area! Only the cleric is allowed inside during prayer." - stop - if < 1: - narrate "Your altar is missing a cleric NPC." - stop - if !: - narrate "The NPC in the altar area is not a cleric." - stop - define players - define altar - define list li@ - define totalPlayers 0 - define multiplydrops 0 - define pFaithLevel2 5 - define pFaithLevel3 15 - define pFaithLevel4 25 - define altarWorshipLevel2 75 - define altarWorshipLevel3 200 - define altarWorshipLevel4 400 - define leaderWorshipLevel2 75 - define leaderWorshipLevel3 200 - define leaderWorshipLevel4 500 - define altarFaithLevel2 200 - flag player LeadingPrayer #Participant totalling - foreach as:pPlayer: - if <[pPlayer].has_flag[LeadingPrayer]>: - foreach next - if <[pPlayer].item_in_hand.material.name> == leather || <[pPlayer].item_in_hand.material.name> == stone || <[pPlayer].item_in_hand.material.name> == egg || <[pPlayer].item_in_hand.material.name> == feather || <[pPlayer].item_in_hand.material.name> == cod || <[pPlayer].item_in_hand.material.name> == pumpkin || <[pPlayer].item_in_hand.material.name> == charcoal || <[pPlayer].item_in_hand.material.name> == tropical_fish || <[pPlayer].item_in_hand.material.name> == glowstone_dust || <[pPlayer].item_in_hand.material.name> == spider_eye || <[pPlayer].item_in_hand.material.name> == flint || <[pPlayer].item_in_hand.material.name> == ice || <[pPlayer].item_in_hand.material.name.ends_with[wool]> <[pPlayer].item_in_hand.material.name.ends_with[log]>: - define totalPlayers:+:1 - if < 1: - narrate "There are not enough participants with suitable offerings!" - stop - if >= 1: #Altar worship level checks - if >= 0 && < : - if > 5: - narrate "This altar hasn't been used enough to allow more than 5 players to pray at a time!" - stop - if >= && < : - if > 8: - narrate "Only 8 players can pray at once!" - stop - if >= && < : - if > 10: - narrate "Only 10 players can pray at once!" - stop - if >= && > 12: - narrate "Only 12 players can pray at once!" - stop #Participant check starts, skips leader - foreach as:pPlayer: - if <[pPlayer].has_flag[LeadingPrayer]>: - foreach next ##Cattle - if <[pPlayer].item_in_hand.material.name> == leather: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Cattle_Animist]>: - flag <[pPlayer]> Cattle_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Cattle_Animist]> >= 0 && <[pPlayer].flag[Cattle_Animist]> < : - random: - repeat 9: - define item beef - repeat 2: - define item leather - define item milk - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Cattle_Animist]> >= && !<[pPlayer].has_flag[Cattle_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Cattle_Animist]> >= && <[pPlayer].flag[Cattle_Animist]> < : - random: - repeat 5: - define item beef - repeat 5: - define item leather - repeat 2: - define item milk - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Cattle_Animist]> >= && !<[pPlayer].flag[Cattle_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Cattle_Animist]> >= && <[pPlayer].flag[Cattle_Animist]> < : - random: - repeat 3: - define item beef - repeat 6: - define item leather - repeat 3: - define item milk - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Cattle_Animist]> >= && !<[pPlayer].flag[Cattle_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Cattle_Animist]> > : - random: - repeat 2: - define item beef - repeat 5: - define item leather - repeat 5: - define item milk - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Cattle:+:1 - flag <[pPlayer]> Cattle_Animist:+:1 - flag Animism_Cattle:+:1 ##Chicken - if <[pPlayer].item_in_hand.material.name> == egg: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Chicken_Animist]>: - flag <[pPlayer]> Chicken_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Chicken_Animist]> >= 0 && <[pPlayer].flag[Chicken_Animist]> < : - random: - repeat 9: - define item chicken - repeat 2: - define item egg - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Chicken_Animist]> >= && !<[pPlayer].has_flag[Chicken_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Chicken_Animist]> >= && <[pPlayer].flag[Chicken_Animist]> < : - random: - repeat 5: - define item chicken - repeat 5: - define item egg - repeat 2: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Chicken_Animist]> >= && !<[pPlayer].flag[Chicken_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Chicken_Animist]> >= && <[pPlayer].flag[Chicken_Animist]> < : - random: - repeat 3: - define item chicken - repeat 6: - define item egg - repeat 3: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Chicken_Animist]> >= && !<[pPlayer].flag[Chicken_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Chicken_Animist]> > : - random: - repeat 2: - define item chicken - repeat 5: - define item egg - repeat 5: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Chicken:+:1 - flag <[pPlayer]> Chicken_Animist:+:1 - flag Animism_Chicken:+:1 ##Sheep - if <[pPlayer].item_in_hand.material.name> == white_wool: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Sheep_Animist]>: - flag <[pPlayer]> Sheep_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Sheep_Animist]> >= 0 && <[pPlayer].flag[Sheep_Animist]> < : - random: - repeat 9: - define item mutton - repeat 2: - define item white_wool - random: - define item yellow_wool - define item orange_wool - define item red_wool - define item green_wool - define item blue_wool - define item magenta_wool - define item light_blue_wool - define item lime_wool - define item pink_wool - define item grey_wool - define item light_grey_wool - define item cyan_wool - define item purple_wool - define item brown_wool - define item black_wool - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Sheep_Animist]> >= && !<[pPlayer].has_flag[Sheep_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Sheep_Animist]> >= && <[pPlayer].flag[Sheep_Animist]> < : - random: - repeat 5: - define item mutton - repeat 5: - define item white_wool - repeat 2: - random: - define item yellow_wool - define item orange_wool - define item red_wool - define item green_wool - define item blue_wool - define item magenta_wool - define item light_blue_wool - define item lime_wool - define item pink_wool - define item grey_wool - define item light_grey_wool - define item cyan_wool - define item purple_wool - define item brown_wool - define item black_wool - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Sheep_Animist]> >= && !<[pPlayer].flag[Sheep_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Sheep_Animist]> >= && <[pPlayer].flag[Sheep_Animist]> < : - random: - repeat 3: - define item mutton - repeat 6: - define item white_wool - repeat 3: - random: - define item yellow_wool - define item orange_wool - define item red_wool - define item green_wool - define item blue_wool - define item magenta_wool - define item light_blue_wool - define item lime_wool - define item pink_wool - define item grey_wool - define item light_grey_wool - define item cyan_wool - define item purple_wool - define item brown_wool - define item black_wool - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Sheep_Animist]> >= && !<[pPlayer].flag[Sheep_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Sheep_Animist]> > : - random: - repeat 2: - define item mutton - repeat 5: - define item white_wool - repeat 5: - random: - define item yellow_wool - define item orange_wool - define item red_wool - define item green_wool - define item blue_wool - define item magenta_wool - define item light_blue_wool - define item lime_wool - define item pink_wool - define item grey_wool - define item light_grey_wool - define item cyan_wool - define item purple_wool - define item brown_wool - define item black_wool - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Sheep:+:1 - flag <[pPlayer]> Sheep_Animist:+:1 - flag Animism_Sheep:+:1 ##Bird - if <[pPlayer].item_in_hand.material.name> == feather: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Bird_Animist]>: - flag <[pPlayer]> Bird_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Bird_Animist]> >= 0 && <[pPlayer].flag[Bird_Animist]> < : - random: - repeat 9: - define item egg - repeat 2: - random: - define item red_dye - define item green_dye - define item blue_dye - define item grey_dye - define item cyan_dye - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Bird_Animist]> >= && !<[pPlayer].has_flag[Bird_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Bird_Animist]> >= && <[pPlayer].flag[Bird_Animist]> < : - random: - repeat 5: - random: - define item egg - repeat 5: - random: - define item red_dye - define item green_dye - define item blue_dye - define item grey_dye - define item cyan_dye - repeat 2: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Bird_Animist]> >= && !<[pPlayer].flag[Bird_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Bird_Animist]> >= && <[pPlayer].flag[Bird_Animist]> < : - random: - repeat 3: - define item egg - repeat 6: - random: - define item red_dye - define item green_dye - define item blue_dye - define item grey_dye - define item cyan_dye - repeat 3: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Bird_Animist]> >= && !<[pPlayer].flag[Bird_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Bird_Animist]> > : - random: - repeat 2: - define item egg - repeat 5: - random: - define item red_dye - define item green_dye - define item blue_dye - define item grey_dye - define item cyan_dye - repeat 5: - define item feather - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Bird:+:1 - flag <[pPlayer]> Bird_Animist:+:1 - flag Animism_Bird:+:1 ##Agriculture - if <[pPlayer].item_in_hand.material.name> == pumpkin: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Agriculture_Animist]>: - flag <[pPlayer]> Agriculture_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Agriculture_Animist]> >= 0 && <[pPlayer].flag[Agriculture_Animist]> < : - random: - repeat 9: - random: - define item wheat - define item carrot - define item beetroot - define item potato - repeat 2: - random: - define item melon - define item pumpkin - random: - define item bread - define item baked_potato - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Agriculture_Animist]> >= && !<[pPlayer].has_flag[Agriculture_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Agriculture_Animist]> >= && <[pPlayer].flag[Agriculture_Animist]> < : - random: - repeat 5: - random: - define item wheat - define item carrot - define item beetroot - define item potato - repeat 5: - random: - define item melon - define item pumpkin - repeat 2: - random: - define item bread - define item baked_potato - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Agriculture_Animist]> >= && !<[pPlayer].flag[Agriculture_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Agriculture_Animist]> >= && <[pPlayer].flag[Agriculture_Animist]> < : - random: - repeat 3: - random: - define item wheat - define item carrot - define item beetroot - define item potato - repeat 6: - random: - define item melon - define item pumpkin - repeat 3: - random: - define item bread - define item baked_potato - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Agriculture_Animist]> >= && !<[pPlayer].flag[Agriculture_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Agriculture_Animist]> > : - random: - repeat 2: - random: - define item wheat - define item carrot - define item beetroot - define item potato - repeat 5: - random: - define item melon - define item pumpkin - repeat 5: - random: - define item bread - define item baked_potato - define list:->: - define multiplydrops #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Agriculture:+:1 - flag <[pPlayer]> Agriculture_Animist:+:1 - flag Animism_Agriculture:+:1 ##Tree - if <[pPlayer].item_in_hand.material.name.ends_with[log]>: - define woodtype <[pPlayer].item_in_hand.material.name.before[_]> - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Tree_Animist]>: - flag <[pPlayer]> Tree_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Tree_Animist]> >= 0 && <[pPlayer].flag[Tree_Animist]> < : - random: - repeat 9: - random: - define item stick - define item _leaves - repeat 2: - define item _log - define item apple - define list:->: - define multiplydrops :*:2 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Tree_Animist]> >= && !<[pPlayer].has_flag[Tree_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Tree_Animist]> >= && <[pPlayer].flag[Tree_Animist]> < : - random: - repeat 5: - random: - define item stick - define item _leaves - repeat 5: - define item _log - repeat 2: - define item apple - define list:->: - define multiplydrops :*:2 #Altar level check - if >= : - random: - repeat 6: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Tree_Animist]> >= && !<[pPlayer].flag[Tree_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Tree_Animist]> >= && <[pPlayer].flag[Tree_Animist]> < : - random: - repeat 3: - random: - define item stick - define item _leaves - repeat 6: - define item _log - repeat 3: - define item apple - define list:->: - define multiplydrops :*:2 #Altar level check - if >= : - random: - repeat 5: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Tree_Animist]> >= && !<[pPlayer].flag[Tree_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Tree_Animist]> > : - random: - repeat 2: - random: - define item stick - define item _leaves - repeat 5: - define item _log - repeat 5: - define item apple - define list:->: - define multiplydrops :*:2 #Altar level check - if >= : - random: - repeat 4: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Tree:+:1 - flag <[pPlayer]> Tree_Animist:+:1 - flag Animism_Tree:+:1 ##Earth - if <[pPlayer].item_in_hand.material.name> == charcoal: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Earth_Animist]>: - flag <[pPlayer]> Earth_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Earth_Animist]> >= 0 && <[pPlayer].flag[Earth_Animist]> < : - random: - repeat 9: - random: - define item dirt - define item sand - define item gravel - repeat 2: - random: - define item red_sand - define item stone - random: - define item clay - define item coal - define list:->: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Player faith level up notification - if <[pPlayer].flag[Earth_Animist]> >= && !<[pPlayer].has_flag[Earth_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Earth_Animist]> >= && <[pPlayer].flag[Earth_Animist]> < : - random: - repeat 5: - random: - define item dirt - define item sand - define item gravel - repeat 5: - random: - define item red_sand - define item stone - repeat 2: - random: - define item clay - define item coal - define list:->: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Level up notification - if <[pPlayer].flag[Earth_Animist]> >= && !<[pPlayer].flag[Earth_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Earth_Animist]> >= && <[pPlayer].flag[Earth_Animist]> < : - random: - repeat 3: - random: - define item dirt - define item sand - define item gravel - repeat 6: - random: - define item red_sand - define item stone - repeat 3: - random: - define item clay - define item coal - define list:->: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> #Max level notification - if <[pPlayer].flag[Earth_Animist]> >= && !<[pPlayer].flag[Earth_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Earth_Animist]> > : - random: - repeat 2: - random: - define item dirt - define item sand - define item gravel - repeat 5: - random: - define item red_sand - define item stone - repeat 5: - random: - define item clay - define item coal - define list:->: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot:<[pPlayer].item_in_hand.slot> - flag server Animism_Earth:+:1 - flag <[pPlayer]> Earth_Animist:+:1 - flag Animism_Earth:+:1 ##Ocean - if <[pPlayer].item_in_hand.material.name> == tropical_fish: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Ocean_Animist]>: - flag <[pPlayer]> Ocean_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Ocean_Animist]> >= 0 && <[pPlayer].flag[Ocean_Animist]> < : - random: - repeat 9: - random: - define item cod - define item sand - repeat 2: - random: - define item tropical_fish - define item prismarine_shard - define item prismarine_crystals - random: - random: - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[Ocean_Animist]> >= && !<[pPlayer].has_flag[Ocean_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Ocean_Animist]> >= && <[pPlayer].flag[Ocean_Animist]> < : - random: - repeat 5: - random: - define item cod - define item sand - repeat 5: - random: - define item tropical_fish - define item prismarine_shard - define item prismarine_crystals - repeat 2: - random: - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[Ocean_Animist]> >= && !<[pPlayer].flag[Ocean_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Ocean_Animist]> >= && <[pPlayer].flag[Ocean_Animist]> < : - random: - repeat 3: - random: - define item cod - define item sand - repeat 6: - random: - define item tropical_fish - define item prismarine_shard - define item prismarine_crystals - repeat 3: - random: - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[Ocean_Animist]> >= && !<[pPlayer].flag[Ocean_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Ocean_Animist]> > : - random: - repeat 2: - random: - define item cod - define item sand - repeat 5: - random: - define item tropical_fish - define item prismarine_shard - define item prismarine_crystals - repeat 5: - random: - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_Ocean:+:1 - flag <[pPlayer]> Ocean_Animist:+:1 - flag Animism_Ocean:+:1 ##River - if <[pPlayer].item_in_hand.material.name> == cod: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[River_Animist]>: - flag <[pPlayer]> River_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[River_Animist]> >= 0 && <[pPlayer].flag[River_Animist]> < : - random: - repeat 9: - random: - define item sugar_cane - define item sand - repeat 2: - random: - define item cod - define item clay_ball - random: - random: - define item salmon - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand| == clay_ball: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[River_Animist]> >= && !<[pPlayer].has_flag[River_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[River_Animist]> >= && <[pPlayer].flag[River_Animist]> < : - random: - repeat 5: - random: - define item sugar_cane - define item sand - repeat 5: - random: - define item cod - define item clay_ball - repeat 2: - random: - define item salmon - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand| == clay_ball: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[River_Animist]> >= && !<[pPlayer].flag[River_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[River_Animist]> >= && <[pPlayer].flag[River_Animist]> < : - random: - repeat 3: - random: - define item sugar_cane - define item sand - repeat 6: - random: - define item cod - define item clay_ball - repeat 3: - random: - define item salmon - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand| == clay_ball: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[River_Animist]> >= && !<[pPlayer].flag[River_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[River_Animist]> > : - random: - repeat 2: - random: - define item sugar_cane - define item sand - repeat 5: - random: - define item cod - define item clay_ball - repeat 5: - random: - define item salmon - define item prismarine_shard - define item prismarine_crystals - define list:->: - define multiplydrops - if == sand| == clay_ball: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_River:+:1 - flag <[pPlayer]> River_Animist:+:1 - flag Animism_River:+:1 ##Sun - if <[pPlayer].item_in_hand.material.name> == glowstone_dust: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Sun_Animist]>: - flag <[pPlayer]> Sun_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Sun_Animist]> >= 0 && <[pPlayer].flag[Sun_Animist]> < : - random: - repeat 9: - random: - define item wheat_seeds - define item cornflower - define item red_tulip - define item sunflower - repeat 2: - define item netherrack - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == netherrack: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[Sun_Animist]> >= && !<[pPlayer].has_flag[Sun_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Sun_Animist]> >= && <[pPlayer].flag[Sun_Animist]> < : - random: - repeat 5: - random: - define item wheat_seeds - define item cornflower - define item red_tulip - define item sunflower - repeat 5: - define item netherrack - repeat 2: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == netherrack: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[Sun_Animist]> >= && !<[pPlayer].flag[Sun_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Sun_Animist]> >= && <[pPlayer].flag[Sun_Animist]> < : - random: - repeat 3: - random: - define item wheat_seeds - define item cornflower - define item red_tulip - define item sunflower - repeat 6: - define item netherrack - repeat 3: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == netherrack: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[Sun_Animist]> >= && !<[pPlayer].flag[Sun_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Sun_Animist]> > : - random: - repeat 2: - random: - define item wheat_seeds - define item cornflower - define item red_tulip - define item sunflower - repeat 5: - define item netherrack - repeat 5: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == netherrack: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_Sun:+:1 - flag <[pPlayer]> Sun_Animist:+:1 - flag Animism_Sun:+:1 ##Moon - if <[pPlayer].item_in_hand.material.name> == spider_eye: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Moon_Animist]>: - flag <[pPlayer]> Moon_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Moon_Animist]> >= 0 && <[pPlayer].flag[Moon_Animist]> < : - random: - repeat 9: - define item bone - define item string - repeat 2: - define item end_stone - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == end_stone: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[Moon_Animist]> >= && !<[pPlayer].has_flag[Moon_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Moon_Animist]> >= && <[pPlayer].flag[Moon_Animist]> < : - random: - repeat 5: - define item bone - define item string - repeat 5: - define item end_stone - repeat 2: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == end_stone: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[Moon_Animist]> >= && !<[pPlayer].flag[Moon_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Moon_Animist]> >= && <[pPlayer].flag[Moon_Animist]> < : - random: - repeat 3: - define item bone - define item string - repeat 6: - define item end_stone - repeat 3: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == end_stone: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[Moon_Animist]> >= && !<[pPlayer].flag[Moon_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Moon_Animist]> > : - random: - repeat 2: - define item bone - define item string - repeat 5: - define item end_stone - repeat 5: - random: - define item obsidian - define item glowstone - define list:->: - define multiplydrops - if == end_stone: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_Moon:+:1 - flag <[pPlayer]> Moon_Animist:+:1 - flag Animism_Moon:+:1 ##Fire - if <[pPlayer].item_in_hand.material.name> == flint: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Fire_Animist]>: - flag <[pPlayer]> Fire_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Fire_Animist]> >= 0 && <[pPlayer].flag[Fire_Animist]> < : - random: - repeat 9: - define item netherrack - repeat 2: - define item flint - random: - define item nether_bricks - define item fire_charge - define list:->: - define multiplydrops - if == netherrack || == nether_bricks: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[Fire_Animist]> >= && !<[pPlayer].has_flag[Fire_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Fire_Animist]> >= && <[pPlayer].flag[Fire_Animist]> < : - random: - repeat 5: - define item netherrack - repeat 5: - define item flint - repeat 2: - random: - define item nether_bricks - define item fire_charge - define list:->: - define multiplydrops - if == netherrack || == nether_bricks: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[Fire_Animist]> >= && !<[pPlayer].flag[Fire_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Fire_Animist]> >= && <[pPlayer].flag[Fire_Animist]> < : - random: - repeat 3: - define item netherrack - repeat 6: - define item flint - repeat 3: - random: - define item nether_bricks - define item fire_charge - define list:->: - define multiplydrops - if == netherrack || == nether_bricks: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[Fire_Animist]> >= && !<[pPlayer].flag[Fire_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Fire_Animist]> > : - random: - repeat 2: - define item netherrack - repeat 5: - define item flint - repeat 5: - random: - define item nether_bricks - define item fire_charge - define list:->: - define multiplydrops - if == netherrack || == nether_bricks: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_Fire:+:1 - flag <[pPlayer]> Fire_Animist:+:1 - flag Animism_Fire:+:1 ##Ice - if <[pPlayer].item_in_hand.material.name> == ice: - take <[pPlayer].item_in_hand> from:<[pPlayer].inventory> - if !<[pPlayer].has_flag[Ice_Animist]>: - flag <[pPlayer]> Ice_Animist:+:1 #Player faith level 1 reward handler - if <[pPlayer].flag[Ice_Animist]> >= 0 && <[pPlayer].flag[Ice_Animist]> < : - random: - repeat 9: - random: - define item snow_ball - define item snow_block - repeat 2: - random: - define item rabbit - define item leather - random: - define item ice - define item packed_ice - define list:->: - define multiplydrops - if == snow_ball || == snow_block: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Player faith level up notification - if <[pPlayer].flag[Ice_Animist]> >= && !<[pPlayer].has_flag[Ice_AnimistLevel]>: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 2 - if <[pPlayer].flag[Ice_Animist]> >= && <[pPlayer].flag[Ice_Animist]> < : - random: - repeat 5: - random: - define item snow_ball - define item snow_block - repeat 5: - random: - define item rabbit - define item leather - repeat 2: - random: - define item ice - define item packed_ice - define list:->: - define multiplydrops - if == snow_ball || == snow_block: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Level up notification - if <[pPlayer].flag[Ice_Animist]> >= && !<[pPlayer].flag[Ice_AnimistLevel]> < 2: - narrate "You have gained favor with these gods! Drops for this offering improved!" #Player Level 3 - if <[pPlayer].flag[Ice_Animist]> >= && <[pPlayer].flag[Ice_Animist]> < : - random: - repeat 3: - random: - define item snow_ball - define item snow_block - repeat 6: - random: - define item rabbit - define item leather - repeat 3: - random: - define item ice - define item packed_ice - define list:->: - define multiplydrops - if == snow_ball || == snow_block: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: #Max level notification - if <[pPlayer].flag[Ice_Animist]> >= && !<[pPlayer].flag[Ice_AnimistLevel]> < 3: - narrate "You have maximized your favor with these gods! Drops for this offering improved!" #Player Level 4 - if <[pPlayer].flag[Ice_Animist]> > : - random: - repeat 2: - random: - define item snow_ball - define item snow_block - repeat 5: - random: - define item rabbit - define item leather - repeat 5: - random: - define item ice - define item packed_ice - define list:->: - define multiplydrops - if == snow_ball || == snow_block: - define multiplydrops :*:8 #Altar level check - if >= : - random: - repeat 7: - define multiplydrops - define multiplydrops :*:2 - give quantity: to:<[pPlayer].inventory> slot: - flag server Animism_Ice:+:1 - flag <[pPlayer]> Ice_Animist:+:1 - flag Animism_Ice:+:1 ##Leader,Altar #Leader worship increase, notifications - flag player Worship:+: - if >= && !: - narrate "You have gained favor with the gods!" - flag player WorshipLevel:+:1 - if >= && != 2: - narrate "You have gained favor with the gods!" - flag player WorshipLevel:+:1 - if >= && != 3: - narrate "You have gained favor with the gods!" - flag player WorshipLevel:+:1 #Leader drops - define multiplydrops - if >= && < : - random: - repeat 19: - define multiplydrops - define multiplydrops :*:2 - if >= && < : - random: - repeat 14: - define multiplydrops - define multiplydrops :*:2 - if > : - random: - repeat 9: - define multiplydrops - define multiplydrops :*:2 - give quantity: to: slot: #Altar worship increase, level up notification - flag Worship:+: - if >= && !: - narrate "This altar can now fit 8 participants!" - flag WorshipLevel:+:1 - if >= && != 2: - narrate "This altar can now fit 10 participants!" - flag WorshipLevel:+:1 - if >= != 3: - narrate "This altar can now fit 12 participants! This altar has maxed out it's worship!" - flag WorshipLevel:+:1 - narrate "You have Worship!" - flag player LeadingPrayer:! - stop