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Jobs.sk
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Jobs.sk
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#Jobs Script
#Version: 1.0
#Author: Warpedtimes (https://github.com/Warpedtimes/Skript)
#Tested versions: 1.16
#Skript ver: 2.5.3
#Addons: skript-gui (https://github.com/APickledWalrus/skript-gui)
# skellet (https://forums.skunity.com/resources/skellett.24/)
# SkBee (https://github.com/ShaneBeee/SkBee/)
#Requirements: Economy plugin (e.g. Vault)
options:
#Display Prefix in chat
prefix: &f[&aJOBS&f]
prefixadmin: &f[&aJOBS&cADMIN&f]
#Payrise per each level. This is 3%.
levelBonus: 0.03
#Max Level attainable in any job
maxLevel: 25
#Default max jobs. Can be changed externally by manipulating {jobs.%{_p}%.max}
maxJobsDefault: 1
#Job Name Displays
miner: &f&lMINER
farmer: &6&lFARMER
hunter: &c&lHUNTER
lumberjack: &8&lLUMBERJACK
excavator: &e&lEXCAVATOR
enchanter: &d&lENCHANTER
#XP Keep on job leave (Discourage players from toggling between jobs depending on what they are doing)
#Currently only takes XP from current level. e.g. Level 3 with 100 XP means they will be Level 3 with 80 XP. Working on something to fix this
keepXP: 0.8
#Wages. The cash value for doing an action of the job.
#Miner: (Per block so fortune wont effect this)
netherrack: 0.05
stone: 0.1 #This is the same price for all other earth blocks such as andesite etc
ore.coal: 0.1
ore.quartz: 0.1
ore.iron: 0.15
ore.gold: 0.2
ore.redstone: 0.2
ore.lapis: 0.2
ore.diamond: 0.5
ore.emerald: 0.75
ore.debris: 1
#Farmer: (Breaking seeded versions will not count)
crop: 0.05 #Wheat,Carrot,Potato,Beetroot,Berries
crop.melon: 0.1 #Pumpkins aswell
crop.cocoa: 0.2
#Hunter:
kill.livestock: 0.25 #Cow, Sheep, Chicken, Pig, and Rabbits
kill.spawnerMob: 0.15 #Zombie, Skeleton, Spider, Cave Spider, Silverfish, Blaze, Magma Cube, Enderman, Wither Skeleton, and Guardians
kill.mediumMobs: 0.2 #Slime, Creeper, Phantoms, Hoglin, Shulker, Pillager, and Witch
kill.hardMobs: 0.5 #Ghast, Evoker, Ravager, Vex, Zoglin, and Piglin Brutes
kill.boss: 5 #Wither, Enderdragon, and Elder Guardian
#Lumberjack:
log: 0.1 #(Wage for all logs)
#Excavator:
dig: 0.02
#Enchanter:
enchant: 0.2 #All enchants, all levels, any item
#Main Command and its function calls
command jobs [<text>] [<text>]:
aliases: job, j
trigger:
if arg-1 contains "join":
#Checks the jobs.list list to see if its a valid job
if {jobs.list::*} contains arg-2:
jobsJoin(player,arg-2)
else:
if arg-2 is not set:
message "{@prefix} &aPlease specify a job!"
#Sound feedback for player when they do something. Changeable at the bottom of the script
soundsNo({_p})
else:
message "{@prefix} &a%arg-2%&c is not a valid job!"
soundsNo({_p})
else if arg-1 contains "leave":
if {jobs.list::*} contains arg-2:
jobsLeave(player,arg-2)
#Ability for player to leave all their jobs in 1 go
else if arg-2 is "-all":
jobsLeaveAll(player)
else:
if arg-2 is not set:
message "{@prefix} &aPlease specify a job or type -all to leave all jobs."
soundsNo({_p})
else:
message "{@prefix} &a%arg-2%&c is not a valid job!"
soundsNo({_p})
else if arg-1 contains "stats":
jobsStats(player)
#Will printout levels and XP.
else if arg-1 contains "info":
if {jobs.list::*} contains arg-2:
jobsInfo(player,arg-2)
else:
if arg-2 is not set:
message "{@prefix} &aPlease specify a job!"
soundsNo({_p})
else:
message "{@prefix} &a%arg-2%&c is not a valid job!"
soundsNo({_p})
#Else just open the jobs menu for the player
else:
jobsMenu(player)
#Admin Commands (Permission required: "Jobs.admin")
command jadmin <text> <offline player> <text> [<integer>]:
permission: jobs.admin
aliases: jobsadmin, ja
trigger:
set {_p} to arg-2
#Checks if the supplied job is valid
if arg-1 contains "max":
if arg-3 is set:
set {_num} to arg-3 parsed as a number
if {_num} > -1:
if {_num} <= size of {jobs.list::*}:
set {jobs.%{_p}%.max} to {_num}
message "{@prefixadmin} &e%{_p}% &amax jobs amount has been set to &e%{_num}%"
else:
message "{@prefixadmin} &cYou cannot set the max jobs value to be higher than then the amount of existing jobs"
else:
message "{@prefixadmin} &cYou cannot set the max jobs value below 0!."
else:
message "{@prefixadmin} &cPlease specify a new max jobs number to set the player too."
else if {jobs.list::*} contains arg-3:
set {_job} to arg-3
if arg-1 contains "fire":
#Checks if the target player is online. If so removes them from the job. If not they are added to a list to be removed.
if {_p} is online:
if {jobs.is%{_job}%.%{_p}%} is true:
message "{@prefixadmin} &aPlayer is online. Firing &e%{_p}%&a from job &e%{_job}%"
jobsLeave({_p},{_job})
else:
message "{@prefixadmin} &cPlayer is not a &e%{_job}%&c. Unable to fire"
else:
if {jobs.is%{_job}%.%{_p}%} is true:
if {jobs.toBeFired.%{_job}%.%{_p}%} is not true:
message "{@prefixadmin} &cPlayer is offline. &e%{_p}%&c has been added to the remove list. On their next join they shall be fired."
set {jobs.toBeFired.%{_job}%.%{_p}%} to true
else:
message "{@prefixadmin} &cPlayer is already on the firing list for &e%{_job}%&c. Unable to add again"
else:
message "{@prefixadmin} &cPlayer is not a &e%{_job}%&c. Unable to add to firing list"
else if arg-1 contains "Hire":
#Checks if the target player is online. If so adds them to the job. If not they are added to a list to be hired.
if {jobs.amount.%{_p}%} < {jobs.%{_p}%.max}:
if {jobs.tempJobsAmount.%{_p}%} is not set:
set {jobs.tempJobsAmount.%{_p}%} to 0
if {jobs.tempJobsAmount.%{_p}%} < {jobs.%{_p}%.max}:
if {_p} is online:
if {jobs.is%{_job}%.%{_p}%} is not true:
message "{@prefixadmin} &aPlayer is online. Hiring &e%{_p}%&a for job &e%{_job}%"
jobsJoin({_p},{_job})
else:
message "{@prefixadmin} &cPlayer is already a &e%{_job}%&c. Unable to hire"
else:
if {jobs.is%{_job}%.%{_p}%} is not true:
if {jobs.toBeHired.%{_job}%.%{_p}%} is not true:
message "{@prefixadmin} &cPlayer is offline. &e%{_p}%&c has been added to the hiring list. On their next join they shall be hired."
set {jobs.toBeHired.%{_job}%.%{_p}%} to true
add 1 to {jobs.tempJobsAmount.%{_p}%}
else:
message "{@prefixadmin} &cPlayer is already on the hiring list for &e%{_job}%&c. Unable to add again"
else:
message "{@prefixadmin} &cPlayer is already a &e%{_job}%&c. Unable to add to hiring list"
else:
message "{@prefixadmin} &cPlayer is already waiting on jobs. Adding them to this job will exceed their limit"
else:
message "{@prefixadmin} &cPlayer already has the max jobs they are allowed &7(%{jobs.amount.%{_p}%}%&7)"
else if arg-1 contains "level":
if arg-4 >= 1:
if arg-4 <= {@maxLevel}:
message "{@prefixadmin} &e%{_p}% &ahas been set to &e%{_job}% &elevel %arg-4%"
set {jobs.level.%{_job}%.%{_p}%} to arg-4
else:
message "{@prefixadmin} &cCannot set a player above max level &7({@maxLevel}) &cUnable to change level"
else:
message "{@prefixadmin} &cCannot set a player below min level &7(1) &cUnable to change level"
else:
message "{@prefixadmin} &c%{_job}%&c is not a valid job!"
#On join checks the lists to see if someone needs to be fired or hired if they were offline.
on join:
wait 1 second
loop {jobs.list::*}:
wait 1 tick
set {_job} to loop-value
if {jobs.toBeFired.%{_job}%.%player%} is true:
jobsLeave(player,{_job})
set {jobs.toBeFired.%{_job}%.%player%} to false
remove 1 from {jobs.tempJobsAmount.%player%}
loop {jobs.list::*}:
wait 1 tick
set {_job} to loop-value
if {jobs.toBeHired.%{_job}%.%player%} is true:
jobsJoin(player,{_job})
set {jobs.toBeHired.%{_job}%.%player%} to false
#How the skript handles players joining a job
function jobsJoin(p: player, job: text):
#Checks if the player is already that job
if {jobs.is%{_job}%.%{_p}%} is not true:
#Checks if they have an open job spot
if {jobs.amount.%{_p}%} < {jobs.%{_p}%.max}:
set {jobs.is%{_job}%.%{_p}%} to true
message "{@prefix} &aYou now have the job %jobName({_job})%" to {_p}
soundsYes({_p})
add 1 to {jobs.amount.%{_p}%}
else:
message "{@prefix} &aMax Jobs Joined &7(%{jobs.%{_p}%.max}%&7)" to {_p}
soundsNo({_p})
else:
message "{@prefix} &aYou already have the job %jobName({_job})%" to {_p}
soundsNo({_p})
#How job leaves are handled
function jobsLeave(p: player, job: text):
#Checks if the player has the job
if {jobs.is%{_job}%.%{_p}%} is true:
remove 1 from {jobs.amount.%{_p}%}
set {jobs.is%{_job}%.%{_p}%} to false
#Removes the set amount of XP from the job
if {jobs.level.%{_job}%.%{_p}%} >= 1:
set {_keptXP} to (({jobs.level.%{_job}%.%{_p}%} * 5000) + {jobs.xp.%{_job}%.%{_p}%}) * {@keepXP}
set {_keptLVL} to {_keptXP} / 5000
set {jobs.level.%{_job}%.%{_p}%} to floor({_keptLVL})
set {jobs.xp.%{_job}%.%{_p}%} to ({_keptLVL} - {jobs.level.%{_job}%.%{_p}%}) * 5000
else:
if {jobs.xp.%{_job}%.%{_p}%} > 0:
set {jobs.xp.%{_job}%.%{_p}%} to {jobs.xp.%{_job}%.%{_p}%} * {@keepXP}
message "{@prefix} &aYou are no longer a %jobName({_job})% &7(-20%% Job XP)" to {_p}
soundsNo({_p})
stop
message "{@prefix} &aYou do not have the job %jobName({_job})%" to {_p}
soundsNo({_p})
#Leave all command. Basically just checks what jobs the player has and then passes it to jobsLeave
function jobsLeaveAll(p: player):
if {jobs.isMiner.%{_p}%} = true:
set {_employed} to true
jobsLeave({_p},"miner")
if {jobs.isFarmer.%{_p}%} = true:
jobsLeave({_p},"farmer")
set {_employed} to true
if {jobs.isHunter.%{_p}%} = true:
jobsLeave({_p},"hunter")
set {_employed} to true
if {jobs.isLumberjack.%{_p}%} = true:
jobsLeave({_p},"lumberjack")
set {_employed} to true
if {jobs.isExcavator.%{_p}%} = true:
jobsLeave({_p},"excavator")
set {_employed} to true
if {jobs.isEnchanter.%{_p}%} = true:
jobsLeave({_p},"enchanter")
set {_employed} to true
#Tell the player that they dont have a job.
if {_employed} is not true:
message "{@prefix} &aYou are unemployed. Join a job with &a/jobs" to {_p}
soundsNo({_p})
#Function for printing out the players stats
function jobsStats(p: player):
message "" to {_p}
message "-----{@prefix}-----" to {_p}
loop {jobs.list::*}:
if {jobs.xp.%loop-value%.%{_p}%} is not set:
set {jobs.xp.%loop-value%.%{_p}%} to 0
set {_jobName} to jobName(loop-value)
message "%{_jobName}%: Level: %{jobs.level.%loop-value%.%{_p}%}% &7(%{jobs.xp.%loop-value%.%{_p}%}%/&75,000)" to {_p}
message "-----{@prefix}-----" to {_p}
message "" to {_p}
#How payment is given to the player. LevelBonus and Jobs bonus are different. By default jobs bonus is 1 and you can increase it as a reward for doing other things or sell it via buycraft
#Good luck reading this all its a bit complicated and could probably do with a rewrite to simplify
function wage(p: player,pay: number,job: text):
add {_pay}*{jobs.bonus.%{_p}%}+{_pay}*({@levelBonus}*({jobs.level.%{_job}%.%{_p}%}-1)) to {_p}'s balance
if {jobs.level.%{_job}%.%{_p}%} < {@maxLevel}:
add {_pay}*10 to {jobs.xp.%{_job}%.%{_p}%}
if {jobs.xp.%{_job}%.%{_p}%} >= 5000:
send title "%jobName({_job})% &6Level Up!" with subtitle "&7%({@levelBonus}*({jobs.level.%{_job}%.%{_p}%}-1)*100)%%% &f-> &7%({@levelBonus}*{jobs.level.%{_job}%.%{_p}%})*100%%%" to {_p}
soundsLevelUp({_p})
set {jobs.xp.%{_job}%.%{_p}%} to 0
add 1 to {jobs.level.%{_job}%.%{_p}%}
send action bar "&6+ $%regex({_pay}*{jobs.bonus.%{_p}%}+{_pay}*({@levelBonus}*({jobs.level.%{_job}%.%{_p}%}-1)))%&F | &3 xp (%regex({jobs.xp.%{_job}%.%{_p}%})%&7/&35,000)" to {_p}
else:
send action bar "&6+ $%regex({_pay}*{jobs.bonus.%{_p}%}+{_pay}*({@levelBonus}*({jobs.level.%{_job}%.%{_p}%}-1)))%&F | &3 xp (&7MAX LEVEL)" to {_p}
soundsPay({_p})
#Jobs info for the gui. Just includes every action that the player cna do for money
function jobsInfo(p: player, job: text):
create a gui with virtual chest inventory with 4 rows named " &8&nJobs Info":
if {_job} contains "miner":
make gui slot 13 with iron pickaxe named "{@miner}" with lore "" and "&eMine:" and " &7■ Stone" and " &7■ Andesite" and " &7■ Diorite" and " &7■ Blackstone" and " &7■ Netherrack" and " &7■ Coal Ore" and " &7■ Iron Ore" and " &7■ Gold Ore" and " &7■ Redstone" and " &7■ Lapis" and " &7■ Emerald" and " &7■ Diamond" and " &7■ Ancient Debris" and " &7■ Nether Quartz" with nbt "{HideFlags:63}"
else if {_job} contains "farmer":
make gui slot 13 with hay bale named "{@farmer}" with lore "" and "&eHarvest:" and " &7■ Wheat" and " &7■ Carrots" and " &7■ Potatos" and " &7■ Beetroot" and " &7■ Cocoa" and " &7■ Pumpkins" and " &7■ Melons" with nbt "{HideFlags:63}"
else if {_job} contains "hunter":
make gui slot 12 with bow named "{@hunter}" with lore "" and "&eKill:" and " &7■ Cows" and " &7■ Sheep" and " &7■ Chicken" and " &7■ Pigs" and " &7■ Rabbits" and " &7■ Zombies" and " &7■ Skeletons" and " &7■ Spiders" and " &7■ Creepers" and " &7■ Phantoms" and " &7■ Slimes" and " &7■ Pillagers" and " &7■ Evokers" and " &7■ Ravagers" and " &7■ Vex" with nbt "{HideFlags:63}"
make gui slot 14 with bow named "{@hunter}" with lore "" and "&cKill:" and " &7■ Guardians" and " &7■ Elder Guardians" and " &7■ Slimes" and " &7■ Witches" and " &7■ Piglins" and " &7■ Hoglins" and " &7■ Zoglins" and " &7■ Blazes" and " &7■ Magma Cubes" and " &7■ Wither Skeletons" and " &7■ Ghasts" and " &7■ Withers" and " &b■ Ender dragons" with nbt "{HideFlags:63}"
else if {_job} contains "lumberjack":
make gui slot 13 with oak log named "{@lumberjack}" with lore "" and "&eChop:" and " &7■ Oak Logs" and " &7■ Spruce Logs" and " &7■ Birch Logs" and " &7■ Jungle Logs" and " &7■ Dark Oak Logs" with nbt "{HideFlags:63}"
else if {_job} contains "excavator":
make gui slot 13 with golden shovel named "{@excavator}" with lore "" and "&eDig:" and " &7■ Grass Blocks" and " &7■ Dirt" and " &7■ Sand" and " &7■ Red Sand" and " &7■ Gravel" and " &7■ Clay" with nbt "{HideFlags:63}"
else if {_job} contains "enchanter":
make gui slot 13 with enchanting table named "{@enchanter}" with lore "" and "&eEnchant:" and " &7■ Books" and " &7■ Tools and Weapons" with nbt "{HideFlags:63}"
make gui slot 31 with barrier named "&cBack?":
jobsMenu({_p})
wait 3 ticks
open gui last gui to {_p}
#Main Menu of the jobs system. here players can join, leave and view info on every job.
function jobsMenu(p: player):
create a gui with virtual chest inventory with 4 rows named " &8&nSelect a Job":
make gui slot 10 with iron pickaxe named "{@miner} - Level %{jobs.level.miner.%{_p}%}%" with lore "&7You earn money as a miner by" and "&7breaking stones and ores." and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"miner")
else:
jobsJoin({_p},"miner")
jobsMenu({_p})
if {jobs.isMiner.%{_p}%} = true:
make gui slot 10 with iron pickaxe of power 1 named "{@miner} - Level %{jobs.level.miner.%{_p}%}%" with lore "&7You earn money as a miner by" and "&7breaking stones and ores." and "" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"miner")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"miner")
make gui slot 11 with hay bale named "{@farmer} - Level %{jobs.level.farmer.%{_p}%}%" with lore "&7You earn money as a farmer by" and "&7harvesting crops" and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"farmer")
else:
jobsJoin({_p},"farmer")
jobsMenu({_p})
if {jobs.isFarmer.%{_p}%} = true:
make gui slot 11 with hay bale of power 1 named "{@farmer} - Level %{jobs.level.farmer.%{_p}%}%" with lore "&7You earn money as a farmer by" and "&7harvesting crops" and "" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"farmer")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"farmer")
make gui slot 12 with bow named "{@hunter} - Level %{jobs.level.hunter.%{_p}%}%" with lore "&7You earn money as a hunter by" and "&7killing animals and monsters" and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"hunter")
else:
jobsJoin({_p},"hunter")
jobsMenu({_p})
if {jobs.isHunter.%{_p}%} = true:
make gui slot 12 with bow of power 1 named "{@hunter} - Level %{jobs.level.hunter.%{_p}%}%" with lore "&eYou earn money as a hunter by" and "&7killing animals and monsters" and "" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"hunter")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"hunter")
make gui slot 14 with oak log named "{@lumberjack} - Level %{jobs.level.lumberjack.%{_p}%}%" with lore "&7You earn money as a lumberjack by" and "&7chopping down trees" and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"lumberjack")
else:
jobsJoin({_p},"lumberjack")
jobsMenu({_p})
if {jobs.isLumberjack.%{_p}%} = true:
make gui slot 14 with oak log of power 1 named "{@lumberjack} - Level %{jobs.level.lumberjack.%{_p}%}%" with lore "&7You earn money as a lumberjack by" and "&7chopping down trees" and "" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"lumberjack")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"lumberjack")
make gui slot 15 with golden shovel named "{@excavator} - Level %{jobs.level.excavator.%{_p}%}%" with lore "&7You earn money as a digger by" and "&7breaking sediment blocks" and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"excavator")
else:
jobsJoin({_p},"excavator")
jobsMenu({_p})
if {jobs.isExcavator.%{_p}%} = true:
make gui slot 15 with golden shovel of power 1 named "{@excavator} - Level %{jobs.level.excavator.%{_p}%}%" with lore "&7You earn money as a digger by" and "&7breaking sediment blocks" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"excavator")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"miner")
make gui slot 16 with enchanting table named "{@enchanter} - Level %{jobs.level.enchanter.%{_p}%}%" with lore "&eYou earn money as a enchanter by" and "&7enchanting books and weapons" and "" and "&a>> Click to join this job!" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click action is right mouse button with shift:
jobsInfo({_p},"enchanter")
else:
jobsJoin({_p},"enchanter")
jobsMenu({_p})
if {jobs.isEnchanter.%{_p}%} = true:
make gui slot 16 with enchanting table of power 1 named "{@enchanter} - Level %{jobs.level.enchanter.%{_p}%}%" with lore "&eYou earn money as a enchanter by" and "&7enchanting books and weapons" and "" and "&c<< Right-Click to leave this job" and "&a>> Shift-Right-Click to view job info" with nbt "{HideFlags:63}":
if gui-click-action is right mouse button:
jobsLeave({_p},"enchanter")
jobsMenu({_p})
else if gui-click action is right mouse button with shift:
jobsInfo({_p},"enchanter")
make gui slot 31 with book named "&a&lSERVER JOBS" with lore "&7Jobs allow you to earn money for working your profession" and "&7How much you are paid depends on the amount of job" and "&7related actions you have done." and "" and "&fUnranked players can join a single job." and "&fRankup to unlock access to more." and "" and "&aMain Commands:" and "&7• &f/jobs join&7: Join a job" and "&7• &f/jobs leave&7: Leave a job" and "&7• &f/jobs stats&7: View job stats" and "&7• &f/jobs info&7: View job info" and "" and "&fEach level increase in job will provide" and "&fa 3%% increase in income"
wait 3 ticks
open gui last gui to {_p}
#The "Working" section. This is where depending on the action the player will be paid.
#Since players can also place blocks that are part of working we need to stop that. This is achieved by on block place, if the block is a block related to working, then add its location to a list. Then on block break if the blocks location is in the list dont reward them money. This way players will only get paid for blocks that naturally spawn. Such as ores.
#Adding to list
on block place:
#Mining Related
if event-block is any ore or stone or andesite or granite or diorite:
add location of event-block to {jobs.placedBlocks::*}
#Farming Related
else if event-block is pumpkin or melon:
add location of event-block to {jobs.placedBlocks::*}
#Lumberjack Related
else if event-block is any log:
add location of event-block to {jobs.placedBlocks::*}
else if event-block is dirt or sand or gravel or clay block or soul sand or red sand:
add location of event-block to {jobs.placedBlocks::*}
#Miner:
on break of any ore or ancient debris or stone or andesite or granite or diorite or blackstone or netherrack:
if {jobs.placedBlocks::*} does not contain location of event-block:
if {jobs.isMiner.%player%} = true:
if event-block is ancient debris:
wage(player,{@ore.debris},"miner")
else if event-block is coal ore:
wage(player,{@ore.coal},"miner")
else if event-block is iron ore:
wage(player,{@ore.iron},"miner")
else if event-block is gold ore:
wage(player,{@ore.gold},"miner")
else if event-block is redstone ore:
wage(player,{@ore.redstone},"miner")
else if event-block is lapis ore:
wage(player,{@ore.lapis},"miner")
else if event-block is diamond ore:
wage(player,{@ore.diamond},"miner")
else if event-block is emerald ore:
wage(player,{@ore.emerald},"miner")
else if event-block is nether quartz ore:
wage(player,{@ore.quartz},"miner")
else if event-block is netherrack:
wage(player,{@netherrack},"miner")
else:
wage(player,5,"miner")
else:
remove location of event-block from {jobs.placedBlocks::*}
#Farmer
on break:
if event-block is fully grown wheat plant or fully grown carrot plant or fully grown potato plant or fully grown beetroot plant:
if {jobs.isFarmer.%player%} = true:
wage(player,{@crop},"farmer")
else if event-block is ripe cocoa plant:
if {jobs.isFarmer.%player%} = true:
wage(player,{@crop.cocoa},"farmer")
else if event-block is pumpkin or melon :
if {jobs.placedBlocks::*} does not contain location of event-block:
if {jobs.isFarmer.%player%} = true:
wage(player,{@crop.melon},"farmer")
else:
remove location of event-block from {jobs.placedBlocks::*}
#Hunter
on death:
if {jobs.isHunter.%player%} = true:
if event-entity is cow or sheep or chicken or pig or rabbit:
wage(player,{@kill.livestock},"hunter")
else if event-entity is zombie or skeleton or spider or cave spider or silverfish or blaze or magma cube or enderman or wither skeleton or guardian:
wage(player,{@kill.spawnerMob},"hunter")
else if event-entity is slime or creeper or phantom or hoglin or shulker or pillager or witch:
wage(player,{@kill.mediumMobs},"hunter")
else if event-entity is ghast or evoker or ravager or vex or zoglin:
wage(player,{@kill.hardMobs},"hunter")
else if event-entity is wither or ender dragon or elder guardian:
wage(player,{@kill.boss},"hunter")
#Lumberjack
on break of any log:
if {jobs.placedBlocks::*} does not contain location of event-block:
if {jobs.isLumberjack.%player%} = true:
wage(player,{@log},"lumberjack")
else:
remove location of event-block from {jobs.placedBlocks::*}
#Excavator
on break of dirt or grass block or sand or gravel or clay block or soul sand or red sand:
if {jobs.placedBlocks::*} does not contain location of event-block:
if {jobs.isExcavator.%player%} = true:
wage(player,{@dig},"excavator")
else:
remove location of event-block from {jobs.placedBlocks::*}
#Enchanter
on enchant:
if {jobs.isEnchanter.%player%} = true:
wage(player,{@enchant},"enchanter")
#Just a functionj for getting the correct formats for names
function jobName(job: text) :: text:
if {_job} contains "miner":
return "{@miner}"
else if {_job} contains "farmer":
return "{@farmer}"
else if {_job} contains "hunter":
return "{@hunter}"
else if {_job} contains "lumberjack":
return "{@lumberjack}"
else if {_job} contains "excavator":
return "{@excavator}"
else if {_job} contains "enchanter":
return "{@enchanter}"
#Functions for what sounds are played
function soundsNo(p: player):
play sound "entity.villager.no" with volume 0.2 at {_p}
function soundsYes(p: player):
play sound "entity.villager.yes" with volume 0.2 at {_p}
function soundsPay(p: player):
play sound "entity.experience_orb.pickup" with volume 0.1 at {_p}
function soundsLevelUp(p: player):
play sound "entity.player.levelup" with volume 0.3 at {_p}
#Function to format the numbers nicely
function regex(n: object) :: text:
if "%{_n}%" contains ".":
set {_s::*} to split "%{_n}%" at "."
set {_n} to "%a({_s::1})%.%last 2 characters of {_s::2}%"
return "%{_n}%"
else:
set {_n} to a("%{_n}%")
return "%{_n} ? 0%"
function a(b: text) :: text:
if length of {_b} > 3:
return "%a(first length of {_b} - 3 characters of {_b})%,%last 3 characters of {_b}%"
return {_b}
#Making sure players have the right variables by default set for them. Otherwise when viewing stats it'll not display correctly
on join:
if {jobs.level.miner.%player%} is not set:
set {jobs.level.miner.%player%} to 1
if {jobs.level.farmer.%player%} is not set:
set {jobs.level.farmer.%player%} to 1
if {jobs.level.hunter.%player%} is not set:
set {jobs.level.hunter.%player%} to 1
if {jobs.level.lumberjack.%player%} is not set:
set {jobs.level.lumberjack.%player%} to 1
if {jobs.level.excavator.%player%} is not set:
set {jobs.level.excavator.%player%} to 1
if {jobs.level.enchanter.%player%} is not set:
set {jobs.level.enchanter.%player%} to 1
if {jobs.bonus.%player%} is not set:
set {jobs.bonus.%player%} to 1
if {jobs.%player%.max} is not set:
set {jobs.%player%.max} to {@maxJobsDefault}
if {jobs.amount.%player%} is not set:
set {jobs.amount.%player%} to 0
on load:
set {jobs.list::*} to "miner" and "farmer" and "hunter" and "lumberjack" and "excavator" and "enchanter"