command /case: trigger: chance of 100%: chance of 5%: set {_tier} to random number between 4 and 5 chance of 10%: set {_tier} to random number between 3 and 5 chance of 20%: set {_tier} to random number between 2 and 4 chance of 30%: set {_tier} to random number between 1 and 4 chance of 30%: set {_tier} to random number between 3 and 4 chance of 40%: set {_tier} to random number between 2 and 3 chance of 40%: set {_tier} to random number between 1 and 3 chance of 50%: set {_tier} to random number between 1 and 2 set {_tier} to rounded {_tier} if {_tier} is 1: set {_float} to random number between 1.0000 and 0.8000 if {_tier} is 2: set {_float} to random number between 1.0000 and 0.7000 if {_tier} is 3: set {_float} to random number between 1.0000 and 0.6000 if {_tier} is 4: set {_float} to random number between 1.0000 and 0.4000 if {_tier} is 5: set {_float} to random number between 1.0000 and 0.1000 if {_tier} is 1: chance of 2%: set {_name} to "&cRazanzo" set {_multi} to 1.7 chance of 2%: set {_name} to "&cDefuse" set {_multi} to 1.7 chance of 10%: set {_name} to "&dRodeo" set {_multi} to 1.6 chance of 20%: set {_name} to "&dJitter" set {_multi} to 1.5 chance of 10%: set {_name} to "&dSpeed" set {_multi} to 1.6 chance of 20%: set {_name} to "&dPolymer" set {_multi} to 1.5 chance of 40%: set {_name} to "&bBless" set {_multi} to 1 chance of 50%: set {_name} to "&bSponge Hardened" set {_multi} to 0.9 chance of 60%: set {_name} to "&bGeohit" set {_multi} to 0.8 chance of 70%: set {_name} to "&bAnimal" set {_multi} to 0.7 if {_tier} is 2: chance of 2%: set {_name} to "&cRusty Fusion" set {_multi} to 1.7 chance of 2%: set {_name} to "&cAtomic Alloy" set {_multi} to 1.7 chance of 10%: set {_name} to "&dHavoc" set {_multi} to 1.6 chance of 20%: set {_name} to "&dLeatherface" set {_multi} to 1.5 chance of 10%: set {_name} to "&dRepulsor" set {_multi} to 1.6 chance of 20%: set {_name} to "&dHungry Blade" set {_multi} to 1.5 chance of 40%: set {_name} to "&bSharpless" set {_multi} to 1 chance of 50%: set {_name} to "&bExplorer" set {_multi} to 0.9 chance of 60%: set {_name} to "&bButter" set {_multi} to 0.8 chance of 70%: set {_name} to "&bGoggles" set {_multi} to 0.7 if {_tier} is 3: chance of 2%: set {_name} to "&cKill Confirmed" set {_multi} to 1.7 chance of 2%: set {_name} to "&cAtomic Breaker" set {_multi} to 1.7 chance of 10%: set {_name} to "&dUniverse" set {_multi} to 1.6 chance of 20%: set {_name} to "&dBlood Spray" set {_multi} to 1.5 chance of 10%: set {_name} to "&dCritical Hit" set {_multi} to 1.6 chance of 20%: set {_name} to "&dKilltastic" set {_multi} to 1.5 chance of 40%: set {_name} to "&bKolosus" set {_multi} to 1 chance of 50%: set {_name} to "&bBolt" set {_multi} to 0.9 chance of 60%: set {_name} to "&bDecay" set {_multi} to 0.8 chance of 70%: set {_name} to "&bRust" set {_multi} to 0.7 if {_tier} is 4: chance of 2%: set {_name} to "&cTiger Tooth" set {_multi} to 1.7 chance of 2%: set {_name} to "&cVolcan Camo" set {_multi} to 1.7 chance of 10%: set {_name} to "&dFrom Behind" set {_multi} to 1.6 chance of 20%: set {_name} to "&dFloat King" set {_multi} to 1.5 chance of 10%: set {_name} to "&dKill Confirmed" set {_multi} to 1.6 chance of 20%: set {_name} to "&dCarbon Plated" set {_multi} to 1.5 chance of 40%: set {_name} to "&bGrass" set {_multi} to 1 chance of 50%: set {_name} to "&bMeteorite" set {_multi} to 0.9 chance of 60%: set {_name} to "&bDash" set {_multi} to 0.8 chance of 70%: set {_name} to "&bGreen Laminate" set {_multi} to 0.7 if {_tier} is 5: chance of 2%: set {_name} to "&cBlack Hole" set {_multi} to 1.7 chance of 2%: set {_name} to "&cInfernus" set {_multi} to 1.7 chance of 10%: set {_name} to "&dInfernal Rod" set {_multi} to 1.6 chance of 20%: set {_name} to "&dGolden Coil" set {_multi} to 1.5 chance of 10%: set {_name} to "&dHot Rod" set {_multi} to 1.6 chance of 20%: set {_name} to "&dSpy" set {_multi} to 1.5 chance of 40%: set {_name} to "&bObstructed" set {_multi} to 1 chance of 50%: set {_name} to "&bBronze" set {_multi} to 0.9 chance of 60%: set {_name} to "&bSharp Layer" set {_multi} to 0.8 chance of 70%: set {_name} to "&bDeath Tool" set {_multi} to 0.7 if {_tier} is 1: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 2: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 3: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 4: chance of 50%: set {_material} to diamond sword chance of 50%: set {_material} to diamond axe chance of 50%: set {_material} to bow if {_tier} is 5: chance of 50%: set {_material} to diamond sword chance of 50%: set {_material} to diamond axe chance of 50%: set {_material} to bow loop 5 times: if {_rarity} is not set: chance of 100%: chance of 1%: set {_rarity} to "&eSouvenir" set {_multi2} to 5 chance of 50%: set {_rarity} to "&eClassic" set {_multi2} to -1 chance of 30%: set {_rarity} to "&eRare" set {_multi2} to 1.5 chance of 20%: set {_rarity} to "&eStat Trak" set {_multi2} to 2 chance of 10%: set {_rarity} to "&eRanger" set {_multi2} to 2.5 chance of 1%: set {_rarity} to "&eLegendary" set {_multi2} to 3 if {_material} is diamond sword: chance of 20%: set {_type} to "&cCrystal Blade" set {_multi3} to 2 chance of 40%: set {_type} to "&dPocket Knife" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGod Blade" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Blade" set {_multi3} to 8 chance of 40%: set {_type} to "&bKnife" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bKnife" set {_multi3} to -1.7 if {_material} is diamond axe: chance of 20%: set {_type} to "&cCrystal Waraxe" set {_multi3} to 2 chance of 40%: set {_type} to "&dTrecutter" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGodforged Waraxe" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Axe" set {_multi3} to 8 chance of 40%: set {_type} to "&bAxe" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bAxe" set {_multi3} to -1.7 if {_material} is bow: chance of 20%: set {_type} to "&cCrystal Bow" set {_multi3} to 2 chance of 40%: set {_type} to "&dLongbow" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGodforged Shotbow" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Crossbow" set {_multi3} to 8 chance of 40%: set {_type} to "&bBow" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bBow" set {_multi3} to -1.7 if {_material} is iron sword: chance of 10%: set {_type} to "&cMachette" set {_multi3} to 3 chance of 20%: set {_type} to "&dKnife" set {_multi3} to -3 chance of 20%: set {_type} to "&dButterfly Knife" set {_multi3} to 2 chance of 20%: set {_type} to "&dSword" set {_multi3} to -3 chance of 20%: set {_type} to "&dLongsword" set {_multi3} to -1 if {_type} is not set: set {_type} to "&dSword" set {_multi3} to 2 if {_material} is iron axe: chance of 10%: set {_type} to "&cPickaxe" set {_multi3} to 3 chance of 20%: set {_type} to "&dWaraxe" set {_multi3} to -3 chance of 20%: set {_type} to "&dAxx" set {_multi3} to 2 chance of 20%: set {_type} to "&dMelter" set {_multi3} to -3 chance of 20%: set {_type} to "&dRubaxe" set {_multi3} to -1 if {_type} is not set: set {_type} to "&dRubaxe" set {_multi3} to 2 if {_e} is not set: set {_e} to {_tier}*10 - {_float}*5 + {_float}*{_multi} + {_float}*{_multi2} + {_float}*{_multi3} if {_ratity} is not set: set {_rarity} to "&eClassic" set {_0} to 0 {%player%.cases} is bigger than {_0}: give player {_material} named "%{_type}% &7&l- &7%{_name}% &7[&c%{_tier}%&7]" with lore "&cFloat: &7%{_float}% ||&9Rarity: %{_rarity}% ||&9Approx. Price: &a%{_e}%" send "&a&lYou've got a new weapon! Check your inventory!" to player remove 1 from {%player%.cases} else: send "&cYou have no cases!" on death of zombie,spider,skeleton,creeper or enderman: chance of 3%: chance of 100%: chance of 5%: set {_tier} to random number between 4 and 5 chance of 10%: set {_tier} to random number between 3 and 5 chance of 20%: set {_tier} to random number between 2 and 4 chance of 30%: set {_tier} to random number between 1 and 4 chance of 30%: set {_tier} to random number between 3 and 4 chance of 40%: set {_tier} to random number between 2 and 3 chance of 40%: set {_tier} to random number between 1 and 3 chance of 50%: set {_tier} to random number between 1 and 2 set {_tier} to rounded {_tier} if {_tier} is 1: set {_float} to random number between 1.0000 and 0.8000 if {_tier} is 2: set {_float} to random number between 1.0000 and 0.7000 if {_tier} is 3: set {_float} to random number between 1.0000 and 0.6000 if {_tier} is 4: set {_float} to random number between 1.0000 and 0.4000 if {_tier} is 5: set {_float} to random number between 1.0000 and 0.1000 if {_tier} is 1: chance of 2%: set {_name} to "&cRazanzo" set {_multi} to 1.7 chance of 2%: set {_name} to "&cDefuse" set {_multi} to 1.7 chance of 10%: set {_name} to "&dRodeo" set {_multi} to 1.6 chance of 20%: set {_name} to "&dJitter" set {_multi} to 1.5 chance of 10%: set {_name} to "&dSpeed" set {_multi} to 1.6 chance of 20%: set {_name} to "&dPolymer" set {_multi} to 1.5 chance of 40%: set {_name} to "&bBless" set {_multi} to 1 chance of 50%: set {_name} to "&bSponge Hardened" set {_multi} to 0.9 chance of 60%: set {_name} to "&bGeohit" set {_multi} to 0.8 chance of 70%: set {_name} to "&bAnimal" set {_multi} to 0.7 if {_tier} is 2: chance of 2%: set {_name} to "&cRusty Fusion" set {_multi} to 1.7 chance of 2%: set {_name} to "&cAtomic Alloy" set {_multi} to 1.7 chance of 10%: set {_name} to "&dHavoc" set {_multi} to 1.6 chance of 20%: set {_name} to "&dLeatherface" set {_multi} to 1.5 chance of 10%: set {_name} to "&dRepulsor" set {_multi} to 1.6 chance of 20%: set {_name} to "&dHungry Blade" set {_multi} to 1.5 chance of 40%: set {_name} to "&bSharpless" set {_multi} to 1 chance of 50%: set {_name} to "&bExplorer" set {_multi} to 0.9 chance of 60%: set {_name} to "&bButter" set {_multi} to 0.8 chance of 70%: set {_name} to "&bGoggles" set {_multi} to 0.7 if {_tier} is 3: chance of 2%: set {_name} to "&cKill Confirmed" set {_multi} to 1.7 chance of 2%: set {_name} to "&cAtomic Breaker" set {_multi} to 1.7 chance of 10%: set {_name} to "&dUniverse" set {_multi} to 1.6 chance of 20%: set {_name} to "&dBlood Spray" set {_multi} to 1.5 chance of 10%: set {_name} to "&dCritical Hit" set {_multi} to 1.6 chance of 20%: set {_name} to "&dKilltastic" set {_multi} to 1.5 chance of 40%: set {_name} to "&bKolosus" set {_multi} to 1 chance of 50%: set {_name} to "&bBolt" set {_multi} to 0.9 chance of 60%: set {_name} to "&bDecay" set {_multi} to 0.8 chance of 70%: set {_name} to "&bRust" set {_multi} to 0.7 if {_tier} is 4: chance of 2%: set {_name} to "&cTiger Tooth" set {_multi} to 1.7 chance of 2%: set {_name} to "&cVolcan Camo" set {_multi} to 1.7 chance of 10%: set {_name} to "&dFrom Behind" set {_multi} to 1.6 chance of 20%: set {_name} to "&dFloat King" set {_multi} to 1.5 chance of 10%: set {_name} to "&dKill Confirmed" set {_multi} to 1.6 chance of 20%: set {_name} to "&dCarbon Plated" set {_multi} to 1.5 chance of 40%: set {_name} to "&bGrass" set {_multi} to 1 chance of 50%: set {_name} to "&bMeteorite" set {_multi} to 0.9 chance of 60%: set {_name} to "&bDash" set {_multi} to 0.8 chance of 70%: set {_name} to "&bGreen Laminate" set {_multi} to 0.7 if {_tier} is 5: chance of 2%: set {_name} to "&cBlack Hole" set {_multi} to 1.7 chance of 2%: set {_name} to "&cInfernus" set {_multi} to 1.7 chance of 10%: set {_name} to "&dInfernal Rod" set {_multi} to 1.6 chance of 20%: set {_name} to "&dGolden Coil" set {_multi} to 1.5 chance of 10%: set {_name} to "&dHot Rod" set {_multi} to 1.6 chance of 20%: set {_name} to "&dSpy" set {_multi} to 1.5 chance of 40%: set {_name} to "&bObstructed" set {_multi} to 1 chance of 50%: set {_name} to "&bBronze" set {_multi} to 0.9 chance of 60%: set {_name} to "&bSharp Layer" set {_multi} to 0.8 chance of 70%: set {_name} to "&bDeath Tool" set {_multi} to 0.7 if {_tier} is 1: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 2: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 3: chance of 50%: set {_material} to iron sword chance of 50%: set {_material} to iron axe chance of 50%: set {_material} to bow if {_tier} is 4: chance of 50%: set {_material} to diamond sword chance of 50%: set {_material} to diamond axe chance of 50%: set {_material} to bow if {_tier} is 5: chance of 50%: set {_material} to diamond sword chance of 50%: set {_material} to diamond axe chance of 50%: set {_material} to bow loop 5 times: if {_rarity} is not set: chance of 100%: chance of 1%: set {_rarity} to "&eSouvenir" set {_multi2} to 5 chance of 50%: set {_rarity} to "&eClassic" set {_multi2} to -1 chance of 30%: set {_rarity} to "&eRare" set {_multi2} to 1.5 chance of 20%: set {_rarity} to "&eStat Trak" set {_multi2} to 2 chance of 10%: set {_rarity} to "&eRanger" set {_multi2} to 2.5 chance of 1%: set {_rarity} to "&eLegendary" set {_multi2} to 3 if {_material} is diamond sword: chance of 20%: set {_type} to "&cCrystal Blade" set {_multi3} to 2 chance of 40%: set {_type} to "&dPocket Knife" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGod Blade" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Blade" set {_multi3} to 8 chance of 40%: set {_type} to "&bKnife" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bKnife" set {_multi3} to -1.7 if {_material} is diamond axe: chance of 20%: set {_type} to "&cCrystal Waraxe" set {_multi3} to 2 chance of 40%: set {_type} to "&dTrecutter" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGodforged Waraxe" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Axe" set {_multi3} to 8 chance of 40%: set {_type} to "&bAxe" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bAxe" set {_multi3} to -1.7 if {_material} is bow: chance of 20%: set {_type} to "&cCrystal Bow" set {_multi3} to 2 chance of 40%: set {_type} to "&dLongbow" set {_multi3} to -1.2 chance of 5%: set {_type} to "&c&lGodforged Shotbow" set {_multi3} to 8 chance of 5%: set {_type} to "&2&lCursed Crossbow" set {_multi3} to 8 chance of 40%: set {_type} to "&bBow" set {_multi3} to -1.7 if {_type} is not set: set {_type} to "&bBow" set {_multi3} to -1.7 if {_material} is iron sword: chance of 10%: set {_type} to "&cMachette" set {_multi3} to 3 chance of 20%: set {_type} to "&dKnife" set {_multi3} to -3 chance of 20%: set {_type} to "&dButterfly Knife" set {_multi3} to 2 chance of 20%: set {_type} to "&dSword" set {_multi3} to -3 chance of 20%: set {_type} to "&dLongsword" set {_multi3} to -1 if {_type} is not set: set {_type} to "&dSword" set {_multi3} to 2 if {_material} is iron axe: chance of 10%: set {_type} to "&cPickaxe" set {_multi3} to 3 chance of 20%: set {_type} to "&dWaraxe" set {_multi3} to -3 chance of 20%: set {_type} to "&dAxx" set {_multi3} to 2 chance of 20%: set {_type} to "&dMelter" set {_multi3} to -3 chance of 20%: set {_type} to "&dRubaxe" set {_multi3} to -1 if {_type} is not set: set {_type} to "&dRubaxe" set {_multi3} to 2 if {_e} is not set: set {_e} to {_tier}*10 - {_float}*5 + {_float}*{_multi} + {_float}*{_multi2} + {_float}*{_multi3} give attacker {_material} named "%{_type}% &7&l- &7%{_name}% &7[&c%{_tier}%&7]" with lore "&cFloat: &7%{_float}% ||&9Rarity: %{_rarity}% ||&9Approx. Price: &a%{_e}%" send "&a&lYou've got a new weapon! Check your inventory!" to attacker on death: attacker is a player: chance of 3%: send "&a&lYou've got a new case! Type /case to display them!" to attacker add 1 to {%attacker%.cases}