Looking For Someone To Help Update A Skript

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Juppi

New Member
Jun 5, 2017
7
0
0
Category:

Suggested name: Lore

What I want:
I Need Some Help Updating A Old Skript, It only has 15 Errors, Simple ones im just busy with school and work right now to update the errors my self. Small Amount Yes But the Skript is from 1.7 So Effects and Conditions have changed for some things from what i know. The Skript is fairly Long. 1.1k Lines So Pm Me If you're willing to tackle and update it <3 or I can post Code in comments if asked

Ideas for commands:

Ideas for permissions:

When I'd like it by: 1/20/2018
 
code_language.skript:
variables:
    {hp.%player%} = 50
    {maxhp.%player%} = 50
    {combattime.%player%} = 0
    {spawner.%block%} = false
    {spawnertype.%block%} = "?"
    {attackcooldown.%entity%} = false
    {shootingtime.%entity%} = 0

on shoot:
    set {shootingtime.%shooter%} to 2

every second:
    loop all entities:
        {shootingtime.%loop-entity%} is greater than 0:
            remove 1 from {shootingtime.%loop-entity%}

on damage:
    {shootingtime.%attacker%} is greater than 0:
        attacker's held item is not a bow:
            stop
    attacker is not a player:
        {attackcooldown.%attacker%} is true:
            stop
    attacker is a player:
        attacker's held item is a bow:
            distance between attacker and victim is less than 5:
                stop
        {energycooldown.%attacker%} is true:
            stop
    {guild.%attacker%::2} is equal to {guild.%victim%::2}:
        send "&7[%{colorpref.%attacker%}%Info&7]: &fYou cannot attack people in the same guild!" to attacker
        stop
    victim is not a player:
        victim is a villager:
            stop
        attacker's held item is not a bow:
            chance of 5%:
                loop 3 times:
                    victim is not alive:
                        stop
                    spawn 100 of particle witch magic:20000 offset at 0.5, 0.2, 0.5 at victim to all players
                    spawn 20 of particle portal offset at 0.5, 0.2, 0.5 at victim to all players
                    wait 1 second
                distance between victim and attacker is less than 5:
                    teleport victim to attacker
                    play raw sound "random.explode" at attacker with pitch 1 volume 1
                stop
    damage cause is burning, melting, starvation, poison or fall:
        remove rounded {hp.%victim%} /50 from {hp.%victim%}
        damage victim by 0.1
        stop
    chance of {dodge.%victim%}%:
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy dodged!" to attacker
        send "&7[%{colorpref.%victim%}%Info&7]: &fDodged enemy attack!" to victim
        stop
    chance of {block.%victim%}%:
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy blocked!" to attacker
        send "&7[%{colorpref.%victim%}%Info&7]: &fBlocked enemy attack!" to victim
        stop
    damage victim by 0.1
    set {_lore::*} to lore of attacker's held item split at "||"
    loop 8 times:
        {_lore::%loop-number%} contains "&cDMG &7&l>> &c":
            replace every "&cDMG &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_xlore} to {_lore::%loop-number%}
            set {_exlore::*} to {_xlore} split at "-"
            set {_lore1} to {_exlore::1}
            set {_lore2} to {_exlore::2}
            set {_lore1} to {_lore1} parsed as number
            set {_lore2} to {_lore2} parsed as number
            set {_lore1} to rounded {_lore1}
            set {_lore2} to rounded {_lore2}
            add random integer from {_lore1} to {_lore2} to {_damage}
        {_lore::%loop-number%} contains "&cCRITICAL STRIKE &7&l>> &c":
            replace every "&cCRITICAL STRIKE &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_crit} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cFIRE DMG &7&l>> &c":
            replace every "&cFIRE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_fire} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cFROST DMG &7&l>> &c":
            replace every "&cFROST DMG &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_ice} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cLIGHTNING DMG &7&l>> &c":
            replace every "&cLIGHTNING DMG &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_lit} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cNATURE DMG &7&l>> &c":
            replace every "&cNATURE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_nature} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cBLINDNESS &7&l>> &c":
            replace every "&cBLINDNESS &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_blnd} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cCONFUSION &7&l>> &c":
            replace every "&cCONFUSION &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_cnf} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cBLEED &7&l>> &c":
            replace every "&cBLEED &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_cut} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cLIFESTEAL &7&l>> &c":
            replace every "&cLIFESTEAL &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_life} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cKNOCKBACK &7&l>> &c":
            replace every "&cKNOCKBACK &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_kb} to {_lore::%loop-number%}
        {_lore::%loop-number%} contains "&cRESTORE &7&l>> &c":
            replace every "&cRESTORE &7&l>> &c" with "" in {_lore::%loop-number%}
            replace every " " with "" in {_lore::%loop-number%}
            replace every "%%" with "" in {_lore::%loop-number%}
            set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
            set {_restore} to {_lore::%loop-number%}
    set {_finaldamage} to {_damage}
    remove {_finaldamage} *{armor.%victim%} /100 from {_finaldamage}
    {_fire} is set:
        remove {magicarmor.%victim%} from {_fire}
        {_fire} is less than 0:
            set {_fire} to 0
        add rounded {_fire} to {_finaldamage}
        ignite victim for 2 seconds
        spawn 20 of particle lava offset at 0.2, 0.2, 0.2 at block above victim to all players
        play raw sound "mob.ghast.fireball" at victim with pitch 1 volume 1
    {_ice} is set:
        remove {magicarmor.%victim%} from {_ice}
        {_ice} is less than 0:
            set {_ice} to 0
        add rounded {_ice} to {_finaldamage}
        apply slowness 2 to victim for 2 seconds
        spawn 10 of particle cloud offset at 0.5, 0.5, 0.5 at block above victim to all players
        spawn 50 of particle blockcrack_79_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
        play raw sound "game.potion.smash" at victim with pitch 1 volume 1
    {_lit} is set:
        remove {magicarmor.%victim%} from {_lit}
        {_lit} is less than 0:
            set {_lit} to 0
        add rounded {_lit} to {_finaldamage}
        strike lightning effect at victim
    {_nature} is set:
        remove {magicarmor.%victim%} from {_fire}
        {_fire} is less than 0:
            set {_fire} to 0
        add rounded {_nature} /4 to {hp.%attacker%}
        add rounded {_nature} to {_finaldamage}
        spawn 50 of particle blockcrack_106_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
        spawn 25 of particle blockcrack_3_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
        spawn 15 of particle happy villager offset at 0.2, 0.4, 0.2 at block above attacker to all players
    chance of {_restore}%:
        damage attacker's held item by -1
    chance of {_counter}%:
        show punch animation to victim
        remove {_finaldamage} from {hp.%attacker%}
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy countered!" to attacker
        send "&7[%{colorpref.%victim%}%Info&7]: &fCountered enemy attack!" to victim
    {_kb} is set:
        push victim in direction of attacker at speed {_kb} /100
    chance of {_blnd}%:
        apply blindness to victim for 5 seconds
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy blinded!" to attacker
    chance of {_cnf}%:
        apply nausea 3 to victim for 10 seconds
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy confused!" to attacker
    play raw sound "game.hostile.hurt" at victim with pitch 1 volume 1
    victim is not a player:
        damage cause is not fire or lava:
            push victim in direction of attacker at speed 0.4
            push victim upwards at speed 0.15
    victim is a player:
        damage cause is not fire or lava:
            push victim in direction of attacker at speed 0.1
            push victim upwards at speed 0.05
    chance of {reflect.%victim%}%:
        damage cause is not fall or fire or lava:
            send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy reflected!" to attacker
            send "&7[%{colorpref.%victim%}%Info&7]: &fReflected enemy attack!" to victim
            remove {_finaldamage} from {hp.%attacker%}
            stop
    chance of {restore.%victim%}%:
        chance of 25%:
            damage victim's helmet by -1
        chance of 25%:
            damage victim's chestplate by -1
        chance of 25%:
            damage victim's leggings by -1
        chance of 25%:
            damage victim's boots by -1
    chance of {absorb.%victim%}%:
        set level of victim to {maxhp.%victim%} /8
    {_life} is set:
        spawn 50 of particle blockcrack_152_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
        spawn 25 of particle blockcrack_95_14 offset at 0.2, 0.2, 0.2 at block above victim to all players
        add rounded {_finaldamage} *{_life} /100 to {hp.%attacker%}
    level of victim is greater than 0:
        set {_reduction} to level of victim
        remove {_finaldamage} from level of victim
        remove  {_reduction} from {_finaldamage}
        {_finaldamage} is less than 0:
            set {_finaldamage} to 0
        level of victim is less than 0:
            set level of victim to 0
    {vitality.%attacker%} is greater than 0:
        attacker's held item is any sword:
            add rounded {_finaldamage} *{vitality.%attacker%} /1000 to {_finaldamage}
    {strength.%attacker%} is greater than 0:
        attacker's held item is any axe:
            add rounded {_finaldamage} *{strength.%attacker%} /800 to {_finaldamage}
    {dexterity.%attacker%} is greater than 0:
        attacker's held item is a bow:
            add rounded {_finaldamage} *{dexterity.%attacker%} /500 to {_finaldamage}
    {_crit} is not set:
        attacker is not a player:
            chance of 8%:
                set {_crit} to 100
    chance of {_crit}%:
        {_finaldamage} is greater than 0:
            set {hp.%victim%} to {hp.%victim%} - {_finaldamage} *2
            {_lit} is set:
                loop blocks in radius 3 around victim:
                    add location of loop-block to {_randblock::*}
                loop 10 times:
                    strike lightning effect at {_randblock::%random integer from 1 to 27%}
                    wait 0.2 ticks
            create a fake explosion at block above location of victim
            {hp.%victim%} is less than 1:
                set {hp.%victim%} to 0
            wait 1 tick
            send "&7[%{colorpref.%attacker%}%Info&7]: &fYou dealt%{colorpref.%attacker%}% %{_finaldamage} *2% &fcritical damage to %name of victim%&f. &7[%{colorpref.%attacker%}%%{hp.%victim%}%&7/%{colorpref.%attacker%}%%{maxhp.%victim%}%&7]" to attacker
            stop
    {_finaldamage} is greater than 0:
        set {hp.%victim%} to {hp.%victim%} - {_finaldamage}
        {hp.%victim%} is less than 1:
            set {hp.%victim%} to 0
        wait 1 tick
        send "&7[%{colorpref.%attacker%}%Info&7]: &fYou dealt%{colorpref.%attacker%}% %{_finaldamage}% &fdamage to %name of victim%&f. &7[%{colorpref.%attacker%}%%{hp.%victim%}%&7/%{colorpref.%attacker%}%%{maxhp.%victim%}%&7]" to attacker
    chance of {_cut}%:
        send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy bleeding!" to attacker
        loop 10 times:
            victim is not alive:
                stop
            spawn 50 of particle red dust:0 offset at 0.2, 0.2, 0.2 at block above victim to all players
            set {hp.%victim%} to {hp.%victim%} - {_finaldamage} /4
            damage victim by 0.1
            set {hp.%victim%} to rounded {hp.%victim%}
            wait 1 second

# Armor Lores

on join:
    while player is online:
        set {_helmlore::*} to lore of player's helmet split at "||"
        set {_chestlore::*} to lore of player's chestplate split at "||"
        set {_legslore::*} to lore of player's leggings split at "||"
        set {_bootslore::*} to lore of player's boots split at "||"
        loop 8 times:
            {_helmlore::%loop-number%} contains "&cARMOR &7&l>> &c":
                set {_armor} to {_helmlore::%loop-number%}
                replace every "&cARMOR &7&l>> &c" with "" in {_armor}
                replace every " " with "" in {_armor}
                replace every "%%" with "" in {_armor}
                set {_helmarmor} to {_armor} parsed as integer
            {_helmlore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
                set {_marmor} to {_helmlore::%loop-number%}
                replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
                replace every " " with "" in {_marmor}
                set {_helmmarmor} to {_marmor} parsed as integer
            {_helmlore::%loop-number%} contains "&cHP &7&l>> &c":
                set {_hp} to {_helmlore::%loop-number%}
                replace every "&cHP &7&l>> &c" with "" in {_hp}
                replace every " " with "" in {_hp}
                set {_helmhp} to {_hp} parsed as integer
            {_helmlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
                set {_regen} to {_helmlore::%loop-number%}
                replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
                replace every "HP/s" with "" in {_regen}
                replace every " " with "" in {_regen}
                set {_helmregen} to {_regen} parsed as integer
            {_helmlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
                set {_eregen} to {_helmlore::%loop-number%}
                replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
                replace every " " with "" in {_eregen}
                replace every "%%" with "" in {_eregen}
                set {_helmeregen} to {_eregen} parsed as integer
            {_helmlore::%loop-number%} contains "&cDODGE &7&l>> &c":
                set {_dodge} to {_helmlore::%loop-number%}
                replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
                replace every " " with "" in {_dodge}
                replace every "%%" with "" in {_dodge}
                set {_helmdodge} to {_dodge} parsed as integer
            {_helmlore::%loop-number%} contains "&cBLOCK &7&l>> &c":
                set {_block} to {_helmlore::%loop-number%}
                replace every "&cBLOCK &7&l>> &c" with "" in {_block}
                replace every " " with "" in {_block}
                replace every "%%" with "" in {_block}
                set {_helmblock} to {_block} parsed as integer
            {_helmlore::%loop-number%} contains "&cREFLECT &7&l>> &c":
                set {_reflect} to {_helmlore::%loop-number%}
                replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
                replace every " " with "" in {_reflect}
                replace every "%%" with "" in {_reflect}
                set {_helmreflect} to {_reflect} parsed as integer
            {_helmlore::%loop-number%} contains "&cRESTORE &7&l>> &c":
                set {_restore} to {_helmlore::%loop-number%}
                replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
                replace every " " with "" in {_restore}
                replace every "%%" with "" in {_restore}
                set {_helmrestore} to {_restore} parsed as integer
            {_helmlore::%loop-number%} contains "&cABSORB &7&l>> &c":
                set {_absorb} to {_helmlore::%loop-number%}
                replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
                replace every " " with "" in {_absorb}
                replace every "%%" with "" in {_absorb}
                set {_helmabsorb} to {_absorb} parsed as integer
            {_helmlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
                set {_vitality} to {_helmlore::%loop-number%}
                replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
                replace every " " with "" in {_vitality}
                replace every "%%" with "" in {_vitality}
                set {_helmvitality} to {_vitality} parsed as integer
            {_helmlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
                set {_dexterity} to {_helmlore::%loop-number%}
                replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
                replace every " " with "" in {_dexterity}
                replace every "%%" with "" in {_dexterity}
                set {_helmdexterity} to {_dexterity} parsed as integer
            {_helmlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
                set {_strength} to {_helmlore::%loop-number%}
                replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
                replace every " " with "" in {_strength}
                replace every "%%" with "" in {_strength}
                set {_helmstrength} to {_strength} parsed as integer
            {_chestlore::%loop-number%} contains "&cARMOR &7&l>> &c":
                set {_armor} to {_chestlore::%loop-number%}
                replace every "&cARMOR &7&l>> &c" with "" in {_armor}
                replace every " " with "" in {_armor}
                replace every "%%" with "" in {_armor}
                set {_chestarmor} to {_armor} parsed as integer
            {_chestlore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
                set {_marmor} to {_chestlore::%loop-number%}
                replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
                replace every " " with "" in {_marmor}
                set {_chestmarmor} to {_marmor} parsed as integer
            {_chestlore::%loop-number%} contains "&cHP &7&l>> &c":
                set {_hp} to {_chestlore::%loop-number%}
                replace every "&cHP &7&l>> &c" with "" in {_hp}
                replace every " " with "" in {_hp}
                set {_chesthp} to {_hp} parsed as integer
            {_chestlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
                set {_regen} to {_chestlore::%loop-number%}
                replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
                replace every "HP/s" with "" in {_regen}
                replace every " " with "" in {_regen}
                set {_chestregen} to {_regen} parsed as integer
            {_chestlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
                set {_eregen} to {_chestlore::%loop-number%}
                replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
                replace every " " with "" in {_eregen}
                replace every "%%" with "" in {_eregen}
                set {_chesteregen} to {_eregen} parsed as integer
            {_chestlore::%loop-number%} contains "&cDODGE &7&l>> &c":
                set {_dodge} to {_chestlore::%loop-number%}
                replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
                replace every " " with "" in {_dodge}
                replace every "%%" with "" in {_dodge}
                set {_chestdodge} to {_dodge} parsed as integer
            {_chestlore::%loop-number%} contains "&cBLOCK &7&l>> &c":
                set {_block} to {_chestlore::%loop-number%}
                replace every "&cBLOCK &7&l>> &c" with "" in {_block}
                replace every " " with "" in {_block}
                replace every "%%" with "" in {_block}
                set {_chestblock} to {_block} parsed as integer
            {_chestlore::%loop-number%} contains "&cREFLECT &7&l>> &c":
                set {_reflect} to {_chestlore::%loop-number%}
                replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
                replace every " " with "" in {_reflect}
                replace every "%%" with "" in {_reflect}
                set {_chestreflect} to {_reflect} parsed as integer
            {_chestlore::%loop-number%} contains "&cRESTORE &7&l>> &c":
                set {_restore} to {_chestlore::%loop-number%}
                replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
                replace every " " with "" in {_restore}
                replace every "%%" with "" in {_restore}
                set {_chestrestore} to {_restore} parsed as integer
            {_chestlore::%loop-number%} contains "&cABSORB &7&l>> &c":
                set {_absorb} to {_chestlore::%loop-number%}
                replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
                replace every " " with "" in {_absorb}
                replace every "%%" with "" in {_absorb}
                set {_chestabsorb} to {_absorb} parsed as integer
            {_chestlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
                set {_vitality} to {_chestlore::%loop-number%}
                replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
                replace every " " with "" in {_vitality}
                replace every "%%" with "" in {_vitality}
                set {_chestvitality} to {_vitality} parsed as integer
            {_chestlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
                set {_dexterity} to {_chestlore::%loop-number%}
                replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
                replace every " " with "" in {_dexterity}
                replace every "%%" with "" in {_dexterity}
                set {_chestdexterity} to {_dexterity} parsed as integer
            {_chestlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
                set {_strength} to {_chestlore::%loop-number%}
                replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
                replace every " " with "" in {_strength}
                replace every "%%" with "" in {_strength}
                set {_cheststrength} to {_strength} parsed as integer
            {_legslore::%loop-number%} contains "&cARMOR &7&l>> &c":
                set {_armor} to {_legslore::%loop-number%}
                replace every "&cARMOR &7&l>> &c" with "" in {_armor}
                replace every " " with "" in {_armor}
                replace every "%%" with "" in {_armor}
                set {_legsarmor} to {_armor} parsed as integer
            {_legslore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
                set {_marmor} to {_legslore::%loop-number%}
                replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
                replace every " " with "" in {_marmor}
                set {_legsmarmor} to {_marmor} parsed as integer
            {_legslore::%loop-number%} contains "&cHP &7&l>> &c":
                set {_hp} to {_legslore::%loop-number%}
                replace every "&cHP &7&l>> &c" with "" in {_hp}
                replace every " " with "" in {_hp}
                set {_legshp} to {_hp} parsed as integer
            {_legslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
                set {_regen} to {_legslore::%loop-number%}
                replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
                replace every "HP/s" with "" in {_regen}
                replace every " " with "" in {_regen}
                set {_legsregen} to {_regen} parsed as integer
            {_legslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
                set {_eregen} to {_legslore::%loop-number%}
                replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
                replace every " " with "" in {_eregen}
                replace every "%%" with "" in {_eregen}
                set {_legseregen} to {_eregen} parsed as integer
            {_legslore::%loop-number%} contains "&cDODGE &7&l>> &c":
                set {_dodge} to {_legslore::%loop-number%}
                replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
                replace every " " with "" in {_dodge}
                replace every "%%" with "" in {_dodge}
                set {_legsdodge} to {_dodge} parsed as integer
            {_legslore::%loop-number%} contains "&cBLOCK &7&l>> &c":
                set {_block} to {_legslore::%loop-number%}
                replace every "&cBLOCK &7&l>> &c" with "" in {_block}
                replace every " " with "" in {_block}
                replace every "%%" with "" in {_block}
                set {_legsblock} to {_block} parsed as integer
            {_legslore::%loop-number%} contains "&cREFLECT &7&l>> &c":
                set {_reflect} to {_legslore::%loop-number%}
                replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
                replace every " " with "" in {_reflect}
                replace every "%%" with "" in {_reflect}
                set {_legsreflect} to {_reflect} parsed as integer
            {_legslore::%loop-number%} contains "&cRESTORE &7&l>> &c":
                set {_restore} to {_legslore::%loop-number%}
                replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
                replace every " " with "" in {_restore}
                replace every "%%" with "" in {_restore}
                set {_legsrestore} to {_restore} parsed as integer
            {_legslore::%loop-number%} contains "&cABSORB &7&l>> &c":
                set {_absorb} to {_legslore::%loop-number%}
                replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
                replace every " " with "" in {_absorb}
                replace every "%%" with "" in {_absorb}
                set {_legsabsorb} to {_absorb} parsed as integer
            {_legslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
                set {_vitality} to {_legslore::%loop-number%}
                replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
                replace every " " with "" in {_vitality}
                replace every "%%" with "" in {_vitality}
                set {_legsvitality} to {_vitality} parsed as integer
            {_legslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
                set {_dexterity} to {_legslore::%loop-number%}
                replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
                replace every " " with "" in {_dexterity}
                replace every "%%" with "" in {_dexterity}
                set {_legsdexterity} to {_dexterity} parsed as integer
            {_legslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
                set {_strength} to {_legslore::%loop-number%}
                replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
                replace every " " with "" in {_strength}
                replace every "%%" with "" in {_strength}
                set {_legsstrength} to {_strength} parsed as integer
            {_bootslore::%loop-number%} contains "&cARMOR &7&l>> &c":
                set {_armor} to {_bootslore::%loop-number%}
                replace every "&cARMOR &7&l>> &c" with "" in {_armor}
                replace every " " with "" in {_armor}
                replace every "%%" with "" in {_armor}
                set {_bootsarmor} to {_armor} parsed as integer
            {_bootslore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
                set {_marmor} to {_bootslore::%loop-number%}
                replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
                replace every " " with "" in {_marmor}
                set {_bootsmarmor} to {_marmor} parsed as integer
            {_bootslore::%loop-number%} contains "&cHP &7&l>> &c":
                set {_hp} to {_bootslore::%loop-number%}
                replace every "&cHP &7&l>> &c" with "" in {_hp}
                replace every " " with "" in {_hp}
                set {_bootshp} to {_hp} parsed as integer
            {_bootslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
                set {_regen} to {_bootslore::%loop-number%}
                replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
                replace every "HP/s" with "" in {_regen}
                replace every " " with "" in {_regen}
                set {_bootsregen} to {_regen} parsed as integer
            {_bootslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
                set {_eregen} to {_bootslore::%loop-number%}
                replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
                replace every " " with "" in {_eregen}
                replace every "%%" with "" in {_eregen}
                set {_bootseregen} to {_eregen} parsed as integer
            {_bootslore::%loop-number%} contains "&cDODGE &7&l>> &c":
                set {_dodge} to {_bootslore::%loop-number%}
                replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
                replace every " " with "" in {_dodge}
                replace every "%%" with "" in {_dodge}
                set {_bootsdodge} to {_dodge} parsed as integer
            {_bootslore::%loop-number%} contains "&cBLOCK &7&l>> &c":
                set {_block} to {_bootslore::%loop-number%}
                replace every "&cBLOCK &7&l>> &c" with "" in {_block}
                replace every " " with "" in {_block}
                replace every "%%" with "" in {_block}
                set {_bootsblock} to {_block} parsed as integer
            {_bootslore::%loop-number%} contains "&cREFLECT &7&l>> &c":
                set {_reflect} to {_bootslore::%loop-number%}
                replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
                replace every " " with "" in {_reflect}
                replace every "%%" with "" in {_reflect}
                set {_bootsreflect} to {_reflect} parsed as integer
            {_bootslore::%loop-number%} contains "&cRESTORE &7&l>> &c":
                set {_restore} to {_bootslore::%loop-number%}
                replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
                replace every " " with "" in {_restore}
                replace every "%%" with "" in {_restore}
                set {_bootsrestore} to {_restore} parsed as integer
            {_bootslore::%loop-number%} contains "&cABSORB &7&l>> &c":
                set {_absorb} to {_bootslore::%loop-number%}
                replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
                replace every " " with "" in {_absorb}
                replace every "%%" with "" in {_absorb}
                set {_bootsabsorb} to {_absorb} parsed as integer
            {_bootslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
                set {_vitality} to {_bootslore::%loop-number%}
                replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
                replace every " " with "" in {_vitality}
                replace every "%%" with "" in {_vitality}
                set {_bootsvitality} to {_vitality} parsed as integer
            {_bootslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
                set {_dexterity} to {_bootslore::%loop-number%}
                replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
                replace every " " with "" in {_dexterity}
                replace every "%%" with "" in {_dexterity}
                set {_bootsdexterity} to {_dexterity} parsed as integer
            {_bootslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
                set {_strength} to {_bootslore::%loop-number%}
                replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
                replace every " " with "" in {_strength}
                replace every "%%" with "" in {_strength}
                set {_bootsstrength} to {_strength} parsed as integer
        player's helmet is air:
            clear {_helmarmor}
            clear {_helmhp}
            clear {_helmregen}
            clear {_helmeregen}
            clear {_helmmarmor}
            clear {_helmdodge}
            clear {_helmblock}
            clear {_helmreflect}
            clear {_helmrestore}
            clear {_helmabsorb}
            clear {_helmvitality}
            clear {_helmdexterity}
            clear {_helmstrength}
        player's chestplate is air:
            clear {_chestarmor}
            clear {_chesthp}
            clear {_chestregen}
            clear {_chesteregen}
            clear {_chestmarmor}
            clear {_chestdodge}
            clear {_chestblock}
            clear {_chestreflect}
            clear {_chestrestore}
            clear {_chestabsorb}
            clear {_chestvitality}
            clear {_chestdexterity}
            clear {_cheststrength}
        player's leggings is air:
            clear {_legsarmor}
            clear {_legshp}
            clear {_legsregen}
            clear {_legseregen}
            clear {_legsmarmor}
            clear {_legsdodge}
            clear {_legsblock}
            clear {_legsreflect}
            clear {_legsrestore}
            clear {_legsabsorb}
            clear {_legsvitality}
            clear {_legsdexterity}
            clear {_legsstrength}
        player's boots is air:
            clear {_bootsarmor}
            clear {_bootshp}
            clear {_bootsregen}
            clear {_bootseregen}
            clear {_bootsmarmor}
            clear {_bootsdodge}
            clear {_bootsblock}
            clear {_bootsreflect}
            clear {_bootsrestore}
            clear {_bootsabsorb}
            clear {_bootsvitality}
            clear {_bootsdexterity}
            clear {_bootsstrength}
        set {armor.%player%} to {_helmarmor} + {_chestarmor} + {_legsarmor} + {_bootsarmor} + {strength.%player%} /25
        set {maxhp.%player%} to 50 + {_helmhp} + {_chesthp} + {_legshp} + {_bootshp}
        {vitality.%player%} is greater than 0:
            add rounded {maxhp.%player%} *{vitality.%player%} /1000 to {maxhp.%player%}
        set {regen.%player%} to {_helmregen} + {_chestregen} + {_legsregen} + {_bootsregen}
        set {energyregen.%player%} to 50 + {_helmeregen} + {_chesteregen} + {_legseregen} + {_bootseregen}
        set {magicarmor.%player%} to {_helmmarmor} + {_chestmarmor} + {_legsmarmor} + {_bootsmarmor}
        set {dodge.%player%} to rounded {_helmdodge} + {_chestdodge} + {_legsdodge} + {_bootsdodge} + {dexterity.%player%} /50
        set {block.%player%} to rounded {_helmblock} + {_chestblock} + {_legsblock} + {_bootsblock} + {strength.%player%} /50
        set {reflect.%player%} to rounded {_helmreflect} + {_chestreflect} + {_legsreflect} + {_bootsreflect}
        set {restore.%player%} to rounded {_helmrestore} + {_chestrestore} + {_legsrestore} + {_bootsrestore}
        set {absorb.%player%} to rounded {_helmabsorb} + {_chestabsorb} + {_legsabsorb} + {_bootsabsorb}
        set {vitality.%player%} to rounded {_helmvitality} + {_chestvitality} + {_legsvitality} + {_bootsvitality}
        set {dexterity.%player%} to {_helmdexterity} + {_chestdexterity} + {_legsdexterity} + {_bootsdexterity}
        set {strength.%player%} to {_helmstrength} + {_cheststrength} + {_legsstrength} + {_bootsstrength}
        {maxhp.%player%} -{hp.%player%} is greater than {regen.%player%} +1:
            {combattime.%player%} is less than 1:
                add {regen.%player%} +1 to {hp.%player%}
        {maxhp.%player%} -{hp.%player%} is less than or equal to {regen.%player%} +1:
            {combattime.%player%} is less than 1:
                set {hp.%player%} to {maxhp.%player%}
        {hp.%player%} is greater than {maxhp.%player%}:
            set {hp.%player%} to {maxhp.%player%}
        wait 2 seconds

every tick:
    loop all players:
        display board named "Stats" to loop-player
        move display of loop-player to sidebar
        display "&7[&6%{hp.%loop-player%}%&7 / &6%{maxhp.%loop-player%}% HP&7]" on bossbar with 100 percent for loop-player
               

# Lore Addition

command setname <text>:
    trigger:
        set {_name} to "%arg-1%"
        replace every "&" with "ยง" in {_name}
        set name of executor's held item to "%{_name}%"
        send "&7[&6Info&7]: &fName Change Successful!" to executor

command setlore <number> <text>:
    trigger:
        set {_lore} to "%arg-2%"
        replace every "&" with "ยง" in {_lore}
        set line arg-1 of lore of executor's held item to "%{_lore}%"
        send "&7[&6Info&7]: &fLore Change Successful!" to executor

command clearlore:
    trigger:
        set {_loretype} to type of executor's held item
        set {_lorename} to name of executor's held item
        clear executor's held item
        set executor's held item to {_loretype} named "%{_lorename}%"
        send "&7[&6Info&7]: &fLore Removal Successful!" to executor
 
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