Java Version: 17.0.6 Up-time: 49m Denizen Version: Core: 1.91.0-SNAPSHOT (Build 1355), Spigot: 1.2.8-SNAPSHOT (build 6850-DEV) Script Containers: 55, Events: 7 Last reload: 7s ago Server Version: Paper version git-Paper-131 (MC: 1.20.1) Active Plugins (2): 2Denizen: 1.2.8-SNAPSHOT (build 6850-DEV), 2Depenizen: 2.1.0 (build 841) Loaded Worlds (3): world, world_nether, world_the_end Online Players (1): _TheCrazyChicken§7(_TheCrazyChicken) Total Players Ever: 1 (1 normal) Mode: §aonline Depenizen Bridges loaded (0): §2 13:08:32 §f§6Starting InstantQueue '§7RW_TRAITS_COMMAND_§a12095§7_§bSyracuse§bSoccer§6' with player '_TheCrazyChicken'... 13:08:32 §d+- §dQueue '§7RW_TRAITS_COMMAND_§a12095§7_§bSyracuse§bSoccer§d' Executing: §8(line 7)§f run trait_task§d ---------+ 13:08:32 §e+> §8Executing '§eRUN§8': §8script='§e§7s@§etrait_task§a (TASK)§8' 13:08:32 §f§6Completing queue '§7RW_TRAITS_COMMAND_§a12095§7_§bSyracuse§bSoccer§6' in §b15§6ms. 13:08:34 §f§6Starting InstantQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§6' with player '_TheCrazyChicken'... 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 6)§f define player §d ---------+ 13:08:34 §f§8Filled tag <§f§aplayer§7§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§eplayer§8' §8value='§e§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 7)§f define traits_data §d ---------+ 13:08:34 §f§8Filled tag <§f§ascript§7[§bcfg_traits§7].§adata_key§7[§btraits§7]§8> with '§f§7map@[§eenchanting §7=§e §7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§7;§e mining §7=§e §7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co>... *snip!*...LG>=§e §7map@[§edisplay §7=§e Droppings§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>Increase chance for felled logs and leaves to drop applicable items.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e levels §7=§e 65§7;§e description §7=§e <&[lightgrey]>Increased amount of experience drops when felling trees.§7]§7]§7]§7;§e survival §7=§e §7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§7]§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§etraits_data§8' §8value='§e§7map@[§eenchanting §7=§e §7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§7;§e mining §7=§e §7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12... *snip!*...G>=§e §7map@[§edisplay §7=§e Droppings§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>Increase chance for felled logs and leaves to drop applicable items.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e levels §7=§e 65§7;§e description §7=§e <&[lightgrey]>Increased amount of experience drops when felling trees.§7]§7]§7]§7;§e survival §7=§e §7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§7]§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 8)§f define traits |<[player].flag[TRAITS_SELECTION]>|<[player].flag[TRAITS_SELECTION].add[1]>]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7].§asub§7[§b1§7]§8> with '§f0§8'. 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7]§8> with '§f1§8'. 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7].§aadd§7[§b1§7]§8> with '§f2§8'. 13:08:34 §f§8Filled tag <§f§alist§7[§b0|1|2§7]§8> with '§f§7li@ (Size §a3§7): §e0 §7|§e 1 §7|§e 2§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§etraits§8' §8value='§e§7li@ (Size §a3§7): §e0 §7|§e 1 §7|§e 2§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 11)§f foreach <[traits]> as:trait§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§btraits§7]§8> with '§f§7li@ (Size §a3§7): §e0 §7|§e 1 §7|§e 2§8'. 13:08:34 §e+> §8Executing '§eFOREACH§8': §8list='§e§7li@ (Size §a3§7): §e0 §7|§e 1 §7|§e 2§8' §8as='§etrait§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:34 §f§e+> [Static Tag Processing] §8Pre-Filled partial tag '§f §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f0§8'. 13:08:34 §fComparing if 0 LESS 1 ... true 13:08:34 §f§eIf command passed, running block. 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 13)§f define new_trait <[traits_data].size.sub[<[trait].mod[<[traits_data].size>].abs>]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7].§amod§7[§b9§7].§aabs§7§8> with '§f0§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7.§asub§7[§b0§7]§8> with '§f9§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§enew_trait§8' §8value='§e9§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f9§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' (new_traits:INSERT:9) 13:08:34 §d+- Foreach loop 2§d ---------+ 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:34 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:34 §fComparing if 1 LESS 1 ... false 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:34 §fComparing if 1 MORE 9 ... false 13:08:34 §f§eNo part of the if command passed, running ELSE block. 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 17)§f define new_trait <[trait]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§enew_trait§8' §8value='§e1§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f1§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' (new_traits:INSERT:1) 13:08:34 §d+- Foreach loop 3§d ---------+ 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:34 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:34 §fComparing if 2 LESS 1 ... false 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:34 §fComparing if 2 MORE 9 ... false 13:08:34 §f§eNo part of the if command passed, running ELSE block. 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 17)§f define new_trait <[trait]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§enew_trait§8' §8value='§e2§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f2§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' (new_traits:INSERT:2) 13:08:34 §d+- Foreach loop complete§d ---------+ 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 20)§f define trait_1 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[1]>]>]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b1§7]§8> with '§f9§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b9§7]§8> with '§fsurvival§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§bsurvival§7]§8> with '§f§7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§etrait_1§8' §8value='§e§7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 21)§f define trait_2 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[2]>]>]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b2§7]§8> with '§f1§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b1§7]§8> with '§fenchanting§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§benchanting§7]§8> with '§f§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§etrait_2§8' §8value='§e§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 22)§f define trait_3 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[3]>]>]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b3§7]§8> with '§f2§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b2§7]§8> with '§fmining§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§bmining§7]§8> with '§f§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8'. 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' §8definition='§etrait_3§8' §8value='§e§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 24)§f if <[player].has_flag[TRAITS_SELECT_TIME_COOLDOWN]>§d ---------+ 13:08:34 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7].§ahas_flag§7[§bTRAITS_SELECT_TIME_COOLDOWN§7]§8> with '§ffalse§8'. 13:08:34 §f§eNo part of the if command passed, running ELSE block. 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 27)§f define time:4§d ---------+ 13:08:34 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§8' (time:SET:4) 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 28)§f flag <[player]> TRAITS_SELECT_TIME_COOLDOWN expire:4t§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:34 §e+> §8Executing '§eFLAG§8': §8targets='§e§7li@ (Size §a1§7): §e§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8' §8expiration='§e§7time@ §e2023§7 / §e08 §7(§aAUGUST§7)§8 / §e31 §7(§aTHURSDAY§7)§8 _ §e13§7 : §e08§7 : §e35§7 : §e0137§7 _ §e-05:00§8' (TRAITS_SELECT_TIME_COOLDOWN:AUTO_SET:null) 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 30)§f choose <[selection]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bselection§7]§8> with '§fright§8'. 13:08:34 §e+> §8Executing '§eCHOOSE§8': §8choice='§eright§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 50)§f run rw_trait_select_right_animation def.trait_1:<[trait_1]> def.trait_2:<[trait_2]> def.trait_3:<[trait_3]> def.time:<[time]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§btrait_1§7]§8> with '§f§7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btrait_2§7]§8> with '§f§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btrait_3§7]§8> with '§f§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8'. 13:08:34 §f§8Filled tag <§f§a§7[§btime§7]§8> with '§f4§8'. 13:08:34 §e+> §8Executing '§eRUN§8': §8script='§e§7s@§erw_trait_select_right_animation§a (TASK)§8' §8def_map='§e§7map@[§etrait_1 §7=§e map@[material=cooked_beef;display_name=Survival;display_icon=🍖;hover_desc=<&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.;rewards=map@[sleep_bonus=map@[display=Rested;int_1=1;tiers=true;levels=10|60;description=<&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.];less_exhaust=map@[display=Stamina;int_1=20;levels=20|40|60|80;description=<&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.];extra_food=map@[display=Fulfilled;int_1=1;tiers=true;levels=25|50|70|85;description=<&[lightgrey]>Extra food levels when consuming a food item.];less_falldamage=map@[display=Graceful;int_1=1;int_2=12;tiers=true;levels=40|75|100;description=<&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.]]]§7;§e trait_2 §7=§e map@[material=enchanted_book;display_name=Enchanting;display_icon=☽;hover_desc=<&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.;rewards=map@[item_rarity=map@[display=Specialization;int_1=10;levels=10|25|40|60;description=<&[lightgrey]>Enchanted items have a chance to increase their rarity.];less_cost=map@[display=Cost Efficiency;int_1=7;levels=15|30|50|75;description=<&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.];enchant_power=map@[display=Arcanic;int_1=2;levels=20|40|75;description=<&[lightgrey]>Enchantment offerings can be more powerful.];rarity_bonus=map@[display=Rarity;levels=50|100;description=<&[lightgrey]>Rare enchantments have a higher chance of being selected.]]]§7;§e trait_3 §7=§e map@[material=iron_pickaxe;display_name=Mining;display_icon=⛏;hover_desc=<&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.;rewards=map@[loot=map@[display=Prospecting;int_1=0;int_2=25;levels=;description=li@<&amp[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops.|<&[grey]>Tier increases every 12 mining levels.<&nl>|<&f>Tier I<&co> <&[success]>Coal|<&f>Tier II<&co> <&[success]>Copper, Redstone|<&f>Tier III<&co> <&[success]>Iron|<&f>Tier IV<&co> <&[success]>Gold, Nether Gold|<&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz|<&f>Tier VI<&co> <&[success]>Emerald|<&f>Tier VII<&co> <&[success]>Diamond|<&f>Tier VIII<&co> <&[success]>Netherite|];loot_all=map@[display=Bundle;int_1=6.25;increments=true;levels=15|30|60|90;description=<&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.];gem_bonus=map@[display=Rockhounding;int_1=5;int_2=7;levels=40|85;description=<&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.;increments=true];experience=map@[display=Experienced;int_1=35;levels=50;description=<&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.]]]§7;§e time §7=§e 4§7]§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 53)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_BREAK pitch:2§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:34 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_BREAK§8' §8volume='§e1§8' §8pitch='§e2§8' §8custom='§efalse§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 54)§f repeat 10 as:i§d ---------+ 13:08:34 §e+> §8Executing '§erepeat§8': §8from='§e1§8' §8times='§e10§8' §8as_name='§ei§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:34 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:34 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.1§8'. 13:08:34 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.1§7]§8> with '§f0.9§8'. 13:08:34 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.05§8'. 13:08:34 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.05§7]§8> with '§f1.05§8'. 13:08:34 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.9§8' §8pitch='§e1.05§8' §8custom='§efalse§8' 13:08:34 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:34 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:34 §f§6Forcing queue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§6' into a timed queue... 13:08:35 §d+- Repeat loop 2§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.2§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.2§7]§8> with '§f0.8§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.1§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.1§7]§8> with '§f1.1§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.8§8' §8pitch='§e1.1§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 3§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.3§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.3§7]§8> with '§f0.7§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.15§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.15§7]§8> with '§f1.15§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.7§8' §8pitch='§e1.15§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 4§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.4§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.4§7]§8> with '§f0.6§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.2§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.2§7]§8> with '§f1.2§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.6§8' §8pitch='§e1.2§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 5§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.5§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.5§7]§8> with '§f0.5§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.25§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.25§7]§8> with '§f1.25§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.5§8' §8pitch='§e1.25§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 6§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.6§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.6§7]§8> with '§f0.4§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.3§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.3§7]§8> with '§f1.3§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.4§8' §8pitch='§e1.3§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 7§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.7§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.7§7]§8> with '§f0.3§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.35§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.35§7]§8> with '§f1.35§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.3§8' §8pitch='§e1.35§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 8§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.8§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.8§7]§8> with '§f0.2§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.4§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.4§7]§8> with '§f1.4§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.2§8' §8pitch='§e1.4§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 9§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.9§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.9§7]§8> with '§f0.1§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.45§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.45§7]§8> with '§f1.45§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.1§8' §8pitch='§e1.45§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop 10§d ---------+ 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:35 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f1§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b1§7]§8> with '§f0§8'. 13:08:35 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.5§8'. 13:08:35 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.5§7]§8> with '§f1.5§8'. 13:08:35 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0§8' §8pitch='§e1.5§8' §8custom='§efalse§8' 13:08:35 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:35 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:35 §d+- Repeat loop complete§d ---------+ 13:08:35 §f§6Completing queue '§7RW_TRAIT_SCROLLING_TASK_§a12702§7_§bAcceptance§5Admissions§6' in §b985§6ms. 13:08:36 §f§6Starting InstantQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§6' with player '_TheCrazyChicken'... 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 6)§f define player §d ---------+ 13:08:36 §f§8Filled tag <§f§aplayer§7§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§eplayer§8' §8value='§e§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 7)§f define traits_data §d ---------+ 13:08:36 §f§8Filled tag <§f§ascript§7[§bcfg_traits§7].§adata_key§7[§btraits§7]§8> with '§f§7map@[§eenchanting §7=§e §7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§7;§e mining §7=§e §7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co>... *snip!*...LG>=§e §7map@[§edisplay §7=§e Droppings§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>Increase chance for felled logs and leaves to drop applicable items.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e levels §7=§e 65§7;§e description §7=§e <&[lightgrey]>Increased amount of experience drops when felling trees.§7]§7]§7]§7;§e survival §7=§e §7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§7]§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§etraits_data§8' §8value='§e§7map@[§eenchanting §7=§e §7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§7;§e mining §7=§e §7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining l... *snip!*...G>=§e §7map@[§edisplay §7=§e Droppings§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>Increase chance for felled logs and leaves to drop applicable items.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e levels §7=§e 65§7;§e description §7=§e <&[lightgrey]>Increased amount of experience drops when felling trees.§7]§7]§7]§7;§e survival §7=§e §7map@[§ematerial §7=§e cooked_beef§7;§e display_name §7=§e Survival§7;§e display_icon §7=§e 🍖§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait through several different methods.<&nl><&nl><&f>- <&[gold]>Unlocking survival related advancements.<&nl><&f>-<&[gold]> Eating food.<&nl><&f>- <&[gold]>Sleeping in a bed.<&nl><&f>- <&[gold]>Discovering biomes for the first time.§7;§e rewards §7=§e §7map@[§esleep_bonus §7=§e §7map@[§edisplay §7=§e Rested§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 10|60§7;§e description §7=§e <&[yellow]>+INT_1<&[lightgrey]> extra lifetime hearts after sleeping in a bed.§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduction in exhaustion when jumping or moving.§7]§7;§e extra_food §7=§e §7map@[§edisplay §7=§e Fulfilled§7;§e int_1 §7=§e 1§7;§e tiers §7=§e true§7;§e levels §7=§e 25|50|70|85§7;§e description §7=§e <&[lightgrey]>Extra food levels when consuming a food item.§7]§7;§e less_falldamage §7=§e §7map@[§edisplay §7=§e Graceful§7;§e int_1 §7=§e 1§7;§e int_2 §7=§e 12§7;§e tiers §7=§e true§7;§e levels §7=§e 40|75|100§7;§e description §7=§e <&[lightgrey]>Falling from <&[yellow]>+INT_1<&[lightgrey]> extra block('s) will no longer harm you,<&nl>additonally you take <&[yellow]>INT_2<&pc><&[lightgrey]> reduced fall damage.§7]§7]§7]§7]§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 8)§f define traits |<[player].flag[TRAITS_SELECTION]>|<[player].flag[TRAITS_SELECTION].add[1]>]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7].§asub§7[§b1§7]§8> with '§f1§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7]§8> with '§f2§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7].§aflag§7[§bTRAITS_SELECTION§7].§aadd§7[§b1§7]§8> with '§f3§8'. 13:08:36 §f§8Filled tag <§f§alist§7[§b1|2|3§7]§8> with '§f§7li@ (Size §a3§7): §e1 §7|§e 2 §7|§e 3§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§etraits§8' §8value='§e§7li@ (Size §a3§7): §e1 §7|§e 2 §7|§e 3§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 11)§f foreach <[traits]> as:trait§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§btraits§7]§8> with '§f§7li@ (Size §a3§7): §e1 §7|§e 2 §7|§e 3§8'. 13:08:36 §e+> §8Executing '§eFOREACH§8': §8list='§e§7li@ (Size §a3§7): §e1 §7|§e 2 §7|§e 3§8' §8as='§etrait§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:36 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:36 §fComparing if 1 LESS 1 ... false 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:36 §fComparing if 1 MORE 9 ... false 13:08:36 §f§eNo part of the if command passed, running ELSE block. 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 17)§f define new_trait <[trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f1§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§enew_trait§8' §8value='§e1§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f1§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' (new_traits:INSERT:1) 13:08:36 §d+- Foreach loop 2§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:36 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:36 §fComparing if 2 LESS 1 ... false 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:36 §fComparing if 2 MORE 9 ... false 13:08:36 §f§eNo part of the if command passed, running ELSE block. 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 17)§f define new_trait <[trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f2§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§enew_trait§8' §8value='§e2§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f2§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' (new_traits:INSERT:2) 13:08:36 §d+- Foreach loop 3§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 12)§f if <[trait]> < 1§d ---------+ 13:08:36 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f3§8'. 13:08:36 §fComparing if 3 LESS 1 ... false 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f3§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§asize§7§8> with '§f9§8'. 13:08:36 §fComparing if 3 MORE 9 ... false 13:08:36 §f§eNo part of the if command passed, running ELSE block. 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 17)§f define new_trait <[trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§btrait§7]§8> with '§f3§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§enew_trait§8' §8value='§e3§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 18)§f define new_traits:->:<[new_trait]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_trait§7]§8> with '§f3§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' (new_traits:INSERT:3) 13:08:36 §d+- Foreach loop complete§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 20)§f define trait_1 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[1]>]>]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b1§7]§8> with '§f1§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b1§7]§8> with '§fenchanting§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§benchanting§7]§8> with '§f§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§etrait_1§8' §8value='§e§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 21)§f define trait_2 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[2]>]>]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b2§7]§8> with '§f2§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b2§7]§8> with '§fmining§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§bmining§7]§8> with '§f§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§etrait_2§8' §8value='§e§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 22)§f define trait_3 <[traits_data].get[<[traits_data].keys.get[<[new_traits].get[3]>]>]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bnew_traits§7].§aget§7[§b3§7]§8> with '§f3§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§akeys§7.§aget§7[§b3§7]§8> with '§fswords§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btraits_data§7].§aget§7[§bswords§7]§8> with '§f§7map@[§ematerial §7=§e iron_sword§7;§e display_name §7=§e Swords§7;§e display_icon §7=§e 🗡§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by slaying enemies with a <&[success]>sword<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§edamage §7=§e §7map@[§edisplay §7=§e Swordsmanship§7;§e int_1 §7=§e 0.5§7;§e levels §7=§e 12|25|35|50|70|85§7;§e description §7=§e <&[yellow]>+INT_1 Damage<&[lightgrey]> with all <&[success]>swords<&[lightgrey]>§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc> <&[lightgrey]>reduction in exhaustion when striking a mob with a <&[success]>sword<&[lightgrey]>.§7]§7;§e critical_bonus §7=§e §7map@[§edisplay §7=§e Criticals§7;§e int_1 §7=§e 5§7;§e levels §7=§e 25|75|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to perform critical strikes with a <&[success]>sword<&[lightgrey]>.<&nl><&[grey]>5% Chance is base.§7]§7;§e counter_attack §7=§e §7map@[§edisplay §7=§e Counter§7;§e int_1 §7=§e 7.5§7;§e levels §7=§e 40|100§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to perform a counter attack against <&[red]>hostile monsters<&[lightgrey]> physical attacks while holding a <&[success]>sword<&[lightgrey]>.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when slaying mobs with a <&[success]>sword<&[lightgrey]>.§7]§7]§7]§8'. 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' §8definition='§etrait_3§8' §8value='§e§7map@[§ematerial §7=§e iron_sword§7;§e display_name §7=§e Swords§7;§e display_icon §7=§e 🗡§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by slaying enemies with a <&[success]>sword<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§edamage §7=§e §7map@[§edisplay §7=§e Swordsmanship§7;§e int_1 §7=§e 0.5§7;§e levels §7=§e 12|25|35|50|70|85§7;§e description §7=§e <&[yellow]>+INT_1 Damage<&[lightgrey]> with all <&[success]>swords<&[lightgrey]>§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc> <&[lightgrey]>reduction in exhaustion when striking a mob with a <&[success]>sword<&[lightgrey]>.§7]§7;§e critical_bonus §7=§e §7map@[§edisplay §7=§e Criticals§7;§e int_1 §7=§e 5§7;§e levels §7=§e 25|75|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to perform critical strikes with a <&[success]>sword<&[lightgrey]>.<&nl><&[grey]>5% Chance is base.§7]§7;§e counter_attack §7=§e §7map@[§edisplay §7=§e Counter§7;§e int_1 §7=§e 7.5§7;§e levels §7=§e 40|100§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to perform a counter attack against <&[red]>hostile monsters<&[lightgrey]> physical attacks while holding a <&[success]>sword<&[lightgrey]>.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when slaying mobs with a <&[success]>sword<&[lightgrey]>.§7]§7]§7]§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 24)§f if <[player].has_flag[TRAITS_SELECT_TIME_COOLDOWN]>§d ---------+ 13:08:36 §e+> §8Executing '§eIF§8': §8use_braces='§etrue§8' 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7].§ahas_flag§7[§bTRAITS_SELECT_TIME_COOLDOWN§7]§8> with '§ffalse§8'. 13:08:36 §f§eNo part of the if command passed, running ELSE block. 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 27)§f define time:4§d ---------+ 13:08:36 §e+> §8Executing '§eDEFINE§8': §8Queue='§e§7q@§e§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§8' (time:SET:4) 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 28)§f flag <[player]> TRAITS_SELECT_TIME_COOLDOWN expire:4t§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §e+> §8Executing '§eFLAG§8': §8targets='§e§7li@ (Size §a1§7): §e§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8' §8expiration='§e§7time@ §e2023§7 / §e08 §7(§aAUGUST§7)§8 / §e31 §7(§aTHURSDAY§7)§8 _ §e13§7 : §e08§7 : §e36§7 : §e0587§7 _ §e-05:00§8' (TRAITS_SELECT_TIME_COOLDOWN:AUTO_SET:null) 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 30)§f choose <[selection]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bselection§7]§8> with '§fleft§8'. 13:08:36 §e+> §8Executing '§eCHOOSE§8': §8choice='§eleft§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 34)§f run rw_trait_select_left_animation def.trait_1:<[trait_1]> def.trait_2:<[trait_2]> def.trait_3:<[trait_3]> def.time:<[time]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§btrait_1§7]§8> with '§f§7map@[§ematerial §7=§e enchanted_book§7;§e display_name §7=§e Enchanting§7;§e display_icon §7=§e ☽§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eitem_rarity §7=§e §7map@[§edisplay §7=§e Specialization§7;§e int_1 §7=§e 10§7;§e levels §7=§e 10|25|40|60§7;§e description §7=§e <&[lightgrey]>Enchanted items have a chance to increase their rarity.§7]§7;§e less_cost §7=§e §7map@[§edisplay §7=§e Cost Efficiency§7;§e int_1 §7=§e 7§7;§e levels §7=§e 15|30|50|75§7;§e description §7=§e <&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.§7]§7;§e enchant_power §7=§e §7map@[§edisplay §7=§e Arcanic§7;§e int_1 §7=§e 2§7;§e levels §7=§e 20|40|75§7;§e description §7=§e <&[lightgrey]>Enchantment offerings can be more powerful.§7]§7;§e rarity_bonus §7=§e §7map@[§edisplay §7=§e Rarity§7;§e levels §7=§e 50|100§7;§e description §7=§e <&[lightgrey]>Rare enchantments have a higher chance of being selected.§7]§7]§7]§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btrait_2§7]§8> with '§f§7map@[§ematerial §7=§e iron_pickaxe§7;§e display_name §7=§e Mining§7;§e display_icon §7=§e ⛏§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§eloot §7=§e §7map@[§edisplay §7=§e Prospecting§7;§e int_1 §7=§e 0§7;§e int_2 §7=§e 25§7;§e levels §7=§e §7;§e description §7=§e §7li@ (Size §a10§7): §e<&[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops. §7|§e <&[grey]>Tier increases every 12 mining levels.<&nl> §7|§e <&f>Tier I<&co> <&[success]>Coal §7|§e <&f>Tier II<&co> <&[success]>Copper, Redstone §7|§e <&f>Tier III<&co> <&[success]>Iron §7|§e <&f>Tier IV<&co> <&[success]>Gold, Nether Gold §7|§e <&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz §7|§e <&f>Tier VI<&co> <&[success]>Emerald §7|§e <&f>Tier VII<&co> <&[success]>Diamond §7|§e <&f>Tier VIII<&co> <&[success]>Netherite§7]§7;§e loot_all §7=§e §7map@[§edisplay §7=§e Bundle§7;§e int_1 §7=§e 6.25§7;§e increments §7=§e true§7;§e levels §7=§e 15|30|60|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.§7]§7;§e gem_bonus §7=§e §7map@[§edisplay §7=§e Rockhounding§7;§e int_1 §7=§e 5§7;§e int_2 §7=§e 7§7;§e levels §7=§e 40|85§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.§7;§e increments §7=§e true§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.§7]§7]§7]§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btrait_3§7]§8> with '§f§7map@[§ematerial §7=§e iron_sword§7;§e display_name §7=§e Swords§7;§e display_icon §7=§e 🗡§7;§e hover_desc §7=§e <&[lightgrey]>Level up this trait by slaying enemies with a <&[success]>sword<&[lightgrey]>.§7;§e rewards §7=§e §7map@[§edamage §7=§e §7map@[§edisplay §7=§e Swordsmanship§7;§e int_1 §7=§e 0.5§7;§e levels §7=§e 12|25|35|50|70|85§7;§e description §7=§e <&[yellow]>+INT_1 Damage<&[lightgrey]> with all <&[success]>swords<&[lightgrey]>§7]§7;§e less_exhaust §7=§e §7map@[§edisplay §7=§e Stamina§7;§e int_1 §7=§e 20§7;§e levels §7=§e 20|40|60|80§7;§e description §7=§e <&[yellow]>INT_1<&pc> <&[lightgrey]>reduction in exhaustion when striking a mob with a <&[success]>sword<&[lightgrey]>.§7]§7;§e critical_bonus §7=§e §7map@[§edisplay §7=§e Criticals§7;§e int_1 §7=§e 5§7;§e levels §7=§e 25|75|90§7;§e description §7=§e <&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to perform critical strikes with a <&[success]>sword<&[lightgrey]>.<&nl><&[grey]>5% Chance is base.§7]§7;§e counter_attack §7=§e §7map@[§edisplay §7=§e Counter§7;§e int_1 §7=§e 7.5§7;§e levels §7=§e 40|100§7;§e description §7=§e <&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to perform a counter attack against <&[red]>hostile monsters<&[lightgrey]> physical attacks while holding a <&[success]>sword<&[lightgrey]>.§7]§7;§e experience §7=§e §7map@[§edisplay §7=§e Experienced§7;§e int_1 §7=§e 35§7;§e levels §7=§e 50§7;§e description §7=§e <&[lightgrey]>You earn more experience when slaying mobs with a <&[success]>sword<&[lightgrey]>.§7]§7]§7]§8'. 13:08:36 §f§8Filled tag <§f§a§7[§btime§7]§8> with '§f4§8'. 13:08:36 §e+> §8Executing '§eRUN§8': §8script='§e§7s@§erw_trait_select_left_animation§a (TASK)§8' §8def_map='§e§7map@[§etrait_1 §7=§e map@[material=enchanted_book;display_name=Enchanting;display_icon=☽;hover_desc=<&[lightgrey]>Level up this trait by enchanting items at an <&[success]>enchanting table<&[lightgrey]>.;rewards=map@[item_rarity=map@[display=Specialization;int_1=10;levels=10|25|40|60;description=<&[lightgrey]>Enchanted items have a chance to increase their rarity.];less_cost=map@[display=Cost Efficiency;int_1=7;levels=15|30|50|75;description=<&[yellow]>INT_1<&pc><&[lightgrey]> reduced XP cost when enchanting.];enchant_power=map@[display=Arcanic;int_1=2;levels=20|40|75;description=<&[lightgrey]>Enchantment offerings can be more powerful.];rarity_bonus=map@[display=Rarity;levels=50|100;description=<&[lightgrey]>Rare enchantments have a higher chance of being selected.]]]§7;§e trait_2 §7=§e map@[material=iron_pickaxe;display_name=Mining;display_icon=⛏;hover_desc=<&[lightgrey]>Level up this trait by breaking ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.;rewards=map@[loot=map@[display=Prospecting;int_1=0;int_2=25;levels=;description=li@<&amp[yellow]>+INT_2<&pc> Chance<&[lightgrey]> to double specific ore drops.|<&[grey]>Tier increases every 12 mining levels.<&nl>|<&f>Tier I<&co> <&[success]>Coal|<&f>Tier II<&co> <&[success]>Copper, Redstone|<&f>Tier III<&co> <&[success]>Iron|<&f>Tier IV<&co> <&[success]>Gold, Nether Gold|<&f>Tier V<&co> <&[success]>Lapis Lazuli, Nether Quartz|<&f>Tier VI<&co> <&[success]>Emerald|<&f>Tier VII<&co> <&[success]>Diamond|<&f>Tier VIII<&co> <&[success]>Netherite|];loot_all=map@[display=Bundle;int_1=6.25;increments=true;levels=15|30|60|90;description=<&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to double all drops.];gem_bonus=map@[display=Rockhounding;int_1=5;int_2=7;levels=40|85;description=<&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to drop a gem when mining an ore.<&nl><&[yellow]>INT_2<&pc> Chance <&[lightgrey]>if the ore is an emerald.;increments=true];experience=map@[display=Experienced;int_1=35;levels=50;description=<&[lightgrey]>You earn more experience when mining ores with a <&[success]>pickaxe<&[lightgrey]> or <&[success]>hammer<&[lightgrey]>.]]]§7;§e trait_3 §7=§e map@[material=iron_sword;display_name=Swords;display_icon=🗡;hover_desc=<&[lightgrey]>Level up this trait by slaying enemies with a <&[success]>sword<&[lightgrey]>.;rewards=map@[damage=map@[display=Swordsmanship;int_1=0.5;levels=12|25|35|50|70|85;description=<&[yellow]>+INT_1 Damage<&[lightgrey]> with all <&[success]>swords<&[lightgrey]>];less_exhaust=map@[display=Stamina;int_1=20;levels=20|40|60|80;description=<&[yellow]>INT_1<&pc> <&[lightgrey]>reduction in exhaustion when striking a mob with a <&[success]>sword<&[lightgrey]>.];critical_bonus=map@[display=Criticals;int_1=5;levels=25|75|90;description=<&[yellow]>+INT_1<&pc> Chance<&[lightgrey]> to perform critical strikes with a <&[success]>sword<&[lightgrey]>.<&nl><&[grey]>5% Chance is base.];counter_attack=map@[display=Counter;int_1=7.5;levels=40|100;description=<&[yellow]>INT_1<&pc> Chance<&[lightgrey]> to perform a counter attack against <&[red]>hostile monsters<&[lightgrey]> physical attacks while holding a <&[success]>sword<&[lightgrey]>.];experience=map@[display=Experienced;int_1=35;levels=50;description=<&[lightgrey]>You earn more experience when slaying mobs with a <&[success]>sword<&[lightgrey]>.]]]§7;§e time §7=§e 4§7]§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 53)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_BREAK pitch:2§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_BREAK§8' §8volume='§e1§8' §8pitch='§e2§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 54)§f repeat 10 as:i§d ---------+ 13:08:36 §e+> §8Executing '§erepeat§8': §8from='§e1§8' §8times='§e10§8' §8as_name='§ei§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.1§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.1§7]§8> with '§f0.9§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.05§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.05§7]§8> with '§f1.05§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.9§8' §8pitch='§e1.05§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §f§6Forcing queue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§6' into a timed queue... 13:08:36 §d+- Repeat loop 2§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.2§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.2§7]§8> with '§f0.8§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.1§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.1§7]§8> with '§f1.1§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.8§8' §8pitch='§e1.1§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §d+- Repeat loop 3§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.3§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.3§7]§8> with '§f0.7§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.15§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.15§7]§8> with '§f1.15§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.7§8' §8pitch='§e1.15§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §d+- Repeat loop 4§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.4§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.4§7]§8> with '§f0.6§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.2§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.2§7]§8> with '§f1.2§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.6§8' §8pitch='§e1.2§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §d+- Repeat loop 5§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.5§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.5§7]§8> with '§f0.5§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.25§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.25§7]§8> with '§f1.25§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.5§8' §8pitch='§e1.25§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §d+- Repeat loop 6§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.6§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.6§7]§8> with '§f0.4§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.3§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.3§7]§8> with '§f1.3§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.4§8' §8pitch='§e1.3§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:36 §d+- Repeat loop 7§d ---------+ 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:36 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.7§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.7§7]§8> with '§f0.3§8'. 13:08:36 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.35§8'. 13:08:36 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.35§7]§8> with '§f1.35§8'. 13:08:36 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.3§8' §8pitch='§e1.35§8' §8custom='§efalse§8' 13:08:36 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:36 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:37 §d+- Repeat loop 8§d ---------+ 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:37 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.8§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.8§7]§8> with '§f0.2§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.4§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.4§7]§8> with '§f1.4§8'. 13:08:37 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.2§8' §8pitch='§e1.4§8' §8custom='§efalse§8' 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:37 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:37 §d+- Repeat loop 9§d ---------+ 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:37 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f0.9§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b0.9§7]§8> with '§f0.1§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.45§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.45§7]§8> with '§f1.45§8'. 13:08:37 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0.1§8' §8pitch='§e1.45§8' §8custom='§efalse§8' 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:37 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:37 §d+- Repeat loop 10§d ---------+ 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 55)§f playsound <[player]> sound:BLOCK_AMETHYST_BLOCK_RESONATE volume:]> pitch:]>§d ---------+ 13:08:37 §f§8Filled tag <§f§a§7[§bplayer§7]§8> with '§f§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.1§7]§8> with '§f1§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§asub§7[§b1§7]§8> with '§f0§8'. 13:08:37 §f§8Filled tag <§f§a§7[§bi§7].§amul§7[§b0.05§7]§8> with '§f0.5§8'. 13:08:37 §f§8Filled tag <§f§7element§7[1§7].§aadd§7[§b0.5§7]§8> with '§f1.5§8'. 13:08:37 §e+> §8Executing '§ePLAYSOUND§8': §8entities='§e[§7p@§e3eed9875-297e-47f0-a90e-66381bee5769§a (_TheCrazyChicken)§8§e]§8' §8sound='§eBLOCK_AMETHYST_BLOCK_RESONATE§8' §8volume='§e0§8' §8pitch='§e1.5§8' §8custom='§efalse§8' 13:08:37 §d+- §dQueue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§d' Executing: §8(line 56)§f wait 2t§d ---------+ 13:08:37 §e+> §8Executing '§eWAIT§8': §8delay='§ed@0.1s §a(0.1s)§8' §8mode='§eDELTA§8' 13:08:37 §d+- Repeat loop complete§d ---------+ 13:08:37 §f§6Completing queue '§7RW_TRAIT_SCROLLING_TASK_§a12707§7_§2Board§7Warner§6' in §b985§6ms.