- D1 Meta Docs - Denizen Script -
Home Page / Pi to one million places / Contact mcmonkey / Donate / Paste Scripts / Denizen Help /
You are browsing as a guest.
Login | Register








The script repo is an archive of historical scripts. For modern scripts, or to post your own, please use the Scripts forum section.





Staff Pick: ClearLag


By Mwthorn
Created: 2016/10/17 18:26:29 UTC-07:00 (7 years and 184 days ago)
Edited: 2016/10/17 18:31:51 UTC-07:00 (7 years and 184 days ago)
Likes: 0

Staff pick as of: 2016/12/07 23:38:05 UTC-08:00 (7 years and 132 days ago)
Denizen Version: 1.0.0
Script Version: 1.0
Description:

A replacement script for the plugin called ClearLagg By Mwthorn

Use "/clearlag clear" to request a clear. (goes outside the normal timer)
Use "/clearlag" to check when the next clear is inbound.

Comes with a config that makes a dynamic timer and a commmand to check the time it takes for the next clear. Things that were needed but the other plugin did not have.

Todo:
- Add Config to determine which items or entities to remove.


Download script | View raw script
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
11800

# ClearLag - A replacement script for the plugin called ClearLagg 
# By Mwthorn 

# Use "/clearlag clear" to request a clear. (goes outside the normal timer) 
# Use "/clearlag" to check when the next clear is inbound. 

# Config Area below 
ClearLag_Data: 
    type: yaml data 
    config: 
        timer: 
            # Here you can change the time for each clear and adjust it to the player-base on the server. 
            # This means that there will be faster clear times if more players are online. 
            # This is because; if a lot of players are online, many items could be dropped. (depends on your server gamemode) 
            # The example goes like this: 
            # Players 0-40 = 3m delay per clear 
            # Players 40-70 = 2m delay per clear 
            # Players 70-100 = 1m delay per clear 
            # Players 100-1000 = 1m delay per clear 
            1:  
                players: 40 
                time: 3m 
            2:  
                players: 70 
                time: 2m 
            3:  
                players: 100 
                time: 1m 
            4:  
                players: 1000 
                time: 1m 

# End of config (beyond is the actual script code, edit if you know what you are doing) 

ClearLag_Version:
    type: version
    name: ClearLag
    id: 118
    description: A replacement script for the plugin called ClearLagg
    version: 1

ClearLag_Events: 
    type: world 
    events: 

        on server start: 
        - run Clearlag_Event_Cycle instantly 
        
        on system time hourly: 
        - webget "http://stats.denizenscript.com/tracker?script=<s@ClearLag_Version.yaml_key[id]>&version=<s@ClearLag_Version.yaml_key[version]>"        
        - wait 25s 
        - if <server.has_flag[ClearLag_Countdown].not> { 
            - wait 5s 
            - if <server.has_flag[ClearLag_Countdown].not> { 
                - run Clearlag_Event_Cycle instantly 
            } 
        } 

Clearlag_Event_Cycle: 
    type: task 
    debug: false 
    script: 
    - announce format:util_ff "<&7>Removing all ground items in 10 seconds" 
    - wait 10s 
    - flag server ClearLag_While 
    - define size <server.list_online_players.size> 
    - while <server.has_flag[ClearLag_While]> { 
        - if <def[size]> < <s@ClearLag_Data.yaml_key[config.timer.<def[loop_index]>.players]> { 
            - define time <s@ClearLag_Data.yaml_key[config.timer.<def[loop_index]>.time]> 
            - flag server ClearLag_While:! 
        } 
        - wait 1t 
    } 
    - flag server ClearLag_Countdown duration:<def[time]> 
    - inject Clearlag_Task 
    - wait <def[time].as_duration.sub[10]> 
    - run Clearlag_Event_Cycle instantly 
     
Clearlag_Task_Forced: 
    type: task 
    script: 
    - announce format:util_ff "<&7>Staff has requested to remove items in 3 seconds" 
    - wait 3s 
    - inject Clearlag_Task 
     
Clearlag_Task: 
    type: task 
    debug: false 
    script: 
    - define arrows <w@world.entities.filter[name.is[EQUALS].to[ARROW]].filter[is_on_ground]> 
    - define items <w@world.entities.filter[name.is[EQUALS].to[DROPPED_ITEM]]> 
    - define total <def[items].include[<def[arrows]>]> 
    - remove <def[total]> 
    - announce format:util_ff "<&7>Removed <&e><def[total].size> <&7>items." 
     
Clearlag_Commands: 
    type: command 
    debug: false 
    name: clearlag 
    aliases: 
    - lagg 
    - cleartime 
    - cleart 
    - cleartid 
    - clearlagtime 
    - clearlagtid 
    - clearlagg 
    - clearlaggtime 
    script: 
    - if <player.has_permission[qmod.mod].global> && <context.args.size> >= 1 { 
        - if <context.args.get[1]> == "clear" { 
            - inject Clearlag_Task_Forced 
        } 
        - queue clear 
    } 
    - narrate format:util_ff "Next clear lag is in <&b><server.flag[ClearLag_Countdown].expiration.formatted||0>"






View History