Date: 2014/12/06 21:00:00 UTC-08:00
Type: Denizen Script
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# ---------------------------------------------------------------------------- #
# |
# |
# D o u b l e J u m p e r |
# |
# Let your players do double jumps |
# |
# |
# Author: |Anthony| |
# Version: 0.1 |
# dScript Version: 0.9.6-b1545 |
# |
# ---------------------------------------------------------------------------- #
# |
# |
# ABOUT: |
# |
# Players will be able to do double jumps. You can set a flag to let |
# some folks actually fly. |
# - flag <player> fly_enabled |
# |
# |
# ---------------------------------------------------------------------------- #
DoubleJump:
type: world
debug: false
speed: 0
events:
on player joins:
- wait 1t
- adjust <player> can_fly:true
on player changes gamemode:
- wait 1t
- adjust <player> can_fly:true
on player walks:
# - narrate "player <player.location.y>"
# - narrate "context old <c.old_location.y>"
# - narrate "context new <c.new_location.y>"
- if <c.new_location.y.is[LESS].than[<c.old_location.y>]||false> {
# - narrate "Down"
# - if <c.old_location.y.sub[<c.new_location.y>].is[==].to[0.5]> {
# - queue clear
# }
- if <c.new_location.sub[0,0.1,0].material.is_solid||false> {
- queue clear
}
- if <player.has_flag[falling]||false> {
- queue clear
}
- flag <player> falling:<c.old_location>
- if <player.has_flag[jumping]||false> {
- event "player jump|player stops jumping" context:state|stop|to_location|<c.old_location>|from_location|<player.flag[jumping]>
- flag <player> jumping:!
}
- event "player fall|player starts falling" context:state|start|from_location|<c.old_location>
- while <player.location.standing_on.material.is[==].to[m@air]||false> {
- if <player.is_online.not> {
- while stop
}
- wait 1t
}
- event "player fall|player stops falling" context:state|stop|to_location|<player.location.simple.as_location>|from_location|<c.old_location>
- wait 1t
- flag <player> falling:!
- queue clear
}
- if <c.new_location.y.is[MORE].than[<c.old_location.y>]||false> {
# - narrate "Up"
- if <c.new_location.y.sub[<c.old_location.y>].is[==].to[0.5]> {
- queue clear
}
- if <c.new_location.sub[0,0.1,0].material.is_solid||false> {
- queue clear
}
- if <player.has_flag[jumping]||false> {
- queue clear
}
- flag <player> jumping:<c.old_location>
- event "player jump|player starts jumping" context:state|start|from_location|<c.old_location>
- queue clear
}
on player starts jumping:
- narrate "Jumping from <c.from_location.y>"
on player starts falling:
- narrate "Falling from <c.from_location.y>"
on player stops jumping:
- narrate "Jump Height <c.to_location.y.sub[<c.from_location.y>]||0> Blocks"
on player stops falling:
- narrate "Fall Distance <c.from_location.y.sub[<c.to_location.y>]||0> Blocks"
on player jumps:
- if <player.has_flag[launched]||false> {
- queue clear
}
- while <player.location.standing_on.material.name.is[==].to[air]||false> {
- if <player.is_online.not> {
- while stop
}
- wait 1t
}
- define fall '<c.location.y.sub[<player.location.y>]>'
- adjust <player> can_fly:false
- adjust <player> 'fall_distance:%fall%'
# - narrate "fall distance %fall%"
- adjust <player> can_fly:true
on player starts flying:
- if <player.has_flag[fly_enabled]||false>
|| <player.gamemode.id.is[==].to[1]> {
- queue clear
}
- wait 5t
- adjust <player> can_fly:false
- define maxY '<player.location.y>'
- while <player.location.standing_on.material.name.is[==].to[air]||false> {
- if <player.is_online.not> {
- while stop
}
- wait 1t
}
- adjust <player> fall_distance:<def[maxY].sub[<player.location.y>].mul[0.75]||0>
- adjust <player> can_fly:true