Title | Untitled Paste |
Type | Denizen Script |
Date | 2015/01/01 11:30:49 UTC-08:00 |
By | Anthony |
Other | |
Paste |
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# # d R e g i o n s # # Flag Modules # # Authors: |Anthony| # Version: 0.1 # dScript Version: 0.9.6-DEV_b146 # # # #--- About this script # # Adding new flags /can/ be as easy as making a new module! # # # ################################################################################ dRegions_Flag_Entry: type: item debug: false material: i@paper display name: "<&4>[<&6>Entry<&4>]" lore: - <&5>Who can enter a region event_hook: regionEnter event_priority: 0 flag_type: state flag_takeGroup: true script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>entry<&rb>||null<>>' - define entryList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' # - define entryList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<<>yaml<&lb>dRegions_%world%_regions<&rb>.read<&lb>regions.]].parse[replace[regex:()$].with[.flags.entry<&rb>||null<>>]]>>' - foreach %entryList% { - if <def[value].split[/].get[1].is[==].to[deny]||false> { - define group '<def[value].split[/].get[2]||nonmembers>' - define isOwner '<proc[dRegions_IsOwner].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You do not have permission to enter this region' } - determine cancelled - queue clear } } } dRegions_Flag_Greeting: type: item debug: false material: i@paper display name: "<&4>[<&6>Greeting<&4>]" lore: - <&5>Message on enter region event_hook: regionEnter event_priority: 10 flag_type: string flag_takeGroup: false script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: # Now using GetInheritedFlag procedure # I split the tag up into 3 parts so folks could maybe possibly better understand it # The original msgList is left commented out. No touchy - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>greeting<&rb>||null<>>' - define msgList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' # - define msgList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<<>yaml<&lb>dRegions_%world%_regions<&rb>.read<&lb>regions.]].parse[replace[regex:()$].with[.flags.greeting<&rb>||null<>>]]>>' - foreach %msgList% { - if <def[value].is[!=].to[null]||false> { - narrate "<parse:%value%>" - foreach stop } } dRegions_Flag_Exit: type: item debug: false material: i@paper display name: "<&4>[<&6>Exit<&4>]" lore: - <&5>Who can exit a region event_hook: regionExit event_priority: 0 flag_type: state flag_takeGroup: true script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>exit<&rb>||null<>>' - define exitList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' # - define exitList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<<>yaml<&lb>dRegions_%world%_regions<&rb>.read<&lb>regions.]].parse[replace[regex:()$].with[.flags.exit<&rb>||null<>>]]>>' - foreach %exitList% { - if <def[value].split[/].get[1].is[==].to[deny]||false> { - define group '<def[value].split[/].get[2]||nonmembers>' - define isOwner '<proc[dRegions_IsOwner].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You do not have permission to exit this region' } - determine cancelled - queue clear } } } dRegions_Flag_Farewell: type: item debug: false material: i@paper display name: "<&4>[<&6>Farewell<&4>]" lore: - <&5>Message on exit region event_hook: regionExit event_priority: 10 flag_type: string flag_takeGroup: false script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>farewell<&rb>||null<>>' - define msgList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' # - define msgList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<<>yaml<&lb>dRegions_%world%_regions<&rb>.read<&lb>regions.]].parse[replace[regex:()$].with[.flags.farewell<&rb>||null<>>]]>>' - foreach %msgList% { - if <def[value].is[!=].to[null]||false> { - narrate "<parse:%value%>" - foreach stop } } dRegions_Flag_Gamemode: type: item debug: false material: i@paper display name: "<&4>[<&6>Gamemode<&4>]" lore: - <&5>Change gamemode inside a region event_hook: regionToggle event_priority: 20 flag_type: custom flag_type_customVal: creative|survival|adventure flag_help: Gamemode flag can be set to creative, survival, or adventure flag_takeGroup: true script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>gamemode<&rb>||null<>>' - define gmList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' - foreach %gmList% { - if <def[value].is[!=].to[null]||false> { - define gm '<def[value].split[/].get[1]||survival>' - define group '<def[value].split[/].get[2]||members>' - define isOwner '<proc[dRegions_IsOwner].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <def[isExit].exists> { - if <player.flag[dRegions_PreviousGamemode].is[!=].to[<player.gamemode>]||false> { - adjust <player> 'gamemode:<player.flag[dRegions_PreviousGamemode]||survival>' - run s@dRegions_Msg 'def:<&7><&o>Your gamemode has been updated.' } - flag <player> 'dRegions_PreviousGamemode:!' } else if <def[isEnter].exists> { - if <def[gm].is[!=].to[<player.gamemode>]> { - flag <player> 'dRegions_PreviousGamemode:<player.gamemode>' - adjust <player> 'gamemode:%gm%' - run s@dRegions_Msg 'def:<&7><&o>Your gamemode has been updated.' } } else { - adjust <player> 'gamemode:survival' - run s@dRegions_Msg 'def:<&7><&o>Your gamemode has been updated.' } - foreach stop } } } dRegions_Flag_Inventory: type: item debug: true material: i@paper display name: "<&4>[<&6>Inventory<&4>]" lore: - <&5>Save inventory before going into a region event_hook: regionToggle event_priority: 20 flag_type: custom flag_type_customVal: unique|kit flag_help: Inventory flag can be set to unique or kit. Unique inventories start empty. Kit inventories use your current inventory. flag_takeGroup: true script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." command_handler: - if <def[flagValue].is[==].to[kit]> { - yaml set 'inventories.regions.%region%.entry.kit.equip:<player.equipment>' 'id:dRegions_%world%_inventories' - yaml set 'inventories.regions.%region%.entry.kit.inv:<player.inventory.list_contents>' 'id:dRegions_%world%_inventories' - yaml set 'inventories.regions.%region%.exit.players:|:' 'id:dRegions_%world%_inventories' } - if <def[flagValue].is[==].to[unique]> { - yaml set 'inventories.regions.%region%.entry.players:|:' 'id:dRegions_%world%_inventories' - yaml set 'inventories.regions.%region%.exit.players:|:' 'id:dRegions_%world%_inventories' } - if <def[flagValue].is[==].to[null]> { - yaml set 'inventories.regions.%region%:!' 'id:dRegions_%world%_inventories' } - yaml 'savefile:dRegions/worlds/%world%/inventories.yml' 'id:dRegions_%world%_inventories' event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>inventory<&rb>||null<>>' - define invList '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' - foreach %invList% { - define region '<def[orderedRegions].get[%loop_index%]>' - if <def[value].is[!=].to[null]||false> { - define inv '<def[value].split[/].get[1]||unique>' - define group '<def[value].split[/].get[2]||nonmembers>' - define isOwner '<proc[dRegions_IsOwner].context[%region%|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[%region%|%world%|<player>]>' - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <def[isEnter].exists> { - if <def[inv].is[==].to[kit]||false> { - define equipment '<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.entry.kit.equip]||li@>' - yaml set 'inventories.regions.%region%.exit.players.<player.uuid>.equip:<player.equipment>' 'id:dRegions_%world%_inventories' - yaml set 'inventories.regions.%region%.exit.players.<player.uuid>.inv:<player.inventory.list_contents>' 'id:dRegions_%world%_inventories' - inventory set 'd:<player.inventory>' 'o:<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.entry.kit.inv]||li@>' - equip <player> 'boots:<def[equipment].get[1]||i@air>' 'legs:<def[equipment].get[2]||i@air>' 'chest:<def[equipment].get[3]||i@air>' 'head:<def[equipment].get[4]||i@air>' } else if <def[inv].is[==].to[unique]||false> { - define equipment '<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.entry.players.<player.uuid>.equip]||li@>' - yaml set 'inventories.regions.%region%.exit.players.<player.uuid>.equip:<player.equipment>' 'id:dRegions_%world%_inventories' - yaml set 'inventories.regions.%region%.exit.players.<player.uuid>.inv:<player.inventory.list_contents||li@i@air>' 'id:dRegions_%world%_inventories' - inventory set 'd:<player.inventory>' 'o:<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.entry.players.<player.uuid>.inv]||li@>' - equip <player> 'boots:<def[equipment].get[1]||i@air>' 'legs:<def[equipment].get[2]||i@air>' 'chest:<def[equipment].get[3]||i@air>' 'head:<def[equipment].get[4]||i@air>' } - run s@dRegions_Msg 'def:<&7><&o>Your inventory has been updated.' } else if <def[isExit].exists> { - define equipment '<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.exit.players.<player.uuid>.equip]||li@>' - inventory set 'd:<player.inventory>' 'o:<yaml[dRegions_%world%_inventories].read[inventories.regions.%region%.exit.players.<player.uuid>.inv]||li@>' - equip <player> 'boots:<def[equipment].get[1]||i@air>' 'legs:<def[equipment].get[2]||i@air>' 'chest:<def[equipment].get[3]||i@air>' 'head:<def[equipment].get[4]||i@air>' - yaml set 'inventories.regions.%region%.exit.players.<player.uuid>:!' 'id:dRegions_%world%_inventories' - run s@dRegions_Msg 'def:<&7><&o>Your inventory has been updated.' } else { - run s@dRegions_Msg 'def:<&7><&o>THIS SHOULD NOT RUN EVER!' } - yaml 'savefile:dRegions/worlds/%world%/inventories.yml' 'id:dRegions_%world%_inventories' - foreach stop } } } dRegions_Flag_Build: type: item debug: true material: i@paper display name: "<&4>[<&6>Build<&4>]" lore: - <&5>Override default build perms event_hook: build event_priority: 0 flag_type: state flag_help: By default, all members and owners can build in their regions. Setting this flag can over ride that behavior. Can be set to allow, deny, or none and accepts the -g group switch. flag_takeGroup: true script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define region '<def[orderedRegions].get[1]>' - define flagVal '<proc[dRegions_GetInheritedFlag].context[%world%|%region%|build]||null>' - if <def[flagVal].is[==].to[null]||true> { - define flagVal 'deny/nonmembers' } - define flag '<def[flagVal].split[/].get[1]>' - define group '<def[flagVal].split[/].get[2]||nonmembers>' - define isOwner '<proc[dRegions_IsOwner].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[<def[orderedRegions].get[%loop_index%]>|%world%|<player>]>' - if <def[flag].is[==].to[deny]||false> { - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You do not have permission to build in this region' } - determine cancelled - queue clear } } - if <def[flag].is[==].to[allow]||false> { - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%].not> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You do not have permission to build in this region' } - determine cancelled - queue clear } } dRegions_Flag_Mob-Targeting: type: item debug: false material: i@paper display name: "<&4>[<&6>Mob-Targeting<&4>]" lore: - <&5>Can mobs target players event_hook: ENTITY_Target_Player event_priority: 0 flag_type: state flag_takeGroup: true flag_help: State flag controlling whether mobs will be able to target players in this region. Defaults to allow all. Use mob-targeting flag to specify mob types. Takes the -g group switch. script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." event: - define prefix '<<>proc<&lb>dRegions_GetInheritedFlag<&rb>.context<&lb>%world%<&pipe>' - define suffix '<&pipe>mob-target<&rb>||null<>>' - define InheritedMobs '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' - define suffix '<&pipe>mob-targeting<&rb>||null<>>' - define InheritedFlags '<parse:<def[orderedRegions].parse[replace[regex:^()].with[<def[prefix]>]].parse[replace[regex:()$].with[<def[suffix]>]]>>' - foreach %InheritedFlags% { - define mobList '<def[InheritedMobs].get[%loop_index%].replace[, ].with[|].as_list||all>' - if <def[mobList].is[==].to[all]||false> || <def[moblist].contains[<c.entity.entity_type>]||false> { - define flagVal '<def[value]>' - if <def[flagVal].is[==].to[null]||true> { - define flagVal 'allow/all' } - define flag '<def[flagVal].split[/].get[1]>' - define group '<def[flagVal].split[/].get[2]||all>' - define region '<def[orderedRegions].get[%loop_index%]>' - define isOwner '<proc[dRegions_IsOwner].context[%region%|%world%|<player>]>' - define isMember '<proc[dRegions_isMember].context[%region%|%world%|<player>]>' - if <def[flag].is[==].to[allow]||false> { - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%].not> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You have been ignored by a mob!' } - determine cancelled - queue clear } } - if <def[flag].is[==].to[deny]||false> { - if <proc[dRegions_PlayerMatchRegionGroup].context[%group%|%isMember%|%isOwner%]> { - if <player.has_flag[dRegions_Message_Cooldown].not> { - flag player dRegions_Message_Cooldown duration:3s - run s@dRegions_Msg 'def:<&c><&o>You have been ignored by a mob!' } - determine cancelled - queue clear } } } } dRegions_Flag_Mob-Target: type: item debug: false material: i@paper display name: "<&4>[<&6>Mob-Target<&4>]" lore: - <&5>List of mobs used by mob-targeting flag flag_type: list flag_takeGroup: false flag_help: List flag used with mob-targeting flag. To add to the list, use the -a switch. To remove from list use the -r switch. Provide a space separated list of mobs. script: - narrate "A handy container for region flags." - narrate "We<&sq>ll have subscripts for various tasks." button_click: - narrate "This will be useful when it comes time to make the GUI for region management." command_handler: - if <def[flagValue].is[==].to[null]||false> { - yaml set 'regions.%region%.flags.%flag%:!' 'id:dRegions_%world%_regions' - yaml 'savefile:dRegions/worlds/%world%/regions.yml' 'id:dRegions_%world%_regions' - run s@dRegions_Msg 'def:<&c>Cleared %flag% list for region %region%' - queue clear } else { - define mobs '<def[flagValue].split[ ].get[2].to[<def[flagValue].split[ ].size>].parse[to_lowercase].deduplicate||li@>' - if <def[mobs].get[1].is[==].to[all]> { - if '<def[flagValue].split[ ].get[1].is[==].to[-a]||false>' { - yaml set 'regions.%region%.flags.%flag%:all' 'id:dRegions_%world%_regions' - yaml 'savefile:dRegions/worlds/%world%/regions.yml' 'id:dRegions_%world%_regions' - run s@dRegions_Msg 'def:<&f><&o>%region%<&7><&o> set %flag% flag to <&f><&o>%flagValue%' - queue clear } - if '<def[flagValue].split[ ].get[1].is[==].to[-r]||false>' { - yaml set 'regions.%region%.flags.%flag%:!' 'id:dRegions_%world%_regions' - yaml 'savefile:dRegions/worlds/%world%/regions.yml' 'id:dRegions_%world%_regions' - run s@dRegions_Msg 'def:<&c>Cleared %flag% list for region %region%' - queue clear } } - foreach %mobs% { - if <def[value].is[matches].to[entity].not> { - define mobs '<def[mobs].exclude[%value%]||li@>' - run s@dRegions_Msg 'def:<&c><&o>%value% is not a valid a mob!' } } - if <def[mobs].is_empty||true> { - run s@dRegions_Msg 'def:<&c><&o>No valid mobs specified!' - define lines '<proc[dRegions_LineWrap].context[<s@dRegions_Flag_%Flag%.yaml_key[flag_help]||<&c>%flag% flag requires a %type% value!>|45]>' - foreach <def[lines]> { - run s@dRegions_Msg 'def:<&c><def[value]>' } - queue clear } - define currentMobs '<yaml[dRegions_%world%_regions].read[regions.%region%.flags.%flag%].replace[, ].with[|].as_list||li@>' - if '<def[flagValue].split[ ].get[1].is[==].to[-a]||false>' { - define flagValue '<def[currentMobs].include[<def[mobs].replace[li@]>].deduplicate||li@>' } - if '<def[flagValue].split[ ].get[1].is[==].to[-r]||false>' { - define flagValue '<def[currentMobs].exclude[<def[mobs].replace[li@]>].deduplicate||li@>' } - if <def[flagValue].is_empty||true> { - yaml set 'regions.%region%.flags.%flag%:!' 'id:dRegions_%world%_regions' - yaml 'savefile:dRegions/worlds/%world%/regions.yml' 'id:dRegions_%world%_regions' - run s@dRegions_Msg 'def:<&c>Cleared %flag% list for region %region%' - queue clear } - define flagValue '<def[flagValue].comma_separated>' } # |
Raw | Raw |