Date: 2015/11/18 11:53:02 UTC-08:00
Type: Denizen Script
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RefreshTablist:
type: world
events:
# sets a header in the TAB LIST which displays the player's money and wallet type, updates when they log on and when their money changes
on player join:
- adjust <player> "tab_list_info:<&2><&o>Money:<&r><&a> $<player.flag[money].as_int||0> - <player.flag[wallet]>"
on player flag money changed:
- adjust <player> "tab_list_info:<&2><&o>Money:<&r><&a> $<player.flag[money].as_int||0> - <player.flag[wallet]>"
PayOutMining:
type: world
events:
# pay players money when they mine certain blocks
on player breaks IRON_ORE:
# makes iron ore drop ingots and XP (in lieu of smelting), so that players can't repeatedly mine and earn money
# this will require an achievement fix so players can still get "Acquire Hardware"
- narrate "<&a>+2 Money <&9>for mining Iron Ore."
- flag player money:+:2
- determine passively i@iron_ingot
- determine 1
on player breaks GOLD_ORE:
# makes gold ore drop ingots and XP (in lieu of smelting), so that players can't repeatedly mine and earn money
- narrate "<&a>+20 Money <&9>for mining Gold Ore."
- flag player money:+:20
- determine passively i@gold_ingot
- determine 1
on player breaks OBSIDIAN:
# exempt from the exploit rule, because payout isn't worth the time and durability damage anyway
- narrate "<&a>+1 Money <&9>for mining Obsidian."
- flag player money:++
on player breaks REDSTONE_ORE:
- narrate "<&a>+2 Money <&9>for mining Redstone Ore."
- flag player money:+:2
on player breaks LAPIS_ORE:
- narrate "<&a>+8 Money <&9>for mining Lapis Lazuli."
- flag player money:+:8
on player breaks COAL_ORE:
- narrate "<&a>+1 Money <&9>for mining Coal Ore."
- flag player money:++
on player breaks DIAMOND_ORE:
- narrate "<&a>+100 Money <&9>for mining Diamond Ore."
- flag player money:+:100
on player breaks EMERALD_ORE:
- narrate "<&a>+100 Money <&9>for mining Emerald Ore."
- flag player money:+:100
on player breaks QUARTZ_ORE:
- narrate "<&a>+1 Money <&9>for mining Quartz Ore."
- flag player money:++
PayOutKilling:
type: world
events:
# pay players money when they kill certain creatures
on player kills ZOMBIE:
- narrate "<&a>+1 Money <&c>for killing a Zombie."
- flag player money:++
on player kills CREEPER:
- narrate "<&a>+4 Money <&c>for killing a Creeper."
- flag player money:+:4
on player kills SPIDER:
- narrate "<&a>+1 Money <&c>for killing a Spider."
- flag player money:++
on player kills CAVE_SPIDER:
- narrate "<&a>+1 Money <&c>for killing a Spider."
- flag player money:++
on player kills WITCH:
- narrate "<&a>+10 Money <&c>for killing a Witch."
- flag player money:+:10
on player kills GUARDIAN:
- narrate "<&a>+5 Money <&c>for killing a Guardian."
- flag player money:+:5
on player kills ENDERMAN:
- narrate "<&a>+10 Money <&c>for killing an Enderman."
- flag player money:+:10
on player kills WITHER:
- narrate "<&6>+5,000 Money <&4>for killing a Wither!!!"
- flag player money:+:5000
on player kills SLIME:
- narrate "<&a>+3 Money <&c>for killing a Slime."
- flag player money:+:3
on player kills SILVERFISH:
- narrate "<&a>+3 Money <&c>for killing a Silverfish."
- flag player money:+:3
on player kills GHAST:
- narrate "<&a>+25 Money <&c>for killing a Ghast."
- flag player money:+:25
on player kills PIG_ZOMBIE:
- narrate "<&a>+1 Money <&c>for killing a Zombie Pigman."
- flag player money:++
on player kills BLAZE:
- narrate "<&a>+10 Money <&c>for killing a Blaze."
- flag player money:+:10
on player kills MAGMA_CUBE:
- narrate "<&a>+3 Money <&c>for killing a Magma Cube."
- flag player money:+:3
on player kills SKELETON:
# differentiates between SKELETON and WITHER SKELETON
- if <context.entity.skeleton_type.contains[wither]> {
- narrate "<&a>+10 Money <&c>for killing a Wither Skeleton."
- flag player money:+:10
} else {
- narrate "<&a>+2 Money <&c>for killing a Skeleton."
- flag player money:+:2
}
PayoutOther:
type: world
events:
# pay players for various other tasks
on player fishes:
# only pays the player if they successfully catch something. Also announces item name in chat
- if <context.state.contains[CAUGHT]> {
- narrate "<&a>+5 Money <&9>for catching <context.item.formatted>."
- flag player money:+:5
}
# lump RABBIT, COW, PIG, CHICKEN into "livestock" and pay the player when they've killed any 5.
# I personally don't like incentivizing the killing of SHEEP (sheer them instead), so they're not included.
on player kills RABBIT:
- flag player liveStockKills:++
- if <player.flag[liveStockKills]> >= 5 {
- flag player liveStockKills:0
- narrate "<&a>+2 Money <&c>for killing 5 livestock."
- flag player money:+:2
}
on player kills COW:
- flag player liveStockKills:++
- if <player.flag[liveStockKills]> >= 5 {
- flag player liveStockKills:0
- narrate "<&a>+2 Money <&c>for killing 5 livestock."
- flag player money:+:2
}
on player kills PIG:
- flag player liveStockKills:++
- if <player.flag[liveStockKills]> >= 5 {
- flag player liveStockKills:0
- narrate "<&a>+2 Money <&c>for killing 5 livestock."
- flag player money:+:2
}
on player kills CHICKEN:
- flag player liveStockKills:++
- if <player.flag[liveStockKills]> >= 5 {
- flag player liveStockKills:0
- narrate "<&a>+2 Money <&c>for killing 5 livestock."
- flag player money:+:2
}
WalletCaps:
type: world
events:
# set maximum money caps based off wallet size
on player flag money changed:
#if player's wallet is Leather, cap their money at $5,000
- if <player.flag[wallet]> == <&c><&n>Leather<&sp>Wallet<&r> {
- if <player.flag[money]> > 5000 {
- flag player money:5000
}
}
#if player's wallet is Iron, cap their money at $10,000
- if <player.flag[wallet]> == <&7><&n>Iron<&sp>Wallet<&r> {
- if <player.flag[money]> > 10000 {
- flag player money:10000
}
}
#if player's wallet is Gold, cap their money at $30,000
- if <player.flag[wallet]> == <&6><&n>Gold<&sp>Wallet<&r> {
- if <player.flag[money]> > 30000 {
- flag player money:30000
}
}
#if player's wallet is Diamond, cap their money at $100,000
- if <player.flag[wallet]> == flag player wallet:<&b><&n>Diamond<&sp>Wallet<&r> {
- if <player.flag[money]> > 100000 {
- flag player money:100000
}
}
#if player's wallet is Nether Star, don't cap their money!