Paste #36517: Edit of P#36516 - Untitled Paste

Date: 2016/09/28 09:33:15 UTC-07:00
Type: Denizen Script

View Raw Paste Download This Paste
Copy Link


MenuConfig:
    type: world
    events:
        on player breaks grass:
        - inventory open d:in@Menu_General
        on player clicks in Menu_Magie:
        - determine passively cancelled
        - choose <c.raw_slot>:
          - case 1:
            - inventory close
            - if <player.glowing> {
              - narrate "<&2>Retrait du sort en cours ..."
              - repeat 8 {
                - playeffect <player> effect:fireworks_spark offset:0.7 qty:10 visibility:100
                - wait 10t
              }
              - playeffect <player> effect:explode offset:0.7 qty:10 visibility:100
              - playsound <player> sound:ENTITY_PLAYER_BREATH
              - glow <player> false
              - narrate "<&5>Capacité magique « <&f>Lueur céleste <&5>» ôté !"
              }
              else {
              - narrate "<&2>Invocation du sort en cours ..."
              - repeat 8 {
                - playeffect <player> effect:fireworks_spark offset:0.7 qty:10 visibility:100
                - wait 10t
              }
              - playsound <player> sound:ENTITY_PLAYER_BREATH
              - playeffect <player> effect:explode offset:0.7 qty:10 visibility:100
              - glow <player>
              - narrate "<&5>Capacité magique « <&f>Lueur céleste <&5>» invoqué !"
              }
          - case 3:
            - execute as_player "spawn"
          - case 7:
            - if <context.click> == left {
              - if <player.has_flag[champinvisibiliteon]> {
                - narrate "<&2>Vous avez déjà invoqué un champ d'invisibilité !"
                - inventory close
                - queue clear
                }
              - if <player.has_flag[champinvisibiliteoff]||false||null> {
                - flag player champinvisibiliteoff:!
                - flag player champinvisibiliteon
                - inventory close
                - narrate "<&2>Invocation du champ d'invisibilité en cours ..."
                - repeat 8 {
                  - playeffect <player> effect:fireworks_spark offset:0.7 qty:10 visibility:100
                  - wait 10t
                  }
                - playeffect <player> effect:explode offset:0.7 qty:10 visibility:100
                - playsound <player> sound:ENTITY_PLAYER_BREATH
                - execute as_player "dynmap hide" silent
                - narrate "<&2>Champ d'invisibilité invoqué !"
                - queue clear
                }
              }
            - if <context.click> == right {
              - if <player.has_flag[champinvisibiliteoff]||false> {
                - narrate "<&2>Vous n'avez pas encore invoqué un champ d'invisibilité !"
                - inventory close
                - queue clear
                }
              - if <player.has_flag[champinvisibiliteon]> {
                - flag player champinvisibiliteon:!
                - flag player champinvisibiliteoff
                - inventory close
                - narrate "<&2>Retrait du champ d'invisibilité en cours ..."
                - repeat 8 {
                  - playeffect <player> effect:fireworks_spark offset:0.7 qty:10 visibility:100
                  - wait 10t
                  }
                - playeffect <player> effect:explode offset:0.7 qty:10 visibility:100
                - playsound <player> sound:ENTITY_PLAYER_BREATH
                - execute as_player "dynmap show" silent
                - narrate "<&2>Champ d'invisibilité ôté !"
                - queue clear
                }
              }