Date: 2017/09/14 14:35:08 UTC-07:00
Type: Denizen Script
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Plot_Config_Events:
type: world
events:
on gm command:
- inject Plot_Config_Gamemode_Command_Check
on gamemode command:
- inject Plot_Config_Gamemode_Command_Check
on survival command:
- inject Plot_Config_Gamemode_Command_Check
on creative command:
- inject Plot_Config_Gamemode_Command_Check
on gm1 command:
- inject Plot_Config_Gamemode_Command_Check
on gm0 command:
- inject Plot_Config_Gamemode_Command_Check
on gms command:
- inject Plot_Config_Gamemode_Command_Check
on gmc command:
- inject Plot_Config_Gamemode_Command_Check
# on player changes gamemode:
# - inject Plot_Config_Gamemode_Command_Check
on plotsquared player enters plotsquaredplot:
- announce "<&7>Test Enter <player.name> <context.plot>" to_ops
- define plot <context.plot>
- if <server.has_flag[Plots.<def[plot]>.Config.lock_gamemode]> {
- inject Plot_Config_Ignore_OwnerTrust_Task
- define gm <server.flag[Plots.<def[plot]>.Config.lock_gamemode]>
- if <player.gamemode> != <def[gm]> {
- flag player Last_Gamemode:<player.gamemode>
- narrate format:util_ff "<&7>Dette plot-gamemode er låst til<&co> <&6><def[gm]>"
- adjust <player> gamemode:Spectator
}
}
on plotsquared player leaves plotsquaredplot:
- announce "<&7>Test Exit <player.name> <context.plot>" to_ops
- if <player.has_flag[Last_Gamemode]> {
- define gm <player.flag[Last_Gamemode]>
- narrate format:util_ff "<&7>Du er blevet sat tilbage til <player.flag[Last_Gamemode]>"
- adjust <player> gamemode:<player.flag[Last_Gamemode]>
- flag player Last_Gamemode:!
}
on player clicks Plot_Config_Item_Time in Plot_Config_MainMenu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- if <server.flag[Plots.<def[plot]>.Config.Time]||null> == "Dag" {
- flag server Plots.<def[plot]>.Config.Time:Aften
}
else if <server.flag[Plots.<def[plot]>.Config.Time]||null> == Aften {
- execute as_player "plot flag set time 12000"
- flag server Plots.<def[plot]>.Config.Time:Nat
}
else if <server.flag[Plots.<def[plot]>.Config.Time]||null> == Nat {
- execute as_player "plot flag set time 18000"
- flag server Plots.<def[plot]>.Config.Time:Morgen
}
else if <server.flag[Plots.<def[plot]>.Config.Time]||null> == Morgen {
- execute as_player "plot flag set time 0"
- flag server Plots.<def[plot]>.Config.Time:!
}
else {
- execute as_player "plot flag set time 6000"
- flag server Plots.<def[plot]>.Config.Time:Dag
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_MainMenu
on player clicks Plot_Config_Item_Weather in Plot_Config_MainMenu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- if <server.flag[Plots.<def[plot]>.Config.Weather]||null> == Rain {
- flag server Plots.<def[plot]>.Config.Weather:!
- execute as_player "plot flag set weather sunny"
}
else {
- flag server Plots.<def[plot]>.Config.Weather:Rain
- execute as_player "plot flag set weather rain"
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_MainMenu
on player clicks Plot_Config_Item_LockGamemode in Plot_Config_MainMenu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- if <server.flag[Plots.<def[plot]>.Config.lock_gamemode]||null> == Survival {
- flag server Plots.<def[plot]>.Config.lock_gamemode:Adventure
}
else if <server.flag[Plots.<def[plot]>.Config.lock_gamemode]||null> == Adventure {
- flag server Plots.<def[plot]>.Config.lock_gamemode:Spectator
}
else if <server.flag[Plots.<def[plot]>.Config.lock_gamemode]||null> == Spectator {
- flag server Plots.<def[plot]>.Config.lock_gamemode:!
}
else {
- flag server Plots.<def[plot]>.Config.lock_gamemode:Survival
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_MainMenu
on player clicks Plot_Config_Item_SetPlotHome in Plot_Config_MainMenu:
- determine cancelled passively
- inventory close d:<context.inventory>
- execute as_player "plot sethome"
on player clicks Plot_Config_Item_Back:
- determine cancelled passively
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_MainMenu
on player drags in Plot_Config_MainMenu:
- determine cancelled passively
Plot_Config_Ignore_OwnerTrust_Task:
type: task
script:
# - define plot
- if <def[plot]> == null {
- queue clear
}
- if <def[plot].owners.include[<def[plot].trusted>].contains[<player>]||true> {
- queue clear
}
Plot_Config_Gamemode_Command_Check:
type: task
script:
- define plot <player.location.plotsquared_plot||null>
- inject Plot_Config_Ignore_OwnerTrust_Task
- if <server.has_flag[Plots.<def[plot]>.Config.lock_gamemode]> {
- determine cancelled passively
- narrate format:util_ff "<&c>Dette plot har gamemode låst til <&e><server.flag[Plots.<def[plot]>.Config.lock_gamemode]>"
- narrate format:util_ff "<&7>Hvis du gerne vil ud, så brug <&b>/spawn"
- queue clear
}
Plot_Config_Command:
type: command
name: plotconfig
usage: /plotconfig
description: Command to open config for plot
aliases:
- pconfig
- pmeconfig
- plotcon
- pcon
script:
- inject Plot_Config_OpenMenu
Plot_Config_OpenMenu:
type: task
script:
- define plot <player.location.plotsquared_plot||null>
- if <def[plot]> == null {
- narrate format:util_ff "<&c>Du er ikke på noget plot!"
- queue clear
}
- if <def[plot].owners.include[<def[plot].trusted>].deduplicate.contains[<player>].not||true> {
- narrate format:util_ff "<&c>Du er ikke ejer eller trusted på dette plot!"
- queue clear
}
- flag player Plot_Config_Target:<def[plot]>
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_MainMenu
##############################################################################################################
############ Main Menu
##############################################################################################################
Plot_Config_MainMenu:
type: inventory
inventory: CHEST
title: <&3>Plot Config
size: 27
definitions:
GM: Plot_Config_Item_LockGamemode
# Cmds: Plot_Config_Item_CommandSettings
Time: Plot_Config_Item_Time
Weather: Plot_Config_Item_Weather
Home: Plot_Config_Item_SetPlotHome
# NoteBlock: Plot_Config_Item_Music
BeaconDrop: Plot_Config_Item_DropBeacon
slots:
- "[] [GM] [Time] [Weather] [] [] [] [] []"
- "[] [Home] [] [] [] [] [] [] []"
- "[] [BeaconDrop] [] [] [] [] [] [] []"
# Block /gm
## Lock Commandoer
# Kan ikke bruge kommandoer undtagen whitelisted
# /gm (Gamemode Kommandoer)
# /god
# /fly
# /tpyes/tpa/back/home/thru/top(Teleport Kommandoer) (Compass)
# /item/kit (Spawn item/kits)
# /eec/craft/enderchest (Kister/Craft Kommandoer)
# /ast
# /mines
# /speed (default sat til 1 hvis slået fra)
# /
## Block Perm
Plot_Config_Item_Toggle_Proc:
type: procedure
definitions: type|opposite
script:
- define plot <server.flag[Plot_Config_Target].as_plotsquared_plot>
- if <server.has_flag[Plots.<def[plot]>.Config.<def[type]>]> {
- if <def[opposite].exists> {
- determine "<&c>Slået Fra"
}
- determine "<&a><server.flag[Plots.<def[plot]>.Config.<def[type]>]>"
}
- if <def[opposite].exists> {
- determine "<&a>Slået Til"
}
- determine "<&c>Slået Fra"
Plot_Config_Item_Amount_Proc:
type: procedure
definitions: type|default
script:
- define plot <server.flag[Plot_Config_Target].as_plotsquared_plot>
- if <server.has_flag[Plots.<def[plot]>.Config.<def[type]>]> {
- determine "<&a><server.flag[Plots.<def[plot]>.Config.<def[type]>]>"
}
- determine "<&a><def[default]>"
Plot_Config_Item_LockGamemode:
type: item
material: LOG
display name: <&b><&l>Force Gamemode
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Toggle_Proc].context[lock_gamemode]>"
- "<&3>Låser dit gamemode på dit plot"
- "<&3>så spillere ikke kan ændre deres gamemode."
- "<&3>Hvis en spiller ikke er i den korrekte gamemode,"
- "<&3>bliver de istedet sat til spectator."
- "<&e>En spiller skal ændre sit gamemode"
- "<&e>før de træder ind på plottet!""
Plot_Config_Item_Time:
type: item
material: WATCH
display name: <&b><&l>Time
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Toggle_Proc].context[lock_gamemode]>"
- "<&3>Ændre tiden på dit plot for dig og dine spillere."
- "<&3>Nogen ting ser bedre ud om natten."
Plot_Config_Item_CommandSettings:
type: item
material: COMMAND
display name: <&b><&l>Command Settings
lore:
- "<&3>Åbner indstillinger hvor du kan"
- "<&3>ændre adgang til hvilke kommandoer"
- "<&3>spillere har adgang til på dit plot."
- "<&e>Ikke alle kommandoer kan ændres!"
Plot_Config_Item_Weather:
type: item
material: GHAST_TEAR
display name: <&b><&l>Weather
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Toggle_Proc].context[weather]>"
- "<&3>Ændrer vejret på dit plot."
- "<&e>Regn og Sne kan give client lag!"
Plot_Config_Item_SetPlotHome:
type: item
material: BED
display name: <&b><&l>Set Plot Home
lore:
- "<&3>Sætter dit plot home til der hvor du står."
- "<&3>Dette fungere ligesom at sætte spawn."
- "<&3>Spillere der teleportere til dit plot, vil"
- "<&3>blive teleportet til det home du har sat."
Plot_Config_Item_KitSettings:
type: item
material: DIAMOND_SWORD
display name: <&b><&l>Kit Settings
lore:
- "<&3>Åbner indstillinger til plot kits."
- "<&3>Opret eller ændre kits på dit plot."
Plot_Config_Item_RespawnHome:
type: item
material: BED
display name: <&b><&l>Home Respawn
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Toggle_Proc].context[respawn]>"
- "<&3>Hvis en spiller dør på dit plot,"
- "<&3>så respawner de på plot home."
- "<&e>Deaktivere automatisk hvis det abuses."
# VIP ?
Plot_Config_Item_ComboKills:
type: item
material: DIAMOND_AXE
display name: <&b><&l>Combo Kills
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Toggle_Proc].context[combo]>"
- "<&3>Combo system på dit plot."
- "<&3>Bruges til "
- "<&3>Op til 100 combo med broadcast og effekter."
# VIP ?
Plot_Config_Item_DropBeacon:
type: item
material: BEACON
display name: <&b><&l>Drop Beacon Indstillinger
lore:
- "<&3>Åbner indstillinger til din drop beacon."
- "<&3>Derinde kan du også opsætte din drop beacon."
Plot_Config_Item_Back:
type: item
material: BEACON
display name: <&b><&l>Back
lore:
- "<&3>Går tilbage til hovedmenuen."
##############################################################################################################
############ Drop Beacon
##############################################################################################################
Plot_Config_Events:
type: world
events:
on player clicks Plot_Config_DropBeacon_Item_Setup in Plot_Config_DropBeacon_Menu:
- determine cancelled passively
- inventory close d:<context.inventory>
- execute as_player "setbeacon"
on player clicks Plot_Config_DropBeacon_Item_Need in Plot_Config_DropBeacon_Menu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- define flag <server.flag[Plots.<def[plot]>.Config.DropBeacon.Players_Need]||null>
- if <def[flag]> == 5 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:10
}
else if <def[flag]> == 10 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:15
}
else if <def[flag]> == 15 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:20
}
else if <def[flag]> == 20 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:25
}
else if <def[flag]> == 25 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:50
}
else if <def[flag]> == 50 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:1
}
else if <def[flag]> == 1 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:!
}
else {
- flag server Plots.<def[plot]>.Config.DropBeacon.Players_Need:5
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_DropBeacon_Menu
on player clicks Plot_Config_DropBeacon_Item_Amount in Plot_Config_DropBeacon_Menu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- define flag <server.flag[Plots.<def[plot]>.Config.DropBeacon.Amount]||null>
- if <def[flag]> == 150 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:200
}
else if <def[flag]> == 200 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:10
}
else if <def[flag]> == 10 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:25
}
else if <def[flag]> == 25 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:50
}
else if <def[flag]> == 50 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:80
}
else if <def[flag]> == 80 {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:!
}
else {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:150
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_DropBeacon_Menu
on player clicks Plot_Config_DropBeacon_Item_Cooldown in Plot_Config_DropBeacon_Menu:
- determine cancelled passively
- define plot <player.flag[Plot_Config_Target].as_plotsquared_plot>
- define flag <server.flag[Plots.<def[plot]>.Config.DropBeacon.Amount]||null>
- if <def[flag]> == 30m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:60m
}
else if <def[flag]> == 60m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:1m
}
else if <def[flag]> == 1m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:3m
}
else if <def[flag]> == 3m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:5m
}
else if <def[flag]> == 5m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:10m
}
else if <def[flag]> == 10m {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:!
}
else {
- flag server Plots.<def[plot]>.Config.DropBeacon.Amount:30m
}
- flag server Plot_Config_Target:<def[plot]>
- inventory open d:in@Plot_Config_DropBeacon_Menu
on player drags in Plot_Config_DropBeacon_Menu:
- determine cancelled passively
Plot_Config_DropBeacon_Menu:
type: inventory
inventory: CHEST
title: <&3>Drop Beacon Instillinger
size: 27
definitions:
Back: Plot_Config_Item_Back
Setup: Plot_Config_DropBeacon_Item_Setup
Need: Plot_Config_DropBeacon_Item_Need
Cooldown: Plot_Config_DropBeacon_Item_Cooldown
Amount: Plot_Config_DropBeacon_Item_Amount
slots:
- "[Back] [] [Setup] [] [Need] [] [Cooldown] [] [Amount]"
Plot_Config_DropBeacon_Item_Setup:
type: item
material: BEACON
display name: <&b><&l>Install Drop Beacon
lore:
- "<&3>Opsætter drop beacon til en beacon block."
- "<&3>Dette fungere ligesom /setbeacon"
Plot_Config_DropBeacon_Item_Need:
type: item
material: NETHER_STAR
display name: <&b><&l>Players Needed
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Amount_Proc].context[DropBeacon.Players_Need|<s@DropBeacon_Data.yaml_key[config.players]>]>"
- "<&3>Sætter hvor mange spillere der skal være på dit plot."
Plot_Config_DropBeacon_Item_Amount:
type: item
material: NETHER_STAR
display name: <&b><&l>Drop Amount
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Amount_Proc].context[DropBeacon.Amount|<s@DropBeacon_Data.yaml_key[config.amount.drop_total]>]>"
- "<&3>Sætter hvor meget der skal droppes hver gang."
Plot_Config_DropBeacon_Item_Cooldown:
type: item
material: WATCH
display name: <&b><&l>Cooldown
lore:
- "<&3>Status<&co> <proc[Plot_Config_Item_Amount_Proc].context[DropBeacon.Cooldown|<s@DropBeacon_Data.yaml_key[config.cooldown]>]>"
- "<&3>Sætter cooldown på mellem hvert drop."