SeismicSense:
type: world
debug: false
events:
on player walks:
- if <player.flag[element]> == earth {
- if !<player.has_flag[element_toggled]> {
- if <player.has_flag[seismic_sense_unlocked]> {
- if !<player.has_flag[ss_toggled]> {
- foreach <player.location.find.living_entities.within[20].exclude[<player>]> {
- - if <li@m@sand|m@clay|m@dirt|m@grass|m@gravel|m@diorite|m@cobblestone|m@stone|m@polished_diorite|m@andesite|m@polished_andesite|m@granite|m@polished_granite.contains[<def[value].location.add[0,-1,0].material>]> {
- - glow <def[value]>
- - wait 2s
- - adjust <def[value]> "glowing:false"
+ - while <li@m@sand|m@clay|m@dirt|m@grass|m@gravel|m@diorite|m@cobblestone|m@stone|m@polished_diorite|m@andesite|m@polished_andesite|m@granite|m@polished_granite.contains[<def[value].location.add[0,-1,0].material>]> && <def[value].location.find.players.within[50].contains[<player>]> {
+ - wait 1t
+ - glow <def[value]>
+ - wait 1t
+ - adjust <def[value]> glowing:false
}
}
}
}
}
}