Date: 2019/01/26 07:53:46 UTC-08:00
Type: Denizen Script
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# ███ [ Universal Command Syntax Format ] ███
# ███ [ Behrry Efficient Format ] ███
BEF:
type: format
debug: false
format: "<&2>[<&a>B<&f>e<&a>hrry Essentials<&2>]<&r><text>"
# ███ [ AFK ] ███
AFK_Listen:
type: world
debug: false
events:
#notable events to disable
#on flag expires
#on player logs in
#on player joins
#on player kicked
#on player quits
#notable Events to trigger:
#on player walks
#on player clicks
#on player chats
#on player jumps
#on player opens inventory
#on player swaps items
AFK_Command:
type: command
name: afk
debug: false
permission: behrry.essential.afk
script:
- narrate targets:<server.list_players_online> "<Player.name> is now afk."
- flag player AFK
# ███ [ Alert ] ███
Alert_Listen:
type: world
debug: false
events:
#add alert
on player joins:
- if <player.has_flag[alert]>:
- discord id:behrbot message channel:<server.flag[staff-chat]> ":rotating_light: **Wee-Woo!** Alert Request! :rotating_light:<&nl>```css<&nl>#<player.name> has logged in.<&nl>#Admin_Name:<server.flag[<player>alert]><&nl>{This alert was requested by Behr_Riley. [ /Alert <player.name> Off ] ingame or let me know if you want alert request removed.<&nl>Reason: <server.flag[<player>alertreason]><&nl>```
- queue clear
#remove alert
on discord message received by behrbot:
- if <context.message.to_lowercase.contains["remove alert"context.message.to_lowercase.contains["remove alert"]> && <context.author_id> == <server.flag[DiscordStaff]>:
-
Alert:
type: command
name: alert
debug: false
permission: behrry.disciplinary.alert
script:
#██check if using just /alert
- if <c.args.get[1]||error> == error:
- narrate format:bef " <&6>/Alert Syntax:<&e> /Alert [Player] (Reason)"
- queue clear
#██check if /alert [player] is an invalid player
- if <player[<c.args.get[1]>]||error> == error:
- narrate format:bef " <&6>Invalid Player<&e>:<&4>[<&e><c.args.get[1]><&4>]<&e>. Type <&6>/Alert<&e> for syntax."
- queue clear
#██check if we're turning this off
- if <c.args.get[2]> == "off":
#██check if they have the flag first
- if !<player[<c.args.get[1]>].has_flag[alert]>:
- narrate format:bef " <&6><player[<c.args.get[1]>].name> <&e>is not marked to alert. Type <&6>/Alert<&e> for syntax."
- queue clear
#██k, remove the flag then
- flag <player[<c.args.get[1]>]> alert:!
- flag server <player[<c.args.get[1]>]alert:!
- narrate format:bbf "Alert removed from <player[<c.args.get[1]>].name>"
- queue clear
#██Time to activate
#██but hold up, are they already marked?
- if <player[<c.args.get[1]||>].has_flag[alert]>:
- narrate format:bbf "This player was already flagged by <&6><server.flag[<player[<c.args.get[1]>]>alertsetby].name> for <server.flag[<player[<c.args.get[1]>]>alertreason]>"
- queue clear
#██k then activate
- flag <player[<c.args.get[1]>]> alert
- flag player <player[<c.args.get[1]>]>alertsetby:<player>
- flag player <player[<c.args.get[1]>]>alertreason:<c.args.get[2].to[99].space_separated||No Reason Specified>
- narrate format:bbf "<player[<c.args.get[1]>].name> has been marked to alert. I will message staff ingame as well as on Discord when this player logs in."
#flags & reference:
#Player name from first argument | <player[<c.args.get[1]>]>
#Reason from arguments | <c.args.get[2].to[99].space_separated.to_lowercase||No Reason>
#Alert Reason | <server.flag[]>
#Are they already triggered to alert? Discord/wants to know | <player.has_flag[]>
#Are they already triggered to alert? Staff /^ | <player[<c.args.get[1]>].has_flag[alert]>
#s
# ███ [ ] ███
_Listen:
type: world
debug: false
events:
_Command:
type: command
name:
debug: false
permission: behrry.
script:
# ███ [ ] ███
_Listen:
type: world
debug: false
events:
_Command:
type: command
name:
debug: false
permission: behrry.
script:
# ███ [ ] ███
_Listen:
type: world
debug: false
events:
_Command:
type: command
name:
debug: false
permission: behrry.
script: