Paste #58318: Diff note for paste #58317

Date: 2019/09/16 11:44:53 UTC-07:00
Type: Diff Report

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-# +----------------------------------
+I am writing to let you know that we have updated our Global Vape Shop Database. 
-# |   Lock Pick
-# +----------------------------------
 
-Lock_Pick:
+You can view the latest changelog and download the latest copy of the vape and cbd store database from here:
-  type: item
-  material: LEVER
-  display name: <blue>Lock Pick<&r>
-  no_id: false
-  recipe:
-  - i@air|i@tripwire_hook|i@air
-  - i@air|i@iron_ingot|i@air
-  - i@air|i@air|i@air
 
-Key:
+https://creativebeartech.com/product/global-vape-shop-database-and-vape-store-email-list
-  type: item
-  material: LEVER
-  display name: <gold>Key<&r>
-  lore:
-  - <black>K<util.random.uuid><&r>
-  no_id: false
-  recipe:
-  - i@air|i@tripwire_hook|i@air
-  - i@air|i@gold_ingot|i@air
-  - i@air|i@air|i@air
 
-
+Best wishes
-# +----------------------------------
-# |   Locks
-# +----------------------------------
-
-Basic_Lock:
-  type: item
-  material: NAME_TAG:1
-  display name: <green>Basic Lock <dark_red>(No Key)
-  no_id: true
-  recipe:
-  - i@air|i@air|i@air
-  - i@air|i@iron_block|i@iron_ingot
-  - i@air|i@air|i@air
-
-Advanced_Lock:
-  type: item
-  material: NAME_TAG:2
-  display name: <aqua>Advanced Lock <dark_red>(No Key)
-  no_id: true
-  recipe:
-  - i@air|i@air|i@air
-  - i@iron_ingot|i@iron_block|i@iron_ingot
-  - i@air|i@air|i@air
-
-Strong_Lock:
-  type: item
-  material: NAME_TAG:3
-  display name: <&5>Strong Lock <dark_red>(No Key)
-  #no_id: true
-  recipe:
-  - i@air|i@iron_ingot|i@air
-  - i@iron_ingot|i@iron_block|i@iron_ingot
-  - i@air|i@air|i@air
-
-Tough_Lock:
-  type: item
-  material: NAME_TAG:4
-  display name: <gold>Tough Lock <dark_red>(No Key)
-  no_id: true
-  recipe:
-  - i@air|i@iron_ingot|i@air
-  - i@iron_ingot|i@iron_block|i@iron_ingot
-  - i@air|i@iron_ingot|i@air
-
-Fine_Lock:
-  type: item
-  material: NAME_TAG:5
-  display name: <&2>Tough Lock <dark_red>(No Key)
-  no_id: true
-  recipe:
-  - i@iron_ingot|i@iron_ingot|i@iron_ingot
-  - i@iron_ingot|i@iron_block|i@iron_ingot
-  - i@air|i@iron_ingot|i@air
-
-Master_Lock:
-  type: item
-  material: NAME_TAG:6
-  display name: <&4>Master Lock <dark_red>(No Key)
-  no_id: true
-  lore:
-  - <&7>Unpickable<&r>
-  - <&7>Can only be opened<&r>
-  - <&7>with the right key<&r>
-  recipe:
-  - i@gold_ingot|i@gold_ingot|i@gold_ingot
-  - i@gold_ingot|i@gold_block|i@gold_ingot
-  - i@gold_ingot|i@gold_ingot|i@gold_ingot
-
-
-Load_Locks:
-  type: task
-  Script:
-    - if <server.has_file[Lock_Data.yml]> {
-      - yaml "load:/Data/Lock_Data.yml" id:Lock_D
-      - narrate "<dark_green>Loading <gold>Lock Data"
-      } else {
-      - yaml create id:Lock_D
-      - narrate "<red>Couldn't find Data file."
-      - narrate "<dark_green>Creating new <gold>Lock Data <dark_green>file"
-      - yaml id:Lock_D set Statistics.Locks.Picked:0
-      - yaml id:Lock_D set Statistics.Locks.Chest:0
-      - yaml id:Lock_D set Statistics.Locks.Doors:0
-      - wait 10s
-      - yaml "savefile:/Data/Lock_Data.yml" id:Lock_D
-      }
-
-Save_Locks:
-  type: task
-  Script:
-    - yaml "savefile:/Data/Lock_Data.yml" id:Lock_D
-    - narrate "<dark_green>Saving <gold>Lock Data"
-    - run Save_Sarah delay:10m
-
-# +----------------------------------
-# |   Lock System
-# +----------------------------------
-Lock_System:
-  type: world
-  events:
-      on player opens inventory:
-      - if <context.inventory.slot[1].display.contains[Lock]> {
-        - if <context.inventory.slot[1].display.contains[(Locked)]> && <context.inventory.slot[1].material> == m@name_tag,1 && <player.item_in_hand> != i@Key && <player.item_in_hand> != i@Lock_Pick {
-          - narrate "<red>This chest is locked."
-          - determine cancelled
-          }
-        - if <player.item_in_hand> == i@Key {
-          # Check if it's unlocked
-          - if <context.inventory.slot[1].display.contains[(Unlocked)]> && <context.inventory.slot[1].material> == m@name_tag,1 {
-            # Check if key matches
-            - if <context.inventory.slot[1].contains[<player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>]> {
-              - determine passively cancelled
-              - if <context.inventory.slot[1].contains[Basic]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Basic<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Advanced]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Advanced<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Strong]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Strong<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Tough]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Tough<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Fine]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Fine<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Master]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Master<&sp>Lock<&sp><red>(Locked)" save:Lock_Item
-              - inventory exclude d:<context.inventory> o:<context.inventory.slot[1]>
-              - wait 1t
-              - give <entry[Lock_Item].result> to:<context.inventory> slot:1
-              - narrate "<red>Locked Chest"
-              } else {
-              - narrate "<dark_red>This key doesn't fit."
-              - determine cancelled
-              }
-            } else if <context.inventory.slot[1].display.contains[(Locked)]> && <context.inventory.slot[1].material> == m@name_tag,1 {
-            # Check if key matches
-            - if <context.inventory.slot[1].contains[<player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>]> {
-              - if <context.inventory.slot[1].contains[Basic]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Basic<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Advanced]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Advanced<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Strong]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Strong<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Tough]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Tough<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Fine]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Fine<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - if <context.inventory.slot[1].contains[Master]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Master<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-              - inventory exclude d:<context.inventory> o:<context.inventory.slot[1]>
-              - wait 1t
-              - give <entry[Lock_Item].result> to:<context.inventory> slot:1
-              - narrate "<green>Unlocked Chest"
-              } else {
-              - narrate "<dark_red>This key doesn't fit."
-              - determine cancelled
-              }
-            } else if <context.inventory.slot[1].contains[(No<&sp>Key)]> && <context.inventory.slot[1].material> == m@name_tag,1 {
-            - determine passively cancelled
-            - if <context.inventory.slot[1].contains[Basic]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Basic<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - if <context.inventory.slot[1].contains[Advanced]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Advanced<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - if <context.inventory.slot[1].contains[Strong]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Strong<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - if <context.inventory.slot[1].contains[Tough]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Tough<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - if <context.inventory.slot[1].contains[Fine]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Fine<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - if <context.inventory.slot[1].contains[Master]> adjust <context.inventory.slot[1]> "display_name:<dark_green>Master<&sp>Lock<&sp><green>(Unlocked)" save:Lock_Item
-            - inventory exclude d:<context.inventory> o:<context.inventory.slot[1]>
-            - wait 1t
-            - give <entry[Lock_Item].result> to:<context.inventory> slot:1
-            - adjust <context.inventory.slot[1]> "lore:<black>L<player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>" save:Lock_Item
-            - inventory exclude d:<context.inventory> o:<context.inventory.slot[1]>
-            - wait 1t
-            - give <entry[Lock_Item].result> to:<context.inventory> slot:1
-            - narrate "<green>Key succesfully binded."
-            }
-          }
-        # end of checking for a lock
-        }
-
-
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-
-      on player right clicks block:
-      - define loc <context.location.block> 
-      - if <def[loc].material.name.ends_with[door]> {
-        - narrate "<red>Door Clicked"
-
-        - if <player.item_in_hand> == i@key || <player.item_in_hand> == i@Lock_Pick || <player.item_in_hand.contains[Lock]> {
-          # Check if it's a lock
-          - if <player.item_in_hand.contains[Lock]> && <player.item_in_hand.material.contains[name_tag]> {
-            - determine passively cancelled
-            # Check if the door already has a lock
-            - if <context.cuboids.formatted.contains[Lock]> {
-              - narrate "<red>This door already has a lock."
-              - queue clear
-              } else {
-              - if <player.item_in_hand.display.contains[Basic]> define Lock_Type Basic_Lock
-              - if <player.item_in_hand.display.contains[Advanced]> define Lock_Type Advanced_Lock
-              - if <player.item_in_hand.display.contains[Strong]> define Lock_Type Strong_Lock
-              - if <player.item_in_hand.display.contains[Tough]> define Lock_Type Tough_Lock
-              - if <player.item_in_hand.display.contains[Fine]> define Lock_Type Fine_Lock
-              - if <player.item_in_hand.display.contains[Master]> define Lock_Type Master_Lock
-
-              - if <player.item_in_hand.display.contains[(No<&sp>Key)]> define Lock_state No_Key
-              - if <player.item_in_hand.display.contains[(Unlocked)]> define Lock_state Unlocked
-              - if <player.item_in_hand.display.contains[(Locked)]> define Lock_state Locked
-
-              - define ID <yaml[Lock_D].read[Statistics.Locks.Doors]>
-              # Check if they clicked the bottom or top part of the door.
-              - if <player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]> != null define UUID <player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>
-              - if <context.location.block.add[0,1,0].material.name.ends_with[door]> {
-                - if %LockState% == No_Key {
-                  - note cu@<context.location.block>|<context.location.block.add[0,2,0]> as:%ID%_%Lock_Type%_(%Lock_state%)
-                  } else {
-                  - note cu@<context.location.block>|<context.location.block.add[0,2,0]> as:%ID%_%Lock_Type%_(%Lock_state%)_L%UUID%
-                  }
-                } else {
-                - if %LockState% == No_Key {
-                  - note cu@<context.location.block.sub[0,-1,0]>|<context.location.block.add[0,1,0]> as:%ID%_%Lock_Type%_(%Lock_state%)
-                  } else {
-                  - note cu@<context.location.block.sub[0,-1,0]>|<context.location.block.add[0,1,0]> as:%ID%_%Lock_Type%_(%Lock_state%)_L%UUID%
-                  }
-                }
-              - narrate "<dark_green>Lock succesfully installed"
-              - yaml id:Lock_D set Statistics.Locks.Doors:++
-              - take <player.item_in_hand>
-              - queue clear
-              }
-            }
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-          - if <player.item_in_hand> == i@key {
-            - narrate "Using a key"
-            - define UUID <player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>
-            # Check if there's a cuboid that contains the word "lock"
-            - if <context.cuboids.formatted.contains[Lock]> {
-              # Check if the cuboid has a UUID
-              - if <context.cuboids.formatted.contains[L<player.item_in_hand.lore.regex[.*(K)([a-zA-Z-\d+]+).*].group[2]>]> {
-                # Check if it's locked
-                - if <context.cuboids.formatted.contains[(Locked)]> {
-                  # Check all cuboids (so we can find the one we want to change)
-                  - foreach <context.cuboids> {
-                    # finding the one that has lock in it
-                    - if <def[%value%].contains[lock]> {
-                      # removing it
-                      - note remove as:%value%
-                      # checking where on the door they clicked, to correctly make a new cuboid with a diferent lock_state
-                      - if <context.location.block.add[0,1,0].material.name.ends_with[door]> {
-                        # making the new cuboid
-                        - note cu@<context.location.block>|<context.location.block.add[0,2,0]> as:%ID%_%Lock_Type%_(Unlocked)_L%UUID%
-                        } else {
-                        - note cu@<context.location.block.sub[0,-1,0]>|<context.location.block.add[0,1,0]> as:%ID%_%Lock_Type%_(Unlocked)_L%UUID%
-                        }
-                      }
-                    - narrate "<dark_green>Unlocked Door"
-                    - queue clear
-                    }
-                  # If it's not locked and it has the UUID of our key it must be unlocked, so we change it to a locked state
-                  # same procedure as above, just locking instead of unlocking.
-                  } else {
-                  - foreach <context.cuboids> {
-                    - if <def[%value%].contains[lock]> {
-                      - note remove as:%value%
-                      - if <context.location.block.add[0,1,0].material.name.ends_with[door]> {
-                        - note cu@<context.location.block>|<context.location.block.add[0,2,0]> as:%ID%_%Lock_Type%_(Locked)_L%UUID%
-                        } else {
-                        - note cu@<context.location.block.sub[0,-1,0]>|<context.location.block.add[0,1,0]> as:%ID%_%Lock_Type%_(Locked)_L%UUID%
-                        }
-                      }
-                    - narrate "<dark_red>Locked Door"
-                    - queue clear
-                    }
-                  }
-                # If it doesn't have a UUID it must be a lock with no key attached.
-                } else {
-                - foreach <context.cuboids> {
-                  - if <def[%value%].contains[lock]> {
-                    - note remove as:%value%
-                    - if <context.location.block.add[0,1,0].material.name.ends_with[door]> {
-                      - note cu@<context.location.block>|<context.location.block.add[0,2,0]> as:%ID%_%Lock_Type%_(Unlocked)_L%UUID%
-                      } else {
-                      - note cu@<context.location.block.sub[0,-1,0]>|<context.location.block.add[0,1,0]> as:%ID%_%Lock_Type%_(Unlocked)_L%UUID%
-                      }
-                    }
-                  }
-                - narrate "BIND LOCK HERE"
-                }
-              } else {
-              - queue clear
-              }
-            }
-
-          } else {
-          - queue clear
-          }
-        }
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-Lore_Test:
-    type: command
-    name: dlore
-    description: Denizen lore
-    usage: /lore test
-    script:
-# Checking that they have exactly 1 argument (hopefully a playername.)
-      - adjust <player.item_in_hand> "lore:Advanced Item" save:myitem 
-      - take iteminhand
-      - wait 1s
-      - give <entry[myitem].result>