Date: 2020/03/31 16:07:09 UTC-07:00
Type: Denizen Script
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#HAVE A 1 in 100000000 chance of instantly winning a game if they go in their own goal
##CHECK FOR IF ALL THE FLAGS ARE MET FOR SETUP OF BRIDGE, THEN MAKE THE ARENA AVAILABLE FOR PLAYERS TO JOIN?
##MAKE THE PLAYERS LEAVE THE GAME ON SERVER RESTART/SHUTDOWN
##MAKE A WHOLE LIST FLAG FOR ALL THE PLAYER FLAGS IN GAME?
##WIN THE GAME OR CANCEL IT WHEN THEY LEAVE ON THE FIRST POINT?
bridgesetupstart:
debug: true
type: command
name: bridgesetup
description: breadbridge
usage: /bridgesetup
permission: bridge.command.admin
aliases:
- brsetup
script:
- if <server.flag[BridgeArenas]||null> != null:
- if !<server.flag[BridgeArenas].contains[<context.raw_args>]>:
- narrate "<&c>No arena exists by that name. To create an arena, type /brcreate [arena name]"
- else:
- inventory open d:<inventory[bridgesetupinv]>
- flag player bridgearenaselection:<context.raw_args>
- else:
- narrate "<&c>No arenas have been created. To create an arena, type /brcreate [arena name]"
brjoin:
##WAS BRSTART
debug: true
type: command
name: bridgejoin
description: brjoin
usage: /bridgestart
permission: bridge.command.join
aliases:
- brjoin
script:
##SHOULD I MAKE A FLAG MAP FOR PLAYING STATE, TEAM COLOR, ETC. RATHER THAN DIFFERENT FLAGS?
- if <player.flag[playingbridge]||null> == null:
- if <server.flag[BridgeArenas]||null> != null:
- if !<context.args.is_empty>:
- if <server.flag[BridgeArenas].contains[<context.raw_args>]>:
- flag player playingbridge:waiting
- flag player bridgearena:<context.raw_args.to_titlecase>
- else:
- narrate "<&c>No arena exists by that name!"
- else:
- flag player playingbridge:waiting
- flag player bridgearena:<server.flag[BridgeArenas].random[1].separated_by[<empty>].to_titlecase>
##SHOULD I ADD THE SIDEBAR, OR JUST FLAG IT FOR THE ON TICK EVENT TO CATCH? FOR NOW, DON'T BECAUSE LESS LINES
- sidebar set "title:<&6><&l>BREAD<&d><&l>BRIDGE" "values:<&b>|<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2|<&f>Map: <&b><player.flag[bridgearena]||null>||<&f>Waiting for players...|<&f>|<&e>mc.breadpixel.net" players:<player.world.players.filter[has_flag[playingbridge]]>
- inventory set d:<player.inventory> o:bridgelobbyinv
- narrate "<player.chat_prefix.parse_color><player.name> <&e>joined the arena (<&b><&a><player.world.players.filter[has_flag[playingbridge]].size><&e>/<&b>2<&e>)!" targets:<[player].world.players.filter[has_flag[playingbridge]]>
#- sidebar set "title:<&6><&l>BREAD<&d><&l>BRIDGE" "values:<&b>|<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2|<&f>Map: <&b><player.flag[bridgearena]||null>||<&f>Waiting for players...|<&f>|<&e>mc.breadpixel.net"
- if <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]].size> == 1:
- if <util.random.int[1].to[100]> <= 50:
- flag player bridgeteamcolor:yellow
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
- else:
- flag player bridgeteamcolor:pink
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
- else if <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]].size> == 2:
- if <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[yellow]].size> == 1:
- flag player bridgeteamcolor:pink
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
- else if <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[pink]].size> == 1:
- flag player bridgeteamcolor:yellow
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
- if !<schematic.list.contains[bridge.arenas.<player.flag[bridgearena]>.cage1]>:
- schematic load name:bridge.arenas.<player.flag[bridgearena]>.cage1
- if !<schematic.list.contains[bridge.arenas.<player.flag[bridgearena]>.cage2]>:
- schematic load name:bridge.arenas.<player.flag[bridgearena]>.cage2
- if !<schematic.list.contains[bridge.arenas.<player.flag[bridgearena]>.location]>:
- schematic load name:bridge.arenas.<player.flag[bridgearena]>.location
- inject bridgestartgame
- else:
- narrate "<&c>No arenas have been created!"
- else:
- narrate "<&c>You're already in a match!"
brleave:
#################################DOOOOOOOOOOOOOOOOOOOOOO NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT USEEEEEEEEEEEEEEEEEEEEEEEEEEEEE BRLEAVE!!!!!!!!!!!!!!!!!!!!!!!!!
debug: true
type: command
name: bridgeleave
description: bridgeleave
usage: /bridgeleave
permission: bridge.admin.command.leave
aliases:
- brleave
script:
- if <server.flag[BridgeArenas]||null> != null:
- if <player.has_flag[playingbridge]>:
- narrate "<&e>Left BreadBridge game from arena <&a><player.flag[bridgearena]><&e>!"
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- sidebar remove
#- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
#- remove <[player].flag[healthstand]>
#- flag <[player]> healthstand:!
- flag player playingbridge:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- if <player.world.players.filter[has_flag[playingbridge]].size> == 0:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.location <server.flag[bridge.arenas.<player.flag[bridgearena]>.bridgecenter]>
##REMOVE IT WHILE WAITING
##PASTE IT WHEN THE GAME STARTS
##REMOVE IT WHEN THE GAME ENDS
#- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.cage1location]>].blocks> air
#- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.cage2location]>].blocks> air
#- schematic unload name:bridge.arenas.<player.flag[bridgearena]>.cage1
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
#why is the map sidebar returning null?
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
#- sidebar set "title:<&6><&l>BREAD<&d><&l>BRIDGE" "values:<&b>|<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2|<&f>Map: <&b><player.flag[bridgearena]||null>||<&f>Waiting for players...|<&f>|<&e>mc.breadpixel.net" players:<player.world.players.filter[has_flag[playingbridge]]>
- else:
- narrate "<&c>You're not in a match!"
- else:
- narrate "<&c>No arenas have been created!"
#################################DOOOOOOOOOOOOOOOOOOOOOO NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT USEEEEEEEEEEEEEEEEEEEEEEEEEEEEE BRLEAVE!!!!!!!!!!!!!!!!!!!!!!!!!
###MAKE THIS (BRLEAVE) A TASK AND INJECT IT, SO THAT I CAN USE IT FOR ON PLAYER LEAVES NETWORK TOO
bridgecreatearena:
debug: true
type: command
name: bridgecreate
description: bridgecreate
usage: /bridgecreate
permission: bridge.command.admin
aliases:
- brcreate
script:
- if <server.flag[BridgeArenas]||null> != null:
- if !<server.flag[BridgeArenas].contains[<context.raw_args>]>:
- flag server BridgeArenas:->:<context.raw_args>
- narrate "<&e>Created arena <&a><context.raw_args> <&e>for BreadBridge!"
- else:
- narrate "<&c>This is already an existing arena!"
- else:
- flag server BridgeArenas:->:<context.raw_args>
- narrate "<&e>Created arena <&a><context.raw_args> <&e>for BreadBridge!"
bridgeremovearena:
debug: true
type: command
name: bridgeremove
description: bridgeremove
usage: /bridgeremove
permission: bridge.command.admin
aliases:
- brremove
script:
- if <player.flag[arenaremove].is_expired>:
- if <server.has_flag[BridgeArenas]>:
- if <server.flag[BridgeArenas].contains[<context.raw_args>]>:
- narrate "<&c>Are you sure you want to delete the arena? Retype the command within 10 seconds to confirm"
- flag player arenaremove:<context.raw_args> duration:10s
- else:
- narrate "<&c>There's no arena by this name!"
- else:
- narrate "<&c>No arenas have been created!"
- else:
- adjust server delete_file:schematics/bridge.arenas.<context.raw_args>.cage1.schem
- adjust server delete_file:schematics/bridge.arenas.<context.raw_args>.cage2.schem
- adjust server delete_file:schematics/bridge.arenas.<context.raw_args>.location.schem
- note remove as:bridge.arenas.<context.raw_args>.location
- note remove as:bridge.arenas.<context.raw_args>.pit1
- note remove as:bridge.arenas.<context.raw_args>.pit2
- flag server bridge.arenas.<[<context.raw_args>]>:!
- flag server BridgeArenas:<-:<context.raw_args>
- narrate "<&e>Deleted arena <&a><context.raw_args> <&e>for BreadBridge!"
- flag player arenaremove:!
bridgelist:
debug: true
type: command
name: bridgelist
description: bridgelist
usage: /bridgelist
permission: bridge.command.admin
aliases:
- brlist
script:
- narrate "<&e>BreadBridge Arenas: <&a><server.flag[BridgeArenas].separated_by[<&e>, <&a>]||<&c>No Arenas!>"
bridgeregen:
debug: true
type: command
name: bridgeregen
description: bridgeregeneration
usage: /bridgeregen
permission: bridge.command.admin
aliases:
- brregen
script:
- if <server.has_file[Bridge/<context.raw_args>]>:
- modifyblock <cuboid[<yaml[<context.raw_args>].read[bridge.location]>]> air
brsetlobby:
debug: true
type: command
name: bridgesetlobby
description: bridgesetlobby
usage: /bridgesetlobby
permission: bridge.command.setlobby
aliases:
- brsetlobby
script:
- narrate "<&6>Bread<&d>Bridge <&a>Lobby set!"
- flag server BreadBridgeLobby:<player.location>
bradmin:
debug: true
type: command
name: bridgeadmin
description: bridgecreate
usage: /bridgeadmin
permission: bridge.command.admin
aliases:
- bradmin
script:
- narrate "<&8>-----------------------------------------------------<&6><&l>Bread<&d><&l>Bridge <&e>Help menu<&nl><&e>Create a new arena with <&a>/brcreate [arena name]<&nl><&e>Setup your arena with <&a>/brsetup [arena name]<&nl><&e>Get a list of all available arenas with <&a>/brlist<&nl><&e>Remove arenas with <&a>/brremove [arena name]<&nl><&e>Set the main lobby to return to with <&a>/brlobby<&nl><&8>-----------------------------------------------------"
bridgesetupinv:
debug: true
type: inventory
inventory: CHEST
title: BreadBridge Setup
size: 45
slots:
- "[blackpane] [blackpane] [blackpane] [blackpane] [brsetbridge] [blackpane] [blackpane] [blackpane] [blackpane]"
- "[bryellow] [blackpane] [brsetpit1] [blackpane] [brsetcage1] [blackpane] [brrespawnlocation1] [blackpane] [brspawnlocation1]"
- "[blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane]"
- "[brpink] [blackpane] [brsetpit2] [blackpane] [brsetcage2] [blackpane] [brrespawnlocation2] [blackpane] [brspawnlocation2]"
- "[blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [blackpane] [brclose]"
bryellow:
type: item
debug: true
material: yellow_terracotta
display name: '<&6>Team 1'
brpink:
type: item
debug: true
material: pink_terracotta
display name: '<&c>Team 2'
brsetcage1:
type: item
debug: true
material: yellow_stained_glass
display name: '<&e>Step 2'
lore:
- <&r>
- <&7>Select the cage
- <&7>corners.
- <&r>
- <&a>Click to set cage!
brsetcage2:
type: item
debug: true
material: pink_stained_glass
display name: '<&e>Step 2'
lore:
- <&r>
- <&7>Select the cage
- <&7>corners.
- <&r>
- <&a>Click to set cage!
brclose:
type: item
debug: true
material: barrier
display name: '<&a>Close'
brsetbridge:
type: item
debug: true
material: oak_fence
display name: '<&e>Set Bridge'
lore:
- <&r>
- <&7>Select the bridge
- <&7>whole bridge.
- <&r>
- <&a>Click to set bridge!
brcenter:
type: item
debug: true
material: glass
display name: '<&e>Step 1'
lore:
- <&r>
- <&7>Select the center
- <&7>of the bridge.
- <&r>
- <&a>Click to set center!
brsetpit1:
type: item
debug: true
material: end_portal_frame
display name: '<&e>Step 1'
lore:
- <&r>
- <&7>Set the first pit.
- <&r>
- <&a>Click to set pit!
brsetpit2:
type: item
debug: true
material: end_portal_frame
display name: '<&e>Step 1'
lore:
- <&r>
- <&7>Set the second pit.
- <&r>
- <&a>Click to set pit!
brrespawnlocation1:
type: item
debug: true
material: redstone
display name: '<&e>Step 3'
lore:
- <&r>
- <&7>Set the respawn location.
- <&r>
- <&a>Click to set location!
brrespawnlocation2:
type: item
debug: true
material: redstone
display name: '<&e>Step 3'
lore:
- <&r>
- <&7>Set the respawn location.
- <&r>
- <&a>Click to set location!
brspawnlocation1:
type: item
debug: true
material: beacon
display name: '<&e>Step 4'
lore:
- <&r>
- <&7>Set the spawn location,
- <&7>typically in a cage.
- <&r>
- <&a>Click to set location!
brspawnlocation2:
type: item
debug: true
material: beacon
display name: '<&e>Step 4'
lore:
- <&r>
- <&7>Set the spawn location,
- <&7>typically in a cage.
- <&r>
- <&a>Click to set location!
blackpane:
type: item
debug: true
material: black_stained_glass_pane
display name: '<&r>'
#brsetlobby:
#type: item
#debug: true
#material: bookshelf
#display name: '<&e>Set Lobby'
#lore:
#- <&r>
#- <&7>Set the lobby location
#- <&7>after the game.
#- <&r>
#- <&a>Click to set location!
bridgelobbyinv:
debug: true
type: inventory
inventory: CHEST
title: Player Inventory
size: 9
slots:
- "[] [] [] [] [] [] [] [] [bridgereturntolobby]"
bridgepinkteaminv:
debug: true
type: inventory
inventory: CHEST
title: Player Inventory
size: 9
slots:
- "[bridgebreadsword] [bridgebow] [bridgepic] [pink_terracotta[quantity=64]] [pink_terracotta[quantity=64]] [goldenbread] [] [] [arrow]"
bridgeyellowteaminv:
debug: true
type: inventory
inventory: CHEST
title: Player Inventory
size: 9
slots:
- "[bridgebreadsword] [bridgebow] [bridgepic] [yellow_terracotta[quantity=64]] [yellow_terracotta[quantity=64]] [goldenbread] [] [] [arrow]"
#should we have black panes for the empty spots?
bridgereturntolobby:
type: item
debug: true
material: bed
display name: '<&c><&l>Return to Lobby <&7>(Right Click)'
lore:
- <&r>
- <&7>Right click to return
- <&7>to the main BP lobby!
mechanisms:
unbreakable: true
bridgebreadsword:
type: item
debug: true
material: iron_sword
display name: '<&e>Sharp Baguette'
lore:
- <&r>
- <&7>wui
mechanisms:
unbreakable: true
bridgebow:
type: item
debug: true
material: bow
display name: '<&f>Bow'
lore:
- <&r>
- <&7>Pew pew
mechanisms:
unbreakable: true
bridgepic:
type: item
debug: true
material: diamond_pickaxe
display name: '<&b>Diamond Pickaxe'
lore:
- <&r>
- <&7>Shiny
mechanisms:
unbreakable: true
bridgeyellowterracotta:
type: item
debug: true
material: yellow_terracotta[quantity=64]
display name: '<&f>Yellow Terracotta'
lore:
- <&r>
- <&7>Build, build, build!
bridgepinkterracotta:
type: item
debug: true
material: pink_terracotta[quantity=64]
display name: '<&f>Pink Terracotta'
lore:
- <&r>
- <&7>Build, build, build!
goldenbread:
type: item
debug: true
material: bread[quantity=8]
display name: '<&b>Golden Bread'
lore:
- <&r>
- <&7>The bread from above!
mechanisms:
flags: HIDE_ALL
enchantments:
- sharpness:1
ryeotshield:
type: item
debug: true
material: shield
display name: '<&7>Ryeot Shield'
lore:
- <&r>
- <&7>The shield of heroes!
mechanisms:
durability:999999
brsetup:
type: world
debug: true
events:
on player clicks in bridgesetupinv priority:1000:
- determine cancelled
on player clicks brclose in bridgesetupinv:
- inventory close
##BRIDGE BUILDING AREA
on player left clicks brsetbridge in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Bridge set <&7>(<player.we_selection>)<&a>!"
#checks what direction the bridge is in
#this is in the x direction, so expand in the z direction, other is in the z dir, expand in x
- if <player.we_selection.center.add[1,0,0].material> != <material[air]>:
- note <cuboid[<player.we_selection.min.add[-2,0,-17]>|<player.we_selection.max.add[2,8,17]>]> as:bridge.arenas.<player.flag[bridgearenaselection]>.location
- if <schematic.list.contains[bridge.arenas.<player.flag[bridgearenaselection]>.location]>:
- schematic unload name:bridge.arenas.<player.flag[bridgearenaselection]>.location
- schematic create name:bridge.arenas.<player.flag[bridgearenaselection]>.location <cuboid[<player.we_selection.min.add[-2,0,-17]>|<player.we_selection.max.add[2,8,17]>]> <player.we_selection.center>
- ~schematic save name:bridge.arenas.<player.flag[bridgearenaselection]>.location
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.bridgecenter:<player.we_selection.center>
- else if <player.we_selection.center.add[0,0,1].material> != <material[air]>:
- note <cuboid[<player.we_selection.min.add[-17,0,-2]>|<player.we_selection.max.add[17,8,2]>]> as:bridge.arenas.<player.flag[bridgearenaselection]>.location
- if <schematic.list.contains[bridge.arenas.<player.flag[bridgearenaselection]>.location]>:
- schematic unload name:bridge.arenas.<player.flag[bridgearenaselection]>.location
- schematic create name:bridge.arenas.<player.flag[bridgearenaselection]>.location <cuboid[<player.we_selection.min.add[-17,0,-2]>|<player.we_selection.max.add[17,8,2]>]> <player.we_selection.center>
- ~schematic save name:bridge.arenas.<player.flag[bridgearenaselection]>.location
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.bridgecenter:<player.we_selection.center>
#- flag server bridge.arenas.<player.flag[bridgearenaselection]>.bridgelocation:<player.we_selection>
- else:
- narrate "<&c>No area is selected!"
##PITS
on player left clicks brsetpit1 in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Pit set <&7>(<player.we_selection>)<&a>!"
- note <player.we_selection> as:bridge.arenas.<player.flag[bridgearenaselection]>.pit1
#- flag server bridge.arenas.<player.flag[bridgearenaselection]>.pit1:<player.we_selection>
- else:
- narrate "<&c>No area is selected!"
on player left clicks brsetpit2 in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Pit set <&7>(<player.we_selection>)<&a>!"
- note <player.we_selection> as:bridge.arenas.<player.flag[bridgearenaselection]>.pit2
# - flag server bridge.arenas.<player.flag[bridgearenaselection]>.pit2:<player.we_selection>
- else:
- narrate "<&c>No area is selected!"
##CAGES
#only make notables for pits, don't need em for cages
on player left clicks brsetcage1 in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Cage set <&7>(<player.we_selection>)<&a>!"
- if <schematic.list.contains[bridge.arenas.<player.flag[bridgearenaselection]>.cage1]>:
- schematic unload name:bridge.arenas.<player.flag[bridgearenaselection]>.cage1
- schematic create name:bridge.arenas.<player.flag[bridgearenaselection]>.cage1 <player.we_selection> <player.we_selection.center>
- ~schematic save name:bridge.arenas.<player.flag[bridgearenaselection]>.cage1
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.cage1center:<player.we_selection.center>
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.cage1location:<player.we_selection>
- else:
- narrate "<&c>No area is selected!"
on player left clicks brsetcage2 in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Cage set <&7>(<player.we_selection>)<&a>!"
- if <schematic.list.contains[bridge.arenas.<player.flag[bridgearenaselection]>.cage2]>:
- schematic unload name:bridge.arenas.<player.flag[bridgearenaselection]>.cage2
- schematic create name:bridge.arenas.<player.flag[bridgearenaselection]>.cage2 <player.we_selection> <player.we_selection.center>
- ~schematic save name:bridge.arenas.<player.flag[bridgearenaselection]>.cage2
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.cage2center:<player.we_selection.center>
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.cage2location:<player.we_selection>
- else:
- narrate "<&c>No area is selected!"
##CENTER
on player left clicks brcenter in bridgesetupinv:
- if <player.we_selection||null> != null:
- narrate "<&a>Center set <&7>(<player.we_selection.center>)<&a>!"
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.center:<player.we_selection.center>
- else:
- narrate "<&c>No area is selected!"
##SPAWN LOCATIONS
on player left clicks brspawnlocation1 in bridgesetupinv:
- narrate "<&a>Spawn set <&7>(<player.location>)<&a>!"
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.spawn1:<player.location>
on player left clicks brspawnlocation2 in bridgesetupinv:
- narrate "<&a>Spawn set <&7>(<player.location>)<&a>!"
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.spawn2:<player.location>
##RESPAWN LOCATIONS
on player left clicks brrespawnlocation1 in bridgesetupinv:
- narrate "<&a>Respawn set <&7>(<player.location>)<&a>!"
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.respawn1:<player.location>
on player left clicks brrespawnlocation2 in bridgesetupinv:
- narrate "<&a>Respawn set <&7>(<player.location>)<&a>!"
- flag server bridge.arenas.<player.flag[bridgearenaselection]>.respawn2:<player.location>
##LOBBY LOCATION
##MAKE ONE UNIVERSAL LOBBY LOCATION SET IN SETTINGS/BY ONE COMMAND?
#on player left clicks brsetlobby in bridgesetupinv:
#- if <player.we_selection||null> != null:
#- narrate "<&a>Respawn set <&7>(<player.location>)<&a>!"
#- flag server bridge.arenas.<player.flag[bridgearenaselection]>.lobby:<player.location>
on player closes bridgesetupinv:
#- ~yaml savefile:Bridge/Arenas/<player.flag[bridgearena]>.yml id:<player.flag[bridgearena]>
- narrate "<&e>Closed the BreadBridge setup menu!"
- flag player bridgearenaselection:!
on shutdown:
#ONLY GETTING YELLOW TEAM, SO THAT OTHER HALF WONT NEED DATA
- foreach <server.list_online_players.filter[has_flag[playingbridge]].filter[flag[bridgeteamcolor].is[==].to[yellow]]> as:player:
- inventory clear d:<[player].inventory>
- sidebar remove players:<[player]>
- teleport <[player]> <server.flag[BreadBridgeLobby]>
- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.cage1location]>].blocks> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<[player].flag[bridgearena]>.cage2location]>].blocks> air
- flag <[player]> playingbridge:!
- flag <[player]> bridgescore:!
- flag <[player]> bridgeteamcolor:!
- flag <[player]> bridgekills:!
- flag <[player]> bridgearena:!
brgameplay:
type: world
debug: true
events:
on player enters notable cuboid:
#- if <player.has_flag[playingbridge]>:
- if <player.flag[playingbridge]||null> == playing:
- if <player.flag[bridgeteamcolor]||null> == yellow:
- if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.pit2]>]>:
- inject bridgenextgame
- else if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.pit1]>]>:
- wait 5t
- narrate "<&c>Congratulations, you just played yourself."
- if <player.flag[bridgeteamcolor]||null> == pink:
- if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.pit1]>]>:
- inject bridgenextgame
- else if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.pit2]>]>:
- wait 5t
- narrate "<&c>Congratulations, you just played yourself."
#- if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.location]>]>:
#- flag player bridgecanbuild
#on player exits notable cuboid:
# if <player.flag[playingbridge]||null> == playing:
#- if <context.cuboids.contains[<cuboid[bridge.arenas.<player.flag[bridgearena]>.location]>]>:
#- flag player bridgecanbuild:!
on player places block:
- if <player.flag[playingbridge]||null> == playing:
- if !<cuboid[bridge.arenas.<player.flag[bridgearena]>.location].blocks.contains[<context.location>]>:
- determine passively cancelled
- narrate "<&c>You can't place blocks here!"
- if <player.flag[playingbridge]||null> == waiting:
- determine cancelled
#######CHECK HERE
on player breaks block:
- if <player.flag[playingbridge]||null> == playing:
- if <context.material> != <material[pink_terracotta]> && <context.material> != <material[yellow_terracotta]>:
- if !<cuboid[bridge.arenas.<player.flag[bridgearena]>.location].blocks.contains[<context.location>]>:
- determine passively cancelled
- narrate "<&c>You can't break blocks here!"
- else:
- determine NOTHING
- if <player.flag[playingbridge]||null> == waiting:
- determine cancelled
##NOT WORKING?
on player quit:
- if <player.flag[playingbridge]||null> == playing:
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- sidebar remove
- flag player playingbridge:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- if <player.world.players.filter[has_flag[playingbridge]].size> == 0:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.location <server.flag[bridge.arenas.<player.flag[bridgearena]>.bridgecenter]>
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
##DO THE WINNING STUFF HERE
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- flag <[player]> playingbridge:waiting
- if <[player].flag[bridgeteamcolor]> == yellow:
- title "title:<&6><[player].name> Won!" targets:<[player].world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
- if <[player].flag[bridgeteamcolor]> == pink:
- title "title:<&d><[player].name> Won!" targets:<[player].world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
#should i change <player.name> to "You Won!"?
- inventory clear d:<[player].inventory>
- if <[player].flag[bridgeteamcolor]> == yellow:
- teleport <[player]> <server.flag[bridge.arenas.<[player].flag[bridgearena]>.respawn1]>
- if <[player].flag[bridgeteamcolor]> == pink:
- teleport <[player]> <server.flag[bridge.arenas.<[player].flag[bridgearena]>.respawn2]>
- wait 3s
- sidebar remove players:<[player].world.players.filter[has_flag[playingbridge]]>
- teleport <[player].world.players.filter[has_flag[playingbridge]]> <server.flag[BreadBridgeLobby]>
- schematic paste name:bridge.arenas.<[player].flag[bridgearena]>.location <server.flag[bridge.arenas.<[player].flag[bridgearena]>.bridgecenter]>
- flag <[player]> playingbridge:!
- flag <[player]> bridgekills:!
- flag <[player]> bridgearena:!
- flag <[player]> bridgescore:!
- flag <[player]> bridgeteamcolor:!
- if <player.flag[playingbridge]||null> == waiting:
- inventory clear d:<player.inventory>
- sidebar remove
- flag player playingbridge:!
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
- teleport <player> <server.flag[BreadBridgeLobby]>
##MAKE THE CODE AFTER SECOND CHECK IN THIS EVENT AN INJECT SO IT DOESN'T HAVE TO BE COPY AND PASTED?
##MAKE SURE TO DELAY THE DUEL PLAY AGAIN BECAUSE IF PLAYER'S BRIDGE FLAGS DELETE AFTER STARTING NEW GAME
on player damaged by fall:
- if <player.has_flag[playingbridge]>:
- determine cancelled
on player damaged by projectile:
- if <player.has_flag[playingbridge]>:
- if <player.flag[bridgeteamcolor]> == yellow:
#should i use heart symbol, or HP
- if <context.entity.health.sub[<context.final_damage>].round_to[1]> >= 0.1:
- narrate "<&d><context.entity.name> <&7>now has <&c><context.entity.health.sub[<context.final_damage>].round_to[1]> <&7>HP!"
- if <player.flag[bridgeteamcolor]> == pink:
- if <context.entity.health.sub[<context.final_damage>].round_to[1]> >= 0.1:
- narrate "<&6><context.entity.name> <&7>now has <&c><context.entity.health.sub[<context.final_damage>].round_to[1]> <&7>HP!"
on player consumes goldenbread:
- adjust <player> potion_effects:REGENERATION,0,100,false,false,true|ABSORPTION,1,2400,false,false,true
on player drops item:
- if <player.has_flag[playingbridge]>:
- determine cancelled
#on player item takes damage:
#- if <player.has_flag[playingbridge]>:
#- determine cancelled
on player changes food level:
- if <player.has_flag[playingbridge]>:
- determine cancelled
on player death:
- if <player.has_flag[playingbridge]>:
- determine passively NO_DROPS_OR_XP
- determine passively KEEP_INV
on player damaged by player:
- if <player.[playingbridge]||null> == waiting:
- determine cancelled
- if <player.flag[playingbridge]||null> == playing:
- flag <context.entity> bridgehit:<player> duration:3s
#- if <context.entity.health.sub[<context.final_damage>].round_to[1]> <= 0:
#- flag []
#- if <player.flag[bridgeteamcolor]> == yellow:
#- teleport <context.entity> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
#- health <context.entity> heal 20
#- if <player.flag[bridgeteamcolor]> == pink:
#- teleport <context.entity> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
#- health <context.entity> heal 20
on player killed:
- if <context.entity.flag[playingbridge]||null> == playing:
- determine passively cancelled
- playeffect effect:CRIT_MAGIC at:<player.location.add[0,1,0]> visibility:100 quantity:15
- flag <context.damager> bridgekills:++
- sidebar set_line scores:4 "values:<&f>Kills: <&f><context.damager.flag[bridgekills]>" players:<context.damager>
- health <context.entity> heal 20
- if <context.entity.flag[bridgeteamcolor]> == yellow:
#say with what item later?
- narrate "<&6><context.entity.name> <&7>was killed by <&d><context.damager.name><&7>!" targets:<player.world.players.filter[has_flag[playingbridge]]>
- teleport <context.entity> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
- if <context.entity.flag[bridgeteamcolor]> == pink:
- narrate "<&d><context.entity.name> <&7>was killed by <&6><context.damager.name><&7>!" targets:<player.world.players.filter[has_flag[playingbridge]]>
- teleport <context.entity> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
on player shoots bow:
- if <player.flag[playingbridge]||null> == playing:
- experience give level 4
#- run exp_countdown
- repeat 3:
- experience take level 1
- wait 1s
- experience take level 1
- give arrow quantity:1 slot:9
on player picks up item:
- if <player.flag[playingbridge]||null> == playing:
- determine cancelled
#not working?
on player unequips armor:
- if <player.flag[playingbridge]||null> == playing:
- determine cancelled
on spawn command:
- if <player.has_flag[playingbridge]>:
- if <player.flag[playingbridge]> == playing:
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- sidebar remove
- flag player playingbridge:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- if <player.world.players.filter[has_flag[playingbridge]].size> == 0:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.location <server.flag[bridge.arenas.<player.flag[bridgearena]>.bridgecenter]>
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
##DO THE WINNING STUFF HERE
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- flag <[player]> playingbridge:waiting
- if <[player].flag[bridgeteamcolor]> == yellow:
- title "title:<&6><[player].name> Won!" targets:<[player].world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
- if <[player].flag[bridgeteamcolor]> == pink:
- title "title:<&d><[player].name> Won!" targets:<[player].world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
#should i change <player.name> to "You Won!"?
- inventory clear d:<[player].inventory>
- if <[player].flag[bridgeteamcolor]> == yellow:
- teleport <[player]> <server.flag[bridge.arenas.<[player].flag[bridgearena]>.respawn1]>
- if <[player].flag[bridgeteamcolor]> == pink:
- teleport <[player]> <server.flag[bridge.arenas.<[player].flag[bridgearena]>.respawn2]>
- wait 3s
- sidebar remove players:<[player].world.players.filter[has_flag[playingbridge]]>
- teleport <[player].world.players.filter[has_flag[playingbridge]]> <server.flag[BreadBridgeLobby]>
- schematic paste name:bridge.arenas.<[player].flag[bridgearena]>.location <server.flag[bridge.arenas.<[player].flag[bridgearena]>.bridgecenter]>
- flag <[player]> playingbridge:!
- flag <[player]> bridgekills:!
- flag <[player]> bridgearena:!
- flag <[player]> bridgescore:!
- flag <[player]> bridgeteamcolor:!
- else if <player.flag[playingbridge]> == waiting:
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- sidebar remove
- flag player playingbridge:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- if <player.world.players.filter[has_flag[playingbridge]].size> == 0:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.location <server.flag[bridge.arenas.<player.flag[bridgearena]>.bridgecenter]>
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
##give the return to lobby item in slot 1 or 9?
on player right clicks with bridgereturntolobby:
- determine passively cancelled
- wait 1t
- inventory clear d:<player.inventory>
- sidebar remove
- flag player playingbridge:!
- flag player bridgescore:!
- flag player bridgekills:!
- flag player bridgeteamcolor:!
- flag player bridgearena:!
- if <player.world.players.filter[has_flag[playingbridge]].size> == 1:
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
- teleport <player> <server.flag[BreadBridgeLobby]>
#make sure to have the main lobby in a different world
#use an inject script for all the parts that need to end game
exp_countdown:
type: task
debug: false
script:
- repeat 12:
- experience take 1
- wait 3t
# type: world
# debug: false
# events:
#on player shoots bow:
#have a yellow/pink dye trail mixed in?
#########- if <player.has_flag[playingbridge]>:
#- displayitem bread <context.projectile.location> duration:10t
#why doesn't ! work?
########- wait 1t
########- while <context.projectile.is_in_block> == false:
#location = player's cursor, velocity = projectile direction?
#######- displayitem bread <context.projectile.location.sub[0,1,0]> duration:5t
#######- wait 1t
##feature allowing enabling/disabling breadeffect (breffect)
#- wait 1t
###### = lines of code
voidrespawn:
type: world
debug: true
events:
#specify if the player was hit or shot into the void using context.cause?
on player steps on air:
#too lazy to make tag for finding other team name, so i flagged damager's name
#make this one tag? check for if the player has the flag first, or just add a fallback?
- if <player.has_flag[playingbridge]>:
- if <player.eye_location.y> <= <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.location]>].min.y.sub[9]>:
- if <player.flag[bridgeteamcolor]> == yellow:
- if <player.flag[playingbridge]> == playing:
- if <player.has_flag[bridgehit]>:
- flag <player[<player.flag[bridgehit]>]> bridgekills:++
- sidebar set_line scores:4 "values:<&f>Kills: <&f><player[<player.flag[bridgehit]>].flag[bridgekills]>" players:<player[<player.flag[bridgehit]>]>
- narrate "<&6><player.name> <&7>was knocked in the void by <&d><player[<player.flag[bridgehit]>].name><&7>!" targets:<player.world.players.filter[has_flag[playingbridge]]>
- else:
- narrate "<&6><player.name> <&7>fell in the void." targets:<player.world.players.filter[has_flag[playingbridge]]>
########- wait 1t FOR ARMOR STANDS
- flag player bridgehit:!
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
- health <player> heal 20
- if <player.flag[bridgeteamcolor]> == pink:
- if <player.flag[playingbridge]> == playing:
- if <player.has_flag[bridgehit]>:
- flag <player[<player.flag[bridgehit]>]> bridgekills:++
- sidebar set_line scores:4 "values:<&f>Kills: <&f><player[<player.flag[bridgehit]>].flag[bridgekills]>" players:<player[<player.flag[bridgehit]>]>
- narrate "<&d><player.name> <&7>was knocked in the void by <&6><player[<player.flag[bridgehit]>].name><&7>!" targets:<player.world.players.filter[has_flag[playingbridge]]>
- else:
- narrate "<&d><player.name> <&7>fell in the void." targets:<player.world.players.filter[has_flag[playingbridge]]>
#########- wait 1t FOR ARMOR STANDS
- flag player bridgehit:!
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
- health <player> heal 20
bridgestartgame:
type: task
debug: true
script:
- wait 1s
- foreach 5|4|3|2|1 as:countdown:
- if <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]].size> == 2:
- narrate "<&e>The game is starting in <&c><bold><[countdown]><&r><&e> seconds!" targets:<player.world.players.filter[has_flag[playingbridge]]>
- title "title:<green><[countdown]>" targets:<player.world.players.filter[has_flag[playingbridge]]> fade_in:0s fade_out:0s
- wait 1s
- else:
- title "title:<red>CANCELLED!" targets:<player.world.players.filter[has_flag[playingbridge]]> fade_in:0s fade_out:0s
- foreach <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> as:player:
- flag <[player]> playingbridge:waiting
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
- stop
- if <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]].size> == 2:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.cage1 <server.flag[bridge.arenas.<player.flag[bridgearena]>.cage1center]>
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.cage2 <server.flag[bridge.arenas.<player.flag[bridgearena]>.cage2center]>
- teleport <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[yellow]]> <server.flag[bridge.arenas.<player.flag[bridgearena]>.spawn1]>
- teleport <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[pink]]> <server.flag[bridge.arenas.<player.flag[bridgearena]>.spawn2]>
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- if <[player].flag[bridgeteamcolor]> == yellow:
- adjust <[player]> equipment:leather_boots[color=<color[255,165,0]>;unbreakable=true]|leather_leggings[color=<color[255,165,0]>;unbreakable=true]|leather_chestplate[color=<color[255,165,0]>;unbreakable=true]|leather_helmet[color=<color[255,165,0]>;unbreakable=true]
- inventory set d:<[player].inventory> o:bridgeyellowteaminv
- fakeitem bread[display_name=<&6>Baguette] slot:<player.inventory.find.scriptname[bridgebreadsword]>
- if <[player].flag[bridgeteamcolor]> == pink:
- adjust <[player]> equipment:leather_boots[color=<color[255,100,255]>;unbreakable=true]|leather_leggings[color=<color[255,100,255]>;unbreakable=true]|leather_chestplate[color=<color[255,100,255]>;unbreakable=true]|leather_helmet[color=<color[255,100,255]>;unbreakable=true]
- inventory set d:<[player].inventory> o:bridgepinkteaminv
- fakeitem bread[display_name=<&d>Baguette] slot:<player.inventory.find.scriptname[bridgebreadsword]>
- modifyblock <cuboid[bridge.arenas.<player.flag[bridgearena]>.pit1].blocks[air]> end_portal
- modifyblock <cuboid[bridge.arenas.<player.flag[bridgearena]>.pit2].blocks[air]> end_portal
- foreach <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]]> as:player:
- flag <[player]> playingbridge:playing
- sidebar set "title:<&6><&l>BREAD<&d><&l>BRIDGE" "values:<&b>|<&6>[G]<&f>: <gray>█ █ █ █ █|<&d>[P]<&f>: <gray>█ █ █ █ █||<&f>Kills: 0|<&f>Score: <player.zflag[bridgescore]||0>|<&f>|<&e>mc.breadpixel.net" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- foreach 5|4|3|2|1 as:countdown:
- if <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]].size> == 2:
- title "subtitle:<gray>Cages open in <green><[countdown]>s<gray>..." targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
#fade_out:0.1s SHOULD I FADE OUT OR NO
- playsound <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> sound:UI_BUTTON_CLICK
- wait 1s
- else:
- title "title:<red>CANCELLED!" targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
#FADE OUT OR NO?
- foreach <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> as:player:
- flag <[player]> playingbridge:waiting
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
- stop
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.cage1location]>].blocks> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.cage2location]>].blocks> air
- title "title:<green>Begin!" targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0.2s
- playsound <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> sound:ENTITY_PLAYER_LEVELUP
####################- run playerhealthstand player:<player>
- else:
- title "title:<red>CANCELLED!" targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[waiting]]> fade_in:0.1s
- foreach <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> as:player:
- flag <[player]> playingbridge:waiting
- sidebar set_line scores:6 "values:<&f>Players: <&a><player.world.players.filter[has_flag[playingbridge]].size>/2" players:<player.world.players.filter[has_flag[playingbridge]]>
- stop
##CREATE AN INJECT COMMAND FOR THE FOREACHES?
#MAKE ONE INJECT AND SPLIT THE REST OF THE CODE TO THE JOIN SCRIPT??
#<element[].pad_right[1].with[<&chr[6969]>].pad_right[5].with[<&chr[4200]>].replace[<&chr[6969]>].with[<gold>█].replace[<&chr[4200]>].with[<gray>█]>
bridgenextgame:
type: task
debug: true
script:
##SHOULD I HAVE A WAIT BEFORE THIS? LIKE ONE SECOND?
- flag player bridgescore:++
##set scores value for player with individual line, or scores?
- sidebar set_line score:3 "values:<&f>Score: <player.flag[bridgescore]||0>"
- if <player.flag[bridgeteamcolor]> == yellow:
- if <player.flag[bridgescore]> <= 5:
- narrate "<&8><&l>---------------------------------------------<&nl><&6><player.name> <&e>scored <&7>(<&a><player.health.round_to[1]><&c>❤<&7>)<&e>! <&e>Goal No. <&a><player.flag[bridgescore]><&nl><&8><&l>---------------------------------------------" targets:<player.world.players.filter[has_flag[playingbridge]]>
####- sidebar set_line scores:7 "values:<&6>[G]<&f>: <element[].pad_right[<player.flag[bridgescore]>].with[<&chr[6969]>].pad_right[5].with[<&chr[4200]><&sp>].replace[<&chr[6969]>].with[<gold>█].replace[<&chr[4200]>].with[<&sp><gray>█]>" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
##- sidebar set_line scores:7 "values:<&6>[G]<&f>: <element[].pad_right[<player.flag[bridgescore]>].with[<&chr[6969]>].pad_right[5].with[<&chr[4200]>].replace[<&chr[6969]>].with[<gold>█].replace[<&chr[4200]>].with[<gray>█]>" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> <--- this one is w/out spaces
- if <player.flag[bridgescore]> == 1:
- sidebar set_line scores:7 "values:<&6>[G]<&f>: <gold>█ <gray>█ █ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 2:
- sidebar set_line scores:7 "values:<&6>[G]<&f>: <gold>█ █ <gray>█ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 3:
- sidebar set_line scores:7 "values:<&6>[G]<&f>: <gold>█ █ █ <gray>█ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 4:
- sidebar set_line scores:7 "values:<&6>[G]<&f>: <gold>█ █ █ █ <gray>█" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 5:
- sidebar set_line scores:7 "values:<&6>[G]<&f>: <gold>█ █ █ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
##DO STUFF HERE!
- if <player.flag[bridgeteamcolor]> == pink:
- if <player.flag[bridgescore]> <= 5:
- narrate "<&8><&l>---------------------------------------------<&nl><&d><player.name> <&e>scored <&7>(<&a><player.health.round_to[1]><&c>❤<&7>)<&e>! <&e>Goal No. <&a><player.flag[bridgescore]><&nl><&8><&l>---------------------------------------------" targets:<player.world.players.filter[has_flag[playingbridge]]>
####- sidebar set_line scores:6 "values:<&d>[P]<&f>: <element[].pad_right[<player.flag[bridgescore]>].with[<&chr[6969]>].pad_right[5].with[<&chr[4200]><&sp>].replace[<&chr[6969]>].with[<&d>█].replace[<&chr[4200]>].with[<&sp><gray>█]>" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
##- sidebar set_line scores:6 "values:<&d>[P]<&f>: <element[].pad_right[<player.flag[bridgescore]>].with[<&chr[6969]>].pad_right[5].with[<&chr[4200]>].replace[<&chr[6969]>].with[<&d>█].replace[<&chr[4200]>].with[<gray>█]>" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> <--- this one is w/out spaces
- if <player.flag[bridgescore]> == 1:
- sidebar set_line scores:6 "values:<&d>[P]<&f>: <&d>█ <gray>█ █ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 2:
- sidebar set_line scores:6 "values:<&d>[P]<&f>: <&d>█ █ <gray>█ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 3:
- sidebar set_line scores:6 "values:<&d>[P]<&f>: <&d>█ █ █ <gray>█ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 4:
- sidebar set_line scores:6 "values:<&d>[P]<&f>: <&d>█ █ █ █ <gray>█" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
- if <player.flag[bridgescore]> == 5:
- sidebar set_line scores:6 "values:<&d>[P]<&f>: <&d>█ █ █ █ █" players:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]>
##DO STUFF HERE!
- if <player.flag[bridgescore]> < 5:
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.cage1 <server.flag[bridge.arenas.<player.flag[bridgearena]>.cage1center]>
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.cage2 <server.flag[bridge.arenas.<player.flag[bridgearena]>.cage2center]>
- teleport <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[yellow]]> <server.flag[bridge.arenas.<player.flag[bridgearena]>.spawn1]>
- teleport <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[pink]]> <server.flag[bridge.arenas.<player.flag[bridgearena]>.spawn2]>
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- health <[player]> heal 20
- if <[player].flag[bridgeteamcolor]> == yellow:
- inventory set d:<[player].inventory> o:bridgeyellowteaminv
- if <[player].flag[bridgeteamcolor]> == pink:
- inventory set d:<[player].inventory> o:bridgepinkteaminv
- foreach 5|4|3|2|1 as:countdown:
- if <player.flag[bridgeteamcolor]> == yellow:
- title "title:<&6><player.name> Scored!" "subtitle:<gray>Cages open in <green><[countdown]>s<gray>..." targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
- if <player.flag[bridgeteamcolor]> == pink:
- title "title:<&d><player.name> Scored!" "subtitle:<gray>Cages open in <green><[countdown]>s<gray>..." targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
#fade_out:0.1s SHOULD I FADE OUT OR NO
- playsound <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> sound:UI_BUTTON_CLICK
- wait 1s
- title "title:<green>Begin!" targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
- playsound <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> sound:ENTITY_PLAYER_LEVELUP
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.cage1location]>].blocks> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.cage2location]>].blocks> air
- title "title:<green>Begin!" targets:<player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> fade_in:0s fade_out:0s
- playsound <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> sound:ENTITY_PLAYER_LEVELUP
- else if <player.flag[bridgescore]> == 5:
- inject bridge_endgame
bridge_endgame:
type: task
debug: true
script:
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- flag <[player]> playingbridge:waiting
- health <[player]> heal 20
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit1]>].blocks[end_portal]> air
- modifyblock <cuboid[<server.flag[bridge.arenas.<player.flag[bridgearena]>.pit2]>].blocks[end_portal]> air
- if <player.flag[bridgeteamcolor]> == yellow:
- define opponent <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[pink]]>
- title "title:<&6><player.name> Won!" targets:<player.world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
- narrate "<&8><&l>--------------------------------------------- <&r><player.name> <&b><&l>WINS!<&nl><&nl> <&6><&l><player.flag[bridgescore]||0> <&8><&l>- <&d><&l><[opponent].flag[bridgescore]||0><&nl><&nl> <&6><player.name><&f>: <player.flag[bridgekills]||0> Kills<&nl> <&d><[opponent].name||null><&f>: <[opponent].flag[bridgekills]||0> Kills<&nl><&nl><&8><&l>---------------------------------------------" targets:<player.world.players.filter[has_flag[playingbridge]]>"
#<player.chat_prefix.parse_color> add this
#"<&8><&l>---------------------------------------------<&nl><&6><player.name> <&e>scored <&7>(<&a><player.health.round_to[1]><&c>❤<&7>)<&e>! <&e>Goal No. <&a><player.flag[bridgescore]><&nl><&8><&l>---------------------------------------------" targets:<player.world.players.filter[has_flag[playingbridge]]>
- if <player.flag[bridgeteamcolor]> == pink:
- define opponent <player.world.players.filter[has_flag[bridgeteamcolor]].filter[flag[bridgeteamcolor].is[==].to[yellow]]>
- title "title:<&d><player.name> Won!" targets:<player.world.players.filter[has_flag[playingbridge]]> fade_in:0.2s fade_out:0.2s stay:3s
- narrate "<&8><&l>--------------------------------------------- <&r><player.name> <&b><&l>WINS!<&nl><&nl> <&d><&l><player.flag[bridgescore]||0> <&8><&l>- <&6><&l><[opponent].flag[bridgescore]||0><&nl><&nl> <&d><player.name><&f>: <player.flag[bridgekills]||0> Kills<&nl> <&6><[opponent].name||null><&f>: <[opponent].flag[bridgekills]||0> Kills<&nl><&nl><&8><&l>---------------------------------------------" targets:<player.world.players.filter[has_flag[playingbridge]]>"
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- inventory clear d:<[player].inventory>
- if <player.flag[bridgeteamcolor]> == yellow:
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn1]>
- if <player.flag[bridgeteamcolor]> == pink:
- teleport <player> <server.flag[bridge.arenas.<player.flag[bridgearena]>.respawn2]>
- wait 3s
- sidebar remove players:<player.world.players.filter[has_flag[playingbridge]]>
- teleport <player.world.players.filter[has_flag[playingbridge]]> <server.flag[BreadBridgeLobby]>
- schematic paste name:bridge.arenas.<player.flag[bridgearena]>.location <server.flag[bridge.arenas.<player.flag[bridgearena]>.bridgecenter]>
- foreach <player.world.players.filter[has_flag[playingbridge]]> as:player:
- flag <[player]> playingbridge:!
- flag <[player]> bridgekills:!
- flag <[player]> bridgearena:!
- flag <[player]> bridgescore:!
- flag <[player]> bridgeteamcolor:!
playerhealthstand:
type: task
debug: true
script:
- foreach <player.world.players.filter[has_flag[playingbridge]].filter[flag[playingbridge].is[==].to[playing]]> as:player:
- spawn armor_stand[invulnerable=true;gravity=false;visible=true;collidable=false;custom_name=<[player].health.round_to[1]><&c>❤;custom_name_visible=true] <[player].location.add[0,0.7,0]> save:HealthStand
- adjust <[player]> hide_entity:<entry[HealthStand].spawned_entity>
- mount <entry[healthstand].spawned_entity>|<[player]>
- flag <[player]> healthstand:<entry[HealthStand].spawned_entity>