Date: 2020/04/07 19:05:55 UTC-07:00
Type: Denizen Script
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lobbyJoinHandler:
type: world
debug: false
events:
on player joins:
- if <player.has_flag[adminMode]>:
- stop
- wait 1t
- teleport <player> <util.random.int[80].to[86].add[0.5]>,38,<util.random.int[40].to[46].add[0.5]>,-15,270,world_spawn
- inventory set d:<player.inventory> o:in@lobbyplayerinventory
- team name:lobby add:<player>
- if <player.in_group[default]>:
- cast invisibility <player> d:99999s
- if <player.has_effect[invisibility]> && !<player.in_group[default]>:
- cast invisibility remove <player>
- adjust <player> gamemode:adventure
on system time [00:30]:
- if <player.has_flag[adminMode]>:
- stop
- if <player.in_group[default]>:
- cast invisibility <player> d:99999s
- if <player.has_effect[invisibility]> && !<player.in_group[default]>:
- cast invisibility remove <player>
lobbyPlayerInventory:
type: inventory
debug: false
size: 36
slots:
- "[i@serverselector] [] [] [] [] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
adminModeInventory:
type: inventory
debug: false
size: 36
slots:
- "[i@compass] [i@wooden_axe] [i@wooden_shovel] [] [] [] [] [] [i@serverselector]"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
serverselector:
type: item
debug: false
material: i@ender_pearl
display name: <&b><&l>Vail Crystal
lore:
- <&7>Use this crystal to travel to the realm!
vailShards:
type: item
debug: false
material: i@ender_pearl
display name: <&d>Vail Crystal Shard
lore:
- <&7>Use this crystal to travel to the realm!
mechanisms:
custom_model_data: 2
lobbyInventoryHandler:
type: world
debug: false
events:
on player drops serverselector:
- determine cancelled
on player clicks with serverselector using either_hand:
- determine passively CANCELLED
- foreach <bungee.list_servers.filter[starts_with[lobby]].alphanumeric> as:lobby:
- ~bungeetag <server.list_online_players.size> server:<[lobby]> save:<[lobby]>Playercount
- flag server <[lobby]>Playercount:<entry[<[lobby]>Playercount].result>
- if <player.groups.contains_any[admin|advbuilder|builder|dev|mod|systemdev]> && <bungee.list_servers.contains_any[dev1|build1]>:
- foreach <bungee.list_servers.filter[starts_with[dev]].alphanumeric> as:dev:
- ~bungeetag <server.list_online_players.size> server:<[dev]> save:<[dev]>Playercount
- flag server <[dev]>Playercount:<entry[<[dev]>Playercount].result>
- foreach <bungee.list_servers.filter[starts_with[build]].alphanumeric> as:build:
- ~bungeetag <server.list_online_players.size> server:<[build]> save:<[build]>Playercount
- flag server <[build]>Playercount:<entry[<[build]>Playercount].result>
- inventory open d:<inventory[lobbyInventory]>
on player enters lobbyPortal:
- determine passively CANCELLED
- foreach <bungee.list_servers.filter[starts_with[lobby]].alphanumeric> as:lobby:
- ~bungeetag <server.list_online_players.size> server:<[lobby]> save:<[lobby]>Playercount
- flag server <[lobby]>Playercount:<entry[<[lobby]>Playercount].result>
- if <player.groups.contains_any[admin|advbuilder|builder|dev|mod|systemdev]> && <bungee.list_servers.contains[starts_with[dev]]>:
- foreach <bungee.list_servers.filter[starts_with[dev]].alphanumeric> as:dev:
- ~bungeetag <server.list_online_players.size> server:dev1 save:devPlayercount
- flag server <[dev]>Playercount:<entry[<[dev]>Playercount].result>
- foreach <bungee.list_servers.filter[starts_with[build]].alphanumeric> as:build:
- ~bungeetag <server.list_online_players.size> server:build1 save:buildPlayercount
- flag server <[build]>Playercount:<entry[<[build]>Playercount].result>
- shoot <player> destination:<player.location.sub[5,0,0]> speed:2 origin:<player.location> no_rotate
- wait 2t
- inventory open d:<inventory[lobbyInventory]>
on player clicks in lobbyInventory:
- determine cancelled
on player drags in lobbyInventory:
- determine cancelled
on player clicks serverLobbyOnline in lobbyInventory:
- bungeeexecute "send <player.name> <context.item.nbt[lobby]>"
on player clicks serverDevOnline in lobbyInventory:
- bungeeexecute "send <player.name> dev1"
on player clicks serverBuildOnline in lobbyInventory:
- bungeeexecute "send <player.name> build1"
lobbyInventory:
type: inventory
debug: false
title: Vailcraft Servers<&co> Page 1
size: 54
procedural items:
- foreach <bungee.list_servers.filter[starts_with[lobby]].alphanumeric> as:lobby:
- define itemDName <s@serverNames.yaml_key[<[lobby]>.displayname]>
- if <[lobby]> == <bungee.server>:
- define itemLore "<server.flag[<[lobby]>Playercount]>|<&f>|<&7>You are connected|<&7>to this lobby."
- else:
- define itemLore "<server.flag[<[lobby]>Playercount]>|<&f>|<&7>Click to join..."
# serverItemLobby is the actual item that you click on for each individual lobby.
- define serverItemLobby "i@serverLobbyOnline[display_name=<&b><[itemDName]>;lore=<&9>Players<&co> <&7><[itemLore]>;nbt=lobby/<[lobby]>]"
# serverListLobby is the collection (list) of serverItemLobby for each online lobby.
- define serverListLobby:->:<[serverItemLobby]>
# itemsLobby is the output from the foreach so that the full list can be used outside of the loop.
- define itemsLobby <[serverListLobby]>
- define whitelistLobby li@46|47|48|49|50|51|52
- define whitelistDividers li@8|17|26|35|36|37|38|39|40|41|42|43|44|53
- define dividers <list[].pad_right[14].with[i@black_stained_glass_pane]>
# outputLobby starts here as an empty list, adding 54 i@air spaces (the number of
# spaces in a large chest) so that the list can be populated with lobbies.
- define outputLobby <list[].pad_right[54].with[air]>
- foreach <[itemsLobby]>:
# outputLobby starts here as a list of 54 i@air spaces, but then the items are added
# to the slots that were whitelisted specifically for lobby items.
# The `.get[<[loop_index]>]` is to specify which whitelistLobby space to fill first.
- define outputLobby <[outputLobby].set[<[value]>].at[<[whitelistLobby].get[<[loop_index]>]>]>
- foreach <[dividers]>:
- define outputLobby <[outputLobby].set[<[value]>].at[<[whitelistDividers].get[<[loop_index]>]>]>
- if <player.groups.contains_any[admin|advbuilder|builder|dev|mod|systemdev]>:
- if <bungee.list_servers.contains[dev1]>:
- define serverItemDev1 "i@serverDevOnline[lore=<&e>Players<&co> <&7><server.flag[dev1Playercount]>/50|<&f>|<&7>Click to join...;nbt=dev/dev1]"
- define outputLobby <[outputLobby].set[<[serverItemDev1]>].at[45]>
- if !<bungee.list_servers.contains[dev1]>:
- define serverItemDev1 "i@serverDevOffline[lore=<&7>Offline...]"
- define outputLobby <[outputLobby].set[<[serverItemDev1]>].at[45]>
- if <bungee.list_servers.contains[build1]>:
- define serverItemBuild1 "i@serverBuildOnline[lore=<&d>Players<&co> <&7><server.flag[build1Playercount]>/50|<&f>|<&7>Click to join...;nbt=build/build1]"
- define outputLobby <[outputLobby].set[<[serverItemBuild1]>].at[54]>
- if !<bungee.list_servers.contains[build1]>:
- define serverItemBuild1 "i@serverBuildOffline[lore=<&7>Offline...]"
- define outputLobby <[outputLobby].set[<[serverItemBuild1]>].at[54]>
- determine <[outputLobby]>
serverNames:
type: yaml data
debug: false
lobby1:
displayname: Lobby 1
stacksize: 1
lobby2:
displayname: Lobby 2
stacksize: 2
world1: World 1
serverLobbyOnline:
type: item
debug: false
material: i@chest
display name: <&4><&l>Test
lore:
- <&7>Click to connect...
serverLobbyFull:
type: item
debug: false
material: i@red_concrete
display name: <&4><&l>Server Select
lore:
- <&7>Server is full.
serverDevOnline:
type: item
debug: false
material: i@crafting_table
display name: <&6>Development Server
lore:
- <&7>Click to connect...
serverDevOffline:
type: item
debug: false
material: i@stripped_spruce_wood
display name: <&8>Development Server
lore:
- <&7>Offline...
serverBuildOnline:
type: item
debug: false
material: i@grass_block
display name: <&5>Building Server
lore:
- <&7>Click to connect...
serverBuildOffline:
type: item
debug: false
material: i@podzol
display name: <&8>Building Server
lore:
- <&7>Offline...
adminModeCommand:
type: command
debug: false
name: Admin Handler
description: Used to enter administrator mode on the server.
usage: /adminmode
aliases:
- am
permission: adminmode
permission message: <&e>Type /help for a list of commands.
allowed help:
- determine <player.in_group[admin]||<context.server>>
script:
- if !<player.in_group[admin]||<context.server>>:
- narrate "<&e>Type /help for a list of commands."
- stop
- if <player.has_flag[adminMode]>:
- flag <player> adminModeGMExempt
- narrate "<&4>[Admin] <&c>You have left admin mode."
- flag player adminMode:!
- flag server adminMode:<-:<player>
- adjust <player> gamemode:adventure
- adjust <player> show_to_players
- inventory set d:<player.inventory> o:in@lobbyPlayerInventory
- flag <player> adminModeGMExempt:!
- stop
- flag <player> adminModeGMExempt
- narrate "<&4>[Admin] <&c>You have entered admin mode."
- flag player adminMode
- flag server adminMode:->:<player>
- adjust <player> gamemode:creative
- adjust <player> hide_from_players
- define admin <server.list_online_players.filter[in_group[admin]]>
- foreach <[admin]> as:adminOnline:
- adjust <[adminOnline]> show_entity:<player>
- inventory set d:<player.inventory> o:in@adminModeInventory
- flag <player> adminModeGMExempt:!
adminModeHandler:
type: world
debug: true
events:
on player changes gamemode to creative:
- if !<player.has_flag[adminModeGMExempt]> && !<player.has_flag[adminMode]>:
- narrate "<&c>ABORTED<&co> Please use <&a>/adminmode<&c> to access creative mode."
- determine cancelled
on player changes gamemode:
- if <player.has_flag[adminMode]> && !<player.has_flag[adminModeGMExempt]>:
- narrate "<&e>NOTE<&co> You are still in <&4>Admin Mode<&e>. Use <&a>/adminmode<&e> again to exit."
on player joins:
- if !<server.has_flag[adminMode]>:
- stop
- if <player.in_group[admin]>:
- wait 10t
- foreach <server.flag[adminMode]> as:inAdminMode:
- adjust <player> show_entity:<[inAdminMode].as_player>
- if <player.has_flag[adminMode]>:
- adjust <player> hide_from_players
- define admin <server.list_online_players.filter[in_group[admin]]>
- foreach <[admin]> as:adminOnline:
- adjust <[adminOnline]> show_entity:<player>