Paste #67919: Untitled Paste

Date: 2020/04/22 01:28:09 UTC-07:00
Type: Denizen Script

View Raw Paste Download This Paste
Copy Link


challenge:
    type: world
    debug: false
    events:
        on player jumps:
            - if <player.has_flag[challenge_jump_boost]>:
                - flag player jump_boost_level:++
                - cast jump d:999999999 p:<player.flag[jump_boost_level]> no_ambient hide_particles
        on player walks:
            - ratelimit <player> 10t
            - if <player.has_flag[fuckdontdothisman]>:
                - define block <server.list_material_types.random.name>
                - while !<material[<[block]>].is_block>:
                    - define block <server.list_material_types.random.name>
                - modifyblock <player.cursor_on> <[block]>
        on player dies:
            - if <player.has_flag[linked]>:
                - foreach <player.world.players> as:player:
                    - adjust <[player]> health:0

custom_world:
    type: inventory
    inventory: chest
    title: <gold>Spleef
    size: 18
    slots:
        - "[placeholder]  [placeholder]  [placeholder]  [placeholder]  [create_world]  [placeholder]  [placeholder]  [placeholder]  [placeholder]"
        - "[placeholder]  [placeholder]  [placeholder]  [join_world]  [placeholder]  [delete_world]  [placeholder]  [placeholder]  [placeholder]"
create_world:
    type: inventory
    inventory: chest
    title: <gold>Spleef
    size: 18
    slots:
        - "[placeholder]  [placeholder]  [placeholder]  [placeholder]  [create_world]  [placeholder]  [placeholder]  [placeholder]  [placeholder]"
        - "[placeholder]  [placeholder]  [placeholder]  [join_world]  [placeholder]  [delete_world]  [placeholder]  [placeholder]  [placeholder]"
create_world_inv:
    type: inventory
    inventory: chest
    title: <gold>Spleef
    size: 45
    slots:
        - "[placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]"
        - "[placeholder]  [death_swap]  [effect_10]  [block_look]  [jump_higher]  [linked]  [block_shuffle]  []  [placeholder]"
        - "[placeholder]  []  []  []  []  []  []  []  [placeholder]"
        - "[placeholder]  []  []  []  []  []  []  []  [placeholder]"
        - "[placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]  [placeholder]"
delete_world_inv:
    type: inventory
    inventory: dispenser
    title: <gold>
    slots:
        - "[placeholder]  [placeholder]  [placeholder]"
        - "[placeholder]  [confirm]  [placeholder]"
        - "[placeholder]  [placeholder]  [placeholder]"
custom_world_code:
    type: world
    events:
        on player drags in delete_world_inv:
            - determine cancelled
        on player clicks confirm in delete_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                - adjust <player.uuid.as_world> destroy
                - flag player custom_VIP_server:!
            - determine cancelled
        on player drags in confirm:
            - determine cancelled
        on player drags in create_world_inv:
            - determine cancelled
        on player clicks death_swap in create_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                - inventory close
                - stop
            - flag player custom_VIP_server:<player>
            - createworld <player.uuid>
            - adjust <player> hide_from_players:true
            - chunkload add <location[0,0,0,<player.uuid>].chunk>
            - teleport <player> <location[0,0,0,<player.uuid>].highest>
            - flag player deathswap:1
            - inject death_swap_timer
            - determine cancelled
        on player respawns:
            - if <player.has_flag[vip_server]>:
                - wait 1t
                - teleport <player> <location[0,0,0,<player.flag[vip_server]>].highest>
        on player clicks effect_10 in create_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                - inventory close
                - stop
            - flag player custom_VIP_server:<player>
            - createworld <player.uuid>
            - adjust <player> hide_from_players:true
            - chunkload add <location[0,0,0,<player.uuid>].chunk>
            - teleport <player> <location[0,0,0,<player.uuid>].highest>
            - flag player effect_10:1
            - inject effect_every_10
            - determine cancelled
        on player clicks block_look in create_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                - inventory close
                - stop
            - flag player custom_VIP_server:<player>
            - createworld <player.uuid>
            - adjust <player> hide_from_players:true
            - chunkload add <location[0,0,0,<player.uuid>].chunk>
            - teleport <player> <location[0,0,0,<player.uuid>].highest>
            - flag player fuckdontdothisman:1
            - determine cancelled
        on player clicks jump_higher in create_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                - inventory close
                - stop
            - flag player custom_VIP_server:<player>
            - createworld <player.uuid>
            - adjust <player> hide_from_players:true
            - chunkload <location[0,0,0,<player.uuid>].chunk>
            - teleport <player> <location[0,0,0,<player.uuid>].highest>
            - flag player challenge_jump_boost:1
            - flag player jump_boost_level:0
            - determine cancelled
        on player clicks linked in create_world_inv:
            - if <player.has_flag[custom_VIP_server]>:
                    - inventory close
                    - stop
            - flag player custom_VIP_server:<player>
            - createworld <player.uuid>
            - adjust <player> hide_from_players:true
            - chunkload add <location[0,0,0,<player.uuid>].chunk>
            - teleport <player> <location[0,0,0,<player.uuid>].highest>
            - flag player death_link:1
            - determine cancelled
        on player clicks placeholder in inventory:
            - determine cancelled
        on player drags placeholder in inventory:
            - determine cancelled
        on player clicks create_world in custom_world:
            - if <player.has_flag[custom_world_add]>:
                - inventory open d:create_world_inv
            - determine cancelled
        on player drags create_world in custom_world:
            - determine cancelled
        on player clicks join_world in custom_world:
            - determine cancelled
        on player clicks delete_world in custom_world:
            - if <player.has_flag[custom_VIP_server]>:
                - inventory open d:delete_world_inv
            - determine cancelled
create_world:
    type: item
    material: ender_eye
    display name: "<green>Create world"
placeholder:
    type: item
    material: black_stained_glass_pane
join_world:
    type: item
    material: blaze_rod
    display name: "<blue>Join World"
delete_world:
    type: item
    material: blaze_rod
    display name: "<red>Delete World"
confirm:
    type: item
    material: green_stained_glass_pane
    display name: "<green>Confirm?"
effect_10:
    type: item
    material: flower_pot
    display name: "<blue>Potion effects!"
block_look:
    type: item
    material: flower_pot
    display name: "<blue>Everywhere you look is a block!"
jump_higher:
    type: item
    material: flower_pot
    display name: "<blue>Every jump you go higher"
    lore:
    - <green>Every time you jump you jump higher!
    - <red>Try to not jump in this new gamemode!
    - <blue>Goal: Defeat the Ender dragon
linked:
    type: item
    material: flower_pot
    display name: "<blue>Death Link"
    lore:
    - <red>You and your friends are linked in death link!
    - When you die all your friends die, try to still be friends at the end of the day
    - <blue>Goal: Defeat the Ender dragon
death_swap:
    type: item
    material: flower_pot
    display name: "<blue>Death Swap"
    lore:
    - <green>Every 5 minutes you and your friends will swap places!
    - Try kill them by any means nesscary!
    - <blue>Goal: Be the last man standing
block_shuffle:
    type: item
    material: flower_pot
    display name: "<blue>Block Shuffle"
    lore:
    - <green>Every 5 minutes you get given a block!
    - You need to find and step on this block to pass
    - And if you do not you die!
    - <blue>Goal: Be the last man standing
death_swap_timer:
    type: task
    script:
        - if <world[<player.uuid>].players.size> =< 1:
            - narrate "<green>You do not have enough players!" targets:<world[<player>].players>
        - while 1 == 1:
            - wait 4m
            - wait 55s
            - narrate "<red>Teleporting in 5s "targets:<world[<player.uuid>].players>
            - wait 1s
            - narrate "<red>Teleporting in 4s "targets:<world[<player.uuid>].players>
            - wait 1s
            - narrate "<red>Teleporting in 3s "targets:<world[<player.uuid>].players>
            - wait 1s
            - narrate "<red>Teleporting in 2s "targets:<world[<player.uuid>].players>
            - wait 1s
            - narrate "<red>Teleporting in 1s "targets:<world[<player.uuid>].players>
            - wait 1s
            - foreach <world[<player>].players> as:player:
                - define number:++
                - define player<[number]> <[player]>
            - define playerfirst <world[<player>].players.first.location>
            - define playerlast <world[<player>].players.last>
            - define number 0
            - repeat <[players]>:
                - define number:++
                - define number1:++
                - define teleport1 <[player]<[number]>.location>
                - define teleport1player <[player]<[number]>>
                - if <[teleport1player]> == playerlast:
                    - teleport <[playerlast]> <[playerfirst]>
                    - stop
                - define number1:+:1
                - define teleport2 <[player]<[number1]>.location>
                - teleport <[teleport1player]> <[teleport2]>
effect_every_10:
    type: task
    script:
            - while !<server.has_flag[dabdab]>:
                - if <world[<player.uuid>].players.size> == 0:
                    - stop
                - foreach <world[<player.uuid>].players> as:player:
                    - cast <server.list_potion_effects.random> d:10 p:1 player:<[player]>
                    - wait 10s
block_shuffle:
    type: task
    script:
        - while 1 == 1:
            - foreach <world[<player.uuid>].players> as:player:
                - define block <server.list_material_types.random.name>
                - while !<material[<[block]>].is_block>:
                    - define block <server.list_material_types.random.name>
                - narrate "<green>Your block is <[block]>" targets:<[player]>
                - flag player block:<[block]>
                - wait 5m