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