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- on break:
- {BlockRush.enabled} is equal to 1:
- loop {BlockRush.blocks::*}:
- loop-value is type of block:
- exit
- add type of block to {BlockRush.blocks::*}
- broadcast "<gold>%player% <gray>was the first player to break %block%!"
- message "<gold>Rewarded %{BlockRush.reward}%!" to the player
- give {BlockRush.reward} to the player
- command /blockrush <text>:
- trigger:
- arg 1 is "enable":
- player is not op:
- message "You must be a server op to use this command!"
- else:
- set {BlockRush.enabled} to 1
- clear {BlockRush.blocks::*}
- broadcast "<gray>%player% just <green>ENABLED <gray>BlockRush!"
- arg 1 is "disable":
- player is not op:
- message "You must be a server op to use this command!"
- else:
- set {BlockRush.enabled} to 0
- broadcast "<gray>%player% just <red>DISABLED <gray>BlockRush!"
- arg 1 is "reset":
- player is not op:
- message "You must be a server op to use this command!"
- else:
- clear {BlockRush.blocks::*}
- broadcast "<gray>%player% just <gold>RESET <gray>the block list for BlockRush!"
- arg 1 is "list":
- message "<red>Blocks that have been mined:"
- message "%{BlockRush.blocks::*}%"
- arg 1 is "help":
- message "/blockrush []"
- message "enable; enables the scenario and resets the block list; OP ONLY"
- message "disable; disables the scenario; OP ONLY"
- message "reset; resets the block list; OP ONLY"
- message "list; shows the block list"
- message "setreward; sets the reward to held item; OP ONLY"
- message "reward; tells the player the current reward"
- arg 1 is "setreward":
- player is not op:
- message "You must be a server op to use this command!"
- else:
- set {BlockRush.reward} to player's tool
- message "<gold>Set reward to %{BlockRush.reward}%!"
- arg 1 is "reward":
- message "<gold>Current reward is %{BlockRush.reward}%!"
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