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- on join:
- player has played before:
- set the join message to "&8(&6&lJOIN&8) &7%player% has &crejoined&7."
- else:
- add 1 to {joins}
- set the join message to "&8(&6&lJOIN&8) &7%player% has &cjoined for the first time&7! &8(##&6%{joins}%&8)"
- on quit:
- set the leave message to "&8(&6&lLEAVE&8) &7%player% has &cleft.&7."
- on chat:
- cancel event
- {rank.%player%} is "Owner":
- broadcast "&c&lOWNER &7%player% &f%message%"
- else if {rank.%player%} is "ADMIN":
- broadcast "&9&lADMIN &7%player% &f%message%"
- else if {rank.%player%} is "DEV":
- broadcast "&6&lDEV &7%player% &f%message%"
- else if {rank.%player%} is "MOD":
- broadcast "&e&lMOD &7%player% &f%message%"
- else:
- broadcast "&7%player% &f%message%"
- Command /rank [<player>] [<text>]:
- trigger:
- player is op:
- arg-2 is set:
- send "&8(&6&lRANK&8) &7Rank set."
- send "&8(&6&lRANK&8) &7Your rank has been set to '%arg-2%' by %player%" to arg-1
- set {rank.%arg-1%} to arg-2
- else:
- send "&8(&6&lRANK&8) &7/rank (player) (rank)"
- else:
- send "&8(&6&lRANK&8) &7Invalid permissions"
- on right click with stone axe:
- set {x1.%player%} to rounded down x-position of event-block
- set {y1.%player%} to rounded down y-position of event-block
- set {z1.%player%} to rounded down z-position of event-block
- send "&8(&6&lSWE&8) &7Point 2 set! (X: %{x1.%player%}%, Y: %{y1.%player%}% Z: %{z1.%player%}%)"
- on break:
- player's held item is a stone axe
- cancel event
- set {x2.%player%} to rounded down x-position of event-block
- set {y2.%player%} to rounded down y-position of event-block
- set {z2.%player%} to rounded down z-position of event-block
- send "&8(&6&lSWE&8) &7Point 1 set! (X: %{x2.%player%}%, Y: %{y2.%player%}% Z: %{z2.%player%}%)"
- Command //fill <text>:
- trigger:
- set {_u} to unix timestamp of now
- {y2.%player%} > {y1.%player%}:
- set {_loop} to {y2.%player%} - {y1.%player%} + 1
- set {_add} to false
- else:
- set {_loop} to {y1.%player%} - {y2.%player%} + 1
- set {_add} to true
- set {_time1} to now
- set {_c} to {y2.%player%}
- loop > 50:
- # Chunkfill
- send "&8(&6&lSWE&8) &7Using &eChunkfilling &7method (large volume)"
- set {_x1} to rounded down(%{x1.%player%}% / 4)
- set {_y1} to rounded down(%{y1.%player%}% / 4)
- set {_z1} to rounded down(%{z1.%player%}% / 4)
- set {_x2} to rounded down(%{x2.%player%}% / 4)
- set {_y2} to rounded down(%{y2.%player%}% / 4)
- set {_z3} to rounded down(%{z2.%player%}% / 4)
- # Begin Loop
- loop {_loop} times:
- execute console command "fill %{_x1}% %{_c}% %{z1.%player%}% %{x2.%player%}% %{_c}% %{z2.%player%}% %arg-1%"
- {_add} is false:
- remove 1 from {_c}
- else:
- add 1 to {_c}
- else:
- # Standard
- loop {_loop} times:
- execute console command "fill %{x1.%player%}% %{_c}% %{z1.%player%}% %{x2.%player%}% %{_c}% %{z2.%player%}% %arg-1%"
- {_add} is false:
- remove 1 from {_c}
- else:
- add 1 to {_c}
- set {_time} to (unix timestamp of now - {_u}) * 1000
- send "&8(&6&lSWE&8) &7Operation completed in %{_time}%ms."
- Command //sphere <integer> <item type>:
- trigger:
- set {_u} to unix timestamp of now
- loop blocks in radius arg-1 around location of player:
- loop-block is not arg-2
- set loop-block to arg-2
- execute console command "tp %player% ~ ~%ARG-1% ~"
- set {_time} to (unix timestamp of now - {_u}) * 1000
- send "&8(&6&lSWE&8) &7Operation completed in %{_time}%ms."
- Command /up <integer>:
- trigger:
- execute console command "tp %player% ~ ~%ARG-1% ~"
- set block under player to glass
- send "&8(&6&lSWE&8) &7Whooosh!"
- Command //
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