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- options:
- logo: &6Server &7▬ &2
- lobby: &cLobby &7► &2
- lcompass: &9C&3ompass
- cGuiName: &9M&3inigames
- path: Files/Lobby
- config: Files/Lobby/config.yml
- #alt + 15 = ☼
- #alt + 26 = →
- #alt + 16 = ►
- #alt + 22 = ▬
- #------------------- Functions -------------------
- function openCompass(p: Player):
- if {lobby.compassRows} is not set:
- set {lobby.compassRows} to 1
- open chest with {lobby.compassRows} rows named "{@cGuiName}" to {_p}
- loop {lobby.minigames.list::*}:
- if {lobby.minigames.%loop-value%.slot} starts with "-":
- stop
- else:
- if ({lobby.minigames.%loop-value%.slot} parsed as a number) is set:
- if {lobby.minigames.%loop-value%.item} is "&cNone":
- set {_item} to paper
- else if ({lobby.minigames.%loop-value%.item} parsed as an item) is not set:
- set {_item} to paper
- else:
- set {_item} to {lobby.minigames.%loop-value%.item}
- set {_slot} to ({lobby.minigames.%loop-value%.slot} parsed as a number)
- if {lobby.minigames.%loop-value%.name} is set:
- if {lobby.minigames.%loop-value%.name} is not "&cNone":
- set {_name} to {lobby.minigames.%loop-value%.name}
- replace "&" in {_name} with "§"
- if {lobby.minigames.%loop-value%.lore} is set:
- if {lobby.minigames.%loop-value%.lore} is not "&cNone":
- set {_lore} to {lobby.minigames.%loop-value%.lore}
- replace "&" in {_lore} with "§"
- format gui slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" with lore "%{_lore}%" to do nothing
- else:
- format gui slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" to do nothing
- else:
- format gui slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" to do nothing
- else:
- format gui slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item to do nothing
- else:
- format gui slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item to do nothing
- function changeName(p: Player, s: String):
- open chest with 3 rows named "&4Name &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aChange" to run:
- close {_p}'s inventory
- send "{@lobby} &2Click <suggest command:/lcompass setname %{_s}% [naam]>&ahere<reset> &2to edit the name." to {_p}
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4You have chosen to give the minigame%nl%&c%{_s}% &4not an other name." to {_p}
- function changeLore(p: Player, s: String):
- open chest with 3 rows named "&4Lore &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aChange" to run:
- close {_p}'s inventory
- send "{@lobby} &2Click <suggest command:/lcompass setlore %{_s}% [lore]>&ahere<reset> &2to edit the lore." to {_p}
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4You have chosen to give the minigame%nl%&c%{_s}% &4not an other lore." to {_p}
- function changeItem(p: Player, s: String):
- open chest with 3 rows named "&4Item &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aChange" to run:
- close {_p}'s inventory
- send "{@lobby} &2Click <suggest command:/lcompass setitem %{_s}% [item]>&ahere<reset> &2to edit the item." to {_p}
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4You have chosen to give the minigame%nl%&c%{_s}% &4not an other item." to {_p}
- function setSlot(p: Player, s: String):
- open chest with 3 rows named "&4Slot &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aChange" to run:
- close {_p}'s inventory
- send "{@lobby} &2Click <suggest command:/lcompass slot %{_s}% [slot]>&ahere<reset> &2to edit the slot." to {_p}
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4You have chosen to give the minigame%nl%&c%{_s}% &4not an other slot." to {_p}
- function setSpawn(p: Player, s: String):
- open chest with 3 rows named "&4Spawn &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aSet spawn" to run:
- close {_p}'s inventory
- send "{@lobby} &2Click <command:/lcompass setspawn %{_s}%>&ahere<reset> &2to set the spawn." to {_p}
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4You have chosen to give the minigame%nl%&c%{_s}% &4not an other spawn." to {_p}
- function deleteMinigame(p: Player, s: String):
- open chest with 3 rows named "&4Delete &c%{_s}%" to {_p}
- format gui slot 12 of {_p} with green_wool named "&aAccept" to run:
- close {_p}'s inventory
- execute player command "/lcompass delete %{_s}%"
- format gui slot 14 of {_p} with red_wool named "&cDeny" to run:
- close {_p}'s inventory
- send "{@lobby} &4Je hebt ervoor gekozen om de minigame%nl%&c%{_s}% &4niet te verwijderen." to {_p}
- function contains(list: objects, check: object) :: boolean:
- loop {_list::*}:
- if loop-value is {_check}:
- return true
- return false
- #------------------- Periotic Events -------------------
- #------------------- Events -------------------
- on enable:
- if file "{@config}" doesn't exist:
- create file "{@config}"
- on join:
- if {lobby.location} is set:
- teleport player to {lobby.location}
- set join message to ""
- wait 10 ticks
- clear player's inventory
- send "{@lobby} &fThe player %player% has joined!" to all players in world of player
- set slot 4 of player to a compass named "{@lcompass}"
- on inventory click:
- if player is in world of {lobby.location}:
- if clicked item is a compass named "{@lcompass}":
- cancel event
- close player's inventory
- openCompass(player)
- on click:
- if player is in world of {lobby.location}:
- if player's held item is a compass named "{@lcompass}":
- cancel event
- openCompass(player)
- on command:
- command is "plugins" or "pl":
- cancel event
- if player is not op:
- stop
- else:
- set {_list::*} to list of plugins
- set {_count} to 0
- loop {_list::*}:
- add 1 to {_count}
- send "{@logo} Plugin list:%nl%&f(&a%{_count}%&f) &2%list of plugins%"
- else:
- set {cmd} to "%command to lower case%"
- on place of chest:
- set {_world} to world of event-block
- if {_world} is "%world of {lobby.location}%":
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- if contains({_list::*}, "%uncolored name of player's tool%"):
- add location of event-block to {lobbycrate.%uncolored name of player's tool%.location::*}
- send "{@lobby} &2Succesfully created a &e%uncolored name of player's tool% &2Crate!"
- on break of chest:
- set {_world} to world of event-block
- if {_world} is "%world of {lobby.location}%":
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- loop {_list::*}:
- loop {lobbycrate.%loop-value-1%.location::*}:
- if "%loop-value-2%" is "%location of event-block%":
- remove location of event-block from {lobbycrate.%uncolored name of player's tool%.location::*}
- send "{@lobby} &2Succesfully removed a &e%loop-value-1% &2Crate!"
- on rightclick on a chest:
- set {_world} to world of clicked block
- if {_world} is "%world of {lobby.location}%":
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- loop {_list::*}:
- loop {lobbycrate.%loop-value-1%.location::*}:
- if "%loop-value-2%" is "%location of clicked block%":
- cancel event
- stop loop
- #------------------- Commands -------------------
- command /lobby [<text>] [<text>]:
- aliases: /hub
- trigger:
- if player has permission "lobby.*":
- if arg-1 is set:
- if arg-1 is "help":
- send "&2----------[ &a%{cmd}% &2]----------"
- send "&e&o/%{cmd}% help &d→ &fGet the help page"
- send "&e&o/%{cmd}% set &d→ &fSet the lobby"
- send "&2----------[ &a%{cmd}% &2]----------"
- else if arg-1 is "set":
- send "{@logo} &2Succesfully set the &a%{cmd}% &2to your location!"
- set {lobby.location} to location of player
- else:
- if {lobby.location} is set:
- if world of player is not "%world of {lobby.location}%":
- teleport player to {lobby.location}
- send "{@lobby} &fThe player %player% went to the lobby!" to all players in world of player
- clear player's inventory
- set slot 4 of player to a compass named "{@lcompass}"
- else:
- teleport player to {lobby.location}
- else:
- send "{@lobby} &cThe %{cmd}% is not set yet!"
- else if {lobby.location} is set:
- if world of player is not "%world of {lobby.location}%":
- teleport player to {lobby.location}
- send "{@lobby} &fThe player %player% went to the lobby!" to all players in world of player
- clear player's inventory
- set slot 4 of player to a compass named "{@lcompass}"
- else:
- teleport player to {lobby.location}
- else:
- send "{@lobby} &cThe %{cmd}% is not set yet!"
- command /lobbycompass [<text>] [<text>] [<text>]:
- aliases: /lcomp, /lcompass
- trigger:
- if player has permission "lobbycompass.*":
- if arg 1 is not set:
- send "{@lobby} &4Do &c&o/%{cmd}% help &4for more info."
- else if arg 1 is set:
- if arg 1 is "help":
- send "&2----------[ &a%{cmd}% &2]----------"
- send "&e&o/%{cmd}% help &d→ &fKrijg help pagina"
- send "&e&o/%{cmd}% create <minigame> &d→ &fCreate a minigame"
- send "&e&o/%{cmd}% remove/delete <minigame> &d→ &fDelete a minigame"
- send "&e&o/%{cmd}% setspawn <minigame> &d→ &fSet the spawn of a minigame"
- send "&e&o/%{cmd}% slot <minigame> <number> &d→ &fSet the GUI slot of a minigame"
- send "&e&o/%{cmd}% setname <minigame> <name> &d→ &fSet a name"
- send "&e&o/%{cmd}% deletename <minigame> &d→ &fDelete the name of a minigame"
- send "&e&o/%{cmd}% setlore <minigame> <lore> &d→ &fSet a lore"
- send "&e&o/%{cmd}% deletelore <minigame> <minigame> &d→ &fDelete the lore of a minigame"
- send "&e&o/%{cmd}% setitem <minigame> <item> &d→ &fSet the item of a minigame"
- send "&e&o/%{cmd}% list &d→ &fGet a list of all the minigames"
- send "&e&o/%{cmd}% setrows <number> &d→ &fSet the amount of rows in the GUI"
- send "&e&o/%{cmd}% gui <minigame> &d→ &fOpen the config-GUI"
- send "&2----------[ &a%{cmd}% &2]----------"
- else if arg 1 is "create":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is not set:
- set {lobby.minigames.%arg 2%} to true
- set {lobby.minigames.%arg 2%.name} to "&cNone"
- set {lobby.minigames.%arg 2%.lore} to "&cNone"
- set {lobby.minigames.%arg 2%.item} to "&cNone"
- set {lobby.minigames.%arg 2%.slot} to "&cNone"
- set {lobby.minigames.%arg 2%.spawn} to "&cNone"
- add arg 2 to {lobby.minigames.list::*}
- send "{@lobby} &2Succesfully made the minigame &a%arg 2%&2!"
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4already exists!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1% <minigame>&4."
- else if arg 1 is "delete" or "remove":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- delete {lobby.minigames.%arg 2%}
- delete {lobby.minigames.%arg 2%.name}
- delete {lobby.minigames.%arg 2%.lore}
- delete {lobby.minigames.%arg 2%.item}
- delete {lobby.minigames.%arg 2%.slot}
- delete {lobby.minigames.%arg 2%.spawn}
- remove arg 2 from {lobby.minigames.list::*}
- send "{@lobby} &2Succesfully removed the minigame &a%arg 2%&2!"
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame>&4."
- else if arg 1 is "setspawn":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- set {lobby.minigames.%arg 2%.spawn} to location of player
- send "{@lobby} &2Succesfully set the spawn of the minigame%nl%&a%arg 2% &2arg &a%location of player%&2!"
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame>&4."
- else if arg 1 is "slot":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- if arg 3 is set:
- if (arg 3 parsed as a number) is set:
- if {lobby.compassRows} is not set:
- set {lobby.compassRows} to 1
- if {lobby.compassRows} < 1:
- set {lobby.compassRows} to 1
- if {lobby.compassRows}*9-1 < arg-3 parsed as a number:
- send "{@lobby} &4The amount &c%arg 3% &4is to large bacause the max amount of slots is &c%{lobby.compassRows}*9+1%&4!"
- else:
- loop {lobby.minigames.list::*}:
- if {lobby.minigames.%loop-value%.slot} is arg 3:
- set {_set} to loop-value
- stop loop
- if {_set} is set:
- send "{@lobby} &4The slot &c%arg 3% &4is already in use by the minigame &c%{_set}%&4!"
- else:
- set {lobby.minigames.%arg 2%.slot} to arg 3
- send "{@lobby} &2Succesfully set the slot of the minigame &a%arg 2% &2to &a%arg 3%&2!"
- else:
- send "{@lobby} &c%arg 3% &4is not a number!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <number>&4."
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame> <number>&4."
- else if arg 1 is "setname":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- if arg 3 is set:
- set {lobby.minigames.%arg 2%.name} to arg 3
- send "{@lobby} &2Succesfully set the name of the minigame &a%arg 2% &2to &a%arg 3%&2!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <name>&4."
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <name>&4."
- else if arg 1 is "delname" or "deletename":
- if arg 2 is set:
- delete {lobby.minigames.%arg 2%.name}
- send "{@lobby} &2Succesfully deleted the name from the minigame &a%arg 2%&2!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame>&4."
- else if arg 1 is "setlore":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- if arg 3 is set:
- set {lobby.minigames.%arg 2%.lore} to arg 3
- send "{@lobby} &2Succesfully set the lore of the minigame &a%arg 2% &2to &a%arg 3%&2!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <lore>&4."
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame> <lore>&4."
- else if arg 1 is "dellore" or "deletelore":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- delete {lobby.minigames.%arg 2%.lore}
- send "{@lobby} &2Succesfully deleted the lore from the minigame &a%arg 2%&2!"
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <name>&4."
- else if arg 1 is "setitem":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- if arg 3 is set:
- if (arg 3 parsed as an item) is set:
- set {lobby.minigames.%arg 2%.item} to arg 3 parsed as an item
- send "{@lobby} &2Succesfully set the item from the minigame &a%arg 2% &2to &a%arg 3%&2!"
- else:
- send "{@lobby} &c%arg 3% &4is not an item!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <item>&4."
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame> <item>&4."
- else if arg 1 is "list":
- if {lobby.minigames.list::*} is not empty:
- loop {lobby.minigames.list::*}:
- if {_list} is set:
- set {_list} to "%{_list}%&2, &a%loop-value%"
- else:
- set {_list} to "%loop-value%"
- else:
- set {_list} to "Geen"
- send "{@lobby} &2This is the list of all the minigames:%nl%&a%{_list}%"
- else if arg 1 is "setrows":
- if arg 2 is set:
- if (arg 2 parsed as a number) is set:
- if (arg-2 parsed as a number) < 7:
- set {lobby.compassRows} to (arg-2 parsed as a number)
- send "{@lobby} &2Succesfully set the amount of rows to &a%arg 2%&2!"
- else:
- send "{@lobby} &4The max amount of rows is &c6&4!"
- else:
- send "{@lobby} &c%arg 2% &4is not a number!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <number>&4."
- else if arg 1 is "gui":
- if arg 2 is set:
- if {lobby.minigames.%arg 2%} is set:
- open chest with 2 rows named "&7Config GUI" to player
- set {_name} to {lobby.minigames.%arg 2%.name}
- replace "&" in {_name} with "§"
- set {_lore} to {lobby.minigames.%arg 2%.lore}
- replace "&" in {_lore} with "§"
- format gui slot 2 of player with a book named "&2Minigame: &a%arg 2%" to do nothing
- format gui slot 3 of player with a name tag named "&2Name: &f%{_name}%" to close then run function changeName(player, "%arg 2%")
- format gui slot 4 of player with a paper named "&2Lore: &f%{_lore}%" to close then run function changeLore(player, "%arg 2%")
- format gui slot 5 of player with a item frame named "&2Item: &a%{lobby.minigames.%arg 2%.item}%" to close then run function changeItem(player, "%arg 2%")
- format gui slot 6 of player with a clock named "&2Slot: &a%{lobby.minigames.%arg 2%.slot}%" to close then run function setSlot(player, "%arg 2%")
- format gui slot 12 of player with a paper named "&2Spawn: &a%{lobby.minigames.%arg 2%.spawn}%" to close then run function setSpawn(player, "%arg 2%")
- format gui slot 13 of player with a barrier named "&cClose menu" to close
- format gui slot 14 of player with redstone named "&4Delete" to close then run function deleteMinigame(player, "%arg 2%")
- else:
- send "{@lobby} &4The minigame &c%arg 2% &4doesn't exist!"
- else:
- send "{@lobby} &4Command not used correct! &c&o/%{cmd}% %arg 1 to lower case% <minigame>&4."
- else:
- send "{@lobby} &4Do &c/%{cmd}% help &4for more info."
- command /lobbycrate [<text>] [<text>]:
- aliases: /lobbycr, /lcrate
- trigger:
- if player is in world of {lobby.location}:
- if player has permission "votecrate.*":
- if arg-1 is set:
- if arg-1 is "help":
- send "&2----------[ &a%{cmd}% &2]----------"
- send "&e&o%{cmd}% help &d→ &fGet the halp page"
- send "&e&o%{cmd}% list &d→ &fGet a list with all crates"
- send "&e&o%{cmd}% create <crate> &d→ &fCreate a create"
- send "&e&o%{cmd}% delete/remove <crate> &d→ &fDelete a crate"
- send "&e&o%{cmd}% path <crate> &d→ &fGet the edit path of a crate"
- send "&e&o%{cmd}% get <crate> &d→ &fGet a crate"
- send "&2----------[ &a%{cmd}% &2]----------"
- else if arg-1 is "list":
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- if {_list::*} is not empty:
- loop {_list::*}:
- if {_list} is set:
- set {_list} to "%{_list}%&2, &a%loop-value%"
- else:
- set {_list} to "%loop-value%"
- send "{@lobby} &2There are the following crates:%nl%&a%{_list}%"
- else:
- send "{@lobby} &2There are no crates made yet."
- else if arg-1 is "create":
- if arg-2 is set:
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- set {_arg2} to "%arg-2 to lower case%"
- if contains({_list::*}, {_arg2}):
- send "{@lobby} &4The crate &c%{_arg2}% &4already exists!"
- else:
- send "{@lobby} &2Making the crate &a%{_arg2}%&2..."
- add {_arg2} to yml list "Lobby.Crates.List" of file "{@config}"
- create file "{@path}/%{_arg2}%.yml"
- load "{@path}/%{_arg2}%.yml" as "{@path}/%{_arg2}%.yml"
- add "Be sure to not use names multiple times at Item.ConfigName!!!" to yml list "Item.Info" of file "{@path}/%{_arg2}%.yml"
- add "Chances must be 100 in total (Item.Chances)" to yml list "Item.Info" of file "{@path}/%{_arg2}%.yml"
- add "diamond_sword" to yml list "Item.List" of file "{@path}/%{_arg2}%.yml"
- add "diamond_sword-1" to yml list "Item.ConfigName" of file "{@path}/%{_arg2}%.yml"
- set yml value "Item.Chance.diamond_sword-1" of file "{@path}/%{_arg2}%.yml" to "100"
- add "Diamond Sword" to yml list "Item.Name.diamond_sword-1" of file "{@path}/%{_arg2}%.yml"
- add "sharpness:1" to yml list "Item.Enchants.diamond_sword-1" of file "{@path}/%{_arg2}%.yml"
- send "{@lobby} &2Succesfully made the crate &a%{_arg2}%&2!"
- else:
- send "{@lobby} &4You need to give up a &cname &4for the crate!"
- else if arg-1 is "delete" or "remove":
- if arg-2 is set:
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- set {_arg2} to "%arg-2 to lower case%"
- #send "%{_list::*}% contians %{_arg2}%"
- #if {_list::*} contains not {_arg2}:
- if contains({_list::*}, {_arg2}):
- send "{@lobby} &2Deleting the crate &a%{_arg2}%&2..."
- remove "%{_arg2}%" from yml list "Lobby.Crates.List" of file "{@config}"
- delete file "{@path}/%{_arg2}%.yml"
- send "{@lobby} &2Succesfully deleted the crate &a%{_arg2}%&2!"
- #loop {_list::*}:
- #if "%loop-value%" is "%{_arg2}%":
- #stop loop
- else:
- send "{@lobby} &4The crate &c%{_arg2}% &4doesn't exist!"
- else:
- send "{@lobby} &4You need to give up a &cname &4of the crate you want to delete!"
- else if arg-1 is "path":
- if arg-2 is set:
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- set {_arg2} to "%arg-2 to lower case%"
- #if {_list::*} contains not {_arg2}:
- if contains({_list::*}, {_arg2}):
- send "{@lobby} &2Location of %{_arg2}%: &a{@path}/%{_arg2}%&2."
- else:
- send "{@lobby} &4The crate &c%{_arg2}% &4doesn't exists!"
- else:
- send "{@lobby} &4You need to give up a &cname &4of the crate you want to get the path of!"
- else if arg-1 is "get":
- if arg 2 is set:
- set {_list::*} to yml list "Lobby.Crates.List" of file "{@config}"
- set {_arg2} to "%arg-2 to lower case%"
- if contains({_list::*}, {_arg2}):
- #if {_list::*} contains {_arg2}:
- send "{@lobby} &2Here you have the &a%{_arg2}% &2crate!%nl%&2Place it to create a chest."
- give player 1 chest named "&e%{_arg2}%" with lore "&7Place to create a crate!"
- else:
- send "{@lobby} &4The crate &c%{_arg2}% &4doesn't exist!"
- else:
- send "{@lobby} &4You must give up a crate type!"
- else:
- send "{@lobby} &4Do &c/%{cmd}% help &4for more info."
- else:
- send "{@lobby} &4Do &c/%{cmd}% help &4for more info."
- command /key [<text>] [<text>]:
- trigger:
- #Detect if world is same
- #Detect if key exists
- #Give player key is he has permission
- #When everything works -> upload it on SkUnity!!!!! :DDD
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