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- on place:
- event-block is redstone block
- set {_x} to event-block's x-pos
- set {_y} to event-block's y-pos
- set {_z} to event-block's z-pos
- loop blocks between block at ({_x}+1, {_y}, {_z}) and block at ({_x}+3, {_y}, {_z}):
- loop-block is cobblestone
- add 1 to {_cnt}
- if {_cnt} is 3:
- set {_d} to "px"
- clear {_cnt}
- loop blocks between block at ({_x}-1, {_y}, {_z}) and block at ({_x}-3, {_y}, {_z}):
- loop-block is cobblestone
- add 1 to {_cnt}
- if {_cnt} is 3:
- set {_d} to "nx"
- clear {_cnt}
- loop blocks between block at ({_x}, {_y}, {_z}+1) and block at ({_x}, {_y}, {_z}+3):
- loop-block is cobblestone
- add 1 to {_cnt}
- if {_cnt} is 3:
- set {_d} to "pz"
- clear {_cnt}
- loop blocks between block at ({_x}, {_y}, {_z}-1) and block at ({_x}, {_y}, {_z}-3):
- loop-block is cobblestone
- add 1 to {_cnt}
- if {_cnt} is 3:
- set {_d} to "nz"
- {_d} is set
- loop 40 times:
- if {_d} is "px":
- set {_x1} to {_x}+1
- set {_x2} to {_x}+3
- set {_z1} to {_z}
- set {_z2} to {_z}
- set {_xz} to "x"
- set {_add} to 1
- if {_d} is "nx":
- set {_x1} to {_x}-1
- set {_x2} to {_x}-3
- set {_z1} to {_z}
- set {_z2} to {_z}
- set {_xz} to "x"
- set {_add} to -1
- if {_d} is "pz":
- set {_x1} to {_x}
- set {_x2} to {_x}
- set {_z1} to {_z}+1
- set {_z2} to {_z}+3
- set {_xz} to "z"
- set {_add} to 1
- if {_d} is "nz":
- set {_x1} to {_x}
- set {_x2} to {_x}
- set {_z1} to {_z}-1
- set {_z2} to {_z}-3
- set {_xz} to "z"
- set {_add} to -1
- set blocks between the block at ({_x}, {_y}, {_z}) and the block at ({_x2}, {_y}, {_z2}) to air
- add {_add} to {_%{_xz}%}
- add {_add} to {_%{_xz}%1}
- add {_add} to {_%{_xz}%2}
- set blocks between the block at ({_x1}, {_y}, {_z1}) and the block at ({_x2}, {_y}, {_z2}) to cobblestone
- set block at ({_x}, {_y}, {_z}) to redstone block
- loop all players in radius 2 around location at ({_x}, {_y}, {_z}):
- loop-player is not player
- add 1 to {_break}
- if {_break} > 0:
- exit loop
- set {_wt} to ceil((41-loop-number)/15)+1
- wait {_wt} ticks
- set blocks between the block at ({_x}, {_y}, {_z}) and the block at ({_x2}, {_y}, {_z2}) to air
- spawn primed tnt at ({_x}, {_y}, {_z})
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