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- #multiblock structure
- #rename function
- #requires: SkQuery, SkRayFall, Skellett, SkBee
- options:
- logo: &6&lBS&8:&7
- function outlineGui(p: Player):
- loop 9 times:
- set slot loop-value - 1 of {_p}'s current inventory to gray stained glass pane named "&8"
- set slot 54-loop-value of {_p}'s current inventory to gray stained glass pane named "&8"
- loop 5 times:
- set slot loop-value * 9 of {_p}'s current inventory to gray stained glass pane named "&8"
- set slot loop-value * 9-1 of {_p}'s current inventory to gray stained glass pane named "&8"
- function openGuiOutlined(p: Player, loc: Location, rows: integer, name: String):
- open chest with {_rows} rows named {_name} to {_p}
- set {inventory.%{_p}%.name} to uncolored {_name}
- set {inventory.%{_p}%.current} to {_loc}
- add {_p} to {inventoryList.%{_loc}%.%{inventory.%{_p}%.name}%::*}
- wait 2 ticks
- outlineGui({_p})
- #function gui(p: Player):
- # openGuiOutlined({_p}, 6, "&8Anvil")
- #subcategorie armor -> alle armor die je kan maken laten zien
- function guiFurnace1(p: Player, loc: Location):
- openGuiOutlined({_p}, {_loc}, 6, "&8Furnace")
- if {furnace1.%{_loc}%.contents.fuel} is not set:
- set {furnace1.%{_loc}%.contents.fuel} to 0
- if {furnace1.%{_loc}%.contents.ore} is not set:
- set {furnace1.%{_loc}%.contents.ore} to 0
- if {furnace1.%{_loc}%.contents.ingot} is not set:
- set {furnace1.%{_loc}%.contents.ingot} to 0
- if {furnace1.%{_loc}%.contents.ingotType} is not set:
- set {furnace1.%{_loc}%.contents.ingot} to 0
- if {furnace1.%{_loc}%.contents.oreType} is not set:
- set {furnace1.%{_loc}%.contents.ore} to 0
- if {furnace1.%{_loc}%.contents.fuelType} is not set:
- set {furnace1.%{_loc}%.contents.fuel} to 0
- set slot 38 of {_p}'s current inventory to lime stained glass pane named "&a&lOre"
- set slot 40 of {_p}'s current inventory to lime stained glass pane named "&a&lFuel"
- set slot 42 of {_p}'s current inventory to lime stained glass pane named "&a&lIngot"
- if {furnace1.%{_loc}%.contents.ore} > 0:
- set slot 38 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.ore}% %{furnace1.%{_loc}%.contents.fuelType}%" parsed as an item)
- if {furnace1.%{_loc}%.contents.fuel} > 0:
- set slot 40 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.fuel}% %{furnace1.%{_loc}%.contents.fuelType}%" parsed as an item)
- if {furnace1.%{_loc}%.contents.ingot} > 0:
- set slot 42 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.ingot}% %{furnace1.%{_loc}%.contents.ingotType}%" parsed as an item)
- #Slot for ore
- #Slot for ingot
- # loop for the cooking -- use states
- loop 5 times:
- set slot 19 + loop-value of {_p}'s current inventory to gray stained glass pane named "&f0%%"
- # U T I L I T I E S
- function getNextNumber(base: number, addToDefault: number, max: number) :: number:
- set {_value} to {_base} + {_addToDefault}
- if {_value} > {_max}:
- set {_value} to {_addToDefault} - ({_max} - {_base})
- return {_value}
- function detectStair(facing: number, loc: Location, startValue: String) :: boolean:
- set {_list::*} to "westward red brick stair", "red brick stair", "eastward red brick stair" and "southward red brick stair"
- set {_dir} to {_facing}/2 + 1
- if {_dir} > 4:
- remove 4 from {_dir}
- if "%block at location of {_loc}%" is "%{_startValue}%%{_list::%{_dir}%}%":
- return true
- return false
- # F U R N A C E D E T E C T S
- function isFurnace1(below: Location) :: boolean:
- if block at {_below} is campfire:
- set {_xAdjust::*} to 1, 1, 1, 0, 0, -1, -1 and -1
- set {_zAdjust::*} to 1, 0, -1, 1, -1, 1, 0 and -1
- loop 8 times:
- set {_checkLoc} to location at x-coordinate of {_below}+{_xAdjust::%loop-value%}, y-coordinate of {_below}, z-coordinate of {_below}+{_zAdjust::%loop-value%} in world of {_below}
- if block at {_checkLoc} is not red brick block:
- return false
- else:
- return false
- return true
- function isFurnace2(loc: Location) :: boolean:
- if block at {_loc} is not blast furnace:
- return false
- set {_layer1::*} to air, brick slab, red brick block, air, red brick block, air, red brick block and brick slab
- set {_layer2::*} to air, red brick stair, eastward red brick stair and southward red brick stair
- set {_x::*} to 1, 1, 0, -1, -1, -1, 0 and 1
- set {_z::*} to 0, 1, 1, 1, 0, -1, -1 and -1
- set {_base} to -2
- if block at location at x-coordinate of {_loc} + {_x::1}, y-coordinate of {_loc}, z-coordinate of {_loc} + {_z::1} in world of {_loc} is {_layer1::1}:
- set {_base} to 0
- else if block at location at x-coordinate of {_loc} + {_x::3}, y-coordinate of {_loc}, z-coordinate of {_loc} + {_z::3} in world of {_loc} is {_layer1::1}:
- set {_base} to 2
- else if block at location at x-coordinate of {_loc} + {_x::5}, y-coordinate of {_loc}, z-coordinate of {_loc} + {_z::5} in world of {_loc} is {_layer1::1}:
- set {_base} to 4
- else if block at location at x-coordinate of {_loc} + {_x::7}, y-coordinate of {_loc}, z-coordinate of {_loc} + {_z::7} in world of {_loc} is {_layer1::1}:
- set {_base} to 6
- set {_size} to size of {_x::*}
- if {_base} is not -2:
- loop 7 times:
- set {_value} to getNextNumber({_base}, loop-value, {_size})
- if block at location at x-coordinate of {_loc} + {_x::%{_value}%}, y-coordinate of {_loc}, z-coordinate of {_loc} + {_z::%{_value}%} in world of {_loc} is not {_layer1::%loop-value%}:
- return false
- set {_facingAdjust::*} to 0, 4, 6 and 8
- if detectStair({_base}, location 1 meters above {_loc}, "top "):
- loop 4 times:
- set {_value} to getNextNumber({_base}, loop-value*2, {_size}) - 1
- set {_check} to location at x-coordinate of {_loc} + {_x::%{_value}%}, y-coordinate of {_loc} + 1, z-coordinate of {_loc} + {_z::%{_value}%} in world of {_loc}
- set {_facing} to {_base}
- if {_facing} - {_facingAdjust::%loop-value%} >= 2:
- remove {_facingAdjust::%loop-value%} from {_facing}
- else:
- add {_facingAdjust::%loop-value%} to {_facing}
- if loop-value is 1:
- if block at {_check} is not {_layer2::%loop-value%}:
- return false
- else if detectStair({_facing} - 2, {_check}, "") is false:
- return false
- if block at location 2 meters above {_loc} is not red brick block:
- return false
- else:
- return false
- else:
- return false
- return true
- # C L I C K E V E N T S
- on rightclick on smooth stone:
- if player is not sneaking:
- if {anvil.%location of clicked block%} is true:
- #gui(player)
- cancel event
- on rightclick on cauldron:
- if {furnace.%location of event-block%} is true:
- if isFurnace1(location 1 meters below clicked block):
- cancel event
- guiFurnace1(player, location of clicked block)
- else:
- delete {furnace1.%location of clicked block%.contents.fuel}
- delete {furnace1.%location of clicked block%.contents.ore}
- delete {furnace1.%location of clicked block%.contents.ingot}
- delete {furnace.%location of event-block%}
- on rightclick on blast furnace:
- if {furnace2.%location of event-block%} is true:
- if isFurnace2(location of clicked block):
- cancel event
- send "WIP"
- else:
- delete {furnace2.%location of event-block%}
- on rightclick holding stone axe:
- if clicked block is smooth stone or iron block or diamond block:
- if {anvil.%location of event-block%} is not true:
- set {anvil.%location of event-block%} to true
- set {_tier} to "Tier I"
- if clicked block is smooth stone:
- set {anvil.%location of event-block%.tier} to 1
- else if clicked block is iron block:
- set {anvil.%location of event-block%.tier} to 2
- set {_tier} to "Tier II"
- else:
- set {anvil.%location of event-block%.tier} to 3
- set {_tier} to "Tier III"
- set {_s} to 6
- loop all players in radius 6 around event-block:
- set {_v} to ({_s} - distance between loop-player and event-block)
- play sound "block.anvil.place" with volume {_v} and pitch 0 to loop-player
- send "{@logo} Successfully created an anvil of %{_tier}%."
- summon armor stand at location 0.6 meters below event-block
- set name of last spawned armor stand to "&7Anvil"
- add "{Invisible:1b,NoGravity:1b,NoAI:1b,CustomNameVisible:1}" to NBT of last spawned armor stand
- summon armor stand at location 0.9 meters below event-block
- set name of last spawned armor stand to "&7%{_tier}%"
- add "{Invisible:1b,NoGravity:1b,NoAI:1b,CustomNameVisible:1}" to NBT of last spawned armor stand
- else if clicked block is cauldron:
- if {furnace.%location of event-block%} is not true:
- if isFurnace1(location 1 meters below clicked block):
- set {furnace.%location of event-block%} to true
- cancel event
- else if clicked block is blast furnace:
- if {furnace.%location of event-block%} is not true:
- if isFurnace2(location of clicked block):
- set {furnace2.%location of event-block%} to true
- cancel event
- send "WIP"
- on break of smooth stone or iron block or diamond block:
- if {anvil.%location of event-block%} is true:
- set {_s} to 6
- loop all players in radius 6 around event-block:
- set {_v} to ({_s} - distance between loop-player and event-block)
- play sound "block.anvil.place" with volume {_v} and pitch 0 to loop-player
- delete {anvil.%location of event-block%}
- delete {anvil.%location of event-block%.tier}
- loop entities in radius 1 around event-block:
- if type of loop-entity is armor stand:
- kill loop-entity
- on inventory click:
- if type of clicked inventory is chest inventory:
- if inventory name of player's current inventory is "&8Anvil":
- cancel event
- else if inventory name of player's current inventory is "&8Furnace":
- cancel event
- #ore type
- #fuel type
- on inventory close:
- if {inventory.%player%.name} is set:
- remove player from {inventoryList.%{inventory.%player%.current}%.%{inventory.%player%.name}%::*}
- delete {inventory.%player%.name}
- delete {inventory.%player%.current}
- #Cancel in crafting table or below
- #register new shaped recipe for air using iron ingot, air, iron ingot, iron ingot, chest, iron ingot, air, iron ingot, air
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