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Jul 22nd, 2019
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  1. options:
  2. spongeH: 3.8 #Hauteur et longuer du saut
  3. spongeS: 10.0
  4. on walk on sponge:
  5. player is in world "ffaskywars"
  6. {jump.%player%} is not set
  7. set {sponge.%player%.lastused} to now
  8. loop 20 times:
  9. drawSimpleHalo particle "%{EffectName.%player%}%", center player, id "%player%.jump.boost1", rM true, visibleRange 30
  10. drawDot count 1, particle "redstone", RGB 0, 0, 0, center player, id "%player%.jump.boost2", rM true, visibleRange 32, pulseDelay 0, keepFor 3 seconds
  11. push player upwards at speed {@spongeH}
  12. push the player horizontally forward at speed {@spongeS}
  13. wait 27 ticks
  14. stopEffect id "%player%.jump.boost1" and "%player%.jump.boost2"
  15. on load:
  16. # Début du jump---------------
  17. set {locJumps} to position 693.5, 149.5, 670.5 in world "ffaskywars"
  18. drawComplexCircle particle "redstone", RGB 5, 255, 193, center location of {locJumps}, id "aura1", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 23, yRotation 120, zRotation 0
  19. drawComplexCircle particle "redstone", RGB 0, 255, 0, center location of {locJumps}, id "aura2", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 70, yRotation 10, zRotation 0
  20. drawComplexCircle particle "redstone", RGB 255, 0, 0, center location of {locJumps}, id "aura3", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 0, yRotation 60, zRotation 0
  21. drawComplexCircle particle "redstone", RGB 0, 0, 255, center location of {locJumps}, id "aura4", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 25, yRotation 54, zRotation 0
  22. # Checkpoint123-----------------
  23. set {locCheckPoint1} to position 726.5, 156.5, 700.5 in world "ffaskywars"
  24. set {locCheckPoint2} to position 700.5, 197.5, 818.5 in world "ffaskywars"
  25. set {locCheckPoint3} to position 634.5, 185.5, 764.5 in world "ffaskywars"
  26. drawComplexSpiral particle "redstone", center location of {locCheckPoint1}, id "magic1", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 6, effectMod .05, start 0, visibleRange 30
  27. drawComplexSpiral particle "redstone", center location of {locCheckPoint1}, id "magic2", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 1, effectMod .05, start 0, visibleRange 30
  28. drawComplexSpiral particle "redstone", center location of {locCheckPoint2}, id "magic3", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 6, effectMod .05, start 0, visibleRange 30
  29. drawComplexSpiral particle "redstone", center location of {locCheckPoint2}, id "magic4", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 1, effectMod .05, start 0, visibleRange 30
  30. drawComplexSpiral particle "redstone", center location of {locCheckPoint3}, id "magic5", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 6, effectMod .05, start 0, visibleRange 30
  31. drawComplexSpiral particle "redstone", center location of {locCheckPoint3}, id "magic6", rainbowMode true, clockwise true, scan true, radius 1.5, density 20, height 1, effectMod .05, start 0, visibleRange 30
  32. # Fin du Jump-----------------
  33. set {locEndJump} to position 618.5, 190.5, 722.5 in world "ffaskywars"
  34. drawSimpleHalo particle "lava", center location of {locEndJump}, id "lavaj", rainbowMode false, visibleRange 30
  35. on pressure plate:
  36. set {_locJump} to position 693.5, 149.5, 670.5 in world "ffaskywars"
  37. if event-block's location is {_locJump}:
  38. if difference between now and {timerjump::%player%} is greater than 1 minute:
  39. make player shoot a firework rocket at speed 1
  40. message "" to player
  41. message "&f&m--+-------&r&e✪ &9&nJump des dieux&r &e✪&f&m---------+--" to player
  42. message "" to player
  43. message " &6&k>>&r &a&lVous avez commencé le jump. &6&k<<"
  44. message " &c ✘ Fly/Cheat/Autres... &fnon autorisés &c✘" to player
  45. message " &f+ &4&owalidki &7&ovous souhaite bonne chance :o !" to player
  46. message "" to player
  47. message "&f&m--+-------------------------------+--" to player
  48. message "" to player
  49. set {second} to 0
  50. set {jump.%player%} to true
  51. set {timerjump::%player%} to true
  52. set {timerjump::%player%} to now
  53. set {JumpChrono.%player%} to true
  54. while {JumpChrono.%player%} is true:
  55. wait 1 second
  56. add 1 to {second}
  57. else:
  58. stop
  59. on pressure plate:
  60. if player is in world "ffaskywars":
  61. if {jump.%player%} is not set:
  62. if event-block's location are {locCheckPoint1}, {locCheckPoint2}, {locCheckPoint3} and {locEndJump}:
  63. send "&cVous ne pouvez set de checkpoints si vous n'avez toujours pas commencé le jump :c !" to player
  64. teleport player to {location}
  65. if {jump.%player%} is true:
  66. if event-block's location is {locCheckPoint1}:
  67. set {checkpoint1} to player
  68. send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##1 &a&lSET !"
  69. if event-block's location is {locCheckPoint2}:
  70. set {checkpoint2} to player
  71. send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##2 &a&lSET !"
  72. if event-block's location is {locCheckPoint3}:
  73. set {checkpoint3} to player
  74. send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##3 &a&lSET !"
  75. if event-block's location is {locEndJump}:
  76. delete {jump.%player%}
  77. send "&f&lFIN DU JUMP, &a&lGG ! Chrono : %{second}%"
  78. delete {JumpChrono.%player%}
  79. command /setcpjump [<text>]:
  80. trigger:
  81. if arg 1 is "1":
  82. set {checkpoint1} to location of player
  83. stop
  84. if arg 1 is "2":
  85. set {checkpoint2} to location of player
  86. stop
  87. if arg 1 is "3":
  88. set {checkpoint3} to location of player
  89. stop
  90. on join:
  91. while player is online:
  92. wait 1 second
  93. if world of player is "ffaskywars":
  94. if player's y-coordinates < 128:
  95. if {jump.%player%} is true:
  96. if {checkpoint1}, {checkpoint2} and {checkpoint3} are false:
  97. teleport player to {locJumps} #Début du jump
  98. if {checkpoint1} is true:
  99. if {checkpoint2} and {checkpoint3} are false:
  100. teleport player to {locCheckPoint1}
  101. if {checkpoint2} is true:
  102. if {checkpoint1} and {checkpoint3} are false:
  103. teleport player to {locCheckPoint2}
  104. if {checkpoint3} is true:
  105. if {checkpoint1} and {checkpoint2} are false:
  106. teleport player to {locCheckPoint3}
  107. else:
  108. teleport player to {location}
  109. command /j:
  110. trigger:
  111. delete {jump.%player%}
  112. delete {second}
  113. delete {JumpChrono.%player%}
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