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- options:
- spongeH: 3.8 #Hauteur et longuer du saut
- spongeS: 10.0
- on walk on sponge:
- player is in world "ffaskywars"
- {jump.%player%} is not set
- set {sponge.%player%.lastused} to now
- loop 20 times:
- drawSimpleHalo particle "%{EffectName.%player%}%", center player, id "%player%.jump.boost1", rM true, visibleRange 30
- drawDot count 1, particle "redstone", RGB 0, 0, 0, center player, id "%player%.jump.boost2", rM true, visibleRange 32, pulseDelay 0, keepFor 3 seconds
- push player upwards at speed {@spongeH}
- push the player horizontally forward at speed {@spongeS}
- wait 27 ticks
- stopEffect id "%player%.jump.boost1" and "%player%.jump.boost2"
- on load:
- # Début du jump---------------
- set {locJumps} to position 693.5, 149.5, 670.5 in world "ffaskywars"
- 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
- 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
- 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
- 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
- # Checkpoint123-----------------
- set {locCheckPoint1} to position 726.5, 156.5, 700.5 in world "ffaskywars"
- set {locCheckPoint2} to position 700.5, 197.5, 818.5 in world "ffaskywars"
- set {locCheckPoint3} to position 634.5, 185.5, 764.5 in world "ffaskywars"
- 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
- 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
- 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
- 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
- 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
- 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
- # Fin du Jump-----------------
- set {locEndJump} to position 618.5, 190.5, 722.5 in world "ffaskywars"
- drawSimpleHalo particle "lava", center location of {locEndJump}, id "lavaj", rainbowMode false, visibleRange 30
- on pressure plate:
- set {_locJump} to position 693.5, 149.5, 670.5 in world "ffaskywars"
- if event-block's location is {_locJump}:
- if difference between now and {timerjump::%player%} is greater than 1 minute:
- make player shoot a firework rocket at speed 1
- message "" to player
- message "&f&m--+-------&r&e✪ &9&nJump des dieux&r &e✪&f&m---------+--" to player
- message "" to player
- message " &6&k>>&r &a&lVous avez commencé le jump. &6&k<<"
- message " &c ✘ Fly/Cheat/Autres... &fnon autorisés &c✘" to player
- message " &f+ &4&owalidki &7&ovous souhaite bonne chance :o !" to player
- message "" to player
- message "&f&m--+-------------------------------+--" to player
- message "" to player
- set {second} to 0
- set {jump.%player%} to true
- set {timerjump::%player%} to true
- set {timerjump::%player%} to now
- set {JumpChrono.%player%} to true
- while {JumpChrono.%player%} is true:
- wait 1 second
- add 1 to {second}
- else:
- stop
- on pressure plate:
- if player is in world "ffaskywars":
- if {jump.%player%} is not set:
- if event-block's location are {locCheckPoint1}, {locCheckPoint2}, {locCheckPoint3} and {locEndJump}:
- send "&cVous ne pouvez set de checkpoints si vous n'avez toujours pas commencé le jump :c !" to player
- teleport player to {location}
- if {jump.%player%} is true:
- if event-block's location is {locCheckPoint1}:
- set {checkpoint1} to player
- send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##1 &a&lSET !"
- if event-block's location is {locCheckPoint2}:
- set {checkpoint2} to player
- send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##2 &a&lSET !"
- if event-block's location is {locCheckPoint3}:
- set {checkpoint3} to player
- send "&9&nJump des dieux&r &7: &b&lCheckpoint &f&l##3 &a&lSET !"
- if event-block's location is {locEndJump}:
- delete {jump.%player%}
- send "&f&lFIN DU JUMP, &a&lGG ! Chrono : %{second}%"
- delete {JumpChrono.%player%}
- command /setcpjump [<text>]:
- trigger:
- if arg 1 is "1":
- set {checkpoint1} to location of player
- stop
- if arg 1 is "2":
- set {checkpoint2} to location of player
- stop
- if arg 1 is "3":
- set {checkpoint3} to location of player
- stop
- on join:
- while player is online:
- wait 1 second
- if world of player is "ffaskywars":
- if player's y-coordinates < 128:
- if {jump.%player%} is true:
- if {checkpoint1}, {checkpoint2} and {checkpoint3} are false:
- teleport player to {locJumps} #Début du jump
- if {checkpoint1} is true:
- if {checkpoint2} and {checkpoint3} are false:
- teleport player to {locCheckPoint1}
- if {checkpoint2} is true:
- if {checkpoint1} and {checkpoint3} are false:
- teleport player to {locCheckPoint2}
- if {checkpoint3} is true:
- if {checkpoint1} and {checkpoint2} are false:
- teleport player to {locCheckPoint3}
- else:
- teleport player to {location}
- command /j:
- trigger:
- delete {jump.%player%}
- delete {second}
- delete {JumpChrono.%player%}
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