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- options:
- logo: &6Server &7▬ &2
- lobby: &cLobby &7► &2
- lcompass: &9C&3ompass
- cGuiName: &9M&3inigames
- #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 "&cGeen":
- 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 "&cGeen":
- 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 "&cGeen":
- set {_lore} to {lobby.minigames.%loop-value%.lore}
- replace "&" in {_lore} with "§"
- format slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" with lore "%{_lore}%" to be unstealable
- else:
- format slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" to be unstealable
- else:
- format slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item named "%{_name}%" to be unstealable
- else:
- format slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item to be unstealable
- else:
- format slot {_slot} of {_p} with "%{lobby.minigames.%loop-value%.item}%" parsed as an item to be unstealable
- #------------------- Periotic Events -------------------
- #------------------- Events -------------------
- 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} &fDe speler %player% is gejoined!" 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} Plugins lijst:%nl%&f(&a%{_count}%&f) &2%list of plugins%"
- else:
- set {cmd} to "%command to lower case%"
- #------------------- 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→ &fKrijg help pagina"
- send "&e&o/%{cmd}% set &d→ &fZet de lobby"
- send "&2----------[ &a%{cmd}% &2]----------"
- else if arg-1 is "set":
- send "{@logo} &2Succesvol de &a%{cmd}% &2gezet naar je locatie!"
- 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} &fDe speler %player% is naar de lobby gegaan!" 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} &cDe %{cmd}% is nog niet gezet!"
- else if {lobby.location} is set:
- if world of player is not "%world of {lobby.location}%":
- teleport player to {lobby.location}
- send "{@lobby} &fDe speler %player% is naar de lobby gegaan!" 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} &cDe %{cmd}% is nog niet gezet!"
- command /lobbycompass [<text>] [<text>] [<text>]:
- aliases: /lcomp, /lcompass
- trigger:
- if player has permission "lobbycompass.*":
- if arg 1 is not set:
- send "{@lobby} &4Doe &c&o/%{cmd}% help &4voor meer 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 een minigame"
- send "&e&o/%{cmd}% remove/delete <minigame> &d→ &fDelete een minigame"
- send "&e&o/%{cmd}% setspawn <minigame> &d→ &fZet een minigame spawn"
- send "&e&o/%{cmd}% slot <minigame> <nummer> &d→ &fZet het gui slot van een minigame"
- send "&e&o/%{cmd}% setname <minigame> <naam> &d→ &fZet een naam"
- send "&e&o/%{cmd}% deletename <minigame> &d→ &fVerwijder een minigame naam"
- send "&e&o/%{cmd}% setlore <minigame> <lore> &d→ &fZet een lore"
- send "&e&o/%{cmd}% deletelore <minigame> <minigame> &d→ &fVerwijder een minigame lore"
- send "&e&o/%{cmd}% setitem <minigame> <item> &d→ &fZet het icoon van de minigame"
- send "&e&o/%{cmd}% list &d→ &fKrijg een lijst van alle minigames"
- send "&e&o/%{cmd}% setrows <nummer> &d→ &fZet het aantal rijen in het compass gui"
- send "&e&o/%{cmd}% gui <minigame> &d→ &fOpen het 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 "&cGeen"
- set {lobby.minigames.%arg 2%.lore} to "&cGeen"
- set {lobby.minigames.%arg 2%.item} to "&cGeen"
- set {lobby.minigames.%arg 2%.slot} to "&cGeen"
- set {lobby.minigames.%arg 2%.spawn} to "&cGeen"
- add arg 2 to {lobby.minigames.list::*}
- send "{@lobby} &2Succesvol de minigame &a%arg 2% &2gemaakt."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat al."
- else:
- send "{@lobby} &4Command niet goed gebruikt! &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} &2Succesvol de minigame &a%arg 2% &2verwijderd."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet."
- else:
- send "{@lobby} &4Command niet goed gebruikt! &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} &2Succesvol de spawn van de minigame%nl%&a%arg 2% &2gezet op &a%location of player%&2!"
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &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} &4Het aantal &c%arg 3% &4is te groot omdat het maximaal aantal slots &c%{lobby.compassRows}*9+1% &4is!"
- 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} &4Het slot &c%arg 3% &4is al in gebruik voor de minigame &c%{_set}%&4!"
- else:
- set {lobby.minigames.%arg 2%.slot} to arg 3
- send "{@lobby} &2Succesvol het slot van &a%arg 2% &2gezet naar &a%arg 3%&2!"
- else:
- send "{@lobby} &c%arg 3% &4is geen nummer!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <nummer>&4."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <minigame> <nummer>&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} &2Succesvol de naam van de minigame &a%arg 2% &2gezet naar &a%arg 3%&2!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <naam>&4."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <naam>&4."
- else if arg 1 is "delname" or "deletename":
- if arg 2 is set:
- delete {lobby.minigames.%arg 2%.name}
- send "{@lobby} &2Succesvol de naam van de minigame &a%arg 2% &2verwijderd!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &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} &2Succesvol de lore van de minigame &a%arg 2% &2gezet naar &a%arg 3%&2!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <lore>&4."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &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} &2Succesvol de lore van de minigame &a%arg 2% &2verwijderd!"
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <naam>&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} &2Succesvol het item van de minigame &a%arg 2% &2gezet naar &a%arg 3%&2!"
- else:
- send "{@lobby} &c%arg 3% &4is geen item!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% %arg 2% <item>&4."
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <minigame> <item>&4."
- else if arg 1 is "list":
- send "{@lobby} &2Dit is de lijst met alle minigames:%nl%&a%{lobby.minigames.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} &2Succesvol het aantal rijen gezet naar &a%arg 2%&2!"
- else:
- send "{@lobby} &4Het maximaal aantal rijen is &c6&4!"
- else:
- send "{@lobby} &c%arg 2% &4is geen nummer!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <nummer>&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.%loop-value%.name}
- replace "&" in {_name} with "§"
- set {_lore} to {lobby.minigames.%loop-value%.lore}
- replace "&" in {_lore} with "§"
- #Every slot runs a function to change name
- format slot 2 of player with a book named "&2Minigame: &a%arg 2%" to be unstealable
- format slot 3 of player with a name tag named "&2Naam: &f%{_name}%" to close
- format slot 4 of player with a paper named "&2Lore: &f%{_lore}%" to close
- format slot 5 of player with a item frame named "&2Item: &a%{lobby.minigames.%arg 2%.item}%" to close
- format slot 6 of player with a clock named "&2Slot: &a%{lobby.minigames.%arg 2%.slot}%" to close
- format slot 12 of player with a paper named "&2Spawn: &a%{lobby.minigames.%arg 2%.spawn}%" to close
- format slot 13 of player with a barrier named "&cClose menu" to close
- format slot 14 of player with redstone named "&4Verwijderen" to close
- else:
- send "{@lobby} &4De minigame &c%arg 2% &4bestaat niet!"
- else:
- send "{@lobby} &4Command niet goed gebruikt! &c&o/%{cmd}% %arg 1 to lower case% <minigame>&4."
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