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- #multiblock structure
- #rename function
- #requires: SkQuery, SkRayFall, Skellett, SkBee
- options:
- logo: &6&lBS&8:&7
- function loop():
- if {furnace1.looping} is not true:
- set {furnace1.looping} to true
- while {furnace1.looping} is true:
- if size of {furnace1.loopList::*} is 0:
- set {furnace1.looping} to false
- stop loop
- else:
- loop {furnace1.loopList::*}:
- add 1 to {furnace1.%loop-value%.smeltTime}
- add 1 to {furnace1.%loop-value%.fuelingTime}
- if {furnace1.%loop-value%.smeltTime} >= 9:
- set {furnace1.%loop-value%.smeltTime} to 0
- remove 1 from {furnace1.%{_loc}%.contents.ore}
- add 1 to {furnace1.%{_loc}%.contents.ingot}
- if {furnace1.%loop-value%.fuelingTime} >= {furnace1.%Loop-value%.fuelingTimeMax}:
- remove 1 from {furnace1.%loop-value%.contents.fuel}
- if {furnace1.%loop-value%.contents.fuel} <= 0:
- remove loop-value from {furnace1.loopList::*}
- wait 1 second
- function loop1():
- #if {furnace2.looping} is not true
- # Returns how many ticks an item gives fuel
- function getFuelingTime(type: Item) :: integer:
- if {_type} is lava:
- return 20000
- else if {_type} is block of coal:
- return 16000
- else if {_type} is dried kelp block:
- return 4000
- else if {_type} is blaze rod:
- return 2400
- else if {_type} is coal or charcoal:
- return 1600
- else if {_type} is any boat or scaffolding:
- return 1200
- else if {_type} is any log or any planks or any wood slab or oak wood stairs or spruce wood stairs or birch wood stairs or jungle wood stairs or acacia wood stairs or dark oak wood stairs or any wooden button or any wooden trapdoor or any fence gate or any fence or ladder or crafting table or cartography table or fletching table or smithing table or loom or bookshelf or lectern or composter or chest or trapped chest or barrel or daylight detector or jukebox or note block or red mushroom block or brown mushroom block or mushroom stem or banner or bow or fishing rod:
- return 300
- else if {_type} is any wooden door or any sign or wooden pickaxe or wooden shovel or wooden hoe or wooden axe or wooden sword:
- return 200
- else if {_type} is bowl or any sapling or stick or any wool:
- return 100
- else if {_type} is any carpet:
- return 67
- else if {_type} is bamboo:
- return 50
- return 0
- # Returns if the item can be smelted in the furnace, every smelt takes 10 seconds in a normal furnace
- function canSmelt(type: Item, tier: Integer) :: boolean:
- if {_type} is iron ore or gold ore or lapis ore or redstone ore or coal ore:
- return true
- else if {_tier} is 2:
- if {_type} is diamond ore or emerald ore or nether quartz ore:
- return true
- return false
- 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 I")
- 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 {furnace1.%{_loc}%.fuelingTimeMax} to 0
- if {furnace1.%{_loc}%.contents.fuelType} is set:
- set {furnace1.%{_loc}%.fuelingTimeMax} to getFuelingTime({furnace1.%{_loc}%.contents.fuelType}) / 20
- 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 I":
- cancel event
- if clicked slot is set:
- if clicked item is not air:
- set {_item} to player's cursor slot
- if {_item} is not air:
- if name of clicked item is "&a&lOre":
- if canSmelt({_item}, 1):
- set slot (clicked slot) of player's current inventory to {_item}
- else if name of clicked item is "&a&lFuel":
- if getFuelingTime({_item}) > 0:
- set slot (clicked slot) of player's current inventory to {_item}
- #ore type
- #fuel type
- # on inventory drag?
- # fuel/ore uit cursor slot verwijderen
- # fuel/ore uit inventory halen
- # fuel/ore opslaan
- 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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