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Zeldaboy111

Fuel Reset ]|[ Skript #353

Oct 8th, 2020
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  1. #multiblock structure
  2. #rename function
  3.  
  4. #requires: SkQuery, SkRayFall, Skellett, SkBee, TuSKe
  5.  
  6.  
  7. options:
  8. logo: &6&lBS&8:&7
  9.  
  10. function updateItemInSlot(furnaceId: Location, type: String, slot: Integer, furnaceTier: String, typeId: integer):
  11. set {_typeLower} to {_type} in lower case
  12. loop {inventoryList.%{_furnaceId}%.furnace%{_furnaceTier}%::*}:
  13. set slot {_slot} of loop-value's current inventory to ("%{furnace%{_typeId}%.%{_furnaceId}%.contents.%{_typeLower}%}% %{furnace%{_typeId}%.%{_furnaceId}%.contents.%{_typeLower}%Type}%" parsed as an item)
  14. if {furnace%{_typeId}%.%{_furnaceId}%.contents.%{_typeLower}%} <= 0:
  15. set slot {_slot} of loop-value's current inventory to lime stained glass pane named "&a&l%{_type}%"
  16.  
  17. function updateItemAndRemoveFromLoop(p: Player, item: Item, slot: Number, furnaceTier: Integer, furnaceTierString: String, itemName: String):
  18. set {_nameLower} to {_name} in lower case
  19. set {_p}'s cursor slot to {_item}
  20. set {furnace1.%{inventory.%{_p}%.current}%.contents.%{_nameLower}%} to 0
  21. delete {furnace1.%{inventory.%{_p}%.current}%.contents.%{_nameLower}%Type}
  22. resetFuelIndicator({inventory.%{_p}%.current}, {_furnaceTierString})
  23. set slot ({_slot}) of {_p}'s current inventory to lime stained glass pane named "&a&l%{_itemName}%"
  24.  
  25. function updateInventoryFuelIndicator(furnaceId: Location, progressBar: Integer, furnaceTier: String):
  26. if {_progressBar} <= 4:
  27. if {_progressBar} >= 0:
  28. loop {inventoryList.%{_furnaceId}%.furnace%{_furnaceTier}%::*}:
  29. set slot 20+{_progressBar} of loop-value's current inventory to gray stained glass pane named "&f%20*({_progressBar}+1)%%%"
  30. if {_progressBar} > 0:
  31. set slot 20+{_progressBar}-1 of loop-value's current inventory to lime stained glass pane named "&f%20*{_progressBar}%%%"
  32. loop 4-{_progressBar} times:
  33. set slot 25-loop-value-2 of loop-value-1's current inventory to dark gray stained glass pane named "&f%100 - 20*((loop-value-2)-1)%%%"
  34.  
  35. function resetFuelIndicator(furnaceId: Location, furnaceTier: String):
  36. set {furnace1.%{_furnaceId}%.smeltTime} to 0
  37. loop {inventoryList.%{_furnaceId}%.furnace%{_furnaceTier}%::*}:
  38. loop 5 times:
  39. set slot 19 + loop-value-2 of loop-value-1's current inventory to gray stained glass pane named "&f%20*loop-value-2%%%"
  40. if {_furnaceTier} is " I":
  41. removeFurnaceFromLoop({_furnaceId}, 1)
  42. else:
  43. removeFurnaceFromLoop({_furnaceId}, 2)
  44.  
  45.  
  46. function removeFurnaceFromLoop(furnaceId: Location, typeId: integer):
  47. delete {furnace.%{_furnaceId}%.isAddedToLoop}
  48. remove {_furnaceId} from {furnace%{_typeId}%.loopList::*}
  49.  
  50.  
  51. function loop_furnace1():
  52. set {furnace1.looping} to false
  53. if {furnace1.looping} is not true:
  54. set {furnace1.looping} to true
  55. while {furnace1.looping} is true:
  56. if size of {furnace1.loopList::*} is 0:
  57. set {furnace1.looping} to false
  58. stop loop
  59. else:
  60. loop {furnace1.loopList::*}:
  61. if {furnace1.%loop-value%.contents.ore} < 1:
  62. updateInventoryFuelIndicator(loop-value, 4, " I")
  63. removeFurnaceFromLoop(loop-value, 1)
  64.  
  65. else:
  66. if {furnace1.%loop-value%.contents.fuelingTime} is not set:
  67. remove 1 from {furnace1.%loop-value%.contents.fuel}
  68. updateItemInSlot(loop-value, "Fuel", 40, " I", 1)
  69.  
  70. add 1 to {furnace1.%loop-value%.smeltTime}
  71. add 1 to {furnace1.%loop-value%.fuelingTime}
  72. if "%{furnace1.%loop-value%.smeltTime}/2.0%" doesn't contain ".":
  73. if {furnace1.%loop-value%.smeltTime}/2 > 4:
  74. updateInventoryFuelIndicator(loop-value, 0, " I")
  75. else:
  76. updateInventoryFuelIndicator(loop-value, "%{furnace1.%loop-value%.smeltTime}/2%" parsed as an integer, " I")
  77. if {furnace1.%loop-value%.smeltTime} > 9:
  78. delete {furnace1.%loop-value%.smeltTime}
  79. remove 1 from {furnace1.%loop-value%.contents.ore}
  80. add 1 to {furnace1.%loop-value%.contents.ingot}
  81. updateItemInSlot(loop-value, "Ore", 38, " I", 1)
  82. updateInventoryFuelIndicator(loop-value, 0, " I")
  83. # ingot type
  84.  
  85. if {furnace1.%loop-value%.fuelingTime} >= {furnace1.%Loop-value%.fuelingTimeMax}:
  86. if {furnace1.%loop-value%.contents.fuel} <= 0:
  87. delete {furnace1.%loop-value%.smeltTime}
  88. removeFurnaceFromLoop(loop-value, 1)
  89. updateInventoryFuelIndicator(loop-value, 0, " I")
  90. else:
  91. delete {furnace1.%loop-value%.fuelingTime}
  92. wait 1 second
  93.  
  94. #function loop_furnace2():
  95. #if {furnace2.looping} is not true
  96.  
  97. # Returns how many ticks an item gives fuel
  98. function getFuelingTime(type: Item) :: integer:
  99. if {_type} is lava:
  100. return 20000
  101. else if {_type} is block of coal:
  102. return 16000
  103. else if {_type} is dried kelp block:
  104. return 4000
  105. else if {_type} is blaze rod:
  106. return 2400
  107. else if {_type} is coal or charcoal:
  108. return 1600
  109. else if {_type} is any boat or scaffolding:
  110. return 1200
  111. 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:
  112. return 300
  113. 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:
  114. return 200
  115. else if {_type} is bowl or any sapling or stick or any wool:
  116. return 100
  117. else if {_type} is any carpet:
  118. return 67
  119. else if {_type} is bamboo:
  120. return 50
  121. return 0
  122.  
  123. # Returns if the item can be smelted in the furnace, every smelt takes 10 seconds in a normal furnace
  124. function canSmelt(type: Item, tier: Integer) :: boolean:
  125. if {_type} is iron ore or gold ore or lapis ore or redstone ore or coal ore:
  126. return true
  127. else if {_tier} is 2:
  128. if {_type} is diamond ore or emerald ore or nether quartz ore:
  129. return true
  130.  
  131. return false
  132.  
  133. function outlineGui(p: Player):
  134. loop 9 times:
  135. set slot loop-value - 1 of {_p}'s current inventory to gray stained glass pane named "&8"
  136. set slot 54-loop-value of {_p}'s current inventory to gray stained glass pane named "&8"
  137.  
  138. loop 5 times:
  139. set slot loop-value * 9 of {_p}'s current inventory to gray stained glass pane named "&8"
  140. set slot loop-value * 9-1 of {_p}'s current inventory to gray stained glass pane named "&8"
  141.  
  142. function openGuiOutlined(p: Player, loc: Location, rows: integer, name: String):
  143. open chest with {_rows} rows named {_name} to {_p}
  144. set {inventory.%{_p}%.name} to uncolored {_name}
  145. set {inventory.%{_p}%.current} to {_loc}
  146. add {_p} to {inventoryList.%{_loc}%.%{inventory.%{_p}%.name}%::*}
  147. wait 2 ticks
  148. outlineGui({_p})
  149.  
  150. function guiFurnace1(p: Player, loc: Location):
  151. openGuiOutlined({_p}, {_loc}, 6, "&8Furnace I")
  152.  
  153. if {furnace1.%{_loc}%.contents.fuel} is not set:
  154. set {furnace1.%{_loc}%.contents.fuel} to 0
  155. if {furnace1.%{_loc}%.contents.ore} is not set:
  156. set {furnace1.%{_loc}%.contents.ore} to 0
  157. if {furnace1.%{_loc}%.contents.ingot} is not set:
  158. set {furnace1.%{_loc}%.contents.ingot} to 0
  159.  
  160. if {furnace1.%{_loc}%.contents.ingotType} is not set:
  161. set {furnace1.%{_loc}%.contents.ingot} to 0
  162. if {furnace1.%{_loc}%.contents.oreType} is not set:
  163. set {furnace1.%{_loc}%.contents.ore} to 0
  164. if {furnace1.%{_loc}%.contents.fuelType} is not set:
  165. set {furnace1.%{_loc}%.contents.fuel} to 0
  166.  
  167. set {furnace1.%{_loc}%.fuelingTimeMax} to 0
  168. if {furnace1.%{_loc}%.contents.fuelType} is set:
  169. set {furnace1.%{_loc}%.fuelingTimeMax} to getFuelingTime({furnace1.%{_loc}%.contents.fuelType}) / 20
  170.  
  171. set slot 38 of {_p}'s current inventory to lime stained glass pane named "&a&lOre"
  172. set slot 40 of {_p}'s current inventory to lime stained glass pane named "&a&lFuel"
  173. set slot 42 of {_p}'s current inventory to lime stained glass pane named "&a&lIngot"
  174.  
  175. if {furnace1.%{_loc}%.contents.ore} > 0:
  176. set slot 38 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.ore}% %{furnace1.%{_loc}%.contents.oreType}%" parsed as an item)
  177.  
  178. if {furnace1.%{_loc}%.contents.fuel} > 0:
  179. set slot 40 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.fuel}% %{furnace1.%{_loc}%.contents.fuelType}%" parsed as an item)
  180.  
  181. if {furnace1.%{_loc}%.contents.ingot} > 0:
  182. set slot 42 of {_p}'s current inventory to ("%{furnace1.%{_loc}%.contents.ingot}% %{furnace1.%{_loc}%.contents.ingotType}%" parsed as an item)
  183.  
  184. loop 5 times:
  185. set slot 19 + loop-value of {_p}'s current inventory to gray stained glass pane named "&f%20*loop-value%%%"
  186.  
  187. set {_progressBar} to "%{furnace1.%{_loc}%.smeltTime}/2.0%"
  188. if {_progressBar} contains ".":
  189. set {_progressBar::*} to {_progressBar} split at "."
  190. set {_progressBar} to {_progressBar::1}
  191.  
  192. loop ({_progressBar} parsed as an integer) times:
  193. set slot 20+loop-value -1 of {_p}'s current inventory to lime stained glass pane named "&f%20*loop-value%%%"
  194.  
  195. # U T I L I T I E S
  196.  
  197. function getNextNumber(base: number, addToDefault: number, max: number) :: number:
  198. set {_value} to {_base} + {_addToDefault}
  199. if {_value} > {_max}:
  200. set {_value} to {_addToDefault} - ({_max} - {_base})
  201.  
  202. return {_value}
  203.  
  204. function detectStair(facing: number, loc: Location, startValue: String) :: boolean:
  205. set {_list::*} to "westward red brick stair", "red brick stair", "eastward red brick stair" and "southward red brick stair"
  206. set {_dir} to {_facing}/2 + 1
  207.  
  208. if {_dir} > 4:
  209. remove 4 from {_dir}
  210.  
  211. if "%block at location of {_loc}%" is "%{_startValue}%%{_list::%{_dir}%}%":
  212. return true
  213. return false
  214.  
  215. function setItemInSlot(p: Player, type: String, slot: number, clickedItem: Item, item: Item, startLoop: Boolean):
  216. if {_type} is "ore" or "fuel" or "ingot":
  217. set {_p}'s cursor slot to {_clickedItem}
  218. set slot {_slot} of {_p}'s current inventory to {_item}
  219. set {_itemStack::*} to ("%{_item}%") split at " "
  220. if ({_itemStack::1} parsed as a number) is not set:
  221. set {_itemStack::3} to {_itemStack::2}
  222. set {_itemStack::2} to {_itemStack::1}
  223. set {_itemStack::1} to "1"
  224. set {furnace1.%{inventory.%{_p}%.current}%.contents.%{_type}%} to {_itemStack::1} parsed as a number
  225. set {furnace1.%{inventory.%{_p}%.current}%.contents.%{_type}%Type} to type of {_item}
  226.  
  227. if {_startLoop}:
  228. if {furnace.%{inventory.%{_p}%.current}%.isAddedToLoop} is not true:
  229. add {inventory.%{_p}%.current} to {furnace1.loopList::*}
  230. loop_furnace1()
  231. # ingots
  232.  
  233.  
  234. # F U R N A C E D E T E C T S
  235.  
  236. function isFurnace1(below: Location) :: boolean:
  237. if block at {_below} is campfire:
  238. set {_xAdjust::*} to 1, 1, 1, 0, 0, -1, -1 and -1
  239. set {_zAdjust::*} to 1, 0, -1, 1, -1, 1, 0 and -1
  240. loop 8 times:
  241. 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}
  242. if block at {_checkLoc} is not red brick block:
  243. return false
  244. else:
  245. return false
  246. return true
  247.  
  248.  
  249. function isFurnace2(loc: Location) :: boolean:
  250. if block at {_loc} is not blast furnace:
  251. return false
  252.  
  253. set {_layer1::*} to air, brick slab, red brick block, air, red brick block, air, red brick block and brick slab
  254. set {_layer2::*} to air, red brick stair, eastward red brick stair and southward red brick stair
  255. set {_x::*} to 1, 1, 0, -1, -1, -1, 0 and 1
  256. set {_z::*} to 0, 1, 1, 1, 0, -1, -1 and -1
  257.  
  258. set {_base} to -2
  259. 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}:
  260. set {_base} to 0
  261.  
  262. 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}:
  263. set {_base} to 2
  264.  
  265. 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}:
  266. set {_base} to 4
  267.  
  268. 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}:
  269. set {_base} to 6
  270.  
  271. set {_size} to size of {_x::*}
  272. if {_base} is not -2:
  273. loop 7 times:
  274. set {_value} to getNextNumber({_base}, loop-value, {_size})
  275. 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%}:
  276. return false
  277.  
  278.  
  279. set {_facingAdjust::*} to 0, 4, 6 and 8
  280. if detectStair({_base}, location 1 meters above {_loc}, "top "):
  281. loop 4 times:
  282. set {_value} to getNextNumber({_base}, loop-value*2, {_size}) - 1
  283. 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}
  284. set {_facing} to {_base}
  285. if {_facing} - {_facingAdjust::%loop-value%} >= 2:
  286. remove {_facingAdjust::%loop-value%} from {_facing}
  287. else:
  288. add {_facingAdjust::%loop-value%} to {_facing}
  289.  
  290. if loop-value is 1:
  291. if block at {_check} is not {_layer2::%loop-value%}:
  292. return false
  293. else if detectStair({_facing} - 2, {_check}, "") is false:
  294. return false
  295.  
  296. if block at location 2 meters above {_loc} is not red brick block:
  297. return false
  298. else:
  299. return false
  300. else:
  301. return false
  302. return true
  303.  
  304. # C L I C K E V E N T S
  305.  
  306. on rightclick on smooth stone:
  307. if player is not sneaking:
  308. if {anvil.%location of clicked block%} is true:
  309. #gui(player)
  310. cancel event
  311.  
  312. on rightclick on cauldron:
  313. if {furnace.%location of event-block%} is true:
  314. if isFurnace1(location 1 meters below clicked block):
  315. cancel event
  316. guiFurnace1(player, location of clicked block)
  317.  
  318. else:
  319. delete {furnace1.%location of clicked block%.contents.fuel}
  320. delete {furnace1.%location of clicked block%.contents.ore}
  321. delete {furnace1.%location of clicked block%.contents.ingot}
  322. delete {furnace.%location of event-block%}
  323.  
  324. on rightclick on blast furnace:
  325. if {furnace2.%location of event-block%} is true:
  326. if isFurnace2(location of clicked block):
  327. cancel event
  328. send "WIP"
  329. else:
  330. delete {furnace2.%location of event-block%}
  331.  
  332. on rightclick holding stone axe:
  333. if clicked block is smooth stone or iron block or diamond block:
  334. if {anvil.%location of event-block%} is not true:
  335. set {anvil.%location of event-block%} to true
  336. set {_tier} to "Tier I"
  337. if clicked block is smooth stone:
  338. set {anvil.%location of event-block%.tier} to 1
  339. else if clicked block is iron block:
  340. set {anvil.%location of event-block%.tier} to 2
  341. set {_tier} to "Tier II"
  342. else:
  343. set {anvil.%location of event-block%.tier} to 3
  344. set {_tier} to "Tier III"
  345.  
  346. set {_s} to 6
  347. loop all players in radius 6 around event-block:
  348. set {_v} to ({_s} - distance between loop-player and event-block)
  349. play sound "block.anvil.place" with volume {_v} and pitch 0 to loop-player
  350.  
  351. send "{@logo} Successfully created an anvil of %{_tier}%."
  352. summon armor stand at location 0.6 meters below event-block
  353. set name of last spawned armor stand to "&7Anvil"
  354. add "{Invisible:1b,NoGravity:1b,NoAI:1b,CustomNameVisible:1}" to NBT of last spawned armor stand
  355.  
  356. summon armor stand at location 0.9 meters below event-block
  357. set name of last spawned armor stand to "&7%{_tier}%"
  358. add "{Invisible:1b,NoGravity:1b,NoAI:1b,CustomNameVisible:1}" to NBT of last spawned armor stand
  359.  
  360. else if clicked block is cauldron:
  361. if {furnace.%location of event-block%} is not true:
  362. if isFurnace1(location 1 meters below clicked block):
  363. set {furnace.%location of event-block%} to true
  364. cancel event
  365.  
  366. else if clicked block is blast furnace:
  367. if {furnace.%location of event-block%} is not true:
  368. if isFurnace2(location of clicked block):
  369. set {furnace2.%location of event-block%} to true
  370. cancel event
  371. send "WIP"
  372.  
  373. on break of smooth stone or iron block or diamond block:
  374. if {anvil.%location of event-block%} is true:
  375. set {_s} to 6
  376. loop all players in radius 6 around event-block:
  377. set {_v} to ({_s} - distance between loop-player and event-block)
  378. play sound "block.anvil.place" with volume {_v} and pitch 0 to loop-player
  379. delete {anvil.%location of event-block%}
  380. delete {anvil.%location of event-block%.tier}
  381. loop entities in radius 1 around event-block:
  382. if type of loop-entity is armor stand:
  383. kill loop-entity
  384.  
  385.  
  386. on inventory click:
  387. if type of clicked inventory is chest inventory:
  388. if inventory name of player's current inventory is "&8Anvil":
  389. cancel event
  390.  
  391. else if inventory name of player's current inventory is "&8Furnace I":
  392. cancel event
  393. if clicked slot is set:
  394. if clicked item is not air:
  395. set {_item} to player's cursor slot
  396. if {_item} is not air:
  397. if name of clicked item is "&a&lOre":
  398. if canSmelt({_item}, 1):
  399. setItemInSlot(player, "ore", clicked slot, clicked item, {_item}, true)
  400. set player's cursor to air
  401. else if name of clicked item is "&a&lFuel":
  402. if getFuelingTime({_item}) > 0:
  403. setItemInSlot(player, "fuel", clicked slot, clicked item, {_item}, true)
  404. set player's cursor to air
  405. else if getFuelingTime(clicked item) > 0:
  406. if getFuelingTime({_item}) > 0:
  407. setItemInSlot(player, "fuel", clicked slot, clicked item, {_item}, false)
  408. else if canSmelt(clicked item, 1) is true:
  409. if canSmelt({_item}, 1):
  410. setItemInSlot(player, "ore", clicked slot, clicked item, {_item}, false)
  411. else if getFuelingTime(clicked item) > 0:
  412. updateItemAndRemoveFromLoop(player, clicked item, clicked slot, 1, " I", "Fuel")
  413. else if canSmelt(clicked item, 1) is true:
  414. updateItemAndRemoveFromLoop(player, clicked item, clicked slot, 1, " I", "Ore")
  415.  
  416. #ingot check
  417.  
  418. on inventory close:
  419. if {inventory.%player%.name} is set:
  420. remove player from {inventoryList.%{inventory.%player%.current}%.%{inventory.%player%.name}%::*}
  421. delete {inventory.%player%.name}
  422. delete {inventory.%player%.current}
  423.  
  424. on inventory drag:
  425. if {inventory.%player%.name} is "Anvil" or "Furnace I" or "Furnace II":
  426. cancel event
  427.  
  428.  
  429. on disable:
  430. if {furnace1.looping} is true:
  431. set {furnace1.looping} to false
  432. set {furnace1.loopStopped} to true
  433.  
  434. on enable:
  435. wait 1 second
  436. if {furnace1.loopStopped} is true:
  437. set {furnace1.looping} to true
  438. set {furnace1.loopStopped} to false
  439. #Cancel in crafting table or below
  440. #register new shaped recipe for air using iron ingot, air, iron ingot, iron ingot, chest, iron ingot, air, iron ingot, air
  441.  
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