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Puddles.sk v1.3.0

Gamebuster | PRO | 11/27/14 09:29:41 PM UTC | 0 ⭐ | 1107 👁️ | Never ⏰ | []
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#Version 1.3.0
#In order to download or use this software, you must agree to it's license: http://pastebin.com/raw.php?i=JGSLhFdU
#Edit options and aliases to customise the skript
 options:
	rangeXZ : 100				#The distance on both horizontal axes in which puddles can form
	rangeY : 20					#The distance on the Y axes in which puddles can form
	#COMMENT FOR BELOW OPTION   #The list of biomes that puddles cannot form in, make sure you have OR and not AND at the end
	disallowed biome : Desert, Desert Mountains, Desert Hills, Savanna, Savanna Mountains, Savanna Plateau, Savanna Plateau Mountains, Mesa, Mesa Bryce, Mesa Plateau, Mesa Plateau Mountains, Mesa Plateau forest, Mesa Plateau forest mountains, Cold Taiga, Cold Taiga Mountains, Cold Taiga Hills, Ice Plains, Ice Plains Spikes, Ice Mountains, Cold Beach, Frozen River, or hell
 aliases:
	#USE NUMERICAL BLOCK IDS FOR THIS LIST
	#
	#
	#
	#LANDONABLE-Blocks that puddles can land on
	#FALLTHROUGHABLE-Blacks that puddles can form under
	#REPLACEABLE-Blocks that puddles can replace CURRENTLY UNUSED AND DOESN'T DO ANNYTHING
	landonable = 1, 2, 3, 4, 7, 12, 5, 17, 162, 13, 97, 98, 16, 15, 73, 14, 129, 56, 21
	fallthroughable = 0, 18, 161, 8, 9
	replaceable = 0
 every 1 tick:
	loop players:
		if is raining or thundering in loop-player's world:
			set {_valid.%loop-player%} to true
			set {_loc} to location of loop-player
			set {_horizontalX} to a random integer between (-{@rangeXZ} + loop-player's location's x-coordinate) and ({@rangeXZ} + loop-player's location's x-coordinate)
			set {_horizontalZ} to a random integer between (-{@rangeXZ} + loop-player's location's z-coordinate) and ({@rangeXZ} + loop-player's location's z-coordinate)
			set {_vertical} to a random integer between (-{@rangeY} + loop-player's location's y-coordinate) and ({@rangeY} + loop-player's location's y-coordinate)
			set {_world} to loop-player's world
			set {_puddleLoc} to loop-player's location
			set the x-coordinate of {_puddleLoc} to {_horizontalX} - 0.5
			set the y-coordinate of {_puddleLoc} to {_vertical} - 0.5
			set the z-coordinate of {_puddleLoc} to {_horizontalZ}
			if block at {_puddleLoc} is air:
				if block below {_puddleLoc} is landonable:
					if biome at {_puddleLoc} is {@disallowed biome}:
						set {_valid.%loop-player%} to false
					else if biome at {_puddleLoc} is Extreme Hills, Extreme Hills Mountains, Extreme Hills Plus, or Extreme Hills Plus Mountains:
						if {_vertical} >= 93:
							set {_valid.%loop-player%} to false
					loop blocks above block at {_puddleLoc}:
						if loop-block is not fallthroughable:
							set {_valid.%loop-player%} to false
				else:
					set {_valid.%loop-player%} to false
			else:
				set {_valid.%loop-player%} to false
			if {_valid.%loop-player%} is true:
				set block at {_puddleLoc} to water
				set data value of block at {_puddleLoc} to 7
				if {puddle.debug} is on:
					message "Puddle added at %{_puddleLoc}%" to loop-player
				add {_puddleLoc} to {puddleLocations.%loop-player's world%::*}
 every 1 second:
	loop worlds:
		set {_chance} to 20%
		if is raining in loop-world:
			if time in loop-world is between 20:00 and 8:00:
				set {_chance} to {_chance} * 0.25
			else if time in loop-world is between 11:00 and 16:00:
				set {_chance} to {_chance} * 0.75
			else:
				set {_chance} to {_chance} * 0.50
		else if is thundering in loop-world:
			if time in loop-world is between 20:00 and 8:00:
				set {_chance} to {_chance} * 0.05
			if time in loop-world is between 11:00 and 16:00:
				set {_chance} to {_chance} * 0.2
			else:
				set {_chance} to {_chance} * 0.1
		else if is sunny in loop-world:
			if time in loop-world is between 20:00 and 8:00:
				set {_chance} to {_chance} * 0.9
			else if time in loop-world is between 11:00 and 16:00:
				set {_chance} to {_chance} * 1.2
			else:
				set {_chance} to {_chance} * 1
 		else:
			set {_chance} to 20%
		chance of {_chance}:
			set {_loc} to a random location out of {puddleLocations.%loop-world%::*}
			if {_loc} is set:
				if block at {_loc} is water:
					if data value of block at {_loc} is 7:
						set block at {_loc} to air
						if {puddle.debug} is on:
							broadcast "Puddle removed at %{_loc}%"
					else if {puddle.debug} is on:
						broadcast "Puddle no longer exists at %{_loc}%"
				else if {puddle.debug} is on:
					broadcast "Puddle no longer exists at %{_loc}%"
				wait 1 tick
				remove all {_loc} from {puddleLocations.%loop-world%::*}
		if {weather.%loop-world%.timer} is set:
			if {weather.%loop-world%.timer} > 0:
				subtract 1 from {weather.%loop-world%.timer}
			else:
				execute the console command "/toggledownfall %loop-world%"
				clear {weather.%loop-world%.timer}
  command /puddles [<text>] [<text="%command sender's world%">]:
	aliases: /puddle
	trigger:
		if player is an op:
			if argument 1 is "clear":
				if argument 2 is "all":
					loop worlds:
						loop {puddleLocations.%loop-world%::*}:
							set block at loop-value to air
							remove all loop-value from {puddleLocations.%loop-world%::*}
					message "<light red>Cleared all puddles in all worlds..."
				else if argument 2 is not "all":
					loop {puddleLocations.%argument 2%::*}:
						set block at loop-value to air
						remove all loop-value from {puddleLocations.%argument 2%::*}
					message "<light red>Cleared all puddles in world ""%argument 2%"""
			else if argument 1 is "list":
				if argument 2 is "all":
					set {_amt} to 0
					loop worlds:
						loop {puddleLocations.%loop-world%::*}:
							add 1 to {_amt}
							message "(%{_amt}%). %loop-value% in world ""%loop-world%"""
				else:
					set {_amt} to 0
					loop {puddleLocations.%argument 2%::*}:
						add 1 to {_amt}
						message "(%{_amt}%). %loop-value%" to command sender
					message "<light green>Listed all puddles in world ""%argument 2%"""
			else if argument 1 is "create":
				set block at player's location to water
				set data value of block at player's location to 7
				message "%command sender% Created a puddle at %location of block at player's location%"
				add location of block at player's location to {puddleLocations.%event-world%::*}
			else:
				message "<light red>/puddles <clear|list|create>"
		else:
			message "<red>You do not have permission to do this"
 on physics:
	if event-block is water:
		if data value of event-block is 7:
			set {_persist} to false
			set {_loc} to event-block's location
			subtract 0.5 from the z-coordinate of {_loc}
			loop {puddleLocations.%event-world%::*}:
				if "%loop-value%" = "%{_loc}%":
					if block below event-block is landonable:
						cancel the event
						set {_persist} to true
			if {_persist} is true:
				if {puddle.debug} is true:
					broadcast "Puddle persisting at %{_loc}%"
 command /weather [<text>] [<text>] [<text="%event-world%">]:
	trigger:
		if command sender is an op:
			if argument 1 is "rain", "thunder", "lightning", "clear", "sunny", or "sun":
				if argument 2 parsed as number is an integer:
					if argument 3 parsed as world is a world:
						clear {weather.%world%.timer}
						if argument 1 is "rain":
							set the weather of argument 3 parsed as world to rain
						if argument 1 is "thunder" or "lightning":
							set the weather of argument 3 parsed as world to thunder
						if argument 1 is "clear", "sunny", or "sun":
							set the weather of argument 3 parsed as world to clear
						set {weather.%world%.timer} to argument 2 parsed as integer
					else:
						message "<light red>""argument 3"" is not an existing world"
				else:
					message "<light red>/weather %argument 1% <integer (seconds)>"
			else:
				message "<light red>/weather <weather type>"
 on weather change:
	if {weather.%world%.timer} > 0:
		cancel the event
  command /pdebug <boolean>:
	trigger:
		if command sender is an op:
			set {puddle.debug} to argument 1

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    01/01/70 12:00:00 AM UTC
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