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Puddles.sk v1.0.1

Gamebuster | PRO | 08/03/14 09:50:26 PM UTC | 0 ⭐ | 1111 👁️ | Never ⏰ | []
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#Version 1.0.1
#In order to download or use this software, you must agree to it's license: http://pastebin.com/raw.php?i=JGSLhFdU
 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 (-100 + loop-player's location's x-coordinate) and (100 + loop-player's location's x-coordinate)
			set {_horizontalZ} to a random integer between (-100 + loop-player's location's z-coordinate) and (100 + loop-player's location's z-coordinate)
			set {_vertical} to a random integer between (-20 + loop-player's location's y-coordinate) and (20 + 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 dirt, stone, grass, cobblestone, bedrock, any sand, any wood, any log, gravel, any stone bricks, coal ore, iron ore, redstone ore, gold ore, emerald ore, diamond ore, or lapis ore:
					if biome at {_puddleLoc} is 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:
						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 air, leaves, water item, or flowing water:
							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%::*}
 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:
				message "<light red>/puddles <clear|list> [<world|all>]"
		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}%":
					cancel the event
					set {_persist} to true
			if {puddle.debug} is true:
				if {_persist} is true:
					broadcast "Puddle persisting at %event-location%"
 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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