#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 [] []: 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 "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 "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 "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 "/puddles " else: message "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 [] [] []: 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 """argument 3"" is not an existing world" else: message "/weather %argument 1% " else: message "/weather " on weather change: if {weather.%world%.timer} > 0: cancel the event command /pdebug : trigger: if command sender is an op: set {puddle.debug} to argument 1