#Version 1.0.0 #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 [] []: 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: 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}%": cancel the event set {_persist} to true if {puddle.debug} is true: if {_persist} is true: broadcast "Puddle persisting at %event-location%" command /pdebug : trigger: if command sender is an op: set {puddle.debug} to argument 1 command /rain: trigger: if command sender is an op: set weather to rain command /biome: trigger: message "%biome of command sender%"