Date: 2023/03/12 04:21:01 UTC-07:00
Type: Denizen Script
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wood_gear:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en bois
mechanisms:
custom_model_data: 5
recipes:
1:
type: shaped
input:
- air|stick|air
- stick|oak_planks|stick
- air|stick|air
stone_gear:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en pierre
mechanisms:
custom_model_data: 6
recipes:
1:
type: shaped
input:
- air|stone|air
- stone|wood_gear|stone
- air|stone|air
iron_gear:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en fer
mechanisms:
custom_model_data: 7
recipes:
1:
type: shaped
input:
- air|iron_ingot|air
- iron_ingot|stone_gear|iron_ingot
- air|iron_ingot|air
copper_gear:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en cuivre
mechanisms:
custom_model_data: 8
recipes:
1:
type: shaped
input:
- air|copper_ingot|air
- copper_ingot|iron_gear|copper_ingot
- air|copper_ingot|air
diamond_gear:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en diamant
mechanisms:
custom_model_data: 9
recipes:
1:
type: shaped
input:
- air|diamond|air
- diamond|copper_gear|diamond
- air|diamond|air
diamond_gear_plasma:
type: item
Debug: false
material: paper
display name: <&6>Engrenage en diamant infusé de plasma
mechanisms:
custom_model_data: 9
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- air|plasma_pur|air
- plasma_pur|diamond_gear|plasma_pur
- air|plasma_pur|air
plasma_gen:
type: item
Debug: false
material: beacon
display name: <&b><&l>Générateur de plasma
lore:
- <&b>Génère du plasma pur !
- <&7>=======================
- <&6>Clic droit avec de la
- <&6>redstone pour recharger
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- iron_plate|iron_plate|iron_plate
- diamond_gear|beacon|diamond_gear
- obsidian|obsidian|obsidian
plasma_battery_empty:
type: item
Debug: false
material: paper
display name: <&b><&l>Batterie plasmatique vide
mechanisms:
custom_model_data: 14
recipes:
1:
type: shaped
input:
- iron_plate|iron_plate|iron_plate
- iron_plate|white_stained_glass|iron_plate
- iron_plate|diamond_gear|iron_plate
plasma_battery:
type: item
Debug: false
material: paper
display name: <&b><&l>Batterie plasmatique chargée
mechanisms:
custom_model_data: 15
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- air|plasma_bucket|air
- plasma_bucket|plasma_battery_empty|plasma_bucket
- air|plasma_bucket|air
plasma_core:
type: item
Debug: false
material: paper
display name: <&b><&l>Coeur plasmatique
mechanisms:
custom_model_data: 16
recipes:
1:
type: shaped
input:
- diamond_gear|plasma_pur|diamond_gear
- plasma_pur|redstone_block|plasma_pur
- diamond_gear|plasma_pur|diamond_gear
plasma_panel:
type: item
Debug: false
material: paper
display name: <&b><&l>Panel de contrôle plasmatique
mechanisms:
custom_model_data: 19
recipes:
1:
type: shaped
input:
- iron_plate|diamond_gear_plasma|iron_plate
- plasma_core|plasma_stabi_orb|plasma_core
- iron_plate|diamond_gear_plasma|iron_plate
plasma_pur:
type: item
Debug: false
material: paper
display name: <&b><&l>Plasma pur !
lore:
- <&b>Du plasma pur et instable !
mechanisms:
custom_model_data: 10
hides: ENCHANTS
enchantments:
- fire_protection:1
plasma_stabi:
type: item
Debug: false
material: paper
display name: <&b><&l>Plasma stabiliser
mechanisms:
custom_model_data: 11
hides: ENCHANTS
enchantments:
- fire_protection:1
plasma_stabi_rafi:
type: item
Debug: false
material: paper
display name: <&d><&l>Plasma stabiliser raffiné
mechanisms:
custom_model_data: 20
hides: ENCHANTS
enchantments:
- fire_protection:1
plasma_stabi_orb:
type: item
Debug: false
material: paper
display name: <&b><&l>Orbe de plasma stabiliser
mechanisms:
custom_model_data: 18
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- plasma_stabi|plasma_stabi|plasma_stabi
- plasma_stabi|plasma_stabi|plasma_stabi
- plasma_stabi|plasma_stabi|plasma_stabi
plasma_stabi_orb_rafi:
type: item
Debug: false
material: paper
display name: <&d><&l>Orbe de plasma stabiliser raffiné
mechanisms:
custom_model_data: 21
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- plasma_stabi_orb|plasma_stabi_orb|plasma_stabi_orb
- plasma_stabi_orb|plasma_stabi_orb|plasma_stabi_orb
- plasma_stabi_orb|plasma_stabi_orb|plasma_stabi_orb
sonic_screw_bottom:
type: item
Debug: false
material: paper
display name: <&b><&l>Poignée du tournevis sonique
lore:
- <&b>Permet de fabriquer le tournevis sonique !
mechanisms:
custom_model_data: 12
recipes:
1:
type: shaped
input:
- redstone|oak_planks|redstone
- oak_planks|diamond_gear|oak_planks
- redstone|oak_planks|redstone
sonic_screw_top:
type: item
Debug: false
material: paper
display name: <&b><&l>Tête du tournevis sonique
lore:
- <&b>Permet de fabriquer le tournevis sonique !
mechanisms:
custom_model_data: 13
recipes:
1:
type: shaped
input:
- iron_plate|diamond|iron_plate
- iron_plate|diamond_gear|iron_plate
- iron_plate|repeater|iron_plate
sonic_screw:
type: item
Debug: false
material: iron_pickaxe
display name: <&b><&l>Tournevis sonique
lore:
- <&b>Permet de récolter le plasma pur !
mechanisms:
durability: 0
hides: ENCHANTS
custom_model_data: 1
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- air|air|air
- air|sonic_screw_top|air
- air|sonic_screw_bottom|air
battery_station:
type: item
Debug: false
material: paper
display name: <&b><&l>Station de recharge plasmatique
lore:
- <&b>Permet de recharger des choses
mechanisms:
custom_model_data: 21
battery_station_event:
type: world
Debug: false
events:
on player right clicks block with:battery_station:
- ratelimit <player> 50t
- take item:battery_station
- modifyblock <context.location.above[1]> sea_lantern
- modifyblock <context.location.above[2]> white_stained_glass
- flag <context.location.above[1]> bottom_battery_station
- flag <context.location.above[2]> top_battery_station
on player right clicks block Location_flagged:bottom_battery_station:
- if <player.is_sneaking>:
- modifyblock <context.location.above[1]> air
- modifyblock <context.location> air
- remove <context.location.find_entities[inge_stand].within[2]>
- flag <context.location> bottom_battery_station:!
- flag <context.location.above[1]> top_battery_station:!
- flag <context.location> screwOK:!
- flag <context.location> batteryOK:!
- drop battery_station <context.location>
on player breaks block Location_flagged:bottom_battery_station:
- determine passively cancelled
- ratelimit <player> 50t
- narrate "<&4>Sneak + clic droit pour récupérer"
- wait 1t
- narrate "<&4><&l>ATTENTION <&r><&4>Vous perdrez les objets insérer dans la machine"
on player right clicks block Location_flagged:top_battery_station:
- if <player.is_sneaking>:
- modifyblock <context.location.below[1]> air
- modifyblock <context.location> air
- remove <context.location.find_entities[inge_stand].within[2]>
- flag <context.location.below[1]> bottom_battery_station:!
- flag <context.location> top_battery_station:!
- flag <context.location.below[1]> screwOK:!
- flag <context.location.below[1]> batteryOK:!
- drop battery_station <context.location>
on player breaks block Location_flagged:top_battery_station:
- determine passively cancelled
- ratelimit <player> 50t
- narrate "<&4>Sneak + clic droit pour récupérer"
- wait 1t
- narrate "<&4><&l>ATTENTION <&r><&4>Vous perdrez les objets insérer dans la machine"
on player right clicks sea_lantern with:plasma_battery:
- if <context.location.has_flag[bottom_battery_station]>:
- take item:<player.item_in_hand> quantity:1
- flag <context.location> batteryOK
- spawn inge_stand <context.location.center.below[1]> save:plasma_battery_as
- equip <entry[plasma_battery_as].spawned_entity> head:plasma_battery
- rotate <entry[plasma_battery_as].spawned_entity> infinite frequency:1t
- if <context.location.has_flag[batteryOK]> && <context.location.has_flag[screwOK]>:
- wait 1s
- playeffect at:<context.location.above[1]> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location.above[1]> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- wait 1s
- playeffect at:<context.location.above[1]> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location.above[1]> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- wait 1s
- playeffect at:<context.location.above[1]> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location.above[1]> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- remove <context.location.find_entities[inge_stand].within[2]>
- spawn inge_stand <context.location.center.below[1]> save:sonic_screw_as
- equip <entry[sonic_screw_as].spawned_entity> head:sonic_screw
- rotate <entry[sonic_screw_as].spawned_entity> infinite frequency:1t
- flag <context.location.above[1]> sonic_screw_charged
on player right clicks sea_lantern with:sonic_screw:
- if <context.location.has_flag[bottom_battery_station]>:
- take item:<player.item_in_hand> quantity:1
- flag <context.location> screwOK
- spawn inge_stand <context.location.center.below[1]> save:sonic_screw_as
- equip <entry[sonic_screw_as].spawned_entity> head:sonic_screw
- rotate <entry[sonic_screw_as].spawned_entity> infinite frequency:2t
- if <context.location.has_flag[batteryOK]> && <context.location.has_flag[screwOK]>:
- wait 1s
- playeffect at:<context.location> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- wait 1s
- playeffect at:<context.location> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- wait 1s
- playeffect at:<context.location> effect:crit_magic quantity:10 offset:0.5 visibility:10
- playsound <context.location> sound:item_armor_equip_iron sound:0.5 pitch:0.5
- remove <context.location.find_entities[inge_stand].within[2]>
- spawn inge_stand <context.location.center.below[1]> save:sonic_screw_as
- equip <entry[sonic_screw_as].spawned_entity> head:sonic_screw
- rotate <entry[sonic_screw_as].spawned_entity> infinite frequency:2t
- flag <context.location.above[1]> sonic_screw_charged
on player right clicks white_stained_glass:
- if <context.location.below[1].has_flag[screwOK]> && <context.location.below[1].has_flag[batteryOK]>:
- remove <context.location.find_entities[inge_stand].within[2]>
- flag <context.location.below[1]> screwOK:!
- flag <context.location.below[1]> batteryOK:!
- give sonic_screw
plasma_gen_event:
type: world
Debug: true
enabled: false
events:
on player places plasma_gen:
- flag server plasmagen_loc:->:<context.location>
- flag <context.location> plasmagen_fuel:0
- flag <context.location> plasmagenlocc
on player right clicks block location_flagged:plasmagenlocc with:!redstone:
- determine passively cancelled
- if <player.is_sneaking>:
- flag <context.location> plasmagen_fuel:!
- flag server plasmagen_loc:<-:<context.location>
- flag <context.location> plasmagenlocc:!
- define tagsb <context.location.above[1].material.vanilla_tags>
- if <[tagsb]> contains dragon_immune:
- modifyblock <context.location> air
- drop plasma_gen <context.location>
- else:
- modifyblock <context.location.above[1]> air
- modifyblock <context.location> air
- drop plasma_gen <context.location>
on player breaks block location_flagged:plasmagenlocc:
- determine passively cancelled
- ratelimit <player> 50t
- narrate "<&4>Sneak + clic droit pour récupérer"
- wait 1t
- narrate "<&4><&l>ATTENTION <&r><&4>Vous perdrez les objets insérer dans la machine"
on player right clicks block location_flagged:plasmagenlocc with:redstone:
- if <context.location.flag[plasmagen_fuel]> >= 100:
- actionbar "<&b><&l>Générateur chargé à 100%" targets:<player>
- else:
- flag <context.location> plasmagen_fuel:+:1
- actionbar "<&b><&l>Générateur chargé à <context.location.flag[plasmagen_fuel]>%" targets:<player>
- take item:<player.item_in_hand> quantity:1
on player right clicks beacon:
- if <context.location.has_flag[plasmagen_fuel]>:
- actionbar "<&b><&l>Générateur chargé à <context.location.flag[plasmagen_fuel]>%" targets:<player>
- determine cancelled
on system time secondly:
- foreach <server.flag[plasmagen_loc]> as:plasmagen:
- if <[plasmagen].chunk.is_loaded>:
- if <[plasmagen].flag[plasmagen_fuel].exists> && <[plasmagen].flag[plasmagen_fuel]> >= 10:
- define plasmaloc <[plasmagen].above[1]>
- define tagsb <[plasmaloc].material.vanilla_tags>
- if <[tagsb]> contains dragon_immune:
- determine cancelled
- else:
- flag <context.location> plasmagen_fuel:-:10
- random:
- repeat 1:
- if <util.random_chance[50]>:
- playeffect effect:smoke at:<[plasmagen]> visibility:10 quantity:5 offset:0.8
- playsound <[plasmagen]> sound:block_metal_break volume:10 pitch:5.0
- repeat 1:
- if <util.random_chance[50]>:
- modifyblock <[plasmaloc]> light_blue_stained_glass
- flag <[plasmagen]> plasmagen_fuel:-:10
- playeffect effect:end_rod at:<[plasmagen]> visibility:10 quantity:5 offset:0.8
- playsound <[plasmagen]> sound:block_beacon_activate volume:10 pitch:5.0
- flag <[plasmaloc]> plasma_pur
on player right clicks block Location_flagged:plasma_pur with:sonic_screw:
- if <player.item_in_hand.durability> >= <player.item_in_hand.max_durability>:
- narrate "<&4>Votre <&b>tournevis sonique <&4>as besoin d'être recharger !"
- determine cancelled
- else:
- playsound <player.location> sound:block_amethyst_cluster_break pitch:0.5 sound:0.5
- modifyblock <context.location> air
- drop plasma_pur <context.location>
- inventory adjust slot:hand durability:<player.item_in_hand.durability.add_int[25]>
on player breaks block with:sonic_screw:
- determine cancelled
plasma_stabilizer:
type: item
Debug: false
material: sculk_shrieker
display name: <&b> <&l>Stabilisateur de plasma
lore:
- <&b>Transforme le plasma instable
- <&b>en plasma stabilisé
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- obsidian|plasma_pur|obsidian
- plasma_pur|diamond_gear_plasma|plasma_pur
- obsidian|plasma_pur|obsidian
plasma_stabilizer_event:
type: world
Debug: true
events:
on player places plasma_stabilizer:
- flag server plasmastab_loc:->:<context.location>
- flag <context.location> plasmastab_locc
- flag <context.location> plasma1
- flag <context.location> plasmastab_fuel
on generic game event type:SHRIEK:
- if <context.location.has_flag[plasmastab_locc]>:
- adjustblock <server.flag[plasmastab_loc]> NORMAL
on player breaks block Location_flagged:plasmastab_locc:
- flag <context.location> plasmastab_fuel:!
- flag server plasmastab_loc:<-:<context.location>
- flag <context.location> plasmastab_locc:!
- flag <context.location> plasma1:!
- determine plasma_stabilizer
on player right clicks sculk_shrieker with:plasma_pur:
- determine passively cancelled
- flag <context.location> plasmastab_fuel:+:1
- actionbar "<&b><&l>Générateur contient <context.location.flag[plasmastab_fuel]> plasma pur en cours de stabilisation" targets:<player>
- take item:plasma_pur
on player right clicks sculk_shrieker with:air:
- if <context.location.has_flag[plasmastab_locc]>:
- if <context.location.flag[plasma1].exists> && <context.location.flag[plasma1]> >= 1:
- drop plasma_stabi <context.location.above[1]> quantity:1 speed:2
- flag <context.location> plasma1:-:1
- actionbar "<&b><&l>Plasma pur : <context.location.flag[plasmastab_fuel]> / Plasma stabiliser : <context.location.flag[plasma1]>" targets:<player>
- else:
- actionbar "<&b><&l>Plasma pur : <context.location.flag[plasmastab_fuel]> / Plasma stabiliser : <context.location.flag[plasma1]>" targets:<player>
# on system time secondly:
# - foreach <server.flag[plasmastab_loc]> as:plasmastabi:
# - if <[plasmastabi].flag[plasmastab_fuel].exists> && <[plasmastabi].flag[plasmastab_fuel]> >= 1:
# - flag <[plasmastabi]> plasma1:+:1
# - flag <[plasmastabi]> plasmastab_fuel:-:1
base_presse:
type: item
Debug: false
material: chiseled_deepslate
display name: <&b><&l>Base de presse
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- chiseled_deepslate|chiseled_deepslate|chiseled_deepslate
- chiseled_deepslate|obsidian|chiseled_deepslate
- chiseled_deepslate|chiseled_deepslate|chiseled_deepslate
tete_presse:
type: item
Debug: false
material: piston
display name: <&b><&l>Tête de presse
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- chiseled_deepslate|diamond_gear_plasma|chiseled_deepslate
- chiseled_deepslate|oak_fence|chiseled_deepslate
- chiseled_deepslate|obsidian|obsidian
iron_plate:
type: item
Debug: false
material: paper
display name: <&7>Plaque de fer
mechanisms:
custom_model_data: 17
inge_stand:
type: entity
debug: false
entity_type: armor_stand
mechanisms:
visible: false
invulnerable: true
persistent: true
gravity: false
arms: true
disabled_slots: <map[HEAD=ALL;CHEST=ALL;LEGS=ALL;FEET=ALL;HAND=ALL|REMOVE;OFF_HAND=ALL|REMOVE]>
presse_event:
type: world
Debug: true
events:
on player places tete_presse:
- flag <context.location> tete_presse_loc
- flag <context.location> presse_setupt
- wait 1s
- modifyblock <context.location> piston[direction=down]
on player breaks block Location_flagged:tete_presse_loc:
- flag <context.location> tete_presse_loc:!
- flag <context.location> presse_setupt:!
- determine tete_presse
on player places base_presse:
- flag <context.location> base_presse_loc
- flag <context.location> presse_setupb
- flag <context.location> iron
on player breaks block Location_flagged:base_presse_loc:
- flag <context.location> base_presse_loc:!
- flag <context.location> presse_setupb:!
- flag <context.location> iron:!
- determine base_presse
on player right clicks chiseled_deepslate with:iron_ingot:
- if <context.location.has_flag[presse_setupb]>:
- if <context.location.has_flag[iron]>:
- if <context.location.flag[iron]> >= 1:
- narrate "<&4>Base de presse déjà pleine"
- determine cancelled
- else:
- take item:iron_ingot
- spawn inge_stand <context.location.center.below[1]> save:iron_pressed
- equip <entry[iron_pressed].spawned_entity> head:iron_ingot
- rotate <entry[iron_pressed].spawned_entity> infinite frequency:2t
- flag <context.location> iron:+:1
on player right clicks piston:
- if <context.location.has_flag[presse_setupt]>:
- if <context.location.below[2].has_flag[iron]>:
- if <context.location.below[2].flag[iron]> >= 1:
- flag <context.location.below[2]> iron:-:1
- switch <context.location>
- remove <context.location.find_entities[inge_stand].within[2]>
- drop iron_plate <context.location.below[1]> quantity:1 speed:1
- flag <context.location> ingot:!
- else:
- narrate "<&4>Rien sur la base de presse"
base_bassin:
type: item
Debug: false
material: lodestone
display name: <&b><&l>Liquéfacteur de plasma
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- iron_plate|diamond_gear_plasma|iron_plate
- smooth_stone|bucket|smooth_stone
- smooth_stone|smooth_stone|smooth_stone
bassin_plasma:
type: item
Debug: false
material: cauldron
display name: <&b><&l>Bassin de plasma
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
recipes:
1:
type: shaped
input:
- mud|air|mud
- mud|air|mud
- mud|mud|mud
plasma_bucket:
type: item
Debug: false
material: water_bucket
display name: <&b><&l>Sceau de plasma liquide
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
bassin_event:
type: world
Debug: true
events:
on player places bassin_plasma:
- flag <context.location> bassin_plasma_loc
- flag <context.location> bassin_setupbass
on player breaks block Location_flagged:bassin_plasma_loc:
- flag <context.location> bassin_plasma_loc:!
- flag <context.location> bassin_setupbass:!
- determine bassin_plasma
on player places base_bassin:
- flag <context.location> base_bassin_loc
- flag <context.location> bassin_setupbase
- flag <context.location> plasmaliquid
on player breaks block Location_flagged:base_bassin_loc:
- flag <context.location> base_bassin_loc:!
- flag <context.location> bassin_setupbase:!
- flag <context.location> plasmaliquid:!
- determine base_bassin
on player right clicks lodestone with:plasma_stabi:
- if <context.location.has_flag[bassin_setupbase]>:
- if <context.location.above[1].has_flag[bassin_setupbass]>:
- if <context.location.has_flag[plasmaliquid]>:
- if <context.location.flag[plasmaliquid]> >= 100:
- narrate "<&4>Charge maximale atteinte"
- determine cancelled
- else:
- take item:plasma_stabi from:<player>
- flag <context.location> plasmaliquid:+:10
- if <context.location.flag[plasmaliquid]> == 30:
- modifyblock <context.location.above[1]> water_cauldron[level=1]
- if <context.location.flag[plasmaliquid]> == 70:
- modifyblock <context.location.above[1]> water_cauldron[level=2]
- if <context.location.flag[plasmaliquid]> == 100:
- modifyblock <context.location.above[1]> water_cauldron[level=3]
- else:
- narrate "<&4>Pas de bassin de plasma"
on player right clicks water_cauldron with:bucket:
- if <context.location.has_flag[bassin_setupbass]>:
- determine passively cancelled
- if <context.location.below[1].has_flag[plasmaliquid]>:
- if <context.location.below[1].flag[plasmaliquid]> >= 100:
- take item:bucket from:<player>
- give plasma_bucket quantity:1 to:<player>
- flag <context.location.below[1]> plasmaliquid:-:100
- modifyblock <context.location> cauldron
- else:
- narrate "<&4>Le bassin de plasma n'est pas plein"
on player right clicks block with:plasma_bucket:
- narrate "<&4>Placer du plasma liquide ici ne semble pas être un très bonne idée"
- determine cancelled
on cauldron level changes:
- if <context.location.has_flag[bassin_setupbass]>:
- determine cancelled
plasma_portal:
type: item
Debug: false
material: sea_lantern
display name: <&b><&l>Générateur du portail d'ingénieur
mechanisms:
hides: ENCHANTS
enchantments:
- fire_protection:1
portal_event:
type: world
Debug: true
events:
on player places plasma_portal:
# - note <context.location.add[-2,0,-2].to_cuboid[<context.location.add[2,0,2]>]> as:check_portalingé
# - if <cuboid[check_portalingé].blocks[!air].any>:
# - narrate "<&4>La zone doit être vide pour déployer le portail !"
# - note remove as:check_portalingé
# - determine cancelled
# - else:
- wait 20t
- playsound <context.location> sound:block_anvil_place volume:10 pitch:5
- modifyblock <context.location> air
- wait 20t
- playsound <context.location> sound:block_anvil_place volume:10 pitch:5
- modifyblock <context.location.above[1]> sea_lantern
- wait 20t
- playsound <context.location> sound:block_anvil_place volume:10 pitch:5
- modifyblock <context.location.above[1]> air
- wait 20t
- modifyblock <context.location.above[2]> sea_lantern
- playsound <context.location> sound:block_anvil_place volume:10 pitch:5
- wait 20t
- playeffect effect:explosion_large at:<context.location.above[2]> quantity:2 offset:0.5
- playsound <context.location> sound:ENTITY_DRAGON_FIREBALL_EXPLODE volume:10 pitch:5
- wait 20t
- playeffect effect:explosion_large at:<context.location.above[2]> quantity:5 offset:0.5
- playsound <context.location> sound:ENTITY_DRAGON_FIREBALL_EXPLODE volume:10 pitch:5
- wait 20t
- playeffect effect:explosion_huge at:<context.location.above[2]> quantity:1 offset:0.5
- playsound <context.location> sound:ENTITY_DRAGON_FIREBALL_EXPLODE volume:10 pitch:5
- schematic load name:portal_inge
- schematic paste name:portal_inge <context.location.above[1]>
- modifyblock <context.location.above[2]> air
- flag server portal_ingé_count:++
- note <context.location.add[-2,0,-2].to_cuboid[<context.location.add[2,0,2]>]> as:cuboportingé<server.flag[portal_ingé_count]>
- flag server portalingé:->:<context.location.add[-2,0,-2].to_cuboid[<context.location.add[2,0,2]>]>
- note remove as:check_portalingé
- flag <context.location.add[2,0,0]> pi1
- flag <context.location.add[0,0,2]> pi2
- flag <context.location.add[-2,0,0]> pi3
- flag <context.location.add[0,0,-2]> pi4
on player right clicks ochre_froglight:
- if <context.location.has_flag[pi1]> && <player.item_in_hand.advanced_matches[plasma_stabi_orb]>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- take item:<player.item_in_hand> quantity:1
- spawn inge_stand <context.location.center.below[1]> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi_orb
- rotate <entry[plasma_stabi_as].spawned_entity> infinite frequency:2t
- flag <context.location> pi1plasma_stabi
- if <context.location.has_flag[pi1plasma_stabi]> && <player.is_sneaking>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- remove <context.location.find_entities[inge_stand].within[2]>
- give plasma_stabi_orb
- flag <context.location> pi1plasma_stabi:!
- if <context.location.has_flag[pi2]> && <player.item_in_hand.advanced_matches[plasma_stabi_orb]>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- take item:<player.item_in_hand> quantity:1
- spawn inge_stand <context.location.center.below[1]> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi_orb
- rotate <entry[plasma_stabi_as].spawned_entity> infinite frequency:2t
- flag <context.location> pi2plasma_stabi
- if <context.location.has_flag[pi2plasma_stabi]> && <player.is_sneaking>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- remove <context.location.find_entities[inge_stand].within[2]>
- give plasma_stabi_orb
- flag <context.location> pi2plasma_stabi:!
- if <context.location.has_flag[pi3]> && <player.item_in_hand.advanced_matches[plasma_stabi_orb]>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- take item:<player.item_in_hand> quantity:1
- spawn inge_stand <context.location.center.below[1]> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi_orb
- rotate <entry[plasma_stabi_as].spawned_entity> infinite frequency:2t
- flag <context.location> pi3plasma_stabi
- if <context.location.has_flag[pi3plasma_stabi]> && <player.is_sneaking>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- remove <context.location.find_entities[inge_stand].within[2]>
- give plasma_stabi_orb
- flag <context.location> pi3plasma_stabi:!
- if <context.location.has_flag[pi4]> && <player.item_in_hand.advanced_matches[plasma_stabi_orb]>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- take item:<player.item_in_hand> quantity:1
- spawn inge_stand <context.location.center.below[1]> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi_orb
- rotate <entry[plasma_stabi_as].spawned_entity> infinite frequency:2t
- flag <context.location> pi4plasma_stabi
- if <context.location.has_flag[pi4plasma_stabi]> && <player.is_sneaking>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- remove <context.location.find_entities[inge_stand].within[2]>
- give plasma_stabi_orb
- flag <context.location> pi4plasma_stabi:!
on player right clicks lodestone in:cuboportingé*:
- define pi1check <context.location.add[2,0,0]>
- define pi2check <context.location.add[0,0,2]>
- define pi3check <context.location.add[-2,0,0]>
- define pi4check <context.location.add[0,0,-2]>
- if <[pi1check].has_flag[pi1plasma_stabi]> && <[pi2check].has_flag[pi2plasma_stabi]> && <[pi3check].has_flag[pi3plasma_stabi]> && <[pi4check].has_flag[pi4plasma_stabi]>:
- if <player.item_in_hand.advanced_matches[plasma_stabi_orb]>:
- playsound <context.location> sound:block_ancient_debris_place sound:5 pitch:5
- take item:<player.item_in_hand> quantity:1
- spawn inge_stand <context.location.center> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi
- rotate <entry[plasma_stabi_as].spawned_entity> infinite frequency:2t
- flag <context.location> pi0plasma_stabi
- playeffect effect:spell_instant at:<context.location.center.above[1]> quantity:10 visibility:10
- playsound <context.location> sound:entity_lightning_bolt_impact pitch:5 sound:5
- wait 1s
- playeffect effect:spell_instant at:<context.location.center.above[1]> quantity:10 visibility:10
- playsound <context.location> sound:entity_lightning_bolt_impact pitch:5 sound:5
- wait 1s
- playeffect effect:spell_instant at:<context.location.center.above[1]> quantity:10 visibility:10
- playsound <context.location> sound:entity_lightning_bolt_impact pitch:5 sound:5
- wait 1s
- remove <[pi1check].find_entities[inge_stand].within[2]>
- remove <[pi2check].find_entities[inge_stand].within[2]>
- remove <[pi3check].find_entities[inge_stand].within[2]>
- remove <[pi4check].find_entities[inge_stand].within[2]>
- flag <[pi1check]> pi1plasma_stabi:!
- flag <[pi2check]> pi2plasma_stabi:!
- flag <[pi3check]> pi3plasma_stabi:!
- flag <[pi4check]> pi4plasma_stabi:!
- flag <context.location> pi0plasma_stabi:!
- remove <context.location.find_entities[inge_stand].within[2]>
- spawn inge_stand <context.location.center.above[1]> save:plasma_stabi_as
- equip <entry[plasma_stabi_as].spawned_entity> head:plasma_stabi_orb_rafi
- rotate <entry[plasma_stabi_as].spawned_entity> infinite
- wait 1s
- remove <context.location.find_entities[inge_stand].within[2]>
- drop plasma_stabi_orb_rafi <context.location.above[3]> quantity:1 speed:1
- playsound <context.location> sound:entity_enderman_teleport pitch:5 sound:5
- else:
- narrate "<&4>Placez les éléments extérieures avant l'élément centrale !"
- if <player.is_sneaking>:
- ratelimit <player> 50t
- narrate "<&4><&l>Compression du portail"
- wait 30t
- playsound <context.location> sound:entity_enderman_teleport volume:10 pitch:5
- modifyblock <context.location.add[-2,0,-2].to_cuboid[<context.location.add[2,0,2]>]> air
- wait 10t
- drop plasma_portal <context.location.above[1]>
- flag server portalingé:<-:<context.location.add[-2,0,-2].to_cuboid[<context.location.add[2,0,2]>]>
- flag <context.location.add[2,0,0]> pi1:!
- flag <context.location.add[0,0,2]> pi2:!
- flag <context.location.add[-2,0,0]> pi3:!
- flag <context.location.add[0,0,-2]> pi4:!
on player breaks block in:cuboportingé*:
- determine cancelled
on player fills bucket in:cuboportingé*:
- determine cancelled
on player fills glass_bottle in:cuboportingé*:
- determine cancelled
inge_pipe:
type: item
Debug: false
material: mud_brick_wall
display name: <&b><&l>Tuyeau plasmatérique
direction_pipe:
type: item
Debug: false
material: magenta_glazed_terracotta
display name: <&b><&l>Aiguilleur de tuyeau plasmatérique
haut_item_direction_pipe_MENU:
type: item
Debug: false
material: player_head
display name: <&b><&l>HAUT
mechanisms:
skull_skin: af777c2d-7de1-4886-982a-6818a184cbc2|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZjQ2MjhhY2U3YzNhZmM2MWE0NzZkYzE0NDg5M2FhYTY0MmJhOTc2ZDk1MmI1MWVjZTI2YWJhZmI4OTZiOCJ9fX0=
bas_item_direction_pipe_MENU:
type: item
Debug: false
material: player_head
display name: <&b><&l>BAS
mechanisms:
skull_skin: d939a901-1216-469f-b1fd-9bab1acb8719|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMmFlNDI1YzViYTlmM2MyOTYyYjM4MTc4Y2JjMjMxNzJhNmM2MjE1YTExYWNjYjkyNzc0YTQ3MTZlOTZjYWRhIn19fQ==
droite_item_direction_pipe_MENU:
type: item
Debug: false
material: player_head
display name: <&b><&l>DROITE
mechanisms:
skull_skin: f05d8105-6b13-4014-b1ba-86976e866344|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMjY3MWM0YzA0MzM3YzM4YTVjN2YzMWE1Yzc1MWY5OTFlOTZjMDNkZjczMGNkYmVlOTkzMjA2NTVjMTlkIn19fQ==
gauche_item_direction_pipe_MENU:
type: item
Debug: false
material: player_head
display name: <&b><&l>GAUCHE
mechanisms:
skull_skin: 76ef6a19-7296-49df-9549-7498c9b2879d|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTM5NzExMjRiZTg5YWM3ZGM5YzkyOWZlOWI2ZWZhN2EwN2NlMzdjZTFkYTJkZjY5MWJmODY2MzQ2NzQ3N2M3In19fQ==
info_item_direction_pipe_MENU:
type: item
Debug: false
material: nether_star
display name: <&6><&l>Choix de la direction des objets
nul_item_MENU:
type: item
Debug: false
material: gray_stained_glass_pane
direction_pipe_MENU:
type: inventory
inventory: chest
title: <&b>Aiguilleur de tuyeau plasmatérique
definitions:
haut: haut_item_direction_pipe_MENU
bas: bas_item_direction_pipe_MENU
droite: droite_item_direction_pipe_MENU
gauche: gauche_item_direction_pipe_MENU
info: info_item_direction_pipe_MENU
nul: nul_item_MENU
slots:
- [] [] [] [] [haut] [] [] [] []
- [] [] [] [gauche] [info] [droite] [] [] []
- [] [] [] [] [bas] [] [] [] []
pipe_event:
type: world
Debug: true
events:
on player places inge_pipe:
- flag <context.location> ingepipe
- flag server inge_pipe:->:<context.location>
on player breaks location_flagged:ingepipe:
- flag <context.location> ingepipe:!
- flag server inge_pipe:<-:<context.location>
on player places direction_pipe:
- flag <context.location> direction_pipe_loc
on player breaks location_flagged:direction_pipe_loc:
- flag <context.location> direction_pipe_loc:!
- flag server direction_pipe_haut:<-:<context.location>
- flag server direction_pipe_bas:<-:<context.location>
- flag server direction_pipe_droite:<-:<context.location>
- flag server direction_pipe_gauche:<-:<context.location>
on player right clicks magenta_glazed_terracotta:
- if <context.location.has_flag[direction_pipe_loc]>:
- inventory open destination:direction_pipe_MENU
- flag <player> set_direction_pipe:<context.location>
on player closes direction_pipe_MENU:
- flag <player> set_direction_pipe:!
on player clicks haut_item_direction_pipe_MENU in direction_pipe_MENU:
- determine passively cancelled
- flag server direction_pipe_haut:->:<player.flag[set_direction_pipe]>
- flag server direction_pipe_bas:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_droite:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_gauche:<-:<player.flag[set_direction_pipe]>
on player clicks bas_item_direction_pipe_MENU in direction_pipe_MENU:
- determine passively cancelled
- flag server direction_pipe_haut:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_bas:->:<player.flag[set_direction_pipe]>
- flag server direction_pipe_droite:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_gauche:<-:<player.flag[set_direction_pipe]>
on player clicks droite_item_direction_pipe_MENU in direction_pipe_MENU:
- determine passively cancelled
- flag server direction_pipe_haut:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_bas:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_droite:->:<player.flag[set_direction_pipe]>
- flag server direction_pipe_gauche:<-:<player.flag[set_direction_pipe]>
on player clicks gauche_item_direction_pipe_MENU in direction_pipe_MENU:
- determine passively cancelled
- flag server direction_pipe_haut:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_bas:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_droite:<-:<player.flag[set_direction_pipe]>
- flag server direction_pipe_gauche:->:<player.flag[set_direction_pipe]>
on player clicks info_item_direction_pipe_MENU in direction_pipe_MENU:
- determine passively cancelled
on player clicks nul_item_MENU in direction_pipe_MENU:
- determine passively cancelled
after player places chest:
- if <context.location.below[1].has_flag[ingepipe]>:
- flag <context.location> chest_pipe_input
- playeffect effect:crit_magic at:<context.location> quantity:10 visibility:10 offset:0.5
- narrate "<&2>Coffre d'insertion d'objets enregistré"
- if <context.location.above[1].has_flag[ingepipe]>:
- flag <context.location> chest_pipe_output
- playeffect effect:crit_magic at:<context.location> quantity:10 visibility:10 offset:0.5
- narrate "<&2>Coffre d'extraction d'objets enregistré"
on player breaks chest:
- if <context.location.has_flag[chest_pipe_input]>:
- flag <context.location> chest_pipe_input:!
- if <context.location.has_flag[chest_pipe_output]>:
- flag <context.location> chest_pipe_output:!
on system time secondly every:10:
- foreach <server.flag[inge_pipe]> as:pipe:
- if <[pipe].above[1].has_flag[chest_pipe_input]>:
- flag <[pipe]> items_pipe_bas:<[pipe].above[1].inventory.list_contents>
- take item:<[pipe].above[1].inventory.list_contents> from:<[pipe].above[1].inventory>
- if <[pipe].has_flag[items_pipe_bas]>:
- foreach <[pipe].flag[items_pipe_bas]> as:pipe_flag_bas:
- if <[pipe_flag_bas].below[1].has_flag[ingepipe]>:
- flag <[pipe_flag_bas].below[1]> items_pipe_bas:<[pipe_flag_bas].flag[items_pipe_bas]>
- flag <[pipe_flag_bas]> items_pipe_bas:!
- playeffect effect:crit_magic at:<[pipe_flag_bas].below[1]> quantity:10 visibility:10 offset:0.5