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- on explode:
- loop all blocks in radius 2 around event-location:
- set {_bup} to convert text "%loop-block%" to uppercase
- loop {listblocks::*}:
- if "%loop-value%" is "%{_bup}%":
- cancel event
- add 1 to {block.%type of loop-block%.%loop-block's location%}
- if {block.%type of loop-block%.%loop-block's location%} > {damage.%loop-value%} - 1:
- set {block.%type of loop-block%.%loop-block's location%} to 0
- set loop-block to air
- on break:
- clear {block.%event-block%.%event-location%}
- command /blockbreaker <material> <integer>:
- permission: blockbreacker.add
- permission message: &cNo permission
- usage: &c/blockbreaker <block> <nombre de coups de tnt avant que le block casse>
- trigger:
- if arg 2 is 0:
- remove arg 1 from {listblocks::*}
- clear {damage.%arg 1%}
- send "&a[BlockBreaker] &9Le block &6%arg 1% &9est désormais enlevé de la liste !"
- stop
- remove arg 1 from {listblocks::*}
- wait 1 tick
- add arg 1 to {listblocks::*}
- send "&a[BlockBreaker] &9Il faut désormais &6%arg 2% &ccoups de tnt &9pour que &6%arg 1% &9casse !"
- set {damage.%arg 1%} to arg 2
- command /blockbreakerlist:
- permission: blockbreaker.list
- permission message: &cNo permission
- trigger:
- if {listblocks::*} is not set:
- send "&a[BlockBreaker] &9Liste &cvide &9!"
- stop
- send "&a[BlockBreaker] &6Liste des blocks :"
- loop {listblocks::*}:
- send "&a[BlockBreaker] &9%loop-value% : &c%{damage.%loop-value%}% coups"
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