D
Deleted member 5254
I was boring. so i joined the "Party".
You can increase the Radius while you leveling it, when your don't have this tool. you will not harvest it. so like in Farming simulator. You need one Things for Wheat... One other Things for.. .example potato... so you can set here easy up. Just Change the Name or somethings. and check it. if you're holding nothing. will he nothing harvesting... (Sorry my bad English today maybe)
You can increase the Radius while you leveling it, when your don't have this tool. you will not harvest it. so like in Farming simulator. You need one Things for Wheat... One other Things for.. .example potato... so you can set here easy up. Just Change the Name or somethings. and check it. if you're holding nothing. will he nothing harvesting... (Sorry my bad English today maybe)
code_language.skript:
on vehicle enter:
wait 1 tick
"%entity%" is "boat"
while player is riding:
wait 5 ticks
if block at player's vehicle is farmland:
set {_block} to block in horizontal direction of player's vehicle from player
{_block} is not farmland
{_block} is not water
block above {_block} is air
make player execute "/up"
if name of player's tool contains "Harvester":
set {_N::*} to name of player's tool split at "Level "
replace every "]" with "" in {_N::2}
set {_r} to {_N::2} parsed as number #RADIUS
else:
send action bar from "&a&lRemain for Harvester you need some tool." to player
broadcast "Level: %{_r}% - So its mean too Radius." #!DEBUGS
if {_r} is set:
loop blocks in radius {_r} around block above block at player:
y-coord of loop-block is y-coord of block above block at player
loop-block is not air
set {_block} to loop-block
if name of player's tool contains "Harvester":
set {_amount} to random number between 1 and 3
if "%{_block}%" contains "wheat":
data value of {_block} is 7
set data value of block at {_block} to 0
drop {_amount} of wheat at block at {_block}
add 1 to {_EXP}
else if "%{_block}%" contains "carrot":
data value of {_block} is 7
set data value of block at {_block} to 0
drop {_amount} of carrots at block at {_block}
add 1 to {_EXP}
else:
send action bar from "&c&lWrong Tool!" to player
if {_EXP} is set:
set {_N::*} to name of player's tool split at "Level "
replace every "]" with "" in {_N::2}
set {_r} to {_N::2} parsed as number
if {_r} is more than or equal to 10:
set name of player's tool to "%{_N::1}%Level MAX]"
set lore of player's tool to "%{_L::1}% MAX/MAX"
else:
set {_L::*} to uncolored lore of player's tool split at " "
set {_A::*} to {_L::2} split at "/"
set {_A::1} to {_A::1} parsed as number
add {_EXP} to {_A::1}
set {_A::2} to {_A::2} parsed as number
if {_A::1} is more than or equal to {_A::2}:
broadcast "LEVEL UP!"
subtract {_A::2} from {_A::1}
set {_A::2} to {_A::2}*3
add 1 to {_r}
set name of player's tool to "%{_N::1}%Level %{_R}%]"
set lore of player's tool to "%{_L::1}% %{_A::1}%/%{_A::2}%"
delete {_r}
delete {_EXP}
command /test:
trigger:
loop blocks in radius 2 around block above block at player:
y-coord of loop-block is y-coord of block above block at player
loop-block is not air
set {_block} to loop-block
broadcast "%{_block}%"
command /stick:
trigger:
give player stick named "Harvester [Level 1]" with lore "EXP: 0/100"
command /up:
executable by: players
trigger:
player is riding
"%player's vehicle%" is "boat"
block at player's vehicle is farmland
set {_boat} to player's vehicle
make player dismount any vehicle
teleport {_boat} to location of player
push {_boat} forwards at speed 0.5
push {_boat} upwards at speed 0.5
wait 2 ticks
make player ride {_boat}
on click with stick:
send "%target block%"