SteamWar/BauSystem2.0
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Script System Lua #178

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YoyoNow hat 16 Commits von lua nach master 2023-07-17 16:44:04 +02:00 zusammengeführt
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@ -230,299 +230,31 @@ GUI_EDITOR_TITLE_MORE=Select item
# Script # Script
## Errors ## Errors
SCRIPT_SLEEP_ERROR = §cInsert a sleep into your script SCRIPT_ERROR_GUI=§cError in parsing script: Line {0}
SCRIPT_COMMAND_ERROR_UNKNOWN_VAR = §cUnknown variable {0} SCRIPT_ERROR_GLOBAL=§cError in global script: Line {0}
SCRIPT_COMMAND_ERROR_EXPRESSION = §cExpression error with: {0} SCRIPT_ERROR_CLICK=§cError in script: Line {0}
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR = §cThe first argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_FIRST_ARG_NONUMER = §cThe first argument is missing and should be a number
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR_OR_VALUE = §cThe first argument is missing and should be a variable or a number
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOJUMPPOINT = §cThe first argument is missing and should be a jump-point
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR = §cThe second argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVALUE = §cThe econd argument is missing and should be a value
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOJUMPPOINT = §cThe second argument is missing and should be a jump-point
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR = §cThe third argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVALUE = §cThe third argument is missing and should be a value
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR_OR_NUMBER = §cThe third argument is missing and should be a variable or a number
SCRIPT_COMMAND_ERROR_FOURTH_ARG_NOVALUE = §cThe fourth argument is missing and should be a value
SCRIPT_COMMAND_ERROR_BOOLEAN_COMPARE = §cOnly booleans can be compared
SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cOnly numbers can be compared
SCRIPT_COMMAND_ERROR_NO_BOOLEAN = §cThe value is not a boolean
SCRIPT_COMMAND_ERROR_ONLY_STRINGS_ALLOWED = §cOnly strings are allowed
SCRIPT_COMMAND_ERROR_ONLY_NUMBERS_ALLOWED = §cOnly numbers are allowed
SCRIPT_COMMAND_ERROR_UNKNOWN_OPERATION = §cUnknown operation: {0}
## Commands
SCRIPT_COMMAND_ARITHMETIC_ADD_ERROR = §cOnly numbers or strings can be added
SCRIPT_COMMAND_ARITHMETIC_DIV_ERROR = §cOnly numbers can be divided
SCRIPT_COMMAND_ARITHMETIC_MUL_ERROR = §cOnly numbers can be multiplied
SCRIPT_COMMAND_ARITHMETIC_SUB_ERROR = §cOnly numbers can be subtracted
SCRIPT_COMMAND_ARITHMETIC_POW_ERROR = §cOnly numbers can be raised to a power
SCRIPT_COMMAND_ARITHMETIC_MOD_ERROR = §cOnly whole numbers can be used for modulo
SCRIPT_COMMAND_ARITHMETIC_BIT_AND_ERROR = §cOnly whole numbers and booleans can be used for and
SCRIPT_COMMAND_ARITHMETIC_BIT_OR_ERROR = §cOnly whole numbers and booleans can be used for or
SCRIPT_COMMAND_ARITHMETIC_BIT_XOR_ERROR = §cOnly whole numbers and booleans can be used for xor
SCRIPT_COMMAND_ARITHMETIC_BIT_LEFT_ERROR = §cOnly whole numbers can be used for left shift value
SCRIPT_COMMAND_ARITHMETIC_BIT_RIGHT_ERROR = §cOnly whole numbers can be used for right shift value
SCRIPT_COMMAND_ARITHMETIC_BIT_RIGHT_LOGIC_ERROR = §cOnly whole numbers can be used for logic right shift value
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_1 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_2 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_3 = Ceils the second number and writes it in the first or ceils the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_1 = §cOnly floating point numbers can be ceiled
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_1 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_2 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_3 = Floors the second number and writes it in the first or floors the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_1 = §cOnly floating point numbers can be floored
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_1 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_2 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_3 = Round the second number and writes it in the first or rounds the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_1 = §cOnly floating point numbers can be rounded
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_IO_ECHO_HELP_1 = §eecho §8<§7value§8>
SCRIPT_COMMAND_IO_ECHO_HELP_2 = §7Send a message to the player. If the value is empty, the message will be empty as well
SCRIPT_COMMAND_IO_ECHO_MESSAGE = §f{0}
SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_1 = §eechoactionbar §8<§7value§8>
SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_2 = §7Send a message to the player to the action bar. If the value is empty, the message will be empty as well
SCRIPT_COMMAND_IO_INPUT_HELP_1 = §einput §8<§7variable§8> §8<§7text§8>
SCRIPT_COMMAND_IO_INPUT_HELP_2 = §7Request an input from the player, which will be written in the variable. The text is optional
SCRIPT_COMMAND_STRING_INSERT_HELP_1 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_2 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_3 = Insert something into a String at a given index. The number is the index and the variable is the string. Optionally the result can be written in another or a new variable
SCRIPT_COMMAND_STRING_REMOVE_HELP_1 = §eremove §8<§7variable§8> §8<§7from variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_2 = §eremove §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_3 = Removes all occurrences of a string from another string.
SCRIPT_COMMAND_STRING_REPLACE_HELP_1 = §ereplace §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_2 = §ereplace §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_3 = Replaces all occurrences of a string from another string with a given string
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_1 = §esubstring §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_2 = §esubstring §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_3 = Shortens a string either from the start or the end, depending on whether the given index is positive (start) or negative (end)
SCRIPT_COMMAND_VARIABLE_CONST_HELP_1 = §econst §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_CONST_HELP_2 = Writes a value in a constant, which can be a number, a boolean or a string
SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_1 = §econvert §8<§7variable§8> §8<§7value§8>
SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_2 = Converts a value to 'number' if it's a number, or to 'boolean' if it's either 'true' or 'false'. Otherwise it remains of type 'text'.
SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_1 = §eglobal §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_2 = Writes a value in a variable, which can be a number, a boolean or a string
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_1 = §eunglobal §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_2 = Deletes a global variable.
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_1 = §eunvar §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_2 = Deletes a local variable.
SCRIPT_COMMAND_VARIABLE_VAR_HELP_1 = §evar §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_VAR_HELP_2 = Writes a value in a variable, which can be a number, a boolean or a string
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_1 = §egetmaterial §8<§7variable§8> §8<§7number§8> §8<§7number§8> §8<§7number§8>
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_2 = Writes the material of a block in the world in the variable
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_1 = §esetmaterial §8<§7variable§8> §8<§7number§8> §8<§7number§8> §8<§7number§8>
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_2 = Sets a block in the world with the given material, given in the variable
SCRIPT_COMMAND_EXIT_HELP_1 = §eexit
SCRIPT_COMMAND_EXIT_HELP_2 = Exits the script
SCRIPT_COMMAND_IF_HELP_1 = §eif §8<§7true/false§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_2 = §eif §8<§7true/false§8> §8<§7jump-point§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_3 = §7Jump to the first jump-point if the given value is true or the second jump-point otherwise.
SCRIPT_COMMAND_JUMP_HELP_1 = §ejump §8<§7jump-point§8>
SCRIPT_COMMAND_JUMP_HELP_2 = §7Jump to a jump-point. A jump-point is a line with §8'§7.§8'§7 before.
SCRIPT_COMMAND_JUMP_ERROR = §cUnknown jump-point: {0}
SCRIPT_COMMAND_CALL_HELP_1 = §ecall §8<§7jump-point§8>
SCRIPT_COMMAND_CALL_HELP_2 = §7Jump to a jump-point. A jump-point is a line with §8'§7.§8'§7 before. Building a return stack alongside. Use 'return' to jump back.
SCRIPT_COMMAND_CALL_ERROR = §cUnknown jump-point: {0}
SCRIPT_COMMAND_RETURN_HELP_1 = §ereturn
SCRIPT_COMMAND_RETURN_HELP_2 = §7Jump back to the last 'call' command
SCRIPT_COMMAND_RETURN_ERROR = §cNo 'call' command executed before
SCRIPT_COMMAND_SLEEP_HELP_1 = §esleep §8<§7time§8>
SCRIPT_COMMAND_SLEEP_HELP_2 = Pauses the execution by the given number of game ticks.
SCRIPT_COMMAND_SLEEP_ERROR = §cThe given number needs to be greater than zero.
## GUI ## GUI
SCRIPT_GUI_ITEM_NAME = §eScript Help SCRIPT_GUI_ITEM_NAME = §eScript Help
## CustomScript ## CustomScript
SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0} §8-§7 {1} SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0}
SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} §8-§7 {1} SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0}
SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e{0} SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e/{0}
## Script Menu GUI ## Script Menu GUI
SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Click to retrieve SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Click to retrieve
SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift-Click to copy SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift-Click to copy
SCRIPT_MENU_GUI_NAME = §eScript Commands {0}{1}§7% SCRIPT_MENU_GUI_ITEM_LORE_3 = §7Right-Click to edit
SCRIPT_MENU_GUI_NAME = §eScript-Menu
SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert
SCRIPT_MENU_GUI_DUPLICATE_COMMAND = §cCommand '{0}' already defined SCRIPT_MENU_GUI_DUPLICATE_SCRIPT = §cScript '{0}' already defined
SCRIPT_MENU_GUI_ENTER_NAME = §eEnter a name
SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' cannot be defined SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' cannot be defined
SCRIPT_MENU_GUI_LIMIT = §cScript-Book limit reached SCRIPT_MENU_GUI_LIMIT = §cScript-Book limit reached
## ScriptCommand
SCRIPT_COMMAND_HELP = §8/§escript §8- §7Opens the ScriptGUI
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Opens the ScriptGUI for custom commands shares across baus
## Script GUI
SCRIPT_GUI_NAME = Script Elements
SCRIPT_GUI_COMMAND_CHAT = §eScript Command§8: §e{0}
SCRIPT_GUI_CUSTOM_HOTKEYS = §eCustom Hotkeys
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_1 = §7Write§8: §e#!HOTKEY 'Char'
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_2 = §7at the beginning of a Script Book to use a custom hotkey. The 'Char' can be any char between '§eA§7' and '§eZ§7' as well as '§e0§7' and '§e9§7'. While executing two variables are available: §epressed§7, §ereleased§7.
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_3 = §7You can add modifiers like "SHIFT", "CTRL", "ALT" or "META" to the hotkey. §7Example: §e#!HOTKEY SHIFT+A
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_4 = §7
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_5 = §cThis can only be used in conjunction with the Fabric-Mod: §eAdvancedScripts §7found on §ehttps://steamwar.de/downloads
SCRIPT_GUI_CUSTOM_COMMANDS = §eCustom Commands
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_1 = §7Write§8: §e#!CMD 'COMMAND'
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_2 = §7at the beginning of a Script Book to use a custom command. The command always starts with §e/§7 and can be structured as you wish. Everything in pointy Brackets '§e<>§7' will be counted as a Parameter and therefore as a variable. Parameters in round brackets '§e()§7' are optional. Simple texts as parameters get a variable with the same name with the values true/false, depending on whether the value was given or not
SCRIPT_GUI_CUSTOM_EVENTS = §eCustom Events
SCRIPT_GUI_CUSTOM_EVENTS_LORE_1 = §7Write§8: §e#!EVENT 'EventName'
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7at the beginning of a Script Book to use a custom event. Every event can ve canceled by using 'var cancel true'. After the event name are the variables which are usable in a Script Book.
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7Usable Events are:
SCRIPT_GUI_CUSTOM_EVENTS_LORE_4 = §eFF
SCRIPT_GUI_CUSTOM_EVENTS_LORE_5 = §ePlaceBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_6 = §eBreakBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_7 = §eRightClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_8 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_9 = §eLeftClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_10 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_11 = §eTNTSpawn
SCRIPT_GUI_CUSTOM_EVENTS_LORE_12 = §eTNTExplode §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_13 = §eTNTExplodeInBuild §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_14 = §eSelfJoin §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_15 = §eSelfLeave §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_16 = §eDropItem §8-§7 material, x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_17 = §eEntityDeath §8-§7 entityType, x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_18 = §eScoreboard
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1 = §e* §8-§7 Everything in brackets is only set if the variable before is set on §etrue§7.
SCRIPT_GUI_OTHER = §eOther
SCRIPT_GUI_OTHER_LORE_1 = §7Comments start with §e#§7.
SCRIPT_GUI_OTHER_LORE_2 = §7Jump_Points start with §e.§7.
SCRIPT_GUI_OTHER_LORE_3 = §7A variable name enclosed in '§e{}§7' is replaced by its value. A variable can be prefixed with '§econst.§7' or '§elocal.§7' or '§eglobal.§7'.
SCRIPT_GUI_OTHER_LORE_4 = §7The following applies:
SCRIPT_GUI_OTHER_LORE_5 = §7- Local variables are only available in the script book.
SCRIPT_GUI_OTHER_LORE_6 = §7- Global variables are available in every script book.
SCRIPT_GUI_OTHER_LORE_7 = §7- Constant variables are variables from the server (e.g. player name, TPS, etc.)
SCRIPT_GUI_OTHER_LORE_8 = §7A variable can be appended with '§e.length§7' or '§e.type§7' or '§e.isset§7'.
SCRIPT_GUI_OTHER_LORE_9 = §7The following applies:
SCRIPT_GUI_OTHER_LORE_10 = §7- Length returns the length of the variable as a number.
SCRIPT_GUI_OTHER_LORE_11 = §7- Type returns the type (number, floating_number, text or boolean) as text.
SCRIPT_GUI_OTHER_LORE_12 = §7- Isset returns as a boolean whether the variable exists.
SCRIPT_GUI_OTHER_LORE_13 = §7Mathematical as well as logical operations can be specified in '§e{}§7'.
SCRIPT_GUI_OTHER_LORE_14 = §7The following applies:
SCRIPT_GUI_OTHER_LORE_15 = §7- arithmetic operators: §e+ * - /§7 as well as §e%§7 for modulo
SCRIPT_GUI_OTHER_LORE_16 = §7- Logical operators: §e==§7; §e!=§7; §e<=§7; §e>=§7; §e<§7; §e>§7; §e&&§7; §e||§7 (this is the character for or)
SCRIPT_GUI_OTHER_LORE_17 = §7- Bitwise operators: §e&§7; §e|§7; §e^
SCRIPT_GUI_OTHER_LORE_18 = §7- Shift operators: §e<<§7; §e>>§7; §e>>>§7
SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
SCRIPT_GUI_CUSTOM_VARIABLES = §eCustom Variables
SCRIPT_GUI_CONSTANT_TIME_NAME = §7Constant §etime
SCRIPT_GUI_CONSTANT_TIME_LORE = §7Formatted time variable.
SCRIPT_GUI_CONSTANT_TICKS_NAME = §7Constant §eticks
SCRIPT_GUI_CONSTANT_TICKS_LORE = §7Ticks since server start.
SCRIPT_GUI_CONSTANT_TRACE_NAME = §7Constant §etrace
SCRIPT_GUI_CONSTANT_TRACE_LORE = §etrue§7 if the trace is activated.
SCRIPT_GUI_CONSTANT_AUTO_TRACE_NAME = §7Constant §eautotrace
SCRIPT_GUI_CONSTANT_AUTO_TRACE_LORE = §etrue§7 if the auto trace is activated.
SCRIPT_GUI_CONSTANT_TRACE_STATUS_NAME = §7Constant §etrace_status
SCRIPT_GUI_CONSTANT_TRACE_STATUS_LORE = §7One of: §eOFF§8, §eIDLE§8, §eIDLE_AUTO_EXPLODE§8, §eIDLE_AUTO_IGNITE§8, §eIDLE_SINGLE
SCRIPT_GUI_CONSTANT_TRACE_TIME_NAME = §7Constant §etrace_time
SCRIPT_GUI_CONSTANT_TRACE_TIME_LORE = §e0§7 if the trace is not active, otherwise the time in ticks since the trace was started.
SCRIPT_GUI_CONSTANT_LOADER_STATUS_NAME = §7Constant §eloader_status
SCRIPT_GUI_CONSTANT_LOADER_STATUS_LORE = §7One of: §eOFF§8, §eSETUP§8, §eRUNNING§8, §eSINGLE§8, §ePAUSE§8, §eEND
SCRIPT_GUI_CONSTANT_TNT_NAME = §7Constant §etnt
SCRIPT_GUI_CONSTANT_TNT_LORE = §etrue§7 if tnt is not deactivated.
SCRIPT_GUI_CONSTANT_ONLY_TB_NAME = §7Constant §etnt_onlytb
SCRIPT_GUI_CONSTANT_ONLY_TB_LORE = §etrue§7 if tnt no build is activated.
SCRIPT_GUI_CONSTANT_FREEZE_NAME = §7Constant §efreeze
SCRIPT_GUI_CONSTANT_FREEZE_LORE = §etrue§7 if freeze is not deactivated.
SCRIPT_GUI_CONSTANT_FIRE_NAME = §7Constant §efire
SCRIPT_GUI_CONSTANT_FIRE_LORE = §etrue§7 if fire is not deactivated.
SCRIPT_GUI_CONSTANT_PROTECT_NAME = §7Constant §eprotect
SCRIPT_GUI_CONSTANT_PROTECT_LORE = §etrue§7 if protect is activated.
SCRIPT_GUI_CONSTANT_X_NAME = §7Constant §ex
SCRIPT_GUI_CONSTANT_X_LORE = §ex§7 position of the player.
SCRIPT_GUI_CONSTANT_Y_NAME = §7Constant §ey
SCRIPT_GUI_CONSTANT_Y_LORE = §ey§7 position of the player.
SCRIPT_GUI_CONSTANT_Z_NAME = §7Constant §ez
SCRIPT_GUI_CONSTANT_Z_LORE = §ez§7 position of the player.
SCRIPT_GUI_CONSTANT_NAME_NAME = §7Constant §ename
SCRIPT_GUI_CONSTANT_NAME_LORE = §eDisplay§7 name of the player.
SCRIPT_GUI_CONSTANT_SNEAK_NAME = §7Constant §esneaking
SCRIPT_GUI_CONSTANT_SNEAK_LORE = §etrue§7 if the player is sneaking.
SCRIPT_GUI_CONSTANT_SPRINTING_NAME = §7Constant §esprinting
SCRIPT_GUI_CONSTANT_SPRINTING_LORE = §etrue§7 is the player is sprinting.
SCRIPT_GUI_CONSTANT_SLOT_NAME = §7Constant §eslot
SCRIPT_GUI_CONSTANT_SLOT_LORE = §e0-8§7 for the selected slot.
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_NAME = §7Constant §eslotmaterial
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_LORE = §eMaterial§7 of the item in the current slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_NAME = §7Constant §eoffhandmaterial
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_LORE = §eMaterial§7 of the item in the off hand
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_NAME = §7Constant §ematerialname
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the current slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_NAME = §7Constant §eoffmaterialname
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the off hand
SCRIPT_GUI_CONSTANT_REGION_TYPE_NAME = §7Constant §eregion_type
SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eregion type§7 of the current region
SCRIPT_GUI_CONSTANT_REGION_NAME_NAME = §7Constant §eregion_name
SCRIPT_GUI_CONSTANT_REGION_NAME_LORE = §eregion name§7 of the current region
SCRIPT_GUI_CONSTANT_TPS_NAME = §7Constant §etps
SCRIPT_GUI_CONSTANT_TPS_LORE = §etps§7 of the server
SCRIPT_GUI_CONSTANT_TPS_LIMIT_NAME = §7Constant §etps_limit
SCRIPT_GUI_CONSTANT_TPS_LIMIT_LORE = §etps_limit§7 of the server
# Shield Printing # Shield Printing
SHIELD_PRINTING_NO_REGION = §cYou are not in a region. SHIELD_PRINTING_NO_REGION = §cYou are not in a region.
SHIELD_PRINTING_NOT_RUNNING = §cThe shield printing is not running. SHIELD_PRINTING_NOT_RUNNING = §cThe shield printing is not running.

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@ -226,295 +226,26 @@ GUI_EDITOR_ITEM_CLOSE=§eSchließen
GUI_EDITOR_TITLE_MORE=Item auswählen GUI_EDITOR_TITLE_MORE=Item auswählen
# Script # Script
## Errors
SCRIPT_SLEEP_ERROR = §cFüge ein sleep in dein Script ein
SCRIPT_COMMAND_ERROR_UNKNOWN_VAR = §cUnbekannte Variable {0}
SCRIPT_COMMAND_ERROR_EXPRESSION = §cExpression fehler in: {0}
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR = §cDas erste Argument fehlt und sollte eine Variable sein
SCRIPT_COMMAND_ERROR_FIRST_ARG_NONUMER = §cDas erste Argument fehlt und sollte eine Zahl sein
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR_OR_VALUE = §cDas erste Argument fehlt und sollte eine Variable oder ein Wert sein
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOJUMPPOINT = §cDas erste Argument fehlt und sollte ein Jump-Point sein
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR = §cDas zweite Argument fehlt und sollte eine Variable sein
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVALUE = §cDas zweite Argument fehlt und sollte ein Wert sein
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOJUMPPOINT = §cDas dritte Argument fehlt und sollte ein Jump-Point sein
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR = §cDas dritte Argument fehlt und sollte eine Variable sein
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVALUE = §cDas dritte Argument fehlt und sollte ein Wert sein
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR_OR_NUMBER = §cDas dritte Argument fehlt und sollte eine Variable/Zahl sein
SCRIPT_COMMAND_ERROR_FOURTH_ARG_NOVALUE = §cDas vierte Argument fehlt und sollte ein Wert sein
SCRIPT_COMMAND_ERROR_BOOLEAN_COMPARE = §cNur Booleans können verglichen werden
SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cNur Zahlen können verglichen werden
SCRIPT_COMMAND_ERROR_ONLY_STRINGS_ALLOWED = §cNur Strings können verwendet werden
SCRIPT_COMMAND_ERROR_ONLY_NUMBERS_ALLOWED = §cNur Zahlen können verwendet werden
SCRIPT_COMMAND_ERROR_UNKNOWN_OPERATION = §cUnbekannte Operation: {0}
## Commands
SCRIPT_COMMAND_ARITHMETIC_ADD_ERROR = §cNur Zahlen können addiert werden
SCRIPT_COMMAND_ARITHMETIC_DIV_ERROR = §cNur Zahlen können dividiert werden
SCRIPT_COMMAND_ARITHMETIC_MUL_ERROR = §cNur Zahlen können multipliziert werden
SCRIPT_COMMAND_ARITHMETIC_SUB_ERROR = §cNur Zahlen können subtrahiert werden
SCRIPT_COMMAND_ARITHMETIC_POW_ERROR = §cNur Zahlen können potenziert werden
SCRIPT_COMMAND_ARITHMETIC_MOD_ERROR = §cNur ganze Zahlen können für modulo verwendet werden
SCRIPT_COMMAND_ARITHMETIC_BIT_AND_ERROR = §cNur ganze Zahlen und booleans können für und verwendet werden
SCRIPT_COMMAND_ARITHMETIC_BIT_OR_ERROR = §cNur ganze Zahlen und booleans können für oder verwendet werden
SCRIPT_COMMAND_ARITHMETIC_BIT_XOR_ERROR = §cNur ganze Zahlen und booleans können für xor verwendet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_1 = §eceil §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_2 = §eceil §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_3 = Aufrunden der zweiten Zahl und schreibt es in die erste oder aufrunden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_1 = §cNur Fließ-Komma-Zahlen können aufgerundet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_1 = §efloor §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_2 = §efloor §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_3 = Abrunden der zweiten Zahl und schreibt es in die erste oder abrunden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_1 = §cNur Fließ-Komma-Zahlen können abgerundet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_1 = §eround §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_2 = §eround §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_3 = Runden der zweiten Zahl und schreibt es in die erste oder runden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_1 = §cNur Fließ-Komma-Zahlen können gerundet werden
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
SCRIPT_COMMAND_IO_ECHO_HELP_1 = §eecho §8<§7Wert§8>
SCRIPT_COMMAND_IO_ECHO_HELP_2 = §7Schreibe etwas dem Spieler. Wenn kein Wert angegeben wurde ist die Nachricht leer.
SCRIPT_COMMAND_IO_ECHO_MESSAGE = §f{0}
SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_1 = §eechoactionbar §8<§7Wert§8>
SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_2 = §7Schreibe etwas dem Spieler in der ActionBar. Wenn kein Wert angegeben wurde ist die Nachricht leer.
SCRIPT_COMMAND_IO_INPUT_HELP_1 = §einput §8<§7Variable§8> §8<§7Text§8>
SCRIPT_COMMAND_IO_INPUT_HELP_2 = §7Fordere eine Eingabe von dem Spieler, welche in die Variable geschrieben wird. Der Text ist optional.
SCRIPT_COMMAND_STRING_INSERT_HELP_1 = §einsert §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_2 = §einsert §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_3 = Füge etwas in einen String an einer Stelle ein. Die Zahl ist für die Position und die Variable davor für was. Schreibe optional dies in eine neue oder andere Variable.
SCRIPT_COMMAND_STRING_REMOVE_HELP_1 = §eremove §8<§7Variable§8> §8<§7Von Variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_2 = §eremove §8<§7Variable§8> §8<§7Variable§8> §8<§7Von Variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_3 = Lösche eine Zeichenkette aus dem Ursprung. Dies ersetzt nicht nur die erste Stelle sondern alle.
SCRIPT_COMMAND_STRING_REPLACE_HELP_1 = §ereplace §8<§7Variable§8> §8<§7Von Variable§8> §8<§7Zu Variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_2 = §ereplace §8<§7Variable§8> §8<§7Variable§8> §8<§7Von Variable§8> §8<§7Zu Variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_3 = Ersetzte eine Zeichenkette aus dem Ursprung mit einer neuen Zeichenkette. Dies ersetzt nicht nur die erste Stelle sondern alle.
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_1 = §esubstring §8<§7Variable§8> §8<§7Zahl§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_2 = §esubstring §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_3 = Kürze einen String entweder vorne oder hinter, je nachdem ob die Zahl positiv (vorne) oder negativ (hinten) ist.
SCRIPT_COMMAND_VARIABLE_CONST_HELP_1 = §econst §8<§7Variable§8> §8[§7Value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_CONST_HELP_2 = Schreibt in eine Konstante einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein Text.
SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_1 = §econvert §8<§7Variable§8> §8<§7Value§8>
SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_2 = Konvertiere den Value zu 'number' wenn es eine Zahl ist, oder zu 'boolean' bei 'true' oder 'false' und behalte 'text' bei wenn nichts zutrifft.
SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_1 = §eglobal §8<§7Variable§8> §8[§7Value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_2 = Schreibt in eine Variable einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein Text.
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_1 = §eunglobal §8<§7Variable§8>
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_2 = Lösche eine Globale variable.
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_1 = §eunvar §8<§7Variable§8>
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_2 = Lösche eine Locale variable.
SCRIPT_COMMAND_VARIABLE_VAR_HELP_1 = §evar §8<§7Variable§8> §8[§7Value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_VAR_HELP_2 = Schreibt in eine Variable einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein Text.
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_1 = §egetmaterial §8<§7Variable§8> §8<§7Zahl§8> §8<§7Zahl§8> §8<§7Zahl§8>
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_2 = Schreibt das material von einem Block in der Welt in die Variable.
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_1 = §esetmaterial §8<§7Variable§8> §8<§7Zahl§8> §8<§7Zahl§8> §8<§7Zahl§8>
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_2 = Setzt an einem Block in der Welt das Material der ersten Variable.
SCRIPT_COMMAND_EXIT_HELP_1 = §eexit
SCRIPT_COMMAND_EXIT_HELP_2 = Beendet das ausführen des Scripts.
SCRIPT_COMMAND_IF_HELP_1 = §eif §8<§7true/false§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_2 = §eif §8<§7true/false§8> §8<§7jump-point§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_3 = §7Springe zu ersten Stelle, wenn der Wert true ist. Oder zu dem zweiten, wenn dies nicht der fall ist.
SCRIPT_COMMAND_JUMP_HELP_1 = §ejump §8<§7Jump-Point§8>
SCRIPT_COMMAND_JUMP_HELP_2 = §7Springe zu einer anderen Zeile. Hierbei ist ein Jump-Point eine Zeile mit §8'§7.§8'§7 vor.
SCRIPT_COMMAND_JUMP_ERROR = §cDer Jump-Point ({0}) ist nicht definiert.
SCRIPT_COMMAND_CALL_HELP_1 = §ecall §8<§7Jump-Point§8>
SCRIPT_COMMAND_CALL_HELP_2 = §7Springe zu einer anderen Zeile. Hierbei ist ein Jump-Point eine Zeile mit §8'§7.§8'§7 vor. Hierbei wird auf den ReturnStack die jetzige Zeile geschrieben, dahin kann man wieder mit 'return' zurück springen.
SCRIPT_COMMAND_CALL_ERROR = §cDer Jump-Point ({0}) ist nicht definiert.
SCRIPT_COMMAND_RETURN_HELP_1 = §ereturn
SCRIPT_COMMAND_RETURN_HELP_2 = §7Springe zum letzten 'call' Befehl.
SCRIPT_COMMAND_RETURN_ERROR = §cEs wurde kein 'call' Befehl ausgeführt
SCRIPT_COMMAND_SLEEP_HELP_1 = §esleep §8<§7Time§8>
SCRIPT_COMMAND_SLEEP_HELP_2 = Pausiert das Ausführen des Scripts. Das erste Argument ist in GameTicks.
SCRIPT_COMMAND_SLEEP_ERROR = §cDie Zeit muss eine Zahl großer 0 sein.
## GUI ## GUI
SCRIPT_GUI_ITEM_NAME = §eScript Hilfe SCRIPT_GUI_ITEM_NAME = §eScript Hilfe
## CustomScript ## CustomScript
SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0} §8-§7 {1} SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0}
SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} §8-§7 {1} SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0}
SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e{0} SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e/{0}
## Script Menu GUI ## Script Menu GUI
SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Klicke zum rausnehmen SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Klicke zum rausnehmen
SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift Klicke zum kopieren SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift Klicke zum kopieren
SCRIPT_MENU_GUI_NAME = §eScript Commands {0}{1}§7% SCRIPT_MENU_GUI_ITEM_LORE_3 = §7Rechts Klicke zum editieren
SCRIPT_MENU_GUI_NAME = §eScript-Menü
SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eHinzufügen SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eHinzufügen
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Klicke mit einem Buch zum hinzufügen SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Klicke mit einem Buch zum hinzufügen
SCRIPT_MENU_GUI_DUPLICATE_COMMAND = §cCommand '{0}' bereits definiert SCRIPT_MENU_GUI_DUPLICATE_SCRIPT = §cCommand '{0}' bereits definiert
SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' ist nicht definierbar SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' ist nicht definierbar
SCRIPT_MENU_GUI_LIMIT = §cScript-Buch Limit erreicht SCRIPT_MENU_GUI_LIMIT = §cScript-Buch Limit erreicht
## ScriptCommand
SCRIPT_COMMAND_HELP = §8/§escript §8- §7Öffnet die ScriptGUI
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Öffnet die ScriptMenuGUI für Custom Command bauübergreifend
## Script GUI
SCRIPT_GUI_NAME = Script Elements
SCRIPT_GUI_COMMAND_CHAT = §eScript Command§8: §e{0}
SCRIPT_GUI_CUSTOM_HOTKEYS = §eCustom Hotkeys
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_1 = §7Schreibe§8: §e#!HOTKEY 'Char'
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_2 = §7am Anfang eines Skript Buches, um einen benutzerdefinierten Hotkey zu verwenden. Das 'Char' kann ein beliebiges Zeichen zwischen '§eA§7' und '§eZ§7' sowie '§e0§7' und '§e9§7' sein. Während der Ausführung sind zwei Variablen verfügbar: §epressed§7, §ereleased§7
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_3 = §7Sie können dem Hotkey Modifikatoren wie "SHIFT", "CTRL", "ALT" oder "META" hinzufügen. §7Beispiel: §e#!HOTKEY SHIFT+A
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_4 = §7
SCRIPT_GUI_CUSTOM_HOTKEYS_COMMANDS_LORE_5 = §cDies kann nur in Verbindung mit den Fabric-Mod: §eAdvancedScripts §7runterladbar unter §ehttps://steamwar.de/downloads §cverwendet werden.
SCRIPT_GUI_CUSTOM_COMMANDS = §eCustom Commands
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_1 = §7Schreibe§8: §e#!CMD 'COMMAND'
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_2 = §7an den Anfang eines Script Buches um ein Custom Command zu nutzen. Der Befehl startet immer mit §e/§7 und kann dann so aufgebaut sein wie du willst. Alles was in Spitzen Klammern steht '§e<>§7' wird als Parameter und somit als Variable gewertet. Parameter, welche in runden Klammern stehen sind Optional. Einfache Texte als Parameter bekommen eine gleichnamige Variable mit true/false als Wert je nachdem ob dieser angegeben wurde oder nicht
SCRIPT_GUI_CUSTOM_EVENTS = §eCustom Events
SCRIPT_GUI_CUSTOM_EVENTS_LORE_1 = §7Schreibe§8: §e#!EVENT 'EventName'
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7an den Anfang eines Script Buches um ein Custom Event zu nutzen. Jedes Event kann durch 'var cancel true' gecancelt werden. Hinter dem Event Namen stehen die Variablen, welche im Script durch das Event nutztbar sind.
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7Nutzbare Events sind:
SCRIPT_GUI_CUSTOM_EVENTS_LORE_4 = §eFF
SCRIPT_GUI_CUSTOM_EVENTS_LORE_5 = §ePlaceBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_6 = §eBreakBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_7 = §eRightClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_8 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_9 = §eLeftClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_10 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_11 = §eTNTSpawn
SCRIPT_GUI_CUSTOM_EVENTS_LORE_12 = §eTNTExplode §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_13 = §eTNTExplodeInBuild §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_14 = §eSelfJoin §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_15 = §eSelfLeave §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_16 = §eDropItem §8-§7 material, x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_17 = §eEntityDeath §8-§7 entityType, x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1 = §e* §8-§7 Alles in den Klammern ist nur gesetzt, wenn die Variable davor auf §etrue§7 gesetzt ist.
SCRIPT_GUI_OTHER = §eOther
SCRIPT_GUI_OTHER_LORE_1 = §7Kommentare fangen mit §e#§7 an.
SCRIPT_GUI_OTHER_LORE_2 = §7Jump_Points fangen mit §e.§7 an.
SCRIPT_GUI_OTHER_LORE_3 = §7Einen Variablennamen, der in '§e{}§7' eingeschlossen ist wird durch seinen Wert ersetzt. Eine Variable kann mit den Präfixen '§econst.§7' oder '§elocal.§7' oder '§eglobal.§7' versehen werden.
SCRIPT_GUI_OTHER_LORE_4 = §7Dabei gilt:
SCRIPT_GUI_OTHER_LORE_5 = §7- Lokalevariablen sind nur in dem Script-Buch verfügbar.
SCRIPT_GUI_OTHER_LORE_6 = §7- Gloablevariablen sind in jedem Script-Buch verfügbar.
SCRIPT_GUI_OTHER_LORE_7 = §7- Konstantevariablen sind Variablen vom Server (z.B. Spielername, TPS usw.)
SCRIPT_GUI_OTHER_LORE_8 = §7Eine Variable kann mit den Appendixen '§e.length§7' oder '§e.type§7' oder '§e.isset§7' versehen werden.
SCRIPT_GUI_OTHER_LORE_9 = §7Dabei gilt:
SCRIPT_GUI_OTHER_LORE_10 = §7- Length gibt die Länge der variable als Zahl zurück.
SCRIPT_GUI_OTHER_LORE_11 = §7- Type gibt den typen (number, floating number, text oder boolean) als Text zurück.
SCRIPT_GUI_OTHER_LORE_12 = §7- Isset gibt als boolean zurück, ob die Variable existiert.
SCRIPT_GUI_OTHER_LORE_13 = §7Mathematische sowie logische Operationsvorgänge können in '§e{}§7' angegeben werden.
SCRIPT_GUI_OTHER_LORE_14 = §7Dabei gilt:
SCRIPT_GUI_OTHER_LORE_15 = §7- Rechenoperatoren: §e+ * - /§7 sowie §e%§7 für Modulo
SCRIPT_GUI_OTHER_LORE_16 = §7- Logische Operatoren: §e==§7; §e!=§7; §e<=§7; §e>=§7; §e<§7; §e>§7; §e&&§7; §e||§7 (Dies ist das Zeichen für oder)
SCRIPT_GUI_OTHER_LORE_17 = §7- Bitweise Operatoren: §e&§7; §e|§7; §e^
SCRIPT_GUI_OTHER_LORE_18 = §7- Shift Operatoren: §e<<§7; §e>>§7; §e>>>§7
SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
SCRIPT_GUI_CUSTOM_VARIABLES = §eCustom Variables
SCRIPT_GUI_CONSTANT_TIME_NAME = §7Constant §etime
SCRIPT_GUI_CONSTANT_TIME_LORE = §7Formattierte Uhrzeit
SCRIPT_GUI_CONSTANT_TICKS_NAME = §7Constant §eticks
SCRIPT_GUI_CONSTANT_TICKS_LORE = §7Ticks seit dem Serverstart
SCRIPT_GUI_CONSTANT_TRACE_NAME = §7Constant §etrace
SCRIPT_GUI_CONSTANT_TRACE_LORE = §etrue§7 wenn gerade der Tracer an ist.
SCRIPT_GUI_CONSTANT_AUTO_TRACE_NAME = §7Constant §eautotrace
SCRIPT_GUI_CONSTANT_AUTO_TRACE_LORE = §etrue§7 wenn gerade der AutoTracer an ist.
SCRIPT_GUI_CONSTANT_TRACE_STATUS_NAME = §7Constant §etrace_status
SCRIPT_GUI_CONSTANT_TRACE_STATUS_LORE = §7Ein Wert von: §eOFF§8, §eIDLE§8, §eIDLE_AUTO_EXPLODE§8, §eIDLE_AUTO_IGNITE§8, §eIDLE_SINGLE
SCRIPT_GUI_CONSTANT_TRACE_TIME_NAME = §7Constant §etrace_time
SCRIPT_GUI_CONSTANT_TRACE_TIME_LORE = §e0§7 wenn gerade kein TNT getraced wird, ansonsten die Zeit in Ticks seit dem Start des Tracers.
SCRIPT_GUI_CONSTANT_LOADER_STATUS_NAME = §7Constant §eloader_status
SCRIPT_GUI_CONSTANT_LOADER_STATUS_LORE = §7Ein Wert von: §eOFF§8, §eSETUP§8, §eRUNNING§8, §eSINGLE§8, §ePAUSE§8, §eEND
SCRIPT_GUI_CONSTANT_TNT_NAME = §7Constant §etnt
SCRIPT_GUI_CONSTANT_TNT_LORE = §etrue§7 wenn TNT nicht ausgeschaltet ist.
SCRIPT_GUI_CONSTANT_ONLY_TB_NAME = §7Constant §etnt_onlytb
SCRIPT_GUI_CONSTANT_ONLY_TB_LORE = §etrue§7 wenn TNT Nur Testblock an ist.
SCRIPT_GUI_CONSTANT_FREEZE_NAME = §7Constant §efreeze
SCRIPT_GUI_CONSTANT_FREEZE_LORE = §etrue§7 wenn Freeze nicht ausgeschaltet ist.
SCRIPT_GUI_CONSTANT_FIRE_NAME = §7Constant §efire
SCRIPT_GUI_CONSTANT_FIRE_LORE = §etrue§7 wenn Fire nicht ausgeschaltet ist.
SCRIPT_GUI_CONSTANT_PROTECT_NAME = §7Constant §eprotect
SCRIPT_GUI_CONSTANT_PROTECT_LORE = §etrue§7 wenn Protect angeschaltet ist.
SCRIPT_GUI_CONSTANT_X_NAME = §7Constant §ex
SCRIPT_GUI_CONSTANT_X_LORE = §ex§7 Position des Spielers.
SCRIPT_GUI_CONSTANT_Y_NAME = §7Constant §ey
SCRIPT_GUI_CONSTANT_Y_LORE = §ey§7 Position des Spielers.
SCRIPT_GUI_CONSTANT_Z_NAME = §7Constant §ez
SCRIPT_GUI_CONSTANT_Z_LORE = §ez§7 Position des Spielers.
SCRIPT_GUI_CONSTANT_NAME_NAME = §7Constant §ename
SCRIPT_GUI_CONSTANT_NAME_LORE = §eDisplay§7 Name des Spielers.
SCRIPT_GUI_CONSTANT_SNEAK_NAME = §7Constant §esneaking
SCRIPT_GUI_CONSTANT_SNEAK_LORE = §etrue§7 wenn der Spieler gerade sneakt.
SCRIPT_GUI_CONSTANT_SPRINTING_NAME = §7Constant §esprinting
SCRIPT_GUI_CONSTANT_SPRINTING_LORE = §etrue§7 wenn der Spieler gerade rennt.
SCRIPT_GUI_CONSTANT_SLOT_NAME = §7Constant §eslot
SCRIPT_GUI_CONSTANT_SLOT_LORE = §e0-8§7 für den ausgewählten slot.
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_NAME = §7Constant §eslotmaterial
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_LORE = §eMaterial§7 des Items im Slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_NAME = §7Constant §eoffhandmaterial
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_LORE = §eMaterial§7 des Items in der Off Hand
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_NAME = §7Constant §ematerialname
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_LORE = §eName§7 des Items im Slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_NAME = §7Constant §eoffmaterialname
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_LORE = §eName§7 des Items in der Off Hand
SCRIPT_GUI_CONSTANT_REGION_TYPE_NAME = §7Constant §eregion_type
SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eRegionstype§7 der jetztigen Region
SCRIPT_GUI_CONSTANT_REGION_NAME_NAME = §7Constant §eregion_name
SCRIPT_GUI_CONSTANT_REGION_NAME_LORE = §eRegionsname§7 der jetztigen Region
SCRIPT_GUI_CONSTANT_TPS_NAME = §7Constant §etps
SCRIPT_GUI_CONSTANT_TPS_LORE = §etps§7 vom Server
SCRIPT_GUI_CONSTANT_TPS_LIMIT_NAME = §7Constant §etps_limit
SCRIPT_GUI_CONSTANT_TPS_LIMIT_LORE = §etps_limit§7 vom Server
# Shield Printing # Shield Printing
SHIELD_PRINTING_NO_REGION = §cDu bist in keiner Region. SHIELD_PRINTING_NO_REGION = §cDu bist in keiner Region.
SHIELD_PRINTING_NOT_RUNNING = §cShield printing ist nicht aktiv. SHIELD_PRINTING_NOT_RUNNING = §cShield printing ist nicht aktiv.

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@ -20,10 +20,18 @@
package de.steamwar.bausystem.features.script; package de.steamwar.bausystem.features.script;
import de.steamwar.command.SWCommand; import de.steamwar.command.SWCommand;
import de.steamwar.linkage.Linked;
import org.bukkit.entity.Player;
@Linked
public class ScriptCommand extends SWCommand { public class ScriptCommand extends SWCommand {
public ScriptCommand() { public ScriptCommand() {
super("script"); super("script");
} }
@Register
public void genericCommand(Player player) {
ScriptGUI.open(player);
}
} }

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@ -0,0 +1,121 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.script;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.script.lua.SteamWarPlatform;
import de.steamwar.inventory.SWAnvilInv;
import de.steamwar.inventory.SWItem;
import de.steamwar.inventory.SWListInv;
import de.steamwar.linkage.Linked;
import de.steamwar.sql.Script;
import de.steamwar.sql.SteamwarUser;
import org.bukkit.Material;
import org.bukkit.entity.Player;
import org.bukkit.event.Listener;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.BookMeta;
import org.luaj.vm2.Globals;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
@Linked
public class ScriptGUI implements Listener {
public static void open(Player player) {
open(player, null);
}
private static void open(Player player, ItemStack setCursor) {
SteamwarUser user = SteamwarUser.get(player.getUniqueId());
List<SWListInv.SWListEntry<Script>> entries = new ArrayList<>();
List<String> lore = new ArrayList<>();
Globals globals = SteamWarPlatform.createGlobalParser(
(eventType, luaFunction) -> lore.add(BauSystem.MESSAGE.parse("SCRIPT_EVENT_ITEM_NAME", player, eventType.name())),
(s, luaFunction) -> lore.add(BauSystem.MESSAGE.parse("SCRIPT_HOTKEY_ITEM_NAME", player, s)),
commandRegister -> lore.add(BauSystem.MESSAGE.parse("SCRIPT_COMMAND_ITEM_NAME", player, commandRegister.getName()))
);
Script.list(user).forEach(script -> {
try {
globals.load(script.getScript()).call();
} catch (Exception e) {
String[] sp = e.getMessage().split(":");
lore.add(BauSystem.MESSAGE.parse("SCRIPT_ERROR_GUI", player, String.join(":", Arrays.copyOfRange(sp, 1, sp.length))));
}
if(!lore.isEmpty()) {
lore.add("");
}
lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_1", player));
lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_2", player));
lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_3", player));
entries.add(new SWListInv.SWListEntry<>(new SWItem(Material.ENCHANTED_BOOK, script.getName(), new ArrayList<>(lore), false, clickType -> {}), script));
lore.clear();
});
SWListInv<Script> inv = new SWListInv<>(player, BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_NAME", player), false, entries, (clickType, script) -> {
ItemStack itemStack = ScriptHelper.getScriptItem(script, clickType.isRightClick());
if(!clickType.isShiftClick()) {
script.delete();
ScriptRunner.updateGlobalScript(player);
open(player, itemStack);
} else {
player.getOpenInventory().setCursor(itemStack);
}
});
inv.setItem(49, Material.HOPPER, BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_ADD_NAME", player), Collections.singletonList(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_ADD_LORE", player)), false, click -> {
if(player.getOpenInventory().getCursor() != null) {
ItemStack cursor = player.getOpenInventory().getCursor();
if(!(cursor.getItemMeta() instanceof BookMeta)) {
return;
}
BookMeta meta = (BookMeta) cursor.getItemMeta();
if(meta == null) {
return;
}
saveWithName(player, meta, meta.getTitle());
}
});
inv.open();
if(setCursor != null) {
player.getOpenInventory().setCursor(setCursor);
}
}
private static void saveWithName(Player player, BookMeta meta, String name) {
SteamwarUser user = SteamwarUser.get(player.getUniqueId());
if(name != null && Script.list(user).stream().noneMatch(script -> script.getName().equalsIgnoreCase(name))) {
Script.create(user, name, ScriptHelper.getScriptString(meta.getPages()));
player.getOpenInventory().setCursor(null);
ScriptRunner.updateGlobalScript(player);
open(player);
} else {
SWAnvilInv inv = new SWAnvilInv(player, BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ENTER_NAME", player), name == null ? "" : name);
inv.setCallback(s -> saveWithName(player, meta, s));
inv.open();
}
}
}

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@ -0,0 +1,55 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.features.script;
import de.steamwar.sql.Script;
import de.steamwar.sql.SteamwarUser;
import org.bukkit.Material;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.BookMeta;
import java.util.Arrays;
import java.util.List;
import java.util.stream.Collectors;
public class ScriptHelper {
private static final String PAGE_SEPARATOR = "\n\0\n";
public static ItemStack getScriptItem(Script script, boolean writeable) {
ItemStack itemStack = new ItemStack(writeable ? Material.WRITABLE_BOOK : Material.WRITTEN_BOOK);
BookMeta meta = (BookMeta) itemStack.getItemMeta();
if(!writeable) {
meta.setTitle(script.getName());
meta.setAuthor(SteamwarUser.get(script.getUser()).getUserName());
}
meta.setPages(getScriptPages(script));
itemStack.setItemMeta(meta);
return itemStack;
}
public static List<String> getScriptPages(Script script) {
return Arrays.stream(script.getScript().split(PAGE_SEPARATOR)).collect(Collectors.toList());
}
public static String getScriptString(List<String> pages) {
return String.join(PAGE_SEPARATOR, pages);
}
}

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@ -27,12 +27,11 @@ import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener; import org.bukkit.event.Listener;
import org.bukkit.event.block.Action; import org.bukkit.event.block.Action;
import org.bukkit.event.player.PlayerInteractEvent; import org.bukkit.event.player.PlayerInteractEvent;
import org.bukkit.event.player.PlayerJoinEvent;
import org.bukkit.event.player.PlayerQuitEvent; import org.bukkit.event.player.PlayerQuitEvent;
import org.bukkit.event.player.PlayerSwapHandItemsEvent;
import org.bukkit.inventory.ItemStack; import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.BookMeta; import org.bukkit.inventory.meta.BookMeta;
import java.util.Collections;
import java.util.HashSet; import java.util.HashSet;
import java.util.Set; import java.util.Set;
@ -68,13 +67,7 @@ public class ScriptListener implements Listener {
} }
@EventHandler @EventHandler
public void onPlayerSwapHandItems(PlayerSwapHandItemsEvent event) { public void onPlayerJoin(PlayerJoinEvent event) {
ItemStack item = event.getOffHandItem(); ScriptRunner.updateGlobalScript(event.getPlayer());
if (item == null || FlatteningWrapper.impl.isNoBook(item) || item.getItemMeta() == null) {
return;
}
event.setCancelled(true);
ScriptRunner.createGlobalScript(Collections.singletonList(((BookMeta) item.getItemMeta()).getPages().stream().reduce((s, s2) -> s + "\n" + s2).orElse(null)), event.getPlayer());
} }
} }

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@ -19,16 +19,22 @@
package de.steamwar.bausystem.features.script; package de.steamwar.bausystem.features.script;
import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.script.lua.CommandRegister; import de.steamwar.bausystem.features.script.lua.CommandRegister;
import de.steamwar.bausystem.features.script.lua.SteamWarGlobalLuaPlugin; import de.steamwar.bausystem.features.script.lua.SteamWarGlobalLuaPlugin;
import de.steamwar.bausystem.features.script.lua.SteamWarPlatform; import de.steamwar.bausystem.features.script.lua.SteamWarPlatform;
import de.steamwar.sql.Script;
import de.steamwar.sql.SteamwarUser;
import lombok.experimental.UtilityClass;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.luaj.vm2.Globals; import org.luaj.vm2.Globals;
import org.luaj.vm2.LuaFunction; import org.luaj.vm2.LuaFunction;
import org.luaj.vm2.LuaValue; import org.luaj.vm2.LuaValue;
import java.util.*; import java.util.*;
import java.util.stream.Collectors;
@UtilityClass
public class ScriptRunner { public class ScriptRunner {
// Script Table // Script Table
@ -46,24 +52,37 @@ public class ScriptRunner {
try { try {
globals.load(script).call(); globals.load(script).call();
} catch (Exception e) { } catch (Exception e) {
player.sendMessage("§cFehler beim Ausführen des Scripts: " + e.getMessage()); String[] sp = e.getMessage().split(":");
BauSystem.MESSAGE.send("SCRIPT_ERROR_CLICK", player, String.join(":", Arrays.copyOfRange(sp, 1, sp.length)));
} }
} }
public static void updateGlobalScript(Player player) {
SteamwarUser user = SteamwarUser.get(player.getUniqueId());
ScriptRunner.createGlobalScript(Script.list(user).stream().map(Script::getScript).collect(Collectors.toList()), player);
}
public static void createGlobalScript(List<String> scripts, Player player) { public static void createGlobalScript(List<String> scripts, Player player) {
EVENT_MAP.remove(player); remove(player);
Globals globals = SteamWarPlatform.createGlobalGlobals(player, Globals globals = SteamWarPlatform.createGlobalGlobals(player,
(s, luaFunction) -> EVENT_MAP.computeIfAbsent(player, player1 -> new EnumMap<>(SteamWarGlobalLuaPlugin.EventType.class)).computeIfAbsent(s, s1 -> new ArrayList<>()).add(luaFunction), (s, luaFunction) -> EVENT_MAP.computeIfAbsent(player, player1 -> new EnumMap<>(SteamWarGlobalLuaPlugin.EventType.class)).computeIfAbsent(s, s1 -> new ArrayList<>()).add(luaFunction),
(s, luaFunction) -> HOTKEY_MAP.computeIfAbsent(player, player1 -> new HashMap<>()).computeIfAbsent(Hotkey.fromString(s), s1 -> new ArrayList<>()).add(luaFunction), (s, luaFunction) -> HOTKEY_MAP.computeIfAbsent(player, player1 -> new HashMap<>()).computeIfAbsent(Hotkey.fromString(s), s1 -> new ArrayList<>()).add(luaFunction),
commandRegister -> COMMAND_MAP.computeIfAbsent(player, player1 -> new HashMap<>()).put(commandRegister.getName(), commandRegister)); commandRegister -> COMMAND_MAP.computeIfAbsent(player, player1 -> new HashMap<>()).put(commandRegister.getName(), commandRegister));
for (String script : scripts) { for (String script : scripts) {
globals.load(script).call(); try {
globals.load(script).call();
} catch (Exception e) {
String[] sp = e.getMessage().split(":");
BauSystem.MESSAGE.send("SCRIPT_ERROR_GLOBAL", player, String.join(":", Arrays.copyOfRange(sp, 1, sp.length)));
}
} }
} }
public static void remove(Player player) { public static void remove(Player player) {
EVENT_MAP.remove(player); EVENT_MAP.remove(player);
COMMAND_MAP.remove(player);
HOTKEY_MAP.remove(player);
} }
public static void callEvent(Player player, SteamWarGlobalLuaPlugin.EventType event, LuaValue eventValue) { public static void callEvent(Player player, SteamWarGlobalLuaPlugin.EventType event, LuaValue eventValue) {
@ -82,13 +101,14 @@ public class ScriptRunner {
} }
} }
public static void callCommand(Player player, String command, LuaValue args) { public static boolean callCommand(Player player, String command, LuaValue args) {
CommandRegister commandRegister = COMMAND_MAP.get(player).get(command.toLowerCase()); CommandRegister commandRegister = COMMAND_MAP.getOrDefault(player, Collections.emptyMap()).get(command);
if (commandRegister == null) { if (commandRegister == null) {
return; return false;
} }
commandRegister.getFunction().call(args); commandRegister.getFunction().call(args);
return true;
} }
public static void callHotkey(int mods, int key, Player player, boolean pressed) { public static void callHotkey(int mods, int key, Player player, boolean pressed) {

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@ -36,6 +36,6 @@ public class CommandListener implements Listener {
for (int i = 1; i < split.length; i++) { for (int i = 1; i < split.length; i++) {
values[i - 1] = LuaValue.valueOf(split[i]); values[i - 1] = LuaValue.valueOf(split[i]);
} }
ScriptRunner.callCommand(event.getPlayer(), split[0].substring(1), LuaValue.listOf(values)); event.setCancelled(ScriptRunner.callCommand(event.getPlayer(), split[0].substring(1), LuaValue.listOf(values)));
} }
} }

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@ -27,6 +27,7 @@ import de.steamwar.bausystem.region.utils.RegionExtensionType;
import de.steamwar.bausystem.region.utils.RegionType; import de.steamwar.bausystem.region.utils.RegionType;
import de.steamwar.linkage.Linked; import de.steamwar.linkage.Linked;
import org.bukkit.Bukkit; import org.bukkit.Bukkit;
import org.bukkit.Material;
import org.bukkit.entity.EntityType; import org.bukkit.entity.EntityType;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler; import org.bukkit.event.EventHandler;
@ -107,7 +108,7 @@ public class EventListener implements Listener {
LuaTable table = new LuaTable(); LuaTable table = new LuaTable();
table.set("action", event.getAction().name()); table.set("action", event.getAction().name());
table.set("hand", event.getHand().name()); table.set("hand", event.getHand().name());
table.set("block", event.getItem().getType().name()); table.set("block", event.getItem() == null ? Material.AIR.name() : event.getItem().getType().name());
if(event.getAction() == Action.RIGHT_CLICK_BLOCK || event.getAction() == Action.LEFT_CLICK_BLOCK) { if(event.getAction() == Action.RIGHT_CLICK_BLOCK || event.getAction() == Action.LEFT_CLICK_BLOCK) {
table.set("hasBlock", LuaValue.valueOf(true)); table.set("hasBlock", LuaValue.valueOf(true));
table.set("blockX", event.getClickedBlock().getX()); table.set("blockX", event.getClickedBlock().getX());

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@ -23,8 +23,6 @@ import lombok.AllArgsConstructor;
import lombok.Getter; import lombok.Getter;
import org.luaj.vm2.LuaFunction; import org.luaj.vm2.LuaFunction;
import java.util.List;
@AllArgsConstructor @AllArgsConstructor
@Getter @Getter
public class CommandRegister { public class CommandRegister {

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@ -20,6 +20,7 @@
package de.steamwar.bausystem.features.script.lua; package de.steamwar.bausystem.features.script.lua;
import lombok.AllArgsConstructor; import lombok.AllArgsConstructor;
import lombok.EqualsAndHashCode;
import org.luaj.vm2.LuaFunction; import org.luaj.vm2.LuaFunction;
import org.luaj.vm2.LuaString; import org.luaj.vm2.LuaString;
import org.luaj.vm2.LuaValue; import org.luaj.vm2.LuaValue;
@ -29,6 +30,7 @@ import java.util.function.BiConsumer;
import java.util.function.Consumer; import java.util.function.Consumer;
@AllArgsConstructor @AllArgsConstructor
@EqualsAndHashCode(callSuper = true)
public class SteamWarGlobalLuaPlugin extends TwoArgFunction { public class SteamWarGlobalLuaPlugin extends TwoArgFunction {
private final BiConsumer<EventType, LuaFunction> eventConsumer; private final BiConsumer<EventType, LuaFunction> eventConsumer;
private final BiConsumer<String, LuaFunction> hotkeyConsumer; private final BiConsumer<String, LuaFunction> hotkeyConsumer;
@ -40,7 +42,7 @@ public class SteamWarGlobalLuaPlugin extends TwoArgFunction {
for (EventType value : EventType.values()) { for (EventType value : EventType.values()) {
types.set(value.name(), value.ordinal()); types.set(value.name(), value.ordinal());
} }
env.set("type", types); env.set("events", types);
env.set("event", new On()); env.set("event", new On());

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@ -20,38 +20,25 @@
package de.steamwar.bausystem.features.script.lua; package de.steamwar.bausystem.features.script.lua;
import de.steamwar.bausystem.BauSystem; import de.steamwar.bausystem.BauSystem;
import de.steamwar.bausystem.features.loader.Loader;
import de.steamwar.bausystem.features.script.lua.libs.LuaLib; import de.steamwar.bausystem.features.script.lua.libs.LuaLib;
import de.steamwar.bausystem.features.tpslimit.TPSLimitUtils;
import de.steamwar.bausystem.features.tpslimit.TPSUtils;
import de.steamwar.bausystem.features.tracer.record.ActiveTracer;
import de.steamwar.bausystem.features.tracer.record.AutoTraceRecorder;
import de.steamwar.bausystem.features.tracer.record.Recorder;
import de.steamwar.bausystem.features.tracer.record.TraceRecorder;
import de.steamwar.bausystem.region.flags.Flag;
import de.steamwar.bausystem.region.flags.flagvalues.FireMode;
import de.steamwar.bausystem.region.flags.flagvalues.FreezeMode;
import de.steamwar.bausystem.region.flags.flagvalues.ProtectMode;
import de.steamwar.bausystem.region.flags.flagvalues.TNTMode;
import de.steamwar.core.TPSWatcher;
import de.steamwar.inventory.SWAnvilInv; import de.steamwar.inventory.SWAnvilInv;
import de.steamwar.inventory.SWItem;
import net.md_5.bungee.api.ChatMessageType;
import net.md_5.bungee.api.chat.TextComponent;
import org.bukkit.Bukkit; import org.bukkit.Bukkit;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.luaj.vm2.*; import org.luaj.vm2.LuaFunction;
import org.luaj.vm2.lib.*; import org.luaj.vm2.LuaTable;
import org.luaj.vm2.LuaValue;
import org.luaj.vm2.Varargs;
import org.luaj.vm2.lib.ThreeArgFunction;
import org.luaj.vm2.lib.TwoArgFunction;
import org.luaj.vm2.lib.VarArgFunction;
import java.text.SimpleDateFormat;
import java.util.*; import java.util.*;
import java.util.function.Supplier;
public class SteamWarLuaPlugin extends TwoArgFunction { public class SteamWarLuaPlugin extends TwoArgFunction {
public static final Map<Class<?>, List<LuaLib>> LUA_LIBS = new HashMap<>(); protected static final Map<Class<?>, List<LuaLib>> LUA_LIBS = new HashMap<>();
public static void add(LuaLib luaLib) { public static void add(LuaLib luaLib) {
LUA_LIBS.computeIfAbsent(luaLib.parent(), l -> new ArrayList<>()).add(luaLib); LUA_LIBS.computeIfAbsent(luaLib.parent(), l -> new ArrayList<>()).add(luaLib);
@ -146,7 +133,7 @@ public class SteamWarLuaPlugin extends TwoArgFunction {
} }
private void initialize(LuaValue parent, Class<? extends LuaLib> clazz) { private void initialize(LuaValue parent, Class<? extends LuaLib> clazz) {
LUA_LIBS.get(clazz).forEach(luaLib -> { LUA_LIBS.getOrDefault(clazz, Collections.emptyList()).forEach(luaLib -> {
LuaTable luaTable = luaLib.get(player); LuaTable luaTable = luaLib.get(player);
parent.set(luaLib.name(), luaTable); parent.set(luaLib.name(), luaTable);
initialize(luaTable, luaLib.getClass()); initialize(luaTable, luaLib.getClass());

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@ -56,4 +56,12 @@ public class SteamWarPlatform {
globals.load(new SteamWarGlobalLuaPlugin(eventConsumer, hotkeyConsumer, commandConsumer)); globals.load(new SteamWarGlobalLuaPlugin(eventConsumer, hotkeyConsumer, commandConsumer));
return globals; return globals;
} }
public static Globals createGlobalParser(BiConsumer<SteamWarGlobalLuaPlugin.EventType, LuaFunction> eventConsumer, BiConsumer<String, LuaFunction> hotkeyConsumer, Consumer<CommandRegister> commandConsumer) {
Globals globals = new Globals();
globals.load(new SteamWarGlobalLuaPlugin(eventConsumer, hotkeyConsumer, commandConsumer));
LoadState.install(globals);
LuaC.install(globals);
return globals;
}
} }

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@ -0,0 +1,99 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.sql;
import de.steamwar.sql.internal.Field;
import de.steamwar.sql.internal.SelectStatement;
import de.steamwar.sql.internal.Statement;
import de.steamwar.sql.internal.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import java.util.List;
@AllArgsConstructor
@Getter
public class Script {
private static final Table<Script> table = new Table<>(Script.class);
private static final SelectStatement<Script> select = table.select(Table.PRIMARY);
private static final SelectStatement<Script> selectNameUser = table.select("nameUser");
private static final SelectStatement<Script> list = new SelectStatement<>(table, "SELECT Id, User, Name FROM Script WHERE User = ?");
private static final Statement update = table.updateFields(new String[]{"name"}, Table.PRIMARY);
private static final Statement insert = table.insertFields(true, "User", "Name");
private static final Statement delete = table.delete(Table.PRIMARY);
private static final Statement getScript = new Statement("SELECT Code FROM Script WHERE id = ?");
private static final Statement updateScript = new Statement("UPDATE Script SET Code = ? WHERE id = ?");
public static Script get(int id) {
return select.select(id);
}
public static Script get(SteamwarUser user, String name) {
return selectNameUser.select(user, name);
}
public static Script create(SteamwarUser user, String name, String code) {
int id = insert.insertGetKey(user, name);
Script script = get(id);
script.setScript(code);
return script;
}
public static List<Script> list(SteamwarUser user) {
return list.listSelect(user);
}
@Field(keys = Table.PRIMARY, autoincrement = true)
private final int id;
@Field(keys = "nameUser")
private final int user;
@Field(keys = "nameUser")
private String name;
public void setName(String name) {
this.name = name;
update();
}
public String getScript() {
return getScript.select(rs -> {
if(rs.next()) {
return rs.getString("Code");
}
return null;
}, id);
}
public void setScript(String script) {
updateScript.update(script, id);
}
private void update() {
update.update(name, id);
}
public void delete() {
delete.update(id);
}
}

134
SCRIPT.md
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@ -10,8 +10,11 @@
* [player](#player) * [player](#player)
* [region](#region) * [region](#region)
* [tnt](#tnt) * [tnt](#tnt)
* [trace](#trace)
* [server](#server) * [server](#server)
* [tps](#tps)
* [SteamWar.de-Global-Api](#steamwarde-global-api) * [SteamWar.de-Global-Api](#steamwarde-global-api)
* [Hotkeys](#hotkeys)
* [Event Type](#event-type) * [Event Type](#event-type)
* [BlockEvent](#blockevent) * [BlockEvent](#blockevent)
* [InteractEvent](#interactevent) * [InteractEvent](#interactevent)
@ -20,6 +23,12 @@
* [Hello, World!](#hello-world) * [Hello, World!](#hello-world)
* [Code](#code) * [Code](#code)
* [Ausgabe](#ausgabe) * [Ausgabe](#ausgabe)
* [BauGUI on FF](#baugui-on-ff)
* [Code](#code-1)
* [SL Command](#sl-command)
* [Code](#code-2)
* [Paste Hotkey](#paste-hotkey)
* [Code](#code-3)
<!-- TOC --> <!-- TOC -->
@ -48,7 +57,7 @@ Es gibt folgende Funktionen:
| `print` | print(String...) | @see message(String...) | | `print` | print(String...) | @see message(String...) |
| `input` | input(String, Function\<String>) | Fragt den User nach einer Eingabe mit der Nachricht und called die zugehörige Funktion nach dieser | | `input` | input(String, Function\<String>) | Fragt den User nach einer Eingabe mit der Nachricht und called die zugehörige Funktion nach dieser |
| `timeout` | timeout(Number, Function\<Void>) | Wartet die angegebene Anzahl an Ticks und führt danach die zugehörige Funktion aus | | `timeout` | timeout(Number, Function\<Void>) | Wartet die angegebene Anzahl an Ticks und führt danach die zugehörige Funktion aus |
| `pos` | pos(Number, Number, Number) | Erstellt aus drei Zahlen eine Position-Table | | `pos` | pos(Number, Number, Number) | Erstellt aus drei Zahlen eine Position-Table, sind unter den Namen `x`, `y` und `z` abgespeichert |
| `exec` | exec(String...) | Führt den angegebenen Befehl als Spieler aus | | `exec` | exec(String...) | Führt den angegebenen Befehl als Spieler aus |
### player ### player
@ -76,21 +85,75 @@ Es gibt folgende Funktionen:
Die `region`-Api stellt Funktion zur Verfügung, die die Region des Spielers betreffen. Die `region`-Api stellt Funktion zur Verfügung, die die Region des Spielers betreffen.
Es gibt folgende Funktionen: Es gibt folgende Funktionen:
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Itemtyp

Itemtyp
| Name | Signature | Beschreibung | | Name | Signature | Beschreibung |
|--------|----------------|--------------------------------------------| |-----------|--------------------|------------------------------------------------------------------------------------------------------------|
| `name` | name(): String | Gibt den Namen der Region zurück | | `name` | name(): String | Gibt den Namen der Region zurück |
| `type` | type(): String | Gibt den Namen des Typen der Region zurück | | `type` | type(): String | Gibt den Namen des Typen der Region zurück |
| `fire` | fire(): Boolean | Gibt den Fire-Mode der Region zurück |
| `freeze` | freeze(): Boolean | Gibt den Freeze-Mode der Region zurück |
| `protect` | protect(): Boolean | Gibt den Protect-Mode der Region zurück |
| `loader` | pvp(): String | Gibt den Status des Loaders des Spielers zurück, die werte sind: `OFF`, `SETUP`, `RUNNING`, `PAUSE`, `END` |
Es gibt folgende Variablen: Es gibt folgende Variablen:
| Name | Beschreibung | | Name | Beschreibung |
|--------|--------------| |---------|-----------------|
| `tnt` | [tnt](#tnt) | | `tnt` | [tnt](#tnt) |
| `trace` | [trace](#trace) |
#### tnt #### tnt
Die `tnt`-Api stellt Funktionen zur Verfügung, die den TNT-Modus in der Region des Spielers betreffen.
Es gibt folgende Funktionen:
| Name | Signature | Beschreibung |
|-----------|--------------------|-------------------------------------------------------------------------------------|
| `mode` | mode(): String | Gibt den Aktuellen TNT-Modus zurück, die werte sind: `ALLOW`, `DENY` oder `ONLY_TB` |
| `enabled` | enabled(): Boolean | Gibt zurück, ob der TNT-Modus in der Region des Spielers aktiviert ist oder nicht |
| `onlyTb` | onlyTb(): Boolean | Gibt zurück, ob der TNT-Modus auf Only-Tb ist |
#### trace
Die `trace`-Api stellt Funktionen zur Verfügung, die den Status des Tracers der Region betreffen.
Es gibt folgende Funktionen:
| Name | Signature | Beschreibung |
|----------|-------------------|--------------------------------------------------------------------------------|
| `active` | active(): Boolean | Gibt zurück, ob der Tracer in der Region des Spielers aktiviert ist oder nicht |
| `auto` | auto(): Boolean | Gibt zurück, ob der Tracer in der Region ein Auto-Tracer ist. |
| `status` | status(): String | Gibt den Status des Tracers zurück |
| `time` | time(): String | Gibt die Zeit des Tracers zurück |
## server ## server
Die `server`-Api stellt Funktionen zur Verfügung, die den Server betreffen.
Es gibt folgende Funktionen:
| Name | Signature | Beschreibung |
|--------------|-------------------------|----------------------------------------------------|
| `time` | time(): String | Gibt die aktuelle Zeit im format `HH:mm:ss` zurück |
| `ticks` | ticks(): Number | Gibt die Ticks seit start des Server zurück |
| `getBlockAt` | getBlockAt(Pos): String | Gibt das Material an der Position zurück |
| `setBlockAt` | setBlockAt(Pos, String) | Setzt das Material an der angegebenen Stelle |
Es gibt folgende Variablen:
| Name | Beschreibung |
|-------|--------------|
| `tps` | [tps](#tps) |
#### tps
Die `tps`-Api stellt Funktionen zur Verfügung, die die TPS des Servers betreffen.
Es gibt folgende Funktionen:
| Name | Signature | Beschreibung |
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Warum hier wieder Variablen? Und warum gibt es diese API im Server, wo es noch die TPS-Api gibt?

Warum hier wieder Variablen? Und warum gibt es diese API im Server, wo es noch die TPS-Api gibt?
|--------------|----------------------|-------------------------------------------------------------------|
| `current` | current(): Number | Gibt die aktuelle TPS zurück |
| `oneSecond` | oneSecond(): Number | Gibt die durchschnittliche TPS über die letzte Sekunde zurück |
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Betrifft auch vorige und spätere Vorkommnisse: Nicht Api, sondern API. Und wäre es in dem Kontext nicht eigentlich eher ein "Modul" oder "Package"? (K.a. was der typische Begriff im Lua-Umfeld dafür ist, aber ich bezweifle, dass dieser Api lautet).

Betrifft auch vorige und spätere Vorkommnisse: Nicht Api, sondern API. Und wäre es in dem Kontext nicht eigentlich eher ein "Modul" oder "Package"? (K.a. was der typische Begriff im Lua-Umfeld dafür ist, aber ich bezweifle, dass dieser Api lautet).
| `tenSecond` | tenSecond(): Number | Gibt die durchschnittliche TPS über die letzte 10 Sekunden zurück |
| `oneMinute` | oneMinute(): Number | Gibt die durchschnittliche TPS über die letzte Minute zurück |
| `fiveMinute` | fiveMinute(): Number | Gibt die durchschnittliche TPS über die letzte 5 Minuten zurück |
| `tenMinute` | tenMinute(): Number | Gibt die durchschnittliche TPS über die letzte 10 Minuten zurück |
| `limit` | limit(): Number | Gibt den TPS-Limit zurück |
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Es gibt kein "aktuell". Welchem Wert entsprechen diese TPS?

Es gibt kein "aktuell". Welchem Wert entsprechen diese TPS?
# SteamWar.de-Global-Api # SteamWar.de-Global-Api
Mit `/script` kann man Script-Bücher global abspeichern. Diese haben dann zugrif auf die `global`-Api. Mit `/script` kann man Script-Bücher global abspeichern. Diese haben dann zugrif auf die `global`-Api.
@ -101,13 +164,24 @@ Es gibt folgende Funktionen:
| Name | Signature | Beschreibung | | Name | Signature | Beschreibung |
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Was unterscheidet diese Global-API von der obengenannten global-API? Absolut verwirrend, muss mindestens unbenannt werden.

Was unterscheidet diese Global-API von der obengenannten global-API? Absolut verwirrend, muss mindestens unbenannt werden.
|-----------|---------------------------------|---------------------------------| |-----------|---------------------------------|---------------------------------|
| `event` | event(EventType, Function(Any)) | Registriere einen Event Handler | | `event` | event(EventType, Function(Any)) | Registriere einen Event Handler |
| `command` | cmd(String, Function(Any)) | Registriere einen Command | | `command` | command(String, Function(Any)) | Registriere einen Command |
| `hotkey` | hotkey(String, Function(Any)) | Registriere einen Hotkey |
Es gibt folgende Variablen: Es gibt folgende Variablen:
| Name | Beschreibung | | Name | Beschreibung |
|--------|----------------------------------| |----------|----------------------------------|
| `type` | Siehe: [Event Type](#event-type) | | `events` | Siehe: [Event Type](#event-type) |
## Hotkeys
Hotkeys werden im folgenden Format angegeben: `MODIFIER+KEY`. Es gibt folgende Modifier:
- `ctrl`
- `shift`
- `alt`
- `meta`
Es können auch mehrere Modifier angegeben werden, z.B. `ctrl+shift+alt+c`. Die Reihenfolge der Modifier und des Keys ist egal.
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Jetzt großgeschrieben oder kleingeschrieben? Unklar.

Jetzt großgeschrieben oder kleingeschrieben? Unklar.
## Event Type ## Event Type
Es gibt folgende Event-Typen: Es gibt folgende Event-Typen:
@ -181,3 +255,39 @@ print("Hello, World!")
``` ```
Hello, World! Hello, World!
``` ```
## BauGUI on FF
Das default Script für das Öffnen des BauGUIs
#### Code
```lua
function handler(event)
exec("gui")
end
event(events.FF, handler)
```
## SL Command
Ein einfacher Command Redefiner.
#### Code
```lua
function handler(event)
exec("stoplag")
end
command("sl", handler)
```
## Paste Hotkey
Ein Hotkey zum pasten des Clipboard-Inhalts.
#### Code
```lua
function handler(event)
exec("/paste -o")
end
hotkey("ctrl+v", handler)
```