1.4.6 Added new arrows and signs modules
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3 changed files with 207 additions and 9 deletions
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importPackage(org.bukkit.entity);
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bukkit.on("entity.ProjectileHitEvent", function(listener, event){
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var projectile = event.entity;
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var world = projectile.world;
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if (projectile instanceof Arrow && projectile.shooter instanceof Player){
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projectile.remove();
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world.createExplosion(projectile.location,2.5);
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}
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});
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89
js-plugins/arrows.js
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89
js-plugins/arrows.js
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/*************************************************************************
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*
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* The arrows mod adds fancy arrows to the game.
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*
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* Usage:
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* /js arrows.sign() turns a targeted sign into a Arrows menu
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* /js arrows.normal() sets arrow type to normal.
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* /js arrows.explosive() - makes arrows explode.
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* /js arrows.teleport() - makes player teleport to where arrow has landed.
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* /js arrows.flourish() - makes a tree grow where the arrow lands.
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* /js arrows.lightning() - lightning strikes where the arrow lands.
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*
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* All of the above functions can take an optional player object or name as
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* a parameter. E.g.
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*
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* /js arrows.explosive('player23') makes player23's arrows explosive.
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*
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************************************************************************/
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load(__folder + "signs/select.js");
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load(__folder + "bukkit/events.js");
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var arrows = arrows || {};
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// ------------------------------------------------------------------------
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// Private implementation
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// ------------------------------------------------------------------------
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(function(){
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//
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// setup functions for the arrow types
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//
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var _types = {normal: 0, explosive: 1, teleport: 2, flourish: 3, lightning: 4};
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for (var i in _types){
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arrows[[i]] = (function(n){
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return function(player){
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if (typeof player == "undefined")
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player = __self;
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var playerName = null;
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if (typeof player == "string")
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playerName = player;
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else
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playerName = player.name;
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_players[playerName] = n;
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};
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})(_types[i]);
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}
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if (typeof arrows.sign != "undefined")
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return;
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var _players = {};
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var _arrowSign =
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signs.select("Arrow",
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["Normal","Explosive","Teleport","Flourish","Lightning"],
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function(player,sign,selectedText,selectedIndex){
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_players[player.name] = selectedIndex;
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});
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//
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// event handler called when a projectile hits something
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//
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var _onArrowHit = function(listener,event)
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{
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var projectile = event.entity;
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var world = projectile.world;
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var shooter = projectile.shooter;
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if (projectile instanceof Arrow && shooter instanceof Player){
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var arrowType = _players[shooter.name];
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switch (arrowType){
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case 1:
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projectile.remove();
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world.createExplosion(projectile.location,2.5);
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break;
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case 2:
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projectile.remove();
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shooter.teleport(projectile.location,
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org.bukkit.event.player.PlayerTeleportEvent.TeleportCause.ENDER_PEARL);
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break;
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case 3:
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projectile.remove();
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world.generateTree(projectile.location, org.bukkit.TreeType.BIG_TREE);
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break;
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case 4:
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projectile.remove();
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world.strikeLightning(projectile.location);
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break;
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}
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}
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};
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arrows.sign = _arrowSign;
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bukkit.on("entity.ProjectileHitEvent",_onArrowHit);
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}());
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118
js-plugins/signs/select.js
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118
js-plugins/signs/select.js
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load(__folder + "../bukkit/events.js");
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//
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// signs module declaration
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//
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var signs = signs || {};
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/**
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* signs.select returns a function which when passed an org.bukkit.block.Sign object, will
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* turn that sign into an interactive menu with a list of options which can be changed by
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* right-clicking the sign.
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* Usage:
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*
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* var dinnerMenu = signs.select("Dinner",["Lamb","Pork","Chicken","Duck","Beef"],
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* function(player,sign,selectedText,selectedIndex){
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* player.sendMessage("You chose " + selectedText);
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* });
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* ... get an org.bukkit.block.Sign object...
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* var aSign = aBlock.state;
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* ... turn the sign into an interactive menu.
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* var dinnerMenuSign = dinnerMenu(aSign);
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*
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*/
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signs.select = function(/* String */ label, /* Array */ options, /* Function */ callback, /* Number */ selectedIndex){};
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(function(){
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if (typeof signs._refresh != "undefined")
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return;
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var _refresh = function(p_sign,p_selectedIndex,p_displayOptions)
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{
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var optLen = p_displayOptions.length;
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// the offset is where the menu window begins
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var offset = Math.max(0, Math.min(optLen-3, Math.floor(p_selectedIndex/3) * 3));
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for (var i = 0;i < 3; i++){
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var text = "";
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if (offset+i < optLen)
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text = p_displayOptions[offset+i];
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if (offset+i == p_selectedIndex)
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text = ("" + text).replace(/^ /,">");
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p_sign.setLine(i+1,text);
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}
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p_sign.update(true);
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};
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var _select = function(
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/* String */ label,
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/* Array */ options,
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/* Function */ callback,
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/* Number */ selectedIndex)
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{
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importPackage(org.bukkit.block);
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if (typeof selectedIndex == "undefined")
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selectedIndex = 0;
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//
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// variables common to all instances of this menu can go here
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//
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var labelPadding = "---------------";
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var optionPadding = " ";
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var paddedLabel = (labelPadding+label+labelPadding).substr(((label.length+30)/2)-7,15);
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var optLen = options.length;
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var displayOptions = [];
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for (var i =0;i < options.length;i++){
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displayOptions[i] = (" " + options[i] + optionPadding).substring(0,15);
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}
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return function(/* Sign */ sign){
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if (typeof sign == "undefined"){
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var mouseLoc = getMousePos();
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if (mouseLoc){
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sign = mouseLoc.block.state;
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}else{
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throw new Exception("You must provide a sign!");
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}
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}
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//
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// per-sign variables go here
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//
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var cSelectedIndex = selectedIndex;
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sign.setLine(0,paddedLabel);
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var _updateSign = function(p_player,p_sign) {
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cSelectedIndex = (cSelectedIndex+1) % optLen;
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_refresh(p_sign,cSelectedIndex,displayOptions);
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callback(p_player,p_sign,options[cSelectedIndex],cSelectedIndex);
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};
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// initialize the sign
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_refresh(sign,cSelectedIndex,displayOptions);
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//
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// update it every time player interacts with it.
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//
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bukkit.on("player.PlayerInteractEvent",function(listener, event) {
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if (event.clickedBlock.state.equals(sign))
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_updateSign(event.player,sign);
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});
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};
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};
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signs.select = _select;
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}());
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//
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// Usage:
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// In game, create a sign , target it and type /js signs.testSelect()
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//
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signs.testSelect = signs.select("Dinner",
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["Lamb","Pork","Chicken","Duck","Beef"],
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function(player,sign,selectedText,selectedIndex){
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player.sendMessage("You chose " + selectedText);
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});
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//
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// This is an example sign that displays a menu of times of day
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// interacting with the sign will change the time of day accordingly.
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//
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// In game, create a sign , target it and type /js signs.timeOfDay()
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//
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signs.timeOfDay = signs.select("Time",
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["Dawn","Midday","Dusk","Midnight"],
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function(player,sign,selectedText,selectedIndex){
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player.location.world.setTime(selectedIndex*6000);
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});
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