/lavaobjective and /zombieobjective

/lavaobjective and /zombieobjective

Postby lucasds12 » 24 Aug 2013, 01:24

Hello, I have TWO new commands that would be magnificent to put in use.

/lavaobjective is the first one, this command will basically show the objective to win a lava survival round completely, however it doesn't have the lava rage modes and the amount of layers you need, please make sure of that.
Code: Select all
/*
   Auto-generated command skeleton class.

   Use this as a basis for custom commands implemented via the MCDzienny scripting framework.
   File and class should be named a specific way.  For example, /update is named 'CmdUpdate.cs' for the file, and 'CmdUpdate' for the class.
*/

// Add any other using statements you need up here, of course.
// As a note, MCDzienny is designed for .NET 3.5.
using System;

namespace MCDzienny
{
   public class CmdLavaobjective : Command
   {
      // The command's name, in all lowercase.  What you'll be putting behind the slash when using it.
      public override string name { get { return "lavaobjective"; } }

      // Command's shortcut (please take care not to use an existing one, or you may have issues.
      public override string shortcut { get { return ""; } }

      // Determines which submenu the command displays in under /help.
      public override string type { get { return "mod"; } }

      // Determines whether or not this command can be used in a museum.  Block/map altering commands should be made false to avoid errors.
      public override bool museumUsable { get { return false; } }

      // Determines the command's default rank.  Valid values are:
      // LevelPermission.Nobody, LevelPermission.Banned, LevelPermission.Guest
      // LevelPermission.Builder, LevelPermission.AdvBuilder, LevelPermission.Operator, LevelPermission.Admin
      public override LevelPermission defaultRank { get { return LevelPermission.Banned; } }

      // This is where the magic happens, naturally.
      // p is the player object for the player executing the command.  message is everything after the command invocation itself.
      public override void Use(Player p, string message)
      {
         Player.SendMessage(p, "Make a house before the lava comes in and invades the land!");
      }

      // This one controls what happens when you use /help [commandname].
      public override void Help(Player p)
      {
         Player.SendMessage(p, "/lavaobjective - The objective for lava survival!");
      }
   }
}

/zombieobjective is mostly the same thing, the opposite is that it's zombie, not lava, basically this command will deliver you a way to win a infection in zombie survival!
Code: Select all
/*
   Auto-generated command skeleton class.

   Use this as a basis for custom commands implemented via the MCDzienny scripting framework.
   File and class should be named a specific way.  For example, /update is named 'CmdUpdate.cs' for the file, and 'CmdUpdate' for the class.
*/

// Add any other using statements you need up here, of course.
// As a note, MCDzienny is designed for .NET 3.5.
using System;

namespace MCDzienny
{
   public class CmdZombieobjective : Command
   {
      // The command's name, in all lowercase.  What you'll be putting behind the slash when using it.
      public override string name { get { return "zombieobjective"; } }

      // Command's shortcut (please take care not to use an existing one, or you may have issues.
      public override string shortcut { get { return "zo"; } }

      // Determines which submenu the command displays in under /help.
      public override string type { get { return "mod"; } }

      // Determines whether or not this command can be used in a museum.  Block/map altering commands should be made false to avoid errors.
      public override bool museumUsable { get { return false; } }

      // Determines the command's default rank.  Valid values are:
      // LevelPermission.Nobody, LevelPermission.Banned, LevelPermission.Guest
      // LevelPermission.Builder, LevelPermission.AdvBuilder, LevelPermission.Operator, LevelPermission.Admin
      public override LevelPermission defaultRank { get { return LevelPermission.Banned; } }

      // This is where the magic happens, naturally.
      // p is the player object for the player executing the command.  message is everything after the command invocation itself.
      public override void Use(Player p, string message)
      {
         Player.SendMessage(p, "If your a human, you must survive and avoid all zombies before you turn into one, if your a zombie, you get the humans");
      }

      // This one controls what happens when you use /help [commandname].
      public override void Help(Player p)
      {
         Player.SendMessage(p, "/zombieobjective - The objective of zombie survival!");
      }
   }
}

Enjoy!
-Lucas
There is only one thing I do in life, that's contributing here.
lucasds12
 
Posts: 334
Joined: 17 Apr 2013, 16:17
Location: In the deep caves.

Return to Custom Commands

Who is online

Users browsing this forum: No registered users and 1 guest

cron