166 lines
6.5 KiB
Markdown
166 lines
6.5 KiB
Markdown
# Scoreboard
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### `scoreboard()`, `scoreboard(objective)`, `scoreboard(objective, key)`, `scoreboard(objective, key, value)`
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Displays or modifies individual scoreboard values. With no arguments, returns the list of current objectives.
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With specified `objective`, lists all keys (players) associated with current objective, or `null` if objective does not exist.
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With specified `objective` and
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`key`, returns current value of the objective for a given player (key). With additional `value` sets a new scoreboard
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value, returning previous value associated with the `key`.
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### `scoreboard_add(objective, criterion?)`
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Adds a new objective to scoreboard. If `criterion` is not specified, assumes `'dummy'`. Returns `false` if objective
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already existed, `true` otherwise.
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<pre>
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scoreboard_add('counter')
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scoreboard_add('lvl','level')
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</pre>
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### `scoreboard_remove(objective)` `scoreboard_remove(objective, key)`
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Removes an entire objective, or an entry in the scoreboard associated with the key.
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Returns `true` if objective has existed and has been removed, or previous
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value of the scoreboard if players score is removed. Returns `null` if objective didn't exist, or a key was missing
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for the objective.
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### `scoreboard_display(place, objective)`
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Sets display location for a specified `objective`. If `objective` is `null`, then display is cleared. If objective is invalid,
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returns `null`.
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# Team
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### `team_list()`, `team_list(team)`
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Returns all available teams as a list with no arguments.
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When a `team` is specified, it returns all the players inside that team. If the `team` is invalid, returns `null`.
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### `team_add(team)`, `team_add(team,player)`
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With one argument, creates a new `team` and returns its name if successful, or `null` if team already exists.
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`team_add('admin')` -> Create a team with the name 'admin'
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`team_add('admin','Steve')` -> Joing the player 'Steve' into the team 'admin'
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If a `player` is specified, the player will join the given `team`. Returns `true` if player joined the team, or `false` if nothing changed since the player was already in this team. If the team is invalid, returns `null`
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### `team_remove(team)`
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Removes a `team`. Returns `true` if the team was deleted, or `null` if the team is invalid.
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### `team_leave(player)`
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Removes the `player` from the team he is in. Returns `true` if the player left a team, otherwise `false`.
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`team_leave('Steve')` -> Removes Steve from the team he is currently in
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`for(team_list('admin'), team_leave('admin', _))` -> Remove all players from team 'admin'
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### `team_property(team,property,value?)`
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Reads the `property` of the `team` if no `value` is specified. If a `value` is added as a third argument, it sets the `property` to that `value`.
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* `collisionRule`
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* Type: String
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* Options: always, never, pushOtherTeams, pushOwnTeam
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* `color`
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* Type: String
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* Options: See [team command](https://minecraft.gamepedia.com/Commands/team#Arguments) (same strings as `'teamcolor'` [command argument](https://github.com/gnembon/fabric-carpet/blob/master/docs/scarpet/Full.md#command-argument-types) options)
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* `displayName`
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* Type: String or FormattedText, when querying returns FormattedText
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* `prefix`
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* Type: String or FormattedText, when querying returns FormattedText
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* `suffix`
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* Type: String or FormattedText, when querying returns FormattedText
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* `friendlyFire`
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* Type: boolean
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* `seeFriendlyInvisibles`
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* Type: boolean
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* `nametagVisibility`
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* Type: String
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* Options: always, never, hideForOtherTeams, hideForOwnTeam
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* `deathMessageVisibility`
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* Type: String
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* Options: always, never, hideForOtherTeams, hideForOwnTeam
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Examples:
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```
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team_property('admin','color','dark_red') Make the team color for team 'admin' dark red
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team_property('admin','prefix',format('r Admin | ')) Set prefix of all players in 'admin'
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team_property('admin','display_name','Administrators') Set display name for team 'admin'
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team_property('admin','seeFriendlyInvisibles',true) Make all players in 'admin' see other admins even when invisible
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team_property('admin','deathMessageVisibility','hideForOtherTeams') Make all players in 'admin' see other admins even when invisible
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```
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## `bossbar()`, `bossbar(id)`, `bossbar(id,property,value?)`
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Manage bossbars just like with the `/bossbar` command.
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Without any arguments, returns a list of all bossbars.
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When an id is specified, creates a bossbar with that `id` and returns the id of the created bossbar.
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Bossbar ids need a namespace and a name. If no namespace is specified, it will automatically use `minecraft:`.
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In that case you should keep track of the bossbar with the id that `bossbar(id)` returns, because a namespace may be added automatically.
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If the id was invalid (for example by having more than one colon), returns `null`.
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If the bossbar already exists, returns `false`.
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`bossbar('timer') => 'minecraft:timer'` (Adds the namespace `minecraft:` because none is specified)
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`bossbar('scarpet:test') => 'scarpet:test'` In this case there is already a namespace specified
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`bossbar('foo:bar:baz') => null` Invalid identifier
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`bossbar(id,property)` is used to query the `property` of a bossbar.
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`bossbar(id,property,value)` can modify the `property` of the bossbar to a specified `value`.
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Available properties are:
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* color: can be `'pink'`, `'blue'`, `'red'`, `'green'`, `'yellow'`, `'purple'` or `'white'`
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* style: can be `'progress'`, `'notched_6'`, `'notched_10'`, `'notched_12'` or `'notched_20'`
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* value: value of the bossbar progress
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* max: maximum value of the bossbar progress, by default 100
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* name: Text to display above the bossbar, supports formatted text
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* visible: whether the bossbar is visible or not
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* players: List of players that can see the bossbar
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* add_player: add a player to the players that can see this bossbar, this can only be used for modifying (`value` must be present)
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* remove: remove this bossbar, no `value` required
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```
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bossbar('script:test','style','notched_12')
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bossbar('script:test','value',74)
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bossbar('script:test','name',format('rb Test')) -> Change text
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bossbar('script:test','visible',false) -> removes visibility, but keeps players
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bossbar('script:test','players',player('all')) -> Visible for all players
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bossbar('script:test','players',player('Steve')) -> Visible for Steve only
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bossbar('script:test','players',null) -> Invalid player, removing all players
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bossbar('script:test','add_player',player('Alex')) -> Add Alex to the list of players that can see the bossbar
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bossbar('script:test','remove') -> remove bossbar 'script:test'
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for(bossbar(),bossbar(_,'remove')) -> remove all bossbars
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```
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