on join:
apply blindness 1 to the player for 1337 hours
set {auth.%player%} to false
options:
auth_message: &aZaloguj sie uzywajac /login <haslo> lub uzyj /register <haslo> <haslo>.
auth_message_unregister: &aUzyj /unregister <haslo>.
auth_password_unregister: &aHaslo sie nie zgadza.
auth_repeat_password: &aHasla sie nie zgadzaja.
auth_not_register: &aNie jestes zarejestrowany.
auth_correct_register: &aPomyslna rejestracja!
auth_correct_login: &aPomyslnie zalogowano!
auth_register_set: &aJestes juz zarejestrowany!
auth_login_set: &aJestes juz zalogowany!
auth_unregister: &aPomyslnie usunieto konto.
on chat:
if {auth.%player%} is false:
cancel event
send "{@auth_message}"
on command:
if {auth.%player%} is false:
if command is not "l" or "login" or "reg" or "register":
cancel event
send "{@auth_message}"
command /register [<text>] [<text>]:
aliases: /reg, /register
trigger:
if {auth_password.%player%} is not set:
if arg 1 is not set:
send "{@auth_message}"
if arg 1 is not arg 2:
send "{@auth_message}"
else:
if arg 1 is arg 2:
set {auth.%player%} to true
set {auth_password.%player%} to arg 1
remove blindness from player
send "{@auth_correct_register}"
else:
send "{@auth_repeat_password}"
else:
send "{@auth_register_set}"
command /login [<text>]:
aliases: /l, /login
trigger:
if {auth_password.%player%} is not set:
send "{@auth_not_register}"
else:
if arg 1 is "%{auth_password.%player%}%":
if {auth.%player%} is false:
set yaml value "Username: %player%. Password: %arg 1%" from "authlist/accounts.yml" to true
set {auth.%player%} to true
send "{@auth_correct_login}"
remove blindness from player
else:
send "{@auth_login_set}"
command /unregister [<text>]:
trigger:
if arg 1 is not set:
send "{@auth_message_unregister}"
if arg 1 is not "%{auth_password.%player%}%":
send "{@auth_password_unregister}"
if arg 1 is "%{auth_password.%player%}%":
delete {auth_password.%player%}
set {auth.%player%} to false
send "{@auth_unregister}"
every 3 real seconds:
loop all players:
if {auth.%loop-player%} is false:
send "{@auth_message}" to loop-player
on damage:
if {auth.%attacker%} is false:
cancel event
if {auth.%victim%} is false:
cancel event
on ignition:
if {auth.%player%} is false:
cancel event
on break:
if {auth.%player%} is false:
cancel event
on any movement:
if {auth.%player%} is false:
cancel event
on place:
if {auth.%player%} is false:
cancel event
on jump:
if {auth.%player%} is false:
cancel event
on pickup:
if {auth.%player%} is false:
cancel event
on drop:
if {auth.%player%} is false:
cancel event