They cannot chat, or use the commands for talking, until unmute <who>. for 10 minutes gives it an end and because "<reason>" a reason they are told. Works for somebody who is offline, and lasts through restarts
expressionlast location of <who>since 1.7.52example
Where they were before they were last taken somewhere: a teleport of more than a few blocks, or to another world. Unset if there was none
command /back:
trigger:
set {_place} to last location of player
if {_place} is not set:
send "&cThere is nowhere to go back to."
stop
teleport player to {_place}
expressionrandom safe location within <n> blocks of <location>since 1.7.52example
A place around there to put a player: ground to stand on, room for the body, nothing that burns or drowns. Unset if none was found
command /rtp:
cooldown: 1 minute
trigger:
set {_place} to random safe location within 2000 blocks of spawn of world "world"
if {_place} is not set:
send "&cNo safe place was found. Try again."
stop
teleport player to {_place} after 3 seconds unless they move
More that HyperScript remembers about every player by itself.
Syntax
Meaning
mute <who>
They cannot chat, or use the commands for talking, until unmute <who>. for 10 minutes gives it an end and because "<reason>" a reason they are told. Works for somebody who is offline, and lasts through restarts
unmute <who>
They can talk again
<who> is muted
Whether they are; mute time left of <who> and mute reason of <who> say the rest
make <who> invulnerable
Nothing hurts them. for 5 seconds, until <condition> or while <condition> to say how long
make <who> vulnerable
They can be hurt again; also written unmake <who> invulnerable
<who> is invulnerable
Whether a script made them so
kill streak of <who>
How many players they have killed in a row since they last died; reset kill streak of <who> sets it back
last location of <who>
Where they were before they were last taken somewhere: a teleport of more than a few blocks, or to another world. Unset if there was none
death location of <who>
Where they last died
start stopwatch <name>
Start counting for the player, under a name; for <who> for somebody else
stop stopwatch <name>
Stop it. It goes on saying how long it ran
stopwatch <name> of <who>
How long it has run, or ran until it was stopped, as a duration; unset if it was never started
stopwatch <name> of <who> is running
Whether it is counting now
reset stopwatch <name>
As if it had never been started
keep inventory
In on player death:: whoever died keeps what they carried, and nothing is dropped
keep experience
In on player death:: they keep their levels
random safe location within <n> blocks of <location>
A place around there to put a player: ground to stand on, room for the body, nothing that burns or drowns. Unset if none was found
command /rtp:
cooldown: 1 minute
trigger:
set {_place} to random safe location within 2000 blocks of spawn of world "world"
if {_place} is not set:
send "&cNo safe place was found. Try again."
stop
teleport player to {_place} after 3 seconds unless they move
command /back:
trigger:
set {_place} to last location of player
if {_place} is not set:
send "&cThere is nowhere to go back to."
stop
teleport player to {_place}
on player respawn:
make player invulnerable for 5 seconds
on player death:
if player has permission "vip.keep":
keep inventory
keep experience
on kill streak:
if event.streak is 5:
broadcast "&6%player.name% is on a killing spree!"
Muting. A muted player who tries to talk is told so, with the reason and how long is left; the words are messages.muted in config.yml. The commands that count as talking are mute-commands there: /msg, /tell, /w, /me, /r and a few more.
Invulnerable is HyperScript's own and lasts while the server runs: it is not the "Invulnerable" a player's file can carry, so nobody stays unhurtable after a crash. Falling out of the world still kills. It ends when the player leaves or dies.
Kill streaks count players killed by players. on kill streak: runs at every kill, with %event.streak% and %event.opponent%; ask for the number you want with if.
Stopwatches are kept with the player's saved variables, so one that is running goes on through a restart, and through the player being away.
A safe place is looked for in up to thirty spots, and each one loads its chunk, which the server waits for. Put a cooldown: on a command that uses it. In the Nether it looks under the roof.
These are kept under names that start with hs. among the player's saved variables ({%player%.hs.kill_streak}, {%player%.hs.last_location} and so on). Read them if you like; change them with the lines above.