Parkour

This page was last updated for version v1.2.0

Description

Creating a simple mini-game with TrParticles can be done with parkour script. This spawns Circle Particle and remembers the coordinates of spawned particles. When the player glides within those coordinates:

  • particle colors can be changed,

  • a sound can be played for the player,

  • well, any amount of any script type can be used when the player is succeeded.

This applies when a new parkour circle spawned or when the player failed too. (See below for events)

Parkour has a duration value, this duration value can change dynamically. Players must succeed in the parkour in duration seconds. A new parkour circle spawns in interval ticks. This interval can be changed dynamically too.

circle-info

Dynamic change means, for instance, speeding up the parkour interval by random values becomes possible. If these variables aren't dynamic, you can only create a new parkour circle at regular intervals, like every 120 ticks. This helps make the parkour a little more interesting.

Arguments

Arg

interval

Description

parkour interval

Format

interval=<INTEGER>

Example(s)

interval=120, interval={interval}

Default Value

*

Required
Aliases

*

Arg

duration

Description

parkour duration

Format

duration=<INTEGER>

Example(s)

duration=5, duration={duration}

Default Value

*

Required
Aliases

*

Arg

style

Description

circle particle preset (see below)

Format

style=<PRESET>

Example(s)

style=parkour-easy

Default Value

*

Required
Aliases

*

Arg

standby

Description

stanby color scheme (see Color Format)

Format

standby=<COLOR>

Example(s)

standby=#FFFFFF

Default Value

*

Required
Aliases

*

Arg

success

Description

success color scheme (see Color Format)

Format

success=<COLOR>

Example(s)

success=#09b849

Default Value

*

Required
Aliases

*

Arg

fail

Description

fail color scheme (see Color Format)

Format

fail=<COLOR>

Example(s)

fail=#b80909

Default Value

*

Required
Aliases

*

Arg

when-succeeded

Description

will be executed when succeeded

Format

when-succeeded=<PRESET>

Example(s)

when-succeeded=parkour-success

Default Value

*

Required
Aliases

*

Arg

when-fail

Description

will be executed when failed

Format

when-failed=<PRESET>

Example(s)

when-failed=parkour-fail

Default Value

*

Required
Aliases

*

Arg

when-spawned

Description

will be executed when a new parkour circle spawned

Format

when-spawned=<PRESET>

Example(s)

when-spawned=parkour-spawned

Default Value

*

Required
Aliases

*

Arg

when-started

Description

will be executed when a new parkour started

Format

when-started=<PRESET>

Example(s)

when-started=parkour-started

Default Value

*

Required
Aliases

*

Arg

configure

Description

will be executed before a new parkour circle spawned

Format

configure=<PRESET>

Example(s)

configure=parkour

Default Value

*

Required
Aliases

*

Note

The difference between when-spawned and when-started is, when-started will only be invoked when new parkour game started. But, when-spawned will always be invoked when the particles spawned.

Example

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