Unlimited Adventures | Survival Setup

Unlimited Adventures | Survival Setup v2.11.4
Explore the wild. Die in a dungeon. Rage at a boss. Repeat. Now on Java & Bedrock.

krishika991

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[21:50:38 INFO]: [Skript] Line 525: (wilderness_dungeons.sk)
[21:50:38 INFO]: particle cannot be saved, i.e. the contents of the variable {-dungeons::spider_cave::particles::%{_room}%::%{_name}%::type} will be lost when the server stops.
[21:50:38 INFO]: Line: set {-dungeons::spider_cave::particles::%{_room}%::%{_name}%::type} to {-dungeons::spider_cave::particles::%{_room}%::%{_name}%::type} parsed as particle
[21:50:38 INFO]:


this causes huge lag any solution?
 
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if anyone knows the solution for dungeon teleportation please paste it here
 
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if anyone knows the solution for dungeon teleportation please paste it here
go to CommandPanelsfolderpanels,dungeons.ymlJust removeconsole= dungeons playerteleport %cp-player-name% 1and replace teleport like this - console= dungeons teleport %cp-player-name% 1Do it for the entire fileand replace it
 
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go to CommandPanelsfolderpanels,dungeons.ymlJust removeconsole= dungeons playerteleport %cp-player-name% 1and replace teleport like this - console= dungeons teleport %cp-player-name% 1Do it for the entire fileand replace it
may i ask where the download link for the resource pack is?
 
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whilo Hey friend, when I try to claim the rewards from the Adventure Pass, they don't appear in my inventory. Can you check?
 
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Could someone here please help me fix the bypass? I would really appreciate it.
 
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I solved the problem myself by modifying some variables in adventure_pass.sk. If anyone else is experiencing the same issue, you can paste the code I modified into adventure_pass.sk.


Code:
on join:
    if difference between {battle_pass::season_date::%uuid of player%} and now > difference between {battle_pass::season_date} and now:
        BattlePassResetPlayer(player)
    if {battle_pass::season_date::%uuid of player%} is not set:
        BattlePassResetPlayer(player)
    if {battle_pass::version::%uuid of player%} is not set:
        set {battle_pass::version::%uuid of player%} to 1
    set {_page} to 1
    set {_page} to (round({battle_pass::level::%uuid of player%}/7))
    if {_page} is 0:
        set {_page} to 1
    execute console command "/cpdata set %player% page %{_page}%"


function BattlePassResetPlayer(player: player):
    set {battle_pass::level::%uuid of {_player}%} to 0
    set {battle_pass::season_date::%uuid of {_player}%} to now
    set {battle_pass::premium::%uuid of {_player}%} to false
    clear {battle_pass::available_rewards::%uuid of {_player}%::*}
    execute console command "/cpdata clear %{_player}%"
    wait 2 ticks
    execute console command "/cpdata set %{_player}% page 1"
    ReputationResetPlayer({_player})


on load:
    wait 3 seconds
    BattlePassReload()


function BattlePassReload():
    load yaml "unlimited_adventures/AdventurePass/config.yml" as "config"
    
    clear {battle_pass::config::*}
    if yaml value "leveling.first_level_xp_requirement" from "config" is set:
        set {battle_pass::config::first_level_xp_requirement} to yaml value "leveling.first_level_xp_requirement" from "config"
    if yaml value "leveling.next_level_required_xp_multiplier" from "config" is set:
        set {battle_pass::config::next_level_required_xp_multiplier} to yaml value "leveling.next_level_required_xp_multiplier" from "config"
    loop yaml node keys "xp_rewards" from "config":
        set {_source} to loop-value
        if yaml value "xp_rewards.%{_source}%" from "config" is set:
            set {battle_pass::config::xp_rewards::%{_source}%} to yaml value "xp_rewards.%{_source}%" from "config"

    save yaml "config"

    load yaml "unlimited_adventures/AdventurePass/rewards.yml" as "rewards"

    clear {battle_pass::rewards::*}
    loop 70 times:
        set {_level_nr} to loop-number
        loop 5 times:
            set {_reward_nr} to loop-number-2
            if yaml value "%{_level_nr}%.%{_reward_nr}%" from "rewards" is set:
                set {_var} to yaml value "%{_level_nr}%.%{_reward_nr}%" from "rewards"
                if {_var} contains "gold ":
                    if {_var} doesn't contain "golden" or "ingot" or "raw" or "ore" or "block" or "sword" or "axe" or "pickaxe" or "shovel" or "hoe" or "nugget":
                        set {battle_pass::rewards::%{_level_nr}%::%{_reward_nr}%} to {_var}
                if {_var} contains "gems ":
                    set {battle_pass::rewards::%{_level_nr}%::%{_reward_nr}%} to {_var}
                if {_var} contains "command ":
                    set {battle_pass::rewards::%{_level_nr}%::%{_reward_nr}%} to {_var}
                if {battle_pass::rewards::%{_level_nr}%::%{_reward_nr}%} is not set:
                    set {battle_pass::rewards::%{_level_nr}%::%{_reward_nr}%} to {_var} parsed as item
        if mod(loop-number, 10) is 0:
            wait 1 tick

    save yaml "rewards"

    load yaml "unlimited_adventures/AdventurePass/menu.yml" as "menu"

    clear {battle_pass::menu::*}
    loop 70 times:
        set {_level_nr} to loop-number
        if yaml value "%{_level_nr}%.level" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::level} to yaml value "%{_level_nr}%.level" from "menu"
        if yaml value "%{_level_nr}%.lore" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::lore} to yaml value "%{_level_nr}%.lore" from "menu"
        if yaml value "%{_level_nr}%.material" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::material} to yaml value "%{_level_nr}%.material" from "menu"
        if yaml value "%{_level_nr}%.amount" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::amount} to yaml value "%{_level_nr}%.amount" from "menu"
        if yaml value "%{_level_nr}%.customdata" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::customdata} to yaml value "%{_level_nr}%.customdata" from "menu"
        if yaml value "%{_level_nr}%.potion" from "menu" is set:
            set {battle_pass::menu::%{_level_nr}%::potion} to yaml value "%{_level_nr}%.potion" from "menu"
        if mod(loop-number, 10) is 0:
            wait 1 tick

    save yaml "menu"

    load yaml "unlimited_adventures/AdventurePass/messages.yml" as "messages"

    clear {battle_pass::messages::*}
    loop yaml nodes from "messages":
        if yaml node loop-value from "messages" has list:
            set {battle_pass::messages::%loop-value%::*} to yaml list loop-value from "messages"
        else:
            set {battle_pass::messages::%loop-value%} to yaml value loop-value from "messages"

    save yaml "messages"


function BattlePassGiveExperience(player: player, amount: integer):
    if difference between {booster::adventure_pass::date} and now < 6 hours:
        add {_amount} to {battle_pass::xp::%uuid of {_player}%}
        add {_amount} to {battle_pass::xp::%uuid of {_player}%}
    else:
        add {_amount} to {battle_pass::xp::%uuid of {_player}%}
    
    if {battle_pass::level::%uuid of {_player}%} < 70:
        if {battle_pass::xp::%uuid of {_player}%} >= {battle_pass::xp_need::%uuid of {_player}%}:
            BattlePassLevelUp({_player})


function BattlePassLevelUp(player: player):
    if {battle_pass::level::%uuid of {_player}%} >= 70:
        stop
    
    add 1 to {battle_pass::level::%uuid of {_player}%}
    if {battle_pass::level::%uuid of {_player}%} > 70:
        set {battle_pass::level::%uuid of {_player}%} to 70
    set {_level} to {battle_pass::level::%uuid of {_player}%}
    
    add "_%{_level}%_" to {battle_pass::available_rewards::%uuid of {_player}%::*}


function BattlePassRewardClaim(player: player, level: integer):
    send "&a[DEBUG] BattlePassRewardClaim calisti! player: %{_player}%, level: %{_level}%" to console

    loop 10 times:
        set {_reward_nr} to loop-number
        set {_reward} to {battle_pass::rewards::%{_level}%::%{_reward_nr}%}
        send "&e[DEBUG] Level %{_level}% reward %{_reward_nr}%: %{_reward}%" to console

        if {_reward} contains "gold":
            if {_reward} doesn't contain "golden" or "ingot" or "raw" or "ore" or "block" or "sword" or "axe" or "pickaxe" or "shovel" or "hoe" or "nugget":
                replace all "gold " with "" in {_reward}
                set {_amount} to {_reward} parsed as integer
                add {_amount} to balance of {_player}
                send "&a[DEBUG] %{_amount}% gold eklendi %{_player}% icin." to console
                delete {_reward}
        if {_reward} contains "gems":
            replace all "gems " with "" in {_reward}
            set {_amount} to {_reward} parsed as integer
            PremiumCurrency({_player}, "add", {_amount})
            send "&a[DEBUG] %{_amount}% gems eklendi %{_player}% icin." to console
            delete {_reward}
        if {_reward} contains "command":
            replace all "command " with "" in {_reward}
            replace all "PLAYER_NAME" with "%{_player}%" in {_reward}
            set {_command} to {_reward}
            send "&a[DEBUG] Komut calistiriliyor: %{_command}%" to console
            execute console command "%{_command}%"
            delete {_reward}
        if {_reward} is set:
            replace all "PLAYER_NAME" with "%{_player}%" in {_reward}
            if {_player} has space for {_reward}:
                send "&a[DEBUG] Esya veriliyor: %{_reward}% -> %{_player}%" to console
                give {_reward} to {_player}
            else:
                send {battle_pass::messages::no_space} to {_player}
                play sound "block.note_block.didgeridoo" with volume 0.7 and pitch 1 to {_player}
                send "&c[DEBUG] %{_player}% icin envanter dolu, odul verilmedi." to console
                stop

    remove "_%{_level}%_" from {battle_pass::available_rewards::%uuid of {_player}%::*}

    set {_msg} to {battle_pass::messages::claim_reward}
    replace all "ADVENTURE_PASS_LEVEL" with "%{_level}%" in {_msg}
    send {_msg} to {_player}

    play sound "entity.experience_orb.pickup" with volume 0.7 and pitch 1 to {_player}
    play sound "item.armor.equip_iron" with volume 1 and pitch 1 to {_player}


command /battlepassclaimreward [<player>] [<integer>]:
    permission: admin
    trigger:
        set {_player} to player-arg
        set {_level} to arg-2
        BattlePassRewardClaim({_player}, {_level})

on tab complete of "/battlepassclaimreward":
    set tab completions for position 1 to all players
    set tab completions for position 2 to 1


command /battlepassgivepremium [<player>]:
    permission: admin
    trigger:
        set {_player} to player-arg
        set {battle_pass::premium::%uuid of {_player}%} to true
        execute console command "/cpdata clear %{_player}%"
        wait 2 ticks
        execute console command "/cpdata set %{_player}% page 1"
        send " " to {_player}
        send {battle_pass::messages::premium_upgrade_1} to {_player}
        send {battle_pass::messages::premium_upgrade_2} to {_player}
        send " " to {_player}

on tab complete of "/battlepassgivepremium":
    set tab completions for position 1 to all players


command /adventurepass [<text>] [<player>] [<integer>]:
    aliases: battlepass
    permission: admin
    trigger:
        set {_player} to player-arg
        
        if arg 1 is "help":
            send " " to sender
            send "<##ffe608>Adventure Pass ▶ &7Available commands:" to sender
            send "<##ffe608>• &7/adventurepass &freset &e[player] &7- reset player's Adventure Pass progress," to sender
            send "<##ffe608>• &7/adventurepass &fnewquest &e[player] &7- gives new Daily and Weekly quest to a player," to sender
            send "<##ffe608>• &7/adventurepass &freload &7- reloads the config," to sender
            send "<##ffe608>• &7/adventurepass &fnewseason &7- starts a new Adventure Pass season." to sender
        if arg 1 is "newseason":
            set {battle_pass::season_date} to now
            send "<##ffe608>Adventure Pass ▶ &aYou have started a new &6Adventure Pass &aseason!" to sender
            loop {-players::*}:
                BattlePassResetPlayer(loop-value)
        if arg 1 is "reset":
            BattlePassResetPlayer({_player})
            send "<##ffe608>Adventure Pass ▶ &aYou have resetted your Adventure Pass data!" to {_player}
        if arg 1 is "reload":
            BattlePassReload()
            send "<##ffe608>Adventure Pass ▶ &aReloaded config!" to sender

on tab complete of "/adventurepass":
    set tab completions for position 1 to "help" and "newseason" and "reset" and "newquest" and "reload"
    if tab arg-1 = "reset" and "newquest":
        set tab completions for position 2 to all players
 
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Could someone here please help me fix the bypass? I would really appreciate it.
My friend, if you upload the .sk files from the link shared by the thread owner, there shouldn't be any problems.
 
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Hey, It seems like the setup is missing various custom mobs like beaver, deer, penguin, shark, turkey, zebra. Can you check?
 
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I was looking at the discussion, and several links are outdated. Could you send the updated version with all the correct files? (for the bypass)
 
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does anyone know how to fix the claiming issue within the adventurepass?
 
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whats the issue?
whenever the player click on the claim button, nothing happens
also i think the dungeons only respawn mobs once, after that they just stop spawning. i tried despawnall and fixspawning but nothing changed
 
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