This is one of my old DOME scripts but I'm pretty sure it has what you're looking for and much more.
if(isFile("Add-Ons/System_ReturnToBlockland/server.cs"))
{
if(!$DOME_BDset)
{
if(!$RTB::RTBR_ServerControl_Hook)
{
exec("Add-Ons/System_ReturnToBlockland/RTBR_ServerControl_Hook.cs");
}
RTB_registerPref("Brick Destruction", "DOME", "Pref::DOME::BrickDes", "list None 0 Kill 1 Delete 2 NoCollide 3 Negate 4", "DOME_BD", 0, 0, 0);
RTB_registerPref("Brick Coloring", "DOME", "Pref::DOME::BrickColon", "list None 0 Hit 1 Death 2", "DOME_BD", 0, 0, 0);
RTB_registerPref("Brick Colorize", "DOME", "Pref::DOME::BrickCol", "int 0 64", "DOME_BD", 0, 0, 0);
RTB_registerPref("Brick Random Colorize", "DOME", "Pref::DOME::BrickColR", "int 0 64", "DOME_BD", 0, 0, 0);
RTB_registerPref("Brick Kill", "DOME", "Pref::DOME::BrickKil", "list None 0 Onehit 1 100HP 2 VolumeHP 3 DoubleVolumeHP 4", "DOME_BD", 0, 0, 0);
RTB_registerPref("Brick Kill Respawn Time", "DOME", "Pref::DOME::BrickKilT", "int 1 999", "DOME_BD", 0, 0, 0);
$DOME_BDset=1;
}
}
package DOMEBD
{
function ProjectileData::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getclassname() $= "fxDTSBrick" && %col.client.minigame == %obj.sourceobject.client.minigame && %obj.sourceobject.client.minigame)
{
if($Pref::DOME::BrickColon == 1){
if($Pref::DOME::BrickCol){
%col.setcolor($Pref::DOME::BrickCol-1);
}
if($Pref::DOME::BrickColR){
%col.setcolor(getrandom(0,$Pref::DOME::BrickColR-1));
}
}
if($Pref::DOME::BrickKil == 1){
%col.fakekillbrick(%obj.getvelocity(),$Pref::DOME::BrickKilT);
}
if($Pref::DOME::BrickKil == 2){
%col.brickdamage+=%obj.getdatablock().directdamage+%obj.getdatablock().explosion.radiusdamage;
if(%col.brickdamage >= 100){
%col.fakekillbrick(%obj.getvelocity(),$Pref::DOME::BrickKilT);
%col.brickdamage=0;
}
}
if($Pref::DOME::BrickKil == 3){
%col.brickdamage+=%obj.getdatablock().directdamage+%obj.getdatablock().explosion.radiusdamage;
if(%col.brickdamage >= %col.getdatablock().getvolume()*5){
%col.fakekillbrick(%obj.getvelocity(),$Pref::DOME::BrickKilT);
%col.brickdamage=0;
}
}
if($Pref::DOME::BrickKil == 4){
%col.brickdamage+=%obj.getdatablock().directdamage+%obj.getdatablock().explosion.radiusdamage;
if(%col.brickdamage >= %col.getdatablock().getvolume()*10){
%col.fakekillbrick(%obj.getvelocity(),$Pref::DOME::BrickKilT);
%col.brickdamage=0;
}
}
}
parent::onCollision(%this,%obj,%col,%fade,%pos,%normal);
}
function fxDTSBrick::Fakekillbrick(%this,%x,%time,%client){
if($Pref::DOME::BrickColon == 2){
if($Pref::DOME::BrickCol){
%this.setcolor($Pref::DOME::BrickCol-1);
}
if($Pref::DOME::BrickColR){
%this.setcolor(getrandom(0,$Pref::DOME::BrickColR-1));
}
}
if($Pref::DOME::BrickDes == 1){
%this.killbrick();
return;
}
if($Pref::DOME::BrickDes == 2){
%this.delete();
return;
}
if($Pref::DOME::BrickDes == 3){
%this.setcolliding(0);
return;
}
if($Pref::DOME::BrickDes == 4){
return;
}
Parent::Fakekillbrick(%this,%x,%time,%client);
}
};
activatepackage("DOMEBD");
It's been sitting on my server for some time but I haven't really used it, so I don't really know if it will work entirely, and I'm too lazy to tear out the irrelevant portions. Let me know how it goes if you do try it out.
For intended use, you would just set brick destruction to "Kill" or "Delete" in rtb prefs.