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Darkness Warding Items


By Chem
Created: 2015/03/14 13:24:55 UTC-07:00 (9 years and 285 days ago)
Edited: 2016/07/11 20:30:21 UTC-07:00 (8 years and 165 days ago)
Likes: 2

Denizen Version: 0.9.8
Script Version: 1.1
Description:

Some simple scripts designed for players to ward off evil and darkness on your server.

Features:
1: Luminescent aversion: When an entity targets an another entity, its canceled if the entity is holding a luminescent item. Useful for npcs that are in battle with mobs or players that are afraid of spiders / witches / wolves. Works for offhand items too.

2: Torch Enflaming: When an entity damages another entity with a torch in their hand theres a 60% chance (configurable) to set that entity on fire.

3: Luminescent Items: When holding those in a hand, there will be a light level according to the settings in the config. Works for offhand items too.

Tested as of build: 607 Core: 1.10 (142)


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Luminescent Items:
    affected_mobs:
    - wolf
    - spider
    - cavespider
    - witch
    luminescent_items:
    - i@torch
    - i@glowstone
    - i@sea_lantern
    - i@redstone_torch_on
    - i@lava_bucket
    - i@jack_o_lantern
    - i@glowstone_dust
    - i@beacon
    success max: 10
    success min: 6
    duration: d@2s-15s
    light_time_update: d@12t
    light_levels:
        i@torch: 12
        i@glowstone: 15
        i@sea_lantern: 15
        i@redstone_torch_on: 4
        i@lava_bucket: 6
        i@jack_o_lantern: 8
        i@glowstone_dust: 5
        i@beacon: 15
        
    
    type: world
    events:
        on entity damages entity:
        - async:
            - if <context.damager.item_in_hand.simple||none> != i@torch
              queue clear
            - define max "<script.yaml_key[success max]>"
            - define min "<script.yaml_key[success min]>"
            - define roll <util.random.int[0].to[<def[max]>]>
            - if !<def[roll].is[or_more].than[<def[min]>]> queue clear
            - narrate "<gray>You set your enemies on <red>fire<yellow>!"
            - define duration <script.yaml_key[duration]>
            - burn <context.entity> duration:%duration%
        
        on entity targets:
        - if !<script.yaml_key[affected_mobs].contains[<context.entity.name>]>                  queue clear
        - if !<context.reason.contains[closest_player]>                                         queue clear
        - if !<script.yaml_key[luminescent_items].contains[<context.target.item_in_hand>]>
          && !<script.yaml_key[luminescent_items].contains[<context.target.item_in_offhand>]>   queue clear
        - determine cancelled

        
        on player holds item:
        - async:
            - define name <player.name>_light_update_queue
            - if <queue.exists[<def[name]>]> queue clear
            - run "Hand Item Light Update" def:<script>|<player> id:<def[name]>
        
    

Hand Item Light Update:
    type: task
    definitions: script|entity
    speed: 0t
    default_script"s@Luminescent Items"
    type_script: as_script
    type_entity: as_entity
    script:
    - inject typecheck
    
    - if !<def[entity].is_spawned> queue clear
    
    - define items <def[script].yaml_key[luminescent_items]>
    
    - while <def[items].contains[<def[entity].item_in_hand.simple>].or[<def[items].contains[<def[entity].item_in_offhand.simple>]>]> {
        
        - wait <def[script].yaml_key[light_time_update]>
        
        - if !<def[entity].is_spawned> while stop
        
        - define location
          <def[entity].location.simple.as_location>
        
        #if didnt move, dont do anything
        - if <def[location]> == <def[last_location]||no_last_location>
          while next
        
        #hand light values even if the item isnt a luminessent item
        - define hand_light
          <def[script].yaml_key[light_levels.<def[entity].item_in_hand.simple>]||0>
        
        - define off_hand_light
          <def[script].yaml_key[light_levels.<def[entity].item_in_offhand.simple>]||0>
        
        - if <def[hand_light].is[or_more].than[<def[off_hand_light]>]> {
            - define light <def[hand_light]>
            } else {
            - define light <def[off_hand_light]>
            }
        
        #change lighting according to scripted values
        - light
          <def[location]>
          <def[light]>
          duration:d@1m
        
        #reset old lighting if last_location exists
        - if <def[last_location].exists||false>
          light
          <def[last_location]>
          reset
        
        #define last_location as this location
        - define last_location
          <def[location]>
        }
    
    - if <def[last_location].exists||false>
      light 
      <def[last_location]>
      reset
    









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