Date: 2019/02/02 19:46:21 UTC-08:00
Type: Denizen Script
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Normal Experience Drop Cancelation:
type: world
debug: true
events:
on entity death:
- determine NO_XP
Skills Check:
type: command
debug: true
name: skills
usage: /skills
description: Gain access to your skills through this chat-menu.
aliases:
- skill
- sk
script:
- if <player.flag[race]> == human:
- if <player.flag[<player.flag[race]>level]> < 3:
- narrate "<&6><&l>[<&e>TDPO Levels<&6><&l>] <&7>You currently have <&c>no skills<&7> unlocked! You must reach level 3 to unlock your first skill."
- if <player.flag[<player.flag[race]>level]> >= 3:
- narrate "<&7><&m>-----------------------------------------------"
- narrate "<&7> Hover over the skill name to read more about it!"
- narrate "<&7><>> <&b>Level 3 Skill: <proc[msgHover].context[<&7>Aspiro|<&7>Aspiro: <&f>Say the incantation and sneak to blow a gust of wind at your foes!]><&7> <<> <&b>Bound to Primal Stone"
- if <player.flag[<player.flag[race]>level]> >= 12:
- narrate "<&7><>> <&b>Level 12 Skill: <proc[msgHover].context[<&c>Flame|<&c>Flame: <&f>Cast and manipulate a large flame for several seconds that scourches enemies!]> <&7><<> <&b>/c bind <&dq>Flame<&dq>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- narrate "<&7><>> <&b>Level 25 Skill: <proc[msgHover].context[<&a>Summoning Stallion|<&a>Summoning Stallion: <&f>Summon a battle stallion for a short period of time and swing your sword or staff!]> <&7><<> <&b>/c bind <&dq>Summon Stallion<&dq>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- narrate "<&7><>> <&b>Level 40 Skill: <proc[msgHover].context[<&6>Torch|<&6>Torch: <&f>Cast a torch-like light, lighting up the area around you in the darkness!]> <&7><<> <&b>/c bind <&dq>Torch<&dq>"""
- if <player.flag[<player.flag[race]>level]> >= 65:
- narrate "<&7><>> <&b>Level 65 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- narrate "<&7><>> <&b>Level 90 Skill: <proc[msgHover].context[<&c>Hello|<&c>It's me.]> <&7><<>"
- narrate "<&7><&m>-----------------------------------------------"
- if <player.flag[race]> == moonshadow:
- if <player.flag[<player.flag[race]>level]> < 3:
- narrate "<&6><&l>[<&e>TDPO Levels<&6><&l>] <&7>You currently have <&c>no skills<&7> unlocked! You must reach level 3 to unlock your first skill."
- if <player.flag[<player.flag[race]>level]> >= 3:
- narrate "<&7><&m>-----------------------------------------------"
- narrate "<&7> Hover over the skill name to read more about it!"
- narrate "<&7><>> <&b>Level 3 Skill: <proc[msgHover].context[<&8>Cloak|<&8>Cloak: <&f>Cloak yourself for a breif period of time, becoming nearly invisible to the naked eye!]><&7> <<> <&b>/c bind <&dq>Cloak<&dq>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- narrate "<&7><>> <&b>Level 12 Skill: <proc[msgHover].context[<&5>Illusion|<&5>Illusion: <&f>Create an illusion of yourself that draws enemies to it and explodes with a blast of moon magic!]><&7> <<> <&b>/c bind <&dq>Illusion<&dq>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- narrate "<&7><>> <&b>Level 25 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- narrate "<&7><>> <&b>Level 40 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- narrate "<&7><>> <&b>Level 65 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- narrate "<&7><>> <&b>Level 90 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- narrate "<&7><&m>-----------------------------------------------"
- if <player.flag[race]> == sunfire:
- if <player.flag[<player.flag[race]>level]> < 3:
- narrate "<&6><&l>[<&e>TDPO Levels<&6><&l>] <&7>You currently have <&c>no skills<&7> unlocked! You must reach level 3 to unlock your first skill."
- if <player.flag[<player.flag[race]>level]> >= 3:
- narrate "<&7><&m>-----------------------------------------------"
- narrate "<&7> Hover over the skill name to read more about it!"
- narrate "<&7><>> <&b>Level 3 Skill: <proc[msgHover].context[<&6>Sun Forge|<&6>Sun Forge: <&f>As a sunfire elf, you gain the ability to forge magical weapons. Right click a forging station to get started.]>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- narrate "<&7><>> <&b>Level 12 Skill: <proc[msgHover].context[<&c>Hot Forge|<&c>Hot Forge: <&f>Weapons you forge now have a chance to set enemies a-blaze in combat!]>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- narrate "<&7><>> <&b>Level 25 Skill: <proc[msgHover].context[<&e>Forge: Armor|<&e>Forge Armor: <&f>You gain the ability to forge magical armor sets in addition to weapons.]>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- narrate "<&7><>> <&b>Level 40 Skill: <proc[msgHover].context[<&c>Scorching Forge|<&c>Scorching Forge: <&f>Weapons you forge now have a guarenteed chance to scorch enemies in combat, as well as dull their senses.]>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- narrate "<&7><>> <&b>Level 65 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- narrate "<&7><>> <&b>Level 90 Skill: <proc[msgHover].context[<&c>N/A|<&c>This ability is unavailable.]> <&7><<>"
- narrate "<&7><&m>-----------------------------------------------"
Teach Skills on Join:
type: world
events:
on player joins:
- if <player.flag[race]> == human:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name> Aspiro"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name> Flame"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name> 'Summon Stallion'"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name> Torch"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == moonshadow:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == sunfire:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == dragonoid:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == vampire:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == lycan:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == starlight:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == skywing:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == oceanwave:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
- if <player.flag[race]> == earthland:
- if <player.flag[<player.flag[race]>level]> >= 3:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 12:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 25:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 40:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 65:
- execute as_server "c teach <player.name>"
- if <player.flag[<player.flag[race]>level]> >= 90:
- execute as_server "c teach <player.name>"
Level Check:
type: command
debug: true
name: level
usage: /level
description: Check your level and experience with this command!
aliases:
- lvl
script:
- narrate "<&b>Level: <&a><player.flag[<player.flag[race]>level]>"
- narrate "<&a>Experience: <&b><player.flag[<player.flag[race]>experience].round_up>/<player.flag[<player.flag[race]>experience_needed].round_up>"
Set Experience:
type: world
debug: true
events:
on player joins:
- if "<player.has_flag[<player.flag[race]>level]>":
- queue clear
- flag player "<player.flag[race]>level:1"
- flag "<pl>" "<player.flag[race]>experience:0"
- flag "<pl>" "<player.flag[race]>experience_needed:100"
Gain:
type: task
debug: true
definitions: gain_value
script:
- flag player <player.flag[race]>experience:+:<def[gain_value]>
- while "<player.flag[<player.flag[race]>experience]>" >= "<player.flag[<player.flag[race]>experience_needed]>":
- flag player <player.flag[race]>experience_needed:-:<player.flag[race]>experience
- flag player <player.flag[race]>level:++
- firework <player.location> power:0 random
- narrate "<&6><&l><&lb><&e>TDPO Levels<&6><&l><&rb> <&a>You are now level <player.flag[<player.flag[race]>level]>!"
- if <list[3|12|25|40|65|90]> contains <player.flag[<player.flag[race]>level]>:
- execute as_server "c forcecast <player.name> Level-Unlock_MSG"
- if <player.flag[race]> == human:
- if <player.flag[<player.flag[race]>level]> == 3:
- execute as_server "c teach <player.name> Aspiro"
- queue clear
- if <player.flag[race]> == moonshadow:
- queue clear
- if <player.flag[race]> == sunfire:
- queue clear
- if <player.flag[race]> == starshine:
- queue clear
- if <player.flag[race]> == skywing:
- queue clear
- if <player.flag[race]> == oceanwave:
- queue clear
- if <player.flag[race]> == earthland:
- queue clear
- if <player.flag[race]> == dragonoid:
- queue clear
- if <player.flag[race]> == vampire:
- queue clear
- if <player.flag[race]> == lycan:
- queue clear
- flag player <player.flag[<player.flag[race]>experience_needed]>:<player.flag[<player.flag[race]>experience_needed].mul[1.25].round_up>
- playsound "<pl>" "sound:ENTITY_PLAYER_LEVELUP"
- actionbar "<&a>Experience: <&b><player.flag[<player.flag[race]>experience].round_up><&a>/<&b><player.flag[<player.flag[race]>experience_needed].round_up> <&b>| <&a>LVL: <&b><player.flag[<player.flag[race]>level]>"
Lose25:
type: task
debug: true
script:
- flag player <player.flag[<player.flag[race]>experience]>:-:25
- actionbar "<&a>Experience: <&b><player.flag[<player.flag[race]>experience].round_up><&a>/<&b> <player.flag[<player.flag[race]>experience_needed].round_up> <&b>| <&a>LVL: <player.flag[<player.flag[race]>level]>"
Gain XP:
type: world
debug: true
events:
on player kills entity:
- choose <context.entity.entity_type>:
- case SHEEP PIG COW CHICKEN:
- run Gain def:3 instantly
- case HORSE COW OCELOT LLAMA:
- run Gain def:5 instantly
- case BLAZE ZOMBIE SKELETON SPIDER CREEPER WITCH:
- run Gain def:10 instantly
on player dies:
- inject Lose25