Date: 2014/09/20 22:07:02 UTC-07:00
Type: Denizen Script
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################################################################################
#
# M a s t e r C h e f N P C
# Feed those hungry denizens
#
#
# Author: |Anthony|
# Version: 0.1
# dScript Version: 0.9.5-b1522
#
#
#
################################################################################
#
MasterChefNPC:
type: assignment
debug: false
actions:
on assignment:
- run locally assignment instantly
on spawn:
- run locally spawn instantly
on despawn:
- run locally despawn instantly
on click:
- run locally click instantly
on damage:
- run locally damage instantly
on chat:
- inject locally chat instantly
assignment:
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:false
- trigger name:damage state:true
- vulnerable state:false
- lookclose true range:5 realistic
# - flag npc respawn_location:<npc.location>
# - flag npc Pathfind.FidgetPathMaterial:<npc.location.standing_on.material.name>
# - flag npc Pathfind.FidgetHeight:1
- inject locally spawn instantly
spawn:
- chat "Alright, time to start work..." no_target
# - run s@Fidget id:<npc.id>_fidgetQueue
despawn:
- chat "Phew... I<&sq>m glad to be done work for the day!" no_target
damage:
- chat "Why would you do that?" no_target
click:
- if <npc.has_flag[following]> {
- if <npc.flag[following].as_player.is[==].to[<player>]> {
- follow stop
- if <queue.exists[Following_<npc.id>]> queue queue:Following_<npc.id> stop
- chat "Ok. I<&sq>ll wait right here..."
- flag npc following:!
- queue stop
}
else {
- chat "I<&sq>m a little busy right now..."
- queue stop
}
}
else {
- flag npc following:<player>
- run locally follow id:Following_<npc.id>
}
follow:
- if !<npc.flag[following].as_player.is_online> {
- flag npc following:!
- follow stop
- queue stop
}
- follow target:<npc.flag[following].as_player>
- wait 5s
- inject locally follow
chat:
- if <npc.has_flag[following]> {
- chat "I<&sq>m a little busy right now following <npc.flag[following].as_player.name>..."
- queue stop
}
- define options li@fridge|grill|sink|prep
- define equipment '<c.message.split[ ].get[1].escaped>'
- define range '<c.message.split[ ].get[2].escaped||15>'
- if !<def[range].is[MATCHES].to[number]> {
- chat "Hey, that<&sq> s not a number!"
}
- if '<def[options].contains[%equipment%]>' {
- inject locally find%equipment% instantly
}
else {
- chat "I don<&sq>t know anything about that."
- queue stop
}
- if <def[locations].is_empty> {
- chat "I couldn<&sq>t find the %equipment%."
- queue stop
}
- chat "I found <def[locations].size.as_int> %equipment%."
- ~walk <npc> <def[locations].random.as_location> 'speed:0.6' 'radius:2.0'
- chat "Ok, I made it to the %equipment%."
findFridge:
# The Fridge is 2 ironblocks tall with a stone button on the front of the top block
- define ironBlocks <npc.location.find.blocks[iron_block].within[%range%]||null>
- if <def[ironBlocks].is[!=].to[null]>
&& !<def[ironBlocks].is_empty> {
- define locations li@
- foreach %ironBlocks% {
- define iron '%value%'
- if <def[iron].below.material.is[!=].to[m@iron_block]||true> foreach next
- define east '<def[iron].add[1,0,0]>'
- define west '<def[iron].add[-1,0,0]>'
- define north '<def[iron].add[0,0,1]>'
- define south '<def[iron].add[0,0,-1]>'
- define cardinals li@east|west|north|south
- foreach %cardinals% {
- define location '<def[%value%]>'
- if <def[location].material.name.is[==].to[m@stone_button]>
&& <def[location].sub[0,1,0].material.name.is[==].to[m@air]>
&& <def[location].sub[0,2,0].material.is_solid> {
- define locations <def[locations].include[<def[location].below>]>
}
}
}
}
findGrill:
# The Grill is a trapdoor over fire
- define fireBlocks <npc.location.find.blocks[m@fire].within[%range%]||null>
- if <def[fireBlocks].is[!=].to[null]>
&& !<def[fireBlocks].is_empty> {
- define locations li@
- foreach %fireBlocks% {
- define fire '%value%'
- if <def[fire].above.material.is[!=].to[trap_door]||true> foreach next
- define east '<def[fire].add[1,0,0]>'
- define west '<def[fire].add[-1,0,0]>'
- define north '<def[fire].add[0,0,1]>'
- define south '<def[fire].add[0,0,-1]>'
- define cardinals li@east|west|north|south
- foreach %cardinals% {
- define location '<def[%value%]>'
- if <def[location].material.is[==].to[m@air]>
&& <def[location].above.material.is[==].to[m@air]>
&& <def[location].below.material.is_solid> {
- define locations <def[locations].include[%location%]>
}
}
}
}
findSink:
# The sink is a Cauldron full of water with a tripwire hook above
- define cauldronBlocks <npc.location.find.blocks[cauldron,3].within[%range%]||null>
- if <def[cauldronBlocks].is[!=].to[null]>
&& !<def[cauldronBlocks].is_empty> {
- define locations li@
- foreach %cauldronBlocks% {
- define cauldron '%value%'
- if <def[cauldron].above.material.is[!=].to[m@tripwire_hook]||true> foreach next
- define east '<def[cauldron].add[1,0,0]>'
- define west '<def[cauldron].add[-1,0,0]>'
- define north '<def[cauldron].add[0,0,1]>'
- define south '<def[cauldron].add[0,0,-1]>'
- define cardinals li@east|west|north|south
- foreach %cardinals% {
- define location '<def[%value%]>'
- if <def[location].material.is[==].to[m@air]>
&& <def[location].above.material.is[==].to[m@air]>
&& <def[location].below.material.is_solid> {
- define locations <def[locations].include[%location%]>
}
}
}
}
findPrep:
# The Prep station is the top half stone slab
- define prepBlocks <npc.location.find.blocks[stone_slab_up].within[%range%]||null>
- if <def[prepBlocks].is[!=].to[null]>
&& !<def[prepBlocks].is_empty> {
- define locations li@
- foreach %prepBlocks% {
- define prep '%value%'
- if <def[prep].above.material.is[!=].to[m@air]||true> foreach next
- define east '<def[prep].add[1,0,0]>'
- define west '<def[prep].add[-1,0,0]>'
- define north '<def[prep].add[0,0,1]>'
- define south '<def[prep].add[0,0,-1]>'
- define cardinals li@east|west|north|south
- foreach %cardinals% {
- define location '<def[%value%]>'
- if <def[location].material.is[==].to[m@air]>
&& <def[location].above.material.is[==].to[m@air]>
&& <def[location].below.material.is_solid> {
- define locations <def[locations].include[%location%]>
}
}
}
}
findOven:
# The oven is a furnace
findStove:
# The Stove is a furnace with a stone pressure plate on top