# +---------------------------------- # | List of fight flags # +---------------------------------- # target (The player you are attacking) # fight (the fight number) # fight_CD (fight cooldown) # Player_Fight (fight number for the players) # Fight_Turn (Whoever has this flag has the turn in the fight) # Fight_Unhealthy_Start (starting with less than full health) # Number_Of_Fighters (number of fighters in the match) # Fighter (what number the fighter is) #]> #- holding wood qty:3 #ยป Use to change a player's health limit to 50. #- health 50 #- heal (<#.#>) ({player}/|...) #- hurt (<#.#>) ({player}/|...) # (returns the size of the list) # #.include[three|four] #]> < 5 Fight_Script: type: world events: # +---------------------------------- # | Fight Start # +---------------------------------- on fight command: - determine passively fulfilled - if ! { - narrate "You need to specify the playername you wish to fight!" } else { - if ! { - if .location>]> < 10 { - narrate "You're too far away to initiate a fight" } else { # +---------------------------------- # | IMPORTANT - THE ABOVE IF STATEMENT WAS MESSED WITH TO ALLOW FOR TESTING; on release change to a ">" sign # +---------------------------------- #Check if facing enemy - flag player health: - if < 20 { - flag player Fight_Unhealthy_Start } - flag p@ health: - if .flag[health]> < 20 { - flag p@ Fight_Unhealthy_Start } - flag server "Fight:++" - define NoF_ li@ - define NoF_ ].include[|]> - flag player Player_Fight: - flag p@ Player_Fight: - flag server Fight_Turn_Counter_: - narrate "Fight number<&co> has started between and " targets:p@wonderdude - flag player target: - flag p@ target: - narrate "+-----------------------------------------------------+" - narrate "| Starting fight with<&co> " - narrate "+-----------------------------------------------------+" - narrate "+-----------------------------------------------------+" targets:p@ - narrate "| Starting fight with<&co> " targets:p@ - narrate "+-----------------------------------------------------+" targets:p@ } } else { - run Fight_Cant_Fight } } # +---------------------------------- # | Attack # +---------------------------------- on attack command: - determine passively fulfilled - if { - if { - if == i@wood_sword { - run Fight_Attack_Wood_Sword } else { - if == i@stone_sword { - run Fight_Attack_Stone_Sword } else { - if == i@iron_sword { - run Fight_Attack_Iron_Sword } else { - if == i@gold_sword || i@diamond_sword { - run Fight_Attack_Gold_Sword } else { - if == i@wood_axe { - run Fight_Attack_Wood_Axe } else { - if == i@stone_axe { - run Fight_Attack_Stone_Axe } else { - if == i@iron_axe { - run Fight_Attack_Iron_Axe } else { - if == i@gold_axe || i@diamond_axe { - run Fight_Attack_Gold_Axe } else { - run Fight_Attack } } } } } } } } - flag Fight_Turn:! - flag server Fight_Turn_Counter_:++ - run Fight_Turn_Chooser } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Shoot # +---------------------------------- on Shoot command: - determine passively fulfilled - if { - if { #Check for Bow #Check for CrossBow } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Throw # +---------------------------------- on Throw command: - determine passively fulfilled - if { - if { #Check for Daggers } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Dodge # +---------------------------------- on Dodge command: - determine passively fulfilled - if { - if { - run Fight_Dodge } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Block # +---------------------------------- on Block command: - determine passively fulfilled - if { - if { } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Taunt # +---------------------------------- on Taunt command: - determine passively fulfilled - if { - if { } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Target # +---------------------------------- on Target command: - determine passively fulfilled - if { - if { } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Escape # +---------------------------------- on escape command: - determine passively fulfilled - if { - if { } else { - run Fight_Not_Your_Turn } } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | forfeit # +---------------------------------- on forfeit command: - determine passively fulfilled - if { } else { - narrate "You need to be in a fight to use these commands" } # +---------------------------------- # | Roll # +---------------------------------- on roll command: - determine passively fulfilled - random { - narrate " Rolled<&co> 0" targets: - narrate " Rolled<&co> 1" targets: - narrate " Rolled<&co> 2" targets: - narrate " Rolled<&co> 3" targets: - narrate " Rolled<&co> 4" targets: - narrate " Rolled<&co> 5" targets: - narrate " Rolled<&co> 6" targets: - narrate " Rolled<&co> 7" targets: - narrate " Rolled<&co> 8" targets: - narrate " Rolled<&co> 9" targets: - narrate " Rolled<&co> 10" targets: - narrate " Rolled<&co> 11" targets: - narrate " Rolled<&co> 12" targets: - narrate " Rolled<&co> 13" targets: - narrate " Rolled<&co> 14" targets: - narrate " Rolled<&co> 15" targets: - narrate " Rolled<&co> 16" targets: - narrate " Rolled<&co> 17" targets: - narrate " Rolled<&co> 18" targets: - narrate " Rolled<&co> 19" targets: - narrate " Rolled<&co> 20" targets: - narrate " Rolled<&co> 21" targets: - narrate " Rolled<&co> 22" targets: - narrate " Rolled<&co> 23" targets: - narrate " Rolled<&co> 24" targets: - narrate " Rolled<&co> 25" targets: - narrate " Rolled<&co> 26" targets: - narrate " Rolled<&co> 27" targets: - narrate " Rolled<&co> 28" targets: - narrate " Rolled<&co> 29" targets: - narrate " Rolled<&co> 30" targets: - narrate " Rolled<&co> 31" targets: - narrate " Rolled<&co> 32" targets: - narrate " Rolled<&co> 33" targets: - narrate " Rolled<&co> 34" targets: - narrate " Rolled<&co> 35" targets: - narrate " Rolled<&co> 36" targets: - narrate " Rolled<&co> 37" targets: - narrate " Rolled<&co> 38" targets: - narrate " Rolled<&co> 39" targets: - narrate " Rolled<&co> 40" targets: - narrate " Rolled<&co> 41" targets: - narrate " Rolled<&co> 42" targets: - narrate " Rolled<&co> 43" targets: - narrate " Rolled<&co> 44" targets: - narrate " Rolled<&co> 45" targets: - narrate " Rolled<&co> 46" targets: - narrate " Rolled<&co> 47" targets: - narrate " Rolled<&co> 48" targets: - narrate " Rolled<&co> 49" targets: - narrate " Rolled<&co> 50" targets: - narrate " Rolled<&co> 51" targets: - narrate " Rolled<&co> 52" targets: - narrate " Rolled<&co> 53" targets: - narrate " Rolled<&co> 54" targets: - narrate " Rolled<&co> 55" targets: - narrate " Rolled<&co> 56" targets: - narrate " Rolled<&co> 57" targets: - narrate " Rolled<&co> 58" targets: - narrate " Rolled<&co> 59" targets: - narrate " Rolled<&co> 60" targets: - narrate " Rolled<&co> 61" targets: - narrate " Rolled<&co> 62" targets: - narrate " Rolled<&co> 63" targets: - narrate " Rolled<&co> 64" targets: - narrate " Rolled<&co> 65" targets: - narrate " Rolled<&co> 66" targets: - narrate " Rolled<&co> 67" targets: - narrate " Rolled<&co> 68" targets: - narrate " Rolled<&co> 69" targets: - narrate " Rolled<&co> 70" targets: - narrate " Rolled<&co> 71" targets: - narrate " Rolled<&co> 72" targets: - narrate " Rolled<&co> 73" targets: - narrate " Rolled<&co> 74" targets: - narrate " Rolled<&co> 75" targets: - narrate " Rolled<&co> 76" targets: - narrate " Rolled<&co> 77" targets: - narrate " Rolled<&co> 78" targets: - narrate " Rolled<&co> 79" targets: - narrate " Rolled<&co> 80" targets: - narrate " Rolled<&co> 81" targets: - narrate " Rolled<&co> 82" targets: - narrate " Rolled<&co> 83" targets: - narrate " Rolled<&co> 84" targets: - narrate " Rolled<&co> 85" targets: - narrate " Rolled<&co> 86" targets: - narrate " Rolled<&co> 87" targets: - narrate " Rolled<&co> 88" targets: - narrate " Rolled<&co> 89" targets: - narrate " Rolled<&co> 90" targets: - narrate " Rolled<&co> 91" targets: - narrate " Rolled<&co> 92" targets: - narrate " Rolled<&co> 93" targets: - narrate " Rolled<&co> 94" targets: - narrate " Rolled<&co> 95" targets: - narrate " Rolled<&co> 96" targets: - narrate " Rolled<&co> 97" targets: - narrate " Rolled<&co> 98" targets: - narrate " Rolled<&co> 99" targets: - narrate " Rolled<&co> 100" targets: } # +---------------------------------- # | Winner Commands # +---------------------------------- on kill command: - determine passively fulfilled - if { - if { - execute as_server "kill " } else { - narrate "You don't have an accepted VA to kill" } } on capture command: - determine passively fulfilled on mame command: - determine passively fulfilled on knock out command: - determine passively fulfilled on leave command: - determine passively fulfilled # +---------------------------------- # | Other Commands # +---------------------------------- on Fight_Turn command: - determine passively fulfilled - narrate "It's .get[]>].formatted>'s turn!" # +---------------------------------- # | Attack Damage # +---------------------------------- Fight_Attack_Wood_sword: type: task Script: - random { - run Fight_Attack_0 - run Fight_Attack_0 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_3 - run Fight_Attack_3 } Fight_Attack_Stone_sword: type: task Script: - random { - run Fight_Attack_0 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_3 - run Fight_Attack_3 - run Fight_Attack_4 } Fight_Attack_Iron_sword: type: task Script: - random { - run Fight_Attack_0 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_3 - run Fight_Attack_3 - run Fight_Attack_4 - run Fight_Attack_4 - run Fight_Attack_5 } Fight_Attack_Gold_sword: type: task Script: - random { - run Fight_Attack_0 - run Fight_Attack_1 - run Fight_Attack_1 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_2 - run Fight_Attack_3 - run Fight_Attack_3 - run Fight_Attack_4 - run Fight_Attack_4 - run Fight_Attack_5 - run Fight_Attack_5 } # +---------------------------------- # | Attack Messages # +---------------------------------- Fight_Attack_0: type: task Script: - random { - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: } Fight_Attack_1: type: task Script: - random { - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: } Fight_Attack_2: type: task Script: - random { - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: } Fight_Attack_3: type: task Script: - random { - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: } Fight_Attack_4: type: task Script: - random { - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: } Fight_Attack_5: type: task Script: - random { - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: } # +---------------------------------- # | Shoot Damage # +---------------------------------- Fight_Shoot_Bow: type: task Script: - random { - run Fight_Shoot_0 - run Fight_Shoot_0 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_3 - run Fight_Shoot_3 } Fight_Shoot_CrossBow: type: task Script: - random { - run Fight_Shoot_0 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_1 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_2 - run Fight_Shoot_3 - run Fight_Shoot_3 - run Fight_Shoot_4 } # +---------------------------------- # | Shoot Messages # +---------------------------------- Fight_Shoot_0: type: task Script: - random { - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: } Fight_Shoot_1: type: task Script: - random { - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: } Fight_Shoot_2: type: task Script: - random { - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: } Fight_Shoot_3: type: task Script: - random { - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: } Fight_Shoot_4: type: task Script: - random { - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: } Fight_Shoot_5: type: task Script: - random { - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: } # +---------------------------------- # | Throw Damage # +---------------------------------- Fight_Throw_Dagger: type: task Script: - random { - run Fight_Throw_0 - run Fight_Throw_0 - run Fight_Throw_1 - run Fight_Throw_1 - run Fight_Throw_1 - run Fight_Throw_1 - run Fight_Throw_2 - run Fight_Throw_2 - run Fight_Throw_2 - run Fight_Throw_2 - run Fight_Throw_3 - run Fight_Throw_3 } # +---------------------------------- # | Throw Messages # +---------------------------------- Fight_Throw_0: type: task Script: - random { - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: - narrate "miss" targets: } Fight_Throw_1: type: task Script: - random { - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: - narrate "1" targets: } Fight_Throw_2: type: task Script: - random { - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: - narrate "2" targets: } Fight_Throw_3: type: task Script: - random { - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: - narrate "3" targets: } Fight_Throw_4: type: task Script: - random { - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: - narrate "4" targets: } Fight_Throw_5: type: task Script: - random { - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: - narrate "5" targets: } # +---------------------------------- # | Dodge # +---------------------------------- Fight_Dodge: type: task Script: - random { - run Dodge_0 - run Dodge_1 - run Dodge_2 - run Dodge_3 - run Dodge_4 - run Dodge_5 - run Dodge_6 - run Dodge_7 - run Dodge_8 - run Dodge_9 - run Dodge_10 - run Dodge_11 } # +---------------------------------- # | Other # +---------------------------------- Fight_Not_Your_Turn: type: task Script: - random 2 - narrate "It's not your turn to fight, please wait." - narrate "Please be patient and wait for your turn." Fight_Cant_Fight: type: task Script: - random 1 - narrate "You're too wounded to fight. Please wait " Fight_Turn_Chooser: type: task Script: - if .size> < { - flag server Fight_Turn_Counter:1 - flag p@.get[1].formatted> Fight_Turn - narrate "It's your turn to make a move!" targets: p@.get[1].formatted> } else { - flag p@.get[]>].formatted> Fight_Turn - narrate "It's your turn to make a move!" targets: p@p@.get[]>].formatted> }