Date: 2015/01/28 17:41:51 UTC-08:00
Type: Denizen Script
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itemgiver:
type: assignment
interact scripts:
- 10 items
items:
type: interact
steps:
1:
click trigger:
script:
- give i@Red_Crystal
- give i@Black_Crystal
- give i@Blue_Crystal
- give i@Green_Crystal
- give i@Brown_Crystal
- give i@Yellow_Crystal
Crystal:
type: item
material: White_Stained_Glass
display name: Blank Crystal
lore:
- a blank Crystal
no-id: false
bound: flase
Red_Crystal:
type: item
material: Red_Stained_Glass
display name: Fire Crystal
lore:
- a fire Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Black_Crystal:
type: item
material: Black_Stained_Glass
display name: Death Crystal
lore:
- a Death Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Green_Crystal:
type: item
material: Green_Stained_Glass
display name: Nature Crystal
lore:
- a Nature Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Brown_Crystal:
type: item
material: Brown_Stained_Glass
display name: Earth Crystal
lore:
- an Earth Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Blue_Crystal:
type: item
material: Blue_Stained_Glass
display name: Water Crystal
lore:
- a Water Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Yellow_Crystal:
type: item
material: Yellow_Stained_Glass
display name: Light Crystal
lore:
- a light Crystal
- use this to make
- powerful weapons
no-id: false
bound: flase
Fire_Staff:
type: item
material: Blaze_Rod
display name: Fire Staff
lore:
- a powerful Fire Staff
- made with the Fire Crystal
recipe:
- i@Red_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
Fire_Sword:
type: item
material: stone_sword
display name: Fire Sword
lore:
- a Sword with the
- power of fire
enchantments:
- FIRE_ASPECT:2
recipe:
- i@air|i@Red_Crystal|i@air
- i@air|i@stone|i@air
- i@air|i@stick|i@air
Nature_Staff:
type: item
material: stick
display name: Nature Staff
lore:
- a powerful Nature Staff
- made with the Nature Crystal
recipe:
- i@Green_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
Death_Staff:
type: item
material: Blaze_Rod
display name: Death Staff
lore:
- a powerful Death Staff
- made with the Death Crystal
recipe:
- i@Black_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
Water_staff:
type: item
material: Blaze_Rod
display name: Water Staff
lore:
- a powerful Water Staff
- made with the Water Crystal
recipe:
- i@Blue_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
Earth_Staff:
type: item
material: Blaze_Rod
display name: Earth Staff
lore:
- a powerful Earth Staff
- made with the Earth Crystal
recipe:
- i@Brown_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
Light_Sword:
type: item
material: gold_sword
display name: Sword of Light
lore:
- a Sword with the
- power of light
- can use to attack ghost
recipe:
- i@air|i@Yellow_Crystal|i@air
- i@air|i@stone|i@air
- i@air|i@stick|i@air
Light_Helm:
type: item
material: gold_helmet
display name: Helm of Light
lore:
- a Helm with
- the power of light
- can allow you to see ghost
recipe:
- i@iron_ingot|i@Yellow_Crystal|i@iron_ingot
- i@iron_ingot|i@air|i@iron_ingot
- i@air|i@air|i@air
Light_Chestplate:
type: item
material: gold_chestplate
display name: Chestplate of Light
lore:
- a Chestplate with
- the Power of Light
recipe:
- i@iron_ingot|i@air|i@iron_ingot
- i@iron_ingot|i@Yellow_Crystal|i@iron_ingot
- i@iron_ingot|i@iron_ingot|i@iron_ingot
Light_Leggings:
type: item
material: gold_leggings
display name: Leggings of Light
lore:
- a pair of Leggings with
- the Power of Light
recipe:
- i@iron_ingot|i@Yellow_Crystal|i@iron_ingot
- i@iron_ingot|i@air|i@iron_ingot
- i@iron_ingot|i@air|i@iron_ingot
Light_Boots:
type: item
material: gold_boots
display name: Boots of Light
lore:
- a pair of Boots
- with the power of Light
recipe:
- i@air|i@air|i@air
- i@Yellow_Crystal|i@air|i@iron_ingot
- i@iron_ingot|i@air|i@iron_ingot
Staff_of_Light:
type: item
material: Blaze_Rod
display name: Staff of Light
lore:
- a powerful Light Staff
- made with the Light Crystal
recipe:
- i@Yellow_Crystal|i@air|i@air
- i@air|i@Blaze_Rod|i@air
- i@air|i@air|i@Blaze_Rod
energy:
type: command
name: Enegy Check
description: check your energy
usage: /energy
script:
- narrate "you have '<player.flag[energy]>'"
energy_add:
type: command
name: Enegy Check
description: check your energy
usage: /energy <<>arg1<>>
script:
- narrate "you have added '<context.args>' energy"
- flag player energy:+<context.args>
energy_amount:
type: task
script:
- if <player.flag[energy]> == null{
- flag player energy:100
}
- if <player.flag[energy]> < 100{
- flag player energy_increase
- if <player.has_flag[energy_increase]>{
- wait 60
- flag player energy:++
- flag player energy_increase:!
}
Items_event:
type: world
events:
on player places i@Crystal:
- determine CANCELLED
on player places i@Red_Crystal:
- determine CANCELLED
on player places i@Blue_Crystal:
- determine CANCELLED
on player places i@Green_Crystal:
- determine CANCELLED
on player places i@Black_Crystal:
- determine CANCELLED
on player places i@Brown_Crystal:
- determine CANCELLED
on player places i@Yellow_Crystal:
- determine CANCELLED
on player damages npc:
- if <player.item_in_hand.material.name.is[=].to[Death_Staff]>{
- if <player.flag[energy]> <= 9{
- narrate "<red> not enough energy"
- queue clear
}
- cast WITHER <context.entity>
- flag player energy:-:10
}
- if <npc.has_flag[lightdamage]>{
- if <player.item_in_hand.material.name[!=].to[Light_Sword]>{
- determine CANCELLED
- narrate <context.damage>
}
- if <player.item_in_hand.material.name.is[=].to[Nature_Staff]>{
- if <player.flag[energy]> <= 9{
- narrate "<red> not enough energy"
- queue clear
}
- cast SLOW <context.entity>
- flag player energy:-:10
}
- if <player.item_in_hand.material.name.is[=].to[Earth_Staff]>{
- if <player.flag[energy]> <= 9{
- narrate "<red> not enough energy"
- queue clear
}
- cast SLOW <context.entity>
- modifyblock <entity.location> stone radius:3 height:3
- flag player energy:-:20
}
on player left clicks dirt with i@Nature_Staff:
- if <player.flag[energy]> <= 4{
- narrate "<red> not enough energy"
- queue clear
}
- define plant '<until.random.int[1].to[5]>'
- if <def[plant]> == 1{
- modifyblock <context.relative> oak_sapling
}
- if <def[plant]> == 2{
- modifyblock <context.relative> spruce_sapling
}
- if <def[plant]> == 3{
- modifyblock <context.relative> birch_sapling
}
- if <def[plant]> == 4{
- modifyblock <context.relative> acacia_sapling
}
- if <def[plant]> == 5{
- modifyblock <context.relative> jungle_sapling
}
- flag player energy:-:5
on player right clicks with i@Nature_Staff:
- determine CANCELLED
on player right clicks with i@Water_staff:
- if <player.flag[energy]> <= 4{
- narrate "<red> not enough energy"
- queue clear
}
- modifyblock <context.relative> Flowing_Water
on player right clicks with i@Fire_Staff:
- if <player.flag[energy]> <= 9{
- narrate "<red> not enough energy"
- queue clear
}
- flag player energy:-:10
- shoot small_fireball destination:<player.location.cursor_on> height:3 gravity:0 speed:1
- flag player energy:-:10
on player left clicks with i@Fire_Staff:
- cast FIRE_RESISTANCE player d:60
on player right clicks with i@Fire_Sword:
- if <player.flag[energy]> <= 9{
- narrate "<red> not enough energy"
- queue clear
}
- shoot small_fireball destination:<player.location.cursor_on> height:3 gravity:0 speed:1
- flag player energy:-:10