Date: 2015/03/19 18:34:37 UTC-07:00
Type: Denizen Script
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Damage:
type: world
debug: true
events:
on player damaged:
- ^if <context.cause> == ENTITY_ATTACK {
- queue clear }
# --------------------------------------ENVIRONMENT---------------------------------------------
- ^if <context.cause> == FALL {
- narrate "<red>YOU fell for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == THORNS {
- narrate "<red>YOU were injured by thorns for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == MAGIC {
- narrate "<red>YOU were injured by magic for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == POISON {
- narrate "<red>YOU were poisoned for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == LIGHTNING {
- narrate "<red>YOU were shocked by lightning for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == DROWNING || <context.cause> == DROWNING {
- narrate "<red>YOU suffocated for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == STARVATION {
- narrate "<red>YOU hunger for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == FALLING_BLOCK {
- narrate "<red>YOU are injured by a falling <context.damager> for <context.final_damage.round_up> damage!"
- determine damage }
- ^if <context.cause> == LAVA || <context.cause> == FIRE || <context.cause> == FIRE_TICK || <context.cause> == BLOCK_EXPLOSION || ENTITY_EXPLOSION {
- narrate "<red>YOU were burned for <context.final_damage.round_up> damage!"
- determine damage }
on entity damages entity:
##-----------------------------------------PvP----------------------------------------------
- ^if <context.damager.is_player> && <context.entity.is_player> {
- if !<proc[ValidTargetCheck].context[<context.damager>|<context.entity>|25]> {
- determine cancelled }
- if <proc[CustomItemCheck].context[<context.damager.item_in_hand.simple>|<context.damager>]> {
- define damage <proc[CustomItemDamage].context[<context.damager.item_in_hand.simple>|<context.cause>]>
- inject s@DamageArmorCalculator
- inject s@NarrateDamage
- determine <def[damage]> }
else {
- inject s@NarrateDamage
- determine damage }
}
#------------------------------------Player vs NPC----------------------------------------
else if <context.damager.is_player> && <context.entity.is_npc> {
- if !<proc[ValidTargetCheck].context[<context.damager>|<context.entity>|25]> {
- determine cancelled }
# ---------------------------------------BOSSES--------------------------------------------
- ^if <context.entity> == <global.flag[mslowercrypt_npc]> || <context.entity> == <global.flag[VestatheWitch]> {
- queue clear }
- if <proc[CustomItemCheck].context[<context.damager.item_in_hand.simple>|<context.damager>]> {
- define damage <proc[CustomItemDamage].context[<context.damager.item_in_hand.simple>|<context.cause>]>
- inject s@DamageArmorCalculator
- inject s@NarrateDamage
- determine <def[damage]> }
else {
- inject s@NarrateDamage
- determine damage }
}
# -------------------------------------------PvE-----------------------------------------------
else if <context.damager.is_player> && !<context.entity.is_player> {
- if !<proc[ValidTargetCheck].context[<context.damager>|<context.entity>|25]> {
- determine cancelled }
# --------------------------------PLAYER ATTACKING CUSTOM MOB-----------------------------------
- if <proc[CustomMobCheck].context[<context.entity>]> {
- inject <proc[CustomMobDefend].context[<context.entity>]> }
- if <proc[CustomItemCheck].context[<context.damager.item_in_hand.simple>|<context.damager>]> {
- define damage <proc[CustomItemDamage].context[<context.damager.item_in_hand.simple>|<context.cause>]>
- inject s@DamageArmorCalculator
- announce "damage <context.damage>, final_damage <context.final_damage>, multiplier <def[multiplier]>, newdamage <def[damage]>, newfinaldamage <def[newfinaldamage]>, newarmor <def[newarmor]>"
- inject s@NarrateDamage
- determine <def[damage]> }
}
# ------------------------------------NPC vs Player----------------------------------------
else if <context.damager.is_npc> && <context.entity.is_player> {
# ---------------------------------------BOSSES--------------------------------------------
- ^if <context.entity> == <global.flag[mslowercrypt_npc]> || <context.entity> == <global.flag[VestatheWitch]> {
- queue clear }
- if <proc[CustomItemCheck].context[<context.damager.item_in_hand.simple>|<context.damager>]> {
- define damage <proc[CustomItemDamage].context[<context.damager.item_in_hand.simple>|<context.cause>]>
- inject s@DamageArmorCalculator
- inject s@NarrateDamage
- determine <def[damage]> }
else {
- inject s@NarrateDamage
- determine damage }
}
##------------------------------------NPC vs Entity----------------------------------------
else if <context.damager.is_npc> && !<context.entity.is_player> {
##---------------------------------------BOSSES--------------------------------------------
# - ^if <context.entity> == <global.flag[mslowercrypt_npc]> || <context.entity> == <global.flag[VestatheWitch]> {
# - queue clear }
- if <proc[CustomItemCheck].context[<context.damager.item_in_hand.simple>|<context.damager>]> {
- define damage <proc[CustomItemDamage].context[<context.damager.item_in_hand.simple>|<context.cause>]>
- inject s@DamageArmorCalculator
# - announce "damage <context.damage>, final_damage <context.final_damage>, multiplier <def[multiplier]>, newdamage <def[damage]>, newfinaldamage <def[newfinaldamage]>, newarmor <def[newarmor]>"
- inject s@NarrateDamage
- determine <def[damage]> }
else {
- inject s@NarrateDamage
- determine damage }
}
#-----------------------------------------EvP----------------------------------------------
else if !<context.damager.is_player> && <context.entity.is_player> {
#------------------------------CUSTOM MOB ATTACKING PLAYER---------------------------------
- if <proc[CustomMobCheck].context[<context.damager>]> {
- inject <proc[CustomMobAttack].context[<context.damager>]>
- inject s@DamageArmorCalculator
- inject s@NarrateDamage
- determine <def[damage]> }
else {
- inject s@NarrateDamage
- determine damage }
}
#-----------------------------------------EvE----------------------------------------------
else if !<context.damager.is_player> && !<context.entity.is_player> {
#--------------------------------CUSTOM MOB ATTACKING MOB----------------------------------
- if <proc[CustomMobCheck].context[<context.damager>]> {
- inject <proc[CustomMobAttack].context[<context.damager>]>
- inject s@DamageArmorCalculator
- determine <def[damage]> }
#-- --------------------------CUSTOM MOB ATTACKING CUSTOM MOB------------------------------
- if <proc[CustomMobCheck].context[<context.entity>]> {
- inject <proc[CustomMobDefend].context[<context.entity>]> }
- inject s@NarrateDamage
else {
- inject s@NarrateDamage
- determine damage }
}
# -------------------------------------MISCELLANEOUS-------------------------------------------
- ^if <context.entity.name> == ITEM_FRAME || <context.entity.name> == DROPPED_ITEM {
- determine damage }