Date: 2015/06/30 14:27:07 UTC-07:00
Type: Denizen Script
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Bender:
type: assignment
Interact Scripts:
- 1 NPC_Bender
NPC_Bender:
type: interact
actions:
on assignment:
- trigger name:damage state:true
steps:
1:
click trigger:
script:
- define %bender_type% <npc.flag[fire]>
# ^^^
# Make sure you set this flag somewhere
#
- if %bender_type% == fire {
- define blocks li@m@netherrack|m@fire|m@lava
# ^^^
# Blocks to bend
} else if %bender_type% == water {
# etc
} else if %bender_type% == earth {
# etc
} else if %bender_type% == air {
# etc
}
- define lift_blocks <npc.location.find.blocks[%blocks%].within[70]>
# ^^^
# set the range
- flag <npc> remaining_blocks:|:%lift_blocks%
- run s@BenderBlocks def:<npc>
BenderBlocks:
type: task
script:
- def npc <%1%.as_npc>
- if <%npc%.flag[remaining_blocks].as_list.size.as_int> > 0 {
- define location <%npc%.flag[remaining_blocks].as_list.random>
- define block <%location%.material.id>
- modifyblock %location% m@air
- spawn e@falling_block,%block%[velocity=<%npc%.location.block.add[0,2,0]>] %location% save:%location%_block
- push <entry[%location%_block].spawned_entities> destination:<%npc%.location.block.add[0,2,0]> speed:0.1
- flag %npc% remaining_blocks:<-:%location%
- wait d@1.5s
- run s@BenderBlocks def:%npc%
}