Date: 2015/07/03 13:55:01 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:
chat trigger:
1:
trigger: What about /FIRE/
script:
- flag <npc> bender_type:fire
- define bender_type <npc.flag[bender_type]>
- if %bender_type% == fire {
- define blocks li@m@netherrack|m@fire|m@lava
- define particles li@FLAME|LAVA
} else if %bender_type% == water {
- define blocks li@m@water|m@ice
- define particles li@DRIP_WATER|BUBBLE
} else if %bender_type% == earth {
} else if %bender_type% == air {
}
- define lift_blocks <npc.location.find.blocks[%blocks%].within[7]>
- flag <npc> remaining_blocks:|:%lift_blocks%
- run s@BenderBlocks def:<npc>|%particles%
BenderBlocks:
type: task
script:
- define 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>
- if %bender_type% == fire {
- modifyblock %location% m@water
}
- spawn e@falling_block,%block%[velocity=<%npc%.location.block.add[0,5,0]>] %location% save:%location%_block
- look <npc> <entry[%location%_block].spawned_entities.location> duration:100
- push <entry[%location%_block].spawned_entities> destination:<%npc%.location.block.add[0,5,0]> speed:0.1
- if %bender_type% == fire {
- repeat 5 {
- animate <npc> SNEAK
- playeffect <entry[%location%_block].spawned_entities> <%2%.get[1]>
- playeffect <entry[%location%_block].spawned_entities> <%2%.get[2]>
- animate <npc> ARM_SWING
}
}
- flag %npc% remaining_blocks:<-:%location%
- wait d@1.5s
- run s@BenderBlocks def:%npc%
}