Paste #17341: Edit of P#17340 - Untitled Paste

Date: 2015/07/03 17:24:16 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
        2: 
          trigger: What about /WATER/ 
          script:
          - flag <npc> bender_type:water
          - 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%|%bender_type%

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 %3% == 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%