Paste #21398: Diff note for paste #21397

Date: 2015/10/23 13:08:37 UTC-07:00
Type: Diff Report

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 # +---------------
 # |
 # | d S e n t r y
 # |
 # | Sentry rescripted in Denizen!
 #
 # @author mcmonkey
-# @date 2015 / 05 / 24
-# @build 1575
-# @version 0.7.3
+# @date 2015 / 03 / 07
+# @build 1568
+# @version 0.7.2
 #
 # Installation:
 # Just copy the script to your scripts folder and /denizen reload scripts
 #
 # Usage:
 # Create NPCs as normal, and use the /dsentry commands to upgrade them.
 # Example NPC setup path:
 # /npc create JoeTheKiller       # Create and spawn the NPC
 # /dsentry create                # Turn it into a dSentry
 # /ex equip <npc> hand:bow       # Give the dSentry a bow
 # # The dSentry is now a complete and working bowguard, targetting monsters by default
 # # Feel free to adjust the targets to your liking, or any other setting you desire.
 #
 #
 # ---------------------------- END HEADER ----------------------------
-
-dsentry_version_check:
-    type: version
-    name: dSentry
-    id: 0
-    description: Combat NPCs!
-    version: 0.7.3
 
 dsentry_equipment_values:
     type: yaml data
     armor:
       air:
         helmet: 0
         chestplate: 0
         leggings: 0
         boots: 0
         air: 0
       leather:
         helmet: 0.04
         chestplate: 0.12
         leggings: 0.08
         boots: 0.04
       gold:
         helmet: 0.08
         chestplate: 0.20
         leggings: 0.12
         boots: 0.04
       chainmail:
         helmet: 0.08
         chestplate: 0.20
         leggings: 0.16
         boots: 0.04
       iron:
         helmet: 0.08
         chestplate: 0.24
         leggings: 0.20
         boots: 0.08
       diamond:
         helmet: 0.12
         chestplate: 0.32
         leggings: 0.24
         boots: 0.12
 
 dsentry_world_handler:
     type: world
     debug: false
     events:
         on server start:
         - inject locally "events.on reload scripts"
         on reload scripts:
         - if <yaml.list> !contains dsentry_saves {
           - if <server.has_file[dsentry_saves.yml]> {
             - yaml load:dsentry_saves.yml id:dsentry_saves
             }
             else {
             - yaml create id:dsentry_saves
             }
           }
         - define queues <queue.list.filter[starts_with[dsentry_task_logic]]>
         - foreach %queues% {
           - queue %value% stop
           }
         - wait 5s
         - run dsentry_task_logic delay:10t
         - foreach <server.get_npcs_flagged[dsentry.is_dsentry]> {
           - if <def[value].is_spawned]> {
             - vulnerable npc:%value%
             - health <def[value].flag[dsentry.health]> npc:%value%
             }
           }
 
         on npc spawns:
         - if !<npc.has_flag[dsentry.is_dsentry]> queue clear
         - vulnerable
         - health <npc.flag[dsentry.health]>
         - heal <npc>
 
         on player damaged by player:
         - foreach <server.get_npcs_flagged[dsentry.is_dsentry]> {
           - if !<def[value].is_spawned> || <def[value].flag[dsentry.target]||null> != null  {
             - foreach next
             }
           - if <def[value].flag[dsentry.eventtargets].as_list||li@> !contains PvP {
             - foreach next
             }
           - if <def[value].location.world.name> != <context.damager.location.world.name> {
             - foreach next
             }
-          if <def[value].location.distance[<context.damager.location>]> < <def[value].flag[dsentry.range]> {
+          - if <def[value].location.distance[<context.damager.location>]> < <def[value].flag[dsentry.range]> {
             - flag <def[value]> dsentry.target:<context.damager>
             }
           }
 
         on entity damaged by player:
         - if <context.entity.is_player> queue clear
         - if <context.entity.is_npc> queue clear
         - foreach <server.get_npcs_flagged[dsentry.is_dsentry]> {
           - if !<def[value].is_spawned> || <def[value].flag[dsentry.target]||null> != null {
             - foreach next
             }
           - if <def[value].flag[dsentry.eventtargets].as_list||li@> !contains PvE {
             - foreach next
             }
-          -  if <def[value].location.world.name> != <context.damager.location.world.name> {
+          - if <def[value].location.world.name> != <context.damager.location.world.name> {
             - foreach next
             }
           - if <def[value].location.distance[<context.damager.location>]> < <def[value].flag[dsentry.range]> {
             - flag <def[value]> dsentry.target:<context.damager>
             }
           }
 
         on npc damaged by player:
         - if <npc.has_flag[dsentry.is_dsentry]> flag <context.entity> dsentry.target:<context.damager>
         
         # TODO: Better way to prevent accidental damage
         #on npc damaged by npc:
         #- if <context.entity.as_npc.flag[dsentry.is_dsentry]||false> && <context.damager.as_npc.flag[dsentry.is_dsentry]||false> determine cancelled
 
         # TODO: calculate NPC armor properly
         on npc damaged:
         - if !<context.entity.has_flag[dsentry.is_dsentry]> {
           - queue clear
           }
         - define armor <proc[dsentry_proc_calculatearmor]> npc:<context.entity>
         - determine <el@val[1].sub[%armor%].mul[<context.damage>]>
 
         on npc damages entity:
         - if !<context.damager.as_npc.has_flag[dsentry.is_dsentry]> {
           - queue clear
           }
         - determine <proc[dsentry_proc_calculatedamage]> npc:<context.damager.as_npc>
 
 dsentry_command_handler:
     type: command
     name: dsentry
     debug: false
     aliases:
     - ds
     description: Control Denizen-powered guard NPCs.
     usage: /dsentry help
     permission: dsentry.command
     script:
     - if <context.server> {
       - define mynpc <server.selected_npc>
       }
       else {
       - define mynpc <player.selected_npc>
       }
     - if %mynpc% == null && <context.args.get[1].length||0> != 0 {
       - narrate "<&6>You do not have an NPC selected!"
       - queue clear
       }
     - if !<def[mynpc].has_flag[dsentry.is_dsentry]> && <context.args.get[1].length||0> != 0 && !<context.args.get[1].is[==].to[create]||false> {
       - narrate "<&6>Your selected NPC is not a dSentry!"
       - queue clear
       }
     - define arg1 <c.args.get[1].escaped||null>
     - define argList li@create|save|range|followrange|speed|attackrate|damage|add|remove|info|guard|armor|health
     - if <def[argList].contains[%arg1%]> {
       - inject locally dsentry_command_%arg1%
       }
       else {
       - narrate "<&6>/dSentry create [save-type]"
       - narrate "<&6>/dSentry save <&lt>save-type<&gt>"
       - narrate "<&6>/dSentry range <&lt>range<&gt>"
       - narrate "<&6>/dSentry followrange <&lt>range<&gt>"
       - narrate "<&6>/dSentry speed <&lt>speed<&gt>"
       - narrate "<&6>/dSentry damage <&lt>damage<&gt>"
       - narrate "<&6>/dSentry attackrate <&lt>attackrate<&gt>"
       - narrate "<&6>/dSentry health <&lt>max-health-amount<&gt>"
       - narrate "<&6>/dSentry armor <&lt>armor-rating<&gt>"
       - narrate "<&6>/dSentry add <&lt>target<&gt>"
       - narrate "<&6>/dSentry remove <&lt>target<&gt>"
       - narrate "<&6>/dSentry guard [player-name]"
       - narrate "<&6>/dSentry info"
       }
 
     dsentry_command_info:
     - narrate "<&6>Your selected NPC <&2>is<&6> a dSentry with stats<&co>"
     - narrate "<&6>Range<&co> <&b><def[mynpc].flag[dsentry.range]>"
     - narrate "<&6>Damage<&co> <&b><def[mynpc].flag[dsentry.damage]>"
     - narrate "<&6>Health<&co> <&b><npc.health><&f>/<&b><def[mynpc].flag[dsentry.health]>"
     - if <def[mynpc].flag[dsentry.armor]> == -1 {
       - define armor <proc[dsentry_proc_calculatearmor]>
       - narrate "<&6>Armor Rating<&co> <&b><def[armor].mul[100].as_int>% (Calculated)"
       }
       else {
       - narrate "<&6>Armor Rating<&co> <&b><def[mynpc].flag[dsentry.armor].mul[100].as_int>% (User Defined)"
       }
     - narrate "<&6>Walk speed<&co> <&b><def[mynpc].flag[dsentry.walkspeed]>"
     - narrate "<&6>Attack rate<&co> <&b><def[mynpc].flag[dsentry.attackrate]>"
     - if <def[mynpc].flag[dsentry.flagtargets].size||0> == 0 {
       - narrate "<&6>Targets<&co> <&b><def[mynpc].flag[dsentry.targets].formatted||None>"
       }
       else {
       - narrate "<&6>Targets<&co> <&b><def[mynpc].flag[dsentry.targets].formatted||None><&6>, or players flagged <&b><def[mynpc].flag[dsentry.flagtargets].formatted||None>"
       }
     # added a line to show who dSentry is guarding
     - if <def[mynpc].has_flag[dsentry.follow_target]> {
       - narrate "<&6>Currently Guarding<&co> <&b><def[mynpc].flag[dsentry.follow_target].as_entity.name||null>" 
       }
     dsentry_command_guard:
     - if <context.args.get[2].is[==].to[guard]||true> {
       - flag %mynpc% dsentry.follow_target:!
       - narrate "<&c>Guarding nothing."
       - queue clear
       }
-    - if <util.player_is_valid[<context.args.get[2].escaped>]> {
+    - if <server.player_is_valid[<context.args.get[2].escaped>]> {
       - define player <player[<context.args.get[2].escaped>]||null>
       - if %player% == null {
         - narrate "<&c>Unknown player or npc."
         - queue clear
         }
       - flag %mynpc% dsentry.follow_target:%player%
       - narrate "<&c>Guarding <&b><def[player].name><&c>!"
       }
-      else if <util.npc_is_valid[<context.args.get[2].escaped>]> {
+      else if <server.npc_is_valid[<context.args.get[2].escaped>]> {
       - define npc <npc[<context.args.get[2].escaped>]||null>
       - if %npc% == null {
         - narrate "<&c>Unknown player or npc."
         - queue clear
         }
       - flag %mynpc% dsentry.follow_target:%npc%
       - narrate "<&c>Guarding <&b><def[npc].name><&c>!"
       }
       else {
       - narrate "<&c>Unknown player or npc."
       - queue clear
       }
 
     dsentry_command_add:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry add <&lt>target<&gt>"
       - narrate "<&6>Target = an entity type, EG creeper or pig"
       - narrate "<&6>You can also do flagged:FlagName"
       - narrate "<&6>or event:PvP, or event:PvE"
       - queue clear
       }
     # section deals with adding flag targets
     - if <context.args.get[2].starts_with[flagged<&co>]> {
       - if <def[mynpc].flag[dsentry.flagtargets].contains[<context.args.get[2].replace[flagged<&co>]>]||false> {
         - narrate "<&6>That flag target is already set."
         - queue clear
         }
       - flag %mynpc% dsentry.flagtargets:->:<context.args.get[2].replace[flagged<&co>]>
       - narrate "<&6>Flag target added."
       - queue clear
       }
     # section deals with adding event targets
     - if <context.args.get[2].starts_with[event<&co>]> {
       - if <def[mynpc].flag[dsentry.eventtargets].contains[<context.args.get[2].replace[event<&co>]>]> {
         - narrate "<&6>That event target is already set."
         - queue clear
         }
       - if 'PvP|PvE' !contains <context.args.get[2].replace[event<&co>]> {
         - narrate "<&6>dSentry only accepts PvP or PvE as event targets"
         - queue clear
         }
       - flag %mynpc% dsentry.eventtargets:->:<context.args.get[2].replace[event<&co>]>
       - narrate "<&6>Event target added."
       - queue clear
       }
     # section deals with adding entity type targets
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That target doesn't look like a proper entity type."
       - queue clear
       }
     - if <def[mynpc].flag[dsentry.targets].contains[<context.args.get[2]>]||false> {
       - narrate "<&6>That target is already set."
       - queue clear
       }
     - flag %mynpc% dsentry.targets:->:<context.args.get[2]>
     - if <def[mynpc].flag[dsentry.targets].contains[none]> flag %mynpc% dsentry.targets:<-:none
     - narrate "<&6>Added target."
 
     dsentry_command_remove:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry remove <&lt>target<&gt>"
       - narrate "<&6>Target = an entity type, EG creeper or pig"
       - narrate "<&6>You can also do flagged:FlagName"
       - narrate "<&6>or event:PvP, or event:PvE"
       - queue clear
       }
     # section deals with removing flag targets
     - if <context.args.get[2].starts_with[flagged<&co>]> {
       - if <context.args.get[2].contains[clearall]||false> {
         - flag %mynpc% dsentry.flagtargets:!
         - narrate "<&6>All flag targets cleared."
         - queue clear
         }
       - if !<def[mynpc].flag[dsentry.flagtargets].contains[<context.args.get[2].replace[flagged<&co>]>]||false> {
         - narrate "<&6>That flag target isn't set."
         - queue clear
         }
       - flag %mynpc% dsentry.flagtargets:<-:<context.args.get[2].replace[flagged<&co>]>
       - narrate "<&6>Flag target removed."
       - queue clear
       }
     # section deals with removing event targets
     - if <context.args.get[2].starts_with[event<&co>]> {
       - if <context.args.get[2].contains[clearall]> {
         - flag %mynpc% dsentry.eventtargets:!
         - narrate "<&6>All event targets cleared."
         - queue clear
         }
       - if !<def[mynpc].flag[dsentry.eventtargets].contains[<context.args.get[2].replace[event<&co>]>]> {
         - narrate "<&6>That event target isn't set."
         - queue clear
         }
       - flag %mynpc% dsentry.eventtargets:<-:<context.args.get[2].replace[event<&co>]>
       - narrate "<&6>Event target removed."
       - queue clear
       }
     # section deals with removing entity targets
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That target doesn't look like a proper entity type."
       - queue clear
       }
     - if <context.args.get[2].contains[clearall]> {
       # flag set to 'none' to prevent console spam of "no targets set message"
       - flag %mynpc% dsentry.targets:none
       - narrate "<&6>All entity type targets cleared."     
       - queue clear
       }
     - if !<def[mynpc].flag[dsentry.targets].contains[<context.args.get[2]>]||false> {
       - narrate "<&6>That target isn't set."
       - queue clear
       }
     - flag %mynpc% dsentry.targets:<-:<context.args.get[2]>
     - narrate "<&6>Removed target."
 
     dsentry_command_range:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry range <&lt>range<&gt>"
       - narrate "<&6>Range = a number representing how far away (in blocks) the dSentry can attack targets at"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That range value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That range value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.range:<context.args.get[2]>
     - narrate "<&6>Range set."
 
     dsentry_command_followrange:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry followrange <&lt>range<&gt>"
       - narrate "<&6>Range = a number representing how far away (in blocks) the dSentry can follow players at"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That range value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That range value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.follow_range:<context.args.get[2]>
     - narrate "<&6>Follow range set."
 
     dsentry_command_damage:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry damage <&lt>damage<&gt>"
       - narrate "<&6>Damage = a number representing how many hearts of damage the NPC deals when it attacks"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That damage value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That damage value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.damage:<context.args.get[2]>
     - narrate "<&6>Damage set."
 
     dsentry_command_armor:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry armor <&lt>armor<&gt>"
       - narrate "<&6>Armor = what percentage of damage to take away"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That armor value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[decimal]> {
       - narrate "<&6>That armor value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.armor:<context.args.get[2].div[100]>
     - narrate "<&6>Armor set."
 
     dsentry_command_health:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry health <&lt>max-health-amount<&gt>"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That health value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That health value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.health:<context.args.get[2]>
     - health npc:%mynpc% <def[mynpc].flag[dsentry.health]>
     - narrate "<&6>Health set."
 
     dsentry_command_speed:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry speed <&lt>speed<&gt>"
       - narrate "<&6>Speed = a number representing how fast the NPC should walk while attacking"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That speed value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That speed value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.walkspeed:<context.args.get[2]>
     - narrate "<&6>Speed set."
 
     dsentry_command_attackrate:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry attackrate <&lt>attackrate<&gt>"
       - narrate "<&6>AttackRate = a number representing how many ticks should pass between an NPC's attacks"
       - narrate "<&6>The minimum is 10. All higher values must be multiples of 10."
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That attackrate value doesn't look like a proper number."
       - queue clear
       }
     - if !<context.args.get[2].is[matches].to[integer]> {
       - narrate "<&6>That attackrate value doesn't look like a proper number."
       - queue clear
       }
     - flag %mynpc% dsentry.attackrate:<context.args.get[2]>
     - flag %mynpc% dsentry.attackping:0
     - narrate "<&6>AttackRate set."
 
     dsentry_command_save:
     - if <context.args.get[2].is[==].to[null]||true> {
       - narrate "<&6>/dSentry save <&lt>save-type<&gt>"
       - narrate "<&6>Save-type = a name that can be used to recreate the dSentry with later"
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That save name looks potentially problematic."
       - queue clear
       }
     - yaml write:dsentry.<context.args.get[2]>.valid value:true id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.range value:<def[mynpc].flag[dsentry.range]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.follow_range value:<def[mynpc].flag[dsentry.follow_range]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.follow_target value:<def[mynpc].flag[dsentry.follow_target]||null> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.attackrate value:<def[mynpc].flag[dsentry.attackrate]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.walkspeed value:<def[mynpc].flag[dsentry.walkspeed]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.damage value:<def[mynpc].flag[dsentry.damage]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.armor value:<def[mynpc].flag[dsentry.armor]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.health value:<def[mynpc].flag[dsentry.health]> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.targets value:<def[mynpc].flag[dsentry.targets].as_list||li@> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.flagtargets value:<def[mynpc].flag[dsentry.flagtargets].as_list||li@> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.eventtargets value:<def[mynpc].flag[dsentry.eventtargets].as_list||li@> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.hand value:<def[mynpc].item_in_hand> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.helmet value:<def[mynpc].equipment.helmet> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.chestplate value:<def[mynpc].equipment.chestplate> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.leggings value:<def[mynpc].equipment.leggings> id:dsentry_saves
     - yaml write:dsentry.<context.args.get[2]>.boots value:<def[mynpc].equipment.boots> id:dsentry_saves
     - yaml savefile:dsentry_saves.yml id:dsentry_saves
     - narrate "<&6>dSentry type saved!"
 
     dsentry_command_create:
     - if <context.args.get[2].is[==].to[null]||true> {
       - flag %mynpc% dsentry.range:15
       - flag %mynpc% dsentry.follow_range:3
       - flag %mynpc% dsentry.follow_target:!
       - flag %mynpc% dsentry.walkspeed:1
       - flag %mynpc% dsentry.attackrate:30
       - flag %mynpc% dsentry.attackping:0
       - flag %mynpc% dsentry.armor:-1
       - flag %mynpc% dsentry.health:20
       - flag %mynpc% dsentry.damage:2
       - flag %mynpc% dsentry.targets:!
       - flag %mynpc% dsentry.targets:|:zombie|creeper|spider|skeleton|witch
       - flag %mynpc% dsentry.flagtargets:!
       - flag %mynpc% dsentry.eventtargets:!
       - adjust %mynpc% teleport_on_stuck:true
       - flag %mynpc% dsentry.is_dsentry
       - adjust %mynpc% teleport_on_stuck:false
       - narrate "<&6>NPC turned into a default dSentry."
       - queue clear
       }
     - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
       - narrate "<&6>That save name looks potentially problematic."
       - queue clear
       }
     - define base dsentry.<context.args.get[2]>.
     - if !<yaml[dsentry_saves].read[%base%valid]||null> != true {
       - narrate "<&6>There are no saves by that name."
       - queue clear
       }
-    - equip %mynpc% hand:<yaml[dsentry_saves].read[%base%hand]> head:<yaml[dsentry_saves].read[%base%helmet]> chest:<yaml[dsentry_saves].read[%base%chestplate]>
+    - equip %mynpc% hand:<yaml[dsentry_saves].read[%base%hand]> head:<yaml[dsentry_saves].read[%base%helmet]> chest:<yaml[dsentry_saves].read[%base%chestplate]> legs:<yaml[dsentry_saves].read[%base%leggings]> boots:<yaml[dsentry_saves].read[%base%boots]>
-      legs:<yaml[dsentry_saves].read[%base%leggings]> boots:<yaml[dsentry_saves].read[%base%boots]>
     - flag %mynpc% dsentry.follow_range:<yaml[dsentry_saves].read[%base%follow_range]>
     - flag %mynpc% dsentry.follow_target:<yaml[dsentry_saves].read[%base%follow_target]>
     - flag %mynpc% dsentry.range:<yaml[dsentry_saves].read[%base%range]>
     - flag %mynpc% dsentry.walkspeed:<yaml[dsentry_saves].read[%base%walkspeed]>
     - flag %mynpc% dsentry.attackrate:<yaml[dsentry_saves].read[%base%attackrate]>
     - flag %mynpc% dsentry.attackping:0
     - flag %mynpc% dsentry.damage:<yaml[dsentry_saves].read[%base%damage]>
     - flag %mynpc% dsentry.armor:<yaml[dsentry_saves].read[%base%armor]>
     - flag %mynpc% dsentry.health:<yaml[dsentry_saves].read[%base%health]>
     - flag %mynpc% dsentry.targets:!
     - flag %mynpc% dsentry.targets:|:<yaml[dsentry_saves].read[%base%targets]>
     - flag %mynpc% dsentry.flagtargets:!
     - flag %mynpc% dsentry.flagtargets:|:<yaml[dsentry_saves].read[%base%flagtargets]>
     - flag %mynpc% dsentry.eventtargets:!
     - flag %mynpc% dsentry.eventtargets:|:<yaml[dsentry_saves].read[%base%eventtargets]>
     - flag %mynpc% dsentry.is_dsentry
     - narrate "<&6>NPC turned into a custom dSentry."
 
 # Runs repeatedly as the dSentry logic loop
 dsentry_task_logic:
     type: task
     debug: false
     script:
     - while true {
       - foreach <server.get_npcs_flagged[dsentry.is_dsentry]> {
         - if <def[value].is_spawned> {
           - run dsentry_task_attack npc:<def[value]> instantly
           - if <def[value].flag[dsentry.target]||null> == null {
             - resume waypoints npc:%value%
             }
           }
         }
       - wait 10t
       }
 
 # Chooses a nearby target
 dsentry_proc_picktarget:
     type: procedure
     debug: false
     script:
     - if <npc.flag[dsentry.target]||null> != null {
       - if <npc.flag[dsentry.target].as_entity.is_spawned||false> {
         - if <npc.location.distance[<npc.flag[dsentry.target].as_entity.location>]> < <npc.flag[dsentry.range]> {
           - if <npc.can_see[<npc.flag[dsentry.target]>]> {
             - determine <npc.flag[dsentry.target]>
             }
           }
         }
       }
     - if <npc.flag[dsentry.targets].size||0> == 0 {
       - announce to_console "<&6>NPC <npc.id> is marked as a dSentry but does not have a targets list!"
       - queue clear
       }
     - define entities <npc.location.find.entities[<npc.flag[dsentry.targets].as_list>|player].within[<npc.flag[dsentry.range]>].exclude[<npc>]>
     - define entity null
     - foreach %entities% {
       - if <def[value].is_npc> {
         - define entities <def[entities].exclude[%value%]>
         }
       }
     - foreach %entities% {
       - if <def[value].is_player> {
         - define playrar %value%
         - define TEMP_PLAYER_PASS <npc.flag[dsentry.targets].contains[player]||false>
         - foreach <npc.flag[dsentry.flagtargets].as_list||li@> {
           - if <def[playrar].flag[%value%]||null> != null {
             - define TEMP_PLAYER_PASS true
             }
           }
         - if <def[playrar].gamemode> == CREATIVE {
           - define TEMP_PLAYER_PASS false
           }
         - if !%TEMP_PLAYER_PASS% {
           - define entities <def[entities].exclude[%playrar%]>
           }
         }
       }
     - foreach %entities% {
       - if <npc.can_see[%value%]> {
         - define entity %value%
         - foreach stop
         }
       }
     - determine <def[entity]||null>
 
 # Makes a dSentry NPC attack the target
 dsentry_task_attack:
     type: task
     debug: false
     script:
     - flag npc dsentry.attackping:<npc.flag[dsentry.attackping].add[10].as_int||0>
     - if <npc.flag[dsentry.attackping]> >= <npc.flag[dsentry.attackrate]> {
       - flag npc dsentry.attackping:0
       }
       else {
       - queue clear
       }
     - if <npc.flag[dsentry.target]||null> == null {
       - flag npc dsentry.target:<proc[dsentry_proc_picktarget]> 
       }
       else {
-      - if !<util.entity_is_spawned[<npc.flag[dsentry.target]>]||false> || !<npc.can_see[<npc.flag[dsentry.target]>]||false> {
+      - if !<server.entity_is_spawned[<npc.flag[dsentry.target]>]||false> || !<npc.can_see[<npc.flag[dsentry.target]>]||false> {
         - flag npc dsentry.target:<proc[dsentry_proc_picktarget]>
         }
       }
     - define valid false
     - if <npc.flag[dsentry.follow_target].is_player||false> {
       - if <npc.flag[dsentry.follow_target].as_player.is_online||false> define valid true
       }
       else if <npc.flag[dsentry.follow_target].is_npc||false> {
         - if <npc.flag[dsentry.follow_target].as_npc.is_spawned||false> define valid true
         }
     - if %valid% {
       - if <npc.location.distance[<npc.flag[dsentry.follow_target].as_entity.location>]> > 100 {
         - teleport <npc> <npc.flag[dsentry.follow_target].as_entity.location>
         }
       - if <npc.flag[dsentry.target]||null> == null || <npc.item_in_hand.material.name> == bow {
         - if <npc.location.distance[<npc.flag[dsentry.follow_target].as_entity.location>]> > <npc.flag[dsentry.follow_range]> {
           - walk <npc> <npc.flag[dsentry.follow_target].as_entity.location> auto_range radius:<npc.flag[dsentry.follow_range]>
           }
         }
       }
     - if <npc.flag[dsentry.target]||null> == null {
       - if <npc.entity_type> == player animate <npc> animation:stop_use_item
       - queue clear
       }
     - if <npc.item_in_hand.material.name> != bow {
       - pause waypoints
       }
     - define loc <npc.flag[dsentry.target].as_entity.location.add[0,0.33,0]>
     - look %loc%
     - if <npc.item_in_hand.material.name> == bow {
       # TODO: should critical=true be enabled in some cases? (corrupts damage calc)
       - define settings knockback=1
       - if <npc.item_in_hand.enchantments||li@> contains ARROW_FIRE {
         - define settings %settings%;fire_time=1m
         }
       - if <npc.entity_type> == player <npc> animation:stop_use_item
       - shoot arrow[%settings%] origin:<npc> destination:%loc% speed:50 lead:<npc.flag[dsentry.target].as_entity.velocity> script:dsentry_task_removearrow
       - wait 1t
       - if <npc.entity_type> == player animate <npc> animation:start_use_item
       }
       else if <npc.location.distance[%loc%]> > 3 {
       - walk %loc% speed:<npc.flag[dsentry.walkspeed]>
       }
       else {
       - if <npc.entity_type> == player animate <npc> animation:arm_swing
       - hurt <npc.flag[dsentry.target]> <proc[dsentry_proc_calculatedamage]>
       - if <npc.item_in_hand> != i@air {
         - if <npc.item_in_hand.enchantments||li@> contains FIRE_ASPECT {
           - adjust <npc.flag[dsentry.target]> fire_time:10s
           }
         }
       }
 
 dsentry_task_removearrow:
     type: task
     debug: false
     script:
     - if %hit_entities% == li@ remove %shot_entities%
 
 dsentry_proc_calculatearmor:
     type: procedure
     debug: false
     script:
     # flag npc armor '-1' to use calculated armor, otherwise, trust the flag value
     - if <npc.flag[dsentry.armor]> >= 0 {
-      -  determine <npc.flag[dsentry.armor]>
+      - determine <npc.flag[dsentry.armor]>
       }
     - define total 0
     - foreach helmet|chestplate|leggings|boots {
       - define material <npc.equipment.%value%.material.name.replace[_%value%]||air>
       - define total <def[total].add[<s@dsentry_equipment_values.yaml_key[armor.%material%.%value%]>]>
       }
     - determine <def[total]>
 
 dsentry_proc_calculatedamage:
     type: procedure
     debug: false
     script:
     # flag npc damage '-1' to use calculated damage, otherwise, trust the flag value
     - if <npc.flag[dsentry.damage]> >= 0 {
       - determine <npc.flag[dsentry.damage]>
       }
     # TODO: calculate damage based on held item
     # TODO: Make the default damage -1
-