Date: 2016/04/16 19:03:20 UTC-07:00
Type: Denizen Script
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player_death:
type: world
debug: false
events:
on player death:
- choose <context.entity.has_flag[defender]||false><context.entity.has_flag[attacker]||false>:
- case falsefalse:
- queue clear
- case truetrue:
- announce "<&5>Zeus<&f> <player.name> has both attacker and defender flags. tell bruno."
- queue clear
- case falsetrue:
###ATTACKER DIED###
- define attacker "<context.entity>"
- define defender "<def[attacker].flag[attacking]>"
- define battle_claim_id "<def[attacker].flag[claim_id]>"
- define bclaim_schem_block "<server.flag[%battle_claim_id%_schem_block]>"
- define battle_time_start "<server.flag[%battle_claim_id%_btime_start]>"
- define battle_time_end "<server.current_time_millis>"
- define battle_time_millis "<def[battle_time_end].sub[%battle_time_start%]>"
- define battle_time_seconds "<def[battle_time_millis].div[1000].round]>"
- announce "<&5>Hermes<&f> Prepare for some lag as we clean up the battle ground."
- schematic load name:CLAIM_%battle_claim_id%
- wait 1t
- schematic paste name:CLAIM_%battle_claim_id% %bclaim_schem_block% delayed
- wait 1t
- schematic unload name:CLAIM_%battle_claim_id%
- wait 1t
- inventory clear d:<def[defender].inventory>
- wait 1t
- adjust <def[defender]> 'equipment:li@a'
- wait 1t
- inventory set d:<def[defender].inventory> o:in@<def[defender]_PRESIEGE
- wait 1t
- adjust <def[defender]> 'equipment:<def[defender].flag[e_PRESIEGE]>'
- wait 1t
### find all players in claimcuboid and send em to top
### DEFINE WINNINGS#
- define winnings "<def[val_of_new_items]||0>"
- announce "<&5>Mars<&f> <red><def[attacker].name><white> has been destroyed in <gold><bold>Clan Wars<white> by <blue><def[defender].name><white>. These players are seperated from claim warfare for one hour. <red><def[attacker].name><white> Wins <gold><def[winnings]||0> <green>BrunoBucks<white>."
- flag <def[defender]> defender:!
- wait 1t
- flag <def[defender]> defending:!
- wait 1t
- flag server battle_claim:<-:%battle_claim_id%
- wait 1t
- flag server %battle_claim_id%_btime_start:!
- wait 1t
- flag server %battle_claim_id%_schem_block:!
- case truefalse:
###DEFENDER DIED###
- define defender "<context.entity>"
- define attacker "<def[defender].flag[defending]>"
- define battle_claim_id "<def[defender].flag[claim_id]>"
- define bclaim_schem_block "<server.flag[%battle_claim_id%_schem_block]>"
- define battle_time_start "<server.flag[%battle_claim_id%_btime_start]>"
- define battle_time_end "<server.current_time_millis>"
- define battle_time_millis "<def[battle_time_end].sub[%battle_time_start%]>"
- define battle_time_seconds "<def[battle_time_millis].div[1000].round]>"
- announce "<&5>Mars<&f> <def[attacker].name> has earned 5 minutes of unlocked levers, buttons, doors in the claim for defeating <def[defender].name> in siege warfare."
- wait 6010t
- announce "<&5>Hermes<&f> Prepare for some lag as we clean up the battle ground."
- schematic load name:CLAIM_%battle_claim_id%
- wait 1t
- schematic paste name:CLAIM_%battle_claim_id% %bclaim_schem_block% delayed
- wait 1t
- schematic unload name:CLAIM_%battle_claim_id%
- wait 1t
- inventory clear d:<def[attacker].inventory>
- wait 1t
- adjust <def[attacker]> 'equipment:li@a'
- wait 1t
- inventory set d:<def[attacker].inventory> o:in@<def[attacker]_PRESIEGE
- wait 1t
- adjust <def[attacker]> 'equipment:<def[attacker].flag[e_PRESIEGE]>'
- wait 1t
### find all players in claimcuboid and send em to top
### DEFINE WINNINGS#
- define winnings "<def[val_of_new_items]||0>"
- announce "<&5>Mars<&f> <blue><def[defender].name><white> has been destroyed in <gold><bold>Clan Wars<white> by <red><def[attacker].name><white>. These players are seperated from claim warfare for one hour. <red><def[attacker].name><white> Wins <gold><def[winnings]||0> <green>BrunoBucks<white>."
- flag <def[attacker]> attacker:!
- wait 1t
- flag <def[attacker]> attacking:!
- wait 1t
- flag server battle_claim:<-:%battle_claim_id%
- wait 1t
- flag server %battle_claim_id%_btime_start:!
- wait 1t
- flag server %battle_claim_id%_schem_block:!
- wait 1t
- flag <def[attacker]> trespassing:!
- wait 1t
- flag server trespassing:<-:<def[attacker]>
player_respawn:
type: world
debug: false
events:
on player respawns:
- choose <player.has_flag[defender]||false><context.entity.has_flag[attacker]||false>:
- case falsefalse:
- queue clear
- case truetrue:
- announce "<player.name> has both attacker and defender flags. tell bruno."
- queue clear
- case falsetrue:
- run attackerrespawns
- case truefalse:
- run defenderrespawns
defenderrespawns:
type: task
debug: false
script:
- inventory clear d:<player.iventory>
- inventory set d:<player.inventory> o:in@<player>_PRESIEGE
- adjust <player> 'equipment:li@a'
- adjust <player> 'equipment:<player.flag[e_PRESIEGE]>'
- flag <player> defender:!
- flag <player> defending:!
attackerrespawns:
type: task
debug: false
script:
- inventory clear d:<player.iventory>
- inventory set d:<player.inventory> o:in@<player>_PRESIEGE
- adjust <player> 'equipment:li@a'
- adjust <player> 'equipment:<player.flag[e_PRESIEGE]>'
- flag <player> attacker:!
- flag <player> attacking:!
- flag <player> trespassing:!
- flag server trespassing:<-:<player>
# restore claim, count points, restore inventory, equipment