Paste #32795: Untitled Paste

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