Date: 2014/04/24 19:31:41 UTC-07:00
Type: Denizen Script
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Boss_t1_assign:
type: assignment
actions:
on assignment:
- trigger name:proximity state:true
- trigger name:damage state:true
on death:
- ^queue queue:<npc>_trail clear
- ^queue queue:<npc.flag[queueid]> clear
- ^queue queue:<npc>Boss_t1_shoot clear
- ^playeffect <npc.location> type:ENDER_SIGNAL qty:150
- ^playeffect <npc.location> type:CLOUD qty:150
- ^playeffect <npc.location> type:LAVA qty:150
- run RemoveNPC def:<npc>
interact scripts:
- 10 Boss_t1_interact
Boss_t1_interact:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- ^if <npc.flag[targets]> == 'null' {
- ^run Boss_t1_shoot def:<npc.flag[targets]> id:<npc>Boss_t1_shoot
}
- ^flag npc targets:->:<player>
exit:
script:
- ^flag <npc> targets:<-:<player>
- ^if <npc.flag[targets]> == 'null' {
- ^walk <server.flag[<npc.flag[nextloc]>]>
- ^queue clear id:<npc>Boss_t1_shoot
}
Boss_t1_shoot:
type: task
script:
- ^queue id:<npc.flag[queueid]> pause
- ^wait 2s
- ^shoot Fireball origin:<npc> destination:<<npc.flag[targets]>.location> speed:2
- ^queue id:<npc.flag[queueid]> resume
- ^if <npc.flag[targets]> != 'null' {
- ^if <npc> != 'null' {
- ^run Boss_t1_shoot id:<queue.id>
}
}
Boss_t1_trail:
type: task
debug: false
script:
- ^playeffect <%1%.location> effect:LAVA qty:30
- ^wait .2s
- ^run Boss_t1_trail id:<queue.id> def:%1%
RemoveNPC:
type: task
script:
- wait 2s
- remove %1%