Date: 2017/08/20 02:18:14 UTC-07:00
Type: Denizen Script
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PETS: # this definitely works
type: world
events:
on player right clicks entity:
- choose "<context.entity.entity_type>":
- case "POLAR_BEAR":
- if <player.item_in_hand> == i@raw_fish[quantity=64] {
- if !<player.has_flag[pets.current_pet]> {
- narrate "THIS IS A BEAR"
- take i@raw_fish quantity:64
- playeffect <context.entity.location> effect:HEART visibility:500 quantity:10 offset:2
- flag player pets.current_pet:<context.entity>
}
else {
- narrate "<&7>[<&b>Pets<&7>] <&c>You already have a pet!"
}
}
- case "WOLF":
- if <player.item_in_hand> == i@bone[quantity=16] {
- if !<player.has_flag[pets.current_pet]> {
- narrate "THIS IS A WOLF"
- take i@bone quantity:16
- playeffect <context.entity.location> effect:HEART visibility:500 quantity:10 offset:2.0
- flag player pets.current_pet:<context.entity>
- follow followers:<context.entity> target:<player>
}
else {
- narrate "<&7>[<&b>Pets<&7>] <&c>You already have a pet!"
}
}
- case "OCELOT":
- if <player.item_in_hand> == i@raw_fish[quantity=16] {
- if !<player.has_flag[pets.current_pet]> {
- narrate "THIS IS A CAT"
- take i@raw_fish quantity:16
- playeffect <context.entity.location> effect:HEART visibility:500 quantity:10 offset:2.0
- flag player pets.current_pet:<context.entity>
- follow followers:<context.entity> target:<player>
}
else {
- narrate "<&7>[<&b>Pets<&7>] <&c>You already have a pet!"
}
}
PETS_ABILITIES: # I actually don't know if this works or not
type: world
events:
on player chats:
- if <player.has_flag[pets.current_pet]> {
- if <li@call|whistle|whistles|*whistles*.contains[<context.message>]> {
- run 'PETS_CALL'
}
PETS_ATTACK_OVERRIDE: # This Thing Isn't Working
type: world
events:
on entity damages entity:
- choose "<context.entity>":
- case "default":
- if <player.has_flag[pets.current_pet]> {
- attack <player.flag[pets.current_pet]> target:<context.entity>
}
- case "player":
- if <player.has_flag[pets.current_pet]> {
- attack <player.flag[pets.current_pet]> target:<context.damager>
}
PETS_CALL: # This Thing Isn't Working
type: task
script:
- define pet <player.flag[pets.current_pet]||null>
- if <player.location.distance[<def[pet].location>]> < 100 {
- walk <def[pet]> <player.location>
}
else {
- teleport <def[pet]> <player.location>
- playeffect <def[pet].location> effect:CLOUD visibility:500 quantity:40 offset:0.5
}
# CHECKER:
# type: world
# events:
# on player steers entity:
# - narrate <context.entity>
# - narrate <context.sideways>
# - narrate <context.forward>
# - narrate <context.jump>
# - narrate <context.dismount>
#Anyone aware of a way to adjust the durability of an item in hand?
#NEW MESSAGES
#Mergu - Today at 12:56 AM
#@Kaiyoko use <context.forward> to move the entity towards the player's direction
#suspic - Today at 12:57 AM
#- adjust <player.item_in_hand> durability:# save:result
#- inventory set o:<entry[result].result> d:<player.inventory> slot:<player.item_in_hand.slot>
#more like if <entity.flag[owner].is[==].to[<player.uuid>]>
#STEAL AN EGG FROM DRAGONS TO TAME