Date: 2018/01/16 13:10:47 UTC-08:00
Type: Denizen Script
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Illfang:
type: assignment
default constants:
MobType: Giant
MobName: <Red><bold>Illfang
MobHealth: 4000
MobDamage: 10
MobDamage2: 18
MobSpeed: 1
MobRespawn: 20
MobArmor: 0
MobFollow: 32
MobRegen: 6
#Mob gear
MobHelmet: 306
MobChest: 307
MobLegs:
MobBoots:
MobWeapon: 2257
MobWeapon2: 2263
#Companion settings
CompanionType: player
CompanionName: <red><bold>Sentinel
CompanionHealth: 500
CompanionDamage: 4
CompanionSpeed: 1
CompanionRespawn: -1
CompanionArmor: 100
CompanionFollow: 32
CompanionRegen: 2
CompanionSkin: Goblin
#Companion Gear
CompanionHelmet: 314
CompanionChest: 307
CompanionLegs:
CompanionBoots:
CompanionWeapon: 272
#Loot Options
Loot1:
Dropchance1:
Loot2:
Dropchance2:
Loot3:
Dropchance3:
Loot4:
Dropchance4:
Loot5:
Dropchance5:
interact scripts:
- Illfang_Script
actions:
on assignment:
- trigger name:proximity toggle:true "radius:<cons:Boss Awareness Range>"
- trigger name:damage toggle:true
- execute as_server "npc sel <npc.id>"
- execute as_server "trait sentry"
- execute as_server "sentry equip <cons:MobHelmet>"
- execute as_server "sentry equip <cons:MobChest>"
- execute as_server "sentry equip <cons:MobLegs>"
- execute as_server "sentry equip <cons:MobBoots>"
- execute as_server "sentry equip <cons:MobWeapon>"
- wait 2s
- execute as_server "npc rename <cons:Mobname>"
- execute as_server "npc type <cons:Mobtype>"
- execute as_server "sentry health <cons:MobHealth>"
- execute as_server "sentry strength <cons:MobDamage>"
- execute as_server "sentry speed <cons:MobSpeed>"
- execute as_server "sentry respawn <cons:MobRespawn>"
- execute as_server "sentry armor <cons:Mobarmor>"
- execute as_server "sentry follow <cons:MobFollow>"
- execute as_server "sentry healrate <cons:MobRegen>"
on death:
- execute as_server "npc sel <npc.id>"
- execute as_server "sentry strength <cons:MobDamage>"
- execute as_server "sentry equip <cons:MobWeapon>"
- flag npc Sentinels:!
- flag npc Action:idle
- flag npc weapons:1
- zap s@Illfang_Script step:1
- announce "<white>[<gold>Cardinal<white>]<green> Floor 1 has been succesfully cleared!!"
- title "title:<blue><bold>Congratulations" "subtitle:<red><bold>You have cleared the first floor" stay:5s targets:<npc.flag[Damagelist]>
- flag npc Damagelist:!
Illfang_setup:
type: command
name: Illfang
usage: /Illfang Sentinel
script:
- if <context.args.get[1]> == Sentinel {
- narrate "<green>Use /Illfang Sentinel(1/6)"
} else {
- if <context.args.get[1]> == Sentinel1 {
- flag world Sentinel1:<player.location>
- narrate "<green>Sentinel 1 spawnlocation set"
} else {
- if <context.args.get[1]> == Sentinel2 {
- flag world Sentinel2:<player.location>
- narrate "<green>Sentinel 2 spawnlocation set"
} else {
- if <context.args.get[1]> == Sentinel3 {
- flag world Sentinel3:<player.location>
- narrate "<green>Sentinel 3 spawnlocation set"
} else {
- if <context.args.get[1]> == Sentinel4 {
- flag world Sentinel4:<player.location>
- narrate "<green>Sentinel 4 spawnlocation set"
} else {
- if <context.args.get[1]> == Sentinel5 {
- flag world Sentinel5:<player.location>
- narrate "<green>Sentinel 5 spawnlocation set"
} else {
- if <context.args.get[1]> == Sentinel6 {
- flag world Sentinel5:<player.location>
- narrate "<green>Sentinel 6 spawnlocation set"
} else {
- narrate "<red>Oops, <green>please use /Illfang Sentinel"
}
}
}
}
}
}
}
Illfang_Script:
type: interact
steps:
1:
damage trigger:
script:
- narrate "Ouch"
- if <npc.flag[Damagelist]> !contains <player.name> {
- flag npc Damagelist:->:<player.name>
} else {
- queue clear
}
- if <npc.health.percentage> <= 40 {
- zap step:2
} else {
- queue clear
}
- if <npc.flag[Sentinels]> == Spawned {
- queue clear
} else {
- flag npc Sentinels:Spawned
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel1]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel2]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel3]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel4]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel5]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel6]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
- execute as_server "npc create <cons:CompanionName> --at <world.flag[Sentinel7]> --type <cons:CompanionType> --trait Sentry"
- execute as_server "npc skin <cons:CompanionSkin>"
- execute as_server "sentry health <cons:CompanionHealth>"
- execute as_server "sentry strength <cons:CompanionDamage>"
- execute as_server "sentry speed <cons:CompanionSpeed>"
- execute as_server "sentry respawn <cons:CompanionRespawn>"
- execute as_server "sentry armor <cons:CompanionArmor>"
- execute as_server "sentry follow <cons:CompanionFollow>"
- execute as_server "sentry healrate <cons:CompanionRegen>"
- execute as_server "sentry equip <cons:CompanionBoots>"
- execute as_server "sentry equip <cons:CompanionChest>"
- execute as_server "sentry equip <cons:CompanionHelmet>"
- execute as_server "sentry equip <cons:CompanionLegs>"
- execute as_server "sentry equip <cons:CompanionWeapon>"
}
2:
damage trigger:
script:
- if <npc.flag[Sentinels]> == Spawned {
- flag npc Sentinels:!
} else {
- queue clear
}
- zap step:3
3:
damage trigger:
script:
- if <npc.flag[Weapon]> == 1 {
- flag npc Weapon:2
- announce "<white>[<gold>Cardinal<white>]<red> Illfang <green>Reached the second stage"
- execute as_server "npc select <npc.id>"
- execute as_server "sentry equip <cons:MobWeapon2>"
- execute as_server "sentry strength <cons:MobDamage2>"
- zap step:4
}
4:
damage trigger:
script:
- if <npc.flag[Action]> == idle {
- flag npc Action:active
- run Illfang_attack
}
Illfang_attack:
type: task
script:
- if <npc.flag[Action]> == active {
- random 2
- run Illfang_charge
- run Illfang_spin
} else {
- queue clear
}
Illfang_charge:
type: task
script:
- wait 3
- define Chargetarget <npc.location.find.players.within[<cons:follow>].random>
- playeffect <npc.location> effect:large_smoke qty:40
- fly origin:<npc.location> destination:<player[%Chargetarget%].location> speed:3
- hurt 20 <player[%Chargetarget%].name>
- wait 10s
- flag npc Action:idle
Illfang_spin:
type: task
script:
- wait 3
- playeffect <npc.location> effect:large_smoke qty:40
- hurt 10 <npc.location.find.players.within[<cons:follow>]>
- wait 6s
- flag npc Action:idle