Date: 2018/08/17 09:15:09 UTC-07:00
Type: Denizen Script
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
# Add NBT to items for # of sockets available / total
# Use NBT to manage sockets
# Use events to handle socket effects
# Numbered sockets on each item to handle types separately from current sockets
# Be sure to check each specific numbered slot to avoid exploits
### Relevant NBT values:
## Item (weapon/armor) NBT
# sockets_current (INTEGER) | Number of sockets currently on the item, filled or unfilled
# sockets_max (INTEGER) | Maximum number of sockets possible to exist on the item, whether existing or not
# sockets_can_add (BOOLEAN) | Whether it is possible to add any more sockets to the item, to be removed when sockets_current equals sockets_max
# sockets_open (BOOLEAN) | Whether an item has sockets that are empty
# socket#_type (VALUE) | The type of a socket, e.g. socket1_type "attack"/"defense"/"utility"
# socket#_gem (VALUE) | The gem inserted into a socket
# socket#_empty (BOOLEAN) | True if the numbered socket is empty
## Gem NBT
# gem_type (VALUE) | The type of a gem, e.g. "attack"/"defense"/"utility"
# gem_specific (VALUE) | The actual gem e.g. "crit_chance"/"health_on_hit"/"speed_on_hit"
nbt_craft_prevention:
type: world
debug: true
events:
on player crafts item:
- if <context.recipe.filter[nbt[uncraftable]].size> >= 1
{
- determine cancelled
}
SocketMaker:
type: item
material: nether_star[flags=li@HIDE_ENCHANTS;nbt=li@uncraftable/true]
display name: "<&a>Purified Dark Matter"
lore:
- "<&6>This coalesced energy has been purged of the darkness inside. It now pulses and radiates in an unstoppable splendor."
enchantments:
- MENDING:1
sockets_sword_max:
type: item
material: diamond_sword[nbt=li@uncraftable/true|sockets_current/5|sockets_max/5|sockets_can_add/false|sockets_open/true|socket1_type/attack|socket1_empty/true|socket2_type/attack|socket2_empty/true|socket3_type/utility|socket3_empty/true|socket4_type/defense|socket4_empty/true|socket5_type/utility|socket5_empty/true]
display name: "<&a>Socket Sword of Extreme Testing"
lore:
- "<&6>This sword is bonkers, lol."
- "<&a>Sockets"
- "EMPTY: ATTACK"
- "EMPTY: ATTACK"
- "EMPTY: UTILITY"
- "EMPTY: DEFENSE"
- "EMPTY: UTILITY"
enchantments:
- MENDING:1
sockets_sword_locked:
type: item
material: diamond_sword[nbt=li@uncraftable/true|sockets_current/0|sockets_max/5|sockets_can_add/true|sockets_open/true|socket1_type/attack|socket1_empty/true|socket2_type/attack|socket2_empty/true|socket3_type/utility|socket3_empty/true|socket4_type/defense|socket4_empty/true|socket5_type/utility|socket5_empty/true]
display name: "<&a>Socket Sword of Extreme Testing"
lore:
- "<&6>This sword is bonkers, lol."
- "<&a>This item has locked sockets!"
enchantments:
- MENDING:1
gem_critchance:
type: item
material: emerald[flags=li@HIDE_ATTRIBUTES|HIDE_ENCHANTS;nbt=li@uncraftable/true|gem_type/attack|gem_specific/crit_chance]
display name: "<&a>Gem of Critical Chance"
lore:
- "<&a>Gem"
- "<&c>Attack"
- "<&6>Adds 0.5% chance of landing a critical hit to an item when socketed."
enchantments:
- MENDING:1
# Usage:
# - run add_socket def:<item>|<player>
add_socket:
type: task
debug: true
speed: 0
definitions: item|player
script:
- take <def[item]> from:<def[player].inventory>
- nbt <def[item]> "sockets_current:<def[item].nbt[sockets_current].add[1]>" "save:edited"
- if <entry[edited].nbt[sockets_current]||null> == <entry[edited].nbt[sockets_max]>
{
- nbt <entry[edited]> "sockets_can_add:!" "save:edited"
}
- give <entry[edited].new_item> to:<def[player].inventory>
prismatic_seer:
type: assignment
interact scripts:
- 10 sockets
actions:
on assignment:
- teleport npc <npc.anchor[primsaticseer]>
- trigger name:proximity toggle:true
- trigger name:chat toggle:true
prismatic_seer_format:
type: format
format: "<dark_green>Prismatic Seer<white><&co> <text>"
sockets:
type: interact
steps:
"Player Seen*":
proximity trigger:
entry:
script:
- narrate "format:prismatic_seer_format" "Hello, adventurer. Have you come to unlock the potential of your items?"
- narrate "format:prismatic_seer_format" "With the right materials, I can help you manifest the latent powers of your items. Right click me to see my services."
exit:
script:
- narrate "format:prismatic_seer_format" "Good luck, adventurer. I'll be here if you need me again."
click trigger:
script:
- narrate "format:prismatic_seer_format" "Okay, here's what I have to offer."
- wait 1s
- inventory open d:in@prismatic_seer_menu
"prismatic_seer_menu":
type: inventory
title: Item Potential
size: 45
slots:
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [i@socket_add] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [] [i@gem_add] [] [] [] []"
- "[] [] [] [] [] [] [] [] []"
socket_add:
type: item
material: nether_star[flags=li@HIDE_ATTRIBUTES|HIDE_ENCHANTS]
display name: "<&a>Add a socket to an item"
lore:
- "<&6>Requires <server.flag[SocketAddCost]> Purified Dark Matter and 1 Ingot of Crystallized Experience."
enchantments:
- MENDING:1
gem_add:
type: item
material: diamond[flags=li@HIDE_ATTRIBUTES|HIDE_ENCHANTS]
display name: "<&a>Add a gem to a socket"
lore:
- "<&6>Requires an item with an open socket and a gem of the appropriate type"
enchantments:
- MENDING:1
prismatic_seer_inventory_handler:
type: world
events:
on server start:
- flag server SocketAddCost:250
on player clicks in prismatic_seer_menu:
- determine cancelled
on player drags in prismatic_seer_menu:
- determine cancelled
on player clicks socket_add in prismatic_seer_menu:
- inventory close d:in@prismatic_seer_menu
# - narrate "format:prismatic_seer_format" "You clicked the Add a socket option!"
- announce to_console <player.inventory.list_contents>
- if <player.inventory.contains.scriptname[SocketMaker].quantity[<server.flag[SocketAddCost]>]> && <player.inventory.contains.scriptname[CrystallizedExperienceIngot].quantity[1]>
{
# - narrate "format:prismatic_seer_format" "You have enough bones for a special magic doodad!"
- if <player.inventory.list_contents.filter[nbt[sockets_can_add]].size||null> >= 1
{
- take scriptname:SocketMaker quantity:<server.flag[SocketAddCost]>
- take scriptname:CrystallizedExperienceIngot quantity:1
- narrate "format:primsmatic_seer_format" "Okay, now select which of your valid items you'd like to add a socket to."
- note "in@generic[title=Available Items;size=45;contents=<player.inventory.list_contents.filter[nbt[sockets_can_add]]>]" as:sockets_can_add.<player.uuid>
- inventory open "d:in@sockets_can_add.<player.uuid>"
}
else
{
- narrate "format:prismatic_seer_format" "Sorry, it looks like you don't have any items I can add a socket to!"
}
}
else
{
- narrate "format:prismatic_seer_format" "Sorry, you don't have enough materials for that!"
}
- narrate "format:prismatic_seer_format" "Right click me again if you'd like to choose another option!"
on player clicks in inventory:
- if <context.inventory.notable_name||null> != sockets_can_add.<player.uuid>
{
- queue clear
}
- if <context.item.has_nbt[sockets_can_add]>
{
- define item <context.item>
- take <context.item> from:<player.inventory>
- nbt <def[item]> "sockets_current:<def[item].nbt[sockets_current].add[1]>" "save:edited"
- if <entry[edited].nbt[sockets_current]||null> == <entry[edited].nbt[sockets_max]>
{
- nbt <entry[edited]> "sockets_can_add:!" "save:edited"
}
- give <entry[edited].new_item> to:<player.inventory>
- narrate "format:primsmatic_seer_format" "Congratulations, a socket has been added to your <def[item].formatted.to_titlecase>!"
}
else
{
- narrate "format:primsmatic_seer_format" "Something went wrong! It doesn't look like I can add a socket to that item."
}
on player clicks gem_add in prismatic_seer_menu:
- inventory close d:in@prismatic_seer_menu
- announce to_console <player.inventory.list_contents>
# Add a check to ensure that there is a gem matching the available sockets before opening the inventory?
# We're not stopping them from closing it so it might just not matter
- if <player.inventory.list_contents.filter[nbt[sockets_open]].size||null> >= 1
{
- narrate "format:prismatic_seer_format" "Okay, now select which of your valid items you'd like to add a gem to."
- flag player sockets_gem_add_item:!
- flag player sockets_gem_add_item_types:!
- note "in@generic[title=Available Items;size=45;contents=<player.inventory.list_contents.filter[nbt[sockets_open]]>]" as:sockets_open.<player.uuid>
- inventory open "d:in@sockets_open.<player.uuid>"
}
else
{
- narrate "format:prismatic_seer_format" "Sorry, you don't have any items I can add a gem to!"
}
## Use this if you want to make an inventory of only the items for which the player has gems in their inventory, rather than all items with open sockets
# This script will return a list of open socket types in the player's inventory
# if <context.item.has_nbt[sockets_open]>
# {
# - define sockets_open_types li@
# - foreach <player.inventory.list_contents>
# {
# - define item <def[value]>
# - foreach <def[value].nbt_keys.filter[matches[socket[0-9]+\_type]]>
# {
# - define sockets_open_types <def[sockets_open_types].include[<def[item].nbt[<def[value]>]>]>
# }
# }
# - define sockets_open_types <def[sockets_open_types].deduplicate>
# - announce to_console "sockets_open_types is <def[sockets_open_types]>"
# }
- narrate "format:prismatic_seer_format" "Right click me again if you'd like to choose another option!"
# Inventory manager for list of items with open sockets to add a gem to
on player clicks in notable:
- if <context.inventory.notable_name||null> == sockets_open.<player.uuid>
{
- inventory close d:in@sockets_open.<player.uuid>
- note remove as:in@sockets_open.<player.uuid>
- if <context.item.has_nbt[sockets_open]>
{
- define item_sockets_type_list li@
- define item_sockets_empty li@
- define valid_gems li@
- define item_sockets_types li@
- flag player sockets_gem_add_item:<context.item>
# Should save a list of empty sockets e.g. "li@socket1_empty|socket2_empty" etc.
- flag player sockets_gem_add_item_empty:!|:<context.item.nbt_keys.filter[matches[socket[0-9]+\_empty]]>
- define item_sockets_empty <context.item.nbt_keys.filter[matches[socket[0-9]+\_empty]]>
# Returns the empty socket nbt keys, swapped to "type" e.g. "li@socket1_type|socket2_type" etc.
- define item_sockets_type_list <def[item_sockets_empty].parse[replace[empty].with[type]]>
# Should save a list of empty socket type keys e.g. "li@socket1_type|socket2_type" etc.
- flag player sockets_gem_add_item_slot_type_list:<def[item_sockets_type_list]>
- define item_sockets_type_list <def[item_sockets_type_list].deduplicate>
- foreach <def[item_sockets_type_list]>
{
- define valid_gems <def[valid_gems].include[<player.inventory.list_contents.filter[nbt[gem_type].is[==].to[<context.item.nbt[<def[value]>]>]]||null>]>
- define item_sockets_types <def[item_sockets_types].include[<context.item.nbt[<def[value]>]>]>
}
- flag player sockets_gem_add_item_types:!|:<def[item_sockets_types]>
- define valid_gems <def[valid_gems].deduplicate>
- if <def[valid_gems].size> >= 1
{
- narrate "format:prismatic_seer_format" "Okay, here are the gems you can add to that item."
# Saves a list of empty socket type keys
#- flag player sockets_gem_add_item_types:<def[item_sockets_type_list]>
- note "in@generic[title=Available Gems;size=45;contents=<def[valid_gems]>]" as:sockets_gem_add.<player.uuid>
- inventory open "d:in@sockets_gem_add.<player.uuid>"
}
else
{
- narrate "format:prismatic_seer_format" "Something went wrong! It doesn't look like I can add a gem to that item."
}
}
else
{
- narrate "format:prismatic_seer_format" "Something went wrong! It doesn't look like I can add a gem to that item."
}
}
# Inventory manager for list of gems that can be added to the item in question
- if <context.inventory.notable_name||null> != sockets_gem_add.<player.uuid>
{
- queue clear
}
- if <player.flag[sockets_gem_add_item_types].contains[<context.item.nbt[gem_type]||null>]>
{
# Returns "li@socket1_empty|socket2_empty" etc
- foreach <player.flag[sockets_gem_add_item_empty].as_list>
{
- if <player.flag[sockets_gem_add_item].as_item.nbt[<def[value].replace[empty].with[type]>]> == <context.item.nbt[gem_type]||null>
{
- inventory close d:in@sockets_gem_add.<player.uuid>
- note remove as:in@sockets_gem_add.<player.uuid>
- narrate "format:prismatic_seer_format" "This is where I tell you that I added the gem to the socket!"
- announce to_console "Hooray!"
- foreach stop
}
}
}
else
{
- inventory close d:in@sockets_gem_add.<player.uuid>
- note remove as:in@sockets_gem_add.<player.uuid>
- narrate "format:prismatic_seer_format" "Sorry, I can't add that gem to that item!"
}