Date: 2014/06/23 12:51:36 UTC-07:00
Type: Denizen Script
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ProcedureTutorial:
type: procedure
definitions: price|moneysign
script:
- if <player.money> < %price% determine false
- if <player.health.percentage> > 80 determine false
- take money qty:%price%
- narrate "You lost %moneysign%%price%!"
- determine true
MobLevel:
type: procedure
definitions: location
script:
- define distanceNewDalantum <def[location].distance[<server.flag[ArathiaLocation]>]>
- define distanceArathia <def[location].distance[<server.flag[NewDalantumLocation]>]>
- if %distanceNewDalantum% < %distanceArathia% {
- define lowest %distanceNewDalantum%
}
- if %distanceArathia% < %distanceNewDalantum% {
- define lowest %distanceArathia%
}
- if %lowest% < 750 {
- determine 1
}
- if %lowest% > 750 && %lowest% < 1000 {
- determine 2
}
- if %lowest% > 1000 && %lowest% < 1250 {
- determine 3
}
- if %lowest% > 1250 && %lowest% < 1500 {
- determine 4
}
- if %lowest% > 1500 && %lowest% < 1750 {
- determine 5
}
- if %lowest% > 1750 && %lowest% < 2000 {
- determine 6
}
- if %lowest% > 2000 && %lowest% < 2250 {
- determine 7
}
- if %lowest% > 2250 && %lowest% < 2500 {
- determine 8
}
- if %lowest% > 2500 && %lowest% < 2750 {
- determine 9
}
- if %lowest% > 2750 && %lowest% < 3000 {
- determine 10
}
- if %lowest% > 3000 && %lowest% < 3250 {
- determine 11
}
- if %lowest% > 3250 && %lowest% < 3500 {
- determine 12
}
- if %lowest% > 3500 && %lowest% < 3750 {
- determine 13
}
- if %lowest% > 3750 && %lowest% < 4000 {
- determine 14
}
- if %lowest% > 4250 && %lowest% < 4500 {
- determine 15
}
- if %lowest% > 4500 && %lowest% < 4750 {
- determine 16
}
- if %lowest% > 4750 && %lowest% < 5000 {
- determine 17
}
- if %lowest% > 5000 && %lowest% < 5500 {
- determine 18
}
- if %lowest% > 5500 && %lowest% < 6000 {
- determine 19
}
- if %lowest% > 6000 && %lowest% < 6500 {
- determine 20
}
- if %lowest% > 6500 && %lowest% < 7000 {
- determine 21
}
- if %lowest% > 7000 && %lowest% < 7500 {
- determine 22
}
- if %lowest% > 7500 && %lowest% < 8000 {
- determine 23
}
- if %lowest% > 8000 && %lowest% < 8500 {
- determine 24
}
- if %lowest% > 8500 && %lowest% < 9000 {
- determine 25
}
- if %lowest% > 9000 && %lowest% < 9500 {
- determine 26
}
- if %lowest% > 9500 && %lowest% < 10000 {
- determine 27
}
- if %lowest% > 10000 {
- determine 28
}
MaximumMana:
type: procedure
definitions: level|intelligence
script:
- define LevelValue <def[level].mul[5]>
- define IntellectValue <def[intelligence].mul[10]>
- define total <def[IntellectValue].add[<def[LevelValue]>]>
- determine %total%
ManaRegenerationRate:
type: procedure
definitions: level|intelligence
script:
- define LevelValue <def[level].mul[0.025]>
- define IntellectValue <def[intelligence].mul[0.1]>
- define total <def[IntellectValue].add[<def[LevelValue]>]>
- determine %total%
CanUserLevelUp:
type: procedure
definitions: level
script:
- if <player.flag[Exp].asint> > > <proc[ToNextLevel].context[<def[level]>]> {
- determine true
}
- determine false
ToNextLevel:
type: procedure
definitions: level
script:
- define base 2
- define minimum 10
- determine <def[minimum].add[<def[base].power[<def[level]>]>]>
SinceLastLevel:
type: procedure
definitions: level
script:
- define base 2
- if <def[level]> == 1 {
- determine 0
}
- determine <def[base].power[<def[level].min[1]>]>
ValidateScoreboard:
type: procedure
definitions: player
script:
- ^scoreboard viewers:%player% lines:Level id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Level].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Mana id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[CurrentMana].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Experience id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:1 displayslot:sidebar
- ^scoreboard viewers:%player% lines:"Strength" id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Strength].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:"Intelligence" id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Intelligence].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:"Dexterity" id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Dexterity].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:"Vitality" id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Vitality].asint> displayslot:sidebar
ManaRegenerationRate:
type: procedure
definitions: level|intelligence
script:
- define LevelValue <def[level].mul[0.025]>
- define IntellectValue <def[intelligence].mul[0.1]>
- define total <def[IntellectValue].add[<def[LevelValue]>]>
- determine %total%
RegenerateManaLoop:
type: task
script:
- run RegenerateMana def:p@Ares513 instantly
- wait 1
- run RegenerateManaLoop
LevelUp:
type: task
definitions: player
script:
- run printL instantly
- run printE delay:1
- run printV delay:2
- run printE delay:3
- run printL delay:4
- run printU delay:5
- determine %total%
- flag Level:++
- firework location:<def[player].location> primary:random|random|random|random flicker trail
RegenerateMana:
type: task
definitions: player
script:
- ^if <player[%player%].flag[CurrentMana]> < <proc[MaximumMana].context[<player[%player%].flag[Level]>|<player[%player%].flag[Intelligence]>]> {
- ^flag player player:%player% CurrentMana:<player.flag[CurrentMana].add[<proc[ManaRegenerationRate].context[<player[%player%].flag[Level]>|<player[%player%].flag[Intelligence]>]>]>
}
- ^scoreboard viewers:%player% lines:Level id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Level].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Mana id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[CurrentMana].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Experience id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player.flag[Exp].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Strength id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Strength].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Intelligence id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Intelligence].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Dexterity id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Dexterity].asint> displayslot:sidebar
- ^scoreboard viewers:%player% lines:Vitality id:PlayerDisplay "objective:Skill Stats" criteria:dummy score:<player[%player%].flag[Vitality].asint> displayslot:sidebar
'Utility Scripts':
type: world
events:
on player kills entity:
- define ent <context.entity.entity_type>
- if <player.is_op> {
- narrate "%ent%"
}
- if %ent% == ZOMBIE || %ent% == SPIDER || %ent% == SKELETON || %ent% == CREEPER {
- if <player.flag[Exp]> == null {
- flag Exp:0
}
- define level <proc[MobLevel].context[<context.entity.location>]>
- flag Exp:<def[level].asint>
- if <player.isop> {
- narrate "<red>Player gained <def[level]> experience."
- narrate "<red>Player has <player.flag[Exp].asint> experience."
}
- if <proc[CanUserLevelUp]> {
- run LevelUp def:<player>
}
}