Paste #64113: Untitled Paste

Date: 2020/01/14 02:48:02 UTC-08:00
Type: Denizen Script

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cutscene:
    type: world
    events:
        on player joins:
            - if <player.has_flag[backendcutscene1]>:
                - stop
            - else:
                - create player "Steen" <location[-1103,135,3359,MC8RPGMap]> save:steen
                - create player "The reborn" <location[-1105,135,3362,MC8RPGMap]> save:reborn_cutscene1
                - create player "The reborn commander" <location[-1102,135,3362,MC8RPGMap]> save:reborn_cutscene_boss_1
                - create player "Camera" <location[-1114,135,3374,MC8RPGMap]> save:Camera
                - flag player Steen:<entry[steen].created_npc>
                - flag player reborn_cutscene1:<entry[reborn_cutscene1].created_npc>
                - flag player reborn_cutscene_boss_1:<entry[reborn_cutscene_boss_1].created_npc>
                - flag player camera:<entry[Camera].created_npc>
                - adjust <player.flag[Steen]> hide_from_players
                - adjust <player.flag[reborn_cutscene1]> hide_from_players
                - adjust <player.flag[reborn_cutscene_boss_1]> hide_from_players
                - adjust <player.flag[camera]> hide_from_players
                - look <player.flag[reborn_cutscene_boss_1]> <location[-1103,136,3359,MC8RPGMap]>
                - look <player.flag[reborn_cutscene1]> <location[-1103,136,3359,MC8RPGMap]>
                - equip <player.flag[reborn_cutscene_boss_1]> hand:stick
                - equip <player.flag[reborn_cutscene1]> hand:stick
                - flag player backendcutscene1:1
        on player enters cutscene:
            - if <player.has_flag[cutscene1]>:
                - stop
            - else:
                - adjust <player.flag[camera]> speed:1.5
                - adjust <player> show_entity:<player.flag[camera]>
                - adjust <player> spectate:<player.flag[camera]>
                - adjust <player> show_entity:<player.flag[Steen]>
                - adjust <player> show_entity:<player.flag[reborn_cutscene1]>
                - adjust <player> show_entity:<player.flag[reborn_cutscene_boss_1]>
                - adjust <player.flag[Steen]> skin:mathblich
                - adjust <player.flag[reborn_cutscene1]> skin:LapisNazuli
                - adjust <player.flag[reborn_cutscene_boss_1]> skin:LapisNazuli
                - ~walk <player.flag[camera]> <location[-1103,135,3367,MC8RPGMap]>
                - look <player.flag[camera]> <location[-1103,136,3359,MC8RPGMap]>
                - chat targets:<player.flag[Steen]>|<player> talkers:<player.flag[reborn_cutscene1]> "Mr Steen Finch under Reborn law all deserters of militaristic services are punished with public execution. However, seeing as you’ve made us chase you this far it seems your rebellious journey ends here."
                - chat targets:<player>|<player.flag[reborn_cutscene_boss_1]>|<player.flag[reborn_cutscene1]> talkers:<player.flag[Steen]> "I’m not going anywhere with you dictator scum!"
                - vulnerable state:true npc:<player.flag[reborn_cutscene1]>
                - vulnerable state:true npc:<player.flag[reborn_cutscene_boss_1]>
                - vulnerable state:true npc:<player.flag[Steen]>
                - trait state:true sentinel npc:<player.flag[reborn_cutscene1]>
                - trait state:true sentinel npc:<player.flag[reborn_cutscene_boss_1]>
                - trait state:true sentinel npc:<player.flag[Steen]>
                - execute as_server "sentinel damage 1 -- id <player.flag[Steen]>"
                - execute as_server "sentinel damage 1 -- id <player.flag[reborn_cutscene1]>"
                - execute as_server "sentinel damage 1 -- id <player.flag[reborn_cutscene_boss_1]>"
                - assignment set script:Steen npc:<player.flag[Steen]>
                - assignment set script:Reborn <player.flag[reborn_cutscene1]>
                - assignment set script:Reborn_commander npc:<player.flag[reborn_cutscene_boss_1]>
                - adjust <player.flag[reborn_cutscene1]> speed:1.5
                - adjust <player.flag[reborn_cutscene_boss_1]> speed:1.5
                - adjust <player.flag[Steen]> speed:1.5
                - chat targets:<player> talkers:<player.flag[reborn_cutscene_boss_1]> "Don’t worry, you wont need to."
                - chat targets:<player> talkers:<player.flag[Steen]> "Hey you over there, please help me!"
                - chat targets:<player> talkers:<player.flag[reborn_cutscene_boss_1]> "If you want to stay on the good side of the Reborn just stay out of this."
                - adjust <player> spectate:<player>
                - execute as_server "sentinel addtarget uuid:<context.damager.flag[Steen].uuid> --id <player.flag[reborn_cutscene_boss_1]>"
                - execute as_server "sentinel addtarget uuid:<context.damager.flag[Steen].uuid> --id <player.flag[reborn_cutscene1]>"
                - execute as_server "sentinel addtarget uuid:<context.damager.flag[reborn_cutscene1].uuid> --id <player.flag[Steen]>"
                - execute as_server "sentinel addtarget uuid:<context.damager.flag[reborn_cutscene_boss_1].uuid> --id <player.flag[Steen]>"
                - adjust <player.flag[camera]> hide_from_players
                - teleport <player> <location[-1103,135,3367,MC8RPGMap]>
                - flag player cutscene1:1
        on entity dies:
            - if <context.entity> == <context.damager.flag[reborn_cutscene1]>:
                - if <context.damager.has_flag[reborn_cutscene_boss_1_dead]>:
                    - wait 1s
                    - teleport <context.damager.flag[camera]> <context.damager.location>
                    - wait 1s
                    - adjust <context.damager> show_entity:<context.damager.flag[camera]>
                    - adjust <context.damager> spectate:<context.damager.flag[camera]>
                    - remove <context.damager.flag[reborn_cutscene1]>
                    - remove <context.damager.flag[reborn_cutscene_boss_1]>
                    - walk <context.damager.flag[Steen]> <location[-1104,135,3361,MC8RPGMap]>
                    - ~walk <context.damager.flag[camera]> <location[-1104,135,3359,MC8RPGMap]>
                    - look <context.damager.flag[Steen]> <location[-1103,136,3358,MC8RPGMap]>
                    - chat targets:<context.damager> talkers:<context.damager.flag[Steen]> "Wow, thank you so much! You really saved my life. They were about to kill me. If you are interested there is a group of people that hate the reborn! Talk to the inn keeper he will inform you"
                    - wait 6s
                    - adjust <context.damager> spectate:<context.damager>
                    - remove <context.damager.flag[camera]>
                    - flag <context.damager> reborn_center:1
                - else:
                    - flag context.damager reborn_cutscene1:1
            - if <context.entity> == <context.damager.flag[reborn_cutscene_boss_1]>:
                - if <context.damager.has_flag[reborn_cutscene1_dead]>:
                    - teleport <context.damager.flag[camera]> <context.damager.location>
                    - adjust <context.damager> show_entity:<context.damager.flag[camera]>
                    - adjust <context.damager> spectate:<context.damager.flag[camera]>
                    - ~walk <context.damager.flag[Steen]> <context.damager.location.add[3,0,0]>
                    - wait 2s
                - else:
                    - flag <context.damager> reborn_cutscene_boss_1_dead:1
            - if <context.entity> == <context.damager.flag[Steen]>:
                - if <context.damager.has_flag[attackedSteen]>:
                    - if <context.damager.has_flag[attack_reborn]>:
                        - narrate "<green>You have killed both factions"
                    - else:
                        - wait 1s
                        - teleport <context.damager.flag[camera]> <context.damager.location>
                        - wait 1s
                        - adjust <context.damager> show_entity:<context.damager.flag[camera]>
                        - adjust <context.damager> spectate:<context.damager.flag[camera]>
                        - remove <context.damager.flag[Steen]>
                        - walk <context.damager.flag[reborn_cutscene1]> <location[-1104,135,3361,MC8RPGMap]>
                        - walk <context.damager.flag[reborn_cutscene_boss_1]> <location[-1002,135,3363,MC8RPGMap]>
                        - walk <context.damager.flag[camera]> <location[-1104,135,3359,MC8RPGMap]>
                        - walk <context.damager.flag[reborn_cutscene1]> <location[-1104,135,3361,MC8RPGMap]>
                        - ~walk <context.damager.flag[reborn_cutscene_boss_1]> <location[-1002,135,3363,MC8RPGMap]>
                        - look <context.damager.flag[reborn_cutscene1]> <location[-1103,136,3358,MC8RPGMap]>
                        - chat targets:<context.damager> talkers:<context.damager.flag[reborn_cutscene_boss_1]> "Thank you for helping us! You look pretty good with combat, maybe go to the reborn recuitment center in hamlet"
                        - wait 6s
                        - adjust <context.damager> spectate:<context.damager>
                        - remove <context.damager.flag[camera]>
                        - flag <context.damager> reborn_center:1

cutscenecuboid:
    type: command
    name: cuboid
    usage: cuboid
    description: Opens the GUI to see your stats
    permission: GUI.skill
    script:
        - note <cuboid[-1112,134,3368,MC8RPGMap|-1118,145,3381,MC8RPGMap]> as:cutscene