Denizen/Script Samples: Difference between revisions
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(Created page with "Samples will go here, maybe! == Checkpoint NPC == <pre> # Simply spawn an NPC and do # /npc assign --set respawnmaster # and now you have a checkpoint NPC :D # NPC Assignmen...") |
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Revision as of 03:21, 22 October 2013
Samples will go here, maybe!
Checkpoint NPC
# Simply spawn an NPC and do # /npc assign --set respawnmaster # and now you have a checkpoint NPC :D # NPC Assignment script respawnmaster: # Obligatory type type: assignment # Actions = script run when NPC-related events occur actions: # This one is when the NPC is assigned on assignment: # Enable the trigger 'Proximity' with a radius of 10 blocks - trigger name:proximity state:true radius:10 # interact script list interact scripts: # The interact below - 10 respawnmaster_interact # The interact script respawnmaster_interact: # Obligatory type type: interact # List the steps below steps: # First (Default) step 1: # Triggers that fire when a player moves around near an NPC proximity trigger: # Specifically, when a player enters the radius of 10 blocks mentioned above entry: # Run this script... script: # If the player's last set checkpoint was set by this NPC, # cancel the current script queue (Clear it) (Meaning, the the flag/narrate won't happen) - if <player.flag[respawner]> == <npc.id> queue clear # Add a flag on the player, named respawnpoint, set to the player's current location at the time he entered the radius - flag player respawnpoint:<player.location> # Add a flag on the player, named respawner, set to the ID of the NPC that set this checkpoint. - flag player respawner:<npc.id> # Tell the player that he has reached the checkpoint, in green - narrate "<&2>You reached a checkpoint!" # World script to handle respawning respawnhandler: # Obligatory type type: world # List of world events (events not related to an NPC) that we want to run scripts for events: # The event that fires when a player dies and respawns on player respawns: # If the player doesn't have a respawn point, clear the scriptqueue, same as above, preventing the determine - if <player.flag[respawnpoint]> == null queue clear # Run the task script 'respawnnomercy' with a delay of one second - run respawnnomercy delay:2s # Tell the event that we want to change the outcome to the player's flagged respawn point... # in this event, that changes where the player respawns # Thus, the player respawns at the checkpoint set in the prox trigger above - determine <player.flag[respawnpoint]> # A task script to prevent errors on Multiverse/whatever servers respawnnomercy: # Obligatory type type: task # Script below is the only script in a task script: # Teleport the player to the respawn point, in case the determine above didn't do it - teleport <player> <player.flag[respawnpoint]> # Remember, when whatever quest is completed, to run this command: # - flag player respawnpoint:! # To remove the respawnpoint and allow them to respawn normally