Difference between revisions of "Denizen/Script Samples"

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== Checkpoint NPC ==
 
== Checkpoint NPC ==
View script with dScript highlighting: http://mcmonkey.org/paste/91
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<s>View script with dScript highlighting: http://mcmonkey.org/paste/91
 
<pre>
 
<pre>
 
# Simply spawn an NPC and do
 
# Simply spawn an NPC and do
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# - flag player respawnpoint:!
 
# - flag player respawnpoint:!
 
# To remove the respawnpoint and allow them to respawn normally
 
# To remove the respawnpoint and allow them to respawn normally
</pre>
+
</pre></s>

Latest revision as of 16:05, 24 March 2020

For more up-to-date information and full details on specific features (individual commands or tags, for example), check the Meta Documentation.

If you want a full tutorial to help get you set up, check out the Tutorial Videos on youtube or the Beginner's Guide text website.

If you need quick help, visit our Discord group.




This wiki is outdated, please view the tutorial videos/guide, meta documentation, or Discord group (all linked above) for up-to-date information!





Samples will go here, maybe!

Checkpoint NPC

View script with dScript highlighting: http://mcmonkey.org/paste/91

# 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