Paste #117752: Unnamed Denizen Script Paste

Date: 2023/11/19 06:02:51 UTC-08:00
Type: Denizen Script

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prison_escape:
    type: task
    script:
    - teleport <server.flag[Guard1_1]> Guard1_1_Pos
    - teleport <server.flag[Guard1_2]> <server.flag[Guard1_2].anchor[Guard1_2_Pos_1]>
    - teleport <server.flag[Guard1_3]> Guard1_3_Pos
    - teleport <server.flag[Guard1_4]> <server.flag[Guard1_4].anchor[Guard1_4_Pos_1]>
    - teleport <server.flag[Guard1_5]> Guard1_5_Pos
    - look <server.flag[Guard1_1]> yaw:0
    - adjust <server.flag[Guard1_1]> head_angle:0
    - look <server.flag[Guard1_3]> yaw:125
    - adjust <server.flag[Guard1_3]> head_angle:130
    - look <server.flag[Guard1_5]> yaw:-90
    - adjust <server.flag[Guard1_5]> head_angle:-90
    - invisible <server.flag[CalKestis_1]> true
    - invisible <server.flag[OutsideGuard_1]> false
    - teleport <player> PrisonSpawn_1
    - adjust <player> gamemode:adventure
    - look <player> yaw:90 pitch:45
    - adjust <player> head_angle:47
    - flag <player> in_prison
    - modifyblock prison_barrier_1 air
    # ^ Used for the npc detection 
    - cast blindness duration:3s amplifier:1 <player> hide_particles
    - cast slow duration:13s amplifier:6 <player> hide_particles
    - cast jump duration:13s amplifier:150 hide_particles
    - wait 1s
    - walk <server.flag[Guard1_2]> <server.flag[Guard1_2].anchor[guard1_2_pos_2]> speed:0.4
    - wait 2s
    - actionbar "<yellow>You find yourself in a prison, surrounded by guards..."
    - wait 4s
    - actionbar "<yellow>You notice that your Stun Cuffs are loose and are able to move around."
    - wait 1.5s
    - actionbar "<yellow>You notice that your Stun Cuffs are loose and are able to move around."
    - wait 3.5s
    - title title:<yellow>Escape fade_out:1.5s stay:2s targets:<player>
    - adjust <player> walk_speed:0.1
    - wait 2s
    - walk <server.flag[Guard1_4]> <server.flag[Guard1_4].anchor[Guard1_4_Pos_2]> speed:0.4
    - flag <player> not_caught
    - narrate "<dark_purple>Make sure the <bold>Guards <reset><dark_purple>don't see you!"
    - playsound <player> sound:entity_experience_orb_pickup
    - define has_been_at_wrong_loc false
    - define has_been_at_exit false
    #    - while !<[has_been_at_exit]>:
     #   - if <cuboid[wrongloc_1].players> contains <player> && !<[has_been_at_wrong_loc]>:
      #      - actionbar "<yellow>It seems this area is blocked. Keep looking..."
       #     - define has_been_at_wrong_loc true
        #- if <cuboid[escapeloc_1].players> contains <player>:
    #        - actionbar "<yellow>There appears to be a small entrance, try crawling through"
     #       - wait 1s
      #      - narrate "<dark_purple>To crawl, look straight down and double crouch. Crouch again to get up."
       #     - playsound <player> sound:entity_experience_orb_pickup
        #    - define has_been_at_wrong_loc true
    #        - define has_been_at_exit true
    #    - if !<[has_been_at_wrong_loc]>:
    #        - playeffect effect:dragon_breath at:wrong_particle_loc_1 offset:0.2,0.4,0.2 quantity:3
    #    - playeffect effect:dragon_breath at:right_particle_loc_1 offset:0.2,0.4,0.2 quantity:3
    #    - wait 0.8s
    #

click_speederbike:
    type: world
    events:
        on player right clicks barrier flagged:escape_prison:
        # teleport player to the next scene
        - flag <player> escape_prison:!
        - teleport <player> -18.5,70,-270.5,world
        - wait 10s
        - teleport <player> PrisonSpawn_1

exits_prison:
    type: world
    events:
        on player enters outside_1 flagged:in_prison:
        - flag <player> in_prison:!
        - modifyblock prison_barrier_1 barrier
        - wait 0.3s
        - narrate "<red><bold>Guard <&gt><reset><red> Stop right there!"
        - adjust <player> walk_speed:0
        - cast jump duration:5s amplifier:150 hide_particles
        - look <player> <server.flag[OutsideGuard_1].location.add[0,1.65,0]> duration:4s
        - wait 2s
        - invisible <server.flag[CalKestis_1]> false
        - playeffect effect:explosion_normal at:<server.flag[OutsideGuard_1].location> offset:0.1,1,0.1 quantity:20
        - invisible <server.flag[OutsideGuard_1]> true
        # shoot
        - wait 1s
        - look <server.flag[CalKestis_1]> <server.flag[OutsideGuard_1].location.add[0,1.65,0]> duration:3
        - wait 1s
        - look <player> <server.flag[CalKestis_1].location.add[0,1.65,0]> duration:2s
        - wait 0.5s
        - look <server.flag[CalKestis_1]> <player.location.add[0,1.65,0]>
        - narrate "<yellow><bold>Cal Kestis <yellow><&gt> Quick! Get on!"
        - wait 1s
        - narrate "<dark_purple>Right click the Speeder Bike"
        - playsound <player> sound:entity_experience_orb_pickup
        - wait 1s
        - adjust <player> walk_speed:0.2
        - flag <player> escape_prison

guard_attacks_player:
    type: world
    events:
        on sentinel npc attacks flagged:in_prison:
        - determine passively cancelled
        - ratelimit <player><npc> 10s
        - narrate "<red><bold>Guard <&gt><reset><red> Stop right there!"
        - adjust <player> walk_speed:0
        - cast jump duration:5s amplifier:150 hide_particles
        - wait 0.5s
        - look <npc> <player.location.add[0,1.65,0]>
        - look <player> <npc.location.add[0,1.65,0]> duration:3
        - actionbar "<yellow>You were caught by a <bold>Guard.<yellow> Try again..."
        - wait 2s
        - look <player> <npc.location.add[0,1.65,0]> duration:2s
        - wait 1s
        - cast blindness amplifier:1 duration:2
        - wait 1s
        - run prison_escape
        - determine cancelled