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 <>><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><>> 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 <>><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