Bender:
type: assignment
Interact Scripts:
- 1 NPC_Bender
NPC_Bender:
type: interact
actions:
on assignment:
- trigger name:damage state:true
steps:
1:
chat trigger:
trigger: What about /FIRE/
script:
- flag <npc> bender_type:fire
- define bender_type <npc.flag[bender_type]>
# ^^^
# Make sure you set this flag somewhere
#
- if %bender_type% == fire {
- define blocks li@m@netherrack|m@fire|m@lava
# ^^^
# Blocks to bend
} else if %bender_type% == water {
- define blocks li@m@water|m@ice
} else if %bender_type% == earth {
# etc
} else if %bender_type% == air {
# etc
}
- define lift_blocks <npc.location.find.blocks[%blocks%].within[7]>
# ^^^
# set the range
- flag <npc> remaining_blocks:|:%lift_blocks%
- run s@BenderBlocks def:<npc>
BenderBlocks:
type: task
script:
- define npc <%1%.as_npc>
- if <%npc%.flag[remaining_blocks].as_list.size.as_int> > 0 {
- define location <%npc%.flag[remaining_blocks].as_list.random>
- define block <%location%.material.id>
- if %bender_type% == fire {
- modifyblock %location% m@water
}
- spawn e@falling_block,%block%[velocity=<%npc%.location.block.add[0,2,0]>] %location% save:%location%_block
- look <npc> <entry[%location%_block].spawned_entities.location> duration:1
- push <entry[%location%_block].spawned_entities> destination:<%npc%.location.block.add[0,2,0]> speed:0.1
- - if %bender_type% == fire { - repeat 5 {
- - animate <npc> SNEAK
- - playeffect <entry[%location%_block].spawned_entities> FLAME
- - playeffect <entry[%location%_block].spawned_entities> LAVA
- - animate <npc> ARM_SWING
- }
- }
+ - if %bender_type% == fire {
+ - repeat 5 {
+ - animate <npc> SNEAK
+ - playeffect <entry[%location%_block].spawned_entities> FLAME
+ - playeffect <entry[%location%_block].spawned_entities> LAVA
+ - animate <npc> ARM_SWING
+ }
+ }
- flag %npc% remaining_blocks:<-:%location%
- wait d@1.5s
- run s@BenderBlocks def:%npc%
}