Various bugfixes #6
@@ -20,6 +20,13 @@ ball_create:
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- define size <[ball_collision].bounding_box.get[1].sub[<[ball_collision].location>].x.abs.add[0.01]>
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- define size <[ball_collision].bounding_box.get[1].sub[<[ball_collision].location>].x.abs.add[0.01]>
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- spawn zombie[silent=true;has_ai=false;gravity=false;visible=false] <[location].with_pitch[0].with_yaw[0].below[<[size].add[1]>]> save:ball_display
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- spawn zombie[silent=true;has_ai=false;gravity=false;visible=false] <[location].with_pitch[0].with_yaw[0].below[<[size].add[1]>]> save:ball_display
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- define ball_display <entry[ball_display].spawned_entity>
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- define ball_display <entry[ball_display].spawned_entity>
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- if <[ball_display].is_baby>:
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- age <[ball_display]> adult lock
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- if <[ball_display].is_inside_vehicle>:
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# CHICKEN JOCKEEEEEEEEEEEEEEEEEEEEEEEEEY
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- define chicken <[ball_display].vehicle>
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- adjust <[chicken]> passengers:<list[]>
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- remove <[chicken]>
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- adjust <[ball_display]> equipment:<map[].with[helmet].as[<[display_item]>]>
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- adjust <[ball_display]> equipment:<map[].with[helmet].as[<[display_item]>]>
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- flag <[ball_collision]> ball:<[id]>
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- flag <[ball_collision]> ball:<[id]>
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- flag <[ball_collision]> ball_display:<[ball_display]>
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- flag <[ball_collision]> ball_display:<[ball_display]>
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@@ -66,6 +66,10 @@ liteprofilesutils_world:
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- narrate <[joinleavedata].get[join].parsed> targets:<[setting_enabled_players]>
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- narrate <[joinleavedata].get[join].parsed> targets:<[setting_enabled_players]>
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## prevent /profile remove
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## prevent /profile remove
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on command:
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on command:
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- if <context.source_type> != player:
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- stop
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- if <player.is_op>:
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- stop
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- if <context.command.to_lowercase> == profile || <context.command.to_lowercase> == account || <context.command.to_lowercase> == pf:
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- if <context.command.to_lowercase> == profile || <context.command.to_lowercase> == account || <context.command.to_lowercase> == pf:
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- if <context.args.get[1].to_lowercase.if_null[null]> == remove:
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- if <context.args.get[1].to_lowercase.if_null[null]> == remove:
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- determine cancelled passively
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- determine cancelled passively
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@@ -2,8 +2,10 @@ ch1_1_preassign:
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debug: false
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debug: false
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type: world
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type: world
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events:
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events:
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on player joins:
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after player joins:
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- wait 1s
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- if <proc[storyboard_player_state_get].context[<player>|preassign]> == null:
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- if <proc[storyboard_player_state_get].context[<player>|preassign]> == null:
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- if !<proc[storyboard_npc_exists].context[<player>|marie]>:
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- run storyboard_npc_memalloc "def:<player>|marie|player|<location[-4,2,-15,world]>|Marie Ayashibayomi|true|<script[storyboard_skin_dump].data_key[marie].get[a]>"
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- run storyboard_npc_memalloc "def:<player>|marie|player|<location[-4,2,-15,world]>|Marie Ayashibayomi|true|<script[storyboard_skin_dump].data_key[marie].get[a]>"
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- run storyboard_npc_set_assignment def.player:<player> def.name:marie def.assignment:ch1_1_marie_assign
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- run storyboard_npc_set_assignment def.player:<player> def.name:marie def.assignment:ch1_1_marie_assign
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- run storyboard_player_state_set def.player:<player> def.key:preassign def.value:true
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- run storyboard_player_state_set def.player:<player> def.key:preassign def.value:true
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@@ -41,6 +41,7 @@ storyboard_npc_memalloc:
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- define npcs <[player].flag[storyboard_state].get[npcs].if_null[<map[]>]>
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- define npcs <[player].flag[storyboard_state].get[npcs].if_null[<map[]>]>
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- create <[type]> <[npc_id]> <[at]> registry:<[registry]> save:npc
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- create <[type]> <[npc_id]> <[at]> registry:<[registry]> save:npc
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- define npc <entry[npc].created_npc>
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- define npc <entry[npc].created_npc>
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- playeffect at:<[npc].location.above[1]> offset:0.35,1,0.35 effect:SOUL_FIRE_FLAME quantity:20
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- define npc_state <map[]>
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- define npc_state <map[]>
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- define assignment null
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- define assignment null
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- if <[npcs].contains[<[name]>]>:
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- if <[npcs].contains[<[name]>]>:
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@@ -137,6 +138,14 @@ storyboard_npc_memdestroy:
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- define npc <proc[storyboard_npc_by_name].context[<[player]>|<[name]>]>
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- define npc <proc[storyboard_npc_by_name].context[<[player]>|<[name]>]>
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- remove <[npc]>
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- remove <[npc]>
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# Checks if an NPC exists for the given player.
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storyboard_npc_exists:
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debug: false
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type: procedure
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definitions: player|name
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script:
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- determine <proc[storyboard_npc_by_name].context[<[player]>|<[name]>].if_null[null].equals[null].not>
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# Flags the NPC by name, mapping the given key to the given value.
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# Flags the NPC by name, mapping the given key to the given value.
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storyboard_npc_state_set:
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storyboard_npc_state_set:
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debug: false
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debug: false
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@@ -215,6 +224,7 @@ storyboard_npc_internal_auto_memory_management:
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type: world
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type: world
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events:
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events:
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after player joins:
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after player joins:
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- wait 1s
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- define npcs <player.flag[storyboard_state].get[npcs].if_null[<map[]>]>
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- define npcs <player.flag[storyboard_state].get[npcs].if_null[<map[]>]>
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- foreach <[npcs]> key:name as:data:
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- foreach <[npcs]> key:name as:data:
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- define allocated <[data].get[allocated].if_null[null]>
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- define allocated <[data].get[allocated].if_null[null]>
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