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Activations.dsc
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Activations.dsc
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activate_glyphs:
type: world
debug: false
events:
on player right clicks block with:light_glyph:
- run glyphs.light
on player right clicks block with:ice_glyph:
- ratelimit <player> 2s
- run glyphs.ice
on player right clicks block with:plant_glyph:
- ratelimit <player> 2s
- if <player.is_sneaking>:
- run glyphs.plant.spread
- else:
- run glyphs.plant.pillar
on player right clicks block with:fire_glyph:
- ratelimit <player> 2s
- if <player.is_sneaking>:
- run glyphs.fire.ignite def.1:<context.location>
- else:
- run glyphs.fire.throw
on player right clicks block with:invisible_glyph:
- if <player.has_flag[using_invisibility_glyph]>:
- ratelimit <player> 5s
- narrate "<yellow>You can't use this while you are already invisible!"
- else:
- flag player using_invisibility_glyph expire:10s
- run glyphs.invisible.cast
# Will load the schematic into memory when the server starts.
# This will (most likely) prevent the ice glyph pillar from loading a bit slower the first time it is preformed after the server resets.
load_ice_glyph_pillar_schematic:
type: world
debug: false
events:
on server start:
- schematic load name:ice_glyph_pillar_slice
activate_ice_sword:
type: world
debug: false
events:
on player damaged by player with:ice_sword:
- ratelimit <player> 5s
- determine passively cancelled
- hurt <context.final_damage.div[2]> <context.entity>
- run glyph_weapons.ice_sword def.1:<context.entity>
# Prevents the player from taking any further damage form the ice effect
on player damaged by freeze:
- determine cancelled
on player right clicks block with:ice_sword:
- ratelimit <player> 2s
- give <context.location.material.name>
- modifyblock <context.location> ice
activate_plant_sword:
type: world
debug: false
events:
on player damaged by player with:plant_sword:
- ratelimit <player> 5s
- determine passively cancelled
- hurt <context.final_damage.div[2]> <context.entity>
- run glyph_weapons.plant_sword def.1:<context.entity>
on player right clicks block with:plant_sword:
- ratelimit <player> 2s
- give <context.location.material.name>
- modifyblock <context.location> <list[dandelion|poppy|blue_orchid|allium|azure_bluet|pink_tulip|orange_tulip|red_tulip|white_tulip|oxeye_daisy|cornflower|lily_of_the_valley].random>
prevent_glyph_power_damage:
type: world
debug: false
events:
on player damaged by fall flagged:using_ice_glyph:
- determine cancelled
on player damaged by fall flagged:using_plant_glyph:
- determine cancelled
# You can tell that because this is here that I accidentally dyed a sheep with a glyph while testing. :|
prevent_dying_of_sheep:
type: world
debug: false
events:
on sheep dyed color:
- determine cancelled
trigger_invisibility_glyph_off:
type: world
debug: false
events:
on player steps on block flagged:using_invisibility_glyph:
- flag player using_invisibility_glyph:!
- run glyphs.invisible.remove