Staff Pick: Npc Bartender GUI Assignment
By
NavyboyCreated: 2016/02/06 12:55:35 UTC-08:00 (8 years and 321 days ago)
Edited: 2016/02/06 12:57:31 UTC-08:00 (8 years and 321 days ago)
Likes: 1
Staff pick as of: 2016/02/06 12:56:40 UTC-08:00 (8 years and 321 days ago)
Denizen Version: Version 1.0
Script Version: Script Version
Description:
This is an assignment for Npcs that allows them to be a bartender.
This script is very customizable and has directions of how to customize it.
To assign the script to a npc, select the npc and do
/npc assignment --set bartender_assignment
Download script |
View raw script############################
# Bartender
# Script
# Made By: Navyboy
############################
# This script requires Vault!
############################
# Bartender Assignment
############################
bartender_assignment:
type: assignment
debug: false
actions:
on assignment:
- trigger name:click state:true
- trigger name:proximity state:true radius:5
on enter proximity:
- narrate format:bartenderChat "What can I get for you?"
- WAIT 1s
- inventory open d:in@bartender_Inventory
#############################
# How to add another drink
#############################
#First you need to make another item (Tells you how down belowˇˇ)
#Then you need to add the item to the inventory [i@name]
#After you add it you need to make an event for it down below ˇˇ
#After you make the event make sure to add the price!
#To add a specific Potion, go to http://minecraft-ids.grahamedgecombe.com/potion-calculator
#############################
# Bartender Assignment
#############################
bartender_Inventory:
type: inventory
title: "<&6>Bartender Menu"
size: 27
slots:
- "[i@beer] [i@ale] [i@whiskey] [i@scotch] [i@wine] [i@cider] [i@margarita] [i@martini] [i@pina_colada]"
- "[i@shirley_temple] [i@vodka_redbull] [i@black_russian] [i@long_island_iced_tea] [i@bloody_mary] [i@manhattan] [] [] []"
- "[i@cola] [i@grape_soda] [i@orange_soda] [i@water_melon_soda] [i@water] [] [] [] []"
############################
# Bartender Drinks
############################
#(This is the basic format for a drink)
#drink:
# type: item
# material: "373:8194"
# display name: "<&c>RedCow"
# lore:
# - "Hyper drink that will get you"
# - "speeding around!"
############################
# Hard Drinks
############################
martini:
type: item
material: "373:8193"
display name: "<&3>Martini"
lore:
- "The elixir of quietude"
- "<&a>$<&f>6"
manhattan:
type: item
material: "373:8227"
display name: "<&6>Manhattan"
lore:
- "A cherry to top it off"
- "<&a>$<&f>10"
bloody_mary:
type: item
material: "373:8204"
display name: "<&4>Bloody Mary"
lore:
- "Always servered with a drop of blood"
- "<&a>$<&f>8"
long_island_iced_tea:
type: item
material: "373:8205"
display name: "<&e>Long Island Iced Tea"
lore:
- "Sweet and sour always hit the spot"
- "<&a>$<&f>5"
margarita:
type: item
material: "373:8198"
display name: "<&2>Margarita"
lore:
- "Margarita ville!"
- "<&a>$<&f>6"
black_russian:
type: item
material: "373:8228"
display name: "<&8>Black Russian"
lore:
- "If there is one drink that practically every"
- "bartender in the world knows, it is the Black Russian"
- "<&a>$<&f>7"
whiskey:
type: item
material: "373:8227"
display name: "<&6>Whiskey"
lore:
- "Lets not have another Whiskey Rebellion"
- "<&a>$<&f>10"
pina_colada:
type: item
material: "373:8203"
display name: "<&d>Pina Colada"
lore:
- "Lovely drink to have on the beach"
- "<&a>$<&f>5"
beer:
type: item
material: "373:8204"
display name: "<&6>Beer"
lore:
- "Cold beer on a hot day, perfect"
- "<&a>$<&f>4"
vodka_redbull:
type: item
material: "373:8194"
display name: "<&c>Vodka Redbull"
lore:
- "Oh jeez, 4 will hype you up"
- "<&a>$<&f>6"
shirley_temple:
type: item
material: "373:8197"
display name: "<&4>Shirley Temple"
lore:
- "Always garnished with a maraschino cherry"
- "<&a>$<&f>5"
ale:
type: item
material: "373:8200"
display name: "<&e>Ale"
lore:
- "Just a bit of bitter never hurt"
- "<&a>$<&f>5"
wine:
type: item
material: "373:8229"
display name: "<&5>Wine"
lore:
- "Old squished up grapes"
- "<&a>$<&f>14"
cider:
type: item
material: "373:8202"
display name: "<&9>Cider"
lore:
- "Apple cider maybe?"
- "<&a>$<&f>5"
scotch:
type: item
material: "373:8227"
display name: "<&6>Scotch"
lore:
- "This is the good stuff."
- "<&a>$<&f>12"
############################
# Soft Drinks
############################
cola:
type: item
material: "373:8194"
display name: "<&c>Cola"
lore:
- "Don't drink too many now"
- "<&a>$<&f>2"
grape_soda:
type: item
material: "373:8194"
display name: "<&5>Grape Soda"
lore:
- "Graaaaapes"
- "<&a>$<&f>2"
orange_soda:
type: item
material: "373:8194"
display name: "<&6>Orange Soda"
lore:
- "Oranges are the way to go"
- "<&a>$<&f>2"
water_melon_soda:
type: item
material: "373:8194"
display name: "<&a>Water Melon Soda"
lore:
- "WATER MELONS!!"
- "<&a>$<&f>3"
water:
type: item
material: 373
display name: "<&b>Water"
lore:
- "Bland. Old. Water."
- "<&a>$<&f>0"
############################
# Bartender Chat/Handlers
############################
#If you want to add another drink event, copy and paste this template and fill in the correct information!
#You can find the extraeffects at https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
#############################
# on player clicks (drinkname) in bartender_Inventory:
# - if <player.money> >= "(amount)" {
# - inventory close
# - money take quantity:(amount)
# - narrate "<&a>$<&e>(amount) <&a>has been taken from your balance"
# - give (drinkname)
# } else {
# - inventory close
# - narrate "<&c>You do not have enough money!"
# }
# on player consumes (drinkname):
# - cast (extraeffect) duration:(time) power:(power)
##############################
bartenderChat:
type: format
debug: false
format: <&6>Bartender:<&f> <text>
bartender_Inventory_Handler:
type: world
events:
on player clicks in bartender_Inventory:
- determine cancelled
on player drags in bartender_Inventory:
- determine cancelled
on player clicks martini in bartender_Inventory:
- if <player.money> >= "6" {
- inventory close
- money take quantity:6
- narrate "<&a>$<&e>6 <&a>has been taken from your balance"
- give martini
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes martini:
- cast confusion duration:10s
on player clicks manhattan in bartender_Inventory:
- if <player.money> >= "10" {
- inventory close
- money take quantity:10
- narrate "<&a>$<&e>10 <&a>has been taken from your balance"
- give manhattan
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes martini:
- cast confusion duration:10s
on player clicks bloody_mary in bartender_Inventory:
- if <player.money> >= "8" {
- inventory close
- money take quantity:8
- narrate "<&a>$<&e>8 <&a>has been taken from your balance"
- give bloody_mary
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes bloody_mary:
- cast confusion duration:10s
on player clicks long_island_iced_tea in bartender_Inventory:
- if <player.money> >= "5" {
- inventory close
- money take quantity:5
- narrate "<&a>$<&e>5 <&a>has been taken from your balance"
- give long_island_iced_tea
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes long_island_iced_tea:
- cast confusion duration:10s
on player clicks margarita in bartender_Inventory:
- if <player.money> >= "6" {
- inventory close
- money take quantity:6
- narrate "<&a>$<&e>6 <&a>has been taken from your balance"
- give margarita
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes margarita:
- cast confusion duration:10s
on player clicks black_russian in bartender_Inventory:
- if <player.money> >= "7" {
- inventory close
- money take quantity:7
- narrate "<&a>$<&e>7 <&a>has been taken from your balance"
- give black_russian
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes black_russian:
- cast confusion duration:10s
on player consumes martini:
- cast confusion duration:10s
on player clicks whiskey in bartender_Inventory:
- if <player.money> >= "10" {
- inventory close
- money take quantity:10
- narrate "<&a>$<&e>10 <&a>has been taken from your balance"
- give whiskey
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes whiskey:
- cast confusion duration:10s
on player clicks pina_colada in bartender_Inventory:
- if <player.money> >= "5" {
- inventory close
- money take quantity:5
- narrate "<&a>$<&e>5 <&a>has been taken from your balance"
- give pina_colada
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes pina_colada:
- cast confusion duration:10s
on player clicks beer in bartender_Inventory:
- if <player.money> >= "4" {
- inventory close
- money take quantity:4
- narrate "<&a>$<&e>4 <&a>has been taken from your balance"
- give beer
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes beer:
- cast confusion duration:10s
on player clicks vodka_redbull in bartender_Inventory:
- if <player.money> >= "4" {
- inventory close
- money take quantity:4
- narrate "<&a>$<&e>4 <&a>has been taken from your balance"
- give vodka_redbull
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes vodka_redbull:
- cast confusion duration:10s
on player clicks shirley_temple in bartender_Inventory:
- if <player.money> >= "5" {
- inventory close
- money take quantity:5
- narrate "<&a>$<&e>5 <&a>has been taken from your balance"
- give shirley_temple
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes shirley_temple:
- cast confusion duration:10s
on player clicks ale in bartender_Inventory:
- if <player.money> >= "5" {
- inventory close
- money take quantity:5
- narrate "<&a>$<&e>5 <&a>has been taken from your balance"
- give ale
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes ale:
- cast confusion duration:10s
on player clicks wine in bartender_Inventory:
- if <player.money> >= "14" {
- inventory close
- money take quantity:14
- narrate "<&a>$<&e>14 <&a>has been taken from your balance"
- give wine
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes wine:
- cast confusion duration:10s
on player clicks cider in bartender_Inventory:
- if <player.money> >= "5" {
- inventory close
- money take quantity:5
- narrate "<&a>$<&e>5 <&a>has been taken from your balance"
- give cider
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes cider:
- cast confusion duration:10s
on player clicks scotch in bartender_Inventory:
- if <player.money> >= "12" {
- inventory close
- money take quantity:12
- narrate "<&a>$<&e>12 <&a>has been taken from your balance"
- give scotch
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes scotch:
- cast confusion duration:10s
on player clicks cola in bartender_Inventory:
- if <player.money> >= "2" {
- inventory close
- money take quantity:2
- narrate "<&a>$<&e>2 <&a>has been taken from your balance"
- give cola
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes cola:
- cast absorption duration:20s power:1
on player clicks grape_soda in bartender_Inventory:
- if <player.money> >= "2" {
- inventory close
- money take quantity:2
- narrate "<&a>$<&e>2 <&a>has been taken from your balance"
- give grape_soda
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes grape_soda:
- cast absorption duration:20s power:1
on player clicks orange_soda in bartender_Inventory:
- if <player.money> >= "2" {
- inventory close
- money take quantity:2
- narrate "<&a>$<&e>2 <&a>has been taken from your balance"
- give orange_soda
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes orange_soda:
- cast absorption duration:20s power:1
on player clicks water_melon_soda in bartender_Inventory:
- if <player.money> >= "3" {
- inventory close
- money take quantity:3
- narrate "<&a>$<&e>3 <&a>has been taken from your balance"
- give water_melon_soda
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
on player consumes water_melon_soda:
- cast absorption duration:20s power:1
on player clicks water in bartender_Inventory:
- if <player.money> >= "0" {
- inventory close
- money take quantity:0
- narrate "<&a>$<&e>0 <&a>has been taken from your balance"
- give water
} else {
- inventory close
- narrate "<&c>You do not have enough money!"
}
#This is the end! Seriously!
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