Date: 2016/10/09 05:58:38 UTC-07:00
Type: Denizen Script
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BakerNPC:
type: assignment
interact scripts:
- 10 Bakerquest
BakerQuest:
type: interact
steps:
1:
clicktrigger:
script:
- ^zap step:2
- narrate "<&6> <&l> Baker: <&f>Hello There!"
- wait 2
- narrate "<&6> <&l> Baker: <&f> Would you mind bringing me 3 wheat, please? I can give you a freshly made bread then."
- wait 2
- zap step:3
2:
clicktrigger:
script:
- narrate "You can't do that right now."
- wait 5
3:
clicktrigger:
script:
- zap step:2
- if <player.inventory.contains[Wheat].qty[3]> {
- narrate "<&6> <&l> Baker: <&f> Great, you got the wheat for me!"
- ^take i@Wheat qty:3
- wait 2
- narrate "<&o> The baker turns and starts finishing the bread."
- wait 2
- narrate "<&6> <&1> Baker: <&f> There you go. A freshly made bread"
- give i@FreshBread
- flag player FreshBread:1
- wait 3
- zap step:4
} else {
- zap step:2
- narrate "<&6> <&1> Baker: <&f> Sorry, but I first need the wheat to finish baking the bread."
- wait 4
- zap step:3
}
4:
clicktrigger:
script:
- zap step:2
- random {
- narrate "<&6> <&1> Baker: <&f> Enjoy your meal!"
- narrate "<&6> <&1> Baker: <&f> Sorry, but I am out of bread now"
- narrate "<&6> <&1> Baker: <&f> May the bread be with you"
}
- wait 3
- zap step:4
FreshBread:
type: item
material: bread
display name: <&6> <&l>Fresh Bread
lore:
- <&8>consumable
- <&7><&o>Fresh, healthy bread,
- <&7><&o>most likely to cure diseases.
- <&f>
- <&2>Use: <&a> Restores 5 Health.
FreshBreadEat:
type: world
events:
on player right clicks with i@FreshBread:
- determine passively cancelled
- ^take i@FreshBread qty:1
- ^heal 5 <context.player>
- ^narrate "You restore 5 Health."
BakersDaughterNPC:
type: assignment
interact scripts:
- 10 Bakersdaughterquest
BakersDaugherQuest:
type: interact
steps:
1:
clicktrigger:
script:
- ^zap step:2
- narrate "<&6> <&l> Daughter: <&f> Hello there!"
- wait 2
- narrate "<&6> <&l> Daughter: <&f> If you help my father, I can give you a cake."
- wait 2
- zap step:3
2:
clicktrigger:
script:
- narrate "<&6> <&l> Daughter: <&f>You can't do that right now."
- wait 4
3:
clicktrigger:
script:
- zap step:2
- if <player.flag[FreshBread]> == 1 && <player.inventory.contains[i@FreshBread].qty[1]> [
- narrate: "<&6> <&l> Daughter: <&f> Great, you have his bread, which means that you must've helped him."
- narrate: "<&6> <&l> Daughter: "As a sign of grattidute, here, take this selfmade cake."
- give i@SpecialCake
- flag player SelfmadeCake:1
- wait 3
- zap step:4
} else {
- zap step:2
- narrate: "<&6> <&l> Daughter: <&f> Please go and help my father. If you aid him, I will reward you!"}
- wait 4
- zap step:3
]
4:
clicktrigger:
script:
- zap step:2
- random {
- narrate "<&6> <&1> Daughter: <&f> Enjoy your meal!
- narrate "<&6> <&1> Daughter: <&f> Sorry, but I am out of cake now"
- narrate "<&6> <&1> Daughter: <&f> May the cake be with you"
}
- wait 3
- zap step:4
SpecialCake:
type: item
material: cake
display name: <&6> <&l>Special Cake
lore:
- <&8>consumable
- <&7><&o>Fresh, selfmade cake,
- <&7><&o>most likely to cure diseases.
- AAlrig<&f>
- <&2>Use: <&a> Restores 20 Health.
SpecialCakeEat:
type: world
events:
on player right clicks with i@SpecialCake:
- determine passively cancelled
- ^take i@SpecialCake qty:1
- ^heal 20 <context.player>
- ^narrate "You restore 20 Health."