Title | Untitled Paste |
Type | Denizen Script |
Date | 2014/11/26 23:00:19 UTC-08:00 |
By | Guest |
Other | |
Paste |
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type: assignment debug: true default constants: server_price_requirment: true store open hour: 5 store close hour: 18 store greetings: li@Welcome to my store!|Feel free to look around!|Just give me a click if you need something! actions: # Just some setup of the triggers on remove: - flag server playerstore:<-:<npc.flag[playerstore]> on assignment: - trigger name:proximity toggle:true radius:30 cooldown:3s - trigger name:click toggle:true - trigger name:chat toggle:true - trigger name:damage toggle:true - flag npc cashregister:5 on enter proximity: - foreach <npc.flag[playerstore].as_cuboid.list_entities> { - if !<def[value].has_framed_item> { - adjust %value% framed:<npc.flag[storeitems].get[<npc.flag[storeitemlocations].find[<def[value].location>]>]> } } - define name <player.name> - if <player.location.is_within[<npc.flag[playerstore].as_cuboid>]> { - flag player storekeepernpc:<npc> } - if !<npc.flag[playerstore].as_cuboid.is_within[<player.location>]> && '<player.inventory.contains[i@shopping bag]>' { - inventory add o:in@def[name]_shopping_bag d:<def[keeper].inventory> - take "i@shopping bag" - narrate "<dark_red>No stealing items from my store!!" } - if <player.name> == <npc.owner> && <npc.can_see[<player>]||null> && !<player.flag[greeted]||null> { - narrate "<dark_purple>Hello <player.name> just ask for <green>'help' <dark_purple>if you need a command refresher for your shop" - flag player greeted duration:5m } else if !<player.flag[greeted]> && <npc.can_see[<player>]||null> { - if !<npc.flag[greeting]||null> == null { - narrate "<aqua><npc.flag[greeting].random>" } else { - narrate "<aqua><el@val[<npc.constant[store greetings]>].as_list.random>" } - flag player greeted duration:30s } on damage: - define name <player.name> - if <player.name> == <npc.owner> { - narrate "<dark_purple> The balance is <green><npc.flag[cashregister].as_int||null>" - narrate "<dark_purple>would you like to <green>'give' <dark_purple>money to your store or <green>'take' <dark_purple>money from your store?" } else if '!<player.inventory.contains[i@shopping bag]>' && '!<player.inventory.contains[i@selling_bag]||>' { - note 'in@player bag' as:<player.name>_shopping_bag - animate <npc> arm_swing - flag player storekeepernpc:<npc> - narrate '<aqua>Here, have a complimentary shopping bag!' - give <player> 'i@shopping bag' } else if <player.item_in_hand> == 'i@shopping bag' && <npc.owner> == server { - define total_price 0 - foreach <in@%name%_shopping_bag.list_contents> { - adjust %value% quantity:1 save:item2 - if <server.flag[<entry[item2].result.full.escaped>]||null> == null { - flag server <entry[item2].result.full.escaped>:1.00 } - adjust %value% quantity:1 save:item - define price <yaml[prices].read[prices.<entry[item].result.full.escaped>].mul[2].mul[<server.flag[<entry[item].result.full.escaped>]>].mul[<def[value].qty>]||null> - define total_price <el@val[%total_price%].add[%price%]||null> } - narrate "<aqua>Ready to check out? Just click me with your bag!" - narrate "<aqua>your total price is <green>%total_price%" } else if <player.item_in_hand> == 'i@shopping bag' { - define total_price 0 - define name <player.name> - foreach <in@%name%_shopping_bag.list_contents> { - if !<npc.flag[sell_<def[value].full.escaped>].mul[<%value%.qty>]||null> == null { - define price <npc.flag[sell_<def[value].full.escaped>].mul[<def[value].qty>]||null> } else { - define price <el@val[<npc.flag[sell_<def[value].full.escaped>]>].mul[<def[value].qty>]||null> - define total_price <el@val[%total_price%].add[%price%]||null> } } - narrate "<aqua>Ready to check out? Just click me with your bag!" - narrate "<aqua>your total price is <green>%total_price%" } else if <player.item_in_hand> == 'i@selling_bag' && <npc.owner> == server { - define total_price 0 - foreach <in@%name%_selling_bag.list_contents> { - adjust %value% quantity:1 save:item - define price <yaml[prices].read[prices.<entry[item].result.full.escaped>].mul[<def[value].qty>]> - define total_price <el@val[%total_price%].add[%price%]> } - narrate "<aqua>Ready to sell items? Just right click me with your bag!" - narrate "<aqua>your total price is <green>%total_price%" } else if <player.item_in_hand> == 'i@selling_bag' { - define total_price 0 - foreach <in@%name%_selling_bag.list_contents> { - define price <npc.flag[buy_%value%].as_int||null> - define total_price <el@val[%total_price%].add[%price%]||null> } - narrate "<aqua>Ready to sell items? Just right click me with your bag!" - narrate "<aqua>your total price is <green>%total_price%" } else { - flag player storekeepernpc:n@<npc> } on chat: - if <context.message> == greeting && <player.name> == <npc.owner> { - narrate "<dark_purple>Would you like to <green>add <dark_purple>or <green>remove<dark_purple> a greeting?" - flag player greeting d:15s - narrate "<dark_purple>Your current greetings are<&co>" - foreach <npc.flag[greeting].as_list||null> { - narrate "%loop_index%=%value%" } - determine cancelled } - if <player.flag[greeting]> == true && <player.name> == <npc.owner> { - if <context.message> == add { - if <npc.flag[greeting].as_list.size||0> > 4 { - narrate "You cannot exceed five greetings!" - flag player greeting:! - determine cancelled - queue clear } else { - narrate "<dark_purple>Please say the greeting you would like to add to your store" - flag player greeting:! - flag player addgreeting - determine cancelled } } else if <context.message> == remove && <npc.owner> == <player.name> { - flag player greeting:! - flag player removegreeting - narrate "What line number would you like to remove?" - foreach <npc.flag[greeting].as_list||null> { - narrate "%loop_index%=%value%" } - determine cancelled } } - if <player.flag[removegreeting]||null> == true && <player.name> == <npc.owner> { - narrate "<npc.flag[greeting].get[<context.message>]>" - narrate "Has been removed" - flag npc greeting[<context.message>]:<- - flag player removegreeting:! - determine cancelled } - if <player.flag[addgreeting]||null> == true && <player.name> == <npc.owner> { - flag npc greeting:->:<context.message> - flag player addgreeting:! - narrate "<dark_purple>You added a new greeting to your list. Your new greeting is" - narrate "<green><context.message>" - determine cancelled } - if <context.message> == expand && <player.name> == <npc.owner> { - execute as_op "npc select" - flag server playerstore:<-:<npc.flag[playerstore]> - give i@storelocationstick - narrate "<dark_purple>please reselect the bottom and top corners of your cuboid then drop the selector" - determine cancelled } - if <context.message> == help && <player.name> == <npc.owner> { - narrate "<dark_purple>your shop commands are <green> Greeting, items, give, take, set, unset, expand." - narrate "<dark_purple>Click the npc with an item to set a price for it" - narrate "<dark_purple>Right click the npc without an item to view inventory for the store" - determine cancelled } - if <context.message> == items && <player.name> == <npc.owner> { - if <npc.flag[buyback]||null> == null { - narrate "<aqua>No items have been sold to your shop" } else { - give <npc.flag[buyback]> - flag npc buyback:! - determine cancelled } } - if <player.flag[givingtocashregister]||null> == true && <player.name> == <npc.owner> { - flag npc cashregister:+:<context.message> - take money qty:<context.message> - narrate "<dark_purple>You give <green><context.message> <dark_purple>to the cash register. The balance is now <green><npc.flag[cashregister].as_int||null>" - flag player givingtocashregister:! - determine cancelled } - if <context.message> == give && <player.name> == <npc.owner> { - flag player givingtocashregister - narrate "<dark_purple>How much would you like to give to the store?" - determine cancelled } - if <context.message> == take && <player.name> == <npc.owner> { - flag player takingfromcashregister - narrate "<dark_purple>How much would you like to take from the store?" - determine cancelled } - if <player.flag[takingfromcashregister]||null> == true && <player.name> == <npc.owner> { - if <npc.flag[cashregister]> > <context.message> { - flag npc cashregister:-:<context.message> - give money qty:<context.message> - narrate "<dark_purple>You take <green><context.message> <dark_purple>from the cash register. The balance is now <green><npc.flag[cashregister].as_int||null>" - flag player takingfromcashregister:! - determine cancelled } else if <npc.flag[cashregister]||null> < <context.message> { - narrate "<dark_red>You havnt got that much money in your cashregister!" } } - if <context.message> == unset && <player.name> == <npc.owner> { - flag server playerstore:<-:<npc.flag[playerstore]> - narrate "<dark_red>your store is now unprotected! tell the npc to 'set' the store back up when you are done editing" - determine cancelled } - if <context.message> == sell { - if <npc.owner> == server { - note 'in@selling bag' as:<player.name>_selling_bag - animate <npc> arm_swing - narrate '<aqua>Here is your item selling bag!' } else { - note 'in@player bag' as:<player.name>_selling_bag - animate <npc> arm_swing - narrate '<aqua>Here is your item selling bag!' - narrate "<aqua>We buy the following items that you have" - foreach <player.inventory.list_contents.simple> { - if !<npc.flag[buy_<%value%.full.escaped>]||null> == null { - if <%value%.display||null> == null { - narrate "<aqua>We buy <green><%value%.material.name||null> <aqua>for <green><npc.flag[buy_<%value%.escaped||null>]||null> coins a piece" } else { - narrate "<aqua>We buy <green><%value%.display||null> <aqua>for <green><npc.flag[buy_<%value%.full.escaped||null>]||null> coins a piece" } } } } - drop 'i@selling_bag' <npc.location.add[<npc.location.direction.vector.mul[2]||null>].add[0,1,0]||null> - determine cancelled } - if <context.message> == set && <player.name> == <npc.owner> && !<server.flag[playerstore].as_list||null> contains <npc.flag[playerstore]||null> { - narrate "<&b>your store is now open for business!" - flag npc stock:! - flag server playerstore:->:<npc.flag[playerstore]||null> - flag npc storeitems:! - foreach <npc.flag[playerstore].as_cuboid.list_entities||null> { - if <def[value].entity_type> == item_frame { - flag npc storeitems:->:<def[value].framed_item||null> - flag npc storeitemlocations:->:<def[value].location||null> } } - wait 1t - foreach <npc.flag[playerstore].as_cuboid.get_blocks[m@chest,5|m@chest,4|m@chest,3|m@chest,2]||null> { - flag npc stock:->:<def[value].inventory||null> } - flag npc stock:->:<npc.inventory> - determine cancelled } - if <context.message> == buying && <player.name> == <npc.owner> { - if <npc.constant[server_price_requirment]> == true { - narrate "<dark_purple>please set a price below <green><yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> <dark_purple>for that item." - flag player settype:buy - determine cancelled } else { - flag player settype:buy - narrate "<dark_purple>please set a price for that item" - determine cancelled } } - if <context.message> == selling && <player.name> == <npc.owner> { - if <npc.constant[server_price_requirment]||false> == true { - narrate "<dark_purple>please set a price above <green><yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> <dark_purple>for that item." - flag player settype:sell - determine cancelled } else { - flag player settype:sell - narrate "<dark_purple>please set a price for that item" - determine cancelled } } - if !<npc.flag[currentitem]||null> == null && <player.name> == <npc.owner> { - if <player.flag[settype]||null> == buy && <npc.constant[server_price_requirment]||false> == true { - if <context.message> > <yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> && <context.message.is[matches].to[integer]||false> { - narrate "<dark_red>your price needs to be below the base price. this price will not be set for this item." - flag npc currentitem:! - flag player settype:! - determine cancelled } else if <context.message> < <yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> && <context.message.is[matches].to[integer]||false> { - flag npc <player.flag[settype]||null>_<npc.flag[currentitem]||null>:<context.message> - if <npc.flag[currentitem].unescaped.display||null> == null { - narrate "<dark_purple><npc.flag[currentitem].unescaped.as_item.material.name||null> <player.flag[settype]||null> price is now set to <green><context.message>" } else { - narrate "<dark_purple><npc.flag[currentitem].unescaped.display||null> <player.flag[settype]||null> price is now set to <green><context.message>" } - flag npc currentitem:! - flag player settype:! - determine cancelled } else { - narrate "<dark_red>That doesnt not match a valid number! please set a proper number for a price" - determine cancelled } } } - if !<npc.flag[currentitem]||null> == null && <player.name> == <npc.owner> { - if <player.flag[settype]||null> == sell && <npc.constant[server_price_requirment]||null> == true { - if <context.message> < <yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> && <context.message.is[matches].to[integer]||false> { - narrate "<dark_red>your price needs to be above the base price. this price will not be set for this item." - flag npc currentitem:! - flag player settype:! - determine cancelled } else if <context.message> > <yaml[prices].read[prices.<npc.flag[currentitem]||null>]||null> && <context.message.is[matches].to[integer]||false> { - flag npc <player.flag[settype]||null>_<npc.flag[currentitem]||null>:<context.message> - if <npc.flag[currentitem].unescaped.display||null> == null { - narrate "<dark_purple><npc.flag[currentitem].unescaped.as_item.material.name||null> <player.flag[settype]||null> price is now set to <green><context.message>" } else { - narrate "<dark_purple><npc.flag[currentitem].unescaped.display||null> <player.flag[settype]||null> price is now set to <green><context.message>" } - flag npc currentitem:! - flag player settype:! - determine cancelled } else { - narrate "<dark_red>That doesn not match a valid number! please set a proper number for a price" - determine cancelled } } } - if !<npc.flag[currentitem]> == null && <player.name> == <npc.owner> { - if !<npc.constant[server_price_requirment]||false> == true { - if <context.message.is[matches].to[integer]||false> { - flag npc <player.flag[settype]||null>_<npc.flag[currentitem]||null>:<context.message> - if <npc.flag[currentitem].unescaped.display||null> == null { - narrate "<dark_purple><npc.flag[currentitem].unescaped.material.name||null> <player.flag[settype]||null> price is now set to <green><context.message>" } else { - narrate "<dark_purple><npc.flag[currentitem].unescaped.display||null> <player.flag[settype]||null> price is now set to <green><context.message>" } - flag npc currentitem:! - flag player settype:! - determine cancelled } else { - narrate "<dark_red>That is not a valid number. please select a valid number for the price" - determine cancelled } } on click: - define name <player.name> - if <player.name> == <npc.owner> && !<player.item_in_hand> == i@air { - adjust <player.item_in_hand> quantity:1 save:item8 - flag npc currentitem:<entry[item8].result.full.escaped> - narrate "<dark_purple>will you be <green>'selling' <dark_purple>or <green>'buying' <dark_purple>for this item?" - queue clear - determine cancelled } else if <player.name> == <npc.owner> && <player.item_in_hand> == i@air { - inventory open d:<npc.inventory> } - if <player.item_in_hand> == "i@shopping bag" { - if <in@%name%_shopping_bag.qty> == 0 { - narrate "<aqua>your shopping bag is empty!" } else if <npc.owner> == server { - flag player delay duration:3s - chat "ok let's total these items up for you then!" - define total_price 0 - foreach <in@%name%_shopping_bag.list_contents> { - adjust %value% quantity:1 save:item2 - if <server.flag[<entry[item2].result.full.escaped>]||null> == null { - flag server <entry[item2].result.full.escaped>:1.00 } - adjust %value% quantity:1 save:item - define price <yaml[prices].read[prices.<entry[item].result.full.escaped||null>].mul[2].mul[<server.flag[<entry[item].result.full.escaped||null>]||null>].mul[<%value%.qty||null>]> - define total_price <el@val[%total_price%].add[%price%]||null> } - if <player.money> < %total_price% { - narrate "<dark_red>YOU NEED MONEYS D=" - queue clear } - flag player bagnumber:+:1 - note "in@player bag" "as:<player.name> <player.flag[bagnumber].as_int>_item_bag" - take money qty:%total_price% - run "itemgiverPlayer Owned" delay:1s - take 'i@shopping bag' - narrate "<aqua>The shopkeeper takes <green>%total_price% coins" - narrate "<gold>You are all checked out. have a great day!" - narrate "<red>Do not open your item bag until you are ready to take all the items out" - foreach <in@%name%_shopping_bag.list_contents.full.escaped> { - adjust %value% quantity:1 save:item9 - flag server <entry[item9].result>adjust:+:<def[value].qty> - run script:price_adjuster def:<entry[item9].result> } } else { - flag player delay duration:3s - chat "ok let's total these items up for you then!" - define total_price 0 - foreach <in@%name%_shopping_bag.list_contents> { - adjust %value% quantity:1 save:item2 - if <server.flag[<<entry[item2].result>.full.escaped>]> == null { - flag server <<entry[item2].result>.full.escaped>:1.00 } - define price <el@val[<npc.flag[sell_<entry[item2].result.full.escaped>]>].mul[<%value%.qty>]> - define total_price <el@val[%total_price%].add[%price%]> } - if <player.money> < %total_price% { - narrate "<dark_red>YOU NEED MONEYS D=" - queue clear } - if <npc.inventory.list_contents.simple> contains <in@<player.name>_shopping_bag.list_contents.simple> { - narrate "<aqua>I am sorry but we just ran out of some of those items!" - queue clear } - flag player bagnumber:+:1 - note "in@player bag" "as:<player.name> <player.flag[bagnumber].as_int>_item_bag" - take money qty:%total_price% - flag npc cashregister:+:%total_price% - run "itemgiverPlayer Owned" delay:1s - take 'i@shopping bag' - narrate "<aqua>The shopkeeper takes <green>%total_price% coins" - narrate "<gold>You are all checked out. have a great day!" - narrate "<red>Do not open your item bag until you are ready to take all the items out" - foreach <in@%name%_shopping_bag.list_contents.full.escaped> { - adjust %value% quantity:1 save:item9 - flag server <entry[item9].result>adjust:+:<def[value].qty> - run script:price_adjuster def:<entry[item9].result> } } } else if <player.item_in_hand> == "i@selling_bag" { - flag player delay duration:3s - if <in@%name%_selling_bag.qty> == 0 { - narrate "<dark_red>your selling bag is empty!" } else if <in@%name%_selling_bag.contains['i@shopping bag']> { - chat "i am sorry but i do not buy back my shopping bags." } else if <npc.owner> == server { - chat "ok let's total these items up for you then!" - define total_price 0 - foreach <in@%name%_selling_bag.list_contents> { - adjust %value% quantity:1 save:item - define price <yaml[prices].read[prices.<entry[item].result.full.escaped>].mul[<def[value].qty>]||null> - define total_price <el@val[%total_price%].add[%price%]||null> } - note as:<player.name>_selling_bag remove - give money qty:%total_price% - take 'i@selling_bag' - narrate "<aqua>The shopkeeper gives you <green>%total_price% coins" - foreach <in@%name%_shopping_bag.list_contents.full.escaped> { - adjust %value% quantity:1 save:item9 - flag server <entry[item9].result>adjust:-:<def[value].qty> - run script:price_adjuster def:<entry[item9].result> } - queue clear } else { - chat "ok let's total these items up for you then!" - define total_price 0 - foreach <in@%name%_selling_bag.list_contents> { - adjust %value% quantity:! save:item - define price <el@val[<npc.flag[buy_<def[item].full.escaped>]>].mul[<def[value].qty>]> - define total_price <el@val[%total_price%].add[%price%]||null> } - if %total_price% < <npc.flag[wallet].as_int||null> { - flag npc buyback:->:<in@%name%_selling_bag.list_contents> - note 'in@player bag' as:<player.name>_selling_bag - give money qty:%total_price% - flag npc cashregister:-:%total_price% - take 'i@selling_bag' - narrate "<aqua>The shopkeeper gives you <green>%total_price% coins" - foreach <in@%name%_shopping_bag.list_contents.full.escaped> { - adjust %value% quantity:1 save:item9 - flag server <entry[item9].result>adjust:-:<def[value].qty> - run script:price_adjuster def:<entry[item9].result> } - queue clear } else { - narrate "<aqua>I am sorry I don't have the funds to buy all of that back!" } } } else if <player.inventory> contains 'i@shopping bag' || <player.inventory> contains 'i@selling_bag' { - queue clear } else if <player.name> == <npc.owner> { - queue clear } else { - chat "Please visit http://youtu.be/2f3Dk4cPCXs for a short tutorial of how to use our stores." } } itemgiverPlayer Owned: type: task debug: true script: - define name <player.name> - inventory add o:in@%name%_shopping_bag 'd:in@<player.name> <player.flag[bagnumber].as_int>_item_bag' - ^adjust 'i@item_bag' "lore:<player.name> <player.flag[bagnumber].as_int>" save:playersbag - give <entry[playersbag].result.full> Item Frame Shop Player Owned: type: world debug: true constants: permission_for_prices: null events: on server start: - yaml load:prices.yml id:prices on price command: - if <player.is_op> { - adjust <player.item_in_hand.full> quantity:1 save:item3 - if !<yaml[prices].contains[prices.<entry[item3].result.full.escaped>]||null> { - flag player setpriceserver:<entry[item3].result.full.escaped> - narrate "<dark_purple>what is the base price you want for that item?" - determine cancelled } else { - narrate "<dark_purple>That item already has a current price of <green><yaml[prices].read[prices.<entry[item3].result.full.escaped>]||null>" - narrate "<dark_purple>To adjust that items price use the /adjust_price command" - determine cancelled } } on adjust_price command: - adjust <player.item_in_hand.full> quantity:1 save:item3 - yaml id:prices set prices.<entry[item3].result.full.escaped>:! - flag player setpriceserver:<entry[item3].result.full.escaped> - narrate "<dark_purple>what is the base price you want for that item?" - determine fulfilled on player chats: - if <player.is_op> && !<player.flag[setpriceserver]||null> == null { - if <context.message.is[matches].to[integer]||false> { - yaml id:prices set prices.<player.flag[setpriceserver]>:<context.message> - yaml savefile:prices.yml id:prices - narrate "<dark_purple><player.flag[setpriceserver].unescaped.display> price is now set to <green><yaml[prices].read[prices.<player.flag[setpriceserver]>]||null>" - flag setpriceserver:! - determine cancelled } else { - narrate "<dark_red>That is not a valid number" - narrate "<dark_purple>what is the base price you want for that item?" - determine cancelled } } on stop command: - foreach <server.flag[storenpcs].as_list> { - flag %value% playerstoreinventory:<def[value].inventory.list_contents> } on player teleports: - if '!<player.inventory.contains[i@shopping bag]||null>' { - queue clear } else if '<player.inventory.contains[i@shopping bag]>' { - inventory add o:in@<player.name>_shopping_bag d:<player.flag[storekeepernpc].inventory> - take "i@shopping bag" - narrate "<dark_red>No stealing items from my store!!" } on player quits: - if '<player.inventory.contains[i@shopping bag]>' { - inventory add o:in@<player.name>_shopping_bag d:<player.flag[storekeepernpc].as_npc.inventory> - take "i@shopping bag" - narrate "<dark_red>No stealing items from my store!!" } on store_setup command: - give <player> i@playerstorekeeperegg - determine fulfilled on player clicks with i@playerstorekeeperegg: - if <global.flag[playerstore].escape_contents||null> == null { - create player storekeeper <player.location.cursor_on.add[0.5,1,0.5]> - execute as_op "npc select" - narrate "<dark_purple>please select the bottom and top corners of your cuboid then drop the selector" - take i@playerstorekeeperegg - lookclose <player.selected_npc> state:true - wait 1t - assignment set npc:<player.selected_npc> script:StorekeeperPlayerOwned - give <player> "i@storelocationstick" - queue clear } - foreach <global.flag[playerstore].escape_contents> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - narrate "you cannot place your store inside of someone another store" - determine cancelled } } - foreach <global.flag[playerstore].escape_contents||null> { - if !<def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - create player storekeeper <player.location.cursor_on.add[0.5,1,0.5]> - execute as_op "npc select" - narrate "<dark_purple>please select the bottom and top corners of your cuboid then drop the selector" - take i@playerstorekeeperegg - lookclose <player.selected_npc> state:true - wait 1t - assignment set npc:<player.selected_npc> script:StorekeeperPlayerOwned - give <player> "i@storelocationstick" - queue clear } } on item_frame damaged by entity_explosion: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.entity.location>]||null> { - determine cancelled } } on item_frame damaged by block_explosion: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.entity.location>]||null> { - determine cancelled } } on player right clicks with i@storelocationstick: - if <global.flag[playerstore].escape_contents||null> == null { - flag player location1:<context.location> - narrate "<dark_purple>Cuboid location 1 selected" - determine passively cancelled - wait 1t - showfake m@red_wool <c.location> to:<player> d:10s } - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - determine cancelled } else { - flag player location1:<context.location> - narrate "<dark_purple>Cuboid location 1 selected" - determine passively cancelled - wait 1t - showfake m@red_wool <c.location> to:<player> d:10s } } on player left clicks with i@storelocationstick: - if <global.flag[playerstore].escape_contents||null> == null { - flag player location2:<context.location> - narrate "<dark_purple>Cuboid location 2 selected" - determine passively cancelled - wait 1t - showfake m@red_wool <c.location> to:<player> d:10s } - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]> { - determine cancelled } else { - flag player location2:<context.location> - narrate "<dark_purple>Cuboid location 2 selected" - determine passively cancelled - wait 1t - showfake m@red_wool <c.location> to:<player> d:10s } } on player drops i@storelocationstick: - execute as_op "npc owner <player.name> --id <player.selected_npc.id>" - flag <player.selected_npc> playerstore:cu@<player.flag[location1]>|<player.flag[location2]> - flag player location1:! - flag player location2:! - flag server storenpcs:->:<npc> - narrate "<dark_purple>tell the npc <green>'SET' <dark_purple>to set the items in the frame" - determine passively cancelled - wait 1t - take i@storelocationstick on player right clicks e@item_frame: - define name <player.name> - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - determine passively cancelled - if <player.item_in_hand.scriptname> == 'shopping bag' { - if <in@%name%_shopping_bag.stacks> >= 18 { - narrate "<aqua>Your shopping bag is full!" } else if <player.flag[storekeepernpc].as_npc.owner> == server && <yaml[prices].read[prices.<context.entity.framed_item.full.escaped>]||null> == null { - foreach <server.list_online_players> { - if !'<def[value].has_permission[<script.constant[permission_for_prices]>]||null>' == null { - narrate "<red>Warning<&co><dark_purple><c.entity.framed_item> has no price! please set a price for this item by holding it in your hand ant typing /price" target:%value% } else if !<server.flag[pricemessage].contains[<c.entity.framed_item>]> { - flag server pricemessage:->:<c.entity.framed_item> } } - narrate "<dark_red>This item has no price. please contact the servers administrators to let them know" - determine cancelled } else if <player.flag[storekeepernpc].as_npc.owner> == server { - inventory add o:<c.entity.framed_item> d:in@<player.name>_shopping_bag - if <c.entity.framed_item.display||null> != null { - narrate "<aqua>You add a <green><c.entity.framed_item.display> <aqua>to your shopping bag." } else { - narrate "<aqua>You add <green><c.entity.framed_item.material.name.replace[_].with[ ]> <aqua>to your shopping bag." - playsound <player> sound:DIG_GRASS } } else if <player.flag[storekeepernpc].as_npc.flag[sell_<context.entity.framed_item.full.escaped>]||null> == null { - if <player.flag[storekeepernpc].as_npc.owner.as_player.is_online> == true { - narrate "<red>Warning<&co><dark_purple><context.entity.framed_item.display.name||<context.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>> does not have a price set for it! Please set a price in your shop for this item" targets:<player.flag[storekeepernpc].as_npc.owner.as_player> } else { - if <player.flag[storekeepernpc].as_npc.owner.as_player.flag[storepricemessage].contains[<context.entity.framed_item>]||true> { - flag <player.flag[storekeepernpc].as_npc.owner.as_player> "storepricemessage:->:<context.entity.framed_item.display||<c.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>>" } } - narrate "<dark_red>This item has no price and cannot be sold till a price is set for it." - determine cancelled } else { - foreach <player.flag[storekeepernpc].as_npc.flag[stock].as_list> { - if <def[value].contains[<context.entity.framed_item>]> { - inventory add o:<c.entity.framed_item> d:in@<player.name>_shopping_bag - take <c.entity.framed_item> from:<def[value]> - narrate "<aqua>You add a <green><context.entity.framed_item.display.name||<context.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>> <aqua>to your shopping bag." - playsound <player> sound:DIG_GRASS - define true true - foreach stop } - if %loop_index% == <player.flag[storekeepernpc].as_npc.flag[stock].as_list.size> && <def[true]||false> == false { - if <player.flag[storekeepernpc].as_npc.owner.as_player.is_online> == true { - narrate "<red>Warning<&co><dark_purple><context.entity.framed_item.display.name||<context.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>> is out of stock! Please restock this item." targets:<player.flag[storekeepernpc].as_npc.owner.as_player> } else { - if <player.flag[storekeepernpc].as_npc.owner.as_player.flag[storestockmessage].contains[<context.entity.framed_item>]||true> { - flag <player.flag[storekeepernpc].as_npc.owner.as_player> "storestockmessage:->:<context.entity.framed_item.display||<c.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>>" } } - narrate "<dark_red>That item is out of stock! Please check back later" } } } - determine cancelled } } } on player places block: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - if <player.is_sneaking> && <player.is_op> { - queue clear } else { - determine cancelled } } } on player breaks e@item_frame: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - if <player.is_sneaking> && <player.is_op> { - queue clear } else { - if <c.hanging.framed_item.display||null> != null { - narrate "It's a <c.hanging.framed_item.display>." } else { - narrate "It's <c.hanging.framed_item.material.formatted>." } - narrate "Right click it with your shopping bag to add it to your transaction." - determine cancelled } } } on player breaks block: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]||null> { - if <player.is_sneaking> && <player.is_op> { - queue clear } else { - determine cancelled } - if <player.flag[storekeeper_warned]||null> == null { - narrate '<aqua>[storekeeper] -> You<&co> <dark_red>Hey! <aqua>You break it, you buy it! <dark_red>Be careful!' - flag <player> storekeeper_warned duration:5s } } } on entity damages e@item_frame: - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.entity.location>]||null> { - if <player.is_sneaking> && <player.is_op> { - queue clear } else { - foreach <global.flag[playerstore].escape_contents||null> { - if <def[value].unescaped.as_cuboid.is_within[<context.entity.location>]||null> { - if <server.flag[<context.entity.framed_item.full.escaped>]||null> == null { - flag server <context.entity.framed_item.full.escaped>:1.00 - determine cancelled } else if <player.flag[storekeepernpc].as_npc.owner> == server && <yaml[prices].read[prices.<context.entity.framed_item.full.escaped>]||null> == null { - foreach <server.list_online_players> { - if !'<def[value].has_permission[<script.constant[permission_for_prices]>]||null>' == null { - narrate "<red>Warning<&co><dark_purple><c.entity.framed_item> has no price! please set a price for this item by holding it in your hand ant typing /price" target:%value% } else if !<server.flag[pricemessage].contains[<c.entity.framed_item>]> { - flag server pricemessage:->:<c.entity.framed_item> } } - narrate "<dark_red>This item has no price. please contact the servers administrators to let them know" - determine cancelled } else if <player.flag[storekeepernpc].as_npc.owner> == server { - define price <yaml[prices].read[prices.<context.entity.framed_item.full.escaped>].mul[2].mul[<server.flag[<context.entity.framed_item.full.escaped>]>].as_int||null> - narrate "<green>%price%" - determine cancelled } else if <player.flag[storekeepernpc].as_npc.flag[sell_<context.entity.framed_item.full.escaped>]||null> == null { - if <player.flag[storekeepernpc].as_npc.owner.as_player.is_online> == true { - narrate "<red>Warning<&co><dark_purple><context.entity.framed_item.display.name||<context.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>> does not have a price set for it! Please set a price in your shop for this item" targets:<player.flag[storekeepernpc].as_npc.owner.as_player> } else { - if <player.flag[storekeepernpc].as_npc.owner.as_player.flag[storepricemessage].contains[<context.entity.framed_item>]||true> { - flag <player.flag[storekeepernpc].as_npc.owner.as_player> "storepricemessage:->:<context.entity.framed_item.display||<c.entity.framed_item.scriptname||<context.entity.framed_item.material.name>>>" } } - narrate "<dark_red>This item has no price and cannot be sold till a price is set for it." - determine cancelled } else { - define price <player.flag[storekeepernpc].as_npc.flag[sell_<context.entity.framed_item.full.escaped>]||null> - narrate "<green>%price%" - determine cancelled } } } } } } on player joins: - if !<player.flag[storepricemessage]||null> == null { - wait 5s - foreach <player.flag[storepricemessage].as_list> { - wait 3t - narrate "<red>Warning<&co><dark_purple>%value% does not have a price set for it! Please set a price in your shop for this item" - flag player storepricemessage:<-:%value% } } - if !<player.flag[storestockmessage]||null> == null { - wait 8s - foreach <player.flag[storestockmessage].as_list> { - wait 3t - narrate "<red>Warning<&co><dark_purple>%value% is out of stock! Please restock this item." - flag player storestockmessage:<-:%value% } } - if '<player.has_permission[<script.constant[permission_for_prices]>]>' { - wait 12s - foreach <server.flag[pricemessage].as_list> { - narrate "<red>Warning<&co><dark_purple>%value% has no price! please set a price for this item by holding it in your hand and typing /price" - flag server pricemessage:<-:%value% } } on player right clicks entity with i@shopping bag: - if <context.entity.is_npc||null> { - flag player shopkeeper:<npc> } on player places item_frame: - foreach <global.flag[playerstore].escape_contents> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]> { - if <player.is_sneaking> && <player.is_op> { - queue clear } else { - determine cancelled } } } on player right clicks with i@shopping bag: - define name <player.name> - define is_shopping false - foreach <global.flag[playerstore].escape_contents||null> { - if <player.location.is_within[<def[value].unescaped>]> { - define is_shopping true - foreach stop } } - if !<player.inventory.qty[i@shopping bag]> >= 2 { - take 'i@shopping bag' qty:36 - note 'in@player bag' as:<player.name>_shopping_bag } - if !%is_shopping% { - inventory clear d:in@<player.name>_shopping_bag - take 'i@shopping bag' - narrate '<dark_red>You are not shopping right now!' } else if in@<player.name>_shopping_bag == null && %is_shopping% { - note 'in@player bag' as:<player.name>_shopping_bag } else if %is_shopping% { - narrate '<aqua>You take a look in your shopping bag...' - inventory open d:in@<player.name>_shopping_bag } - determine cancelled on player right clicks with i@selling_bag: - define name <player.name> - define is_shopping false - foreach <global.flag[playerstore].escape_contents||null> { - if <player.location.is_within[<def[value].unescaped>]> { - define is_shopping true - foreach stop } } - if !%is_shopping% { - define name <player.name> - foreach <in@%name%_selling_bag.list_contents> { - drop %value% <player.location> } - inventory clear d:in@<player.name>_selling_bag - narrate '<dark_red>You are not in a shop right now!' - take 'i@selling_bag' - determine cancelled } else if <in@%name%_shopping_bag||null> == null && %is_shopping% { - note 'in@player bag' as:<player.name>_selling_bag - inventory open d:in@<player.name>_selling_bag - determine cancelled } else if %is_shopping% { - inventory open d:in@<player.name>_selling_bag - determine cancelled } - determine cancelled on player right clicks with i@item_bag: - foreach <global.flag[playerstore].escape_contents> { - if <def[value].unescaped.as_cuboid.is_within[<context.location>]> && <player.location.facing[<player.flag[shopkeeper]>]> { } else { - narrate '<aqua>You take a look in your shopping bag...' - inventory open "d:in@<context.item.lore.as_string.strip_color>_item_bag" } - determine cancelled } on player drops i@shopping bag: - narrate '<aqua>You ditch your shopping bag.' - if !<player.flag[storekeepernpc].as_npc.owner> == server { - inventory add o:in@<player.name>_shopping_bag 'd:<player.flag[storekeepernpc].as_npc.inventory>' } - determine passively cancelled - wait 1t - take 'i@shopping bag' on player drops i@selling_bag: - define name <player.name> - foreach <in@%name%_selling_bag.list_contents> { - drop %value% <player.location> } - narrate '<aqua>You ditch your selling bag.' - note in@<player.name>_selling_bag remove - determine passively cancelled - wait 1t - take 'i@selling_bag' on player clicks in inventory: - define name <player.name> - if <c.inventory> == 'in@<player.name>_shopping_bag' && <player.item_in_hand> == 'i@shopping bag' { - determine passively cancelled - inventory update d:<player.inventory> } - if <c.inventory> == 'in@<player.name>_shopping_bag' && <player.item_in_hand> == 'i@shopping bag' { - if <context.is_shift_click> { - determine passively cancelled - inventory update d:<player.inventory> } } - if <c.inventory> == 'in@<player.name>_selling_bag' { - if "li@i@shopping bag|i@selling_bag|i@item_bag" contains <context.item> { - inventory update - determine cancelled } } on player picks up i@shopping bag: - if '<player.inventory.contains[i@shopping bag]>' { - determine cancelled } else { - note 'in@player bag' as:<player.name>_shopping_bag - narrate "<aqua>You pick up a brand new shopping bag. It's empty!" } on player closes inventory: - if <player.item_in_hand> == 'i@item_bag' { - if <context.inventory> == <player.inventory> { } else { - define item <player.item_in_hand.lore.as_string.strip_color> - foreach <in@%item%_item_bag.list_contents> { - drop %value% <player.location> } - narrate "<dark_red>your shopping bag ripped" - take iteminhand } } on player picks up i@playerstorekeeperegg: - narrate "<aqua>To learn how to set up the frame shop please visit <green>https://www.youtube.com/watch?v=FlYEog5-KxU" on player clicks i@playerstorekeeperegg in inventory: - narrate "<aqua>To learn how to set up the frame shop please visit <green>https://www.youtube.com/watch?v=FlYEog5-KxU" 'player bag': type: inventory size: 18 # It's empty! 'selling bag': type: inventory size: 18 'shopping bag': type: item material: boat display name: shopping bag lore: - Give this to a shopkeeper to check out - by right clicking him with it. - Right click to see the contents. - Left click the shopkeeper to see the price. 'item_bag': type: item material: boat display name: item bag lore: - <red>this bag contains the items you bought 'selling_bag': type: item material: boat lore: - <green>Right click the shopkeeper with this bag to sell the items in it. - <green>Left click the shopkeeper with this bag to see what the - <green>total price of your items will be. storelocationstick: type: item material: m@iron_hoe display name: store_selector_tool playerstorekeeperegg: type: item material: m@monster_egg display name: shop_keeper |
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