Paste #12212: Diff note for paste #12211

Date: 2014/12/22 01:00:29 UTC-08:00
Type: Diff Report

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-# Special Shopkeeper
-#
+The board of administrators however do not like the thought of Disney world opening a city with neo central spots, and though Walt disney world was distinct from the technique of making the right "sequel" theme park to Euro disney he this is why relented therefore forth allowed the construction of the Like a charm Kingdom are planned for those Florida author bio.He still likely to make EPCOT manifest, though he reduce before the area of his dreams be also built.Not wanting to be in the dust a versed city, the board of administrators refused to emulate the plans that fit EPCOT (though they actually allow Walter Disney's brother, Roy, test the Cure alls Kingdom.) Most of the ideas that has been created for you to EPCOT were in their final form Walt disney world, including several unique solutions what type of park useful for transportation this water and electrical giving.E.Cardon Jogger, the CHIEF EXECUTIVE OFFICER of Disney at the time, decided to enjoy a late 1970's he wanted to revisit the remainder EPCOT method.The board of directors never like that, and Walker himself agreed with them that that wouldn't work exactly how Walt Disney world had at the beginning designed the virus.A giving up was show up reached which would enable one of the crucial concepts of the identical original prefer to survive have to have a versed city have the ability to built.The all new and fresh design would has turned into a known as the EPCOT Heart, and would definitely showcase the innovative ideas this particular Disney held prized until the his death in a manner similar towards presentations during a World's Good.EPCOT Fixate opened at the end of 1982, with a short speech by Walker refund tribute to correspond to both Walter Disney's innovative worthy of EPCOT and which also wonder which often Disney appreciated hoped pots EPCOT would present to everyone.Keeping on the radial style of Disney's artistic plan, the centerpiece of EPCOT Center was really a giant sphere considered to be Spaceship Entire world.Though the url of Epcot has changed over and over again over time (first to obtain "Epcot '94", the particular "Epcot '95", you should also consider just "Epcot"), it still stands as a representation of the highest quality that individual race can boxing techinque.
+cheap barbour coats http://www.kronus.co.uk
-# This script enables a shop keeper to sell items to specific players based on the 
-# group the player is in.
-#
-# I like what aufdemrand did with the constants and anchors in the HallMonitor.yml
-# script. I use much of it as a model and template for this script. Check it out in 
-# the repo. Also added YAML comnand to read and display the item pricing. Later on 
-# I will add the ability to edit the prices in game.
-#
-# Todo List:
-# ability to edit the prices in game
-# NPC should give instructions to on how to buy and sell with sign shop
-# NPC should give instructions on how to build your own shop
-# 
-#
-# @version 0.7.0
-# @author PrimerBlock
-# @June 8 2013
-# Fixed money tag added seconds to hours task - Jan 27 2014
-# Remove architect section of script to split off into a separate script - Jan 28 2014
-
-Shopkeeper:
-    type: assignment
-    
-    default constants:
-        # Change these constants to fit your server
-        # example /npc cons --set "npcchatcolor" --value "<blue>"
-        shopName: "Nutz-R-Us"
-        npcchatcolor: "<light_purple>"
-        specialcolor: "<gold>"
-        welcomeChat01: "<cons:npcchatcolor>Hello, how can I help you?"
-        welcomeChat02: "<cons:npcchatcolor>Check out our specials!"
-        welcomeChat03: "<cons:npcchatcolor>Welcome to my shop!"
-        goodbyeChat01: "<cons:npcchatcolor>It was good to see you!"
-        goodbyeChat02: "<cons:npcchatcolor>Remember we have all your building needs!"
-        goodbyeChat03: "<cons:npcchatcolor>Have a squirrel-lick<&sq>n good day!"
-        proximityEnter: 4
-        ProximityExit: 7
-        specialduration: 10800
-        
-        # This is the starting point for the NPC shopkeeper
-        # set it with the command /npc anchor --save shopkeeperstart
-        shopkeeperstart: <anchor:shopkeeperstart>
-        
-    interact scripts:
-        - 10 Welcome To My Shop
-        - 15 Already Bought Daily Shop Special
-        - 40 Shopkeeper Does Not Trust You
-
-    actions:
-        on assignment:
-        - if '<cons:shopkeeperstart>' matches location
-          runtask "script:Shopkeeper Init" instant
-          else runtask 'script:Shopkeeper Invalid Init' instant
-        - if <flag.n:loaded> true
-          narrate "Special Shopkeeper '<npc.name>' is ready to go!"
-        on spawn:
-            - runtask "script:Shopkeeper Init" instant
-        on death:
-            # On my server I track players reputation based on how they treat NPCs
-            # If your server does not track players this flag is ignored and just
-            # prints the chat message
-            - if <flag.g:reprunning> true flag player reputation:-:25
-            - chat "<red>AHHHHHHHHH!"
-            - flag player "AttackedShopKeeper:true" duration:600s
-            - ^execute as_server "denizen save"
-        on damage:
-            - random 3
-            - chat "<red>Help! I am being attacked!"
-            - chat "<red>Hey! Don<&sq>t do anything you will regret later!"
-            - chat "<red>Ouch! Why are you attacking me?"
-
-"Welcome To My Shop":
-    type: interact
-    requirements:
-        Mode: All
-        List: 
-        - -flagged player "AttackedShopKeeper:true"
-        - -flagged player "AlreadyBoughtDailyShopSpecial:true"
-    steps:
-        'WelcomeToMyShop*':
-            proximity trigger:
-                entry: 
-                    radius: <cons:proximityEnter>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens Shopkeeper"
-                      else zap "step:HowMayIServe"
-                exit: 
-                    radius: <cons:proximityExit>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens NPC Leaving"
-                      else runtask "Shopkeeper Says Goodbye"
-                    - zap "script:Welcome To My Shop" "step:WelcomeToMyShop"
-            click trigger:
-                    script:
-                    - random 3
-                    - chat "<cons:npcchatcolor>Hi!"
-                    - chat "<cons:npcchatcolor>Yes, can I help you?"
-                    - chat "<cons:npcchatcolor>Oh! Just a second."
-                    - ^narrate "<dark_gray> [Hint<&co> Right click <npc.name> again.]"
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens Shopkeeper"
-                      else zap "step:HowMayIServe"
-        'HowMayIServe':
-            proximity trigger:
-                entry: 
-                    radius: <cons:proximityEnter>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens Shopkeeper"
-                      else runtask "Shopkeeper Greets Player"
-                    - if 267|268|272|276 !contains <player.item_in_hand.id> narrate "<dark_gray> [Hint<&co> special]"
-                exit: 
-                    radius: <cons:proximityExit>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens NPC Leaving"
-                      else runtask "Shopkeeper Says Goodbye"
-            click trigger:
-                script:
-                - random 3
-                - chat "<cons:npcchatcolor>Running a special today. Interested?"
-                - chat "<cons:npcchatcolor>Do you want to see our <cons:specialcolor>special<cons:npcchatcolor> for today?"
-                - chat "<cons:npcchatcolor>We have a new <cons:specialcolor>special<cons:npcchatcolor> everyday."
-                - ^narrate "<dark_gray> [Hint<&co> special]"
-                - if 267|268|272|276 contains <player.item_in_hand.id> 
-                  narrate "<dark_gray><italic><&lb><npc.name> is looking nervous and is trying to ignore your sword<&rb>"
-            chat trigger:
-                'ShopSpecial':
-                    trigger: "Yes, what is the /special/ for today?"
-                    script:
-                    - ^if <flag.g:specialhours.size> != 1 runtask script:SpecialSecondsToHours
-                    - ^if <flag.g:storekeeperspecialone.size> != 1 runtask script:CreateShopSpecialOfTheDay
-                    - chat "<cons:npcchatcolor>Here is what is special today. Remember you can only buy once per <flag.g:hoursperspecial.as_int> hours."
-                    - chat "<cons:specialcolor><flag.g:sks1_Name> <cons:npcchatcolor><flag.g:sks1_Type> for 
-                      <flag.g:sks1_Price> <player.money.currency> each."
-                    - chat "<cons:npcchatcolor>Do you want to buy some <cons:specialcolor><flag.g:sks1_Name>?"
-                    - ^narrate "<dark_gray> [Hint<&co> Yes, No]"
-                    - ^zap "script:Welcome To My Shop" step:PurchaseShopSpecial
-                
-                'ResetStoreInventory':
-                    trigger: "/Reset/ Inventory"
-                    script:
-                    - chat "<cons:npcchatcolor>I guess you know what you are doing"
-                    - if <player.is_op> == flag global storekeeperspecialone:!
-                    - chat "<cons:npcchatcolor>OK, done"
-                    
-            damage trigger:
-                script: 
-                - random 3
-                - chat "<red>Ouch!"
-                - chat "<red>Please Stop!"
-                - chat "<red>Hey! That hurt!"
-                
-        'PurchaseShopSpecial':
-            chat trigger:
-                'No':
-                    trigger: "/No/ thank you, I don<&sq>t want today<&sq>s special"
-                    script:
-                    - chat "<cons:npcchatcolor>That<&sq>s OK <player.name>. Thanks for stopping by."
-                    - zap "script:Welcome To My Shop" "step:WelcomeToMyShop"
-                'Yes':
-                    trigger: "/Yes/ I would like the special."
-                    script:
-                    - chat "<cons:npcchatcolor>How many do you want?"
-                    - ^narrate "<dark_gray> [Hint<&co> 1-256 <dark_red>Warning be sure you have enough space!]"
-                    - zap "step:How Many Special"
-        'How Many Special':
-            chat trigger:
-                'Number of Special Items':
-                    trigger: /REGEX:\d+/
-                    script:
-                    - ^flag player RequestedItemName:<flag.g:sks1_Name>
-                    - ^flag player RequestedItemID:<flag.g:sks1_ID>
-                    - ^flag player RequestedItemPrice:<flag.g:sks1_Price>
-                    - ^flag player RequestedItemType:<flag.g:sks1_Type>
-                    
-                    # this flag is not setting in the script CreateShopSpecialOfTheDay
-                    # work around putting it here.
-                    - flag global sks1_ID:<yaml[shopinv].read[item.id.<flag.g:sks1_Name>]> 
-                    # - narrate "YAML sks1_ID <yaml[shopinv].read[item.id.<flag.g:sks1_Name>]>"
-                    # - narrate "sks1_ID <flag.g:sks1_ID>"
-                    # - narrate "RequestedItemName <flag.p:RequestedItemName>"
-                    # - narrate "RequestedItemID <flag.p:RequestedItemID>"
-                    # - narrate "RequestedItemPrice <flag.p:RequestedItemPrice>"
-                    # - narrate "RequestedItemType <flag.p:RequestedItemType>"
-
-                    - ^flag player RequestedNumberOfItems:<player.chat_history>
-                    - ^flag player RequestedItemsTotalCost:<flag.p:RequestedNumberOfItems>
-                    - ^flag player RequestedItemsTotalCost:*:<flag.p:RequestedItemPrice>
-                    
-                    - if <flag.p:RequestedNumberOfItems> <= 0 || <flag.p:RequestedNumberOfItems> > 256
-                      chat "<cons:npcchatcolor>You entered <cons:specialcolor><player.chat_history> 
-                      <cons:npcchatcolor>. Try again but enter a number between 1 and 256"
-                      else if <player.money> < <flag.p:RequestedItemsTotalCost> 
-                      runtask script:NotEnoughMoneyToBuyItems
-                      else runtask script:ShopkeeperClosingTheDeal
-                    - if <flag.p:RequestedItemName.size> == 1 narrate "<yellow>Try again or enter <cons:specialcolor>No<yellow> to cancel!"
-                      else zap "script:Welcome To My Shop" "step:WelcomeToMyShop"
-                'No':
-                    trigger: "/No/ thank you, I don<&sq>t want today<&sq>s special"
-                    script:
-                    - chat "<cons:npcchatcolor>That<&sq>s OK <player.name>. Thanks for stopping by."
-                    - zap "script:Welcome To My Shop" "step:WelcomeToMyShop"
-            click trigger:
-                script:
-                - ^narrate "<dark_gray> <&lb>Hint<&co> Enter the number of <flag.g:sks1_Name> <flag.g:sks1_Type>s you want or <cons:specialcolor>No <dark_gray>to quit ordering.<&rb>"
-            proximity trigger:
-                exit: 
-                    radius: <cons:proximityExit>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens NPC Leaving"
-                      else runtask "Shopkeeper Says Goodbye"
-                      
-"Already Bought Daily Shop Special":
-    type: interact
-    requirements:
-        Mode: All
-        List: 
-        - -flagged player "AttackedShopKeeper:true"
-        - flagged player "AlreadyBoughtDailyShopSpecial:true"
-    steps:
-        'WelcomeToMyShop*':
-            proximity trigger:
-                entry: 
-                    radius: <cons:proximityEnter>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens Shopkeeper"
-                      else zap "step:HowMayIServe"
-                exit: 
-                    radius: <cons:proximityExit>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens NPC Leaving"
-                      else runtask "Shopkeeper Says Goodbye"
-            click trigger:
-                    script:
-                    - random 3
-                    - chat "<cons:npcchatcolor>What?!"
-                    - chat "<cons:npcchatcolor>Yes?"
-                    - chat "<cons:npcchatcolor>Oh!"
-                    - ^narrate "<dark_gray> [Hint<&co> Right click <npc.name> again.]"
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens Shopkeeper"
-                      else zap "step:HowMayIServe"
-        'HowMayIServe':
-            proximity trigger:
-                exit: 
-                    radius: <cons:proximityExit>
-                    script:
-                    - if 267|268|272|276 contains <player.item_in_hand.id> runtask "script:Player Threatens NPC Leaving"
-                      else runtask "Shopkeeper Says Goodbye"
-            click trigger:
-                script:
-                - ^if <flag.g:specialhours.size> != 1 runtask script:SpecialSecondsToHours
-                - random 3
-                - chat "<cons:npcchatcolor>Only one special every <flag.g:hoursperspecial.as_int> hours."
-                - chat "<cons:npcchatcolor>Plenty of items around the store."
-                - chat "<cons:npcchatcolor>We have a new <cons:specialcolor>special<cons:npcchatcolor> every <cons:specialduration> seconds!."
-                - ^narrate "<dark_gray> [Hint<&co> Come back later]"
-                - if 267|268|272|276 contains <player.item_in_hand.id> 
-                  narrate "<dark_gray><italic><&lb><npc.name> is looking nervous and is trying to ignore your sword<&rb>"
-            chat trigger:
-                'ShopSpecial':
-                    trigger: "Yes, what is the /special/ for today?"
-                    script:
-                    - ^if <flag.g:storekeeperspecialone.size> != 1 runtask script:CreateShopSpecialOfTheDay
-                    - ^if <flag.g:specialhours.size> != 1 runtask script:SpecialSecondsToHours
-                    - chat "<cons:npcchatcolor>Here is what is special today. Remember you can only buy one time every <flag.g:hoursperspecial.as_int> hours."
-                    - chat "<cons:specialcolor><flag.g:sks1_Name> <cons:npcchatcolor><flag.g:sks1_Type> for 
-                      <flag.g:sks1_Price> <player.money.currency> each."
-                    - chat "<cons:specialcolor>If you want the special just tell me how many you want."
-                    - ^zap "script:Welcome To My Shop" step:PurchaseShopSpecial
-                'ResetStoreInventory':
-                    trigger: "/Reset/ Inventory"
-                    script:
-                    - chat "<cons:npcchatcolor>I guess you know what you are doing"
-                    - if <player.is_op> == flag global storekeeperspecialone:!
-                    - chat "<cons:npcchatcolor>OK?"
-                'AlreadyBoughtSpecial':
-                    trigger: /REGEX:\w+/
-                    script:
-                    - random 3
-                    - chat "<cons:npcchatcolor>Oops! you already bought the special. Come back later."
-                    - chat "<cons:npcchatcolor>You need to wait a bit longer for another shop special."
-                    - chat "<cons:npcchatcolor>All out, come back later."
-                    - zap "script:Welcome To My Shop" "step:WelcomeToMyShop"
-            damage trigger:
-                script: 
-                - random 3
-                - chat "<red>Ouch!"
-                - chat "<red>Please Stop!"
-                - chat "<red>Hey! That hurt!"
-                
-"SpecialSecondsToHours":
-    type: task
-    script:
-    - ^flag global hoursperspecial:+:<cons:specialduration>
-    - ^flag global hoursperspecial:/:60
-    - ^flag global hoursperspecial:/:60 duration:<cons:specialduration>
-    
-"CreateShopSpecialOfTheDay":
-    type: task
-    script:
-    - ^yaml id:shopinv load:shopkeeperinventory.yml
-    - ^flag global storekeeperspecialone:<util.random.int[1].to[43]> duration:<cons:specialduration>
-    - flag global sks1_Name:<yaml[shopinv].read[item.storeinv.<flag.g:storekeeperspecialone>]> 
-    - flag global sks1_Price:<yaml[shopinv].read[item.price.<flag.g:sks1_Name>]> 
-    - flag global sks1_Type:<yaml[shopinv].read[item.type.<flag.g:sks1_Name>]> 
-    - flag global sks1_ID:<yaml[shopinv].read[item.id.<flag.g:sks1_Name>]> 
-
-"ShopkeeperClosingTheDeal":
-    type: task
-    script:
-    - chat "<cons:npcchatcolor>That makes <flag.p:RequestedNumberOfItems> <flag.p:RequestedItemName> 
-      <flag.p:RequestedItemType>s at <flag.p:RequestedItemPrice.as_int> <player.money.currency> each, which totals to 
-      <flag.p:RequestedItemsTotalCost.as_int> <player.money.currency>."
-    - ^take money "qty:<flag.p:RequestedItemsTotalCost>"
-    - ^narrate "<dark_gray> <npc.name> removed <flag.p:RequestedItemsTotalCost.as_int> <player.money.currency> from your account."
-    - chat "OK, here you go."
-    - wait 0.5
-    - equip HAND:<flag.p:RequestedItemID>
-    - wait 0.5
-    #- narrate "RequestedItemID <flag.p:RequestedItemID> RequestedNumberOfItems <flag.p:RequestedNumberOfItems>"
-    - give <flag.p:RequestedItemID> qty:<flag.p:RequestedNumberOfItems>
-    - ^equip HAND:0
-    - ^flag player RequestedNumberOfItems:!
-    - ^flag player RequestedItemsTotalCost:!
-    - ^flag player RequestedItemName:!
-    - ^flag player RequestedItemID:!
-    - ^flag player RequestedItemPrice:!  
-    - ^flag player RequestedItemType:! 
-    - ^flag player AlreadyBoughtDailyShopSpecial:true duration:<cons:specialduration>
-    - chat "<cons:npcchatcolor>Thank you for shopping!"
-
-"NotEnoughMoneyToBuyItems":
-    type: task
-    script:
-    - chat "<cons:npcchatcolor>Looks like you don<&sq>t have enough <player.money.currency>"
-    - narrate "<cons:npcchatcolor>You have <cons:specialcolor><player.money.as_int> <player.money.currency>
-      <cons:npcchatcolor>and you need <cons:specialcolor><flag.p:RequestedItemsTotalCost.as_int> <player.money.currency>."
-    
-"Shopkeeper Does Not Trust You":
-    type: interact
-    requirements:
-        mode: ALL
-        list: 
-        - flagged player "AttackedShopKeeper:true"
-    steps:
-        'ShopkeeperIsScared*':
-            proximity trigger:
-                entry: 
-                    radius: 4
-                    script:
-                    - random 3
-                    - chat "<red>Go Away!"
-                    - chat "<red>I don<&sq>t trust you."
-                    - chat "<red>You are mean!"
-                exit: 
-                    radius: 6
-                    script:
-                    - chat "<red>Come back when your not so violent!"
-                    - ^flag player RequestedNumberOfItems:!
-                    - ^flag player RequestedItemsTotalCost:!
-                    - ^flag player RequestedItemName:!
-                    - ^flag player RequestedItemID:!
-                    - ^flag player RequestedItemPrice:!  
-                    - ^flag player RequestedItemType:!
-            click trigger:
-                script:
-                    - chat "<red>I have nothing to say to you!"
-            damage trigger:
-                script: 
-                - random 3
-                - chat "<red>Not again! Ouch!"
-                - chat "<red>Your a bully!"
-                - chat "<red>HEY STOP IT!"
-    
-"Shopkeeper Greets Player":
-    type: task
-    script:
-    - random 3
-    - chat <cons:welcomeChat01>
-    - chat <cons:welcomeChat02>
-    - chat <cons:welcomeChat03>
-
-"Shopkeeper Says Goodbye":
-    type: task
-    script:
-    - random 3
-    - chat <cons:goodbyeChat01>
-    - chat <cons:goodbyeChat02>
-    - chat <cons:goodbyeChat03>
-    - ^flag player RequestedNumberOfItems:!
-    - ^flag player RequestedItemsTotalCost:!
-    - ^flag player RequestedItemName:!
-    - ^flag player RequestedItemID:!
-    - ^flag player RequestedItemPrice:!  
-    - ^flag player RequestedItemType:!
-
-"Player Threatens Shopkeeper":
-    type: task
-    script:
-        - random 3
-        - chat "<red>Put away your weapon please."
-        - chat "<red>You<&sq>re scaring the other customers! Put away your weapon."
-        - chat "<red>I won<&sq>t serve you while you hava a weapon out!"
-        
-"Player Threatens NPC Leaving":
-    type: task
-    script:
-        - random 3
-        - chat "<red>No weapons in hand next time."
-        - chat "<red>Don<&sq>t come back if you have a sword in hand."
-        - chat "<red>Goodbye."
-        
-"Shopkeeper Init":
-    type: task
-    script:
-        - trigger name:chat toggle:true radius:5
-        - trigger name:click toggle:true radius:5
-        - trigger name:proximity toggle:true
-        - trigger name:damage toggle:true
-        - vulnerable toggle:true
-        - execute as_npc "npc select <npc.id>"
-        - execute as_npc "npc health --respawndelay 20s"
-        - execute as_npc "npc health --set 20"
-        - walkto location:<cons:shopkeeperstart>
-        - equip HAND:0
-        - flag npc loaded:true
-        #- if !<flag.g:shoppricesset> true runtask "script:Shop Inventory"
-
-"Shopkeeper Invalid Init":
-    type: task
-    script:
-    - narrate "<red>[X] <white>Oops! Shopkeeper failed to initialize<&cm> did you create the
-      anchors? Remember you need to create the NPC anchor before assigning the script. 
-      Select the npc and run the following command<&co>
-      <green>/npc anchor --save shopkeeperstart"
-    - narrate "<red>Assignment removed."
-    - assignment remove
-    - flag npc loaded:false