Date: 2015/05/14 16:42:24 UTC-07:00
Type: Denizen Script
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questmanager:
type: world
events:
on server starts:
- inject locally loadYAML 'def:quests|quests
on player clicks sign:
- define quest '<c.location.sign_contents.get[1]>'
- if <yaml[quests].read[quests.%quest%.trigger.location]>.is[==].to[<c.location>]> {
- if <player.has_flag[%quest%_complete]> {
- narrate "<green>you have completed %quest% quest"
- foreach <yaml[quests].list_keys[quests.%quest%.reward]> {
- define reward <yaml[quests].list_keys[quest.%quest%.reward.%value%]>
- if %value% == 'drpg_xp' {
- flag player drpg_xp:++:%reward%
- queue clear
}
- if %value% == 'gold' {
- flag player drpg_gold:++:%reward%
- queue clear
}
- narrate "here is %reward% %value% as a reward"
- give %value% qty:%reward%
}
- flag player active_quests:<-:%quest%
- flag player %quest%_complete:!
- flag player %quest%_wait duration:24h
- queue clear
}
- if <player.has_flag[%quest%_wait]> {
- narrate "you can repeat this quest in <player.flag[%quest%_wait].expiration>"
- queue clear
}
- if <player.flag[active_quests].contains[%quest%]> {
- narrate "you already have this quest"
- queue clear
}
- if !<player.has_flag[%quest%_confirm]> {
- narrate "click again to accept the %quest% quest"
- flag player %quest%_confirm duration:120
- queue clear
}
- flag player %quest%_confirm:!
- inject locally start_quest
}
on player kills entity:
- if !<player.has_flag[active_quests]> {
- queue clear
}
- define entity <c.entity>
- foreach <player.flag[active_quests]> {
- define possible_flag '%value%_%entity%_count'
- if !<player.has_flag[%possible_flag%]> {
- foreach next
}
- define flag '%value%_%entity%_count'
- player flag %flag%:++:1
- if <player.flag[%flag%].is[>=].to[quests.%value%.type.kill_list.%entity%]> {
- flag player %flag%:!
- if <yaml[quests].read[quests.%value%.type.return]> {
- if <yaml[quests].read[quests.%value%.trigger.is[==].to[quest_sign]> {
- define msg 'the quest_sign'
}
- if <yaml[quests].read[quests.%value%.trigger].is[==].to[npc]> {
- define msg '<yaml[quests].read[quests.%value%.trigger.npc].name>'
}
- narrate "go back to %msg% to get your reward"
- flag player %1%_complete
}
else {
- define quest '%value%'
- foreach <yaml[quests].list_keys[quests.%quest%.reward]> {
- define reward <yaml[quests].list_keys[quest.%quest%.reward.%value%]>
- if %value% == 'drpg_xp' {
- flag player drpg_xp:++:%reward%
- queue clear
}
- if %value% == 'gold' {
- flag player drpg_gold:++:%reward%
- queue clear
}
- narrate "here is %reward% %value% as a reward"
- give %value% qty:%reward%
}
}
}
}
on player picks up item:
- if !<player.has_flag[active_quests]> {
- queue clear
}
- define item <c.item>
- foreach <player.flag[active_quests]> {
- define possible_flag '%value%_%item%_count'
- if !<player.has_flag[%possible_flag%]> {
- foreach next
}
- define flag '%value%_%item%_count'
- player flag %flag%:++:1
- if <player.flag[%flag%].is[>=].to[quests.%value%.type.gather_list.%item%]> {
- flag player %flag%:!
- if <yaml[quests].read[quests.%value%.type.return]> {
- if <yaml[quests].read[quests.%value%.trigger.is[==].to[quest_sign]> {
- define msg 'the quest_sign'
}
- if <yaml[quests].read[quests.%value%.trigger].is[==].to[npc]> {
- define msg '<yaml[quests].read[quests.%value%.trigger.npc].name>'
}
- narrate "go back to %msg% to get your reward"
- flag player %1%_complete
}
else {
- define quest '%value%'
- foreach <yaml[quests].list_keys[quests.%quest%.reward]> {
- define reward <yaml[quests].list_keys[quest.%quest%.reward.%value%]>
- if %value% == 'drpg_xp' {
- flag player drpg_xp:++:%reward%
- queue clear
}
- if %value% == 'gold' {
- flag player drpg_gold:++:%reward%
- queue clear
}
- narrate "here is %reward% %value% as a reward"
- give %value% qty:%reward%
}
}
}
}
on player enters notable cuboid:
- if !<player.has_flag[active_quests]> {
- queue clear
}
- define cuboid '<context.cuboids>'
- foreach <player.flag[active_quests]> {
- if !<player.has_flag[%value%]> {
- foreach next
}
- define flag '%value%'
- if <player.flag[%flag%].is[==].to[%cuboid%]>
- player flag %flag%:!
- if <yaml[quests].read[quests.%value%.type.return]> {
- if <yaml[quests].read[quests.%value%.trigger.is[==].to[quest_sign]> {
- define msg 'the quest_sign'
}
- if <yaml[quests].read[quests.%value%.trigger].is[==].to[npc]> {
- define msg '<yaml[quests].read[quests.%value%.trigger.npc].name>'
}
- narrate "go back to %msg% to get your reward"
- flag player %1%_complete
}
else {
- define quest '%value%'
- foreach <yaml[quests].list_keys[quests.%quest%.reward]> {
- define reward <yaml[quests].list_keys[quest.%quest%.reward.%value%]>
- if %value% == 'drpg_xp' {
- flag player drpg_xp:++:%reward%
- queue clear
}
- if %value% == 'gold' {
- flag player drpg_gold:++:%reward%
- queue clear
}
- narrate "here is %reward% %value% as a reward"
- give %value% qty:%reward%
}
}
}
on player flag cleared:
- define flag '<c.name>'
- foreach <yaml[quests].list_keys[quests]> {
- if <yaml[quests].read[quests.%value%.trigger]>.is[==].to[auto]> {
- if <yaml[quests].read[quests.%value%.trigger.previous_quest].is[==].to[<def[flag].split[_].get[1]>]> {
- inject locally start_quest
}
}
}
start_quest:
- flag player active_quests:->:%quest%
- define type <yaml[quests].read[quests.%quest%.type]>
- if %type% == goto {
- define loc '<yaml[quests].read[quests.%quest%.type.location]>'
- note cu@<def[loc].add[-5,-5,-5]>|<def[loc].add[5,5,5]> 'as:%quest%_cu'
- flag player %quest%:'%quest%_cu'
- queue clear
}
- foreach <yaml[quests].list_keys[quests.%quest%.type.%type%_list]> {
- flag player %quest%_%value%_count:0
}
loadYAML:
- if !<yaml.list.contains[quests]> {
- if !<server.has_file[drpg/quests/quests.yml]> {
- yaml create 'id:quests'
- yaml 'savefile:drpg/quests/quests.yml' 'id:quests'
}
else {
- yaml 'load:drpg/quests/quests.yml' 'id:quests'
}
}