Date: 2015/07/28 09:30:21 UTC-07:00
Type: Denizen Script
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
"Raider_Narglan":
type: assignment
actions:
on assignment:
- trigger name:chat toggle:true
- trigger name:click toggle:true
interact scripts:
- 1 Raid_Narg1
"Raid_Narg1":
type: interact
steps:
1:
click trigger:
script:
#stage 1 not yet accepted or completed
- ^if <player.has_flag[Disrupt_Supply1_Accepted].not> && <player.has_flag[Disrupt_Supply1_Completed].not> {
- ^chat "<green>Ahh just who I was looking for! We've just spotted the rebel miners down in the mine! I need you to get down there and take them out before they can resupply their metals!"
- narrate "<green>Say <gold>'Yes'<green> to accept the quest - <gold>Distrupting Supply Lines<green>."
}
#stage 1 accepted but does not have items and has not completed
- ^if <player.inventory.contains[i@Pillaged_Metals].qty[10].not> && <player.has_flag[Disrupt_Supply1_Completed].not> && <player.has_flag[Disrupt_Supply1_Accepted]> {
- ^narrate "<red>You need 10 <white>Pillaged Metals<red> from the <white>Rebel Miners<red>."
}
#stage 1 accepted and has items but has not completed - completes
- ^if <player.inventory.contains[i@Pillaged_Metals].qty[10]> && <player.has_flag[Disrupt_Supply1_Completed].not> && <player.has_flag[Disrupt_Supply1_Accepted]> {
- ^take i@Pillaged_Metals qty:10
- ^flag <player> Disrupt_Supply1_Completed duration:21600
- ^flag Disrupt_Supply1_Accepted:!
- ^chat "<green>Ahaha! They didn't stand a chance!"
- ^narrate "<green>Quest Completed - <gold>Disrupting Supply Lines<green> You have been awarded 20 <gold>Adventure Tokens<green> and 1 <dark_gray>Heart of Darkness<green>."
- ^give i@Heart_Of_Darkness qty:1
- ^give i@Adventure_Token qty:20
- ^playsound <player.location> sound:NOTE_PIANO pitch:1
- playsound <player.location> sound:NOTE_PLING pitch:2
- ^playsound <player.location> sound:NOTE_PIANO pitch:3
- playsound <player.location> sound:NOTE_PLING pitch:4
- ^playsound <player.location> sound:NOTE_PIANO pitch:5
- playsound <player.location> sound:NOTE_PLING pitch:6
- ^playsound <player.location> sound:NOTE_PIANO pitch:7
- playsound <player.location> sound:NOTE_PLING pitch:8
- ^narrate "<green>You can complete this quest again in 6 hours."
- ^flag <player> Quests_Completed:+:1
- narrate "<dark_red>Quest Unlocked: <gold>Disrupting Supply Lines - 2"
}
#stage 2 not yet accepted but stage 1 completed
- ^if <player.has_flag[Disrupt_Supply1_Completed]> && <player.has_flag[Disrupt_Supply2_Accepted].not> {
- ^chat "<green>I've got some more dirty work for ya. That railway just north of the mine transports the enemies food & water. I need you to go to the railway and take out the <white>Rail Conductors<green>."
- narrate "<green>Say <gold>'Yes'<green> to accept the quest - <gold>Distrupting Supply Lines - 2<green>."
}
#stage 2 accepted but no kills
- ^if <player.has_flag[Disrupt_Supply2_Accepted]> && <player.has_flag[RailConductorsDead].not> && <player.has_flag[Disrupt_Supply2_Completed].not> {
- ^narrate "<red>You have killed <player.flag[ConductorKills]>/5 Rail Conductors."
}
#stage 2 accepted and has kills and not completed - complete
- ^if <player.has_flag[Disrupt_Supply2_Accepted]> && <player.has_flag[RailConductorsDead]> && <player.has_flag[Disrupt_Supply2_Completed].not> {
- ^flag <player> Conductorkills:!
- ^flag <player> RailConductorsDead:!
- ^flag <player> Disrupt_Supply2_Completed duration:21600
- ^flag Disrupt_Supply2_Accepted:!
- ^chat "<green>Ahaha! They didn't stand a chance!"
- ^narrate "<green>Quest Completed - <gold>Disrupting Supply Lines - 2<green> You have been awarded 25 <gold>Adventure Tokens<green> and 1 <dark_gray>Heart of Darkness<green>."
- ^give i@Heart_Of_Darkness qty:1
- ^give i@Adventure_Token qty:25
- ^playsound <player.location> sound:NOTE_PIANO pitch:1
- playsound <player.location> sound:NOTE_PLING pitch:2
- ^playsound <player.location> sound:NOTE_PIANO pitch:3
- playsound <player.location> sound:NOTE_PLING pitch:4
- ^playsound <player.location> sound:NOTE_PIANO pitch:5
- playsound <player.location> sound:NOTE_PLING pitch:6
- ^playsound <player.location> sound:NOTE_PIANO pitch:7
- playsound <player.location> sound:NOTE_PLING pitch:8
- ^narrate "<green>You can complete this quest again in 6 hours."
- ^flag <player> Quests_Completed:+:1
}
# both stages compelted
- ^if <player.has_flag[Disrupt_Supply2_Completed]> && <player.has_flag[Disrupt_Supply1_Completed]> {
- narrate "<red>You can complete these quests every 6 hours. Come back later."
}
chat trigger:
'Distrupting_Supplies1_Accept':
trigger: /Yes/ sir!
script:
#stage 1 acceptor
- ^if <player.has_flag[Disrupt_Supply1_Accepted].not> && <player.has_flag[Disrupt_Supply1_Completed].not> {
- ^flag <player> Disrupt_Supply1_Accepted
- ^chat "<green>Well what are ya waitin for! Get down there and bring me back thier goodies!"
- ^playsound <player.location> sound:LEVEL_UP
- ^narrate "<green>Quest Accepted - <gold>Distrupting Supply Lines<green>."
}
#stage 2 acceptor
else if <player.has_flag[Disrupt_Supply1_Completed]> && <player.has_flag[Disrupt_Supply2_Accepted].not> && <player.has_flag[Disrupt_Supply2_Completed].not>{
- ^flag <player> Disrupt_Supply2_Accepted
- ^chat "<green>Alrighty then, I'll be waiting on ya to get back after you've killed <red>5 <green>of em!"
- ^playsound <player.location> sound:LEVEL_UP
- ^narrate "<green>Quest Accepted - <gold>Distrupting Supply Lines - 2<green>."
- ^listen kill type:npc target:Rail_Conductor qty:5 script:Rail_Conductors_Dead
- ^flag <player> ConductorKills:0
}
else {
- narrate "<red>You can complete these quests every 6 hours. Come back later."
}
"Rail_Conductors_Dead":
type: task
script:
- ^flag <player> RailConductorsDead
- flag <player> ConductorKills:!
- ^narrate "<green>5 Rail Conductors Killed. Return to Narglan."
- ^playsound <player.location> sound:LEVEL_UP
"Pillaged_Metals":
type: item
material: 101
display name: <white>Pillaged Metals
lore:
- <gray>Quest Item