Paste #22067: Untitled Paste

Date: 2015/10/31 21:58:22 UTC-07:00
Type: Denizen Script

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#    - flag ({player}/npc/global/<entity>) [<name>([<#>])](:<action>)[:<value>] (duration:<value>)
#    - playeffect <player.location.find_path[l@-11632,72,3318,world].reverse> effect:ENCHANTMENT_TABLE visibility:20 targets:<server.get_online_players_flagged[quest_1]>
survival:
    type: world
    debug: false
    events:
        on player enters spawn:
        - if <player.has_flag[quest_1].not> {
          - flag <player> quest_1
          - wait 1t
          - define book i@written_book[book=author|<i@quest_0.book.author>|title|<i@quest_0.book.title>|pages|<i@quest_0.book.pages.include[<i@quest_1.book.pages>].replace[li@]>]
          - run Open_Book def:<def[book]>
          - give <def[book]>
          - wait 4s
          - if <player.has_flag[quest_1]> {
            - foreach <player.location.find_path[l@-11632,72,3318,world].reverse> {
              - showfake cake_block %value% 
              - wait 5t 
              }
            - wait 3s
            - narrate "<&4>Fwiz<&f>: This is beautiful, but you must hurry to my office."
            - foreach <player.location.find_path[l@-11584,72,3331,world].reverse> {
              - showfake cake_block %value%
              - wait 5t
              }
            }
          } else {
          - playsound <player> sound:VILLAGER_HAGGLE
          }

        on player exits googletower:
        - if <player.has_flag[quest_1_airship_pass]> {
          - flag <player> survivor
          - narrate "<&5>Loki<white>: Look, <player.name>, you should have just ignored Fwiz's request. Now I have to intervene. Don't blame me, blame yourself and your inquisitive human nature."
          - wait 1t
          - teleport <player> <location[l@<util.random.int[-11100].to[-10761]>,0,<util.random.int[2860].to[3880]>,world].highest.add[0,1,0]>
          - wait 4s
          - narrate "<&5>Loki<white>: See if having to start your quest to find the airship is any easier from out here in the wildnerness."
          - wait 3s
          - narrate "<&5>Loki<white>: That ought to slow you down a bit, <player.name>, hahaha!"
          - execute as_op "spawnpoint <player.name> -11715 77 3262"
          } else {
          - look <player> <n@92.location> duration:1s
          - narrate "<&6>HeyItsWonka<white>: Don't forget to go see Fwiz in his office."
          - wait 2s
          - teleport <player.location.add[7,0,0]>
          }

        on player enters googletower:
        - flag <player> googletower
        - narrate "<&6>HeyItsWonka<&f>: Who are you here to see today, <player.name>?"
        - wait 2s
        - inventory open d:in@CUI_enterGoogleTower
        - if <player.has_flag[quest_1]> {
            - foreach <player.location.find_path[l@-11572,72,3361,world].reverse> {
              - showfake cake_block %value% 
              - wait 5t 
              }
            } else {
            - playsound <player> sound:VILLAGER_HAGGLE
            }

        on player enters fwizoffice:
        - if <player.has_flag[quest_1_airship_pass].not> {
          - flag <player> fwizoffice
          - wait 2t
          - flag <player> quest_1_airship_pass
          - wait 1s
          - look <player> <n@90.location> duration:1s
          - playsound <player> sound:SUCCESSFUL_HIT
          - narrate "<&4>Fwiz<&f>: Hi, <player.name>, glad you could make it. I wish you had come sooner."
          - wait 3s
          - narrate "<&4>Fwiz<&f>: I respect your time so I will cut right to the chase."
          - wait 2s
          - narrate "<&4>Fwiz<&f>: We have lost contact with one of our researchers out in the field."
          - wait 2s
          - narrate "<&4>Fwiz<&f>: She hasn't checked in with us for 30 days."
          - wait 2s
          - narrate "<&4>Fwiz<&f>: We want you to go to her last known location and find out what is going on."
          - wait 3s
          - narrate "<&4>Fwiz<&f>: The project she is working on is Top Secret."
          - wait 2s
          - narrate "<&4>Fwiz<&f>: Take this airship pass and leave immediately."
          - wait 2s
          - narrate "<&4>Fwiz<&f>: Let me know when you arrive."
          - give i@quest_1_airship_pass
          } else {
          - narrate "<&4>Fwiz<&f>: Let me know when you arrive."
          }

        on player exits fwizoffice:
        - if <player.has_flag[quest_1_airship_pass]> {
          - wait 5t
          - look <player> <n@90.location> duration:1s
          - narrate "<&4>Fwiz<&f>: Oh and one more thing, <player.name>, there are lots of strange things occuring the further you get away from home here. Things you haven't heard about on the news, so stay sharp."
          } else {
          - wait 5t
          - narrate "<&4>Fwiz<&f>: Take care!"
          }

        on player enters opticjoffice:
        - flag <player> opticjoffice
        - wait 1t
        - narrate "<&4>OpTicJ<&f>: Hi, <player.name>, thanks for coming to visit me at work!"

        on player exits opticjoffice:
        - narrate "<&4>OpTicJ<&f>: Be safe on your adventure, pal!"

        on player exits hospitalexit:
        - teleport <player> <location[l@<util.random.int[-11100].to[-10761]>,0,<util.random.int[2860].to[3880]>,world].highest.add[0,1,0]>