Paste #22229: Bob Fisher

Date: 2015/11/04 02:00:15 UTC-08:00
Type: Denizen Script

View Raw Paste Download This Paste
Copy Link


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
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653


BobFishingConfig:
    type: yaml data
    config: 
        Amount1: 3
        npcid:
            ## The materials of the item shown in the question menu
            bob: 24
            guard: 37

# Call: <s@BobFishingConfig.yaml_key[config.npcid.bob]>

# Command anchor: /npc anchor --save spot1

BobFishingEvents:
    type: world
    debug: false
    events:

        on time 6 in world:
        - run BobFishingAction1 npc:<s@BobFishingConfig.yaml_key[config.npcid.bob]>
        - wait 1s
        - run BobGuardAction1 npc:<s@BobFishingConfig.yaml_key[config.npcid.guard]>


        on time 8 in world:
        - run BobGuardAction2 npc:<s@BobFishingConfig.yaml_key[config.npcid.guard]>
        - wait 10s
        - run BobFishingAction2 npc:<s@BobFishingConfig.yaml_key[config.npcid.bob]>


        on time 16 in world:
        - run BobFishingAction3 npc:<s@BobFishingConfig.yaml_key[config.npcid.bob]>
        - wait 15s
        - run BobGuardAction3 npc:<s@BobFishingConfig.yaml_key[config.npcid.guard]>

        on time 20 in world:
        - run BobFishingAction4 npc:<s@BobFishingConfig.yaml_key[config.npcid.bob]>
        # - if <%guard%.is_spawned> {
            # - run BobGuardAction4 npc:<s@BobFishingConfig.yaml_key[config.npcid.guard]>
        # }



# <&chr[00C5]> Å
# <&chr[00D8]> Ø
# <&chr[00C6]> Æ
# <&chr[00E6]> æ
# <&chr[00F8]> ø
# <&chr[00E5]> å

BobFishingAction1:
    type: task
    debug: false
    script:
    - define bob n@<s@BobFishingConfig.yaml_key[config.npcid.bob]>
    - if <npc.is_spawned> {
        - ^flag npc BOBStatusSleeping:!
        - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point1A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
        - ^execute as_server "npc stand"
        - ^flag npc BOBStatusStanding:True
        - while <npc.has_flag[BOBStatusStanding]> { 
            - if <npc.is_spawned> {
                - anchor walknear i:point1A r:5
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
            - wait 10s
        }
    }
    else {
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
        - ^execute as_server "npc spawn"
    }

BobGuardAction1:
    type: task
    debug: false
    script:
    - define guard n@<s@BobFishingConfig.yaml_key[config.npcid.guard]>
    - if <npc.is_spawned> {
        - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point1A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.guard]>"
        - ^execute as_server "npc stand"
        - ^flag npc BOBStatusStanding:True
        - while <npc.has_flag[BOBStatusStanding]> { 
            - if <npc.is_spawned> {
                - anchor walknear i:point1A r:5
                - wait 10s
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
    }
    else {
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.guard]>"
        - ^execute as_server "npc spawn"
    }

BobFishingAction2:
    type: task
    debug: false
    script:
    - define bob n@<s@BobFishingConfig.yaml_key[config.npcid.bob]>
    - if <npc.is_spawned> {
        - flag npc BOBStatusStanding:!
        - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point1A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point2A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point2A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point2A]>
            }
        }
        ## BOBGate
        - ^modifyblock <server.flag[BOBGate]> AIR
        - ^modifyblock <server.flag[BobButton]> AIR
        - while <npc.location.distance[<npc.anchor[point3A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point3A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point3A]>
            }
        }
        - ^modifyblock <server.flag[BOBGate]> NETHER_FENCE
        - ^modifyblock <server.flag[BobButton]> WOOD_BUTTON:WOOD_BUTTON:3
        - while <npc.location.distance[<npc.anchor[point4A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point4A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point4A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point5].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point5A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point5A]>
            }
        }
        - wait 1s
        - look <npc> <npc.anchor[pointB]>
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
        - ^execute as_server "npc fish"
        - ^execute as_server "sentry spawn"
        - flag npc BOBStatusFishing:True
        - while <npc.has_flag[BOBStatusFishing]> {  
            - if <npc.is_spawned> {
                - anchor walknear i:point5A r:5
                - wait 3s
                - look <npc> <npc.anchor[pointB]>
                - wait 9s
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[pointB]>
            }
        }
    }

BobGuardAction2:
    type: task
    debug: false
    script:
    - define guard n@<s@BobFishingConfig.yaml_key[config.npcid.guard]>
    - if <npc.is_spawned> {
        - flag npc BOBStatusStanding:!
        - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point1A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point2A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point2A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point2A]>
            }
        }
        ## BOBGate
        - ^modifyblock <server.flag[BOBGate]> AIR
        - ^modifyblock <server.flag[BobButton]> AIR
        - while <npc.location.distance[<npc.anchor[point3A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point3A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point3A]>
            }
        }
        - ^modifyblock <server.flag[BobButton]> WOOD_BUTTON:WOOD_BUTTON:3
        - ^modifyblock <server.flag[BOBGate]> NETHER_FENCE
        - while <npc.location.distance[<npc.anchor[point4A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point4A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point4A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point5A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point5A]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point5A]>
            }
        }
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.guard]>"
        - ^execute as_server "sentry spawn"
        - wait 1s
        - flag npc BOBStatusFishing:True
        - while <npc.has_flag[BOBStatusFishing]> { 
            - if <npc.is_spawned> {
                - anchor walknear i:point5A r:5
                - wait 13s
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point5A]>
            }
        }
    }

BobFishingAction3:
    type: task
    debug: false
    script:
    - define bob n@<s@BobFishingConfig.yaml_key[config.npcid.bob]>
    - flag npc BOBStatusFishing:!
    - if !<npc.is_spawned> {
        - execute as_server "npc select <npc.id>"
        - execute as_server "npc spawn"
        - teleport <npc> <npc.anchor[point5A]>
    }
    - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
    - ^execute as_server "npc stopfishing"
    - while <npc.location.distance[<npc.anchor[point5A].is[OR_MORE].than[3]> {
        - if <npc.is_spawned> {
            - ~walk <npc.anchor[point5A]> auto_range
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point5A]>
        }
    }
    - while <npc.location.distance[<npc.anchor[point4A].is[OR_MORE].than[3]> {
        - if <npc.is_spawned> {
            - ~walk <npc.anchor[point4A]> auto_range
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point4A]>
        }
    }
    - while <npc.location.distance[<npc.anchor[point3A].is[OR_MORE].than[3]> {
        - if <npc.is_spawned> {
            - ~walk <npc.anchor[point3A]> auto_range
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point3A]>
        }
    }
    - ^modifyblock <server.flag[BOBGate]> AIR
    - ^modifyblock <server.flag[BobButton]> AIR
    - while <npc.location.distance[<npc.anchor[point2A].is[OR_MORE].than[3]> {
        - ~walk <npc.anchor[point2A]> auto_range
        - if <npc.is_spawned> {
            - ~walk <npc.anchor[point2A]> auto_range
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point2A]>
        }
    }
    - ^modifyblock <server.flag[BobButton]> WOOD_BUTTON:WOOD_BUTTON:3
    - ^modifyblock <server.flag[BOBGate]> NETHER_FENCE
    - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
        - if <npc.is_spawned> {
            - ~walk <npc.anchor[point1A]> auto_range
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point1A]>
        }
    }
    - flag npc BOBStatusStanding:True
    - while <npc.has_flag[BOBStatusStanding]> { 
        - if <npc.is_spawned> {
            - anchor walknear i:point1A r:5
        }
        else {
            - execute as_server "npc select <npc.id>"
            - execute as_server "npc spawn"
            - teleport <npc> <npc.anchor[point1A]>
        }
        - wait 10s
    }

BobGuardAction3:
    type: task
    debug: false
    script:
    - define guard n@<s@BobFishingConfig.yaml_key[config.npcid.guard]>
    - if <npc.is_spawned> {
        - flag npc BOBStatusFishing:!
        - while <npc.location.distance[<npc.anchor[point5A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point5A]> auto_range 
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point5A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point4A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point4A]> auto_range 
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point4A]>
            }
        }
        - while <npc.location.distance[<npc.anchor[point3A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point3A]> auto_range 
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point3A]>
            }
        }
        - teleport <npc> <npc.anchor[point3A]>
        - ^modifyblock <server.flag[BOBGate]> AIR
        - ^modifyblock <server.flag[BobButton]> AIR
        - while <npc.location.distance[<npc.anchor[point2A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point2A]> auto_range 
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point2A]>
            }
        }
        - teleport <npc> <npc.anchor[point2A]>
        - ^modifyblock <server.flag[BobButton]> WOOD_BUTTON:WOOD_BUTTON:3
        - ^modifyblock <server.flag[BOBGate]> NETHER_FENCE
        - while <npc.location.distance[<npc.anchor[point1A].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[point1A]> auto_range 
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[point1A]>
            }
        }
        - flag npc BOBStatusStanding:True
        - teleport <npc> <npc.anchor[point1A]>
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.guard]>"
        - ^execute as_server "sentry spawn"
        - while <npc.has_flag[BOBStatusStanding]> { 
            - if <npc.is_spawned> {
                - anchor walknear i:point1A r:5
                - wait 10s
            }
            else {
                - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.guard]>"
                - ^execute as_server "npc spawn"
            }
        }
    }

BobFishingAction4:
    type: task
    debug: false
    script:
    - if <npc.is_spawned> {
        - flag npc BOBStatusStanding:!
        - while <npc.location.distance[<npc.anchor[Bed].is[OR_MORE].than[3]> {
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[Bed]> auto_range
            }
            else {
                - execute as_server "npc select <npc.id>"
                - execute as_server "npc spawn"
                - teleport <npc> <npc.anchor[Bed]>
            }
        }
        - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
        - ^execute as_server "npc spawn"
        - ^execute as_server "npc sleep"
        - ^execute as_server "sentry spawn"
        - flag npc BOBStatusSleeping:True
        - while <npc.has_flag[BOBStatusSleeping]> { 
            - if <npc.is_spawned> {
                - ~walk <npc.anchor[Bed]> auto_range
                - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
                - ^execute as_server "npc sleep"
                ##- animate <npc> animation:SIT
                - wait 10s
            }
            else {
                - ^execute as_server "npc select <s@BobFishingConfig.yaml_key[config.npcid.bob]>"
                - ^execute as_server "npc spawn"
            }
        }
    }

# BobGuardAction4:
    # type: task
    # debug: false
    # script:
    # - flag npc BOBStatusStanding:!

BobSetupCommands:
    type: command
    name: bobset
    script:
    - if !<player.is_op> { 
        - narrate 'You must be an administrator to use this command!' 
        - queue clear 
    }
    - define arg_size <context.args.size> 
    - if %arg_size% > 0 {
        - if <context.args.get[1]> == "1" {
            - flag server BOBGate:<player.location>
            - narrate "<&a>BOB Position Gate Set 1"
        }
        else if <context.args.get[1]> == "2" {
            - flag server BobButton:<player.location>
            - narrate "<&a>BOB Position Button Set 2"
        }
        else if <context.args.get[1]> == "3" {
            - flag server SquadGate1:<player.location>
            - narrate "<&a>Squad Gate Set 1"
        }
        else if <context.args.get[1]> == "4" {
            - flag server SquadGate2:<player.location>
            - narrate "<&a>Squad Gate Set 2"
        }
        else if <context.args.get[1]> == "5" {
            - flag server SquadGate3:<player.location>
            - narrate "<&a>Squad Gate Set 3"
        }
        else if <context.args.get[1]> == "6" {
            - flag server SquadGate4:<player.location>
            - narrate "<&a>Squad Gate Set 4"
        }
        else if <context.args.get[1]> == "7" {
            - flag server SquadGate5:<player.location>
            - narrate "<&a>Squad Gate Set 5"
        }
        else {
            - narrate "<&c>Wrong arguments! Use <&7>/bobset [number]"
        }
    }
    else {
        - narrate "<&c>Not enough arguments! Use <&7>/bobset [number]"
    }

###########################################################################

## <s@Quest_StoneTest_Data.yaml_key[config.Amount1]>

Quest_Bob_Fishing_Listener:
    type: world
    events:
        # on reload scripts:
            # - flag server Quest_StoneTest_Amount:20

        on player clicks Quest_Bob_Fishing_Info in Quest_Bob_Fishing_Confirm1:
            - determine cancelled  

        on player clicks Quest_Bob_Fishing_Yes in Quest_Bob_Fishing_Confirm1:
            - determine passively cancelled
            - ^inventory close d:<context.inventory>
            - ^narrate format:Quest_Bob_Fishing_ChatFormat "Tak fordi du vil hj<&chr[00E6]>lpe."
            - ^flag player Quest_Bob_Fishing

        on player clicks Quest_Bob_Fishing_No in Quest_Bob_Fishing_Confirm1:
            - ^determine passively cancelled
            - ^inventory close d:<context.inventory>
            - random {
                - narrate format:Quest_Bob_Fishing_ChatFormat "De fisk blir alts<&chr[00E5]> ikke fanget af sig selv!"
                - narrate format:Quest_Bob_Fishing_ChatFormat "Oh, du m<&chr[00E5]> vel ogs<&chr[00E5]> v<&chr[00E6]>re d<&chr[00E5]>rlig til at fiske?"
                - narrate format:Quest_Bob_Fishing_ChatFormat "Snak med mig igen hvis du f<&chr[00E5]>r lysten til det."
            }



Quest_Bob_Fishing_ChatFormat:
    type: format
    format: "<green>Bob<&co> <text>"

Quest_Bob_Fishing_Main:
    type: assignment
    actions:
        on assignment:
        - trigger name:click state:true
    interact scripts:
    - 10 Quest_Bob_Fishing_Assign

Quest_Bob_Fishing_Assign:
    type: interact
    steps:
        1:
            click trigger:
                script:
                - ^if <player.has_flag[npc_engaged]> queue clear
                - ^if <player.has_flag[Quest_Bob_Fishing_cooldown]> {
                    - ^narrate "Du kan gentage denne quest om <player.flag[Quest_Bob_Fishing_cooldown].expiration.formatted>"
                    - ^queue clear
                }
                - ^flag player npc_engage
                - ^engage
                - ^if <player.has_flag[Quest_Bob_Fishing]> {
                    - ^if <player.inventory.contains[RAW_FISH].qty[<s@BobFishingConfig.yaml_key[config.Amount1]>]> {
                        - ^take RAW_FISH qty:<s@BobFishingConfig.yaml_key[config.Amount1]> 
                        - ^narrate format:Quest_Bob_Fishing_ChatFormat "Tak for hj<&chr[00E6]>lpen, tag det her!"
                        - ^give i@emerald qty:4
                        - ^flag player Quest_Bob_Fishing:!
                        - ^flag player Quest_Bob_Fishing_cooldown duration:18h
                        - ^flag player npc_engage:!
                        - ^disengage
                        - ^queue clear
                    }
                    else {
                        - ^narrate format:Quest_Bob_Fishing_ChatFormat "Fang <s@BobFishingConfig.yaml_key[config.Amount1]> fisk og vend tilbage"
                        - ^flag player npc_engage:!
                        - ^disengage
                        - ^queue clear
                    }
                }
                - ^random {
                    - ^narrate format:Quest_Bob_Fishing_ChatFormat "Hj<&chr[00E6]>lp! Mit fiskeri virker ikke!"
                    - ^narrate format:Quest_Bob_Fishing_ChatFormat "Hey! Kan du hj<&chr[00E6]>lpe mig med at fiske?"
                    - ^narrate format:Quest_Bob_Fishing_ChatFormat "Jeg kan simpelthen ikke finde ud af fiske."
                }
                - ^inventory open d:in@Quest_Bob_Fishing_Confirm1
                - ^disengage
                - ^flag player npc_engage:!


#
Quest_Bob_Fishing_Confirm1: 
  type: inventory 
  inventory: CHEST
  title: <red>Quest Menu
  size: 9 
  definitions: 
    Accept: i@Quest_Bob_Fishing_Yes
    Decline: i@Quest_Bob_Fishing_No
    Info: i@Quest_Bob_Fishing_Info
  slots: 
    - "[Decline] [] [] [] [Info] [] [] [] [Accept]" 

Quest_Bob_Fishing_Info:
    type: item
    material: PAPER
    display name: <green>Quest Info
    lore:
    - <yellow>Fang <s@Quest_StoneTest_Data.yaml_key[config.Amount1]> Fisk og vend tilbage
    - ""
    - <gray>Bob kan ikke finde ud af
    - <gray>fange fisk, hj<&chr[00E6]>lp ham med
    - <gray>med at fange 5 fisk

Quest_Bob_Fishing_Yes:
    type: item
    material: EYE_OF_ENDER
    display name: <green>Ja
    lore:
    - <yellow>Ok

Quest_Bob_Fishing_No:
    type: item
    material: ENDER_PEARL
    display name: <green>Nej
    lore:
    - <yellow>Anuller