Date: 2015/11/24 19:07:59 UTC-08:00
Type: Denizen Script
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Smoker:
Type: assignment
Interact Scripts:
- SmokerScript
actions:
on assignment:
- trigger name:proximity state:true
SmokerScript:
Type: interact
Steps:
1:
Proximity Trigger:
entry:
Script:
- narrate "Smokin Fred -> You: Hey there! Think you could spare a moment to help me out?"
- narrate "Say <&c>Yes<&r> or <&c>No<&r>"
Chat Trigger:
'1':
Trigger: /Yes/, I can help. What do you need?
Script:
- flag player RightClickForInfo
- narrate "Right click for more info."
'2':
Trigger: /No/, I'm busy right now.
Script:
- narrate "Smokin Fred -> You: Alright, come back when you aren't so busy..."
Click Trigger:
Script:
- if <player.has_flag[RightClickForInfo]> {
- narrate "This quest may contain adult content that is not suitable for all players."
- wait 1
- narrate "Would you like to continue the quest anyways?"
- narrate "Say <&c>Yes<&r> or <&c>No<&r>"
- zap step:2
- flag player RightClickForInfo state:false
}
2:
Chat Trigger:
'1':
Trigger: /Yes/
Script:
- flag player SmokerQuestStarted
- wait 1
- narrate "Smokin Fred -> You: Oh, great! Thanks so much!"
- wait 1
- narrate "Smokin Fred -> You: All I need you to do is shear some grass, and bring it to me."
- wait 1
- narrate "Smokin Fred -> You: About 3 grass should do."
- wait 1
- narrate "Smokin Fred -> You: Oh, and if you bring me 3 extra grass, and about 6 pieces of paper,"
- narrate "I can give you something extra, to make it worth your while."
- wait 1
- narrate "Smokin Fred -> You: Now, go! And come back when you have my grass!"
- wait 1
- narrate "You have been offered a side quest, would you like to accept it?"
- narrate "Say <&c>Accept<&r> to accept."
'2':
Trigger: /No/
Script:
- zap step:1
'3':
Trigger: /Accept/
Script:
- narrate "You've accepted the side quest!"
- flag player SmokerSideQuestStarted
Click Trigger:
Script:
- define Amount 6
- define ForgotGrass <def[Amount].sub[<def[Grass]>]>
- define ForgotPaper <def[Amount].sub[<def[Paper]>]>
- define Grass <player.inventory.quantity[tall_grass].as_int||null>
- define Paper <player.inventory.quantity[paper].as_int||null>
- if <player.has_flag[SmokerQuestStarted]> && <player.has_flag[SmokerSideQuestStarted]> {
- if <def[Grass]> < 6 && <def[Paper]> < 6 {
- narrate "Smokin Fred -> You: Hey! You forgot <def[ForgotGrass]> grass and <def[ForgotPaper]> paper(s) !"
- wait 1
- narrate "Smokin Fred -> You: Come back when you have it!"
}
- if <def[Grass]> >= 6 && <def[Paper]> < 6 {
- narrate "Smokin Fred -> You: Hey! You forgot <def[ForgotPaper]> papers!"
- wait 1
- narrate "Smokin Fred -> You: Come back when you have them!"
}
- if <def[Grass]> < 6 && <def[Paper]> >= 6 {
- narrate "Smokin Fred -> You: Hey! You forgot <def[ForgotGrass]> grass!"
- wait 1
- narrate "Smokin Fred -> You: Come back when you have them!"
}
- if <def[Grass]> >= 6 && <def[Paper]> >= 6 {
- narrate "Smokin Fred -> You: Awesome! You have the grass and papers!"
- wait 1
- narrate "Smokin Fred -> You: Quick, give them here!"
- zap step:3
}
}
- if <player.has_flag[SmokerQuestStarted]> && !<player.has_flag[SmokerSideQuestStarted]> {
- if <def[Grass]> < 3 {
- narrate "Smokin Fred -> You: You forgot <def[ForgotGrass]> grass..."
- wait 1
- narrate "Smokin Fred -> You: Please come back when you have them..."
}
- if <def[Grass]> >= 3 {
- narrate "Smokin Fred -> You: Great! You brought the grass!"
- wait 1
- narrate "Smokin Fred -> You: Quick, give it here!"
- zap step:3
}
}
3:
Click Trigger:
Script:
- if <player.has_flag[ReturnToSmokinFred1]> && !<player.has_flag[ReturnToSmokinFred2]> {
- take tall_grass qty:3
- wait 1
- narrate "Smokin Fred -> You: Thanks, this is a relief!"
- wait 1
- narrate "Oh, I almost forgot your reward!"
- give money qty:1000
- wait 1
- narrate "<&a>Smokin Fred hands you $1000"
- wait 1
- narrate "Thanks again! This means a lot to me!"
- zap step:4
}
- if <player.has_flag[ReturnToSmokinFred2]> {
- if <player.inventory.contains[tall_grass].quantity[6]> && <player.inventory.contains[paper].quantity[6]> {
- take tall_grass qty:6
- take paper qty:6
- wait 1
- narrate "Smokin Fred -> You: Oh! You brought the papers too! Awesome! If you can wait a minute, I can make you something!"
- give i@Joint
}
else {
- narrate "Smokin Fred -> You: You don't have my things!"
}
}
Return_Quest_Message:
type: world
events:
on player right clicks:
- if <player.item_in_hand.script.name.is[==].to[Joint]> {
- if <player.has_flag[HoldingRightClick]> {
- flag player HoldingRightClick d:5t
- queue clear
} else {
- flag player HoldingRightClick d:5t
}
- while <player.has_flag[HoldingRightClick]> {
- animate <player.name> EAT_FOOD
- playeffect <player.location> effect:SMOKE quantity: 10
}
}
on player picks up tall_grass:
- define Grass <player.inventory.quantity[tall_grass]>
- define Paper <player.inventory.quantity[paper]>
- if <player.has_flag[SmokerQuestStarted]> && !<player.has_flag[SmokerQuestFinished]> {
- if <def[Grass]> >= 3 {
- narrate "You have finished Smokin Fred's quest."
- narrate "Return to Smokin Fred for your reward."
- flag player ReturnToSmokinFred1
}
}
on paper crafted:
- define Grass <player.inventory.quantity[tall_grass]>
- define Paper <player.inventory.quantity[paper]>
- if <player.has_flag[SmokerSideQuestStarted]> && !<player.has_flag[SmokerQuestFinished] {
- if !<player.has_flag[SmokerSideQuestFinished]> && <def[Grass]> >= 6 {
- if <def[Paper]> >= 6 {
- narrate "You have finished Smoking Fred's side quest."
- narrate "Return to Smokin Fred for your reward."
- flag player ReturnToSmokinFred2
}
}
}
Joint:
type: item
material: i@stick
display name: Joint
lore:
- Received in Smokin Freds Quest