Paste #2499: tutorial3edd_instanced.yml -- Bloodlines tutorial

Date: 2014/03/11 15:20:31 UTC-07:00
Type: Denizen Script

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# Tutorial 3: Edd's Script
# NPC Name: Eddison_Tollet
# Name Color Scheme: General Interactive
# Required creation order:
# /npc create &bEddison_Tollet
# /npc speed 0.8
# Stand at the NPC's starting location
#          in the start room, second floor, in through the main door, straight down to the end of the tables
#          back wall, in the southwest corner, 1 block diagonal from the corner
# /npc anchor --save start
# Go out the main door, stand center middle of the space between doubledoor and fence
# /npc anchor --save nav1_outdoor
# Turn right, walk to the end of the fence, stand center between wall and fence, middle of the open area
# /npc anchor --save nav2_firstcorner
# March forward 2.5 blocks, stand center middle of open corner point
# /npc anchor --save nav3_cornerturn
# Walk down first set of steps, stand center middle of the stairway's turn
# /npc anchor --save nav4_cornerturn
# Walk to the first lever (Red/gray flags), stand next to it
# /npc anchor --save nav5_firstlever
# Place your cursor directly on the lever
# /npc anchor -c --save firstlever
# Walk to the second lever (Blue/green flags), stand next to it
# /npc anchor --save nav6_secondlever
# Place your cursor directly on the lever
# /npc anchor -c --save secondlever
# Walk to the third lever (orange/yellow flags), stand next to it
# /npc anchor --save nav7_thirdlever
# Place your cursor directly on the lever
# /npc anchor -c --save thirdlever
# Walk to the fourth lever (foresty area), stand next to it
# /npc anchor --save nav8_fourthlever
# Place your cursor directly on the lever
# /npc anchor -c --save fourthlever
# Walk to the cobble in the center of the spot before the bridge (southwest)
# /npc anchor --save nav9_cobble
# Walk to the exact center of the bridge
# /npc anchor --save nav9_bridge
# Walk to the grass in the northeast center corner at the end of bridge
# /npc anchor --save nav9_end
# Walk to right, 1 block south of the tree
# /npc anchor --save nav9_tree
# Walk onto the platform, stand middle center
# /npc anchor --save nav9_platform
# Walk to the fifth lever (foresty area part fucking two), stand next to it
# /npc anchor --save nav9_fifthlever
# Place your cursor directly on the lever
# /npc anchor -c --save fifthlever
# Walk outside the house door (a few blocks after going down the steps)
# /npc anchor --save nav10_outdoor
# walk up the steps center middle
# /npc anchor --save nav11_upsteps
# walk in the door, just before the inside steps
# /npc anchor --save nav12_inside
# walk up to a block in front of the table
# /npc anchor --save nav13_table
# Walk forward to a few blocks in front of the NPC stand
# /npc anchor --save nav14_stand
# Walk up to the red strip outside (behind the farthest darkgreen block)
# /npc anchor --save nav15_board
# Walk to the darkblue centerspot of the blue region
# /npc anchor --save boardcenter
# ...
# Create NPCs in tutorial3sidecharacters_instanced
# Select Edd
# /ex flag npc dick:<dick'sNPCID>
# /ex flag npc harry:<harry'sNPCID>
# /ex flag npc tom:<tom'sNPCID>
# /ex flag npc vagrant:<vagrant'sNPCID>
# /ex flag npc citizen:<citizen'sNPCID>
# /ex flag npc assistant:<assistant'sNPCID>
# /ex flag npc lord:<lord'sNPCID>
# /ex flag npc banker:<banker'sNPCID>
# /ex flag npc john:<john'sNPCID>
# ...
# /npc assign --set tutorial3edd_instanced_assign

tutorial3edd_instanced_assign:
    type: assignment
    actions:
        on assignment:
        - TRIGGER name:proximity state:true radius:8
        - RUN tutorial3edd_instanced_task_teletostart delay:1s
        - FLAG entity:n@<npc.flag[john]> edd:<npc>
        - FLAG entity:n@<npc.flag[dick]> edd:<npc>
        - FLAG entity:n@<npc.flag[harry]> edd:<npc>
        - FLAG entity:n@<npc.flag[tom]> edd:<npc>
        - FLAG entity:n@<npc.flag[vagrant]> edd:<npc>
        - FLAG entity:n@<npc.flag[citizen]> edd:<npc>
        - FLAG entity:n@<npc.flag[assistant]> edd:<npc>
        - FLAG entity:n@<npc.flag[lord]> edd:<npc>
        - FLAG entity:n@<npc.flag[banker]> edd:<npc>
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[john]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[dick]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[harry]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[tom]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[vagrant]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[citizen]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[assistant]>"
        - EXECUTE AS_SERVER "npc speed 0.8 --id <npc.flag[lord]>"
        - FLAG npc curplayer:null
        on spawn:
        - IF <npc.flag[curplayer]> != "null" {
          - FLAG player player:<npc.flag[curplayer]> tutorial3edd_ranaway:false
          - FLAG player player:<npc.flag[curplayer]> tutorial3edd_curstep:0
          }
        - FLAG npc brokefix:false
        - FLAG npc curplayer:null
        - RUN tutorial3edd_instanced_task_teletostart delay:1s
        on complete navigation:
        - IF <npc.flag[curplayer]> == "null"
          QUEUE clear
        - RUN player:<npc.flag[curplayer]> tutorial3edd_task_story instantly
    interact scripts:
    - 10 tutorial3edd_instanced_interact

tutorial3edd_instanced_task_teletostart:
    type: task
    script:
    - TELEPORT <npc> <npc.anchor[start]>
    - LOOK <npc.anchor[nav1_outdoor]>

tutorial3edd_instanced_interact:
    type: interact
    steps:
        1:
            proximity trigger:
                entry:
                    script:
                    - ^IF <player.flag[tutorial3edd_isready]||false> == "false" {
                      - NARRATE format:format_commonchat "Who are you?! How did you get in here? Get out!"
                      - RUN leaveinstance_task instantly
                      - QUEUE clear
                      }
                    - ^IF <player.flag[tutorial3edd_ranaway]||false> == "true" {
                       - FLAG player tutorial3edd_ranaway:false
                      - QUEUE clear
                      }
                    - ^IF <npc.flag[curplayer]> == <player> {
                      - QUEUE clear
                      }
                    - ^IF <npc.flag[curplayer]||false> != "false" {
                      - NARRATE format:format_commoninfo "Sorry, this instance is in use... please wait a bit then try again."
                      - RUN leaveinstance_task instantly
                      - QUEUE clear
                      }
                    - ^IF <player.flag[tutorial3edd_curstep]||0> > 1 {
                      - QUEUE clear
                      }
                    - ^FLAG player tutorial3edd_curstep:1
                    - ^FLAG npc curplayer:<player>
                    - ^FLAG npc notyet:false
                    - RUN tutorial3edd_task_story delay:1s
                exit:
                    script:
                    - IF <npc.flag[brokefix]||false> == "true" {
                      - QUEUE clear
                      }
                    - IF <player.flag[tutorial3edd_curstep]||0> >= 1 {
                      - FLAG player tutorial3edd_ranaway:true
                      - NARRATE format:format_commonchat "Keep up!"
                      - TELEPORT <player> <npc.location.add[0,0,1]>
                      - LOOK <player> <npc.location>
                      }

tutorial3edd_task_story:
    type: task
    script:
    - IF <npc.flag[notyet]||false> == "true" {
      - QUEUE clear
      }
    - IF <player.flag[tutorial3edd_curstep]> == 1 {
      - FLAG player tutorial3edd_curstep:2
      - NARRATE format:format_commoninfo "Follow Edd."
      - FLAG npc navdir:<npc.anchor[nav1_outdoor]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 2 {
      - FLAG player tutorial3edd_curstep:3
      - FLAG npc navdir:<npc.anchor[nav2_firstcorner]>
      - WALK <npc.flag[navdir]>
      }
      ELSE  IF <player.flag[tutorial3edd_curstep]> == 3 {
      - FLAG player tutorial3edd_curstep:4
      - FLAG npc navdir:<npc.anchor[nav3_cornerturn]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 4 {
      - FLAG player tutorial3edd_curstep:5
      - FLAG npc navdir:<npc.anchor[nav4_cornerturn]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 5 {
      - FLAG player tutorial3edd_curstep:6
      - FLAG npc navdir:<npc.anchor[nav5_firstlever]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 6 {
      - FLAG player tutorial3edd_curstep:7
      - FLAG npc navdir:<npc.anchor[nav5_firstlever]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 7 {
      - FLAG player tutorial3edd_curstep:8
      - RUN tutorial3edd_instanced_task_firstlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 7 {
      - FLAG player tutorial3edd_curstep:8
      - RUN tutorial3edd_instanced_task_firstlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 8 {
      - FLAG player tutorial3edd_curstep:9
      - RUN tutorial3edd_instanced_task_secondlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 9 {
      - FLAG player tutorial3edd_curstep:10
      - RUN tutorial3edd_instanced_task_thirdlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 10 {
      - FLAG player tutorial3edd_curstep:11
      - RUN tutorial3edd_instanced_task_fourthlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 11 {
      - FLAG player tutorial3edd_curstep:12
      - FLAG npc navdir:<npc.anchor[nav9_bridge]>
      - WALK <npc.flag[navdir]>
      - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav9_bridge]>
      - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_bridge]>
      - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav9_bridge]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 12 {
      - FLAG player tutorial3edd_curstep:13
      - FLAG npc navdir:<npc.anchor[nav9_end]>
      - WALK <npc.flag[navdir]>
      - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav9_end]>
      - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_end]>
      - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav9_end]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 13 {
      - FLAG player tutorial3edd_curstep:14
      - FLAG npc navdir:<npc.anchor[nav9_fifthlever]>
      - WALK <npc.flag[navdir]>
      - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav9_fifthlever].add[-1,0,-2]>
      - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_fifthlever]>
      - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav9_fifthlever].add[1,0,-2]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 14 {
      - FLAG player tutorial3edd_curstep:15
      - RUN tutorial3edd_instanced_task_fifthlever delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 15 {
      - FLAG player tutorial3edd_curstep:16
      - FLAG npc navdir:<npc.anchor[nav11_upsteps]>
      - WALK <npc.flag[navdir]>
      - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav11_upsteps].add[1,0,0]>
      - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav11_upsteps].add[0,0,1]>
      - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav11_upsteps].add[1,0,1]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 16 {
      - FLAG player tutorial3edd_curstep:17
      - RUN tutorial3edd_instanced_task_bankera delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 17 {
      - FLAG player tutorial3edd_curstep:18
      - FLAG npc navdir:<npc.anchor[nav13_table].add[-1,0,0]>
      - WALK <npc.flag[navdir]>
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 18 {
      - FLAG player tutorial3edd_curstep:19
      - RUN tutorial3edd_instanced_task_bankerb delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 19 {
      - FLAG player tutorial3edd_curstep:20
      - RUN tutorial3edd_instanced_task_ranks delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 20 {
      - FLAG player tutorial3edd_curstep:21
      - RUN tutorial3edd_instanced_task_board delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 21 {
      - FLAG player tutorial3edd_curstep:22
      - RUN tutorial3edd_instanced_task_boardone delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 22 {
      - FLAG player tutorial3edd_curstep:23
      - RUN tutorial3edd_instanced_task_boardtwo delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 23 {
      - FLAG player tutorial3edd_curstep:24
      - RUN tutorial3edd_instanced_task_boardthree delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 24 {
      - FLAG player tutorial3edd_curstep:25
      - RUN tutorial3edd_instanced_task_boardfour delay:1t
      }
      ELSE IF <player.flag[tutorial3edd_curstep]> == 25 {
      - FLAG player tutorial3edd_curstep:26
      - RUN tutorial3edd_instanced_task_boardfive delay:1t
      }

tutorial3edd_instanced_task_firstlever:
    type: task
    script:
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[firstlever]> state:on
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "The southern kingdoms are ruled by the ''Great Houses.''"
    - WAIT 3
    - NARRATE format:format_commonchat "Here we have the red banner of House Lannister and the gray banner of House Stark."
    - WAIT 3
    - NARRATE format:format_commonchat "The Lannisters are the lords of The Westerlands, and the Starks are the lords of The North."
    - WAIT 3
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[firstlever]> state:off
    - FLAG npc navdir:<npc.anchor[nav6_secondlever]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_secondlever:
    type: task
    script:
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[secondlever]> state:on
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "Here we have the blue banner of House Arryn and the green banner of House Tyrell."
    - WAIT 3
    - NARRATE format:format_commonchat "The Arryns are the lords of The Vale, and the Tyrells are the lords of The Reach."
    - WAIT 3
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[secondlever]> state:off
    - FLAG npc navdir:<npc.anchor[nav7_thirdlever]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_thirdlever:
    type: task
    script:
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[thirdlever]> state:on
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "Here we have the orange banner of House Martell and the yellow banner of House Baratheon."
    - WAIT 3
    - NARRATE format:format_commonchat "The Martell are the lords of Dorne, and the Baratheon are the lords of The Stormlands, and rulers of The Seven Kingdoms."
    - WAIT 3
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[thirdlever]> state:off
    - FLAG npc navdir:<npc.anchor[nav8_fourthlever]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_fourthlever:
    type: task
    script:
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[fourthlever]> state:on
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "The great Houses all had to start somewhere."
    - WAIT 3
    - NARRATE format:format_commonchat "Take the story of these three adventure seekers."
    - WAIT 3
    - NARRATE format:format_commonchat "It all started off when Dick and Harry, Dick's squire came upon Tom, a traveling bard..."
    - WAIT 3
    - LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WALK npc:n@<npc.flag[harry]> location:<<n@<^npc.flag[tom]>>.location.add[-2,0,2]>
    - WALK npc:n@<npc.flag[dick]> location:<<n@<^npc.flag[tom]>>.location.add[-1,0,0]>
    - WAIT 4
    - NARRATE format:format_specialchat npc:n@<npc.flag[tom]> "There once was a man with a long braided beard who had a firm hand and..."
    - WAIT 2
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - ^LOOK n@<npc.flag[dick]> <npc[<npc.flag[tom]>].location>
    - ^LOOK n@<npc.flag[harry]> <npc[<npc.flag[tom]>].location>
    - ^LOOK n@<npc.flag[tom]> <npc.location>
    - ^NARRATE format:format_specialchat npc:n@<npc.flag[dick]> "Aha! Have at thee!"
    - EQUIP npc:n@<npc.flag[dick]> hand:diamond_sword
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[tom]> "I am just a bard, I have no quarrel with anyone!"
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[tom]> "Please let me tell you a story as payment for my life!"
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[dick]> "Fine, bard, entertain us."
    - EQUIP npc:n@<npc.flag[dick]> hand:air
    - WAIT 3
    - NARRATE format:format_commoninfo "Tom begins to tell a story of his journey in the distant regions of Essos."
    - WAIT 3
    - NARRATE format:format_commonchat "Dick, enthralled by Tom's tales of faraway lands and promises of riches, swore an oath of fealty to him."
    - WAIT 3
    - NARRATE format:format_commonchat "By affiliation, Harry, Dick's vassal, also now serves Tom."
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[dick]> "Tom, you have earned your life, and I vow that never again will you be threatened without my sword being between you and the assailant."
    - WAIT 3
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[fourthlever]> state:off
    - FLAG npc navdir:<npc.anchor[nav9_cobble]>
    - WALK <npc.flag[navdir]>
    - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav9_cobble].add[1,0,0]>
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_cobble].add[0,0,1]>
    - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav9_cobble].add[1,0,1]>

tutorial3edd_instanced_task_fifthlever:
    type: task
    script:
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[fifthlever]> state:on
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "After many brushes with death the three decide that before they meet the Old Gods or the new, they wish to leave a mark on this world by creating a House."
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_tree]>
    - WAIT 3
    - NARRATE format:format_commonchat "Tom, the unquestioned leader declared that from this historic moment, they will be known as ''House Roag'' and so their journey began as a Bloodline."
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_platform]>
    - WAIT 3
    - LOOK <npc> <npc[<npc.flag[tom]>].location>
    - LOOK n@<npc.flag[tom]> <npc.location>
    - LOOK n@<npc.flag[dick]> <npc[<npc.flag[tom]>].location>
    - LOOK n@<npc.flag[harry]> <npc[<npc.flag[tom]>].location>
    - NARRATE format:format_specialchat npc:n@<npc.flag[tom]> "I so forth declare that I, Tom, am lord of House Roag, may all our enemies tremble in fear!"
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[dick]> "Huzzah!"
    - NARRATE format:format_specialchat npc:n@<npc.flag[harry]> "Huzzah!"
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav9_fifthlever]>
    - WAIT 3
    - NARRATE format:format_commonchat "You see, because Tom had Dick and Harry as his vassals, he was able to declare himself lord of House Roag. However, without enough sworn vassals, his political might would have been too petty."
    - WAIT 3
    - ANIMATE <npc> animation:arm_swing
    - SWITCH location:<npc.anchor[fifthlever]> state:off
    - FLAG npc navdir:<npc.anchor[nav10_outdoor]>
    - WALK <npc.flag[navdir]>
    - WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav10_outdoor].add[1,0,0]>
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav10_outdoor].add[0,0,1]>
    - WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav10_outdoor].add[1,0,1]>

tutorial3edd_instanced_task_bankera:
    type: task
    script:
    - ^WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav12_inside]>
    - ^WALK npc:n@<npc.flag[dick]> <^npc.anchor[nav9_fifthlever]>
    - ^WALK npc:n@<npc.flag[harry]> <^npc.anchor[nav9_fifthlever]>
    - LOOK <npc> <player.location>
    - NARRATE format:format_commonchat "Now, a recognized Bloodlined House Roag can begin to gain influence over Northern Westeros."
    - WAIT 3
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav13_table].add[1,0,0]>
    - NARRATE format:format_commonchat "Influence is the currency which Bloodlines use to conquer more land."
    - WAIT 3
    - ^RUN npc:n@<npc.flag[dick]> tutorial3sidecharacters_task_teletostart delay:3s
    - RUN npc:n@<npc.flag[harry]> tutorial3sidecharacters_task_teletostart delay:3s
    - NARRATE format:format_commonchat "However before House Roag can begin owning land, they must first become legitimate."
    - FLAG npc navdir:<npc.anchor[nav12_inside]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_bankerb:
    type: task
    script:
    - LOOK n@<npc.flag[banker]> <npc[<npc.flag[tom]>].location>
    - LOOK <npc> <npc[<npc.flag[banker]>].location>
    - ^LOOK n@<npc.flag[tom]> <npc[<npc.flag[banker]>].location>
    - NARRATE format:format_commonchat "To legitimize, House Roag must pay the great house of The North, House Stark at Winterfell."
    - WAIT 3
    - NARRATE format:format_commonchat "To do this they go to the banker's place of business and have a contract written up stating that under the authority of House Stark, House Roag can now own land."
    - WAIT 4
    - NARRATE format:format_commonchat "This contract costs a hefty fee for the trio, but luckily they ''found'' some gold that fell off a bank cart."
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[banker]> "It will be 10,000 Golden Dragons for the contract of legitimization."
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[tom]> "10,000!? And I thought Tywin Lannister was a cheap bastard. Here is your money, you greedy son of a bitch. Now sign the damn contract!"
    - WAIT 4
    - ^ANIMATE n@<npc.flag[tom]> animation:arm_swing
    - ^NARRATE format:format_commoninfo "Tom hands the banker a small chest of gold."
    - PLAYSOUND level_up <npc.location>
    - WAIT 3
    - NARRATE format:format_specialchat npc:n@<npc.flag[banker]> "You, House Roag, are hereby officially recognized by House Stark."
    - WAIT 3
    - FLAG npc navdir:<npc.anchor[nav14_stand]>
    - WALK <npc.flag[navdir]>
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav14_stand].add[0,0,4]>

tutorial3edd_instanced_task_ranks:
    type: task
    script:
    - LOOK <npc> <npc[<npc.flag[vagrant]>].location>
    - LOOK n@<npc.flag[tom]> <npc[<npc.flag[vagrant]>].location>
    - ^LOOK n@<npc.flag[vagrant]> <npc.location>
    - ^LOOK n@<npc.flag[assistant]> <npc.location>
    - ^LOOK n@<npc.flag[lord]> <npc.location>
    - ^LOOK n@<npc.flag[citizen]> <npc.location>
    - NARRATE format:format_commonchat "In here, we have an example of all the ranks within a Bloodline. Ranks being the title of each member of the Bloodline."
    - WAIT 3
    - WALK npc:n@<npc.flag[vagrant]> <npc.location.add[1.3,0,0]>
    - WAIT 1
    - NARRATE npc:n@<npc.flag[vagrant]> format:format_specialchat "I am a vagrant, the lowest tier of Bloodline member."
    - WAIT 3
    - NARRATE npc:n@<npc.flag[vagrant]> format:format_specialchat "I am generally untested and do not have the ability to do anything other than build on claimed land."
    - WAIT 3
    - RUN npc:n@<npc.flag[vagrant]> tutorial3sidecharacters_task_teletostart delay:1s
    - LOOK <npc> <npc[<npc.flag[citizen]>].location>
    - LOOK n@<npc.flag[tom]> <npc[<npc.flag[citizen]>].location>
    - WALK npc:n@<npc.flag[citizen]> <npc.location.add[1.3,0,0]>
    - WAIT 1
    - NARRATE npc:n@<npc.flag[citizen]> format:format_specialchat "I am a citizen, the general population of a Bloodline."
    - WAIT 3
    - NARRATE npc:n@<npc.flag[citizen]> format:format_specialchat "I have the ability to build on both claimed land and homeland."
    - RUN npc:n@<npc.flag[citizen]> tutorial3sidecharacters_task_teletostart delay:1s
    - LOOK <npc> <npc[<npc.flag[assistant]>].location>
    - LOOK n@<npc.flag[tom]> <npc[<npc.flag[assistant]>].location>
    - WALK npc:n@<npc.flag[assistant]> <npc.location.add[1.3,0,0]>
    - WAIT 1
    - NARRATE npc:n@<npc.flag[assistant]> format:format_specialchat "I am an assistant, the right hand to the lord."
    - WAIT 3
    - NARRATE npc:n@<npc.flag[assistant]> format:format_specialchat "I have the ability to manage both the members of the Bloodline and the lands of the Bloodline."
    - RUN npc:n@<npc.flag[assistant]> tutorial3sidecharacters_task_teletostart delay:1s
    - LOOK <npc> <npc[<npc.flag[lord]>].location>
    - LOOK n@<npc.flag[tom]> <npc[<npc.flag[lord]>].location>
    - WALK npc:n@<npc.flag[lord]> <npc.location.add[1.3,0,0]>
    - WAIT 1
    - NARRATE npc:n@<npc.flag[lord]> format:format_specialchat "I am the lord, the unquestioned leader of the Bloodline."
    - WAIT 3
    - NARRATE npc:n@<npc.flag[lord]> format:format_specialchat "I have the ability to do whatever I wish within the Bloodline, as I rule the damn thing."
    - RUN npc:n@<npc.flag[lord]> tutorial3sidecharacters_task_teletostart delay:1s
    - WAIT 3
    - NARRATE format:format_commonchat "Eh, I'm sure some of that was confusing, but, you get the idea. Moving on..."
    - FLAG npc navdir:<npc.anchor[nav15_board]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_board:
    type: task
    script:
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[nav15_board].add[0,0,4]>
    - NARRATE format:format_commonchat "This is a representation of the intangible gameboard that blankets Northern Westeros."
    - WAIT 3
    - NARRATE format:format_commonchat "The red border along with everything in it is a Tile, a 32 by 32 area of blocks."
    - WAIT 3
    - NARRATE format:format_commonchat "Every individual block of wool represents a Tile."
    - FLAG npc navdir:<npc.anchor[boardcenter].add[6,0,11]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_boardone:
    type: task
    script:
    - LOOK <npc> <npc.location.add[0,-1,-1]>
    - NARRATE format:format_commonchat "Light green squares are grass Tile."
    - FLAG npc navdir:<npc.location.add[-7,0,0]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_boardtwo:
    type: task
    script:
    - LOOK <npc> <npc.location.add[0,-1,-1]>
    - NARRATE format:format_commonchat "Brown squares are mountain Tile."
    - FLAG npc navdir:<npc.location.add[0,0,-8]>
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[3,0,-3]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_boardthree:
    type: task
    script:
    - LOOK <npc> <npc.location.add[0,-1,-1]>
    - NARRATE format:format_commonchat "Dark green squares are forest Tile."
    - FLAG npc navdir:<npc.location.add[0,0,-9]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_boardfour:
    type: task
    script:
    - LOOK <npc> <npc.location.add[0,-1,-1]>
    - NARRATE format:format_commonchat "Cyan squares are water Tile."
    - WAIT 3
    - NARRATE format:format_commonchat "It's actually quite similar to a Cyvasse gameboard."
    - FLAG npc navdir:<npc.anchor[boardcenter].add[4,0,4]>
    - WALK <npc.flag[navdir]>

tutorial3edd_instanced_task_boardfive:
    type: task
    script:
    - NARRATE format:format_commonchat "Each tile type gives the owning Bloodline different accumulative bonuses. Take Tom, for example. Since he legitimized, his Bloodline now has the ability to settle."
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 3
    - FLAG entity:n@<npc.flag[tom]> edd:<npc>
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[7,0,-3]>
    - WAIT 4
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[9,0,-3]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:1 <npc.anchor[boardcenter].add[9,0,-3]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[9,0,-3]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[9,0,-4]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[9,0,-4]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[9,0,-4]>
    - NARRATE format:format_commonchat "He decided to settle where his Bloodline could own both Grass and Water Tiles, granting him better agriculture and a better economy."
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[9,0,-2]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[9,0,-2]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[9,0,-2]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[10,0,-4]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[10,0,-4]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[10,0,-4]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[10,0,-2]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[10,0,-2]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[10,0,-2]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[8,0,-4]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[8,0,-4]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-4]>
    - NARRATE format:format_commonchat "Settling granted him one Homeland Tile, the dark orange, and 8 surrounding Claimed Tiles."
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[8,0,-2]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[8,0,-2]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-2]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[10,0,-3]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[10,0,-3]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[10,0,-3]>
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[8,0,-3]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[8,0,-3]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-3]>
    - NARRATE format:format_commonchat "The Homeland Tile is completely protected, meaning non-members cannot build, destroy, or switch."
    - WAIT 3
    - NARRATE format:format_commonchat "However, the Claimed Tile is only partially protected meaning non-members can destroy and switch, but they cannot build and destroyed blocks regenerate."
    - WAIT 4
    - NARRATE format:format_commonchat "Tom decides that his empire is just too small."
    - WAIT 3
    - NARRATE format:format_commonchat "House Roag has gained a nice savings of influence since their initial declaration so he decides to use some of it to scout a Tile."
    - WAIT 4
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[8,0,-1]>
    - ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:0 <npc.anchor[boardcenter].add[8,0,-1]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-1]>
    - NARRATE format:format_commonchat "Scouting a Tile does not automatically mean you have gained that Tile."
    - WAIT 3
    - NARRATE format:format_commonchat "He has only queued the Tile to be scouted during the next day's Wartime."
    - WAIT 3
    - NARRATE format:format_commonchat "Wartime is a period during the server's peak hours in which all Tile actions activate and players fight over the Tiles that they queued the day before."
    - WAIT 4
    - NARRATE format:format_commonchat "A day passes and now Wartime is about to begin."
    - WAIT 3
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[8,0,-1]>
    - NARRATE format:format_commoninfo "Scouting Phase has started!"
    - WAIT 3
    - NARRATE format:format_commonchat "Now the scouting phase has started and Tom must go to the Tile that he scouted and defend it while he gains points and tries to claim it as his own."
    - WAIT 4
    - WALK npc:n@<npc.flag[john]> <^npc.anchor[boardcenter].add[7,0,0]>
    - WAIT 3
    - ^LOOK n@<npc.flag[tom]> <npc[<npc.flag[john]>].location>
    - ^LOOK n@<npc.flag[john]> <npc[<npc.flag[tom]>].location>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:hurt
    - PLAYSOUND <npc[<npc.flag[tom]>].location> hurt_flesh
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 1
    - NARRATE format:format_commonchat "John doesn't want Tom to scout the Tile, so he is trying to kill Tom, so that Tom has no house presence in it,"
    - WAIT 3
    - NARRATE format:format_commonchat "causing him to lose points, and inevitably have it revert back to its unowned state."
    - WAIT 3
    - ^LOOK n@<npc.flag[tom]> <npc[<npc.flag[john]>].location>
    - ^LOOK n@<npc.flag[john]> <npc[<npc.flag[tom]>].location>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^ANIMATE entity:n@<npc.flag[john]> animation:hurt
    - PLAYSOUND <npc[<npc.flag[tom]>].location> hurt_flesh
    - WAIT 1
    - NARRATE format:format_commoninfo "John died!"
    - TELEPORT n@<npc.flag[john]> <npc.anchor[boardcenter]>
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 1
    - NARRATE format:format_commonchat "Oh, it seems John lost, giving Tom enough time to win the Tile."
    - WAIT 1
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[8,0,-1]>
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:4 <npc.anchor[boardcenter].add[8,0,-1]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-1]>
    - WAIT 1
    - NARRATE format:format_commonchat "Tom has just successfully scouted a Tile, meaning now he has more protected land to build on and more resource bonuses."
    - WAIT 4
    - NARRATE format:format_commonchat "However, owning more Tiles means he now has to pay more weekly tax on it."
    - WAIT 3
    - NARRATE format:format_commonchat "Taxes are added up based on all the Tiles you own after every day's Wartime."
    - WAIT 4
    - NARRATE format:format_commonchat "At the end of the week, taxes are due and either are taken directly out of the house's bank, influence, or even Tiles."
    - WAIT 3
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[2,0,-2]>
    - WAIT 4
    - LOOK n@<npc.flag[tom]> <npc.anchor[boardcenter].add[1,0,-1]>
    - ANIMATE entity:n@<npc.flag[tom]> animation:arm_swing
    - ^SHOWFAKE i@:171:14 <npc.anchor[boardcenter].add[1,0,-1]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[1,0,-1]>
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 1
    - NARRATE format:format_commonchat "It seems Tom didn't take kindly to John's earlier actions and has besieged one of his claimed Tiles."
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[7,0,-3]>
    - WAIT 3
    - NARRATE format:format_commonchat "Besieging a Tile is much like scouting in that he must wait to attack it."
    - WAIT 1
    - WALK npc:n@<npc.flag[john]> <^npc.anchor[boardcenter].add[6,0,-5]>
    - WAIT 4
    - LOOK n@<npc.flag[john]> <npc.anchor[boardcenter].add[7,0,-4]>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^SHOWFAKE i@:171:14 <npc.anchor[boardcenter].add[8,0,-4]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-4]>
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 1
    - NARRATE format:format_commonchat "It seems John has decided to also attack Tom! This will make for an interesting Wartime."
    - WAIT 3
    - NARRATE format:format_commoninfo "Scouting Phase has started!"
    - WAIT 3
    - NARRATE format:format_commonchat "There are no Tiles to be scouted so both must wait for the scouting phase to end."
    - WAIT 2
    - NARRATE format:format_commoninfo "War Phase has started!"
    - WAIT 3
    - NARRATE format:format_commonchat "Ah! The war phase has started, now both besigned Tiles activate and become attackable."
    - WAIT 3
    - NARRATE format:format_commonchat "Much like scouting it is a battle for points."
    - WAIT 3
    - NARRATE format:format_commonchat "However, unlike scouting, points are gained from having the only house presence on a Tile and from killing blows on the enemy house's members within the battleground."
    - WAIT 3
    - WALK npc:n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[8,0,-4]>
    - WALK npc:n@<npc.flag[john]> <^npc.anchor[boardcenter].add[7,0,-3]>
    - WAIT 4
    - ^LOOK n@<npc.flag[tom]> <npc[<npc.flag[john]>].location>
    - ^LOOK n@<npc.flag[john]> <npc[<npc.flag[tom]>].location>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^ANIMATE entity:n@<npc.flag[tom]> animation:hurt
    - PLAYSOUND <npc[<npc.flag[tom]>].location> hurt_flesh
    - WAIT 1
    - NARRATE format:format_commoninfo "Tom died!"
    - TELEPORT n@<npc.flag[tom]> <^npc.anchor[boardcenter].add[9,0,-3]>
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - NARRATE format:format_commonchat "It would seem Tom has decided to defend his Tile rather than attack John."
    - WAIT 4
    - NARRATE format:format_commonchat "However, he lost the initial battle and does not have enough time to gain the points necessary to win."
    - WAIT 3
    - LOOK n@<npc.flag[john]> <npc.anchor[boardcenter].add[8,0,-4]>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^SHOWFAKE i@:air:0 <npc.anchor[boardcenter].add[8,0,-4]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[8,0,-4]>
    - WALK npc:n@<npc.flag[john]> <^npc.anchor[boardcenter].add[2,0,2]>
    - ^LOOK <npc> <npc[<npc.flag[tom]>].location>
    - WAIT 4
    - LOOK n@<npc.flag[john]> <npc.anchor[boardcenter].add[1,0,-1]>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^SHOWFAKE i@:171:3 <npc.anchor[boardcenter].add[1,0,-1]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[1,0,-1]>
    - WAIT 1
    - LOOK n@<npc.flag[john]> <npc.anchor[boardcenter].add[2,0,-1]>
    - ^ANIMATE entity:n@<npc.flag[john]> animation:arm_swing
    - ^SHOWFAKE i@:171:0 <npc.anchor[boardcenter].add[2,0,-1]> d:0
    - PLAYSOUND step_wool <npc.anchor[boardcenter].add[2,0,-1]>
    - NARRATE format:format_commonchat "Since John won the Tile from Tom, he has gained its worth in influence and has decided to use that influence to begin scouting another Tile to further the expanse of his empire."
    - WAIT 4
    - NARRATE format:format_commonchat "Eventually, when he has gained enough claimed land, he can expand his homeland and gain an ever more sturdy hold on his lands."
    - WAIT 4
    - NARRATE format:format_commonchat "It is noteworthy to mention that if a house loses all of their homeland, they will lose all of their lands, and need to re-legitimize their house once more."
    - WAIT 3
    - RUN npc:n@<npc.flag[tom]> tutorial3sidecharacters_task_teletostart delay:3s
    - WAIT 3
    # TODO: Give a book?
    - FLAG npc brokefix:true
    - FLAG player tutorial3edd_isready:false
    - FLAG player tutorial3edd_curstep:0
    - FLAG npc curplayer:null
    - RUN leaveinstance_task instantly
    - RUN tutorial3edd_instanced_task_teletostart instantly
    - WAIT 4
    - FLAG npc brokefix:false