-"blacksmith":
- type: assignment
+"blacksmith":
+ type: assignment
- default constants:
- repairdurability: 10
- repairenchant: 1000
+ default constants:
+ repairdurability: 10
+ repairenchant: 1000
- interact scripts:
- - 10 SmithCheck
+ interact scripts:
+ - 10 SmithCheck
- actions:
- on assignment:
- # Enable/disable triggers with NPC via chatting, clicking and entering proximity.
- - trigger name:chat toggle:true
- - trigger name:click toggle:true
- - trigger name:proximity toggle:true radius:3
+ actions:
+ on assignment:
+ # Enable/disable triggers with NPC via chatting, clicking and entering proximity.
+ - trigger name:chat toggle:true
+ - trigger name:click toggle:true
+ - trigger name:proximity toggle:true radius:3
- on enter proximity:
- - random 3
- - chat "You have something to repair? Let me see..."
- - chat "That's a nice <player.item_in_hand>... I'll bet I could make it better."
- - chat "Maybe I could request some rare materials from you in the future, eh?"
+ on enter proximity:
+ - random 3
+ - chat "You have something to repair? Let me see..."
+ - chat "That's a nice <player.item_in_hand>... I'll bet I could make it better."
+ - chat "Maybe I could request some rare materials from you in the future, eh?"
- on exit proximity:
- - zap 's@SmithCheck' step:default
+ on exit proximity:
+ - zap 's@SmithCheck' step:default
-"SmithCheck":
- type: interact
- steps:
- default:
- click trigger:
- script:
- # Checks if item in player's hand is repairable. If so, run a task called CalcCost.
- - chat "Hmmm, let's see..."
- - wait 1s
- - if <<player.item_in_hand>.repairable> == true {
- - run CalcCost instantly
- - if <flag.p:repaircost> > 0 {
- - chat "Yeah, I can fix that. It'll cost <gold><flag.p:repaircost> <white>coins to repair, though."
- - narrate "<gold>Yes <white>\/ <gold>No"
- - zap repair
- }
- }
- else {
- - chat "Sorry, but I can't repair that."
- }
+"SmithCheck":
+ type: interact
+ steps:
+ default:
+ click trigger:
+ script:
+ # Checks if item in player's hand is repairable. If so, run a task called CalcCost.
+ - chat "Hmmm, let's see..."
+ - wait 1s
+ - if <player.item_in_hand.repairable> == true {
+ - run CalcCost instantly
+ - if <flag.p:repaircost> > 0 {
+ - chat "Yeah, I can fix that. It'll cost <gold><flag.p:repaircost> <white>coins to repair, though."
+ - narrate "<gold>Yes <white>\/ <gold>No"
+ - zap repair
+ }
+ }
+ else {
+ - chat "Sorry, but I can't repair that."
+ }
- repair:
- chat trigger:
- 'Yes':
- trigger: '/Yes/, repair it.'
- script:
- # Once player agrees to repair, check for sufficient money and increase durability (number of times used) to zero.
- - if <player.money> OR_MORE <flag.p:repaircost> {
- - adjust <player.item_in_hand> durability:0 save:newitem
- - take iteminhand
- - playsound <player.location> sound:anvil_use
- - take money qty:<flag.p:repaircost>
- - give <entry[newitem].result>
- - chat "<dark_gray>Here you go! Come back if you need anymore repairs."
- - zap default
- }
- else {
- - chat "<dark_gray>Hey, you don't have enough money and I have mouths to feed! Come back when you can afford it..."
- - zap default
- }
+ repair:
+ chat trigger:
+ 'Yes':
+ trigger: '/Yes/, repair it.'
+ script:
+ # Once player agrees to repair, check for sufficient money and increase durability (number of times used) to zero.
+ - if <player.money> OR_MORE <flag.p:repaircost> {
+ - adjust <player.item_in_hand> durability:0 save:newitem
+ - take iteminhand
+ - playsound <player.location> sound:anvil_use
+ - take money qty:<flag.p:repaircost>
+ - give <entry[newitem].result>
+ - chat "<dark_gray>Here you go! Come back if you need anymore repairs."
+ - zap default
+ }
+ else {
+ - chat "<dark_gray>Hey, you don't have enough money and I have mouths to feed! Come back when you can afford it..."
+ - zap default
+ }
- 'No':
- trigger: '/No/, I don't want to repair it.'
- script:
- - chat "<dark_gray>Well... alright. Come back if you change your mind."
- - zap default
+ 'No':
+ trigger: '/No/, I don''t want to repair it.'
+ script:
+ - chat "<dark_gray>Well... alright. Come back if you change your mind."
+ - zap default
-"CalcCost":
- type: task
- script:
- # Check for enchantments and the state of durability used.
- - if <<player.item_in_hand>.enchantments> != null {
- - flag player enchantlvl:0
- - foreach <<player.item_in_hand>.enchantments.levels> {
- - flag player enchantlvl:++:%value%
- }
- }
- else {
- - flag player enchantlvl:0
- }
- - flag player duralvl:<<player.item_in_hand>.durability>
+"CalcCost":
+ type: task
+ script:
+ # Check for enchantments and the state of durability used.
+ - if <<player.item_in_hand>.enchantments> != null {
+ - flag player enchantlvl:0
+ - foreach <<player.item_in_hand>.enchantments.levels> {
+ - flag player enchantlvl:++:%value%
+ }
+ }
+ else {
+ - flag player enchantlvl:0
+ }
+ - flag player duralvl:<<player.item_in_hand>.durability>
- # Calculates repair cost based on enchant level & durability.
- - flag player enchantcost:<flag.p:enchantlvl>
- - flag player enchantcost:**:<cons:repairenchant>
+ # Calculates repair cost based on enchant level & durability.
+ - flag player enchantcost:<flag.p:enchantlvl>
+ - flag player enchantcost:**:<cons:repairenchant>
- - flag player duracost:<flag.p:duralvl>
- - flag player duracost:**:<cons:repairdurability>
+ - flag player duracost:<flag.p:duralvl>
+ - flag player duracost:**:<cons:repairdurability>
- - flag player repaircost:<flag.p:enchantcost>
- - flag player repaircost:++:<flag.p:duracost>
+ - flag player repaircost:<flag.p:enchantcost>
+ - flag player repaircost:++:<flag.p:duracost>