Paste #31913: Diff note for paste #31912

Date: 2016/03/24 08:00:47 UTC-07:00
Type: Diff Report

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-"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>