Date: 2016/09/18 11:42:27 UTC-07:00
Type: Denizen Script
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Librarian
type: assignment
interact scripts:
- 10 LibrarianQuest
LibrarianQuest:
type: interact
steps:
1:
click trigger:
script:
- ^zap step:2
- narrate "<&a><&l>Librarian: <&f>Oh Hello!"
- wait 2
- narrate "<&a><&l>Librarian: <&f>I take it you are a traveller? From the stories that I have explored, your lot like going out and getting things done for people, am I right?"
- wait 2
- narrate "<&5>Before you can respond, he continues"
- wait 2
- narrate "<&a><&l>Librarian: <&f>I'd like for you to get some books for me. Over in the chapel, there was a back room, from what I've read. I'd like for you to retrieve couple books from there. I'm guessing there are a couple bookshelves around down there. If not, just look under a few things."
- wait 2
- narrate "<&a><&l>Librarian: <&f>I'm looking for three. They tell the history of our city's founders, the flora and fauna of the valley, and a small clerical journal used by the priest."
- zap step:3
2:
click trigger:
script:
- narrate "You can't do that right now."
- wait 5
3:
click trigger
script:
- zap step:2
- if <player.flag[Books]> == 1 && <player.inventory.contains[book].qty[3]> {
- ^take book qty:3
- narrate "<&a><&l>Librarian: <&f>Ah, wonderful! Please, hand them over."
- wait 2
- narrate "<&5>He sets them on a table and picks up a book."
- wait 2
- narrate "<&a><&l>Librarian: <&f>An adventurer like yourself might like this. I feel it could help you learn something."
- give book
} else {
- zap step:2
- narrate "<&a><&l>Librarian <&f>I thought adventurers would be better at this. I need three books.
- wait 4
- zap step 3
}
4:
click trigger
script:
- zap step:2
- narrate "<&a><&l>Librarian <&f>Thank you for retrieving those books."
-wait 3
- zap step:4
HistoryBook
type: item
material: book
display name: <&6><&l>History Book
lore:
- <&8>Quest Item
- <&7><&o>Tells the history
- <&7><&o>of the city's founder.
EnvironmentalBook
type: item
material: book
display name: <&6><&l>Environmental Book
lore:
- <&8>Quest Item
- <&7><&o>Tells about the flora
- <&7><&o>and fauna of the valley.
Journal
type: item
material: book
display name: <&6><&l>Journal
lore:
- <&8>Quest Item
- <&7><&o>A small clerical journal
- <&7><&o>used by the priest.
LibrarianReward
type: item
material: book
display name: <&6><&l>"Insert Name"
lore:
- <&c>Reward
- <&7><&o>"Insert lore"
- <&9>Dodge: <&3>10%
ClickHistoryBook
type: world
events:
on player right clicks at ARMOR_STAND:
- if <context.entity> == ## Armorstand ID {
-if <player.flag[RpgHistoryBook]> == 1 {
- narrate "<&o>I already have that book."
- wait 1
} else {
- ^narrate"<&o>You pick up the History Book"
- ^give HistoryBook qty:1
- ^flag player RpgHistoryBook:1
}
}
ClickEnvironmentalBook
type: world
events:
on player right clicks at ARMOR_STAND:
- if <context.entity> == ## Armorstand ID {
-if <player.flag[RpgEnvironmentalBook]> == 1 {
- narrate "<&o>I already have that book."
- wait 1
} else {
- ^narrate"<&o>You pick up the Environmental Book"
- ^give EnvironmentalBook qty:1
- ^flag player RpgEnvironmentalBook:1
}
}
ClickJournal
type: world
events:
on player right clicks at ARMOR_STAND:
- if <context.entity> == ## Armorstand ID {
-if <player.flag[RpgJournal]> == 1 {
- narrate "<&o>I already have that journal."
- wait 1
} else {
- ^narrate"<&o>You pick up a journal"
- ^give Journal qty:1
- ^flag player RpgJournal:1
}
}