Paste #36496: Untitled Paste

Date: 2016/09/27 11:48:28 UTC-07:00
Type: Denizen Script

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RPGStoryAppleLadyQuest:
    type: interact
    steps:
        1:
            click trigger:
                script:
                - ^zap step:6
                - narrate "<&a><&l>Apple Lady: <&f>How will I make the pie..."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>I wonder if they're still there..."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>H-Hello? I didn't see you there."
                - wait 2
                - narrate "<&7><&o>You ask what is upsetting her."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>I needed apples for a pie I am baking."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>Th-then there was something in the bushes. I was afraid it was a bear."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>I dropped the basket and ran."
                - wait 2
                - narrate "<&7><&o>She takes a breath."
                - wait 2
                - narrate "<&a><&l>Apple Lady: <&f>You look strong. Could you..."
                - narrate "<&a><&l>Apple Lady: <&f>Could you go get the apples for me?"
                - wait 1
                - narrate "Say <&2>Yes <&f>or <&4>No"
                - ^zap step:1
            chat trigger:
                1:
                    trigger: /Yes/.
                    script:
                    - ^zap step:6
                    - ^narrate "<&a><&l>Apple Lady: <&f>Oh, thank you. Could you please bring me ten? That should be enough to make a pie."
                    - ^zap step:3
                2:
                    trigger: /No/.
                    script:
                    - ^zap step:6
                    - ^narrate "<&a><&l>Apple Lady: <&f>Oh... Okay."
                    - wait 2
                    - narrate "<&7><&o>continues to be upset when you turn around"
                    - ^zap step:2
        2:
            click trigger:
                script:
                    - ^zap step:6
                    - narrate "<&7><&o>The woman perks up."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&f>Did you decide to help?"
                    - wait 1
                    - narrate "Say <&2>Yes <&f>or <&4>No"
                    - ^zap step:2
            chat trigger:
                1:
                    trigger: /Yes/.
                    script:
                    - ^zap step:6
                    - ^narrate "<&a><&l>Apple Lady: <&f>Oh, thank you. Could you please bring me ten? That should be enough to make a pie."
                    - ^zap step:3
                2:
                    trigger: /No/.
                    script:
                    - ^zap step:6
                    - ^narrate "<&a><&l>Apple Lady: <&f>Oh... Okay."
                    - wait 2
                    - narrate "<&7><&o>continues to be upset when you turn around"
                    - ^zap step:2
        3:
            click trigger:
                script:
                - ^zap step:6
                - if "<player.inventory.contains[i@RPGStoryApple].qty[10]>" {
                    - ^take i@RPGStoryApple from:<player.inventory> qty:10
                    - ^zap step:6
                    - narrate "<&7><&o>The woman hops on her feet."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&f>Oh, thank you!"
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7><&o>She hurredly takes the apples from your hands."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7><&o>After she sets them on the countertop, she reaches into one of the cabinets and skips over to you."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7>I know it isn't much, but I would like you to have this."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7>I don't have any use for it, but I think you do."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7>If you come back later, I'll have some pie left over for you!"
                    - wait 1
                    - narrate "<&7><o>She hands you an old weapon."
                    - ^give i@RPGStoryRustySword qty:1
                    - ^flag "RPGStoryAppleLadyQuest cooldownAppleLady:1" duration:900.0S
                    - ^zap step:4
                } else {
                    - narrate "<&a><&l>Apple Lady: <&7>I need ten apples for the pie."
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7>Could you please hurry? I need to get started."
                    - ^zap step:3
                    }
        4:
            click trigger:
                script:
                - ^zap step:6
                - if <RPGStoryAppleLadyQuest.flag[cooldownAppleLady]> == null {
                    - narrate "<&a><&l>Apple Lady: <&7>Thank you again for the apples!"
                    - wait 2
                    - narrate "<&a><&l>Apple Lady: <&7>Here, have a slice of the pie I made. It's cooled down, but it still tastes good!"
                    - ^give i@RPGStoryApplePie qty:1 
                    - ^zap step:5
                } else {
                    - narrate "<&a><&l>Apple Lady: <&7>"Sorry the apple pie is still in the oven.
                    - ^zap step:4}
        5:
            click trigger:
                script:
                - random {
                    - narrate "<&a><&l>Apple Lady: <&7>Thank you for your kindness!"
                    - narrate "<&a><&l>Apple Lady: <&7>Thank you for the apples."
                    - narrate "<&a><&l>Apple Lady: <&7>Enjoy that delicious apple pie!"
                    }
        6:
            click trigger:
                script:
                - narrate "You can't do that right now."
                - wait 5
RPGStoryApple:
    type: item
    material: human_skull[display_name=Poke;skull_skin=ad04b162-ae44-4e40-8c5b-9271cb3a40d6|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvY2JiMzExZjNiYTFjMDdjM2QxMTQ3Y2QyMTBkODFmZTExZmQ4YWU5ZTNkYjIxMmEwZmE3NDg5NDZjMzYzMyJ9fX0]
    display name: <&6><&l>Apple
    lore:
    - <&8>Quest Item
    - <&7><&o>Looks fresh,
    - <&7><&o>It would do great
    - <&7><&o>for a pie.

RPGStoryRustySword:
    type: item
    material: stone_sword[unbreakable=true;flags=li@HIDE_Attributes|Hide_unbreakable]
    durability: 32
    display name: <&6><&l>Rusty Sword
    lore:
    - <&8>Quest Reward
    - <&7>Very old and
    - <&7>rusty sword.
    - <&7>
    - <&4>Damange: <&c>2 - 5
    - <&6>Slow: <&e>+10%
RPGStoryApplePie:
    type: item
    material: pumpkin_pie
    display name: <&6><&l>Apple Pie
    lore:
    - <&8>Consumable
    - <&7><&o>A delicious apple pie
    - <&f>
    - <&2>Use: <&a>Restores 10 Health
RPGStoryApplePieEat:
    type: world
    events:
        on player right clicks with i@RPGStoryApplePie:
        - determine passively cancelled
        - ^take i@RPGStoryApplePie qty:10
        - ^heal 10 <context.player>
        - ^narrate "You restore 10 Health."   
RPGStoryAppleScript:
    type: world
    events:
        on player right clicks with i@RPGStoryApple:
        - determine passively cancelled