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