Date: 2016/10/26 17:45:09 UTC-07:00
Type: Denizen Script
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questconfirmscript:
type: assignment
debug: false
actions:
on assigment:
- trigger name:proximity state:true radius:3
- trigger name:click state:true
on enter proximity:
- narrate "<&c><&l>Hey! <&7>Come right click the <&2>Server Guide <&7>for some help with extra information!"
on click:
- inventory open d:in@quest_confirm_menu
quest_confirm_menu:
type: inventory
debug: false
title: <&2>Quest Confirm
size: 27
slots:
- "[quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge]"
- "[quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_slot1] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_slot2] [quest_confirm_menu_edge] [quest_confirm_menu_edge]"
- "[quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge] [quest_confirm_menu_edge]"
quest_confirm_menu_slot1:
type: item
debug: false
material: stained_glass_pane:13
display name: <&a>Confirm Quest
lore:
- "<&7><&l>> <&7>Click Me!"
quest_confirm_menu_slot2:
type: item
debug: false
material: stained_glass_pane:14
display name: <&c>Cancel Quest
lore:
- "<&7><&l>> <&7>Click Me!"
quest_confirm_menu_exit:
type: item
debug: false
material: stained_glass_pane:14
display name: <&c>Exit
lore:
- "<&7><&l>> <&7>Click me!"
quest_confirm_menu_edge:
type: item
debug: false
material: stained_glass_pane
display name: <&c>
quest_confirm_menu_handler:
type: world
debug: false
events:
on player clicks in quest_confirm_menu:
- determine cancelled
on player drags on quest_confirm_menu:
- determine cancelled
on player clicks quest_confirm_menu_slot1 in quest_confirm_menu:
- if <player.has_flag[slayercooldown]> {
- narrate "<&c>Sorry, you cannot do that yet. <&lb><player.flag[slayercooldown].expiration.formatted> left<&rb>"
} else {
- execute as_server "questadmin give <player.name> Slayer"
- flag player slayercooldown duration:1d
- narrate "<&7>Slayer Quest started!"
}
on player clicks quest_confirm_menu_slot2 in quest_confirm_menu:
- narrate "<&7>Cancelled Quest Confirmation..."
- inventory close d:in@quest_confirm_menu
on player clicks quest_confirm_menu_exit in quest_confirm_menu:
- inventory close d:in@quest_confirm_menu