Date: 2016/11/10 11:13:07 UTC-08:00
Type: Denizen Script
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Paladin:
type: interact
debug: true
steps:
'1':
Click trigger:
Script:
- narrate "<&7>[<&b>Paladin<&7>] <&e><&l>Greetings! How may I assist you?"
- narrate "<&c>1. <&7>I'd like to start a quest."
- narrate "<&c>2. <&7>I'd like to become a <&e>Knight<&7>."
- narrate "<&c>3. <&7>Nevermind."
- narrate "<&a>Type 1, 2, or 3 in chat to answer."
- flag player clicked
}
Proximity trigger:
exit:
Script:
- if <player.has_flag[clicked]> {
- narrate "<&7>[<&b>Paladin<&7>] <&a>Fare thee well..."
- flag player "clicked:false"
}
- queue clear
Chat trigger:
'1':
trigger: /1/
script:
- if <player.has_permission[essentials.kits.knight]> {
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&c>Sorry, but I haven<&sq>t got any quests for you at the moment. Check back later!"
#HOW TO FORCE THE PLAYER TO ACTIVATE THE CLICK TRIGGER SCRIPT AGAIN?
}
else if <player.has_permission[essentials.kits.peasant]> {
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&c>Sorry bud, gotta be a Knight first. We are looking for recruits though, are you interested?"
- narrate "<&c>1. <&7>Sure, sign me up!"
- narrate "<&c>2. <&7>No, I'll walk my own path."
- narrate "<&a>Type 1 or 2 in chat to answer."
- flag player "peasant1:true"
}
else {
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&c>Sorry, you<&sq>ll have to change classes to receive quests from me."
#CAN YOU RUN A COMMAND FOR THE PLAYER TO FORCE THEM TO ACTIVATE THE CLICK TRIGGER AGAIN?
}
- if <player.flag[peasant1]> == "true" {
- narrate "<&e>[<&b>Paladin<&e>] <&a>Wonderful news! I shall alert the king immediately. In the meantime, please read the Knight info guide by typing <&dq>/kit Knightinfo<&dq>."
- wait 2s
- narrate "<&e>[<&b>Paladin<&e>] <&a>Come speak to me again when you have read the book and are ready to become a knight!"
- flag player "peasant1:false"
- flag player "peasant_to_knight:true"
- if <player.flag[peasant2]> == "true" {
- narrate "<&e>[<&b>Paladin<&e>] <&c>The king hasn<&sq>t assigned the royal guard any quests yet, but he will very soon!"
- flag player "peasant2:false"
- wait 2s
'2':
- if <player.has_permission[essentials.kits.knight]> {
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&c>Uh, I<&sq>m assuming that<&sq>s a joke, right?"
#CAN YOU RUN A COMMAND FOR THE PLAYER TO FORCE THEM TO ACTIVATE THE CLICK TRIGGER AGAIN?
}
else if <player.has_permission[essentials.kits.peasant]> {
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&a>Ah, excellent! First we must go over some details. What would you like to hear about?"
- narrate "<&c>1. <&7>Quests"
- narrate "<&c>2. <&7>Kits and Perks"
- narrate "<&c>3. <&7>Upgrades"
- narrate "<&c>4. <&7>All set. Sign me up!!!"
- narrate "<&c>5. <&7>Nah, nevermind..."
- narrate "<&a>Type 1, 2, 3, 4, or 5 in chat to answer."
- flag player "peasant2:true"
- narrate "<&7>[<&b>Paladin<&7>] <&c>The king hasn<&sq>t assigned the cavalry any quests yet, but he will very soon!"
else if <context.message.escaped> == 2 {
- narrate "<&7>[<&b>Paladin<&7>] <&a>You can find info about Knights and Paladins by typing <&dq>/kit knightinfo<&dq>. All soldiers can resupply on armor and weapons daily through their kit."
else if <context.message.escaped> == 3 {
- narrate "<&7>[<&b>Paladin<&7>] <&a>You<&sq>ll start as a Knight, but can be upgraded to Paladin by completeing Knight-related quests. Check your available quests with <&dq>/quests<&dq>"
}
else {
- determine passively cancelled
response:
- case '3':
- determine passively cancelled
- narrate "<&e>[<&b>Paladin<&e>] <&a>Fare thee well..."
- default:
- determine passively cancelled
- narrate "<&c>You must type 1, 2, or 3."