Date: 2014/04/30 00:09:44 UTC-07:00
Type: Denizen Script
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Blacksmith:
type: assignment
default constants:
durability_multiplier: 5
enchantment_multiplier: 500
interact scripts:
- 10 BlacksmithInteract
actions:
on assignment:
- trigger name:chat toggle:true
- trigger name:click toggle:true
- trigger name:proximity toggle:true radius:2
on enter proximity:
- chat '<white>Hello<&cm> <player.name>. What can I do for you?'
- narrate '<white> - I<&sq>d like an item <gold>repaired<white>.'
- if <player.flag[job]> != 'blacksmith' {
- narrate '<white> - I<&sq>d like to become a <gold>smith<white>.'
}
on exit proximity:
- zap s@BlacksmithInteract step:default
BlacksmithInteract:
type: interact
steps:
default:
chat trigger:
Repair:
trigger: 'I<&sq>d like the have this /repair/ed.'
script:
- chat '<white>Hmmm<&cm> let<&sq>s see...'
- wait 1s
- if <player.item_in_hand.repairable> == true {
- inject s@CalcCost instantly
} else {
- chat '<white>Sorry<&cm> but I<&sq>m afraid I can<&sq>t repair that.'
}
- if <player.flag[repair_cost]> > 0 {
- chat '<white>Yeah<&cm> I can fix that. It<&sq>ll cost <gold><player.flag[repair_cost]> <white>coins to repair<&cm> though.'
- narrate '<gold>Yes <white>or <gold>No'
- zap repair
} else {
- chat '<white>Your item looks fine to me!'
}
Job:
trigger: 'I<&sq>d like to become a /smith/.'
script:
- chat '<white>Great<&cm> we always need more smiths<white>. Would you like to join our brotherhood?'
- narrate '<gold>Yes <white>or <gold>No'
- zap job
job:
chat trigger:
Yes:
trigger: '/Yes/<&cm> I would.'
script:
- chat '<white>Great!'
- narrate <player.flag[job]>
- jobs join blacksmith
- flag player job:'blacksmith'
- chat '<white>Welcome to the brotherhood!'
No:
trigger: '/No/<&cm> sorry.'
script:
- chat '<white>Oh well. I<&sq>m sure you<&sq>ll find something that fits.'
repair:
chat trigger:
Yes:
trigger: '/Yes/<&cm> repair it.'
script:
- narrate '<player.money>'
- narrate '<player.flag[repair_cost]>'
- if <player.money> > <player.flag[repair_cost]> {
- adjust <player.item_in_hand> durability:0 save:newitem
- take iteminhand
- playsound <player.location> sound:anvil_use
- wait 3s
- playsound <player.location> sound:anvil_use
- wait 3s
- playsound <player.location> sound:anvil_use
- wait 3s
- take money qty:<player.flag[repair_cost]>
- give <entry[newitem].result>
- chat '<white>Here you go! Come back if you need any more repairs.'
- zap default
} else {
- chat '<white>Hey<&cm> you don<&sq>t have enough money! Come back when you can afford it...'
- zap default
}
No:
trigger: '/No/<&cm> I don<&sq>t want to repair it.'
script:
- chat '<white>Well... alright. Come back if you change your mind.'