Paste #39762: long ass script

Date: 2017/02/08 14:26:18 UTC-08:00
Type: Denizen Script

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Camp_FF:
    type: format
    debug: false
    format: "<&9><&l>[<&a><npc.name><&9><&l>] <&a><text>"

# <&chr[00C5]> Å
# <&chr[00D8]> Ø
# <&chr[00C6]> Æ
# <&chr[00E6]> æ
# <&chr[00F8]> ø
# <&chr[00E5]> å

PrisonCampaign_Data:
    type: yaml data
    config:
        chapters:
            1:
                title: "Kapitel 1"
                sub: "En ny fange"
                cooldown_after: 20m
            2:
                title: "Kapitel 2"
                sub: "Det svage led"
                cooldown_after: 20h
            3:
                title: "Kapitel 3"
                sub: "Smag p<&chr[00E5]> blod"
                cooldown_after: 2d
            4:
                title: "Kapitel 4"
                sub: "Et problem"
                cooldown_after: 2d
            5:
                title: "Kapitel 5"
                sub: "Dagbogen"
                cooldown_after: 3d
            6:
                title: "Kapitel 6"
                sub: "Op  sadlen"
                cooldown_after: 5d
        narrations:
            neutral:
                Mobboss:
                    1: "..."
                    2: "..."
                    3: "..."
                    4: "..."
                    5: "..."
                    6: "..."
                    7: "..."
                    8: "..."
                Bodyguard:
                    1: "..."
                    2: "..."
                    3: "..."
                    4: "..."
                    5: "..."
                    6: "..."
                    7: "..."
                    8: "..."

# <s@PrisonCampaign_Data.yaml_key[config.chapters.1.title]>
# /ex note <player.selected_region> as:mine_a

PrisonCampaign_Events:
    type: world
    # debug: false
    events:
        on server start:
        - wait 10s
        - foreach <server.get_npcs_assigned[<assignment_script>]> {
            - run PrisonCampaign_Reset_Npc instantly npc:<def[value]>
        }

        on player enters Canteen:
        - if <player.flag[PrisonCampaign.Chapter]||1> == 1 {
            - if <player.flag[PrisonCampaign.Step]||1> == 3 {
                - define message "Kantinen blev fundet. Tag tilbage og tal med Tasmon."
                - run PrisonCampaign_Update instantly context:<def[message]>
                - flag player PrisonCampaign.Step:4
            }
        }

        on player enters Casino:
        - if <player.flag[PrisonCampaign.Chapter]||1> == 1 {
            - if <player.flag[PrisonCampaign.Step]||1> == 5 {
                - define message "Casino blev fundet. Tag tilbage og tal med Tasmon."
                - run PrisonCampaign_Update instantly context:<def[message]>
                - flag player PrisonCampaign.Step:6
            }
        }

        on player enters Mine_H:
        - if <player.flag[PrisonCampaign.Chapter]||1> == 1 {
            - if <player.flag[PrisonCampaign.Step]||1> == 7 {
                - define message "Mine H blev fundet. Tag tilbage og tal med Tasmon."
                - run PrisonCampaign_Update instantly context:<def[message]>
                - flag player PrisonCampaign.Step:8
            }
        }

        on player enters BlackMarket:
        - if <player.flag[PrisonCampaign.Chapter]||1> == 4 {
            - if <player.flag[PrisonCampaign.Step]||1> == 2 {
                - define message "Black Market blev fundet. Tag tilbage og tal med Dave."
                - run PrisonCampaign_Update instantly context:<def[message]>
                - flag player PrisonCampaign.Step:3
            }
        }



        on player drags in PrisonCampaign_Menu_Menu:
        - determine cancelled

        on player clicks PrisonCampaign_Menu_Yes in PrisonCampaign_Menu_Menu:
        - determine cancelled passively
        - inventory close d:<context.inventory>
        - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
            - if <player.flag[PrisonCampaign.Step]||1> == 2 {
                - if <player.flag[PrisonCampaign_Menu_Target].as_npc.name.strip_color> == Mariel {
                    - define cuboid Shop
                }
                else if <player.flag[PrisonCampaign_Menu_Target].as_npc.name.strip_color> == Gary {
                    - define cuboid Spawn
                }
                else if <player.flag[PrisonCampaign_Menu_Target].as_npc.name.strip_color> == Katie {
                    - define cuboid Canteen
                }
                else if <player.flag[PrisonCampaign_Menu_Target].as_npc.name.strip_color> == Frida {
                    - define cuboid Casino
                }
                else if <player.flag[PrisonCampaign_Menu_Target].as_npc.name.strip_color> == Ole {
                    - define cuboid Shop
                }
                - run PrisonCampaign_Escort_Start player:<player> npc:<player.flag[PrisonCampaign_Menu_Target]> instantly context:<def[cuboid]>|5m
            }
        }
        else if <player.flag[PrisonCampaign.Chapter]||1> == 3 {
            - if <player.flag[PrisonCampaign.Step]||1> == 1 {
                - if <player.item_in_hand.material.name||null> != iron_sword {
                    - define message "Du skal have et jern sv<&chr[00E6]>rd i h<&chr[00E5]>nden f<&chr[00F8]>rst."
                    - run PrisonCampaign_Talk_Npc instantly context:<def[message]> player:<player> npc:<player.flag[PrisonCampaign_Menu_Target]>
                }
                else {
                    - flag player PrisonCampaign.Step:2
                    - run PrisonCampaign_Dungeon_Start player:<player> npc:<player.flag[PrisonCampaign_Menu_Target]> instantly context:Sewer1|5m
                }
            }
            else if <player.flag[PrisonCampaign.Step]||1> == 2 {
                - define message "Snak med Danny og hav et jern sv<&chr[00E6]>rd klar."
                - run PrisonCampaign_Dungeon_End player:<player> npc:<player.flag[PrisonCampaign_Menu_Target]> instantly context:<def[message]>
            }
        }
        - flag player PrisonCampaign_Menu_Target:!

        on player clicks PrisonCampaign_Menu_No in PrisonCampaign_Menu_Menu:
        - determine cancelled passively
        - inventory close d:<context.inventory>
        - flag player PrisonCampaign_Menu_Target:!

        on player respawns:
        - flag player PrisonCampaign_Escorted:!

PrisonCampaign_Talk_Npc:
    type: task
    definitions: message
    script:
    - playsound <player> sound:ORB_PICKUP pitch:0.9
    - narrate format:Camp_FF "<def[message]>"

PrisonCampaign_Reset_Npc:
    type: task
    script:
    - follow stop
    - teleport <npc> <npc.anchor[standby]>

PrisonCampaign_Title:
    type: task
    definitions: chapter
    script:
    - title "title:<&b><s@PrisonCampaign_Data.yaml_key[config.chapters.<def[chapter]>.title]>" "subtitle:<&6><s@PrisonCampaign_Data.yaml_key[config.chapters.<def[chapter]>.sub]>" stay:8s targets:<player>

PrisonCampaign_Done:
    type: task
    definitions: chapter|message
    script:
    - narrate format:util_ff "<&a><&l>Kapitel <def[chapter]> gennemf<&chr[00F8]>rt!"
    - title "title:<&b><s@PrisonCampaign_Data.yaml_key[config.chapters.<def[chapter]>.title]>" "subtitle:<&a><&l>Gennemf<&chr[00F8]>rt" stay:8s targets:<player>
    - flag player PrisonCampaign.Step:1
    - flag player PrisonCampaign.Chapter:<def[chapter].add_int[1]>
    - flag player PrisonCampaign.Mission:<def[message]>
    - flag player PrisonCampaign.MissionList:!
    - flag player PrisonCampaign.Cooldown duration:<s@PrisonCampaign_Data.yaml_key[config.chapters.<def[chapter]>.cooldown_after]>
    - repeat 5 {
        - playsound <player> sound:NOTE_PLING pitch:<def[value].div[2]> 
        - wait 2t 
    }

PrisonCampaign_Condition:
    type: task
    script:
    - if <npc.has_flag[PrisonCampaign_Escort]> {
        - queue clear
    }
    - if <player.has_flag[PrisonCampaign_Escorted]> {
        - queue clear
    }
    - if <player.has_flag[PrisonCampaign.Cooldown]> {
        - narrate format:util_ff "<&c>Du kan f<&chr[00F8]>rst starte det n<&chr[00E6]>ste kapitel om <player.flag[PrisonCampaign.Cooldown].expiration.formatted||0>"
        - queue clear
    }
    - if <player.has_flag[NPC_Talking]> {
        - queue clear
    }
    - if <npc.has_flag[NPC_Talking]> {
        - narrate format:util_ff "<&c>En anden spiller snakker med denne NPC"
        - queue clear
    }
    - flag <npc> NPC_Talking duration:1m
    - flag player NPC_Talking duration:1m

PrisonCampaign_EndTalk:
    type: task
    script:
    - flag <npc> NPC_Talking:!
    - flag player NPC_Talking:!

PrisonCampaign_Update:
    type: task
    definitions: message
    script:
    - if <player.has_flag[PrisonCampaign.MissionList]> {
        # PrisonCampaign.Missions.<def[value]>.Title
        # PrisonCampaign.Missions.<def[value]>.Status
        - flag player PrisonCampaign.MissionListTemp:!
        - foreach <player.flag[PrisonCampaign.MissionList].as_list> {
            - if <player.flag[PrisonCampaign.Missions.<def[value]>.Status]> == Completed {
                - flag player PrisonCampaign.MissionListTemp:->:<def[value]>
            }
        }
        - if <player.flag[PrisonCampaign.MissionListTemp].as_list.contains[<player.flag[PrisonCampaign.MissionList].as_list||li@>]> {
            ## Completed all tasks
            ## Change Message
            - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
                - if <player.flag[PrisonCampaign.Step]||1> == 2 {
                    - define message "Tag tilbage og tal med Tasmon."
                    - flag player PrisonCampaign.Step:3
                }
            }
        }
    }
    - flag player PrisonCampaign.Mission:<def[message]>
    - if <player.is_online> {
        - narrate format:util_ff "<&3><&l>NY MISSION OPDATERET<&co>"
        - inject PrisonCampaign_Mission_Message
        - repeat 5 {
            - playsound <player> sound:NOTE_PLING pitch:<def[value].div[5]> 
            - wait 2t 
        }   
    }

PrisonCampaign_Mission_Message:
    type: task
    script:
    - narrate format:util_ff "<&b><player.flag[PrisonCampaign.Mission]>"
    - if <player.has_flag[PrisonCampaign.MissionList]> {
        # PrisonCampaign.Missions.<def[value]>.Title
        # PrisonCampaign.Missions.<def[value]>.Status
        - foreach <player.flag[PrisonCampaign.MissionList].as_list> {
            - if <player.flag[PrisonCampaign.Missions.<def[value]>.Status]> == Completed {
                - narrate format:util_ff "<&7>- <&m><player.flag[PrisonCampaign.Missions.<def[value]>.Title]>"
            }
            else {
                - narrate format:util_ff "<&a>- <player.flag[PrisonCampaign.Missions.<def[value]>.Title]>"
            }
        }
    }

PrisonCampaign_Requires:
    type: task
    script:
    # - define item "sugar|128"
    - define mat <def[item].before[|]||stone>
    - define amount <def[item].after[|]||1>
    - if <player.inventory.contains.material[<def[mat]>].quantity[<def[amount]>].not> {
        - narrate format:Camp_FF "<&a>Du mangler <def[amount].sub_int[<player.inventory.quantity[<def[mat]>]>]> mere af <def[mat]> <&7>(<def[amount]> i alt)"
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - wait 3s
        - inject PrisonCampaign_EndTalk
        - queue clear
    }

PrisonCampaign_Command:
    type: command
    name: mission
    usage: /mission
    description: checker ens mission
    aliases:
    - quest
    - quests
    - missions
    - missioner
    - misioner
    - mision
    - misions
    script:
    - if <player.has_flag[PrisonCampaign.Mission].not> {
        - narrate format:util_ff "<&3><&l>Mission<&co>"
        - narrate format:util_ff "<&b>Find Mobboss for at starte det f<&chr[00F8]>rste kapitel."
        - queue clear
    }
    - narrate format:util_ff "<&3><&l>Mission<&co>"
    - inject PrisonCampaign_Mission_Message

PrisonCampaign_Main:
    type: assignment
    actions:
        on assignment:
        - trigger name:click state:true
    interact scripts:
    - 10 PrisonCampaign_Assign

PrisonCampaign_Assign:
    type: interact
    steps:
        1:
            click trigger:
                script:
                - ^define name "PrisonCampaign_<npc.name.strip_color>_Task"
                - ^run <def[name]> player:<player> npc:<npc> instantly

PrisonCampaign_Mobboss_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 1 {
        - if <player.flag[PrisonCampaign.Step]||1> == 1 {
            - flag player PrisonCampaign.Chapter:1
            - flag player PrisonCampaign.Step:1
            - ~run PrisonCampaign_Title instantly context:1
            - wait 5s
            ##
            ## Play sounds on chat
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "S<&chr[00E5]> du er den nye fange alle snakker om."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hmm... du ligner ikke noget s<&chr[00E6]>rligt."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Dog kunne jeg godt bruge s<&chr[00E5]>dan en som dig."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvis du g<&chr[00F8]>r pr<&chr[00E6]>cis som vi siger, "
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "s<&chr[00E5]> burde du ikke komme s<&chr[00E5]> galt afsted."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Du kan starte med at snakke med Tasmon."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Han kan f<&chr[00E5]> dig startet her i f<&chr[00E6]>ngslet."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Af sted med dig."
            ## 
            - define message "Tal med Tasmon for at begynde fra starten."
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:2
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Tasmon_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 1 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hey, navnet er Tasmon. En ven du burde stole p<&chr[00E5]>."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvis du gerne vil have en god start"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "s<&chr[00E5]> kr<&chr[00E6]>ver det at du kender det her f<&chr[00E6]>ngsel."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvis ikke, s<&chr[00E5]> ender du bare op ved de forkerte."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvad med at du f<&chr[00F8]>rst smutter forbi Kantinen?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Kantinen l<&chr[00E6]>gger oppe ved stedet hvor du s<&chr[00E6]>lger."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Tag derhen f<&chr[00F8]>rst og kom tilbage her."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Men pas p<&chr[00E5]> derude, ikke alle er dine venner."
            - wait 3s
            - define message "Find kantinen i f<&chr[00E6]>ngslet. Den ligger ved shoppen."
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:3
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 4 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Fandt du kantinen? Den k<&chr[00F8]>rer hver halve time."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "S<&chr[00F8]>rg for du er der til tiden for at f<&chr[00E5]> mad."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Okay. Det n<&chr[00E6]>ste du burde checke ud er Casinoen."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Den ligger modsat fra spawn, i den anden ende."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Kom tilbage n<&chr[00E5]>r du har v<&chr[00E6]>ret der."
            - wait 3s
            - define message "Find Casino. Den ligger modsat fra spawn."
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:5
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 6 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Alright alright, det ligner du vender dig til det."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Et sidste sted du burde kende er H minen."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Dog kan det v<&chr[00E6]>re du har v<&chr[00E6]>ret i de andre miner"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "men det da altid godt lige at checke de nye fanger"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "du har jo trods alt v<&chr[00E6]>ret en af dem."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Kom tilbage n<&chr[00E5]>r du har fundet H minen."
            - wait 3s
            - define message "Find H Minen. Den ligger ved siden af Spawn."
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:7
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 8 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Du burde kende f<&chr[00E6]>ngslet nogenlunde nu."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Her er et hint p<&chr[00E5]> hvis du ikke er startet endnu<&co>"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Skaf dig en pickaxe ved at mine tr<&chr[00E6]>."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Brug din pickaxe til at mine fra A minen."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "S<&chr[00E6]>lg det du har minet til stedet ved kantinen."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Dermed kan du tjene penge og opn<&chr[00E5]> et bedre liv."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "N<&chr[00E5]>... det er det. Tag det her, det burde hj<&chr[00E6]>lpe."
            - wait 3s
            - give i@bread qty:15
            - playsound <player> sound:LEVEL_UP pitch:0.7
            - narrate format:util_ff "<&6>Du modtog 15 br<&chr[00F8]>d."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Vi ses snart igen."
            - wait 3s
            - define message "Snak med Tasmon for at starte n<&chr[00E6]>ste kapitel."
            - run PrisonCampaign_Done instantly context:1|<def[message]>
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    else if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 1 {
            - ~run PrisonCampaign_Title instantly context:2
            - wait 5s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hey igen, kender du det med at v<&chr[00E6]>re det svage led?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Sikkert ikke, men det dem som bliver banket ned."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Dem som kun har hinanden."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Pr<&chr[00F8]>v at h<&chr[00F8]>r her..."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "For at du skal kunne overleve her i f<&chr[00E6]>ngslet "
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "s<&chr[00E5]> er du n<&chr[00F8]>d til at f<&chr[00E5]> noget respekt fra andre."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Det er ikke nemt, du n<&chr[00F8]>d til at starte et sted."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Jeg vil foresl<&chr[00E5]> med at med de svage i f<&chr[00E6]>ngslet."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "For at g<&chr[00F8]>re det burde du hj<&chr[00E6]>lpe nogen af dem."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Pr<&chr[00F8]>v at tale med Mariel, Gary, Ole, Frida og Katie."
            - wait 3s
            # Mariel, Gary, Ole, Frida og Katie
            - flag player PrisonCampaign.MissionList:!
            - flag player PrisonCampaign.MissionList:|:Mariel|Gary|Katie|Ole|Frida
            - foreach <player.flag[PrisonCampaign.MissionList].as_list> {
                - flag player PrisonCampaign.Missions.<def[value]>.Status:Started
            }
            - define message "Hj<&chr[00E6]>lp Mariel ved G Minen."
            - flag player PrisonCampaign.Missions.Mariel.Title:<def[message]>
            - define message "Hj<&chr[00E6]>lp Gary ved Casino."
            - flag player PrisonCampaign.Missions.Gary.Title:<def[message]>
            - define message "Hj<&chr[00E6]>lp Katie ved Spawn."
            - flag player PrisonCampaign.Missions.Katie.Title:<def[message]>
            - define message "Hj<&chr[00E6]>lp Ole ved H Minen."
            - flag player PrisonCampaign.Missions.Ole.Title:<def[message]>
            - define message "Hj<&chr[00E6]>lp Frida ved Shoppen."
            - flag player PrisonCampaign.Missions.Frida.Title:<def[message]>
            - define message "Hj<&chr[00E6]>lp de svage i f<&chr[00E6]>ngslet."
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:2
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 3 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Fik du hjulpet dem? Godt nok. "
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Nu har du vist respekt for de svage,"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "s<&chr[00E5]> du burde have dem p<&chr[00E5]> din side."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "I s<&chr[00E5]> fald s<&chr[00E5]> fik du gjort det du skulle."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "G<&chr[00F8]>r det kun for forretnings skyld."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Intet andet. Glem det der med gode gerninger."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Intet værdi over det. Forst<&chr[00E5]>et?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "N<&chr[00E5]> ja... nu har du f<&chr[00E5]>et nogen venner"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "men du har ogs<&chr[00E5]> f<&chr[00E5]>et fjender!"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Du burde snakke med Danny"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "omkring hvordan du f<&chr[00E5]>r styr p<&chr[00E5]> dem."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Vi tales ved."
            - wait 3s
            - define message "Snak med Danny for at starte n<&chr[00E6]>ste kapitel."
            - run PrisonCampaign_Done instantly context:2|<def[message]>
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Gary_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - if <player.flag[PrisonCampaign.Missions.<npc.name.strip_color>.Status]||null> == Started {
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hey! Dig der!"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Kan du ikke beskytte mig til spawn?"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Jeg har lige vundet jackpot."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "s<&chr[00E5]> jeg vil helst ikke miste dem."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hvis du g<&chr[00F8]>r det,  kan jeg give..."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "..."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "noget af det jeg... vandt..."
                - wait 3s
                - flag player PrisonCampaign_Menu_Target:<npc>
                - inventory open d:in@PrisonCampaign_Menu_Menu
                - inject PrisonCampaign_EndTalk
                - queue clear
            }
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Katie_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - if <player.flag[PrisonCampaign.Missions.<npc.name.strip_color>.Status]||null> == Started {
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hejsa."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Kan du ikke hj<&chr[00E6]>lpe mig med at komme hen til kantinen."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Jeg er sulten men jeg t<&chr[00F8]>r ikke at g<&chr[00E5]> alene."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Kan jeg s<&chr[00E5]> ikke f<&chr[00F8]>lge med dig til kantinen?"
                - wait 3s
                - flag player PrisonCampaign_Menu_Target:<npc>
                - inventory open d:in@PrisonCampaign_Menu_Menu
                - inject PrisonCampaign_EndTalk
                - queue clear
            }
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Mariel_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - if <player.flag[PrisonCampaign.Missions.<npc.name.strip_color>.Status]||null> == Started {
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hej med dig."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Du vel ikke en af dem der bare dr<&chr[00E6]>ber, er du?"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Fordi jeg kunne godt bruge en bodyguard."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hvis du kan s<&chr[00F8]>rge for jeg kommer til Shoppen."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "S<&chr[00E5]> kan jeg godt give dig en bel<&chr[00F8]>nning"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "ud fra det jeg har minet."
                - wait 3s
                - flag player PrisonCampaign_Menu_Target:<npc>
                - inventory open d:in@PrisonCampaign_Menu_Menu
                - inject PrisonCampaign_EndTalk
                - queue clear
            }
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Ole_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - if <player.flag[PrisonCampaign.Missions.<npc.name.strip_color>.Status]||null> == Started {
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hej, jeg kan ikke finde shoppen."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Kan du m<&chr[00E5]>ske hj<&chr[00E6]>lpe mig p<&chr[00E5]> vej?"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Jeg glemmer ting ret meget."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Har helt glemt hvor shoppen er."
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Som bel<&chr[00F8]>nning kan du f<&chr[00E5]> 30$ og en pickaxe."
                - wait 3s
                - flag player PrisonCampaign_Menu_Target:<npc>
                - inventory open d:in@PrisonCampaign_Menu_Menu
                - inject PrisonCampaign_EndTalk
                - queue clear
            }
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Frida_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 2 {
        - if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - if <player.flag[PrisonCampaign.Missions.<npc.name.strip_color>.Status]||null> == Started {
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "Hej kan du hj<&chr[00E6]>lpe mig over til Casino'et?"
                - wait 3s
                - playsound <player> sound:ORB_PICKUP pitch:0.9
                - narrate format:Camp_FF "S<&chr[00E5]> kan du f<&chr[00E5]> 50$ og 1 br<&chr[00F8]>d som tak."
                - wait 3s
                - flag player PrisonCampaign_Menu_Target:<npc>
                - inventory open d:in@PrisonCampaign_Menu_Menu
                - inject PrisonCampaign_EndTalk
                - queue clear
            }
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk


PrisonCampaign_Danny_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 3 {
        - if <player.flag[PrisonCampaign.Step]||1> == 1 {
            - ~run PrisonCampaign_Title instantly context:3
            - wait 5s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hva s<&chr[00E5]> der."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Navnet er Danny."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Jeg har h<&chr[00F8]>rt fra Tasmon at du har hjulpet de svage."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hah... Hvor er du dog trov<&chr[00E6]>rdig at hj<&chr[00E6]>lpe dem."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Det er nok derfor de ikke kan li dig."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvem er det jeg snakker om?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Det dem du m<&chr[00F8]>der ret tit, bander."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "H<&chr[00F8]>r lige her..."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Skaf dig et jern sv<&chr[00E6]>rd f<&chr[00F8]>rst."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Tal med mig igen n<&chr[00E5]>r du har et."
            - wait 3s
            - flag player PrisonCampaign_Menu_Target:<npc>
            - inventory open d:in@PrisonCampaign_Menu_Menu
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 2 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Nå,  du vil tilbage?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Det okay, du kan altid vende tilbage."
            - wait 3s
            - flag player PrisonCampaign_Menu_Target:<npc>
            - inventory open d:in@PrisonCampaign_Menu_Menu
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Dave_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 4 {
        - if <player.flag[PrisonCampaign.Step]||1> == 1 {
            - ~run PrisonCampaign_Title instantly context:4
            - wait 5s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hva s<&chr[00E5]> min ven"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Kender du et sygt sted?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "hvor man kan f<&chr[00E5]> mit snus?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Jeg har brug for det."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Find det lige tak"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "S<&chr[00E5]> siger jeg hvor meget jeg skal have."
            - wait 3s
            - define message "Find det sorte marked (Black Market)"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:2
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 3 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "<&chr[00E5]>h sker der min ven,"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Fandt du det der sted jeg snakkede om?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Har du noget Kokain, eller noget snus med?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvis du kan skaffe det, vil du f<&chr[00E5]> en hemmelig Bel<&chr[00F8]>nning."
            - wait 3s
            - define message "Hav 128 sugar og snak med Dave"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:4
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 4 {
            - define item "sugar|128"
            - inject PrisonCampaign_Requires
            - take sugar quantity:128
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Ohh, yees."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Det er det gode det her."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Her din hemmelige bel<&chr[00F8]>nning."
            - wait 3s
            - give money qty:500
            - playsound <player> sound:LEVEL_UP pitch:0.7
            - narrate format:util_ff "<&6>Du modtog $500"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Snak med mig igen n<&chr[00E5]>r du f<&chr[00F8]>ler for mere."
            - wait 3s
            - define message "Snak med Dave (Hvorfor ik? Han st<&chr[00E5]>r foran dig)"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:5
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 5 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Alam aleikum (Hej p<&chr[00E5]> arabisk) min f<&chr[00E6]>tter,"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "jeg har brug for noget godt at <&chr[00E6]>de,"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "kan du skaffe mig 10 br<&chr[00F8]>d og 5 shawarma k<&chr[00F8]>d (b<&chr[00F8]>ffer/steak)"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Du skal nok f<&chr[00E5]> noget for det, jeg sv<&chr[00E6]>rger."
            - wait 3s
            - define message "Hav 10 br<&chr[00F8]>d, 5 steaks og snak med Dave"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:6
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 6 {
            - define item "bread|10"
            - inject PrisonCampaign_Requires
            - define item "cooked_beef|5"
            - inject PrisonCampaign_Requires
            - take bread quantity:10
            - take cooked_beef quantity:5
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Ja tak. Lige hvad jeg beh<&chr[00F8]>ver."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Her er noget til geng<&chr[00E6]>ld."
            - wait 3s
            - give sugar qty:10
            - playsound <player> sound:LEVEL_UP pitch:0.7
            - narrate format:util_ff "<&6>Du modtog 10 sugar"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Okay, lige en sidste ting."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Skaf en chopper (sv<&chr[00E6]>rd)"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "og aflevere den til min ven "
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "navnet han g<&chr[00E5]>r med er psyko Mati."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Han er her omkring i Prison."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvor? Det ved jeg sku da ik!"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Find ham selv!"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Og glem ikke hans chopper!"
            - wait 3s
            - define message "Find Mati og giv ham et Diamond Sv<&chr[00E6]>rd"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:7
            - inject PrisonCampaign_EndTalk
            - queue clear
        }

        else if <player.flag[PrisonCampaign.Step]||1> == 8 {
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Kan du ikke ogs<&chr[00E5]> skaffe noget andet?"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "jeg har brug for mit daglige snus"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "s<&chr[00E5]> giv mig lige noget mer."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Jeg sv<&chr[00E6]>rger det er det sidste!"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Bare rolig"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Du skal selvf<&chr[00F8]>lgelig f<&chr[00E5]> en stor bel<&chr[00F8]>nning"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Hvis du bare lige g<&chr[00F8]>r det her"
            - wait 3s
            - flag player PrisonCampaign.MissionList:!
            - flag player PrisonCampaign.MissionList:|:COOKED_CHICKEN|cooked_beef|cooked_FISH|cobblestone|iron_ingot|gold_ingot|diamond
            - foreach <player.flag[PrisonCampaign.MissionList].as_list> {
                - flag player PrisonCampaign.Missions.<def[value]>.Status:Started
            }
            - define message "10 Cooked Chicken"
            - flag player PrisonCampaign.Missions.COOKED_CHICKEN.Title:<def[message]>
            - flag player PrisonCampaign.Missions.COOKED_CHICKEN.Amount:10
            - define message "5 Steaks"
            - flag player PrisonCampaign.Missions.cooked_beef.Title:<def[message]>
            - flag player PrisonCampaign.Missions.cooked_beef.Amount:5
            - define message "10 Cooked Fish"
            - flag player PrisonCampaign.Missions.cooked_FISH.Title:<def[message]>
            - flag player PrisonCampaign.Missions.cooked_FISH.Amount:10
            - define message "256 Cobblestone"
            - flag player PrisonCampaign.Missions.cobblestone.Title:<def[message]>
            - flag player PrisonCampaign.Missions.cobblestone.Amount:256
            - define message "64 Iron Ingot"
            - flag player PrisonCampaign.Missions.iron_ingot.Title:<def[message]>
            - flag player PrisonCampaign.Missions.iron_ingot.Amount:64
            - define message "32 Gold Ingot"
            - flag player PrisonCampaign.Missions.gold_ingot.Title:<def[message]>
            - flag player PrisonCampaign.Missions.gold_ingot.Amount:32
            - define message "1 Diamond"
            - flag player PrisonCampaign.Missions.diamond.Title:<def[message]>
            - flag player PrisonCampaign.Missions.diamond.Amount:1
            - define message "Saml f<&chr[00F8]>lgene resourcer og snak med Dave"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:9
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
        else if <player.flag[PrisonCampaign.Step]||1> == 9 {
            - define item "COOKED_CHICKEN|10"
            - inject PrisonCampaign_Requires
            - define item "cooked_beef|5"
            - inject PrisonCampaign_Requires
            - define item "cooked_FISH|10"
            - inject PrisonCampaign_Requires
            - define item "cobblestone|256"
            - inject PrisonCampaign_Requires
            - define item "iron_ingot|64"
            - inject PrisonCampaign_Requires
            - define item "gold_ingot|32"
            - inject PrisonCampaign_Requires
            - define item "diamond|1"
            - inject PrisonCampaign_Requires
            - take COOKED_CHICKEN quantity:10
            - take COOKED_Beef quantity:5
            - take cooked_FISH quantity:10
            - take cobblestone quantity:256
            - take iron_ingot quantity:64
            - take gold_ingot quantity:32
            - take diamond quantity:1
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Eyy broh, du er jo for zenzyg."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Jeg takker dig mange gange,"
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "du er jo den bedste."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Vi ses jo bare ved grillen."
            - wait 3s
            - define message "Snak med Tasmon for at starte n<&chr[00E6]>ste kapitel."
            - run PrisonCampaign_Done instantly context:4|<def[message]>
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

PrisonCampaign_Mati_Task:
    type: task
    script:
    - inject PrisonCampaign_Condition
    - if <player.flag[PrisonCampaign.Chapter]||1> == 4 {
        - if <player.flag[PrisonCampaign.Step]||1> == 7 {
            - define item "diamond_sword|1"
            - inject PrisonCampaign_Requires
            - take diamond_sword quantity:1
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "Eyy, tak for det mate."
            - wait 3s
            - playsound <player> sound:ORB_PICKUP pitch:0.9
            - narrate format:Camp_FF "S<&chr[00E5]> er der nogen der skal choppes."
            - wait 3s
            - give money qty:500
            - playsound <player> sound:LEVEL_UP pitch:0.7
            - narrate format:util_ff "<&6>Du modtog $500"
            - wait 3s
            - define message "Tag tilbage og snak med Dave igen"
            - run PrisonCampaign_Update instantly context:<def[message]>
            - flag player PrisonCampaign.Step:8
            - inject PrisonCampaign_EndTalk
            - queue clear
        }
    }
    - narrate format:Camp_FF "..."
    - inject PrisonCampaign_EndTalk

# <npc.location.cuboids.contains[cu@casino]>

PrisonCampaign_Menu_Menu:
    type: inventory 
    inventory: CHEST
    title: <&1>Er du klar?
    size: 9 
    definitions: 
        OkaySir: i@PrisonCampaign_Menu_Yes
        NoSir: i@PrisonCampaign_Menu_No
    slots: 
        - "[] [] [NoSir] [] [] [] [OkaySir] [] []" 

PrisonCampaign_Menu_Yes:
    type: item
    material: EYE_OF_ENDER
    display name: <&a>Accepter
    lore:
    - "<&7>Ja"

PrisonCampaign_Menu_No:
    type: item
    material: ENDER_PEARL
    display name: <&c>Afsl<&chr[00E5]>
    lore:
    - "<&7>Nej"

# Anchors:
# 
# Click on accept and start this
PrisonCampaign_Escort_Start:
    type: task
    definitions: cuboid|time
    script:
    - if <npc.has_flag[PrisonCampaign_Escort]> {
        - if <player.flag[PrisonCampaign_Escorted]> != <npc.name> {
           - narrate format:util_ff "<&c>Der er allerede en som har startet denne mission."
        }
        - queue clear
    }
    - vulnerable true
    - define last_message <player.flag[PrisonCampaign.Mission]>
    - define message "F<&chr[00F8]>lg/Beskyt <npc.name.strip_color> til <def[cuboid]>"
    - announce "<&e><player.flag[PrisonCampaign.MissionList].as_list>"
    - flag player MissionListItemsTemp:|:<player.flag[PrisonCampaign.MissionList].as_list>
    - flag player PrisonCampaign.MissionList:!
    - run PrisonCampaign_Update instantly context:<def[message]>
    - follow followers:<npc> target:<player>
    - flag player PrisonCampaign_Escorted:<npc.name>
    - flag <npc> PrisonCampaign_Escort duration:<def[time]>
    - while <npc.has_flag[PrisonCampaign_Escort]> {
        - if <player.is_online.not> {
            - flag <npc> PrisonCampaign_Escort:!
        }
        else if <npc.is_spawned.not> {
            - flag <npc> PrisonCampaign_Escort:!
        }
        else if <npc.location.cuboids.contains[cu@<def[cuboid]>]> {
            ## 
            - run PrisonCampaign_Escort_Done npc:<npc> player:<player> instantly context:<def[last_message]>
            - queue clear
        }
        - wait 1s
    }
    - if <player.is_online> {
        - narrate format:util_ff "<&c>Du failede i at beskytte <npc.name>..."
        - playsound <player> sound:ANVIL_BREAK pitch:0.5 volume:300
    }
    - vulnerable false
    # - playsound <player> sound:AMBIENCE_THUNDER pitch:0.5 
    - teleport <npc> <npc.anchor[Standby]>
    - flag player PrisonCampaign.MissionList:|:<player.flag[MissionListItemsTemp].as_list>
    # - announce "<player.flag[MissionListItemsTemp].as_list>"
    - flag player MissionListItemsTemp:!
    - flag player PrisonCampaign_Escorted:!
    - wait 3s
    - run PrisonCampaign_Update instantly context:<def[last_message]>

PrisonCampaign_Escort_Done:
    type: task
    definitions: last_message
    script:
    - follow followers:<npc> stop
    - playsound <player> sound:ORB_PICKUP pitch:0.9
    - if <npc.name.strip_color> == Katie {
        - narrate format:Camp_FF "Tusind tak, endelig kan jeg f<&chr[00E5]> noget at spise."
    }
    else if <npc.name.strip_color> == Gary {
        - narrate format:Camp_FF "Tak for det. Du kan have en del af det jeg vandt."
        - wait 3s
        - give money quantity:200
        - playsound <player> sound:LEVEL_UP pitch:0.7
        - narrate format:util_ff "<&6>Du modtog 200$"
    }
    else if <npc.name.strip_color> == Mariel {
        - narrate format:Camp_FF "Tak for det, her er noget jeg har minet."
        - wait 3s
        - give stone quantity:128
        - playsound <player> sound:LEVEL_UP pitch:0.7
        - narrate format:util_ff "<&6>Du modtog 128 sten"
    }
    else if <npc.name.strip_color> == Frida {
        - narrate format:Camp_FF "Tak, her er det jeg lovede."
        - wait 3s
        - give money quantity:50
        - give bread quantity:1
        - playsound <player> sound:LEVEL_UP pitch:0.7
        - narrate format:util_ff "<&6>Du modtog 50$ og et br<&chr[00F8]>d"
    }
    else if <npc.name.strip_color> == Ole {
        - narrate format:Camp_FF "Jeg takker, har skam ikke glemt din bel<&chr[00F8]>nning."
        - wait 3s
        - give money quantity:30
        - give iron_pickaxe quantity:1
        - playsound <player> sound:LEVEL_UP pitch:0.7
        - narrate format:util_ff "<&6>Du modtog 30$ og en jern pickaxe"
    }
    else {
        - narrate format:Camp_FF "Tak for at have beskyttet mig!"
    }
    - wait 3s
    - vulnerable false
    - flag player PrisonCampaign.Missions.<npc.name.strip_color>.Status:Completed
    # - announce "<player.flag[MissionListItemsTemp].as_list>"
    - flag player PrisonCampaign.MissionList:|:<player.flag[MissionListItemsTemp].as_list>
    - flag player MissionListItemsTemp:!
    # - announce "<&e><player.flag[PrisonCampaign.MissionList].as_list>"
    - run PrisonCampaign_Update instantly context:<def[last_message]>
    - flag player PrisonCampaign_Escorted:!
    - wait 5s
    - flag <npc> PrisonCampaign_Escort:!
    - teleport <npc> <npc.anchor[Standby]>

PrisonCampaign_Dungeon_Start:
    type: task
    definitions: dungeon|time
    script:
    ## Requires flags for NPCs
    # PrisonCampaign_DungeonBoss_Name
    # PrisonCampaign_Dungeon_Name (Include boss)
    - define target_npc <server.flag[PrisonCampaign_DungeonBoss_<def[dungeon]>].as_npc>
    - define flag PrisonCampaign_Dungeon_<def[dungeon]>
    - if <npc.has_flag[<def[flag]>]> {
        - if <player.flag[PrisonCampaign_Dungeon]> != <npc.name> {
           - narrate format:util_ff "<&c>Der er allerede en som har startet denne mission."
        }
        - queue clear
    }
    - teleport <npc> <npc.anchor[<def[dungeon]>]>
    - teleport <player> <npc.anchor[<def[dungeon]>]>
    - define last_message <player.flag[PrisonCampaign.Mission]>
    - define message "Dr<&chr[00E6]>b <def[target_npc].name.strip_color>"
    - run PrisonCampaign_Update instantly context:<def[message]>
    - flag player PrisonCampaign_Escort:<npc.name>
    - flag <npc> <def[flag]> duration:<def[time]>
    - foreach <server.get_npcs_flagged[PrisonCampaign_Dungeon_<def[dungeon]>]> {
        - adjust <def[value]> spawn:<def[value].location>
    }
    - wait 2s
    - while <npc.has_flag[<def[flag]>]> {
        - if <def[target_npc].is_spawned.not> {
            - run PrisonCampaign_Dungeon_Done instantly player:<player> npc:<npc>
            - queue clear
        }
        - wait 1s
        - if <player.is_online.not> {
            - flag <npc> <def[flag]>:!
        }
        else if <player.has_flag[PrisonCampaign_Escort].not> {
            - flag <npc> <def[flag]>:!
        }
    }
    - if <player.is_online> {
        - narrate format:util_ff "<&c>Du failede din mission..."
        - playsound <player> sound:ANVIL_BREAK pitch:0.5 volume:300
    }
    # - playsound <player> sound:AMBIENCE_THUNDER pitch:0.5
    - run PrisonCampaign_Dungeon_End player:<player> npc:<npc> instantly context:<def[last_message]>

PrisonCampaign_Dungeon_End:
    type: task
    definitions: last_message
    script:
    # - playsound <player> sound:AMBIENCE_THUNDER pitch:0.5 
    - flag player PrisonCampaign_Escort:!
    - flag player PrisonCampaign.Step:<player.flag[PrisonCampaign.Step].sub_int[1]>
    - teleport <player> <npc.anchor[Standby]>
    - wait 3s
    - teleport <npc> <npc.anchor[Standby]>
    - run PrisonCampaign_Update instantly context:<def[last_message]>

PrisonCampaign_Dungeon_Done:
    type: task
    definitions: dungeon
    script:
    - follow followers:<npc> stop
    - playsound <player> sound:ORB_PICKUP pitch:0.9
    - teleport <player> <npc.anchor[Standby]>
    - teleport <npc> <npc.anchor[Standby]>
    - wait 1s
    - if <npc.name.strip_color> == Danny {
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - narrate format:Camp_FF "S<&chr[00E5]>dan! Det burde l<&chr[00E6]>re dem."
        - wait 3s
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - narrate format:Camp_FF "De burde lade dig v<&chr[00E6]>re i noget styk tid nu."
        - wait 3s
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - narrate format:Camp_FF "Men den fred holder ikke l<&chr[00E6]>nge. Kun en periode."
        - wait 3s
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - narrate format:Camp_FF "Imellemtiden s<&chr[00E5]> forbered dig."
        - wait 3s
        - playsound <player> sound:ORB_PICKUP pitch:0.9
        - narrate format:Camp_FF "Det er det indtil videre."
        - wait 3s
        - define message "Snak med Dave for at starte n<&chr[00E6]>ste kapitel."
        - run PrisonCampaign_Done instantly context:3|<def[message]>
        - inject PrisonCampaign_EndTalk
    }
    - flag player PrisonCampaign_Escort:!

# /npc anchor --save MyName

# Dreck: Pr<&chr[00F8]>v at f<&chr[00E5]> en snak med Rimon.




# Dagens Slave
# Det fedt at du har vendet dig til det her fængsel
# Dog er du stadig en rookie, som man siger.
# Du burde vise mig hvad du duer til.
# Dette kræver en masse dedikatino.
# Derfor vil du nok syntes det kan blive kedelig.
# Men det er for at teste dig.
# Jeg er blevet bedt om at give dig en prøve.
# - Saml 64*18 cobblestone
# Godt gået, den næste test er skummelt dog.
# Jeg håber du er klar på det værste.
# - Saml 64*5 Iron_Ingot

# 



# Okay, jeg håber

# 
# Hah, tænkte jeg nok.
# Du er vel heller ikke klar.

# 



#

# Kapitel 4
# Et Problem


# Kapitel 5
# Dagbogen

# Vagternes greb
# Det usynlige f<&chr[00E6]>ngsel
# Et ondt venskab
# Magten
# F<&chr[00E6]>ngsel eller Frihed
# H<&chr[00E6]>vn over alle
# Slagsm<&chr[00E5]>let
# Mordet p<&chr[00E5]> Dreck
# Friheden venter
# Dagligdagen
# Tab eller T<&chr[00E6]>v
# 

## 1
# Godt s<&chr[00E5]>. 
# Saml nogle resourcer til os.
# 128 cobblestone (Ikke stone eller andre typer)
# 64 Logs/Tr<&chr[00E6]> (Ikke noget med planker eller andet)
# Det burde v<&chr[00E6]>re det. Kom tilbage med det her.
# Hvad f<&chr[00E5]>r du ud af det her?
# Ha! Intet!
# Ikke andet end respekt for det du g<&chr[00F8]>r for os.
# Af sted med dig.

# Vi har haft en del problemer med en anden gruppe.

# Ting ser ud til at blive 

# Der har v<&chr[00E6]>ret en del aktivitet nede i cellerne.
# M<&chr[00E5]>ske er 
# 
# Pr<&chr[00F8]>v at h<&chr[00F8]>r her.
# Et medlem i vores bande har muligvis forr<&chr[00E5]>dt os.
# Jeg mistanker ham Danny, den person som sidder
# i sin celle og skriver dagbog.
# Sikke en taber at skrive dagbog i et f<&chr[00E6]>ngsel.
# G<&chr[00E5]> ned i hans celle, tag hans dagbog og kom her med det.
# Men undg<&chr[00E5]> at v<&chr[00E6]>re i n<&chr[00E6]>rheden af hans celle n<&chr[00E5]>r han er der,
# s<&chr[00F8]>rg for han ikke falder mistanke eller ser dig.
# Med den dagbog kan vi finde ud af hvem han i virkeligheden er.

# De vagter har intet mod os.
# I den her skrald f<&chr[00E6]>ngsel
# med de forbandede vagter,
# sammen med en flok idioter.
# Hele det her er et stort losseplads.

# Hey, fedt nok at se dig her omkring
# Du har gjort en del for mig.
# Og du f<&chr[00E5]>r respekt fra mig.
# Men det betyder ikke du er noget.

# Ugh, hvad har du lavet.
# Vi har brug for dig og du sidder bare
# i din celle og laver ingenting.
# 
# Det der arbejde mener du ik.
# Du er f<&chr[00E6]>rdig.
# Du er intet v<&chr[00E6]>rd.
# 
# 
# If you can take out their leader.
# This allows me to talk control of this dump prison.

# Mobboss - Henry
# 

BandeMain1:
    type: assignment
    actions:
        on assignment:
        - execute as_server "npc select <npc.id>"
        - execute as_server "npc speed 0.8"
        - execute as_server "npc rename &cBande"
        - execute as_server "trait sentry"
        - execute as_server "sentry health 20"
        - execute as_server "sentry speed 1.2"
        - execute as_server "sentry spawn"
        - execute as_server "sentry respawn 60"
        - execute as_server "sentry strength 4"
        - execute as_server "sentry armor 1"
        - execute as_server "sentry range 5"
        - execute as_server "sentry target add entity:player"
        - execute as_server "sentry ignore add group:Vagt"
        - execute as_server "sentry ignore add group:Officer"
        - execute as_server "sentry ignore add group:Direktør"
        - execute as_server "sentry ignore add group:Admin"
        - execute as_server "sentry ignore add group:Ejer"
        - execute as_server "sentry equip leather_helmet"
        - execute as_server "sentry equip leather_chestplate"
        - execute as_server "sentry equip leather_leggings"
        - execute as_server "sentry equip leather_boots"
        - execute as_server "sentry equip stone_sword"

BandeMain2:
    type: assignment
    actions:
        on assignment:
        - execute as_server "npc select <npc.id>"
        - execute as_server "npc speed 0.8"
        - execute as_server "npc rename &cBande"
        - execute as_server "trait sentry"
        - execute as_server "sentry health 20"
        - execute as_server "sentry speed 1.2"
        - execute as_server "sentry spawn"
        - execute as_server "sentry respawn 60"
        - execute as_server "sentry strength 4"
        - execute as_server "sentry armor 1"
        - execute as_server "sentry range 15"
        - execute as_server "sentry target add entity:player"
        - execute as_server "sentry ignore add entity:npc"
        - execute as_server "sentry ignore add group:Vagt"
        - execute as_server "sentry ignore add group:Officer"
        - execute as_server "sentry ignore add group:Direktør"
        - execute as_server "sentry ignore add group:Admin"
        - execute as_server "sentry ignore add group:Ejer"
        - execute as_server "sentry equip leather_helmet"
        - execute as_server "sentry equip leather_chestplate"
        - execute as_server "sentry equip leather_leggings"
        - execute as_server "sentry equip leather_boots"
        - execute as_server "sentry equip bow"

BandeMain3:
    type: assignment
    actions:
        on assignment:
        - flag <npc> PrisonCampaign_Boss
        - execute as_server "npc select <npc.id>"
        - execute as_server "npc speed 0.8"
        - execute as_server "npc rename &cBande Leder"
        - execute as_server "trait sentry"
        - execute as_server "sentry health 60"
        - execute as_server "sentry speed 1.5"
        - execute as_server "sentry spawn"
        - execute as_server "sentry respawn 60"
        - execute as_server "sentry strength 4"
        - execute as_server "sentry armor 1"
        - execute as_server "sentry range 15"
        - execute as_server "sentry target add entity:player"
        - execute as_server "sentry ignore add group:Vagt"
        - execute as_server "sentry ignore add group:Officer"
        - execute as_server "sentry ignore add group:Direktør"
        - execute as_server "sentry ignore add group:Admin"
        - execute as_server "sentry ignore add group:Ejer"
        - execute as_server "sentry equip iron_helmet"
        - execute as_server "sentry equip iron_chestplate"
        - execute as_server "sentry equip iron_leggings"
        - execute as_server "sentry equip iron_boots"
        - execute as_server "sentry equip iron_sword"


# PrisonCampaign_Bande_Death:
    # type: world
    # events:
        # on entity killed:
        # - announce "<npc||null>"
        # - announce "<context.damager.is_player||false> <context.damager.shooter.is_player||false>"
        # - if <npc.has_flag[PrisonCampaign_Boss]> {
            # - if <context.damager.is_player||false> {
                # - run BandeMain_Boss_Death player:<context.damager> instantly
            # }
            # else if <context.damager.shooter.is_player||false> {
                # - run BandeMain_Boss_Death player:<context.damager.shooter> instantly
            # }
        # }

# - while <queue.list.filter[script.name.is[==].to[<script.name>].size.is[OR_MORE].than[1]> { - wait 1s }

# BandeMain_Boss_Death:
    # type: task
    # script:
    # - narrate "Du dræbte bande lederen."