Date: 2017/06/14 12:06:58 UTC-07:00
Type: Denizen Script
on player dies in erpg:
- if !<player.has_flag[erpg_region]> { - queue clear }
- define region <player.flag[erpg_region]>
- define lost "<proc[emoney].context[<def[region]>].div[10].round_up>"
- if <proc[emoney].context[erpg].sub[<def[lost]>]> > 0 {
- run s@emoney_take def:<def[region]>|<def[lost]>
- define item <proc[e-item-get].context[ex_bundle_10].as_item>
- adjust <def[item]> "lore:<def[item].lore.set[<&6>Goldwert<&co> <&f><def[lost]>].at[<def[item].lore.size>]>" save:item
- drop <entry[item].result> <player.location>
- narrate "Du hast <def[lost]> <s@g_var.constant[m_<def[region]>_pl]> verloren!"
}
else if <pl.inventory.list_contents.filter[simple.starts_with[i@exchange]].size||0> > 0 {
- define list <pl.inventory.list_contents.filter[simple.starts_with[i@exchange]]>
- define item <def[list].get[<util.random.int[1].to[<def[list].size>]>]>
- if <def[item].quantity> == 1 {
- define amount 1
} else {
- define amount <util.random.int[1].to[<def[item].quantity.div[2]>]>
}
- adjust <def[item]> quantity:<def[amount]> save:myitem
- take <entry[myitem].result.simple> qty:<def[amount]>
- drop <entry[myitem].result> <player.location>
- narrate "Du hast <def[item].display>(<def[amount]>x) fallen lassen!"
}
- yaml id:lt_<player> set "food_level:<player.food_level>"
- flag player erpg.death_counter:++
- determine KEEP_INV