Date: 2017/10/08 21:01:20 UTC-07:00
Type: Denizen Script
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steal:
type: assignment
actions:
on assignment:
- trigger name:click state:true
- trigger name:chat state:true
interact scripts:
- 1 stealinteract
cchat:
type: format
format: "<&b><npc.name> <&c> -> <&f>you<&co> <&2><text>"
stealinteract:
type: interact
steps:
1:
click trigger:
script:
- if <player.has_flag[npc_engaged]> && <player.inventory.contains[i@cakeinventory_slot1]> && !<player.has_flag[cake_complete] {
- narrate "Thank you so much!"
- take scriptname:cakeinventory_slot1
- execute as_server "eco give <player.name> 25000"
- flag <player> cake_complete
}
else {
if !<player.has_flag[cake_complete] {
- narrate "What are you waiting for? I'm hungry!"
}
else {
- narrate "Thank you so much! Now let me eat..."
}
}
- if <player.has_flag[npc_engaged]> queue clear
- flag <player> npc_engaged
- engage
- narrate format:cchat "Hello there. I'm starving and need food!"
- wait 15t
- narrate format:cchat "Will you go to the cruise ship and steal some cake for me?"
- wait 15t
- narrate format:cchat "You might receive a prize if you bring me some!"
- wait 15t
- narrate format:cchat "Will you accept this task?"
- wait 15t
- narrate "[<&o>Type <&a><&o>Yes<&7><&o> or <&c><&o>No <&7>]"
- disengage
chat trigger:
1:
trigger: /Yes/ I accept the quest.
script:
- engage
- narrate "Thank you so much!" format:cchat
- wait 15t
- narrate "Go and grab two pieces of cake!"
- flag player steal_cake
- disengage
2:
trigger: /No/ I do not.
script:
- random {
- narrate format:cchat "Fine, let me starve!"
- narrate format:cchat "You will regret this..."
- narrate format:cchat "Buzz off then! What are you still here for?!"
}
cakeinventory:
type: inventory
title: Oven
size: 9
slots:
- "[] [] [] [] [i@cakeinventory_slot1] [] [] [] []"
cakeinventory_slot1:
type: item
material: cake
display name: <&6>Bring me to Diondro
cakeinventory_handler:
type: world
events:
on player clicks furnace:
- determine passively cancelled
- inventory open d:in@cakeinventory
on player clicks cakeinventory_slot1 in cakeinventory:
- determine passively cancelled
- if <player.inventory.contains[i@cakeinventory_slot1]> {
- narrate "Hey! You already have the cake!"
- inventory close
- queue clear
}
- if !<player.has_flag[stolecake]> {
- flag player stolecake duration:10s
- give i@cakeinventory_slot1
- narrate "<&d>Cake: <&2>Bring me to Diondro"
}
- if <player.has_flag[cake_complete]> {
- determine cancelled
- inventory close