Date: 2018/06/04 16:50:56 UTC-07:00
Type: Denizen Script
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
"Bad Luck NPC":
type: assignment
interact scripts:
- 10 Bad Luck NPC Forging
actions:
on assignment:
- teleport npc <npc.anchor[badlucknpc]>
- trigger name:proximity toggle:true
- trigger name:chat toggle:true
"Bad Luck NPC Format":
type: format
format: "<dark_green>Bad Luck NPC<white><&co> <text>"
"Bad Luck NPC Forging":
type: interact
steps:
"Player Seen*":
proximity trigger:
entry:
script:
- narrate "format:Bad Luck NPC Format" "Welcome, adventurer! I am a master of extracting magical energies and manipulating them for heroes like yourself. If you collect enough of these items on your adventures, I can help you harness this power."
- narrate "format:Bad Luck NPC Format" "The various services I can provide require different amounts of magical energy. Right click me to browse my offerings."
exit:
script:
- narrate "format:Bad Luck NPC Format" "Good luck on your adventures! Visit me again when you need my help."
click trigger:
script:
- narrate "format:Bad Luck NPC Format" "Okay, here's what I have to offer."
- wait 2s
- inventory open d:in@BadLuckNPCInventoryMenu
"BadLuckNPCInventoryMenu":
type: inventory
title: Arcane Forging
size: 45
slots:
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [i@VeteranToolForge] [] [i@VeteranWeaponForge] [] [] []"
- "[] [] [] [] [] [] [] [] []"
- "[] [] [] [i@EliteToolForge] [] [i@EliteWeaponForge] [] [] []"
- "[] [] [] [] [] [] [] [] []"
"VeteranToolForge":
type: item
material: diamond_pickaxe
display name: "<&6>Forge a Veteran Tool"
"VeteranWeaponForge":
type: item
material: diamond_sword
display name: "<&6>Forge a Veteran Weapon"
"EliteToolForge":
type: item
material: diamond_pickaxe
display name: "<&d>Forge an Elite Tool"
"EliteWeaponForge":
type: item
material: diamond_sword
display_name: "<&d>Forge an Elite Weapon"
my_inventory_menu_handler:
type: world
events:
on player breaks grass:
- inventory open d:in@my_inventory_menu
on player clicks in BadLuckNPCInventoryMenu:
- determine cancelled
on player drags in BadLuckNPCInventoryMenu:
- determine cancelled
on player clicks my_inventory_menu_slot1 in my_inventory_menu:
- narrate