Paste #54621: Untitled Paste

Date: 2019/06/12 04:58:12 UTC-07:00
Type: Denizen Script

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# CURRENCIES ( CUSTOM ITEMS )

copper:
    type: item
    material: i@diamond
    display name: copper

# RENAMING RESTRICTIONS

renaming-restrictions:
    type: world
    events:
        on command rename:
            - narrate "Rename Script Started..."
            # need to script this part
            - if false:
                - determine cancelled


# PROFESSIONS

profession-scripts:
    type: world
    events:

## ARTISAN ----------------------------------------------------------------

### Block Breaking Scripts


### Crafting Recipe Scripts
        on player crafts FLOWER_POT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled 
        on player crafts ARMOR_STANDS:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled                         
        on player crafts TURTLE_HELMET:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled
        on player crafts COMPASS:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled
        on player crafts CLOCK:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled            
        on player crafts PAINTING:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled   
        on player crafts HOPPER:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled   
        on player crafts CHEST:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled   
        on player crafts MAP:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't an artisan!"
                - determine cancelled   

### Enchant Scripts



## BLACKSMITH ----------------------------------------------------------------

### Block Breaking Scripts



### Crafting Recipe Scripts
        # Iron Tools & Armor
        on player crafts iron_axe:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_boots:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_chestplate:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_helmet:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_hoe:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_leggings:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_shovel:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts iron_sword:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled        
        # Diamond Tools & Armor        
        on player crafts diamond_axe:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_boots:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_chestplate:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_helmet:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_hoe:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!" 
                - determine cancelled
        on player crafts diamond_leggings:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_shovel:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        on player crafts diamond_sword:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled  
        # Misc Stuff
        on player crafts anvil:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled  
        on player crafts minecart:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled    
        on player crafts RAIL:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled 
        on player crafts ACTIVATOR_RAIL:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled 
        on player crafts DETECTOR_RAIL:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled 
        on player crafts POWERED_RAIL:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "You aren't a blacksmith!"
                - determine cancelled
        # need to add saddle recipe here

### Enchant Scripts


### Other Scripts
        on player right clicks anvil:
            - if <player.in_group[[prof]-blacksmith].not>:
                - narrate "Can't use that!"
                - determine cancelled

## BREWER ----------------------------------------------------------------

### Block Breaking Scripts
        on player breaks CAULDRON:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-brewer].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING

### Crafting Recipe Scripts
        on player crafts cauldron:
            - if <player.in_group[prof]-brewer].not>:
                - narrate "You aren't a brewer!"
                - determine cancelled
        on player crafts GLASS_BOTTLE:
            - if <player.in_group[prof]-brewer].not>:
                - narrate "You aren't a brewer!"
                - determine cancelled

### Enchant Scripts



## MINER ----------------------------------------------------------------

### Block Breaking Scripts
        # STONE-ESQUE BLOCKS
        on player breaks STONE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 33% chance of failing
                - if <util.random.int[1].to[3]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks GRANITE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break granite..."
                # 33% chance of failing
                - if <util.random.int[1].to[3]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks DIORITE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break diorite..."
                # 33% chance of failing
                - if <util.random.int[1].to[3]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks ANDESITE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break andesite..."
                # 66% chance of failing
                - if <util.random.int[1].to[3]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING    
        # ORES
        on player breaks LAPIS_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break lapis ore..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING            
        on player breaks IRON_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break iron ore..."
                # 33% chance of failing
                - if <util.random.int[1].to[3]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks DIAMOND_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break diamond ore..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING         
        on player breaks COAL_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break coal ore..."
                # 84% chance of failing
                - if <util.random.int[1].to[6]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
        on player breaks REDSTONE_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break redstone ore..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
        on player breaks EMERALD_ORE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-miner].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break emerald ore..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
        # Misc Things
        on player breaks ANVIL:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-brewer].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING

### Crafting Recipe Scripts




### Enchant Scripts



## WOODCUTTER ----------------------------------------------------------------

### Block Breaking Scripts
        # STONE-ESQUE BLOCKS
        on player breaks OAK_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 25% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks SPRUCE_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 25% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks BIRCH_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 25% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
                - else:
                    - narrate "Success! You got lucky!"
        on player breaks JUNGLE_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks ACACIA_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks DARK_OAK_LOG:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-woodcutter].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING

### Crafting Recipe Scripts

### Crafting Recipe Scripts


### Enchant Scripts



## FISHERMAN ----------------------------------------------------------------

### Block Breaking Scripts


### Crafting Recipe Scripts
        on player crafts FISHING_ROD:
            - if <player.in_group[[prof]-fisherman].not>:
                - narrate "You aren't a fisherman!"
                - determine cancelled
        on player crafts OAK_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts SPRUCE_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts BIRCH_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts JUNGLE_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts ACACIA_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts DARK_OAK_BOAT:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled

### Enchant Scripts




## HORTICULTURALIST ----------------------------------------------------------------

### Block Breaking Scripts
        on player breaks WHEAT:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 25% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
                - else:
                    #- narrate "Success! You got lucky!"
        on player breaks POTATO:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 25% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
                - else:
                    #- narrate "Success! You got lucky!"
        on player breaks CARROT:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 16% chance of failing
                - if <util.random.int[1].to[6]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
                - else:
                    #- narrate "Success! You got lucky!"
        on player breaks BEETROOT:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 16% chance of failing
                - if <util.random.int[1].to[6]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
                - else:
                    #- narrate "Success! You got lucky!"
        on player breaks NETHER_WART:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks MELON:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks PUMPKIN:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks MELON_STEM:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks PUMPKIN_STEM:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks SUGAR_CANE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 16% chance of failing
                - if <util.random.int[1].to[6]> == 1:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING 
                - else:
                    #- narrate "Success! You got lucky!"
        on player breaks CACTUS:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 50% chance of failing
                - if <util.random.int[1].to[2]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks VINE:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 80% chance of failing
                - if <util.random.int[1].to[5]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
        on player breaks COCOA_BEANS:
            # testing to see if script is recognized
            #- narrate "Script started..."
            # using sanddigger as a test group
            - if <player.in_group[[prof]-horticulturalist].not>:
                # testing to see if the first if statement is recognized
                #- narrate "Trying to break cobblestone..."
                # 75% chance of failing
                - if <util.random.int[1].to[4]> == 1:
                    #- narrate "Success! You got lucky!"
                - else:
                    #- narrate "Failed to gain resources! You lack the skill!"
                    - determine NOTHING
### Crafting Recipe Scripts
        on player crafts HAY_BLOCK:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts CAKE:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled
        on player crafts COOKIE:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a horticulturalist!"
                - determine cancelled

### Enchant Scripts



## HERDSMAN ----------------------------------------------------------------

### Block Breaking Scripts



### Crafting Recipe Scripts
        on player crafts PAPER:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled    
        on player crafts ITEM_FRAME:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled   
        on player crafts BOOK:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled   
        on player crafts LEATHER_BOOTS:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled
        on player crafts LEATHER_CHESTPLATE:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled
        on player crafts LEATHER_HELMET:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled
        on player crafts LEATHER_LEGGINGS:
            - if <player.in_group[[prof]-artisan].not>:
                - narrate "You aren't a herdsman!"
                - determine cancelled


### Enchant Scripts


### Other Scripts
        on player right clicks at entity:
            - if <player.in_group[[prof]-herdsman].not>:
                - determine cancelled


## SERF ----------------------------------------------------------------

### Block Breaking Scripts



### Crafting Recipe Scripts



### Enchant Scripts