Date: 2019/07/29 21:13:42 UTC-07:00
Type: Denizen Script
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Ian:
type: task
debug: true
script:
- narrate format:npcchat "Need something?"
- define Options "<list[Do you need help with anything?|I'd like to browse your wares|What can you me about the town?]>"
- foreach <[Options]>:
- define message "<&a>[<&e>Click<&a>] <&r><[value]>"
- define Command "fakecommand <[loop_index]>"
- define Hover "<&a>[<&e>Select<&a>] <&r><[value]>"
- narrate <proc[MsgCommand].context[<[Message]>|<[Command]>|<[Hover]>]>
playerchat:
type: format
format: "<&6><player.name>:<&f><text>"
npcchat:
type: format
format: "<&6><npc.name>:<&f><text>"
sidebar_update:
type: world
events:
on player picks up raw_salmon:
- sidebar set "scores:1" "values:Get Salmon <InventoryTag.quanty.material[raw_salmon]>/<player.flag[get_fish]>"
on player close inventory:
- sidebar set "line: Raw Salmon <InventoryTag.quanty.material[raw_salmon]>/<player.flag[get_fish]>"
lore_conversation_branch:
type: task
debug: true
lore_branch_option:
- define Options "<list[Do you need help with anything?|I'd like to browse your wares|What can you me about the town?]>"
- foreach <[Options]>:
- define message "<&a>[<&e>Click<&a>] <&r><[value]>"
- define Command "fakecommand <[loop_index]>"
- define Hover "<&a>[<&e>Select<&a>] <&r><[value]>"
- narrate <proc[MsgCommand].context[<[Message]>|<[Command]>|<[Hover]>]>
initial_conversation:
type: world
debug: true
events:
on fakecommand command:
- determine passively fulfilled
- if <context.args.get[1]> == 1: *Shop Open Dialogue*
- narrate format:playerchat "I need supplies"
- stop
- if <context.args.get[1]> == 2: *Available Quest dialogue*
- narrate format:playerchat "I'm looking for work"
- wait 2s
- narrate format:npcchat "I need help, can you help me clear out the zombies from the graveyard?"
- wait 2s
- define Options "<list[Accept Quest|Decline Quest]>"
- foreach <[Options]>:
- define Message "<&a>[<&e>Click<&a>] <&r><[value]>"
- define Command "fakecommand <[loop_index].add[3]>"
- define Hover "<&a>[<&e>Select<&a>] <&r><[value]>"
- narrate <proc[MsgCommand].context[<[Message]>|<[Command]>|<[Hover]>]>
- stop
- if <context.args.get[1]> == 3: *town lore chat*
scripts:
- narrate format:playerchat "What can you tell me about the town?"
- define Options "<list[I'd like to know more about the town|What can you tell me about yourself?|What is that castle?|I'd like to talk about something else]>"
- foreach <[Options]>:
- define message "<&a>[<&e>Click<&a>] <&r><[value]>"
- define Command "fakecommand <[loop_index]>.add[5]"
- define Hover "<&a>[<&e>Select<&a>] <&r><[value]>"
- narrate <proc[MsgCommand].context[<[Message]>|<[Command]>|<[Hover]>]>
- stop
- if <context.args.get[1]> == 4: *accept quest*
- flag player get_fish:<util.random.int[10].to[50]>
- narrate format:npcchat "Great, i need you to get me <player.flag[get_fish]> raw salmons."
- sidebar add "title:Need Fish" "scores:1" "values:Get Salmon <InventoryTag.quanty.material[raw_salmon]>/<player.flag[get_fish]>"
- stop
- if <context.args.get[1]> == 5: *decline quest*
- inject locally
- stop
- if <context.args.get[1]> == 6: *I'd like to know more about the town. (dialogue select)*
scripts:
- narrate format:playerchat "I'd like to know about the town"
- wait 3t
- narrate format:npcchat "This town was established a few months ago when the land was given to Lady Theresa."
- wait 3t
- narrate format:npcchat "It's main purpose is to be a fishing dock for the kingdom of Larden."
- wait 3t
- narrate format:npcchat "Not much else to say, since it's a newly established town it doesn't have much history."
- wait 5t
- inject locally lore_branch_option instantly
- stop
- if <context.args.get[1]> == 7: *What can you tell me about yourself? (dialogue select)*
scripts:
- narrate format:playerchat "What can you tell me about yourself?"
- wait 3t
- narrate format:npcchat "I'm the local fisherman, Moved here from the capital a weeks back."
- wait 3t
- inject locally lore_branch_option instantly
- stop
- if <context.args.get[1]> == 8: *What can you tell me about yourself? (dialogue select)*
scripts:
- narrate format:playerchat "What is that castle?"
- wait 3t
- narrate format:npcchat "That's the keep, Lady Theresa lives there and it also acts as the barracks."
- wait 3t
- inject locally lore_branch_option instantly
- stop
- if <context.args.get[1]> == 9:
- inject locally Ian instantly
- stop