Title | Untitled Paste |
Type | Denizen Script |
Date | 2019/11/06 08:43:13 UTC-08:00 |
By | Guest |
Other | |
Paste |
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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 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 11100 MyAssignmentScript:
type: assignment actions: on assignment: - chat "I has been assigned!" - trigger name:proximity state:true Interact Scripts: - Quests_Priest Quests_Priest: type: Interact Steps: '1': Proximity trigger: Entry: Script: - narrate hello - spawn ARMOR_STAND[custom_name="<&a>Quest available!";custom_name_visibility=true;gravity=false] <npc.location.above[1]> save:new - spawn ARMOR_STAND[custom_name="<&e>Quest ongoing!";custom_name_visibility=true;gravity=false] <npc.location.above[1]> save:ongoing - spawn ARMOR_STAND[custom_name="<&c>Quest finished!";custom_name_visibility=true;gravity=false] <npc.location.above[1]> save:finish - adjust <player> hide_entity:<entry[new]> - adjust <player> hide_entity:<entry[ongoing]> - adjust <player> hide_entity:<entry[finish]> - if <player.flag[<player.uuid>_priest_daily_set]>: - adjust <player> show_entity:<entry[ongoing]> - if <player.flag[<player.uuid>_priest_daily_set]> !: - adjust <player> show_entity:<entry[new]> - if <player.flag[<player.uuid>_priest_rewarded]> !: - adjust <player> show_entity:<entry[finish]> '2': click trigger: script: - if <player.flag[<player.uuid>_priest_day_reset].sub[<util.date.time.day>]> != 0 || <player.has_flag[<player.uuid>_priest_day_reset]> !: - flag player <player.uuid>_priest_daily_set:false - flag player <player.uuid>_priest_rewarded:false - if <player.flag[<player.uuid>_priest_daily_set]>: - if <player.inventory.contains[<player.flag[<player.uuid>_daily_priest].get[2]>].quantity[<player.flag[<player.uuid>_daily_priest].get[1]>]> || <player.flag[<player.uuid>_priest_rewarded]> !: - take <player.flag[<player.uuid>_daily_priest].get[2]> quantity:<player.flag[<player.uuid>_daily_priest].get[1]> - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> <&f>Thanks for these materials, <&e><player.name><&f>!" - define "w2:<[pt]> <&f>I will have new quests for you tomorrow!" - narrate "<[w1]>" - wait <[w1].length.div[2]>t - narrate "<[w2]>" - wait 1s - flag player <player.uuid>_priest_daily_completed:true # Prepare rewards - choose "<player.flag[<player.uuid>_daily_priest].get[4]>": - case "I": - define enchantlvl:1 - case "II": - define enchantlvl:2 - choose "<player.flag[<player.uuid>_daily_priest].get[3]>": - case "Efficiency": - define enchant:DIG_SPEED - case "Sharpness": - define enchant:DAMAGE_ALL - case "Unbreaking": - define enchant:DURABILITY - case "Smite": - define enchant:DAMAGE_UNDEAD - case "Fortune": - define enchant:LOOT_BONUS_BLOCKS - case "Power": - define enchant:ARROW_DAMAGE - case "Feather Falling": - define enchant:PROTECTION_FALL - narrate "<[pt]> <&f>Here is your <&d>reward<&f>." - wait 1s - give i@enchanted_book[enchantments=<[enchant]>,<[enchantlvl]>] - flag player <player.uuid>_priest_rewarded:true - else if <player.inventory.contains[<player.flag[<player.uuid>_daily_priest].get[2]>].quantity[<player.flag[<player.uuid>_daily_priest].get[1]>]> || <player.flag[<player.uuid>_priest_rewarded]>: - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> <&f>Thanks for these materials, <&e><player.name><&f>!" - define "w2:<[pt]> <&f>I hope you come back tomorrow!" - narrate "<[w1]>" - wait <[w1].length.div[2]>t - narrate "<[w2]>" - else: - narrate "<&6><&l>[<&6>Priest<&6><&l>] <&f>I needed <&a><player.flag[<player.uuid>_daily_priest].get[1]> <&translate[item.minecraft.<player.flag[<player.uuid>_daily_priest].get[2]>]>(s)<&f> and was going to give you a book of <&d><player.flag[<player.uuid>_daily_priest].get[3]> <player.flag[<player.uuid>_daily_priest].get[4]><&f>, come back to me when you have the <&a><&translate[item.minecraft.<player.flag[<player.uuid>_daily_priest].get[2]>]>(s)" - if <player.flag[<player.uuid>_priest_daily_set]> !: - engage - flag player <player.uuid>_priest_day_reset:<util.date.time.day> - flag player <player.uuid>_daily_priest:! - define "material_amount:<util.random.int[5].to[20]>" - define "material_name:<list[iron_ingot|emerald|bread].random>" - define "enchant_name:<list[Efficiency|Sharpness|Unbreaking|Smite|Protection|Fortune|Power|Feather Falling].random>" - define "enchant_level:<list[I|II].random>" - flag player <player.uuid>_daily_priest:->:<[material_amount]> - flag player <player.uuid>_daily_priest:->:<[material_name]> - flag player <player.uuid>_daily_priest:->:<[enchant_name]> - flag player <player.uuid>_daily_priest:->:<[enchant_level]> - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> <list[<&f>Oh, <&e><player.name><&f>!|<&f>Hello <&e><player.name><&f>!|<&f>Nice to see you <&e><player.name><&f>!|<&f>It's <&e><player.name><&f>!|<&f>Greetings to my church <&e><player.name><&f>!].random>" - define "w2:<[pt]> <list[<&f>I need to you do a little job for me|<&f>Would you collect some materials for me?|<&f>Do you happen to have some of these materials around?|<&f>Would you like to take this offer?|<&f>Are you up for a job, <&e><player.name><&f>?].random>" - define "w3:<[pt]> <&f>I need <&a><player.flag[<player.uuid>_daily_priest].get[1]> <&translate[item.minecraft.<player.flag[<player.uuid>_daily_priest].get[2]>]>(s)<&f>, in exchange I can give you this book of <&d><player.flag[<player.uuid>_daily_priest].get[3]> <player.flag[<player.uuid>_daily_priest].get[4]><&f>." - narrate "<[w1]>" - wait <[w1].length.div[2]>t - narrate "<[w2]>" - wait <[w2].length.div[2]>t - narrate "<[w3]>" - flag player <player.uuid>_priest_daily_set:true - disengage |
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