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] save:new - spawn ARMOR_STAND[custom_name="<&e>Quest ongoing!";custom_name_visibility=true;gravity=false] save:ongoing - spawn ARMOR_STAND[custom_name="<&c>Quest finished!";custom_name_visibility=true;gravity=false] save:finish - adjust hide_entity: - adjust hide_entity: - adjust hide_entity: - if _priest_daily_set]>: - adjust show_entity: - if _priest_daily_set]> !: - adjust show_entity: - if _priest_rewarded]> !: - adjust show_entity: '2': click trigger: script: - if _priest_day_reset].sub[]> != 0 || _priest_day_reset]> !: - flag player _priest_daily_set:false - flag player _priest_rewarded:false - if _priest_daily_set]>: - if _daily_priest].get[2]>].quantity[_daily_priest].get[1]>]> || _priest_rewarded]> !: - take _daily_priest].get[2]> quantity:_daily_priest].get[1]> - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> <&f>Thanks for these materials, <&e><&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 _priest_daily_completed:true # Prepare rewards - choose "_daily_priest].get[4]>": - case "I": - define enchantlvl:1 - case "II": - define enchantlvl:2 - choose "_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 _priest_rewarded:true - else if _daily_priest].get[2]>].quantity[_daily_priest].get[1]>]> || _priest_rewarded]>: - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> <&f>Thanks for these materials, <&e><&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>_daily_priest].get[1]> <&translate[item.minecraft._daily_priest].get[2]>]>(s)<&f> and was going to give you a book of <&d>_daily_priest].get[3]> _daily_priest].get[4]><&f>, come back to me when you have the <&a><&translate[item.minecraft._daily_priest].get[2]>]>(s)" - if _priest_daily_set]> !: - engage - flag player _priest_day_reset: - flag player _daily_priest:! - define "material_amount:" - define "material_name:" - define "enchant_name:" - define "enchant_level:" - flag player _daily_priest:->:<[material_amount]> - flag player _daily_priest:->:<[material_name]> - flag player _daily_priest:->:<[enchant_name]> - flag player _daily_priest:->:<[enchant_level]> - define "pt:<&6><&l>[<&6>Priest<&6><&l>]" - define "w1:<[pt]> Oh, <&e><&f>!|<&f>Hello <&e><&f>!|<&f>Nice to see you <&e><&f>!|<&f>It's <&e><&f>!|<&f>Greetings to my church <&e><&f>!].random>" - define "w2:<[pt]> 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><&f>?].random>" - define "w3:<[pt]> <&f>I need <&a>_daily_priest].get[1]> <&translate[item.minecraft._daily_priest].get[2]>]>(s)<&f>, in exchange I can give you this book of <&d>_daily_priest].get[3]> _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 _priest_daily_set:true - disengage