Paste #6704: Untitled Paste

Date: 2014/07/11 01:09:21 UTC-07:00
Type: Denizen Script

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Rolfar_Golden_Tounge:
    type: assignment
    interact scripts:
    - 10 Rolfar_Script
    actions:
        on assignment:
        - trigger name:chat state:true
        - trigger name:click state:true
        - trigger name:proximity state:true
        - lookclose <npc> state:true

Catlyn_Borkel:
    type: assignment
    interact scripts:
    - 10 Catlyn_Borkel_Script
    actions:
        on assignment:
        - trigger name:chat state:true
        - trigger name:click state:true
        - trigger name:proximity state:true
        - lookclose <npc> state:true

Ben_Miller:
    type: assignment
    interact scripts:
    - 10 Ben_Miller_Script
    actions:
        on assignment:
        - trigger name:chat state:true
        - trigger name:click state:true
        - trigger name:proximity state:true
        - lookclose <npc> state:true

Rarke_Bjornsson:
    type: assignment
    interact scripts:
    - 10 Rarke_Bjornsson_Script
    actions:
        on assignment:
        - trigger name:chat state:true
        - trigger name:click state:true
        - trigger name:proximity state:true
        - lookclose <npc> state:true
        on death:
        - ^execute as_npc "npc respawn -1"
        - ^execute as_server "npc select n@130"
        - ^execute as_server "sentry target remove player:<player.name>"
        - wait 1
        - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok! Baby is stonger than Rarke, here, take debt!"
        - wait 2
        - narrate "<aqua>You take the crown from Rarke, named <gold>Rarke's Shiny Thing<aqua>, and leave"
        - ^give i@Rarkes_Shiny_Thing qty:1
        - flag player Rolfar_Debts_Gathered
        - zap step:Reward script:Rolfar_Script

Rolfar_Script:
    type: interact
    steps:
        1:
            proximity trigger:
                entry:
                    script:
                        - if <player.flag[Rolfar_Quest_Complete]> {
                          - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Thanks again, stranger."
                          - wait 2
                          - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I'll come to yee' if I need more wark done."
                          } else {
                          - narrate "<green>[Rolfar GoldenTounge] <yellow>sighs, as he then look around mumbeling swears"
                          - wait 2
                          - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I'll get meh mon- Oi! Are yee' lookin' far work?"
                          }
            chat trigger:
                  1:
                      Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
                      Script:
                        - wait 2
                        - narrate "[You] -> Rolfar GoldenTounge<&co> Yes, I am."
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Great! I've got a slight problem ya' see."
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I've been running a small gambeling night at the tavern,"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>'boot people ain't payin' opp."
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I need yee' to collect their debts for me."
                        - wait 2
                        - narrate "<aqua>[Rolfar GoldenTounge] rolls out a small scroll, clearing his throat"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I need yee' to collect from<&co> Catlyn Borkel, a lady,"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Ben Miller, thae stable boy,"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>and Mr Rarke Bjornsson, a large barbarian."
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Borkel is located at the graveyard, Miller is at the ooter stables,"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>and Rarke is in the tavern. Get those debts."
                        - flag player Collecting_Debts
                  2:
                      Trigger: "/regex:.+/"
                      Script:
                        - wait 2
                        - narrate "[You] -> Rolfar GoldenTounge<&co> No.. I'm not looking for work..."
                        - wait 2
                        - narrate "<aqua>[Rolfar GoldenTounge] becomes red as a baboons buttex and screams"
                        - wait 2
                        - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>STOP WASTING MY TIME THEN!!!"
                        - zap step:1
        Quest_Failed: 
            proximity trigger: 
                entry: 
                    script: 
                      - if <player.flag[Rolfar_Quest_Fail]> { 
                        - narrate "<red>QUEST FAILED" 
                        - foreach li@item1|item2|item3 { 
                          - if <player.inventory.contains[%value%]> { 
                            - take %value% 
                            } 
                          } 
                        - flag player Rolfar_Quest_Fail:! 
                        - zap step:1 
                        }
        Reward: 
            proximity trigger: 
                entry: 
                    script: 
                      - if <player.flag[Rolfar_Debts_Gathered]> {
                        - if <player.inventory.contains[i@Bens_Shiny_Melon]> && <player.inventory.contains[i@Catlyns_Rod_o_Gold]> && <player.inventory.contains[i@Rarkes_Shiny_Thing]> { 
                          - narrate "<aqua>[You] walk up to [Rolfar GoldenTounge]"
                          - wait 2
                          - narrate "<green>[You] -> Rolfar GoldenTounge<&co> <yellow>Here are the items, sir."
                          - take i@Bens_Shiny_Melon
                          - take i@Catlyns_Rod_o_Gold
                          - take i@Rarkes_Shiny_Thing
                          - wait 2
                          - narrate "<aqua>[Rolfar GoldenTounge] inspects the items, smiling as he does"
                          - wait 2
                          - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Thank yee' stranger, 'ere, take dis in reward."
                          - wait 2
                          - narrate "<aqua>[Rolfar GoldenTounge] hands over 10 ducats, and a golden apple"
                          - ^give emerald qty:10
                          - ^give golden_apple qty:1
                          - narrate "<aqua>YOU GET 100 XP FOR YOUR WORK"
                          - give xp qty:100
                          - flag player Rolfar_Quest_Complete
                          }
                        }

Ben_Miller_Script:
    type: interact
    steps:
        1:
            proximity trigger:
                entry:
                    script:
                      - if <player.flag[Rolfar_Quest_Complete]> {
                        - narrate "<green>[Ben Miller] -> You<&co> <yellow>I have got to stop gambeling..."
                        }
                        else {
                        - if <player.flag[Collecting_Debts]> {
                          - narrate "<aqua>[You] finds [Ben_Miller] hiding near the stables"
                          - wait 2
                          - narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh! Did Rolfar send you?! Please don't hurt me! I'll pay up!"
                          }
                        }
            chat trigger:
                  1:
                      Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
                      Script:
                        - wait 2
                        - narrate "<green>[You] -> Ben_Miller<&co> <yellow>Pay up punk! Or I'm going to punch you so hard..."
                        - wait 2
                        - narrate "<green>[Ben Miller] -> You<&co> <yellow>No! Please! Here, take the melon!
                        - wait 2
                        - narrate "<aqua>[Ben Miller] hands over a glistery shiny melon"
                        - give i@Bens_Shiny_Melon
                        - flag player Rolfar_Debts_Gathered
                  2:
                      Trigger: "/regex:.+/"
                      Script:
                        - wait 2
                        - narrate "<green>[You] -> Ben_Miller<&co> <yellow>No, Rolfar didn't send me."
                        - wait 2
                        - narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh, puh.. I thought I was going to get beaten a second there..."
                        - flag player Rolfar_Quest_Fail
                        - zap step:Quest_Failed script:Rolfar_Script
                        }

Catlyn_Borkel_Script:
    type: interact
    steps:
        1:
            proximity trigger:
                entry:
                    script:
                      - if <player.flag[Rolfar_Quest_Complete]> {
                        - narrate "<green>[Catlyn Borkel] -> You<&co <yellow>I'll get you some day, toddler!"
                        }
                        else {
                        - if <player.flag[Collecting_Debts]> {
                          - narrate "<green>[Catlyn Borkel] picks a rose, as she then  sighs, she then turns arouns toward <player.name>"
                          - wait 2
                          - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Oh, didn't see ya' dear. What do you want dear?"
                          - wait 2
                          - narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow>I am here to collect your debt, Nanny."
                          - wait 2
                          - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Oh! Then that snak Rolfar can piss off! And you punk! Get out of here!"
                          - wait 2
                          - narrate "<aqua>Accept to leave, or stay around - like a man!"
                          - wait 12
                          - narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow> I am here for the debt! And I'm leaving with it!"
                          - wait 2
                          - narrate "<aqua>[Catlyn Borkel] sighs, as she then smacks the player once with a stick, turning netrual again"
                          - wait 2
                          - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Tell Rolfar to mind his own business!"
                          - wait 2
                          - narrate "<aqua>[Catlyn Borkel] grabs the nob of her cane, turning it and it comes off."
                          - wait 2
                          - narrate "<aqua>[Catlyn Borkel] she then turns it upside down and a golden rod falls out from it."
                          - wait 2
                          - give i@Catlyns_Rod_o_Gold
                          - flag player Rolfar_Debts_Gathered
                exit:
                    script:
                      - flag player Rolfar_Quest_Fail
                      - zap step:Quest_Failed script:Rolfar_Script
                        }
                        }

Rarke_Bjornsson_Script:
    type: interact:
    steps:
        1:
            proximity tigger:
                entry:
                    script:
                      - if <player.flag[Rolfar_Quest_Complete]> {
                        - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Baby cheated in fight. But Baby cheat good."
                        }
                        else {
                        - if <player.flag[Collecting_Debts]> {
                          - narrate "<aqua>[Rarke Bjornsson] takes a heavy swig, as he then swipes his mouth with the back of his hand"
                          - wait 2
                          - narrate "<aqua>[You] walks up to [Rarke_Bjornsson]"
                          - wait 2
                          - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>What does baby want? Rarke is busy barb."
                          - wait 2
                          - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>I'm here to collect the deft for Rolfar."
                          - wait 2
                          - narrate "<aqua>[Rarke Bjornsson] laughs heavily, as he then stops, noticing [<player.name>] is serious."
                          - wait 2
                          - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok, baby. Rarke give you debt if baby beat Rarke in combat. Fair?"
            chat trigger:
                  1:
                      Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
                      Script:
                        - flag player Cheat_Death
                        - flag player Fight_Rarke_1
                        - if <player.inverntory.contains[iron_sword]> {
                          - zap step:Fight_Rarke
                          } else {
                          - give iron_sword qty:1
                          - zap step:Fight_Rarke
                          }
                2:
                    Trigger: "/regex:.+/"
                    Script:
                      - wait 2
                      - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>Uh.. No. I'll just tell Rolfar that you didn't want to."
                      - wait 2
                      - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Then go away, baby. Rarke is in ned of drinky."
                      - flag player Rolfar_Quest_Fail
                      - zap step:Quest_Failed script:Rolfar_Script
                          }
                          }
        Fight_Rarke:
            proximity trigger:
                entry:
                    script:
                      - wait 2
                      - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>Yes! Angard!
                      - wait 2
                      - narrate "<aqua>[Rarke Bjornsson] draws his sword, as he then attacks [You]"
                      - wait 3
                      - narrate "<yellow>3..."
                      - wait 3
                      - narrate "<yellow>2..."
                      - wait 3
                      - narrate "<yellow>1..."
                      - wait 3
                      - narrate "<yellow>Start!"
                      - execute as_server "npc select n@130"
                      - execute as_server "sentry target add player:<player.name>"
Bens_Shiny_Melon:
    type: item
    material: glistering_melon
    display name: <gold>Ben's Shiny Melon
    lore:
    - <dark_purple>The melon that Ben Miller
    - <dark_purple>owes Rolfar GoldenTounge

Catlyns_Rod_o_Gold:
    type: item
    material: blaze_rod
    display name: <gold>Catlyn's Rod o' Gold
    lore:
    - <dark_purple>The rod of gold that Catlyn
    - <dark_purple>Borkel owes Rolfar GoldenTounge

Rarkes_Shiny_Thing:
    type: item
    material: golden_helmet
    display name: <gold>Rarke's Shiny Thing
    lore:
    - <dark_purple>The crown that Rarke Bjornsson
    - <dark_purple>owes Rolfar GoldenTounge