Date: 2020/04/17 19:18:33 UTC-07:00
Type: Denizen Script
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MoldirBanker:
type: assignment
debug: false
actions:
on assignment:
- trigger name: click state:true
on click:
- if <player.item_in_hand.script.name||false> == BankPermit:
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Seems like you got a <&6>Golden Nugget Bank Permit<&f>."
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Please take the door to your right to enter the vault area!"
- wait 2s
- playsound <player> Entity_VILLAGER_CELEBRATE
- narrate "Make sure to hold it in your hand!"
- stop
- if <player.item_in_hand.material.name> == emerald_block:
- playsound <player> ENTITY_VILLAGER_NO
- narrate "<&f>Let me count those real quick.<&f>."
- wait 1s
- repeat 16:
- if <player.item_in_hand.material.name> == emerald_block:
- playsound <player> ENTITY_EXPERIENCE_ORB_PICKUP
- take iteminhand
- wait 0.15s
- define Count:+:1
- else:
- playsound <player> ENTITY_VILLAGER_NO
- narrate "<&f>That's just <&3><[Count]> Emerald Block!"
- wait 1
- playsound <player> ENTITY_VILLAGER_NO
- narrate "Sorry, i can't hand you over one for that."
- give <player> Emerald_Block qty:<[Count]>
- define Count:0
- stop
- if <[Count]> == 16:
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Looks good. Here is your <&6>Golden Nugget Bank Permit<&f>."
- flag npc counter:+:1
- give <item[BankPermit].with[nbt=number/<npc.flag[counter]>]>
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Let me explain this real quick!"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "This permit allows you to enter the vault area!"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Inside the vault area, you have your own safe vault assigned."
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Inside this vault, you can store whatever you want"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "You can even decorate it if you want."
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Please listen to the Transit Manager. He has some important infos aswell!"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Enough talk! To get to the vault area, take the door to your right!"
- else:
- playsound <player> ENTITY_VILLAGER_AMBIENT
- narrate "<&f>Welcome to the <&6>Gold Nugget Bank<&f>!"
- wait 2s
- playsound <player> ENTITY_VILLAGER_AMBIENT
- narrate "<&f>Nobody else can store your belongings as safe as we do."
- wait 3s
- playsound <player> ENTITY_VILLAGER_AMBIENT
- narrate "<&f>If you want your own vault it will cost you <&3>16 Emerald Blocks<&f>."
- wait 3s
- playsound <player> ENTITY_VILLAGER_AMBIENT
- narrate "<&f>Super cheap for a safe place like this right?"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "<&f>If you have the <&3>16 Emerald Blocks <&f>feel free to hand them over to me."
# RESET TICKETNUMBERS: /ex flag npc counter:0
# NARRATE NBT (TICKET ID): /ex narrate <player.item_in_hand.nbt[number]>
BankPermit:
type: item
debug: false
material: paper
display name: <&6>Gold Nugget Bank Permit
lore:
- Permit to enter a personal
- vault in <&3>Moldir<&5>. This
- permit is for room <npc.flag[<counter>]>
enchantments:
- silk_touch:1
mechanisms:
flags: HIDE_ALL
nbt: <number/<npc.flag[counter]>>
TransitManager:
type: assignment
debug: true
actions:
on assignment:
- trigger name:click state:true
on click:
- if <player.item_in_hand.script.name||false> == BankPermit:
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "<&f>Lets see..."
- define number <player.item_in_hand.nbt[number]>
- wait 2s
- if <player.item_in_hand.lore.contains_text[room]>:
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- if <player.item_in_hand.nbt[number]> >= 1 && <[number]> < 20:
- define TN1 TowerNumber
- narrate "<&f>Room <&6><player.item_in_hand.nbt[number]><&f>, thats tower <&6><[TN1]>"
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "<&f>I will get you there in no time!"
- mount <player>|minecart <location[-12448.73,78.50,-13160.43,Project_XX]>
- if <player.flag[TransitInstructed]>:
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "You know the rules! Have a good ride!"
- else:
- wait 2s
- playsound <player> ENTITY_VILLAGER_NO
- narrate "Please don't leave the minecart while traveling there."
- wait 2s
- playsound <player> ENTITY_VILLAGER_NO
- narrate "If you do, you won't be able to get to your tower!"
- wait 2s
- playsound <player> ENTITY_VILLAGER_NO
- narrate "You also have to walk back the entire way then. No fun!"
- flag <player> TransitInstructed
- else:
- playsound <player> ENTITY_VILLAGER_NO
- narrate "Please show me your <&6>Bank Permit"
DoorHandler:
type: assignment
actions:
on assignment:
- trigger name:proximity state:true radius:2
interact scripts:
- DoorHandlerInt
DoorHandlerInt:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- if <player.item_in_hand.script.name||false> == BankPermit:
- switch <location[-12439.51,85.00,-13169.34,Project_XX]> state:on
- playsound <player> DOOR_OPEN
- else:
- narrate "You need hold a <&6>Golden Nugget Bank Permit"
- narrate "in your hand to enter the Vault Area"
- playsound <player> ENTITY_VILLAGER_NO
exit:
script:
- switch <location[-12439.51,85.00,-13169.34,Project_XX]> state:off
- playsound <player> DOOR_CLOSE
VaultCon:
type: assignment
actions:
on assignment:
- trigger name:proximity state:true radius:1
interact scripts:
- VaultConInt
VaultConInt:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Hello, the transit to your vault is ahead."
- wait 2s
- playsound <player> ENTITY_VILLAGER_CELEBRATE
- narrate "Please go downstairs."
- cooldown 5m script:VaultConInt