Date: 2020/06/18 18:41:19 UTC-07:00
Type: Denizen Script
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bankteller1:
type: assignment
debug: false
actions:
on assignment:
- trigger name:damage state:true
- trigger name:click state:true
- trigger name:proximity state:true radius:5
interact scripts:
- bankteller1_interact
Bankteller1Chat:
type: format
debug: false
format: <&f>BankTeller1Name:<&8> <text>
bankteller_Inventory:
type: inventory
title: "<&7>Royal Bank"
size: 9
slots:
- "[] [] [check100] [] [check1000] [] [check10000] [] []"
Check100:
type: item
material: paper
display name: "<&r>Check"
lore:
- "<&8><&o>Can be cashed at the Royal Bank"
- "<&6>Worth: $100"
Check1000:
type: item
material: paper
display name: "<&r>Check"
lore:
- "<&8><&o>Can be cashed at the Royal Bank"
- "<&6>Worth: $1000"
Check10000:
type: item
material: paper
display name: "<&r><&6>Check"
lore:
- "<&8><&o>Can be cashed at the Royal Bank"
- "<&6>Worth: $10000"
bankteller_Inventory_Handler:
type: world
events:
on player clicks check100 in bankteller_Inventory:
- if <player.money> >= 100:
- inventory close
- money take quantity:100
- narrate format:Bankteller1Chat "After purchased check100 msg"
- give check100
- else:
- inventory close
- narrate format:Bankteller1Chat "couldnt afford check100 msg"
on player clicks check1000 in bankteller_Inventory:
- if <player.money> >= 1000:
- inventory close
- money take quantity:1000
- narrate format:Bankteller1Chat "After purchased check1000 msg"
- give check1000
- else:
- inventory close
- narrate format:Bankteller1Chat "couldnt afford check1000 msg"
on player clicks check10000 in bankteller_Inventory:
- if <player.money> >= 10000:
- inventory close
- money take quantity:10000
- narrate format:Bankteller1Chat "After purchased check10000 msg"
- give check10000
- else:
- inventory close
- narrate format:Bankteller1Chat "couldnt afford check10000 msg"
on player clicks in bankteller_Inventory priority:2:
- determine cancelled
on player drags in bankteller_Inventory priority:2:
- determine cancelled
bankteller1_interact:
type: interact
steps:
1:
damage trigger:
script:
- random:
- ^narrate format:Bankteller1Chat "Welcome to the bank msg"
- zap 2
click trigger:
script:
- inventory open d:bankteller_Inventory
2:
damage trigger:
script:
- random:
- ^narrate format:Bankteller1Chat "Would you like to cash a check? msg"
- zap 3
proximity trigger:
exit:
script:
- zap 1
click trigger:
script:
- inventory open d:bankteller_Inventory
3:
damage trigger:
script:
- random:
- ^narrate format:Bankteller1Chat "Confirmation that you would like to cash a check? msg"
- zap 4
proximity trigger:
exit:
script:
- zap 1
click trigger:
script:
- inventory open d:bankteller_Inventory
4:
damage trigger:
script:
- if <player.contains.scriptname[Check100]>:
- narrate <player.quantity.scriptname[Check100]>
- if <player.contains.scriptname[Check1000]>:
- narrate <player.quantity.scriptname[Check1000]>
- if <player.contains.scriptname[Check10000]>:
- narrate <player.quantity.scriptname[Check10000]>
- random:
- narrate format:GlassshopChat "Checks have been liquidated msg/thanks for using the royal bank msg"
- zap 5
proximity trigger:
exit:
script:
- zap 1
click trigger:
script:
- inventory open d:bankteller_Inventory
5:
damage trigger:
script:
- random:
- narrate format:GlassshopChat "random msgs that show this npcs charachter msg"
proximity trigger:
exit:
script:
- zap 1
click trigger:
script:
- inventory open d:bankteller_Inventory