Paste #72174: Untitled Paste

Date: 2020/07/12 08:48:03 UTC-07:00
Type: Denizen Script

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exclamation:
  type: item
  material: player_head[skull_skin=8d7d24be-a6b6-44ef-a689-f7b39b00e283|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzJmZjJlNGZkNDE0Y2FiYTU5YzI0NmI5NzY2YjA0MDdjOWRlZWQ1Nzk3ZjQ2NGE1OTE0N2I4OGRmOTZmYzYifX19]
instancedquestsetup:
  type: assignment
  debug: true
  actions:
    on spawn:
    - foreach <yaml[<npc.flag[instance].as_npc>].read[<npc.flag[instance].as_npc><player.flag[<npc.flag[instance].as_npc>step]>]||<list[]>>:
      - inject <script[<[value].before[)(]>]>
    on damage:
    - flag <npc> playershow:<player>
    - foreach <yaml[<npc.flag[instance].as_npc>].read[damage<npc.flag[instance].as_npc><player.flag[<npc.flag[instance].as_npc>step]>]||<list[]>>:
      - inject <script[<[value].before[)(]>]>
    on despawn:
    - adjust <npc.flag[playershow].as_player> show_entity:<npc.flag[instance].as_npc>
    - adjust <npc.flag[playershow].as_player> show_entity:<npc.flag[instance].as_npc.flag[icon]>
    - adjust <npc.flag[instance].as_npc> skin:<npc.flag[instance].as_npc.name>
    on click:
    - ~yaml load:<npc.flag[instance].as_npc>.yml id:<npc.flag[instance].as_npc>
    - flag <npc> playershow:<player>
    - foreach <yaml[<npc.flag[instance].as_npc>].read[click<npc.flag[instance].as_npc><player.flag[<npc.flag[instance].as_npc>step]>]||<list[]>>:
      - inject <script[<[value].before[)(]>]>
questsetup:
  type: assignment
  debug: true
  actions:
    on assignment:
    - yaml create id:<npc>
    on spawn:
    - ~yaml load:<npc>.yml id:<npc>
    on despawn:
    - yaml savefile:<npc>.yml id:<npc>
    - if !<npc.has_flag[instanced]>:
      - yaml unload id:<npc>
    on chat:
    - if <player.is_op> && <context.message> == wipe:
      - determine passively cancelled
      - wait 2t
      - remove <npc.flag[icon]>
      - flag <npc> instanced:!
      - flag <npc> damage<npc>step:1
      - flag <npc> click<npc>step:1
      - flag <npc> proximity_enter<npc>step:1
      - flag <npc> proximity_exit<npc>step:1
      - flag <npc> mobprox_enter<npc>step:1
      - flag <npc> mobprox_exit<npc>step:1
      - flag <npc> start_fishing<npc>step:1
      - flag <npc> stop_fishing<npc>step:1
      - flag <npc> reel_in_fishing_rod<npc>step:1
      - foreach <server.players>:
        - flag <[value]> damage<npc>step:!
        - flag <[value]> click<npc>step:!
        - flag <[value]> proximity_enter<npc>step:!
        - flag <[value]> proximity_exit<npc>step:!
        - flag <[value]> mobprox_enter<npc>step:!
        - flag <[value]> mobprox_exit<npc>step:!
        - flag <[value]> start_fishing<npc>step:!
        - flag <[value]> stop_fishing<npc>step:!
        - flag <[value]> reel_in_fishing_rod<npc>step:!
      - yaml create id:<npc>
      - narrate "fresh slate applied"
    - if <player.is_op> && <context.message> == setup:
      - determine passively cancelled
      - flag <player> setupnpc:<npc>
      - inventory open d:trigger_options_gui
    - if <player.is_op> && <player.has_flag[questtext]>:
      - determine passively cancelled
      - yaml id:<npc> set <player.flag[action]><npc><npc.flag[<player.flag[action]>step]>:->:<player.flag[questtext]>)(<context.message>
      - narrate "<context.message> applied"
      - inventory open d:quest_options_gui
      - flag <player> questtext:!
    on enter proximity:
    - if !<player.has_flag[proximity_enter<npc>step]>:
      - flag player proximity_enter<npc>step:1
    - foreach <yaml[<npc>].read[proximity_enter<npc><player.flag[proximity_enter<npc>step]>]||<list[]>>:
      - inject <script[<[value].before[)(]>]>
    on exit proximity:
    - if !<player.has_flag[proximity_exit<npc>step]>:
      - flag player proximity_exit<npc>step:1
    - foreach <yaml[<npc>].read[proximity_exit<npc><player.flag[proximity_exit<npc>step]>]||<list[]>>:
      - inject <script[<[value].before[)(]>]>
    on mob enter proximity:
    - foreach <npc.location.find.players.within[15]> as:player:
      - if !<[player].has_flag[mobprox_enter<npc>step]>:
        - flag <[player]> mobprox_enter<npc>step:1
      - foreach <yaml[<npc>].read[mobprox_enter<npc><[player].flag[mobprox_enter<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on mob exit proximity:
    - foreach <npc.location.find.players.within[15]> as:player:
      - if !<[player].has_flag[mobprox_exit<npc>step]>:
        - flag <[player]> mobprox_exit<npc>step:1
      - foreach <yaml[<npc>].read[mobprox_exit<npc><[player].flag[mobprox_exit<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on start fishing:
    - foreach <npc.location.find.players.within[15]> as:player:
      - if !<[player].has_flag[start_fishing<npc>step]>:
        - flag <[player]> start_fishing<npc>step:1
      - foreach <yaml[<npc>].read[start_fishing<npc><[player].flag[start_fishing<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on stop fishing:
    - foreach <npc.location.find.players.within[15]> as:player:
      - if !<[player].has_flag[stop_fishing<npc>step]>:
        - flag <[player]> stop_fishing<npc>step:1
      - foreach <yaml[<npc>].read[stop_fishing<npc><[player].flag[stop_fishing<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on reel in fishing rod:
    - foreach <npc.location.find.players.within[15]> as:player:
      - if !<[player].has_flag[reel_in_fishing_rod<npc>step]>:
        - flag <[player]> reel_in_fishing_rod<npc>step:1
      - foreach <yaml[<npc>].read[reel_in_fishing_rod<npc><[player].flag[reel_in_fishing_rod<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on damage:
    - if <npc.has_flag[instanced]>:
      - if !<player.has_flag[instanced]>:
        - create player <npc.name> save:instanced_npc
        - flag <player> instanced:<entry[instanced_npc].created_npc>
        - assignment set script:instancedquestsetup to:<entry[instanced_npc].created_npc>
        - lookclose <player.flag[instanced].as_npc> state:true
        - adjust <server.players> hide_from_players:<entry[instanced_npc].created_npc>
        - adjust <player> show_entity:<entry[instanced_npc].created_npc>
      - adjust <player.flag[instanced].as_npc> skin:<npc.name>
      - despawn <player.flag[instanced].as_npc>
      - spawn <player.flag[instanced].as_npc> <npc.location.with_pose>
      - wait 5t
      - adjust <player> hide_entity:<npc>
      - adjust <player> hide_entity:<npc.flag[icon]>
      - flag <player.flag[instanced].as_npc> instance:<npc>
      - flag <npc> playershow:<player>
    - else:
      - if !<player.has_flag[damage<npc>step]>:
        - flag player damage<npc>step:1
      - foreach <yaml[<npc>].read[damage<npc><player.flag[damage<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
    on click:
    - if <npc.has_flag[instanced]>:
      - if !<player.has_flag[instanced]>:
        - create player <npc.name> save:instanced_npc
        - flag <player> instanced:<entry[instanced_npc].created_npc>
        - assignment set script:instancedquestsetup to:<entry[instanced_npc].created_npc>
        - lookclose <player.flag[instanced].as_npc> state:true
        - adjust <server.players> hide_from_players:<entry[instanced_npc].created_npc>
        - adjust <player> show_entity:<entry[instanced_npc].created_npc>
      - adjust <player.flag[instanced].as_npc> skin:<npc.name>
      - despawn <player.flag[instanced].as_npc>
      - spawn <player.flag[instanced].as_npc> <npc.location.with_pose>
      - wait 5t
      - adjust <player> hide_entity:<npc>
      - adjust <player> hide_entity:<npc.flag[icon]>
      - flag <player.flag[instanced].as_npc> instance:<npc>
      - flag <npc> playershow:<player>
    - else:
      - if !<player.has_flag[click<npc>step]>:
        - flag player click<npc>step:1
      - foreach <yaml[<npc>].read[click<npc><player.flag[click<npc>step]>]||<list[]>>:
        - inject <script[<[value].before[)(]>]>
quest_setup_events:
  type: world
  debug: true
  events:
    on player clicks in trigger_options_gui:
    - determine passively cancelled
    - wait 5t
    - if <context.item.scriptname.after[)(].contains_any_text[mob]>:
      - trait mobprox state:true to:<player.flag[setupnpc].as_npc>
      - trigger name:proximity state:true npc:<player.flag[setupnpc].as_npc> radius:10
      - flag <player> action:<context.item.scriptname.after[)(]>
    - else if <context.item.scriptname.after[)(].contains_any_text[proximity]>:
      - trigger name:proximity state:true npc:<player.flag[setupnpc].as_npc> radius:10
      - flag <player> action:<context.item.scriptname.after[)(]>
    - else:
      - trigger name:<context.item.scriptname.after[)(]> state:true npc:<player.flag[setupnpc].as_npc>
      - flag <player> action:<context.item.scriptname.after[)(]>
    - narrate "<context.item.scriptname.after[)(]> in use"
    - if !<player.flag[setupnpc].as_npc.has_flag[<player.flag[action]>step]>:
      - flag <player.flag[setupnpc].as_npc> <player.flag[action]>step:1
    - inventory close
    - inventory open d:quest_options_gui
    on player clicks in quest_options_gui:
    - if <context.item.contains_any_text[quest_setup]>:
      - determine passively cancelled
      - if <context.item.scriptname.after[)(]> == icon:
        - create dropped_item name <player.location> save:item
        - if <player.item_in_hand.contains[player_head]>:
          - adjust <entry[item].created_npc> item:<player.item_in_hand>
        - else:
          - adjust <entry[item].created_npc> item:player_head[skull_skin=8d7d24be-a6b6-44ef-a689-f7b39b00e283|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzJmZjJlNGZkNDE0Y2FiYTU5YzI0NmI5NzY2YjA0MDdjOWRlZWQ1Nzk3ZjQ2NGE1OTE0N2I4OGRmOTZmYzYifX19]
        - if <player.flag[setupnpc].as_npc.has_flag[icon]>:
          - remove <player.flag[setupnpc].as_npc.flag[icon]>
          - flag <player.flag[setupnpc].as_npc> icon:<entry[item].created_npc>
        - else:
          - flag <player.flag[setupnpc].as_npc> icon:<entry[item].created_npc>
        - adjust <entry[item].created_npc> gravity:false
        - attach <entry[item].created_npc> to:<player.flag[setupnpc].as_npc> offset:0,2,0 sync_server
      - if <context.item.scriptname.after[)(]> == save:
        - yaml savefile:<player.flag[setupnpc].as_npc>.yml id:<player.flag[setupnpc].as_npc>
      - if <context.item.scriptname.after[)(]> == reset_steps:
        - yaml id:<player.flag[setupnpc].as_npc> set <player.flag[action]><player.flag[setupnpc].as_npc><player.flag[setupnpc].as_npc.flag[<player.flag[action]>step]>:->:flag)(<&lt>player<&gt>)(<player.flag[action]><&lt>npc<&gt>step<&co>1
      - if <context.item.scriptname.after[)(]> == next_step:
        - yaml id:<player.flag[setupnpc].as_npc> set <player.flag[action]><player.flag[setupnpc].as_npc><player.flag[setupnpc].as_npc.flag[<player.flag[action]>step]>:->:flag)(<&lt>player<&gt>)(<player.flag[action]><&lt>npc<&gt>step<&co>+<&co>1
        - flag <player.flag[setupnpc].as_npc> <player.flag[action]>step:+:1
      - if <context.item.scriptname.after[)(]> == despawn:
        - yaml id:<player.flag[setupnpc].as_npc> set <player.flag[action]><player.flag[setupnpc].as_npc><player.flag[setupnpc].as_npc.flag[<player.flag[action]>[step]>:->:despawn)(<&lt>npc<&gt>
      - if <context.item.scriptname.after[)(].contains[npcinstance]>:
        - flag <player.flag[setupnpc].as_npc> instanced
      #wait command section
      - if <context.item.scriptname.after[)(]> == wait:
        - yaml id:<player.flag[setupnpc].as_npc> set <player.flag[action]><player.flag[setupnpc].as_npc><player.flag[setupnpc].as_npc.flag[<player.flag[action]>step]>:->:wait)(2s
      - flag player command:-<&sp><context.item.scriptname.after[)(]>
      #for commands that use the selection tool
      - if <context.item.scriptname.after[)(].contains[walk]> || <context.item.scriptname.after[)(].contains[teleport_npc]> || <context.item.scriptname.after[)(].contains[teleport_player]>:
        - narrate "<context.item.scriptname.after[)(]> editor opened"
        - foreach <context.item.lore>:
          - if <[value].before[)(]> == flag:
            - flag <player> <[value].after[)(]>
        - inventory close
        - wait 5t
        - give questsetupselectionstool
          #narrate and chat command section
      - if <context.item.scriptname.after[)(].contains[narrate]> || <context.item.scriptname.after[)(].contains[chat]>:
        - foreach <context.item.lore>:
          - if <[value].before[)(]> == flag:
            - flag <player> <[value].after[)(]>:<context.item.scriptname.after[)(]>
        - narrate "<green>Please type what you would like to have the npc say"
        - inventory close
    on player right clicks with questsetupselectionstool:
    - determine passively cancelled
    - yaml id:<player.flag[setupnpc].as_npc> set <player.flag[action]><player.flag[setupnpc].as_npc><player.flag[setupnpc].as_npc.flag[<player.flag[action]>step]>:->:<player.flag[selectiontoolcommand]>)(<player.flag[selectiontoolnpc]>)(<context.location>
    - wait 2t
    - fakespawn slime <context.location>
    - narrate "<green>Location set drop the selection tool to complete selections"
    on player drops questsetupselectionstool:
    - determine passively cancelled
    - wait 1t
    - take questsetupselectionstool
    - inventory open d:quest_options_gui
questsetupselectionstool:
  type: item
  material: stick
  dispaly name: selection_tool
despawn:
  type: task
  script:
  - despawn <[value].split[)(].get[2].parsed>
walk:
  type: task
  script:
  - wait 1t
  - ~walk <[value].split[)(].get[2].parsed> <[value].split[)(].get[3]>
wait:
  type: task
  script:
  - wait <[value].after[)(]>
narrate:
  type: task
  script:
  - if <[value].contains_any_text[$$]> && <[value].contains_any_text[##]>:
    - narrate <[value].after[)(].replace[$$].with[<player.name>].replace[##].with[<npc.name>]> targets:<player||<[player]>>
  - else if <[value].contains_any_text[$$]>:
    - narrate <[value].after[)(].replace[$$].with[<player.name>]> targets:<player||<[player]>>
  - else if <[value].contains_any_text[##]>:
    - narrate <[value].after[)(].replace[##].with[<npc.name>]> targets:<player||<[player]>>
  - else:
    - narrate <[value].after[)(]> targets:<player||<[player]>>
chat:
  type: task
  script:
  - if <[value].contains_any_text[$$]> && <[value].contains_any_text[##]>:
    - chat <[value].after[)(].replace[$$].with[<player.name>].replace[##].with[<npc.name>]>
  - else if <[value].contains_any_text[$$]>:
    - chat <[value].after[)(].replace[$$].with[<player.name>]>
  - else if <[value].contains_any_text[##]>:
    - chat <[value].after[)(].replace[##].with[<npc.name>]>
  - else:
    - narrate <[value].after[)(]>
teleport:
  type: task
  script:
  - teleport <[value].split[)(].get[2].parsed> <[value].split[)(].get[3]>
animate:
  type: task
  script:
  - narrate stuff
flag:
  type: task
  script:
  - flag <[value].split[)(].get[2].parsed> <[value].split[)(].get[3].parsed>
#buttons and inventory items
trigger_options_gui:
  type: inventory
  inventory: chest
  slots:
    - [quest_action)(damage] [quest_action)(reel_in_fishing_rod] [quest_action)(stop_fishing] [quest_action)(start_fishing] [quest_action)(mobprox_exit] [quest_action)(mobprox_enter] [quest_action)(proximity_exit] [quest_action)(proximity_enter] [quest_action)(click]
quest_action)(damage:
  type: item
  debug: false
  material: wooden_sword
  display name: damage
  lore:
  - triggered when a player hits an npc
quest_action)(reel_in_fishing_rod:
  type: item
  debug: false
  material: salmon
  display name: reel_in_fishing_rod
  lore:
  - triggered when the npc reels in the fishing pole
quest_action)(stop_fishing:
  type: item
  debug: false
  material: bucket
  display name: stop_fishing
  lore:
  - triggered when an npc stops fishing
quest_action)(start_fishing:
  type: item
  debug: false
  material: fishing_rod
  display name: start_fishing
  lore:
  - triggered when an npc starts fishing
quest_action)(mobprox_exit:
  type: item
  debug: false
  material: dark_oak_trapdoor
  display name: mobprox_exit
  lore:
  - triggered when a mob leaves the npcs proximity radius
quest_action)(mobprox_enter:
  type: item
  debug: false
  material: oak_trapdoor
  display name: mobprox_enter
  lore:
  - triggered when a mob enters the proximity radius
quest_action)(proximity_exit:
  type: item
  debug: false
  material: dark_oak_door
  display name: proximity_exit
  lore:
  - triggered when a player leaves the proximity radius
quest_action)(proximity_enter:
  type: item
  debug: false
  material: oak_door
  display name: proximity_enter
  lore:
  - triggered when a player enters the proximity radius
quest_action)(click:
  type: item
  debug: false
  material: stone_button
  display name: click
  lore:
  - triggered when a player right clicks the npc

quest_options_gui:
  type: inventory
  inventory: chest
  slots:
    - [quest_setup)(narrate] [quest_setup)(chat] [quest_setup)(wait] [quest_setup)(walk] [quest_setup)(teleport_player] [quest_setup)(teleport_npc] [quest_setup)(npcinstance] [quest_setup)(despawn] [quest_setup)(next_step]
    - [quest_setup)(reset_steps] [quest_setup)(save] [quest_setup)(icon] [] [] [] [] [] []
    - [] [] [] [] [] [] [] [] []
quest_setup)(narrate:
  type: item
  debug: false
  material: birch_sign
  display name: narrate
  lore:
  - makes an npc show text only to the player speaking with the npc.
  - use $$ to have the text return the player's name
  - use ## to have the text return the npc's name
  - flag)(questtext
quest_setup)(chat:
  type: item
  debug: false
  material: oak_sign
  display name: chat
  lore:
  - makes an npc show text to all players within range.
  - use $$ to have the text return the player's name
  - use ## to have the text return the npc's name
  - flag)(questtext
quest_setup)(wait:
  type: item
  debug: false
  material: clock
  display name: wait
  lore:
  - makes a delay for in between text and other commands.
  - wait)(2s
quest_setup)(walk:
  type: item
  debug: false
  material: leather_boots
  display name: walk
  lore:
  - makes an npc walk to a specified location
  - note needs to be within 20 blocks per walk location
  - flag)(selectiontoolnpc<&co><&lt>npc<&gt>
  - flag)(selectiontoolcommand<&co>walk
quest_setup)(teleport_player:
  type: item
  debug: false
  material: ender_pearl
  display name: teleport_player
  lore:
  - teleports the player to a specified location
  - flag)(selectiontoolnpc<&co><&lt>player<&gt>
  - flag)(selectiontoolcommand<&co>teleport
quest_setup)(teleport_npc:
  type: item
  debug: false
  material: ender_eye
  display name: teleport_npc
  lore:
  - teleports the npc to a specified location
  - flag)(selectiontoolnpc<&co><&lt>npc<&gt>
  - flag)(selectiontoolcommand<&co>teleport
  #
quest_setup)(npcinstance:
  type: item
  debug: false
  material: glass
  display name: instance
  lore:
  - makes the npc instanced
  - use despawn to bring the npc back to its original point
  - automatically brings the npc back to its original point when it despawns
  - can only be used with damage and click actions
  #
quest_setup)(despawn:
  type: item
  debug: false
  material: heart_of_the_sea
  display name: despawn
  lore:
  - despawns the npc
  #
quest_setup)(next_step:
  type: item
  debug: false
  material: stone_brick_stairs
  display name: next_step
  lore:
  - adds a new step to the npc
  - use this to make the player have
  - to click the npc for the next step
  #
quest_setup)(reset_steps:
  type: item
  debug: false
  material: stone_bricks
  display name: reset_steps
  lore:
  - resets the npc steps for the selected action
  - to start the quest over
  - use at the end of your last step
  - when you want a repeating quest
  #
quest_setup)(save:
  type: item
  debug: false
  material: chest
  display name: save
  lore:
  - saves this quest
  #
quest_setup)(icon:
  type: item
  debug: false
  material: player_head[skull_skin=8d7d24be-a6b6-44ef-a689-f7b39b00e283|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzJmZjJlNGZkNDE0Y2FiYTU5YzI0NmI5NzY2YjA0MDdjOWRlZWQ1Nzk3ZjQ2NGE1OTE0N2I4OGRmOTZmYzYifX19]
  display name: add_icon
  lore:
  - adds an icon over the npcs head
  - optionally use a player head for more icons
  - hold a player head item in your hand before
  - executing this command the held item will become the icon
#
quest_setup)(clickable_text:
  type: item
  debug: false
  material: acacia_sign
  display name: clickable_text
  lore:
  - moves to the next step
  - make it as if the player
  - was selecting dialogue
  - input your own dialogue
  #
quest_setup)(previous_step:
  type: item
  debug: false
  material: cobblestone_stairs
  display name: previous_step
  lore:
  - takes the player back a step