Title | Rolfar |
Type | Denizen Script |
Date | 2014/07/22 15:02:57 UTC-07:00 |
By | Guest |
Other | |
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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 148" - ^execute as_server "sentry target remove player:<player.name>" - wait 1 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Your fight well even though a little dirty, newcomer!" - wait 2 - narrate "<aqua>Rarke picks himself up from the floor, slightly dazed." - wait 2 - narrate "<aqua>You take the crown from Rarke, named <gold>Rarke's Shiny Thing<aqua>, put it in your leather sack and leave..." - ^give i@Rarkes_Shiny_Thing qty:1 - flag player Rolfar_Quest:++ - zap step:END script:Rarke_Bjornsson_Script Rolfar_Script: type: interact steps: 1: Click Trigger: Script: - if !<player.flag[Rolfar_Quest]> { - narrate "<green>[Rolfar GoldenTounge] <yellow>...sighs...whilst muttering to himself..." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I'll get you the mon.... oh wait, by chance, are you looking for work?" - zap step:Take_Quest } - if <player.flag[Rolfar_Quest]> > 3 && !<player.flag[Quest_Gerlands_Letter]> { - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Thank you once again, stranger." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>When I need more work done, I will find you." } - if <player.flag[Quest_Gerlands_Letter]> = 2 { - wait 1 - narrate "<aqua>[Rolfar] looks up as you approach him...." - wait 2 - narrate "<aqua>[Rolfar] his voice gruff and deep..." - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>What do you want? I suppose you are here begging for work..." - wait 2 - narrate "<aqua>You look at Rolfar slightly nervously remembering what you did for him previously..." - wait 1 - narrate "<green>[Rolfar] -> You<&co> <yellow>So what do you want?" - wait 2 - narrate "<aqua>You throw the purse down at his feet..." - wait 1 - take i@Ekialdes_Debt qty:1 - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>What is that?" - wait 1 - narrate "<aqua>He bends down and picks up the purse and inspects the markings on the side of the bag." - narrate "<green>[Rolfar] -> You<&co> <yellow>I recognise these markings. They are from the one they call Ekialde in Roskgrod." - wait 2 - narrate "<aqua>He laughs a deep gutteral laugh and looks at you directly in the eyes..." - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>So, you HAVE been debt collecting. Or were you up to something else..." - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>Either way, you brought be a debt back that I was expecting to have to chase." - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>Maybe there is a job in Cathar for you working for me...Anyhows, I am busy. Here, have this." - wait 2 - narrate "<aqua>Rolfar flips 5 coins at you..." - wait 2 - give money qty:5 - narrate "<Dark_Green>You've received <gold>5 Ducats <Dark_Green>from Rolfar!" - wait 2 - narrate "<aqua>You catch them and put them into your pocket with the others from the Guard." - wait 2 - narrate "<aqua>You look at Rolfar and consider his comment, but decide now is not the time." - wait 2 - flag player Quest_Gerlands_Letter:3 } - if <player.flag[Quest_Gerlands_Letter]> == 4 { - narrate "<aqua>Rolfar growles and turns to face you..." - wait 1 - narrate "<green>[Rolfar] -> You<&co> <yellow>It's you again, what are you doing here. Leave now!" - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>I have no business with you!" } proximity Trigger: exit: Script: - if <player.flag[Quest_Gerlands_Letter]> == 3 { - narrate "<aqua>...as you turn to leave, you nod at Rolfar and start to make your way home." - wait 2 - narrate "<aqua>...He shouts after you..." - wait 2 - narrate "<green>[Rolfar] -> You<&co> <yellow>You might want to try the store to spend that coin to get you going, or the Tavern!" - wait 2 - narrate "<aqua>...His laughing at his own joke dies down as you turn and walk away..." - flag player Quest_Gerlands_Letter:4 } Take_Quest: chat trigger: 1: Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/" Script: - wait 1 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Excellent! You see, I have a slight problem..." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Down at the tavern, I run the occasional night of chance, gambling if you will.." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>However, it seems people like to spend more than they can afford..." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I need someone reliable 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 you to find and collect from<&co> Catlyn Borkel, a local lady." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Ben Miller, the miner boy, also owes his dues" - 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 Chapel, Miller is near the sink hole and" - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Rarke is normally drinking in the tavern." - wait 2 - narrate "<aqua>Rolfar mutters to himself...typical barbarians..." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Collect those debts for me and then return back here, but only if you complete the tasks." - flag player Rolfar_Quest:0 - zap step:Reward 2: Trigger: "/regex:.+/" Script: - wait 1 - narrate "<aqua>[Rolfar GoldenTounge] the anger shows in Rolfars face as he fumes..." - wait 2 - narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>STOP WASTING MY TIME THEN AND LEAVE!!!" - zap step:1 proximity Trigger: exit: Script: - zap step:1 Reward: proximity trigger: entry: script: - if <player.flag[Rolfar_Quest]> > 1 { - if <player.inventory.contains[i@Bens_Shiny_Melon]> && <player.inventory.contains[i@Catlyns_Rod_o_Gold]> { - narrate "<aqua>[You] walk up to [Rolfar GoldenTounge]" - wait 2 - narrate "<green>[You] -> Rolfar GoldenTounge<&co> <yellow>It was not an easy task but here are the debts you wanted me to collect, 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 you stranger. You have done well and here is your payment, as agreed." - wait 2 - narrate "<aqua>[Rolfar GoldenTounge] hands over 10 ducats, and a golden apple" - give emerald qty:10 - give golden_apple qty:1 - narrate "<gold> You gained 50 <blue>Cathar Reputation <gold>for completing the quest!" - flag player Cathar_Reputation:+:50 - flag player Rolfar_Quest:4 - zap step:1 } } #&& <player.inventory.contains[i@Rarkes_Shiny_Thing]> { Ben_Miller_Script: type: interact steps: 1: proximity trigger: entry: script: - if <player.flag[Rolfar_Quest]> < 22 { - narrate "<aqua>You find Ben Miller hiding near the sink hole as Rolfar claimed." - wait 2 - narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh! Did Rolfar send you?!" - wait 2 - narrate "<aqua>Ben Miller cowers in the corner of the foul smelling hole..." - wait 2 - narrate "<green>[Ben Miller] -> You<&co> <yellow>Please...I don't want any trouble..." - wait 2 - zap step:Question } Question: 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 Ben or else..." - wait 2 - narrate "<aqua>You raise your arm threatening Ben..." - 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_Quest:++ - zap step:END 2: Trigger: "/regex:.+/" Script: - wait 2 - narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh, I thought I was going to get beaten a second there..." END: Click Trigger: Script: - if <player.flag[Rolfar_Quest]> > 2 { - narrate "<aqua>Ben turns and runs down a damp, dark corridor in the sink hole..." } Catlyn_Borkel_Script: type: interact steps: 1: proximity trigger: entry: script: - if <player.flag[Rolfar_Quest]> < 2 { - narrate "<green>[Catlyn Borkel] picks a rose; she sighs and turns to face you." - wait 2 - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Oh, didn't see ya' dear. What do you want?" - wait 2 - narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow>I am here to collect your debt Catlyn!" - wait 2 - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>That thug Rolfar can forget it! And you, you can get out of here!" - wait 2 - narrate "<aqua>Collect the Debt?" - zap step:Question Question: chat trigger: 1: Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/" Script: - wait 2 - narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow>I am here for the debt Catlyn! I'm not leaving without it!" - wait 2 - narrate "<aqua>[Catlyn Borkel] frowns; she then smacks you once with her cane on your legs looking angry and says;" - wait 2 - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Tell Rolfar to leave me alone. I'll pay my dues..." - wait 2 - narrate "<aqua>[Catlyn Borkel] grabs the nob of her cane, twisting it until it comes off." - wait 2 - narrate "<aqua>[Catlyn Borkel] she turns her cane upside down and a golden rod falls out from it." - wait 2 - narrate "<aqua>[Catlyn Borkel] hands you the golden rod." - wait 2 - give i@Catlyns_Rod_o_Gold - flag player Rolfar_Quest:++ - zap step:END 2: Trigger: "/regex:.+/" Script: - wait 2 - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>That's what I thought! You can't even collect money from an old lady." - wait 2 - narrate "<aqua>[Catlyn Borkel] she hits you 2 more times with the cane, this time harder..." - wait 2 - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Now get outta here and tell Rolfar to leave me alone." - wait 2 - narrate "<aqua>...you turn and leave the chappel and head back without the debt, head down in shame." - zap step:1 END: Click Trigger: Script: - if <player.flag[Rolfar_Quest]> > 2 { - narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>You better keep one eye over your shoulder kid, I'll be watching for you!" } Rarke_Bjornsson_Script: type: interact steps: 1: proximity trigger: entry: script: - narrate "<red> Prox trigger WORKED" - if <player.flag[Rolfar_Quest]> < 3 { - narrate "<aqua>[Rarke Bjornsson] takes a heavy swig as he then wipes his mouth with the back of his hand" - wait 2 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>What do you want? Rarke is busy!" - wait 2 - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>I'm here to collect the debt for Rolfar." - wait 2 - narrate "<aqua>[Rarke Bjornsson] laughs heavily looking you over, quieting when he realises you are serious." - wait 2 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok Stranger, I'll give you the debt if you can beat me in combat. Sound Fair?" - zap step:Question } Click Trigger: Script: - narrate "<red> Click trigger WORKED" - if <player.flag[Rolfar_Quest]> < 3 { - narrate "<aqua>[Rarke Bjornsson] takes a heavy swig as he then wipes his mouth with the back of his hand" - wait 2 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>What do you want? Rarke is busy!" - wait 2 - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>I'm here to collect the debt for Rolfar." - wait 2 - narrate "<aqua>[Rarke Bjornsson] laughs heavily looking you over, quietening when he realises you are serious." - wait 2 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok Stranger, I'll give you debt if you can beat me in combat. Fair?" - zap step:Question } Question: 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.inventory.contains[iron_sword]> { - zap step:Fight_Rarke } else { - give iron_sword qty:1 }1 - wait 2 - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>Yes! Angard!" - wait 2 - narrate "<aqua>[Rarke Bjornsson] draws his sword preparing to attack You..." - wait 3 - narrate "<red>3..." - wait 3 - narrate "<red>2..." - wait 3 - narrate "<red>1..." - wait 3 - narrate "<red>Start!" - execute as_server "npc select 148" - execute as_server "sentry target add player:<player.name>" - zap step:END 2: Trigger: "/regex:.+/" Script: - wait 2 - narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>You take a step back, concerned. It's ok, I'll tell Rolfar you were not here." - wait 2 - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Then leave me in peace! Rarke is in need of drink." - zap step:1 END: Click Trigger: Script: - if <player.flag[Rolfar_Quest]> > 3 { - narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>You cheated!...But you cheated well! Help me up and take the debt! Now leave me to my beer!" } Bens_Shiny_Melon: type: item material: speckled_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 |
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