Date: 2014/07/23 17:38:23 UTC-07:00
Type: Denizen Script
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# +----------------------------------
# | SHOP scripts
# +----------------------------------
# Aris NPC
Sailor:
type: assignment
interact scripts:
- 10 Sailor_Script
actions:
on assignment:
# These triggers enable interaction with an NPC via chatting, clicking and entering proximity
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
Sailor_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- if <player.flag[BedTime]> == 'true' {
- random 4
- narrate "<green>[Sailor] -> You<&co> <yellow>You look tired, Head downstairs and get some rest."
- narrate "<green>[Sailor] -> You<&co> <yellow>You're not looking too good there. Perhaps you should head downstairs and get some rest."
- narrate "<green>[Sailor] -> You<&co> <yellow>Ugh you look tired, there's a bed down in the hull. You should get some sleep."
- narrate "<green>[Sailor] -> You<&co> <yellow>Didn't the captain tell you to get some rest? There's a bed down in the hull."
}
First_Captain:
type: assignment
interact scripts:
- 10 First_Captain_Script
actions:
on assignment:
# These triggers enable interaction with an NPC via chatting, clicking and entering proximity
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
First_Captain_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- if <player.flag[BedTime]> == 'true' {
- random 4
- narrate "<green>[Sailor] -> You<&co> <yellow>You look tired, Head downstairs and get some rest."
- narrate "<green>[Sailor] -> You<&co> <yellow>You're not looking too good there. Perhaps you should head downstairs and get some rest."
- narrate "<green>[Sailor] -> You<&co> <yellow>Ugh you look tired, there's a bed down in the hull. You should get some sleep."
- narrate "<green>[Sailor] -> You<&co> <yellow>Didn't I tell you to get some rest? There's a bed down in the hull."
}