Date: 2014/07/29 11:41:22 UTC-07:00
Type: Denizen Script
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TutorialGuinea:
type: assignment
interact scripts:
- 10 TutorialGuineaInteraction
actions:
on assignment:
- trigger name:click toggle:true
- trigger name:proximity toggle:true radius:8
- trigger name:chat toggle:true
- lookclose state:true
TutorialGuineaInteraction:
type: interact
steps:
1:
click trigger:
script:
- chat "<yellow>..."
2:
proximity trigger:
entry:
script:
- if !<player.flag[ProximityChat]> {
- ^flag player ProximityChat duration:10
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^random 4
- ^chat "<yellow>Oy, <white><player.name><yellow>! Come here!"
- ^chat "<yellow>Come over here, <white><player.name><yellow>."
- ^narrate "<white>Guinea<blue> gestures you to come closer."
- ^chat "<yellow>Hey deckhand, over here!"
click trigger:
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- ^trigger name:chat toggle:false
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Ahoy, salty dog! Ye overslept again, didn't ye?"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>Listen up all careful like, matey. Guess what?"
- wait 2
- ^narrate "<gray>[<red>1<gray>]<white> I don't know, ye manatee buggerin' oaf."
- ^narrate "<gray>[<red>2<gray>]<white> Ye finally learned how to tie yer own shoes?"
- ^narrate "<gray>[<red>3<gray>]<white> We be out o' rum?"
- ^narrate "<gray>[<red>4<gray>]<white> I ain't no mind reader, matey."
- ^narrate "<gray>[<red>5<gray>]<white> Just tell me, aye?"
- ^narrate "<gray>[<red>6<gray>]<white> We finally found the vault we were after?"
- zap step:3
- ^flag player TalkingToNPC:!
- ^trigger name:chat toggle:true
}
3:
click trigger:
script:
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Well matey, guess what?"
- wait 1
- ^narrate "<gray>[<red>1<gray>]<white> I don't know, ye manatee buggerin' oaf."
- ^narrate "<gray>[<red>2<gray>]<white> Ye finally learned how to tie yer own shoes?"
- ^narrate "<gray>[<red>3<gray>]<white> We be out o' rum?"
- ^narrate "<gray>[<red>4<gray>]<white> I ain't no mind reader, matey."
- ^narrate "<gray>[<red>5<gray>]<white> Just tell me, aye?"
- ^narrate "<gray>[<red>6<gray>]<white> We finally found the vault we were after?"
chat trigger:
1:
trigger: <&lb>/1/<&rb> - I don't know, ye manatee buggerin' oaf.
script:
- wait 1
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.7
- ^chat "<yellow>Oy, don't be no spoilsport matey! Take a guess!"
2:
trigger: <&lb>/2/<&rb> - Ye finally learned how to tie yer own shoes?
script:
- wait 1
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Ha! Thou jests! We be pirates matey, we only wear buckled boots. Guess again."
3:
trigger: <&lb>/3/<&rb> - We be out o' rum??
script:
- wait 1
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat "<yellow>Nay matey. The storage be chock-full o' rum, like maiden's milk from a sweet bossom. Guess again."
4:
trigger: <&lb>/4/<&rb> - I ain't no mind reader, matey.
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- ^trigger name:chat toggle:false
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Very well then, deckhand. The vault on 'tis island is the one we be lookin' fer. The <white>Dead Man's Vault<yellow>. Untold treasures!"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>But booty ain't hard to find. What the captain's interested in be power. This vault promises power."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>The stories say it comes at a price, though. Ye be bound to lose yer soul if you touch the treasure."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>But that be a problem fer later, haha! First, we got to get rid o' these pesky natives."
- wait 1
- equip hand:iron_sword
- wait 2
- ^chat "<yellow>Take this old sword 'n sever some heads, will ye?"
- wait 2
- animate n@Guinea animation:ARM_SWING
- equip hand:air
- narrate "<blue>X hands you a rusty sword."
- ^flag player GuineaIslanderCount:0
- ^listen kill type:NPC "name:Islander" qty:1 script:GuineaIslanderCheck
- wait 3
- narrate "<gray>[Quest Updated]<&co> <white>Raid on Tutorial Island"
- narrate "<gray>[New Objective]<&co> <white>Kill 10 Islanders"
- ^playsound location:<player.location> sound:level_up pitch:1.5
- ^flag player TalkingToNPC:!
- ^trigger name:chat toggle:true
- zap step:4
}
5:
trigger: <&lb>/4/<&rb> - Just tell me, aye?
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- ^trigger name:chat toggle:false
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Fine, fine. The vault on 'tis island is the one we be lookin' fer. The <white>Dead Man's Vault<yellow>. Untold treasures!"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>But booty ain't hard to find. What the captain's interested in be power. This vault promises power."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>The stories say it comes at a price, though. Ye be bound to lose your soul if you touch the treasure."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>But that be a problem fer later, haha! First, we got to get rid o' these pesky natives."
- wait 1
- equip hand:iron_sword
- wait 2
- ^chat "<yellow>Take this old sword 'n sever some heads, will ye?"
- wait 2
- animate n@Guinea animation:ARM_SWING
- equip hand:air
- narrate "<blue>X hands you a rusty sword."
- ^flag player GuineaIslanderCount:0
- ^listen kill type:NPC "name:Islander" qty:1 script:GuineaIslanderCheck
- wait 3
- narrate "<gray>[Quest Updated]<&co> <white>Raid on Tutorial Island"
- narrate "<gray>[New Objective]<&co> <white>Kill 10 Islanders"
- ^playsound location:<player.location> sound:level_up pitch:1.5
- ^flag player TalkingToNPC:!
- ^trigger name:chat toggle:true
- zap step:4
}
6:
trigger: <&lb>/4/<&rb> - We finally found the vault we were after?
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- ^trigger name:chat toggle:false
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>Right on the money, kid. The vault on 'tis island is the one we be lookin' fer. The <white>Dead Man's Vault<yellow>. Untold treasures!"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>But booty ain't hard to find. What the captain's interested in be power. This vault promises power."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>The stories say it comes at a price, though. Ye be bound to lose your soul if you touch the treasure."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.7
- ^chat "<yellow>But that be a problem fer later, haha! First, we got to get rid o' these pesky natives."
- wait 1
- equip hand:iron_sword
- wait 2
- ^chat "<yellow>Take this old sword 'n sever some heads, will ye?"
- wait 2
- animate n@Guinea animation:ARM_SWING
- equip hand:air
- narrate "<blue>X hands you a rusty sword."
- ^flag player GuineaIslanderCount:0
- ^listen kill type:NPC "name:Islander" qty:1 script:GuineaIslanderCheck
- wait 3
- narrate "<gray>[Quest Updated]<&co> <white>Raid on Tutorial Island"
- narrate "<gray>[New Objective]<&co> <white>Kill 10 Islanders"
- ^playsound location:<player.location> sound:level_up pitch:1.5
- ^flag player TalkingToNPC:!
- ^trigger name:chat toggle:true
- zap step:4
}
4:
click trigger:
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.7
- ^chat "<yellow>Oy, matey. You have killed only <white><player.flag[GuineaIslanderCount].asint><yellow> out o' <white>10 <yellow>Islanders so far."
- wait 1
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>Come back when you've slaughtered some more."
- ^flag player TalkingToNPC:!
}
5:
click trigger:
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.7
- ^chat "<yellow>Not bad, fer a deckhand. But ye should kno' that most enemies present a bigger challenge."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>Speak to <white>Cap'n Dread<yellow>. He be already at the vault, but he can't seem to open it just yet."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.7
- ^chat "<yellow>The vault be located at the other side o' the village, in the mountainside."
- wait 3
- narrate "<gray>[Quest Updated]<&co> <white>Raid on Tutorial Island"
- narrate "<gray>[New Objective]<&co> <white>Speak to Captain Dread"
- ^playsound location:<player.location> sound:level_up pitch:1.5
- ^flag player TalkingToNPC:!
- zap step:6
- zap step:2 script:TutorialDreadInteraction
}
6:
click trigger:
script:
-s
- ^random 4
- ^chat "<yellow>The cap'n be waiting for ye at the vault."
- ^chat "<yellow>Ye better hurry to the vault, bucko. <white>Dread<yellow> is waiting."
- ^chat "<yellow>What are ye waiting fer, scallywag?"
- ^chat "<yellow>Speak to <white>Dread<yellow> at the other side of the village. He be in need of a wee bit o' assistance."
GuineaIslanderCheck:
type: task
script:
- flag player GuineaIslanderCount:++
- narrate "<red>You have killed <white><player.flag[GuineaIslanderCount].asint> out of 10 <red>Islanders!"
- if <player.flag[GuineaIslanderCount].asint> >= 10 run GuineaIslanderReward
else run GuineaIslanderContinue
GuineaIslanderContinue:
type: task
script:
- listen kill type:NPC "name:Islander" qty:1 script:GuineaIslanderCheck
GuineaIslanderReward:
type: task
script:
- narrate "<red>You have killed enough Islanders. Return to <white>Guinea<red>."
- zap step:5 script:TutorialGuineaInteraction