Paste #8178: Untitled Paste

Date: 2014/08/10 18:00:22 UTC-07:00
Type: Denizen Script

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BodyGuardSpawnAssignmentnormal:
  type: assignment
  debug: true
  actions:
    on damaged:
    - if <context.damager> == <player> {
      - if <context.damager.flag[AttacksBodyGuard]> == true {
        - run s@Bodyguardattackplayerscript as:<context.damager>
        }
        }
        else if <context.damager> == <player> {
        - narrate "Hey! stop that or I<&sq>ll attack you!" "target:<context.damager>"
        - flag <context.damager> AttacksBodyGuard:true duration:10
        }
    on enter proximity:
    - if <player.name> == <npc.owner.name> {
      - walk <npc.location>
      }
    on exit proximity:
    - if <player> == <npc.owner> {
      - if <npc.flag[Guarding]> == false {
        - narrate ""
        }
        else {
        - execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
        - ^execute as_server "sentry guard <player.name>"
        }
      }
    on assignment:
    - execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
    - execute as_server "sentry follow 5"
    - trigger name:proximity state:true radius:5
    on click:
    - ^execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
    - execute as_server "sentry follow 5"
    - if <npc.owner> != <player> {
      - random {
        - chat "<yellow>I<&sq>m sorry <yellow><player.name><green> but I<&sq>m already guading <yellow><npc.owner.name>."
        - chat "<yellow>O, hey! <yellow><player.name><green> I<&sq>m with <yellow><npc.owner.name> on a journey so I<&sq>m afraid I cant help you."
        - chat "<yellow>Greetings <yellow><player.name><green> Do you know <yellow><npc.owner.name>? He<&sq>s a verry nice person."
        }
      }
      else if "<npc.flag[Guarding]>" == "true" {
      - ^execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
      - ^execute as_server "sentry guard"
      - ^flag <player.flag[BodyGuard]> "Guarding:false"
      - random {
        - ^chat "<yellow>Oh all right <player.name>, I<&sq>ll wait back here for you."
        - ^chat "<yellow>Don<&sq>t worry about me, I<&sq>ll stay back here. Please don<&sq>t forget about me."
        - ^chat "<yellow>I<&sq>ll wait around for you. but please don<&sq>t forget about me."
        - ^chat "<yellow>You want me to hang back? Ok, no problem."
        - ^chat "<yellow>Ok, I<&sq>ll guard this spot."
        - ^chat "<yellow>I<&sq>ll stand here and wait until you come get me again."
        }
      }
      else {
      - ^execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
      - ^execute as_server "sentry guard <player.name>"
      - ^flag <player.flag[BodyGuard]> "Guarding:true"
      - random {
        - ^chat "<yellow>Ok, I<&sq>m following you."
        - ^chat "<yellow>Great <white><player.name><yellow>, I<&sq>m right behind you."
        - ^chat "<yellow>You lead the way boss."
        - ^chat "<yellow>Watching your back. Let<&sq>s go."
        - ^chat "<yellow>Great, let<&sq>s go for a walk."
        - ^chat "<yellow>Hope we're going to crush some zombie skulls. Let<&sq>s move."
        }
      } 


BodyguardStartScript:
    type: world
    debug: true
    events:
        on entity enters vehicle:
        - if <context.entity.is_player> {
          - if <context.vehicle> == <player.flag[BodyGuardMount]> {
            - determine CANCELLED
            }
          } 
        on player joins:
        - if <player.flag[FinishedSpawnTut]> == true {
          - run s@BodyguardPlayerJoinScript as:<player.name> delay:2s
          }
        on finishedspawntut command:
        - if <player.is_op> {
          - if <player.flag[FinishedSpawnTut]> == null {
            - flag FinishedSpawnTut:true
            - run s@BodyguardPlayerJoinScript as:<player.name> delay:2s
            }
          }
        - determine FULFILLED


BodyguardPlayerJoinScript:
    type: task
    debug: true
    script:
    - if <player.flag[BodyGuardSpawned]> == null {
      - flag BodyGuardSpawned:true
      - if <player.has_permission[denizen.archdukeguard]> {
        - run s@BodyguardSpawnArchduke as:<player.name>
        - run s@BodygguardCoversationArchdukeScript as:<player.name>
        }
        else if <player.has_permission[denizen.dawnguardguard]> {
        - run s@BodyguardSpawnDawnGuard as:<player.name>
        - run s@BodygguardCoversationDawnGuardScript as:<player.name>
        }
        else if <player.has_permission[denizen.legendguard]> {
        - run s@BodyguardSpawnLegend as:<player.name>
        - run s@BodygguardCoversationLegendScript as:<player.name>
        }
        else if <player.has_permission[denizen.moderatorguard]> {
        - run s@BodyguardSpawnModerator as:<player.name>
        }
        else {
        - run s@BodyguardSpawn as:<player.name>
        - run s@BodyGuardConversationScript as:<player.name>
        }
      }


#- run s@BodyGuardConversationScript




Bodyguardflagfalse:
    type: world
    debug: true
    events:
        on bodyguard command:
        - if <player.in_group[Leader]> {
          - flag BodyGuardSpawned:null
          - narrate "Bodyguard Flagg set to Null"
          }
        - determine FULFILLED
        on BCON command:
        - if <player.flag[BodyGuardConversation]> == null {
          - flag BodyGuardConversation:true
          - narrate " "
          - narrate "<red>Bodyguard Conversations<&co> <green><bold> OFF"
          - narrate " "
          }
          else if <player.flag[BodyGuardConversation]> == true {
          - flag BodyGuardConversation:null
          - narrate " "
          - narrate "<red>Bodyguard Conversations<&co> <green><bold> ON"
          - narrate " "
          }
        - determine FULFILLED


#    speed: 0

#   - ^execute as_server "npc create BodyGuard --at '<player.location.add[<1,0,0>]>.formatted.citizens>'"


BodyguardSpawn:
    type: task
    debug: true
    script:
    - create player BodyGuard <player.location> save:BodyGuard
    - flag player Bodyguard:<entry[BodyGuard].created_npc>
    - ^engage
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry strength 5"
    - ^execute as_server "sentry armor 5"
    - ^execute as_server "sentry equip DIAMOND_SWORD"
    - ^execute as_server "sentry equip IRON_HELMET"
    - ^execute as_server "sentry equip IRON_CHESTPLATE"
    - ^execute as_server "sentry equip IRON_LEGGINGS"
    - ^execute as_server "sentry equip IRON_BOOTS"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server "sentry healrate 10"
    - ^execute as_server "sentry killdrops false"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry invincible false"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "npc skin knight8"
    - ^execute as_server 'npc assign --set "BodyGuardSpawnAssignmentnormal"'
    - ^execute as_server "sentry guard <player.name>"
    - follow lead:5 target:<player.flag[BodyGuard]>
    - ^disengage

BodyguardSpawnArchduke:
    type: task
    debug: true
    script:
    - create player BodyGuard <player.location.add[1,0,0]> save:BodyGuard
    - flag player Bodyguard:<entry[BodyGuard].created_npc>
    - ^engage
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry strength 5"
    - ^execute as_server "sentry armor 5"
    - ^execute as_server "sentry equip BOW"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server "sentry healrate 10"
    - ^execute as_server "sentry killdrops false"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry invincible false"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "npc speed 1.2"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "npc type skeleton"
    - ^execute as_server 'npc assign --set "BodyGuardSpawnAssignmentnormal"'
    - ^execute as_server "sentry guard <player.name>"
    - follow lead:5 target:<player.flag[BodyGuard]>
    - ^disengage

BodyguardSpawnDawnGuard:
    type: task
    debug: true
    script:
    - create player BodyGuard <player.location.add[1,0,0]> save:BodyGuard
    - flag player Bodyguard:<entry[BodyGuard].created_npc>
    - engage
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry strength 5"
    - ^execute as_server "sentry armor 5"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server "sentry healrate 10"
    - ^execute as_server "sentry killdrops false"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry invincible false"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "npc type enderman"
    - ^execute as_server "sentry guard <player.name>"
    - ^execute as_server "sentry attackrate 0.8"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "npc speed 3"
    - ^execute as_server 'npc assign --set "BodyGuardSpawnAssignmentnormal"'


#- mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>

BodyguardSpawnLegend:
    type: task
    debug: true
    script:
    - create player BodyGuard <player.location.add[1,0,0]> save:BodyGuard
    - flag player Bodyguard:<entry[BodyGuard].created_npc>
    - ^engage
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry strength 5"
    - ^execute as_server "sentry armor 5"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server "sentry healrate 10"
    - ^execute as_server "sentry killdrops false"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "sentry invincible false"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "sentry equip BOW"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "npc type skeleton"
    - ^execute as_server "npc skeletontype wither"
    - ^execute as_server "sentry guard <player.name>"
    - ^execute as_server 'npc assign --set "BodyGuardSpawnAssignment"'
    - run s@HorseBodyguardmount2

HorseBodyguardmount2:
    type: task
    debug: true
    script:      
    - create spider "Bodyguard Mount" save:Mount
    - flag BodyGuardMount:<entry[Mount].created_npc>
    - ^execute as_server "npc select <player.flag[BodyGuardMount].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "npc speed 1.2"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "sentry guard <player.name>"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server 'npc assign --set "BodyGuardmountSpawnAssignment"'
    - ^execute as_server "sentry killdrops false"
    - follow lead:5 target:<player.flag[BodyGuard]>
    - follow lead:5 target:<player.flag[BodyGuardMount]>
    - mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>
    - ^disengage

#- mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>    

BodyguardSpawnModerator:
    type: task
    debug: true
    script:
    - create player BodyGuard <player.location.add[1,0,0]> save:BodyGuard
    - flag player Bodyguard:<entry[BodyGuard].created_npc>
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "trait sentry"
    - ^execute as_server "sentry strength 5"
    - ^execute as_server "sentry armor 5"
    - ^execute as_server "sentry ignore add entity:player"
    - ^execute as_server "sentry healrate 10"
    - ^execute as_server "sentry killdrops false"
    - ^execute as_server "sentry equip BOW"
    - ^execute as_server "sentry drops false"
    - ^execute as_server "sentry health 20"
    - ^execute as_server "sentry invincible false"
    - ^execute as_server "sentry respawn 60"
    - ^execute as_server "sentry speed 1.2"
    - ^execute as_server "npc speed 1.2"
    - ^execute as_server "sentry follow 5"
    - ^execute as_server "npc owner <player.name>"
    - ^execute as_server "npc type skeleton"
    - ^execute as_server "npc skeletontype wither"
    - ^execute as_server "sentry guard <player.name>"
    - ^execute as_server "sentry attackrate 0.8"
    - ^execute as_server 'npc assign --set "BodyGuardSpawnAssignmentnormal"'


#- mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>

#    - ^flag npc <npc.id> Bodyguard
#    - flag global "<npc> Bodyguard:<npc.id>"
#    - flag global <npc.id> Bodyguard
#    - remove "<npc>" "target:<npc.flag[<npc.id> Bodyguard]>"     
#    - trigger name:click state:true

#-------------------------------------------------------------------------------Removal NPC-------------------------------------------------------------------------

BodyGuardQuitAssignment:
    type: world
    debug: true
    events:
        on player quits:
        - run s@EraseBodyGuard delay:1
        - flag <player> BodyguardFollowDistance:!
        on entity teleports:
        - if <context.entity.is_player> {
          - if <player.has_permission[denizen.legendguard]> {
            - if <player.flag[BodyguardlegendGuarding]> == false {
              - teleport <player.flag[BodyGuard]> <player.flag[BodyGuardMount].location>
              - mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>
              }
            }
          }




EraseBodyGuard:
    type: task
    debug: true
    script:
    - remove <player.flag[BodyGuard]>
    - remove <player.flag[BodyGuardMount]>
    - flag BodyGuardSpawned:null


#    /ex narrate "<player.flag[BodyGuard]>"
#    - remove "<npc>" "target:<npc.flag[<npc.id> Bodyguard]>"
#- ^narrate "Congratulations, You have defeated one horde of dragons! But be warned, soon and the event's will start from the beginning." "target:<global.flag[<context.entity> DragonAttacker]>"

#------------------------------------------------------------------------------------------------------------------------------------------------------------------
Bodyguardattackplayerscript:
    type: task
    debug: true
    script:
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "sentry target add player:<player.name>"
    - ^execute as_server "npc select <player.flag[BodyGuardMount].replace[n@]>
    - wait 2
    - ^execute as_server "sentry target remove player:<player.name>"
    - ^execute as_server "npc select <player.flag[BodyGuard].replace[n@]>"
    - ^execute as_server "sentry target remove player:<player.name>"

BodyGuardmountSpawnAssignment:
  type: assignment
  debug: true
  actions:
    on assignment:
    - trigger name:proximity state:true radius:5
    - execute as_server "npc sel <player.flag[BodyGuardMount].replace[n@]>"
    - execute as_server "sentry follow 5"
    on click:
    - determine CANCELLED
    on enter proximity:
    - if <player.name> == <npc.owner.name> {
      - walk <npc.location>
      - mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>
      }
    on exit proximity:
    - if <player> == <npc.owner> {
      - if <npc.flag[Guarding]> == false {
        - narrate ""
        }
        else {
        - execute as_server "npc sel <player.flag[BodyGuardmount].replace[n@]>"
        - ^execute as_server "sentry guard <player.name>"
        }
      }





BodyGuardSpawnAssignment:
  type: assignment
  debug: true
  actions:
    on damage:
    - if <context.damager> == <player> {
      - if <context.damager.flag[AttacksBodyGuard]> == true {
        - run s@Bodyguardattackplayerscript as:<context.damager.name>
        }
        }
        else if <context.damager> == <player> {
        - narrate "Hey! stop that or I<&sq>ll attack you!" "target:<context.damager.name>"
        - flag <context.damager> AttacksBodyGuard:true duration:10
        }
    on assignment:
    - execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
    - execute as_server "sentry follow 5"
    - trigger name:proximity state:true radius:5
    on enter proximity:
    - if <player.name> == <npc.owner.name> {
      - walk <npc.location>
      - mount <player.flag[BodyGuard]>|<player.flag[BodyGuardMount]>
      - execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
      - execute as_server "sentry follow 5"
      - teleport <player.flag[BodyGuard]> <player.flag[BodyGuardMount].location>
      - execute as_server "npc sel <player.flag[BodyGuardMount].replace[n@]>"
      - execute as_server "sentry follow 5"
      }
    on exit proximity:
    - if <player> == <npc.owner> {
      - if <npc.flag[Guarding]> == false {
        - narrate ""
        }
        else {
        - execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
        - ^execute as_server "sentry guard <player.name>"
        - execute as_server "npc sel <player.flag[BodyGuardmount].replace[n@]>"
        - ^execute as_server "sentry guard <player.name>"
        }
      }
    on click:
    - if <npc.owner> != <player> {
      - random {
        - chat "<yellow>I<&sq>m sorry <yellow><player.name><green> but I<&sq>m already guading <yellow><npc.owner.name>."
        - chat "<yellow>O, hey! <yellow><player.name><green> I<&sq>m with <yellow><npc.owner.name> on a journey so I<&sq>m afraid I cant help you."
        - chat "<yellow>Greetings <yellow><player.name><green> Do you know <yellow><npc.owner.name>? He<&sq>s a verry nice person."
        }
        }
      else if "<npc.flag[Guarding]>" == "true" {
      - random {
        - ^chat "<yellow>Oh all right <player.name>, I<&sq>ll wait back here for you."
        - ^chat "<yellow>Don<&sq>t worry about me, I<&sq>ll stay back here. Please don<&sq>t forget about me."
        - ^chat "<yellow>I<&sq>ll wait around for you. but please don<&sq>t forget about me."
        - ^chat "<yellow>You want me to hang back? Ok, no problem."
        - ^chat "<yellow>Ok, I<&sq>ll guard this spot."
        - ^chat "<yellow>I<&sq>ll stand here and wait until you come get me again."
        }
      - ^execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
      - ^execute as_server "sentry follow 5"
      - ^execute as_server "sentry guard"
      - ^flag <player.flag[BodyGuard]> "Guarding:false"
      - ^flag <player.name> BodyguardlegendGuarding:false
      - ^execute as_server "npc sel <player.flag[BodyGuardMount].replace[n@]>"
      - ^execute as_server "sentry guard"
      - ^execute as_server "sentry follow 5"
      - ^flag <player.flag[BodyGuardMount]> "Guarding:false"
      }
      else {
      - random {
        - ^chat "<yellow>Ok, I<&sq>m following you."
        - ^chat "<yellow>Great <white><player.name><yellow>, I<&sq>m right behind you."
        - ^chat "<yellow>You lead the way boss."
        - ^chat "<yellow>Watching your back. Let<&sq>s go."
        - ^chat "<yellow>Great, let<&sq>s go for a walk."
        - ^chat "<yellow>Let<&sq>s crush some zombie skulls!"
        }
      - ^execute as_server "npc sel <player.flag[BodyGuard].replace[n@]>"
      - ^execute as_server "sentry follow 5"
      - ^execute as_server "sentry guard <player.name>"
      - ^flag <player.flag[BodyGuard]> "Guarding:true"
      - ^flag <player.name> BodyguardlegendGuarding:true
      - ^execute as_server "npc sel <player.flag[BodyGuardMount].replace[n@]>"
      - ^execute as_server "sentry guard <player.name>"
      - ^execute as_server "sentry follow 5"
      - ^flag <player.flag[BodyGuardMount]> "Guarding:true"
      }




BodyGuardConversationScript:
    type: task
    debug: true
    script:
    - wait 250
    - if <player.flag[BodyGuardConversation]> == null {
      - if <player.is_online> {
        - chat "Right click me to toggle between guarding/following"
        - chat "To toggle Bodyguard Conversations on/off type <green><bold>/BCON"
        - random {
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hey, lets go to moria and claim the 50.000 reward!"
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hmm I wonder what the /cmd command does, dont you?"
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> If you'll lose me simply reconnect and I'll be back!"
          }
        }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I absolutely love those enderchest on the /spawn, they make life easier!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Herobrine gives me the creeps, lets hope he wont come after us!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Lets search for Diamond Mountains using /tc biome"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains can be found in Custom survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains apear like 15000 blocks away from x<&co>0 z<&co>0 in Custom Survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard that falling in void takes you to another realm!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s not build in regular survival since the world often gets destroyed!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Did you heard? People riding dragons! The world gone mad!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hey, lets go to moria and claim the 50.000 reward!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hmm I wonder what the /cmd command does, dont you?"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> If you'll lose me simply reconnect and I'll be back!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I absolutely love those enderchest on the /spawn, they make life easier!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Herobrine gives me the creeps, lets hope he wont come after us!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Lets search for Diamond Mountains using /tc biome"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains can be found in Custom survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains apear like 15000 blocks away from x<&co>0 z<&co>0 in Custom Survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard that falling in void takes you to another realm!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s not build in regular survival since the world often gets destroyed!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Did you heard? People riding dragons! The world gone mad!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hey, lets go to moria and claim the 50.000 reward!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hmm I wonder what the /cmd command does, dont you?"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> If you'll lose me simply reconnect and I'll be back!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I absolutely love those enderchest on the /spawn, they make life easier!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Herobrine gives me the creeps, lets hope he wont come after us!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Lets search for Diamond Mountains using /tc biome"
            }
            }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains can be found in Custom survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains apear like 15000 blocks away from x<&co>0 z<&co>0 in Custom Survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard that falling in void takes you to another realm!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s not build in regular survival since the world often gets destroyed!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Did you heard? People riding dragons! The world gone mad!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hey, lets go to moria and claim the 50.000 reward!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hmm I wonder what the /cmd command does, dont you?"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> If you'll lose me simply reconnect and I'll be back!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I absolutely love those enderchest on the /spawn, they make life easier!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Herobrine gives me the creeps, lets hope he wont come after us!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Lets search for Diamond Mountains using /tc biome"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains can be found in Custom survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains apear like 15000 blocks away from x<&co>0 z<&co>0 in Custom Survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard that falling in void takes you to another realm!"
            }
          }
        - wait 500
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s not build in regular survival since the world often gets destroyed!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Did you heard? People riding dragons! The world gone mad!"
            }
          }
        }

BodyGuardConversationScriptDonator:
    type: task
    debug: true
    script:
    - wait 250
    - if <player.flag[BodyGuardConversation]> == null {
      - if <player.is_online> {
        - chat "Right click me to toggle between guarding/following"
        - chat "To toggle Bodyguard Conversations on/off type <green><bold>/BCON"
        - random {
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Hey, lets go to moria and claim the 50.000 reward!"
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> If you'll lose me simply reconnect and I'll be back!"
          - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Lets search for Diamond Mountains using /tc biome"
          }
        }
        - wait 700
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains can be found in Custom survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard Diamond mountains apear like 15000 blocks away from x<&co>0 z<&co>0 in Custom Survival"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> I heard that falling in void takes you to another realm!"
            }
          }
        - wait 700
        - if <player.is_online> && <player.flag[BodyGuardConversation]> == null {
          - random {
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s not build in regular survival since the world often gets destroyed!"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s do one of those Donator Quests! Type /cmd-quests"
            - narrate "<dark_green><&lb>Bodyguard<&rb> -<&gt> <&lb>You<&rb><&co> Let<&sq>s check out what we can do at http://bit.ly/1scW78o"
            }
          }