Date: 2014/11/27 05:25:41 UTC-08:00
Type: Denizen Script
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# +----------------------------------
# | Quest: A Bad Initiation
# +----------------------------------
# Derrick NPC
Derrick_NPC:
type: assignment
interact scripts:
- 10 Derrick_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:false
Derrick_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- lookclose <npc> state:true
# - if <player.flag[Insubordinate]> {
- if <player.flag[Insubordinate]> == null {
} else {
- wait 5
- narrate "<green>[Prison Guard] -> You<&co> <yellow>You’re awake."
- wait 3
- narrate "<green>[Prison Guard] -> You<&co> <yellow>I have strict orders from Aris to not release you unless you agree to take the assessment."
- wait 3
- narrate "<green>[Prison Guard] -> You<&co> <yellow>Look, it’s not much of a test. You’re getting yourself arrested over nothing, really."
- wait 3
- narrate "<green>[Prison Guard] -> You<&co> <yellow>She’ll give you a set of armor, teach you how to use a weapon, and then send you on your way."
- wait 3
- narrate "<green>[Prison Guard] -> You<&co> <yellow>It’s dangerous out there, and the city is just trying to keep its citizens safe."
- wait 2
- narrate "<green>[Prison Guard] -> You<&co> <yellow>So what do you say? Will you take the assessment?”"
}
chat Trigger:
1:
Trigger: "/regex:.*Yes.*|.*yes.*|.*Yeah.*|.*yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*alright.*/"
Script:
- wait 1
- narrate "<green>[Prison Guard] -> You<&co> <yellow>Well alright then"
- wait 1
- narrate "<aqua>The Prison Guard opens the cell door."
- switch l@9432,48,5649,world state:on
- wait 2
- narrate "<green>[Prison Guard] -> You<&co> <yellow>Report to Aris straight away, you'll find her up the castle stairs at the Barracks."
- wait 3
- narrate "<blue>Quest Started: <gold>Redemption"
- narrate "<blue>Quest Objective: <gold>Report to Aris in the Barracks"
- execute as_server "settarget <player.name> 9445 0 5626"
2:
Trigger: "/regex:.*Derrick.*|.*derrick.*|.*Derrik.*|.*derrik.*|.*derick.*|.*Derick.*|.*Drrick.*|.*Der.*/"
Script:
- narrate "<green>[Derrick] -> You<&co> <yellow>Are you going to complete the assessment?"
3:
Trigger: "/regex:.+/"
Script:
- narrate "<green>[Derrick] -> You<&co> <yellow>Look, I can’t let you out, unless you agree to complete the assessment. My name is Derrick. Call me when you’re ready to leave."
# Aris NPC
Aris_Barracks_NPC:
type: assignment
interact scripts:
- 10 Aris_Barracks_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:false
Aris_Barracks_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- if <player.flag[Quest_Gearing_Up]> == 1 {
- if <player.flag[Insubordinate]> {
- switch l@9432,48,5649,world state:off
- wait 1
- narrate "<green>[Aris] -> You<&co> <yellow>Seems you’ve finally come to your senses!"
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>Look, I’m just going to teach you a few things that might very well save your life."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>These lands aren’t safe - especially at night. If the creatures aren’t bad enough, we’ve got bandits, too."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>The faster we get this done, the faster you can leave. So let’s start…"
- wait 3
- flag player Cathar_Reputation:+:25
- flag player Quest_Gearing_Up:!
- narrate "<gold>You gained 25 <blue>Cathar Reputation <gold>for completing the quest Redemption!"
- wait 2
- run Guard_Walk as:n@1
} else {
- flag player Cathar_Reputation:+:25
- flag player Quest_Gearing_Up:!
- narrate "<gold>You gained 25 <blue>Cathar Reputation <gold>for completing the quest Gearing Up!"
- wait 2
- run Guard_Walk as:n@1
}
}
# Guard NPC
Guard_NPC:
type: assignment
interact scripts:
- 10 Guard_Walk
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:false
Guard_Walk:
type: task
Script:
- ^spawn <npc> <npc.anchor[start]>
- lookclose <npc> state:true
- walk <npc.anchor[end]> auto_range
- wait 2
- narrate "<green>[Guard] -> Aris<&co> <yellow>Captain! We’ve got a hostage situation!"
- wait 2
- narrate "<green>[Guard] -> Aris<&co> <yellow>A witch has captured a young woman and has escaped to a shack in the forest!"
- wait 2
- narrate "<green>[Guard] -> Aris<&co> <yellow>We must act at once!"
- wait 3
- narrate "<green>[Aris] -> Guard<&co> <yellow>Send a squad to scout the situation, I’ll be there shortly."
- wait 3
- narrate "<green>[Aris] -> You<&co> <yellow>Rookie! Come with me and I’ll count this as your official assessment. Report to the Guardhouse for a quick briefing, then come find me in the forest!"
- wait 3
- narrate format:Quest "A Bad Initiation"
- narrate format:QuestObj "Report back to the Guardhouse near the south gate"
- execute as_server "settarget <player.name> 9351 0 5866"
- flag player Quest_A_Bad_Initiation:0
# Initiate NPC
A_Bad_Initiation_Initiate_NPC:
type: assignment
interact scripts:
- 10 A_Bad_Initiation_Initiate_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:false
A_Bad_Initiation_Initiate_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- if <player.flag[Quest_A_Bad_Initiation]> == 1 {
- narrate "<blue>New Quest Objective <gold>Gather your Weapons, and your Courage."
- wait 2
- if <player.flag[Insubordinate]> {
- narrate "<green>[Initiate] -> You<&co> <yellow>Aris, I rushed supplies to the rendezvous, as requested."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>You there, I’m guessing you’re here to complete your assessment..."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Well then, you’ll need a weapon and some armor. Do you prefer sword, or bow?"
} else {
- narrate "<green>[Initiate] -> You<&co> <yellow>Aris, I rushed supplies to the rendezvous, as requested."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>You there, I’m guessing you’re here to complete your assessment..."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Well then, you’ll need a weapon. Do you prefer sword, or bow?"
}
}
chat Trigger:
1:
Trigger: "/regex:.*Bow.*|.*bow.*|.*Archer.*/"
Script:
- zap step:GotStuff
- flag player Quest_A_Bad_Initiation:2
- narrate "<green>[Initiate] -> You<&co> <yellow>Alright then - here you go. And some arrows, too."
- wait 2
- give i@bow qty:1
- give i@arrow qty:20
- narrate "<green>[Initiate] -> You<&co> <yellow>Be sharp, and stay back. Don’t forget to square your elbows."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Hold your breath, aim, then release for the best shot. Good luck in there."
- if <player.flag[Insubordinate]> {
- give i@chainmail_helmet qty:1
- give i@chainmail_chestplate qty:1
- give i@chainmail_leggings qty:1
- give i@chainmail_boots qty:1
- wait 2
- narrate "<Dark_Green>You've received a <gold>set of Chainmail Armor <Dark_Green>from the Initiate!"
- wait 1
}
- narrate "<Dark_Green>You've received a <gold>bow <Dark_Green>from the Initiate"
- wait 2
- narrate "<Dark_Green>You've received a <gold>20 arrows<Dark_Green> from the Initiate"
- wait 2
- narrate format:NewQuestObj "Defeat the Witch and save the Hostage!"
- execute as_server "settarget <player.name> 9279 0 6046"
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>I need you to enter here."
- wait 1
- narrate "<green>[Aris] -> You<&co> <yellow>Now that I think about it, there’s a small cave near the beach."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>If that’s an exit, there may be a boat waiting for her to escape with our hostage."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>Go in without me, I’ll cut her off, and we’ll meet in the middle. Be careful."
2:
Trigger: "/regex:.*Sword.*|.*sword.*|.*Blade.*/"
Script:
- zap step:GotStuff
- flag player Quest_A_Bad_Initiation:2
- narrate "<green>[Initiate] -> You<&co> <yellow>Alright then - here you go."
- give i@iron_sword qty:1
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Keep on the defensive, don’t get too close."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Remember to keep your posture and square your hips."
- wait 2
- narrate "<green>[Initiate] -> You<&co> <yellow>Good luck in there."
- if <player.flag[Insubordinate]> {
- give i@chainmail_helmet qty:1
- give i@chainmail_chestplate qty:1
- give i@chainmail_leggings qty:1
- give i@chainmail_boots qty:1
- wait 2
- narrate "<Dark_Green>You've received a <gold>set of Chainmail Armor <Dark_Green>from the Initiate!"
- wait 1
}
- narrate "<Dark_Green>You've received <gold>Iron Sword <Dark_Green>from the Initiate"
- wait 2
- narrate "<blue>New Quest Objective<&co> <gold>Defeat the Witch and save the Hostage!"
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>I need you to enter here."
- wait 1
- narrate "<green>[Aris] -> You<&co> <yellow>Now that I think about it, there’s a small cave near the beach."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>If that’s an exit, there may be a boat waiting for her to escape with our hostage."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>Go in without me, I’ll cut her off, and we’ll meet in the middle. Be careful."
Click Trigger:
Script:
- narrate "<green>[Initiate] -> You<&co> <yellow>. Do you prefer sword, or bow?"
GotStuff:
Click Trigger:
Script:
- narrate "<green>[Initiate] -> You<&co> <yellow>Well go on then, just enter the shack and jump down."
A_Bad_Initiation_Chest_NPC:
type: assignment
interact scripts:
- 10 A_Bad_Initiation_Chest_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:false
A_Bad_Initiation_Chest_Script:
type: interact
steps:
1:
proximity Trigger:
entry:
Script:
- if <player.flag[Quest_A_Bad_Initiation]> == 2 {
- despawn n@39
- despawn n@40
- flag player Quest_A_Bad_Initiation:3
- narrate "<gold>Treasure Chests can contain many unique things, including mythic items!"
- wait 2
- narrate "<gold>You can find Identification Tomes in Treasure Chests or buy them from our store."
- wait 2
- narrate "<gold>Identification Tomes will identify Unidentified Mythic Gear."
- wait 2
- narrate "<gold>Treasure Chests can also contain spells, gold, money, and other valuables."
- execute as_server "mm mobs spawn Witch 1 world,9279,27,6046"
}
Dead_Witch:
type: task
Script:
- run Initiate_Dead_Witch as:n@40
- ^spawn <npc> <npc.anchor[start]>
- wait 2
- ~walk <npc.anchor[1]> auto_range
- ~walk <npc.anchor[2]> auto_range
- narrate "<green>[Aris] -> You<&co> <yellow>Well done! I apologize for putting you in that situation."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>It seems we've arrived too late."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>None of us knew the witch would have that kind of power."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>I still have some things to wrap up here."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>Return to the city and find the Royal Steward for compensation on behalf of the kingdom of Cathar."
- wait 2
- narrate "<green>[Aris] -> You<&co> <yellow>You've earned it!"
- wait 1
- narrate "<gold>You gained <blue>125 Cathar Reputation <gold>for slaying The Witch!"
- flag player Cathar_Reputation:+:125
- wait 2
- narrate format:NewQuestObj "Find the Royal Steward in the castle for compensation."
- flag player Quest_A_Bad_Initiation:4
- execute as_server "settarget <player.name> 9457 0 5666"
Initiate_Dead_Witch:
type: task
Script:
- ^spawn <npc> <npc.anchor[start]>
- wait 3
- ~walk <npc.anchor[1]> auto_range
- ~walk <npc.anchor[2]> auto_range