BakerNPC: type: assignment interact scripts: - 10 Bakerquest BakerQuest: type: interact steps: 1: clicktrigger: script: - ^zap step:2 - narrate "<&6> <&l> Baker: <&f>Hello There!" - wait 2 - narrate "<&6> <&l> Baker: <&f> Would you mind bringing me 3 wheat, please? I can give you a freshly made bread then." - wait 2 - zap step:3 2: clicktrigger: script: - narrate "You can't do that right now." - wait 5 3: clicktrigger: script: - zap step:2 - if { - narrate "<&6> <&l> Baker: <&f> Great, you got the wheat for me!" - ^take i@Wheat qty:3 - wait 2 - narrate "<&o> The baker turns and starts finishing the bread." - wait 2 - narrate "<&6> <&1> Baker: <&f> There you go. A freshly made bread" - give i@FreshBread - flag player FreshBread:1 - wait 3 - zap step:4 } else { - zap step:2 - narrate "<&6> <&1> Baker: <&f> Sorry, but I first need the wheat to finish baking the bread." - wait 4 - zap step:3 } 4: clicktrigger: script: - zap step:2 - random { - narrate "<&6> <&1> Baker: <&f> Enjoy your meal!" - narrate "<&6> <&1> Baker: <&f> Sorry, but I am out of bread now" - narrate "<&6> <&1> Baker: <&f> May the bread be with you" } - wait 3 - zap step:4 FreshBread: type: item material: bread display name: <&6> <&l>Fresh Bread lore: - <&8>consumable - <&7><&o>Fresh, healthy bread, - <&7><&o>most likely to cure diseases. - <&f> - <&2>Use: <&a> Restores 5 Health. FreshBreadEat: type: world events: on player right clicks with i@FreshBread: - determine passively cancelled - ^take i@FreshBread qty:1 - ^heal 5 - ^narrate "You restore 5 Health." BakersDaughterNPC: type: assignment interact scripts: - 10 Bakersdaughterquest BakersDaugherQuest: type: interact steps: 1: clicktrigger: script: - ^zap step:2 - narrate "<&6> <&l> Daughter: <&f> Hello there!" - wait 2 - narrate "<&6> <&l> Daughter: <&f> If you help my father, I can give you a cake." - wait 2 - zap step:3 2: clicktrigger: script: - narrate "<&6> <&l> Daughter: <&f>You can't do that right now." - wait 4 3: clicktrigger: script: - zap step:2 - if == 1 && [ - narrate: "<&6> <&l> Daughter: <&f> Great, you have his bread, which means that you must've helped him." - narrate: "<&6> <&l> Daughter: As a sign of grattidute, here, take this selfmade cake." - give i@SpecialCake - flag player SelfmadeCake:1 - wait 3 - zap step:4 } else { - zap step:2 - narrate: "<&6> <&l> Daughter: <&f> Please go and help my father. If you aid him, I will reward you!"} - wait 4 - zap step:3 ] 4: clicktrigger script: - zap step:2 - random { - narrate "<&6> <&1> Daughter: <&f> Enjoy your meal! - narrate "<&6> <&1> Daughter: <&f> Sorry, but I am out of cake now" - narrate "<&6> <&1> Daughter: <&f> May the cake be with you" } - wait 3 - zap step:4 SpecialCake: type: item material: cake display name: <&6> <&l>Special Cake lore: - <&8>consumable - <&7><&o>Fresh, selfmade cake, - <&7><&o>most likely to cure diseases. - <&f> - <&2>Use: <&a> Restores 20 Health. SpecialCakeEat: type: world events: on player right clicks with i@SpecialCake: - determine passively cancelled - ^take i@SpecialCake qty:1 - ^heal 20 - ^narrate "You restore 20 Health."