Date: 2014/04/26 17:50:15 UTC-07:00
Type: Denizen Script
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ResistanceNeba:
type: assignment
interact scripts:
- 10 NebaInteraction
actions:
on assignment:
- trigger name:click toggle:true
- trigger name:proximity toggle:true radius:8
- trigger name:chat toggle:true radius:8
- lookclose state:true
NebaInteraction:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- ^playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^random 4
- chat "<yellow>Don't touch my boat, stranger."
- chat "<yellow>This boat isn't much, but it's mine."
- narrate "<white>Neba<blue> looks around himself suspiciously."
- chat "<yellow>There's a lot of money to be made trading between towns, you know?"
click trigger:
script:
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.6
- ^random 4
- ^chat "<yellow>Get of my boat, stranger!"
- ^chat "<yellow>I'm busy."
- ^chat "<yellow>Leave me alone please."
- ^chat "<yellow>You don't have business with me."
- wait 1
- narrate "<red>It seems like this man does not like to hang out with strangers."
2:
click trigger:
script:
- engage 120s
- run guarddespawner delay:120
- flag player SpawnedAhava
- playsound location:<npc.location> sound:VILLAGER_HAGGLE pitch:0.6
- ^chat "<yellow>Huh, do I know you?"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>Oh, <white>Yrmes<yellow> sent you?"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat "<yellow>That's great! Do you have my package?"
- wait 2
- execute as_npc "npc spawn Ahava"
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.8
- ^chat "<yellow>Wait, someone's coming! It's a guard!"
- wait 15
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.5
- ^chat npcid:2 "<gold>Are you smuggling goods again, <white>Neba<yellow>?"
- wait 4
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat npcid:2 "<gold>And I see you tricked this adventurer into helping you."
- wait 4
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat npcid:2 "<gold>Adventurer, hand over the package to me and I will forgive your crimes."
- wait 4
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.8
- ^chat "<yellow>No, adventurer! Don't give him the package. Kill the guard!"
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.7
- ^chat "<yellow>The people of <white>Port Shazki<yellow> rely on this medicine."
- wait 2
- narrate "<white>Kill the guard <red>or type <white>package<red> to hand over the package."
3:
click trigger:
script:
- if <player.flag[TalkingToNPC]> {
- narrate "<red>Stop clicking, you are already in a conversation!"
} else {
- ^flag player TalkingToNPC
- equip hand:137
- narrate "<blue>You hand over the package to <white>Neba<blue>."
- wait 1
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat "<yellow>Thank you! I can't believe you would do this for a stranger."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat "<yellow>Friend, you have my gratitude."
- wait 3
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat "<yellow>The people of <white>Port Shazki<yellow> are in desperate need of this medicine."
- wait 2
- equip hand:0
- narrate "<white>Neba <blue>puts the package away."
- wait 2
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat "<yellow>Talk to me again and I'll let you in on a secret."
- ^flag player TalkingToNPC:!
- 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_IDLE pitch:0.6
- ^chat "<yellow>I am actually part of the <white>Varanir Resistance<yellow>."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat "<yellow>The Resistance opposses corrupt guards, but most of all..."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.6
- ^chat "<yellow>...most of all we fight <white>Mayor Frodeur<yellow>. He's as evil as they come."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.8
- ^chat "<yellow>Ever since he rose to power in Varanir, poverty and famine has been getting worse."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_NO pitch:0.5
- ^chat "<yellow>The cause of this is extremely high taxes and ridicilous laws that benefit nobody but the mayor himself."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^chat "<yellow>Every night he holds a banquet while the people in this town starve."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_HAGGLE pitch:0.6
- ^chat "<yellow>Now that we are fighting back, they dare call us the criminals?"
- wait 5
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat "<yellow>The man who sent you to me, <white>Yrmes<yellow>, is also a member."
- wait 5
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^chat "<yellow>Speak to him if you wish to join the resistance!"
- zap step:5
- zap step:5 script:YrmesInteraction
- ^flag player TalkingToNPC:!
}
5:
click trigger:
script:
- playsound location:<npc.location> sound:VILLAGER_YES pitch:0.6
- ^random 2
- ^chat "<yellow>Thanks again for the help, <white><player.name><yellow>."
- ^chat "<yellow>This medicine will come to good use in <white>Port Shazki<yellow>."
proximity trigger:
entry:
script:
- ^playsound location:<npc.location> sound:VILLAGER_IDLE pitch:0.6
- ^random 3
- chat "<yellow>Hello <white><player.name><yellow>."
- chat "<yellow>Hello friend, thanks again for your help."
- narrate "<white>Neba<blue> throws you a smile."
guarddespawner:
type: task
script:
- if <player.flag[SpawnedAhava]> {
- teleport n@Ahava location:295,65,1441,world
- execute as_server "npc despawn Ahava"
- disengage npc:Neba
- flag player SpawnedAhava:!
- narrate "<red>You waited too long. Talk to Neba to restart the quest."
}
guarddespawnertwo:
type: task
script:
- teleport n@Ahava location:295,65,1441,world
- execute as_server "npc despawn Ahava"
- disengage npc:Neba
guarddespawnerinsurance:
type: world
events:
on player quits:
- if <player.flag[SpawnedAhava]> {
- wait 3
- teleport n@Ahava location:295,65,1441,world
- execute as_server "npc despawn Ahava"
- disengage npc:Neba
- flag player SpawnedAhava:!
- narrate "<red>Ahava despawned due to player quit or player death."
}
on server start:
- run guarddespawnertwo delay:45