Paste #4489: Untitled Paste

Date: 2014/05/20 10:21:47 UTC-07:00
Type: Denizen Script

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beggerEldamarA:
    type: assignment
    default constants:
      cN1: 1|2
      cN11: 1|2|3|4|5|6|7|8
      cN117: 1|2|3|4|5|6|7|8|9
    interact scripts:
    - 1 begger_Eldamar
    actions:
    - trigger name:chat to ggle:true
    - trigger name:click toggle:true
    - trigger name:proximity statue:true radius: 5

begger_Eldamar:
  type: interact
  steps:
    1:
      proximity trigger:
        entry:
          script:
          - random {
            - chat "<white> Coins for a poor old man? <white>"
            - chat "<white> Coins for an old war machine? <white>" 
            - chat "<white> Hello there young man! <white>"
            - chat "<white> New around here eh? <white>"
            - chat "<white> Hello just doing your daily things i suppose <white>"
            - chat "<white> My favourite drinking buddy <white>"
          }
          - flag player "chatSelect:1"
        exit:
          script:

      click trigger:
        script:
        - flag player "repeatLast:true"
        - inject begger_Eldamar-S
      chat trigger:
        1:
          trigger: //
          script:
          - inject begger_Eldamar-S


begger_Eldamar-S:
  type: task
  script:
    - if <cons:cN<player.flag[chatSelect]>> contains <player.chat_history> && <player.flag[repeatLast]> == false {
        - flag player "chatSelect:<player.flag[chatSelect]><player.chat_history>"
        } 

        else if <player.flag[repeatLast]> == true {
        - flag player "repeatLast:false"
        } 

        else if <player.chat_history> == 0 {
        - flag player "chatSelect:2"
        } 

        else {
        - chat "<green>What? Options; <cons:cN<player.flag[chatSelect]>>"
        }
  }

  -if <player.flag[chatSelect]> == 1 {
    - look <location.player>
    - chat  "<green>Care to spare a coin to a poor old man?"
    - ^narrate "<grey> You feel uncertain as to if you should spare a coin..."
    - ^narrate  "<grey>Tip: Type the number of your option in the chat to talk with it"
    - ^narrate "1. Yes"
    - ^narrate "2. No"
  }
  else {
    - chat "<red> Error "
  }


  if <player.flag[chatSelect]> == 11 {
    - wait 2
    - random {
      - chat "<green>Ah thank you kind sir!"
      - chat "<green>Oooo Thank you! Thank YOU!"
    }
    - random {
      - chat "<green>You do not look like you are from around here... i could tell you more about the city... for a fair price that is."
      - wait 3
      - ^narrate "<grey>You feel uncertain... but inclined to give one more gold to the poor man"
      - wait 4
      - ^narrate "1. Give another coin"
      - ^narrate "2. Maybe not"
    }
  }

  else if <player.flag[chatSelect]> == 12 {
    - chat "<green>Oh well. See you around... if you are still alive by then. Get out of this town as soon as possible. Do not linger... unspeakable things are happening."
  }

  else {
        - chat "<green>Error! Unknown chat path... contact admin / technician"
        - announce to_ops "Error! Unknown chat path; guardInteract, <player.flag[repeatLast]> + <player.flag[chatSelect]> + <player.chat_history>"
    }

    if <player.flag[chatSelect]> == 111 {
      - wait 2
      - random {
        - chat "<green>The town of Eldamar was believed to have tunnels below it, concealing the towns dark past..."
        - chat "<green>There has been murders lately, occuring near the sewers."
        - chat "<green>The town is bound to be gone... the dark secrets are unveiling. The dark energy is bound to emerge... it is just a matter of time"
        - chat "<green>If you thought the town is prospering... it was. Things are never the same. Vampires and the undead were sighted near the sewers..."
        }
      - chat "<green> Do you want to know more...?"
      - ^narrate "1. Yea... heres another coin"
      - ^narrate "2. Maybe next time"
    }

    else if <player.flag[chatSelect]> == 112 {
      - chat "<green>Oh well. See you around... if you are still alive by then. Get out of the town as fast as you can. Do not linger around."
    }

    else {
      - chat "<red>Error. Unknown chat path"
    }


    if <player.flag[chatSelect]> == 1111 {
      - wait 2
      - random {
        - chat "<green>The town of Eldamar was believed to have tunnels below it, concealing the towns dark past..."
        - chat "<green>There has been murders lately, occuring near the sewers."
        - chat "<green>The town is bound to be gone... the dark secrets are unveiling. The dark energy is bound to emerge... it is just a matter of time"
        - chat "<green>If you thought the town is prospering... it was. Things are never the same. Vampires and the undead were sighted near the sewers..."
        }
      - chat "<green> Do you want to know more...?"
      - ^narrate "1. Yea... heres another coin"
      - ^narrate "2. Maybe next time"
    }

    else if <player.flag[chatSelect]> == 1112 {
      - chat "<green>Oh well. See you around... if you are still alive by then. Get out of the town as fast as you can. Do not linger around."
    }

    else {
      - chat "<red>Error. Unknown chat path"
    }


    if <player.flag[chatSelect]> == 11111 {
      - wait 2
      - random {
        - chat "<green>The town of Eldamar was believed to have tunnels below it, concealing the towns dark past..."
        - chat "<green>There has been murders lately, occuring near the sewers."
        - chat "<green>The town is bound to be gone... the dark secrets are unveiling. The dark energy is bound to emerge... it is just a matter of time"
        - chat "<green>If you thought the town is prospering... it was. Things are never the same. Vampires and the undead were sighted near the sewers..."
        }
      - chat "<green> Well... see you around my man. I have no more. Get out of the town as fast as you can... trust me."
    }

    else if <player.flag[chatSelect]> == 11112 {
      - chat "<green>Oh well. See you around... if you are still alive by then. Get out of the town as fast as you can. Do not linger around."
    }

    else {
      - chat "<red>Error. Unknown chat path"
    }

    - ^narrate "Exit"

}