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"
}