Date: 2014/07/11 01:15:13 UTC-07:00
Type: Denizen Script
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Rolfar_Golden_Tounge:
type: assignment
interact scripts:
- 10 Rolfar_Script
actions:
on assignment:
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
Catlyn_Borkel:
type: assignment
interact scripts:
- 10 Catlyn_Borkel_Script
actions:
on assignment:
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
Ben_Miller:
type: assignment
interact scripts:
- 10 Ben_Miller_Script
actions:
on assignment:
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
Rarke_Bjornsson:
type: assignment
interact scripts:
- 10 Rarke_Bjornsson_Script
actions:
on assignment:
- trigger name:chat state:true
- trigger name:click state:true
- trigger name:proximity state:true
- lookclose <npc> state:true
on death:
- ^execute as_npc "npc respawn -1"
- ^execute as_server "npc select n@130"
- ^execute as_server "sentry target remove player:<player.name>"
- wait 1
- narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok! Baby is stonger than Rarke, here, take debt!"
- wait 2
- narrate "<aqua>You take the crown from Rarke, named <gold>Rarke's Shiny Thing<aqua>, and leave"
- ^give i@Rarkes_Shiny_Thing qty:1
- flag player Rolfar_Debts_Gathered
- zap step:Reward script:Rolfar_Script
Rolfar_Script:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- if <player.flag[Rolfar_Quest_Complete]> {
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Thanks again, stranger."
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I'll come to yee' if I need more wark done."
} else {
- narrate "<green>[Rolfar GoldenTounge] <yellow>sighs, as he then look around mumbeling swears"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I'll get meh mon- Oi! Are yee' lookin' far work?"
}
chat trigger:
1:
Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
Script:
- wait 2
- narrate "[You] -> Rolfar GoldenTounge<&co> Yes, I am."
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Great! I've got a slight problem ya' see."
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I've been running a small gambeling night at the tavern,"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>'boot people ain't payin' opp."
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I need yee' to collect their debts for me."
- wait 2
- narrate "<aqua>[Rolfar GoldenTounge] rolls out a small scroll, clearing his throat"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>I need yee' to collect from<&co> Catlyn Borkel, a lady,"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Ben Miller, thae stable boy,"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>and Mr Rarke Bjornsson, a large barbarian."
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Borkel is located at the graveyard, Miller is at the ooter stables,"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>and Rarke is in the tavern. Get those debts."
- flag player Collecting_Debts
2:
Trigger: "/regex:.+/"
Script:
- wait 2
- narrate "[You] -> Rolfar GoldenTounge<&co> No.. I'm not looking for work..."
- wait 2
- narrate "<aqua>[Rolfar GoldenTounge] becomes red as a baboons buttex and screams"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>STOP WASTING MY TIME THEN!!!"
- zap step:1
Quest_Failed:
proximity trigger:
entry:
script:
- if <player.flag[Rolfar_Quest_Fail]> {
- narrate "<red>QUEST FAILED"
- foreach li@item1|item2|item3 {
- if <player.inventory.contains[%value%]> {
- take %value%
}
}
- flag player Rolfar_Quest_Fail:!
- zap step:1
}
Reward:
proximity trigger:
entry:
script:
- if <player.flag[Rolfar_Debts_Gathered]> {
- if <player.inventory.contains[i@Bens_Shiny_Melon]> && <player.inventory.contains[i@Catlyns_Rod_o_Gold]> && <player.inventory.contains[i@Rarkes_Shiny_Thing]> {
- narrate "<aqua>[You] walk up to [Rolfar GoldenTounge]"
- wait 2
- narrate "<green>[You] -> Rolfar GoldenTounge<&co> <yellow>Here are the items, sir."
- take i@Bens_Shiny_Melon
- take i@Catlyns_Rod_o_Gold
- take i@Rarkes_Shiny_Thing
- wait 2
- narrate "<aqua>[Rolfar GoldenTounge] inspects the items, smiling as he does"
- wait 2
- narrate "<green>[Rolfar GoldenTounge] -> You<&co> <yellow>Thank yee' stranger, 'ere, take dis in reward."
- wait 2
- narrate "<aqua>[Rolfar GoldenTounge] hands over 10 ducats, and a golden apple"
- ^give emerald qty:10
- ^give golden_apple qty:1
- narrate "<aqua>YOU GET 100 XP FOR YOUR WORK"
- give xp qty:100
- flag player Rolfar_Quest_Complete
}
}
Ben_Miller_Script:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- if <player.flag[Rolfar_Quest_Complete]> {
- narrate "<green>[Ben Miller] -> You<&co> <yellow>I have got to stop gambeling..."
}
else {
- if <player.flag[Collecting_Debts]> {
- narrate "<aqua>[You] finds [Ben_Miller] hiding near the stables"
- wait 2
- narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh! Did Rolfar send you?! Please don't hurt me! I'll pay up!"
}
}
chat trigger:
1:
Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
Script:
- wait 2
- narrate "<green>[You] -> Ben_Miller<&co> <yellow>Pay up punk! Or I'm going to punch you so hard..."
- wait 2
- narrate "<green>[Ben Miller] -> You<&co> <yellow>No! Please! Here, take the melon!"
- wait 2
- narrate "<aqua>[Ben Miller] hands over a glistery shiny melon"
- give i@Bens_Shiny_Melon
- flag player Rolfar_Debts_Gathered
2:
Trigger: "/regex:.+/"
Script:
- wait 2
- narrate "<green>[You] -> Ben_Miller<&co> <yellow>No, Rolfar didn't send me."
- wait 2
- narrate "<green>[Ben Miller] -> You<&co> <yellow>Oh, puh.. I thought I was going to get beaten a second there..."
- flag player Rolfar_Quest_Fail
- zap step:Quest_Failed script:Rolfar_Script
Catlyn_Borkel_Script:
type: interact
steps:
1:
proximity trigger:
entry:
script:
- if <player.flag[Rolfar_Quest_Complete]> {
- narrate "<green>[Catlyn Borkel] -> You<&co <yellow>I'll get you some day, toddler!"
}
else {
- if <player.flag[Collecting_Debts]> {
- narrate "<green>[Catlyn Borkel] picks a rose, as she then sighs, she then turns arouns toward <player.name>"
- wait 2
- narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Oh, didn't see ya' dear. What do you want dear?"
- wait 2
- narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow>I am here to collect your debt, Nanny."
- wait 2
- narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Oh! Then that snak Rolfar can piss off! And you punk! Get out of here!"
- wait 2
- narrate "<aqua>Accept to leave, or stay around - like a man!"
- wait 12
- narrate "<green>[You] -> Catlyn__Borkel<&co> <yellow> I am here for the debt! And I'm leaving with it!"
- wait 2
- narrate "<aqua>[Catlyn Borkel] sighs, as she then smacks the player once with a stick, turning netrual again"
- wait 2
- narrate "<green>[Catlyn Borkel] -> You<&co> <yellow>Tell Rolfar to mind his own business!"
- wait 2
- narrate "<aqua>[Catlyn Borkel] grabs the nob of her cane, turning it and it comes off."
- wait 2
- narrate "<aqua>[Catlyn Borkel] she then turns it upside down and a golden rod falls out from it."
- wait 2
- give i@Catlyns_Rod_o_Gold
- flag player Rolfar_Debts_Gathered
}
}
exit:
script:
- flag player Rolfar_Quest_Fail
- zap step:Quest_Failed script:Rolfar_Script
Rarke_Bjornsson_Script:
type: interact
steps:
1:
proximity tigger:
entry:
script:
- if <player.flag[Rolfar_Quest_Complete]> {
- narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Baby cheated in fight. But Baby cheat good."
}
else {
- if <player.flag[Collecting_Debts]> {
- narrate "<aqua>[Rarke Bjornsson] takes a heavy swig, as he then swipes his mouth with the back of his hand"
- wait 2
- narrate "<aqua>[You] walks up to [Rarke_Bjornsson]"
- wait 2
- narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>What does baby want? Rarke is busy barb."
- wait 2
- narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>I'm here to collect the deft for Rolfar."
- wait 2
- narrate "<aqua>[Rarke Bjornsson] laughs heavily, as he then stops, noticing [<player.name>] is serious."
- wait 2
- narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Ok, baby. Rarke give you debt if baby beat Rarke in combat. Fair?"
chat trigger:
1:
Trigger: "/regex:.*Yes.*|.*yes.*|.*yeah.*|.*Yeah.*|.*okay.*|.*Okay.*|.*sure.*|.*Sure.*|.*alright.*|.*Alright.*|.*fine.*|.*Fine.*/"
Script:
- flag player Cheat_Death
- flag player Fight_Rarke_1
- if <player.inverntory.contains[iron_sword]> {
- zap step:Fight_Rarke
} else {
- give iron_sword qty:1
- zap step:Fight_Rarke
}
2:
Trigger: "/regex:.+/"
Script:
- wait 2
- narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>Uh.. No. I'll just tell Rolfar that you didn't want to."
- wait 2
- narrate "<green>[Rarke Bjornsson] -> You<&co> <yellow>Then go away, baby. Rarke is in ned of drinky."
- flag player Rolfar_Quest_Fail
- zap step:Quest_Failed script:Rolfar_Script
}
}
Fight_Rarke:
proximity trigger:
entry:
script:
- wait 2
- narrate "<green>[You] -> Rarke Bjornsson<&co> <yellow>Yes! Angard!
- wait 2
- narrate "<aqua>[Rarke Bjornsson] draws his sword, as he then attacks [You]"
- wait 3
- narrate "<yellow>3..."
- wait 3
- narrate "<yellow>2..."
- wait 3
- narrate "<yellow>1..."
- wait 3
- narrate "<yellow>Start!"
- execute as_server "npc select n@130"
- execute as_server "sentry target add player:<player.name>"
Bens_Shiny_Melon:
type: item
material: glistering_melon
display name: <gold>Ben's Shiny Melon
lore:
- <dark_purple>The melon that Ben Miller
- <dark_purple>owes Rolfar GoldenTounge
Catlyns_Rod_o_Gold:
type: item
material: blaze_rod
display name: <gold>Catlyn's Rod o' Gold
lore:
- <dark_purple>The rod of gold that Catlyn
- <dark_purple>Borkel owes Rolfar GoldenTounge
Rarkes_Shiny_Thing:
type: item
material: golden_helmet
display name: <gold>Rarke's Shiny Thing
lore:
- <dark_purple>The crown that Rarke Bjornsson
- <dark_purple>owes Rolfar GoldenTounge