Paste #73678: things

Date: 2020/08/01 10:01:13 UTC-07:00
Type: Denizen Script

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warpedroseinnkeeperradius:
  type: assignment
  actions:
    on assignment:
    - trigger name:proximity state:true radius:4
    - trigger name:chat state:true
  interact scripts:
  - warpedroseinnkeeper

warpedroseinnkeeper:
  type: interact
  steps:
    1:
      proximity trigger:
        entry:
          script:
          - if <player.has_flag[innkeeperengage]>:
            - stop
          - flag player innkeeperengage
          - if !<player.has_flag[heardoffightclub]> && !<player.has_flag[wriquestone]> && !<player.has_flag[wriquestonec]>:
            - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I'm running out of sugar, but it's rush hour and I can't leave to go pick it up. Could you go and get it for me?"
            - narrate "<&6>Collect sugar from the docks for the innkeeper? Reply 'yes' to accept."
            - flag player wrioneaccept
          - else if <player.has_flag[heardoffightclub]> && !<player.has_flag[wriquestone]> && !<player.has_flag[wriquestonec]> && !<player.has_flag[wrioneaccept]>:
#            - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Hush! Keep your voice down! So... you heard of us have you? Well I can't let you downstairs that easily. You'll need to prove yourself."
            - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I'm running out of sugar, but it's rush hour and I can't leave to go pick it up. Could you go and get it for me?"
            - narrate "<&6>Collect sugar from the docks for the innkeeper? Reply 'yes' to accept."
            - flag player wrioneaccept
          - if <player.has_flag[wriquestone]>:
            - if <player.inventory.contains[sugarboatsugar]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Thanks! Here's some coin for your help."
              - take sugarboatsugar
              - give xp quantity:100
              - give money quantity:300
              - narrate format:questformat "You recieved 100xp and 300 coin"
              - flag player wriquestone:!
              - flag player wriquestonec
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> There's another shipment of supplies at the smaller dock on the other side of Corrom Aurus. I can't get it because... erm... I'm so busy. That's it. Could you go and retrieve my supplies for me?"
              - narrate "<&6>Collect supplies from the alternate port for the innkeeper? Reply 'yes' to accept."
              - flag player writwoaccept
            - else:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> You found that sugar yet? Hurry up, I can't serve pastries until I get that sugar."
          - if <player.has_flag[wriquestonec]> && !<player.has_flag[wriquesttwo]> && !<player.has_flag[wriquesttwoc]> && !<player.has_flag[writwoaccept]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> There's another shipment of supplies at the smaller port on the other side of Corrom Aurus. I can't get it because... erm... I'm so busy. That's it. Could you go and retrieve my supplies for me?"
              - narrate "<&6>Collect supplies from the alternate port for the innkeeper? Reply 'yes' to accept."
              - flag player writwoaccept
          - if <player.has_flag[wriquesttwo]>:
            - if <player.inventory.contains[innsupplies]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Ah, thank you! Now I can restock my... supplies."
              - take innsupplies
              - give xp quantity:100
              - give money quantity:300
              - narrate format:questformat "You recieved 100xp and 300 coin"
              - flag player wriquesttwo:!
              - flag player wriquesttwoc
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I need some more barbeque pork from my smoker in the basement. Could you grab it for me? Just don't look around much once you get down there."
              - narrate "<&6>Get barbeque pork for the innkeeper? Reply 'yes' to accept."
              - flag player writhraccept
            - else:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Come on... it's <&o>right<&r> there..."
          - if <player.has_flag[wriquesttwoc]> && !<player.has_flag[wriquestthr]> && !<player.has_flag[wriquestthrc]> && !<player.has_flag[writhraccept]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I need some more barbeque pork from my smoker in the basement. Could you grab it for me? Just don't look around much once you get down there."
              - narrate "<&6>Get barbeque pork for the innkeeper? Reply 'yes' to accept."
              - flag player writhraccept
          - if <player.has_flag[wriquestthr]>:
            - if <player.inventory.contains[smokedmeats]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Barbeque is back on the menu!"
              - take smokedmeats
              - give xp quantity:100
              - give money quantity:300
              - narrate format:questformat "You recieved 100xp and 300 coin"
              - flag player wriquestthr:!
              - flag player wriquestthrc
            - else:
              - if <player.has_flag[discoveredfightclub]> && !<player.has_flag[wridiscdia]>:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I told you not to look around! Oh well... just keep it to yourself, yeah?"
                - flag player wridiscdia
              - else if <player.has_flag[discoveredfightclub]> && <player.has_flag[wridiscdia]>:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Keeping things close to the chest are ya? Good, good."
              - else:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> That's all the work I need done right now. I'll let you know if anything else runs out."
          - if <player.has_flag[wriquesttwoc]> && !<player.has_flag[wriquestthr]> && !<player.has_flag[wriquestthrc]>:
              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I need some more barbeque pork from my smoker in the basement. Could you grab it for me? Just don't look around much once you get down there."
              - narrate "<&6>Get barbeque pork for the innkeeper? Reply 'yes' to accept."
              - flag player writhraccept
          - if <player.has_flag[discoveredfightclub]> && !<player.has_flag[wridiscdia]>:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> I told you not to look around! Oh well... just keep it to yourself, yeah?"
                - flag player wridiscdia
              - else if <player.has_flag[discoveredfightclub]> && <player.has_flag[wridiscdia]>:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Keeping things close to the chest are ya? Good, good."
              - else:
                - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> That's all the work I need done right now. I'll let you know if anything else runs out."
        exit:
          script:
          - flag player innkeeperengage:!
          - disengage
      chat trigger:
        1:
          trigger: /yes/
          script:
            - if <player.has_flag[wrioneaccept]>:
              - narrate "<&6>Follow the compass to the boat with the innkeeper's sugar."
              - give sugarcompass
              - compass sugarcompass
              - flag player wriquestone
              - flag player wrioneaccept:!
            - else if <player.has_flag[writwoaccept]>:
              - narrate "<&6>Follow the compass to the port with the innkeeper's supplies."
              - give sugarcompass
              - compass innsuppliescompassl
              - flag player wriquesttwo
              - flag player writwoaccept:!
            - else if <player.has_flag[writhraccept]>:
              - narrate "<&6>Go into the inn basement."
              - flag player canenterfightclub
              - flag player wriquestthr
              - flag player writhraccept:!

sugarcompass:
  type: item
  material: compass

sugarboatsugar:
  type: item
  material: chest
  display name: Inn Sugar

worldscriptstuff:
  type: world
  events:
    on player enters sugarboatarrive:
    - if <player.has_flag[wriquestone]> && !<player.inventory.contains[sugarboatsugar]>:
      - narrate "<&6>Go into the storage room and find the sugar"
      - take sugarcompass
    on player right clicks chest:
    - if <context.location> == <server.flag[thelocationoftheinnsupplies]>:
      - if <player.has_flag[wriquesttwo]> && !<player.inventory.contains[innsupplies]>:
        - give innsupplies
        - narrate "<&6>You found the supplies. Return to the innkeeper."
    on player enters sugarboat:
    - if <player.has_flag[wriquestone]> && !<player.inventory.contains[sugarboatsugar]>:
      - narrate "<&6>Take the sugar back to the innkeeper"
      - give sugarboatsugar
    on player enters fightclubentrance:
    - if !<player.has_flag[canenterfightclub]>:
      - determine passively cancelled
      - if !<player.has_flag[fightclubentrancewarn]>:
        - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Innkeeper <&6>-> <&c>me<&6>]<&r> Hey! You can't go down there!"
        - flag player fightclubentrancewarn duration:5s
    on player enters docktwoent:
    - if <player.has_flag[wriquesttwo]> && !<player.inventory.contains[innsupplies]>:
      - narrate "<&7>The innkeeper didn't tell you what or where his supplies were."
      - narrate "<&6>Search the chests in the area for his supplies."
      - take sugarcompass
    on player enters fightclubdiscover:
      - flag player discoveredfightclub
    on player enters smokedmeats:
      - if <player.has_flag[wriquestthr]> && !<player.inventory.contains[smokedmeats]>:
        - narrate "<&6>Take the barbeque back to the innkeeper"
        - narrate "<&7>You can hear faint yelling from the pantry."
        - give smokedmeats

smokedmeats:
  type: item
  material: cooked_porkchop
  display name: Barbeque Pork

innsupplies:
  type: item
  material: barrel
  display name: Inn Supplies

hearoffightclubradius:
  type: assignment
  actions:
    on assignment:
    - trigger name:proximity state:true radius:4
  interact scripts:
  - hearoffightclub

hearoffightclub:
  type: interact
  steps:
    1:
      proximity trigger:
        entry:
          script:
            - if <player.has_flag[innkeeperengage]>:
              - stop
            - flag player innkeeperengage
            - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Yorin <&6>-> <&c>Dailena<&6>]<&r> I think there's something wrong with that Warped Rose Inn."
            - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Dailena <&6>-> <&c>Yorin<&6>]<&r> I agree. I see people coming in and out of the basement all the time."
#            - if <player.has_flag[getstocksquest]> && !<player.has_flag[wriquestone]> && !<player.has_flag[wriquestonec]>:
#              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Yorin <&6>-> <&c>Dailena<&6>]<&r> I heard that the Warped Rose Inn by the stock exchange has a secret fight club in its basement!"
#              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Dailena <&6>-> <&c>Yorin<&6>]<&r> Whoa. Seriously?"
#              - flag player heardoffightclub
#            - else if <player.has_flag[completedstockquest]> && !<player.has_flag[wriquestone]> && !<player.has_flag[wriquestonec]>:
#              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Yorin <&6>-> <&c>Dailena<&6>]<&r> I heard that the Warped Rose Inn by the stock exchange has a secret fight club in its basement!"
#              - narrate "<&6>[<&f>[<&4>NPC<&f>] <&c>Dailena <&6>-> <&c>Yorin<&6>]<&r> Whoa. Seriously?"
#              - flag player heardoffightclub
        exit:
          script:
          - flag player innkeeperengage:!
          - disengage