Brandon Cornejo
6 years ago
8 changed files with 188 additions and 288 deletions
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4config.tin
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30src/combat.tin
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56src/missions.tin
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111src/missions/sausages.tin
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24src/missiontimers.tin
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116src/missiontimers/letters.tin
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56src/missiontimers/sausage_lite.tin
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79src/missiontimers/sausages.tin
@ -0,0 +1,56 @@ |
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#CLASS {missiontimers} {kill}; |
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#CLASS {missiontimers} {open}; |
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#NOP ==[ Load Sausage Mission stuff ]== |
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#READ {src/missions/sausages.tin}; |
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#ALIAS {missions} { |
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#if {&missions} { |
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#echo {<149>[MT] Active Mission Timers:<099>}; |
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} { #return; }; |
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#format {current_time} {%T}; |
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#var {mission_display_list} {}; |
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#if {&missions[sausage]} { |
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#foreach {$missions[sausage][active_list][]} {player} { |
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#if {&missions[sausage][active_list][$player][easy]} { |
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#math {mins} { (($current_time - $missions[sausage][active_list][$player][easy]) + 0.5) / 60 }; |
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#math {mins} {60 - $mins}; |
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#format {mt_display} {\t<129>%s<099> can do another unspiced sausage mission in <139>%d<099> minutes.<099>} {$player}{$mins}; |
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#list {mission_display_list[$player]} {add} {$mt_display}; |
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}; |
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#if {&missions[sausage][active_list][$player][hard]} { |
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#math {mins} { (($current_time - $missions[sausage][active_list][$player][hard]) + 0.5) / 60 }; |
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#math {mins} {60 - $mins}; |
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#format {mt_display} {\t<129>%s<099> can do another spiced sausage mission in <139>%d<099> minutes.<099>} {$player}{$mins}; |
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#list {mission_display_list[$player]} {add} {$mt_display}; |
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}; |
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}; |
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#foreach {$missions[sausage][retry_list][]} {player} { |
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#math {mins} { (($current_time - $missions[sausage][retry_list][$player]) + 0.5) / 60 }; |
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#math {mins} {10 - $mins}; |
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#format {mt_display} {\t<129>%s<099> can request a new sausage mission in <139>%d<099> minutes.<099>} {$player}{$mins}; |
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#list {mission_display_list[$player]} {add} {$mt_display}; |
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}; |
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}; |
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#nop We've compiled all of the different mission timers by-character, now print them out; |
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#foreach {$mission_display_list[]} {player} { |
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#foreach {$mission_display_list[$player][%*]} {mt_display} { |
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#showme {$mt_display}; |
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}; |
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}; |
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}; |
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#nop "#event {RECEIVED OUTPUT} {%0}" catches all the things.... one event trigger |
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#nop and process a bunch of stuff? |
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#CLASS {missiontimers} {close}; |
@ -0,0 +1,111 @@ |
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#CLASS {missiontimers_sausages} {kill}; |
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#CLASS {missiontimers_sausages} {open}; |
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#NOP ======================= |
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#NOP ===== VARIABLES ===== |
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#NOP ======================= |
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#VARIABLE {missions[sausage]} { |
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{current_difficulty}{1} |
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{current_primer}{1} |
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} |
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#NOP ======================= |
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#NOP ===== Aliases ===== |
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#NOP ======================= |
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#ALIAS {/sd_prep} { |
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#send {frimble Sam Slager asks you: So, you want to try filling a sausage order? You'll have four hours to hunt a lobster, gather spices}; |
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}; |
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#ALIAS {/sd_start} { |
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#send {frimble You have four hours to deliver 100 fresh pepper lobster sausages to Sam Slager.}; |
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}; |
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#ALIAS {/sd_resign} { |
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#send {frimble Sam Slager says to you: I'll have to take care of this one later.}; |
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}; |
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#ALIAS {/sd_complete} { |
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#send {frimble Sam Slager gives you 5 Ankh-Morpork ten-dollars, 9 Ankh-Morpork dollars, one Ankh-Morpork half-dollar and 5 Ankh-Morpork pence.}; |
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}; |
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#ALIAS {/sausage_mission_end} { |
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#unaction {You have four hours to deliver %%1 fresh %%2 sausages to Sam Slager.$}; |
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#unaction {Sam Slager says to you: I'll have to take care of this one later.$}; |
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#unaction {Sam Slager gives you %%1{dollar|pence}%%3$}; |
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}; |
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#ALIAS {/sausage_mission_start} { |
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#unaction {You have four hours to deliver %%1 fresh %%2 sausages to Sam Slager.$}; |
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#var {missions[sausage][current_difficulty]} {$missions[sausage][current_primer]}; |
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#nop [A mission started, start checking for resignations]; |
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#action {Sam Slager says to you: I'll have to take care of this one later.$} { |
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/sausage_mission_end; |
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#format {missions[sausage][retry_list][$GMCP[charinfo][capname]]} {%T}; |
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#line sub variable { |
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#delay {600} { |
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#format {sausage_retry_line} {%c[MH] %c*%c %s%c can now ask for a new sausage mission from Sam Slager.} {bold blue} {bold yellow} {bold green}{$GMCP[charinfo][capname]} {bold blue}; |
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#echo {$sausage_retry_line}; |
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#unvar {sausage_retry_line}; |
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#unvar {missions[sausage][retry_list][$GMCP[charinfo][capname]]}; |
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}; |
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}; |
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}; |
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#nop [A mission started, start checking for completions]; |
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#action {Sam Slager gives you %%1{dollar|pence}%%3$} { |
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/sausage_mission_end; |
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#if {"$missions[sausage][current_difficulty]" == "1"} { |
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#format {missions[sausage][active_list][$GMCP[charinfo][capname]][easy]} {%T}; |
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#line sub variable { |
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#format {delayname} {sausage_easy_%s} {$GMCP[charinfo][capname]}; |
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#delay {$delayname} { |
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#format {sausage_timer_line} {%c[MH] %c*%c %s can now do another unspiced sausage mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][capname]}; |
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#echo {$sausage_timer_line}; |
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#unvar {sausage_timer_line}; |
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#unvar {missions[sausage][active_list][$GMCP[charinfo][capname]][easy]}; |
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} {3600}; |
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}; |
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#unvar {delayname}; |
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}; |
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#else { |
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#format {missions[sausage][active_list][$GMCP[charinfo][capname]][hard]} {%T}; |
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#line sub variable { |
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#format {delayname} {sausage_hard_%s} {$GMCP[charinfo][capname]}; |
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#delay {$delayname} { |
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#format {sausage_timer_line} {%c[MH] %c*%c %s last finished a spiced sausage mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][capname]}; |
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#echo {$sausage_timer_line}; |
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#unvar {sausage_timer_line}; |
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#unvar {missions[sausage][active_list][$GMCP[charinfo][capname]][hard]}; |
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} {3600}; |
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}; |
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#unvar {delayname}; |
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}; |
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}; |
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}; |
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#ALIAS {/sausage_mission_prep} { |
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#action {You have four hours to deliver %%1 fresh %%2 sausages to Sam Slager.$} { |
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/sausage_mission_start; |
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}; |
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} |
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#NOP ======================= |
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#NOP ===== Actions ===== |
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#NOP ======================= |
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#NOP ==[Sausage Missions]== |
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#ACTION {Sam Slager asks you: So, you want to try filling a sausage order? You'll have four hours to hunt %1, gather %2} { |
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#var {missions[sausage][current_primer]} {2}; |
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/sausage_mission_prep; |
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}; |
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#ACTION {Sam Slager asks you: So, you want to try filling a sausage order? You'll have four hours to hunt %1, make %2} { |
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#var {missions[sausage][current_primer]} {1}; |
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/sausage_mission_prep |
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}; |
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#CLASS {missiontimers_sausages} {close}; |
@ -1,24 +0,0 @@ |
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#CLASS {missiontimers} {kill}; |
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#CLASS {missiontimers} {open}; |
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#NOP ==[ Load Sausage Mission stuff ]== |
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#READ {src/missiontimers/sausage_lite.tin}; |
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#ALIAS {missions} { |
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#if {&missions} { #echo {Mission Timers:}; } { #return; }; |
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#if {&missions[sausage]} { |
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#foreach {$missions[sausage][active_list][%*]} {player} { |
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#showme {\t$player is cooling down on sausage missions.}; |
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}; |
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#foreach {$missions[sausage][retry_list][%*]} {player} { |
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#showme {\t$player is not able to request a new sausage mission.}; |
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}; |
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}; |
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}; |
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#nop "#event {RECEIVED OUTPUT} {%0}" catches all the things.... one event trigger |
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#nop and process a bunch of stuff? |
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#CLASS {missiontimers} {close}; |
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@ -1,116 +0,0 @@ |
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#CLASS {missiontimers_letters} {kill}; |
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#CLASS {missiontimers_letters} {open}; |
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#NOP [1 = Local, 2= Far Away, 3 = Distant Lands, 4 = Difficult Customer] |
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#VAR {dead_letter_rewards} { |
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{4 Ankh-Morpork dollars}{1} |
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{8 Ankh-Morpork dollars}{2} |
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{3 Djelian talents and 5 Djelian tooni}{3} |
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{4 Lancre crowns and 2 Lancre shillings}{3} |
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{7 Ephebian decadrachmae and 2 Ephebian stater}{3} |
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{2 Ankh-Morpork ten-dollars}{3} |
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{2 Genuan forins and 5 Genuan livres}{3} |
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{1 Klatchian ten dinar and 2 Klatchian two dinar coins}{3} |
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{1 Agatean Empire ten-rhinu and 5 Agatean Empire rhinu}{3} |
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{7 Lancre crowns and 5 Lancre shillings}{4} |
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{2 Agatean Empire ten-rhinu and 5 Agatean Empire rhinu}{4} |
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{6 Djelian talents and 5 Djelian tooni}{4} |
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{4 Genuan forins and 3 Genuan livres}{4} |
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{3 Ankh-Morpork ten-dollars and 2 Ankh-Morpork dollars}{4} |
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{1 Ephebian mina and 5 Ephebian decadrachmae}{4} |
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{1 Agatean Empire fifty-rhinu and 2 Agatean Empire ten-rhinu}{5} |
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{9 Ankh-Morpork ten-dollars}{5} |
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{1 Lancre sovereign and 1 Lancre tencrown}{5} |
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{3 Ephebian minae and 5 Ephebian decadrachmae}{5} |
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{1 Genuan ducat and 2 Genuan forins}{5} |
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} |
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#var {missions[letter][active_list]} {}; |
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#var {missions[letter][retry_list]} {}; |
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#ALIAS {/letter_returned} { |
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#list {missions[letter][retry_list]} {find} {$GMCP[charinfo][name]} {letter_current}; |
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#if {$letter_current == 0} { |
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#list {missions[letter][retry_list]} {add} {$GMCP[charinfo][name]}; |
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#line sub variable { |
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#delay {600} { |
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#nop Print message |
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#format {letter_retry_line} {%c[MH] %c*%c %s%c can now request a new letter from Frank.} {bold blue} {bold yellow} {bold green}{$GMCP[charinfo][name]} {bold blue}; |
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#echo {$letter_retry_line}; |
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#unvar {letter_retry_line}; |
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#nop Remove player from state list |
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#list {missions[letter][retry_list]} {find} {$GMCP[charinfo][name]} {letter_current_inner}; |
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#list {missions[letter][retry_list]} {delete} {$letter_current_inner}; |
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}; |
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}; |
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}; |
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#unvar {letter_current}; |
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}; |
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#ALIAS {return letter} { |
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#send {return letter}; |
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/letter_returned; |
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}; |
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#ACTION {^You offer to give a letter to Frank} { |
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/letter_returned; |
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}; |
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#ACTION {^You have been awarded %d experience points and given %+} { |
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#nop You have been awarded 60407 experience points and given 2 Agatean Empire ten-rhinu and 5 Agatean Empire rhinu. |
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-- Last difficulty completion seen for future salute trigger |
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local iLastDifficultyCompleted = 0 |
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-- Detected a reward string, record a difficulty level in preperation for the salute line |
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function QuowMissionReward (sName, sLine, wildcards) |
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sCashValue = wildcards[1] |
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if (sQuowRewards[sCashValue] ~= nil) then |
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iLastDifficultyCompleted = sQuowRewards[sCashValue] |
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else |
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-- See if we were waiting for an Ozzie pottery timer? |
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if (IsTimer("StoPotteryWaiting_" .. sCurrentCharacter) == 0) then |
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AddTimer ("StoLatPottery_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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elseif (IsTimer("OCPennieMission_" .. sCurrentCharacter) == 0) then |
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AddTimer ("OCPennieLaced_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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end |
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end |
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end |
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} |
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<trigger |
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enabled="y" |
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keep_evaluating="n" |
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match="^(?:> )?You have been awarded [0-9]{1,7} experience points and given (.+?)\.$" |
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regexp="y" |
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script="QuowMissionReward" |
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name="QuowMissionReward" |
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sequence="40" |
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> |
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</trigger> |
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#ACTION {^You salute smartly as you deliver a letter} { |
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-- Saw a successful delivery mission, start a timer if we have a known difficulty completion value |
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function QuowLetterSuccess (sName, sLine, wildcards) |
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if (bNotificationTimers ~= true) then |
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return |
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end |
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if (iLastDifficultyCompleted == 1) then |
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AddTimer ("DeadLetterLocal_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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elseif (iLastDifficultyCompleted == 2) then |
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AddTimer ("DeadLetterCloseby_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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elseif (iLastDifficultyCompleted == 3) then |
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AddTimer ("DeadLetterFaraway_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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elseif (iLastDifficultyCompleted == 4) then |
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AddTimer ("DeadLetterDistant_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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elseif (iLastDifficultyCompleted == 5) then |
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AddTimer ("DeadLetterDifficult_" .. sCurrentCharacter, 1, 0, 0, "", 1061, "QuowMissionNotify") |
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end |
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iLastDifficultyCompleted = 0 |
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end |
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}; |
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#CLASS {missiontimers_letters} {close}; |
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@ -1,56 +0,0 @@ |
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#CLASS {missiontimers_sausages} {kill}; |
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#CLASS {missiontimers_sausages} {open}; |
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#var {missions[sausage][active_list]} {}; |
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#var {missions[sausage][retry_list]} {}; |
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#nop You have four hours to deliver 150 fresh - line to start it all? |
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#ACTION {^You have four hours to deliver %d fresh} { |
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#action {^Sam Slager says to%+you: I'll have to take care of this one later} { |
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#nop [A mission started, start checking for resignations]; |
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#nop Are we already waiting on a timer for this character? |
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#list {missions[sausage][retry_list]} {find} {$GMCP[charinfo][name]} {sausage_current}; |
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#if {$sausage_current == 0} { |
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#list {missions[sausage][retry_list]} {add} {$GMCP[charinfo][name]}; |
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#line sub variable { |
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#delay {600} { |
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#nop Print message |
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#format {sausage_retry_line} {%c[MH] %c*%c %s%c can now try a new sausage mission from Sam Slager.} {bold blue} {bold yellow} {bold green}{$GMCP[charinfo][name]} {bold blue}; |
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#echo {$sausage_retry_line}; |
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#unvar {sausage_retry_line}; |
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#nop Remove player from state list |
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#list {missions[sausage][retry_list]} {find} {$GMCP[charinfo][name]} {sausage_current_inner}; |
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#list {missions[sausage][retry_list]} {delete} {$sausage_current_inner}; |
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}; |
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}; |
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}; |
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#unvar {sausage_current}; |
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}; |
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#action {^Sam Slager says to%+you: Thank you, that's all} { |
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#nop [A mission started, start checking for completions]; |
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#nop Are we already waiting on a timer for this character? |
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#list {missions[sausage][active_list]} {find} {$GMCP[charinfo][name]} {sausage_current}; |
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#if {$sausage_current == 0} { |
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#list {missions[sausage][active_list]} {add} {$GMCP[charinfo][name]}; |
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#line sub variable { |
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#delay {3600} { |
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#nop Print message |
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#format {sausage_timer_line} {%c[MH] %c*%c %s can get full XP for a sausage mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][name]}; |
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#echo {$sausage_timer_line}; |
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#unvar {sausage_timer_line}; |
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#nop Remove player from state list |
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#list {missions[sausage][active_list]} {find} {$GMCP[charinfo][name]} {sausage_current_inner}; |
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#list {missions[sausage][active_list]} {delete} {$sausage_current_inner}; |
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}; |
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}; |
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}; |
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#unvar {sausage_current}; |
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}; |
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}; |
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#CLASS {missiontimers_sausages} {close}; |
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@ -1,79 +0,0 @@ |
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#CLASS {missiontimers_sausages} {kill}; |
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#CLASS {missiontimers_sausages} {open}; |
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#NOP ======================= |
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#NOP ===== VARIABLES ===== |
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#NOP ======================= |
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||||
#VARIABLE {missions[sausage]} { |
|
||||
{current_difficulty}{1} |
|
||||
{current_primer}{1} |
|
||||
} |
|
||||
|
|
||||
#NOP ======================= |
|
||||
#NOP ===== Aliases ===== |
|
||||
#NOP ======================= |
|
||||
#ALIAS {/sausage_mission_start} { |
|
||||
#unaction {^You have four hours to deliver %1 fresh %2 sausages to Sam Slager.$}; |
|
||||
#var {missions[sausage][current_difficulty]} {$missions[sausage][current_primer]}; |
|
||||
|
|
||||
#nop [A mission started, start checking for resignations] |
|
||||
#action {^Sam Slager says to %1 I'll have to take care of this one later.$} { |
|
||||
#unaction {^You have four hours to deliver %1 fresh %2 sausages to Sam Slager.$}; |
|
||||
#unaction {^Sam Slager says to %1 I'll have to take care of this one later.$}; |
|
||||
#unaction {^Sam Slager gives you %1{dollar|pence}%3$}; |
|
||||
|
|
||||
#line sub variable { |
|
||||
#delay {600} { |
|
||||
#format {sausage_retry_line} {%c[MH] %c*%c %s%c can now try a new sausage mission from Sam Slager.} {bold blue} {bold yellow} {bold green}{$GMCP[charinfo][name]} {bold blue}; |
|
||||
#echo {$sausage_retry_line}; |
|
||||
#unvar {sausage_retry_line}; |
|
||||
}; |
|
||||
}; |
|
||||
}; |
|
||||
|
|
||||
#nop [A mission started, start checking for completions] |
|
||||
#action {^Sam Slager gives you %1{dollar|pence}%3$} { |
|
||||
#unaction {^You have four hours to deliver %1 fresh %2 sausages to Sam Slager.$}; |
|
||||
#unaction {^Sam Slager says to %1 I'll have to take care of this one later.$}; |
|
||||
#unaction {^Sam Slager gives you %1{dollar|pence}%3$}; |
|
||||
|
|
||||
#if {$missions[sausage][current_difficulty]} { |
|
||||
#format {delayname} {sausage_easy_%s} {$GMCP[charinfo][name]}; |
|
||||
#line sub variable { |
|
||||
#delay {$delayname} { |
|
||||
#format {sausage_timer_line} {%c[MH] %c*%c %s last finished an unspiced sausage mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][name]}; |
|
||||
#echo {$sausage_timer_line}; |
|
||||
#unvar {sausage_timer_line}; |
|
||||
} {3600}; |
|
||||
}; |
|
||||
#unvar {delayname}; |
|
||||
}; |
|
||||
#else { |
|
||||
#line sub variable { |
|
||||
#format {delayname} {sausage_hard_%s} {$GMCP[charinfo][name]}; |
|
||||
#delay {$delayname} { |
|
||||
#format {sausage_timer_line} {%c[MH] %c*%c %s last finished a spiced sausage mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][name]}; |
|
||||
#echo {$sausage_timer_line}; |
|
||||
#unvar {sausage_timer_line}; |
|
||||
} {3600}; |
|
||||
}; |
|
||||
#unvar {delayname}; |
|
||||
}; |
|
||||
}; |
|
||||
}; |
|
||||
|
|
||||
#NOP ======================= |
|
||||
#NOP ===== Actions ===== |
|
||||
#NOP ======================= |
|
||||
|
|
||||
#NOP ==[Sausage Missions]== |
|
||||
#ACTION {^Sam Slager asks you: So, you want to try filling a sausage order? You'll have four hours to hunt %1, gather spices to mix into the ground meat, make %2 sausages from it, and deliver them to me. Are you up to it?$} { |
|
||||
#var {missions[sausage][current_primer]} {2}; |
|
||||
#action {^You have four hours to deliver %1 fresh %2 sausages to Sam Slager.$} { /sausage_mission_start; }; |
|
||||
}; |
|
||||
#ACTION {^Sam Slager asks you: So, you want to try filling a sausage order? You'll have four hours to hunt %1, make %2 sausages from it, and deliver them to me. Are you up to it?$} { |
|
||||
#var {missions[sausage][current_primer]} {1}; |
|
||||
#action {^You have four hours to deliver %1 fresh %2 sausages to Sam Slager.$} { /sausage_mission_start; }; |
|
||||
}; |
|
||||
|
|
||||
#CLASS {missiontimers_sausages} {close}; |
|
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