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- Options:
- L: &8[&6Q&8] &7Jack Sparrow &3&l>&f
- On rightclick on entity:
- Loop entities in radius 5 of player:
- loop-entity's name contains "Jack_Sparrow":
- {Quis.%player%} is not set:
- set {Quis.%player%} to false
- send "{@L} Hai! Aku butuh bantuanmu!"
- send "{@L} Aku membutuhkan &a3 Brick&f untuk membuat kapalku, Maukah kau membantuku?"
- send "{@L} Quest : &aJack's Brick"
- send "{@L} &aYes &6/ &cNo"
- Stop
- {Quis.%player%} is false:
- send "{@L} Hai! Aku butuh bantuanmu!"
- send "{@L} Aku membutuhkan &a3 Brick&f untuk membuat kapalku, Maukah kau membantuku?"
- send "{@L} Quest : &aJack's Brick"
- send "{@L} &aYes &6/ &cNo"
- {Quis.notdone.%player%} is false:
- send "{@L} Kau sudah mendapatkan 3 Brick yang kumau?"
- {Quis.notdone.%player%} is true:
- send "{@L} Terimakasih telah Membantuku!"
- On rightclick on Entity:
- Loop entities in radius 5 of player:
- loop-entity's name contains "Jack_Sparrow":
- player is holding 3 brick:
- {Quis.%player%} is true:
- {Quis.notdone.%player%} is false:
- remove 3 brick from player's inventory
- send "{@L} &aTerimakasih! Aku sekarang bisa membuat kapalku!"
- add 1200 to player's money
- set {Quis.notdone.%player%} to true
- On chat:
- message is "Yes":
- {Quis.%player%} is false:
- send "{@L} Terimakasih!"
- send "&7[&6Quest&7] &aQuest Started"
- send "&aJack's Brick"
- set {Quis.%player%} to true
- set {Quis.notdone.%player%} to false
- cancel event
- stop
- message is "NO":
- {Quis.%player%} is false:
- send "&7[&6Quest&7] &cQuest Canceled."
- cancel event
- stop
- else:
- send "&7[&6Quest&7] &c Kamu harus menjawab pertanyaannya!"
- cancel event
- stop
- Command /aweawe:
- trigger:
- set {Quis.%player%} to false
- send "Pong!"
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