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| Below is the stock copy of the Denizen config.yml. Remember: Denizen does not write its own config, so one should be placed by hand. The easiest way to do that is by using the [[Start-Up Kit]].
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| {{codebox|height=300px|Default Denizen config.yml|<syntaxhighlight lang="yaml">
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| # OPs can sneak and right click a NPC to see information about the NPC. If disabled,
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| # the command '/denizen info' can still be used to obtain the information.
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| right_click_and_sneak_info_mode_enabled: true
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|
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| # Default time in seconds of cooldown set to Denizens when a trigger is triggered.
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| default_click_cooldown_in_seconds: 2.0
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| default_location_cooldown_in_seconds: 30.0
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| default_proximity_cooldown_in_seconds: 15.0
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| default_death_cooldown_in_seconds: 0.0
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| default_damage_cooldown_in_seconds: 0.5
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| default_chat_cooldown_in_seconds: 2.0
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|
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| # Denizen by default uses both right and left clicks to activate the click trigger
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| # if the damage trigger (left click) is disabled. Select false if you would prefer
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| # to have click triggers activate with the right mouse button only.
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| disabled_damage_trigger_instead_triggers_click: true
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|
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| # Interact delay sets the pace of the 'Player Queues' execution,
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| # which is where commands entries triggered by scripts are stored.
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| # Recommended setting is 5-15.
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| interact_delay_in_ticks: 10
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|
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| # Default engage timeout. When NPCs are set to ENGAGE, this is the default timeout
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| # that they DISENGAGE if not specified. (Default, 5 minutes)
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| engage_timeout_in_seconds: 150
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|
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| # How long should the maximum line length be for multi-line text?
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| multi_line_text_maximum_length: 55
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|
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| # By default, players can talk to Denizens even if there are no
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| # chat triggers in the script. I believe this is best for RPG-type
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| # behavior. Change this to true if you would like chat near a
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| # Denizen to be global if there are no chat triggers for the
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| # script being triggered.
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| chat_globally_if_no_chat_triggers: false
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|
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| # By default, players can talk to Denizens even if there are no
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| # chat triggers in the script. I believe this is best for RPG-type
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| # behavior. Change this to true if you would like chat near a
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| # Denizen to be global if there are no chat triggers for the
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| # script being triggered.
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| chat_globally_if_no_chat_triggers: false
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|
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| # Furthermore, if there are chat triggers available, and the Player
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| # doesn't match one, should the player still talk and recieve a
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| # response from the Denizen, or should he just chat globally and
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| # ignore the Denizen. Change this to true if you would like
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| # chat near a Denizen to be global if there are available chat
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| # triggers, but the player failed to match one.
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| chat_globally_if_failed_chat_triggers: false
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|
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| # Also.. if the Denizen happens to be un-interactable
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| # (Engaged, or not cooled-down, for instance), by default
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| # chat is still targeted to the NPC. You can turn this
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| # behavior off by changing this config node to true.
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| chat_globally_if_not_interactable: false
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|
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| # Should players around the player interacting with the Denizen
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| # hear the conversation?
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| bystanders_hear_player_to_npc_chat: true
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| bystanders_hear_npc_to_player_chat: true
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|
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| # This set of nodes defines ranges for different types of
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| # chat/interaction/etc.
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| player_to_npc_chat_range_in_blocks: 2
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| npc_to_player_chat_range_in_blocks: 7
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| npc_emote_range_in_blocks: 7
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| player_to_npc_shout_range_in_blocks: 15
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| npc_to_player_shout_range_in_blocks: 15
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| player_to_npc_whisper_range_in_blocks: 2
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| npc_to_player_whisper_range_in_blocks: 3
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| proximity_trigger_range_in_blocks: 3
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| location_trigger_range_in_blocks: 1
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|
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| # These nodes define how chatting, shouting, etc. is displayed
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| # to players in the game. <PLAYER>, <NPC>, and <TEXT> are all
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| # replaceable variables. Remember to use " around your string
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| # if your text contains a single apostrophe.
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| player_chat_to_npc: "You say to <NPC>, '<TEXT>'"
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| player_chat_to_npc_bystander: "<PLAYER> says to <NPC>, '<TEXT>'"
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| npc_chat_to_bystanders: "<NPC> says, '<TEXT>'"
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| npc_chat_to_player: "<NPC> says to you, '<TEXT>'"
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| npc_chat_to_player_bystander: "<NPC> says to <PLAYER>, '<TEXT>'"
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|
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| player_whisper_to_npc: "You whisper to <NPC>, '<TEXT>'"
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| player_whisper_to_npc_bystander: "<PLAYER> whispers something to <NPC>."
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| npc_whisper_to_bystanders: "<NPC> whispers, '<TEXT>'"
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| npc_whisper_to_player: "<NPC> whispers to you, '<TEXT>'"
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| npc_whisper_to_player_bystander: "<NPC> whispers something to <PLAYER>."
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|
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| player_shout_to_bystanders: "You shout, '<TEXT>'"
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| player_shout_to_bystanders_bystander: "<PLAYER> shouts, '<TEXT>'"
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| npc_shout_to_bystanders: "<NPC> shouts, '<TEXT>'"
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| npc_shout_to_player: "<NPC> shouts at you, '<TEXT>'"
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| npc_shout_to_player_bystander: "<NPC> shouts at <PLAYER>, '<TEXT>'"
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|
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| # Default texts that Denizens use when interacting. These
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| # can also be set per-denizen, which will override the
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| # defaults set below. See the Wiki for more information.
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| default_denizen_unavailable_text: "I'm busy at the moment, can't you see?"
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| default_no_click_trigger_text: "I have nothing else for you right now."
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| default_no_damage_trigger_text: "Ouch! That hurts!"
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| default_no_chat_trigger_text: "Sorry, I don't understand."
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| </syntaxhighlight>
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| }}
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