Parrot: Difference between revisions

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{{ExternalType}} {{CharacterType
{{ExternalType}} {{CharacterType
| PICTURE      = Parrot.png
| PICTURE      = Mimic.png
| NAME        = Parrot
| NAME        = Mimic
| AUTHOR      = [[User:aufdemrand|aufdemrand]]
| AUTHOR      = [[User:aufdemrand|aufdemrand]]
| VERSION      = 0.2
| VERSION      = 0.6
| CITIZENSBUILD  = 2.0
| CITIZENSBUILD  = 2.0 (#37)
| DEVSTATUS    = InDev
| DEVSTATUS    = InDev
| DOWNLOADLINK =  
| DOWNLOADLINK = http://dev.bukkit.org/server-mods/parrot/files/2-parrot-beta-v0-4/
| BUKKITDEVLINK  =  
| BUKKITDEVLINK  = http://dev.bukkit.org/server-mods/parrot/
| DESCRIPTION  = A parrot (chicken) NPC that can be used for fun or for clues.
| SOURCELINK = http://www.github.com/aufdemrand/Mimic
| ISSUESLINK = http://www.github.com/aufdemrand/Mimic/Issues
| DESCRIPTION  = A mimic NPC that can be used for fun or for clues.
}}
}}


Parrots can be just for fun, or be used with questing to hold clues, and are
Mimics are an attempt to bring some RPG elements to Minecraft using Citizens2. Mimics can be just for fun, or be used with questing to hold clues. Enderdragon parrots, anybody? (Joking! Probably not a good idea!)
meant to be used on Chicken NPCs, though could technically be any kind.
Enderdragon parrots, anybody? (Joking! Probably not a good idea!)


Parrots randomly store messages said in the local area and repeat them back.
Mimics randomly store messages said in the local area and repeat them back. Mimics can also hold a clue, information that it keeps and blurts out with the normal chatter it has heard for a great element to any RPG puzzle.
Parrots can also be fed a clue, information that it keeps and blurts out with  
the normal chatter it has heard.


== Features ==
Customizable 'Voice' Mimic types with adjustable text messages for timed text and onclick behavoir.
Comes standard with a Parrot, Slime Mimic, and Village Idiot.  You can add your own!
== Planned Future Features ==
== Commands ==


== Features ==


Parrots hold 5 messages automatically by listening to surrounding chatter.
== Permissions ==
Parrots hold 1 message fed by the parrot owner.




==Settings (and defaults)==
==Settings (and defaults)==


cooldown-in-seconds: 60   # number of seconds MINIMUM that the parrot can say something
Below is the standard configuration with notes.
chatter-range: 25         # radius (in blocks) that the player can hear parrots
 
                          # also the number of blocks that the parrot can hear players
<pre>
# Mimic Configuration
 
cooldown-in-seconds: 45      # Time between each message/etc update timer.
                              #   (Recommended 30-90)
click-cooldown-in-seconds: 5
chatter-range: 25             # Distance from Mimic needed to be to hear it.
                              #  (Recommended 10-30)
# Note: Next two lines have not yet been implemented, but still need to be set.
text-style: Normal            # Available: Sentence Case, Lower Case, Upper Case, Normal
use-smart-wrap: True          # Wraps text spanning multiple lines smartly.
 
 
# TYPES/DIALOG Setup
# You can add as many items to the list as you'd like.
# You can use <text> to use the mimic's texts.
# Note: <text> also randomly shows the mimic's clue.
 
voice types:
  list:              # List each voice mimic type. Case sensitive!
    - Parrot
    - Village Idiot
    - Slime Mimic


gibberish: "Baaaawk!",    # Parrot 'sound effects'
  NPC defaults:       # You can specify mimic type defaults for each npc type
                      # EntityTypes specified here will automatically apply the mimic type set alongside.
    SLIME: Slime Mimic
    CHICKEN: Parrot
    VILLAGER: Village Idiot


entity: # Used EntityID of chicken to store chatter and clue.
  # And now in detail. Note: This part needs to be indented as it's still part
   chatter1: ""              # Used automatically to store messages heard around it.
   # of the types: node.  This is where you define each type. This is case sensitive!
   chatter2: ""              # Hence, they shouldn't be changed manually.
   # When adding new types, be sure to add them to the list: node above, as well.
  chatter3: ""
  chatter4: ""
  chatter5: ""
  clue: "The answer is 42." # Stored clue. Can be changed with /parrot clue [message]


==Commands==
  Parrot:
    on click:        # Texts on click
      - "It's a parrot."
      - "You pet the parrot. *BAAAWK!*"
    texts:            # Texts that trigger randomly.
      - "A parrot squacks, '<text>'"
      - "'<text>' ...is that a parrot?"
      - "You hear a parrot nearby, '*SQUAK*!'"
      - "You hear a parrot nearby, '<text>'"
      - "*BRR BRR BRR* ...is that a parrot?"
      - "*BAAAWK* *BAAAWK*" 


/parrot clue       # changes the clue
  Village Idiot:
/parrot mute       # mutes the parrot (toggleable)
    on click:
/parrot cooldown  # changes the cool-down time for talking
       - "Oh, it's just the Village Idiot... he's an idiot."
/parrot range      # changes the range of the parrot (cannot be more than 50)
       - "You slug the Village idiot in the arm. *OUCH!*"
/parrot purge      # resets the chatter stored in the parrots memory
      - "The Village Idiot says to you, 'text'"
    texts:
      - "'Yarharrrharr!' ...what the heck was that?"
      - "The village idiot says, '<text>' ...does that even make sense?"
      - "'<text>' says the Village Idiot, in a drunken slur."


  Slime Mimic:
    click:
      - "It's a jelly-like block of slime. Yuck!"
      - "The slime is filled with all kinds of stuff. Who knows where it has been?"
    texts:
      - "'<text>' ...was that a slime mimic?"
      - "You hear a slime mimic nearby, '<text>'"
      - "*SQUISH* *SQUISH*"
</pre>


==Thanks==
Note: As Mimics are created and interacted with, another section will populate in the config.yml.  This should be configured in-game with commands.
Thanks: aPunch, fullwall, #citizens, and #bukkitdev

Latest revision as of 01:20, 1 June 2012

External Character Type!
This page is about a type of NPC that is not developed supported by the Citizens development team. Don't ask for support from them, or on the forums/IRC, as we won't be able to help you. Instead, look at the BukkitDev link of the InfoBox to the right for information on how to get support for this character type.
Author aufdemrand
Version 0.6
Citizens build 2.0 (#37)
Development status InDev
Download Link
BukkitDev Link
Source Link
Issues Link
Description: A mimic NPC that can be used for fun or for clues.


Mimics are an attempt to bring some RPG elements to Minecraft using Citizens2. Mimics can be just for fun, or be used with questing to hold clues. Enderdragon parrots, anybody? (Joking! Probably not a good idea!)

Mimics randomly store messages said in the local area and repeat them back. Mimics can also hold a clue, information that it keeps and blurts out with the normal chatter it has heard for a great element to any RPG puzzle.

Features

Customizable 'Voice' Mimic types with adjustable text messages for timed text and onclick behavoir. Comes standard with a Parrot, Slime Mimic, and Village Idiot. You can add your own!

Planned Future Features

Commands

Permissions

Settings (and defaults)

Below is the standard configuration with notes.

# Mimic Configuration

cooldown-in-seconds: 45       # Time between each message/etc update timer. 
                              #   (Recommended 30-90)
click-cooldown-in-seconds: 5
chatter-range: 25             # Distance from Mimic needed to be to hear it.
                              #   (Recommended 10-30)
# Note: Next two lines have not yet been implemented, but still need to be set.
text-style: Normal            # Available: Sentence Case, Lower Case, Upper Case, Normal
use-smart-wrap: True          # Wraps text spanning multiple lines smartly.


# TYPES/DIALOG Setup
# You can add as many items to the list as you'd like.
# You can use <text> to use the mimic's texts.
# Note: <text> also randomly shows the mimic's clue.

voice types:
  list:               # List each voice mimic type. Case sensitive!
    - Parrot
    - Village Idiot
    - Slime Mimic

  NPC defaults:       # You can specify mimic type defaults for each npc type
                      # EntityTypes specified here will automatically apply the mimic type set alongside.
    SLIME: Slime Mimic
    CHICKEN: Parrot
    VILLAGER: Village Idiot

  # And now in detail. Note: This part needs to be indented as it's still part
  # of the types: node.  This is where you define each type. This is case sensitive!
  # When adding new types, be sure to add them to the list: node above, as well.

  Parrot:
    on click:         # Texts on click
      - "It's a parrot."
      - "You pet the parrot. *BAAAWK!*"
    texts:            # Texts that trigger randomly.
      - "A parrot squacks, '<text>'"
      - "'<text>' ...is that a parrot?"
      - "You hear a parrot nearby, '*SQUAK*!'"
      - "You hear a parrot nearby, '<text>'"
      - "*BRR BRR BRR* ...is that a parrot?"
      - "*BAAAWK* *BAAAWK*"   

  Village Idiot:
    on click:
      - "Oh, it's just the Village Idiot... he's an idiot."
      - "You slug the Village idiot in the arm. *OUCH!*"
      - "The Village Idiot says to you, 'text'"
    texts:
      - "'Yarharrrharr!' ...what the heck was that?"
      - "The village idiot says, '<text>' ...does that even make sense?"
      - "'<text>' says the Village Idiot, in a drunken slur."

  Slime Mimic:
    click:
      - "It's a jelly-like block of slime. Yuck!"
      - "The slime is filled with all kinds of stuff. Who knows where it has been?"
    texts:
      - "'<text>' ...was that a slime mimic?"
      - "You hear a slime mimic nearby, '<text>'"
      - "*SQUISH* *SQUISH*"

Note: As Mimics are created and interacted with, another section will populate in the config.yml. This should be configured in-game with commands.