Parrot: Difference between revisions

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chatter-range: 25            # Distance from Mimic needed to be to hear it.
chatter-range: 25            # Distance from Mimic needed to be to hear it.
                               #  (Recommended 10-30)
                               #  (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
text-style: Normal            # Available: Sentence Case, Lower Case, Upper Case, Normal
use-smart-wrap: True          # Wraps text spanning multiple lines smartly.
use-smart-wrap: True          # Wraps text spanning multiple lines smartly.
Line 46: Line 47:
# TYPES/DIALOG Setup
# TYPES/DIALOG Setup
# You can add as many items to the list as you'd like.
# You can add as many items to the list as you'd like.
# You can use <text> to use the mimic's stored messages.
# You can use <text> to use the mimic's texts.
# Note: <text> also randomly shows the mimic's clue.
# Note: <text> also randomly shows the mimic's clue.



Revision as of 19:16, 12 March 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.
Parrot.png

Parrot
Author aufdemrand
Version 0.3
Citizens build 2.0
Development status InDev
Download Link
BukkitDev Link
Source Link
Issues Link
Description: A parrot (chicken) 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.

Creating a Mimic

Parrots work best with chickens.

 /npc create [name] --char mimic 

Features

Fully customizable Mimic types. Comes standard with a Parrot, Slime Mimic, and Village Idiot.


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.

types:
  list:               # List each 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 that this needs to be indented as it's still part
# of the types: node.  This is where you define each type. This is case
# sensitive!
  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 its 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.

Commands

/parrot clue [text]       # changes the clue