Denizen/0.7/Example Scripts/Beginner Scripts: Difference between revisions

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and now... the scripts!
and now... the scripts!
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===Denizen Basics===
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Though Denizen can be very advanced, it can perform very simple tasks, as well. Most of the basics can be covered with a QUICK SCRIPT. Check out these examples.
====The Click Triggers====
Clicking on a Denizen NPC can activate two different triggers. Right click to activate the Click Trigger, which is probably the main method of interacting with a NPC. The damage trigger controls the left click, which simulates damage to the NPC. In Denizen, you control damage with the script, so unless your NPC has the Citizens VULNERABLE trait, no damage will be dealt automatically.
{{codebox|height=250px|Right click to speak, left click hurts!|<syntaxhighlight line='false' lang="yaml">
# A basic QUICK SCRIPT with a click and damage trigger.
#
# ---- Assignments.yml
Denizens:
  'Notch':
    Quick Scripts:
      Click Trigger:
        Script:
        - CHAT "The next message will be random."




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====A Simple Multiple Requirement Script====
====A Simple Multiple Requirement Script====
{{codebox|height=250px|Two scripts are better than one.|<syntaxhighlight line='false' lang="yaml">
{{codebox|height=250px|Two scripts are better than one.|<syntaxhighlight line='false' lang="yaml">
# A script that shows the behavior of multiple assignments.
# A script that shows the behavior of multiple assignments.
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====Script sequencing with the SCRIPT requirement====
====Script sequencing with the SCRIPT requirement====
Another good way to control the flow of multiple scripts is by using the SCRIPT requirement, which can check if the player has completed or failed scripts. Since 'Quest, part 2' requires the completion of 'Quest, part 1', the player will be forced to complete the scripts in an order set forth by the arguments in the requirement.
{{codebox|height=250px|You must do them in order!|<syntaxhighlight line='false' lang="yaml">
{{codebox|height=250px|You must do them in order!|<syntaxhighlight line='false' lang="yaml">
# A script that shows the behavior of multiple assignments.
# A script that shows the behavior of multiple assignments.
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====Script sequencing with FLAGS====
====Script sequencing with FLAGS====
This script is more of an intermediate script, but shows how flags can completely change how you use Denizen. In this example, multiple NPCs are part of this karma example. Note: Scottie's Script/Jason's Script/etc. are not shown, and aren't necessarily important to this example, but it is assumed that the player collects karma from these characters, somehow, '''one at a time'''.
This script is more of an intermediate script, but shows how flags can be used to control sequence of a script. In this example, multiple NPCs are part of this karma example. Note: Scottie's Script/Jason's Script/etc. are not shown, and aren't necessarily important to this example, but it is assumed that the player collects karma from these characters, somehow, '''one at a time'''.


{{codebox|height=250px|A sample 'Karma' reward system.|<syntaxhighlight line='false' lang="yaml">
{{codebox|height=250px|A sample 'Karma' reward system.|<syntaxhighlight line='false' lang="yaml">
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Revision as of 00:26, 20 September 2012

Sometimes the best way to learn is by looking at some examples. The following beginner scripts use basic denizen commands and requirements to provide some nice basic functionality for your Denizens.

Example scripts are provided with both the assignments and the scripts in the same box. Be sure and put the text in the correct file in your plugins folder.
  • Assignments should always be appended to plugins\Denizen\assignments.yml
  • Scripts can be placed in any .yml file in the plugins\Denizen\scripts\ directory. Remember: You can have multiple scripts per file!



and now... the scripts!

Denizen Basics

Though Denizen can be very advanced, it can perform very simple tasks, as well. Most of the basics can be covered with a QUICK SCRIPT. Check out these examples.

The Click Triggers

Clicking on a Denizen NPC can activate two different triggers. Right click to activate the Click Trigger, which is probably the main method of interacting with a NPC. The damage trigger controls the left click, which simulates damage to the NPC. In Denizen, you control damage with the script, so unless your NPC has the Citizens VULNERABLE trait, no damage will be dealt automatically. {{codebox|height=250px|Right click to speak, left click hurts!|<syntaxhighlight line='false' lang="yaml">

  1. A basic QUICK SCRIPT with a click and damage trigger.
  2. ---- Assignments.yml

Denizens:

 'Notch':
   Quick Scripts:
     Click Trigger:
       Script:
       - CHAT "The next message will be random."


Simple, random conversations

A great way to provide some nice immersion into your world is as simple as a basic interaction with a Denizen NPC outputting a random response. There are a couple different ways this can be done, as provided in the examples below. Since this concept is simple, it can be done with a Quick Script as well as an Interact Script.

A conversation with RANDOM

Code: Quick Script conversation with the RANDOM command.
{{{2}}}


A conversation with ZAP RANDOM

Code: Interact Script conversation with the ZAP command.
{{{2}}}


Notch's Cookies

Code: Notch loves cookies, and RANDOM chat.
{{{2}}}


Multiple Scripts & Requirements

One of the best features of Denizen's Interact Scripts is the requirements system, which can be used to control multiple scripts. Imagine NPCs greeting players based on weather, or having conversations only when on a quest. For further understanding, you should check out [Denizen/Script Assignments#Multiple Scripts], but take these examples below to get a basic understanding.


A Simple Multiple Requirement Script

Code: Two scripts are better than one.
{{{2}}}


Script sequencing with the SCRIPT requirement

Another good way to control the flow of multiple scripts is by using the SCRIPT requirement, which can check if the player has completed or failed scripts. Since 'Quest, part 2' requires the completion of 'Quest, part 1', the player will be forced to complete the scripts in an order set forth by the arguments in the requirement.


Code: You must do them in order!
{{{2}}}


Script sequencing with FLAGS

This script is more of an intermediate script, but shows how flags can be used to control sequence of a script. In this example, multiple NPCs are part of this karma example. Note: Scottie's Script/Jason's Script/etc. are not shown, and aren't necessarily important to this example, but it is assumed that the player collects karma from these characters, somehow, one at a time.


Code: A sample 'Karma' reward system.
{{{2}}}




Basic Repeatable Fetch Quest

Here is the fastest way to do a repeatable 'fetch' quest. Useful for custom crafting-type NPCs. Once the player agrees to help, he can turn in the items as often as he wants to receive the reward.

Basic Unrepeatable Fetch Quest

By adding 3 lines to the script above, it becomes un-repeatable.

The Race

Coach wants you to RUN, BOY! This script uses a TASK script and a Location trigger to make a timed race for the player. Good example of ZAP and RUNTASK/CANCELTASK command usage. Be sure and define a Location Bookmark called 'theTree' using the /denizen bookmark location command.