Denizen/0.7/Interact Scripts: Difference between revisions

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==== General layout of an Interact Script ====
==== General layout of an Interact Script ====
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This small 'diagram' below shows the general layout of an Interact Script. Remember: SPACING is INCREDIBLY important with YML. If you are receiving a <code>SnakeYML</code> error in your console when working with any YML file, 99% of the time it is because of bad spacing or a missing ':'.
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'Name of script':  # Name Node
'Name of script':  # Name Node
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     ...:
     ...:
     ...:
     ...:
      - ...
    - ...
      - ...
    - ...
   Steps:            # Steps Node
   Steps:            # Steps Node
     ...:
     ...:
       - ...
       ...:
    ...:
        ...:
        - ...
      ...:
        ...:
        ...:
        - ...
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Revision as of 18:32, 14 August 2012

Interact Scripts

Hopefully you've gotten a basic idea of a script by reading about Assignments in the Assignments Section. If you haven't yet seen that section, check it out first as it gives a little bit of information on how scripts work with Assignments, which is the pretty much the core of Denizen. You have have already checked it out, you'll notice that the general structure of a script should always include the 'Name', 'Type', 'Requirements', and 'Steps' nodes.

Scripts are defined in the plugins/Denizen/scripts/ folder. Any .yml file in that directory will be loaded into Denizen. For example purposes on this website, reference to script.yml is made, but again, jimbobjoe.yml or 'skeeter the cat.yml' would work just the same..


General layout of an Interact Script

This small 'diagram' below shows the general layout of an Interact Script. Remember: SPACING is INCREDIBLY important with YML. If you are receiving a SnakeYML error in your console when working with any YML file, 99% of the time it is because of bad spacing or a missing ':'.

'Name of script':   # Name Node
  Type: Interact    # Type Node
  Requirements:     # Requirements Node
    ...:
    ...:
    - ...
    - ...
  Steps:            # Steps Node
    ...:
      ...:
        ...:
        - ...
      ...:
        ...:
        ...:
        - ...

A Small Sample Script

"A Hint in the Sky":
  Requirements:
    Mode: None
  Steps:
    1:
      Proximity Trigger:
        Script:
        - LOOK CLOSE
        - ^CHAT "Look up there! What could that possibly be used for?"
        - LOOK BOOKMARK:upthere DURATION:5
        - WAIT 1
        - CHAT "If only I could figure out how to make it, I can't find any stairs!"




Name Node

This node is pretty self-explanatory, but here are some things to keep in mind.

  • Names, just like nodes are case-sensitive! 'This script name' is different than 'THIS SCRIPT NAME'.
  • Names that contain spaces should have single or double quotes around it. ie: "This script": or 'This script': is acceptable.
  • If the name includes a single quote in it, you must use double quotes around it, or 'escape' the quote with another quote. ie: "John's Script": or 'John''s Script':


Type Node

Let's Denizen and you to easily know the type of script. For interact scripts, as explained in this section, use TYPE: INTERACT. For reference, there are also TASK scripts and ACTIVITY scripts, which are covered in their appropriate sections.


Requirements Node

This node sets the rules for the player to qualify for the script. There are a couple different options that you should know when using requirements. For example:

 Requirements:
   Mode: All
   List:
   - TIME Night
   - MONEY 1000000
   - STORMY

This would be a difficult script to obtain, for sure. To trigger, the time must be night-time, the player would need one million units of currency, and the weather must be storming, but it shows the flexibility of requirements. First is the 'Mode'. Currently there are three different types. Second is the requirement type, with arguments if applicable.


Requirements Mode

[] indicates required field.

ALL

  Requires all requirements listed to be met.

ANY [#]

  Requires the specified number of requirements to be met out of the total of requirements.

NONE

  No requirements need to be met. There is also no need to have a LIST node if using NONE.


Requirements Types

Denizen has a large assortment of Requirements at your disposal. For a complete list, and information on those requirements, see: Denizen/Interact Scripts/Interact Requirements

Remember, requirements are also easily extensible by plugin programmers, or maybe even you!
See: Denizen/Interact Scripts/Custom Interact Requirements


Steps Node

Steps are the meat of the script. They control what to listen for and what actions to take. Each script can have multiple steps, each with multiple triggers. Let's use an example.

'Welcome to Harbortown':
  Type: Interact
  Requirements:
    Mode: NONE
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT 'What's your name, stranger?'
      Chat Trigger:
        '1':
          Trigger: My name is /<PLAYER>/.
          Script:
          - CHAT 'Ah ha, your name sounds familiar! '
          - CHAT 'Are you from around this area?'
          - ZAP
    '2':
      Click Trigger:
        Script:
        - HINT
      Chat Trigger:
        '1':
          Trigger: /Yes/, I grew up in Harbortown!
          Script:
          - CHAT 'I thought so, welcome back! 
            Have you heard about Tom the Taylor? 
            Isn't that just horrible?'
          - ZAP 3 
        '2':
          Trigger: /No/, you must be mistaken. 
          Script:
          - CHAT 'Oh, sorry about that.' 
          - CHAT 'Hey, if you're looking for some work, 
            Bill the Baker is understaffed! 
            This is the bakery's busy season.'
          - ZAP 4
    '3':
      Click Trigger:
        Script:
        - CHAT 'I wonder if Tom the Taylor is doing any better.'
        - NARRATE 'Perhaps you should check on Tom the Taylor.'
    '4':
      Click Trigger:
        Script:
        - CHAT 'Oh, nice to see you again <PLAYER>!'
        - CHAT 'Have you stopped by the bakery?'

Scripts need Triggers

Interact Scripts