Denizen/0.7/Interact Scripts/Commands: Difference between revisions

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- STRIKE BOOKMARK:BigTree
- STRIKE BOOKMARK:BigTree
- STRIKE DENIZEN NODAMAGE
- STRIKE DENIZEN NODAMAGE
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{{Denizen Command Color 2|wheat|
LISTEN KILL
|[TYPE:GROUP or TYPE:PLAYER or TYPE:ENTITY or TYPE:NPC] [NAME:Name or NPCID:#] (QTY:#) [SCRIPT:Task Script]
| This command starts the Denizen listening for the player to kill the specified number of specified targets, then runs a task script. Use the NAME:Name modifier when specifying a group name, player name, or entity type (like 'ZOMBIE'). Use NPCID:# modifier when using TYPE:NPC. [[Mob_Types|Here]] is a list of valid entity names
Optional Modifiers:
QTY: - The number things the player must kill before the script is run.
'''Example Usages'''
<pre>
- LISTEN KILL TYPE:ENTITY NAME:ZOMBIE QTY:5 SCRIPT:ZombitReward
- LISTEN KILL TYPE:NPC NPCID:12 'SCRIPT:Kill Boss Reward'
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</pre>
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Revision as of 06:32, 23 September 2012

Interact Script Commands are used to make the Denizen perform actions in an Interact Script. They are written in a YAML sequence under the Script node of an Interact Trigger. A single entry in the sequence contains a Command and Modifiers. Some commands have no available modifiers.

Syntax

Syntax is very important for proper execution.

  • Placing a caret ^ in front of the command name causes that command to ignore the normal 0.5 second delay between commands.
  • The command must be upper-case (i.e CHAT not chat)
  • Modifiers are not case sensitive.
  • Modifiers in [Brackets] are required for the command to execute. [A or B] means either A or B is required.
  • Modifiers in (Parentheses) are optional, and generally change the default behavior of the command.
  • Modifiers that take a value are of the form MODIFIER:VALUE.
    • If the VALUE of the modifier contains a space, such as in the case of a NPC or script name, the whole modifier must be put in quotes.
Example: - TELEPORT BOOKMARK:Bob:Bobshouse is okay, but - TELEPORT 'BOOKMARK:Bob Jones:Bobshouse' requires the quotes to function properly.

Example:

Some Trigger:
  Script:
  - COMMAND1 MODIFIER1 MODIFIER2:VALUE
  - COMMAND2 'MODIFIER1:Value With Spaces'
  - ^COMMAND3 'This will run instantly after COMMAND2'

List of Commands

Script Flow

These commands have no external affect on the world, but can control the flow of scripts within Denizen. Though not required, and with the exception of WAIT, it is generally recommended to run these as Instant Commands to ensure smooth Script feedback to players.

Server

The commands below require [Vault] and a valid permissions system.

Speech

These commands show some text to the player interacting, and usually to bystanders around. Text commands also have some auto-formatting, such as making sure no words will be cut off on long messages, and applying color codes. See: Denizen Color Codes. Formatting for how NPCs and Players talk can be customized in the Denizen/config.yml.

  • All Speech commands require quotes (single (' ') or double (" ")) around the text. If your text has an apostrophe (') in it, you MUST use double quotes (" ")!!

You can use the following placeholders to fill in specific information:

  • <NPC> - The Denizens's name.
  • <PLAYER> - The interacting Player's name
  • <DISPLAYNAME> - The interacting Player's display name
  • <HEALTH> - The interacting Player's heath
  • <WORLD> - The name of the Denizen's world

If you use the NOPLAYER modifier on a text command the <PLAYER>, <DISPLAYNAME> and <HEALTH> tags are not available.

Movement

Movement commands are meant to help bring your Denizen to life by allowing fine control of movement during scripts. These are not meant for making the Denizen do continuous movement, that should instead be done via Activities.

World Interaction

Player Interaction

These commands default to affecting the interacting player. Most have modifiers to affect the executing Denizen instead.