Helpful Citizens


Author: aufdemrand
Created: 2014-01-20T07:38:47-0500
Edited: 2014-01-20T07:38:47-0500
Denizen Version: 0.9.4
Views: 22
Downloads: 1473
Likes: 2


WGET
Description: # +----------------
# | Helpful Citizen .. configurable and easy to use 'helpful citizens'!

# | Version 1.0 by aufdemrand
# | see: Helpful Citizens for Denizen on youtube


# +----------------
# | Helpful Citizen .. configurable and easy to use 'helpful citizens'!
 
# | Version 1.0 by aufdemrand
# | see: Helpful Citizens for Denizen on youtube
 

helpful citizen configuration:
  type: task
  debug: false
 
  # Copy this node and its contents to make a new
  # configuration. Use the NPC constant 'configuration'
  # to select which node to use. Mind the spacing!
 
  # Below is an example of the four types of 'helpful citizens'
  # that you can utilize.

  default giver:

    # Givers give a random item every once in awhile, as customized below.
    type: giver
 
    # Just define the item, and a simple phrase for the giver to say!
    items:
    - i@shirt off back/Here, take this shirt off my back.
    - i@feather/I found this feather, please have it!
    - i@ladder[quantity=2]/This may come in handy!
 
    # ...and a cooldown...
    cooldown: 23h
 
    # ...and some random cooldown text.
    cooldown text:
    - "You look good today!"
    - "I'm always on the lookout for loot."
    - "Nice seeing you, <player.name>!"
    - "I look for treasure during the <t[<player.world.time.period.is[==].to[night]>]:night time! || day time!>"
 

  default teller:

    # Tellers are kind of like givers, but they give advice instead.
    type: teller
 
    # Simply specify advice...
    advice:
    - "Use 'tab' to autocomplete a username!"
    - "A stick and two stone make a simple stone sword!"
    - "The secret word is 'please'."
 
    # ...and of course, a cooldown...
    cooldown: 10s
 
    # ...and what to say on cooldown!
    cooldown text:
    - "I'm all out of advice for now!"
    - "I always keep my ears open for some good advice!"
 

  default healer:

    # Healers do just that -- heal a player upon interaction.
    type: healer
 
    # You must give the healer a condition. Use 'true' to make
    # the healer heal all the time.
    condition: <player.health.is[less].than[10]>

    # Specify possible heal amounts, and a simple phrase for
    # the healer to say upon that selection.
    heal:
    - <player.health.max>/I was able to help!
    - 5/I did what I could!
    - 0/I seem to be all out of mana!
 
    # Condition not met? The healer will use these phrases.
    healthy text:
    - "You're doing fine, lad!"
 
    # Finally, set a cooldown...
    cooldown: 10s
 
    # ...and some cooldown text!
    cooldown text:
    - "You're young and healthy. Much respect!"
    - "Keep up the good work!"
    - "Battle bruises can easily be healed!"
    - "It's a hard job, but someone has to do it!" 
 

  default magician:
    
    # Magicians can be really powerful!
    type: magician
 
    # First, define some spells, and a simple phrase for when
    # the spell is used.
    spells:
    - teleportation/You've been teleported somewhere unknown!
    - invisible/You're now invisible!
    - show/I love magic!
 
    # And define a small script for each spell...
    teleportation:
    - teleport <player> <player.location.find.surface_blocks[grass|gravel|dirt|mycel|stone].within[25].random.as_location.add[0,1,0]>

    invisible:
    - cast invisibility <player> duration:1m

    show:
    - look <npc.eye_location.add[0,5,0]>
    - firework
 
    # Lastly, specify a cooldown...
    cooldown: 10s
 
    # ...and some cooldown text!
    cooldown text:
    - "I'm on cooldown!"
    - "There's only so much magic to go around!"
    - "I need rest."

  my teller:

    # Tellers are kind of like givers, but they give advice instead.
    type: teller
 
    # Simply specify advice...
    advice:
    - "Hello!"
    - "Hi!"
 
    # ...and of course, a cooldown...
    cooldown: 10s
 
    # ...and what to say on cooldown!
    cooldown text:
    - "See ya!"
 
 
  # ---------
  # Copy/paste your custom configurations in this spot below! Mind the spacing!
  # --------- 
 
 
 
 
# | /// START HANDLERS /// 
 
# | No need to change anything below, unless you want to change the functionality of this script
# | which is, of course, encouraged and applauded! If not, there's a ton of functionality to mess
# | with above by making new configurations!
 
 
 
# Small example of a custom item. The default giver configuration uses
# this to give away.

shirt off back:
  type: item
  debug: false

  material: m@leather_chestplate
  color: c@blue
  display name: the shirt off his back
  lore:
  - "<tern[<npc.name.is[!==].to[null]>]:'<npc.name>' || Someone><reset><white> once gave you"
  - <white>>the shirt off his back.
  - <white>his is that shirt.
 
 
# The main script for the NPC in the form of an assignment script.

Helpful Citizen:
  type: assignment
  debug: false

  default constants:
    configuration: default teller

  actions:
    on unavailable:
    - narrate 'You tap <npc.name> on the shoulder.'

    on click:
    - engage duration:3s
    - look <npc> <player.eye_location>
    - define type '<proc[helpful citizen helper].context[type]>'
 
    # 
    # Check type of citizen:
 
    # ----> GIVER
 
    - if '%type%' == 'giver' {
 
        - if !<player.flag[helpful_<npc.constant[configuration]>_<npc.id>_cooldown]> {
            - define items '<proc[helpful citizen helper].context[items]>'
            - flag <npc> helpful_citizen_items:!
            - flag <npc> helpful_citizen_items:|:%items%
            - define item <npc.flag[helpful_citizen_items].as_list.random.split[/].get[1]>

            - chat '<el@val[%items%].split[/].get[2]>'
            - animate <npc> arm_swing
            - give '%item%'
            - narrate '<yellow>[!]<blue> You have recieved <%item%.qty> 
                "<t[<%item%.has_display>]:<%item%.display> || <%item%.material.name>>"!'
            - flag <player> helpful_<npc.constant[configuration]>_<npc.id>_cooldown:true 
                'duration:<proc[helpful citizen helper].context[cooldown] || 5s>'
 
          } else {
            - chat '<proc[helpful citizen helper].context[cooldown text]>' 
 
          }
 
        - queue clear
      }
 
 
    # ----> TELLER
 
    - if '%type%' == 'teller' {
 
        - if !<player.flag[helpful_<npc.constant[configuration]>_<npc.id>_cooldown]> {
            - define advice '<proc[helpful citizen helper].context[advice]>'
 
            - chat '%advice%'
            - flag <player> helpful_<npc.constant[configuration]>_<npc.id>_cooldown:true 
                'duration:<proc[helpful citizen helper].context[cooldown] || 5s>'
 
          } else {
            - chat '<proc[helpful citizen helper].context[cooldown text]>' 
 
          }
 
        - queue clear
      }
 
 
    # ----> HEALER
 
    - if '%type%' == 'healer' {
 
        - if !<player.flag[helpful_<npc.constant[configuration]>_<npc.id>_cooldown]> {
 
            - if '<proc[helpful citizen helper].context[condition]>' == 'true' {
                - define pair '<proc[helpful citizen helper].context[heal]>'
                - define value '<el@val[%pair%].split[/].get[1]>'
 
                - chat '<el@val[%pair%].split[/].get[2]>'
                - animate <npc> arm_swing
                - playeffect ender_signal qty:10 <npc.eye_location.add[0,-1,0]>
                - heal <player> %value%
                - narrate '<yellow>[!]<blue> You have recieved %value% HPs!'
                - flag <player> helpful_<npc.constant[configuration]>_<npc.id>_cooldown:true 
                    'duration:<proc[helpful citizen helper].context[cooldown] || 5s>'
 
              } else {
                - chat '<proc[helpful citizen helper].context[healthy text]>'
 
              } 
 
          } else {
            - chat '<proc[helpful citizen helper].context[cooldown text]>' 
 
          }
 
        - queue clear
      }
 
 
    # ----> MAGICIAN
 
    - if '%type%' == 'magician' {
 
        - if !<player.flag[helpful_<npc.constant[configuration]>_<npc.id>_cooldown]> {
            - define pair '<proc[helpful citizen helper].context[spells]>'
            - define script '<npc.constant[configuration]>.<el@val[%pair%].split[/].get[1]>'
 
            - animate <npc> arm_swing
            - run instantly 's@helpful citizen configuration' p:%script%
            - chat '<el@val[%pair%].split[/].get[2]>'
            - flag <player> helpful_<npc.constant[configuration]>_<npc.id>_cooldown:true 
                'duration:<proc[helpful citizen helper].context[cooldown] || 5s>'
 
 
          } else {
            - chat '<proc[helpful citizen helper].context[cooldown text]>' 
 
          }
 
        - queue clear
      }
 
    - if <player.is_op>
      narrate 'I need a configuration!'
      else look <player.eye_location>

 
# This set of helper scripts fetches information from the configurations.

Helpful Citizen Helper:
  type: procedure
  definitions: node
  debug: false

  script:
  - flag <npc> nodes:!
  - flag <npc> 'nodes:|:<s@helpful citizen configuration.constant[<npc.constant[configuration]>.%node%]>'
  - if <npc.flag[nodes]> != null 
    determine <npc.flag[nodes].as_list.random>
    else determine 'You take a look at <npc.name>.' 
 
 
 




Comments
2014-02-18 23:44:25 - |Anthony|:

And the video link for the search impaired: http://youtu.be/KzaMEiM5DGk