You have to go to your resourcepacks/MobTalker2_Scripts folder then put your scripts in there.
The scripts should be named Creeper.script Skeleton.script and Zombie.script
for them to work for the Creeper, Skeleton, and Zombie.
You can also learn how to make scripts on the Mobtalker Wiki.
If you want a sample script you can grab one from mezzodrinker 's profile.
or you can use this one for a sample of a Creeper script.
//Feel free to use and mess with my script as much as you want. I don't mind.
//Begining of every script. Loads only once.
label Load
$known = {};
$TimesMet = 0;
$Count = 0;
end
//You get directed to here every time you talk to the mob with the mobtalker.
label Start
//Load Variables.
$me = GetPlayerName();
//Jumps to Appropriate Day depending on your LoveLevel and Times met
//Bad End
if ($TimesMet < 0) then
show "Creeper" "angry";
say "Creeper" "Go away!";
else
//Day 2
if ( GetLoveLevel() > 200 ) and ($TimesMet == 1) then
jump Day2A;
else
if ( GetLoveLevel() <= 200 ) and ($TimesMet == 1) then
jump Day2B;
end
//Begining Interaction For Day 1 ======================================================================================
//Time to set some flags
$TimesMet = $TimesMet + 1;
show "Creeper" "normal";
say "Creeper" "Ohhh... Ummmmm, hello.";
say $me "Hey, hows it going?";
//Set Creeper Unhostile. Setting it at 100 so you don't accidentaly hit her and make her hostile again.
SetLoveLevel( 100 );
show "Creeper" "normal";
say "Creeper" "Good. Thanks for asking.";
say "Creeper" "Is there something you wanted from me?";
say "Ohhh crap, what am I supposed to talk about?";
//Different Interaction Scripts. Which Route will you choose?
menu
option "No, nothing."
say $me "I just wanted to say hi.";
show "Creeper" "sad";
say "Creeper" "Ohhh.";
say $me "Yeah... I better leave now, bye.";
say "Creeper" "Good bye.";
$TimesMet = $TimesMet - 1;
option "I like how green you look."
jump Introduction;
option "I need some gunpowder."
//This ones a bit different.
//If $Count is higher than 1 then extra script is triggered. Otherwise continue to gunpowder.
if ($Count == 0) then
jump Gunpowder;
else
show "Creeper" "angry";
say "Cupa" "You jerk. So you did just want my gunpowder!";
say "Whoops...";
$TimesMet = -1;
SetLoveLevel( -100 );
DamageMobTalker( 50 );
end
end
end
//Positive Interaction Script
label Introduction
say "Nice going, baka. Best pick up line ever.";
show "Creeper" "happy";
say "Creeper" "-laughs-";
show "Creeper" "normal";
say "Creeper" "Thanks... I think.";
say $me "Yeah no problem.";
say "Maybe I should just introduce myself before I say anything dumber...";
say $me "My name is " .. $me .. ". What is yours?";
$known[$me] = true;
show "Creeper" "happy";
say "Cupa" "It's nice to meet you " .. $me .. ". I'm Cupa.";
SetEntityName("Cupa");
say $me "It's nice to meet you too Cupa.";
show "Creeper" "sad";
say "Cupa" "Ummm... this might be a wierd question, but why aren't you running away from me?";
say $me "Why would I?";
show "Creeper" "tired";
say "Creeper" "Well, I am a creeper...";
show "Creeper" "normal";
say $me "I wanted to talk to you for a bit.";
say $me "I mean. You don't act like the other creepers around here.";
say $me "You look like a nice person. And I think you are really cute.";
show "Creeper" "shy";
say "Creeper" "Ohhh...";
say "Cupa" "-blushes and looks at the ground-";
say "Cupa" "Th-thanks.";
say $me "No problem.";
say "Cupa" "I-I gotta go now. But I'll talk to you tomorrow?";
say $me "Sure I'd love to. See you tomorrow.";
say "Cupa" "Bye~";
SetLoveLevel( GetLoveLevel() + 200 );
end
//Neutral Interaction Script
label Gunpowder
say $me "Can you give me yours?";
show "Creeper" "angry";
say "Creeper" "What? No! Why would I give you my gunpowder?";
say "Ohhhh Dear Lord Notch I made her angry. Please don't let me say something more stupid.";
say $me "Ummmm. I need it to make TNT?";
say "Creeper" "Do you even know what your asking?! I can't just hand you my gunpowder!";
say "Great job me.";
say $me "I'm sorry. Please don't hurt me.";
show "Creeper" "tired";
say "Creeper" "*Sigh* I won't hurt you, but I can't give you my gunpowder either.";
say "Creeper" "And besides TNT is dangerous. I don't think you will be able to handle it properly.";
say $me "O-Ohhh well then...";
show "Creeper" "sad";
say "Creeper" "Maybe you should just ask me later.";
//Interaction Options
menu
//Negative Interaction Script
option "Actually, I don't need gunpowder."
show "Creeper" "tired";
say "Creeper" "What do you mean by that?";
say $me "I just wanted to talk to you.";
show "Creeper" "tired";
say "Cupa" "Ohhh...";
say $me "I think we got off on the wrong foot, can we start over?"
show "Creeper" "sad";
say "Cupa" "-sigh- Fine, but you only get one more chance.";
//Returns Cupa to Normal Hostile mob
$TimesMet = $TimesMet - 1;
SetLoveLevel( GetLoveLevel() - 100);
//Adds $Count Variable to change next interaction. Adds new script option.
$Count = $Count + 1;
//Neutral-Positive Interaction Script
option "Alright, I'll ask again later."
show "Creeper" "normal";
say "Creeper" "Good.";
say "Creeper" "By the way, why did you ask me to give you gunpowder?";
say "Creeper" "There are plenty of other creepers out there.";
say $me "-looks away not wanting to meet her eyes-";
say $me "Well you looked nice and I wanted to talk to you.";
say "Creeper" "Ohhh really now? Hmmm...";
say "Creeper" "-looks me up and down with a soft smile on her lips-";
say "Creeper" "I guess it wouldn't hurt to talk to you later after all.";
say $me "What? So you weren't going to talk to me?";
say "Creeper" "Hehehe, well... -flashes a cocky grin-";
say $me "I'll see you tomorrow then?";
show "Creeper" "happy";
say "Creeper" "-waves to me as she starts to walk away-";
say "Creeper" "Yep, It's a date!";
//Level Up! Love Level Increased! The more love the merrier.
SetLoveLevel( GetLoveLevel() + 100 );
say $me "W-What?";
show "Creeper" "normal";
say "Creeper" "-Shoots me a small glance followed by a smirk over her shoulder-";
say "Creeper" "Heh, you should see your blushing face. It's as red as redstone.";
say $me "W-Wait, whats your name?";
//Setting Cupa as Entity. Now she gets a name above her head
say "Cupa" "It's Cupa.";
SetEntityName("Cupa");
say "Cupa" "I better go now. Andre is probably looking for me.";
show "Creeper" "happy";
say "Cupa" "Bye " .. $me .. ". It was nice meeting you.";
say "I give out a small sound that faintly resembled a startled bat after she left.";
say "Wait a second what just happened? What does she mean by that? Did I just get a date... with a creeper?";
say "And why do I not mind so much? Shes a creeper for crying out loud.";
say "I mean she didn't try to blow me up... and she is pretty cute... and her legs are quite nice...";
say "Ahhh... This is all so confusing. But I need to focus! We have work to do " .. $me .. ".";
end
show "Creeper" "normal";
say "Cupa" "Hello again " .. $me .. ".";
say $me "Hello Cupa. How are you today?";
show "Creeper" "happy";
say "Cupa" "I'm good! Thanks for asking.";
show "Creeper" "normal";
say "Cupa" "How about you?";
say $me "I'm doing well too.";
say $me "Hey Cupa, can I ask you a question?";
say "Cupa" "Sure, go ahead.";
say $me "I was wondering, what do you do everyday?";
say "Cupa" "-Raises an eyebrow at me-";
say $me "I've seen you around quite a bit but I've never really thought about what you were doing.";
say $me "I mean, most creepers usually attack me on sight.";
show "Creeper" "happy";
say "Cupa" "-laugh-"
show "Creeper" "normal";
say "Cupa" "Yeah I noticed that too. I guess I should appologize for them.";
say "Cupa" "They don't really mean any harm they're just playing around.";
say "Right... Just playing...";
say "Cupa" "As for me...";
show "Creeper" "sad";
say "Cupa" "-shrug-";
show "Creeper" "normal";
say "Cupa" "I do alot of stuff. I plant flowers and trees, help grow grass, and I even feed the animals.";
show "Creeper" "Tired";
say "Cupa" "Well... Except for cats.";
show "Creeper" "angry";
say "Cupa" "-shivers a bit-";
say "Cupa" "I hate cats.";
show "Creeper" "normal";
say "Cupa" "Other than that though. I like to hang out with Andre when shes not busy.";
show "Creeper" "happy";
say "Cupa" "And it's fun going around scaring people.";
show "Creeper" "sad";
say "Cupa" "But they always avoid me afterwards so I don't get to talk to alot of people or make many friends.";
show "Creeper" "happy";
say "Cupa" "Which is why I'm glad I got to talk to you yesterday.";
say $me "I'm glad I talked to you too.";
end
label Day2B
$TimesMet = $TimesMet + 1;
show "Creeper" "normal";
say "Cupa" "Hello again " .. $me .. ".";
say $me "Hello Cupa. How are you today?";
show "Creeper" "happy";
say "Cupa" "I'm good! Thanks for asking.";
show "Creeper" "normal";
say "Cupa" "How about you?";
say $me "I'm doing well too.";
say $me "So about yesterday...";
show "Creeper" "sad";
say "Cupa" "Ohhh right you wanted my gunpowder right.";
say $me "Actually that was just an excuse.";
say "Cupa" "What do you mean by that?";
say $me "Really I just wanted to talk to you.";
say $me "I didn't mean to make you angry. I'm sorry.";
show "Creeper" "normal";
say "Cupa" "So... You don't want my gunpowder?";
say $me "No, not at all.";
say "Cupa" "Ohhh good. Thats a relief. I had no idea how to explain what you had to do to get it.";
say $me "What do you mean? What would I have to do?";
show "Creeper" "tired";
say "Cupa" "N-Nothing! It's nothing!";
say "Ohhh? Hmmm, seems to have stumbled on a touchy subject.";
//Still in progress
menu
option "What is it tell me."
ok well i got the creeper script to work, kinda, what happens is after i talk to cupa for the first time and im done, when i go back to talk again it says "the interaction script engine has crashed! Please look at the server logs to read the error" can anyone help me with this?can anyone just give me the resources folder for the mobtalker2 with the scripts and stuff in it? because i am pretty sure i ed up.
Sorry, but how does one go about adding to the mob's current love level towards the player? Also just double checking " SetLoveLevel(25); " would be the correct way of initially setting it, right? Sorry, going into this know only know the very absolute basics of C++ (or maybe it was LUA, I don't even know).
Edit: Also have a problem with anything in the menus that includes a jump to a different label. IE
label Start
$player = GetPlayerName();
show "Normal";
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump 1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
Sorry, but how does one go about adding to the mob's current love level towards the player? Also just double checking " SetLoveLevel(25); " would be the correct way of initially setting it, right? Sorry, going into this know only know the very absolute basics of C++ (or maybe it was LUA, I don't even know).
Works without the jump but not with it :/
An identifier in MTS cannot start with a number, only an underscore or letter. By convention labels and functions also start with an upper-case letter.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Thank you, I didn't realize that. It seems I'm extremely bad at this though. I keep having issues with either I right click with the mob talker and nothing happens, or when I delete most of the script it breaks after a few options. "The interaction script engine crashed."
Crashes when going to D1ab :/
label Start
$player = GetPlayerName();
show "Normal";
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Tired";
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
jump D1ab;
option "Huh, yea I can.."
end
end
label D1ab
show "Normal";
say "Response";
menu
option "a"
option "b"
option "c"
end
end
Thank you, I didn't realize that. It seems I'm extremely bad at this though. I keep having issues with either I right click with the mob talker and nothing happens, or when I delete most of the script it breaks after a few options. "The interaction script engine crashed."
Crashes when going to D1ab :/
label Start
$player = GetPlayerName();
show "Normal";
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Tired";
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
jump D1ab;
option "Huh, yea I can.."
end
end
label D1ab
show "Normal";
say "Response";
menu
option "a"
option "b"
option "c"
end
end
I also found that using more than one [jump] function at a time crashes my game. I don't know if it’s a glitch though so I just found ways to work around it. Instead of using a jump to [ D1ab ] you can just add extra menus inside of the option. Also you have a couple minor mistakes in your script. I took the liberty to go through it and fix things up a bit. I hope you don’t mind. And I hope it helps.
label Load
end
//useing [ // ] to make comments on the script without changing the script's function. You can delete the comments if you want.
label Start
$player = GetPlayerName();
show "Creeper" "normal"; //changed from [ show "Normal"; ] too [ show "Creeper" "normal"; ]
//add the name of the entity that you want to use before the "emotion". The "emotion" should not be capitalized.
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Creeper" "tired";//changed from [ show "Tired"; ] too [ show "Creeper" "tired"; ]
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
//moved D1ab to here instead of using a jump
show "Creeper" "normal"; //changed [ show "Normal"; ] too [ show "Creeper" "normal"; ]
say "Response";
menu
option "a"
option "b"
option "c"
end
option "Huh, yea I can.."
end
end
I can try to help anyone else who has questions with scripts. Feel free to ask :3
I also found that using more than one [jump] function at a time crashes my game. I don't know if it’s a glitch though so I just found ways to work around it. Instead of using a jump to [ D1ab ] you can just add extra menus inside of the option. Also you have a couple minor mistakes in your script. I took the liberty to go through it and fix things up a bit. I hope you don’t mind. And I hope it helps.
label Load
end
//useing [ // ] to make comments on the script without changing the script's function. You can delete the comments if you want.
label Start
$player = GetPlayerName();
show "Creeper" "normal"; //changed from [ show "Normal"; ] too [ show "Creeper" "normal"; ]
//add the name of the entity that you want to use before the "emotion". The "emotion" should not be capitalized.
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Creeper" "tired";//changed from [ show "Tired"; ] too [ show "Creeper" "tired"; ]
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
//moved D1ab to here instead of using a jump
show "Creeper" "normal"; //changed [ show "Normal"; ] too [ show "Creeper" "normal"; ]
say "Response";
menu
option "a"
option "b"
option "c"
end
option "Huh, yea I can.."
end
end
I can try to help anyone else who has questions with scripts. Feel free to ask :3
Thank you, I had tried that but I think I was doing something wrong.
I also found that using more than one [jump] function at a time crashes my game. I don't know if it’s a glitch though so I just found ways to work around it.
Confirmed bug. Thanks for the hint. We need to improve our testing methods...
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Most of my scripts stopped working after the new patch. They worked fine before the patch but now it doesn't even let me talk to the mobs. Was there anything in the new patch that could have made these errors?
My scripts it will do the first menu and it's options. But when I go to the second it fails and the script cuts out. I'll find the error log when I get on my computer next. If I remember.
With reference to the above, the scripts themselves go into Mobtalker2_scripts, the only case they are in another folder is script packs as far as I know. But scripts default location is Mobtalker2_scripts, put it in there and it should work. Don't forget you need the mobtalker item to talk to them.
My scripts it will do the first menu and it's options. But when I go to the second it fails and the script cuts out. I'll find the error log when I get on my computer next. If I remember.
With reference to the above, the scripts themselves go into Mobtalker2_scripts, the only case they are in another folder is script packs as far as I know. But scripts default location is Mobtalker2_scripts, put it in there and it should work. Don't forget you need the mobtalker item to talk to them.
Yeah its a known bug. They are working on fixing it.
In the mean time just adding a second menu within the options will work. Instead of using a jump you can just add extra menus inside of the option.
example:
Most of my scripts stopped working after the new patch. They worked fine before the patch but now it doesn't even let me talk to the mobs. Was there anything in the new patch that could have made these errors?
The parser is way stricter about syntax errors. Before, the parser would make guesses if it encountered an error in your syntax, but he could guess wrong and cause even more confusion. Now it rejects the script entirely upon detecting an error. Take a look at the development console/logs what the parser says.
Aside from that and introducing the jump bug, nothing significant was changed.
You can also PM me your script, so I can test them myself.
Most probably it will stay the way it is, although we are still discussing alternatives.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
It's a high priority issue, since we're getting a lot of traffic with people asking MobTalker2 questions. We'll figure it out eventually!
Thanks :3
Edit: Also have a problem with anything in the menus that includes a jump to a different label. IE
$player = GetPlayerName();
show "Normal";
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump 1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
Works without the jump but not with it :/
An identifier in MTS cannot start with a number, only an underscore or letter. By convention labels and functions also start with an upper-case letter.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Crashes when going to D1ab :/
$player = GetPlayerName();
show "Normal";
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Tired";
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
jump D1ab;
option "Huh, yea I can.."
end
end
label D1ab
show "Normal";
say "Response";
menu
option "a"
option "b"
option "c"
end
end
You're just bad at posting the informations needed to help you.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
I also found that using more than one [jump] function at a time crashes my game. I don't know if it’s a glitch though so I just found ways to work around it. Instead of using a jump to [ D1ab ] you can just add extra menus inside of the option. Also you have a couple minor mistakes in your script. I took the liberty to go through it and fix things up a bit. I hope you don’t mind. And I hope it helps.
label Load
end
//useing [ // ] to make comments on the script without changing the script's function. You can delete the comments if you want.
label Start
$player = GetPlayerName();
show "Creeper" "normal"; //changed from [ show "Normal"; ] too [ show "Creeper" "normal"; ]
//add the name of the entity that you want to use before the "emotion". The "emotion" should not be capitalized.
say "Creeper" "SSSsssss I'm gonna blow you up";
menu
option "Oh Notch, please don't!"
jump D1a;
option "I will slay you where you stand foul creature!"
option "Uh, hello."
end
end
label D1a
show "Creeper" "tired";//changed from [ show "Tired"; ] too [ show "Creeper" "tired"; ]
say "Creeper" "Whoa, calm down.. You can understand me?";
menu
option "Please don't come any closer! QQ"
option "I-I-I c-can, s-s-so please d-don't explode"
//moved D1ab to here instead of using a jump
show "Creeper" "normal"; //changed [ show "Normal"; ] too [ show "Creeper" "normal"; ]
say "Response";
menu
option "a"
option "b"
option "c"
end
option "Huh, yea I can.."
end
end
I can try to help anyone else who has questions with scripts. Feel free to ask :3
Feel free to check them out here <3
http://www.minecraftforum.net/user/2378262-mishaguji/
No.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Sorry, was just assuming it was something in the script I was screwing up. I'll try what Mishaguji said for now though.
Thank you, I had tried that but I think I was doing something wrong.
Confirmed bug. Thanks for the hint. We need to improve our testing methods...
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Feel free to check them out here <3
http://www.minecraftforum.net/user/2378262-mishaguji/
Yeah, I did what that said, but I still get the message.
Does it have to be the script files themselves, or the folder containing them that you put in the MobTalker2_Scripts folder?
EDIT: gonna put a bit of reddit into this thread.
OP pls respond
With reference to the above, the scripts themselves go into Mobtalker2_scripts, the only case they are in another folder is script packs as far as I know. But scripts default location is Mobtalker2_scripts, put it in there and it should work. Don't forget you need the mobtalker item to talk to them.
Yeah its a known bug. They are working on fixing it.
In the mean time just adding a second menu within the options will work. Instead of using a jump you can just add extra menus inside of the option.
example:
label
menu
option
menu
option
option
option
end
option
menu
option
end
option
end
end
Feel free to check them out here <3
http://www.minecraftforum.net/user/2378262-mishaguji/
The parser is way stricter about syntax errors. Before, the parser would make guesses if it encountered an error in your syntax, but he could guess wrong and cause even more confusion. Now it rejects the script entirely upon detecting an error. Take a look at the development console/logs what the parser says.
Aside from that and introducing the jump bug, nothing significant was changed.
You can also PM me your script, so I can test them myself.
I can't help you with reading a tutorial.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Where can I find this?
Feel free to check them out here <3
http://www.minecraftforum.net/user/2378262-mishaguji/