ok, this is going to sound stupid, but I cant figure it out. what file type am I making when making a script file? I went to the wiki and you never specified what kind of file I am making (text document, rich text document, file, etc). if you could go in and change that, that would be great. also as a suggestion for future changes, you should make some way to be able to tell the difference between a mob you have talked to and ones you haven't (name tag, skin change, etc).
Since our time is limited, we can only work on MobTalker2 and the wiki so much
Right now I'm doing some much needed documentation of the script API, but I want to make a better tutorial about creating scripts too.
And it's a simple text file you create. Best way to edit them would be a text editor like Notepad++.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Since our time is limited, we can only work on MobTalker2 and the wiki so much
Right now I'm doing some much needed documentation of the script API, but I want to make a better tutorial about creating scripts too.
And it's a simple text file you create. Best way to edit them would be a text editor like Notepad++.
well, apparently GetPlayerName() doesn't work, at least not in that spelling. I was putting a variable in the load label that equaled that function, but that was what was causing the script to fail to start. Aside from that, my script just had some errors here and there, like a missing semicolon, etc.
well, apparently GetPlayerName() doesn't work, at least not in that spelling. I was putting a variable in the load label that equaled that function, but that was what was causing the script to fail to start. Aside from that, my script just had some errors here and there, like a missing semicolon, etc.
You sure?
$me = GetPlayerName();
should work just fine.
//edit: Wait Common mistake.
You can not put GetPlayerName inside the Load label. That label gets executed before the first conversation with that mob, meaning no player is talking to the mob, causing GetPlayerName to throw an error. Maybe that should be changed to return simply nil though.
That would also mean you only grab the player name once for the whole lifetime of the mob. Better put it inside the Start label.
Aaah, I see. Maybe you should make an FAQ for this, since you're making a scripting language. People are bound to make the same mistakes, especially if they can't be bothered to check through the posts on this forum.
I made the simplest script ever and it wouldn't work, all it was was cupa being happy and saying that it works, because every time before it didn't. every time I tried to talk to her nothing happened and I triple checked everything. can someone give me a script because nothing is working here! aslo something to note is that every time I made a new world my game would crash, then I would open it back up and everything was fine again.
Aaah, I see. Maybe you should make an FAQ for this, since you're making a scripting language. People are bound to make the same mistakes, especially if they can't be bothered to check through the posts on this forum.
I just created the missing API page for that function, where that is stated.
I just created the missing API page for that function, where that is stated.
The simpliest script would be the following
label Load
end
label Start
say "Hello MobTalker2!";
end
I just noticed that we intended to make the Load label optional, but in fact that didn't made it into the first version Will be fixed in 002.
Ok, that clears that up, thank you. all I was missing was the load label can you also see about fixing that bug where I crash every time I make a new world, id really appreciate it.
I'm not really sure if this is MobTalker2's fault.
Could you create a new world and post your logfiles after your crash?
your right it wasn't, I just thought it was because that has never happened before with either of the mods (rie's minimap and too many items)
sorry for the misunderstanding.
I finally got it to work, as it turns out I wasn't using notepad++. I used your example on the wiki as a test run and it all worked great. now im going to try and make a longer and more complicated one and see how it goes.
Awwwww, there isn't a Scared or Relieved image for cupa yet, lol. You can tell I have been scripting already, and its my first time with mobtalker. Least I am having fun with it. Though I am just glad there is a release so soon and so stable too. It hasn't had a hickup for me yet. I'm going to do some scripting on the others later to see if they work normally.
Thanks for the hard work means I can play Mobtalker once again.
-Edit-
Ok, I stand corrected.
label GetHerTNT
say "I don't think I'll have to introduce myself...";
say $me "Just give me your TNT already!";
SetLoveLevel( -1 );
show "Creeper" "angry";
say "Cupa" "... you...";
say "Uh oh...";
EndInteraction( true );
end
That script doesn't end correctly, I Believe it has to do with:
EndInteraction( true );
The problem is it does not close the Gui or anything.
And skeleton is not working for me, I copied the one for Cupa and changed the names and it didn't work.
Hmmmm and I need a new Banner, lol.
And skeleton is not working for me, I copied the one for Cupa and changed the names and it didn't work.
Ahhh I see, And I found the problem with the skeleton it was the fact that skeleton was not in included mobs in the Mobtalker.cfg file in config folder.
Getting used to this scripting, fixed the script with the damage mobtalker script.
That sounds strange. Are you sure you installed the correct version? Also try to start a (executable) jar via the command line. Maybe just the icons do not work?
Yes,I have the correct version.
And even via command line it can't work.
Yes,I have the correct version.
And even via command line it can't work.
I suppose you are using Windows? If you indeed have Java installed you should see an Java entry n your System Control panel.
Otherwise (or anyway) go to your Programs panel and uninstall anything that has something to do with Java (like Java 7, Java SE, Java FX, etc...)
Restart your PC just to be safe.
Go to JavaSE download site and download either the 32 bit or 64 bit (offline) version, depending on your system (you can check that under your System Info).
After the installation restart your PC again. Now check the System Panel again, you should have the Java entry there. Open a command prompt and enter "java -version", it should print you the correct version. Everything should work fine now.
Otherwise I have no idea how to check what the problem might be...
also while it obviously can't be done this way (putting the images into this mod) and needs a system implemented for that, i was able to add scripts and pictures to a modded mob and have them appear ingame, so that's pretty cool. i was also able to insert a custom 'emotion' picture, which is even better. it'll allow custom script makers to have more than just the default ones to go with if they have pictures for that.
Yes, it's intended that this is possible. And while that's not possible at the moment without editing the mod file, we do plan to add resource pack support for images, to enable you to add any pictures you want.
The problem is that most people can't draw, so they probably don't have pictures for extra emotions. Even worse if they want consistent art style across all mobs' emotions.
while it can't be gotten normally (you have to edit the cfg to allow talking to the mob), you have to make a script and the mob's made in modloader so i dunno if it's even fixable on this side, i thought i'd report it.
Strange error.
Please upload your Forge and MobTalker2 logs too, they are way more helpful than just the crash logs.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Really interessting. Normaly you shouldn't even be able to load a script for mobs beside the three we activated Seems like you got around that somehow.
Anyway, since this is not intended behavior, we won't fix this for now.
//edit: Derp. Seems like the fail-safe mechanism to only allow activated mobs kinda... didn't made it into 001 too. We'll add it in 002 so it doesn't cause confusion.
Since our time is limited, we can only work on MobTalker2 and the wiki so much
Right now I'm doing some much needed documentation of the script API, but I want to make a better tutorial about creating scripts too.
And it's a simple text file you create. Best way to edit them would be a text editor like Notepad++.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Thank you
You sure?
should work just fine.
//edit: Wait Common mistake.
You can not put GetPlayerName inside the Load label. That label gets executed before the first conversation with that mob, meaning no player is talking to the mob, causing GetPlayerName to throw an error. Maybe that should be changed to return simply nil though.
That would also mean you only grab the player name once for the whole lifetime of the mob. Better put it inside the Start label.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
I just created the missing API page for that function, where that is stated.
The simpliest script would be the following
I just noticed that we intended to make the Load label optional, but in fact that didn't made it into the first version Will be fixed in 002.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Ok, that clears that up, thank you. all I was missing was the load label can you also see about fixing that bug where I crash every time I make a new world, id really appreciate it.
I'm not really sure if this is MobTalker2's fault.
Could you create a new world and post your logfiles after your crash?
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
your right it wasn't, I just thought it was because that has never happened before with either of the mods (rie's minimap and too many items)
sorry for the misunderstanding.
Thanks for the hard work means I can play Mobtalker once again.
-Edit-
Ok, I stand corrected.
label GetHerTNT
say "I don't think I'll have to introduce myself...";
say $me "Just give me your TNT already!";
SetLoveLevel( -1 );
show "Creeper" "angry";
say "Cupa" "... you...";
say "Uh oh...";
EndInteraction( true );
end
That script doesn't end correctly, I Believe it has to do with:
EndInteraction( true );
The problem is it does not close the Gui or anything.
And skeleton is not working for me, I copied the one for Cupa and changed the names and it didn't work.
Hmmmm and I need a new Banner, lol.
If you want to end an interaction immediately, just jump to an empty label.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Ahhh I see, And I found the problem with the skeleton it was the fact that skeleton was not in included mobs in the Mobtalker.cfg file in config folder.
Getting used to this scripting, fixed the script with the damage mobtalker script.
And even via command line it can't work.
I suppose you are using Windows? If you indeed have Java installed you should see an Java entry n your System Control panel.
Otherwise (or anyway) go to your Programs panel and uninstall anything that has something to do with Java (like Java 7, Java SE, Java FX, etc...)
Restart your PC just to be safe.
Go to JavaSE download site and download either the 32 bit or 64 bit (offline) version, depending on your system (you can check that under your System Info).
After the installation restart your PC again. Now check the System Panel again, you should have the Java entry there. Open a command prompt and enter "java -version", it should print you the correct version. Everything should work fine now.
Otherwise I have no idea how to check what the problem might be...
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Nice to hear that We hadn't tested it ourselfs yet.
Yes, it's intended that this is possible. And while that's not possible at the moment without editing the mod file, we do plan to add resource pack support for images, to enable you to add any pictures you want.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Strange error.
Please upload your Forge and MobTalker2 logs too, they are way more helpful than just the crash logs.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Really interessting. Normaly you shouldn't even be able to load a script for mobs beside the three we activated Seems like you got around that somehow.
Anyway, since this is not intended behavior, we won't fix this for now.
//edit: Derp. Seems like the fail-safe mechanism to only allow activated mobs kinda... didn't made it into 001 too. We'll add it in 002 so it doesn't cause confusion.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!