Fandom

Mob Talker Wiki

Script Commands

32pages on
this wiki
Add New Page
Comments16 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Currently there are 16 commands available in Mob Talker - 8 for normal mobs, and 8 more for shadow mobs.

General CommandsEdit

#FACEEdit

  • Format: #FACE (phiz codes)
  • Phiz codes as of 10.1: Normal, Angry, Sad, Tired, Happy, Shy
  • Used to set the facial expression of the character.
  • Example:
#SET_NAME Cupa
#FACE normal
Woo......


#MAKESHADOWEdit

  • Format: #MAKESHADOW
  • Used to turn a mod into a shadow mob.
  • Shadow mobs are identical to normal mobs, but more commands (below) can be used on them.
  • Shadow mobs will remember their "love" level.
  • You can only make friends with a shadow mob, as normal mobs will only play the first default script.
  • Example:
#SET_NAME Cupa
Sssssssss.....
#MAKESHADOW
#END


#CONDITIONEdit

  • Format: #CONDITION {["Option text 1",scriptfile1]["Option text 2",scriptfile2]["Option text 3",scriptfile3]}
  • Where "Option text" is the dialogue of the option, and "scriptfile" is the file the player will be sent to when they select it.
    • NOTE: The speech marks are not required.
  • Allows the player to interact with the story of the mob.
  • Each option can be used to change the love of the mob in different ways, allowing for story separation.
  • The whole command must be on the same line.
  • Example:
#SET_NAME Cupa
CCCAT!!! G..GET IT AWAY FROM ME!!!!!
#CONDITION{[It's next to you!,Option1A],[What cat? ,Option1B],[Does it looks like this one I just caught?,Option1C]}
#END


#FETCH_NAMEEdit

  • Format: #FETCH_NAME
  • Allows the script creator to replace the term (playername) with the nearest player's Minecraft name.
  • Not required for the #SET_NAME command. When (playername) is used, it will show the nearest player's name regardless of whether or not #FETCHNAME has been activated.
  • Will last the whole script file. New script files will need a new #FETCHNAME.
  • Example:
#FETCH_NAME
#SET_NAME (playername)
Just call me (playername).
#SET_NAME Cupa
(playername)?What a nice name.


#SELF_DEADEdit

  • Format: #SELF_DEAD
  • The mob activating this command will disappear. They will never come back.
  • This allows the script creator to end the story instantly.
  • It is advised to use the #REV_TRANS command after using #SELF_DEAD to clear the mob's used memory.
  • Example:
#SET_NAME Cupa
#FACE Angry
Arhh!!Do...Don't!!Whoa!
#ATTACK 3
#DECREASE_LOVE 3
#SELF_DEAD
#REV_TRANS


#ENDEdit

  • Format: #END
  • Required at the end of every script in order to end it.


#SET_NAMEEdit

  • Format: #SET_NAME "Name"/(playername)
  • Where "Name" is the name of the mob you are talking to, and (playername) is the player.
    • NOTE: The speechmarks are not needed.
    • The player does not necessarily need to be called (playername).
  • Example:
#SET_NAME Snow Golem
#FACE Happy
That sure was fun! Oh, I forgot to ask something.::What's your name?
#FETCH_NAME
#SET_NAME (playername)
My name is (playername)
#SET_NAME Neige
#FACE Normal
And my name is Neige. Maybe we can get together tomorrow?


#SET_POSEdit

  • Format: #SET_POS (position code)
  • Position codes as of 10.1: Left, Middle, Right
  • Allows the script creator to set the position of names.
  • For example, if "#SET_POS middle" is used , the name will appear above the middle of the textbox.
  • Example:
#SET_NAME (playername)
Where are you?
#SET_NAME Herobrine
#SET_POS right
Over here.


Shadow CommandsEdit

#ATTACKEdit

  • Format: #ATTACK (positive integer)
  • Where the positive integer indicates the damage of the attack. (original attack strength * integer)
  • 0 seems to be an acceptable input. Decimals will crash the game.
  • Example:
#SET_NAME Cupa
You..you will pay for that!::I hate you!
#ATTACK 1


#REV_TRANSEdit

  • Format: #REV_TRANS
  • Will turn a shadow mob back into a regular mob.
  • This will cause all of the mob's memory to be erased.


#INCREASE_LOVEEdit

  • Format: #INCREASE_LOVE (positive integer)
  • Where the positive integer indicates how much to ADD to the current love level.
  • Setting a love level above 100 will crash the game.
  • Allows for the script creator to progress the story.
  • Example:
#SET_NAME Cupa
#FACE Shy
Really?Is that monster gone?
#INCREASE_LOVE 1
#END


#DECREASE_LOVEEdit

  • Format: #DECREASE_LOVE (positive integer)
  • Where the positive integer indicates how much to TAKE from the current love level.
  • Setting a love level below 0 will crash the game.
  • Allows for the script creator to progress the story.
  • Example:
#SET_NAME Yaebi
#FACE Angry
Pay with your life, then.
#ATTACK 3
#DECREASE_LOVE 3


#FINISH_DAYEdit

  • Format: #FINISH_DAY
  • Prevents any more love# scripts from being loaded for the day.
  • Loads default.script until the next day.
  • Can be especially helpful if the script creator is using multiple storylines.
  • Example:
#FACE Angry
And,who the hell are you?
#ATTACK 1
#DECREASE_LOVE 1
#FINISH_DAY


#SET_FOLLOWEdit

  • Format: #SET_FOLLOW
  • Causes the mob that activates it to follow the player.


#SET_ACTIVE_ATTACKEdit

  • The general interpretation of this command is that it will cause the shadow mob in question to cease hostility. However, it has not yet been confirmed to function properly.


#SET_ESCORTEdit

  • Format: #SET_ESCORT (ON, OFF, true, false)
  • Turning this ON will allow the shadow mob to attack nearby hostile mobs
  • Leaving the integer blank will cause it to flip the value (OFF to ON or ON to OFF)

Also on Fandom

Random Wiki