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Script Info
Works in Versions:
1.7.10c No
1.8.0_alpha Yes
Works in Hook:
Init No
Update No
Interact Yes
Dialog No
Damaged No
Killed No
Attack No
Target No

Constants Test Script - 1.8[]

This script was used to test the addition of constants as globally available variables. This was used by adding the script to the Interact Hook in the NPC Scripting UI. Right click the NPC to cycle through the different constants.

var step = 0;
if(npc.hasTempData('step')){
    step = npc.getTempData('step')*1;
}

switch(step){
    case 0: //AnimationType
        //Animation Type Constants
        npc.say('Animation Types');
        npc.say(AnimationType.NORMAL+': NORMAL');
        npc.say(AnimationType.SITTING+': SITTING');
        npc.say(AnimationType.LYING+': LYING');
        npc.say(AnimationType.HUGGING+': HUGGING');
        npc.say(AnimationType.SNEAKING+': SNEAKING');
        npc.say(AnimationType.DANCING+': DANCING');
        npc.say(AnimationType.AIMING+': AIMING');
        npc.say(AnimationType.CRAWLING+': CRAWLING');
        break;
    case 1: //EntityType
        npc.say('Entity Types');
        npc.say(EntityType.UNKNOWN+': UNKNOWN');
        npc.say(EntityType.PLAYER+': PLAYER');
        npc.say(EntityType.NPC+': NPC');
        npc.say(EntityType.MONSTER+': MONSTER');
        npc.say(EntityType.ANIMAL+': ANIMAL');
        npc.say(EntityType.LIVING+': LIVING');
        break;
    case 2: //RoleType
        npc.say('Role Types');
        npc.say(RoleType.UNKNOWN+': UNKNOWN');
        npc.say(RoleType.MAILMAN+': MAILMAN');
        npc.say(RoleType.TRADER+': TRADER');
        npc.say(RoleType.FOLLOWER+': FOLLOWER');
        npc.say(RoleType.BANK+': BANK');
        npc.say(RoleType.TRANSPORTER+': TRANSPORTER');
        break;
    case 3: //JobType
        npc.say('Job Types');
        npc.say(JobType.UNKNOWN+': UNKNOWN');
        npc.say(JobType.BARD+': BARD');
        npc.say(JobType.HEALER+': HEALER');
        npc.say(JobType.GUARD+': GUARD');
        npc.say(JobType.FOLLOWER+': FOLLOWER');
        npc.say(JobType.ITEMGIVER+': ITEMGIVER');
        npc.say(JobType.SPAWNER+': SPAWNER');
        npc.say(JobType.CONVERSATION+': CONVERSATION');
        npc.say(JobType.PUPPET+': PUPPET');
        break;
    case 4: //MovingType
        npc.say('Moving Types');
        npc.say(MovingType.STANDING+': STANDING');
        npc.say(MovingType.WANDERING+': WANDERING');
        npc.say(MovingType.MOVINGPATH+': MOVINGPATH');
        break;
    case 5: //StandingType
        npc.say('Standing Types');
        npc.say(StandingType.BODY+': BODY');
        npc.say(StandingType.MANUAL+': MANUAL');
        npc.say(StandingType.STALKING+': STALKING');
        npc.say(StandingType.HEAD+': HEAD');
        break;
    case 6: //TacticalVariantType
        npc.say('Tactical Variant Types');
        npc.say(TacticalVariantType.DEFAULT+': DEFAULT');
        npc.say(TacticalVariantType.DODGE+': DODGE');
        npc.say(TacticalVariantType.SURROUND+': SURROUND');
        npc.say(TacticalVariantType.HITNRUN+': HITNRUN');
        npc.say(TacticalVariantType.AMBUSH+': AMBUSH');
        npc.say(TacticalVariantType.STALK+': STALK');
        npc.say(TacticalVariantType.NONE+': NONE');
        break;
}

step++;
if(step>6){
    step=0;
}

npc.setTempData('step', step);
event.setCancelled(true);
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