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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