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Clover - CloverPet Developer scripts (add me) Version v.1.00

Clover - CloverPet Developer scripts (add me)
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♥ Intro ♥

This is a set of scripts to create interactive items for your CloverPets! Make new food items, beds, cages, toys, and anything else you can think of! SCRIPTING KNOWLEDGE REQUIRED.

♥ How to use me ♥

There are two versions: The pose-able scripts, and the intractable scripts.

♦ Poseable scripts: ♦

The poseable scripts Are for making items such as: cages, beds, or anything else that you can add the creature to, and pose it.

To make a new Poseable, Drop the scripts in your item in the following order and make sure they are running:
1. "CloverPet poseable core v.1.0".
2. "CloverPet poseable developer script v.1.0".

- Open up the developer script, and at the very top of the notecard, there is a string called "pet_code". This is where you will write the codename of the creature you want this item to work with. The list of codenames, and animations can be found below in the section called "creature info".

* I have pre-written some useful functions for you already, but you can modify them if you really know what you are doing.

- When this script is saved, or loaded, it will tell the core script the information needed to operate, such as the config(); function, and the change_position(...); function, which is where you will define the information. The config(); function sends the core your creature codename, where the change_position(position offset,rotation) function defines the position offsets, and rotations for posing the creature. These functions should be present on state_entry.

- In the link_message event, this is where the core tells the developer script what is currently happening. I have wrote some helpful information, and events to get you started. When the script gets a message saying "loaded", on integer 99, this means that a new creature has been added to this item. "The key id" variable from the link_message gives you the creatures uuid. The same goes for the "removed" message.

-The "loaded" message, is where you will tell the animal what to do. If you are advanced in scripting, you can play with this as you please.

-The function animate(""); will get the loaded creature to play a specific animation. Refer to the creature info section for animations you can use.

-Of course, change the permissions of your scripts when finished, and you can test it out.

♦ Interactable scripts: ♦

The Interactable scripts are for items that the creature will emote with in wander mode, such as food items, toy items, and others!

To make a new interabctable, Drop the scripts in your item in the following order and make sure they are running:
1. "CloverPet interactable core v.1.0".
2. "CloverPet interactable developer script v.1.0".

- Open up the developer script, and at the very top of the notecard, there is a string called "pet_code". This is where you will write the codename of the creature you want this item to work with. The list of codenames, and animations can be found below in the section called "creature info".

* I have pre-written some useful functions for you already, but you can modify them if you really know what you are doing.

- When this script is saved, or loaded, it will tell the core script the information needed to operate, such as the config(); function. This sends the core script the codename of the creature you want it to work with. This must be present on startup.

- When a creature choses to interact with this item, it will send the script a message on integer number 100, saying "used". This is where you will do the bulk of the work. The creatures key is given in the key variable of the link message.

-The animal will only interact with the item while the emote is playing, so it is wise to play the animation after you have completed all actions you want the item to have BEFORE, the animation function.

-To animate the creature, use the function animate('animationname');. Animations for each creature can be found in the section "creature info", below.

-Of course, change the permissions of your scripts when finished, and you can test it out.