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Mob Talker Mod — Configuration

Scripting and Commands

The power of Mob Talker lies in its customizability. Creators can write their own scripts to change how mobs behave and what they say.

Common Script Commands

Scripts use a prefix system (usually #) to execute logic within the dialogue window.

  • #SET_NAME [Name]: Sets the display name of the character in the dialogue box.
  • #FACE [Expression]: Changes the character's sprite to show a different emotion (e.g., Happy, Angry, Sad).
  • #CONDITION: Creates a branching path where the player must choose between multiple dialogue options.
  • #MAKESHADOW: Converts the current mob into a Shadow Mob to enable persistent friendship tracking.
  • #INCREASE_LOVE / #DECREASE_LOVE: Modifies the hidden friendship variable for the current mob.
  • #FETCH_NAME: Retrieves the player's username to use within the dialogue text.
  • #FINISH_DAY: Ends the current script sequence and saves the progress, often requiring the player to wait until the next in-game day to continue the story.
  • #END: Closes the dialogue GUI and returns the player to the game.

Script Structure

A typical script file is organized by "days" or chapters. When a player interacts with a mob, the mod checks the mob's current state and loads the corresponding section of the .mts file. If no specific script is found, the mod defaults to a generic interaction script.

Configuration

Upon the first run, the mod generates a configuration file (typically mobTalker_Config.cfg). This file allows players to adjust various settings:

  • Dialogue Speed: Controls how fast text appears in the GUI.
  • Mob Support: Enable or disable interactions for specific mob types.
  • Breaking Chance: Adjust the probability of the Mob Talker item breaking upon a failed interaction.
  • Resource Paths: Define where the mod should look for custom script packs and art assets.