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AlgorithmLX committed Aug 22, 2023
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21 changes: 21 additions & 0 deletions .gitignore
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# Dependencies
/node_modules

# Production
/build

# Generated files
.docusaurus
.idea
.cache-loader

# Misc
.DS_Store
.env.local
.env.development.local
.env.test.local
.env.production.local

npm-debug.log*
yarn-debug.log*
yarn-error.log*
23 changes: 2 additions & 21 deletions LICENSE
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MIT License

Copyright (c) 2023 0mods

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
All Rights Reserved
Copyright © 2023 HollowHorizon and AlgorithmLX.
1 change: 1 addition & 0 deletions README.md
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It's a readme! Hey!
3 changes: 3 additions & 0 deletions babel.config.js
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module.exports = {
presets: [require.resolve('@docusaurus/core/lib/babel/preset')],
};
12 changes: 12 additions & 0 deletions blog/2019-05-28-first-blog-post.md
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---
slug: first-blog-post
title: First Blog Post
authors:
name: Gao Wei
title: Docusaurus Core Team
url: https://github.com/wgao19
image_url: https://github.com/wgao19.png
tags: [hola, docusaurus]
---

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44 changes: 44 additions & 0 deletions blog/2019-05-29-long-blog-post.md
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---
slug: long-blog-post
title: Long Blog Post
authors: endi
tags: [hello, docusaurus]
---

This is the summary of a very long blog post,

Use a `<!--` `truncate` `-->` comment to limit blog post size in the list view.

<!--truncate-->

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20 changes: 20 additions & 0 deletions blog/2021-08-01-mdx-blog-post.mdx
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---
slug: mdx-blog-post
title: MDX Blog Post
authors: [slorber]
tags: [docusaurus]
---

Blog posts support [Docusaurus Markdown features](https://docusaurus.io/docs/markdown-features), such as [MDX](https://mdxjs.com/).

:::tip

Use the power of React to create interactive blog posts.

```js
<button onClick={() => alert('button clicked!')}>Click me!</button>
```

<button onClick={() => alert('button clicked!')}>Click me!</button>

:::
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---
slug: welcome
title: Welcome
authors: [slorber, yangshun]
tags: [facebook, hello, docusaurus]
---

[Docusaurus blogging features](https://docusaurus.io/docs/blog) are powered by the [blog plugin](https://docusaurus.io/docs/api/plugins/@docusaurus/plugin-content-blog).

Simply add Markdown files (or folders) to the `blog` directory.

Regular blog authors can be added to `authors.yml`.

The blog post date can be extracted from filenames, such as:

- `2019-05-30-welcome.md`
- `2019-05-30-welcome/index.md`

A blog post folder can be convenient to co-locate blog post images:

![Docusaurus Plushie](./docusaurus-plushie-banner.jpeg)

The blog supports tags as well!

**And if you don't want a blog**: just delete this directory, and use `blog: false` in your Docusaurus config.
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endi:
name: Endilie Yacop Sucipto
title: Maintainer of Docusaurus
url: https://github.com/endiliey
image_url: https://github.com/endiliey.png

yangshun:
name: Yangshun Tay
title: Front End Engineer @ Facebook
url: https://github.com/yangshun
image_url: https://github.com/yangshun.png

slorber:
name: Sébastien Lorber
title: Docusaurus maintainer
url: https://sebastienlorber.com
image_url: https://github.com/slorber.png
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---
sidebar_position: 1
---

# About 1.x

Hollow Engine 1.x - Older version of HE.

Supported MC Versions:
- 1.16.5
- 1.19.2
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{
"label": "1.x Version",
"position": 2,
"link": {
"type": "generated-index",
"description": "Documentation for HE 1.x"
}
}
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---
sidebar_position: 3
---

# 1.1 | Script Engine | Abilities

## Abilities of Script Engine

The HollowEngine scripting engine itself adds a few annotations to scripts for ease of development, these are the main ones.

**AVAILABLE SINCE v1.1!!!**

Annotation `@Import("path/to/my/script.type.kts")` grants you to import any script from `hollowengine` directory

It is used quite simply, imagine we have two scripts in the hollow script folder: `test.se.kts` and `test_library.kts`.
Where the first is a plot event, the second is a library with various methods that simplify your life :)
And in order to allow using methods from the second in the first script, you need to use this annotation for the file (script):
`@file:Import("test_library.kts")`

Also, if you have a script in one folder and a library in another, for example, `hollowengine/scripts/story/test.se.kts`
and `hollowengine/libs/test_library.kts`, then specify the path relative to the `hollowengine`
root folder: `@file:Import("libs/test_library.kts")`

## Run after an end script

**ONLY FOR STORY EVENTS!**

Annotation `@StartAfter("path/to/script.kts")` allows you to set after which event the script will be started.
The file path is specified as above.
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---
sidebar_position: 5
---

# 2.0 | Dialogues | Start

## Dialogue File

Before moving on to dialogue, I suggest you familiarize yourself with the [script engine](./introducing).

About Script Files, you can learn [here](./scriptfiles)

## Creating Character

### About HDCharacter

HDCharacter is a class for creating characters in dialogues.

Has two constructors:
- `HDCharacter(type)`
- `HDCharacter(location, characterName, nbt)`

About constructors:

| Constructor | Variable | Description | Default | Example | Type |
|:-----------:|:-------------:|:---------------------------:|:-----------:|:-------------------------------------------------------------------------------------|:--------:|
| First | type | Sets Entity. | | MyLivingEntity(<br/>Minecraft.getInstance().level, <br/>MyEntityTypes.MyLiving<br/>) | Required |
| | | | | | |
| Second | location | Sets Entity by id. | | "minecraft:villager" | Required |
| Second | characterName | Sets Display Character Name | "%default%" | "Erik" | Optional |
| Second | nbt | Sets NBT Tags for Entity | "" | "{VillagerData:{profession:farmer,level:2,type:savanna}}" | Optional |

### Making a Character
```kotlin
val vitalik = HDCharacter("minecraft:villager", "Vitalik", "{VillagerData:{profession:farmer,level:2,type:savanna}}")
```

### Character phrases
Now we can make the character speak, for example:
```kotlin
vitalik say "Hello, My name is Vitalik, I will take the world!"
```
Well, it's ready! You can write the dialogues for characters... But something is missing...

## Story Choice
There’s no choice, but it’s very easy:
```kotlin
choice(
"No, Vitalik, I can protect this world" to {
vitalik say "I will fight for my cringe phrases"
},
"No, Vitalik, I will first to take the world!" to {
vitalik say "Gee :("
}
)
```

## Player character and his phrases
Script already have `player` variable, so you can use it:
```kotlin
player say "I p-p-playe-e-er-r"
```

## Example
For example, you can copy-paste this code:
```kotlin
val vitalik = HDCharacter("minecraft:villager", "Vitalik", "{VillagerData:{profession:farmer,level:2,type:savanna}}")

vitalik say "Welcome to HollowEngine Dialogue!"
vitalik say "My name is Vitalik, BarMaxx is made me!"

choice(
"What you are do?" to {
vitalik say "I can count up to 100!"
for (i in 1..100) vitalik say "$i"
player say "Okay......"
},
"And I'm ${player.name.string}" to {
"It's so cool, and what you are do?"

choice(
"I can write a dialogues" to {
vitalik say "And I don't, teach me, pls, pls, pls, pls, pls, pls!"
player say "Why don't you go to the hell? Go to learn a source code"
vitalik say "Okay, thanks"
}
)

player say "I have to say something, but I don’t know what..."
}
)

say("", "And they lived long and long")
say("Player & Vitalik", "Who it's say?!")
```
Approximate result:

![example](../../../static/img/hollowengine/primer.jpg)

## Starting Dialogue

For start the dialogue, write next: `/hollowengine open-dialogue dialogueid.hsd.kts`.
If you specify a player name or a type `@a` tag after the name, the dialog will start with a specific player/group.
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