KickNoSuccessText

How to use and define various KickNoSuccessText speeches.


The KickNoSuccessText determines what the Vending Machine will say when kick is not or half successful (1 or more items remained stuck).


As shown in the example below, you can include multiple variations. The script will randomly choose one line from the array each time the player interacts with the Vending Machine Event.


To define the KickNoSuccessText, use this structure:

1
KickNoSuccessText: [
2
"{1} {2} dropped down and {3} {4} remained stuck!"
3
]

Placeholder Reference

  • {1} = amount of stuck items dropping down — e.g., "1"
  • {2} = stuck item's name (singular or plural) if any — e.g., "Potion"
  • {3} = amount of stuck items remaining stuck — e.g., "1"
  • {4} = remain stuck item's name (singular or plural) if any — e.g., "Potion"
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KickNoSuccessText