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Staff Pick: Marryme


By Xericore
Created: 2015/05/11 09:35:01 UTC-07:00 (5 years and 28 days ago)
Edited: 2015/05/12 01:33:48 UTC-07:00 (5 years and 27 days ago)
Likes: 0

Staff pick as of: 2015/05/11 10:09:42 UTC-07:00 (5 years and 28 days ago)
Denizen Version: 0.9.6
Script Version: 1.0
Description:

Marryme allows you to marry an NPC, talk to them, let them follow you, equip them with armor and receive a configurable daily money reward.
More info at http://www.petricevic.net/minecraft/marryme/


Download script | View raw script
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# Copyright (c) 2015, Xericore
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#    * Redistributions of source code must retain the above copyright notice.
#
##########################################################################################
#
# Marryme
#
# @version 1.1
# @author Xericore
# @last-updated 11 May 2015
# xericore@gmail.com
# http://www.petricevic.net/minecraft/marryme/
#
# Citizens 2.0.15-SNAPSHOT (build 1227) (ci.citizensnpcs.co/job/Citizens2/)
# Denizen 0.9.6-SNAPSHOT (build 186)    (http://ci.mineconomy.org/job/Denizen_Developmental/)
#
###  To assign to an NPC, type:  ###
# /npc assign --set marryme
#
# Optional:
# /npc constant --set marryitem --value i@allium
# /npc constant --set likescolor --value purple
#
# As of Citizens 2 build #1226, it's possible to set the skin independently of the NPC's name:
# e.g. /npc skin -p Xericore
#
# Some good female skins: Alanaria, Meara, Lewna, Sanjaa, Pandema, Azelia, Nelia, Mnealia, Azalia, 
# Melisee, Nefala, Endjulia, Anilia, Amelisten, Raiissa, Ameliabelia, Ellisah, Comitissa

marryme: 
  type: assignment

  actions:
    on assignment:
    - trigger name:click state:true
    - trigger name:chat state:true radius:4
    - trigger name:proximity state:true
    - trigger name:damage toggle:true
    - lookclose state:true
    
    on damage:
      - random {
        - ^chat "Hey, that hurts!"
        - ^chat "Stop it!"
        - ^chat "Why are you doing this?"
      }
      - animate <npc> animation:HURT
      - if !<npc.flag[attackedme].is[CONTAINS].to[<player>]> && !<player.is[==].to[<npc.flag[marriedTo]>]> {
        - flag npc attackedme:->:<player>
      }

  interact scripts:
  - 1 marryme_interact
  - 2 married
  - 3 marryequipmode

  default constants:
    # You will need this amount to marry the NPC.
    price: 2000
    # NPC will reward you daily with the following amount of money if you ask them about it.
    earningreward: 50
    earningcooldownduration: 20h
    
    # The NPC will tell you that this is their favourite color
    likescolor: red
    # You will need to give the NPCs this item to be able to marry the NPC. 
    marryitem: i@poppy
    
    # How long the NPC will not have a conversation with you after a positive or negative reaction.
    negativecooldown: 1d
    positivecooldown: 6h
 
marryme_interact:
  type: interact
  steps:
    1:
      click trigger:
        script:
        - trigger name:chat state:true
        - random {
          - ^playsound <npc.location> sound:mob.villager.haggle custom
          - ^playsound <npc.location> sound:mob.villager.idle custom
        }
        - if !<npc.has_flag[<player.name>_karma]> {
          - flag npc <player.name>_karma:0
        }
        - ^flag npc justtalked
        - if <player.has_flag[<npc.id>_cooldown]> {
          - random {
            - chat "Sorry, I<&sq>m busy right now, please visit me another time."
            - chat "I have to do something now, please come back later."
            - chat "Sorry I have no time right now, but we can talk later."
          }
        }
        else {
          - if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
            - random {
              - ^chat "Hello <player.name>."
              - ^chat "Greetings, what can I do for you, <player.name>?"
              - ^chat "Good day, <player.name>."
              - ^chat "How can I help you, <player.name>?"
              - ^chat "Yes, do you need anything?"
            }
          }

          - if <npc.flag[<player.name>_karma].is[OR_MORE].than[4]> {
            - ^narrate "<&e>1. <&b>Sure darling. I will help you open your shop. <gray>(Give <npc.constant[price]> <player.money.currency>)"
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[3]> {
            - ^narrate "<&e>1. <&b>I know this is surprising, but I really love you. Will you marry me?"
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
            - ^narrate "<&e>1. <&b>Here, I have something for you."
            - ^narrate "<&e>2. <&b>I<&sq>m just curious. What are your hobbies?"
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
            - ^narrate "<&e>1. <&b>Is there anything you need help with?"
            - ^narrate "<&e>2. <&b>Would you like to go out with me?"
          }
          else if <npc.flag[<player.name>_karma].is[==].to[-1]> {
            - random {
              - chat "I<&sq>m not talking to you anymore."
              - chat "Go away."
              - chat "Fuck off, <player.name>."
              - chat "Leave me alone."
            }
            - queue clear
          }
          else {
            # 0 karma
            - random {
              - ^chat "Hello stranger."
              - ^chat "Greetings, we don't seem to know each other."
              - ^chat "Good day, fellow Kratanian."
            }
            - ^narrate "<&e>1. <&b>Hey there, beautiful!"
            - ^narrate "<&e>2. <&b>Greetings, how are you doing?"
          }
          - ^narrate "<&e>Q. <&b>Goodbye."
        }

      chat trigger:
        '1':
          trigger"/1/"
          script:
          - if <npc.flag[<player.name>_karma].is[OR_MORE].than[4]> {
            - engage
            - if <player.money.is[OR_MORE].than[<npc.constant[price]>]> {
              - ^take money qty:<npc.constant[price]>
              - ^narrate "<gray>You gave <npc.constant[price]> <player.money.currency> to <npc.name>."
              - ^flag player marriedTo:<npc.id>
              - ^flag npc marriedTo:<player>
              - ^chat "Yes! Thank you, this is a dream come true!"
              - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
              - wait 2
              - chat "This is crazy, but yes, I will marry you!"
              - playeffect HEART qty:5 <npc.eye_location.add[0,-1,0]>
              - wait 1
              - playeffect HEART qty:10 <npc.eye_location.add[0,-1,0]>
              - announce "<player.name> is now married to <npc.name>."
              - equip <npc> hand:<npc.constant[marryitem]>
            }
            else {
              - chat "Sorry, but you don<&sq>t seem to have enough."
            }
            - disengage
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[3]> {
            - engage
            - if <player.has_flag[marriedTo]> {
              - chat "Sure, I<&sq>d love to!"
              - wait 1 
              - chat "Wait a second ... is that a ring on your finger?"
              - chat "You<&sq>re already married!"
              - wait 1
              - chat "How could you say such a thing? You swine!"
              - attack target:<player>
              - wait 1
              - attack cancel
              - flag npc <player.name>_karma:-1
            }
            else if <npc.has_flag[marriedTo]> {
              - define partner <npc.flag[marriedTo]>
              - chat "What!? I<&sq>m already married to <%partner%.name>"
              - wait 1
              - chat "How could you say such a thing? You swine!"
              - attack target:<player>
              - wait 1
              - attack cancel
              - chat "I will tell this to <%partner%.name>."
              - chat "Now get out of my sight!"
              - flag npc shame:->:<player>
              - flag npc <player.name>_karma:-1
            }
            else {
              - animate <npc> animation:HURT
              - chat "Oh wow, <player.name>. This really is surprising."
              - chat "I don<&sq>t know. I really like you."
              - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
              - wait 2
              - chat "But I can<&sq>t just leave everything behind and go."
              - wait 2
              - chat "I<&sq>d like to open my own flower shop. But I still lack <npc.constant[price]> <player.money.currency> for that."
              - wait 2 
              - chat "If I could open my shop at your place, I<&sq>d marry you!"
              - flag npc <player.name>_karma:4
              - playeffect HEART qty:3 <npc.eye_location.add[0,-1,0]>
            }
            - disengage
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
            - engage
            - if <player.item_in_hand> contains <npc.constant[marryitem]> {
              - take <player.item_in_hand> qty:1
              - chat "Geez thanks, that is my favourite flower! How did you know that?"
              - if !<npc.has_flag[marriedTo]> {
                - playeffect HEART qty:1 <npc.eye_location.add[0,-1,0]>
              }
              - wait 2
              - chat "They smell so wonderful."
              - if !<npc.has_flag[marriedTo]> {
                - playeffect HEART qty:2 <npc.eye_location.add[0,-1,0]>
              }
              - wait 2
              - chat "Thank you so much!"
              - if !<npc.has_flag[marriedTo]> {
                - playeffect HEART qty:5 <npc.eye_location.add[0,-1,0]>
              }
              - flag npc <player.name>_karma:3
            }
            else {
              - if <player.item_in_hand> contains i@air {
                - random {
                  - chat "Well maybe you should put something in your hand before offering me nothing."
                  - chat "Wow geez, an empty hand. How impressive!"
                }
              }
              else {
                - chat "Thanks, but I don<&sq>t really need <player.item_in_hand.formatted>."
              }
            }
            - disengage
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
            - ^chat "Not really, but it<&sq>s very kind of you that you care about me."
            - if !<npc.has_flag[marriedTo]> {
              - playeffect HEART qty:2 <npc.eye_location.add[0,-1,0]>
            }
            - flag npc <player.name>_karma:2
            - flag player <npc.id>_cooldown duration:<npc.constant[positivecooldown]>
            - trigger name:chat state:false
          }
          else {
            - random {
              - ^chat "Thanks..."
              - ^chat "That<&sq>s nice, I guess..."
              - ^chat "Do you tell that to everyone you just met?"
            }
            - flag player <npc.id>_cooldown duration:<npc.constant[negativecooldown]>
            - trigger name:chat state:false
          }
        '2':
          trigger"/2/"
          script:
          - if <npc.flag[<player.name>_karma].is[OR_MORE].than[2]> {
            - engage
            - chat "I enjoy swimming, reading and spending my time in flower fields."
            - wait 1
            - chat "I would one day really like to open my own flower shop."
            - wait 1
            - chat "I also like the color <npc.constant[likescolor]>."
            - disengage
          }
          else if <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
            - if <npc.has_flag[marriedTo]> {
              - chat "No, I<&sq>m already married!"
            }
            else {
              - ^chat "Well that is surprising, but I think it<&sq>s too early for that."
            }
            - flag player <npc.id>_cooldown duration:<npc.constant[negativecooldown]>
            - trigger name:chat state:false
          }
          else {
            - ^chat "I<&sq>m doing fine, thanks for asking. Have a good day, <player.name>."
              - if !<npc.has_flag[marriedTo]> {
                - ^playeffect HEART qty:1 <npc.eye_location.add[0,-1,0]>
              }
            - ^flag npc <player.name>_karma:1
            - ^flag player <npc.id>_cooldown duration:<npc.constant[positivecooldown]>
            - trigger name:chat state:false
          }
          
        '3':
          trigger"/q/"
          script:
          - random {
            - chat "Bye."
            - chat "Goodbye."
            - chat "Have a good day."
          }

      proximity trigger:
        entry radius: 5
        exit radius: 5
        entry:
          script:
          - if !<player.has_flag[<npc.id>_cooldown]> && <npc.flag[<player.name>_karma].is[OR_MORE].than[1]> {
              - random {
                - chat "Hi <player.name>, good to see you again."
                - chat "Greetings, <player.name>."
                - chat "Good day, <player.name>."
                - chat "Oh <player.name>, it<&sq>s you."
              }
            }
        exit:
          script:
          - if <npc.has_flag[justtalked]> {
            - ^playsound <npc.location> sound:mob.villager.yes custom
            - flag npc justtalked:!
          }
          
married:
  type: interact
  requirements:
    mode: all
    list:
      - flagged player "marriedTo:<npc.id>" 
  steps:
    1:
      click trigger:
        script:
          - trigger name:chat state:true
          - random {
            - ^chat "Hello darling."
            - ^chat "Hi honey!"
            - ^chat "It<&sq>s always a pleasure to see you, <player.name>."
            - ^chat "<player.name>, you<&sq>re home!"
          }
          - ^if <util.random.decimal.is[OR_LESS].than[0.2]> {
            - ^playeffect HEART qty:<util.random.int[1].to[5]> <npc.eye_location.add[0,-1,0]>
          }
          - ^if <util.random.decimal.is[OR_LESS].than[0.15]> {
            - lookclose <npc> false
            - look <player.location]>
            - wait 0.5
            - lookclose <npc> true
            - random {
              - ^chat "Nice outfit you have there."
              - ^chat "You look great."
              - ^chat "Handsome as always, my dear <player.name>."
            }
          }

          - ^narrate "<&e>1. <&b>How are you?"
          - ^narrate "<&e>2. <&b>Did you earn anything in the shop today?"
          - if <npc.has_flag[isFollowing]> {
            - ^narrate "<&e>3. <&b>Stay here please."
          }
          else {
            - ^narrate "<&e>3. <&b>Follow me please."
          }
          - ^narrate "<&e>4. <&b>I have something new for you to wear."
          - ^narrate "<&e>5. <&b>A piece of advice..."
          - ^narrate "<&e>Q. <&b>Goodbye."
            
      chat trigger:
        '1':
          trigger"/1/"
          script:
            - random {
              - chat "Thank you, I<&sq>m fine. I hope you are doing well too."
              - chat "Good, now that you are home."
              - chat "I always feel good when you are by my side."
            }
        '2':
          trigger"/2/"
          script:
            - if <npc.flag[earningcooldown]> {
              - chat "I already gave you your share today. You should come back tomorrow."
              - chat "Not right now, see me tomorrow."
            }
            else {
              - ^chat "Yes, here<&sq>s your share."
              - ^define reward <el@val[<math:<util.random.gauss>*(<npc.constant[earningreward]>/5)+<npc.constant[earningreward]>>].round>
              - ^give money qty:%reward%
              - ^narrate "<gray>Received %reward% <player.money.currency>."
              - ^flag npc earningcooldown duration:<npc.constant[earningcooldownduration]>
            }
        '3':
          trigger"/3/"
          script:
            - if <npc.has_flag[isFollowing]> {
              - flag npc isFollowing:!
              - chat "Ok, I will stay here now."
              - follow stop
            }
            else {
              - chat "Sure, I will follow you anywhere."
              - follow target:<player>
              - flag npc isFollowing
              - narrate "<gray>Type '/cometome' to teleport <npc.name> to you."
            }
        '4':
          trigger"/4/"
          script:
            - random {
              - ^chat "Really? Thank you, I<&sq>m curious to find out what you have for me!"
              - ^chat "Awesome, thanks!"
              - ^chat "Thank you honey!"
            }
            - flag npc equipmode
            - narrate "<gray>Talk to <npc.name><gray> again to equip new items."
        '5':
          trigger"/5/"
          script:
            - chat <proc[randomMOTD]>
        'Q':
          trigger"/q/"
          script:
            - random {
              - chat "Goodbye darling."
              - chat "Bye honey!"
              - chat "See you soon <player.name>."
              - chat "<player.name>, take good care."
            }
            
      proximity trigger:
        entry radius: 5
        entry:
          script:
          - if <npc.has_flag[shame]> {
              - chat "<red><player.name>! I have to tell you something!"
              - chat "<npc.flag[shame].formatted> tried to talk me into leaving you!"
              - flag npc shame:!
            }
          - if <npc.has_flag[attackedme]> {
              - chat "<red><player.name>! You will want to know about this!"
              - chat "<npc.flag[attackedme].formatted> attacked me!"
              - flag npc attackedme:!
            }

marryequipmode:
  type: interact
  requirements:
    mode: all
    list:
      - flagged npc equipmode
      - flagged player "marriedTo:<npc.id>" 
  steps:
    1:
      click trigger:
        script:
          - ^narrate "<&e>1. <&b>Take this in your hand."
          - ^narrate "<&e>2. <&b>I have a new hat for you."
          - ^narrate "<&e>3. <&b>Please put this on your chest."
          - ^narrate "<&e>4. <&b>Please wear these leggings."
          - ^narrate "<&e>5. <&b>I have new shoes for you."
          - ^narrate "<&e>6. <&b>Would you kindly drop all the items I gave you?"
          - ^narrate "<&e>Q. <&b>Let<&sq>s talk about something else..."
          
      chat trigger:
        '1':
          trigger"/1/"
          script:
            - run marryEquipItem def:<npc.id>|hand|hand instantly
        '2':
          trigger"/2/"
          script:
            - run marryEquipItem def:<npc.id>|head|helmet instantly
        '3':
          trigger"/3/"
          script:
            - run marryEquipItem def:<npc.id>|chest|chestplate instantly
        '4':
          trigger"/4/"
          script:
            - run marryEquipItem def:<npc.id>|legs|leggings instantly
        '5':
          trigger"/5/"
          script:
            - run marryEquipItem def:<npc.id>|boots|boots instantly
        '6':
          trigger"/6/"
          script:
            - engage
            - ^drop <npc.item_in_hand> <npc.location>
            - foreach li@helmet|chestplate|leggings|boots {
              - if !<npc.equipment.%value%.is[==].to[null]> {
                - ^drop <npc.equipment.%value%> <npc.location>
              }
            }
            - equip <npc> hand:i@air helmet:i@air chestplate:i@air leggings:i@air boots:i@air
            - ^chat "Alright. Here you go."
            - narrate "<gray>You will see the changes when you disconnect and reconnect."
            - disengage
        'q':
          trigger"/q/"
          script:
            - chat "Sure."
            - flag npc equipmode:!
            
marryEquipItem:
  type: task
  definitions: npcid|bodypart|equipment
  script:
    - engage
    - if <player.item_in_hand> contains i@air {
      - chat "You don<&sq>t have anything in your hands. I<&sq>ll give you the item back."
    }
    
    - if %bodypart% == hand {
      - drop <n@%npcid%.item_in_hand> <n@%npcid%.location>
    }
    else {
      - if <player.item_in_hand> contains %equipment% || <player.item_in_hand> contains i@air {
        - drop <n@%npcid%.equipment.%equipment%> <n@%npcid%.location>
      }
      else {
        - chat "I can<&sq>t wear this on that bodypart."
        - disengage
        - queue clear
      }
    }
    - if <player.item_in_hand> contains i@air {
      # clear item. Can't do <player.item_in_hand>, because air will be i@air,-1 and the equip will not work correctly and the item would be duplicated
      - equip <n@%npcid%> %bodypart%:i@air
    }
    else {
      - equip <n@%npcid%> %bodypart%:<player.item_in_hand>
    }
    - take iteminhand qty:1
    - narrate "<gray>You will see the item when you disconnect and reconnect."

    - random {
      - chat "Ok."
      - chat "Thank you very much."
      - chat "Sure, I<&sq>ll give it a try."
      - chat "Looks great on me, doesn<&sq>t it?."
    }
    - disengage
            
cometome:
  type: command
  name: cometome
  script:
  - if <player.has_flag[marriedTo]> {
    - define marriedTo <player.flag[marriedTo]>
    - if <server.npc_is_valid[<n@%marriedTo%>]> {
      - if <n@%marriedTo%.has_flag[isFollowing]> {
        - teleport <n@%marriedTo%> <player.location>
        - narrate "<gray><n@%marriedTo%.name> teleported to you."
      }
      else {
        - narrate "<gray><n@%marriedTo%.name> isn<&sq>t following you. You should tell <n@%marriedTo%.name> to follow you."
      }
    }
    else {
      - narrate "<red>Couldn<&sq>t find npc <n@%marriedTo%>."
    }
  }
  else {
    - narrate "<gray>You are not married to anyone."
  }
 
randomMOTD:
    type: procedure
    script:
    - random {
      - define value "People aren<&sq>t against you, they are for themselves."
      - define value "Climb mountains not so the world can see you, but so you can see the world."
      - define value "You learn more from failure than from success. Don<&sq>t let it stop you. Failure builds character."
      - define value "The most dangerous risk of all - the risk of spending your life not doing what you want on the bet you can buy yourself the freedom to do it later."
      - define value "Go where you<&sq>re celebrated, not where you<&sq>re tolerated."
      - define value "The person that you will spend the most time with in your life is yourself, so better try to make yourself as interesting as possible."
      - define value "If you accept your limitations you go beyond them."
      - define value "People often say that motivation doesn<&sq>t last. Well, neither does bathing, that<&sq>s why I recommend it daily."
      - define value "Everyone you meet is afraid of something, loves something, and has lost something."
      - define value "Comfort is the enemy of achievement."
      - define value "<&dq>I<&sq>m bored<&dq> is a useless thing to say. You live in a great, big, vast world that you<&sq>ve seen none percent of."
      - define value "The only time you should look in your neighbor<&sq>s bowl is to make sure that they have enough. You don<&sq>t look to see if you have ... as much as them."
      - define value "Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad."
      - define value "My mother never realized the irony in calling me a son-of-a-bitch."
      - define value "Politicians and diapers should be changed regularly, for the same reason."
      - define value "To steal ideas from one person is plagiarism. To steal from many is research."
      - define value "Light travels faster than sound. This is why some people appear bright until you hear them speak."
      - define value "I didn<&sq>t fight my way to the top of the food chain to be a vegetarian."
      - define value "I saw a woman wearing a shirt with <&dq>Guess<&dq> on it ... so I said<&co> <&dq>Implants?<&dq>"
      - define value "Good girls are bad girls that never get caught."
      - define value "Fighting for peace is like fucking for virginity."
      - define value "Always borrow money from a pessimist. He won<&sq>t expect it back."
      - define value "War doesn<&sq>t determine who is right. It determines who is left."
      - define value "Never hit anyone unless they are an immediate threat."
      - define value "Nothing looks more badass than a well-tailored suit."
      - define value "Always look a person in the eye when you talk to them."
      - define value "Buy a plunger before you need a plunger."
      - define value "If you aren<&sq>t confident, fake it. It will come with time."
      - define value "You can tell the size of a man by the size of the things that bother him."
      - define value "Ask more than you answer. Everybody likes to talk about themselves."
      - define value "Go with the decision that will make for a good story."
      - define value "When you walk, look straight ahead, not at your feet."
      - define value "Find your passion and figure out how to get paid for it."
      - define value "No matter their job or status in life, everyone deserves your respect."
      - define value "Never stop learning."
      - define value "Don<&sq>t change yourself just to make someone happy, unless that someone is you."
      - define value "If you<&sq>re the smartest person in the room, you<&sq>re in the wrong room."
      - define value "Luck favors the prepared."
      - define value "Do whatever you want to do in life, but be the best at it!"
      - define value "No one is on their deathbed wishing they spent more time at work. Enjoy your life."
    }
    - determine %value%






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