-- Npc by TenPlus1 -- Modded by KaadmY local S = minetest.get_translator("mobs") local npc_types = { { "farmer", S("Farmer") }, { "tavernkeeper", S("Tavern Keeper") }, { "blacksmith", S("Blacksmith") }, { "butcher", S("Butcher") }, { "carpenter", S("Carpenter") }, } local msgs = { npc = { farmer = S("Hi! I'm a farmer. I sell farming goods."), tavernkeeper = S("Hi! I'm a tavernkeeper. I trade with assorted goods."), blacksmith = S("Hi! I'm a blacksmith. I sell metal products."), butcher = S("Hi! I'm a butcher. Want to buy something?"), carpenter = S("Hi! I'm a carpenter. Making things out of wood is my job."), }, trade = { S("If you want to trade, show me a trading book."), }, full_already = { S("I don't want to eat anymore!"), S("I'm not hungry!"), S("I'm full already."), S("I don't want food right now."), }, eat_full = { S("Ah, now I'm fully energized!"), S("Thanks, now I'm filled up."), S("Thank you, now I feel much better!"), }, eat_normal = { S("Munch-munch!"), S("Yummies!"), S("Yum-yum!"), S("Chomp!"), S("Thanks!"), }, item_reject = { S("I don't want this."), }, hungry = { S("I could use a snack."), S("I'm a bit hungry."), }, happy = { S("Hello!"), S("Nice to see you."), S("Life is beautiful."), S("I feel good."), S("Have a nice day!"), }, hurt = { S("I don't feel so good."), S("I ... I am hurt."), S("I feel weak."), S("My head hurts."), S("I have a bad day today."), }, hostile = { S("Screw you!"), } } local function say(text, to_player) minetest.chat_send_player(to_player, S("Villager says: “@1”", text)) end local function say_random(mtype, to_player) local r = math.random(1, #msgs[mtype]) local text = msgs[mtype][r] say(text, to_player) end for _, npc_type_table in pairs(npc_types) do local npc_type = npc_type_table[1] local npc_name = npc_type_table[2] mobs:register_mob( "mobs:npc_" .. npc_type, { type = "npc", passive = false, collides_with_objects = false, damage = 3, attack_type = "dogfight", attacks_monsters = true, hp_min = 10, hp_max = 20, armor = 80, collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35}, visual = "mesh", mesh = "mobs_npc.b3d", drawtype = "front", textures = { {"mobs_npc1.png"}, {"mobs_npc2.png"}, }, makes_footstep_sound = true, sounds = {}, walk_velocity = 2, run_velocity = 3, jump = true, walk_chance = 50, drops = { {name = "default:planks_oak", chance = 1, min = 1, max = 3}, {name = "default:apple", chance = 2, min = 1, max = 2}, {name = "default:axe_stone", chance = 5, min = 1, max = 1}, }, water_damage = 0, lava_damage = 2, light_damage = 0, follow = "gold:ingot_gold", view_range = 15, owner = "", animation = { speed_normal = 30, speed_run = 30, stand_start = 0, stand_end = 79, walk_start = 168, walk_end = 187, run_start = 168, run_end = 187, punch_start = 200, punch_end = 219, }, on_spawn = function(self) self.npc_type = npc_type end, on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- Reject all interaction when hostile if self.attack and self.attack.player == clicker then say_random("hostile", name) return end local iname = item:get_name() if minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0 or iname == "default:thistle" then say(S("Get this thing out of my face!"), name) return end -- Feed to heal npc local hp = self.object:get_hp() if minetest.get_item_group(iname, "food") > 0 and iname ~= "default:cactus" then -- Reject food that is not in this list if iname ~= "mobs:meat" and iname ~= "mobs:pork" and iname ~= "farming:bread" and iname ~= "default:apple" and iname ~= "default:clam" then say_random("item_reject", name) return end -- return if full health if hp >= self.hp_max then say_random("full_already", name) return end if iname == "default:apple" then hp = hp + 1 elseif iname == "default:clam" then hp = hp + 2 else hp = hp + 4 end if hp >= self.hp_max then hp = self.hp_max say_random("eat_full", name) else say_random("eat_normal", name) end self.object:set_hp(hp) -- take item if not minetest.settings:get_bool("creative_mode") then item:take_item() clicker:set_wielded_item(item) end -- Right clicking with trading book trades -- Trading is done in the gold mod else -- No trading if low health if hp < 5 then say_random("hurt", name) return end if not self.npc_trade then self.npc_trade = util.choice_element( gold.trades[self.npc_type], gold.pr) end if not gold.trade(self.npc_trade, self.npc_type, clicker) then if hp >= self.hp_max-7 then if iname == "gold:ingot_gold" then say_random("trade", name) elseif iname == "default:fertilizer" then if npc_type == "farmer" then say(S("This makes seeds grow faster. Place the fertilizer on soil, then plant the seed on top of it."), name) else say(S("Sorry, I don't know how to use this. Maybe ask a farmer."), name) end elseif minetest.get_item_group(iname, "bucket") > 0 then if npc_type == "farmer" then say(S("Remember to put water near to your seeds."), name) else say_random("happy", name) end elseif iname == "mobs:lasso" then say(S("It's used to capture large animals."), name) elseif iname == "locks:pick" then say(S("Why are you carrying this around? Do you want crack open our locked chests?"), name) elseif iname == "mobs:net" then say(S("It's used to capture small animals."), name) elseif iname == "farming:wheat_1" then say(S("Every kid knows seeds need soil, water and sunlight."), name) elseif iname == "farming:cotton_1" then if npc_type == "farmer" then say(S("Did you know cotton seed not only grow on dirt, but also on sand? But it still needs water."), name) else say(S("Every kid knows seeds need soil, water and sunlight."), name) end elseif iname == "default:book" then say(S("A truly epic story!"), name) elseif iname == "default:pearl" then say(S("Ooh, a shiny pearl! Unfortunately, I don't know what it's good for."), name) elseif minetest.get_item_group(iname, "sapling") > 0 then say(S("Place it on the ground in sunlight and it will grow to a tree."), name) elseif minetest.get_item_group(iname, "shears") > 0 then say(S("Use this to get wool from sheep."), name) elseif iname == "default:papyrus" then if npc_type == "farmer" then say(S("Papyrus likes to grow next to water."), name) else say(S("When I was I kid, I always liked to climb on the papyrus."), name) end elseif iname == "default:cactus" then if npc_type == "farmer" then say(S("Cacti like to grow on sand. They are also a food source, if you're really desperate."), name) elseif npc_type == "blacksmith" then say(S("Ah, a cactus. You'd be surprised how well they burn in a furnace."), name) else say(S("Now what can you possibly do with a cactus? I don't know!"), name) end elseif iname == "jewels:jewel" then if npc_type == "blacksmith" then say(S("Jewels are great! If you have a jeweller's workbench, you can enhance your tools."), name) else say(S("Did you know we sometimes sell jewels?"), name) end elseif iname == "lumien:crystal_off" then say(S("This looks like it could be a good wall decoration."), name) elseif iname == "default:flower" then say(S("A flower? I love flowers! Let's make the world bloom!"), name) elseif iname == "default:flint_and_steel" then say(S("You can use this to ignite TNT."), name) elseif iname == "tnt:tnt" then say(S("TNT needs to be ignited by a flint and steel."), name) elseif iname == "bed:bed_foot" then if npc_type == "carpenter" then say(S("Isn't it stressful to carry this heavy bed around?"), name) else say(S("Sleeping makes the night go past in the blink of an eye."), name) end else local r = math.random(1,3) if r == 1 then say_random("trade", name) elseif r == 2 then say(msgs.npc[npc_type], name) else say_random("happy", name) end end elseif hp >= 5 then say_random("hungry", name) else say_random("hurt", name) end end end end, }) mobs:register_egg("mobs:npc_" .. npc_type, npc_name, "mobs_npc_"..npc_type.."_inventory.png") end