-- 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") }, } 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?"), }, 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, I liked that!"), }, hungry = { S("I could use a snack."), S("I'm a bit hungry."), }, happy = { S("Hello!"), S("What's up?"), S("Nice to see you."), }, hurt = { S("I don't feel so good."), S("I ... I am hurt."), S("Leave me alone."), S("What do you want from me?"), S("Go away!"), }, 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 -- Feed to heal npc local hp = self.object:get_hp() local iname = item:get_name() if iname == "mobs:meat" or iname == "mobs:pork" or iname == "farming:bread" or iname == "default:apple" or iname == "default:clam" then -- 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 ~= "" then say_random("trade", name) 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