Spawner: Moved all spawning code to spawner.lua.
Started progress on node timer-based NPC spawning (WIP)
This commit is contained in:
489
npc.lua
489
npc.lua
@ -69,15 +69,6 @@ function npc.get_item_count(item_string)
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return ItemStack(item_string):get_count()
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end
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local function initialize_inventory()
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return {
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[1] = "", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "",
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[9] = "", [10] = "", [11] = "", [12] = "",
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[13] = "", [14] = "", [15] = "", [16] = "",
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}
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end
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-- Add an item to inventory. Returns true if add successful
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-- These function can be used to give items to other NPCs
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-- given that the "self" variable can be any NPC
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@ -463,287 +454,6 @@ function npc.delete_schedule_entry(self, schedule_type, date, time)
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end
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end
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---------------------------------------------------------------------------------------
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-- Spawning functions
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---------------------------------------------------------------------------------------
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-- These functions are used at spawn time to determine several
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-- random attributes for the NPC in case they are not already
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-- defined. On a later phase, pre-defining many of the NPC values
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-- will be allowed.
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-- This function checks for "female" text on the texture name
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local function is_female_texture(textures)
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for i = 1, #textures do
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if string.find(textures[i], "female") ~= nil then
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return true
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end
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end
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return false
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end
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-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
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local function can_have_relationships()
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local chance = math.random(1,10)
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return chance > 3
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end
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-- Choose a maximum of two items that the NPC will have at spawn time
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-- These items are chosen from the favorite items list.
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local function choose_spawn_items(self)
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local number_of_items_to_add = math.random(1, 2)
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local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
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for i = 1, number_of_items_to_add do
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npc.add_item_to_inventory(
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self,
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npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
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math.random(1,5)
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)
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end
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-- Add currency to the items spawned with. Will add 5-10 tier 3
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-- currency items
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local currency_item_count = math.random(5, 10)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
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-- For test
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npc.add_item_to_inventory(self, "default:tree", 10)
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npc.add_item_to_inventory(self, "default:cobble", 10)
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npc.add_item_to_inventory(self, "default:diamond", 2)
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npc.add_item_to_inventory(self, "default:mese_crystal", 2)
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npc.add_item_to_inventory(self, "flowers:rose", 2)
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npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
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npc.add_item_to_inventory(self, "flowers:geranium", 2)
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npc.add_item_to_inventory(self, "mobs:meat", 2)
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npc.add_item_to_inventory(self, "mobs:leather", 2)
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npc.add_item_to_inventory(self, "default:sword_stone", 2)
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npc.add_item_to_inventory(self, "default:shovel_stone", 2)
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npc.add_item_to_inventory(self, "default:axe_stone", 2)
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minetest.log("Initial inventory: "..dump(self.inventory))
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end
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-- Spawn function. Initializes all variables that the
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-- NPC will have and choose random, starting values
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local function npc_spawn(self, pos)
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minetest.log("Spawning new NPC:")
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-- Get Lua Entity
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local ent = self:get_luaentity()
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-- Avoid NPC to be removed by mobs_redo API
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ent.remove_ok = false
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-- Set name
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ent.nametag = "Kio"
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
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-- Determine sex based on textures
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if (is_female_texture(ent.base_texture)) then
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ent.sex = npc.FEMALE
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else
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ent.sex = npc.MALE
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end
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-- Initialize all gift data
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ent.gift_data = {
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-- Choose favorite items. Choose phase1 per default
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favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
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-- Choose disliked items. Choose phase1 per default
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disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
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}
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-- Flag that determines if NPC can have a relationship
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ent.can_have_relationship = can_have_relationships()
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-- Initialize relationships object
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ent.relationships = {}
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-- Determines if NPC is married or not
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ent.is_married_to = nil
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-- Initialize dialogues
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items)
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-- Declare NPC inventory
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ent.inventory = initialize_inventory()
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-- Choose items to spawn with
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choose_spawn_items(ent)
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-- Flags: generic booleans or functions that help drive functionality
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ent.flags = {}
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-- Declare trade data
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ent.trader_data = {
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-- Type of trader
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trader_status = npc.trade.get_random_trade_status(),
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-- Current buy offers
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buy_offers = {},
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-- Current sell offers
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sell_offers = {},
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-- Items to buy change timer
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change_offers_timer = 0,
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-- Items to buy change timer interval
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change_offers_timer_interval = 60,
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-- Trading list: a list of item names the trader is expected to trade in.
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-- It is mostly related to its occupation.
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-- If empty, the NPC will revert to casual trading
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-- If not, it will try to sell those that it have, and buy the ones it not.
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trade_list = {
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sell = {},
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buy = {},
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both = {}
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},
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-- Custom trade allows to specify more than one payment
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-- and a custom prompt (instead of the usual buy or sell prompts)
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custom_trades = {}
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}
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-- Initialize trading offers for NPC
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--npc.trade.generate_trade_offers_by_status(ent)
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-- if ent.trader_data.trader_status == npc.trade.CASUAL then
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-- select_casual_trade_offers(ent)
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-- end
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-- Actions data
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ent.actions = {
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-- The queue is a queue of actions to be performed on each interval
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queue = {},
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-- Current value of the action timer
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action_timer = 0,
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-- Determines the interval for each action in the action queue
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-- Default is 1. This can be changed via actions
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action_interval = 1,
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-- Avoid the execution of the action timer
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action_timer_lock = false,
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-- Defines the state of the current action
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current_action_state = npc.action_state.none,
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-- Store information about action on state before lock
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state_before_lock = {
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-- State of the mobs_redo API
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freeze = false,
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-- State of execution
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action_state = npc.action_state.none,
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-- Action executed while on lock
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interrupted_action = {}
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}
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}
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-- This flag is checked on every step. If it is true, the rest of
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-- Mobs Redo API is not executed
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ent.freeze = nil
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-- This map will hold all the places for the NPC
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-- Map entries should be like: "bed" = {x=1, y=1, z=1}
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ent.places_map = {}
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-- Schedule data
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ent.schedules = {
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-- Flag to enable or disable the schedules functionality
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enabled = true,
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-- Lock for when executing a schedule
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lock = false,
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-- An array of schedules, meant to be one per day at some point
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-- when calendars are implemented. Allows for only 7 schedules,
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-- one for each day of the week
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generic = {},
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-- An array of schedules, meant to be for specific dates in the
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-- year. Can contain as many as possible. The keys will be strings
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-- in the format MM:DD
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date_based = {}
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}
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-- Temporary initialization of actions for testing
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local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
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minetest.log("Found nodes: "..dump(nodes))
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--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
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--minetest.log("Path to node: "..dump(path))
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--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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-- if nodes[1] ~= nil then
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-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
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-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
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-- --npc.add_action(ent, npc.actions.sit, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- --npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
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-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
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-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
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-- end
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-- Dedicated trade test
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ent.trader_data.trade_list.both = {
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["default:tree"] = {},
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["default:cobble"] = {},
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["default:wood"] = {},
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["default:diamond"] = {},
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["default:mese_crystal"] = {},
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["flowers:rose"] = {},
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["advanced_npc:marriage_ring"] = {},
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["flowers:geranium"] = {},
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["mobs:meat"] = {},
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["mobs:leather"] = {},
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["default:sword_stone"] = {},
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["default:shovel_stone"] = {},
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["default:axe_stone"] = {}
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}
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npc.trade.generate_trade_offers_by_status(ent)
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-- Add a custom trade offer
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local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
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table.insert(ent.trader_data.custom_trades, offer1)
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local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
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table.insert(ent.trader_data.custom_trades, offer2)
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-- Add a simple schedule for testing
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npc.create_schedule(ent, npc.schedule_types.generic, 0)
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-- Add schedule entries
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local morning_actions = {
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[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
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[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
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[3] = {action = npc.actions.freeze, args = {freeze = true}}
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}
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
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local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
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-- local night_actions = {action: npc.action, args: {}}
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-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.sit, {self = ent})
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-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
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-- npc.add_action(ent, npc.action.lay, {self = ent})
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-- Temporary initialization of places
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-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
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-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
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-- if #bed_nodes > 0 then
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-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
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-- end
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minetest.log(dump(ent))
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-- Refreshes entity
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ent.object:set_properties(ent)
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end
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---------------------------------------------------------------------------------------
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-- NPC Definition
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---------------------------------------------------------------------------------------
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@ -846,132 +556,139 @@ mobs:register_mob("advanced_npc:npc", {
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end,
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do_custom = function(self, dtime)
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-- Timer function for casual traders to reset their trade offers
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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if self.trader_data.trader_status == npc.trade.CASUAL and
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self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
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-- Reset timer
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self.trader_data.change_offers_timer = 0
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-- Re-select casual trade offers
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npc.trade.generate_trade_offers_by_status(self)
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if self.trader_data ~= nil then
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-- Timer function for casual traders to reset their trade offers
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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if self.trader_data.trader_status == npc.trade.CASUAL and
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self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
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-- Reset timer
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self.trader_data.change_offers_timer = 0
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-- Re-select casual trade offers
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npc.trade.generate_trade_offers_by_status(self)
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end
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end
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-- Timer function for gifts
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for i = 1, #self.relationships do
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local relationship = self.relationships[i]
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-- Gift timer check
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if relationship.gift_timer_value < relationship.gift_interval then
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relationship.gift_timer_value = relationship.gift_timer_value + dtime
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elseif relationship.talk_timer_value < relationship.gift_interval then
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-- Relationship talk timer - only allows players to increase relationship
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-- by talking on the same intervals as gifts
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relationship.talk_timer_value = relationship.talk_timer_value + dtime
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else
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-- Relationship decrease timer
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if relationship.relationship_decrease_timer_value
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< relationship.relationship_decrease_interval then
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relationship.relationship_decrease_timer_value =
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relationship.relationship_decrease_timer_value + dtime
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if self.relationships ~= nil then
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-- Timer function for gifts
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for i = 1, #self.relationships do
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local relationship = self.relationships[i]
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-- Gift timer check
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if relationship.gift_timer_value < relationship.gift_interval then
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relationship.gift_timer_value = relationship.gift_timer_value + dtime
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elseif relationship.talk_timer_value < relationship.gift_interval then
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-- Relationship talk timer - only allows players to increase relationship
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-- by talking on the same intervals as gifts
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relationship.talk_timer_value = relationship.talk_timer_value + dtime
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else
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-- Check if married to decrease half
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if relationship.phase == "phase6" then
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-- Avoid going below the marriage phase limit
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if (relationship.points - 0.5) >=
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npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
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relationship.points = relationship.points - 0.5
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end
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-- Relationship decrease timer
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if relationship.relationship_decrease_timer_value
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< relationship.relationship_decrease_interval then
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relationship.relationship_decrease_timer_value =
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relationship.relationship_decrease_timer_value + dtime
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else
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relationship.points = relationship.points - 1
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-- Check if married to decrease half
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if relationship.phase == "phase6" then
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-- Avoid going below the marriage phase limit
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if (relationship.points - 0.5) >=
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npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
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relationship.points = relationship.points - 0.5
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end
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else
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relationship.points = relationship.points - 1
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end
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relationship.relationship_decrease_timer_value = 0
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--minetest.log(dump(self))
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end
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relationship.relationship_decrease_timer_value = 0
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--minetest.log(dump(self))
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end
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end
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end
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-- Action queue timer
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-- Check if actions and timers aren't locked
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if self.actions.action_timer_lock == false then
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-- Increment action timer
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self.actions.action_timer = self.actions.action_timer + dtime
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if self.actions.action_timer >= self.actions.action_interval then
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-- Reset action timer
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self.actions.action_timer = 0
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-- Execute action
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self.freeze = npc.execute_action(self)
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-- Check if there are still remaining actions in the queue
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if self.freeze == nil and table.getn(self.actions.queue) > 0 then
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self.freeze = false
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if self.actions ~= nil then
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if self.actions.action_timer_lock == false then
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-- Increment action timer
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self.actions.action_timer = self.actions.action_timer + dtime
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if self.actions.action_timer >= self.actions.action_interval then
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-- Reset action timer
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self.actions.action_timer = 0
|
||||
-- Execute action
|
||||
self.freeze = npc.execute_action(self)
|
||||
-- Check if there are still remaining actions in the queue
|
||||
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
|
||||
self.freeze = false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Schedule timer
|
||||
-- Check if schedules are enabled
|
||||
if self.schedules.enabled == true then
|
||||
-- Get time of day
|
||||
local time = get_time_in_hours()
|
||||
-- Check if time is an hour
|
||||
if time % 1 < 0.1 and self.schedules.lock == false then
|
||||
-- Activate lock to avoid more than one entry to this code
|
||||
self.schedules.lock = true
|
||||
-- Get integer part of time
|
||||
time = (time) - (time % 1)
|
||||
-- Check if there is a schedule entry for this time
|
||||
-- Note: Currently only one schedule is supported, for day 0
|
||||
minetest.log("Time: "..dump(time))
|
||||
local schedule = self.schedules.generic[0]
|
||||
if schedule ~= nil then
|
||||
-- Check if schedule for this time exists
|
||||
minetest.log("Found default schedule")
|
||||
if schedule[time] ~= nil then
|
||||
-- Check if schedule has a check function
|
||||
if schedule[time].check ~= nil then
|
||||
-- Execute check function and then add corresponding action
|
||||
-- to action queue. This is for jobs.
|
||||
-- TODO: Need to implement
|
||||
else
|
||||
minetest.log("Adding actions to action queue")
|
||||
-- Add to action queue all actions on schedule
|
||||
for i = 1, #schedule[time] do
|
||||
if schedule[time][i].action == nil then
|
||||
-- Add task
|
||||
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
|
||||
else
|
||||
-- Add action
|
||||
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
|
||||
if self.schedules ~= nil then
|
||||
if self.schedules.enabled == true then
|
||||
-- Get time of day
|
||||
local time = get_time_in_hours()
|
||||
-- Check if time is an hour
|
||||
if time % 1 < 0.1 and self.schedules.lock == false then
|
||||
-- Activate lock to avoid more than one entry to this code
|
||||
self.schedules.lock = true
|
||||
-- Get integer part of time
|
||||
time = (time) - (time % 1)
|
||||
-- Check if there is a schedule entry for this time
|
||||
-- Note: Currently only one schedule is supported, for day 0
|
||||
minetest.log("Time: "..dump(time))
|
||||
local schedule = self.schedules.generic[0]
|
||||
if schedule ~= nil then
|
||||
-- Check if schedule for this time exists
|
||||
minetest.log("Found default schedule")
|
||||
if schedule[time] ~= nil then
|
||||
-- Check if schedule has a check function
|
||||
if schedule[time].check ~= nil then
|
||||
-- Execute check function and then add corresponding action
|
||||
-- to action queue. This is for jobs.
|
||||
-- TODO: Need to implement
|
||||
else
|
||||
minetest.log("Adding actions to action queue")
|
||||
-- Add to action queue all actions on schedule
|
||||
for i = 1, #schedule[time] do
|
||||
if schedule[time][i].action == nil then
|
||||
-- Add task
|
||||
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
|
||||
else
|
||||
-- Add action
|
||||
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
|
||||
end
|
||||
end
|
||||
minetest.log("New action queue: "..dump(self.actions))
|
||||
end
|
||||
minetest.log("New action queue: "..dump(self.actions))
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Check if lock can be released
|
||||
if time % 1 > 0.1 then
|
||||
-- Release lock
|
||||
self.schedules.lock = false
|
||||
else
|
||||
-- Check if lock can be released
|
||||
if time % 1 > 0.1 then
|
||||
-- Release lock
|
||||
self.schedules.lock = false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return self.freeze
|
||||
end
|
||||
})
|
||||
|
||||
-- Spawn
|
||||
mobs:spawn({
|
||||
name = "advanced_npc:npc",
|
||||
nodes = {"mg_villages:plotmarker"},
|
||||
min_light = 3,
|
||||
active_object_count = 1,
|
||||
interval = 5,
|
||||
chance = 1,
|
||||
--max_height = 0,
|
||||
on_spawn = npc_spawn,
|
||||
})
|
||||
-- mobs:spawn({
|
||||
-- name = "advanced_npc:npc",
|
||||
-- nodes = {"mg_villages:plotmarker"},
|
||||
-- min_light = 3,
|
||||
-- active_object_count = 1,
|
||||
-- interval = 5,
|
||||
-- chance = 1,
|
||||
-- --max_height = 0,
|
||||
-- on_spawn = npc_spawn,
|
||||
-- })
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
-- Item definitions
|
||||
|
Reference in New Issue
Block a user