209 lines
10 KiB
Lua
209 lines
10 KiB
Lua
----------------------------------------------------
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-- Basic priest occupation for Advanced NPC (WIP)
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-- By Zorman2000
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----------------------------------------------------
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-- The basic priest occupation is given to NPCs that spawn on houses
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-- surrounding churchs. While on the church, the priest provides
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-- universal wisdom and advice, and also heals the player a limited number of times.
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-- DISCLAIMER: The "teachings" in this file come from a compilation of 15 principles shared
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-- among religions around the world. Zorman2000 and other contributors are not
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-- necessarily aligned with the principles and morals in these teachings, nor affiliated
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-- to religions that promote them.
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local priest_def = {
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dialogues = {
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type = "given",
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data = {
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{
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text = "Blessings be upon you, my child!",
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tags = {"unisex"}
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},
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{
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text = "The temple will always open the doors to everyone.",
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tags = {"unisex"}
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},
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{
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text = "Following the teachings is the path to a good life.",
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tags = {"unisex"}
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},
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{
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text = "Thanks for coming to greet me, I hope you have a blessed day! ",
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tags = {"unisex"}
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},
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{
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text = "Welcome to the temple, how can I help you today?",
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flag = {name="on_church", value=true},
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tags = {"unisex"},
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responses =
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{
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[1] = {
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text = "I'm injured. Can you heal me?",
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action_type = "function",
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action = function(self, player)
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local heal_count = self.flags["heal_count"]
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if heal_count then
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-- Increase heal count
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self.flags["heal_count"] = self.flags["heal_count"] + 1
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else
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self.flags["heal_count"] = 1
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heal_count = 1
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end
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-- Check if heal count is achieved
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if heal_count > 5 then
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npc.chat(self.npc_name, player:get_player_name(), "I cannot heal you anymore, "
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.."my child.\nTo mortals like you and me, the power of the Creator is\n"
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.." limited. Only though learning the teachings we are able to understand more"
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.."...\nBe safe my child.")
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else
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npc.chat(self.npc_name, player:get_player_name(),
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"Receive the blessings of the Creator!")
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effect(self.object:getpos(), 20, "default_coral_skeleton.png", 0.1, 0.3, 3, 10)
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-- Heal one heart
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player:set_hp(player:get_hp() + 2)
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end
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end
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},
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[2] = {
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text = "What are your teachings?",
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action_type = "function",
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action = function(self, player)
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local teachings = {
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[1] = "Do unto others what you would have them do unto you",
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[2] = "Honor your Father and Mother. Knowing them is the key to knowing ourselves",
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[3] = "Sincerity is the way to heaven,\nand to think how to be sincere is the way of the man",
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[4] = "Generosity, charity and kindness will open an individual to an unbounded reservoir of riches",
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[5] = "Even as the scent dwells within the flower, so God within thine own heart forever abides",
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[6] = "Acts of faith, prayer and meditation provide us with the strength that allows love for our fellow man to become an abiding force. Love is unifying.",
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[7] = "Peacemakers are blessed.\nPeace is the natural result of individuals and nations living in close kinship",
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[8] = "You reap what you sow.\nEven if it is a mystery, we are all ruled by this inevitable law of nature",
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[9] = "The blessings of life are deeper than what can be appreciated by the senses",
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[10] = "Do no harm, as we are part of the whole, and shouldn't perceive others as foreign or separate from ownself",
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[11] = "The most beautiful thing a man can do is to forgive wrong",
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[12] = "Judge not, lest ye be judged. Mankind is nothing but a great family and we all spring from common source",
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[13] = "Anger clouds the mind in the very moments that clarity and objectivity are needed most.",
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[14] = "Nature, Being, The Absolute, Creator... whatever name man chooses, there is but one force in the universe. All people and things are of one essence",
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[15] = "Study the words, no doubt, but look behind them to the thought they indicate;\nhaving fond it, throw the words away. Live the spirit of them",
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[16] = "The wise store up choice food and olive oil, \nbut fools gulp theirs down.",
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[17] = "An inheritance claimed too soon \nwill not be blessed at the end.",
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[18] = "Young men give glory in their strength, \nbut old men are honored for their gray hair.",
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[19] = "Humility is the fear of the Creator, or whatever name man chooses; \nits wages are riches and honor in life.",
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[20] = "Listen, my child, and be wise, \nand set your heart on the right path.",
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[21] = "Do not speak to fools, \nfor they will scorn your prudent words.",
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[22] = "The schemes of folly are sin, \nand people detest a mocker.",
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[23] = "An honest answer is like a kiss on the lips.",
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[24] = "Do not envy the wicked, \ndo not desire their company; \nfor their hearts plot violence, \nand their lips talk about making trouble.",
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[25] = "Do not fret because of evildoers, for the evildoer has no future hope.",
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[26] = "It is to one's honor to avoid strife, \nbut every fool is quick to quarrel"
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}
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npc.chat(self.npc_name, player:get_player_name(), teachings[math.random(1, #teachings)]
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..". \nThese are the teachings of our Creator.")
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end
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}
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}
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}
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}
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},
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textures = {
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"npc_male_priest.png"
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},
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initial_inventory = {
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{name="farming:bread", count=1}
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},
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properties = {
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initial_trader_status = npc.trade.NONE,
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enable_gift_items_hints = false
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},
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building_types = {
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"hut", "house", "farm_tiny", "lumberjack"
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},
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surrounding_building_types = {
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"church"
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},
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schedules_entries = {
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[7] = {
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-- Get out of bed
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[1] = {
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task = npc.actions.cmd.USE_BED,
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args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.GET_UP
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}
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},
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-- Walk to home inside
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[2] = {
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task = npc.actions.cmd.WALK_TO_POS,
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chance = 95,
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args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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},
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-- Allow mobs_redo wandering
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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[8] = {
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-- Walk to workplace
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[1] =
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{
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = npc.places.PLACE_TYPE.WORKPLACE.PRIMARY,
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walkable = {},
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use_access_node = true
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}
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},
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[2] =
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{
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property = npc.schedule_properties.flag,
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args = {
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action = "set",
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flag_name = "on_church",
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flag_value = true
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}
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}
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},
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[17] = {
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[1] =
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{
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property = npc.schedule_properties.flag,
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args = {
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action = "set",
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flag_name = "on_church",
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flag_value = false
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}
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},
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[2] =
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{
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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}
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},
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[21] = {
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[1] = {
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
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walkable = {}
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}
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},
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-- Use bed
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[2] = {
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task = npc.actions.cmd.USE_BED,
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args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.LAY
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}
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},
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-- Stay put on bed
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
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}
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}
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}
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-- Register occupation
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npc.occupations.register_occupation("basic_priest", priest_def)
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