local S = mobs.intllib -- Npc by TenPlus1 mobs.npc_drops = { "default:pick_durasteel", "mobs:bantha_meat", "default:durasword_steel", "default:shovel_durasteel", "bucket:durabucket_water" } normal = { skins = {} } --Human skin gen local human_skin = {'human_skin-1.png', 'human_skin-2.png', 'human_skin-3.png', 'human_skin-4.png', 'human_skin-5.png', 'human_skin-6.png'} --Human male local human_male_hair = {'hair_short-brown.png', 'hair_short-grey.png'} local human_male_eyes = {'human_eyes_male-1.png', 'human_eyes_male-2.png', 'human_eyes_male-3.png'} local normal_male_shirt = {'shirt_normal-blue.png', 'shirt_normal-red.png'} local normal_male_shoes = {'shoes_normal-black.png', 'shoes_normal-yellow.png'} local normal_male_pants = {'pants_normal-green.png', 'pants_normal-purple.png'} --Human female local human_female_hair = {'hair_short-brown.png', 'hair_short-grey.png'} local human_female_eyes = {'human_eyes_female-1.png', 'human_eyes_female-2.png', 'human_eyes_female-3.png'} local normal_female_shirt = {'shirt_normal-blue.png', 'shirt_normal-red.png'} local normal_female_shoes = {'shoes_normal-black.png', 'shoes_normal-yellow.png'} local normal_female_pants = {'pants_normal-green.png', 'pants_normal-purple.png'} for i = 1, 16 do table.insert(human_male.skins, {normal_skin[math.random(5)]..'^'..normal_face[math.random(2)]..'^'..normal_shirt[math.random(2)]..'^'..normal_shoes[math.random(2)]..'^'..normal_pants[math.random(2)]..'^'..normal_hair[math.random(2)]}) end for i = 1, 16 do table.insert(human_female.skins, {normal_skin[math.random(5)]..'^'..normal_face[math.random(2)]..'^'..normal_shirt[math.random(2)]..'^'..normal_shoes[math.random(2)]..'^'..normal_pants[math.random(2)]..'^'..normal_hair[math.random(2)]}) end mobs:register_mob("mobs_npc:villager", { type = "npc", passive = false, damage = 3, attack_type = "dogfight", attacks_monsters = true, attack_npcs = false, owner_loyal = true, pathfinding = true, hp_min = 10, hp_max = 20, armor = 100, collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35}, visual = "mesh", mesh = "mobs_character.b3d", drawtype = "front", textures = { {"mobs_npc.png"}, {"mobs_npc2.png"}, -- female by nuttmeg20 }, child_texture = { {"mobs_npc_baby.png"}, -- derpy baby by AmirDerAssassine }, makes_footstep_sound = true, sounds = {}, walk_velocity = 2, run_velocity = 3, jump = true, drops = { {name = "default:wood", 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 = {"farming:bread", "mobs:meat", "default:diamond"}, view_range = 15, owner = "", order = "follow", fear_height = 3, 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_rightclick = function(self, clicker) -- feed to heal npc if mobs:feed_tame(self, clicker, 8, true, true) then return end -- capture npc with net or lasso if mobs:capture_mob(self, clicker, nil, 5, 80, false, nil) then return end -- protect npc with mobs:protector if mobs:protect(self, clicker) then return end local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- right clicking with gold lump drops random item from mobs.npc_drops if item:get_name() == "default:gold_lump" then if not mobs.is_creative(name) then item:take_item() clicker:set_wielded_item(item) end local pos = self.object:get_pos() pos.y = pos.y + 0.5 local drops = self.npc_drops or mobs.npc_drops minetest.add_item(pos, { name = drops[math.random(1, #drops)] }) minetest.chat_send_player(name, S("NPC dropped you an item for gold!")) return end -- by right-clicking owner can switch npc between follow and stand if self.owner and self.owner == name then if self.order == "follow" then self.attack = nil self.order = "stand" self.state = "stand" self:set_animation("stand") self:set_velocity(0) minetest.chat_send_player(name, S("NPC stands still.")) else self.order = "follow" minetest.chat_send_player(name, S("NPC will follow you.")) end end end, }) if not mobs.custom_spawn_npc then mobs:spawn({ name = "mobs_npc:npc", nodes = {"default:brick"}, neighbors = {"default:grass_3"}, min_light = 10, chance = 10000, active_object_count = 1, min_height = 0, day_toggle = true, }) end mobs:register_egg("mobs_npc:npc", S("Npc"), "default_brick.png", 1) -- compatibility mobs:alias_mob("mobs:npc", "mobs_npc:npc")