mobs_npcs/init.lua

78 lines
1.9 KiB
Lua
Executable File

-- This mod provides NPCs using the mobs_redo api
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
-- Load support for translations.
local S = minetest.get_translator('mobs')
mobs.translator = S
-- Define log level
mobs.vlog = "info"
-- Load support for documentation
mobs.textstrings = {}
mobs.textstrings.longdesc = {}
mobs.textstrings.usagehelp = {}
-- General functions, items, nodes
--dofile(modpath .. "/mobs_textstrings.lua")
dofile(modpath .. "/mobs_api.lua")
dofile(modpath .. "/mobs_definitions.lua")
--dofile(modpath .. "/mobs_craftitems.lua")
--
-- NPCs
--
dofile(modpath .. "/npc_lambda.lua")
dofile(modpath .. "/npc_custom.lua")
--
-- Mods Compatibility
--
--dofile(modpath .. "/lucky_block.lua")
--
-- Notification
--
--
-- Map generation (for spawner)
--
--dofile(modpath .. "/mobs_mapgen.lua")
--
-- WIP: Make Ncps spawn around beds, or not-owned beds, or maybe use a mod register a mobs_bed instead of using the default...
-- -- The point is that if you build a village with beds in houses, there will be some npcs there.
--minetest.register_abm({
-- label = "Bed npc spawning",
-- nodenames = {"default:bed"},
-- -- neighbors = {"default:water_source", "default:water_flowing"},
-- interval = 150, -- Operation interval in seconds
-- chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
-- -- catch_up = true, -- If true, catch-up behaviour is enabled --[[
-- --~ ^ The chance value is temporarily reduced when returning to
-- --~ an area to simulate time lost by the area being unattended.
-- --~ ^ Note chance value can often be reduced to 1 ]]
-- action = function(pos, node, active_object_count, active_object_count_wider)
-- local meta = minetest.get_meta(pos)
-- local spawn = meta:get_string("spawn")
-- --if not spawn then return end
-- --spawn_pos = math.random()
-- end,
--})
--
-- Notification
--
print ("[MOD] Mobs Redo 'mobs_npc' loaded")