forked from Sokomine/yl_speak_up
removed yl_speak_up.on_spawn as that is specific to the your land server
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@ -8,6 +8,9 @@
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function yl_speak_up.init_mob_table()
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return false
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end
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-- -- TODO currently. mob_table doesn't really do anything
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-- yl_speak_up.mob_table[self.yl_speak_up.id] = "yl_speak_up:test_npc"
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-- this only makes sense if mobs_redo exists and is loaded
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if(not(minetest.get_modpath("mobs"))
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@ -47,30 +50,6 @@ function yl_speak_up.mobs_on_rightclick(self, clicker)
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end
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end
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-- TODO: -> goes to yl_npc
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function yl_speak_up.on_spawn(self)
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--Let's protect it
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self.protected = true
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self.tamed = true
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self.object:set_armor_groups({immortal = 100})
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--Let's assign an ID (usually this happens at first talk)
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self = yl_speak_up.initialize_npc(self)
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if(not(self) or not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
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-- something went very wrong
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return false
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end
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-- TODO currently. mob_table doesn't really do anything
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yl_speak_up.mob_table[self.yl_speak_up.id] = "yl_speak_up:test_npc"
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yl_speak_up.log_change("-", "n_"..self.yl_speak_up.id,
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"spawned at "..minetest.pos_to_string(self.object:get_pos()), "action")
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--Let's do it only once
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return true
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end
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function yl_speak_up.mobs_after_activate(self, staticdata, def, dtime)
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-- this scrolls far too much
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