removed yl_speak_up.on_spawn as that is specific to the your land server

This commit is contained in:
Sokomine 2023-07-08 05:15:50 +02:00
parent 006c7f24bb
commit 2a1f194e19

View File

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