forked from Sokomine/yl_speak_up
better infotexts for mobs_redo mobs
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@ -92,3 +92,71 @@ function yl_speak_up.after_activate(self, staticdata, def, dtime)
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yl_speak_up.update_nametag(self)
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end
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yl_speak_up.orig_mobs_update_tag = mobs.mob_class.update_tag
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-- update nametag and infotext
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mobs.mob_class.update_tag = function(self)
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-- we are only responsible for talking NPC
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if(not(self) or not(self.yl_speak_up)) then
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return yl_speak_up.orig_mobs_update_tag(self)
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end
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local floor = math.floor
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local col = "#00FF00"
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local qua = self.hp_max / 4
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if(self.force_nametag_color) then
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col = self.force_nametag_color
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elseif self.health <= floor(qua) then
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col = "#FF0000"
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elseif self.health <= floor(qua * 2) then
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col = "#FF6600"
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elseif self.health <= floor(qua * 3) then
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col = "#FFFF00"
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end
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local text = ""
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if self.horny == true then
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text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME))
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elseif self.child == true then
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text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME)
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elseif self._breed_countdown then
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text = "\nBreeding: " .. self._breed_countdown
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end
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if self.protected then
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if self.protected == 2 then
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text = text .. "\nProtection: Level 2"
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else
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text = text .. "\nProtection: Level 1"
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end
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end
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local add_info = ""
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if(self.yl_speak_up and self.yl_speak_up.npc_name) then
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add_info = "\n"..tostring(self.yl_speak_up.npc_name)
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if(self.yl_speak_up.npc_description) then
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add_info = add_info..", "..tostring(self.yl_speak_up.npc_description)
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end
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end
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self.infotext = "Health: " .. self.health .. " / " .. self.hp_max
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.. add_info
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.. (self.owner == "" and "" or "\nOwner: " .. self.owner)
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.. text
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-- set changes
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self.object:set_properties({
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nametag = self.nametag,
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nametag_color = col,
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infotext = self.infotext
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})
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end
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