[Modpack] NPC Framework [minetest-npcf] [WIP]

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SAMIAMNOT
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Mon Jul 13, 2015 00:32

Thanks for updating the mod, stu. I really enjoy your mod.

Could you please make a toggle option for whether or not an NPC will be iinvincible r not?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Sokomine » Mon Jul 13, 2015 01:33

Thanks for continuing to work on this mod. It's a very fine one!
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Wed Jul 15, 2015 18:57

SAMIAMNOT wrote:Thanks for updating the mod, stu. I really enjoy your mod.

Could you please make a toggle option for whether or not an NPC will be iinvincible r not?


Well, the idea was that the included example NPCs are merely that; simple examples that you may use as a base for something more elaborate. To make an NPC into a mere mortal just set the appropriate armor groups in its registration and then make it unload when defeated. eg

Code: Select all
armor_groups = {fleshy=100},
on_destruct = function(self, hitter)
   if self.npc_id then
      npcf:unload(self.npc_id)
   end
end,


Note that the above will only work with the npcf_ng branch for now. I will, however, try to improve the example mods a little before the forthcoming 0.2.0 release.

Sokomine wrote:Thanks for continuing to work on this mod. It's a very fine one!

You are very welcome and thank you for your support.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Wed Jul 15, 2015 19:01

Great!
Also, I'm building a sort of gladiator stadium and usuing your deco NPCs as spectators, and noticed that Deco NPC settings are universal for all NPC. I don't mind at all; it make things easier for me, but it's still a glitch.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Wed Jul 15, 2015 19:05

SAMIAMNOT wrote:Great!
Also, I'm building a sort of gladiator stadium and usuing your deco NPCs as spectators, and noticed that Deco NPC settings are universal for all NPC. I don't mind at all; it make things easier for me, but it's still a glitch.

Are you talking about the npcf_ng branch or the current version? I am pretty sure I have fixed all those issues but then maybe I missed something. If you are not using the ng branch then I strongly recommend that you try it.
stu wrote:There are some really nasty bugs and inefficiencies in the current version of this modpack.
I have, however, noticed that it is actually being used by a few people and so decided it deserved little love :3

Although not quite ready for public consumption yet, I have just pushed my 'next generation' branch upstream for testing purposes. This is pretty much a ground-up rewrite of the core so I'd be interested to read the findings of those who do.

https://github.com/stujones11/minetest-npcf/tree/npcf_ng (requires a recent dev build of minetest)

Note that there is now a new example mob npc, you probably wanna disable that one for now as it is hightly destructive! (you have been warned)
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Fri Jul 17, 2015 00:28

I'm currently using the latest public release. I would upgrade to the NG branch but I am currently building a multiplayer world. Will the NG branch alter my existing NPCs, or, more importantly, their options (sit, stand, blacklist options, etc.)?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Fri Jul 17, 2015 16:41

SAMIAMNOT wrote:Will the NG branch alter my existing NPCs, or, more importantly, their options (sit, stand, blacklist options, etc.)?

In theory, yes, I have tried to make it as backwards compatible as possible with the existing version but this has not been fully tested yet. I don't suppose it could do any real harm to try it though I would make a back-up first...and be sure to disable the mob npc (that may not be included in the release)

I should point out that the current version will probably not work with the next stable release of minetest, at least not without security exceptions. There are also some really nasty bugs in it as you are beginning to see with the deco npc.

Update: I just did some tests and it didn't work right away until I added some aliases. (see latest commit)
You may also find a lot of unknown objects floating about. These can be safely removed with /clearobjects but still be sure to make a back-up of your existing npc_data directory.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by swordpaint12 » Mon Aug 24, 2015 18:53

This mod is interesting and I just used them with mg villages.

Is there any way to get different skins?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by tinkerlevu » Tue Jan 12, 2016 10:21

hey stu... you haven't linked in any 3d meshes for the builder or the info npc. I managed to change the lua files to use the decor npc mesh and it works fine but you might want to look into that. also the trading with the trader npc is broken
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by stu » Wed Jan 13, 2016 21:48

tinkerlevu wrote:hey stu... you haven't linked in any 3d meshes for the builder or the info npc. I managed to change the lua files to use the decor npc mesh and it works fine but you might want to look into that. also the trading with the trader npc is broken

Sadly this mod is very much out of date and the topic should probably now be moved to old mods.
It was a project that lost it's direction and now most of its 'features' are available via the api
If you want npcs then I would personally recommend the now much improved mobf npcs (animals modpack)
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by TailsTheFoxDoes MT » Mon Jan 18, 2016 21:52

I had a problem with it, i loaded it up and the code worked just fine, but, the only SKIN that worked was the Gaurd skin. Also, do you have to type the entity name for the gaurd to attack it?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by basil60 » Sun Jul 17, 2016 06:56

Hi
thanks for the mod. I installed it without error, and I tried to run the command "/giveme npcf:builder_npc_spawner", but I got an error - "Cannot give an unknown item".
What have I missed? I'm after an info NPC to provide some help to players.

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by SAMIAMNOT » Thu Jul 28, 2016 10:37

BTW I tried you mob and I love it! It's way better than before. The only thing is, the Mob is unbeatable. You can't kill it, and it won't stop following you. It'd be one thing if it just killed you like a zombie...but it's like a creeper with no weakness! Perhaps you should make it keep its distance if one of the guards are around?
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by tsukithecatgirl » Thu Aug 18, 2016 22:15

How do i configure my game so that I can enable my downloaded mods? I have the mobile version.
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Sokomine » Sun Jun 11, 2017 16:21

I've forked this mod on github and done some very small modifications. It's very easy to make use of burlis pahtfinder algorithm and to allow the mob to navigate through doors and gates (which it will open). The guard mob turned out to be a very convenient test object for this purpose. He can be "lured" to a place thanks to his follow-me-option, store several positions as patrol points and then navigate independently between those patrol points. The mod may be old - but it's still very practical and the guard works very nicely.
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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by jimy » Sun Nov 19, 2017 20:24

This mod is pretty cool :-) !!
Can you make possible to change the skin of a npc ? That would be funny to populate a town !
@Skomine: is your fork including this pathfinder ?
 

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Re: [Modpack] NPC Framework [minetest-npcf] [WIP]

by Sokomine » Sun Dec 17, 2017 21:16

jimy wrote:This mod is pretty cool :-) !!

Yes, the npcf mod is very nice.

jimy wrote:Can you make possible to change the skin of a npc ? That would be funny to populate a town !

There are ways to add skin changes to mobs. My mobf_trader mod has such a function. However, if you're after mobs to populate your towns, advanced_npc and villagers might be much more intresting as they're mostly built for that.

jimy wrote:@Skomine: is your fork including this pathfinder ?

No, not the npcf-fork. Take a look at my mob_world_interaction mod. It's required by my fork of npcf anyway. mob_world_interaction contains the pathfinder and other things friendly/intelligent mobs moving in a player-built world might find useful.
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