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    posted a message on Custom NPCs
    Quote from Noppes»

    I saw them and yea I might add some player events in the future, but not for now. Scripting will see some mayor changes soonish, after I finally get the mod out of beta. This is because Im adding an api and since it has a lot of overlap with scripting Im combining the two.

    After Im done with that Im might add some player events.

    Sounds interesting, can't wait to see what you got planned ^^


    Found a few bugs in 1.8beta:


    * In the guard job menu, if you fill a list using the "move all" arrows, scroll all the way down, then empty it using the "move all" arrows, you no longer see items in that list (maybe it stays scrolled down but removes the scroll bar?)

    * In the spawner job menu, the "select NPC" button does not show the selected NPC after selecting one


    And another scripting suggestion (for when you're finished with the API update):

    maybe add a global script object, not tied to an NPC, that gets all events on NPCs or at least an "update" event with all loaded NPCs?

    can be very useful to managing general rules regarding groups of NPCs, like do X whenever the user clicks an NPC from faction Y holding Z, or just
    to remove the need to add some scripts to many/all NPCs.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Noppes, I hate to pester you, but did you see my questions/suggestions about scripting a few pages back?

    can you please tell me what you think?

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Robijnvogel»

    This tells us something about how the model and texture storage are structured. I do not really know how Pixelmon handles their spawning, but I am going to assume that it is something like this:
    1. Each Pixelmon spawns without a pre-determined model.
    1.1 If it can find another entity with a Pixelmon model in the vicinity, there will be a chance that it changes into this type of Pixelmon.
    1.2 If it can not, it will randomly pick a "race" determined by biome and rarity.
    2. If a Pixelmon finds another Pixelmon model in its vicinity that does not have a "race"assigned to them, it will correct this by pushing its own "race" with the connected sub-model and texture to the Pixelmon model. (Even if it already has these last two traits, being a Custom NPC.)

    or

    3.
    If an entity with a Pixelmon model finds that it does not have a "race" it is going to copy this from a nearby Pixelmon.

    either way means that the Pixelmon mod checks for entities having a Pixelmon model, instead of checking for Pixelmon entities like it should.

    or

    CustomNPCs handles sub-sub-models in a very weird way.

    All of this is pure speculation of course. :P

    I think you are right about pixelmons around the NPC affecting it's model, here is a video of the wierd way pixelmon and customNPCs 1.8beta work together:
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from quillbolt_h»

    Will you update this to 1.8? I'm trying to use this in conjunction with pixelmon see, and this mod is so much more versatile than the pixelmon NPCs.


    There is a 1.8 beta on the website, here: http://www.kodevelopment.nl/minecraft/customnpcs/downloads/
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    I'm trying to make a script that let's the players command NPCs around, but I can't get the player actions from the currently available events or the player/world objects, I looked through the API for functions I can use but didn't find any, are some of these actions currently exist?:


    get the block/entity a player is currently looking at

    event when a user uses an item (right/left click), and what item was it

    event when a user sends text in the chat


    If not, will you consider adding them?


    The goal is to let the player give a target to mine/attack, or to give commands using the chat without going and clicking on the NPC, or even to give a command to multiple NPCs in the area.

    an event on using items can help setting a command to an item (waving a sword at an entity to signal attack, waving a pickaxe at a block to signal to mine)


    Thanks for all your hard work! I really love this mod.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Can you add scripting functions to set the body/head facing direction? currently the "setRotation()" only affects standing NPCs without automatic body rotation, being able to tell them to face and look at an entity/block (if that's too much just an angle will do) will help when making them interact with the world.

    Also, a function to change the "moving type" and "rotation"(body, head, etc) will be helpful.

    btw, is there an external tool to edit dialogs? I think I heard it mentioned some time ago, if it exists, where can I download it?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Noppes»
    Meaning the entire world is frozen untill your script is finished.

    Oh, I wasn't aware of that, is that the only way to make scripts work? I naturally expected for it to run separately from the main thread..
    Anyway, creating a new thread in the script code works, is there any reason for me to avoid threads all together and use the "npc.setTempData" way?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    I'm not sure if this is a bug but, when I use the sleep() function in python after making changes to the world object (world.setBlock(), world.removeBlock(), npc.setPosition()) they are not affecting the world until the sleep is done and the whole script ends, yet some changes are immediate regardless (like npc.swingHand()).

    I use sleep() to easily time NPC actions, is there any chance to make it work?
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Quote from Noppes»

    Ah yes could you try this test version to see if its fixed?

    Yes, it works fine now, no non-script files too. ^^
    thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    I'm having a problem with the "load scripts" button in the scripting GUI, when I add multiple files to the script folder of a given language, say:

    1.js, 2.js, 3.js

    inside the menu they appear like that:

    1.js

    1.js2.js

    1.js2.js3.js

    Sometimes it even combines all files to only one choice in the menu so I can't choose just 1 file.
    ^ It only does this when all other files extensions are not of the given language (like txt or py)

    I'm using version 1.7.10 and I added the Rhino and Jython languages.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2
    Quote from Cyan_the_Azure

    There will not be a way to configure spawn rates of digimon or structures. Things are mean't to be rare for a reason. Allowing people to make rare digimon spawn more frequently completely takes the point away from them being hard to find.

    Same for structures.

    Sure, that wasn't my intention, I meant to reduce or increase the overall spawn rate not individual spawn rates, I usually find that a lot of mods make the world a bit too crowded on default setting, especially if you have a lot of other mods too.
    anyway, awesome mod, and amazing models! I will wait patiently for my favorite digimon cyberdramon to be added ^^ I hope he is going to be added in the future.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2
    Hi, I just downloaded this mod to try it out, is there a way to configure the spawn rates of digimons and structures?

    my digimobs.cfg file is empty, is that a bug or is there actually nothing to configure?
    Posted in: WIP Mods
  • 0

    posted a message on Custom NPCs
    Can we get an option to add an offset to the name&title of NPCs?

    After the update that allowed to choose different models in a lot of cases the name and title of an NPC are partially covered or completely covered by the model, especially when editing the NPC size option.
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    CubeX2, have you seen my comment about the efficiency function? I'm kind of stuck without it, if it's o.k and I'm just doing something wrong just tell me.

    It doesn't work for my axes and shovels.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs
    Hi noppes, good job on the fast replies and development, we all appreciate all the hard work you put into this mod.

    I thought I will give some ideas (I looked first in your to-do list):

    • Can we get a key to go straight to the global settings? it's a bit awkward to have to find and edit an NPC to get to those.
    • Add a unique ID for NPCs for the purpose of followers and quests, having NPCs with the same name by mistake can cause a problem.
    • Add a faction-like point system per NPC, to be able to "win-over" NPCs from an aggressive faction or make an enemy out of a specific NPC in a friendly faction. or just for use in controlling dialogs.
    Dialog GUI suggestions:

    • A duplicate dialog button, It would be helpful when you already have similarly functioning dialogs.
    • When clicking the new button in the dialogs GUI, auto select it instead of needing to scroll down and click it. most times I continue to edit only to discover I was editing the previously selected dialog and not the new one.
    • Add sub-categories to sort stuff out, I'm a bit OCD and like things organized, and also it gets pretty crowded fast when you have many NPCs.
    Scripting functions:



    • A function to give/complete a player quest, will help a lot in planning custom quests. (probably will require quests with an empty "Type")
    • Instead of just Day/Night changes add a list of "Modes" for an NPC that we can switch between using scripting.
    • Functions to edit/switch Roles and jobs, would help if the data was saved on all of them when changing them in the GUI so we have what to switch TO.
    • A function to get surrounding NPCs and get their name, location, faction, etc..
    • A function to spawn a cloned NPC at a location (for an example, I wanted to make pets breed-able)
    • A function to get the current time of day, like the value you put in the command "/time set 0". The current getTime() function seems to return some other value not day related. this will be very helpful in scripting an NPC actions through the day.
    • Some way to receive input from the player would be awesome, and open up endless options for scripting. I mean a way for a player to send back text to the NPC during a dialog and being able to get that text in the dialog event in scripting.


    Also I think there is a bug with player.removeItem as it does nothing unless the given amount is exactly the sum of that item type in the whole inventory.

    I hope I didn't over do it, it's only suggestions and I guess some of them are impossible or too hard to do, or just don't worth the bother.

    I hope you like at least some of those and thanks for everything ^^
    Posted in: Minecraft Mods
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