I've been experimenting with scripting but I cannot for the life of me find out how to script the following scene:
NPC gives dialog. You click option to close. NPC then moves to coordinates (x,y,z). New dialog is now available.
And also this one:
NPC gives dialog. You click option to close. NPC then moves to coordinates (x,y,z), waits a specific number of seconds, moves again. New dialog is available after NPC reaches the last set of coordinates. (Kind of like the end of Escape from Cidhna Mine, if you've played Skyrim.)
Anyone who's good at scripting and can figure this out - help would be really appreciated!
First part is just checking the dialog closed event and changing its home position. His dialog changing should be done using dialog availablity options.
If all else fails create two npcs and make the first one invisible and the second one visible when the dialog is read.
The pather, I should have specified that I had it linked to an NPC. I recall being able to set points for NPC's without it doing that everytime.
The follower "Job", the one where NPC's follow each other. I made a pack of wolves, and when I tried to reset them all, only the leader (the one without the job) went back to its spawn point.
I've no clue. It seems we're only taught what order to put words in, not why. Your English is almost flawless though.
They where there to start with, but after I quit and reloaded the world they disappeared. I'll edit this post in a minute to add the data, got to find the backup save I made.
However, I do have one query - is it possible to add additional ranged attacks to a monster? Such as having it fire out another one on a random time between 10 and 20 seconds which is stronger than the normal one?
I need help please with dialog and role. I have this NPC who has a trade role as a money changer. You only have access to his role after some dialog. I have dialog A which he and multiple other NPCs use to force the player to interact with a certain NPC, the mayor. After the player interacts with the mayor all the dialogs open up for the villagers. So now money changer has dialog B and a quest available. After you run through that he has dialog C which is for his role and close.
So up to this point everything works great. However, I have a quest line where the player has to make choices. And I need Dialog D for the money changer available when a player chooses a special dialog with the mayor. I need dialog C for if the player does not choose the special mayor dialog and before the special dialog with the mayor. I need dialog C also available for after dialog D but not preventing me from getting D which currently the role is preventing me from getting dialog D.
Its really confusing but if you guys need clarification I can elaborate.
- Redstone block's availability settings are sticking, but the on and off distances are not
- In the model menu, the colour selector cannot be exited without using the escape key
- The "Claws" are not showing up
- The white scroll bar for "part" cannot be dragged, however using a mouse wheel works
- "Config" button does nothing, or something that I can't tell it's doing
- "Reset to player" option only highlights the player option, it doesn't select it. Thus if it is clicked, then the screen is exited the model will stay what it was before
- Visability option "No" is partially visable, instead of completely invisible
- "Knockback Resistance" is still a bit out, -100% doubles knockback as it should, but 0-100% is still immume to it
- "Pather" tools is still opening the GUI each time a point is assigned to a linked NPC
- "Item Giver" 's are still not giving items
- NPC's with "standing" animations (for example, sitting) do not change to a walking animation if they are moving, unless they are attacking or fleeing from a target. Their nameplates also don't move to the walking position
- Firearms (guns) are held like items are, not like weapons. Same applies to the crossbow
- Nearly all custom NPC's items and block in worlds from previous versions have been changed into different things. (Shouldn't the conversion of numerical ID's have stopped this?)
- Both types of shuriken's and the kunai are flying through the air at the wrong angle when thrown
- Crossbow doesn't fire in creative until its loaded in survival or adventure mode
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
When will you update this to 1.8, and what features do you plan on including? I've took the poll about what you should work on next, and based on the results (so far, they might differ later), you are going to work on flying NPCs next, so I can see it might take a while. Also natural spawning isn't working for me, anyone might know what's wrong with it? I'm pretty sure I'm doing everything right...
This is the best mod ever!!! By the way, almost every Minecraft Youtuber that does modded videos uses this mod often. Congrats on having one of the most used mods in Minecraft history!
When will you update this to 1.8, and what features do you plan on including? I've took the poll about what you should work on next, and based on the results (so far, they might differ later), you are going to work on flying NPCs next, so I can see it might take a while. Also natural spawning isn't working for me, anyone might know what's wrong with it? I'm pretty sure I'm doing everything right...
There is beta available for 1.8 now, check the first page.
Natural spawning is buggy, some people report it not to work at all, others say NPC's overload the world as they spawn that fast.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
This is the best mod ever!!! By the way, almost every Minecraft Youtuber that does modded videos uses this mod often. Congrats on having one of the most used mods in Minecraft history!
That above sentence is not at all true, what videos do you watch?
It's a very, very popular mod, don't get me wrong, but not even close to the most used.
Rollback Post to RevisionRollBack
(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
This was a lot more complicated than I thought It would be. First create NPC with AI return to start NO and movement - stop on interaction NO.
Then you need 6 dialogs[note numbers will vary on you system] - ([61]one [62]two [63]three [64]dummy [65]reset [66]walk) and give the NPC one and three in - advanced - dialog section
one is available before dummy and after walk with one option which goes to close, Three is available after two and after walk with two options one close the other reset. The other dialogs are to control the flow of stuff and dont need anything in them.
there are three scripts: dialog,update and init. you need to edit the positions and dialog # to match your situation
Buy Noppes a case of something for this great mod.
//dialog
var player_name;
player_name = player.name;
world.setTempData("player_name",player_name);
if (player.hasReadDialog(61)) {
world.setTempData("pos2_once",0);
npc.executeCommand("/noppes dialog read @p 64");
npc.navigateTo(195,79,156,1);
}
if (player.hasReadDialog(65)) {
world.setTempData("pos2_once",1);
world.setTempData("end_pos",0);
world.setTempData("checktime",0);
x = npc.getHomeX();
z = npc.getHomeZ();
y = npc.getHomeY();
npc.executeCommand("/noppes dialog unread @p 64");
npc.executeCommand("/noppes dialog unread @p 65");
npc.navigateTo(x,y,z,1);
}
//update
var flag_once,x,y,z,playerread,end_pos,itime,etime,ltime,player_name;
flag_once = world.getTempData("pos2_once");
end_pos = world.getTempData("end_pos");
if (flag_once === 0) {
if (!npc.isNavigating()){
checktime = world.getTempData("checktime");///// if get to pos 2
x = npc.getBlockX();
z = npc.getBlockZ();
y = npc.getBlockY();
if (x == 195 && y == 79 && z == 156) {
if (checktime === 0) {
itime = world.getTotalTime();
world.setTempData("itime",itime);
world.setTempData("checktime",1);
}
etime = world.getTotalTime();
itime = world.getTempData("itime");
ltime = etime - itime;
if (ltime > 200) {
npc.say("I am ready to go");
world.setTempData("pos2_once",1)
npc.navigateTo(196,76,154,1);
}}}
} else if (end_pos === 0){
if (!npc.isNavigating()){
x = npc.getBlockX();
z = npc.getBlockZ();
y = npc.getBlockY();
if (x == 196 && y == 76 && z == 154) {
world.setTempData("end_pos",1);
player_name = world.getTempData("player_name");
npc.executeCommand("/noppes dialog unread "+ player_name +" 61");
npc.executeCommand("/noppes dialog unread "+ player_name +" 65");
npc.say("Come here");
Hi Noppes I ****ing love your job so I'm here to talk you about the players data, I want to know if we are admins we can see the items in a bank data ? Please answer you and bye.
QUick question is there a way to set what soulstones cannot pick up? for example im using Pixelmon and CNPC and in pixelmon i can set up a trainer and then using the soulstone item i can pick them up and set them back down is there a way to make that not possible? ive tried setting the config where " Normal players can soulstone animals" to false but it still happens.
Mostly asking because it is happening on a server i play on where people are stealing the trainers and statues from the pixelmon mod
How to make mob that is standing on its place and shoots projectiles (e.g. fireballs, like ghast), but doesn't runs after his enemy and can't into melee combat?
Like marksman, but with natural projectiles.
I'd try to use "UseRangeAttack" button, but it's disabled.
How to make mob that is standing on its place and shoots projectiles (e.g. fireballs, like ghast), but doesn't runs after his enemy and can't into melee combat?
Like marksman, but with natural projectiles.
I'd try to use "UseRangeAttack" button, but it's disabled.
(sorry for maybe bad english, i'm russian)
Unfortunately I'm not sure about that either. I suppose an easy way to do it is to go into movement and set their walk pace to 0, but then that would make them completely immobile. It would work really well if you're trying to make a sentry or something, but not necessarily for an overly dynamic NPC.
QUick question is there a way to set what soulstones cannot pick up? for example im using Pixelmon and CNPC and in pixelmon i can set up a trainer and then using the soulstone item i can pick them up and set them back down is there a way to make that not possible? ive tried setting the config where " Normal players can soulstone animals" to false but it still happens.
Mostly asking because it is happening on a server i play on where people are stealing the trainers and statues from the pixelmon mod
If you click on follower and go into the follower settings, you can set it so that it does not become soulstoned. You can edit the follower settings in the advanced tab.
So, I made a recipe for the musket, made a musket, but now I can't shoot the musket. What could be the reason for this? I've tried both mouse buttons, and I've tried holding the buttons and not holding the buttons, and in creative mode it works but not in survival...
First part is just checking the dialog closed event and changing its home position. His dialog changing should be done using dialog availablity options.
If all else fails create two npcs and make the first one invisible and the second one visible when the dialog is read.
Uploaded a new 1.8. Should fix most of your problems
Want to support me? Become one of my patrons:
Haha good joke. Come back in like 3 months
Want to support me? Become one of my patrons:
LOL
Like them? Post on them! Say your opinion, or suggest more features!
Hey Noppes! Awesome mod. It's really fun to use!
However, I do have one query - is it possible to add additional ranged attacks to a monster? Such as having it fire out another one on a random time between 10 and 20 seconds which is stronger than the normal one?
Thank you so much I can finally use the mod!
I need help please with dialog and role. I have this NPC who has a trade role as a money changer. You only have access to his role after some dialog. I have dialog A which he and multiple other NPCs use to force the player to interact with a certain NPC, the mayor. After the player interacts with the mayor all the dialogs open up for the villagers. So now money changer has dialog B and a quest available. After you run through that he has dialog C which is for his role and close.
So up to this point everything works great. However, I have a quest line where the player has to make choices. And I need Dialog D for the money changer available when a player chooses a special dialog with the mayor. I need dialog C for if the player does not choose the special mayor dialog and before the special dialog with the mayor. I need dialog C also available for after dialog D but not preventing me from getting D which currently the role is preventing me from getting dialog D.
Its really confusing but if you guys need clarification I can elaborate.
Got some more bugs.
- Redstone block's availability settings are sticking, but the on and off distances are not
- In the model menu, the colour selector cannot be exited without using the escape key
- The "Claws" are not showing up
- The white scroll bar for "part" cannot be dragged, however using a mouse wheel works
- "Config" button does nothing, or something that I can't tell it's doing
- "Reset to player" option only highlights the player option, it doesn't select it. Thus if it is clicked, then the screen is exited the model will stay what it was before
- Visability option "No" is partially visable, instead of completely invisible
- "Knockback Resistance" is still a bit out, -100% doubles knockback as it should, but 0-100% is still immume to it
- "Pather" tools is still opening the GUI each time a point is assigned to a linked NPC
- "Item Giver" 's are still not giving items
- NPC's with "standing" animations (for example, sitting) do not change to a walking animation if they are moving, unless they are attacking or fleeing from a target. Their nameplates also don't move to the walking position
- Firearms (guns) are held like items are, not like weapons. Same applies to the crossbow
- Nearly all custom NPC's items and block in worlds from previous versions have been changed into different things. (Shouldn't the conversion of numerical ID's have stopped this?)
- Both types of shuriken's and the kunai are flying through the air at the wrong angle when thrown
- Crossbow doesn't fire in creative until its loaded in survival or adventure mode
When will you update this to 1.8, and what features do you plan on including? I've took the poll about what you should work on next, and based on the results (so far, they might differ later), you are going to work on flying NPCs next, so I can see it might take a while. Also natural spawning isn't working for me, anyone might know what's wrong with it? I'm pretty sure I'm doing everything right...
This is the best mod ever!!! By the way, almost every Minecraft Youtuber that does modded videos uses this mod often. Congrats on having one of the most used mods in Minecraft history!
Yoshirocker88
There is beta available for 1.8 now, check the first page.
Natural spawning is buggy, some people report it not to work at all, others say NPC's overload the world as they spawn that fast.
That above sentence is not at all true, what videos do you watch?
It's a very, very popular mod, don't get me wrong, but not even close to the most used.
Like them? Post on them! Say your opinion, or suggest more features!
The Yogscast have on a couple of occasions in their Yoglabs videos, though they never mentioned it's this mod that they've been using.
http://kerian-halcyon.deviantart.com/journal/#/d5s1d3c
Why does it even matter? :/
He don't cheese! Baby, Baby! He don't cheese!
This was a lot more complicated than I thought It would be. First create NPC with AI return to start NO and movement - stop on interaction NO.
Then you need 6 dialogs[note numbers will vary on you system] - ([61]one [62]two [63]three [64]dummy [65]reset [66]walk) and give the NPC one and three in - advanced - dialog section
one is available before dummy and after walk with one option which goes to close, Three is available after two and after walk with two options one close the other reset. The other dialogs are to control the flow of stuff and dont need anything in them.
there are three scripts: dialog,update and init. you need to edit the positions and dialog # to match your situation
Buy Noppes a case of something for this great mod.
//dialog
var player_name;
player_name = player.name;
world.setTempData("player_name",player_name);
if (player.hasReadDialog(61)) {
world.setTempData("pos2_once",0);
npc.executeCommand("/noppes dialog read @p 64");
npc.navigateTo(195,79,156,1);
}
if (player.hasReadDialog(65)) {
world.setTempData("pos2_once",1);
world.setTempData("end_pos",0);
world.setTempData("checktime",0);
x = npc.getHomeX();
z = npc.getHomeZ();
y = npc.getHomeY();
npc.executeCommand("/noppes dialog unread @p 64");
npc.executeCommand("/noppes dialog unread @p 65");
npc.navigateTo(x,y,z,1);
}
//update
var flag_once,x,y,z,playerread,end_pos,itime,etime,ltime,player_name;
flag_once = world.getTempData("pos2_once");
end_pos = world.getTempData("end_pos");
if (flag_once === 0) {
if (!npc.isNavigating()){
checktime = world.getTempData("checktime");///// if get to pos 2
x = npc.getBlockX();
z = npc.getBlockZ();
y = npc.getBlockY();
if (x == 195 && y == 79 && z == 156) {
if (checktime === 0) {
itime = world.getTotalTime();
world.setTempData("itime",itime);
world.setTempData("checktime",1);
}
etime = world.getTotalTime();
itime = world.getTempData("itime");
ltime = etime - itime;
if (ltime > 200) {
npc.say("I am ready to go");
world.setTempData("pos2_once",1)
npc.navigateTo(196,76,154,1);
}}}
} else if (end_pos === 0){
if (!npc.isNavigating()){
x = npc.getBlockX();
z = npc.getBlockZ();
y = npc.getBlockY();
if (x == 196 && y == 76 && z == 154) {
world.setTempData("end_pos",1);
player_name = world.getTempData("player_name");
npc.executeCommand("/noppes dialog unread "+ player_name +" 61");
npc.executeCommand("/noppes dialog unread "+ player_name +" 65");
npc.say("Come here");
}
}
}
//init
world.setTempData("pos2_once",1);
world.setTempData("end_pos",0);
world.setTempData("checktime",0);
edited changed npc.set/get/TempData -> world....
Hi Noppes I ****ing love your job so I'm here to talk you about the players data, I want to know if we are admins we can see the items in a bank data ? Please answer you and bye.
I'm french
QUick question is there a way to set what soulstones cannot pick up? for example im using Pixelmon and CNPC and in pixelmon i can set up a trainer and then using the soulstone item i can pick them up and set them back down is there a way to make that not possible? ive tried setting the config where " Normal players can soulstone animals" to false but it still happens.
Mostly asking because it is happening on a server i play on where people are stealing the trainers and statues from the pixelmon mod
I have one question.
How to make mob that is standing on its place and shoots projectiles (e.g. fireballs, like ghast), but doesn't runs after his enemy and can't into melee combat?
Like marksman, but with natural projectiles.
I'd try to use "UseRangeAttack" button, but it's disabled.
(sorry for maybe bad english, i'm russian)
Unfortunately I'm not sure about that either. I suppose an easy way to do it is to go into movement and set their walk pace to 0, but then that would make them completely immobile. It would work really well if you're trying to make a sentry or something, but not necessarily for an overly dynamic NPC.
http://kerian-halcyon.deviantart.com/journal/#/d5s1d3c
If you click on follower and go into the follower settings, you can set it so that it does not become soulstoned. You can edit the follower settings in the advanced tab.
http://kerian-halcyon.deviantart.com/journal/#/d5s1d3c
So, I made a recipe for the musket, made a musket, but now I can't shoot the musket. What could be the reason for this? I've tried both mouse buttons, and I've tried holding the buttons and not holding the buttons, and in creative mode it works but not in survival...