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npc_fisherman_recipe:
model: npc_fisherman
needsToBeCrafted:
recipe:
- [biome2_plant_ingredient, 2]
replacedBy: npc_fisherman
isAnNPC:
clickSpeech: NPCCrafting_npc_fisherman
acceptIngredient: NPCDelivery_npc_fisherman
rejectIngredient: NPCDontNeed_npc_fisherman
npc_fisherman_crafted:
model: npc_fisherman
isAnNPC:
dropIngredient: NPCDropIngredient_npc_fisherman
dropRecipe: NPCDropRecipe_npc_fisherman
dropNarrative: Narrative_npc_fisherman
harvestable:
for: players
reward: loot
# NPC harvesting is instanced like trees, but not on midnight refreshes
canBeDepletedPerPlayer:
health: 1
refreshesOnInterval: 4:00:00
loot:
indicator: npc_indicator_tagged # I think this is the ! but not sure
table: # if no conditions in an entry, we could do shorter definitions
- [biome2_plant_recipe, 10]
- [biome2_plant_ingredient, 70]
- [gossip, 10]
- [narrative, 10]
interactionVisuals:
animSwing: EmoteWave
strikes: 1
audio: reward_resource_drop
npc_fisherman:
model: npc_fisherman
text_npc_ingredient: L10n.NPCDropIngredient_npc_fisherman
text_npc_recipe: L10n.NPCDropRecipe_npc_fisherman
text_npc_narrative: Narrative_npc_fisherman
text_npc_crafting_click: L10n.NPCCrafting_npc_fisherman
text_npc_crafting_deliver: L10n.NPCDelivery_npc_fisherman
text_npc_crafting_complete: L10n.NPCComplete_npc_fisherman
text_npc_crafting_dont_need: L10n.NPCDontNeed_npc_fisherman
crafting:
- requirements:
- ingredient: biome2_plant_ingredient
quantity: 2
# Loot
lootReviewInterval: 14400 # 4h
taggedLootTable:
id: npc_tagged_loot
sets:
- weight: 10
items: [biome2_plant_recipe]
- weight: 70
items: [biome2_plant_ingredient]
- weight: 10
items: [gossip]
- weight: 10
items: [narrative]
firstDropLootTable:
sets:
- items: [biome2_plant_recipe]
# These are fixed for all NPCs
harvestAudio: reward_resource_drop # TODO: NPC harvested audio
totalReward: 0
health: 10
harvestAnimSwing: EmoteWave
undepletable: true
indicatorResource: npc_indicator_loot
indicatorTagged: npc_indicator_tagged
scale: 0.8
type: NPC
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