mobs_redo update and burning mobs

master
D00Med 2017-05-28 08:29:22 +10:00
parent 222620c783
commit 170a07ebb7
7 changed files with 792 additions and 604 deletions

View File

@ -153,7 +153,7 @@ mobs:register_mob("mobs_m:mammoth", {
hp_min = 50,
hp_max = 60,
armor = 100,
collisionbox = {-1.1, 0, -1.1, 1.1, 2.1, 1.1},
collisionbox = {-1.6, 0, -1.6, 1.6, 3.3, 1.6},
visual = "mesh",
mesh = "mammoth.b3d",
textures = {
@ -213,12 +213,12 @@ mobs:register_mob("mobs_m:elephant", {
hp_min = 50,
hp_max = 550,
armor = 100,
collisionbox = {-1.6, 0, -1.6, 1.6, 3.3, 1.6},
visual = "mesh",
mesh = "elephant.b3d",
textures = {
{"mobs_elephant.png"},
},
collisionbox = {-1.1, 0, -1.1, 1.1, 2.1, 1.1},
blood_texture = "mobs_blood.png",
makes_footstep_sound = true,
walk_velocity = 1,

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,5 @@
MOB API (31st January 2017)
MOB API (12th May 2017)
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
@ -25,6 +25,7 @@ This functions registers a new mob as a Minetest entity.
'docile_by_day' when true, mob will not attack during daylight hours unless provoked
'attacks_monsters' usually for npc's to attack monsters in area
'group_attack' true to defend same kind of mobs from attack in area
'owner_loyal' when true owned mobs will attack any monsters you punch
'attack_animals' true for monster to attack animals as well as player and npc's
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
'hp_min' minimum health
@ -42,14 +43,13 @@ This functions registers a new mob as a Minetest entity.
'makes_footstep_sound' same is in minetest.register_entity()
'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}
'view_range' the range in that the monster will see the playerand follow him
'walk_chance' chance of mob walking around
'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only
'walk_chance' chance of mob walking around, set above to 0 for jumping mob only
'walk_velocity' the velocity when the monster is walking around
'run_velocity' the velocity when the monster is attacking a player
'runaway' when true mob will turn and run away when punched
'stepheight' minimum node height mob can walk onto without jumping (default: 0.6)
'jump' can mob jump, true or false
'jump_height' height mob can jump, default is 6
'jump_height' height mob can jump, default is 6 (0 to disable jump)
'fly' can mob fly, true or false (used for swimming mobs also)
'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish
'damage' the damage per second
@ -83,7 +83,8 @@ This functions registers a new mob as a Minetest entity.
'explode' follows player in range and will flash and explode when in reach
'dogshoot' shoots arrows when in range and one on one attack when in reach
'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
'dogshoot_count_max' number of seconds before switching above modes.
'dogshoot_count_max' number of seconds before switching to dogfight mode.
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops)
@ -102,35 +103,31 @@ This functions registers a new mob as a Minetest entity.
'jump' sound when jumping
'explode' sound when exploding
'distance' maximum distance sounds are heard from (default is 10)
'animation' a table with the animation ranges and speed of the model
'stand_start' start frame of stand animation
'stand_end' end frame of stand animation
'walk_start' start frame of walk animation
'walk_end' end frame of walk animation
'run_start' start frame of run animation
'run_end' end frame of run animation
'punch_start' start frame of punch animation
'punch_end' end frame of punch animation
'punch2_start' start frame of alt.punch animation
'punch2_end' end frame of alt.punch animation
'shoot_start' start frame of shoot animation
'shoot_end' end frame of shoot animation
'die_start' start frame of die animation
'die_end' end frame of die animation
'speed_normal' normal animation speed
'fly_start' start frame of fly animation
'fly_end' end frame of fly animation
'speed_run' running animation speed
'speed_punch' punching animation speed
'speed_punch2' alternative punching animation speed
'speed_shoot' shooting animation speed
'speed_die' die animation speed
'speed_fly' fly animation speed
Mobs can look for specific nodes as they walk and replace them to mimic eating
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
The 'replace_what' has been updated to use tables for what, with and y_offset e.g.
replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} }
Mob animation comes in three parts, start_frame, end_frame and frame_speed which
can be added to the mob definition under pre-defined mob animation names like:
'animation' a table with the animation ranges and speed of the model
'stand_start', 'stand_end', 'stand_speed' when mob stands still
'walk_start', 'walk_end', 'walk_speed' when mob walks
'run_start', 'run_end', 'run_speed' when mob runs
'fly_start', 'fly_end', 'fly_speed' when mob flies
'punch_start', 'punch_end', 'punch_speed' when mob attacks
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
'die_start', 'die_end', 'die_speed' when mob dies
also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
The mob api also has some preset variables and functions that it will remember for each mob
@ -139,8 +136,9 @@ The mob api also has some preset variables and functions that it will remember f
'self.child' used for when breeding animals have child, will use child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for dogs
'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
'self.nametag' contains the name of the mob which it can show above
'on_die' a function that is called when mob is killed
'do_custom' a custom function that is called while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
@ -157,7 +155,7 @@ These functions register a spawn algorithm for the mob. Without this function th
'interval' is same as in register_abm() (default is 30 for mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this
'min_height' is the maximum height the mob can spawn
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for anytime
'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.
@ -235,12 +233,12 @@ This function is generally called inside the on_rightclick section of the mob ap
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable
'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead
'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information)
mobs:feed_tame(self, clicker, feed_count, breed)
This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result.
This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes.
'self' mob information
'clicker' player information
@ -251,7 +249,7 @@ This function allows the mob to be fed the item inside self.follow be it apple,
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players.
This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
@ -298,6 +296,27 @@ This function allows an attached player to move the mob around and animate it at
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional controls.
'self' mob information
'dtime' tick time used inside fly function
'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button fires)
'arrow_entity' name of arrow entity used for firing
'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing movement animation e.g. "stand"
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch

View File

@ -0,0 +1,39 @@
# Türkçe çeviri by Admicos
# Turkish translation by Admicos
# Son düzenleme: 26 Nisan 2017
# Last edit: 26 April 2017
#init.lua
[MOD] Mobs Redo loaded = [MOD] Mobs Red yüklendi
#api.lua
[MOBS] mod profiling enabled, damage not enabled = [MOBS] profilleme açık, zarar kapalı
lifetimer expired, removed @1 = Can zamanlayıcısı bitti, @1 silindi
[Mobs Redo] @1 has spawning disabled = @1 yaratılması kapandı
[Mobs Redo] Chance setting for @1 is now @2 = [Mobs Redo] @1'in şans ayarı şimdi @2
[mobs] @1 failed to spawn at @2 = @1, @2'de yaratılamadı
Not tamed! = Evcil değil!
@1 is owner! = Sahibi @1!
Missed! = Kaçırdın!
@1 at full health (@2) = @1 tam canında (@2)
@1 has been tamed! = @1 tamamen evcilleştirilmiştir!
Enter name: = İsim gir:
Rename = Yeniden adlandır
#crafts.lua
Nametag = İsim etiketi
Leather = Deri
Raw Meat = Çiğ et
Meat = Et
Magic Lasso (right-click animal to put in inventory) = Sihirli kement (hayvana sağ tıklayarak envantere koy)
Net (right-click animal to put in inventory) = Ağ (hayvana sağ tıklayarak envantere koy)
Steel Shears (right-click to shear) = Çelik makas (sağ tıklayarak kes)
#spawner.lua
Mob Spawner = Canavar Yaratıcı
Mob MinLight MaxLight Amount PlayerDist = Mob MinIşık MaxIşık Miktar OyuncuMesafesi
Spawner Not Active (enter settings) = Yaratıcı aktif değil (ayarlara gir)
Spawner Active (@1) = Yaratıcı aktif (@1)
Mob Spawner settings failed! = Yaratıcı ayarları uygulanamadı.
> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = > isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]

View File

@ -141,7 +141,8 @@ function mobs.attach(entity, player)
default.player_set_animation(player, "sit" , 30)
end)
player:set_look_yaw(entity.object:getyaw() - rot_view)
--player:set_look_yaw(entity.object:getyaw() - rot_view)
player:set_look_horizontal(entity.object:getyaw() - rot_view)
end
@ -196,10 +197,8 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v = entity.v - entity.accel / 10
end
--entity.object:setyaw(entity.driver:get_look_yaw() - rot_steer)
-- entity.object:setyaw(entity.driver:get_look_horizontal())-- - rot_steer)
-- fix mob rotation
-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate)
entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
if can_fly then
@ -242,7 +241,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
set_animation(entity, stand_anim)
mobs:set_animation(entity, stand_anim)
end
return
@ -250,7 +249,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- set moving animation
if moving_anim then
set_animation(entity, moving_anim)
mobs:set_animation(entity, moving_anim)
end
-- Stop!
@ -340,9 +339,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
else
v = v * 0.25
end
-- elseif ni == "walkable" then
-- v = 0
-- new_acce.y = 1
end
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
@ -370,3 +366,72 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
-- local yaw = entity.driver:get_look_yaw()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local rot_steer, rot_view = math.pi / 2, 0
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi / 2
end
if ctrl.up then
entity.object:setvelocity({
x = dir.x * speed,
y = dir.y * speed + 2,
z = dir.z * speed
})
elseif ctrl.down then
entity.object:setvelocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
z = -dir.z * speed
})
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:setvelocity({x = 0, y = -2, z = 0})
end
entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:getpos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
z = pos.z + 0 + dir.z * 2.5}, arrow)
local ent = obj:get_luaentity()
if ent then
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
-- local yaw = entity.driver:get_look_yaw()
local yaw = entity.driver:get_look_horizontal()
obj:setyaw(yaw + math.pi / 2)
obj:setvelocity(vec)
else
obj:remove()
end
end
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mobs:set_animation(entity, stand_anim)
else
-- moving animation
mobs:set_animation(entity, moving_anim)
end
end

View File

@ -22,7 +22,9 @@ Lucky Blocks: 9
Changelog:
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code)
- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs
- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.

View File

@ -71,6 +71,9 @@ minetest.register_node("mobs:spawner", {
end,
})
local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99)
-- spawner abm
minetest.register_abm({
label = "Mob spawner node",
@ -81,6 +84,11 @@ minetest.register_abm({
action = function(pos, node, active_object_count, active_object_count_wider)
-- return if too many entities already
if active_object_count_wider >= max_per_block then
return
end
-- get meta and command
local meta = minetest.get_meta(pos)
local comm = meta:get_string("command"):split(" ")
@ -98,17 +106,23 @@ minetest.register_abm({
return
end
-- are we spawning a registered mob?
if not mobs.spawning_mobs[mob] then
--print ("--- mob doesn't exist", mob)
return
end
-- check objects inside 9x9 area around spawner
local objs = minetest.get_objects_inside_radius(pos, 9)
local count = 0
local ent = nil
-- count mob objects of same type in area
for k, obj in pairs(objs) do
for k, obj in ipairs(objs) do
ent = obj:get_luaentity()
if ent and ent.name == mob then
if ent and ent.name and ent.name == mob then
count = count + 1
end
end