added multiple blood textures
parent
5751d98ab0
commit
4bf4d42b07
10
api.lua
10
api.lua
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@ -2225,7 +2225,15 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
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effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
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-- do we have a single blood texture or multiple?
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if type(self.blood_texture) == "table" then
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local blood = self.blood_texture[random(1, #self.blood_texture)]
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effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
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else
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effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
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end
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end
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-- do damage
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3
api.txt
3
api.txt
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@ -61,7 +61,8 @@ This functions registers a new mob as a Minetest entity.
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'immune_to' table holding special tool/item names and damage the incur e.g.
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{"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals
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'blood_amount' number of droplets that appear when hit
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'blood_texture' texture of blood droplets (default: "mobs_blood.png")
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'blood_texture' texture of blood droplets (default: "mobs_blood.png") can be table with multiple textures also e.g. {"mobs_blood.png", "mobs_blood2.png"}
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'drops' is list of tables with the following fields:
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'name' itemname e.g. default:stone
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'chance' the inverted chance (same as in abm) to get the item
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@ -105,7 +105,7 @@ functions needed for the mob to work properly which contains the following:
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'blood_amount' contains the number of blood droplets to appear when
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mob is hit.
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'blood_texture' has the texture name to use for droplets e.g.
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"mobs_blood.png".
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"mobs_blood.png", or table {"blood1.png", "blood2.png"}
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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works with dogfight attack).
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@ -250,7 +250,7 @@ enhance mob functionality and have them do many interesting things:
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false to stop punch damage and knockback from taking place.
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'custom_attack' when set this function is called instead of the normal mob
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melee attack, parameters are (self, to_attack).
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'on_die' a function that is called when mob is killed
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'on_die' a function that is called when mob is killed (self, pos)
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'do_custom' a custom function that is called every tick while mob is
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active and which has access to all of the self.* variables
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e.g. (self.health for health or self.standing_in for node
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