Added rideable mob functions (thanks blert2112)
parent
671fab54eb
commit
ef3217d77f
148
api.txt
148
api.txt
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@ -1,5 +1,5 @@
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MOB API (27th December 2016)
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MOB API (29th December 2016)
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -260,3 +260,149 @@ Useful Internal Variables
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'self.gotten' true when sheep have been sheared or cows have been milked, a toggle switch which can be used for many functions
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'self.child' true when mob is currently a child (when two mobs have bred and current mob is the outcome)
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'self.hornytimer' background timer that controls breeding functions and mob childhood timings
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Mobs can now be ridden by players and the following shows the functions and usage:
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mobs:attach(self, player)
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This function attaches a player to the mob so it can be ridden.
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'self' mob information
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'player' player information
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mobs:detach(player, offset)
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This function will detach the player currently riding a mob to an offset position.
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'player' player information
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'offset' position table containing offset values
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mobs:drive(self, move_animation, stand_animation, can_fly)
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This function allows an attached player to move the mob around and animate it at same time.
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'self' mob information
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'move_animation' string containing movement animation e.g. "walk"
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'stand_animation' string containing standing animation e.g. "stand"
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'can_fly' if true then jump and sneak controls will allow mob to fly up and down
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Certain variables need to be set before using the above functions:
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'self.v2' toggle switch
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'self.max_speed_forward' max speed mob can move forward
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'self.max_speed_reverse' max speed mob can move backwards
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'self.accel' acceleration speed
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'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land)
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'self.driver_attach_at' position offset for attaching player to mob
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'self.driver_eye_offset' position offset for attached player view
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Here is an example mob to show how the above functions work:
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-- rideable horse
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mobs:register_mob("mob_horse:horse", {
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type = "animal",
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visual = "mesh",
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visual_size = {x = 1.20, y = 1.20},
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mesh = "mobs_horse.x",
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
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animation = {
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speed_normal = 15, speed_run = 30,
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stand_start = 25, stand_end = 75,
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walk_start = 75, walk_end = 100,
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run_start = 75, run_end = 100,
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},
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textures = {
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{"mobs_horse.png"},
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{"mobs_horsepeg.png"},
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{"mobs_horseara.png"}
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},
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fear_height = 3,
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runaway = true,
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fly = false,
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walk_chance = 60,
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view_range = 5,
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follow = {"farming:wheat"},
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passive = true,
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hp_min = 12,
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hp_max = 16,
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armor = 200,
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lava_damage = 5,
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fall_damage = 5,
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water_damage = 1,
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makes_footstep_sound = true,
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drops = {
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{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
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},
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-- custom function uses self.v2 toggle to set ride variables
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do_custom = function(self, dtime)
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 6
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self.max_speed_reverse = 2
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self.accel = 6
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self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 20, z = -2}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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end
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-- when riding mob call drive function to control
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if self.driver then
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mobs.drive(self, "walk", "stand", false)
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return false -- skip rest of mob functions
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end
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return true
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end,
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on_rightclick = function(self, clicker)
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-- check for actual player
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if not clicker or not clicker:is_player() then
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return
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end
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-- used to feed, tame and heal mob
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if mobs:feed_tame(self, clicker, 10, true, true) then
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return
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end
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-- check if mob has been tamed and player is owner
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if self.tamed and self.owner == clicker:get_player_name() then
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local inv = clicker:get_inventory()
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-- detach player when riding mob (add saddle to inventory)
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if self.driver and clicker == self.driver then
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mobs.detach(clicker, {x = 1, y = 0, z = 1})
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if inv:room_for_item("main", "mobs:saddle") then
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inv:add_item("main", "mobs:saddle")
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else
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minetest.add_item(clicker.getpos(), "mobs:saddle")
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end
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-- attach player to mob if not riding (take saddle from inventory)
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elseif not self.driver then
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if clicker:get_wielded_item():get_name() == "mobs:saddle" then
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self.object:set_properties({stepheight = 1.1})
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mobs.attach(self, clicker)
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inv:remove_item("main", "mobs:saddle")
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end
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end
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end
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mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
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end
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})
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15
crafts.lua
15
crafts.lua
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@ -98,3 +98,18 @@ minetest.register_craft({
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{"default:stone", "default:stone", "default:stone"},
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}
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})
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-- saddle
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minetest.register_craftitem("mobs:saddle", {
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description = "Saddle",
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inventory_image = "mobs_saddle.png"
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})
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minetest.register_craft({
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output = "mobs:saddle",
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recipe = {
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{"mobs:leather", "mobs:leather", "mobs:leather"},
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{"mobs:leather", "default:steel_ingot", "mobs:leather"},
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{"mobs:leather", "default:steel_ingot", "mobs:leather"},
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}
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})
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3
init.lua
3
init.lua
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@ -4,6 +4,9 @@ local path = minetest.get_modpath("mobs")
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-- Mob API
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dofile(path .. "/api.lua")
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-- Rideable Mobs
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dofile(path .. "/mount.lua")
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-- Mob Items
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dofile(path .. "/crafts.lua")
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@ -0,0 +1,343 @@
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-- lib_mount by Blert2112 (edited by TenPlus1)
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local enable_crash = true
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local crash_threshold = 6.5 -- ignored if enable_crash=false
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------------------------------------------------------------------------------
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--
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-- Helper functions
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--
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local function node_is(pos)
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local node = minetest.get_node(pos)
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if node.name == "air" then
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return "air"
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end
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if minetest.get_item_group(node.name, "liquid") ~= 0 then
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return "liquid"
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end
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if minetest.get_item_group(node.name, "walkable") ~= 0 then
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return "walkable"
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end
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return "other"
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end
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local function get_sign(i)
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i = i or 0
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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end
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x * v.x + v.z * v.z)
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end
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local function force_detach(player)
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local attached_to = player:get_attach()
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if not attached_to then
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return
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end
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local entity = attached_to:get_luaentity()
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if entity.driver
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and entity.driver == player then
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entity.driver = nil
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end
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player:set_detach()
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default.player_attached[player:get_player_name()] = false
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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default.player_set_animation(player, "stand" , 30)
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end
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-------------------------------------------------------------------------------
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minetest.register_on_leaveplayer(function(player)
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force_detach(player)
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end)
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minetest.register_on_shutdown(function()
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local players = minetest.get_connected_players()
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for i = 1, #players do
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force_detach(players[i])
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end
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end)
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minetest.register_on_dieplayer(function(player)
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force_detach(player)
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return true
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end)
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-------------------------------------------------------------------------------
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function mobs.attach(entity, player)
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local attach_at, eye_offset = {}, {}
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if not entity.player_rotation then
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entity.player_rotation = {x = 0, y = 0, z = 0}
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end
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local rot_view = 0
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if entity.player_rotation.y == 90 then
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rot_view = math.pi/2
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end
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if not entity.driver_attach_at then
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entity.driver_attach_at = {x = 0, y = 0, z = 0}
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end
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if not entity.driver_eye_offset then
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entity.driver_eye_offset = {x = 0, y = 0, z = 0}
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end
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attach_at = entity.driver_attach_at
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eye_offset = entity.driver_eye_offset
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entity.driver = player
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force_detach(player)
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player:set_attach(entity.object, "", attach_at, entity.player_rotation)
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default.player_attached[player:get_player_name()] = true
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player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
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minetest.after(0.2, function()
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default.player_set_animation(player, "sit" , 30)
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end)
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player:set_look_yaw(entity.object:getyaw() - rot_view)
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end
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function mobs.detach(player, offset)
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force_detach(player)
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default.player_set_animation(player, "stand" , 30)
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local pos = player:getpos()
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pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
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minetest.after(0.1, function()
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player:setpos(pos)
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end)
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end
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function mobs.drive(entity, moving_anim, stand_anim, can_fly)
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local rot_steer, rot_view = math.pi/2, 0
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if entity.player_rotation.y == 90 then
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rot_steer, rot_view = 0, math.pi/2
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end
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local acce_y = 0
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local velo = entity.object:getvelocity()
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entity.v = get_v(velo) * get_sign(entity.v)
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-- process controls
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if entity.driver then
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--print ("---velo", get_v(velo))
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local ctrl = entity.driver:get_player_control()
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-- move forwards
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if ctrl.up then
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entity.v = entity.v + entity.accel / 10
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-- move backwards
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elseif ctrl.down then
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if entity.max_speed_reverse == 0 and entity.v == 0 then
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return
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end
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entity.v = entity.v - entity.accel / 10
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end
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--entity.object:setyaw(entity.driver:get_look_yaw() - rot_steer)
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entity.object:setyaw(entity.driver:get_look_horizontal())-- - rot_steer)
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if can_fly then
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-- fly up
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if ctrl.jump then
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velo.y = velo.y + 1
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if velo.y > entity.accel then velo.y = entity.accel end
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elseif velo.y > 0 then
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velo.y = velo.y - 0.1
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if velo.y < 0 then velo.y = 0 end
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end
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-- fly down
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if ctrl.sneak then
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velo.y = velo.y - 1
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if velo.y < -entity.accel then velo.y = -entity.accel end
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elseif velo.y < 0 then
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velo.y = velo.y + 0.1
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if velo.y > 0 then velo.y = 0 end
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end
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else
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-- jump
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if ctrl.jump then
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if velo.y == 0 then
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velo.y = velo.y + entity.jump_height
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acce_y = acce_y + (acce_y * 3) + 1
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end
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end
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end
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end
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-- if not moving then set animation and return
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if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim then
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set_animation(entity, stand_anim)
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end
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return
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end
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-- set moving animation
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if moving_anim then
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set_animation(entity, moving_anim)
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end
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-- Stop!
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local s = get_sign(entity.v)
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entity.v = entity.v - 0.02 * s
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if s ~= get_sign(entity.v) then
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entity.object:setvelocity({x = 0, y = 0, z = 0})
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entity.v = 0
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return
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end
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-- enforce speed limit forward and reverse
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local max_spd = entity.max_speed_reverse
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if get_sign(entity.v) >= 0 then
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max_spd = entity.max_speed_forward
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end
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if math.abs(entity.v) > max_spd then
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entity.v = entity.v - get_sign(entity.v)
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end
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-- Set position, velocity and acceleration
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local p = entity.object:getpos()
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local new_velo = {x = 0, y = 0, z = 0}
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local new_acce = {x = 0, y = -9.8, z = 0}
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p.y = p.y - 0.5
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local ni = node_is(p)
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local v = entity.v
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if ni == "air" then
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if can_fly == true then
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new_acce.y = 0
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end
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elseif ni == "liquid" then
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if entity.terrain_type == 2
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or entity.terrain_type == 3 then
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new_acce.y = 0
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p.y = p.y + 1
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if node_is(p) == "liquid" then
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if velo.y >= 5 then
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velo.y = 5
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elseif velo.y < 0 then
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new_acce.y = 20
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else
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new_acce.y = 5
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end
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else
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if math.abs(velo.y) < 1 then
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local pos = entity.object:getpos()
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pos.y = math.floor(pos.y) + 0.5
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entity.object:setpos(pos)
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velo.y = 0
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end
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end
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else
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v = v*0.25
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end
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-- elseif ni == "walkable" then
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-- v = 0
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-- new_acce.y = 1
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end
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new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
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new_acce.y = new_acce.y + acce_y
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entity.object:setvelocity(new_velo)
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entity.object:setacceleration(new_acce)
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-- CRASH!
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if enable_crash then
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local intensity = entity.v2 - v
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if intensity >= crash_threshold then
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--print("----------- crash", intensity)
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = intensity}
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}, nil)
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end
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end
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entity.v2 = v
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end
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@ -23,6 +23,7 @@ Lucky Blocks: 9
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Changelog:
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- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
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- 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
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- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.
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- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code
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