mobs:register_mob("animalworld:kobra", { stepheight = 2, type = "monster", passive = false, attack_type = "dogshoot", dogshoot_switch = 1, dogshoot_count_max = 12, -- shoot for 10 seconds dogshoot_count2_max = 3, -- dogfight for 3 seconds reach = 3, shoot_interval = 2.2, arrow = "animalworld:snakepoison", shoot_offset = 1, attack_animals = true, reach = 2, damage = 4, hp_min = 20, hp_max = 40, armor = 200, collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.95, 0.5}, visual = "mesh", mesh = "Kobra.b3d", visual_size = {x = 0.3, y = 0.3}, textures = { {"texturekobra.png"}, }, sounds = { random = "animalworld_kobra", attack = "animalworld_kobra", }, makes_footstep_sound = false, view_range = 6, walk_velocity = 1, run_velocity = 2, runaway = false, jump = false, jump_height = 0, stepheight = 2, drops = { {name = "mobs:meat_raw", chance = 1, min = 1, max = 1}, {name = "mobs:leather", chance = 1, min = 0, max = 2}, }, water_damage = 0, lava_damage = 4, light_damage = 0, fear_height = 3, animation = { speed_normal = 60, stand_start = 0, stand_end = 100, walk_start = 250, walk_end = 350, punch_start = 150, punch_end = 200, -- 50-70 is slide/water idle }, fly_in = {"default:water_source", "default:river_water_source", "default:water_flowing"}, floats = 0, }) if not mobs.custom_spawn_monster then mobs:spawn({ name = "animalworld:kobra", nodes = {"default:desert_sandstone", "default:desert_stone", "default:sandstone", "default:dirt_with_rainforest_litter"}, min_light = 0, interval = 60, chance = 8000, -- 15000 min_height = -30, max_height = 10, }) end mobs:register_egg("animalworld:kobra", ("Cobra"), "akobra.png") mobs:alias_mob("animalworld:kobra", "animalworld:kobra") -- compatiblity -- mese arrow (weapon) mobs:register_arrow("animalworld:snakepoison", { visual = "sprite", -- visual = "wielditem", visual_size = {x = 0.5, y = 0.5}, textures = {"animalworld_snakepoison.png"}, --textures = {""animalworld_snakepoison.png""}, velocity = 6, -- rotate = 180, hit_player = function(self, player) player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 2}, }, nil) end, hit_mob = function(self, player) player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 2}, }, nil) end, hit_node = function(self, pos, node) end })