135 lines
3.0 KiB
Lua
135 lines
3.0 KiB
Lua
-- Hydra
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mobs:register_mob("dmobs:waterdragon", {
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type = "monster",
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passive = false,
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attack_type = "dogshoot",
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dogshoot_switch = 2,
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dogshoot_count = 0,
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dogshoot_count_max =5,
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shoot_interval = 2.5,
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arrow = "dmobs:ice",
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shoot_offset = 0,
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pathfinding = false,
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reach = 5,
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damage = 2,
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hp_min = 100,
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hp_max = 127,
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armor = 100,
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collisionbox = {-0.4, -0.5, -0.4, 0.4, 5, 0.4},
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visual_size = {x=4, y=4},
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visual = "mesh",
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mesh = "water_dragon.b3d",
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textures = {
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{"dmobs_waterdragon.png"},
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},
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blood_texture = "mobs_blood.png",
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makes_footstep_sound = true,
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sounds = {
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random = "mobs_dirtmonster",
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},
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view_range = 15,
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rotate = 180,
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walk_velocity = 0.01,
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run_velocity = 0.01,
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jump = false,
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drops = {
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{name = "dmobs:dragon_gem_ice", chance = 1, min = 1, max = 1},
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{name = "dmobs:dragon_gem_fire", chance = 1, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 5,
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light_damage = 0,
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floats = 0,
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animation = {
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speed_normal = 15,
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speed_run = 15,
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stand_start = 1,
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stand_end = 20,
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walk_start = 1,
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walk_end = 20,
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run_start = 1,
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run_end = 20,
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punch_start = 40,
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punch_end = 60,
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shoot_start = 20,
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shoot_end = 40,
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},
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do_custom = function(self)
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--follow thanks to TenPlus1 and Byakuren
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if not self.hydra then
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self.hydra = true -- flip switch so this part is done only once
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-- get head position and define a few temp variables
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local pos = self.object:get_pos()
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local obj, obj2, ent
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-- add body and make it follow head
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obj = minetest.add_entity({x=pos.x+1, y=pos.y, z=pos.z}, "dmobs:waterdragon_2")
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ent = obj:get_luaentity()
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ent.following = self.object
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-- add body and make it follow previous body segment
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obj2 = minetest.add_entity({x=pos.x-1, y=pos.y, z=pos.z}, "dmobs:waterdragon_2")
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ent = obj2:get_luaentity()
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ent.following = self.object
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end
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end,
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})
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mobs:register_mob("dmobs:waterdragon_2", {
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type = "monster",
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passive = false,
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attack_type = "shoot",
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dogshoot_switch = 2,
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dogshoot_count = 0,
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dogshoot_count_max =5,
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shoot_interval = 3,
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arrow = "dmobs:ice",
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shoot_offset = 0,
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pathfinding = false,
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reach = 5,
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damage = 2,
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hp_min = 50,
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hp_max = 60,
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armor = 50,
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collisionbox = {-0.4, -0.2, -0.4, 0.4, 5, 0.4},
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visual_size = {x=3, y=3},
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visual = "mesh",
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mesh = "water_dragon.b3d",
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textures = {
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{"dmobs_waterdragon.png"},
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},
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blood_texture = "mobs_blood.png",
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makes_footstep_sound = true,
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sounds = {
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shoot_attack = "mobs_fireball",
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random = "velociraptor",
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},
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view_range = 15,
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rotate = 180,
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floats = 0,
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walk_velocity = 0.01,
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run_velocity = 0.01,
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jump = false,
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water_damage = 0,
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lava_damage = 5,
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light_damage = 0,
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animation = {
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speed_normal = 15,
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speed_run = 15,
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stand_start = 1,
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stand_end = 20,
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walk_start = 1,
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walk_end = 20,
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run_start = 1,
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run_end = 20,
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punch_start = 40,
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punch_end = 60,
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shoot_start = 20,
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shoot_end = 40,
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},
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})
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