156 lines
3.4 KiB
Lua
156 lines
3.4 KiB
Lua
mobs:register_mob("nssm:black_scorpion", {
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type = "monster",
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hp_max = 45,
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hp_min = 40,
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docile_by_day = true,
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collisionbox = {-0.3, 0.00, -0.3, 0.3, 0.6, 0.3},
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visual = "mesh",
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mesh = "scorpion.x",
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textures = {{"scorpion.png"}},
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visual_size = {x=7, y=7},
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makes_footstep_sound = true,
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view_range = 22,
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walk_velocity = 1,
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fear_height = 4,
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run_velocity = 2.5,
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--[[ sounds = {
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random = "black_scorpion",
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},]]
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damage = 6,
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reach = 4,
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jump = true,
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drops = {
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{name = "nssm:life_energy",
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chance = 1,
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min = 1,
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max = 8,},
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},
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armor = 50,
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drawtype = "front",
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follow = {"farming:wheat"},
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water_damage = 2,
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suffocation = 4,
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lava_damage = 10,
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light_damage = 0,
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group_attack=false,
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attack_animals=true,
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blood_texture="nssm_blood_blue.png",
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stepheight=1.1,
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on_rightclick = nil,
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-- double_melee_attack = true,
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attack_type = "dogfight",
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animation = {
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speed_normal = 20,
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speed_run = 30,
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stand_start = 10,
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stand_end = 60,
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walk_start = 70,
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walk_end = 110,
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run_start = 70,
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run_end = 110,
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punch_start = 160,
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punch_end = 180,
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punch2_start = 120,
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punch2_end = 150,
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die_start = 190,
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die_end = 210,
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},
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custom_attack = function (self)
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if math.random(30) == 1 then
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self:set_animation("punch2")
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage*10}
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}, nil)
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else
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self:set_animation("punch")
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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}, nil)
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end
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end,
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do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 5
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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 = 1.65, z = 0}
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self.driver_eye_offset = {x = 0, y = -2, z = 0}
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self.driver_scale = {x = 0.09, y = 0.09}
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "run", "stand", false, dtime)
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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_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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-- also detach from horse properly
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if self.driver then
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minetest.add_item(pos, "mobs:saddle")
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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on_rightclick = function(self, clicker)
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-- make sure player is clicking
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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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-- feed, tame or heal horse
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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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-- make sure tamed horse is being clicked by owner only
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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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-- detatch player already riding horse
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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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-- add saddle back to inventory
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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 horse
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elseif not self.driver
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and 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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-- take saddle from inventory
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inv:remove_item("main", "mobs:saddle")
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end
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end
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-- used to capture horse with magic lasso
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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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