--MCmobs v0.4 --maikerumine --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes --dofile(minetest.get_modpath("mobs").."/api.lua") --################### --################### EVOKER --################### --[[ mobs:register_mob("mobs_mc:60evoker", { type = "animal", passive = true, runaway = true, stepheight = 1.2, hp_min = 30, hp_max = 60, armor = 150, collisionbox = {-0.35, -0.01, -0.35, 0.35, 2, 0.35}, rotate = -180, visual = "mesh", mesh = "villager.b3d", textures = {{"evoker.png"}}, visual_size = {x=3, y=3}, walk_velocity = 0.6, run_velocity = 2, jump = true, animation = { speed_normal = 25, speed_run = 50, stand_start = 0, stand_end = 0, walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, }) mobs:register_egg("mobs_mc:60evoker", "Evoker", "evoker_inv.png", 0) ]] mobs:register_mob("mobs_mc:evoker", { type = "monster", physical = false, pathfinding = 1, hp_min = 35, hp_max = 75, collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.95, 0.4}, rotate = -180, visual = "mesh", mesh = "villager.b3d", textures = {{"evoker.png"}}, visual_size = {x=3, y=3}, makes_footstep_sound = true, damage = 2, walk_velocity = 0.2, run_velocity = 1.4, damage = 1, group_attack = true, attack_type = "shoot", arrow = "mobs_mc:vexarrow", shoot_interval = 3.5, shoot_offset = 1, --'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) --'dogshoot_count_max' number of seconds before switching above modes. dogshoot_switch = 1, dogshoot_count_max =1, passive = false, drops = { {name = "default:apple", chance = 10, min = 1, max = 2,}, }, armor = 90, sounds = { random = "Villagerdead", death = "Villagerdead", damage = "mese_dragon", attack = "zombiedeath", }, animation = { speed_normal = 25, speed_run = 50, stand_start = 0, stand_end = 0, walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, water_damage = 1, lava_damage = 5, light_damage = 0, view_range = 13, fear_height = 2, }) -- fireball (weapon) mobs:register_arrow(":mobs_mc:vexarrow", { visual = "sprite", visual_size = {x = 0.5, y = 0.5}, textures = {"vex_inv.png"}, velocity = 6, tail = 1, --'tail' when set to 1 adds a trail or tail to mob arrows tail_texture = "vex_inv.png", --'tail_texture' texture string used for above effect tail_size = {x = 100, y = 100}, --'tail_size' has size for above texture (defaults to between 5 and 10) expire = 0.45, --'expire' contains float value for how long tail appears for (defaults to 0.25) glow = 7, drop = "mobs_mc:vex", -- direct hit, no fire... just plenty of pain hit_player = function(self, player) --vexspawn = minetest.add_entity(self.object:getpos(), "mobs_mc:vex") --ent = vexspawn:get_luaentity() 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, -- node hit, spawn vex hit_node = function(self, pos, node) --mobs:explosion(pos, 0, 0, 0) vexspawn = minetest.add_entity(self.object:getpos(), "mobs_mc:vex") --ent = vexspawn:get_luaentity() --drop = "mobs_mc:vex" end }) --[[ mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn. 'name' is the name of the animal/monster 'nodes' is a list of nodenames on that the animal/monster can spawn on top of 'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn) 'max_light' is the maximum of light 'min_light' is the minimum of light 'interval' is same as in register_abm() (default is 30 for mobs:register_spawn) 'chance' is same as in register_abm() 'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this 'min_height' is the minimum height the mob can spawn 'max_height' is the maximum height the mob can spawn 'day_toggle' true for day spawning, false for night or nil for anytime 'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.]] --mobs:register_spawn("mobs_mc:evoker", {"mg_villages:road"}, 20, 8, 500, 2, 31000) --mobs:spawn_specific("mobs_mc:evoker", {"default:acacia_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:aspen_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:jungletree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:pine_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:acacia_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:aspen_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:jungletree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150) --mobs:spawn_specific("mobs_mc:evoker", {"default:pine_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150) mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_junglewood"}, {"air"}, 0, 20, 30, 3000, 1, -31000, 150, true) mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_acacia_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true) mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_pine_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true) mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_aspen_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true) -- spawn eggs mobs:register_egg("mobs_mc:evoker", "Evoker", "evoker_inv.png", 0) if minetest.setting_get("log_mods") then minetest.log("action", "MC Evoker loaded") end