179 lines
6.2 KiB
Lua
179 lines
6.2 KiB
Lua
--MCmobs v0.4
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--maikerumine
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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--dofile(minetest.get_modpath("mobs").."/api.lua")
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--###################
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--################### EVOKER
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--###################
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--[[
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mobs:register_mob("mobs_mc:60evoker", {
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type = "animal",
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passive = true,
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runaway = true,
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stepheight = 1.2,
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hp_min = 30,
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hp_max = 60,
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armor = 150,
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collisionbox = {-0.35, -0.01, -0.35, 0.35, 2, 0.35},
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rotate = -180,
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visual = "mesh",
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mesh = "villager.b3d",
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textures = {{"evoker.png"}},
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visual_size = {x=3, y=3},
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walk_velocity = 0.6,
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run_velocity = 2,
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jump = true,
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animation = {
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speed_normal = 25, speed_run = 50,
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stand_start = 0, stand_end = 0,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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},
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})
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mobs:register_egg("mobs_mc:60evoker", "Evoker", "evoker_inv.png", 0)
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]]
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mobs:register_mob("mobs_mc:evoker", {
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type = "monster",
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physical = false,
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pathfinding = 1,
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hp_min = 35,
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hp_max = 75,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.95, 0.4},
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rotate = -180,
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visual = "mesh",
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mesh = "villager.b3d",
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textures = {{"evoker.png"}},
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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damage = 2,
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walk_velocity = 0.2,
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run_velocity = 1.4,
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damage = 1,
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group_attack = true,
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attack_type = "shoot",
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arrow = "mobs_mc:vexarrow",
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shoot_interval = 3.5,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_count_max' number of seconds before switching above modes.
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dogshoot_switch = 1,
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dogshoot_count_max =1,
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passive = false,
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drops = {
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{name = "default:apple",
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chance = 10,
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min = 1,
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max = 2,},
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},
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armor = 90,
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sounds = {
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random = "Villagerdead",
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death = "Villagerdead",
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damage = "mese_dragon",
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attack = "zombiedeath",
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},
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animation = {
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speed_normal = 25, speed_run = 50,
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stand_start = 0, stand_end = 0,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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},
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water_damage = 1,
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lava_damage = 5,
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light_damage = 0,
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view_range = 13,
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fear_height = 2,
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})
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-- fireball (weapon)
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mobs:register_arrow(":mobs_mc:vexarrow", {
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5},
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textures = {"vex_inv.png"},
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velocity = 6,
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tail = 1, --'tail' when set to 1 adds a trail or tail to mob arrows
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tail_texture = "vex_inv.png", --'tail_texture' texture string used for above effect
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tail_size = {x = 100, y = 100}, --'tail_size' has size for above texture (defaults to between 5 and 10)
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expire = 0.45, --'expire' contains float value for how long tail appears for (defaults to 0.25)
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glow = 7,
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drop = "mobs_mc:vex",
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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--vexspawn = minetest.add_entity(self.object:getpos(), "mobs_mc:vex")
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--ent = vexspawn:get_luaentity()
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 2},
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}, nil)
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end,
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hit_mob = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 2},
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}, nil)
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end,
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-- node hit, spawn vex
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hit_node = function(self, pos, node)
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--mobs:explosion(pos, 0, 0, 0)
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vexspawn = minetest.add_entity(self.object:getpos(), "mobs_mc:vex")
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--ent = vexspawn:get_luaentity()
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--drop = "mobs_mc:vex"
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end
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})
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--[[
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mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn.
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'name' is the name of the animal/monster
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'nodes' is a list of nodenames on that the animal/monster can spawn on top of
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'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn)
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'max_light' is the maximum of light
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'min_light' is the minimum of light
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'interval' is same as in register_abm() (default is 30 for mobs:register_spawn)
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'chance' is same as in register_abm()
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'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this
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'min_height' is the minimum height the mob can spawn
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'max_height' is the maximum height the mob can spawn
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'day_toggle' true for day spawning, false for night or nil for anytime
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'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.]]
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--mobs:register_spawn("mobs_mc:evoker", {"mg_villages:road"}, 20, 8, 500, 2, 31000)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:acacia_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:aspen_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:jungletree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:pine_tree"}, {"default:ladder_wood"}, 0, 20, 60, 300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:acacia_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:aspen_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:jungletree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150)
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--mobs:spawn_specific("mobs_mc:evoker", {"default:pine_tree"}, {"default:glass"}, 0, 20, 60, 1300, 1, -31000, 150)
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mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_junglewood"}, {"air"}, 0, 20, 30, 3000, 1, -31000, 150, true)
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mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_acacia_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true)
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mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_pine_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true)
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mobs:spawn_specific("mobs_mc:evoker", {"stairs:slab_aspen_wood"}, {"air"}, 0, 10, 30, 3000, 1, -31000, 150, true)
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-- spawn eggs
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mobs:register_egg("mobs_mc:evoker", "Evoker", "evoker_inv.png", 0)
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if minetest.setting_get("log_mods") then
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minetest.log("action", "MC Evoker loaded")
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end |