minetest-mod-nssm/mobs/morde.lua

215 lines
4.5 KiB
Lua

mobs:register_mob("nssm:morde", {
type = "monster",
hp_max = 47,
hp_min = 37,
collisionbox = {-0.4, -0.1, -0.4, 0.4, 1.6, 0.4},
visual = "mesh",
rotate= 270,
mesh = "morde.x",
textures = {
{"morde.png"}
},
visual_size = {x = 10, y = 10},
makes_footstep_sound = true,
view_range = 20,
walk_velocity = 0.5,
reach =3,
run_velocity = 3.5,
damage = 6,
jump = true,
sounds = {
random = "morde"
},
drops = {
{name = "nssm:life_energy", chance = 1, min = 2, max = 4},
{name = "nssm:proud_soul_fragment", chance = 3, min = 1, max = 1}
},
armor = 60,
drawtype = "front",
water_damage = 0,
fear_height = 4,
floats = 1,
lava_damage = 0,
fire_damage = 0,
light_damage = 0,
group_attack = true,
attack_animals = true,
knock_back = 1,
blood_texture = "morparticle.png",
stepheight = 1.1,
attack_type = "dogfight",
animation = {
speed_normal = 15,
speed_run = 25,
stand_start = 10,
stand_end = 40,
walk_start = 50,
walk_end = 90,
run_start = 100,
run_end = 120,
punch_start = 130,
punch_end = 160
},
custom_attack = function (self)
self.morde_timer = self.morde_timer or os.time()
if (os.time() - self.morde_timer) > 1 then
self.morde_timer = os.time()
local s = self.object:get_pos()
local p = self.attack:get_pos()
mobs:set_animation(self, "punch")
self.health = self.health + (self.damage * 2)
local m = 3
if minetest.line_of_sight(
{x = p.x, y = p.y + 1.5, z = p.z},
{x = s.x, y = s.y + 1.5, z = s.z}) == true then
-- play attack sound
if self.sounds.attack then
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
}, true)
end
-- punch player
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
minetest.add_particlespawner({
amount = 6,
time = 1,
minpos = {x = p.x - 0.5, y = p.y - 0.5, z = p.z - 0.5},
maxpos = {x = p.x + 0.5, y = p.y + 0.5, z = p.z + 0.5},
minvel = {
x = (s.x - p.x) * m,
y = (s.y - p.y + 1) * m,
z = (s.z - p.z) * m
},
maxvel = {
x = (s.x - p.x) * m,
y = (s.y - p.y + 1) * m,
z = (s.z - p.z) * m
},
minacc = {x = s.x - p.x, y = s.y - p.y + 1, z = s.z - p.z},
maxacc = {x = s.x - p.x, y = s.y - p.y + 1, z = s.z - p.z},
minexptime = 0.2,
maxexptime = 0.3,
minsize = 2,
maxsize = 3,
collisiondetection = false,
texture = "morparticle.png"
})
end
end
end,
on_die = function(self)
local pos = self.object:get_pos()
self.object:remove()
minetest.add_entity(pos, "nssm:mortick")
end
})
minetest.register_entity("nssm:mortick", {
textures = {"mortick.png"},
hp_min = 10000,
hp_max = 10000,
armor = 100,
visual = "mesh",
mesh = "mortick.x",
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual_size = {x = 3, y = 3},
--lifetime = 10,
damage = 1,
on_step = function(self, dtime)
self.mortick_timer = self.mortick_timer or os.time()
self.timer = self.timer or 0
self.timer = self.timer + dtime
local s = self.object:get_pos()
local s1 = {x=s.x, y = s.y - 1, z = s.z}
--[[
if (os.time()-self.mortick_timer > self.lifetime) then
self.object:remove()
end
]]
--The mortick dies when he finds himself in the fire
local name = minetest.get_node(s1).name
if name == "fire:basic_flame"
or name == "fire:permanent_flame"
or name == "nssm:phoenix_fire"
or name == "default:lava_source"
or name == "default:lava_flowing" then
self.object:remove()
end
--Find player to attack:
self.attack = (self.attack or 0)
local objects = minetest.get_objects_inside_radius(s, 8)
for _,obj in ipairs(objects) do
if obj:is_player() then
self.attack = obj
end
end
--If found a player follow him
if self.attack ~= 0 then
local p = self.attack:get_pos()
-- Just incase player teleports away or leaves game
if not p then
self.attack = nil
return
end
local yawp = self.attack:get_look_horizontal() + math.pi / 2
local pi = math.pi
p.y = p.y + 1
p.x = p.x - math.cos(yawp) / 2.5
p.z = p.z - math.sin(yawp) / 2.5
local m = 10
local v = {
x = -(s.x - p.x) * m,
y = -(s.y - p.y) * m,
z = -(s.z - p.z) * m
}
local yaws = yawp + pi
--stay attached to players back:
self.object:set_velocity(v)
self.object:set_yaw(yaws)
--damage player every ten seconds:
if self.timer > 10 then
self.timer = 0
self.attack:set_hp(self.attack:get_hp() - self.damage)
end
end
end
})