285 lines
6.5 KiB
Lua
285 lines
6.5 KiB
Lua
mobs:register_mob("nssm:morlu", {
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type = "monster",
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hp_max = 36,
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hp_min = 26,
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collisionbox = {-0.3, -0.1, -0.3, 0.3, 0.6, 0.3},
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visual = "mesh",
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rotate= 270,
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mesh = "morlu.x",
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textures = {
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{"morlu.png"}
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},
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visual_size = {x = 7, y = 7},
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makes_footstep_sound = true,
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view_range = 28,
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walk_velocity = 0.5,
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reach =2,
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run_velocity = 4,
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damage = 4,
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runaway = true,
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jump = true,
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sounds = {
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random = "morlu1",
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random = "morlu2"
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},
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drops = {
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{name = "nssm:life_energy", chance = 1, min = 3, max = 4},
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{name = "nssm:lustful_soul_fragment", chance = 3, min = 1, max = 1}
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},
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armor = 40,
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drawtype = "front",
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water_damage = 0,
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fear_height = 4,
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floats = 1,
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lava_damage = 0,
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fire_damage = 0,
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light_damage = 0,
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group_attack = true,
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attack_animals = true,
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knock_back = 1,
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blood_texture = "morparticle.png",
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stepheight = 1.1,
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attack_type = "dogfight",
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animation = {
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speed_normal = 15,
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speed_run = 30,
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stand_start = 10,
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stand_end = 40,
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walk_start = 50,
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walk_end = 90,
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run_start = 50,
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run_end = 90,
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punch_start = 100,
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punch_end = 130
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},
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do_custom = function (self)
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self.flag = (self.flag or 0)
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if self.inv_flag ~= 1 then
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self.inventory = {}
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self.invnum = 0
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for i = 1, 6 do
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self.inventory[i] = {name = ""}
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end
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end
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self.inv_flag = (self.inv_flag or 1)
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if self.flag == 1 then
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self.state = ""
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mobs:set_animation(self, "run")
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self:set_yaw(self.dir)
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self:set_velocity(4)
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if os.time() - self.morlu_timer > 3 then
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self.flag = 0
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self.state = "stand"
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end
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end
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end,
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custom_attack = function (self)
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self.curr_attack = (self.curr_attack or self.attack)
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self.morlu_timer = (self.morlu_timer or os.time())
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self.dir = (self.dir or 0)
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if (os.time() - self.morlu_timer) > 1 then
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local s = self.object:get_pos()
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local p = self.attack:get_pos()
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mobs:set_animation(self, "punch")
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local m = 1
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if self.attack:is_player() then
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if minetest.get_modpath("3d_armor") then
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local pname, player_inv, armor_inv, ppos = armor:get_valid_player(
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self.attack, "[set_player_armor]")
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local pname = self.attack:get_player_name()
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local player_inv = minetest.get_inventory({type="player", name = pname})
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if player_inv:is_empty("armor") then
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-- punch player if he doesn't own an armor
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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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else
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local armor_elements = {}
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local armor_num = 0
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local steal_pos
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for i = 1, 6 do
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local armor_stack = player_inv:get_stack("armor", i)
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local armor_item = armor_stack:get_name()
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if armor_stack:get_count() > 0 then
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armor_elements[armor_num] = {name=armor_item, pos=i}
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armor_num = armor_num + 1
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end
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end
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if armor_num > 0 then
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steal_pos = math.random(armor_num)
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steal_pos = steal_pos - 1
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local cpos = string.find(armor_elements[steal_pos].name, ":")
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local mod_name = string.sub(
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armor_elements[steal_pos].name, 0, cpos - 1)
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local nname = string.sub(
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armor_elements[steal_pos].name, cpos + 1)
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if mod_name == "3d_armor" then
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nname = "3d_armor_inv_" .. nname .. ".png"
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elseif mod_name == "nssm" then
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nname = "inv_" .. nname .. ".png"
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else
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nname = "3d_armor_inv_chestplate_diamond.png"
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end
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minetest.add_particlespawner({
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amount = 1,
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time = 1,
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minpos = {x = p.x, y = p.y + 1, z = p.z},
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maxpos = {x = p.x, y = p.y + 1, z = p.z},
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minvel = {
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x = (s.x - p.x) * m,
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y = (s.y - p.y) * m,
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z = (s.z - p.z) * m
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},
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maxvel = {
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x = (s.x - p.x) * m,
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y = (s.y - p.y) * m,
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z = (s.z - p.z) * m
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},
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minacc = {x = s.x - p.x, y = s.y - p.y - 1, z = s.z - p.z},
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maxacc = {x = s.x - p.x, y = s.y - p.y - 1, z = s.z - p.z},
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 10,
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maxsize = 10,
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collisiondetection = false,
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texture = nname
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})
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minetest.after(1, function (self)
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if self then
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local armor_stack = player_inv:get_stack("armor",
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armor_elements[steal_pos].pos)
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armor_stack:take_item()
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player_inv:set_stack("armor",
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armor_elements[steal_pos].pos, armor_stack)
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armor_stack = armor_inv:get_stack("armor",
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armor_elements[steal_pos].pos)
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armor_stack:take_item()
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armor_inv:set_stack("armor",
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armor_elements[steal_pos].pos, armor_stack)
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armor:set_player_armor(self.attack, self.attack)
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--armor:update_armor(self.attack)
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armor:update_inventory(self.attack)
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--armor:update_player_visuals(self.attack)
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--Update personal inventory of armors:
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if self.invnum ~= nil and self.invnum <= 5 then
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self.invnum = self.invnum + 1
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self.inventory[self.invnum].name =
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armor_elements[steal_pos].name
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end
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mobs:set_animation(self, "run")
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self.flag = 1
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self.morlu_timer = os.time()
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self.curr_attack = self.attack
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self.state = ""
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local pyaw = self.curr_attack:get_look_horizontal() +
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math.pi / 2
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self.dir = pyaw
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self.object:set_yaw(pyaw)
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if self then
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set_velocity(self, 4)
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end
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end
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end, self)
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end
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end
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else
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local s = self.object:get_pos()
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local p = self.attack:get_pos()
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mobs:set_animation(self, "punch")
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if minetest.line_of_sight(
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{x = p.x, y = p.y +1.5, z = p.z},
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{x = s.x, y = s.y +1.5, z = s.z}) == true then
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-- play attack sound
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if self.sounds.attack then
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minetest.sound_play(self.sounds.attack, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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}, true)
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end
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-- punch player
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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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end
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end
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end,
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on_die = function(self)
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local pos = self.object:get_pos()
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if (self.inventory ~= nil) then
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if self.invnum > 0 then
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for i = 1, self.invnum do
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local items = ItemStack(self.inventory[i].name .. " 1")
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local obj = minetest.add_item(pos, items)
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obj:set_velocity({
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x = math.random(-1, 1),
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y = 6,
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z = math.random(-1, 1)
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})
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end
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end
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end
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self.object:remove()
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end
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})
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