2022-09-28 19:01:53 +01:00

285 lines
6.5 KiB
Lua

mobs:register_mob("nssm:morlu", {
type = "monster",
hp_max = 36,
hp_min = 26,
collisionbox = {-0.3, -0.1, -0.3, 0.3, 0.6, 0.3},
visual = "mesh",
rotate= 270,
mesh = "morlu.x",
textures = {
{"morlu.png"}
},
visual_size = {x = 7, y = 7},
makes_footstep_sound = true,
view_range = 28,
walk_velocity = 0.5,
reach =2,
run_velocity = 4,
damage = 4,
runaway = true,
jump = true,
sounds = {
random = "morlu1",
random = "morlu2"
},
drops = {
{name = "nssm:life_energy", chance = 1, min = 3, max = 4},
{name = "nssm:lustful_soul_fragment", chance = 3, min = 1, max = 1}
},
armor = 40,
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 = 30,
stand_start = 10,
stand_end = 40,
walk_start = 50,
walk_end = 90,
run_start = 50,
run_end = 90,
punch_start = 100,
punch_end = 130
},
do_custom = function (self)
self.flag = (self.flag or 0)
if self.inv_flag ~= 1 then
self.inventory = {}
self.invnum = 0
for i = 1, 6 do
self.inventory[i] = {name = ""}
end
end
self.inv_flag = (self.inv_flag or 1)
if self.flag == 1 then
self.state = ""
mobs:set_animation(self, "run")
self:set_yaw(self.dir)
self:set_velocity(4)
if os.time() - self.morlu_timer > 3 then
self.flag = 0
self.state = "stand"
end
end
end,
custom_attack = function (self)
self.curr_attack = (self.curr_attack or self.attack)
self.morlu_timer = (self.morlu_timer or os.time())
self.dir = (self.dir or 0)
if (os.time() - self.morlu_timer) > 1 then
local s = self.object:get_pos()
local p = self.attack:get_pos()
mobs:set_animation(self, "punch")
local m = 1
if self.attack:is_player() then
if minetest.get_modpath("3d_armor") then
local pname, player_inv, armor_inv, ppos = armor:get_valid_player(
self.attack, "[set_player_armor]")
local pname = self.attack:get_player_name()
local player_inv = minetest.get_inventory({type="player", name = pname})
if player_inv:is_empty("armor") then
-- punch player if he doesn't own an armor
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
else
local armor_elements = {}
local armor_num = 0
local steal_pos
for i = 1, 6 do
local armor_stack = player_inv:get_stack("armor", i)
local armor_item = armor_stack:get_name()
if armor_stack:get_count() > 0 then
armor_elements[armor_num] = {name=armor_item, pos=i}
armor_num = armor_num + 1
end
end
if armor_num > 0 then
steal_pos = math.random(armor_num)
steal_pos = steal_pos - 1
local cpos = string.find(armor_elements[steal_pos].name, ":")
local mod_name = string.sub(
armor_elements[steal_pos].name, 0, cpos - 1)
local nname = string.sub(
armor_elements[steal_pos].name, cpos + 1)
if mod_name == "3d_armor" then
nname = "3d_armor_inv_" .. nname .. ".png"
elseif mod_name == "nssm" then
nname = "inv_" .. nname .. ".png"
else
nname = "3d_armor_inv_chestplate_diamond.png"
end
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x = p.x, y = p.y + 1, z = p.z},
maxpos = {x = p.x, y = p.y + 1, z = p.z},
minvel = {
x = (s.x - p.x) * m,
y = (s.y - p.y) * m,
z = (s.z - p.z) * m
},
maxvel = {
x = (s.x - p.x) * m,
y = (s.y - p.y) * 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 = 0.5,
maxexptime = 0.5,
minsize = 10,
maxsize = 10,
collisiondetection = false,
texture = nname
})
minetest.after(1, function (self)
if self then
local armor_stack = player_inv:get_stack("armor",
armor_elements[steal_pos].pos)
armor_stack:take_item()
player_inv:set_stack("armor",
armor_elements[steal_pos].pos, armor_stack)
armor_stack = armor_inv:get_stack("armor",
armor_elements[steal_pos].pos)
armor_stack:take_item()
armor_inv:set_stack("armor",
armor_elements[steal_pos].pos, armor_stack)
armor:set_player_armor(self.attack, self.attack)
--armor:update_armor(self.attack)
armor:update_inventory(self.attack)
--armor:update_player_visuals(self.attack)
--Update personal inventory of armors:
if self.invnum ~= nil and self.invnum <= 5 then
self.invnum = self.invnum + 1
self.inventory[self.invnum].name =
armor_elements[steal_pos].name
end
mobs:set_animation(self, "run")
self.flag = 1
self.morlu_timer = os.time()
self.curr_attack = self.attack
self.state = ""
local pyaw = self.curr_attack:get_look_horizontal() +
math.pi / 2
self.dir = pyaw
self.object:set_yaw(pyaw)
if self then
set_velocity(self, 4)
end
end
end, self)
end
end
else
local s = self.object:get_pos()
local p = self.attack:get_pos()
mobs:set_animation(self, "punch")
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)
end
end
end
end
end,
on_die = function(self)
local pos = self.object:get_pos()
if (self.inventory ~= nil) then
if self.invnum > 0 then
for i = 1, self.invnum do
local items = ItemStack(self.inventory[i].name .. " 1")
local obj = minetest.add_item(pos, items)
obj:set_velocity({
x = math.random(-1, 1),
y = 6,
z = math.random(-1, 1)
})
end
end
end
self.object:remove()
end
})