--this is where mobs are defined --this is going to be used to set an active mob limit global_mob_amount = 0 mob_limit = 100 local path = minetest.get_modpath(minetest.get_current_modname()) dofile(path.."/spawning.lua") dofile(path.."/api/api_hook.lua") dofile(path.."/items.lua") dofile(path.."/chatcommands.lua") mobs.register_mob( { mobname = "pig", physical = true, collide_with_objects = false, collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "pig.b3d", textures = { --blank out the first two to create adult pig "pig.png" }, --these are used to anchor a point to the head position ----- head_bone = "head", debug_head_pos = false, head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) head_height_offset = 0.8, --added to the base y position --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect head_position_correction = vector.new(0,3,-0.5), --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y) head_coord = "horizontal", ----- is_visible = true, pointable = true, automatic_face_movement_dir = 0, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 10, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 5, state = 0, view_distance = 15, item_drop = "mob:raw_porkchop", standing_frame = {x=0,y=0}, moving_frame = {x=0,y=40}, animation_multiplier = 20, ---- ---- death_rotation = "x", hurt_sound = "pig", die_sound = "pig_die", hostile = false, attacked_hostile = false, attack_type = "punch", group_attack = true, --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion --explosion_power = 7, -- how big the explosion has to be --explosion_time = 3, -- how long it takes for a mob to explode } ) mobs.register_mob( { mobname = "phyg", physical = true, collide_with_objects = false, collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "phyg.b3d", textures = { --blank out the first two to create adult pig "phyg.png","wings.png" }, --these are used to anchor a point to the head position ----- head_bone = "head", debug_head_pos = false, head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) head_height_offset = 0.8, --added to the base y position --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect head_position_correction = vector.new(0,3,-0.5), --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y) head_coord = "horizontal", ----- is_visible = true, pointable = true, automatic_face_movement_dir = 0, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, takes_fall_damage = false, make_jump_noise = false, hp = 10, gravity = {x = 0, y = -1, z = 0}, movement_type = "walk", max_speed = 5, state = 0, view_distance = 15, item_drop = "main:gold", item_minimum = 4, item_max = 5, standing_frame = {x=0,y=0}, moving_frame = {x=0,y=40}, animation_multiplier = 20, ---- ---- death_rotation = "x", hurt_sound = "pig", die_sound = "pig_die", hostile = false, attacked_hostile = false, attack_type = "punch", group_attack = true, --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion --explosion_power = 7, -- how big the explosion has to be --explosion_time = 3, -- how long it takes for a mob to explode } ) --[[ mobs.register_mob( { mobname = "chicken", physical = true, collide_with_objects = false, collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "chicken.b3d", textures = { --if you're wondering what mob this is, it's a chicken "chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 10, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 5, hostile = false, state = 0, view_distance = 15, item_drop = "mob:raw_porkchop", standing_frame = {x=0,y=0}, moving_frame = {x=5,y=15}, animation_multiplier = 5, ---- has_head = true, --remove this when mesh based head rotation is implemented head_visual = "mesh", head_visual_size = {x = 1.1, y = 1.1}, head_mesh = "pig_head.x", head_textures ={"head.png","nose.png"}, head_mount = vector.new(0,1.2,1.9), death_rotation = "z", hurt_sound = "pig", die_sound = "pig_die", attack_type = "punch", --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion --explosion_power = 7, -- how big the explosion has to be --explosion_time = 3, -- how long it takes for a mob to explode } ) ]]-- mobs.register_mob( { mobname = "big_slime", physical = true, collide_with_objects = false, collisionbox = {-1.25, 0, -1.25, 1.25, 2.5, 1.25}, visual = "mesh", visual_size = {x = 15, y = 15}, mesh = "slime.b3d", textures = { "slime.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = 90, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 40, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "jump", make_jump_noise = true, max_speed = 5, hostile = true, state = 0, view_distance = 20, death_rotation = "z", hurt_sound = "slime_die", die_sound = "slime_die", attack_type = "punch", custom_on_death = function(self) local pos = self.object:get_pos() for i = 1,4 do minetest.add_entity(pos,"mob:medium_slime") end end, } ) mobs.register_mob( { mobname = "medium_slime", physical = true, collide_with_objects = false, collisionbox = {-0.625, 0, -0.625, 0.625, 1.25, 0.625}, visual = "mesh", visual_size = {x = 7.5, y = 7.5}, mesh = "slime.b3d", textures = { "slime.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = 90, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 20, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "jump", make_jump_noise = true, max_speed = 5, hostile = true, state = 0, view_distance = 20, death_rotation = "z", hurt_sound = "slime_die", die_sound = "slime_die", attack_type = "punch", custom_on_death = function(self) local pos = self.object:get_pos() pos.y = pos.y + 0.2 for i = 1,4 do minetest.add_entity(pos,"mob:small_slime") end end, } ) mobs.register_mob( { mobname = "small_slime", physical = true, collide_with_objects = false, collisionbox = {-0.3, 0, -0.3, 0.3, 0.6, 0.3}, visual = "mesh", visual_size = {x = 3.7, y = 3.7}, mesh = "slime.b3d", textures = { "slime.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = 90, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 5, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "jump", make_jump_noise = true, max_speed = 5, hostile = true, state = 0, view_distance = 20, death_rotation = "z", hurt_sound = "slime_die", die_sound = "slime_die", attack_type = "punch", item_drop = "mob:slimeball" } ) --[[ mobs.register_mob( { mobname = "flying_pig", physical = true, collide_with_objects = false, collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "pig.x", textures = { "flying_pig_body.png","flying_pig_leg.png","flying_pig_leg.png","flying_pig_leg.png","flying_pig_leg.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 10, gravity = {x = 0, y = -1, z = 0}, movement_type = "jump", max_speed = 5, hostile = true, state = 0, view_distance = 50, item_drop = "main:gold", item_minimum = 4, item_amount = 5, standing_frame = {x=0,y=0}, moving_frame = {x=5,y=15}, animation_multiplier = 5, ---- has_head = true, --remove this when mesh based head rotation is implemented head_visual = "mesh", head_visual_size = {x = 1.1, y = 1.1}, head_mesh = "pig_head.x", head_textures ={"flying_pig_head.png","flying_pig_nose.png"}, head_mount = vector.new(0,1.2,1.9), death_rotation = "z", hurt_sound = "pig", die_sound = "pig_die", attack_type = "projectile", projectile_timer_cooldown = 5, projectile_type = "tnt:tnt", --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion --explosion_power = 7, -- how big the explosion has to be --explosion_time = 3, -- how long it takes for a mob to explode } ) mobs.register_mob( { mobname = "creepig", physical = true, collide_with_objects = false, collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "pig.x", textures = { "creepig_body.png","creepig_leg.png","creepig_leg.png","creepig_leg.png","creepig_leg.png" }, is_visible = true, pointable = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 10, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 4, hostile = true, state = 0, view_distance = 20, item_drop = "mob:cooked_porkchop", standing_frame = {x=0,y=0}, moving_frame = {x=5,y=15}, animation_multiplier = 5, ---- has_head = true, --remove this when mesh based head rotation is implemented head_visual = "mesh", head_visual_size = {x = 1.1, y = 1.1}, head_mesh = "pig_head.x", head_textures ={"creepig_head.png","creepig_nose.png"}, head_mount = vector.new(0,1.2,1.9), death_rotation = "z", hurt_sound = "pig", die_sound = "pig_die", attack_type = "explode", --projectile_timer_cooldown = 5, --projectile_type = "tnt:tnt", explosion_radius = 2, -- how far away the mob has to be to initialize the explosion explosion_power = 7, -- how big the explosion has to be explosion_time = 5, -- how long it takes for a mob to explode die_in_light = true, die_in_light_level = 12, } ) ]]-- mobs.register_mob( { mobname = "creeper", physical = true, collide_with_objects = false, collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37}, visual = "mesh", visual_size = {x = 3.2, y = 3.2}, mesh = "creeper.b3d", textures = { "creeper.png" }, is_visible = true, pointable = true, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 40, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 4, hostile = true, hostile_cooldown = false, state = 0, view_distance = 20, item_drop = "mob:gunpowder", standing_frame = {x=0,y=0}, moving_frame = {x=0,y=40}, animation_multiplier = 20, ---- pathfinds = true, --these are used to anchor a point to the head position ----- automatic_face_movement_dir = 0, head_bone = "head", debug_head_pos = false, --this always has to be slightly positive head_directional_offset = 0.01, head_height_offset = 1.45, --added to the base y position --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect head_position_correction = vector.new(0,2.4,0), head_coord = "vertical", ----- death_rotation = "x", hurt_sound = "creeper_hurt", die_sound = "creeper_hurt", attack_type = "explode", --projectile_timer_cooldown = 5, --projectile_type = "tnt:tnt", explosion_radius = 3, -- how far away the mob has to be to initialize the explosion explosion_power = 7, -- how big the explosion has to be explosion_time = 3, -- how long it takes for a mob to explode die_in_light = false, --die_in_light_level = 12, } ) mobs.register_mob( { mobname = "nitro_creeper", physical = true, collide_with_objects = false, collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37}, visual = "mesh", visual_size = {x = 3.2, y = 3.2}, mesh = "creeper.b3d", textures = { "nitro_creeper.png" }, is_visible = true, pointable = true, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 70, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 9, hostile = true, hostile_cooldown = false, state = 0, view_distance = 20, item_drop = "mob:gunpowder", damage_color = "blue", standing_frame = {x=0,y=0}, moving_frame = {x=0,y=40}, animation_multiplier = 20, ---- pathfinds = true, --these are used to anchor a point to the head position ----- automatic_face_movement_dir = 0, head_bone = "head", debug_head_pos = false, --this always has to be slightly positive head_directional_offset = 0.01, head_height_offset = 1.45, --added to the base y position --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect head_position_correction = vector.new(0,2.4,0), head_coord = "vertical", ----- death_rotation = "x", hurt_sound = "creeper_hurt", die_sound = "creeper_hurt", attack_type = "explode", --projectile_timer_cooldown = 5, --projectile_type = "tnt:tnt", explosion_radius = 6, -- how far away the mob has to be to initialize the explosion explosion_power = 14, -- how big the explosion is (radius) explosion_time = 3, -- how long it takes for a mob to explode explosion_blink_timer = 0.1, -- how fast the blinking happens die_in_light = false, --die_in_light_level = 12, } ) mobs.register_mob( { mobname = "spider", physical = true, collide_with_objects = false, collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "spider.b3d", textures = { "spider.png" }, --these are used to anchor a point to the head position ----- head_bone = "body.head", debug_head_pos = false, rotational_correction = -math.pi/2, head_directional_offset = 0.3, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) head_height_offset = 0.63, --added to the base y position --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect head_position_correction = vector.new(0,1.24,0), --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y) head_coord = "horizontal", ----- is_visible = true, pointable = true, automatic_face_movement_dir = 90, automatic_face_movement_max_rotation_per_sec = 300, makes_footstep_sound = false, hp = 40, gravity = {x = 0, y = -9.81, z = 0}, movement_type = "walk", max_speed = 5, state = 0, view_distance = 15, item_drop = "mob:string", standing_frame = {x=21,y=21}, moving_frame = {x=0,y=20}, animation_multiplier = 20, ---- ---- death_rotation = "z", hurt_sound = "spider", die_sound = "spider_die", hostile = true, attacked_hostile = false, attack_type = "punch", group_attack = true, --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion --explosion_power = 7, -- how big the explosion has to be --explosion_time = 3, -- how long it takes for a mob to explode } )