- --this is what happens when a mob dies
- mob_register.on_death = function(self, killer)
- local pos = self.object:getpos()
- --pos.y = pos.y + 0.4
- minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
- minetest.add_particlespawner({
- amount = 40,
- time = 0.001,
- minpos = pos,
- maxpos = pos,
- minvel = vector.new(-5,-5,-5),
- maxvel = vector.new(5,5,5),
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1.1,
- maxexptime = 1.5,
- minsize = 1,
- maxsize = 2,
- collisiondetection = false,
- vertical = false,
- texture = "smoke.png",
- })
-
- --only throw items if registered
- if self.item_drop then
- --detect if multiple items are going to be added
- if self.item_amount and self.item_minumum then
- local data_item_amount = math.random(self.item_minimum, self.item_amount)
- for i = self.item_minimum,data_item_amount do
- minetest.throw_item(pos,self.item_drop)
- end
- else
- minetest.throw_item(pos,self.item_drop)
- end
- end
-
-
- self.object:remove()
-
- if self.child then
- self.child:get_luaentity().parent = nil
- end
- end
-
- --the pig will look for and at players
- mob_register.look_around = function(self,dtime)
- local pos = self.object:get_pos()
-
- if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
- local light_level = minetest.get_node_light(pos)
- if light_level then
- if (self.die_in_light == true and light_level > self.die_in_light_level) then
- local damage = self.hp
- self.object:punch(self.object, 2,
- {
- full_punch_interval=1.5,
- damage_groups = {damage=damage},
- })
- end
- end
- end
-
- --STARE O_O
- --and follow!
- self.following = false
- local player_found = false
- for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
- if object:is_player() and player_found == false and object:get_hp() > 0 then
- --look at player's camera
- local pos2 = object:get_pos()
- pos2.y = pos2.y + 1.625
-
- player_found = true
-
- if self.child then
- self.move_head(self,pos2,dtime)
- end
-
- if self.hostile == true then
-
- self.direction = vector.direction(pos,pos2)
- local distance = vector.distance(pos,pos2)-2
- if distance < 0 then
- distance = 0
- end
-
- --punch the player
- if self.attack_type == "punch" then
- if distance < 1 and self.punch_timer <= 0 and object:get_hp() > 0 then
- local line_of_sight = minetest.line_of_sight(pos, pos2)
- if line_of_sight == true then
- self.punch_timer = 1
- object:punch(self.object, 2,
- {
- full_punch_interval=1.5,
- damage_groups = {fleshy=2},
- },vector.direction(pos,pos2))
- end
- end
- elseif self.attack_type == "explode" then
- if distance < self.explosion_radius then
-
- if not self.tnt_timer then
- minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
- self.tnt_timer = self.explosion_time
- self.object:set_texture_mod("^[colorize:white:130")
- if self.child then
- self.child:set_texture_mod("^[colorize:white:130")
- end
- end
- end
- elseif self.attack_type == "projectile" then
- if not self.projectile_timer then
- self.projectile_timer = self.projectile_timer_cooldown
- end
- if self.projectile_timer <= 0 then
- self.projectile_timer = self.projectile_timer_cooldown
-
- local obj = minetest.add_entity(pos, self.projectile_type)
- if obj then
- local dir = vector.multiply(vector.direction(pos,pos2), 50)
- obj:set_velocity(dir)
- obj:get_luaentity().timer = 2
- end
- end
- end
- self.speed = distance * 4
- if self.speed > self.max_speed then
- self.speed = self.max_speed
- end
- self.following = true
- end
- --only look at one player
- break
- end
- end
- --stare straight if not found
- if player_found == false then
- if self.child then
- self.move_head(self,nil,dtime)
- end
- if self.manage_hostile_timer then
- self.manage_hostile_timer(self,dtime)
- end
- end
- end
-
- return(mob_register)
+ if (self.punched_timer <= 0 and hp > 1) and not self.dead then
+ self.object:set_texture_mod("^[colorize:red:130")
+ self.hurt_color_timer = 0.25
+ if puncher ~= self.object then
+ self.punched_timer = 0.8
+ if self.attacked_hostile then
+ self.hostile = true
+ self.hostile_timer = 20
+ if self.group_attack == true then
+ for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
+ if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
+ object:get_luaentity().hostile = true
+ object:get_luaentity().hostile_timer = 20
+ end
+ end
+ end
+ end
+ end
+
+ --critical effect
+ if critical == true then
+ self.do_critical_particles(pos)
+ minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
+ end
+ minetest.sound_play(self.hurt_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(100,140)/100})
+
+ self.hp = hp
+
+ self.direction = vector.multiply(dir,-1)
+ dir = vector.multiply(dir,10)
+ if vel.y <= 0 then
+ dir.y = 4
+ else
+ dir.y = 0
+ end
+
+
+ self.object:add_velocity(dir)
+ self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
+ elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then
+ self.object:set_texture_mod("^[colorize:red:130")
+ self.hurt_color_timer = 0.25
+ if puncher ~= self.object then
+ self.punched_timer = 0.8
+ if self.attacked_hostile then
+ self.hostile = true
+ self.hostile_timer = 20
+ if self.group_attack == true then
+ for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
+ if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
+ object:get_luaentity().hostile = true
+ object:get_luaentity().hostile_timer = 20
+ end
+ end
+ end
+ end
+ end
+ self.death_animation_timer = 1
+ self.dead = true
+
+ --critical effect
+ if critical == true then
+ self.do_critical_particles(pos)
+ minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
+ end
+ minetest.sound_play(self.die_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
+ self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
+ end
+ end
+
+ --this is what happens when a mob dies
+ mob_register.on_death = function(self, killer)
+ local pos = self.object:get_pos()
+ --pos.y = pos.y + 0.4
+ minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
+ minetest.add_particlespawner({
+ amount = 40,
+ time = 0.001,
+ minpos = pos,
+ maxpos = pos,
+ minvel = vector.new(-5,-5,-5),
+ maxvel = vector.new(5,5,5),
+ minacc = {x=0, y=0, z=0},
+ maxacc = {x=0, y=0, z=0},
+ minexptime = 1.1,
+ maxexptime = 1.5,
+ minsize = 1,
+ maxsize = 2,
+ collisiondetection = false,
+ vertical = false,
+ texture = "smoke.png",
+ })
+
+ --only throw items if registered
+ if self.item_drop then
+ --detect if multiple items are going to be added
+ if self.item_amount and self.item_minumum then
+ local data_item_amount = math.random(self.item_minimum, self.item_amount)
+ for i = self.item_minimum,data_item_amount do
+ minetest.throw_item(pos,self.item_drop)
+ end
+ else
+ minetest.throw_item(pos,self.item_drop)
+ end
+ end
+
+ global_mob_amount = global_mob_amount - 1
+ print("Mobs Died. Current Mobs: "..global_mob_amount)
+
+ self.object:remove()
+ end
+
+ --the pig will look for and at players
+ mob_register.look_around = function(self,dtime)
+ local pos = self.object:get_pos()
+
+ if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
+ local light_level = minetest.get_node_light(pos)
+ if light_level then
+ if (self.die_in_light == true and light_level > self.die_in_light_level) then
+ local damage = self.hp
+ self.object:punch(self.object, 2,
+ {
+ full_punch_interval=1.5,
+ damage_groups = {damage=damage},
+ })
+ end
+ end
+ end
+
+ --STARE O_O
+ --and follow!
+ self.following = false
+ local player_found = false
+ for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
+ if object:is_player() and player_found == false and object:get_hp() > 0 then
+ --look at player's camera
+ local pos2 = object:get_pos()
+ pos2.y = pos2.y + 1.625
+
+ player_found = true
+
+ if self.head_bone then
+ self.move_head(self,pos2,dtime)
+ end
+
+
+ if self.hostile == true then
+ local distance = vector.distance(pos,pos2)
+
+ --punch the player
+ if self.attack_type == "punch" then
+ if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then
+ local line_of_sight = minetest.line_of_sight(pos, pos2)
+ if line_of_sight == true then
+ self.punch_timer = 1
+ object:punch(self.object, 2,
+ {
+ full_punch_interval=1.5,
+ damage_groups = {fleshy=2},
+ },vector.direction(pos,pos2))
+ end
+ end
+ elseif self.attack_type == "explode" then
+ if distance < self.explosion_radius then
+
+ if not self.tnt_timer then
+ minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
+ self.tnt_timer = self.explosion_time
+ self.tnt_tick_timer = 0.2
+ self.tnt_mod_state = 1
+ self.object:set_texture_mod("^[colorize:white:130")
+ end
+ end
+ elseif self.attack_type == "projectile" then
+ if not self.projectile_timer then
+ self.projectile_timer = self.projectile_timer_cooldown
+ end
+ if self.projectile_timer <= 0 then
+ self.projectile_timer = self.projectile_timer_cooldown
+
+ local obj = minetest.add_entity(pos, self.projectile_type)
+ if obj then
+ local dir = vector.multiply(vector.direction(pos,pos2), 50)
+ obj:set_velocity(dir)
+ obj:get_luaentity().timer = 2
+ end
+ end
+ end
+ self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
+ self.speed = self.max_speed
+ self.following = true
+ end
+ --only look at one player
+ break
+ end
+ end
+ --stare straight if not found
+ if player_found == false then
+ --self.move_head(self,nil,dtime)
+ if self.manage_hostile_timer then
+ self.manage_hostile_timer(self,dtime)
+ end
+ end
+ end
+
+ return(mob_register)