}
)
+
+mobs.register_mob(
+ {
+ mobname = "snowman",
+ physical = true,
+ collide_with_objects = false,
+ collisionbox = {-0.37, 0, -0.37, 0.37, 1.75, 0.37},
+ visual = "mesh",
+ visual_size = {x = 3, y = 3},
+ mesh = "snowman.b3d",
+ textures = {
+ "snowman.png","snowman.png","snowman.png","snowman.png","snowman.png","snowman.png",
+ },
+
+ --these are used to anchor a point to the head position
+
+
+ -----
+ --head_bone = "head",
+ debug_head_pos = false,
+ head_directional_offset = 0, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+ head_height_offset = 1.625, --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(0,4.6,0),
+ --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+ head_coord = "vertical",
+ --rotational_correction = math.pi/2,
+ -----
+
+ 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 = "weather:snowball",
+ standing_frame = {x=0,y=0},
+ moving_frame = {x=0,y=0},
+ animation_multiplier = 10,
+ ----
+ ----
+ death_rotation = "x",
+
+ hurt_sound = "wool",
+ die_sound = "wool",
+
+
+ hostile = true,
+ attack_type = "projectile",
+ projectile_type = "weather:snowball",
+ projectile_timer_cooldown = 1,
+
+ }
+)
+
mobs.register_mob(
{
mobname = "phyg",
--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_radius = 4, -- how far away the mob has to be to initialize the explosion
+ explosion_power = 4, -- how big the explosion has to be
explosion_time = 3, -- how long it takes for a mob to explode
die_in_light = false,
visual_size = {x = 3, y = 3},
mesh = "spider.b3d",
textures = {
- --blank out the first two to create adult pig
"spider.png"
},
-----
- --head_bone = "body.head",
+ head_bone = "body.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
+ 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(0,3,-0.5),
+ 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 = 0,
+ automatic_face_movement_dir = 90,
automatic_face_movement_max_rotation_per_sec = 300,
makes_footstep_sound = false,
- hp = 10,
+ hp = 40,
gravity = {x = 0, y = -9.81, z = 0},
movement_type = "walk",
max_speed = 5,
state = 0,
view_distance = 15,
- item_drop = "mob:raw_porkchop",
+ item_drop = "mob:string",
standing_frame = {x=21,y=21},
moving_frame = {x=0,y=20},
animation_multiplier = 20,
----
----
- death_rotation = "x",
+ death_rotation = "z",
- hurt_sound = "pig",
- die_sound = "pig_die",
+ hurt_sound = "spider",
+ die_sound = "spider_die",
- hostile = false,
- attacked_hostile = false,
+ hostile = true,
+ friendly_in_daylight = true,
+ attacked_hostile = true,
attack_type = "punch",
group_attack = true,
--explosion_radius = 4, -- how far away the mob has to be to initialize the explosion