--this is where mobs are defined
--this is going to be used to set an active mob limit
-global_mob_table = {}
-
+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")
---these are helpers to create entities
-pig = {}
-
-
-
-pig.initial_properties = {
- hp_max = 1,
+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 = "sheep",
+ 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 = "sheep.b3d",
+ textures = {
+ "sheep_head_wool.png","sheep_wool.png","sheep.png"
+ --"sheep_head_shaved.png","nothing.png","sheep.png"
+ },
+
+ --these are used to anchor a point to the head position
+
+
+ -----
+ head_bone = "head",
+ debug_head_pos = false,
+ head_directional_offset = 0.571, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+ head_height_offset = 1.15, --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(0,4.1,-0.86),
+ --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 = "sheep",
+ die_sound = "sheep",
+
+
+ hostile = false,
+ attacked_hostile = false,
+ attack_type = "punch",
+ group_attack = true,
+
+ c_mob_data = {sheared = false},
+
+ custom_on_activate = function(self)
+ --print(dump(self.c_mob_data))
+ if self.c_mob_data.sheared == true then
+ self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
+ end
+ end,
+
+ custom_on_punch = function(self)
+ if self.c_mob_data.sheared == false then
+ self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
+ self.c_mob_data = {sheared=true}
+ local pos = self.object:get_pos()
+ pos.y = pos.y + 0.5
+ minetest.throw_item(pos,{name="weather:snow_block"})
+ end
+ end
+ }
+)
+
+mobs.register_mob(
+ {
+ mobname = "chicken",
+ physical = true,
+ collide_with_objects = false,
+ collisionbox = {-0.225, 0, -0.225, 0.225, 0.675, 0.225},
+ visual = "mesh",
+ visual_size = {x = 3, y = 3},
+ mesh = "chicken.b3d",
+ textures = {
+ --blank out the first two to create adult pig
+ "chicken.png"
+ },
+
+ --these are used to anchor a point to the head position
+
+
+ -----
+ head_bone = "head",
+ debug_head_pos = false,
+ rotational_correction = -math.pi/2,
+ head_directional_offset = 0.2, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+ head_height_offset = 0.82, --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(0,1.8,-0.89),
+ --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+ head_coord = "vertical",
+ flip_pitch = true,
+ -----
+
+ is_visible = true,
+ pointable = true,
+ automatic_face_movement_dir = 90,
+ 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:egg","mob:feather"},
+ standing_frame = {x=20,y=20},
+ moving_frame = {x=0,y=20},
+ animation_multiplier = 15,
+ ----
+ ----
+ death_rotation = "z",
+
+ hurt_sound = "chicken_hurt",
+ die_sound = "chicken_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 = "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 = "Bone",
+ 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 = -90,
+ 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","main:coal","mob:carrot","main:stick"},
+ standing_frame = {x=0,y=0},
+ moving_frame = {x=0,y=0},
+ animation_multiplier = 10,
+ ----
+ ----
+ death_rotation = "z",
+
+ hurt_sound = "wool",
+ die_sound = "wool",
+
+
+ hostile = true,
+ attack_type = "projectile",
+ projectile_type = "weather:snowball",
+ projectile_timer_cooldown = 1,
+
+ custom_function = function(self,dtime,moveresult)
+ if moveresult and moveresult.touching_ground then
+ local pos = vector.floor(vector.add(self.object:get_pos(),0.5))
+
+ if self.custom_old_pos and not vector.equals(pos,self.custom_old_pos) then
+ if minetest.get_nodedef(minetest.get_node(pos).name,"buildable_to") == true and minetest.get_nodedef(minetest.get_node(vector.new(pos.x,pos.y-1,pos.z)).name,"buildable_to") == false then
+ minetest.set_node(pos,{name="weather:snow"})
+ end
+ end
+ self.custom_old_pos = pos
+ end
+ end,
+
+ custom_timer = 0.75,
+ custom_timer_function = function(self,dtime)
+ if weather_type and weather_type ~= 1 then
+ self.object:punch(self.object, 2,
+ {
+ full_punch_interval=1.5,
+ damage_groups = {damage=2},
+ })
+ end
+ end,
+ }
+)
+
+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 = "big_slime",
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",
+ 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 = {
- "body.png","leg.png","leg.png","leg.png","leg.png"
+ "slime.png"
},
+ collision_boundary = 2.5,
is_visible = true,
pointable = true,
- automatic_face_movement_dir = -90.0,
+ automatic_face_movement_dir = 90,
automatic_face_movement_max_rotation_per_sec = 300,
- --makes_footstep_sound = true,
-}
-
-pig.hp = 5
-pig.speed = 5
-pig.jump_timer = 0
-
-pig.death_animation_timer = 0
-
-pig.mob = true
-pig.hostile = false
-pig.hostile_timer = 0
-pig.timer = 0
-
-pig.state = 0
-pig.hunger = 200
-pig.view_distance = 20
-
-pig.punch_timer = 0
-pig.punched_timer = 0
-
-
---head stuff
-pig.head_mount = vector.new(0,1.2,1.9)
-
-dofile(path.."/chatcommands.lua")
-dofile(path.."/timers.lua")
-dofile(path.."/head_code.lua")
-dofile(path.."/movement_code.lua")
-dofile(path.."/data_handling_code.lua")
-dofile(path.."/interaction_code.lua")
-
-
-----------------------------------
-
-
---repel from players
-pig.push = function(self)
- local pos = self.object:getpos()
- local radius = 1
- for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
- if object:is_player() or object:get_luaentity().mob == true then
- local player_pos = object:getpos()
- pos.y = 0
- player_pos.y = 0
-
- local currentvel = self.object:getvelocity()
- local vel = vector.subtract(pos, player_pos)
- vel = vector.normalize(vel)
- local distance = vector.distance(pos,player_pos)
- distance = (radius-distance)*10
- vel = vector.multiply(vel,distance)
- local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
-
-
- self.object:add_velocity(acceleration)
-
- acceleration = vector.multiply(acceleration, 5)
- object:add_player_velocity(acceleration)
+ makes_footstep_sound = false,
+ hp = 32,
+ 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",
+ attack_damage = 6,
+ 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
-end
-
---sets the mob animation and speed
-pig.set_animation = function(self)
- if self.speed == 0 or vector.equals(self.direction,vector.new(0,0,0)) then
- self.object:set_animation({x=0,y=0}, 1, 0, true)
- else
- self.object:set_animation({x=5,y=15}, 1, 0, true)
- local speed = self.object:get_velocity()
- speed.y = 0
- self.object:set_animation_frame_speed(vector.distance(vector.new(0,0,0),speed)*5)
- end
-end
-
---this depletes the mobs hunger
-pig.do_hunger = function(self,dtime)
- self.hunger = self.hunger - dtime
-end
-
---this sets the state of the mob
-pig.set_state = function(self,dtime)
- self.do_hunger(self,dtime)
-end
-
-pig.on_step = function(self, dtime)
- self.manage_death_animation(self,dtime)
- if self.death_animation_timer == 0 then
- self.set_state(self,dtime)
- self.move(self,dtime)
- self.set_animation(self)
- self.look_around(self,dtime)
- self.manage_punch_timer(self,dtime)
- --self.debug_nametag(self,dtime)
- end
-end
+ end,
+ }
+)
-minetest.register_entity("mob:pig", pig)
-
-
-
-
-
-------------------------------------------------------------------------the head
+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 = 10,
+ 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_damage = 2,
+ 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,
+ }
+)
-pig.head = {}
-pig.head.initial_properties = {
- hp_max = 1,
- physical = false,
- collide_with_objects = false,
- collisionbox = {0, 0, 0, 0, 0, 0},
- visual = "mesh",
- visual_size = {x = 1.1, y = 1.1},
- mesh = "pig_head.x",
+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 = {
- "head.png","nose.png"
+ "slime.png"
},
is_visible = true,
- pointable = false,
- --automatic_face_movement_dir = 0.0,
- --automatic_face_movement_max_rotation_per_sec = 600,
-}
-
---remove the head if no body
-pig.head.on_step = function(self, dtime)
- if self.parent == nil then
- self.object:remove()
- end
-end
-minetest.register_entity("mob:head", pig.head)
+ pointable = true,
+ automatic_face_movement_dir = 90,
+ automatic_face_movement_max_rotation_per_sec = 300,
+ makes_footstep_sound = false,
+ hp = 4,
+ 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_damage = 1,
+ attack_type = "punch",
+ item_drop = "mob:slimeball"
+ }
+)
+
+--[[
+
+
+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 = 27,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 5.5,
+ hostile = true,
+ hostile_cooldown = false,
+ state = 0,
+ view_distance = 32,
+ 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 = 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,
+ --die_in_light_level = 12,
+ }
+)
+
+mobs.register_mob(
+ {
+ mobname = "sneeper",
+ 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 = {
+ "sneeper.png"
+ },
+ is_visible = true,
+ pointable = true,
+ automatic_face_movement_max_rotation_per_sec = 300,
+ makes_footstep_sound = false,
+ hp = 27,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 5.5,
+ hostile = true,
+ hostile_cooldown = false,
+ state = 0,
+ view_distance = 32,
+ 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",
+ explosion_type = "weather:snow_block",
+ --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 = 4, -- 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 = 40,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 9,
+ hostile = true,
+ hostile_cooldown = false,
+ state = 0,
+ view_distance = 40,
+ 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 = 30,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 6,
+ state = 0,
+ view_distance = 32,
+
+ 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",
+
+
+ pathfinds = true,
+
+ hostile = true,
+ friendly_in_daylight = true,
+ attacked_hostile = true,
+ attack_damage = 3,
+ attack_type = "punch",
+ group_attack = true,
+
+ custom_on_activate = function(self)
+ if math.random() > 0.998 then
+ local obj = minetest.add_entity(self.object:get_pos(),"mob:pig")
+ local obj2 = minetest.add_entity(self.object:get_pos(),"tnt:tnt")
+ local obj3 = minetest.add_entity(self.object:get_pos(),"boat:boat")
+
+ obj2:get_luaentity().timer = 7
+ obj2:get_luaentity().radius = 7
+
+ obj:set_attach(self.object,"",vector.new(0,3,0),vector.new(0,90,0))
+ obj2:set_attach(obj,"",vector.new(0,4.5,0),vector.new(0,90,0))
+ obj3:set_attach(obj2,"",vector.new(0,6.5,0),vector.new(0,0,0))
+
+ obj:set_properties({visual_size={x=1,y=1}})
+ obj2:set_properties({visual_size={x=1/3,y=1/3}})
+ end
+ end
+ --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 = "snoider",
+ 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 = {
+ "snoider.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 = 30,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 6,
+ state = 0,
+ view_distance = 32,
+
+ 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",
+
+
+ pathfinds = true,
+
+ hostile = true,
+ friendly_in_daylight = true,
+ attacked_hostile = true,
+ attack_damage = 3,
+ 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
+ }
+)