}
)
+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(
{
state = 0,
view_distance = 15,
- item_drop = "mob:egg",
+ item_drop = {"mob:egg","mob:feather"},
standing_frame = {x=20,y=20},
moving_frame = {x=0,y=20},
animation_multiplier = 15,
state = 0,
view_distance = 15,
- item_drop = "weather:snowball",
+ 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,
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
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()
death_rotation = "z",
hurt_sound = "slime_die",
die_sound = "slime_die",
+ attack_damage = 1,
attack_type = "punch",
item_drop = "mob:slimeball"
}
hostile = true,
hostile_cooldown = false,
state = 0,
- view_distance = 20,
+ view_distance = 32,
item_drop = "mob:gunpowder",
standing_frame = {x=0,y=0},
}
)
+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",
+ -----
+
+ damage_color = "blue",
+
+ 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(
hostile = true,
hostile_cooldown = false,
state = 0,
- view_distance = 20,
+ view_distance = 40,
item_drop = "mob:gunpowder",
damage_color = "blue",
movement_type = "walk",
max_speed = 6,
state = 0,
- view_distance = 15,
+ view_distance = 32,
item_drop = "mob:string",
standing_frame = {x=21,y=21},
hostile = true,
friendly_in_daylight = true,
attacked_hostile = true,
+ attack_damage = 3,
attack_type = "punch",
group_attack = true,
--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
+ }
+)