--this is where mobs are defined
-local timer = 0
-minetest.register_globalstep(function(dtime)
- timer = timer + dtime
- if timer >= 0.5 then
- timer = 0
- --check through players
- for _,player in ipairs(minetest.get_connected_players()) do
- --don't spawn near dead players
- if player:get_hp() > 0 then
-
- local mob_number = math.random(0,2)
-
- local pos = vector.floor(vector.add(player:getpos(),0.5))
-
- local checkpos = minetest.find_nodes_in_area_under_air(vector.new(pos.x-50,pos.y-50,pos.z-50), vector.new(pos.x+50,pos.y+50,pos.z+50), {"main:grass","main:sand"})
-
-
- --[[
- local block = vector.floor(vector.divide(pos,16))
- block = vector.multiply(block, 16) --get the chunk actual base
- for x = 0,15 do
- for y = 0,15 do
- for z = 0,15 do
-
- if minetest.get_node(vector.new(block.x+x,block.y+y-1,block.z+z)).name ~= "air" and minetest.get_node(vector.new(block.x+x,block.y+y,block.z+z)).name == "air" then
-
- minetest.add_particle({
- pos = vector.new(block.x+x,block.y+y,block.z+z),
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- -- Spawn particle at pos with velocity and acceleration
-
- expirationtime = 0.5,
- -- Disappears after expirationtime seconds
-
- size = 2,
- -- Scales the visual size of the particle texture.
-
- collisiondetection = false,
- -- If true collides with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
-
- collision_removal = false,
- -- If true particle is removed when it collides.
- -- Requires collisiondetection = true to have any effect.
-
- object_collision = false,
- -- If true particle collides with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
-
- vertical = false,
- -- If true faces player using y axis only
-
- texture = "dirt.png",
-
- })
- end
- end
- end
+
+--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 = "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
-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 = {-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"
+ },
+ collision_boundary = 2.5,
+ is_visible = true,
+ pointable = true,
+ automatic_face_movement_dir = 90,
+ automatic_face_movement_max_rotation_per_sec = 300,
+ 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,
+ }
+)
+
+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,
+ }
+)
+
+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 = 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",
+ -----
+
+ 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(
+ {
+ 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
+ }
+)