--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")
-
-
---these are helpers to create entities
-local mob = {}
-mob.initial_properties = {
- hp_max = 1,
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.37, -0.37, -0.37, 0.37, 0.865, 0.37},
- visual = "mesh",
- visual_size = {x = 3, y = 3},
- mesh = "pig.x",
- textures = {
- "body.png","leg.png","leg.png","leg.png","leg.png"
- },
- is_visible = true,
- pointable = true,
- automatic_face_movement_dir = 0.0,
- automatic_face_movement_max_rotation_per_sec = 600,
-}
-mob.hp = 5
-mob.mob = true
-mob.hostile = false
-mob.timer = 0
-mob.state = 0
-mob.hunger = 200
-
-
-mob.get_staticdata = function(self)
- return minetest.serialize({
- --range = self.range,
- hp = self.hp,
- hunger = self.hunger,
- })
-end
-
-mob.on_activate = function(self, staticdata, dtime_s)
- self.object:set_armor_groups({immortal = 1})
- --self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
- self.object:set_acceleration({x = 0, y = -9.81, z = 0})
- if string.sub(staticdata, 1, string.len("return")) == "return" then
- local data = minetest.deserialize(staticdata)
- if data and type(data) == "table" then
- --self.range = data.range
- self.hp = data.hp
- self.hunger = data.hunger
+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
- self.object:set_animation({x=5,y=15}, 1, 0, true)
- self.object:set_hp(self.hp)
- self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
-
- --set the head up
- local head = minetest.add_entity(self.object:get_pos(), "mob:head")
- if head then
- self.child = head
- self.child:get_luaentity().parent = self.object
- self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180,0,180))
- self.head_rotation = vector.new(180,180,90)
- self.child:set_animation({x=90,y=90}, 15, 0, true)
- end
-
- --self.object:set_yaw(math.pi*math.random(-1,1)*math.random())
-end
-
-
-----------------------------------
+ end,
-
-mob.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
- local hurt = tool_capabilities.damage_groups.fleshy
- if not hurt then
- hurt = 1
- end
- local hp = self.object:get_hp()
- self.object:set_hp(hp-hurt)
- if hp > 1 then
- minetest.sound_play("hurt", {object=self.object, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
- end
- self.hp = hp-hurt
-end
-mob.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",
- })
- local obj = minetest.add_item(pos,"mob:raw_porkchop")
- self.child:get_luaentity().parent = nil
-end
-
---repel from players
-mob.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)
- end
- end
-end
-
---This makes the mob walk at a certain speed and jump
-mob.move = function(self,dtime)
- self.timer = self.timer - dtime
- if self.timer <= 0 then
- self.timer = math.random(1,3)
- self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
- --local yaw = self.object:get_yaw() + dtime
-
- --self.object:set_yaw(yaw)
- end
-
- local pos1 = self.object:getpos()
- pos1.y = pos1.y + 0.37
- local currentvel = self.object:getvelocity()
- local goal = vector.multiply(self.direction,5)
- local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
- acceleration = vector.multiply(acceleration, 0.05)
- self.object:add_velocity(acceleration)
-
- --try to jump
- if currentvel.y <= 0 then
- local in_front = minetest.raycast(pos1, vector.add(pos1,vector.multiply(self.direction,3)), false, false):next()
- local below = minetest.raycast(pos1, vector.add(pos1, vector.new(0,-0.02,0)), false, false):next()
- if in_front then
- in_front = minetest.registered_nodes[minetest.get_node(in_front.under).name].walkable
- end
- if below then
- below = minetest.registered_nodes[minetest.get_node(below.under).name].walkable
- end
-
- if in_front and below then
- self.object:add_velocity(vector.new(0,5,0))
+ 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
-end
-
---makes the mob swim
-mob.swim = function(self)
- local pos = self.object:getpos()
- pos.y = pos.y + 0.7
- local node = minetest.get_node(pos).name
- local vel = self.object:getvelocity()
- local goal = 3
- local acceleration = vector.new(0,goal-vel.y,0)
- self.swimming = false
-
- if node == "main:water" or node =="main:waterflow" then
- self.swimming = true
- self.object:add_velocity(acceleration)
- end
-end
-
---sets the mob animation and speed
-mob.set_animation = function(self)
- local distance = vector.distance(vector.new(0,0,0), self.object:getvelocity())
- self.object:set_animation_frame_speed(distance*3)
-end
-
---converts yaw to degrees
-local degrees = function(yaw)
- yaw = yaw + math.pi
- return(yaw*180.0/math.pi)
-end
-
-local degree_round = function(degree)
- return(degree + 0.5 - (degree + 0.5) % 1)
-end
-
-local radians_to_degrees = function(radians)
- return(radians*180.0/math.pi)
-end
-
---a movement test to move the head
-mob.move_head = function(self,pos2)
- if self.child then
- --print(self.head_rotation.y)
- --if passed a direction to look
- if pos2 then
- local pos = self.object:get_pos()
- local body_yaw = self.object:get_yaw() - (math.pi/2)
- local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),0.72)
- local real_dir = minetest.yaw_to_dir(body_yaw)
- local body_yaw = degree_round(degrees(minetest.dir_to_yaw(dir)))
-
- --pos is where the head actually is
- pos = vector.add(pos,dir)
- pos.y = pos.y + 0.36
-
-
- local head_yaw = degree_round(degrees(minetest.dir_to_yaw(vector.direction(pos,pos2))))
-
- local new_yaw = (body_yaw-head_yaw)
-
- local pitch = 0
- local roll = 0
-
- --print(self.head_rotation.y)
- if math.abs(new_yaw) <= 90 or math.abs(new_yaw) >= 270 then
- --do other calculations on pitch and roll
-
- local triangle = vector.new(vector.distance(pos,pos2),0,pos2.y-pos.y)
-
- local tri_yaw = minetest.dir_to_yaw(triangle)+(math.pi/2)
-
- pitch = radians_to_degrees(tri_yaw)
-
- pitch = math.floor(pitch+90 + 0.5)
-
-
- local goal_yaw = 180-new_yaw
-
- if goal_yaw < 0 then
- goal_yaw = goal_yaw + 360
- end
-
- if goal_yaw > 360 then
- goal_yaw = goal_yaw - 360
+ }
+)
+
+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
-
- local current_yaw = self.head_rotation.y
-
- if goal_yaw > current_yaw then
- current_yaw = current_yaw + 4
- elseif goal_yaw < current_yaw then
- current_yaw = current_yaw - 4
- end
-
- --print(current_yaw)
-
- --stop jittering
- if math.abs(math.abs(goal_yaw) - math.abs(current_yaw)) <= 4 then
- --print("skipping:")
- --print(math.abs(goal_yaw) - math.abs(current_yaw))
- current_yaw = goal_yaw
- else
- --print(" NOT SKIPPING")
- --print(math.abs(goal_yaw) - math.abs(current_yaw))
- end
-
-
- local goal_pitch = pitch
-
- local current_pitch = self.head_rotation.z
-
- if goal_pitch > current_pitch then
- current_pitch = current_pitch + 1
- elseif goal_pitch < current_pitch then
- current_pitch = current_pitch - 1
- end
-
- self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, current_yaw, 180))
- self.child:set_animation({x=current_pitch,y=current_pitch}, 15, 0, true)
- self.head_rotation = vector.new(180, current_yaw, current_pitch)
- --nothing to look at
- else
- self.return_head_to_origin(self)
end
- -- roll newyaw pitch
-
- --if nothing to look at
- else
- --print("not looking")
- self.return_head_to_origin(self)
- end
- end
-end
---this sets the mob to move it's head back to pointing forwards
-mob.return_head_to_origin = function(self)
- --print("setting back to origin")
- local rotation = self.head_rotation
-
- --make the head yaw move back twice as fast
- if rotation.y > 180 then
- if rotation.y > 360 then
- rotation.y = rotation.y - 360
+ self.custom_old_pos = pos
end
- rotation.y = rotation.y - 2
- elseif rotation.y < 180 then
- if rotation.y < 0 then
- rotation.y = rotation.y + 360
+ 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
- rotation.y = rotation.y + 2
- end
- --finish rotation
- if math.abs(rotation.y)+1 == 180 then
- rotation.y = 180
- end
- --move up down (pitch) back to center
- if rotation.z > 90 then
- rotation.z = rotation.z - 1
- elseif rotation.z < 90 then
- rotation.z = rotation.z + 1
- end
-
-
- rotation.z = math.floor(rotation.z + 0.5)
- rotation.y = math.floor(rotation.y + 0.5)
- --print(rotation.y)
- self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, rotation.y, 180))
- self.child:set_animation({x=rotation.z,y=rotation.z}, 15, 0, true)
- self.head_rotation = rotation
-end
-
-mob.look_around = function(self)
- local pos = self.object:get_pos()
- --STARE O_O
- local player_found = false
- for _,object in ipairs(minetest.get_objects_inside_radius(pos, 6)) do
- if object:is_player() and player_found == false then
- --print("test")
- player_found = true
- --look at player's camera
- local pos2 = object:get_pos()
- pos2.y = pos2.y + 1.625
- self.move_head(self,pos2)
+ 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
- --stare straight if not found
- if player_found == false then
- self.move_head(self,nil)
- end
-end
---this is the info on the mob
-mob.debug_nametag = function(self,dtime)
- --we're doing this to the child because the nametage breaks the
- --animation on the mob's body
- if self.child then
- local text= "Hunger: "..self.hunger.."\n"..
- "Yaw "..self.object:get_yaw().."\n"
- self.child:set_nametag_attributes({
- color = "white",
- text = text
- })
- end
-end
-
---this depletes the mobs hunger
-mob.do_hunger = function(self,dtime)
- self.hunger = self.hunger - dtime
-
-end
-
---this sets the state of the mob
-mob.set_state = function(self,dtime)
- self.do_hunger(self,dtime)
-end
-
-mob.on_step = function(self, dtime)
- self.set_state(self,dtime)
- self.move(self,dtime)
- self.set_animation(self)
- self.look_around(self)
- mob.debug_nametag(self,dtime)
-end
-
-minetest.register_entity("mob:pig", mob)
-
-
-
+ 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,
+ }
+)
-------------------------------------------------------------------------the head
-
-local head = {}
-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
-head.on_step = function(self, dtime)
- if self.parent == nil then
- self.object:remove()
- end
-end
-minetest.register_entity("mob:head", 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",
+ -----
+
+ 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
+ }
+)