]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/init.lua
Add in jetpacks
[Crafter.git] / mods / mob / init.lua
index bf15a464c604b6c4c5ac88e3b5b0fad18091289f..741ddcab28b243c87ef030c8662023d388eba404 100644 (file)
@@ -606,6 +606,71 @@ mobs.register_mob(
        }
 )
 
+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(
@@ -757,3 +822,68 @@ mobs.register_mob(
         --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
+       }
+)