--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())
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
+ fire_table = {
+ visual_size = vector.new(1/3,2/3,1/3),
+ position = vector.new(0,3,0),
+ }
}
)
visual_size = {x = 3, y = 3},
mesh = "sheep.b3d",
textures = {
- --blank out the first two to create adult pig
- "nothing.png","sheep.png"
+ "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 = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
- head_height_offset = 0.8, --added to the base y position
+ 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(0,3,-0.5),
+ 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",
-----
----
death_rotation = "x",
- hurt_sound = "pig",
- die_sound = "pig_die",
+ hurt_sound = "sheep",
+ die_sound = "sheep",
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
+
+ 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,
+ fire_table = {
+ visual_size = vector.new(1/3,2/3,1/3),
+ position = vector.new(0,3,0),
}
+ }
+
)
mobs.register_mob(
--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
+ fire_table = {
+ visual_size = vector.new(1/6,1/2.2,1/6),
+ position = vector.new(0,2.3,0),
+ }
}
)
})
end
end,
+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
}
)
--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
+ fire_table = {
+ visual_size = vector.new(1/3,2/3,1/3),
+ position = vector.new(0,3,0),
+ }
}
)
custom_on_death = function(self)
local pos = self.object:get_pos()
for i = 1,4 do
- minetest.add_entity(pos,"mob:medium_slime")
+ local obj = minetest.add_entity(pos,"mob:medium_slime")
+ if self.on_fire then
+ start_fire(obj)
+ end
end
end,
+ --this is used to properly position fire when the mob catches on fire
+ fire_table = {
+ visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+ position = vector.new(0,1.5,0),
+ }
}
)
local pos = self.object:get_pos()
pos.y = pos.y + 0.2
for i = 1,4 do
- minetest.add_entity(pos,"mob:small_slime")
+ local obj = minetest.add_entity(pos,"mob:small_slime")
+ if self.on_fire then
+ start_fire(obj)
+ end
end
end,
+ fire_table = {
+ visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+ position = vector.new(0,1.5,0),
+ }
}
)
die_sound = "slime_die",
attack_damage = 1,
attack_type = "punch",
- item_drop = "mob:slimeball"
+ item_drop = "mob:slimeball",
+ fire_table = {
+ visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+ position = vector.new(0,1.5,0),
+ }
}
)
die_in_light = false,
--die_in_light_level = 12,
+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
}
)
+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,
+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
+ }
+)
mobs.register_mob(
die_in_light = false,
--die_in_light_level = 12,
+ fire_table = {
+ visual_size = vector.new(1/4,2/3,1/4),
+ position = vector.new(0,3.3,0),
+ }
}
)
+local spider_eyes = {}
+
+spider_eyes.initial_properties = {
+ visual = "mesh",
+ mesh = "spider_eyes.b3d",
+ textures = {"spider_eyes.png"},
+ pointable = false,
+ collisionbox = {0, 0, 0, 0, 0, 0}
+}
+spider_eyes.glow = -1
+spider_eyes.on_step = function(self)
+ if not self.owner or not self.owner:get_luaentity() then
+ self.object:remove()
+ else
+ local owner_head_bone = self.owner:get_luaentity().head_bone
+ local position,rotation = self.owner:get_bone_position(owner_head_bone)
+ self.object:set_attach(self.owner, owner_head_bone, vector.new(0,0,0), rotation)
+ end
+end
+minetest.register_entity("mob:spider_eyes",spider_eyes)
mobs.register_mob(
{
group_attack = true,
custom_on_activate = function(self)
+ local eyes = minetest.add_entity(self.object:get_pos(), "mob:spider_eyes")
+ eyes:set_attach(self.object, "body.head", vector.new(0,0,0), vector.new(0,0,0))
+ eyes:get_luaentity().owner = self.object
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")
obj:set_properties({visual_size={x=1,y=1}})
obj2:set_properties({visual_size={x=1/3,y=1/3}})
end
- 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
+ --this is used to properly position fire when the mob catches on fire
+ fire_table = {
+ visual_size = vector.new(1.3/3,2/3,1.3/3),
+ position = vector.new(0,4,0),
+ }
+ }
+)
+
+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
+ fire_table = {
+ visual_size = vector.new(1.3/3,2/3,1.3/3),
+ position = vector.new(0,4,0),
+ }
}
)