]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/init.lua
Chickens now drop eggs and feathers
[Crafter.git] / mods / mob / init.lua
index c81d00a6c7110be4343711efc87ba13447b923d2..abcc7fe51f08476550d469706a5b95f959e34cfc 100644 (file)
 --this is where mobs are defined
 
+--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")
 
 
---these are helpers to create entities
-
-minetest.register_entity("mob:pig", {
-      initial_properties = {
-            hp_max = 1,
-            physical = true,
-            collide_with_objects = false,
-            collisionbox = {-0.37, -0.01, -0.37, 0.37, 0.865, 0.37},
-            visual = "mesh",
-            visual_size = {x = 3, y = 3},
-            mesh = "pig.b3d",
-            textures = {
-                  "nothing.png", -- baby
-                  "pig.png", -- base
-                  "nothing.png", -- saddle
-            },
-            is_visible = true,
-            pointable = true,
-            automatic_face_movement_dir = -90.0,
-            automatic_face_movement_max_rotation_per_sec = 600,
-      },
-      hp = 5,
-      mob = true,
-      hostile = false,
-
-
-      get_staticdata = function(self)
-            return minetest.serialize({
-                  --range = self.range,
-                  hp = self.hp,            
-            })
-      end,
-      
-      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
-                  end
-            end
-            self.object:set_animation({x=0,y=40}, 20, 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))
-      end,
-            
-      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,
-      
-      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")
-      end,
-      
-      --repel from players
-      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, -0.5)
-                        object:add_player_velocity(acceleration)
-                  end
-            end
-      end,
-            
-      
-      timer = 0,
-      
-      --This makes the mob walk at a certain speed and jump
-      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))
-               end
-               local pos1 = self.object:getpos()
-               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, 0.5)
-               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))
+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 = "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", 
+        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,
+
+        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",
+       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_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_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 = "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_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,
-      
-
-      --makes the mob swim
-      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
-      set_animation = function(self)
-            local distance = vector.distance(vector.new(0,0,0), self.object:getvelocity())
-            self.object:set_animation_frame_speed(distance*20)
-      end,
-
-      on_step = function(self, dtime)
-                       self.move(self,dtime)
-            self.set_animation(self)
-      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
+       }
+)