--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())
}
)
+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(
{
state = 0,
view_distance = 15,
- item_drop = "weather:snowball",
+ 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,
)
---[[
-mobs.register_mob(
- {
- mobname = "chicken",
- 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 = "chicken.b3d",
- textures = {
- --if you're wondering what mob this is, it's a chicken
- "chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.png","chicken.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 = 5,
- hostile = false,
- state = 0,
- view_distance = 15,
-
- item_drop = "mob:raw_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 ={"head.png","nose.png"},
- head_mount = vector.new(0,1.2,1.9),
-
- death_rotation = "z",
-
- hurt_sound = "pig",
- die_sound = "pig_die",
-
- attack_type = "punch",
- --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",
movement_type = "jump",
make_jump_noise = true,
max_speed = 5,
- hostile = false,
+ 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
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()
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 = "flying_pig",
+ mobname = "creepig",
physical = true,
collide_with_objects = false,
collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37},
visual_size = {x = 3, y = 3},
mesh = "pig.x",
textures = {
- "flying_pig_body.png","flying_pig_leg.png","flying_pig_leg.png","flying_pig_leg.png","flying_pig_leg.png"
+ "creepig_body.png","creepig_leg.png","creepig_leg.png","creepig_leg.png","creepig_leg.png"
},
is_visible = true,
pointable = true,
automatic_face_movement_max_rotation_per_sec = 300,
makes_footstep_sound = false,
hp = 10,
- gravity = {x = 0, y = -1, z = 0},
- movement_type = "jump",
- max_speed = 5,
+ gravity = {x = 0, y = -9.81, z = 0},
+ movement_type = "walk",
+ max_speed = 4,
hostile = true,
state = 0,
- view_distance = 50,
- item_drop = "main:gold",
- item_minimum = 4,
- item_amount = 5,
+ view_distance = 20,
+ item_drop = "mob:cooked_porkchop",
standing_frame = {x=0,y=0},
moving_frame = {x=5,y=15},
head_visual = "mesh",
head_visual_size = {x = 1.1, y = 1.1},
head_mesh = "pig_head.x",
- head_textures ={"flying_pig_head.png","flying_pig_nose.png"},
+ 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 = "projectile",
- projectile_timer_cooldown = 5,
- projectile_type = "tnt:tnt",
+ 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 = 7, -- how big the explosion has to be
- --explosion_time = 3, -- how long it takes for a mob to explode
+ 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 = "creepig",
+ mobname = "creeper",
physical = true,
collide_with_objects = false,
- collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37},
+ collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
visual = "mesh",
- visual_size = {x = 3, y = 3},
- mesh = "pig.x",
+ visual_size = {x = 3.2, y = 3.2},
+ mesh = "creeper.b3d",
textures = {
- "creepig_body.png","creepig_leg.png","creepig_leg.png","creepig_leg.png","creepig_leg.png"
+ "creeper.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,
+ hp = 27,
gravity = {x = 0, y = -9.81, z = 0},
movement_type = "walk",
- max_speed = 4,
+ max_speed = 5.5,
hostile = true,
+ hostile_cooldown = false,
state = 0,
- view_distance = 20,
- item_drop = "mob:cooked_porkchop",
+ view_distance = 32,
+ item_drop = "mob:gunpowder",
standing_frame = {x=0,y=0},
- moving_frame = {x=5,y=15},
- animation_multiplier = 5,
+ 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",
+ -----
- 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",
+ death_rotation = "x",
- hurt_sound = "pig",
- die_sound = "pig_die",
+ hurt_sound = "creeper_hurt",
+ die_sound = "creeper_hurt",
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
+ 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 = true,
- die_in_light_level = 12,
+ die_in_light = false,
+ --die_in_light_level = 12,
}
)
-]]--
-
mobs.register_mob(
{
- mobname = "creeper",
+ mobname = "sneeper",
physical = true,
collide_with_objects = false,
collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
visual_size = {x = 3.2, y = 3.2},
mesh = "creeper.b3d",
textures = {
- "creeper.png"
+ "sneeper.png"
},
is_visible = true,
pointable = true,
hostile = true,
hostile_cooldown = false,
state = 0,
- view_distance = 20,
+ view_distance = 32,
item_drop = "mob:gunpowder",
standing_frame = {x=0,y=0},
head_position_correction = vector.new(0,2.4,0),
head_coord = "vertical",
-----
-
+
+ damage_color = "blue",
death_rotation = "x",
die_sound = "creeper_hurt",
attack_type = "explode",
+ explosion_type = "weather:snow_block",
--projectile_timer_cooldown = 5,
--projectile_type = "tnt:tnt",
)
-
mobs.register_mob(
{
mobname = "nitro_creeper",
hostile = true,
hostile_cooldown = false,
state = 0,
- view_distance = 20,
+ view_distance = 40,
item_drop = "mob:gunpowder",
damage_color = "blue",
}
)
+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(
{
movement_type = "walk",
max_speed = 6,
state = 0,
- view_distance = 15,
+ view_distance = 32,
item_drop = "mob:string",
standing_frame = {x=21,y=21},
hostile = true,
friendly_in_daylight = true,
attacked_hostile = true,
+ attack_damage = 3,
attack_type = "punch",
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")
--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
+ }
+)