X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=mods%2Fmob%2Finit.lua;h=bbeb7cf9aedeae331602cccd9a18dcd4d09b80c8;hb=c5e1d2263d10fb4b4d7e54e8c9dcd994b5bb83a5;hp=450dcaef6a1d4fdf572d4345bba18f90504d87c9;hpb=77dd1460c9fa5ed605a83e9ab6f24c058a9684ee;p=Crafter.git diff --git a/mods/mob/init.lua b/mods/mob/init.lua index 450dcae..bbeb7cf 100644 --- a/mods/mob/init.lua +++ b/mods/mob/init.lua @@ -1,265 +1,911 @@ --this is where mobs are defined +--this is going to be used to set an active mob limit +global_mob_amount = 0 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") -local max_speed = 0.5 - -minetest.register_entity("mob:pig", { - initial_properties = { - hp_max = 1, - physical = true, - collide_with_objects = false, - collisionbox = {-0.45, -0.01, -0.45, 0.45, 0.865, 0.45}, - 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 = 300, - }, - - timer = 0, - hp = 5, - direction_timer = 0, - direction_timer_goal = 0, - direction_change = false, - change_direction = false, - speed = 0, - direction_goal = vector.new(0,0,0), - 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) - end, - - on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) - self.jump(self,true) - 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, - - --this makes the mob change it's direction when aimlessly walking - direction = function(self,dtime) - self.direction_timer = self.direction_timer + dtime - - self.change_direction = false - - --change direction - if self.direction_timer >= self.direction_timer_goal then - --print("changing direction") - self.direction_timer = 0 - self.direction_timer_goal = math.random(2,4) - self.change_direction = true - end - end, - - - --this sets a random direction and speed when walking - walk_random = function(self) - if not self.goal_position then - self.find_position(self) - end - self.path_find(self) - if self.path then - local pos = self.object:getpos() - local pos2 = self.path[1] - local direction = vector.normalize(vector.subtract(pos,pos2)) - self.direction_goal = direction - print("GOOOAL") - end - end, - - path_find = function(self) - if not self.path and self.goal_position then - local pos = vector.floor(vector.add(self.object:getpos(),0.5)) - local pos2 = self.goal_position - local path = minetest.find_path(pos,pos2,10,1,3,"A*") - if path then - self.path = path - for _,p in pairs(path) do - minetest.add_particle({ - pos = p, - velocity = {x=0, y=0, z=0}, - acceleration = {x=0, y=0, z=0}, - expirationtime = 1, - size = 1, - collisiondetection = false, - vertical = false, - texture = "wood.png", - }) + +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, + + 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( + { + 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 end + self.custom_old_pos = pos end - end, - - - --this sets a random position for the mob to go to when randomly walking around - find_position = function(self) - - local int = {-1,1} - local pos = vector.floor(vector.add(self.object:getpos(),0.5)) - local x = pos.x + math.random(-10,10) - local z = pos.z + math.random(-10,10) - - - local location = minetest.find_nodes_in_area_under_air(vector.new(x,pos.y-32,z), vector.new(x,pos.y+32,z), {"group:pathable"}) - - --print(dump(spawner)) - if table.getn(location) > 0 then - local goal_pos = location[1] - goal_pos.y = goal_pos.y + 1 - print("found: "..minetest.pos_to_string(goal_pos)) - self.goal_position = goal_pos - end - end, - - - - - --This makes the mob walk at a certain speed - move = function(self) - local vel = self.object:getvelocity() - local goal = self.direction_goal - local acceleration = vector.new(goal.x-vel.x,0,goal.z-vel.z) - self.object:add_velocity(acceleration) - end, - - --make the mob jump - jump = function(self,punched) - local pos = self.object:getpos() - local ray = Raycast(pos, vector.add(pos,self.direction_goal), false, false) - local vel = self.object:getvelocity() - - if (punched or ray:next()) and minetest.get_node(vector.new(pos.x,pos.y-0.02,pos.z)).name ~= "air" and self.swimming == false then - --print("jump") - local vel = self.object:getvelocity() - local goal = 5 - local acceleration = vector.new(0,goal-vel.y,0) - self.object:add_velocity(acceleration) - 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.direction_goal) - self.object:set_animation_frame_speed(distance*20) - end, - - on_step = function(self, dtime) - self.push(self) - self.direction(self,dtime) - if not self.path then - self.walk_random(self) - end - - self.move(self) - self.swim(self) - self.jump(self,false) - self.set_animation(self) - 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", + 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, + } +) + +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, + } +) + +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_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, + } +) + +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( + { + 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) + 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") + 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 + } +)