Update Mobs Redo, fix crash

This commit is contained in:
Wuzzy 2018-01-26 18:06:32 +01:00
parent dd4008ea73
commit 0e88453a85
2 changed files with 648 additions and 292 deletions

View file

@ -3,7 +3,7 @@
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
mobs.version = "20180104" mobs.version = "20180126"
-- Intllib -- Intllib
@ -53,9 +53,11 @@ end
-- Load settings -- Load settings
local damage_enabled = minetest.settings:get_bool("enable_damage") local damage_enabled = minetest.settings:get_bool("enable_damage")
local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true)
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local creative = minetest.settings:get_bool("creative_mode") local creative = minetest.settings:get_bool("creative_mode")
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = minetest.settings:get_bool("remove_far_mobs") local remove_far = minetest.settings:get_bool("remove_far_mobs")
@ -357,6 +359,9 @@ end
-- drop items -- drop items
local item_drop = function(self, cooked) local item_drop = function(self, cooked)
-- no drops if disabled by setting
if not mobs_drop_items then return end
-- no drops for child mobs -- no drops for child mobs
if self.child then return end if self.child then return end
@ -369,7 +374,7 @@ local item_drop = function(self, cooked)
if random(1, self.drops[n].chance) == 1 then if random(1, self.drops[n].chance) == 1 then
num = random(self.drops[n].min, self.drops[n].max) num = random(self.drops[n].min or 1, self.drops[n].max or 1)
item = self.drops[n].name item = self.drops[n].name
-- cook items when true -- cook items when true
@ -745,7 +750,9 @@ local do_jump = function(self)
self.object:setvelocity(v) self.object:setvelocity(v)
if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump) mob_sound(self, self.sounds.jump)
end
else else
self.facing_fence = true self.facing_fence = true
end end
@ -980,7 +987,8 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
local replace = function(self, pos) local replace = function(self, pos)
if not self.replace_rate if not mobs_griefing
or not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
or self.object:getvelocity().y ~= 0 or self.object:getvelocity().y ~= 0
@ -1113,7 +1121,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
self.path.following = false self.path.following = false
-- lets make way by digging/building if not accessible -- lets make way by digging/building if not accessible
if self.pathfinding == 2 then if self.pathfinding == 2 and mobs_griefing then
-- is player higher than mob? -- is player higher than mob?
if s.y < p1.y then if s.y < p1.y then
@ -1350,6 +1358,113 @@ local npc_attack = function(self)
end end
-- specific runaway
local specific_runaway = function(list, what)
-- no list so do not run
if list == nil then
return false
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what or list[no] == "player" then
return true
end
end
return false
end
-- find someone to runaway from
local runaway_from = function(self)
if not self.runaway_from then
return
end
local s = self.object:get_pos()
local p, sp, dist
local player, obj, min_player
local type, name = "", ""
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
if objs[n]:is_player() then
if mobs.invis[ objs[n]:get_player_name() ] then
type = ""
else
player = objs[n]
type = "player"
name = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
type = obj.type
name = obj.name or ""
end
end
-- find specific mob to runaway from
if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then
s = self.object:get_pos()
p = player:get_pos()
sp = s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player/mpb to runaway from
if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then
min_dist = dist
min_player = player
end
end
end
end
-- attack player
if min_player then
local lp = player:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
yaw = set_yaw(self.object, yaw)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
end
-- follow player if owner or holding item, if fish outta water then flop -- follow player if owner or holding item, if fish outta water then flop
local follow_flop = function(self) local follow_flop = function(self)
@ -2226,7 +2341,15 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) -- do we have a single blood texture or multiple?
if type(self.blood_texture) == "table" then
local blood = self.blood_texture[random(1, #self.blood_texture)]
effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
else
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
end
end end
-- do damage -- do damage
@ -2359,6 +2482,8 @@ local mob_staticdata = function(self)
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far if remove_far
and self.remove_ok and self.remove_ok
and self.type ~= "npc"
and self.state ~= "attack"
and not self.tamed and not self.tamed
and self.lifetimer < 20000 then and self.lifetimer < 20000 then
@ -2439,6 +2564,11 @@ local mob_activate = function(self, staticdata, def, dtime)
self.base_selbox = self.selectionbox self.base_selbox = self.selectionbox
end end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size -- set texture, model and size
local textures = self.base_texture local textures = self.base_texture
local mesh = self.base_mesh local mesh = self.base_mesh
@ -2654,6 +2784,8 @@ local mob_step = function(self, dtime)
do_jump(self) do_jump(self)
runaway_from(self)
end end
@ -2766,6 +2898,7 @@ minetest.register_entity(name, {
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false, attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack, specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal, owner_loyal = def.owner_loyal,
facing_fence = false, facing_fence = false,
_cmi_is_mob = true, _cmi_is_mob = true,
@ -2833,6 +2966,11 @@ end
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- Do mobs spawn at all?
if not mobs_spawn then
return
end
-- chance/spawn number override in minetest.conf for registered mob -- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name) local numbers = minetest.settings:get(name)
@ -2861,12 +2999,8 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
catch_up = false, catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node, active_object_count, active_object_count_wider)
-- Can mobs spawn at all?
if not mobs_spawn then
return
end
-- Is mob actually registered? -- is mob actually registered?
if not mobs.spawning_mobs[name] if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then or not minetest.registered_entities[name] then
--print ("--- mob doesn't exist", name) --print ("--- mob doesn't exist", name)
@ -3124,27 +3258,35 @@ function mobs:explosion(pos, radius)
end end
-- no damage to nodes explosion
function mobs:safe_boom(self, pos, radius)
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds and self.sounds.distance or 32
})
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end
-- make explosion with protection and tnt mod check -- make explosion with protection and tnt mod check
function mobs:boom(self, pos, radius) function mobs:boom(self, pos, radius)
if minetest.get_modpath("mcl_tnt") and tnt and tnt.boom if mobs_griefing
and minetest.get_modpath("mcl_tnt") and tnt and tnt.boom
and not minetest.is_protected(pos, "") then and not minetest.is_protected(pos, "") then
tnt.boom(pos, { tnt.boom(pos, {
radius = radius, radius = radius,
damage_radius = radius, damage_radius = radius,
sound = self.sounds.explode, sound = self.sounds and self.sounds.explode,
explode_center = true, explode_center = true,
}) })
else else
minetest.sound_play(self.sounds.explode, { mobs:safe_boom(self, pos, radius)
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
})
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end end
end end
@ -3176,7 +3318,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
description = desc, description = desc,
inventory_image = invimg, inventory_image = invimg,
groups = grp, groups = grp,
_doc_items_longdesc = "This allows you to place a single mob.", _doc_items_longdesc = "This allows you to place a single mob.",
_doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.", _doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.",
@ -3195,10 +3336,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
and within_limits(pos, 0) and within_limits(pos, 0)
and not minetest.is_protected(pos, placer:get_player_name()) then and not minetest.is_protected(pos, placer:get_player_name()) then
if not minetest.registered_entities[mob] then
return
end
local name = placer:get_player_name() local name = placer:get_player_name()
local privs = minetest.get_player_privs(name) local privs = minetest.get_player_privs(name)
if not privs.maphack then if not privs.maphack then
@ -3213,6 +3350,10 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
return itemstack return itemstack
end end
if not minetest.registered_entities[mob] then
return
end
pos.y = pos.y + 1 pos.y = pos.y + 1
local mob = minetest.add_entity(pos, mob) local mob = minetest.add_entity(pos, mob)
@ -3431,12 +3572,6 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
if self.htimer < 1 then if self.htimer < 1 then
--[[
minetest.chat_send_player(clicker:get_player_name(),
S("@1 at full health (@2)",
self.name:split(":")[2], tostring(self.health)))
]]
self.htimer = 5 self.htimer = 5
end end
end end

View file

@ -1,198 +1,326 @@
MOB API Mobs Redo API
=============
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. Welcome to the world of mobs in minetest and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.
minetest.conf settings*
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status (true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set to 0.5 to have mobs spawn more or 2.0 to spawn less. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of spawning.
mobs:register_mob(name, definition)
This functions registers a new mob as a Minetest entity.
'name' is the name of the mob (e.g. "mobs:dirt_monster")
definition is a table with the following fields
'type' the type of the mob ("monster", "animal" or "npc") where monsters attack players and npc's, animals and npc's tend to wander around and can attack when hit 1st.
'passive' will mob defend itself, set to false to attack
'docile_by_day' when true, mob will not attack during daylight hours unless provoked
'attacks_monsters' usually for npc's to attack monsters in area
'group_attack' true to defend same kind of mobs from attack in area
'owner_loyal' when true owned mobs will attack any monsters you punch
'attack_animals' true for monster to attack animals as well as player and npc's
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
'hp_min' minimum health
'hp_max' maximum health (mob health is randomly selected between both)
'nametag' string containing name of mob to display above entity
'physical' same is in minetest.register_entity()
'collisionbox' same is in minetest.register_entity()
'selectionbox' same is in minetest.register_entity()
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}},
'gotten_texture' alt. texture for when self.gotten value is set to true (used for shearing sheep)
'child_texture' texture of mod for when self.child is set to true
'mesh' same is in minetest.register_entity()
'gotten_mesh' alternative mesh for when self.gotten is true (used for sheep)
'makes_footstep_sound' same is in minetest.register_entity()
'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}. These are also items that are used to feed and tame mob.
'view_range' the range in which the mob will follow or attack player
'walk_chance' chance of mob walking around (0 to 100), set to 0 for jumping mob only
'walk_velocity' the velocity when the monster is walking around
'run_velocity' the velocity when the monster is attacking a player
'runaway' when true mob will turn and run away when punched
'stepheight' minimum node height mob can walk onto without jumping (default: 0.6)
'jump' can mob jump, true or false
'jump_height' height mob can jump, default is 6 (0 to disable jump)
'fly' can mob fly, true or false (used for swimming mobs also)
'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish
'damage' the damage mobs inflict per melee attack.
'recovery_time' how much time from when mob is hit to recovery (default: 0.5 seconds)
'knock_back' strength of knock-back when mob hit (default: 3)
'immune_to' table holding special tool/item names and damage the incur e.g.
{"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals
'blood_amount' number of droplets that appear when hit
'blood_texture' texture of blood droplets (default: "mobs_blood.png")
'drops' is list of tables with the following fields:
'name' itemname e.g. default:stone
'chance' the inverted chance (same as in abm) to get the item
'min' the minimum number of items
'max' the maximum number of items
'armor' this integer holds armor strength with 100 being normal, with lower numbers hardening the armor and higher numbers making it weaker (weird I know but compatible with simple mobs)
'drawtype' "front" or "side" (DEPRECATED, replaced with below)
'rotate' set mob rotation, 0=front, 90=side, 180=back, 270=other side
'water_damage' the damage per second if the mob is in water
'lava_damage' the damage per second if the mob is in lava
'light_damage' the damage per second if the mob is in light
'suffocation' health value mob loses when inside a solid node
'fall_damage' will mob be hurt when falling from height
'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2)
'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable)
'floats' 1 to float in water, 0 to sink
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
'attack_type' the attack type of a monster
'dogfight' follows player in range and attacks when in reach
'shoot' shoots defined arrows when player is within range
'explode' follows player in range and will flash and explode when in reach
'dogshoot' shoots arrows when in range and one on one attack when in reach
'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
'dogshoot_count_max' number of seconds before switching to dogfight mode.
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'explosion_radius' radius of explosion attack (defaults to 1)
'explosion_timer' number of seconds before mob explodes while still inside view range.
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
'shoot_interval' the minimum shoot interval
'shoot_offset' +/- value to position arrow/fireball when fired
'reach' how far a reach this mob has, default is 3
'sounds' this is a table with sounds of the mob
'random' random sounds during gameplay
'war_cry' sound when starting to attack player
'attack' sound when attacking player
'shoot_attack' sound when attacking player by shooting arrow/entity
'damage' sound when being hit
'death' sound when killed
'jump' sound when jumping
'explode' sound when exploding
'distance' maximum distance sounds are heard from (default is 10)
Custom mob functions inside mob registry:
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated with the paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied.
'on_grown' is called when a child mob has grown up, only paramater is (self).
'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place.
Registering Mobs
----------------
Mobs can look for specific nodes as they walk and replace them to mimic eating. To register a mob and have it ready for use requires the following function:
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} mobs:register_mob(name, definition)
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' gets called when mob is about to replace a node
self: ObjectRef of mob
pos: Position of node to replace
oldnode: Current node
newnode: What the node will become after replacing
If false is returned, the mob will not replace the node. The 'name' of a mob usually starts with the mod name it's running from followed
by it's own name e.g.
By default, replacing sets self.gotten to true and resets the object properties. "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
The 'replace_what' has been updated to use tables for what, with and y_offset e.g. ... and the 'definition' is a table which holds all of the settings and
functions needed for the mob to work properly which contains the following:
replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} } 'nametag' contains the name which is shown above mob.
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'hp_min' has the minimum health value the mob can spawn with.
'hp_max' has the maximum health value the mob can spawn with.
'armor' holds strength of mob, 100 is normal, lower is more powerful
and needs more hits and better weapons to kill.
'passive' when true allows animals to defend themselves when hit,
otherwise they amble onwards.
'walk_velocity' is the speed that your mob can walk around.
'run_velocity' is the speed your mob can run with, usually when attacking.
'walk_chance' has a 0-100 chance value your mob will walk from standing,
set to 0 for jumping mobs only.
'jump' when true allows your mob to jump updwards.
'jump_height' holds the height your mob can jump, 0 to disable jumping.
'step_height' height of a block that your mob can easily walk up onto.
'fly' when true allows your mob to fly around instead of walking.
'fly_in' holds the node name that the mob flies (or swims) around
in e.g. "air" or "default:water_source".
'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player.
'reach' how many nodes in distance a mob can attack a player while
standing.
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knockback' when true has mobs falling backwards when hit, the greater
the damage the more they move back.
'fear_height' is how high a cliff or edge has to be before the mob stops
walking, 0 to turn off height fear.
'fall_speed' has the maximum speed the mob can fall at, default is -10.
'fall_damage' when true causes falling to inflict damage.
'water_damage' holds the damage per second infliced to mobs when standing in
water.
'lava_damage' holds the damage per second inflicted to mobs when standing
in lava or fire.
'light_damage' holds the damage per second inflicted to mobs when it's too
bright (above 13 light).
'suffocation' when true causes mobs to suffocate inside solid blocks.
'floats' when set to 1 mob will float in water, 0 has them sink.
'follow' mobs follow player when holding any of the items which appear
on this table, the same items can be fed to a mob to tame or
breed e.g. {"farming:wheat", "default:apple"}
Mob animation comes in three parts, start_frame, end_frame and frame_speed which 'reach' is how far the mob can attack player when standing
can be added to the mob definition under pre-defined mob animation names like: nearby, default is 3 nodes.
'docile_by_day' when true has mobs wandering around during daylight
hours and only attacking player at night or when
provoked.
'attacks_monsters' when true has npc's attacking monsters or not.
'attack_animal' when true will have monsters attacking animals.
'owner_loyal' when true will have tamed mobs attack anything player
punches when nearby.
'group_attack' when true has same mob type grouping together to attack
offender.
'attack_type' tells the api what a mob does when attacking the player
or another mob:
'dogfight' is a melee attack when player is within mob reach.
'shoot' has mob shoot pre-defined arrows at player when inside
view_range.
'dogshoot' has melee attack when inside reach and shoot attack
when inside view_range.
'explode' causes mob to explode when inside reach.
'explosion_radius' has the radius of the explosion which defaults to 1.
'explosion_timer' number of seconds before mob explodes while still
inside view range.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'dogshoot_switch' allows switching between attack types by using timers
(1 for shoot, 2 for dogfight)
'dogshoot_count_max' contains how many seconds before switching from
dogfight to shoot.
'dogshoot_count_max2' contains how many seconds before switching from shoot
to dogfight.
'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the
arrow/fireball appears on mob.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
'runaway_from' contains a table with mob names to run away from, add
"player" to list to runaway from player also.
'blood_amount' contains the number of blood droplets to appear when
mob is hit.
'blood_texture' has the texture name to use for droplets e.g.
"mobs_blood.png", or table {"blood1.png", "blood2.png"}
'pathfinding' set to 1 for mobs to use pathfinder feature to locate
player, set to 2 so they can build/break also (only
works with dogfight attack and when 'mobs_griefing'
in minetest.conf is not false).
'immune_to' is a table that holds specific damage when being hit by
certain items e.g.
{"default:sword_wood", 0} -- causes no damage.
{"default:gold_lump", -10} -- heals by 10 health points.
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
'animation' a table with the animation ranges and speed of the model 'makes_footstep_sound' when true you can hear mobs walking.
'stand_start', 'stand_end', 'stand_speed' when mob stands still 'sounds' this is a table with sounds of the mob
'walk_start', 'walk_end', 'walk_speed' when mob walks 'distance' maximum distance sounds can be heard, default is 10.
'run_start', 'run_end', 'run_speed' when mob runs 'random' random sound that plays during gameplay.
'fly_start', 'fly_end', 'fly_speed' when mob flies 'war_cry' what you hear when mob starts to attack player.
'punch_start', 'punch_end', 'punch_speed' when mob attacks 'attack' what you hear when being attacked.
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative) 'shoot_attack' sound played when mob shoots.
'shoot_start', 'shoot_end', shoot_speed' when mob shoots 'damage' sound heard when mob is hurt.
'die_start', 'die_end', 'die_speed' when mob dies 'death' played when mob is killed.
'*_loop' bool value to determine if any set animation loops e.g (die_loop = false) 'jump' played when mob jumps.
defaults to true if not set 'explode' sound played when mob explodes.
also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
'drops' table of items that are dropped when mob is killed, fields are:
'name' name of item to drop.
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
'min' minimum number of items dropped.
'max' maximum number of items dropped.
'visual' holds the look of the mob you wish to create:
'cube' looks like a normal node
'sprite' sprite which looks same from all angles.
'upright_sprite' flat model standing upright.
'wielditem' how it looks when player holds it in hand.
'mesh' uses separate object file to define mob.
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'collision_box' has the box in which mob can be interacted with the
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'selection_box' has the box in which player can interact with mob
'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} }
'child_texture' holds the texture table for when baby mobs are used.
'gotten_texture' holds the texture table for when self.gotten value is
true, used for milking cows or shearing sheep.
'mesh' holds the name of the external object used for mob model
e.g. "mobs_cow.b3d"
'gotten_mesh" holds the name of the external object used for when
self.gotten is true for mobs.
'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
270 = other side.
'double_melee_attack' when true has the api choose between 'punch' and
'punch2' animations.
'animation' holds a table containing animation names and settings for use with mesh models:
'stand_start' start frame for when mob stands still.
'stand_end' end frame of stand animation.
'stand_speed' speed of animation in frames per second.
'walk_start' when mob is walking around.
'walk_end'
'walk_speed'
'run_start' when a mob runs or attacks.
'run_end'
'run_speed'
'fly_start' when a mob is flying.
'fly_end'
'fly_speed'
'punch_start' when a mob melee attacks.
'punch_end'
'punch_speed'
'punch2_start' alternative melee attack animation.
'punch2_end'
'punch2_speed'
'shoot_start' shooting animation.
'shoot_end'
'shoot_speed'
'die_start' death animation
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
Using '_loop = false' setting will stop any of the above animations from
looping.
'speed_normal' is used for animation speed for compatibility with some
older mobs.
The mob api also has some preset variables and functions that it will remember for each mob Node Replacement
----------------
'self.health' contains current health of mob (cannot exceed self.hp_max) Mobs can look around for specific nodes as they walk and replace them to mimic
'self.texture_list' contains list of all mob textures eating.
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly selected from textures list 'replace_what' group of items to replace e.g.
'self.gotten' this is used for obtaining milk from cow and wool from sheep {"farming:wheat_8", "farming:carrot_8"}
'self.horny' when animal fed enough it is set to true and animal can breed with same animal or you can use the specific options of what, with and
'self.hornytimer' background timer that controls breeding functions and mob childhood timings y offset by using this instead:
'self.child' used for when breeding animals have child, will use child_texture and be half size {
'self.owner' string used to set owner of npc mobs, typically used for dogs {"group:grass", "air", 0},
'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground {"default:dirt_with_grass", "default:dirt", -1}
'self.nametag' contains the name of the mob which it can show above }
'on_die' a function that is called when mob is killed 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API. 'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
replace a node.
'self' ObjectRef of mob
'pos' Position of node to replace
'oldnode' Current node
'newnode' What the node will become after replacing
If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object
properties.
mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) Custom Definition Functions
---------------------------
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) Along with the above mob registry settings we can also use custom functions to
enhance mob functionality and have them do many interesting things:
These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn. 'on_die' a function that is called when the mob is killed the
parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT
functions, parameters are (object, damage) and returns
(do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as
variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated
with these paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are
(parent1, parent2) objects, return false to stop child from
being resized and owner/tamed flags and child textures being
applied. Function itself must spawn new child mob.
'on_grown' is called when a child mob has grown up, only paramater is
(self).
'do_punch' called when mob is punched with paramaters (self, hitter,
time_from_last_punch, tool_capabilities, direction), return
false to stop punch damage and knockback from taking place.
'custom_attack' when set this function is called instead of the normal mob
melee attack, parameters are (self, to_attack).
'on_die' a function that is called when mob is killed (self, pos)
'do_custom' a custom function that is called every tick while mob is
active and which has access to all of the self.* variables
e.g. (self.health for health or self.standing_in for node
status), return with 'false' to skip remainder of mob API.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn)
'max_light' is the maximum of light
'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for anytime
'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.
... also a simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: Internal Variables
------------------
The mob api also has some preset variables and functions that it will remember
for each mob.
'self.health' contains current health of mob (cannot exceed
self.hp_max)
'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly
selected from textures list
'self.gotten' this is used for obtaining milk from cow and wool from
sheep
'self.horny' when animal fed enough it is set to true and animal can
breed with same animal
'self.hornytimer' background timer that controls breeding functions and
mob childhood timings
'self.child' used for when breeding animals have child, will use
child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for
dogs
'self.order' set to "follow" or "stand" so that npc will follow owner
or stand it's ground
'self.nametag' contains the name of the mob which it can show above
Spawning Mobs in World
----------------------
mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
These functions register a spawn algorithm for the mob. Without this function
the call the mobs won't spawn.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can
spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will
spawn beside (default is {"air"} for
mobs:register_spawn)
'max_light' is the maximum of light
'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for
mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' number of this type of mob to spawn at one time inside
map area
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for
anytime
'on_spawn' is a custom function which runs after mob has spawned
and gives self and pos values.
A simpler way to handle mob spawns has been added with the mobs:spawn(def)
command which uses above names to make settings clearer:
mobs:spawn({name = "mobs_monster:tree_monster", mobs:spawn({name = "mobs_monster:tree_monster",
nodes = {"group:leaves"}, nodes = {"group:leaves"},
@ -200,161 +328,250 @@ These functions register a spawn algorithm for the mob. Without this function th
}) })
Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. For each mob that spawns with this function is a field in mobs.spawning_mobs.
It tells if the mob should spawn or not. Default is true. So other mods can
only use the API of this mod by disabling the spawning of the default mobs in
this mod.
mobs_animal:sheep_chance 11000 or mobs_monster:sand_monster_chance 100
For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod.
Making Arrows
-------------
mobs:register_arrow(name, definition) mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot. This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow 'name' is the name of the arrow
-definition' is a table with the following values: 'definition' is a table with the following values:
'visual' same is in minetest.register_entity() 'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity() 'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity() 'textures' same is in minetest.register_entity()
'velocity' the velocity of the arrow 'velocity' the velocity of the arrow
'drop' if set to true any arrows hitting a node will drop as item 'drop' if set to true any arrows hitting a node will drop as item
'hit_player' a function that is called when the arrow hits a player; this function should hurt the player 'hit_player' a function that is called when the arrow hits a player;
the parameters are (self, player) this function should hurt the player, the parameters are
'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob (self, player)
the parameters are (self, player) 'hit_mob' a function that is called when the arrow hits a mob;
'hit_node' a function that is called when the arrow hits a node this function should hurt the mob, the parameters are
the parameters are (self, pos, node) (self, player)
'tail' when set to 1 adds a trail or tail to mob arrows 'hit_node' a function that is called when the arrow hits a node, the
'tail_texture' texture string used for above effect parameters are (self, pos, node)
'tail_size' has size for above texture (defaults to between 5 and 10) 'tail' when set to 1 adds a trail or tail to mob arrows
'expire' contains float value for how long tail appears for (defaults to 0.25) 'tail_texture' texture string used for above effect
'glow' has value for how brightly tail glows 1 to 10 (default is 0, no glow) 'tail_size' has size for above texture (defaults to between 5 and 10)
'rotate' integer value in degrees to rotate arrow 'expire' contains float value for how long tail appears for
'on_step' is a custom function when arrow is active, nil for default. (defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is
0 for no glow)
'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for
default.
Spawn Eggs
----------
mobs:register_egg(name, description, background, addegg, no_creative) mobs:register_egg(name, description, background, addegg, no_creative)
This function registers a spawn egg which can be used by admin to properly spawn in a mob. This function registers a spawn egg which can be used by admin to properly spawn in a mob.
'name' this is the name of your new mob to spawn e.g. "mob:sheep" 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
'description' the name of the new egg you are creating e.g. "Spawn Sheep" 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
'background' the texture displayed for the egg in inventory 'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1=yes, 0=no) 'addegg' would you like an egg image in front of your texture (1 = yes,
'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters 0 = no)
'no_creative' when set to true this stops spawn egg appearing in creative
mode for destructive mobs like Dungeon Masters.
Explosion Function
------------------
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius) mobs:boom(self, pos, radius)
This function generates an explosion which removes nodes in a specific radius and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage. 'self' mob entity
'pos' centre position of explosion
'radius' radius of explosion (typically set to 3)
'self' mob entity This function generates an explosion which removes nodes in a specific radius
'pos' centre position of explosion and damages any entity caught inside the blast radius. Protection will limit
'radius' radius of explosion (typically set to 3) node destruction but not entity damage.
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) Capturing Mobs
--------------
This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or magic lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely. mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
force_take, replacewith)
'self' mob information This function is generally called inside the on_rightclick section of the mob
'clicker' player information api code, it provides a chance of capturing the mob by hand, using the net or
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable lasso items, and can also have the player take the mob by force if tamed and
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable replace with another item entirely.
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable
'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information)
'self' mob information
'clicker' player information
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
disable
'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead (overrides
new mob eggs with saved information)
Feeding and Taming/Breeding
---------------------------
mobs:feed_tame(self, clicker, feed_count, breed, tame) mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes. This function allows the mob to be fed the item inside self.follow be it apple,
wheat or whatever a set number of times and be tamed or bred as a result.
Will return true when mob is fed with item it likes.
'self' mob information 'self' mob information
'clicker' player information 'clicker' player information
'feed_count' number of times mob must be fed to tame or breed 'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created afterwards 'breed' true or false stating if mob can be bred and a child created
'tame' true or false stating if mob can be tamed so player can pick them up afterwards
'tame' true or false stating if mob can be tamed so player can pick
them up
Protecting Mobs
---------------
mobs:protect(self, clicker) mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item. This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information 'self' mob information
'clicker' player information 'clicker' player information
Mobs can now be ridden by players and the following shows the functions and usage: Riding Mobs
-----------
Mobs can now be ridden by players and the following shows its functions and
usage:
mobs:attach(self, player) mobs:attach(self, player)
This function attaches a player to the mob so it can be ridden. This function attaches a player to the mob so it can be ridden.
'self' mob information 'self' mob information
'player' player information 'player' player information
mobs:detach(player, offset) mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset position. This function will detach the player currently riding a mob to an offset
position.
'player' player information 'player' player information
'offset' position table containing offset values 'offset' position table containing offset values
mobs:drive(self, move_animation, stand_animation, can_fly, dtime) mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at same time. This function allows an attached player to move the mob around and animate it at
same time.
'self' mob information 'self' mob information
'move_animation' string containing movement animation e.g. "walk" 'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand" 'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly up and down 'can_fly' if true then jump and sneak controls will allow mob to fly
'dtime' tick time used inside drive function up and down
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation) mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional controls. This function allows an attached player to fly the mob around using directional
controls.
'self' mob information 'self' mob information
'dtime' tick time used inside fly function 'dtime' tick time used inside fly function
'speed' speed of flight 'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button fires) 'can_shoot' true if mob can fire arrow (sneak and left mouse button
'arrow_entity' name of arrow entity used for firing fires)
'move_animation' string containing name of pre-defined animation e.g. "walk" or "fly" etc. 'arrow_entity' name of arrow entity used for firing
'stand_animation' string containing name of pre-defined animation e.g. "stand" or "blink" etc. 'move_animation' string containing name of pre-defined animation e.g. "walk"
or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g.
"stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob registry without extensions. Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name) mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not found. This function sets the current animation for mob, defaulting to "stand" if not
found.
'self' mob information 'self' mob information
'name' name of animation 'name' name of animation
Certain variables need to be set before using the above functions: Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the first time 'self.v2' toggle switch used to define below values for the
'self.max_speed_forward' max speed mob can move forward first time
'self.max_speed_reverse' max speed mob can move backwards 'self.max_speed_forward' max speed mob can move forward
'self.accel' acceleration speed 'self.max_speed_reverse' max speed mob can move backwards
'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land) 'self.accel' acceleration speed
'self.driver_attach_at' position offset for attaching player to mob 'self.terrain_type' integer containing terrain mob can walk on
'self.driver_eye_offset' position offset for attached player view (1 = water, 2 or 3 = land)
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} 'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
Here is an example mob to show how the above functions work: External Settings for "minetest.conf"
------------------------------------
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is
false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default
is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual
range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage
multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status
(true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
to 0.5 to have mobs spawn more or 2.0 to spawn less.
e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
spawning.
'mobs_spawn' if false then mobs no longer spawn without spawner or
spawn egg.
'mobs_drop_items' when false mobs no longer drop items when they die.
'mobs_griefing' when false mobs cannot break blocks when using either
pathfinding level 2, replace functions or mobs:boom
function.
Players can override the spawn chance for each mob registered by adding a line
to their minetest.conf file with a new value, the lower the value the more each
mob will spawn e.g.
mobs_animal:sheep_chance 11000
mobs_monster:sand_monster_chance 100
-- rideable horse Rideable Horse Example Mob
--------------------------
mobs:register_mob("mob_horse:horse", { mobs:register_mob("mob_horse:horse", {
type = "animal", type = "animal",
visual = "mesh", visual = "mesh",
@ -393,6 +610,10 @@ mobs:register_mob("mob_horse:horse", {
drops = { drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3} {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
}, },
sounds = {
random = "horse_neigh.ogg",
damage = "horse_whinney.ogg",
},
do_custom = function(self, dtime) do_custom = function(self, dtime)