Tweak wither skeleton: Sword, melee combat, new (bad) model

This commit is contained in:
Wuzzy 2017-03-05 05:14:31 +01:00
parent c059d05efd
commit 74670547ef

View file

@ -8,8 +8,8 @@
mobs:register_mob("mobs_mc:skeleton", { mobs:register_mob("mobs_mc:skeleton", {
type = "monster", type = "monster",
hp_min = 30, hp_min = 20,
hp_max = 30, hp_max = 20,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4}, collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
pathfinding = 1, pathfinding = 1,
group_attack = true, group_attack = true,
@ -27,7 +27,7 @@ mobs:register_mob("mobs_mc:skeleton", {
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.4,
damage = 1, damage = 1,
armor = 200, armor = 100,
drops = { drops = {
{name = "mcl_throwing:arrow", {name = "mcl_throwing:arrow",
chance = 1, chance = 1,
@ -73,14 +73,18 @@ mobs:register_spawn("mobs_mc:skeleton", {"group:solid"}, 7, -1, 5000, 4, 31000)
mobs:register_mob("mobs_mc:skeleton2", { mobs:register_mob("mobs_mc:skeleton2", {
type = "monster", type = "monster",
hp_max = 60, hp_min = 20,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4}, hp_max = 20,
collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
pathfinding = 1, pathfinding = 1,
group_attack = true, group_attack = false,
visual = "mesh", visual = "mesh",
mesh = "mobs_skeleton.x", mesh = "3d_armor_character.b3d",
textures = { textures = {
{"mobs_skeleton2.png"} {"mobs_skeleton2.png",
"3d_armor_trans.png",
minetest.registered_items["mcl_tools:sword_stone"].inventory_image,
},
}, },
makes_footstep_sound = true, makes_footstep_sound = true,
sounds = { sounds = {
@ -90,8 +94,8 @@ mobs:register_mob("mobs_mc:skeleton2", {
}, },
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.4,
damage = 3, damage = 7,
armor = 200, armor = 100,
drops = { drops = {
{name = "mcl_core:coal_lump", {name = "mcl_core:coal_lump",
chance = 1, chance = 1,
@ -107,34 +111,18 @@ mobs:register_mob("mobs_mc:skeleton2", {
max = 1,}, max = 1,},
}, },
animation = { animation = {
speed_normal = 30, speed_normal = 30, speed_run = 30,
speed_run = 60, stand_start = 0, stand_end = 79,
stand_start = 0, walk_start = 168, walk_end = 187,
stand_end = 23, run_start = 168, run_end = 187,
walk_start = 24, punch_start = 200, punch_end = 219,
walk_end = 49,
run_start = 24,
run_end = 49,
hurt_start = 85,
hurt_end = 115,
death_start = 117,
death_end = 145,
shoot_start = 50,
shoot_end = 82,
}, },
drawtype = "front", drawtype = "front",
water_damage = 1, water_damage = 1,
lava_damage = 0, lava_damage = 0,
light_damage = 0, light_damage = 0,
view_range = 16, view_range = 16,
attack_type = "dogshoot", attack_type = "dogfight",
arrow = "mcl_throwing:arrow_entity",
shoot_interval = 0.5,
shoot_offset = 1,
--'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 above modes.
dogshoot_switch = 1,
dogshoot_count_max =6,
}) })
mobs:register_spawn("mobs_mc:skeleton2", {"group:solid"}, 7, -1, 5000, 4, -3000) mobs:register_spawn("mobs_mc:skeleton2", {"group:solid"}, 7, -1, 5000, 4, -3000)